It was so obvious in hindsight. The nightly increases in rape, the women who were becoming more sexually aggressive, and the mysterious green goop that was filling them. It wasn't long before the whole city was quarantined, the government declaring it a natural disaster. Everyone inside was simply left for dead, or whatever they were being called after infection. Walkers, shamblers, zombies, whatever you wanted to call them the things were sex crazed former humans... brains degenerated until only their most basic desires were left. Not the desires to feed, but the desires to *breed*.

Even the wildlife was mutating. Changing. Monsters, no longer animals or insects. Seeking places to lay their eggs. Warm, wet places.

You are one of the few people who managed to avoid infection in the big city. It's a dangerous place. Can you survive? Can you escape? Or will you succumb to the City of Monsters?

[collapse=First Contact]
To begin with, I'll need a few things from any potential survivors. They are as follows:
1 - A reference picture.
2 - A short bio on what your life was like before the outbreak.
3 - Stats.

The first two could be in your profile already of course, but the last one is something we'll work out together.
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[collapse=Stats]
Whether they're generated randomly or we simply talk over what your character would have, the stats are listed below. They all range from 1 to 5, and are constantly changing. Most of them cannot fall below 1, but on rare occasions a statistic can be brought to zero. This is usually the end of a character in one way or another.

The first set of stats are the [b][color=red]Physical Statistics[/color][/b]. They involve your physical abilities.
[b]Strength[/b]: A measure of how strong you are. How much you can lift, what you can push or pull, and how good you are at breaking down doors or breaking things... or people.
[b]Constitution[/b]: A measure of your healthiness. How well you can resist disease as well as how much hurtin' you can take, constitution is your fortitude in physical terms.
[b]Agility[/b]: A measure of your quickness. Some parts flexibility, some parts foot speed, some parts acrobatics, and some parts fine motor skills, your agility is the sum of all your ability to move about, and how accurately you can do it.

Next are the [b][color=cyan]Mental Statistics[/color][/b]. They involve the intellectual, social, and beyond.
[b]Intelligence[/b]: A measure of how smart you are. Whether it's knowledge of proverbs and general sense of how things work, or the ability to simply learn new things quickly/
[b]Resolve[/b]: A measure of your mental fortitude. The ability to resist temptation, to act despite distraction, or to do something despite fear or trepidation.
[b]Perception[/b]: A measure of your sight, hearing, touch, and taste. How attentive you are to details, to pick out sound in a loud situation, or to notice subtle things that might not be obvious.

Finally, there are two more [b][color=yellow]Special Statistics[/color][/b]. These are either a combination of physical and mental abilities, or simply transcendent of them.
[b]Charisma[/b]: A measure of your ability to handle social situations. Whether its beauty, your ability to speak with conviction, general charm, or a silver tongue, people will judge you on this quite often -- especially on a first impression.
[b]Luck[/b]: A measure of how much fate likes you. Some people really do just have a little more fortune. Who knows why? Whatever the case, some people just have a little more luck than others.
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[collapse=Skills]
Skills come in many flavors, but the most important thing to know is that [b]every skill's starting value is determined by adding up two stats. One physical, and one mental.[/b] Because the special statistics are sometimes physical and sometimes mental, some may make use of [u]one[/u] special statistic in place of either the physical or mental aspect of a skill.

Skills can be improved in one of two ways: The first is by researching and making a concerted effort to improve in that ability. Though this takes time, it can be done. The second is through special insight, usually happening when a character succeeds in an especially good way while working with a skill.

There is of course always room for more skills, but here are some suggestions. Note that there is the potential to use a different pair of statistics to determine than the ones I've listed! Play to your character's strengths!.
[b]Locksmithing[/b]: [b][color=red]Agility[/color] and [color=cyan]Perception[/color][/b]
[b]Repairs and Mechanics[/b]: [b][color=red]Agility[/color] and [color=cyan]Intelligence[/color][/b]
[b]Dodging[/b]: [b][color=red]Agility[/color] and [color=yellow]Luck[/color][/b]
[b]Bartering[/b]: [b][color=yellow]Charisma[/color] and [color=cyan]Perception[/color][/b]
[b]Throwing[/b]: [b][color=red]Strength[/color] and [color=cyan]Perception[/color][/b]
[b]Intimidation[/b]: [b][color=yellow]Charisma[/color] and [color=cyan]Resolve[/color][/b]
[b]Marksmanship - Firearm[/b]: [b][color=red]Agility[/color] and [color=cyan]Perception[/color][/b]

Notice that some skills share a set of determining statistics! Some statistics effect more abilities than others!
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[collapse=Vitals]
Last but certainly not least are the vitals. These are things which determine your character's health, both physical and mental. They are separated into two categories: [b][color=red]Health[/color][/b] and [b][color=cyan]Willpower[/color][/b].

[b][color=red]Health[/color][/b] is a measure of your physical ability to fight, move about, and generally act out against or with your environment. While being dropped to zero health does necessarily mean death, it does mean that your character is wounded beyond the ability to resist anyone or anything effectively. Spending too much time in this wounded state can result in serous physical injury, sometimes permanent. This includes loss of limbs, severe disability, or other such consequence. This vital has a beginning value and maximum value equal to the double of your [b][color=red]Constitution[/color][/b] statistic, and is bolstered by the use of equipment. Especially armors, medicines, and other such things. It is reduced by being physically assaulted or injured in the course of play.

[b][color=cyan]Willpower[/color][/b] is a measure of your mental ability to stay focused and do those things that need to be done. Whether it's a measure of your determination to stay alive or to simply stay faithful to a diet, resolve is expended to act accordingly. If this vital reaches zero, your character has given up hope and will need to be pressed or forced into acting -- sometimes even disregarding self preservation! Spending too much time in this state can result in serious mental conditions, sometimes permanent. This includes various phobias being developed, serious mental illness, or other such consequence. This vital has a beginning value and maximum value equal to the double of your [b][color=cyan]Resolve[/color][/b] statistic, and can be bolstered by the use of equipment and certain activities. Especially medicines, relaxation, and indulgences.
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[collapse=Playing the Game]
Actually playing is rather simple. Roleplay occurs as usual, with a player posting in response to settings that are set before them by the GM (usually me). The player is free to ask questions and ponder options out of character with the GM. When taking mundane or trivial actions, play will simply continue as the player and GM react to one another, the scenario simply unfolding. However, if the player wishes to attempt something which is difficult or might have some chance of failure, the GM and Player make opposed dice rolls. Each of them rolls a number of six sided dice equal to the number associated with the skill, or if no skill is available, the GM will ask the player to roll according to an impromptu skill which will be the sum of two statistics, or to simply roll dice equivalent to double the value of a single statistic. The GM also rolls a number of dice equivalent to the difficulty of the task. This may be more than the players dice, an equal number, or less depending on the situation. However, before a player elects to take an action, they are entitled to know the number of dice that the GM will be rolling to oppose their action.

If a player is injured or suffers mentally, their health total or willpower total can be reduced. The amount it is reduced by varies from situation to situation, and a player is welcome to ask about how much damage they could potentially suffer from any given failure if they are clever enough to forsee it.
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[collapse=Optional Rules]
Sometimes, player will want to indulge in some optional rules. This place is a place where I will document some of them. As such, please consider this a work in progress.
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[collapse=Survivors and Their Fates]
Here are those brave souls who tempted fate in the city, and the endings to their stories. Whenever I finish a story with someone, a brief synopsis will be posted here.
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Highlight:

Fave

Consequences
Custom Rules
Endings
Impregnation/Oviposition
Modern Setting
Other Survivors
Stress Relief

Yes

Fantasy Setting
Sacrifice

Maybe

No

God Mode
Sexual Vore/Snuff

General details

Gender: Male
Orientation: Straight

Groups joined

Images