Getting Started

Getting Started With Remnants by Finch




     Remnants is a text-based hardcore roleplaying game loosely based on the book series "The Enemy" by Charlie Higson. We have no set site plot, meaning that our roleplay is run by the players that participate in it!

    Our roleplay is set in Seattle, after an outbreak of a disease known as Humophiocordyceps unilateralis has turned every human over the age of 16 into a flesh-hungry zombie, or as the residents of Seattle call them, Strangers. The story of Remnants begins 9 months after this initial outbreak, with the young residents of Seattle forced to fight for their survival.

    Before joining, please read and become familiar with our Setting and Plot. Once that's done, you're ready to head on over to Character Creation! If you have any questions at all, please do not hesitate to contact an admin. While we are available on the site, it is much easier to reach us at our Discord.

    Our guidebook contains many other aspects of the mechanics of our roleplay. While this list may seem daunting at first, these guidebook sections are only applicable to certain situations, and certainly don't all need to be read.

    Welcome to Remnants. What story will you create?


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Setting and Plot

Setting and Plot by Finch

It began with a bullet...


    A single bullet, shot by an average man, at his neighbor. Reports on this incident were small. Local newspapers joked "Crazy Man Shoots Neighbor, Accuses Him Of Being A Zombie." Few noticed. Just another drop in the bucket of crazies.

    In only a few months, though, that shot became the shot heard 'round the world.

    When the disease began its wildfire-like spread, more jokes arose. Jokes spoken with nervous laughter behind them of "Maybe that weird guy in Florida was right. Who could've known?" When the disease took out the entire adult population of India, people clamored for the destruction of those infected. The man who had been thought of as insane became a symbol.

    These efforts, however, were in vain. With no knowledge of how the disease spread, prevention become impossible. Even countries under strict quarantine were soon wiped out. It seemed as though everyone was already infected from the start, but, no, that would be impossible. Not with the millions who had survived.

    The world was wiped out in 6 months. That was all it took for a single shot to escalate to the ill filling the streets, tearing down the doors of the last few left alive. In the last day of this chaos, the disease was finally given a name, by a group of Swedish scientists who would fall ill mere days later. They dubbed the disease Humophiocordyceps unilateralis, a new, previously unknown genus of cordyceps.

    In a strange twist of fate, the man who had fired the first shot was the last to succumb, alone, in his Floridian jail cell...



    He was the last adult, but humanity had not been wiped out yet. Now, the fate of the world rests in the hands of those immune to the virus: Those under the age of 16. The children of the world are now all that is left.

    Remnants take place in Seattle, 9 months following the end of the outbreak. Players play as these survivors, who have created various bases and factions throughout the city. The world is in their hands, now, as they fight for their lives against zombie-like creatures known as Strangers.




Character Creation

Character Creation by Finch

    In Remnants, characters are everything. They drive the plot, and they make the story what it is! Once you've created an account and read our rules, you're ready to make your character!

    This thread will guide you through using our character sheet template to make your character. Due to the mechanics used on our site, we use a specialized character sheet, so please do not use your own templates. If you have any trouble with this template, please contact , as they coded the template. If you have any questions about character creation in general, feel free to contact any staff member.
    Your image may be an image of your character, including art or a faceclaim. If you include an image that is not yours, please include credit at the bottom of the template. You may also include an icon or symbol that is related to your character. As long as it is related to your character and is appropriate, it is allowed. Please ensure that the image you choose is square, or it will not show up properly in the template. It may also not be transparent.
    In order to replace the image on the character sheet template, replace the url in the following code with your image's url. If the image does not show up, try uploading it to a separate image hosting site. Proboards can be picky when it comes to images.


[img src="https://tse1.mm.bing.net/th?id=OIP.Nm6mmFg1kDIMEiLP_D9cBwHaHa&pid=Api" style="height:200px;width:200px;margin-left:15px;border:8px groove #21373b;float:left;border-radius:50%;" alt=" "]


    To start off, you'll need some basic information about your character.

    Name - Your character's name is entirely up to you, though we ask that it is different from your own name, to avoid confusion. Please only put your character's first name in the "name" slot on the template.
    Faction - Your character may be in any of the factions of Seattle, or they may be outside of them entirely. Information about the factions can be found here. If you wish for your character to be factionless, write "loner" in place of a faction name.
    Rank - Each faction has their own rank system. These systems can be found in the allegiances of each faction, found in the allegiances board. You may select to be of any rank, as long as that rank is open. If your character is not in a faction, simply list "none" for rank. This also applies for the Jackals, as they do not have a system of ranks.
    Pronouns - Your character may have any pronouns, regardless of their gender identity or presentation. You may put multiple sets of pronouns if you would like.
    Age - Your character must be 16 or younger. Creating characters with certain traits may merit special benefits! To learn more, see the points thread.
    HP - For information about HP, see the HP thread.

    Next, there are three sections for writing more in-depth about your character. Appearance is required, while personality and backstory are optional. If  you chose not to write for a section, please delete the section from your sheet so that it does not take up space.

    Appearance - Describe your character's appearance in words. Your character must be human, and is not allowed to have any non-human features. Unless you have purchased the Physical Abnormality perk, your character may not have any unnatural features. This does not include reasonable changes your character has made to their appearance, such as dying their hair. Such changes are allowed.
    Backstory - Describe your character's personal story. How did they get to Seattle? What hardships have they faced during the apocalypse? If they are in a faction, why did they decide to join? Your backstory may be as minimal or as detailed as you choose.
    Personality - Describe your character's personality. This may be as extensive as you choose. Some things to think about may be your character's likes and dislikes, reputation, and personal philosophy.

    Finally, mechanical information about your character is needed.

    Abilities - For information on abilities, see this thread.
    Skills - For information on skills, see this thread. If your character's skills overflow the table provided, feel free to make a second skill table below the first.
    Advantages - Advantages are special perks purchased from the point shop. If your character has no advantages, you may leave this table blank, or delete it altogether (don't worry, it can be added back in later.)

    Once you have filled in your template, go ahead and post it to our Character Applications board. If you wish to post your character sheet before it is finished, please put "WIP" (work in progress) somewhere in the thread title.

    An admin will review your posted character application as soon as possible. If it is accepted, the thread will be moved to the appropriate allegiances board. Then, you're ready to start roleplaying! Create an account for your new character, using their name as your username, and start your adventure!



Group Information

Group Information by Finch


The City Council:

    Though the city council of Seattle has long since fallen, a governing body, of some sort, has since risen up in its place. They call themselves simply “The City Council,” though most kids around the city know them by names that most would consider to be far more demeaning.

    The city council comprises a group of kids, who have taken up residence in the Space Needle. When the initial chaos died down, and the dust settled, the city council were the first to truly set up a system of order. Anarchy was quelled within their ranks, and they wrote down a code of laws- the first in the newly-destroyed city.

    Though these kids spend most of their time in the Space Needle to protect themselves, their stronger members occasionally leave to scavenge in the cityscape below. In recent times, however, pickings have been growing slim, and the scavenging parties have begun returning to their home empty-handed.

    On the inside, the city council views themselves as the pinnacle of, and in fact, the only remaining pillar of order. They believe that the world must be governed by strict laws, laws that they are not afraid to attempt to impose on outsiders. From the outside, most kids in Seattle view the city council as stuffy and stuck-up, but not much of a real threat. Not yet, at least. To outsiders, the kids of the city council are known as Councilkids.

    Due to their association with law and order, the Council’s abilities mainly revolve around defense. A single Councilkid, if they have at least some practice in magic, can create a forcefield around an object that is the size of a fist or smaller. A small group of Councilkids can create a forcefield around themselves. The size and strength of their forcefields scales with the amount of kids investing magical energy in the field. For example, with the combined power of every Councilkid, they could create a shield around the space needle for a short time.




Legion:

    After the fall of civilization, many independent philosophies developed. The philosophy of order, the philosophy of equality and rebuilding. None of these apply to Legion. Beyond that, a significant percentage of them likely do not know the definition of ‘philosophy.’

    Instead, the Legion follow a very simple law of nature: Survival of the fittest. The Legion are a loosely organized group, who have made their home in Seattle’s Pike Place Market. They have not attempted any kind of food production, and mostly depend on scavenging and hunting.

    Due to their aggressive nature, the Legion has quite a bad reputation. They are thought of as violent, stupid, and cruel. However, their skill at fighting proceeds them just as much as their reputation does. In a fight, just about anyone would be happy to have a Legionnaire at their side. They are also known for providing fresh meat, a commodity that has become quite rare.

    Legionnaires have the ability to enhance their natural combat abilities, and are considered to be the most naturally magic inclined faction. Alone, a single legionnaire may be able to increase the force of their blows, or dodge the blows of their opponents with almost supernatural skill. Together, a group of legionnaires may be able to multiply the power of one of their allies. Additionally, legionnaires have the ability to forge weapons, made of magical energy.



The Pacifics:

    While the Legion views life as a game of survival of the fittest, the Pacifics view life as survival of the smartest. The Pacifics are a group of kids living in the Pacific Science Center. They often refer to themselves as a “thinktank,” and hope to use the equipment available in the science center to find not only the cause of the disease, but a cure for it, as well.

    The kids making up the Pacifics have a variety of skillsets, and some do not have a background in science at all. In fact, a large portion of those identified as the Pacifics do not consider themselves scientists, at all. Some would go as far as to call themselves the opposite.

    When the disease first took over, two groups of kids settled in the Pacific Science Center. One had come from a nearby catholic school, while the other came from a day camp hosted by SpaceX. As more kids migrate to the science center, they tend to align themselves with one of these two factions.

    From the outside, though, these two factions are seen mostly as the same group. The Pacifics have a reputation of being soft and weak, but their academic knowledge is unrivaled. In a medical emergency, most kids, even those of enemy factions, would not hesitate to bring the injured to the Pacifics. In the best case, the injured can be saved by the academics, and in the worst case, the most religiously inclined can at least perform a proper burial.

    These two groups are always at each other’s throats, but their abilities keep an uneasy peace between them. The Pacifics have abilities related to knowledge of the future. A single Pacific has a heightened intuition, and their “gut feelings” are almost always right. However, these intuitions only apply to the current situation, or the very near future. Together, a small group of Pacifics can predict things further in the future. Additionally, The Pacifics have the power to walk among the dream realm. A small group of Pacifics, or a single Pacific who is very skilled in the magical arts, can choose to walk in the dreams of another.

    The Pacifics are known for their magical abilities, which are, arguably, the most powerful out of any faction. However, gaining the group cohesion needed to perform a more powerful spell is practically unheard of, severely limiting their magical abilities in practice.



The Kids of the Pasture:

    The Kids of the Pasture, or the Pastoralists, have a widespread reputation of being tree-huggers. They are based in the Chihuly Garden and Glass Museum, where they sleep. During the day, the majority of them find themselves working on their farms in the nearby Neototems Children’s Garden.

    The Pastoralists are the only group to keep animals as a core part of their group structure. In their Museum, they have set up a sort of makeshift barn, where they have small groups of cattle, pigs, sheep, and horses.

    The valley is “led” by a troop of horse riders, who graze their horses in the nearby vast grasslands. These riders are known as generally being kind, and are often even called The Goddesses. They have a reputation of taking in younger kids under their wings.

    This place has an atmosphere of peace. Zombies are not a major threat, though they do sometimes appear. The Goddesses are religious leaders, and preach the teachings of The Core, a deity that supposedly lives in the Earth’s center. All plants are connected to this deity via their roots. The roots feed her, and, in return, she feeds the plants and the things that eat them. The plague was caused by a sickness within the Core. The Core is still sick, and in order to heal it, they must provide her with plants.

    Due to these teachings, the whole garden is absolutely filled with plants. The vast majority of the manpower expended in the garden is used for planting new seedlings, or taking care of the plants and animals.
Despite all this, the valley is not perfect. They are less organized, and therefore by the time reinforcements can arrive to deal with zombies, it’s already too late. Additionally, due to living among animals, disease is rampant. Food is plentiful, but nothing else is. Not only that, but their food is always being stolen by other groups. Their vicinity with the City Council in the Space Needle often puts the two groups at odds when it comes to scavenging spots.

    Unsurprisingly, the Kids of the Pasture have abilities relating to the care of animals. While one Pastoralist may be able to calm a spooked horse or get a dog to fall asleep, a group of them can lead a herd of animals in a particular direction. In addition, rumors have been floating around that, perhaps, the Pastoralists have control not over animals, but humans too. An urban legend about a Pastoralist erasing a Councilkid’s memory has made many other groups stay away from them.



The Jackals:

    Also known as the Subway Kids or the Rat Kids, the Jackals are one of the largest groups, but also the least known. The Jackals make their home in the Seattle Central Monorail Station, though they are known to live along the monorail tracks, and in the monorail cars as well. The Jackals are notoriously clever, thus their name.

    Amongst themselves, the Jackals tend to have trouble cooperating, and split themselves into duos and trios rather than being part of the larger group. Unlike other groups, the jackals do not have a consistent leader, but rather have multiple leaders, all fighting for power.

    They have made no attempt to begin producing their own food, and therefore they survive on scavenged food. They have been known to trick other kids into giving them their hard-earned food, though they rarely attack. To outsiders, the Jackals have a reputation of being selfish and deceptive, and they carry no positive reception with them.

    The Jackals have the ability to create illusions and otherwise distort the perceptions of others. A singular Jackal can perform small feats of this, such as creating a small sound or making others see a small object in their hand. Together, small groups of Jackals can change the appearance of a person entirely. It is unknown as to what large groups of them can do, as no one has managed to get more than 4 Jackals to work together at the same time.



The Boardwalk Kids:

    Though the outside world thinks of them as soft, the boardwalk kids are one of the best set-up communities in all of Seattle. They are based in the Seattle Aquarium, where they sleep, but during the day, they tend to spread out across the boardwalk.

    Alongside their soft reputation, outsiders view the boardwalk kids (or boardwalkers) as brave and kind. They are afraid of very few things, and regularly swim in the ocean or scavenge in the areas of the city which others would consider too dangerous. They are known as being incredibly fast, and if a message needs to be transmitted quickly, a Boardwalker is the best one to carry it. Additionally, Boardwalkers are known to be master fishermen.

    Despite their reputation of being well set-up and safe, the death rate among the Boardwalk Kids is quite high. While they are viewed as being brave for searching the forbidden areas of Seattle, the Boardwalkers themselves usually only do so out of fear. If any given boardwalker does not bring back a certain amount of food every day, they risk being exiled, or worse.

    The Boardwalk Kids have the ability to affect the natural abilities of themselves and others. While a single Boardwalker may only be able to slightly improve their own speed or strength, a large enough group of Boardwalkers could likely increase someone’s natural powers without limitations.



Abilities

Abilities by Finch

    Remnants uses a system of statistics in order to describe the proficiencies, strengths, and weaknesses of characters. This system is similar to those used in popular roleplaying games, such as Dungeons and Dragons and Pathfinder. This system is known as the abilities system, with each stat being known as an ability. While the abilities used in Remnants are slightly altered from those traditional to other roleplaying games, they essentially work the same.

    The abilities used in Remnants are Adjustment (ADJ), Agility (AGY), Awareness (AWR), Charm (CHM), Constitution (CON), Intelligence (INT), Speed (SPD), and Strength (STR).

Ability Descriptions



     Adjustment refers to how well a character has adapted to the post-apocalyptic world. This indicates both how well a character is able to survive (finding food, finding shelter) as well as how their mental health has fared. This stat may be used in a survival situation, such as finding a place to shelter in the rain, or if a character is struggling to commit an action that they find disgusting or immoral, such as eating rotten food or killing another person.

    Agility refers to a character’s ability to perform stamina-intensive activities. It also refers to precise physical movements (such as dance.) Agility is a very broad stat, and can be used for any continuous activity. A few examples of situations that would use agility would be dancing, climbing a tree, or riding a horse. 

    Awareness refers to how present a character is to the world around them, and how perceptive they are. This includes all five senses. This stat may be used to see in the dark, smell if food is poisoned, or hear a far-off scream. It may also refer to a character’s understanding of their own mental or physical state, such as the severity of their own injuries, or whether or not they are experiencing a delusion.

    Charm refers to a character’s social graces, leadership, and conversation ability. If an interaction involves another character (or animal), it most likely applies to Charm. Charm applies to both a character’s performance in conversations as well as their general force of personality. Charm can be used, and commonly is used, to change the opinions of other characters. For example, a character may use Charm to trade with another character, or to try to get them to join their group. Arguing falls under Charm.

    Constitution refers to how hardy a character’s physical body is, and how healthy the character is. Constitution generally does not change significantly, as a large part of it is formed from the character’s genetics, vaccinations, or whether or not they were exposed to certain conditions as a child. For example, a child who grew up on a farm would have a significantly higher constitution than a child that grew up in the city, as a farm has many more foreign pathogens. Constitution is generally used for disease-related situations, such as if a character gets food poisoning or not, or if they get tetanus from getting pierced by a rusty nail. It is also used to calculate a character’s health, as a character with higher constitution could take more hits in combat.

    Intelligence refers to a character’s knowledge, deductive reasoning, and logic. This is a very broad stat, and can be used in any situation in which a character must recall information, come to a logical conclusion, or solve a mystery. Anything that requires cognitive effort will, most of the time, fall under intelligence. Intelligence also refers to a character’s general knowledge and vocabulary, though well-spokenness would apply to Charm instead.

    Speed refers to how fast a character is. This stat applies to a narrow subset of situations, and, generally, only applies when a character is walking or running. Other types of movement, such as swimming and horseback riding, would apply to agility instead. Speed can apply over both short-term and long-term movement activities. For example, speed would be used both for running a 100 meter race and for travelling across a state.

    Strength refers to a character’s physical strength. It is used when a character exerts themself physically. Generally, strength only applies in situations in which character’s only make one, exhausting move (such as pushing a piece of furniture.) Generally, it does not apply to situations that involve more continuous exercises (such as climbing a tree.) These events would apply to agility, not strength.


    Characters begin with a set amount of ability points, based upon their age. Ability scores are “capped,” meaning that they cannot go over a certain number. This cap is equal to half a character’s age. Thus, a 12 year old could not have any ability score over 6.

     The starting ability points, based upon age, are as follows.


Character Age
Starting Ability Points
0-5
8
6-10
10
11-13
14
14-15
17
16
20



Skills

Skills by Finch
    The abilities system is very useful for general activities. Any character can attempt to climb a tree or ride a horse, and their ability in other, similar activities aids them in this. However, these general abilities can only go so far. Sure, any kid can climb a tree, but what about scaling a sheer rock face? They could try, but they will likely fail without specific skills in that area.
    For this reason, the skills system exists. These skills are used to describe a character’s more specific skills. For example, a character may be very agile, and thus would have a high agility score. However, if they were an experienced dancer, they would also have the dance skill.
Skills represent specific knowledge and experience in specialized areas. These skills may have been acquired before the outbreak, been developed since, or a character may simply be naturally talented. The list of skills is as follows, split into several smaller categories.
    Please note that in order to fight with a weapon, your character must have a skill in the relevant weapon. Thus, special attention should be paid to the combat skills section.

Academics
Skill Name
Description
ArcanologyThe study of the new abilities gained by survivors of the outbreak. This is a very new field of study, and is quite heuristic. This field of study only involves studying these supernatural abilities, and not performing them. Those interested in this study may wish to study their friends’ abilities, or to study the abilities of other factions in order to acquire a greater understanding of magic as a whole.
AnthropologyThe study of humanity, including human biology, society, behavior, and culture. Oftentimes, those interested in anthropology will focus on a specific subfield, such as the culture of a specific group (ie “anthropology of East Asia.)
ArchaeologyThe study of human activity as found through historical artifacts. This field of study usually focuses on human societies before written history. This can range from cavemen all the way to the middle ages, though those interested will generally focus on a specific subfield (ie “Greek archeology.”)
AstronomyThe study of celestial bodies and phenomena. This field of study focuses on the movements of the planets, as well as deep-space phenomena. Those interested in this field may also have been interested in space flight and the history of it.
BiochemistryThe study of chemical processes when relating to living organisms. For the most part, this field focuses on the study of cells and the other, microscopic parts that create life.
BiologyThe study of life and its physical processes. This broad field includes such studies as the study of evolution and the study of genetics. Moreover, this field focuses on life as a broad scientific concept, rather than specific lifeforms.
BotanyThe study of plants. This is a specific subfield under biology, including the study of plant evolution and plant genetics. Those interested in this field may be interested in crop breeding or other similar practices.
ChemistryThe study of the base components of life, namely atoms and their components. Those interested in this field have knowledge of chemicals, their formulas, and the properties of their reaction.
CryptographyThe study and practice of creating and deciphering codes. Using cryptography, secure messages can be sent between parties. Those interested in cryptography have knowledge of commonly-used codes and ciphers, as well as the skills to create their own codes.
CryptozoologyThe study (or pseudoscientific study) of unknown creatures and proving their existences. This is often thought to not be a genuine field of science. Those interested in this field have knowledge of common cryptids (bigfoot, the lochness monster, the mothman) and may be interested in other pseudoscientific topics, such as alien life.
Ecology
The study of ecosystems and the organisms living within them. Those interested in this field will also often have an interest in environmental science. They have knowledge of the local ecosystems, as well as concepts such as predator-prey balances and biomass.
EntomologyThe study of insects. This field of study is a specific subfield under zoology. Those interested in this field can identify various insect species as well as their function in the ecosystem. They may also keep insects as pets--to the dismay of some others.
Forensics
The study of crime scenes and the evidence left at them. Those with skill in this area can find evidence at a scene, noticing details that others would often miss. This field includes studying bloodstain patterns, fingerprinting, and toxicology.
GeologyThe study of rocks and other substances that make up the Earth’s crust. Those interested in this field can identify types of rocks and can differentiate between rocks and minerals.
GemologyThe study of gems and precious metals. This field is a specific subfield of geology, focusing on minerals that would be considered valuable. Those interested in this field can identify different gems and minerals, as well as assessing their qualities and cuts.
HistoryThe study of past events. Those interested in this field generally have particular interest in a certain subset of it, such as the history of Russia or the history of medicine. This skill is used to recall information about the past.
HorticultureThe study of agriculture and growing plants for food. This is the scientific side of this field-- with farming involving the actual planting, caring for, and harvesting of plants. Those skilled in this field can advise farmers in crop rotations and the best type of soil to grow crops upon, among many other things.
LawThe study and general knowledge of the law. In post-outbreak Seattle, law does not have much meaning, but may be used to settle debates, especially among the City Council. This field can also apply to the specific rules of the factions.
LinguisticsThe study of languages, phonetics, and everything related to human speech. Those interested in this field are knowledgeable about concepts of grammar, language learning, and orthography. While characters skilled in linguistics may be better at learning languages, this skill does not make a character necessarily bilingual (see Interpersonal - Languages.)
Marine BiologyThe study of organisms living underwater. This includes marine mammals, fish, and plants. Those interested in this field can identify marine animals and have knowledge of their biology.
MathematicsThe study of numbers. Those skilled in this field can solve complex mathematical equations, and may have dabbled in calculus or similar fields before the outbreak. Even without this skill, the kids of Seattle are expected to be able to do basic math.
MeteorologyThe study of the climate and the weather conditions it causes. Those skilled in this field are able to predict future weather patterns using environmental clues. They also know how to use basic meteorological instruments, such as a barometer and a wind vane.
MicrobiologyThe study of microorganisms. This field has some minor overlap with pathology, as both include the study of viruses and bacteria. Those skilled in this field can use scientific instruments such as a microscope.
Military Science
The study of military processes, institutions, and behavior. Those skilled in this field are knowledgeable when it comes to military procedure, and could effectively organize a military-style group.
StrategyKnowledge of logistics, planning, and tactics. Generally, this is applied to military scenarios, in which strategy would be used to organize troops on the field. This skill also includes skill in strategy games such as Chess, Go, and Risk.
PaleontologyThe study of ancient life, using fossil evidence. Generally, those interested in this field are mainly interested in dinosaurs, though some are interested in other types of ancient life. This excludes the study of modern humans, which falls under Archeology or Anthropology.
PathologyThe study of diseases. Those skilled in this field understand the scientific workings of diseases, and can identify them, but are not necessarily able to treat them (though they may be able to identify possible treatment plans.)
PharmacologyThe study of medicine. Those skilled in this field can identify most medications and their uses. This field also includes illegal drugs and their effects. A character skilled in pharmacology could prescribe appropriate drugs for a condition-- though finding them is another matter.
PhilosophyThe study of fundamental questions. This field includes the study of ancient philosophers, modern philosophies, and personal philosophies. Those interested in this field have likely spent many hours laying awake, pondering the meaning of life and the universe.
PhysicsThe study of motion. This field includes the study of gravity, the laws of motion, and how the universe behaves. Those skilled in this field are knowledgeable about physical principles and how they apply to the world.
PsychologyThe study of the mind and human behavior. This includes, and often focuses on, explanations for human behavior, as well as mental illnesses. Those knowledgeable in this area may be able to identify mental illnesses, but may not necessarily be able to treat them.
ResearchThe knowledge and skill to locate information from various sources, be it other kids, books, atlases, or other sources. In as few words as possible, this is the skill related to finding specific pieces of information in a world where information has become inaccessible.
TheologyThe study of religion and human belief systems. Those knowledgeable in this field know about world religions and their belief systems, as well as their holy texts and cultural impacts. This can also include the knowledge of a particular religion, such as the study of Judaism.
SociologyThe study of human social behavior. This includes such topics as group cohesion, group psychology, and the invisible patterns of behavior that draw people to the different factions.
ZoologyThe study of animals. Those interested in this field have in-depth knowledge of the biology, behavior, and habitats of various animal species. They can identify species of animals, even if they are obscure, and understand their behavior.


Animals
Skill Name
Description
Animal HusbandryThe knowledge and ability to care for various species of animals, including their feeding, grooming, and basic medical care. Those knowledgeable in this skill can identify when an animal is ailing, and knows the care needed for different animal species.
Animal TrainingThe knowledge required to train animals to perform various actions on cue. This includes all animals, though some are harder to train than others. While this skill can include training horses, training a horse to ride and to do tricks while riding falls under horsemanship.
BeekeepingThe skill related to caring for man-made beehives. Those with this sort of knowledge know how to care for and maintain a hive of bees, as well as harvest their honey and wax.
DrivingThe skill related to controlling horses and other equines while they are harnessed to a wagon, cart, buggy, or similar vehicle. Those with this skill can control teams of equines and hitch them to animal-drawn vehicles. They are also knowledgeable about equine harnesses and how to attach them to equines.
FalconryThe skill related to hunting using birds of prey, and training said birds for this purpose. Those with this skill are knowledgeable regarding commonly-used falconry species, their care, and their equipment (hoods, gloves, tethers, etc.)
HorsemanshipThe skill related to the care, management, and training of domesticated horses. Those with this skill can identify ailing horses, train horses to accept a rider, and provide care that keeps horses in prime health.
RidingThe knowledge and ability to ride horses or other animals. This includes saddling a horse, mounting it, and controlling it while riding. While a character may be skilled in riding a horse, they may not necessarily be knowledgeable regarding its care.
RopingThe use of a lasso or other similar implement to restrain animals, generally cattle or horses. This can be used for both the management and care of animals, or for entertainment purposes, such as in rodeos.



Athletics
Skill Name
Description
AcrobaticsThe performance of feats of agility, balance, and motor coordination. Those skilled in this way are exceptionally flexible, and can perform acrobatic feats such as flips. This can be useful in survival scenarios, but is also commonly used for entertainment.
ClimbingThe skill to climb vertical objects, with or without handholds. Those with knowledge in this area have the strength necessary to climb according to their ability, and have knowledge about climbing equipment.
CyclingThe skill to ride various kinds of bicycles quickly and with control. Those with this skill can perform feats that others would find difficult, such as riding a bike without the use of their hands, or attacking while cycling.
DanceThe practice related to the art of dancing. Those with this skill likely specialize in a specific type of dance, such as ballet or hip hop dance. This is often used as a performance for others.
Escape ArtistThe skill to escape from various bindings and traps. This includes escaping from handcuffs, rope bindings, bear traps, and anything else designed to hold the character in place.
GymnasticsSkill in the sport of gymnastics, which involves the performance of various feats of agility, flexibility, and discipline. Those skilled in this area can perform gymnastic feats such as flips, tumbling, and handsprings.
ProwlingThe ability and experience in moving undetected. Those experienced in this field can move without detection through environments that others would find themselves vulnerable in, such as the open city streets.
RunningThe ability to run at an extraordinary speed or for an extended distance. This is often used to outrun enemies or for foot races between survivors.
Sports
This skill represents a particular ability in a specific sport, such as soccer, basketball, or football. This skill may be acquired multiple times, with each time representing a specific sport.
Swimming
The ability to move through water quickly or for an extended distance. Those knowledgeable in this area know how to safely swim and know the basic strokes of swimming.

Artistic
Skill Name
Description
DrawingThe use of pencil, pen, or similar implement on paper to create artworks. Those with this skill also have knowledge of basic artistic concepts, such as proportions and perspective.
FloristryThe ability to identify and arrange flowers. Those with this skill can grow, harvest, and care for flowers, as well as arranging them into aesthetically pleasing bouquets. They can also identify the meaning of bouquets and arrange bouquets with specific meanings.
Musical Instruments
The knowledge and ability to produce music using a variety of musical instruments. This skill may be acquired multiple times, with each time representing a specific instrument.
PaintingThe use of various forms of paint of canvas to create artwork. Those with this skill also have knowledge of basic artistic concepts, such as proportions and perspective.
Performance
The knowledge and ability to perform on stage. This includes plays, musicals, and other common forms of stage expression. A character with this skill also has knowledge of theater concepts and popular theatrical works.
Pottery
The ability to form pots and other vessels with the use of clay. Those with this skill are knowledgeable in all areas of the potting process, including both sculpting and firing.
Stage Magic
The knowledge and ability to perform acts of illusion and supposed magic on stage. Those with this skill are able to perform common magical feats such as making items or people disappear. This only applies to fake magic.
Tattooing
The ability to ink tattoos onto the bodies of others. This includes both artistic ability and the usage and care of tattooing implements.
Textile Arts
The knowledge and ability to use fibers such as yarn or silk to create objects. This includes various subfields such as weaving, spinning yarn, sewing, and embroidery. This can also be used to mend clothes and other cloth objects.
Sculpting
The ability to create three dimensional works of art out of various materials, such as wood or rock, though creations made out of clay fall under Pottery. Those with this skill also have knowledge of basic artistic concepts, such as proportions and perspective.

Combat
Skill Name
Description
ArcheryThe knowledge and skill needed to use bows. This includes both short and long bows, as well as how to load and fire both.
BolaThe knowledge and skill required to use a bola. A bola is a throwing weapon, made of ropes with weights attached on the ends. This is used to entangle the legs of enemies.
BoomerangThe knowledge and skill needed to use a boomerang. With this skill, characters can throw this weapon in a way that they are confident that it will return to them.
BrawlingThe knowledge and skill required to fight opponents without the use of weapons. This does not refer to a simple discipline of unarmed combat, and is instead more akin to street fighting.
ChainThe knowledge and skill required to use weapons that are made using chains. This can include fighting with a chain by itself, or using other chain-based weapons such as flails or tetsu chigirikis.
CrossbowThe knowledge and skill required to use a crossbow. This includes how to load, aim, and fire these weapons.
Improvised WeaponryThe knowledge and skill required to use non-traditional weapons that are found around the battlefield. This only includes melee weapons of this type. Common examples of improvised weapons are rocks and broken bottles.
LanceThe knowledge and skill required to use a lance. Lances are traditionally used on horseback, but can be used on foot. A spear is different from a lance in that, while both are poles with spikes on the end, a spear is far shorter and is designed to be used as a stabbing weapon, while lances are used to ram into the enemy at further ranges.
LassoThe knowledge and skill required to use a lasso (a rope with a loop tied in the end) in combat. This weapon is most commonly used to pull enemies to the ground. When used in an out of combat setting, see Animals - Roping.
Martial ArtsThe knowledge and skill required to practice a martial art. This skill may be acquired multiple times, with each time representing a specific martial art.
Net
The knowledge and skill required to use a net in combat. Oftentimes, nets will be used to wrap up the legs of enemies, causing them to fall. For out of combat uses of nets, see Survival - Fishing.
RifleThe knowledge and skill required to use rifles in combat. This skill defines a rifle as any firearm designed to be used with two hands and to be braced against the shooter’s shoulder. Since ammunition is extremely difficult to come by, rifles are also often used as bludgeoning weapons.
ShieldThe study of gems and precious metals. This field is a specific subfield of geology, focusing on minerals that would be considered valuable. Those interested in this field can identify different gems and minerals, as well as assessing their qualities and cuts.
SlingshotThe knowledge and skill required to use a shield in combat, whether offensively or defensively. Shields are often used to quickly break through large groups of enemies.
Small FirearmsThe knowledge and skill required to use small firearms, such as handguns, revolvers, and shotguns. Since ammunition is extremely difficult to come by, firearms are also often used as bludgeoning weapons.
SpearThe knowledge and skill required to use a spear. A spear is different from a lance in that, while both are poles with spikes on the end, a spear is far shorter and is designed to be used as a stabbing weapon, while lances are used to ram into the enemy at further ranges.
StaffThe knowledge and skill required to use a staff, or other similar polearms. A staff can be defined as any sort of pole without a sharp point.
SwordThe knowledge and skill required to use various types of swords (though kids will generally specialize in one type of sword.)
Throwing WeaponsThe knowledge and skill required to use small throwing weapons, such as javelins. This can also include improvised throwing weapons, such as rocks or pieces of concrete.
WhipThe knowledge and skill required to use a whip in combat. For out of combat uses of whips, see Animals - Driving.

Domestic
Skill Name
Description
AgricultureThe knowledge and skill required to grow crops for the purpose of food. This includes both the hands-on ability to plant, care for, and harvest crops, but also the knowledge required to keep crops healthy.
BarberThe ability to cut and style hair, including facial hair. Characters with this skill can cut their hair and the hair of others, with aesthetically pleasing results.
BrewingThe knowledge and skill required to brew various beverages, mainly alcoholic ones. Those with this skill can identify common beverages, and create beverages such as beer and wine.
CardsThe skill in various games played with cards, such as Poker or Texas Hold ‘Em. Those with this skill are not only talented in card games-- they are also aware of how to rig the results in their favor.
CompositionThe skill required to create various written works. Though the survivors of Seattle are all assumed to be literate, this skill represents feats of the written word such as writing books, plays, or manuals.
CookingThe ability to combine ingredients in order to create culinary dishes. This skill includes the operation of kitchen implements, the creation of basic dishes, and the ability to follow recipes.
CosmetologyThe knowledge and ability to apply makeup and other beauty products. Unlike Disguise, this skill allows its users to use makeup in order to enhance physical appearance, but not to hide it.
Folklore
The knowledge of local legends and tales. Those with this skill are well-aware of local events, as well as ghost stories and urban legends.
Gaming
The skill in various games, such as Chess, Go, Monopoly, or Ping Pong. This skill may be acquired multiple times, with each time representing a specific game.
Teaching
The ability to impart knowledge onto others, especially younger children. Those with this skill may have a particular skill that they wish to impart on others, or wish to provide education to younger children orphaned by the outbreak.
StorytellingThe knowledge of local legends and tales. Those with this skill are well-aware of local events, as well as ghost stories and urban legends.

Handicrafts
Skill Name
Description
ArchitectureThe study of and ability to design and plan buildings, down to exacting specifications. Those with this skill have the ability to create blueprints for buildings and structures.
BlacksmithingThe ability to melt down and forge metals into various shapes. This includes the safe operation of forges both large and small, and the use of an anvil and related implements to forge metal.
CarpentryThe ability to create various crafts and structures out of wood. This also includes the ability to safely cut down trees for timber. This skill is generally used in small crafts, such as furniture.
CartographyThe ability to create highly detailed maps to aid others in navigation and travel. Those with this skill also have knowledge of common cartographic conventions, and basic artistic ability.
ConstructionThe ability to construct buildings using blueprints or other designs. While those with this skill have a basic understanding of architectural principles, a building constructed without proper planning stands the risk to topple due to oversights.
DemolitionsThe scientific and practical knowledge needed to utilize and create explosive devices. Those with this skill understand how these devices work, and how to keep themselves safe from them.
DisguiseThe ability to use makeup, prosthetics, wigs, and other costumery to significantly alter someone’s appearance. This can be to hide their identity, or to make them appear to be someone else.
DrugsThe knowledge and experience with various forms of illegal narcotics. Those with this skill know how to produce these drugs, as well as how to use them safely for recreational and medical purposes.
FortificationThe ability to build traps, structures, and other defenses in order to protect one’s base. This is often done with makeshift contraptions, such as hiding bells in bushes to alert them when someone is approaching.
GlassworkingThe skill needed to heat and make objects out of glass. This skill includes knowledge of common glassblowing techniques and safety.
Leatherworking
The skill needed to skin animals, tan their hides, and create various objects from leather. This includes clothes, armor, bags, and other creations.
MasonryThe skill needed to form various objects out of stone. This includes carving stone into objects such as furniture, and using stone and mortar to create walls.
MechanicsThe knowledge of electrical and mechanical devices, their operation, as well as their inner workings. This skill applies to almost any electrically-powered object, most of which have been disused since the outbreak.
ShipbuildingThe knowledge and skill required to create seaworthy vessels of various sizes. This skill includes designing and constructing boats, all the way from small rafts to large ships.
Vehicle RepairThe knowledge and skill required to repair both motorized and nonmotorized vehicles. This includes hotwiring vehicles such as cars and motorcycles, and siphoning their gas.
WeaponsmithingThe ability to create weapons out of various implements. This skill varies in its complexity, and can range from sharpening a stick to creating grand blades. Those with this skill tend to see weapon potential in everything they look at.

Interpersonal
Skill Name
Description
ActingThe ability to deceive others by portraying false emotional states. This includes fake crying, fake rage, or other false emotions. Those with this skill are able to manipulate their body language and physical reactions to manipulate others.
CommandThe ability to command others in battle and in military settings. This includes giving orders in battle, arranging the positions of soldiers on the battlefield, and acting as a general.
DiplomacyThe ability to conduct negotiations between different factions, often while acting as a representative of an entire faction. This includes negotiating peace, trade deals, alliances, and other interfaction relations.
GovernanceThe knowledge and skill required to govern a group of people. This includes delegating responsibilities, creating rules, and organizing tasks for group members to perform.
ImpersonationThe ability to impersonate another person by mimicking their voice, mannerisms, or appearance. This is often done only from a distance, as, up close, seeing through the impersonation is far easier.
InterrogationThe ability to extract information from unwilling persons through various methods. This may include physical harm, but mainly consists of more psychological methods.
IntimidationThe ability to threaten another person in such a way that they are compelled to aid the person intimidating them. This can include verbal intimidation, all the way up to placing a knife to someone’s throat.
InvestigationThe knowledge and skill to gather information and clues about a certain topic by communicating with various people. This may include interviewing people in an attempt to find out a certain fact, such as who could have committed a crime.
LanguageThe ability to speak a language other than the character’s native tongue. This skill includes the ability to speak, understand, read, and write said language. This skill may be acquired multiple times, with each time representing a specific language.
LeadershipThe ability to act as a leader and source of guidance to a group of followers. This skill may be used to inspire others, gain the confidence of followers, or to calm them in a frightening situation.
LyingThe ability to tell falsehoods in a way that convinces the other party of their truth. This skill includes avoiding tells that the character is lying, such as keeping eye contact rather than flitting their eyes to the left.
NegotiationThe ability to settle disputes, establish compromises, and create peace between multiple people in conflict. This skill only applies to small groups, for faction negotiation see Diplomacy.
PersuasionThe ability to use words to influence another’s behaviors, actions, or beliefs. This skill is generally used to sway others to the skill holder’s viewpoint.
SpeechThe ability to write and perform speeches to a large audience. This also includes the ability to improvise speeches, which can be used to inspire others in times of worry.
SingingThe ability to perform songs, as well as knowledge of musical concepts. Those with this skill can read music, and perform solfege.
Therapy
The knowledge and skill required to perform talk therapy with the goal of limiting another’s distress, or helping them through a difficult time.

Magic
Skill Name
Description
AstrologyKnowledge regarding the field of astrology, which believes that certain aspects of human behavior are controlled by heavenly bodies. This skill includes knowledge of astrological concepts and their meanings. The authenticity of this field is still debated, and is not widely believed.
MythologyKnowledge regarding the mythologies of various cultures, mainly Greek, Roman, and Norse. While some with this skill do believe in these mythologies, others are simply interested in them.
Spell-CastingThe ability to perform the magical abilities associated with a character’s faction. This skill cannot be acquired by factionless characters, unless the foreign magic advantage is purchased. This skill represents the character’s experience and skill with their magical abilities.
SymbologyThe knowledge and skill to design and draw symbols known as sigils, which are believed to provide certain assurances to those who draw them on their bodies or belongings. The authenticity of this field is still debated, and is not widely believed.
WardsThe knowledge and skill required to perform rituals designed to protect the intended recipients from supernatural forces. This can range from simple salt circles to advanced rituals. The authenticity of this field is still debated, and is not widely believed.

Medicine
Skill Name
Description
DentistryThe knowledge and skill required to care for and maintain the oral health of self and others. This includes knowledge of the care of teeth and games, and the skill to perform basic dental surgery such as tooth extractions.
DiagnosisThe knowledge and skill required to diagnose the illnesses and injuries of others, without the use of advanced machinery. This includes knowledge of common disease and injuries, and their signs. Characters with this skill can also identify the specific narcotic that an intoxicated character is under the influence of.
Emergency Medicine
The knowledge and skill required to stabilize injuries that require immediate medical attention, generally outside of a traditional medical setting. This is also referred to as field medicine, and can be used to stabilize people so that they can be brought to be properly cared for.
Herbal MedicineThe knowledge and skill required to use various medicinal plants and herbs to treat illness. This includes the identification, harvesting, and use of medicinal herbs.
Medicine
The knowledge and skill required to perform medical procedures with minimal supplies. This includes procedures such as setting a broken bone, suturing a wound, or amputating a limb.
Nursing
The knowledge and skill required to care for injured or ill patients in a way that allows the patients to recover with minimal chance of complications. This includes feeding, washing, and changing bandages.
Psychiatry
The knowledge and skill required to diagnose mental disorders and provide some forms of treatment. If medicine is available, this can include prescribing the appropriate medications. This skill includes in-depth knowledge of various mental disorders and their diagnostic criteria.
Surgery
The knowledge and skill required to perform both noninvasive and invasive surgeries on patients. This skill implies that a character has steady enough hands to perform said acts. Though those with this skill are adept in performing surgeries, a lack of pain medication for their patients can make surgery difficult and dangerous.
Veterinary Medicine
The knowledge and skill required to diagnose and treat injuries and illnesses of animals. This includes knowledge of normal animal behavior, and the ability to identify when an animal is ailing. This can include the prescription of medication, if available.

Survival
Skill Name
Description
CamouflageThe ability to conceal one’s self and belongings in order to appear as though they are part of the natural surroundings. This can be done using either specialized equipment such as a gilly suit, or with only the items available in the environment.
FishingThe ability to catch fish using a fishing rod, spear, or even one’s bare hands. This skill also includes the ability to identify common species of fish, and to butcher them.
ForagingThe knowledge and skill required to locate useful plants in the wilderness, such as medicinal herbs or edible berries. With this skill, characters have the knowledge required to differentiate between edible and inedible plants.
HuntingThe ability to kill wild animals, usually for food, using a variety of methods such as bows and spears. This skill only allows one to kill an animal, as tracking it is covered by the skill Tracking.
Land NavigationThe ability to travel over a long distance while staying on a course and not becoming lost. Characters with this skill are able to use certain environmental features, such as the sun or the wind, to guide them.
ScavengeThe ability to find useful items while searching through an area. In Seattle, this is a highly coveted skill, as it can be used to find food, weaponry, clothing, and other objects. It is often used to find these items in places where others would not often look.
ScoutingThe knowledge and skill required to explore uncharted territory in order to gather useful information about it. With this information, characters are able to create a map of the area (though it will likely be crude if they do not also have Cartography) and point out key features. This skill is also used to detect traps.
SpelunkingThe knowledge and skill required to travel through and explore caves. This skill includes the ability to follow a map through a cave, use spelunking equipment, and get oneself through tight spaces. It also allows one to map features of caves once they have explored them.
Tracking
The knowledge and skill required to track animals or people across a long stretch of land. This includes searching for footprints, droppings, campsites, or other identifying markers. It also allows characters to know what kind of animal they are tracking.
TrappingThe ability to create traps and skillfully hide them, so that animals or other people will be likely to be caught in them. This also allows characters to arm previously created traps. These traps may range from bear traps and snares to hidden, spring-loaded guns.
TrespassingThe ability to sneak through the territory of others without being detected. This skill also allows those with it to take the possessions of others without them noticing-- though they may notice later that the item is missing.
Wilderness SurvivalThe knowledge and skill required to survive for any period of time in the wilderness. This includes an umbrella of skills, such as finding fresh water, creating a shelter, and staying safe from wild animals.

Vehicles
Skill Name
Description
Motor VehiclesThe ability to drive motor vehicles designed to drive on land. This includes a wide range of vehicles, mainly cars, trucks, and motorcycles, but can apply to more niche methods of transportation such as ATVs or snowmobiles.
PilotingThe ability to pilot aircraft. This skill includes basic knowledge of aircraft, aircraft safety, and the parts of an aircraft. Characters with this skill may have been studying for their pilot’s license before the outbreak.
SailingThe ability to sail boats, including both motorized and nonmotorized watercraft. This skill includes controlling a boat, operating its instruments, and sea navigation.

    The skills list may seem daunting at first, as it includes a wide variety of specialized skills. However, a character is, of course, not expected to be good at everything. Characters will generally have 2-4 skills. Though they may have more than this, the more skills a character has, the worse they are at each skill. The same applies to having less skills. A character may have spent their entire life honing one craft. Thus, they would only have one skill, but they would be incredibly knowledgeable about that topic.
    Unlike abilities, which are only limited by a character’s ability cap, skills only have 3 possible levels. This is mostly for the sake of simplicity, as it would simply be confusing if a character had 15 Dance or 9 Agriculture. Instead, a character can either be a Novice, a Professional, or a Master. Some examples of these different skill levels are provided in the following table.


Skill Name
Novice
Professional
Master
ClimbingThe character can climb tall trees or scale buildings with defined handholds.
The character can scale buildings without defined handholds or scale small mountains.
The character can scale sheer cliff faces and extremely tall trees, with the use of climbing equipment.
Animal TrainingThe character can train dogs to do common tricks, such as sitting, staying, or rolling over.
The character can train dogs and other animals to perform advanced tricks, such as herding sheep in the case of a dog, or jumping in the case of a horse.
The character can train animals to attack enemies or defend the owner in combat situations, including unconventional animals such as cats.

    It should be noted that even highly skilled characters are not superheroes. Even masters of certain skills cannot exceed human limitations. Oftentimes, this means that characters need special equipment to perform the activities associated with their skills (equipment that their skill gives them the knowledge to use.) A master in climbing may be able to scale a sheer cliff face, but not without the help of climbing equipment, for example.
    Similar to abilities, characters start with a certain number of skill points, based upon their age. Due to the level system, there are no skill caps. Age is also irrelevant when determining skill levels-- even young children can be incredibly skilled. The starting skill point values are as follows.

Character Age
Starting Skill Points
0-520
6-1025
11-1330
14-15
40
16
50

    Unlike abilities, however, the cost of skill buying is variable. This variance is based upon the faction a character is in. Depending on their faction, they have had different opportunities to develop skills, and thus have a higher chance of having certain skills.
    The following is a table of skill costs for each faction. The cost listed is for one level for one skill in the listed skill category. For example, two levels in one combat skill would cost 16 points if taken by a member of The Legion.
    These are based on the cultures of these different factions. Thus, when creating a loner, attempt to find a faction that they could be classified under. Otherwise, treat all skill costs as 10.
    In the event where you have skill points left over, you may add the remaining points to your sheet as Pts on your character sheet.


City Council
The LegionThe Pacifics
Kids of the Pasture
The Jackals
Boardwalk Kids
Academics8
15
7
10
15
8
Animals8
7
8
4
6
8
Athletics10
6
8
8
6
7
Artistic
7
9
8
6
10
9
Combat
12
8
11
11
10
12
Domestic
8
8
6
6
15
10
Handicrafts
7
9
8
6
8
8
Interpersonal
8
7
10
8
8
9
Magic
10
9
7
10
14
7
Medicine
9
10
7
8
9
9
Survival
10
8
15
10
5
8
Vehicles
9
8
10
8
6
7


Using Abilities and Skills

Using Abilities and Skills by Finch

    As in many roleplaying games, Remnants uses the abilities and skills associated with each character in order to determine if said character can succeed at difficult actions.

    The first step is to determine whether or not the situation is appropriate to use an ability or a skill. As a guideline, characters need only determine the success of an action if that action would be considered difficult for their character. For example, there is no need to roll in order to make one’s bed, or to walk. This can vary vastly from character to character. A character, for example a Pasture Kid, with experience taking care of animals would have no need to roll to walk a dog-- such a thing would be very simple for them. However, this action may require a roll if the character has never walked a dog before, or is afraid of dogs. In the end, whether or not an action requires a roll is up to the player.

    Step two is to add a relevant ability score. For any attempted action, a character’s abilities play a major role in whether or not they succeed. Players should add the relevant ability score to their rolling result. Only one ability score may be used, but every roll does require that an ability score be added to it, except in very specific circumstances (such as playing War) where chance is the only factor involved. What ability score to use is up to the player, as long as it makes sense and is justified. For example, a character who is sliding down a steep hill may use Awareness to try to locate something to hold onto, rather than the traditional Strength or Agility roll for the situation.

    Step three is to add a relevant skill modifier. This step is optional. In most situations, the character’s skills will not directly apply, as skills are very specific. However, in a situation where a skill does apply, that character’s skill may be added to the roll. The number associated with each skill level is as follows.

Novice
+2
Professional
+4
Master
+8

    The fourth step is to roll. In Remnants, a 20-sided dice is used, as is standard in many popular RPGs. If a character is going to make a roll, the player must make a post including only the dice roll. Once the dice is rolled, the player should make another post, including their actual roleplay response. Their roll should be noted in this post. When the thread is finished, a forum admin will delete all dice rolling posts, for aesthetic’s sake. Remnants uses a plugin known as VDice to perform dice rolls.
    A dice roll can be added to a post by clicking the dice icon on the editor's hotbar. Upon clicking, a menu will open, asking for the user to enter a range. Add any modifiers to this range. For example, if rolling strength for a character with 5 strength, the following would be entered into the range box:

d20+5

    To summarize, the following formula is used for dice rolls:

Initial Roll + Relevant Ability Score + Relevant Skill Modifier = Final Result

All final results above 10 succeed. The final result of all rolls must be stated at the beginning of the post where they are applicable.


    In the event where two characters are attempting to “beat” the other (for example, in a game of chess, a match of football, or an argument,) a contested roll is made. In this instance, both characters roll. In the event that one fails and the other succeeds, then the succeeding character is the “winner.” In the event that both fail or both succeed, the higher result wins.


Combat

Combat by Finch
    As combat is a different kind of roleplay, and utilizes different rules, from normal roleplay on Remnants, actually declaring combat is crucial. In roleplay, combat, of course, begins whenever one character (including an animal or a stranger) attacks another. While explicitly declaring combat within roleplay is unneeded, it should be clear if an attack is taking place.
    Once an attack has been made, combat has been initiated. The main major change from normal roleplay to combat is the addition of a post footer, indicating crucial information to the other party(s) involved in the fight. The template for the post footer is as follows.

Character Name:
Type of Combat:
Current HP:
Damage Inflicted:
Defeat Threshold:

    This footer must be filled out and included with every combat post. This allows for a quick summation of the roleplay post in an objective format. Due to the addition of this footer, stating the amount of damage taken by a character is not necessary within the roleplay post, allowing for a more immersive roleplaying experience.

Types of Combat

    Not all fights are made the same. While a combat engagement can generally be described as an occasion in which multiple characters are attempting to injure the others, it is necessary to divide this into more specific categories to allow for more specialized mechanics. The type of combat that a fight falls under should be a discussion had by those involved outside of roleplay. While it can occasionally be ambiguous, these combat categories are intended to be as broad as possible, to minimize the possibility that an engagement will fall outside of them.
    The types of combat used in Remnants are as follows: Spars, Skirmishes, Disputes, Raids, and Defensives.
    Spars (sparring matches) are engagements intended to hone the combat skills of those involved. Sparring is a type of practice, and is generally only practiced by those who are friendly to each other. While sparring, combattants do not usually attempt to harm their opponents, and instead use light blows or fake weapons. The defeat threshold for a sparring match is 10% of a character’s total HP.
    Skirmishes are engagements in which combatants fight over resources or territory. Two scouting groups may engage in a skirmish over a stash of food, for example. Territory disputes are included under this category, though such disputes are uncommon, as the groups of Seattle do not tend to officially claim territory. While skirmishes can be fierce, combatants generally only aim to wound or scare off their opponents, meaning that serious injury or death is unlikely in a skirmish. The defeat threshold for a skirmish is 40% of a character’s total HP.
    Disputes are engagements in which combatants fight due to interpersonal issues. This category is broad, and can be used to describe most fights that occur between members of the same faction. Unlike skirmishes, disputes are often fought for honor, as a display of strength, or simply out of pure rage. The severity of a dispute can vary wildly. While one dispute may simply involve an argument getting out of hand, two characters fighting to the death for leadership would also be classified in this way. There is no defeat threshold for a dispute. While these battles are able to go to the death, this is highly unlikely, and most disputes will finish with a few blows and harsh words.
    Raids are engagements in which one group intentionally attacks another group in their home base (or in another area where the group is gathered.) In order to qualify as a raid, an engagement must include at least 50% of a group, and must have a distinguishable leader or leaders. There is no defeat threshold for a raid, though oftentimes the raiders only aim to chase their opponents from their home, rather than killing them outright.
    Raids include special mechanics, as they include large numbers of characters. In order to keep threads from growing overly long, however, all individual combats must finish after each character has made two posts (so, the combat is finished when the second character makes their second post.) The winner of each individual combat is the character who has lost less HP.
    Defensives are engagements in which a character or a group of characters must defend themselves from an environmental threat. In Remnants, this is, of course, usually an engagement between kids and strangers. This type of combat also includes battles against wild animals. There is no defeat threshold for defensives, though the attacking creatures will generally flee after taking a significant amount of damage.
    The type of combat taking place in a thread is placed in the post footer, providing a quick description of why the fight is taking place.

Defeat Thresholds

    Despite what is shown in many movies, most people, especially children and teenagers, do not have it in them to kill another human. As the saying goes, “Anyone is capable of murder,” but this does not mean that they won’t try to avoid such an outcome. In the same vein, most people are not capable of fighting till their deaths, especially when the situation does not call for it. Fleeing from combat is much more common than dying in it.
    In order to enforce realism in this sense, Remnants uses a system of defeat thresholds. A defeat threshold is the amount of damage a character can take before fleeing from combat. This threshold varies based on both the type of combat and the character fighting. Individual combat thresholds are based on percentages of a character’s total HP, as tougher characters can suffer more damage before being forced to flee.
    Some types of combat do not have defeat thresholds, though this does not mean that characters will necessarily fight to their deaths. It simply means that they will not be forced to flee after a certain amount of damage is taken. This may be because something significant is at stake (such as in a dispute) or because there is simply nowhere to flee (such as in a raid or a defensive.)
    Defeat thresholds are able to be overcome. If a player wishes to have their character stay in combat, they must make a roll using the following formula.

Initial Roll + Constitution (CON) vs Damage Taken Above Defeat Threshold

    If succeeded, the character can stay in combat, but must reroll for each subsequent post. In the event of a successful roll, combat may proceed as normal.
    Characters may flee combat at any point, and do not need to wait for the defeat threshold to be reached. Additionally, it may make sense for a character to be forced from combat upon having a severe injury incurred on them. This is up to the player.

A Combat Round

    Once a fight is initiated, combat can begin. The initial attacker makes the first move. In the instance where more than two characters fight, the initial attacker goes first, and combat order is decided by highest Speed (SPD) ability score, in descending order.
An attack is resolved in the same way as any other roll in Remnants. Recall that the formula for rolls is as follows. The same formula is used to attempt a hit.

Initial Roll + Relevant Ability Score + Relevant Skill Modifier = Final Result

    In the case of combat, the relevant ability score can be Strength (STR) or Agility (AGY). Strength (STR) is used for all melee attacks, while Agility (AGY) is used for all ranged attacks.
Unlike in normal rolls, the use of a skill is necessary. While characters can fight without being skilled in their weapon of choice, they will be hindered greatly. If the character does not have a skill relevant to their weapon (or lack of one), they suffer a -3 to all combat rolls made with said weapon.
    Once a roll is made, a relevant ability modifier is applied, and a skill modifier is added if applicable, or the -3 is subtracted if not, the final result of the roll may be determined. If the result is 10 or greater, the attack hits.
    At this point, damage can be calculated. As in most roleplaying games, a character’s health and ability to stay in a fight is represented by Health Points (HP.) HP will be expanded upon in another thread. When a character is damaged, they lose a certain number of HP.
    Damage is determined by the attacker’s Strength or Agility (depending on whether the attack is melee or ranged) and the body part where the opponent was hit. Damage areas are as follows, along with their associated damage values.


Purple
15
Yellow
10
Green
5












Thus, the formula for determining damage is.

Attacker’s STR or AGY + Area Damage Value = Final Damage Result

    This damage value is then subtracted from the opponent’s HP. Players are not required to state the damage from an attack in their writing. This value should, rather, be communicated in the post footer.

Resolving Combat

    Unlike initiating combat, there is no one way for a combat engagement to be resolved (finished). In many cases, combatants may simply end combat due to exhaustion. Fleeing is also common. These are all valid ways to end combat. Most of the time, combat is short, and ends when one or all combatants simply wish to end the fight.
    Characters can also be forced out of combat. They may reach their defeat threshold, be too injured to continue, be rendered unconscious, or even perish. While somewhat less common, these are also valid ways to end combat.
    The end of a combat engagement should be worked out by players outside of roleplay. Once a combat engagement has finished, players no longer need to include the combat post footers, and may continue roleplaying as normal. However, injuries persist outside of combat, injuries that may be life-threatening.

Health

Health by Finch

Health


    In Remnants, HP are used to provide a numerical representation for a character’s physical state. All characters have two values related to HP: Current HP and Max HP.
Max HP is a numerical representation of when a character is at full strength and in good health. This number is variable, and stronger, older characters will have higher Max HP values--indicating that they can sustain more damage before it becomes serious. Max HP is calculated with the following formula.

Constitution (CON) * Character Age = Max Health Points

    Current HP is a variable, changing whenever a character is injured or otherwise harmed. When a character is at full strength and in good health, their Current HP will be equal to their Max HP.
    Of course, HP is not a perfect description of a character’s health. It is simply a representation. In roleplay, characters will generally sustain actual, specific injuries, rather than simply being “injured.” However, a character’s HP is a useful tool to determine how injured a character is, in a general sense. The following table describes reference points for the in-roleplay meaning of HP. These descriptions are intended to describe a character’s state outside of combat-- many of these effects are negated in combat due to the presence of adrenaline.
    As your characters lose HP, be sure to change this number on your profile. This can be done under Edit Profile -> Personal.

HP (As Percentage of Max HP)
Description
100%
The character is healthy, and without any wounds. While they may have scars from former injuries, they are currently in their best physical state.
75%
The character has sustained light injuries. They may have a slight limp if their legs were damaged, and they likely need medical care. However, they are not in life-threatening danger due to their injuries. The character is likely in some pain.
50%
The character has sustained serious injuries. They need medical care to prevent their wounds from getting worse. Though they will need it eventually, they can survive for some time without this care. The character has lost blood, and may have sustained blows to the head. They likely have impaired motor functions, but their mental faculties are intact. However, they are in quite a deal of pain.
25%
The character has sustained serious injuries, and needs immediate medical care. Without it, they will bleed out. They are either in a massive amount of pain, or are too out of it to feel anything at all. They cannot walk without help, and are confused and lethargic

Bleeding

    Once combat is resolved, injuries sustained from the fight do not simply disappear. While more major injuries may have a lasting impact in roleplay, even minor injuries can be dangerous in the moments immediately following combat. In fact, more combat-related deaths in Remnants are related to blood-loss following combat, rather than the combat engagement itself.
    Immediately upon exiting combat, if a character has lower than 50% of their total HP, they are considered to be bleeding (or bloodied, as it is occasionally referred to as.) When a character is bleeding, they lose 5% of their max HP for every post that they are bleeding. This includes both posts made about the character, and posts made by others. Bleeding will continue until a character’s bleeding is staunched.

Healing

    Healing is a special type of roll, used to aid another character who is injured. The formula for this roll is as follows.

Initial Roll + Intelligence (INT) + Applicable Skill Modifier = Final Result

    If the result is 10 or above, the action is succeeded. If the character being healed is bleeding, a successful healing roll will staunch their bleeding. Otherwise, a healing roll will restore an amount of HP equal to the final result of the roll to the character being healed. A character may heal themself provided that they are conscious.
    If the result of a healing roll is 9 or below, the healing attempt is considered failed, and an amount of HP equal to the final result of the roll is subtracted from the HP of the character being healed.
    In the event where bleeding is being staunched, only the Emergency Medicine skill is considered applicable. In other cases, all healing skills are considered applicable.
    Once a character is stabilized, and is no longer at risk of death due to their injuries, they will begin to heal over time. If a character is able to rest and recover, they will regain HP at a rate of 5% of their max HP per real-life day, until their current HP is equal to their max HP.

Death

    Before the outbreak, death was a concept reserved for family pets, grandparents, and famous people. Then, the world fell apart.
    In Remnants, death is a reality that is faced daily by the residents of Seattle. Every survivor has lost someone, if not everyone. Even the flesh-hungry creatures roaming the streets are a constant reminder--a reminder that those monsters were, once, people.
    They were there, and then they were gone.
    For the kids of Seattle, whose lives are dominated by the need to survive, death is a constant fixture of life. Any scavenging mission, patrol, or even walk around the block could easily be the last thing one ever does.
If a character, at any point, reaches 0 HP, they have died. Unlike some more fantasy-oriented RPGs, Remnants does not utilize a system of death saves or other attempts to resist such a fate. 0 HP is the threshold at which a character’s body can no longer continue to function.
    Upon reaching 0 HP, you may make one last post as that character, showing their final moments. Of course, even once a character has died, instances before their death can be roleplayed.


Magic

Magic by Finch
    After the outbreak broke out, the surviving children found themselves lost, confused, and with the cards of the world mounted against them. The streets were flooded with strangers, hungry for their flesh, food supplies had been looted during the initial panic, and, more than anything, they were little more than children.
    No one is quite sure who first figured out their abilities. Everyone has their own story. It was a ten year old up in Vancouver, those from the North said-- a ten year old that was always someone’s cousin, or brother, or something or other. Those from the rural areas always had the most unique stories. A panicked horse had been calmed by some miracle. A dog had begun to speak. A horrible wound had been healed with a simple touch.
    Of course, there’s no proof for any of it. These stories are little more than stories, words passed between a hundred kids, morphing into their own nonsense on the way. Whatever the origin of these abilities, however, even the most skeptical cannot deny their existence.     
    Nearly every kid in Seattle can perform at least the most rudimentary of spells.

Mechanics

    Similar to combat and healing, spellcasting uses similar rules to the rest of Remnants, with certain exceptions. This is due, mainly, to the fact that spellcasting in Remnants is seen as a group activity. While a single kid may be able to cast a simple spell, anything of major use cannot be performed alone. Thus, spellcasting uses a mechanic allowing multiple characters to work together on the same roll.
    Three pieces of data are needed to calculate the result of a spellcasting roll.
    First, the result of a 20-sided dice roll is needed-- a dice roll that is made in a separate post, as with other rolls. This roll should be made by the “leading spellcaster.” The leading spellcaster is the character with the highest Spellcasting skill level. If multiple characters fill this role, the leading spellcaster should be decided out of roleplay. If players are unsure, the character with the highest Charisma ability should be the leading spellcaster. This also applies if no characters have levels in the Spellcasting skill.
    Secondly, the Spellcasting modifier of the leading spellcaster must be identified. If the leading spellcaster does not have any levels in the Spellcasting skill, then this number defaults to 1.
    Thirdly, the Cohesion Score of the spellcasting group must be identified. This score represents the bond held between those casting the spell-- a bond which is just as, if not more, important than the Spellcasting skill. Determining this score is somewhat involved, and thus it is covered in the next section independently.
Once these three scores are identified, they should be used within the following formula.

Initial Roll + (Leading Spellcaster Skill Modifier * Cohesion Score) = Final Result

    This success of this roll is then determined based upon whether or not it is equal to or exceeding the Spell Difficulty of the spell being cast. This Spell Difficulty is different per spell, and is stated in their description. See below.


Cohesion

    After it was discovered that multiple kids could cast a spell together, the concept of cohesion was soon stumbled upon. It was quickly realized that the bond between spellcasters was incredibly telling of how successful their spellcasting attempt would be.
    Of course, it is not possible to boil down relationships to a numerical value with perfect accuracy. The bond of characters often runs far deeper than their Cohesion Score would show. However, the Cohesion Score is the author’s best attempt at numerically describing this bond.
    The Cohesion Score of a spellcasting group is described using the following table. The default Cohesion Score for any group is 0, and is modified by the traits on the following table. All applicable traits on the table should be added to create the final score. However, the Cohesion Score of a group cannot be lower than 0. The cohesion score of a single caster is 0.

Trait
Modifier
All characters are part of the same faction. (Excludes Jackals.)
+5
All characters have a friendly relationship.
+10
All characters have a strong bond.
+10
Characters are of different factions.
-5
Two or more characters have a negative relationship.
-10
Two or more characters are enemies.
-10

    It is up to players to determine this score, and some aspects may be subjective (ie, strong bonds.) While fudging the Cohesion Score of a group may improve rolls, the Score should be kept as accurate as possible. Staff members may intervene if needed in the determination of this score.


    Remnants uses a predetermined spell list, located here. This should always be considered an incomplete list, and players may suggest new spells to be added to this list. Though suggested uses of these spells are described, it is always encouraged for players to think outside of the box!
    Spells can only be casted by those in their faction. While spell difficulties may seem extremely high, the use of exponents makes these higher values far less difficult to reach, with a high enough cohesion.



Spell List

Spell List by Finch

Bubble (City Council)
A bubble of force is created around a small object. Any object that can reasonably be held in a fist can be surrounded by a bubble. This bubble exists only as long as the caster(s) is/are concentrating on it. The bubble is about as strong as steel, and thus cannot be broken by bare hands.
This is a relatively simple spell, and has a difficulty rating of 15.



Barrier (City Council)
A bubble of force is created around a person or group of people. A maximum of 5 people can be protected using this spell. This bubble exists only as long as the caster(s) is/are concentrating on it. The bubble is about as strong as steel, and thus cannot be broken by bare hands.
⁂ This is a somewhat difficult spell, and has a difficulty rating of 50.



Force Field (City Council)
A bubble of force is created around an area that is no larger than 1000 square feet. This is a very difficult spell, and can only be cast by a large group. This bubble exists only as long as the caster(s) is/are concentrating on it. The bubble is about as strong as steel, and thus cannot be broken by bare hands
⁂ This is an extremely difficult spell, and has a difficulty rating of 175.



Weaponsmith (Legion)
A weapon is created out of seemingly thin air. The specific weapon is chosen by the caster, and does not need to be a traditional weapon. For example, this spell could be used to create a brick or a broken bottle. Explosives or electronic devices cannot be created with this spell. This weapon exists only as long as the caster(s) is/are concentrating on it. The weapon is about as strong as steel, and thus cannot be broken by bare hands.
⁂ This is a relatively simple spell, and has a difficulty rating of 15.



Enhance Ability (Legion)
Someone’s natural combat abilities are enhanced, including the ability to strike, dodge, aim, and anything else associated with melee or ranged combat. This only applies to one combatant, regardless of how many casters are present. This enhancement exists only as long as the caster(s) is/are concentrating on it. Those under this enhancement have a +8 to all combat rolls.
⁂ This is a somewhat difficult spell, and has a difficulty rating of 50.



Invincibility (Legion)
Someone is rendered briefly invincible. In this state, they are unable to be hit or damaged. Even if hit, all weapons will simply bounce off. This spell is extremely difficult to cast, and some even doubt that it exists at all.
⁂ This is an extremely difficult spell, and has a difficulty rating of 175.



Lucid Dreaming (Pacifics)
Someone gains the ability to walk in their own dreams consciously, thus gaining knowledge about their own state of mind, among other things, such as noticing a detail in a scene that they had not previously noticed. This spell is usually only casted on ones self, but it does not have to be.
⁂ This is a relatively simple spell, and has a difficulty rating of 15.



Divination (Pacifics)
Through magical means, someone is given visions of the future. These visions are vague, and consist of a few quick images flashing by. However, through them, small bits of knowledge about the future may be gleaned. Visions are seen by all casters. A character casting this spell may privately message staff in order to receive knowledge about future events.
⁂ This is a somewhat difficult spell, and has a difficulty rating of 50.



Dream Walking (Pacifics)
Someone or a group to people (up to 5) gains the ability to walk in the dreams of a chosen other person. They grant dream lucidity to the person who they choose to walk in the dreams of, and to themselves. Those in a dream space are able to manipulate the dream to their will.
⁂ This is an extremely difficult spell, and has a difficulty rating of 175.



Quell Beast (Pasture Kids)
The caster(s) gain(s) the ability to calm a nervous or panicking animal. This can be an animal of any species, domestic or wild. This spell can also be used to induce sleep in an animal. Physical contact with the animal is not required for this spell, but some say that it helps.
⁂ This is a relatively simple spell, and has a difficulty rating of 15.



Speak to Animals (Pasture Kids)
The caster(s) gain(s) the ability to communicate with an animal in English (or any other language that the caster(s) speak(s)). The animal does not gain any intelligence beyond what it already had, and will thus not be able to communicate complex information. Those who are not casting the spell will view that the caster(s) is/are speaking human language, while the animal is speaking as it usually would (barking, meowing, neighing, etc.)
⁂ This is a somewhat difficult spell, and has a difficulty rating of 20.



Stampede (Pasture Kids)
An animal or group of animals of the caster’s choosing begins to stampede in a direction decided by the caster. Stampeding animals will attempt to stay in this direction, but may divert from it if their path is interrupted. This spell only starts a stampede, controlling the stampeding animals must be done separately.
⁂ This is a somewhat difficult spell, and has a difficulty rating of 50.



Dominate Person (Pasture Kids)
Many say that this spell does not exist--after all, how could it, and especially in the hands of the tree-hugging Pasture Kids? However, it certainly exists. This spell allows the caster(s) to control a person of their choice for as long as their concentration lasts. This includes controlling their movement, speech, and all actions that a human can perform. Afterwards, this person will not have any memory of the incident, or of anything else, leaving them with amnesia.
⁂ This is an extremely difficult spell, and has a difficulty rating of 175.



Hide Object (Jackals)
An object of the caster(s)’s choosing is hidden from others. Only objects that could reasonably be held in a hand may be hidden. The object can still be seen by the caster(s). It is only hidden from view, and may be felt or held, even while invisible. The object only remains visible as long as the caster(s) are concentrating on it.
⁂ This is a relatively simple spell, and has a difficulty rating of 15.



Prestidigitation (Jackals)
The caster(s) create(s) a minor illusion. This can involve any of the senses, and is not restricted to being visual or auditory. This illusion only exists as long as the caster(s) is/are concentrating on it. Common illusions may include the sound of rain or creating a flurry of sparks. The illusion disappears for any who are aware that it is an illusion.
⁂ This is a somewhat difficult spell, and has a difficulty rating of 25.



Invisibility (Jackals)
Someone or a group of people (up to 5) is rendered completely hidden from view. This hides them from view, however, they can still be felt or heard. The invisibility lasts only as long as the caster(s) is/are concentrating on it.
⁂ This is an extremely difficult spell, and has a difficulty rating of 175.



Enhance Ability (Boardwalk Kids)
Someone’s natural ability to do something is briefly enhanced. This spell may only target a specific Ability (Strength, Speed, Charisma, etc.) This enhancement lasts only as long as the caster(s) is/are concentrating on it. Characters under enhancement receive +4 to the chosen ability. This does not apply to skills, as skills involve specialized knowledge.
⁂ This is a relatively simple spell, and has a difficulty rating of 15.



Heighten Abilities (Boardwalk Kids)
The abilities of a person or group of people (up to five) are heightened by a significant degree. This enhancement lasts only as long as the caster(s) is/are concentrating on it. Characters under enhancement receive +4 to all abilities. This does not apply to skills, as skills involve specialized knowledge.
⁂ This is a somewhat difficult spell, and has a difficulty rating of 50.



Grant Skill (Boardwalk Kids)
Through magical means, advanced knowledge unknown to someone is granted to them. Through this skill, a character can briefly be granted Master (+8) level in a skill. Caster(s) is/are not required to have any knowledge of this skill.
⁂ This is an extremely difficult spell, and has a difficulty rating of 175.



Character Advancement

Character Advancement by Finch
    Of course, characters in the world of Remnants are not static. As they learn to live in the new, apocalyptic world, characters hone their abilities, improve their skills, and gain new ones. There is only one way to improve a character’s abilities or skills: By roleplaying!

    Upon completing threads, players may claim ability increases for their characters. To claim an ability increase, see this thread. These increases, generally, are defined by the type of type of thread. These thread types are as follows, along with the ability increases that may be claimed upon their completion. For each thread type, players may choose which ability increase they wish to claim. If a character has over 10 posts in one thread, they may claim both ability increases.



    Exploration includes threads in which the character explores parts of Seattle or the outside world where they have not been before. These threads may include meeting new people, or getting into dangerous situations. +1 ADJ OR +1 INT


    Scavenging includes threads in which the character searches the outside world for useful resources. This may include searching for food, books, weapons, or other useful items. +1 AWR OR +1 ADJ



    Combat includes threads in which the character engages in combat with another character, an animal, or a stranger. While combat may occur in other threads, a thread is only categorized as combat if it is the central focus. For example, a duel between two characters would be a combat thread, while a thread where characters are attacked while exploring would still be an exploration thread. +1 STR OR +1 AGY



    Interaction includes threads in which characters converse with, attempt to persuade, or argue with another character. This may also include a thread in which a character gives a speech. +1 CHR OR +1 INT



    Plot is a special thread category, and includes any thread that is part of a larger plot. +1 ANY



    General is a special thread category, intended to apply to any thread that falls outside the other categories. This category should be used sparingly-- try to think again, is there another category your thread could fit into? +1 ANY



    Unlike abilities, there is no in-world way to gain skills. Instead, improving skills or gaining new skills is done through purchasing a special advantage from the Point Shop.


Points

Points by Finch
    Points are the currency of Remnants. They are an intangible object, representing a character’s survival experience, personal growth, and, in many cases, simply luck. Points can be used in the Point Shop to acquire various perks for characters, among other things. Every character has their own "bank" of points, which can only be used by said character. The amount of points held by a character is shown on their profile.
    Gaining points is done through roleplaying! Threads can be redeemed for points upon completion by posting in the Thread Redemption thread.
    Participating in a thread merits 10 points. Each five posts in a thread will merit an additional 5 points. There is no limit to how many points can be earned from a single thread.
    Beyond this, certain thread types will merit additional points. The following table details these events and the point values that they are worth. These values all “stack” to already existing values, so that starting a scavenging thread would be worth 15 points, as this adds the default value to the added value.

EventPoints
Roleplay a thread in which characters scavenge for resources or explore Seattle.5
Roleplay a thread in which a character
carries out their duty within their faction
(caring for younger kids, cooking, researching, etc.)
5
Roleplay a stranger encounter.5
Participate in a Force of Nature event.10
Participate in a skirmish between factions.10


    In addition to actions taken during roleplay, adding certain traits to a character during character creation can earn points for that character. The following table details these traits and the point values that they are worth.

TraitPoints
Creating a character who is under 13 years of age.
5
Creating a character who is under 10 years of age.
5
Creating a character with a disability.
10

    Points added during character creation are cumulative. For example, if you create a 9 year old character, they will receive 10 total points - 5 from being under 13 and 5 from being under 10.


Point Shop

Points Shop by plokonus
    Points are the main currency in Remnants, and can be spent on upgrades for your character. More about points can be found in this post. In order to redeem points in the shop, fill out the form below.
     The points shop contains a predetermined list of "advantages" or rewards you may purchase. If a desired trait is not listed, however, you may request to buy this trait. If staff accept this request, the character may add this trait for a certain number of points (the specific number being decided by staff.) If the idea is interesting, it may be added to the Point Shop for other players to purchase!
    The predetermined advantage list is as follows. These advantages may be bought at any point during a character’s existence on the site, including doing character creation.

AdvantagePoint Cost
Scholarly Focus - The character has thrown themselves into the world of knowledge and academia. Their Intelligence ability cap is raised to be equal to their age.

50
Reshuffle Abilities - The character has experienced a significant change in their life, leading to changes in their abilities. The player may switch the values of a character’s abilities, as long as the character’s total ability score stays the same.

50
Last Message - The character has recovered a last message from their parents, grandparents, siblings, or other close adults. Thinking of this message will give that character a +3 to their next roll. Can only be used once per thread.

50
New Skill - Through hard work and much time spent, the character has developed a new skill. This can only be purchased if the character has, in roleplay, worked towards developing this skill. The skill will start at the Novice level. To improve this skill, or any skill, this advantage can be bought again to raise that skill’s level by one.
50
Ally: Dog - The character has gained the trust of a domestic dog. The dog can be of any breed, and is assumed to have a trusting relationship with the character. If the character is a Pasture Kid, this advantage may also be used for any sort of livestock (horses, cattle, chickens, etc.)
100
Intrafaction Reputation - The character has gained a reputation for a certain skill or trait. They are recognized in their faction for this trait, whether this be a positive or negative thing. Some examples of a reputation are: The character is known to be great with children, the character is known to have a sharp tongue, the character is renowned for their intelligence.
100
Interfaction Reputation - The character has gained a reputation for a certain skill or trait. They are recognized through all the factions of Seattle for this trait, whether this be a positive or negative thing. Some examples of a reputation are: The character is known to be great with children, the character is known to have a sharp tongue, the character is renowned for their intelligence.
150
Unknown Talent - The character has tried to do something that they had never done before-- and they were awesome at it! This advantage allows a character to gain a skill without working towards it in-roleplay. This advantage can be denied based on staff discretion.
150
Jack of all Trades - The character has a knack for being good at whatever they attempt. If the character does not have a skill in a particular area, this can be substituted as a skill, for a +3 bonus. This does not apply to combat.
200
Master of the Sword - The character has been in plenty of fights before, and has a knack for knowing how to use any weapon they can get their hands on. If a character does not have a skill for the weapon they are using in combat, they can substitute this as a skill, negating the disadvantage for not having a skill.
200
Done It All - The character has done some horrible things in their fight to survive. When doing something that a normal kid would find disgusting, they do not have to make an Adjustment roll.

200
Lucky Find - The character has managed to find a rare item, such as a solar powered phone charger or an actual sword. This must be purchased once for each rare item

200
Foreign Magic - The character has learned to use a magical ability that is generally only known to another faction. This includes loners who learn magic from any of the factions.

200
Ally: Other - The character has befriended a nontraditional pet. This includes any animal other than a dog. The specific animal must be approved by staff, and more outlandish requests may be refused. The animal is assumed to be healthy, and to have a working relationship with the character.
200
Working Vehicle - The character has managed to acquire a functional vehicle, as well as the keys needed to drive it. This vehicle may be a car, motorcycle, or other civilian vehicle.
300
City-Wide Reputation - Before the outbreak, the character had gained a reputation for a certain skill or trait. They were on the news multiple times for this, and will be recognized by those throughout all of Seattle, and likely throughout all of Washington. This reputation can be positive or negative. Some examples of a reputation are: The character was a chess prodigy, the character was accused of a high-profile crime, the character went missing for a period of time.
300
Unknown Magic - The character has learned to use a magical ability that has never before been seen around Seattle. The specific ability must be approved by staff. This spell will then be added to the Spell List. Characters who have not purchased Unknown Magic cannot use the new spell.
500
Switching Factions - For whatever reason, the character has chosen to switch from one faction to another. This does not apply to characters that leave their faction to become loners, or formerly factionless characters that have decided to join a faction.500
Passive Magic - The character's abilities manifest as a constant effect rather than in the form of spells. When taking this advantage, the character loses the ability to cast spells, instead gaining a unique ability which must be approved by staff. Staff must review and accept the specific ability requested.
500

     Each of these advantages can be bought per character, using that character’s points. However, there is one special advantage that can be bought by multiple characters pooling their points together. It is as follows


AdvantagePoint Cost
New Faction - For whatever reason, a group of characters has decided to forge out on their own and create their own faction. With this advantage, the new faction purchases its own category and roleplay boards, as well as its own magical ability. This advantage can only be purchased if the new faction consists of 5 or more characters.2000

    While all of the above advantages can be purchased at any point during a character’s existence on Remnants, there are a few advantages that can only be purchased during character creation. The points needed to buy these advantages can be taken from 1. The point bonuses given for creating a character with certain traits 2. The points of a character who has died. As points for these advantages are difficult to acquire, they are cheaper than normal advantages.     These character creation advantages are as follows.

AdvantagePoint Cost
Big for my Age - The character is abnormally large, and strong, for their age. Their Strength cap is equal to their age, rather than half of it.10
Child Prodigy - The character is abnormally smart. Their Intelligence cap is equal to their age, rather than half of it.10
Physical Abnormality - The character has a visible, physical abnormality that is not considered a disability. Examples include albinism, melanism, heterochromia, or an unnatural hair or eye color.15
Plot-Important - The character is involved in an ongoing plot. For example, they may be part of a rival group terrorizing Seattle.20
    

    
    The following advantage is applied to your account rather than a specific character. It can be bought with the points from any of your characters. You may also pool together points from multiple characters. This advantage can be bought multiple times.


AdvantagePoint Cost
New Character Slot - Your character maximum increases by 1. You do not need to make another character immediately after purchasing this advantage, however, it is your responsibility to keep track of your available character slots.200

    The advantages listed above all enable players to give their characters traits or advantages that they would otherwise not have. This is the main way that players can redeem points on Remnants. However, there is a second category of items that can be purchased with points: Fate Buys (or simply Fates.)
    Fates are special purchasables that enable players to compel various things to happen around the world. Players may use points from any character’s point bank in order to make these purchases. This includes pooling together the points from two or more point banks. As with advantages, if a player wishes to make a Fate Buy that does not exist, they may request to do so. If accepted, they may purchase this Fate for a staff-determined amount of points.
    All Fate Buys may be rejected by staff, as they are all dependent on staff interaction.
    The list of predetermined of Fates is as follows.

FatePoint Cost
Force of Nature - The player may create, to their specifications, a Force of Nature event. This event will act as any other Force of Nature event, and will be run by staff.200
Contact: Loner - The player may create, to their specifications, a factionless character that is played by staff as an NPC. The player may state that their characters are friends (or have any sort of relationship) with said NPC.300
Contact: Peer - The player may create, to their specifications, a character that is played by staff as an NPC. This character will be in a faction of the player’s choosing. The player may state that their characters are friends (or have any sort of relationship) with said NPC.350
Contact: Locals - The player may create, to their specifications, a group of local kids who their characters have contact with. These kids will be NPCs, played by staff.400
Contact: Plot Important - The player may state that they have a connection to a plot-important NPC. The relationship must be approved by staff, and may be rejected if it would not work with the plot.
500



Food Resources

Food Resources by Finch
    While struggling against strangers, wild animals, and disease, the survivors of Seattle find themselves often occupied with a far more mundane concern: that of food. Generally, tracking this resource would be unimportant in most roleplaying scenarios, as the presence of food would be implied. However, in a survival situation such as that presented in Remnants, food shortages are a concern that must be constantly mitigated. The absence of a system to keep track of food would remove tension from such a survival situation.
    The purpose of this system is not to force players to micromanage mechanics. This system should be unintrusive, and should only spur roleplay. If this turns out to not be the case, this system may be altered. It is currently in a sort of testing phase.
    The food system does not keep track of individual items of food. Instead, each faction has a "stockpile" of food, which is just a number that changes as said faction gains or loses food. The values of faction food stores are described in their description posts, and are changed by staff as needed.



    The acquisition of food in Remnants is an activity done in roleplay, and is thus managed by players. To gain food, characters must engage in a scavenging thread (or at least a thread involving scavenging in some way, whether that was its original intent or not.) Every thread in which characters are able to locate food will add food to their faction’s stockpile. Even if it is not specifically roleplayed-out, even a vague mention (‘they searched the building’) still qualifies for this.
    The specific amount of food located is based upon a number of factors, as described in the following table. These values stack--so a single scavenging thread could bring back a whole feast’s worth of food! But be warned, the greater the plunder, the riskier the mission.

Occurrence
Food Added
Characters go scavenging, searching for food or other objects. This can include scavenging or exploration threads.
+2 per character
While scavenging, characters enter an unknown building or area, which they have not explored before.
+1 per character
While scavenging, characters enter a dangerous building or area, such as a stranger nest.
+2 per character
While scavenging, characters must fight off hostiles, whether they be strangers, wild animals, or other kids.
+3 per character

    For example, a thread involving three characters that enters a stranger nest would receive 18 units of food! 6 for just going scavenging, 3 for entering an unknown building, and 6 for entering a dangerous area.  If they have to fight off strangers to keep their prize, this increases to 27 units. Enough to feed a whole faction-- but worth it, when loss of life is at stake?



    Once food is acquired, of course, the obvious use is to eat it. This is the main use of food units in Remnants. At the start of every real-world month, every character in a faction eats 1 unit of food. This is then removed from faction stores.
If there is not enough food to feed every faction member, the faction becomes hungry. They have enough food to survive, if they ration, but they will quickly grow hungered. At this point, scavenging becomes imperative. There are no gameplay impacts to being hungry, but it should be shown in roleplay.
    If there is no food in a faction’s stores at the end of a real-world month, then the faction becomes starved. Starved faction members drop to 50% of their hitpoints, and are exhausted and sick. While starving characters can still scavenge, all of their abilities are considered halved (so that a character with 4 strength would have 2 strength while starving.)
    If the month ends once more without any food being added to the stockpile, faction members will starve to death. This can be mitigated in roleplay--for example, staying with another faction.
    With these consequences, food is a vital resource for each faction to maintain. Food can also be used for other things--mainly trading. A faction’s food stores are a physical resource. Somewhere in their base, they actually have a physical food stockpile. Thus, food units can be traded among factions.



    As societies become more established in Remnants, their food sources may not depend entirely upon scavenging. The Pasture Kids are a current example of this. Additionally, scavenging is not the only method of acquiring food while on the streets of Seattle.
    The following table lists the monthly food gains from various sources. Currently, the Pasture Kids are the only faction with any of these gains, but other factions may develop in order to acquire them.

Source
Food Added
Maintaining a farming or gardening operation.
+1 per month
Maintaining a population of livestock that provide a continuous food source (cattle, other milk-bearing animals, chickens)
+2 per month
Maintaining a population of livestock that are killed for meat (pigs, rabbits).
+1 per month

    Outside of scavenging, the following methods may be used to acquire food. Similar to scavenging, these methods must be roleplayed out, at least in a vague sense.

Occurrence
Food Added
Killing a medium-sized animal (dog, coyote) for meat.
+1
Killing a large animal (deer, wolf, cow) for meat.
+2
Successfully catching fish.
+2

    Note that these actions all require rolling of some sort. Fishing will require a fishing roll, while killing animals for food may involve hunting or combat. Thus, these methods are viable if the hunters/fishermen are skilled, while scavenging can be accomplished by almost every survivor.
    Any other scenario that may come up in roleplay in which food would logically be acquired may also apply. These tables are in no way comprehensive. If a player believes that an action in-roleplay should merit their faction food units, they should bring this up to a staff member. The staff member may decide on the proper amount of food units to award. If this food gathering method is likely to be repeated, it will be added to the above table.



    Unlike factions, loners (or those outside of the factions) cannot depend on their factionmates for food. Those playing loners may keep personal food banks if they wish, but it is not mandatory. Due to the nature of roleplaying a character outside of the factions, loners do not need to track food gathered and consumed. They are simply assumed to be able to fend for themselves and find enough food to survive.
    This also applies to Jackals. However, a group of 5 or more loners or Jackals must begin to keep their own food bank, given that they share food with each other.



    The food bank system is only designed to aid and give momentum to roleplay. For this reason, any character who is currently absent from the roleplay is also absent from anything involving food. A character who has not posted during a month does not subtract from that faction’s food stores.
    This also applies to NPC faction members. NPCs do not count towards the food system, and thus do not subtract anything from it. However, they also do not add anything to it, even if they are present (or implied to be present) on a scavenging mission. The food system applies only to player characters that are currently active in the roleplay.



NPCs

NPCs by Finch
As of current, Remnants remains a smaller roleplay site. However, our roleplaying environment requires a setting in which many characters are present. Thus, NPCs are an aspect of our current roleplay situation. Please note that this may change in the future. If this aspect is changed, it will be announced.

Non-Player Characters may only be played by staff members. Only staff can write dialogue for these characters, and dictate their actions. If an NPC is needed for a particular scene, please contact either or . We would both be happy to act as an NPC in your thread.

While NPCs can only be played by staff, any player is free to refer to NPCs. As in, general statements such as "A group of Councilkids was passing by" or "A Boardwalk Kid could be seen in the window" are perfectly fine. The difference is generality. If the NPC is taking an active role, they must be played by staff. If they are simply a part of the background, they may be referred to by anyone.


Shoutbox

Finch: If anyone has any questions about the RP, the shoutbox is always open! It should allow for guests to shout. Aug 7, 2020 20:03:30 GMT
Finch: Apologies to any guests who attempted to access the forum these last few days. In an effort to minimize spam, we accidentally removed guest access. It has now been restored. Aug 16, 2020 3:43:31 GMT
ukume: Hello... i am not dead :) ... only busy :( Sorry for not posting yet. i will toss up a WIP tomorrow. Aug 18, 2020 20:29:27 GMT *
ukume: Welcome Guests! :) Aug 26, 2020 17:00:50 GMT
Finch: Hello to any guests! Sept 9, 2020 4:28:14 GMT
Hunter: Hello to everyone ^^ Sept 14, 2020 6:17:26 GMT
Hunter: Do we even need this shoutbox? Sept 23, 2020 8:40:58 GMT
Hunter: Nobody uses it and new potential players might think the site is dead thanks to it... Sept 23, 2020 8:41:13 GMT
Hunter: Just asking ^^ Sept 23, 2020 8:41:17 GMT
Finch: The shoutbox is here to allow guests to ask any questions they may have. We may seem quiet here, but our discord is active! Sept 24, 2020 18:18:17 GMT
Soprano: Hello there! Is this still active? ^^ Oct 11, 2020 4:17:53 GMT
Finch: Yes! Sorry for the late reply, your message didn't appear until just now. We're still very active. Oct 13, 2020 1:40:04 GMT
Hunter: Yup Oct 15, 2020 16:56:42 GMT
Adze: Hello? :) Nov 24, 2020 11:24:53 GMT
Finch: Hi! Nov 25, 2020 11:51:04 GMT
Finch: Hello all guests! For those unaware, this site is currently undergoing an overhaul to theme, mechanics, and character creation. It should be done soon! We look forward to seeing you at the new and improved Remnants ! We are still active on our discord. Nov 29, 2020 22:45:28 GMT
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