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Old 20-06-2005, 01:06 AM   #1
Yobor
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I made this game a while ago. Mostly we played it on www.da-pit.tk , but I think its time to introduce Abandonia to it. Check it out.



Hi guys. Anyway, this is a roleplay for people. There are four skills involved with the game:
Guns
Diplomacy
Strength
Agility

DIPLOMACY covers intelligence to bluffing. GUNS is, of course, skill with guns. And STRENGTH speaks for itself. AGILITY is your speed of movement as well as deftness in the procession of those movements.

The Setting of this game is in a huge Post-Apocalyptic wasteland. 100 years ago, in the year 2003, a nuclear war erupted over the world. From the ashes new groups emerged. Salvaging remnants of technology, you forge out into the depths of the wasteland.



For characters, you are allotted 12 points to spend, with a maximum of 10 in each category, and a minimum of one. For each point in a skill you are allotted a six-sided die. Different actions will require more points to complete. Here is a sample character:


Fred
GUNS: 3
DIPLOMACY:6
STRENGTH:1
AGILITY: 2


Fred is fighting a giant rat. He tries to shoot the rat. Since a giant rat is fairly easy to hit, he will only need 8 points to hit it. I roll three six-sided dice: 5; 5; 6, or 16 total. Since the number of points received was double the amount needed, Fred gets a critical hit as well as hitting the rat. For damage, I will place gun tables, or just tell you on the spot. Since Fred is using a simple 9mm, he gets a six-sided die of damage. I roll 3; doubled because of the critical, is 6, blowing the rats brains out all over the wall. Yay. Here is the first Damage/requirement table:

To hit with guns, you take the average of the GUNS skill and the AGILITY skill, rounded up, for the number of dice received.

Pistols:
9mm: 1 GUNS, 1d6 (akimbo capability 2d6 -1 to hit rolls if using duel 9mm)
44Magnum: 2 GUNS, 1d8
Glock 18: 3 GUNS, 1d8 (burst capability 5 round burst)
Desert Eagle: 4 GUNS, 1d10
Laser pistol: 9 GUNS 1d14 +5 (energy)

SMG’s (Sub-Machineguns):
Uzi: 2 GUNS, 1d4 (akimbo 2d4 -1 to hit rolls, with burst capability, 10 or 15/20 or 30 for akimbo bullet bursts)
Scorpion: 3 GUNS 1d6 (burst capability 10 or 15 bullet bursts)
Thompson: 4 GUNS 1d6 (with burst capability, 25 round burst, this gun is drum fed)

Shotguns (all close ranged, damage is done per pellets hence the high dice count)
Benelli: GUNS 4 4d3
Saiga-20K: GUNS 5 4d3 (semi, fires 2 slugs a round)
USAS-12: GUNS 6 4d3 (burst capability 5 slug burst)

Rifles:
Winchester: 5 GUNS, 1d12 (has a scope)
M4A1/AK47: 7 GUNS, 1d8 (with burst capability, 5 or 10 bullet bursts)
Barrett82A1: 8 GUNS, 2d12 (has a scope)
Laser Rifle: 10 GUNS, 1d20 plus 5 (energy damage + scope)

Heavy Weapons (All Heavy Weapons need a STRENGTH of 3 to use):
Browning: 6 GUNS, 1d4 (30 round burst and tripod)
Bren: 7 GUNS, 1d5 (30 round burst and tripod)
Rocket Propelled Grenade (RPG): 7 GUNS 12d12
m60: 8 GUNS 1d6 (30 round burst and tripod)
Light Anti Tank Weapon (LAW): 10 GUNS 48d12

Armor Rating (or AR for short) is Agility X 2 +5

Hazmat suit: +2 immune to rad
Leather Jacket: +1
Kevlar armor: +3 -4 damage taken to all non energy guns +3 to AR against non energy guns
Leather Armor: +3
Metal Armor: + 5
Combat Armor: +7
Power Suit: +9 +1 STRENGTH

ACTION TABLE:
Your actions are created at follows: Agility divided by 2 + 2, rounded down.
It costs two action points to fire a gun or take a standard action. You MUST use all of your Actions points in a single post. You can say "Wastes 1 action" or whatever, but it must be said, or it will be assumed.

Throwing Table:
Your chance to hit is +1 difficulty per 5 feet, base 10. The average of your AGILITY and STRENGTH is used to determine hit. For grenade-type weapons, the damage is divided between targeted hits.

Rock: (STRENGTH) d2
Glass/metal shards: (STRENGTH) d3
Knives: (STRENGTH) d4
Spear: 3 STRENGTH (STRENGTH) d5
Molotov: 12d12 (fire damage takes 3 rounds to burn out)
Grenade: 24d12
Plasma Grenade: 36d12

Melee Table:
Strength Mod: 1/3 your strength (rounded up) is the number of dice you recieve for damage.
To hit with Melee, you take the average of the STRENGTH and AGILITY skills rounded up for the number of dice.


Fist: 1 STRENGTH, d2
Combat Knife: 1 STRENGTH, d3
machete: 2 STRENGTH, d4
Spear: 3 STRENGTH, d5
Fire Axe: 4 STRENGTH, d6
SledgeHammer: 5 STRENGTH, d6+1
Spiked SledgeHammer: 6 STRENGTH d8
Powered-SledgeHammer: 7 STRENGTH, d8+1
Small Chainsaw: 8 STRENGTH, d10
Large Chainsaw: 9 STRENGTH, d10+2
Motor Bikes/large objects used as weapons: 10 STRENGTH, d20

Hitpoints: STRENGTH times 5 plus 15
And, it would be really nice if everyone could display their stats in their sig. Just saying.





healing powder:
cures minor wounds

stim packs:
heals critical wounds

super stim pack:
heals up to even fatal wounds instantly but has horrid side effects in the future (loss of hp max)


Factions: Various Factions in the world of APOC

Cult of Titan: These Technological Fanatics worship all forms of technology. Their HQ is located in an abandoned Space-Craft, Titan XIV.

Traits: Special Abilities or characteristics given to players by the DM during gameplay.

AAGH!: When you get angry, you get ANGRY! When angry, you receive +1 STRENGTH, but when docile, you get -1.

Cybernetic Implants: You have had Cybernetic Implants placed in your body. This grants you plus 1 GUNS, but makes you reliant on machines, having you lose 1 STRENGTH point if your strength is above 5.

Race-Types: Various variations of the Human race playable by characters.

Robots: Various sentient machines. Players classified as robots cannot wear armor, but their Armor is STRENGTH x 3 +15. Robots also do not have DIM values, and instead make checks using GUNS. However, Robots can only upgrade skills by paying for them at various Cult bases.

Mutants (Ghouls): These poor retches have been mutated by the Radiation of the Wasteland. Body parts occasionally fall off, yet Ghouls have a knack for staying alive. All social checks are automatically failed, and they lose 1 STRENGTH and AGILITY. However, for purposes of HP they have 8 STRENGTH and are immune to Radiation.

Mutants (Supers): These hulking monstrosities were created by a secret government project. Super mutants receive plus 2 STRENGTH at the cost of 2 DIPLOMACY and AGILITY. They also cannot wear armor. However, requirements for all weapons are halved for Super Mutants. (Unplayable)

Deathclaw: Giant death machines, these creatures are the worst nightmare of anyone. Deathclaws are part of the same project as Super Mutants, but the government experimented on strange Jackelope-like creatures. These huge monsters have large claws and horns. (Unplayable)
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Old 21-06-2005, 08:56 PM   #2
PrejudiceSucks
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Cool, sounds like a good idea.

Maybe a bit hard to implement though.
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Old 21-06-2005, 10:42 PM   #3
Tulac
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Hey can I use my old character, the nazi style doctor?

@Prejudice: It worked
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Old 21-06-2005, 11:53 PM   #4
a1s
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well as long as you trust your GM to roll your dice for you, it should work like a charm.
(I don't think I can partcipate myself, since I'm in that other RPG allready)
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Old 22-06-2005, 08:27 AM   #5
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Yeah, cool. Can I team up with you Tulac?

Sort of work as a group to take those post-apocalytic suckers down?

Hehey like if Fallout was MP (and not Fallout Tactics before you say that).
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Old 30-06-2005, 02:22 PM   #6
Yobor
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Yes. I think Shunk will probably want to participate. I moved APOC to this forum because we only had 2 people participating.
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Old 30-06-2005, 10:04 PM   #7
a1s
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can I still join? the other RPG thread didn't work out (we haven't processed the first turn for the last two weeks. for mistras sake...! ).
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Old 01-07-2005, 03:59 PM   #8
PrejudiceSucks
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I have a question - do we all go around in a crew, Icewind Dale style?

OR are we all separate and against each other?
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Old 01-07-2005, 04:17 PM   #9
Yobor
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You all can decide to do whatever you want in a situation. Yes, you all go around in a crew like Icewind Dale.

Oh, and killing every living thing kindof makes it hard for me to calculate, so I would appreciate it if you played as a more good-aligned party/frat party.

A1s, of course you can join. Now, everyone make a character using the rules above. You are allowed a reasonable amount of equipment. (After all, you are desert-trolling adventurers.)
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Old 01-07-2005, 06:08 PM   #10
Shunk Eat Enemy
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SHUNK PLAY APOCALYPSE FOR THIS IS MY GAME I AM THE KING MWWHAHAHAHA but really i played this with erik(yobor) on our um hem *cough* da pit *cough cough

Quote:
a bit hard to implement
? Psucks it's basicly fallout :bye:
also if you notice my charaters as tank we'll need some gunners and tulacs''sam fisher''
shunk be done with hes character surprisely also named shunk -> :Titan:
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