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Monument 14: A Survivor's Story Notes

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Post  Admin (HalcyonWandering) Mon Jan 21, 2013 4:25 am

This is a collabrative project between myself, Aneastin, and Aesoth. I'll be a GM once I've finished everything.

Kudos to the Fallout Series. The SPECIAL mechanics and such were really useful here.

This is by no means finished and very much a work in progress. Will be edited regularly until finished

Ch. 1 Character Design

Name:

Gender:

Height:

Weight:

Blood Type:

Appearance:

Personality:

Clique:

Ch. 2 Stats

Primary Stats

Strength (Str): Determines physical prowess

Intelligence (Int): Determines technical know how and decision making

Dexterity (Dex): Determines ability to work with percision

Courage (Cor): Determines bravery and leadership

Charisma (Crm): Determines ability to lie and persuade

Resistance (Res): Determines resistance to the NORAD gas

Agility (Agi): Determines movement speed and reflexes

Perception (Per): Determines sight and detection

Endurance (End): Determines resistance to physical abuse

Luck (Lck): Determines fortune
Secondary Stats

Hunger: Determined from Strength, Endurance, determines the Nutritive Value from food needed daily

Carrying Weight: Determined by Strength, determines the number of items that can be carried

Stealth: Determined by Agility, Perception and Intelligence, determines the chance of being detected by hostile forces

Guns: Determined from Perception and Courage, determines the effectiveness of firearms

Insanity: Determined by Intelligence and Resistance, determines mental stability

Immunity: Determined by Endurance and Resistance, determines resistance to illnesses and effects of hostile attacks

Barter: Determined by Charisma and Courage, determines the discount or bonus added when buying or selling items

Energy Weapons: Determined by Intelligence and Dexterity, determines the effectiveness of alien and other odd tech weapons

Explosives: Determined by Strength and Perception, determines the effectiveness of explosive weapons

Lockpick: Determined by Dexterity, determines the effectiveness of breaking or picking locks

Medicine: Determined by Intelligence, determines the effectiveness of medical aid

Melee Weapons: Determined by Strength and Perception, determines the effectiveness of melee weapons

Repair: Determined by Intelligence and Dexterity, determines ability to repair weapons and armor

Science: Determined by Intelligence and Perception, determines ability to make chemicals and medicines

Speech: Determined by Charisma and Perception, determines conversational ability

Survival: Determined by Resistance, Endurance, and Intelligence, determines the NV obtained from food

Unarmed: Determined by Strength and Dexterity, determines unarmed skill with gloves, knuckles, etc.

Scavenge: Determined by Perception, determines the amount of loot obtained from scavenged items

Ch. 3 Cliques and Traits

A Clique is your character's starting abilities, strengths and weaknesses. They come packaged with an assigned Trait and Disadvantage.

Prep
Starting Stats:
Str: 4
Int: 5
Dex: 5
Cor: 5
Crm: 7
Res: 3
Agi: 5
Per: 6
End: 4
Lck: 6
Innate Trait: Narcissist
Innate Disadvantage: Repeat After Me

Nerd
Starting Stats:
Str: 4
Int: 7
Dex: 6
Cor: 5
Crm: 5
Res: 6
Agi: 5
Per: 5
End: 3
Lck: 4
Innate Trait: Bookworm
Innate Disadvantage: Weakened by Light

Jock
Starting Stats:
Str: 7
Int: 3
Dex: 5
Cor: 5
Crm: 5
Res: 4
Agi: 6
Per: 4
End: 6
Lck: 5
Innate Trait: Roid Rage
Innate Disadvantage: Book Dumb

Goth
Starting Stats
Str: 6
Int: 5
Dex: 5
Cor: 4
Crm: 4
Res: 7
Agi: 5
Per: 6
End: 5
Lck: 3
Innate Trait: Non-Believer
Innate Disadvantage: Army Of The Dead

Skater
Starting Stats
Str: 5
Int: 4
Dex: 5
Cor: 6
Crm: 3
Res: 5
Agi: 6
Per: 4
End: 5
Lck: 7
Innate Trait: Tuck N' Roll
Innate Disadvantage: Coming In Hot

Traits:
Ahem: (Requires Speech of 10 or higher) (action) Can increase Str by 1 while reducing Stealth to 0
An Axe To Grind: (Str of 7 or higher needed) Increases damage done by axes by 50%
Aura Vision: (Per of 6 or higher needed) Can sense the difference between hostile and friendlies
Awakening The Sleeping Giant: Increases Str by 2 for a short duration after sleep
Bookworm: (Nerd and Goth Clique only) Increases AP available upon level up
Bowties Are Cool: (Nerd Clique only) Increases Crm by 1 when wearing a bowtie
Brutal: (Type O only) Increase Str by 1, decreases Crm by 1
Calling Your Attacks: (Requires Cor of 6 or higher) (action) Increases Str by 2 but increases hostile dodge rate
Chronic Hero Syndrome: Increases Cor by 2 when in a group of two or more but reduces Int by 1
Conspiracy Theorist: Increases Int and Stealth by 50%, reduces Cor and Res by 50%
Cool Shades: Increases Crm by 2 when wearing sunglasses
Cute Bruiser: (Requires Crm of 6 or higher) Increases Unarmed by 50%
Deadman's Gun: (Type O only) Gives an M1911 and ten rounds of ammuntion but reduces Cor by 1
Dumb Luck: (Jock Clique only) Increase Lck by 1, Decreases Int by 1 Also, increases scavenger findings
Frickin' Laser Beams: Energy weapons deal 50% more damage
Got Milk?: (Endurance of 6 or higher required) Harder for injuries to be substained but requires more NV
Grave Humor: (Crm of 6 or higher needed) Insanity increases and Cor reductions disabled
I'm Not Angry: (Type O only) Increases Str and Int when not effected by gas by 1
Living Aphrodisiac: (Requires Speech and Barter of 20 or higher) Increases Crm by 1 but increases hostile encounter rate
Mad Mathematician: (Type AB only) Increases Medicine, Science, and Repair by 50%, increases Insanity by 25%
Magic Dance: Increase Agi by 1 but increases Insanity by 50%
Mana Shield: (Requires Science of 50 or higher) When holding an Energy Weapon, End increases by 1
Mascots Love Sugar: (Female Prep only) If exceeding necessary NV, Agi and Per increase by 1
Narcissist: (Jock and Prep Clique only) recieves a 1 point boost in all stats when in a group of three or more, loses one point if in a group of two or alone
Ninja: (Stealth skill of 20 or higher required) Increases Stealth by 50%
Non-Believer: Reduces the chance of panic, fear, or shock, increases Cor by 2 against supernatural hostiles
Outlaw: (Skater and Goth Clique only) Increase Res by 1 when alone
Rare Guns: (Scavenge skill of 30 or higher required) Increases the chance of finding firearms while scavenging
Redemption In The Rain: (It Always Rains At Funerals required) Increases Guns, Energy Weapons, and Melee Weapons by 50%
Resistance Is Futile: (Requires Str of 7 or higher) Reduces hostile armor stat by 50%
Roid Rage: (Type O or Jock Clique required) Receives double boosts from perfomance enhancers for half the standard time
Survivalist: (Survival skill of 25 or higher required) Increases the amount of NV obtained from food
“The Reason You Suck”: (Requires Speech of 30 or higher) (action) Reduces hostile Str, End, and Agi by 1
They Wasted A Perfectly Good Sandwhich: Receive no negative effects from food items
Tuck N' Roll: (Skater and Jock Clique only) Reduces damage from falls and collisions by 50%
X-Ray Vision: Increases Per at close range by 2, reduces Per at far range by 1
Zen Survivor: (Survival of 50 or higher required) Increases End and Res by 1, decreases Scavenge by 25%

Disadvantages:
Accident Prone: (Lck of 4 or lower required) Increased chance to break limbs, negated by Got Milk?
Army Of The Dead: Needs at least eight hours of sleep or Str, End, and Agi are reduced by 1
Book Dumb: (Int of 4 or lower required) Reduces experience gained from media and information gatherings
Coming In Hot: Reduces Stealth by 50% but increases the damage of the first attack by 100%
Cute And Psycho: (female only disadvantage) Increases Crm and Str by 2, increases Insanity by 50%
Damaged Soul: (Type O, Gas effect disadvantage) Sharply reduces Stealth and increases Insanity, increases Unarmed and Melee weapons slightly
Designated Monkey: Lck decreases by 1, End increases by 1
Everyone Is A Tomato: (Type AB only) Increases all stats by 1 and... Everyone IS a tomato.
First Contact: (Type AB only) Aliens are invading!
Harmful Healing: (Requires Dex of 4 or lower) Emergency first aid is 50% less effective
Hybrid Monster: (Type O only) Increases Str by 3, reduces Res to 1
It Always Rains At Funerals: Str and End decrease by 1 in rain
Lions, Tigers, and Humans. Oh, my!: (Requires Cor of 4 or lower) Reduces damage done to non-effected humans by 100%
Misery Builds Character: Reduces all stats by 1 intially. Boosts all stats by 2 at level 30
Perky Goth: (Goth Clique only) Decreases Res by 5, increases all other stats by 1
Purity Sue: Increases Res by 20 but lowers all other stats to 1
Repeat After Me: Decreases Int by 2 when in a group of two or more
Sorry I Fell On Your Fist: (Requires Crm of 4 or lower) Sustain double damage from non-effected humans
Super Speed: (Coming In Hot required) Increase Agi by 2, reduces all other stats by 2
Talking Animals: (Type AB only) Allows communication with animals but reduces Res by 2
Time Travel For Fun And Profit: (Type AB only) You're from the future... Or past. Whatever.
Traumatic Haircut: (Prep Clique only) Any change in hairstyle reduces Per, Cor, and Res by 1
Weakened by Light: (Nerd or Goth Clique required) Reduces Per by 1 in light

Ch. 4 The Gas

The gas is a chemical weapon that has dispersed across the entire planet. It lingers in the air and seems to stay outside for some strange reason refusing to enter inclosed areas that gas has the following effects on the following blood types.

Type A: Blisters/Boils of Blood (Lethal after 1 hour of exposure)
Type B: Reproductive Failure
Type AB: Hallucination/Delusion causing effects
Type O: Rage/Killer Instinct inducing effects (Both O+ and O-)

Ch. 5 Weapons

Name: Name
Damage: D
Damage Per Second: DPS
Area Of Effect: AoE
Rate of Fire: RF
Critical Chance: CC
Critical Damage: CD
Weapon Spread: WS
Ammunition Used: AU
Rarity: R
Magazine Capacity: MC
Durability: D
Weight: W
Value: V
Skill Required: SR
Strength Required: Str
Description: Rare weapons only
Component In: CI

Ch. 6 Armor & Clothing

Name: Name
Damage Threshold: DT
Weight: W
Value: V
Durability: D
Component In: CI

Ch. 7 Consumables

Name: Name
Weight: W
Value: V
Effect: E
Nutritive Value: NV
Duration: D (time related effects)
Component In: CI

Ch. 8 Other Items

Name: Name
Weight: W
Value: V
Component In: CI

Ch. 9 Crafted Items

Name: Name
Item Category: IC
Damage: Dam
Damage Per Second: DPS
Area Of Effect: AoE
Rate of Fire: RF
Critical Chance: CC
Critical Damage: CD
Weapon Spread: WS
Ammunition Used: AU
Rarity: R
Magazine Capacity: MC
Durability: Dur
Weight: W
Value: V
Skill Required: SR
Strength Required: Str
Description: Rare weapons only
Damage Threshold: DT
Nutritive Value: NV
Effect: E
Duration: D
Component In: CI
Components: Com
Workplace Needed: WN

Ch. 10 Factions

Faction Name: FN
Leader: L
Member Size: MS
Area of Control: AoC

Ch. 11 Locations

1. Green Way

A large chain superstore filled to the brim with all sorts of interesting goods. Being trapped inside isn't that terrible... Right?

2. The Lonesome Road

Interstate I-25, a terrible reminder of the catastrophes that have turned the world on its head

3. Palmer Ridge High School



4. Misty Acres Blvd



5. Larkspur Fire Department



6. Town of Castle Rock



7. Castle Rock Park



8. Sky Ridge Medical Center



9. Aurora Highlands



10. Denver International Airport



Ch. 12 Hostiles

Name: N
Weapon(s): W
Faction: F
Rarity: R
Lootable items: LI

Ch. 13 Vehicles
Name: N
Vehicle Type: VT
Durability: D
Passenger Total: PT
Weight Max: WM
Fuel Required: FR
Parts For Repair: PFR


Last edited by Admin (HalcyonWandering) on Thu Nov 14, 2013 1:36 am; edited 6 times in total
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Post  Admin (HalcyonWandering) Tue Jan 22, 2013 1:52 am

EDIT: Added more Traits and Disadvantages, more chapters for information...

Still VERY MUCH a rough draft
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Post  Atlantis_Rising Tue Jan 22, 2013 10:32 pm

......TL;DR
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Post  Haar_Dragon Tue Jan 22, 2013 11:17 pm

Yeah, this is REALLY in-depth, I'm gonna hold off until it's about done so I don't have to read any rehash. This could seriously use some down-scaling. It's like if you played FFVIII, for example, and it just kinda dumped all the tutorials on you at the same time, as well as having you manage the Eidolons' abilities.
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Post  Admin (HalcyonWandering) Tue Jan 22, 2013 11:43 pm

To be absolutely honest, this is mostly a place for Aesoth and myself to keep track of all the stats systems and such in order so that we can both keep track of edits and such... And it's nearing completion to the point where I'll soon be releasing a character page. We don't need much else to get this off the ground.
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Post  NebulaGregarZX Tue Jan 22, 2013 11:44 pm

Guardian Forces (GFs), Haar. They weren't called Eidolons in FFVIII. That aside, pretty much. Only it's even more complicated; you have to figure out your individual stats for the right balance. It's like power-playing a game, where you actually run calculations on what would be most effective. And it's either that, or risk having a completely ineffective setup. I'd rather not bother with stats that actually affect story; if a character who, by way of narrative, is guaranteed victory, loses a fight, for no reason other than that the other guy had the better setup, then I find that there's a problem.

The positive, though, is that you can't establish an overpowered character out of the blue. However... thing is, power levels are BS. Remember DBZ? The reason those power levels were implemented was specifically to show how USELESS and UNRELIABLE they were.
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Post  Admin (HalcyonWandering) Tue Jan 22, 2013 11:50 pm

NebulaGregarZX wrote:The positive, though, is that you can't establish an overpowered character out of the blue.

This would be the main reason I came up with this idea. I wanted to start an RP where everyone had a realistic chance. And it won't be a matter of power playing to make a character that can win. There will be a possible victory for any character type.. (Assuming you don't take Purity Sue which is essentially assigning yourself to an early grave.)
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Post  Haar_Dragon Tue Jan 22, 2013 11:58 pm

Alright, noted. Just making the point that it seems really overwhelming.

Nebula, I don't give a damn what they're called, you know exactly what I mean. Also, summoning them is pretty useless...
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Post  Admin (HalcyonWandering) Tue Jan 22, 2013 11:59 pm

Be happy that I'm not writing down the calculations that derive the secondary stats on here. THAT would be going too in depth.
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Post  Haar_Dragon Wed Jan 23, 2013 12:11 am

O_O
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Post  khfreak358 Wed Jan 23, 2013 12:49 am

Str:
Int:
Dex:
Cor:
Crm:
Res:
Agi:
Per:
End:
Lck:

Please define the bolded abbreviations. Aside from that I think it's pretty solid. I look forward to it.
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Post  khfreak358 Wed Jan 23, 2013 12:51 am

Okay, nevermind, I just saw what each abreviation stood for. I'm stupid.
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Post  Haar_Dragon Wed Jan 23, 2013 2:38 am

I dunno, I know you put up the sheet already, but I don't feel like the character I have in mind really fits into any of those cliques. Is there one for, say Average Joe? Or perhaps Otaku? Internet person? Gamer??? I just don't feel like the character I have in mind really fits those. If you can't come up with more stats or just don't feel like it, that's fine, I'm just saying, I don't feel like everything is really covered by those groups.
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Post  khfreak358 Wed Jan 23, 2013 3:08 am

"Nerd" I feel covers those last three. Average joe, however you have a point on. Although, I think the idea they had was to cover basic high school archetypes. I'm not saying average joe doesn't apply there, just that I see where they're coming from.
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Post  Zeldaman2.0 Wed Jan 23, 2013 3:14 am

This looks really interesting, almost like a professional RPG. And I agree about the Average Joe, and perhaps a class for those who frequently get into fights (Troublemaker?). And how will obtaining feats, AP, etc go?
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Post  Admin (HalcyonWandering) Wed Jan 23, 2013 3:16 am

Yeah, that was the general plan. It was to follow those archtypes.

Also, if you want an Average Joe

Goth
Stats
Str: 4
Int: 4
Dex: 4
Cor: 4
Crm: 4
Res: 10
Agi: 4
Per: 4
End: 4
Lck: 4

Take Perky Goth at first level up and you have a flat five rating in every stat. That's what the Trait is for actually since the first level up will be fairly fast.

Also, Aesoth and I are still working on the exact system of level up... It's a slow, steady process.
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Post  Admin (HalcyonWandering) Wed Jan 23, 2013 3:18 am

Note: This RP isn't limited solely to contributions by Aesoth, Aneastin, and myself. You guys are free to submit ideas for just about anything (which is why I gave the abbreviations for EVERYTHING's stats). Just it'll have to be approved by me or Aesoth before it comes into work in the game proper.
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Post  khfreak358 Wed Jan 23, 2013 3:22 am

I just noticed you didn't specify age in the character sheet. Was that intentional, or just a mistake?
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Post  Haar_Dragon Wed Jan 23, 2013 3:24 am

All I'm saying is that I am in high school and I don't fit in with any of those groups. I just feel like they weren't really all-inclusive, although I could BS something together for reasons not to fit in with certain groups and yet get along with them. *shrug* Eh, I'm just being nitpicky I guess.
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Post  Admin (HalcyonWandering) Wed Jan 23, 2013 3:25 am

Oops. I remember height and weight but forget age... smooth.

I'm the same way. I don't fit into a "clique" it was just a convenient term to use for classes/jobs in a high school setting.
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Post  Zeldaman2.0 Wed Jan 23, 2013 3:40 am

Traits:
Ahem: (Requires Speech of 10 or higher) (action) Can increase Str by 1 while reducing Stealth to 0
An Axe To Grind: (Str of 7 or higher needed) Increases damage done by axes by 50%
Aura Vision: (Per of 6 or higher needed) Can sense the difference between hostile and friendlies
Awakening The Sleeping Giant: Increases Str by 2 for a short duration after sleep
Bowties Are Cool: (Nerd Clique only) Increases Crm by 1 when wearing a bowtie
Brutal: (Type O only) Increase Str by 1, decreases Crm by 1
Bookworm: (Nerd and Goth Clique only) Increases AP available upon level up
Calling Your Attacks: (Requires Cor of 6 or higher) (action) Increases Str by 2 but increases hostile dodge rate
Chronic Hero Syndrome: Increases Cor by 2 when in a group of two or more but reduces Int by 1
Conspiracy Theorist: Increases Int and Stealth by 50%, reduces Cor and Res by 50%
Cool Shades: Increases Crm by 2 when wearing sunglasses
Cute Bruiser: (Requires Crm of 6 or higher) Increases Unarmed by 50%
Deadman's Gun: (Type O only) Gives an M1911 and ten rounds of ammuntion but reduces Cor by 1
Dumb Luck: (Jock Clique only) Increase Lck by 1, Decreases Int by 1 Also, increases scavenger findings
Frickin' Laser Beams: Energy weapons deal 50% more damage
Got Milk?: (Endurance of 6 or higher required) Harder for injuries to be substained but requires more NV
Grave Humor: (Crm of 6 or higher needed) Insanity increases and Cor reductions disabled
I'm Not Angry: (Type O only) Increases Str and Int when not effected by gas by 1
Living Aphrodisiac: (Requires Speech and Barter of 20 or higher) Increases Crm by 1 but increases hostile encounter rate
Mad Mathematician: (Type AB only) Increases Medicine, Science, and Repair by 50%, increases Insanity by 25%
Magic Dance: Increase Agi by 1 but increases Insanity by 50%
Mana Shield: (Requires Science of 50 or higher) When holding an Energy Weapon, End increases by 1
Mascots Love Sugar: (Female Prep only) If exceeding necessary NV, Agi and Per increase by 1
Narcissist: (Jock and Prep Clique only) recieves a 1 point boost in all stats when in a group of three or more, loses one point if in a group of two or alone
Ninja: (Stealth skill of 20 or higher required) Increases Stealth by 50%
Non-Believer: Reduces the chance of panic, fear, or shock, increases Cor by 2 against supernatural hostiles
Outlaw: (Skater and Goth Clique only) Increase Res by 1 when alone
Rare Guns: (Scavenge skill of 30 or higher required) Increases the chance of finding firearms while scavenging
Redemption In The Rain: (It Always Rains At Funerals required) Increases Guns, Energy Weapons, and Melee Weapons by 50%
Resistance Is Futile: (Requires Str of 7 or higher) Reduces hostile armor stat by 50%
Roid Rage: (Type O or Jock Clique required) Receives double boosts from perfomance enhancers for half the standard time
Survivalist: (Survival skill of 25 or higher required) Increases the amount of NV obtained from food
“The Reason You Suck”: (Requires Speech of 30 or higher) (action) Reduces hostile Str, End, and Agi by 1
They Wasted A Perfectly Good Sandwhich: Receive no negative effects from food items
Tuck N' Roll: (Skater and Jock Clique only) Reduces damage from falls and collisions by 50%
X-Ray Vision: Increases Per at close range by 2, reduces Per at far range by 1
Zen Survivor: (Survival of 50 or higher required) Increases End and Res by 1, decreases Scavenge by 25%

Disadvantages:
Accident Prone: (Lck of 4 or lower required) Increased chance to break limbs, negated by Got Milk?
Army Of The Dead: Needs at least eight hours of sleep or Str, End, and Agi are reduced by 1
Book Dumb: (Int of 4 or lower required) Reduces experience gained from media and information gatherings
Coming In Hot: Reduces Stealth by 50% but increases the damage of the first attack by 100%
Cute And Psycho: (female only disadvantage) Increases Crm and Str by 2, increases Insanity by 50%
Damaged Soul: (Type O, Gas effect disadvantage) Sharply reduces Stealth and increases Insanity, increases Unarmed and Melee weapons slightly
Designated Monkey: Lck decreases by 1, End increases by 1
Everyone Is A Tomato: (Type AB only) Increases all stats by 1 and... Everyone IS a tomato.
First Contact: (Type AB only) Aliens are invading!
Harmful Healing: (Requires Dex of 4 or lower) Emergency first aid is 50% less effective
Hybrid Monster: (Type O only) Increases Str by 3, reduces Res to 1
It Always Rains At Funerals: Str and End decrease by 1 in rain
Lions, Tigers, and Humans. Oh, my!: (Requires Cor of 4 or lower) Reduces damage done to non-effected humans by 100%
Misery Builds Character: Reduces all stats by 1 intially. Boosts all stats by 2 at level 30
Perky Goth: (Goth Clique only) Decreases Res by 5, increases all other stats by 1
Purity Sue: Increases Res by 20 but lowers all other stats to 1
Repeat After Me: Decreases Int by 2 when in a group of two or more
Sorry I Fell On Your Fist: (Requires Crm of 4 or lower) Sustain double damage from non-effected humans
Super Speed: (Coming In Hot required) Increase Agi by 2, reduces all other stats by 2
Talking Animals: (Type AB only) Allows communication with animals but reduces Res by 2
Time Travel For Fun And Profit: (Type AB only) You're from the future... Or past. Whatever.
Traumatic Haircut: (Prep Clique only) Any change in hairstyle reduces Per, Cor, and Res by 1
Weakened by Light: (Nerd or Goth Clique required) Reduces Per by 1 in light


Re-organized the traits and such alphabetically. OCD couldn't take it. O.O

Once I get some sleep on it, I'll have my good old DnD mindset working again and I'll probably have plenty of contributions in some form or another. Somehow.
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Monument 14: A Survivor's Story Notes Empty Re: Monument 14: A Survivor's Story Notes

Post  khfreak358 Wed Jan 23, 2013 4:09 am

.... D&D. The word and does not start with an 'n'. Anyway, my nitpicking pointless shi* aside, I do have another question, and, feel free not to answer if you haven't worked it out or want to explain it in-story, but how does the apocalypse come about here?
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Monument 14: A Survivor's Story Notes Empty Re: Monument 14: A Survivor's Story Notes

Post  khfreak358 Wed Jan 23, 2013 10:46 pm

Okay, after reading through parts of it more thoroughly, I noticed the word "alien", so I'm assuming that relates to the cause of apocalypse, though, I also noticed something else:

Survival: Determined by Resistance, Endurance, and Intelligence, determines the NV obtained from food

How does intelligence affect how much nutritive value is gained from food? You may wish to rephrase the description of "Survival", is all I'm saying.
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Monument 14: A Survivor's Story Notes Empty Re: Monument 14: A Survivor's Story Notes

Post  khfreak358 Wed Jan 23, 2013 10:56 pm

And now I've read through the rest, noticed the description of the gas, and realized I'm an idiot. But, aside from that:

Admin (HalcyonWandering) wrote:Be happy that I'm not writing down the calculations that derive the secondary stats on here. THAT would be going too in depth.

You guys are gonna think I'm crazy, but... Please, do this. I'd like to understand the math behind this.
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Monument 14: A Survivor's Story Notes Empty Re: Monument 14: A Survivor's Story Notes

Post  Admin (HalcyonWandering) Thu Jan 24, 2013 2:00 am

Some food won't be actually the most edible things out there. Having sufficient knowledge of what is and isn't edible and how to prepare it for eating would effect how much of some things are actually edible.

For example, most people would just toss chicken bones. You can eat the marrow inside the bone in a pinch for extra protein as difficult to digest as that is.

Also, I'll work on editing in the equations then.
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