So, it's been awhile since I made random lists for games that don't exist or never get played, and halloween is coming up and all, (plus Sugoicon happens on Oct 28-30 right? I'll have to check) so, while I was bored doing my job at work, I've been thinking about THIS
"The Cliche Survival Horror RPG"
You play as one of the usual characters that appear in B horror movies, bad games, and other such nonsense! Your job is to either escape or defeat the situation, or die trying. GMs are to be merciless, and if the dice kills off the entire party, then them's the ropes. Guess the movie had a bad ending? Regardless! Choose your Joe Average Individual Persona! It is sure to offend people of various backgrounds.
The Stoner Protagonist
You are some teenager who's currently failing High School and loving it. You always act (are) high, and when monsters attack, you decide to fight them like a real man! Or maybe it's just the drugs. (Can use Light and Medium stuff) (10 Bravery)
Base Modifiers: -1 on d20 rolls that involve senses. If it's not a d20 though you should be okay!
+3 on "Freak Out" checks. The loss of a few braincells have made it harder to scare you apparently.
Base Traits;
Natural Leader: For some reason people feel more confident around you, you seem to know what you're doing (even though you really don't) Everyone around the Stoner Protagonist gains +1 to Freak Out checks.
Token Black Guy
Insert lots of slang I don't remember here. Etc. You're African American, and that makes you hardcore. Whether you're the star football player, ex-marine, or just plain rock, you're the baddest dude around. This also makes monsters want to go for you first, though. (Can use Medium and Heavy stuff) (Infinite Bravery)
Base Modifiers: The TBG has alot of muscle and thus gains +3 to all attempts to move, hold, or lift something.
The TBG has a consistant 20% chance for a monster's attack to never even effect him.
Base Traits;
Hardcore: You can't Freak Out. You've got everything under control, and are kickin' ass while you're at it.
Minority: There may only be one TBG in the current party.
Monster Racism: For some reason, alot of monsters always go for the black dude first, thus the term "Black guy always dies first". Monsters will always target the TBG at the beginning of encounters.
The Special Kid
Despite the fact you're still in grade school, you're rather mature for your age, and, of course, have some kind of special mysterious power in tune with whatever the monsters are or what they're weak against. You also see dead people. It's rather unnerving. (Can only use Light stuff) (7 Bravery)
Base Modifiers: You'd think monsters would want your tender youthful flesh more, but they often fail to notice you. Enemies have a -3 to spotting you.
Base Traits;
Special: You come with a supernatural power of some kind. Can be anything you want, so long as the GM allows it. Overuse of it will be punished.
Last To Go: Unless you were a dumbass and wandered off on your own, monsters will always target you last.
Dimwit Hot Babe
Beautiful as a nymph, smart as a rock. This character doesn't have much to provide, freaks out the easiest, and specializes in running off alone directly into danger. You know you want it. If you survive a game playing this, you have godmoding priveliges. (Can only use Light stuff) (2 Bravery)
Base Modifiers: In situations that cause a "Freak Out", you recieve a lovely -5 to the resist check. Go you!
Also any attempts at using a weapon is -2
Base Traits;
GM's Bitch: Upon Freak Out the GM will always force you into a dangerous situation that will likely kill you off.
Totally Hot: You can make males do anything you want. It's sort of awesome.
The Red Herring
The bane of metagamers everywhere. Those who wish to be a Red Herring tell the GM in secret. Only you and the GM will know you are The Red Herring, and you will often play the part of another class or NPC, seemingly double-crossing or dooming the party. (equipment and bravery set to meet GM's desires)
Base Modifiers: Whatever the GM decides to give you to meet his or her needs
Base Traits;
Suspicious Creepy Guy: You aren't the main antagonist are you? You aren't leading us to a government laboratory are you? ARE YOU? Stop throwing things through windows and busting down doors we're about to open, too. It's freaking us out, man.
Evil is Relative: You dress, talk, and laugh like a villian. It just comes natural. You don't know why.
The Guncrazy WWII Buff/Ex-Military
You've been watching war movies since you were a wee lad, and trained at the shooting range every day. You're always itching to get some action, but don't like today's military. Now that monsters are on the loose, you can finally fire all these beauties and not get arrested for it! Sweet. Still, your weapon of choice uses ammo, and there's not always alot of that stuff...(Can use Medium and Heavy stuff) (15 Bravery) (Start with two guns of your choice, within reason)
Base Modifiers: If it's a gun you will hit with it. There's no need to roll. Unless it's some crazy zwee alien thing. Then you get a +10. Work with me here.
Base Traits;
Blaze of Glory: (requires ammunition) If a monster lands a killing blow on the guncrazy guy, he will yell at the others to run and go out in a grand blaze of glory, taking every monster on the scene out with him. Even if there's 100 of them. Seriously.
Climactic Return: If the GM wishes, if guncrazy guy has "died", but no one was around to see it, he will reappear at the most dire hour and save your ass, killing everything in the room. Except the party of course.
Gun Master: If it's a gun, you can use it.
Bad Stuff
Bravery: Characters have so many bravery points. Seeing something freaky, being in dangerous situations, or all around having a lack of self security will cost BP at the GM's descresion. When they hit 0, the character will have to resist freaking out. Roll a 11 or higher, and you succeed. But if you don't.....
FREAK OUT: The character has completely lost it, anxiety attacks, self-preservation going haywire, losing grip with reality.... when you freak out, the GM gets to decide what your next two actions will be. After Freak Out ends or is resisted, Bravery restores.
Undead zombie vampire ghoul: You've become undead due to circumstance. Whether or not you're a mindless killer or still friendly with the party is up to you.
Alien Impregnation: Yeah, this sucks. Try to avoid it.
I can't think of anything else to put here really.
TRAITS
All characters get to pick two traits to go with thier base ones. Most have positive AND negative effects.
Apathy of the Night: You cake on the makeup, dress like a goth and just don't care. Undead have to succeed a spot check to even know you're alive.
Conspiracy Theorist: Heavily researching various materials on the internet has caused you to be very in the know with government and science ne'er-do-wells. If the problem at hand is caused by either of those, you'll know. However your research has also caused you to be severely paranoid of being anywhere near government or science installations. You will lose Bravery rapidly if you have to enter one.
Paranoid: Overall distrustful of everyone except your closest friends. Never check dark places for fear of monsters, always peak around corners and look at a room or situation closely until you KNOW it's safe. Everyone else will tend to think you're a wuss or just weird.
McGuyver: If you come across a Radioshack, owner of this trait is allowed to BS any crazy contraption of thier choice, at GM's descresion. (This trait can only be used once)
Boy/Girl Scout: Good sense of direction, without the need of a compass or map. You also know the general area pretty well.
Hacker God: Electronic Security's got nothin' on you. The Government hates you. Bastard.
Scavanger: You have a knack for finding useful stuff left around.
First Aid: You know how to treat and bandage non-lifethreatening wounds, have CPR mastered, etc.
Intimidating: You look like someone no one wants to cross. You can force people to give you stuff, or muscle some information out of alien or government flunkies.
Connections: in the goods with someone of importance or supply. This trait can be used once to get anything. (Requires a form of outside contact; cellphone internet etc)(Can only be used once)
Supplier: Have the ability to carry the party's entire stash so they don't have to. It even comes with an awesome laugh and pocket-ridden trenchcoat!
Vehicle Specialization: Know how pilot vehicles civilians usually cannot use, such as planes, trains, and crazy automobiles.
Well that's all I've got for this thing right now. Please express interest, distaste, additional ideas, and whatnot.
I haven't decided on how HP or possible leveling will work yet. For now, I leave that up to GM creativity.