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, welcome to The Walking Dead: Remnants

12:18, 28th March 2024 (GMT+0)

!READ ME! Game Info & Rules.

Posted by BanditoFor group 0
Bandito
GM, 5 posts
Sun 24 Aug 2014
at 20:18
  • msg #1

Game Info, Summaries, & Rules

"Welcome to the The Walking Dead: Remnants. This is a role-playing game inspired by Telltale's The Walking Dead game series and was created by /ttgg/ users as a way to pass time while waiting for the next episode or season of The Walking Dead (;^)).

If you wish to join the game, simply PM one of the GMs to request access to join. After you have access to the game, read through the steps on character creation from our sample threads, then post your character sheet to the Character Submission thread. Alternatively you may submit your character through a private message to one of the GMs. If you have any questions or require clarification for any reason, feel free to PM a GM or join the IRC."

- Snicker

The setting of the RP are couple of months into the apocalypse in the year of 2003, and all characters are located in Mississippi.

The setting of the RP is in the year of 2003. Group location varies. However, they all share the same timeline. (They're all X months in since the outbreak.)

This RP was migrated from another game originally created by Salt.
link to another game
Above is the link to the previous RP.

Below is the IRC information. If you are connecting to this chat through rizon.net, you may experience unstabe connection and so it is recommended to use an IRC client.

IRC information
Server: irc.rizon.net
Room: #TTGG

Sample IRC clients:
Mibbit: http://mibbit.com/
Pidgin: http://pidgin.im/

Discord
https://discord.gg/kMrKAcZ

Q&A
Q: Do I have to read all the RP posts before I can join?
A: No. While we would like you to read them, you're not required to.

Q: Holy shit, the RP posts is a novel, how will I ever finish reading it all?
A: We have a summary for the RP posted below. While we LOVE for everyone to read every single posts in all the threads, we do not require players to do so. However, players are responsible for keeping themselves up to date with the latest threads they're involved in. Latest threads are associated with group 0.

Q: When will my character join in the RP?
A: As soon as a GM is ready to introduce you to the game. Keep an eye out for private messages, or come on IRC for news.

Q: When I post it shows my account name, how can I change it so that I post with my character's name?
A: When you are writing a post, click on your name at the top, then scroll down and select your character's name.
http://gyazo.com/81e5d60a0376203e29245d392d78002d Like so.

Q: Am I required to use this IRC thing?
A: No. It is quite useful when doing dice rolls, and consulting with GM/editors.

Q: Where do I do dice rolls?
A: You can do them in the IRC. If you don't want to use IRC, you can do your dice roll under "dice roller" at the game menu up top.
http://gyazo.com/31bea95ca3226d50f9e3847c68654b3d Right in the middle.

Q: What does 2d4 mean?
A: Its a format for rolling dice. 2D4 means rolling TWO dice, with FOUR faces. For example, a 3d6 would mean rolling 3 dice, with six faces.

Q: I will be gone for a while, what will happen to my character?
A: Normally nothing. It is highly advised that you notify us first if you are going to be gone for a while. We will temporarily role play your character for you as a NPC. This does not mean that your character are immune to death/injuries.

Q: What will happen to the players in my group that went MIA(missing in action) for a long time?
A: Those who are gone without a warning will have their character either removed from play through events, or death. In other cases, their character will become NPCs.

Q: What are these orange texts that I see in the thread?
A: They are called private lines, designed to only be read by selected characters.

Q: How do I use this private line function?
A: In the right bottom corner of the posting window, scroll over the tab "insert a private line:" to bring up the scrolling wheel, and select the characters that you wish to send private lines to.
http://gyazo.com/0859e3f805f74fc8501daa990502933b

Q: How much control do I have in the RP as my character?
A: You will have full control of any action your character as long they are within the realistic boundaries, unless an editor or GM says otherwise for combat/event purposes. Please do NOT control other people's characters in your post. This goes double for walkers, NPC's that you came across. If you wish to have someone else' character or a NPC perform certain actions in your post, you MUST consult with the players first, or GM/editors.



SURVIVORS TIPS
Knowing your surrounding is important! Take a roll to survey your surroundings whenever you enter a new area!
Lone walker are not much of a threat most of the time, stay away from hordes!
People are not honest, they will lie to you.
There's always more than one way to deal with things, you just need to think creatively! Wise words from Snicker.




Any further questions should be sent as a private message to GMs or posted in OOC (Out of character) thread. We are also available to answer your questions in the IRC.
This message was last edited by the GM at 21:06, Tue 04 Sept 2018.
Sunwise
editor, 4 posts
Sun 31 Aug 2014
at 03:27
  • msg #3

Re: Game Info & Rules

RULES

Writing : As long what you wrote can be understood with English, its fine. "I picked up a rat and threw it in your face." is perfectly acceptable.

Rolling : Dice rolling is a crucial way to generate the 'random' in the RP. When performing a roll, you MUST declare your reason. If rolling in the discord channel, your reason for rolling must be stated BEFORE performing the roll, and an editor or GM has to be aware of it at the time.

Character :  While we allow players to act out of their character for character development, try your best to stay in character in all situations. Do not control other player's character without their consent. Do not control NPCs without editor or Gm's permission. And do not control walkers, unless given the permission to do so.

Character Creation: We expect characters to be believable. Keep in mind that just like real people, characters have flaws. Your character should not be a bomb diffusing expert, martial art master, professional wrestler, profiling genius, and a master of unlocking at the same time. Try not to recreate established characters like Rick from The Walking Dead TV show, or Clementine from the Telltale game series. If you have doubts about your characters, or requires special accommodations for them contact the GM's.
This message was last edited by the GM at 16:24, Fri 31 Aug 2018.
Bandito
GM, 1474 posts
Thu 9 Feb 2017
at 01:23
  • msg #4

Re: Game Info & Rules

In this thread, we will explain how SPECIAL system will work, along with how your rolls will effect your gameplay. Although we have no rules against meta-gaming, it is strongly discouraged that you don't do so. Allocate your SPECIAL points based on your character, not what you will get out of them. The SPECIAL are meant to serve as a system for editors/GMs to calculate how much 'random' element will be factored into an event. The best way to advance successfully in this RP is to role play your character well.

For starters, let us define SPECIAL.

Strength
Strength determines how physically strong your character is. Having high strength allows you to carry more, have more health, and be more effective in melee combat.

Perception
Perception determines how well your character's sight and awareness are. By having high perception, your character will be more likely to notice things when scavenging, or scouting an area. Perception also governs ranged combat, how well you aim.

Endurance
Endurance determines your stamina, and energy. Having high endurance allows your character to carry more, and have more health. Endurance also governs how long you will be able to run before you get tired.

Charisma
Charisma determines how well your character interacts with people, mostly NPCs. Charisma are highly involved with intimidating, persuading, or talking with NPCs.

Intelligence
Intelligence determines your character's knowledge. Intelligence are involved with lock picking, repairing things, and other puzzle-like situations.

Agility
Agility determines how fast and nibmle your character is. Having high agility allows your character to have better reflex when attacking, or aiming. Agility governs ranged combat, and melee combat.

Luck
Luck determines how lucky your character is. It mainly deals with scavenging for items, and dodging.




Rolling mechanics

All stat modifiers will be rounded down.

This section will explain in detail what stats you should add as modifiers to your roll with different actions.

In this RP, we use 2d10 as our dice.

Normally, all rolls are 2d10+(STATS). We will explain what STATS will be below for each different actins. Most of your rolls will involve two of your SPECIAL.

AVERAGE WALKER'S SPECIAL
S.P.E.C.I.A.L
Strength4
Perception1
Endurance6
Charisma1
Intelligence1
Agility4
Luck1

COMBAT

These are rolls to HIT, NOT damage.

Attacking using a melee weapon - 2d10 + (Strength+Agility)/2

Attacking using a ranged weapon - 2d10 + (Perception+Agility)/2


OUTSIDE OF COMBAT

Scavenging for loot - 2d10 + (Perception+Luck)/2

Scouting the area - 2d10 + (Perception+Intelligence)/2

Intimidation - 2d10 + (Strength+Charisma)/2

Persuasion - 2d10 + (Charisma)

Barter/trading/dealing - 2d10 + (Charisma + Intelligence)/2

Lockpicking/repairing - 2d10 + (Intelligence)
Bandito
GM, 1475 posts
Thu 9 Feb 2017
at 01:23
  • msg #5

Re: Game Info & Rules

Calculating success, failure, critical success.

For all rolls, when you roll 2x1, or snake eyes, your action are automatically a failure regardless of what bonus and modifiers you have. On the contrary, if you rolled a 2x10, or two tens, your action will result in a critical success.  A roll also results in a critical success when the roll's total (that is, the total of the 2d10 plus whatever stats are added into the action) is 10 or more higher than the target number for success.  For example, if you need 15 or higher to succeed at a task, a total roll of 25 or more will critically succeed.

When critical success happens during combat, the player will do maximum damage of their weapon. If they have a melee weapon with damage roll of 2d4, they will do 8 damage.

Target Number

Target number is the number that you would need to roll for or higher for your action to be count as a success.

Normally, for all actions out of combat, the target number are set to 15. That means you need to roll 15 or higher for your action to be a success. For a critical success, you will need to roll 25 or above.

The target number for fighting against walker and NPCs will be different.

When rolling against walkers, the target number for success is set to 10. To get a critical success on hitting walkers, you must roll 15 or above (this is a specific exception to the general rule, because walkers are squishy). You will successfully kill a walker if you roll a critical success. If you did not roll a critical success, you will need to perform a damage roll based on your weapon. If your damage roll is above 7, you will kill the walker.

When rolling against NPCs, the target number will be NPC's corresponding stats.

For example, if you try to barter with a NPC, they will accept the deal if your 2d10+(Intelligence + Charisma)/2 was higher than (10 + target's(Intelligence + Charisma)/2).

Revised by Sunwise
Bandito
GM, 1476 posts
Thu 9 Feb 2017
at 01:24
  • msg #6

Re: Game Info & Rules

How posting and actions work.

You are free to post as much as you'd like until your character are performing an action that requires a roll, or an event that requires an editor/GM's attention.

Normally, after you conducted a roll, a GM will provide choices for you to select. Choices will appear when you fail or succeed in doing something. Choices are not likely to appear when you score a critical success.

This no longer applies, you will be provided results for your rolls. Choices are currently not used.
Bandito
GM, 1477 posts
Thu 9 Feb 2017
at 01:24
  • msg #7

Re: Game Info & Rules

Health

Your health is determined by 10+(Strength+Endurance)/2. When wounded, your health will naturally recover overtime. Natural recovery only happens when you are resting. Another way to recover health is through using first aid kids, or receive treatments.

In most cases, you will not 'die' when your health drops to 0. Your character will be rendered unconscious, and vulnerable. Any major damage taken in this state will result in death. Basic realism still applies, if you jump off a 10 story tall building's roof, you will die no matter what.


What are survival units?

Survival units are a 'currency' in this RP. When your character scavenge an area, you will sometimes find survival units. You can spend survival units anytime for a specific item you want your character to find. How much survival units that item cost are depends on what kind of item it is, and how likely it is for that item to show up on where you are.

If you want a grenade launcher to spawn in front of you in a desert, it will probably cost 10 survival units. While if you want to find a can of peaches in a grocery store, you only need one survival units.
Bandito
GM, 1478 posts
Thu 9 Feb 2017
at 01:25
  • msg #8

Re: Game Info & Rules

Updated 1/12/2014

The Event Interruption

The event interruption will stop a player's action in middle of their post. When this happens, everything after that time frame in a player's post will be discarded, thus requiring the player to edit their post, or make a separate post after the event interruption if they wish to perform the same action again. Event interruption will occur when player performs multiple actions that skips a certain plot action in the timeline of an event. You will be notified when this happens, and interrupts your post.

Posts that are interrupted will have a label on the top of the post saying EVENT INTERRUPTED, and the entire post will be strike out. This will require the player to either...

A) Delete the post entirely, and repost the same post after the recent update.
B) Edit out parts of the post, attaching the events nicely to the overall timeline.

*Important*
This can also be executed by a player against a GM's update. However, the player must first discuss this with the GM before doing so. In player's case, the event interruption should be carried out when player feel an update had skipped some possible actions or dialogue the player's character could have perform, or say. The GM will decline an event counter if its not within reason, or when they already have the events nailed down in a proper timeline. Of course, they can decline the request without providing a reason. (Trust your GM's to not be assholes.)

The player can, but not recommended, use this method on other players. Its easier for the two (or more) players to perform a post incorporation, then submit the final outcome in one post.





Updated 1/27/2014

Post Incorporation

Sometimes its easier to have players include other character/NPC responses in their posts rather than having each and every characters involved in a group action to post. For example, if a player's character Adam were to ask Eve to hand over an ax she is holding, the normal process would go as...

Adam's post - "Eve could you hand over that ax?"

Follow by Eve

Eve's post - "No, go get your own."

Follow by Adam

Adam's post - Adam forcefully snatches the ax from her hand, earning him a slap across the face.

In a incorporated post would include all these actions in one post, thus making the thread and post process more fluent.

Adam's post - "Eve could you hand over that ax?" Eve shakes her head, responding, "no, go get your own." Out of fury, Adam attempt to snatch the ax from her hand. Eve, foresaw his action and slap him in the face before he could touch the ax.

The incorporation reduces the amount of posts needed to get the point across. Having separate post is fine, however, it will take time before other player respond, it is much easier to discuss actions beforehand and combine it into one post.

When you wish to perform this method, make sure you have the consent of the player whose character you're trying to incorporate into your post. The same goes for NPCs as well, you will be required to PM a GM on doing so.
Bandito
GM, 1479 posts
Thu 9 Feb 2017
at 01:25
  • msg #9

Re: Game Info & Rules

S.P.E.C.I.A.L Check

Sometimes in order to engage in certain action, a set amount of SPECIAL stat need to be met, otherwise the action will not occur. This is different from rolling, as the set amount of stat needed is determined by the situation. Player do not need to roll during a SPECIAL check, they either meet the requirement or don't. On rare occasions, sometimes a requirement may only be met when a player has a low SPECIAL stat.


Hint Rolls & Resolve Use

Normally, resolves can be used as a modifier for any type of roll except damage roll. Up to a maximum of 5 resolve can be spent at once. That means you can add up to +5 modifier for the next roll.

You may also use resolve to improve your dodge attribute. You may only use up to 5 resolves for this purpose. This will only work for the next incoming attack done on your character, any upcoming attack rolls on you will not be affected. You must inform the GM ahead of time to spend resolves to improve your dodge BEFORE the attack was made against you.

A hint roll is available to all players. The roll is performed by 2d10 + LUCK. If 15 or above, the player will receive a hint about his surrounding, or an upcoming event. (Including hidden details.) To receive a hint roll, a character must spend 3 RESOLVES. Or, you can ask a question, and the editor or GM will answer truthfully. (One question only, do not phrase a question that would provide multiple answers to things. A good question would be a yes or no question.) Be careful when asking a question. Be specific! The GM and editors can give a vague/unhelpful answer if you asked a bad question!

Normally, each character can perform a hint roll ONCE when entering a new act, or a new plot line of events.

PM the editor or GM updating your thread if you wish to perform the hint roll!



Downed & Death

For a character to be dead, permanently, there will be some sort of transition from being DOWNED to the DEATH state.

The DOWNED state is when a character's health reaches 0. The character is incapacitated, unable to perform any action. There are two ways for a character to revive during this state.

1. Another character can stabilize your character with an INT roll. (If the roll results in failure, there will be a penalty.)

The player conducting the resurrecting process may choose to exhaust one medkit from their inventory for a positive modifier during the INT roll.

Small medkit = +2 modifier.
Large medkit = +4 modifier.

Crit failure = Two negative counters.

Failure = One negative counter.

Success = One positive counter.

Critical Success = Two Positive counters

2. The incapacitated character may perform roll as an attempt to stabilize themselves. The roll will be 2d10 + (Luck+End)/2

Crit failure = Two negative counters. With a use of a medkit, a crit fail will result in ONE negative counter instead.

Failure = One negative counter.

Success = One positive counter.

Critical Success = Two Positive counters

In order for a character to be revived from the DOWNED state, it is required for them to have 3 positive counters total. On the contrary, if a character receives three negative counters, the character will die.

Stabilized character will leave them with 1 health. The character will be able to move, and perform actions with penalty on every roll. (Negative modifiers.)

You can make the attempt to stabilize a character while the character makes their own attempt to stabilize themselves.

If a character takes damage while in DOWNED state, the character will die.

If a character reaches 0 health again, the character will die instantly.

The GM will determine how long until the character is 'healthy' again.
This message was last edited by the GM at 07:24, Fri 12 Mar 2021.
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