flare X2
2011-11-24, 03:36 PM
Hello. Now I wasn't sure of where to put this here or the homebrew because most likly the things I have posted here are most likely to have already been done but I need some advice on what to add/do with it to make it playable/fun. please comment thoughtfully, if you don't care about this post DON'T COMMENT for you'd just be giving me traffic.
What I actualy wanted to show are these zombies and a diffrent form of leveling which are both designed for a d20 apocalypse setting. the leveling system:
a) Provides a organic, gradual form of progression rather than the sudden jurky leveling system
b) Prevents the "five shots to the face" charecter
zombies
Normal
HD 1d8+2 (6 hp)
Init -2
Speed 20ft (4 squares)
Defense 8 FlatFooted: 8 Touch: 8
Bab +1 Grap +3
Attack: Claw (1d4/20)
Full Attack: 2 Claws (2d4/20) and a bite (1d6+infection/20)
Space/Reach: 5ft/5ft
SQ:Sensory Dependance
Saves Fort: +6 Ref: -2 Will:-
CR: 1/8
Fast
HD 1d8 (4)
Init +1
Speed 40ft (8 squares)
Defence 11 FlatFooted 10 Touch 11
Bab +1 Grap +3
Attack: Claw (1d4/20)
Full Attack: 2 Claws (2d4/20) and a bite (1d6+ infection/20)
Space/Reach: 5ft/5ft
SQ: Sensory Dependance
Saves: Fort: +4 Ref: +1 Will:-
CR: 1/4
Tough
HD 1d12+4 (10 hp)
Init -3
Speed 20ft (4 squares)
Defense 13 FlatFooted: 13 Touch: 8
Bab +1 Grap +3
Attack: Claw (1d4/20)
Full Attack: 2 Claws (2d4/20) and a bite (1d6+infection/20)
Space/Reach: 5ft/5ft
SQ:Sensory Dependance
Saves Fort: +8 Ref: -3 Will:-
CR: 1/4
Infection
Once contracted a charecter must take a Fortitude save (dc 12) the next turn, and every consecutive turn until the check fails. when the check fails the charecter dies instantly dropping to -10. The next turn the charecter becomes a zombie as relevant for its class (strong/tough- tough zombie, fast- fast zombie, dedicated/smart/charismatic-normal zombie).
Sensory Dependance
Zombies sight/hearing/sense of touch have deteriated due to brain damage, and rotting. To reflect this zombies can only react to sounds (take listen checks) within a 20ft area and can only see in a forward arc of 40ft. exclusions to this rule include loud noises such as car engines and gunfire (to DM/GM's descretion) and bright light such as a light house at night.
Leveling/Advancment
No leveling up
Charecter HD 6d6 (21)
choose 1 charecter class and occupation to determine class skills, feats, available skill tree's
Starting skill points (4+int)x4
You gain a skill point after using a skill succesfully 20 times.
When you roll a natural 19 or 20 for your designated skill you can either add one action point or one feat point. You can spend feat points when you have half-an hour of rest without disturbance. Once you have three feat points you can spend them on a new feat, losing the feat points you have gatherd.
Your designated skill could be any of the following:
-Improvised/unarmed attack
-Non Improvised melle weapon attack
-Non improvised range weapon attack
-Diplomacy
-Investigate
-Treat injury
-Survival
-Pilot/Drive
Players gain another ability point for every 60 succesfull check/save of that ability eg. knowledge skill goes towards Int.
City generator
Metro Generator
The Metro/Underground generator dosn't provide a map but all the info required for a map so a GM/DM can simply piece them together. I havn't given it a a go yet but I can guess that the biggest complacation would be matching all of the lines together.
2-5 miles between stations (1d4+1)
one first aid cupboard every mile of line
Number of lines per station 1- 60 percent, 2- 20 percent, 3- 15 percent, 4- 5percent.
What I actualy wanted to show are these zombies and a diffrent form of leveling which are both designed for a d20 apocalypse setting. the leveling system:
a) Provides a organic, gradual form of progression rather than the sudden jurky leveling system
b) Prevents the "five shots to the face" charecter
zombies
Normal
HD 1d8+2 (6 hp)
Init -2
Speed 20ft (4 squares)
Defense 8 FlatFooted: 8 Touch: 8
Bab +1 Grap +3
Attack: Claw (1d4/20)
Full Attack: 2 Claws (2d4/20) and a bite (1d6+infection/20)
Space/Reach: 5ft/5ft
SQ:Sensory Dependance
Saves Fort: +6 Ref: -2 Will:-
CR: 1/8
Fast
HD 1d8 (4)
Init +1
Speed 40ft (8 squares)
Defence 11 FlatFooted 10 Touch 11
Bab +1 Grap +3
Attack: Claw (1d4/20)
Full Attack: 2 Claws (2d4/20) and a bite (1d6+ infection/20)
Space/Reach: 5ft/5ft
SQ: Sensory Dependance
Saves: Fort: +4 Ref: +1 Will:-
CR: 1/4
Tough
HD 1d12+4 (10 hp)
Init -3
Speed 20ft (4 squares)
Defense 13 FlatFooted: 13 Touch: 8
Bab +1 Grap +3
Attack: Claw (1d4/20)
Full Attack: 2 Claws (2d4/20) and a bite (1d6+infection/20)
Space/Reach: 5ft/5ft
SQ:Sensory Dependance
Saves Fort: +8 Ref: -3 Will:-
CR: 1/4
Infection
Once contracted a charecter must take a Fortitude save (dc 12) the next turn, and every consecutive turn until the check fails. when the check fails the charecter dies instantly dropping to -10. The next turn the charecter becomes a zombie as relevant for its class (strong/tough- tough zombie, fast- fast zombie, dedicated/smart/charismatic-normal zombie).
Sensory Dependance
Zombies sight/hearing/sense of touch have deteriated due to brain damage, and rotting. To reflect this zombies can only react to sounds (take listen checks) within a 20ft area and can only see in a forward arc of 40ft. exclusions to this rule include loud noises such as car engines and gunfire (to DM/GM's descretion) and bright light such as a light house at night.
Leveling/Advancment
No leveling up
Charecter HD 6d6 (21)
choose 1 charecter class and occupation to determine class skills, feats, available skill tree's
Starting skill points (4+int)x4
You gain a skill point after using a skill succesfully 20 times.
When you roll a natural 19 or 20 for your designated skill you can either add one action point or one feat point. You can spend feat points when you have half-an hour of rest without disturbance. Once you have three feat points you can spend them on a new feat, losing the feat points you have gatherd.
Your designated skill could be any of the following:
-Improvised/unarmed attack
-Non Improvised melle weapon attack
-Non improvised range weapon attack
-Diplomacy
-Investigate
-Treat injury
-Survival
-Pilot/Drive
Players gain another ability point for every 60 succesfull check/save of that ability eg. knowledge skill goes towards Int.
City generator
Metro Generator
The Metro/Underground generator dosn't provide a map but all the info required for a map so a GM/DM can simply piece them together. I havn't given it a a go yet but I can guess that the biggest complacation would be matching all of the lines together.
2-5 miles between stations (1d4+1)
one first aid cupboard every mile of line
Number of lines per station 1- 60 percent, 2- 20 percent, 3- 15 percent, 4- 5percent.