Kooky

Lockdown

Nov 16th, 2017
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  1. Starting Gear
  2.  
  3. Items:
  4. Basic Cell Phone: Your basic flip-phone that can only access the prison's prisoner network. While it cannot take photos or access the internet, it does allow for verbal conversation and voicemails. Sorry, no texting. (Leave messages by use of the message area on the forum)
  5. Dwelling: Basic Cell - Each prisoner gets their own cell, furnished with a simple steel-slab bed which comes with a scratchy blanket, flat wannabe-pillow and flat mat that isn't even suitable for being on a gym floor. The cell also has a small end table made of a wooden crate and open closet for hanging clothing.
  6. Clothing: Seven sets of bright orange stiff prison uniforms complete with scratchy underwear.
  7. Keycard: This keycard allows you to lock and unlock your cell (unless locked by Lockdown or a Guard) as well as access public areas of the prison. This is also how your "credits" are kept track as digital credits, preventing them from being stolen. Each keycard requires the prisoner's thumb to be on the chip for it to function properly. Should another prisoner use someone's card, their print is recorded and Guards are notified.
  8.  
  9. Arm Band or Collar: Each prisoner is outfitted with a metal band that goes on the upper arm or a collar about the neck, made of a special alloy that melds/adjusts with those who can shift forms. This band helps track them as well as allows the prison to monitor their life signal. It can also release a nullification burst to temporarily render out-reaching powers disabled and a paralyzing burst to help bring down a prisoner and cease their activity.
  10.  
  11. Polymorphic Nanites:
  12.  
  13. Strength - How physically strong your character is.
  14. Power - The strength of your innate abilities. (For mutants and splices)
  15. Endurance - How much punishment your character can take, how much energy you have.
  16. Cunning - Your intelligence, smarts, genius, knowledge.
  17. Intuition - Your inner sense of danger, instinct.
  18. Agility - Your speed and ability to move.
  19. Luck - Pure luck.
  20.  
  21. Max stat: 10
  22. Power Max Stat: 15
  23. Health (LP or Life Points)
  24. Human: 10LP
  25. - Your regular powerless human. They get a hefty discount on buying certain items and are often favored over the monstrosities they're forced to live with.
  26. Mutant: 15LP
  27. - Maybe they once were human. Maybe they never were. These 'people' have been gifted or cursed with extraordinary abilities and powers.
  28. Splice: 20LP
  29. - Humans. Mutants. Whatever they once were, they are no longer. They have been experimented on, merged with animal DNA and altered into obvious beast-people driven with instinct and feral tendencies.
  30. Variant: Doll: -6LP
  31. These mutants seem for one reason or another to have taken a different evolutionary path, be it a change in their base genome sequence or some other random factor of the genetic changes that causes the mutations they are almost always stunted in growth, almost seeming at times to grow in reverse though this process does end at some point and to a varying degree of intensity they upon reaching adulthood may stand as small as a few feet to as much as maybe five. Theories abound as to what the cause of their mutations are but most simply point to the sewers as a convenient excuse and leave it at that. They are known to be fickle, easily distracted and can become dependent on others or each other with the larger variant of the strain seeming to exhibit the same level of intelligence and ability as any normal human or mutant, they are also unable to be spliced for the same genetic reasons that cause this odd but ultimately adorable mutation. Perhaps the last part is why a public outcry is never heard. This said, some children who have had this odd happenstance but get spliced before it becomes active, find themselves a true mess, a true torture between man and beast, driven by instinct and most often.. feral. (These characters simply stop aging upon reaching the age of 18 and are often short in stature.. Think halflings or hobbits, only regularly proportioned and usually no fuzzy feet, and much less cheery. Most often their smiles and desire to play leads down dark, horrific roads)
  32. Variant: Chimera (Splice Variant) 30LP
  33. These are a very rare breed and mostly unto their own, the process of splicing once is dangerous enough but some are brave or foolhardy enough to want more. The problem of course is that adding more DNA into a chain that's already been broken and reforged once can cause some, very, interesting, side effects. Most of the time those side-effects are lethal though no one has bothered to figure out why. And why bother when you've already been paid for the process anyways? This has increased the mythology around them to a point that they are nearly fantasized by some for one reason or another. Though ultimately they may make up about 5% of the entire splicer population those that do survive seem to almost have a celebrity status among their own kind. While tending to be a status symbol for the other races to remove from the equation. This may also be exacerbated by their natural rarity and some collectors have put up large sums to own even a piece of one of these rarities.
  34.  
  35. !r 1d20
  36. 1= fail
  37. 20 = botch, unless you're at full 10's, then double-bonus.
  38. Max your number = roll your number for bonus damage.
  39. Bonus Damage: You roll !r 1d# for either Strength or Power and get to add that to the damage you do.
  40.  
  41. Initiative: Intuition Roll
  42. - Decides who goes first in combat or action. Basically means the ability to react to something.
  43.  
  44.  
  45. Melee
  46. Attack: Strength + Agility (You attack on your turn either with a weapon or your hands, no powers.)
  47. Block: Strength + Agility (If your roll beats theirs, you can attack on your turn.)
  48. Dodge: Agility + Intuition (If your roll beats theirs, you can run away or attack on your turn.)
  49. Soak: Strength + Endurance (If your roll beats theirs, you only take damage if it's higher than your Endurance, and you can attack on your turn.)
  50. Counter: Agility + Endurance (If your roll beats theirs, you get to roll damage and still attack on your turn.)
  51. Weapons/Armor: Adds bonuses to rolls.
  52. Damage: !damage (Your #) (Their #) ..example: !damage 13 6
  53.  
  54. Powers
  55. Usage: Power (!r 1d20)
  56. Attack: Power + Cunning
  57. Block: Power + Agility
  58. Dodge: Power + Intuition
  59. Soak: Power + Strength
  60. Counter: Power + Endurance
  61. Weapons/Armor: Adds bonuses to rolls.
  62. Damage: !r 1d #Power (If using melee rolls and power is only useful for added dmg)
  63.  
  64. Characters can have a max of three (3) powers. Each power needs at least one roleplay weakness (which is played out) and one mechanical weakness (which effects rolls). Each power has multiple roleplay effects and the mechanical effects are done in combat dice, as well as with a straight up stat roll for power, as indicated by !r 1d#Power
  65.  
  66. There are no auto-effects, such as mind-control. Everything is an attempt, and hit locations (while they can be aimed for) are decided on by the defender. So if you aim for their head and are attempting decapitation, and your attack is successful, they can still have their character raise an arm and take the hit there instead, but not lose their arm if they don't want to unless a tournament/event states otherwise.
  67.  
  68. OOC Rules
  69. 1) At any time, an OP can request you roll for something your character is doing or attempting to do.
  70. 2) If starting a fight, it is the defender who gets to pick if dice are used or not. This stops powerful bully-type characters from automatically ransacking the weaker ones.
  71. 3) An OP can override ANY rule at any time for any situation they deem fit.
  72. 4) Don't ask, don't tell. This IS an 18+ room for violence, possible gore, adult situations and sexual concepts. If you are thought to be under 18 due to your lack of maturity, you will be questioned on it and possibly removed. While some people may be mature enough to handle these concepts despite their age, this is to protect our room and our players from the issues that can arise from an underage being in our group with this sort of content. If you ARE under 18, please do not join us. Even the characters here cannot be under 18yrs of age.
  73. 5) Stalking, obsessive behavior, immaturity, emotional abuse, manipulation and in general being a creep are ways that can get you kicked out. We encourage players to go to an OP with logs about such things.
  74. 6) Politics, religion and spoilers are not allowed in the OOC room. These things can cause issue when discussed, so please take it to PM or another room.
  75. 7) If a player finds the OOC topic to be displeasing and asks for a change of topic, please do change it. If an OP says change the topic, do it.
  76. 8) IC coups, groups, clans, gangs and such are allowed and encouraged. Keep in mind, there is always someone stronger than you.
  77.  
  78.  
  79. Gaining Credits (XP)
  80. Monthly each character gets 2-20 credits based on play.
  81. Hosting an Event: Hosting an event can earn a player 50 credits to be split between their characters if they wish.
  82. Winning a fight: 10 credits (You may also gamble for the chance of gaining more)
  83. Modding, Guarding, Shopkeeping: You gain +10 credits based on work monthly.
  84. Failure: Either recorded by a mod, OP or through screen capture presented to an OP. Gives you 1 credit.
  85. Botch: Either recorded by a mod, OP or through screen capture presented to an OP. Gives you 2 credits.
  86. Jobs: occasionally you can gain credits for doing your jobs, though most jobs are just busy-work for play and keep the prison functioning.
  87.  
  88. Prison Rules (IC Rules)
  89. OOC Note: These rules are made to be broken. Guards can reinforce them at their leisure and choice. If you break these rules, be aware there can be consequences.
  90. 1) Play Nice
  91. - No unsanctioned combat!
  92. 2) Keep our home clean
  93. - No spilling of bodily fluids or other bits of trash.
  94. 3) Don't damage prison property
  95. - No breaking, marring or destruction of prison property shall be tolerated, especially the TVs!
  96. 4) No running
  97. - Running can cause accidents.
  98. 5) No name-calling.
  99. - Such harassment can lead to fights, and we wouldn't want that.
  100.  
  101.  
  102.  
  103. Prices
  104.  
  105. Life
  106. Health: 300
  107. Resurrection: 1st 100, 2nd 200, 3rd 300 etc..
  108. Re-growth: 75
  109.  
  110. Stats
  111. Strength: 1st 100, 2nd 200, 3rd 300 etc..
  112. Power: 1st 200, 2nd 400, 3rd 600 etc..
  113. Endurance: 1st 100, 2nd 200, 3rd 300 etc..
  114. Cunning: 1st 100, 2nd 200, 3rd 300 etc..
  115. Intuition: 1st 100, 2nd 200, 3rd 300 etc..
  116. Agility: 1st 100, 2nd 200, 3rd 300 etc..
  117. Luck: 400
  118.  
  119. Dwellings
  120. Furnished Cell: 25
  121. - A larger cell. Comes with a rug, an actual bed with fittings, a curtain for your cell front for privacy, a desk and chair, dresser, closet and nightstand with drawer.
  122. Lavish Cell: 50
  123. - A larger cell. Comes with carpeting/tile/wood, a comfortable bed with fittings, wallpaper, a bamboo blind barrier for your cell front for privacy, a desk and wheeled chair, shelves, bookcase, closet, nightstand with drawer and a wooden chest.
  124. Basic Apartment: 75
  125. - Like a Lavish Cell, but includes a small kitchen with a tiny stove, fridge, sink and cabinets. Also includes a small half-bath perfect for going to the bathroom and washing your hands.
  126. Furnished Apartment: 100
  127. - Includes the features of a Basic Apartment with the addition of a sitting room, with a couch, coffee table and plush chair.
  128. Lavish Apartment: 125
  129. - Includes the features of a Lavish Apartment with the addition of a larger bathroom to include a tub, as well as a larger bedroom with a queen-sized bed.
  130. Basic Loft: 150
  131. - Features all the aspects of a Lavish Apartment, but more open space, and one whole open room to do whatever you desire in. Great for those with hobbies.
  132. Furnished Loft: 175
  133. - Includes the features of a Basic Loft, but with the addition of wall art and decor, a larger sitting room area, and one specialty item such as a kiln, forge, dissection table or other...
  134. Lavish Loft: 200
  135. - The top of the not-so-custom housing. Includes everything a Furnished Loft has to offer, along with air conditioning, heat, temperature control, a large kitchen with appliances and a counter island, a huge bathroom including a hot tub, and a prison radio that allows for access to the prison's music network. Includes two specialty items instead of one!
  136. Specialty Housing: 300
  137. - A housing area designed for specific needs, and desires. May be dungeon-esque or like a cavern of wilderness, an underwater haven, castle housing and more! You design it. We work with you to make it happen.
  138. Room for One More: 100
  139. - Want a roommate? Buy this and you have the ability to add on a room and a bed (can put the bed in your own room too) and have someone else live with you. You can optionally allow them to have their keycard altered to work on your Dwelling, so they can come and go without you. This makes them a permanent resident.
  140.  
  141. Perks
  142. Personal Garden: 25
  143. - A room added to your cell that features special environmental walls and ceiling like in the Atrium and specialty lighting permitting plant growth from the real dirt 'ground'.
  144. Personal Bathroom: 15
  145. - An addition to be added to any Dwelling. Customize your own personal bathroom.
  146. Tiny Animal: 2
  147. - Any type of mundane, common tiny animal. Includes mice, hamsters, goldfish, rats, frogs, canaries etc..
  148. Small Animal: 5
  149. - Any type of mundane, common small animal. Includes rabbits, cats, ferrets, parrots, guinea pigs, ducks etc...
  150. Medium Animal: 8
  151. - Any type of mundane, common medium animal. Includes goats, dogs, pigs, ponies, sheep etc...
  152. Large Animal: 11
  153. - Any type of mundane, common large animal. Includes mules, horses, donkeys, cows etc...
  154. Exotic Animal: +10
  155. - This gets added to the price of an animal based on size. This includes creatures like bears, lions, zebras, hawks, vipers, pythons (more than ball pythons), alligators etc...
  156. Experiment: 50
  157. - These are unique beasts that are beyond exotic. They have been engineered and modified in appearance and ability. You get to give them 1-3 abilities for approval. These can include things like gliding, flight, spitting mild acid, producing wax, talking, telepathy...
  158.  
  159. Items
  160. Weapon: 50 (Humans pay 25, Splices pay 75)
  161. - Weapons give a +2 to damage or a +2 to Strength. (Humans get both bonuses)
  162. Armor: 50 (Humans pay 25, Splices pay 75)
  163. - Armor gives a -2 to damage or a +2 to Endurance. (Humans get both bonuses)
  164. Sweets: 2
  165. - Cake, candy, doughnuts, and other sweet, yummy treats!
  166. Artisan Supplies: 5
  167. - Everything from a sketchbook, set of pencils, paints, canvas and even things like baking wares, glass blowing supplies and metal smithing tools. Just ask and you will receive.
  168. Tazer: 50 (Humans pay 25, Splices can't use)
  169. - A special electronic device that gives a 50/50 chance to disable a character for !r 1d3 rounds. Great for when in need of escaping.
  170. Bondage Package: 25
  171. - A special package deal on cuffs, leashes, a paddle, whip, equipment and such for your naughty needs.
  172. Sexual Toy Package: 10
  173. - A chest of special toys and lube for all sorts of naughty fun.
  174. Gym Package: 10
  175. - A special package meant for those with the living space for it. Includes items like pulley cords, weights, a pull-up bar, and punching bag.
  176. Rope: 5
  177. - A 10ft length of normal everyday rope.
  178. Chain: 7
  179. - A 5ft length of normal everyday aluminum chain.
  180. Backpack: 5
  181. - A backpack designed to carry whatever you need carried on your back.
  182. Water Bottle: 2
  183. - Can carry other liquids besides water.
  184. Small Mirror: 2
  185. - Reflective and hand-held!
  186. Skateboard: 5
  187. - A good way to get around!
  188. Roller blades: 5
  189. - Wheels for your feet!
  190. Scooter: 5
  191. - Like a skateboard, but with handles!
  192. Hover Board: 10
  193. - Electric-powered board that hovers, just like that movie about going to the future again and back..
  194. Lighter: 2
  195. - It can make fire.
  196. Clothing/Outfit: 5
  197. - More fashionable and comfortable than the standard orange uniform!
  198. Book: 5
  199. - Reading material.
  200. Writing Package: 5
  201. - Paper, pens, ink, pencils.
  202. Smokes: 5
  203. - Pipe, filters, tobacco, spice, cigarettes, cigars, cloves...
  204. Alcohol: 5
  205. - A case of glass bottles (6) or aluminum cans (8) to help take the edge off. Or to just get drunk. May be a bottle of wine too.
  206. Musical Instrument: 5
  207. - One musical instrument.
  208.  
  209.  
  210.  
  211. Specialties
  212. Prison Candy: 10
  213. - Eat it to negate the effects of the collar's paralyzing burst or nulling burst.
  214. Ticket for Wheel of Fate: 50
  215. - For better or worse, you've decided to buy a ticket to spin the Wheel of Fate.
  216. Pass for Wheel of Fuckery: 100
  217. - If you've been forced to spin the Wheel of Fuckery, you may use this pass to avoid it! One-time use. It may save your life.
  218. Pass for Extraction: 100
  219. - If you've lost your fight or have spun an Extraction on the Wheel of Fuckery or Wheel of Fate, you may give them this pass in exchange for keeping your body parts.
  220. Pass for Death: 200
  221. - Good for whether you want to avoid dying in sanctioned combat or from the Wheel of Fuckery. Does not work for punishments.
  222. Ticket for Yield: 50
  223. - If losing in any sanctioned combat (4 or less LP left), you may call yield instead of risking total defeat or death.
  224. Mutation Injection: 400
  225. - A syringe of a glowing purple liquid. It gives humans powers, turning them into mutants for 1d30 days (temp option) or permanent at the injected's choice.
  226. Mutation Suppression: 400
  227. - A syringe of a black liquid. It turns mutants and splices into humans for 1d30 days (temp option) or permanent at the injected's choice.
  228. Splicing Patch: 200
  229. - A sticky patch that fuses to flesh and eventually melds into it. It turns any human or mutant into a splice for 1d30 days (temp option) or permanent at the injected's choice.
  230. Null Field: 300
  231. - A special device that attaches to your cell door/bars and produces a nullifying pulse that spreads through your whole Dwelling, including the often un-guarded vents. It prevents non-humans from entering your Dwelling.
  232. Terrain Ticket: 20 (10 for humans)
  233. - This ticket allows you to have the arena converted into the terrain of your choosing to have an advantage, or give your opponents a disadvantage. Great for those with elemental powers or other environmental abilities, or great to screw them over with. Only the prisoner who presents their Ticket first gets the perk.
  234.  
  235. Drugs (Comes in powders, liquids, pills and injectables)
  236. Bliss: 20
  237. - Light blue. Removes all feelings of pain and increases endorphin production, resulting in a feeling of pure enjoyment. Great for those about to go through something painful such as a fight or Extraction. Lasts 2hrs.
  238. Euphoria: 10
  239. - Light Pink. Also known as Love Potion (ingested liquid form) or Aphrodite's Breath (powder). Enhances the sensation of physical touch and sex drive, essentially boosting one's horniness. Lasts 1hr.
  240. Knockout: 20
  241. - Clear liquid or white pill/powder. Also known as the Date Rape Drug. Sends the user into a semi-paralyzed state of body and fog-brained mind. May occasionally create memory loss or hallucination. Lasts a half hour.
  242. Suppression: 25 (20 for humans)
  243. - Vile green. Causes the temporary loss of external abilities. Lasts !r 2d5 rounds.
  244. Phoenix Cure: 50 (25 for humans)
  245. - Blood red. Removes the effects of any poison/toxin/drug in a full cure. It is said to be made from Phoenix's blood, hence the name. Though if it's true or not has yet to be proven.
  246.  
  247.  
  248. Prison Jobs (More to come as they get suggested!)
  249. Shopkeep: Requires access to shop area on forum. Allows you to sell items IC and record the sales OOCly.
  250. Grounds Keeper/Janitor: You clean up the blood and trash around the place.
  251. Gardener: You work in the Atrium, growing food.
  252. Cook/Chef: You work in the Cafeteria's Kitchen, preparing the meals for everyone.
  253. Rancher: You tend to the animals in the Farm area.
  254. Butcher: You butcher the animals bred by the Ranchers, and prepare the meat for the Cafeteria's Kitchen.
  255. Guard: Corrupt or not, you have the ability to access Lockdown's Security and activate the collars and nanonites of others. This gives you leverage to stop inmates from fighting and/or killing each other, as well as dish out certain punishments or report them to Security. Some guards act as protectors to others while some like to abuse their authority. Guards are also able to give out a select number of special items time to time, allowing them to play favorites or be bribed.
  256. Hamper: You retrieve and do the laundry of the prisoners and make sure they get returned to their proper owners as indicated by their tags.
  257. Nurse/Doctor/Extractor: You work in the "infirmary" where besides experimentation duties, you help wrap broken bones and mend owies. In some cases, you're even one to make owies by being an Extractor in shows.
  258. Arena Officiate: ICly you oversee fights. OOCly you make sure rolls are proper and Health/LP is tracked properly. They also have the IC ability to shift the Arena Terrain and layout via a control panel and keycard access, and can take the Tickets for such.
  259.  
  260.  
  261. Areas of Note
  262. Traversing the Prison is done through stairs, vents, and elevators, as well as the fact that the underground prison has a spiral ramp walkway that goes through each area, blending seamlessly with each floor and space.
  263. "Infirmary"
  264. - Called such with quotes because most folk DREAD going there. It can be a place of healing, depending on who you get.. or a place of pain, misery and experimentation. Only those with proper knowledge and/or abilities are permitted to work there among the sterile cold steel and tools. It's on the same floor as the Arena, but has direct drainage to the sewer and access from everywhere else.
  265. Atrium
  266. - This is the outdoors, inside. This room takes up an expanded whole floor because it's so vast. The elevator opens near the center, inside a barn where there are livestock for ranching and culling, surrounded by immense farm land for crops, which is further surrounded by an encircling ten acres of trees and woodland, with a few small ponds and creeks throughout. Should one reach the walls, they would find them projecting the imagery of woods, though some speculate they are more like a two-way mirror and they're being watched. The ceiling spans a good mile up, hinting at the depths of the prison. The ceiling itself is comprised of shifting panels that not only simulate a sky with rolling clouds, but also gives off artificial sunlight. There are even sprinklers that can simulate rain. While no actual animals are naturally present in the Atrium, wildlife recordings and forest ambience is projected throughout via speakers.
  267. Arena
  268. - Located above the Cellblock but below the Atrium. Some call it a Danger Room of sorts, and they'd be right. Here, the terrain and layout shifts at the beck and call of hidden spectators thought to be investors in the prison, who use the prisoners as entertainment. Here, events and fights happens, obstacle courses are created, and shows of Extraction are put on as grand displays of a finale. Arena Officiates have the ability to alter the room and oversee fights, to make them sanctioned.
  269. Cellblock
  270. - This unique encircling layout seems endless with its numerous doors to Cell Dwellings and lengthy hallways. Here, prisoners wander the halls and spend most of their time, as the halls are lined with TVs that broadcast present and past Arena Events, Extractions and the occasional prisoner interview, as well as friendly happy messages from people who are glad that these criminals are off the streets. Oh, and puppy and kitty videos. Because the statistics show that puppy and kitty videos bring smiles and a happy prisoner is a productive visitor!
  271. Cafeteria
  272. - Located to the left of the Cellblock, this is a large room that is divided by a long serving counter. This keeps the kitchen separated from the tables, allowing the Chefs/Cooks to work and prisoners to eat at tables that are reminiscent of kiddie school. There is an enclosed area separated by the freezer where the Butchers work.
  273. Market Hall
  274. - Located to the right of the Cellblock, this hall is where the various shops are. They are protected by thick nullifying bullet proof glass and have special slots for the exchange of credits for goods. Workers get in through a set of proofed double-fortified layered doors that will not open until the other has closed, and the system detects only the lifeform with proper keycard. (OOCly speaking, you can't steal from the shops until we have a system for it.)
  275. Vents
  276. - The vents are of note because the ventilation system is not only used to deliver oxygen, special gases and more, but some mutants and splices like to use them as a traveling network instead of stairs or the elevators. The vents give access everywhere.. even to the dwellings of others...
  277. Sewer
  278. - The lowest level of the prison. Here is where raw sewage is processed and converted to water and fertilizer that is pumped through the atrium pipes, among other things. This watery, stinky network of large pipes and narrow walkways is where some mutants and splices choose to dwell, rather than their cells and thus become known as The Lost because of their feral tendencies and being so outcast from prison society. They can access the above floor by climbing up ladders and lifting the manholes. Some do traverse between the two easily, including keeping their own Dwelling.
  279.  
  280.  
  281.  
  282.  
  283.  
  284.  
  285.  
  286.  
  287.  
  288.  
  289.  
  290.  
  291.  
  292. Class: Human, Mutant, Splice
  293. Variant: None/Pick one
  294. Name:
  295. Nickname: Your stage name, or the name they call you when you fight.
  296. Gender: Female, Male, Herm, Futa, Cboy, Femboy, Transgender (More to come as requested)
  297. Age: (Adult, teen, child, number of years alive may be included)
  298. Health: (This depends on your class and age!)
  299. Dwelling: Basic Cell (All new characters start with this)
  300.  
  301. Appearance: Either written or a pic, or both.
  302.  
  303. Criminal Record: What are you in for? Even if innocent, they had to make up something.
  304. Truth: Are you actually Innocent or Guilty? This has nothing to do with the court verdicts.
  305. Prison Job: What job has the prison given you to "earn your keep?" You -can- have No Job or None.
  306.  
  307. (You have 10pts to place, if human keep 0 for Power)
  308. Strength:
  309. Power:
  310. Endurance:
  311. Cunning:
  312. Intuition:
  313. Agility:
  314. Luck:
  315.  
  316. (Ignore if human or put N/A, or erase it all)
  317. Ability Details
  318. Power(s) (Max of 3!)
  319. * Name
  320. - Mechanical Bonus:
  321. - RP Weakness:
  322. - Mechanical Weakness:
  323. * Name
  324. - Mechanical Bonus:
  325. - RP Weakness:
  326. - Mechanical Weakness:
  327. * Name
  328. - Mechanical Bonus:
  329. - RP Weakness:
  330. - Mechanical Weakness:
  331.  
  332.  
  333. Items: You start with 0, but can gain items as you play. This is where they and their effects will be recorded.
  334.  
  335. Skills and Hobbies: Anything your character does for fun, as a hobby, discipline or any other such non-power ability and knowledge.
  336.  
  337. Background: What was their life like? How did they come to get put in this prison?
  338.  
  339. Notes: Anything else you'd like to share about your character. Can be favorite foods, tastes, sexual preferences. Anything.
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