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Want to play?
Yes
33%
 33%  [ 1 ]
No
0%
 0%  [ 0 ]
Yes, But to complex for me.
66%
 66%  [ 2 ]
Total Votes : 3


Frozen In Flames

PostPosted: Thu Jan 29, 2009 7:28 am


Raccoon City, a small midwestern American town, a virus has been released, that turns ordinary people into walking zombies. Even worse, countless other monstrocities are prowling the streets, preying on the remaining survivors. For the people still alive within the city limits, survival is all that matters.

Alright, you may have noticed by now that the info on these next two pages is overwhelming at first. But, you don't have to go through all of the weapons or items right now, and for the most part every diffrent section has a title, making things easier to find later. If you would like to play and need help finding something just ask me. Otherwise skim over everything down to the weapons, then make your character.

Any other questions just ask me about.
PostPosted: Thu Jan 29, 2009 7:34 am


I would prefer it if you didn't steal characters from the game/movie, or rip off characters from other games. Also, try to avoid obvious stereotypes, like ninjas. However, if you are skilled enough, I may make an exception...
Name: (First and Last)

Age: (Between 15 and 45, preferably)

Gender: (Female/Male)

Weight: (In pounds, please)

Height: (Feet and inches)

Alliance: (Good, Neutral, or Evil)

Specialty: (What are you good at? Two to three choices.)

Fears/Weaknesses: (Nobody's perfect...Two to three choices.)

Inventory: (You may select three free items from the weapons and items. If the item has an star * next to it's name, then you cannot select it, nor the ammunition for that weapon. If you ask for ammo as one of your choices, one clip is equal to one choice.)
NOTE: Your character's inventory is defined using a special slot system. Posted below are the instructions for a character inventory.

Each character (excluding NPCs) is capable of carrying a set amount of inventory that is rated via a slot system. All weapons and items (excluding ammunition) have a value that is attributed to how much space it takes up in your inventory, very similar to the style used in Resident Evil 4.
The slot limit for all characters is a maximum of 30. It can be displayed on your character either in the form of a list, or a table, as seen below. Please note that this is just a very simple example, and may not compare with actual slot values, or your own selections. Please remember to include the number of slots each item/weapon has when you make a character, so we don't have to badger you later.

-Pistol (3)
-Rifle (6)
-Melee (2)
-Grenade x4 (4)
-Level II Vest (2)
-Radio (1)
-Flashlight (1)
-Laptop Computer (2)
-Batteries x3 (1)
-Lockpick (1)
-Flares x3 (1)
-MedKit (2)
-First Aid Spray (2)
-Blue Herb x2 (2)

Job: What did your character do before the outbreak? This has no bearing on any other aspect of your character, it's simply for background purposes. 'Unemployed' counts, so if you're homeless, you can put that down.

Cash: You start with $300 dollars. If you so choose, you can immediately use your starting cash to buy additional items for your character. An extra clip, maybe a flashlight battery, up to you.

Feel like including a picture? Please do. It is encouraged, as long as it is appropriate. No nudity, cut down on the gore, and if I see any animal cruelty...

I'll also need a sample roleplay included with your character stats. A short paragraph showing me how you roleplay. If it's good, I'll approve your character and you can start. You can learn the rp style we use here in the next section, Playing Missions, or by reading some missions to learn from that.

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 7:36 am


Before we start, you need to learn the cardinal rule of the site. Never, ever start a mission that has been completed or still hasn't been done. Participate in the current mission when it starts. Don't go starting missions by yourself unless the previous one has been completed. Clear? Then let's begin.

More often than not, when you roleplay, it is set in the 3rd person perspective, which goes something like this. Pretend your name is Leon.

Leon walked down the hallway, dropping his wallet.

Also, most people like to set their rp's in italics. Moving on...

Speech works similarly to a screenplay, in that a person's speech is placed next to a bold version of their name, and in quotations like so:

Leon: "Crap! Where'd my wallet go?"

Note that speech is not set in italics. Next, we're going to cover combat. Suppose you run into a zombie. Unless you're Wesker (and odds are, you're not), you're not going to use gravity-defying moves and riddle the undead monster with holes. Realism is very important with this game. If your character is doing backflips off walls, landing behind hunters and taking out bioweapons with combat knives, you're gonna get killed. Here's an example. You post this:

Leon encountered the Nemesis as he rounded the corner. Lightning fast, Leon ran up the side wall, flipped in midair, and spin-kicked the Nemesis in the face, killing it in one blow.

Then I (or another that I have appointed) will post this:

Leon, who was too cocky for his own good, was too busy celebrating to notice the Nemesis getting back up. Leon started to sing.

Leon: "I....am....the champion! I....am....the champion! No time...for losers....'cause I--"

The Nemesis stared at the dancing and singing Leon for a minute or two, raised his hand, and put a tentacle through his head. Leon was dead, but that did not stop the Nemesis for continuing to pummel him into oblivion, repetedly attacking the corpse until it was reduced to little more than mush.

Get the idea? Also, just as a favor to your fellow player, we ask that you include a short post summary at the start of your posts. We ask this because many of the players on this site have a limited time frame on their computers, and it is selfish to ask them to devote most, if not all of their free time reading through every single mission post when chances are, none of it relates to his/her character. Post summaries let others know if your post is significant in their storylines and is therefore worth reading in detail. In order to do a post summary, simply place it in double brackets at the top of your post. As an example:

((Leon defeats the Nemesis and good times are had by all.))
PostPosted: Thu Jan 29, 2009 7:38 am


The End Post Limit is the least number of posts that have to be made in total before the mission can end. I think for this one I'll shoot for a low number lets say 60 posts. On average it will be from 75-90 posts per mission. But it is determines on a mission to mission basis and how far people are in their story lines. 60 may seem like a lot of posts. But really its a small number. Just try to space out your day, instead of making 7 hours one post. Make one post 3 or 4 hours or even one hour and then make the next post hours later. Whatever you want.

This may seem a rediculous rule but it's one thats important. It is so people won't just post once and end the mission then ask for their reward.


In the next section, character death will be explained, so as to clear up any confusion. But as long as you follow the rules and play smart, you have nothing to fear. Also, if you start breaking other rules such as using weapons or items that are not in your inventory, you will be given a warning. On the second offense, we will deduct $500 from your stash. On the third offense, we will beat up your character bad and deduct $1000. On the fourth and last time, you will be killed and a penalty of $1500 will be deducted from your stash.

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 7:40 am


Welcome to Buying Stuff! Here, you learn how to purchase weapons, items, etc. As you may already know, you obtain money through completion of missions. When the mission is completed, the player is rewarded with a specific amount of cash, and from there you can use that money to buy things. The best way for me to explain this would be through a short demonstration.

Chris just completed Mission One. He recieved $1000 dollars. (note that if the player controls two characters, the reward is shared among both). Chris decides to buy a Browning HP for $350 dollars. He goes to the Buying Board and posts a message that states he is buying something. His post is similar to this:

Chris Redfield
Buying: Browning HP - $350
(if he decided to buy more things, they would go just below here)

Total: $350
Change: (1000 - 350) $650

This tells the manager who is buying what, what is being purchased, and how much it all costs. Simple enough, right?

---------------------------------------------------------

If Chris suddenly didn't want his Browning HP anymore, he could sell it back to the game. Weapons and Items always sell for half-price, so think carefully before buying or selling things. Selling is basically the same as Buying.

Chris Redfield
Selling: Browning HP (350 divided by 2) - $175

Total: $175
Change: (650 + 175) $825

Important Note: You can't use items or weapons that aren't in your inventory however the use of an opportunity object may be allowed. Opportunity object meaning a key to unlock a locked door, a 2x4 wooden plank that you can use to kill a zombie, a stack of barrels that you can blow up to kill or damage a large BOW or a stationary machine gun available in a defensive position. Just remember that this is not allowed all the time. If you start putting machine guns and explosive barrels in your story every time a BOW appears, I will consider this as god moding and you will be given a penalty.
PostPosted: Thu Jan 29, 2009 7:43 am


Welcome to Character Death and Multiple Characters! Here, we discuss what happens if/when you die, and how things work if you have multiple characters. Let's start with death, because that seems to be the theme of this place...

Death only occurs in the following situations. Another character decides to get into a fight with you and wins, you try to take on an enemy without proper equipment, or you break the rules and get beaten like a dog. Let's cover them all.

--------------------------------------------------------------

In the event that another player wants to engage in a battle with you, this is how it works. Each player must consent to the battle, meaning if you don't want to fight, you can always run. If both players agree, they each post once and beat the crap out of each other. First person to post takes the offensive, and the slower player goes on defense. After both players post, a manager will read the posts and determine the winner. Simple enough?

If you suddenly run empty on your only pistol and are stuck with a Combat Knife, it would be best for you to avoid confrontation by sticking to areas that are safe, like rooms that have already been cleared of enemies. Another useful tactic would be to find an ally and team up with him/her.

Also, as was covered in the Playing Missions section, if you act like a god and start getting too unrealistic, a manager will kill you.

If you do get killed, a penalty will be inflicted, depending on the circumstances surrounding your demise. Could be nothing, could be a $1000 fine. The reward for the current mission will not be given, but you may return in the next mission as though nothing happened, unless I
say otherwise. Ok, that about covers it!

-----------------------------------------------------------

Onto Multiple Characters! Players are allowed a maximum of two characters to control on this site. But the second character must be cleared by a manager, which will be decided based on your RP skill. You will not even be considered for a 2nd character unless you have successfully completed at least three missions prior to your request. Please note that as there are many advantages to multiple characters, there are some downsides:

* The characters share all reward money, you only get one reward to share.
* If one character dies in a mission, the end reward is split in half. If another dies, it is split in half again.

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 7:45 am


User Image

This Is Racoon City, after the effects of the outbreak. Anything outside of the map is considered off limits.
PostPosted: Thu Jan 29, 2009 7:49 am


This is the Weapons store. Here you may purchase firearms and other accessories necessary to defend yourself against the numerous monsters throughout the city.

If you want a weapon that isn't listed on these pages, post the name and the picture in Will's Armory as a separate discussion for a rating request. Do not ask for a custom weapon unless you have an approved character that has successfully completed at least one full mission.

Please note that if you are selecting a starting item, items with a * next to them cannot be selected, including ammunition for said weapon. Also, each weapon has special attributes which will be listed below as a guide:

-------------------------------------------------------------

Damage Levels

Very Light
Zombie/Cerberus: 6-10 hits
Hunter/Licker/similar: 12-18 hits
Viral Plant Creature: No Effect
Bioweapon: No Effect

Light
Zombie/Cerberus: 4-7 hits
Hunter/Licker/similar: 7-10 hits
Viral Plant Creature: 15-20 hits
Bioweapon: No Effect

Moderately Light
Zombie/Cerberus: 2-3 hit
Hunter/Licker/similar: 4-6 hits
Viral Plant Creature: 8-12 hits
Bioweapon: No Effect

Low Medium
Zombie/Cerberus: 1-2 hits
Hunter/Licker/similar: 3-4 hits
Viral Plant Creature: 5-8 hits
Bioweapon: Very Slight Effect

Medium
Zombie/Cerberus: 1 hit
Hunter/Licker/similar: 2-3 hits
Viral Plant Creature: 4-5 hits
Bioweapon: Slight Effect, Minor Inconvienience

High Medium
Zombie/Cerberus: 1 hit
Hunter/Licker/similar: 1-2 hits
Viral Plant Creature: 3-4 hits
Bioweapon: Slight Effect, Slowdown

Heavy
Zombie/Cerberus: 1 hit
Hunter/Licker/similar: 1 hit
Viral Plant Creature: 1 hit
Bioweapon: Some Effect, Slowdown, Minor Flesh Wounding

Very Heavy
Bioweapon: Strong Effect, Stoppage, Serious Flesh Wounding

Extreme
Bioweapon: Great Effect, only a couple shots required to kill. However, long reload times tend to be common with weapons of this strength, and bioweapons tend to be very fast...

Anti-BOW
Bioweapon: Excellent effect. One shot will kill most BOW's regardless of size, shape or classification. BOW's resistant to such weapons are extremely rare (i.e. Only a MANAGER can approve of such a BOW.) Recommended points of aim are to the central nervous systems or vital organs. However such weapons are extremely expensive and the ammo should cost you a leg or an arm. Whichever you like...

-------------------------------------------------------------

Special Effects Reference

Stun: Incapacitates enemies for a short period of time, sometimes by blinding and deafening them (i.e. flashbangs) Against human targets, it could be chemically induced or physical trauma. (i.e. KO Gas Grenades, Batons)

Knockback: Self-explanatory, this will knock enemies reeling or over completely, giving the chance for escape, or more shots with little chance of retaliation.

No Range: Close combat only.

Short Range: Much more ineffective at more than about 30 yards or so.

Long Range: Accurate even at great ranges.

Long Range - Ballistic: Projectiles from such weapons have an arched trajectory to achieve long range distance. People from military or paramilitary groups have a better chance of hitting targets with these weapons. (i.e. Grenade Launchers)

Spray: The issue from this weapon spreads out and can hit multiple targets or the same target over a lot more of its body.

Immolation: These weapons can set an entire area and particular targets on fire for several moments and will incur interval damage to anything caught within the radius. (i.e. Flamethrowers, Flame Based Weaponry)

Inaccurate: These particular weapons have lousy accuracy but is most likely compensated by a high rate of fire. (i.e. Machine Guns) People from military or paramilitary groups have a better chance of hitting targets with these weapons.

Low Explosive: Weaker than radius. Projectiles from such weapons are capable of totally destroying soft targets, inside out or causing significant damage to massive targets. Point effect only so only one target gets dispatched per shot. (i.e. explosive bullets)

Radius: A powerful blast effect is caused, and reduced damage to the normal, as well as Knockback, is caused to surrounding enemies/objects/structures. Such weapons cannot be used against any target at point blank ranges as it could cause injury or death to your character.

Low Rapid Fire: Light damage to the enemy, which will not cause much damage but will slow opponents and eventually drop them through sheer weight of fire.

Medium Rapid Fire: Good damage to the enemy which will stop them in their tracks as they are riddled with bullets.

Advanced Rapid Fire: Slightly better damage than Medium, this will actually send enemies back and knock them over.

Armor Piercing: Rounds from this weapon will penetrate most body armor packages and thin enough obstacles such as car doors.

Critical Strike: Depending on the probability rating, such weapons are capable of doing double damage to the intended target. Probability ratings are 25% (sometimes), 50% (half the time) and 75& (more often than not).

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 7:51 am


Close Combat/Melee

Combat Knife: Not much explanation is needed on this weapon. Its a basic combat knife with a serrated edge and a round grip handle. In the hands of an expert, this weapon is more devastating than anything else in close quarters combat situations.
Damage: Very Light/No Range. $75
Dual: Yes
Slots: 2

Crowbar: A standard crowbar. Can be used to open lids and doors and as a weapon. Its blunt edge will be sufficient to cause blunt trauma injuries while its sharp edge will be enough to punch through soft organic tissue.
Damage: Light/No Range. $150
Dual: No
Slots: 3

Telescopic Baton: A special melee weapon. The telescopic baton extends to a length of 3 feet with a snap of the wrist. The weapon is made of lightweight steel and capable of inflicting serious damage due to blunt trauma. It is capable of knocking out humans with a favorable hit to the head area.
Damage: Low Medium/No Range/Stun. $225.*
Dual: Yes
Slots: 2

Fireman's Axe: A heavy melee weapon. One hit from this should cut through most organic material and do immense damage. The only disadvantage is that it's quite heavy to be used often. Guaranteed decapitation against zombies and high chance of critical strikes against BOWs if you have the guts to get close to one using just this thing.
Damage: High Medium/No Range $565*
Dual: No
Slots: 4

Hand Axe: The fireman's axe's little brother. Not as heavy or long as the big axe, so you don't get the additional leverage or power, but it's good for quick, close chops. Don't expect to be cutting off heads left and right, or you'll get it stuck in a zombie's neck and have to yank it back out. You can tuck it in your belt, so it makes for easy carrying. A good personal defense weapon.
Damage: Moderately Light/No Range $350*
Dual: Yes
Slots: 2

Baseball Bat: A popular instrument for both sports and inflicting heavy physical trauma. This simple weapon can inflict significant damage against most targets and will definitely knock people out with a favorable hit. Though it may be quite powerful, it is somewhat cumbersome and offers limited applications in tight spaces.
Damage: Low Medium/No Range/Stun $265*
Dual: No
Slots: 3

Police Baton: The police baton is an adaptation of a martial arts instrument known as the Tonfa. It is a good lightweight melee weapon, capable of knocking out humans with a good strike to the head area and is a very dangerous instrument in the hands of an adept user, capable of a variety of uses. How it is used is left to the wielder's imagination. It is a standard issue weapon to police officers apart from their sidearm. It is made of high-grade aluminum and laminated with polycarbonate film making it very durable.
Damage: Moderately Light/No Range/Stun $135*
Dual: Yes
Slots: 3

Steel Pipe: Very simple. This is a pipe made of steel. Measures about a metre in length, it's lightweight and extremely versatile. Great for holding zombies at bay if you run out of ammo. Not quite as powerful as a baseball bat, and somewhat difficult to carry around, but worthy nonetheless.
Damage: Moderately Light/No Range/Stun $115
Dual: No
Slots: 3

Bowgun: Quite possibly the oldest projectile weapon you'll find here, the bowgun is not exactly a firearm, but a recoil-operated bolt weapon, designed to fire long metal shafts, or bolts, to puncture or impale a target. It requires no gunpowder to fire, so the weapon is silent. The velocity is capable of punching through soft tissue and bone, which makes it ideal for sniping a zombie from a distance without alerting others to your position. It must be reloaded after every shot, but with practice, it can become a formidable weapon. Ammo comes in 5 arrow quivers.
Damage: Low Medium/Knockback + Critical Strike (75%)* $650
Ammunition: $100 per quiver
Dual: No
Slots: 3
PostPosted: Thu Jan 29, 2009 7:53 am


Handguns

Important Information

Using handguns in dual mode reduces damage by one level and degrades the critical strike probability down by 25%. If weight and age requirements aren't met, damage is reduced by one level, critical strike probability by 50% and accuracy is immediately brought down to "inaccurate" regardless of handgun type. If a laser sight or a silencer is attached, proper changes must be taken into consideration. (i.e. +1 damage w/ laser and -1 damage w/ silencer.)

Hecker & Koch USP Tactical 45: The standard handgun issued to Raccoon City STARS members. Chambered for the classic .45 caliber, it has more kick than the standard 9mm and equally potent stopping power. The increased size of the ammunition gives it the possiblity for decapitating zombies with one shot. The threaded barrel allows a quick installation of a silencer. Holds 12 rounds per clip.
Damage: Moderately Light/Knockback + Critical Strike (25%)* $565
Ammunition: $60 per clip
Dual: Yes
Slots: 2

Beretta 92FS: One of the standard issue pistols for police officers, the Italian manufactured Beretta 92F/S is quite popular with law enforcement groups worldwide. Chambered in standard 9mm, it is a reliable pistol, though not exceedingly fast or powerful. Holds 15 rounds per clip.
Damage: Light $300
Ammunition: $75 per clip
Dual: Yes
Slots: 2

H&K VP70: Recently included into the accepted standard issue sidearms for police officers, the VP70 is a double-action handgun chambered in 9mm with a rather high clip count of 18. Recoil is light, and the weapon itself is of a polymer composition, reducing weight. However, the trigger pull is considerably longer than most weapons, reducing practical accuracy.
Damage: Light $320
Ammunition: $75 per clip
Dual: Yes
Slots: 2


VP70 Stock: A special stock attachment can be bought for the VP70. When installed, it gives the pistol a select fire capability for three round bursts and additional control and accuracy due to the support of the stock. This decreases its compactability and manouverability slightly somewhat.
Cost: $400
Damage Increase: One Level + Knockback
Slot Increase +1

Browning HP: Formerly the standard issue sidearm for Raccoon City officers, the Browning is a single-action handgun with an external hammer. Chambered in 9mm with a clip count of 13, its classic solid construction aids in reducing recoil, and therefore increasing accuracy. Furthermore, its simple design make it ideal for those who are not trained in the use of firearms.
Damage: Light $275
Ammunition: $75 per clip
Dual: Yes
Slots: 2

Colt M1911: The classic .45 caliber pistol made popular by both World Wars, the Colt 45 is still a popular weapon in the streets. Its rugged construction makes it very reliable in most field conditions and the .45 caliber chambering has potent stopping power against most targets. Another advantage is the wide availability of spare parts and ammunition in the city thus any modifications or repairs can be done quickly and efficiently. 7 rounds per clip.
Damage: Moderately Light/Knockback + Critical Strike (25%)* $415
Ammunition: $70 per clip
Dual: Yes
Slots: 2

STI Eagle 5.0: Generally considered a competition pistol, the STI Eagle is capable of firing off multiple shots in rapid succession with high accuracy. It holds 10 rounds of .45 ACP, and is designed so that a new round is chambered the instant that the previous round is expended.
Damage: Moderately Light/Knockback + Critical Strike (50%)* $550
Ammunition: $100 per clip
Dual: Yes
Slots: 2

Eagle 6.0 Upgrade: An upgrade package that improves the overall performalce of the STI Eagle. The barrel and slide is lengthened by an inch and the trigger assembly is improved for a much lighter trigger pull for faster shots.
Cost: $200
Damage Increase: One Level + Knockback and Critical Strike by 25%
Slot Increase +1

Glock 17C: Standard issue for government officials and the like, the Glock series of handguns are considered by many to be the most reliable around. One of few firearms that can actually operate underwater, its versatility and durability have given the weapon its world wide renown. Chambered in basic 9mm and with its small size and lightweight construction, it is an ideal sidearm. Holds 17 rounds per clip.
Damage: Light/Knockback* $340
Ammunition: $85 per clip
Dual: No (Yes for users of 21 years of age or older and with body mass of 120 lbs or greater)
Slots: 2

SIG P226: Small, powerful, reliable and accurate the P226 is one of the best handguns money can buy. Chambered for the relatively new, powerful but compact .40 S&W round, the P226 has excellent stopping power against most targets and notable accuracy however the magazine capacity is only limited to 12 rounds. This is a standard issue sidearm for US Government and Federal Law Enforcement Agents as well as several law enforcement agencies around the world.
Damage: Moderately Light/Knockback + Critical Strike (25%)* $600
Ammunition: $60 per clip
Dual: Yes
Slots: 2

Smith &Wesson K38 Police Revolver: The other standard issue weapon for police officers, the classic K38 may not be as modern as the newer semi auto Beretta M92F/S but it certainly has a more powerful kick than the 9mm round. It also has the advantage of having a longer barrel thus better accuracy and being a revolver, undoubtedly more reliable than any pistol in service anywhere.
Damage: Moderately Light/ Knockback $375
Ammunition: $60 per 6 rounds
Dual: No (Yes for users of 21 years of age or older and with body mass of 120 lbs or greater)
Slots: 2

Smith & Wesson Model 686: A somewhat new revolver the Model 686 ,or more simply the M686, is a reliable, powerful and accurate revolver. It is chambered for .357 Magnum and considerably smaller than the other S&W revolvers with the same chambering but the power and accuracy hasn't diminished. It can hold 7 rounds at a time and has a tolerable recoil even for new users.
Damage: Medium/Knockback + Critical Strike (50%)* $900
Ammunition: $350 per 7 rounds
Dual: No (Yes for users of 25 years of age or older and with body mass of 150 lbs or greater)
Slots: 3

Magnum Research Desert Eagle .50 AE: Though it had been recently knocked off its throne as the most powerful handgun in the world, the Desert Eagle .50 AE is still one of the most powerful and feared handguns in the world. This hand cannon will rip chunks off carcasses and body parts all together in a shot however it has an equally powerful recoil and with a blinding muzzle flash and thunderous shots, it will definitely call in unwanted attention on you. Though powerful the weapon, the ammunition and its spare parts are rare in the city and quite difficult to find. Holds 7 rounds per clip.
Damage: High Medium/Knockback + Critical Strike (75%)* $1500
Ammunition: $ 455 per clip
Dual: No (Yes for users of 27 years of age or older and with body mass of 175 lbs or greater)
Restrictions: Not allowed for characters below the age of 21 and a body mass of or less than 120 lbs.
Slots: 4

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 7:56 am


Shotguns

Double-Barreled Shotgun: A legendary weapon, this shotgun is favored for its widespread blasts, litterally shredding any target foolish enough to stand in the way. Commonly endorsed by Ash of the Evil Dead series. Though it only holds two shells at one time, this is sure to put down an enemy and make sure they stay down. Downside is that it generates recoil powerful enough to rip off an unprepared user's hand.
Damage: Low Medium/Short Range/Knockback/Spray $900
Ammunition: $40 per 2 shells
Dual: No
Slots: 4

Mossberg 500: Asides from the Double Barrel, this is one of the most popular shotguns in the city. It is reliable, robust and with simple operation, it is commonly owned by civlians and the police alike. Holds 8 12 gauge buckshots in an underbarrel tube magazine.
Damage: Low Medium/Short Range/Knockback/Spray* $1275
Ammunition: $160 per 8 shells
Dual: No
Slots: 5

Remington 870: An older shotgun manufactured by widely-known manufacturer Remington, this pump-action shotgun comes with an extended barrel to concentrate the blast into a smaller area, resulting in a powerful punch. This also results in very fierce recoil, so make sure you have a good grip on this thing before you take a shot. Holds 7 shells.
Damage: Heavy/Spray/Short Range/Knockback* $2400
Ammunition: $350 per 7 shells.
Dual: No
Slots: 7

Benelli XM1014: Police tactical shotgun. Commonly used by entry teams and SWAT. Uses concentrated sabot shells rather than standard buckshot for a more concentrated blast, great for punching holes in soft tissue. Holds 6 shells.
Damage: High Medium/Knockback + Critical Strike (75%)* $2025
Ammunition: $210 per 6 shells
Dual: No
Slots: 6

SPAS 12: A select-fire military/police automatic shotgun. Can be fired with pump-action reload, or on gas powered semi-auto. Heavier and much more complicated than most shotguns. Comes with a folding stock and holds 8 shells at a time.
Damage: Medium/Short Range/Knockback/Spray* $1650
Ammunition: $200 per 8 shells
Dual: No
Slots: 6

Striker: No, its not a grenade launcher. It's a 12 gauge, semi-automatic shotgun. The shells are fed through a cylinder-type loader, like a magnum. It could be called rapid-fire, because it fires as fast as you can pull the trigger, if you can fight recoil. Holds 12 shells.
Damage: Low Medium/Short Range/Knockback/Spray* $1425
Ammunition: $240 per 12 shells
Dual: No
Slots: 5
PostPosted: Thu Jan 29, 2009 7:58 am


Sub Machine Guns

Note: Regarding weapons with multiple standard upgrades (i.e. MP5, G36, M4A1...), you may only have one upgrade added. More than one will render the weapon too heavy to use effectively.

Military Armaments Corporation MAC 11: The MAC 11 is a recoil-operated, select-fire submachine gun. It is chambered for .380 and holds 32 rounds per clip. With a monstrous rate of fire at 1600 rounds per minute, compact size and light-weight, it is a devastating close quarters battle weapon capable of literally spraying its targets with bullets. Its accuracy and range aren't as good as the other SMG's in the market and thus limited only to 25 meters effective range.
Damage: Light/Short Range/Low Rapid Fire/Inaccurate $525
Ammunition: $160 per clip
Dual: Yes
Slots: 2

Heckler and Koch MP5K: The little brother to the MP5, this cut-down version is designed for an increased rate of fire in a more managable size. The stock is removed and a vertical front grip is installed for more controlled fire with two-handed users. Intended for military users, it is easily concealable, with more firepower than most military pistols. Eats through ammo like popcorn, but can definately shred some flesh before the clip goes dry. Holds 30 rounds per clip.
Damage: Light/Medium Rapid Fire* $660
Ammunition: $225 per clip
Dual: No (Yes if user is or over 25 years of age and has a body mass of 120 lbs.)
Slots: 2

Heckler and Koch MP5: The standard automatic weapon for the Police's SWAT team. Comes complete with automatic, 3 round burst and semi-automatic firing modes and a retractable stock for situational flexibility. Most often used for tactical raids, the MP5 is a great weapon for taking out standard enemies, but again, not the best option for taking down the bigger monsters. Holds 30 rounds per clip and comes with a built in flashlight. (Batteries not included)
Damage: Moderately Light/Medium Rapid Fire + Critical Strike (25%)* $1000
Ammunition: $275 per clip
Dual: No (Yes for users of 27 years of age or older and with body mass of 175 lbs or greater)
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 3

MP5 Upgrades:

MP5 Beta C: The MP5 is fitted with a 100 round, dual drum Beta C magazine to increase firepower by more than 300%.
Unit Cost: $935 per clip. *
Slot Increase: + 1

MP5 EOD Upgrade: The MP5 is fitted with an M203 40mm Grenade Launcher to facilitate delivery of explosives in hard to reach places.
Damage: Heavy/Radius/Long Range - Ballistic* $2625
Ammunition: $250 per grenade
Slot Increase: + 2

Thompson .45 Cal SMG: Better known as the "Tommy Gun" or the "Chicago Typewriter", this is a widely-known relic of the 1920's gangster era. It uses the classic and powerful .45 caliber round fed from a 50 round drum magazine. Though old, it is reliable and can match the rates of fire of the more modern SMG's in the market. Another advantage of the weapon is the intimidation factor. Having the most notorious firearms shape in human history, anyone who sees you wielding this thing would know that you are not someone to trifle with.
Damage: Low Medium/Medium Rapid Fire* $1500
Ammunition: $325 per clip
Dual: No
Slots: 4

Fabrique National - Herstal Project 90: A somewhat unconventional weapon, the FN P90 is a very modern and ergonomic SMG chambered for the 5.7x28mm SS190 armor piercing round. It has a 50 round clip which loaded atop the receiver horizontally. Although it does have a high magazine capacity, at 900 rounds per minute, feels like you're shooting with a fire hose and the 50 round magazine will only last up to approximately three and a half seconds of continuous fire. It is recommended that the user fire in bursts to conserve ammo without reducing lethality.
Damage: Low Medium/Advanced Rapid Fire/Armor Piercing + Critical Strike (50%)* $2025
Ammunition: $375 per clip
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 3

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 8:01 am


Assult Rifles

Note: Regarding weapons with multiple standard upgrades (i.e. MP5, G36, M4A1...), you may only have one upgrade added. More than one will render the weapon too heavy to use effectively.

Automat Kalashnikov AK47: Quite possibly the most popular assault rifle of the 20th century, the AK47 is in production in dozens of countries worldwide. It uses 7.62x39mm rounds, with a standard clip capacity of 30 and good up to 400m. A very reliable weapon however accuracy is questionable when firing in full auto.
Damage: Medium/Advanced Rapid Fire + Critical Strike (50%)* $3150
Ammunition: $450 per clip
Dual: No
Slots: 7

Heckler and Koch G36: One of Heckler and Koch's most successful rifles, the G36 is famous for its reliability, accuracy and easy maintenance while being relatively affordable. The G36 was born out of the need for a new main battle weapon for the German Army and a good, solid rifle for foreign exports. The G36 is chambered for the ever-popular 5.56mmNATO round and holds 30 rounds per clip. It weighs more than three and a half kilograms and has a rate of fire of 750 rounds per minute. It has two built in scopes, one reflex sight and one low light scope for shooting in darkened environments.
Damage: Low Medium/Advanced Rapid Fire + Critical Strike (75%)* $2625
Ammunition: $375 per clip
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 6

G36 Upgrades:

Beta C Magazine: A twin drum Beta C magazine can be swapped for the standard 30-round box magazine to increase the magazine capacity to 100 rounds.
Unit Cost: $1250* per clip
Slot Increase: + 1

AG36 40mm Grenade Launcher: A special grenade launcher can be attached to the G36 however weight will be increased drastically. It uses 40mm HE Grenades.
Damage: Heavy/Radius/Long Range - Ballistic* $2625
Ammunition: $250 per grenade
Slot Increase: + 2

Colt M4A1 Carbine: Standard-issue rifle for the US armed forces, this M4 derivative is modified from its counterpart with a shorter barrel and adjustable buttstock. While this makes the weapon more compact, it causes it to overheat faster than standard rifles. Chambered in 5.56mm with a 30 round clip.
Damage: Low Medium/Advanced Rapid Fire + Critical Strike (50%)* $2250
Ammunition: $375 per clip
Dual: No
Slots: 5

M4A1 Upgrades:

M203 40mm Grenade Launcher: A special grenade launcher can be attached to the M4A1 however weight will be increased drastically. It uses 40mm HE Grenades.
Damage: Heavy/Radius/Long Range - Ballistic* $2625
Ammunition: $250 per grenade
Slot Increase: + 2

Beta C Magazine: A twin drum Beta C magazine can be swapped for the standard 30-round box magazine to increase the magazine capacity to 100 rounds.
Unit Cost: $1250* per clip
Slot Increase: + 1

Masterkey Attachment: An underbarrel, pump action shotgun is attached to the M4A1 allowing additional firepower perfect for close quarters battles.
Damage: Low Medium/Short Range/Knockback/Spray $565*
Ammunition: $60 per 3 shells
Slot Increase: + 2

Springfield M1A: Technically not an assault rifle, the M1A is however a semi automatic version of the famous M14 rifle. Chambered for the 7.62mmNATO ammo (7.62x51mm), this rifle is normally found in the hands of civilians for home defense and sport and with patrol officers for situations requiring more firepower than their handguns can provide. The M1A is quite accurate and reliable; able to function in extreme environments and being a .30 caliber rifle, capable of stopping most things in their tracks. Feeds its ammo from a 10 round box clip. The disadvantage is that like its full auto cousin, the M1A is prone to overheating if fired continuously for long periods of time and with its walnunt and steel construction, its weight might not be very comfortable for some lightweight rifle users.
Damage: Medium/Knockback + Critical Strike (75%)* $1875
Ammunition: $150 per clip
Dual: No
Slots: 7
Add'l Note: The addition of a scope upgrades the rifle from standard to long range.

Steyr AUG: A rifle of Austrian descent, the AUG has been in development since the late 60's, as the standard weapon for the Austrian army. With its built in scope that doubles as the handle, it provides great accuracy with little recoil. Again, chambered in 5.56mm with a 30 round magazine.
Damage: Low Medium/Advanced Rapid Fire + Critical Strike (50%)* $2100
Ammunition: $375 per clip
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 5

FAMAS: A very short assault rifle made popular by the famous French Foreign Legion, the FAMAS is one of the best assault rifles in the world. Considered by some to be more of a sub machine gun than a rifle, the FAMAS is excellent for close quarter battles and urban combat because of its small size, light weight and faster rate of fire than most assault rifles. The disadvantage is that it doesn't have as much range as the larger rifles and would tend to overheat faster especially if locked to full auto fire for long periods of time. It is recommended that the user fire in 3 shot bursts instead of full auto to save ammo and reduce the risks of overheating without reducing lethality. Chambered for 5.56mmNATO with a 25 round magazine.
Damage: Low Medium/Advanced Rapid Fire + Critical Strike (25%)* $2400
Burst Damage: Medium/Knockback/Short Range/Inaccurate + Critical Strike (50%)
Ammunition: $310 per clip
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 4
Add'l Note: A 3 shot burst from the FAMAS will increase damage to "medium", add a "knockback" effect and will improve chances for a critical strike but will reduce effective range to "short" and accuracy to "inaccurate"; not suitable for long distance tar
PostPosted: Thu Jan 29, 2009 8:05 am


Sniper Rifles

Note: Sniper rifles, if used by characters without the specialty of "marksmanship", will have a reduction in damage by one level and a 25% reduction in critical strike probability.

Remington Model 700 Police Sniper Rifle: A favorite of Police and Law Enforcement Snipers, the Model 700 is a modified Remington M700 VS Civilian Rifle, which has been in production since 1962. The M700 is lightweight but reliable, durable, powerful and very accurate. It uses the tried and tested claw extractor configuration, making jamming virtually impossible. This M700 has a bipod, a scope and uses 5.56mmNATO rounds.
Damage: Medium/Long Range/Knockback + Critical Strike (25%)* $2175
Ammunition: $125 per 5 round clip.
Dual: No
Slots: 6

Blaser R93: A new and more powerful sniper rifle in relation to the M700, the R93 is a tactical sniper rifle, used commonly by police and military snipers due to its high power, impressive accuracy, reliability and capabilty to operate well even in extreme conditions.
Damage: High Medium/Long Range/Knockback + Critical Strike (75%)* $3000
Ammunition: $300 per 10 round clip.
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 8

Heckler and Koch PSG-1: A close semi auto counterpart of the R93, the PSG-1 is one of the best sniper rifles in the market and also one of the most expensive. Being semi automatic, the 7.62mmNATO chambered PSG-1 is capable of providing quick and accurate follow up shots in the rare case that the sniper should miss.
Damage: High Medium/Long Range/Knockback + Critical Strike (50%)* $3750
Ammunition: $300 per 10 round clip.
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 8

Dragunov SVD (Snayperskaya Vintovka Dragunova): If the AK47 was the legend in the assault rifle arena then the Dragunov is the legend in the sniper rifle arena. This quite old but still deadly sniper rifle was notorious for several combat kills (and wartime atrocities) in the European conflicts of the latter part of the decade. Its simple and rugged internal mechanisms are designed that even an idiot could replace a broken part with ease. Though not as accurate as the other sniper rifles currently in service, it is a good sniper/counter-sniper rifle and with a 7.62x54mm Russian chambering.
Damage: Medium/Long Range/Knockback + Critical Strike (50%)* $2625
Ammunition: $250 per 10 round clip.
Dual: No
Slots: 7

SIG SG550: A true counter-sniper rifle and one of the few 5.56mm chambered sniper rifles, the SG550 sniper rifle is the sniper's worst enemy. Not normally used for offensive sniping duties, the SG550 is more often used for taking out snipers before they could do any more damage. Being semi automatic, having sub minute of angle accuracy, equipped with a heavy barrel and a sensitive, double pull trigger, the counter sniper can fire off as much well aimed and accurate shots just as fast as he can aim the rifle and pull the trigger. The disadvantage is that with a lightweight chambering, it doesn't have as much stopping power as the more common .30 caliber chambered rifles.
Damage: Low Medium/Long Range + Critical Strike (25%)* $2400
Ammunition: $250 per 20 round clip
Dual: No
Restrictions: Available for sale only to law enforcement/paramilitary characters.
Slots: 7

Heckler & Koch WSG 2000: The ultimate sniper rifle, the WSG 2000 is a cold war era, semi automatic sniper rifle created by H&K for use by NATO forces and is currently being modified by Umbrella Military Systems Division. It contains a computerized fire control system similar to the OICW which is capable of relaying important information to the sniper such as wind speed and direction, thermal layers and comes with a built in laser rangefinder that allows the sniper to know the exact distance to target. The scope also has an IR/Night Vision function for day or night engagements with a electronic zoom function controlled by a light touch track point on the handle over the thumb area to allow adjustments without the need to take a hand off the weapon. The most unique feature of the WSG 2000 is the automatic target acquisition system which automatically tracks any moving target anywhere within the sniper's line of sight through the scope. This will allow the sniper to quickly track several targets simultaneously increasing his reaction time considerably. It is chambered for the rare but powerful 9x90mm round and holds 8 rounds per clip.
Damage: Heavy/Knockback/Long Range + Critical Strike (75%)* 4500
Ammunition: $1000 per 8 round clip
Slots: 9

Frozen In Flames


Frozen In Flames

PostPosted: Thu Jan 29, 2009 8:06 am


Incendiary Weapons & Explosives

Fragmentation Grenade: You know what it is. Funny looking thing with a pin on the end. Pull it out and throw it away. After the pin is pulled, you have about 5 seconds before it goes off. Big blast radius, so make sure you're a few feet away before it blows.
Damage: Low Medium/Short Range/Radius* $250 each.
Slots: 2

C4 Block: Plastic Explosive. Bigger blast than Grenade, but can only be detonated by remote, or timer. Great for taking out stationary targets, but not very good for taking out enemies......unless you can get them to come to the C4.
Damage: High Medium/Short Range/Radius* $500 each.
Slots: 2

Motolov Cocktail: Very low-tech, but high fun. You need a lighter to use it, but once you light it, throw it as far away as possible. Breaks on impact, creating an explosion of fire, igniting anything in the vicinity.
Damage: Moderately Light (Heavy against Plant-based enemies)/Short Range/Immolation/Radius* $150 each.
Slots: 2

Flashbang Grenade: Also used as a non-lethal weapon, the flashbang is used to stun opponents long enough for the user to get the drop on them. The weapon, when activated, explodes in a brilliant flash, blinding anybody in the area for a short period of time. Better keep your eyes closed when this thing goes off. Useless against zombies and other virus carriers, but hunters and creatures that actually have/use eyes will be stunned.
Damage: Very Light/Stun/Radius* $125
Slots: 2

Tear Gas Grenade: Standard crowd dispersal device employed by the police. When the grenade detonates, it releases CS gas which is a very potent eye and nose irritant. Will cause anyone to tear heavily and burning sensation in their nasal cavities. Prolonged exposure to the gas may result in severe eye and nose damage and even death in some cases. Effective against any target that uses eyes and a nose but easily countered by wearing a gas mask.
Damage: Light/Radius* $150
Slots: 2

M2 SLAM Tactical Explosive: The M2 is a multipurpose (anti tank/anti personnel), variable detonation mine. It has enough explosive force to rip through light armor or knock of the tracks of a heavy tank or kill enemy infantry. It can be set off by 4 different means. The mine detonation mode means a simple pressure detonator is used to set off the device, may it be pressure from a foot or a tank track. The trip wire mode utilizes a high tech invisible laser trip wire system. If anything should break the beam, the weapon goes off. The command detonation function allows an operator to detonate the mine from a safe distance using a remote radio detonator. Finally, the time delay mode allows the weapon to become a time bomb, which will take out anything within the blast radius. The mine is normally used by light combat engineers and Special Forces personnel for area denial, sabotage, harassment and ambush hit and run tactics. Though the weapon has enough explosive to destroy medium sized structures, the standard Composition 4 explosive is still the preferred demolition tool over the versatile and expensive M2 mine.
Damage: High Medium/Short Range/Radius* $1000
Slots: 2

M79 Grenade Launcher: Bad-a** SOB. This baby is great against anything. Uses standard 40mm high-explosive grenades, which do tons of damage to anything on the wrong end. Only holds one grenade, so you have to reload constantly. Still, powerful weapon.
Damage: Heavy/Radius/Long Range - Ballistic* $1500
Ammunition - $250 per grenade.
Dual: No
Slots: 5

Flamethrower: A simple backpack flamethrower. The flamethrower shoots out a stream of flame that spreads out to about 6 feet. Fuel is fed from a large tank strapped to the back of the user and lasts for 10 minutes of consecutive use. It also has a butane tank and a wind proof nozzle to prevent strong winds from snuffing out the pilot flame. It is a relatively versatile weapon but the only problems are that it is somewhat cubersome and if a bullet should penetrate the tank, the user will instantly be engulfed in flames. The target is immediately set ablaze, but it takes several seconds for the damage to be inflicted. Deadly for organisms that breath oxygen though as the fire consumes all air and will ignite any oxygen still present in the target's lungs causing asphyxiation and tremendous damage to the lungs. Plant creatures receive the worst kind of damage from this weapon.
Damage: Medium(Heavy against Plant-based enemies)/Short Range/Spray/Immolation* $4500
Ammunition: $500 per fuel can.
Slots: 13
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