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Final Hour Rules and Regulations

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There will be three ways you can role-play in RE: Final Hour. First and foremost is open a public room or private room and invite a mass amount of members to play. Secondly is one on one teaming in IM role-play. Third is role-playing on the RE: Final Hour Forum board. Note only Chat and Board play will get you a chance at more items and such. IM Role-play is allowed, and you can replenish your items listed after use, but you cannot gain more items. This is simply to encourage everyone to meet all the members and have fun with a wide role-play. All Important Monsters are only played by the top staff members, Jay and Tad. Remember to stay true to the storyline and the skills and abilities of your character.

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Here's the really fun part. It's an innovative system I've been working on to make the role-play more fun. In revision to the Hit Point system activated Items can be easily obtained three chances per room you enter with 1d2. Much like the game, you are required to use the typewriter to save your game after a group role-play to verify unless staff is present. Everyone automatically has a week free of saves when they start. There is a link under Storyline to save your game, but you must have one credible witness to the RP in order to claim your save and register the items. Remember to play it out well. Record your ammo used, and post searching for items as well. When your clips or boxes are depleted, report it in your save. Failure to do so will result in lack of supply for your weapons in selected items during play.

Revision: For Board role-play, Staff has decided to make it free form. This means you can play however you wish. You can earn 1 item with each 5 posts every 2 weeks. This is for Active Chat play, and will help in certain ways should you fail item searches. Originally the board was meant to stick with the storyline strictly however with this revision it is now open play however you wish, just please keep it in context, and you may play as zombies and creatures except experiments.

On both ways please try to be accurate with staff so that we can keep your stats updated at all times. That's why the message board and chat rp are offered as well as the forms for such things.

Make sure each time you end the storyline or exit the game, you save. Remember, if you do not exit the game or you don't care to get extra or needed items like ammo and such, you don't have to save, only have witnesses until your game is completed, if you want to register the items. Staff present WILL report depletion ammo, so if you do not save, you may not get more in item searches. However, if you do not save, due to just not wanting to, and you run out of ammo, don't expect to live long. 

1.

The Most Important rule of Resident Evil: Final Hour falls under the actual base of the role-play. Final Hour, unlike most Resident Evil Role-plays, is strictly storyline/ Hit point based. There will be simple dice, and a hit point system. However unlike competitive HP fights, Final Hour has decided to make it fun adding Item searches group fights and game like health indicators. At any time you may escape a battle and go to another room Unless the storyline calls for a victim in which case it will be stated [No Escape] and you will be forced to fight.. You may save your game and quit the role-play by stating so, which will stop your character from dying right away if you wish to come back to it later. The Staff will be playing the creatures and monsters, though you may use any of the minor creatures, if you wish with regards to the storyline necessities as long as you record it. Please try your best to understand not everyone can survive. If your character does happen to perish, we welcome you to join with another character. We'll pardon any Sample Role-plays or even full applications to existing members. We hate to lose anyone due to their character being killed off, so we hope you'll have a back-up character to jump in place.

2.

Please play your role accordingly. STARS and Umbrella Mercenaries are highly trained, therefore they can survive easily. A list of items will be available to you, as well as we will have locations where you can pick up new items. It's important you play each detail true to the game. When you fire your handgun, most have fifteen rounds. Most Officers carry only 3 clips. STARS and Mercs. usually have 5 - 10 clips due to they are both considered special ops. If you run out, run as well as search for more. Staff in group role-plays will configure where items will be. Therefore you may run into a room and search around the area, ie.; a desk and staff will post if you found anything or what is there. Just remember. You don't have an AK-47 to start, nor a Bazooka. They will be difficult to obtain unless you're a STARS or Merc. Only some of them can start off with a semi to fully automatic weapon and even if they do, ammo is scarce.

3.

Not many can go toe to toe with an experiment like Nemesis. It's nearly impossible to survive. You're not Alice, nor a Program from Umbrella so don't expect to stand there and survive through the Staff's decision. Many experiments like Nemesis will be in Final Hour. Don't be surprised if you try to stand up against them and get slaughtered. Their hit points are massive and staff will not allow any exceptions if you carelessly decided to take it on and not escape. No One in this Role-play is invincible. This isn't Gameshark or Codebreaker for PS2. There's no Infinite Items or Infinite Health nor AK-47 in Item Box. If you want that, play RE 1,2,3 or Code Veronica. In Revision to this, a feature, thanks to Resident Evil 2 has inspired Final Hour to bring in the Infinite Ammo, however it will be extremely rare to ever find such an item as well as it will not arrive officially for a few scenarios into the game.

4.

We encourage not only RPing group wise, but with anyone else that is open to IM RP or partner sessions. Final Hour was made to have fun with. If you break off from the main Storyline, meet up with someone else who has as well and play through in IM's trying to find the others or going through the city and such. You're more than welcomed to, we only ask you keep with the storyline content and not kill any important experiment characters. Have fun with it. Also you will not receive Items, nor lose ammo for IM RP. It will not affect the storyline and you may play any scenario. This also applies for freelance (Non team) chatroom role-play.

5.

Much like experiments, large groups of zombies are difficult to take down. Only a handful of the best can truly eliminate large groups. Therefore a policy, or rather a request is depending on your occupation and skill as well as the pack of zombies, please keep it to a reality. If there's 15 or more and you're not a S.T.A.R.S. or Umbrella Merc. you should be running, especially depending on your hit points. Remember that staff controls the zombies themselves in group play.

6.

We also ask that you attempt a little bit of recruiting. Showing devotion in recruitment and attendance will definitely help keep your character alive longer. The more you manage to achieve these things, the more we can actually fit you into the role better. Those that no show during important group play often will find themselves deceased, so please try your best attempt. We do not expect miracle work, so don't make it a worry. If you can't show, just give some notice. Even two friends that join will help in survival greatly. More is only adding points onto your character's existence.

7.

One of the more important rules is to have patience. The Storyline will progress slowly through Raccoon City just prior to RE 1. Some characters may start out with more leading roles than others, but like in most RE games, those characters will be in and out of scenes during the role-play. Thus is why we encourage the IM RP with others. A Group of ten survivors traveling all to together would be offset from the true Resident Evil form.

8.

Under the storyline page, you will see a similar layout of the characters to the game. Staff will further it's trueness to the game when possible, however certain things must be told. There are six slots for any items obtained. There will be no treasure chest, however we will allow the Outbreak style of giving and taking items except for the items displayed on the left side. Those are your signature items. Some may have items above them for special use, such as S.T.A.R.S. has the ID Card to gain restricted access into certain places in RPD Headquarters and a few other places. The handbooks are merely stationary and permanent. Below the item layout is the ammunition count. As shown on a few, Some S.T.A.R.S. and Umbrella Mercenaries have fully automatic rifles but limited ammunition. Most will drop the weapon after being as it is rare to find ammo for it till further into the storyline. The gun may be easy to get, but the ammo is the hard part.

9.

If you need any lessons or need to know anything about Resident Evil such as why below, there is a G-Virus and not just the T-Virus, please refer to out Sponsor's website under affiliations or this link. www.tadpeters.com. The dummies' page has everything you could ask for in RE the games. Not only that but they have a number of features and videos. We encourage anyone that needs to know about Resident Evil timeline to check it out before playing.

10.

Finally, We all want you to have fun. As long as you follow most of the guidelines accordingly and have patience for staff and storyline, we all hope to make it fun for you and for ourselves. Let's truly make this the best Resident Evil Role-play ever. I know with some fun, some visuals, and some good storyline management, Final Hour will be one of the most popular Resident Evil role-plays around. It's because of our first members that Final Hour will truly make the spotlight in RPG. Thanks.

 

General Dice/HP Rules

Type of Move

Dice Standard Successful Attempt

Item Search (3 Per Room)

1d2 - //roll-sides2-dice1 "1"
 

Item Pick (Random Categories)

(You can get Major once every two weeks.)

(You may ask for fixed category when Item is needed.)

1d5 - //roll-sides5-dice1

  See Items Categories

 

Item Usage

1d1 - //roll-sides1-dice1

  Automatic Usage, Unless SL'ed.

 

Attack Styles (Per Turn)

Weapon with Attacks

Weapon Use

Weapons Use 2

Melee Attack

RCWF Highlight: :: Mick would look upwards, hearing a light groan from an oncoming zombie.  He'd act immediately by instinct, reaching down to his right side, ripping his Beretta out of his custom holster.  He'd set his hands on the gun and lift it
RCWF Highlight: to chest level, aiming at the zombie.  He'd pull the trigger twice, shooting into the zombie's chest cavity.  As the zombie stumbled back, Mick would grasp the barrel of the gun and slap the Zombie acrossed the face with the berretta. ::
OnlineHost: RCWF Highlight rolled 1 6-sided die:  2
OnlineHost: RCWF Highlight rolled 1 6-sided die:  2
OnlineHost: RCWF Highlight rolled 1 2-sided die:  2

 

Here, Mick Daniels would attack a zombie with two shots and a melee attack. We ask you during a fight with a low HP member to randomize your attacks, shoot once on some, and without melee or such. This way it's not all the same. Remember if you want to fire two shots and a Melee attack you must post two shots in the RP and the attack or it will not count for your roll.

Only Melee Attacks

Melee Attack 1

Melee Attack 2

Melee Attack 3

Melee Attack 4

RCWF Highlight: :: Yet another zombie had made his way to Mick, who was annoyed by this time.  He'd send his right hand crashing into the face of the zombie, followed by a left, and a right to the gut, along with another left all quickly. ::
OnlineHost: RCWF Highlight rolled 1 2-sided die:  1
OnlineHost: RCWF Highlight rolled 1 2-sided die:  2
OnlineHost: RCWF Highlight rolled 1 2-sided die:  1
OnlineHost: RCWF Highlight rolled 1 2-sided die:  1

 

Here, Mick Daniels would attack simply without a weapon, for his own reasons or simply out of ammo. Be descriptive with your RP. You can kill a Zombie without a gun after a few hits and a snap of the neck. Here Mick hits 5 of the 10 HP on a zombie easily.

Major Weapon (1d15 - 1d35) Attacks

Major Weapon Use

Major Weapons Use 2

RCWF Highlight: :: Mick would look around, spotting an AK-47 on the ground.  He'd rush over to the gun, lifting it up.  He's aim the gun at a zombie and fire twice. ::

OnlineHost: RCWF Highlight rolled 1 30-sided die:  2
OnlineHost: RCWF Highlight rolled 1 30-sided die:  22

 

Here, Mick Daniels sporting an assault rifle would fire two shots off at the zombie, hitting 24 HP damage and killing it. Remember with this weapon, there is no melee attacks allowed. Think of it as a big gun hard to attack from. However, you CAN replace one shot with a Melee attack.

Ultimate Weapon (1d40 +) Attacks

Ultimate Weapon Use

RCWF Highlight: :: Mick would somehow have a rocket launcher right by him, and so he lifted it up and aimed it at the zombie, firing, blowing it to pieces. ::
OnlineHost: RCWF Highlight rolled 1 70-sided die:  33

 

Here, Mick Daniels holds a heavy weapon or concentrated weapon, therefore melee attacks cannot be used. He hits the zombie with 33 HP Damage and it's complete overkill. Only one of these attacks per turn.

Reloading Weapons

Reload (Takes place of any attacks)

RCWF Highlight: :: Mick would attempt to fire at a nearby Zombie.  It just so happens his clip was dry, so it released it, pulling out a few clip.  He inserted the clip into the gun and looked around. ::
OnlineHost: RCWF Highlight rolled 1 1-sided die:  1

 

Here, Mick Daniels is completely out of ammo for his weapon. Much like in outbreak when you go to take a shot again you have to reload and take another shot after, therefore, he reloads and it skips his turn. 

 

Weapons (Use in Battle) Dice (Ammo Conditions)
Reload Weapon/s  1d1 - //roll-sides1-dice1
Melee / Hand to Hand Combat  1d2 - //roll-sides2-dice1
Lead Pipe  1d3 - //roll-sides3-dice1
Wrench  1d3 - //roll-sides3-dice1
Fire Hook  1d3 - //roll-sides3-dice1
Icepick  1d4 - //roll-sides4-dice1
Medical Scalpel  1d4 - //roll-sides4-dice1
Military Combat Knife  1d5 - //roll-sides5-dice1
U.B.C.S. Combat Knife  1d6 - //roll-sides6-dice1
Nail Gun

 1d6 - //roll-sides6-dice1 (10 Nails)

M93R Handgun

 1d7 - //roll-sides7-dice1 (10 Rounds, Each Clip)

Beretta M92FS Handgun

 1d7 - //roll-sides7-dice1 (10 Rounds, Each Clip)

Glock 17 Handgun

 1d8 - //roll-sides8-dice1 (15 Rounds, Each Clip)

Browning HP Handgun

 1d9 - //roll-sides9-dice1 (15 Rounds, Each Clip)

Desert Eagle AE Handgun

 1d9 - //roll-sides9-dice1 (15 Rounds, Each Clip)

M-100P Semi-Automatic Pistols

 1d10 - //roll-sides10-dice1 - Per Gun (10 Shots, Each Clip)

Katana Blade  1d10 - //roll-sides10-dice1
Bow Gun

 1d12 (d17 with Rounds) - //roll-sides15-dice1

 (15 Shots, Each Arrow Pack)

Remington M-1100 Shotgun  1d15 - //roll-sides15-dice1 (1 Shot, Each Shell)
Submachine Guns  1d20 - //roll-sides20-dice1 - Per Gun (6 Shots, Each Clip)
Flash Grenade  1d25 - //roll-sides20-dice1 (1 Bomb, each)
AK-47 Assault Rifle  1d30 - //roll-sides30-dice1 (10 Attempts, Each Clip)
M4A1 Military Assault Rifle  1d35 - //roll-sides35-dice1 (10 Attempts, Each Clip)

Sniper Rifle

 1d40 - //roll-sides40-dice1 (1 Shot, Each Bullet)

S&W Magnum Handgun

 1d45 - //roll-sides45-dice1 (6 Shots, Per Load)

Gatling Gun

 1d50 - //roll-sides50-dice1 (4 Shots, Each Magazine)

Flame Thrower  1d50 - //roll-sides50-dice1 (5 shots. each Tank.)
Linear Launcher

 1d65 - //roll-sides65-dice1 (2 Attacks to Recharge)

Rocket Launcher

 1d70 - //roll-sides70-dice1 (10 Shots)

Detonator with C4 Explosive (Non SL)

 1d200 - //roll-sides200-dice1 (1 Explosion Per Bomb)

Special Abilities Due to Viral Infections/Injections
Enhanced Melee (T-Virus Infected)  1d20 - //roll-sides20-dice1
Enhanced Melee (G-Virus Infected)  1d25 - //roll-sides25-dice1
Enhanced Melee (TV-Virus Infected)  1d30 - //roll-sides30-dice1
Enhanced Melee (TGA-Virus 01 Infected)  1d35 - //roll-sides35-dice1

 

 

Conditions Description Hit Point Effect
Perfectly Fine No Change

Some Small Traces of a Virus, or moderate blood loss.

1/4 HP Gone, No Effect
Decent Amount of the virus coursing through, or just lot of blood. 2/4 HP Gone, No Effect
Viral Infection of mass amounts, or almost complete blood loss, Death is possible. 3/4 HP Gone, No Effect
Known Infection, If not treated in hours, Mutation (SL) or Death will occur. -5 HP Every 10 Minutes
Known Infection, If not treated in hours, Mutation (SL) or Death will occur. -10 HP Every 10 Minutes
Poisoned by Virus Compound, No Ill effect, however death will occur in hours. -5 HP Every 20 Minutes

 

 

Item Categories

Misc. Items (1) Major Items (2) Ammunition (3) Needed Items (4) Weapons (5)
Small Key Jack Daniels' Canteen Type 1 Handgun Magazine Green Herb Lead Pipe
Lighter S.T.A.R.S. ID Badge Type 2 Handgun Magazine Red Herb Fire Hook
Storage Key Umbrella Level 3 I.D. Card Box of  Type 1 Ammunition Blue Herb Wrench
Duralumin Case U.B.C.S. ID Tags Box of Type 2 Ammunition Hemostatic Icepick
Gold Key Rare T-Virus Sample Box of Shotgun Shells First Aid Spray Medical Scalpel
Silver Key Rare T-Anti-Virus Bow Gun Arrows Serum Military Combat Knife
Valve Handle G-Virus Sample Flame Rounds Herbal Medicine U.B.C.S. Combat Knife
Doorknob G-Anti-Virus Acid Rounds Ink Ribbon Nail Gun
Red Jewel T-Veronica-Virus Sample B.O.W. Gas Rounds Lockpick Molotov Cocktail
Blue Jewel TG-Virus/Antibody 01 Sample Universal Machine Gun Ma Side Pack M93R Handgun
Eagle Plate AK-47 Assault Magazine Beretta M92FS Handgun
Fire Extinguisher M4A1 Assault Magazine Glock 17 Handgun
RPD Key Card Magnum Rounds Browning HP Handgun
Hospital Key Card Propane Tank Desert Eagle AE Handgun
Umbrella Key Card Gatling Magazine M-100P Semi-Automatic Pistols
Emblem (S.T.A.R.S.) Key Infinite Ammunition Katana Blade
Spade (Precinct) Key Bow Gun
Club (Precinct) Key Remington M-1100 Shotgun
Diamond (Precinct) Key Submachine Guns
Heart (Precinct) Key Flash Grenade
M.O. Disk AK-47 Assault Rifle

Autopsy Report

M4A1 Military Assault Rifle
Fire Extinguisher

Sniper Rifle

Fire Hose

S&W Magnum Handgun

Detonator Gatling Gun
C4 Explosive Flame Thrower
Alcohol Bottle Linear Launcher
Video Camcorder Rocket Launcher
Tape Recorder Detonator with C4 Explosion
Comm. Radio
Mansion Incident Report
Jill's Incident Scrapbook
Letter to Survivors
U.B.C.S. Hunk's Journal
G-Experiment Status Report
Wesker's Report
Tony Riddell's Skoal
Vaccine Medium
Vaccine Base

 

Characters - Contacts

Character Count - 25

Alex Shayne - iresident ievil
Melina Andrews - bioody obsession
Michelle Sinclair - xxiimedusaiixx
Tad Peters - thezombiemaker
Tony Riddell - xtheindustryx
Brandon Trent - tetra kojimasho
Michael Simon - tidus x finai

Kevin Ryman - I Kakita Yoshi l
Nick Jessington -
ShdwKnghtLiscan
Ryan Evans - notvengeancex
Jill Valentine - x vaIentine dayx

Mick Daniels - rcwfhighlight

Alex Blazer - killioughtah

Chris Colt - MotoX5898

Claire Andrews - artisticbeauty86

Fallon McKenna - xfallonangeix

Deacon J. Gavinport - scottie masters

Damien Tria - raydennitewolf

Kyle O'Conner - chamberedweapon

Lor Sjostron - defectiveyoukai

Hope Wynters - bellezzauno

Charlotte Richardson - xavanix

Rain Ocampo - usf rain

Sean Gannon - iamerchild

Ngo Pham - ngopham

Updated 3-06-05 (Group Cut)

Non posted Character Changes

Kyle O'Conner - RPD

Removals due to Staff Meeting

supernatural1986

Sani737

GunKataMercenary

DeMeNtEdAnGeL76

Gippal Machina