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| 21 Apr 2013 06:47 PM |
[CONTENTS]
{1} Overview [REQUIRED] {2} CS and Rules [REQUIRED] {3} The Facility [RECOMMENDED] {4} Living the Scenario [REQUIRED] {5} Items [RECOMMENDED] {6} Medicine [RECOMMENDED] {7} Weapons [RECOMMENDED] {8} Diseases [RECOMMENDED] {9} Scenarios [RECOMMENDED] {10} Virtual Characters [REQUIRED] {11} Perks [RECOMMENDED]
Welcome to Virtual Realism Inc. a new and arising company for the virtual industry, we're glad you've put some interest into our research, but we wish to stay in the background for now, and if you tell anyone about our company or research. You'll have a lawsuit to deal with.
On other news, the development of our virtual apocalypse is coming along nicely, but we do need testers! Please fill out the form below if you wish to help us.
[CS]
What is your name? How old are you? Are you female or male? Please send us a picture of yourself. (( Appearance. )) How would you describe yourself? (( Personality. )) Tell us a little bit about yourself. (( Bio. )) Anything else you'd like us to know about? Medical conditions? Allergies?
Please wait for a response from our beta tester manager, she will tell you whether or not you will be allowed to enter the team.
[Rules]
1. No godmodding 2. Romance little, cause why would you in this kind of thing. 3. Swearing is fine, but keep the children in mind. 4. Only have one character. 5. Chat or PM me if you have questions. 6. You need to fulfill needs. 7. You can die in virtual, but not in real life. 8. Follow most of the points in the story, I'll remind you if you forget anything. 9. Listen to me.
~The Facility~
Our facility for making games is wonderful! With glossy white marble floors throughout most of the building. The walls throughout most of the building, except the dormatorys, cafeteria, and living rooms. These rooms usually have bright blue, or a cheery yellow color on their walls.
The bedrooms have small-ish sized beds, with white or blue coverings on them. The rooms usually connect to small bathrooms, inside of which there usually is a toilet, a sink, a small square mirror, and a shower. A final room which connects all of the dorms together is a large, oval shaped living room.
The living room contains a small television, which can show almost any channel on its small flickering screen. Multiple desks with chairs are scattered across the room, each with a small stack of paper and other writing supplies. A final thing that sits in these living areas are several large couches, armchairs, and small beanbags.
Our lovely cafeteria is located just down a hallway from the living room, and all of the separate dorms lead to this one eating area. The walls, floors, and ceilings are made from white tile, and there are various metal tables screwed into the floor.
Finally, the game testing rooms themselves, with the same white tile on the walls, ceilings, and floors. The only item of furniture in these rooms is a small, metal pod, inside of which we keep the various devices that we use to insert our various testers into any virtual scenario, which they will have to live in until virtual death, or removal from the scenario.
~Living the Scenario~
In the scenario, which to any tester will seem like real life, real pain, which will seem, well, painful. Hunger, thirst, weariness, and disease will be seem real as well. In fact, the tester will forget all about the other world at all, at least until they are removed from the virtual world.
-Hunger
Hunger isn't the hardest, or the easiest to fulfill. You'll start out slightly hungry, and you'll need to looks around for any food that may be scattered about. Hunger may lead to weakness, stomach pain, and in the end death.
-Thirst
Thirst requires some searching to find the cure, which is water, juice, soda, or any other beverage. You'll start out not thirsty, but you'll get thirsty quicker than you would with hunger, and it would go down more with activity. Thirst may lead to dry lips, dry throats, dehydration, and eventually death.
-Sleep
Sleep is the easiest need to fulfill, but the most dangerous. You need to make sure you're in a safe place before you do, or you may never wake up at all. Not sleeping may lead to weariness, exhaustion, and at some point, mental or physical collapse.
-Disease
Kinda obvious, but if you catch a disease, you'll need to know what disease it is, and possibly take medicine for it. Or you may have to rest it out. With a disease, you often can't move very fast, so if you catch one, you better hope you have supplies. Disease side-effects are listing in {8}, diseases.
~Items~
Blanket - Wards off the chill of nighttime. Can be used to carry things short distances.
Sleeping Bag - Wards off the chill of nighttime, and keeps you comfortable. Can be used to carry things over short distances.
Flashlight - Provides light, but requires batteries.
Batteries - Powers electronics.
Hand-operated Flashlight - Provides light, doesn't need batteries.
Radio - Can be used to contact other survivors.
Matches - Starts fire, small amount of uses. Lower then one flame per match, due to duds.
Lighter - Starts fire, medium amount of uses. Can be refilled with gas.
Flint and Steel - Starts fire, large amount of uses. Requires training or practice to use.
Water bottle - Holds a small amount of water.
Water Jug - Holds a large amount of water; it's very heavy.
Water bottle with filter - Filters out germs and disease causing bacteria; holds water.
Iodine - Can be used to purify water.
Small Pouch - Used to hold small items.
Pouch - Used to hold items, can carry more then a small pouch.
Large Pouch - Used to hold items, can carry more then a pouch.
Backpack - Used to hold items, can carry more then a large pouch.
Survival Pack - Used to hold items, can carry more then a backpack.
Cooking Pan - Used to cook food over fire.
Compass - Used to tell directions.
Map - A picture of the area, lists important landmarks.
Watch - Tells the time.
Other items may be found, and their usage will be explained.
~Medicine~
Bandages - Can be used to stop blood flow, or bind injured bones.
Painpills - Can be used to dull pain.
Morphine - Can be used to dull extreme pain.
Needle and Thread - Can be used to close large wounds.
Neosporin - Keeps infection away.
Cold Medicine - For coughs and colds.
There are more ways to cure things, but these are the most direct.
~Weapons~
Pocket Knife - Little damage, can be used to cut ropes, food, and other things.
Ax - Moderate damage, can be used to chop trees.
Machete - Moderate damage, can be used to shop plants.
Katana - Double-edged, bladed weapon, can be swung both ways, moderate damage.
Chainsaw - Completely impractical, heavy, burns lots of gas, high damage.
Bow and Arrows - Inaccurate, bulky, requires training, reusable and easily make-able ammo, little damage.
Crossbow - Slightly more accurate the a bow, requires training. They are less bulky than a bow, and they also have reusable ammo, but it can't be made, moderate damage.
Pistol - A small handgun that can hold only one bullet at a time, the ammo is not reusable. It's small, and can easily fit almost anywhere, little damage.
Shotgun - A large, two-handed gun which can hold two shells at a time. Slightly bulky, and no reusable ammo.
Sniper - A lot like the shotgun, but has a scope, only holds one bullet and a time, and makes almost no sound when shooting. No reusable ammo, and high damage.
Any random items can also be used for weapons, like boards, pipes, tools, etc.
~Diseases~
Cough - You have a cough, it may attract zombies.
Cold - Cough, runny nose, and a fever. Cold medicine would cure this faster.
Flu - All of the symptoms of a cold, plus chills and aches. Will require a lot of bed rest, cold medicine may help.
Dehydration - Requires little movement, and lots of water to cure.
Exhaustion - Requires lots of sleep and food to cure.
Zombie Bite - The body and mind will slowly deteriorate, until complete loss of control over the body, and eventually death. This is uncurable.
Wound - Requires bandages, and maybe stitches to cure. You can die of blood loss.
Other disease may be caught or found throughout virtual life. So be wary of any disease-like symptoms.
~Scenarios~
Downtown - A small part of a city, that is very busy, and has small stores scattered about. There often is lots of supplies in this area, because not many people are willing to battle though the hordes of zombies. It is unlikely to even find parts of a human in this area.
Basic City - A basic city has lots of different buildings scattered around the area. Most of these building have been picked clean, but people who do so, and then forget where they left their stuff, or just never come back at all just leave it sitting there. In cities, there typically are more zombies wandering around, and there are often lots of other survivors in the area.
Suburb - A suburb has lots of houses in rows, and a town center with lots of stores. These often still have supplies lying around, but there still may be hoards as well. In suburbs, there typically are less zombies then a city, but still a moderately large amount. There is a less likely chance to find survivors here than in a city.
Small town - A small town has a small amount of buildings scattered around, and they also have a small town center. Small towns are more likely to have supplies, and less hoards would be scattered about. In small towns, there will be less zombies about, but still a medium amount. There is also a les likely chance to find survivors than in the suburb.
Farmland - A farmland has one to four buildings scattered throughout the area, and they are typically fenced in. There often is lots of supplies in the various buildings, and occasionally animals in the barn. Very few zombies wander around in these areas, and survivors are rare to find this far away from where most people live.
Wilderness - The wilderness is the forests, mountains, plains, and other natural things that make up the natural world. The only thing found for supplies in this area would be anything found in nature, and things that may be at the various scattered campsite. Very few zombies live in this area as well, and the chance of finding another survivor is rare.
~Virtual Character~
Your character will be given a certain set of stats, which can be edited by the selection of perks. A basic character will only be able to hold four to five items without a bag, and they can't carry more than 50 pounds.
~Perks~
Survivalist - You don't need as much food, and you have better luck at finding things.
Camel - You don't need as much water, and you can carry a little bit more than regular people.
Eagle Eyes - You have better eyesight, and you can see far away items closer, or close-up items clearer.
Packmule - You can carry more than a regular person, and move at a regular speed while doing so.
Monkey - You can climb most things very well.
Cheetah - You can run pretty fast.
Bowman - You can use bows and crossbows.
Sharpshooter - You're very good at shooting guns.
Swordsman - You're very good with melee weapons.
Firestarter - You can use flint and steel.
Medic - You know how to treat wounds and diseases efficiently.
Herbal - You know how to treat diseases with herbs.
Immune - You are less likely to get disease.
Farmer - You can replant seeds to grow food.
Fisherman - You can fish for food.
Persuasive - People are more likely to listen to you.
Brute - You can use you fists for weapons.
~Do not take life too seriously. You will never get out of it alive.~ |
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