Andaer
2012-03-10, 06:30 PM
Update 1.2
-I've added the 3 mental classes. All classes finished!
-changed the wording on "Just a Scratch" to match Guardian's wording
-Replaced 'intimidate' with 'inspire' as a skill
-added new mechanics
Update 1.1
I've added and changed a bunch of things
-added the fast and tough classes (half the classes are done)
-reworded the HP system, but did not change it. Looking for
opinions for changes that should be made still
-added the skill system
-added new mechanics, especially the Living Condition Modifier
as always, I am looking for feedback on these additions, as well as the old
stuff.
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Formatting and Rewording credits to IcemanJRC
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Hey, everyone. I'm currently trying to make a d20 campaign setting
to play a survival-horror zombie outbreak game with a group of
friends (who are helping too) using the d20 modern rules as a base.
I'm not experienced in creating rule systems, so I want to ask the
help of the community. I'd like advice, constructive criticism.
PEACH it to the best of your ability.
Goals:
To create a campaign setting in which a small group of specialists battle against a zombie outbreak.
To create a detailed, realistic rules system.
To create a system that highlights fighting against large groups and battlefield control.
To create a gritty setting where anxiety over conflict rides high.
To make healing and medical attention in short supply.
To have all classes be combat-capable and competent. Doing away with Base Attack Bonuses to allow a more subtle approach to various classes combat superiority.
To allow all characters access to all abilities. Allowing specialists to excel in their chosen areas over the standard character.
To avoid the unrealistic feel of encounter and daily abilities.
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Zombie Virus:
The details of the zombie plague.
The zombie virus is a blood-borne disease that eats away at the outer layer of a persons brain. When the infection begins the victim is fast-moving and highly vigorous. As the sickness progresses muscles and ligaments begin to tear due to extreme strain and movement slows. The virus also applies a strong resistance to pain and physical stress.
Though a bite can be disinfected rather "easily" if a victim were to succumb to an infection a list of progressively worsening symptoms would begin to impair the victim, including rash behavior and increased aggression. There is a period in between the loss of "humanity" and the bite that is characterized by adrenaline spikes that may cause a tendency to bite or to enter a blind rage.
Through careful observation it has been discovered that the infection is limited strictly to mammals and it will often kill anything smaller than a person. Even then, infected animals are still dangerous carriers and should be handled with caution.
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Basics:
There are six specialists, one that corresponds to each base stat. It is expected that a group of survivors will have only one specialist of any type and often be missing one or two. At first level all specialists have a set of base features that your character has access to, later in your career these abilities will improve and you will gain access to additional ones. When creating your character you chose a secondary base stat to specialize in, for those classes making use of a "physical stat": Strength, Dexterity, or Constitution, you select a "mental stat": Intelligence, Wisdom, or Charisma. For those classes who have a "mental stat" primary you select a "physical stat" as a secondary. These secondary base stats provide the numbers for your specialization's secondary modifiers. This allows for stat diversity amongst characters. As you advance in your career you will gain levels, at each level you choose an ability that you may now perform. When choosing an ability as you level you may select an ability from any previous level or of your current level. Upon reaching level four you make a choice between one of two abilities, after this choice is made you may not select the other option later in your career. At level seven specialists do not have any new abilities to pick from in order to better allow mixed ability layouts. Then at the final level, level eight, a character selects a "capstone" ability. This is an exceedingly powerful ability chosen from a pair based on two of your specializations major themes.
Unlike other roleplaying games you may have played before, there are some rules in that attempt to add a new layer of realism. These include a large penalty for letting yourself get surrounded, taking additional penalties for falling prone and not receiving bonuses for flanking an opponent. Also of note is the use of [I]loudness and blood spatter rules as well as a system for targeting opponents body parts to disable certain capabilities in combat.
Character Details:
Armor gives both a bonus to AC and to DR. +1 each for each level of armor.
Survivors move 20 ft for a move action, and this speed is reduced for every
additional level after the first armor level (2 is -5 ft, 3 is -10 ft, 4 is -15 ft)
Armor is actual every-day wear, for the most part:
1-denim
2-Leather
3-Kevlar
4-metal
Tight cropped hair and tight clothes give +1 to AC (grabs only).
All classes have the same base attack bonus of 0.5/level
All classes have the same defense bonus of 0.5/level. This bonus does not
stack with AC bonuses from wearing armor.
AC is calculated-: 10+dex mod+(armor bonus OR defense bonus)
toying with the idea of allowing int mod to replace dex mod (whichever is
highest) like in dnd 4.0
For now, we are starting with 25 HP (erring on the side of too much HP)
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Specialists:
Each type of specialist has two main paths for development focused on their primary abilities. Though helpful for designing and leveling your character, these paths are far from rigid. The six specialists are the Bruiser, Gunner, Tank, Technician, Guardian, and [Leader]. Each offers something different to a group, so chose wisely when creating your character.
The Bruiser is a talented combatant. Her damage output is the highest of any specialist and she has access to a variety of alternate attack types. You may be interested in playing as a Bruiser if you enjoy close-quarters combat and being on the offensive.
The Gunner is an expert with firearms. She knows how to clear a zombies head from it's shoulders from twenty yards and how to make bullets fall like rain. You may be interested in playing as a Gunner if you enjoy using firearms and having powerful movement abilities.
The Tank is skilled at taking hits and protect her allies. Her ability to shake off damage and distract enemies is the best in the biz. You may be interested in playing as a Tank if you like being difficult to kill and running through hordes of zombies.
The Technician is a thoughtful builder and technician. Having a plan can often mean the difference between life and death, and the Planner is who you're gonna look to for making one. You may be interested in playing as a Technician if you like tactical decisions and being talented in multiple skills.
The Guardian is a generous benefactor. She is the one who wraps wounds, disinfects bites and sets bones. You may be interested in playing as a Guardian if you like healing your allies and keeping them from getting hurt.
The [Leader] is an inspirational speaker. Having a good [Leader] lets you and your allies act more effectively and act more often. You may be interested in playing as a [Leader] if you like helping your team mates unlock their full potential and having a powerful personality.[/QUOTE]
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Bruiser
-flurry of blows (1 3 6)
-improved damage (1 2 5)
-improved Knockback(1 2)
-improved stunning (1 2)
-improved tripping (1 2)
-expert strike (4)
-excessive force (3 6)
-disorienting focus (5)
-incredible strike (8)
----------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain all of: flurry of blows (1), improved damage (1), improved
knock back (1), improved stunning (1), improved tripping (1)
2 - improved damage (2), improved knock back (2), improved
stunning (2), improved tripping (2)
3 - Flurry of blows (3), excessive force (3)
4 - Expert strike (4)
5 - improved damage (5), disorienting focus (5)
6 - flurry of blows (6), excessive force (6)
7 - blank
8 - incredible strike (8)
----------------------
Flurry of blows-like monks in DnD 3.5, a Strong can attempt multiple
attacks in a round. He can attack multiple opponents,
or the same opponent multiple times. At first level,
a strong gains the option of using his standard
action to attempt two attacks, both at a -x penalty.
These attacks can be used as special attempts (ie
Knock back, etc).
(3) reduces the penalty to hit for 2 attacks in one round
to a -(x-2) penalty
(6) gives the additional option of making 3 attacks at -(x+1)
each
Improved damage:
(1) a strong gains a bonus to attack damage equal to
his secondary stat modifier (does not apply to
effective damage for special attacks)
(2) this bonus becomes 3 + secondary modifier
(5) this bonus becomes 8 + secondary modifier
Improved (special):
(1) a strong gains a bonus to effective damage for
(special) attacks equal to his secondary modifier
(2) this bonus becomes 3 + secondary modifier
Disorienting focus:
(5) Choose one of: Knockback, Stunning, Tripping. Gain an
additional bonus to effective damage to the chosen type
of special attack equal to 5(or more?)
Excessive force:
(3) When you make a special attack, name what grade of the
effect you would like to afflict (to be decided later,
but example is stun for move action > stun standard
action > stun fullround). If you meet this grade, all
effective damage not needed to achieve this effect is
converted to body damage. (eg if you need 20 damage to
stun, and you deal 24 damage, then target is stunned
and receives 4 damage) You may only use this feature
on one effect in a round. (ie, doesn't work on both
conditions on disorienting strike (3))
(6) You can now use this feature on any amount of effects
in a round
Expert strike:
(4) Chose only one of the following:
Destructive strike: Whenever you strike with a special attack, you
may also deal body damage. Roll the special attack's
effective damage and the dealt damage separately; each are
rolled with the damage of the respective attack. This feature
is only useable once a round.
Disorienting strike: Whenever you strike an enemy, you may apply
2 special attacks to the one strike. Roll each special
attack's damage separately using the respective special
attack's damage roll. This feature is only useable once a round.
Incredible strike:
(8) now either destructive strike and incredible strike (the
one chosen in Expert Strike (4) can be used an unlimited
amount of times per day.
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Gunner
-trigger happy (1 2 6)
-One shot, one kill (1 2 6)
-Dual wielding (2 5)
-Extra piercing (3 5)
-faster than you (3)
-gunman's disposition (4)
-capstone (8)
-----------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: One shot, one kill (1), Trigger happy (1)
2 - One shot, one kill (2), Trigger happy (2), Dual wielding (2)
3 - Extra piercing (3), faster than you (3)
4 - Gunman's disposition (4)
5 - Dual wielding (5), Extra piercing (5)
6 - One shot, one kill (6), Trigger happy (6)
7 - Blank
8 - Capstone (8)
---------------------------------
One shot, one kill:
(1) When a fast takes only a single ranged attack with a
standard action, he receives a bonus to attack rolls
equal to 1 + half secondary modifier.
(2) bonus increased to 3+ half secondary modifier
(6) bonus increased to 2+ full secondary modifier
Trigger happy:
(1) Using a standard action, a fast can make two attacks with a
ranged weapon, both attacks at a -x penalty to hit.
(3) reduces the penalty to hit for 2 attacks in one round
to a -(x-2) penalty
(6) gives the additional option of making 3 attacks at -(x+1)
each.
Dual wielding:
(2) when a fast wields a one-handed ranged weapon in each hand,
the penalties are much less harsh than normal. A character
is considered to be dual wielding whenever they use both
weapons in hand in the same action. Normally, a character
suffers a large penalty for attempting to dual wield
(-4 to -6?), though a fast with this feature only takes
a -2 penalty to each attack (which stacks with other
penalties)
(5) you feel extremely comfortable with a gun in each hand.
A fast now only takes a penalty of (-1 or +0)
Extra piercing:
(3) For normal rules on shots piercing though targets, see
'piercing' in the mechanics section. A fast is mindful
about how his projectiles will travel, and can add one
or both effects to a shot. (announced before rolling)
a) Fully aware of the target behind the first, only
take a -1(or 2?) penalty (down from -4) to hitting the
secondary target (Only on first secondary target)
b) Thinking well ahead, you can shoot a projectile such
that it can strike a 3rd target after it exits your
second victim (Shots normally stop after hitting 2
targets). It stops after hitting the 3rd target.
This feature can only be applied to one shot a round.
(5) This feature can now be used any amount of times a round.
Faster than you:
(3) A fast has quick reflexes and rarely leaves himself open.
Whenever you are adjacent to an enemy and you use a standard
action to preform a number of ranged attacks, (this
normally provokes attacks of opportunity) all targets you
successfully hit do not get the attack of opportunity
that would normally be provoked by this action.
Gunman's disposition:
(4) choose one of the following:
Frantic disposition:
Receive a bonus to attack rolls equal to half the number
of zombies in a 2 square (10 ft) radius around you. This
bonus cannot be larger than the character's secondary
modifier.
Calm disposition:
Count the number of squares the closest zombie you are
aware of is away from you. Receive a bonus to attack rolls
equal to this number -1. (No bonus when zombie is 1 square
away) You must be aware of at least one zombie, and it
must be within 10 squares of you. This bonus cannot be
larger than the character's secondary modifier.
Capstone:
(8) not sure what this one should be...
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Tank
Eyes on me (1 3 6)
Just a scratch (1 3 6)
tough stuff (1)
I'll take that (2 5)
Ooh, stunning (2 5)
but not outmatched (2)
obnoxious tenacity (4)
capstone (8)
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At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Eyes on me (1), Just a scratch (1), Tough stuff (1)
2 - I'll take that (2), Ooh, Stunning (2), but not outmatched (2)
3 - Eyes on me (3), Just a scratch (3)
4 - Obnoxious tenacity (4)
5 - I'll take that (5), Ooh, Stunning (5)
6 - Eyes on me (6), Just a scratch (6)
7 - Blank
8 - Capstone (8)
---------------------------------------------
Tough stuff:
(1) a tough treats armor as if it were one size lighter.
(and more)
Eyes on me:
(1) a tough is skilled at keeping the attention of zombies.
(see getting attention in mechanics) When getting the
attention of a group of zombies, a tough may designate up to
(secondary modifier-1) number of zombies as his mark. Marked
zombies must focus their attacks on the tough. If they are
not within range to attack, they must move until they are
in this range. If a tough uses another action to get
attention, then all current marks fade immediately and he
can re-mark any up to his maximum number of zombies still
within range. This ability does not work against non-
zombie enemies.
(3) The maximum number of marks increases to (secondary mod +1)
(5) The maximum number of marks increases to (secondary mod +3)
and getting attention is only a move action.
Just a scratch:
(1) A tough's healing ratio increases by one point. Usually, this
boosts the maximum fresh damage healed from 1/2 to 2/3. Can
be more if he's healed by a Guardian. (see "Healing Ratio"
In mechanics
(3) Now increases by 2 points total, usually to max 3/4
(6) Now increases by 4 points total, usually to max 5/6
I'll take that:
(2) A tough is able protect a friend from damage. Whenever an
adjacent ally would be hit with an attack, a tough may butt
in to take damage instead as an immediate interrupt. In this
way, a tough can either:
a) split the damage in half with the ally
b) take all of the damage for the ally
This decision must be made before damage is rolled
(5) Now, the tough only takes half the damage, and the ally
takes no damage when he butts in.
ooh, stunning:
(2) a tough gains a bonus to effective damage for stunning
attacks equal to 4 + secondary modifier
(5) When an enemy is knocked into a square adjacent to a tough,
he may make a melee attack roll against this enemy as if it
provoked an attack of opportunity. If it hits, roll for
damage AND a stun attempt. (separate rolls, use relevant
bonus)
but not outmatched:
(2) a tough is a fearsome foe, even against a large group. This
feature reduces the penalties taken when surrounded, near
too many enemies etc. I'm not sure what those penalties should
be yet
obnoxious tenacity:
(4) Choose one of the following:
Over here: Any time you attack and hit a zombie, you may
choose whether or not it becomes drawn to you.
iron defense: whatever equivalents to "total defense"
are in this system, a tough receives a bonus of +4 to them.
Capstone:
(8) not sure about capstone...
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Technician
Skilled worker (1)
Brilliant Strategy (1 3 6)
Tactical Wit (2 5)
Field Training (2)
memory of steel (2)
Research places (3)
lifelong learner (5)
Careful Planner (4)
Capstone (8)
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At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Skilled worker (1), Brilliant Strategy (1)
2 - Tactical Wit (2), Field Training (2), Memory of Steel (2)
3 - Brilliant Strategy (3), Research places (3),
4 - Careful planner (4)
5 - Tactical Wit (5), Lifelong Learner (5)
6 - Brilliant Strategy (6)
7 - Blank
8 - Capstone (8)
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Skilled worker:
(1) a Planner gets an extra trained skill at first level.
Brilliant Strategy:
(1) The planner is always thinking ahead, and sharing her
thoughts with her skilled party can be a deadly combination.
Taking 10 minutes, a Planner can devise a plan with her
party. Planning ahead results in bonuses for the party - if
they stick to the strategy.
When creating a strategy, a Planner multiplies their int
modifier by 4. The result is the number of points she has
to work with. She can use the points to bestow a bonus to
attacks, damage, or AC.
+1 for 2 points, +2 for 4 points, +3 for 8 points, +4 for
16 points. All damage bonuses are multiplied by 2.
These bonuses are only applied if certain chosen conditions are
met (determined during planning). Attacking, damaging, or
defending outside the chosen conditions does not make the
bonus go away, it simply is not applied to situations
outside the conditions.
Attack- specify the weapon you will use (and ranged or melee
if there is a choice) or specify target (eg Kim the
butcher, the largest enemy, weakest enemy ect)
Defense- specify ranged attacks or enemy type (eg human
zombie, bison zombie, human raider) or weapon type (eg hammer
axe, zombie slam, zombie bite)
Damage- specify the weapon you will use and type of attacks
(eg damage, knockback...) or specify target
So for example, you could plan to give John a +3 to attack
if he uses his axe, and Freddy gets a +2 to AC against
zombie bites.
A basic outline of a plan is made, and if they players
stray too far, the plan begins failing. 1 entire round
after the plan is failing, the plan fails. Might add
mechanics for keeping to plan, but for now, it's up
to discretion of the GM.
I need to know if this system feels to complicated to use,
or if it seems good to people.
(2) number of points is now 6 X int mod and can stop plan from
failing if only one player acts outside the plan
(3) number of points is now 8 X int mod and can stop plan from
failing if only two players act outside the plan
Tactical Wit:
(1) a Planner can act quickly and make split-second decisions
in the midst of a battle. She can communicate with her
allies and advise them when sudden changes occur.
As a standard action, a Planner can target an ally they have
made a plan with and re-distribute the ally's plan points
as she sees fit. Points cannot be moved between allies, and
the new distribution must specify targets etc like before,
though they may be different specifications.
Additionally, if the plan is currently failing on her turn,
a Planner may take a full-round action to redistribute
the plan points of all her allies. Points on each ally
are cut in half, and points cannot be moved from one ally
to another. If the points are rearranged in this way,
the planner must give a new plan, which can again fail if
not followed.
(2) If the plan fails and the planner takes a full-round action
to make a new plan on the fly, she may use 3/4 of the points
on each ally.
Field training:
(1) a planner now adds his secondary modifier to search,
barricade, and survival skill checks.
memory of steel:
(1) a Planner has immense amounts of knowledge, and rarely
forgets anything she's read. When making a Science check
for the purposes of remembering information, roll 2 d20's.
use the higher of the two rolls for calculating the check.
lifelong learner:
(1) By watching an observing the world around her, the Planner
gains competence in her skills - even the skills in which
she has received no formal training. A Planner gains a
bonus to all untrained skill checks equal to half her level
(rounded down).
research places:
(1) Using information from passer-byres, tracks in soil,
weather patterns, and her knowledge of pandemics, the Planner
can deduce details about a city or town. When there is no
internet to search or documents to sift though that would
give information about this settlement post-infection, a
Planner can roll a Science check to try and obtain some
details about it. The base DC is 20, with the following
modifiers.
-3 Remember details about the city per-infection
+5 people outside the party are not available to speak with
-2 able to talk to someone from the city itself
Passing this check gives you approximate information about
zombie density, survivor density, time of first infection,
government support, and overall danger. Each 5 you beat the
DC makes the information a little more exact. If you fail
the DC by too much, the GM may plant false information. If
you fail the DC by less than 5, you realize that your
work has been fruitless.
This process takes 24 hours and can be aided by allies
using other relevant skills.
Careful planner:
(4) Choose one of the two:
Analytic Mind:
"No, I've never actually splinted an arm before. Though
I did read Grey's Anatomy once."
A planner knows how everything should work in theory and
can give party members valuable instruction. When
using the "aid another" action, a planner can use their
intelligence modifier instead of the relevant modifier for
the skill (eg con for endurance). In addition, for every
5 higher than the base (DC 10) DC she rolls, the target
receives an extra +1 to the skill check. Failing this
'aid another' check does not give the usual -2 penalty.
Plan B:
a Planner is always 2 steps ahead of everyone else.
Whenever she makes a plan with her party using Brilliant
Strategy, a Planner can make a back-up plan. She can write
a second plan with a completely different distribution of
plan points and give it a trigger (Condition like readying
an action. eg We get ambushed by zombies, raiders open fire
on us, the convoy doesn't show up on time). This trigger
can't be something that is immediately expected to happen.
The planner's player records the plan and the trigger, and
passes the information to the GM (who doesn't read it). If
the trigger happens, the planner has one full round after
that to activate the new plan (full-round action).
The Planner does not share this second plan with her party.
She has fully discussed what is likely to happen with the
party, and this second plan represents outcomes that the
planner has been mulling over on her own.
Capstone: not sure
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Guardian
Combat healer (1)
Vigilant protector (1 3 6)
Deft Healing (1 3 6)
Rigorous training (2 5)
Medical coverage (2 5)
within safety's reach (2)
Selfless Guardian (4)
capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Combat healer (1), Vigilant protector (1), Deft Healing(1)
2 - Rigorous training (2), Medical coverage (2),
Within safety's reach (2)
3 - Vigilant protector (3), Deft Healing (3)
4 - Selfless Guardian (4)
5 - Rigorous training (5), Medical coverage (5)
6 - vigilant protector (6), Deft Healing (6)
7 - blank
8 - capstone (8)
-----------------------------------------------
Combat healer:
(1) A Guardian can take a full-round to make a heal check to heal
fresh damage at a -10 penalty (Opposed to the usual 10
minutes). Note that this means the heal character would
have 0 fresh damage and therefore would not take infection
damage from splash damage. Healing during combat provokes
attacks of opportunity.
vigilant protector:
(1) As a standard action, a Guardian can designate one ally as
her ward. If an enemy the Guardian is aware of makes an
attack against her ward, she may make an attack (melee or
ranged) against this enemy as an immediate interrupt. The
enemy must be in range of attack.
If an enemy she isn't aware of attacks her ward, the Guardian
is granted an intuition check. Success (DC set by stealth
check) means she is now aware of this enemy, and can make the
attack as specified above.
A Guardian may change the designation of her ward as another
standard action. A Guardian may only have one ward at a time.
This feature can only be used once a round.
Note that these attacks may be stun attempts or the like, and
may target specific areas making the attack impossible.
(3) A Guardian may now add half her wis mod to the damage of
these attacks, and feature can be used half her secondary
modifier (round down) times a round.
(6) In addition to the damage, a Guardian may also make a stun
attempt as if they hit with a melee weapon. A medic can
use this feature up to her secondary modifier a round.
Deft Healing:
(1) A target of the Guardian's heal check has their healing ratio
increased by one point for the purposes of this heal check.
Usually this increases from max 1/2 of target's fresh damage
can be healed to max of 2/3 of target's fresh damage can be
healed. If the target has found a way to boost their healing
ratio (eg by being a tank) then the max is more. (see
"Healing Ratio" in mechanics)
(3) Now increases by 2 points total, usually to max 3/4
(6) Now increases by 4 points total, usually to max 5/6
Rigorous Training:
(2) A Guardian receives a bonus to heal checks equal to her
secondary modifier.
(5) This bonus increases to 4 + secondary modifier, and the
only takes a -2 to heal checks when preforming heal checks
in half the time (as opposed to -5)
Within safety's reach:
(2) Survivors feel safe with a skilled healer close by. All
allies within a 10-foot radius of the Guardian gain a
moral bonus to AC equal to half her wisdom modifier (round
down). This bonus only applies to a survivor if
they are aware of the Guardian. The Guardian must be
conscious to bestow this effect.
Medical coverage:
(2) if an enemy makes a melee attack against an ally and the
Guardian is adjacent to either the enemy or the ally, then
medic may grant the ally a bonus to AC equal to
2 + secondary modifier.
This feature is only useable once a round. This feature and
"Vigilant Protector" cannot be used against the same attack.
(5) Bonus to AC increases to 4 + secondary modifier (Useable
more?)
Selfless Guardian:
(4) choose one of the two:
Selfless protector: a Guardian may now have 2 wards at any
given time. Designating each is a move action.
Selfless healer:
Capstone: Not sure
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Leader
Inspiring presence (1 2 6)
Commanding influence (1 2 6)
Tactical Movement (3 5)
Just lucky, I guess (3 5)
Petrifying glare (2)
Respected Leader (4)
Infallible Leadership (8)
---------------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Inspiring presence (1), commanding influence (1)
2 - Inspiring presence (2), commanding influence (2),
Petrifing glare (2)
3 - Tactical Movement (3), Just lucky, I guess (3)
4 - Respected Leader (4)
5 - Tactical movement (5), Just lucky, I guess (5)
6 - Inspiring presence (6), commanding influence (6)
7 - Blank
8 - Infallible Leadership (8)
----------------------------------------------------
Inspiring presence:
(1) You can inspire groups with just a shout. When you use an
inspire check on an ally, the effects of inspire competence
work on allies within 20 feet of the target, at one less
level (ie target receives bonus granted from your roll,
others receives bonus from your roll -10). Minimum bonus is
+0. Although you still cannot inspire competence in yourself,
you may choose for yourself to be the main target. This
could be useful if most your allies are in 20 feet of you,
but not 20 feet of each other.
Also, when you use an inspire check on an enemy, the effects
of inspire fear work on allies within 20 feet of the target,
at one less level (use check-10 for others). bestowing a
-0 on secondary targets in this way does not count as failing
this check against them.
(2) Now all of the secondary targets receive the same modifier
as the main target (ie check-10 for secondaries becomes
check-0)
(3) The main allied target for inspire competence gains the
bonus on their next two actions. The main enemy target takes
This moral penalty on it's next two attacks. (moral bonuses,
as well as moral penalties do not stack)
Commanding influence:
(1) A Leader can call out to his allies, urging them to strike
the enemies when he sees an opening. As a standard action,
a Leader can grant a single attack to one of his allies.
This attack costs no action for the ally, and the attack
happens on the Leader's turn.
(2) In addition to granting an ally an attack, the Leader may
also roll an inspire check to grant the ally a moral bonus
on this extra attack. No secondary targets are affected by
this inspire check.
(3) Now, rather than a single attack, a Leader grants an ally
a standard action which occurs on the Leader's turn. The
Leader is essentially letting the ally use his standard
action. This standard action cannot be exchanged for a move
action. A Leader can still make an inspire check as a free
action.
Tactical Movement:
(1) A leader can call out to his allies, advising them to move
into a more advantageous position. As a move action, a Leader
can allow an ally to move up to their speed. This takes no
action for the ally, and this movement happens on the
Leader's turn.
(2) Now when an Leader allows an ally to move in this way, 5 feet
of the movement is considered a shift. Alternatively, the
ally may make any kind of move action.
Just lucky, I guess:
(1) Leaders have a natural luck, as if Lady Luck herself favors
you. Whenever you roll a natural 1 on a d20, you may reroll
with no penalty.
(2) now you may reroll on a natural 1 or 2.
Petrifying Glare:
(1) With an accusatory point of his finger, a leader can single
out an enemy and make it wary about harming his group. As
A standard action, a Leader may roll an inspiration check
in an attempt to stun an enemy with fear. Take the result
(roll-15) and use this number as effective damage for a stun
attempt as if the Leader had hit the target with a melee
weapon. (again, does this work on Zombies?)
Respected Leader:
(4) choose one of the two:
Faith of your Leader:
A leader can express the confidence he has in one of his
teammates, sharing a bit of his luck and helping this
teammate's success in a dire moment to come. As a standard
action, a Leader may designate an ally and roll an inspire
check. The next time the ally fails an action, he may try
to reroll. He attempts the reroll, and if the original roll
failed by less than (Leader's inspire check-20), he may
reroll. After the attempt to reroll, this feature is expended
(though the leader can use this feature again)
A Leader can only designate one such ally at a time.
The Leading Man:
When determining initiative, if you were not the highest
in the order amongst your allies, you automatically tie with
your ally that has the highest initiative and win this tie.
Infallible Leadership:
(8) choose ONE of the two:
Aura of Fortune:
whenever an ally within 50 feet rolls a natural 1, they may
reroll with no penalty.
Overwhelming assault:
As a fullround action, a Leader can grant all allies within
30 feet of him a single attack roll. (all happen on his turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~
Hit Points
I have fully reworded the HP system to make it less complex, but
still do what I had originally wanted it too. If anyone thinks
details about it should be changed, please post about it
--Second wording:--
-when a character is hit with an attack, he takes damage, which will
be called "fresh damage"
-this damage subtracts from total HP, and the total fresh damage is
tracked.
-the result of a heal check determines how much of the fresh damage
is healed, but the maximum amount is always half the fresh damage
(round ?)
-after the roll, all fresh damage not healed by the check is
"unhealed damage", the running total of which is tracked. After
this, the tracked fresh damage is reset to 0.
-a heal check can only heal fresh damage and not unhealed damage
-a character automatically heals (con mod, level, con score??)
unhealed damage after a night's rest. Then, all unhealed damage
becomes fresh damage.
Serious damage
- represents a broken bone, or a heavy bleed, etc
- the total amount of serious damage is tracked
- a character with serious damage take a penalty to all actions
equal to the number of serious damage points incured
- If a heal check is not preformed (DC ?, based on number of points),
the character takes fresh damage equal to the points of serious
damage they have if the do anything except move half their speed
in a round
-Once fixed up, the serious damage does not continue to cause more
fresh damage, but does not go away. Actions still take penalties
(-1 per point)
- a character heals serious damage at a rate of half their con
modifier, rounded down, per day. A character that stays the entire
day in bed heals serious damage at twice this rate (only for days
with this bed-rest)
Infection damage
- damage incurred that has the potential of infecting the character
- the more damage taken means a larger chance that the character
will become a zombie.
- infection damage takes away from HP total
-healing infection damage is a separate heal check from healing
damage
-If character has fresh damage not equal to 0 and he or she gets
splattered with blood from a zombie (see bloodsplatter under
'mechanics'), then that character receives infection damage equal
to the amount of bloodsplatter they received
-wearing blood-splattered clothing for too long (1 day?) causes
a character to receive a number of infected damage equal to the
bloodsplatter on the clothing/armor
-after a check is done (in secret) to heal infection damage, ALL
the infection damage is moved to 'unhealed damage'. The GM keeps
track of how much infection damage was not healed by the check, and
then rolls (in secret) to see if the character turns.
-after an hour, a player rolls a save on a d20 and adds their con
mod. The DC equals the number of infected damage still on the
character.
-if infected, the player is not informed. Instead, symptoms are
announced at each stage until the character turns
-if not infected, the player is informed of the symptoms AS IF they
have contracted the infection. More stages are announced for however
close the role was to infection
-all these roles including the heal check and save are done in
secret
-CURRENT HP is equal to:
Max HP-(fresh damage+unhealed damage+serious damage+infection damage)
-fresh, unhealed, serious, and infection damages are tracked in
separate boxes on character sheet.
This does the exact same thing as my original wording, and I don't
have to use the 'mendable' terms (which I was never fond of).
Should there be a more permanent form of damage for regular hits?
should the last bullet point be changed? Thoughts?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
skills:
Here is a list of skills survivors can train in to help them live
longer. I am very open to other suggestions, especially for a
charisma-bases skill not used for social encounters.
Str: athletics
Dex: stealth
Con: endurance
Int: Search, Barricade, Science
Wis: Intuition, Heal, Survival
Cha: Persuasion, Bluff, Inspire
-purposely have 1 for each physical, 3 for each mental. I am really
fond of this symmetry.
-I don't want to limit certain skills to certain classes. I feel
this would simply limit creativity in making a character, as there
are no "trained only" skills.
-Skills: each class chooses 3 skills. These skills get a bonus of 4
at 1st level, and go up by 1 each level after. A
smart gets one more skill than everyone else.
-Extra skill feat:, which lets a character choose
an additional skill as if they choose it at 1st.
-Skill focus feat: gives static feat bonus to a chosen skill.
------------
athletics- Jump, climb, swim etc
Stealth - move around unnoticed, pick locks
endurance: stave of effects of not eating or drinking, act with
serious damage, walk with heavy gear farther
barricade-make barricade, bypass barricade
Science - knowing useful information, preforming research
Search - Finding useful objects, finding people
Intuition - perceiving the world with your senses, or getting a
hunch about a situation
Heal -restore HP, disinfect wounds.
survival- finding bearing, setting up camp, foraging,
persuasion - Strike a deal with someone else. Rich Burlew's
diplomacy replacement. Can make an inspire check to make this like
intimidate. gives a bonus, but only works for a few rounds.
bluff - lying or otherwise misleading people
inspire - bestow competence in allies and fear in enemies.
Under question:
Acrobatics- I feel that rolling to reduce fall damage with large
packs and rifles on your back and the like feels out of place here.
I foresee very little balancing, rolling between legs etc here.
More relevant uses that acrobatics would have had can be given to
athletics and stealth.
---------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mechanics
More detail in mechanics. Only read if you want detail on something I've
said above.
Due to Character Limit, Mechanics are now in post #3
Weapons and Enemies are currently in post #3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-I've added the 3 mental classes. All classes finished!
-changed the wording on "Just a Scratch" to match Guardian's wording
-Replaced 'intimidate' with 'inspire' as a skill
-added new mechanics
Update 1.1
I've added and changed a bunch of things
-added the fast and tough classes (half the classes are done)
-reworded the HP system, but did not change it. Looking for
opinions for changes that should be made still
-added the skill system
-added new mechanics, especially the Living Condition Modifier
as always, I am looking for feedback on these additions, as well as the old
stuff.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Formatting and Rewording credits to IcemanJRC
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hey, everyone. I'm currently trying to make a d20 campaign setting
to play a survival-horror zombie outbreak game with a group of
friends (who are helping too) using the d20 modern rules as a base.
I'm not experienced in creating rule systems, so I want to ask the
help of the community. I'd like advice, constructive criticism.
PEACH it to the best of your ability.
Goals:
To create a campaign setting in which a small group of specialists battle against a zombie outbreak.
To create a detailed, realistic rules system.
To create a system that highlights fighting against large groups and battlefield control.
To create a gritty setting where anxiety over conflict rides high.
To make healing and medical attention in short supply.
To have all classes be combat-capable and competent. Doing away with Base Attack Bonuses to allow a more subtle approach to various classes combat superiority.
To allow all characters access to all abilities. Allowing specialists to excel in their chosen areas over the standard character.
To avoid the unrealistic feel of encounter and daily abilities.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zombie Virus:
The details of the zombie plague.
The zombie virus is a blood-borne disease that eats away at the outer layer of a persons brain. When the infection begins the victim is fast-moving and highly vigorous. As the sickness progresses muscles and ligaments begin to tear due to extreme strain and movement slows. The virus also applies a strong resistance to pain and physical stress.
Though a bite can be disinfected rather "easily" if a victim were to succumb to an infection a list of progressively worsening symptoms would begin to impair the victim, including rash behavior and increased aggression. There is a period in between the loss of "humanity" and the bite that is characterized by adrenaline spikes that may cause a tendency to bite or to enter a blind rage.
Through careful observation it has been discovered that the infection is limited strictly to mammals and it will often kill anything smaller than a person. Even then, infected animals are still dangerous carriers and should be handled with caution.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basics:
There are six specialists, one that corresponds to each base stat. It is expected that a group of survivors will have only one specialist of any type and often be missing one or two. At first level all specialists have a set of base features that your character has access to, later in your career these abilities will improve and you will gain access to additional ones. When creating your character you chose a secondary base stat to specialize in, for those classes making use of a "physical stat": Strength, Dexterity, or Constitution, you select a "mental stat": Intelligence, Wisdom, or Charisma. For those classes who have a "mental stat" primary you select a "physical stat" as a secondary. These secondary base stats provide the numbers for your specialization's secondary modifiers. This allows for stat diversity amongst characters. As you advance in your career you will gain levels, at each level you choose an ability that you may now perform. When choosing an ability as you level you may select an ability from any previous level or of your current level. Upon reaching level four you make a choice between one of two abilities, after this choice is made you may not select the other option later in your career. At level seven specialists do not have any new abilities to pick from in order to better allow mixed ability layouts. Then at the final level, level eight, a character selects a "capstone" ability. This is an exceedingly powerful ability chosen from a pair based on two of your specializations major themes.
Unlike other roleplaying games you may have played before, there are some rules in that attempt to add a new layer of realism. These include a large penalty for letting yourself get surrounded, taking additional penalties for falling prone and not receiving bonuses for flanking an opponent. Also of note is the use of [I]loudness and blood spatter rules as well as a system for targeting opponents body parts to disable certain capabilities in combat.
Character Details:
Armor gives both a bonus to AC and to DR. +1 each for each level of armor.
Survivors move 20 ft for a move action, and this speed is reduced for every
additional level after the first armor level (2 is -5 ft, 3 is -10 ft, 4 is -15 ft)
Armor is actual every-day wear, for the most part:
1-denim
2-Leather
3-Kevlar
4-metal
Tight cropped hair and tight clothes give +1 to AC (grabs only).
All classes have the same base attack bonus of 0.5/level
All classes have the same defense bonus of 0.5/level. This bonus does not
stack with AC bonuses from wearing armor.
AC is calculated-: 10+dex mod+(armor bonus OR defense bonus)
toying with the idea of allowing int mod to replace dex mod (whichever is
highest) like in dnd 4.0
For now, we are starting with 25 HP (erring on the side of too much HP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Specialists:
Each type of specialist has two main paths for development focused on their primary abilities. Though helpful for designing and leveling your character, these paths are far from rigid. The six specialists are the Bruiser, Gunner, Tank, Technician, Guardian, and [Leader]. Each offers something different to a group, so chose wisely when creating your character.
The Bruiser is a talented combatant. Her damage output is the highest of any specialist and she has access to a variety of alternate attack types. You may be interested in playing as a Bruiser if you enjoy close-quarters combat and being on the offensive.
The Gunner is an expert with firearms. She knows how to clear a zombies head from it's shoulders from twenty yards and how to make bullets fall like rain. You may be interested in playing as a Gunner if you enjoy using firearms and having powerful movement abilities.
The Tank is skilled at taking hits and protect her allies. Her ability to shake off damage and distract enemies is the best in the biz. You may be interested in playing as a Tank if you like being difficult to kill and running through hordes of zombies.
The Technician is a thoughtful builder and technician. Having a plan can often mean the difference between life and death, and the Planner is who you're gonna look to for making one. You may be interested in playing as a Technician if you like tactical decisions and being talented in multiple skills.
The Guardian is a generous benefactor. She is the one who wraps wounds, disinfects bites and sets bones. You may be interested in playing as a Guardian if you like healing your allies and keeping them from getting hurt.
The [Leader] is an inspirational speaker. Having a good [Leader] lets you and your allies act more effectively and act more often. You may be interested in playing as a [Leader] if you like helping your team mates unlock their full potential and having a powerful personality.[/QUOTE]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bruiser
-flurry of blows (1 3 6)
-improved damage (1 2 5)
-improved Knockback(1 2)
-improved stunning (1 2)
-improved tripping (1 2)
-expert strike (4)
-excessive force (3 6)
-disorienting focus (5)
-incredible strike (8)
----------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain all of: flurry of blows (1), improved damage (1), improved
knock back (1), improved stunning (1), improved tripping (1)
2 - improved damage (2), improved knock back (2), improved
stunning (2), improved tripping (2)
3 - Flurry of blows (3), excessive force (3)
4 - Expert strike (4)
5 - improved damage (5), disorienting focus (5)
6 - flurry of blows (6), excessive force (6)
7 - blank
8 - incredible strike (8)
----------------------
Flurry of blows-like monks in DnD 3.5, a Strong can attempt multiple
attacks in a round. He can attack multiple opponents,
or the same opponent multiple times. At first level,
a strong gains the option of using his standard
action to attempt two attacks, both at a -x penalty.
These attacks can be used as special attempts (ie
Knock back, etc).
(3) reduces the penalty to hit for 2 attacks in one round
to a -(x-2) penalty
(6) gives the additional option of making 3 attacks at -(x+1)
each
Improved damage:
(1) a strong gains a bonus to attack damage equal to
his secondary stat modifier (does not apply to
effective damage for special attacks)
(2) this bonus becomes 3 + secondary modifier
(5) this bonus becomes 8 + secondary modifier
Improved (special):
(1) a strong gains a bonus to effective damage for
(special) attacks equal to his secondary modifier
(2) this bonus becomes 3 + secondary modifier
Disorienting focus:
(5) Choose one of: Knockback, Stunning, Tripping. Gain an
additional bonus to effective damage to the chosen type
of special attack equal to 5(or more?)
Excessive force:
(3) When you make a special attack, name what grade of the
effect you would like to afflict (to be decided later,
but example is stun for move action > stun standard
action > stun fullround). If you meet this grade, all
effective damage not needed to achieve this effect is
converted to body damage. (eg if you need 20 damage to
stun, and you deal 24 damage, then target is stunned
and receives 4 damage) You may only use this feature
on one effect in a round. (ie, doesn't work on both
conditions on disorienting strike (3))
(6) You can now use this feature on any amount of effects
in a round
Expert strike:
(4) Chose only one of the following:
Destructive strike: Whenever you strike with a special attack, you
may also deal body damage. Roll the special attack's
effective damage and the dealt damage separately; each are
rolled with the damage of the respective attack. This feature
is only useable once a round.
Disorienting strike: Whenever you strike an enemy, you may apply
2 special attacks to the one strike. Roll each special
attack's damage separately using the respective special
attack's damage roll. This feature is only useable once a round.
Incredible strike:
(8) now either destructive strike and incredible strike (the
one chosen in Expert Strike (4) can be used an unlimited
amount of times per day.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunner
-trigger happy (1 2 6)
-One shot, one kill (1 2 6)
-Dual wielding (2 5)
-Extra piercing (3 5)
-faster than you (3)
-gunman's disposition (4)
-capstone (8)
-----------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: One shot, one kill (1), Trigger happy (1)
2 - One shot, one kill (2), Trigger happy (2), Dual wielding (2)
3 - Extra piercing (3), faster than you (3)
4 - Gunman's disposition (4)
5 - Dual wielding (5), Extra piercing (5)
6 - One shot, one kill (6), Trigger happy (6)
7 - Blank
8 - Capstone (8)
---------------------------------
One shot, one kill:
(1) When a fast takes only a single ranged attack with a
standard action, he receives a bonus to attack rolls
equal to 1 + half secondary modifier.
(2) bonus increased to 3+ half secondary modifier
(6) bonus increased to 2+ full secondary modifier
Trigger happy:
(1) Using a standard action, a fast can make two attacks with a
ranged weapon, both attacks at a -x penalty to hit.
(3) reduces the penalty to hit for 2 attacks in one round
to a -(x-2) penalty
(6) gives the additional option of making 3 attacks at -(x+1)
each.
Dual wielding:
(2) when a fast wields a one-handed ranged weapon in each hand,
the penalties are much less harsh than normal. A character
is considered to be dual wielding whenever they use both
weapons in hand in the same action. Normally, a character
suffers a large penalty for attempting to dual wield
(-4 to -6?), though a fast with this feature only takes
a -2 penalty to each attack (which stacks with other
penalties)
(5) you feel extremely comfortable with a gun in each hand.
A fast now only takes a penalty of (-1 or +0)
Extra piercing:
(3) For normal rules on shots piercing though targets, see
'piercing' in the mechanics section. A fast is mindful
about how his projectiles will travel, and can add one
or both effects to a shot. (announced before rolling)
a) Fully aware of the target behind the first, only
take a -1(or 2?) penalty (down from -4) to hitting the
secondary target (Only on first secondary target)
b) Thinking well ahead, you can shoot a projectile such
that it can strike a 3rd target after it exits your
second victim (Shots normally stop after hitting 2
targets). It stops after hitting the 3rd target.
This feature can only be applied to one shot a round.
(5) This feature can now be used any amount of times a round.
Faster than you:
(3) A fast has quick reflexes and rarely leaves himself open.
Whenever you are adjacent to an enemy and you use a standard
action to preform a number of ranged attacks, (this
normally provokes attacks of opportunity) all targets you
successfully hit do not get the attack of opportunity
that would normally be provoked by this action.
Gunman's disposition:
(4) choose one of the following:
Frantic disposition:
Receive a bonus to attack rolls equal to half the number
of zombies in a 2 square (10 ft) radius around you. This
bonus cannot be larger than the character's secondary
modifier.
Calm disposition:
Count the number of squares the closest zombie you are
aware of is away from you. Receive a bonus to attack rolls
equal to this number -1. (No bonus when zombie is 1 square
away) You must be aware of at least one zombie, and it
must be within 10 squares of you. This bonus cannot be
larger than the character's secondary modifier.
Capstone:
(8) not sure what this one should be...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tank
Eyes on me (1 3 6)
Just a scratch (1 3 6)
tough stuff (1)
I'll take that (2 5)
Ooh, stunning (2 5)
but not outmatched (2)
obnoxious tenacity (4)
capstone (8)
--------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Eyes on me (1), Just a scratch (1), Tough stuff (1)
2 - I'll take that (2), Ooh, Stunning (2), but not outmatched (2)
3 - Eyes on me (3), Just a scratch (3)
4 - Obnoxious tenacity (4)
5 - I'll take that (5), Ooh, Stunning (5)
6 - Eyes on me (6), Just a scratch (6)
7 - Blank
8 - Capstone (8)
---------------------------------------------
Tough stuff:
(1) a tough treats armor as if it were one size lighter.
(and more)
Eyes on me:
(1) a tough is skilled at keeping the attention of zombies.
(see getting attention in mechanics) When getting the
attention of a group of zombies, a tough may designate up to
(secondary modifier-1) number of zombies as his mark. Marked
zombies must focus their attacks on the tough. If they are
not within range to attack, they must move until they are
in this range. If a tough uses another action to get
attention, then all current marks fade immediately and he
can re-mark any up to his maximum number of zombies still
within range. This ability does not work against non-
zombie enemies.
(3) The maximum number of marks increases to (secondary mod +1)
(5) The maximum number of marks increases to (secondary mod +3)
and getting attention is only a move action.
Just a scratch:
(1) A tough's healing ratio increases by one point. Usually, this
boosts the maximum fresh damage healed from 1/2 to 2/3. Can
be more if he's healed by a Guardian. (see "Healing Ratio"
In mechanics
(3) Now increases by 2 points total, usually to max 3/4
(6) Now increases by 4 points total, usually to max 5/6
I'll take that:
(2) A tough is able protect a friend from damage. Whenever an
adjacent ally would be hit with an attack, a tough may butt
in to take damage instead as an immediate interrupt. In this
way, a tough can either:
a) split the damage in half with the ally
b) take all of the damage for the ally
This decision must be made before damage is rolled
(5) Now, the tough only takes half the damage, and the ally
takes no damage when he butts in.
ooh, stunning:
(2) a tough gains a bonus to effective damage for stunning
attacks equal to 4 + secondary modifier
(5) When an enemy is knocked into a square adjacent to a tough,
he may make a melee attack roll against this enemy as if it
provoked an attack of opportunity. If it hits, roll for
damage AND a stun attempt. (separate rolls, use relevant
bonus)
but not outmatched:
(2) a tough is a fearsome foe, even against a large group. This
feature reduces the penalties taken when surrounded, near
too many enemies etc. I'm not sure what those penalties should
be yet
obnoxious tenacity:
(4) Choose one of the following:
Over here: Any time you attack and hit a zombie, you may
choose whether or not it becomes drawn to you.
iron defense: whatever equivalents to "total defense"
are in this system, a tough receives a bonus of +4 to them.
Capstone:
(8) not sure about capstone...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Technician
Skilled worker (1)
Brilliant Strategy (1 3 6)
Tactical Wit (2 5)
Field Training (2)
memory of steel (2)
Research places (3)
lifelong learner (5)
Careful Planner (4)
Capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Skilled worker (1), Brilliant Strategy (1)
2 - Tactical Wit (2), Field Training (2), Memory of Steel (2)
3 - Brilliant Strategy (3), Research places (3),
4 - Careful planner (4)
5 - Tactical Wit (5), Lifelong Learner (5)
6 - Brilliant Strategy (6)
7 - Blank
8 - Capstone (8)
-----------------------------------------------
Skilled worker:
(1) a Planner gets an extra trained skill at first level.
Brilliant Strategy:
(1) The planner is always thinking ahead, and sharing her
thoughts with her skilled party can be a deadly combination.
Taking 10 minutes, a Planner can devise a plan with her
party. Planning ahead results in bonuses for the party - if
they stick to the strategy.
When creating a strategy, a Planner multiplies their int
modifier by 4. The result is the number of points she has
to work with. She can use the points to bestow a bonus to
attacks, damage, or AC.
+1 for 2 points, +2 for 4 points, +3 for 8 points, +4 for
16 points. All damage bonuses are multiplied by 2.
These bonuses are only applied if certain chosen conditions are
met (determined during planning). Attacking, damaging, or
defending outside the chosen conditions does not make the
bonus go away, it simply is not applied to situations
outside the conditions.
Attack- specify the weapon you will use (and ranged or melee
if there is a choice) or specify target (eg Kim the
butcher, the largest enemy, weakest enemy ect)
Defense- specify ranged attacks or enemy type (eg human
zombie, bison zombie, human raider) or weapon type (eg hammer
axe, zombie slam, zombie bite)
Damage- specify the weapon you will use and type of attacks
(eg damage, knockback...) or specify target
So for example, you could plan to give John a +3 to attack
if he uses his axe, and Freddy gets a +2 to AC against
zombie bites.
A basic outline of a plan is made, and if they players
stray too far, the plan begins failing. 1 entire round
after the plan is failing, the plan fails. Might add
mechanics for keeping to plan, but for now, it's up
to discretion of the GM.
I need to know if this system feels to complicated to use,
or if it seems good to people.
(2) number of points is now 6 X int mod and can stop plan from
failing if only one player acts outside the plan
(3) number of points is now 8 X int mod and can stop plan from
failing if only two players act outside the plan
Tactical Wit:
(1) a Planner can act quickly and make split-second decisions
in the midst of a battle. She can communicate with her
allies and advise them when sudden changes occur.
As a standard action, a Planner can target an ally they have
made a plan with and re-distribute the ally's plan points
as she sees fit. Points cannot be moved between allies, and
the new distribution must specify targets etc like before,
though they may be different specifications.
Additionally, if the plan is currently failing on her turn,
a Planner may take a full-round action to redistribute
the plan points of all her allies. Points on each ally
are cut in half, and points cannot be moved from one ally
to another. If the points are rearranged in this way,
the planner must give a new plan, which can again fail if
not followed.
(2) If the plan fails and the planner takes a full-round action
to make a new plan on the fly, she may use 3/4 of the points
on each ally.
Field training:
(1) a planner now adds his secondary modifier to search,
barricade, and survival skill checks.
memory of steel:
(1) a Planner has immense amounts of knowledge, and rarely
forgets anything she's read. When making a Science check
for the purposes of remembering information, roll 2 d20's.
use the higher of the two rolls for calculating the check.
lifelong learner:
(1) By watching an observing the world around her, the Planner
gains competence in her skills - even the skills in which
she has received no formal training. A Planner gains a
bonus to all untrained skill checks equal to half her level
(rounded down).
research places:
(1) Using information from passer-byres, tracks in soil,
weather patterns, and her knowledge of pandemics, the Planner
can deduce details about a city or town. When there is no
internet to search or documents to sift though that would
give information about this settlement post-infection, a
Planner can roll a Science check to try and obtain some
details about it. The base DC is 20, with the following
modifiers.
-3 Remember details about the city per-infection
+5 people outside the party are not available to speak with
-2 able to talk to someone from the city itself
Passing this check gives you approximate information about
zombie density, survivor density, time of first infection,
government support, and overall danger. Each 5 you beat the
DC makes the information a little more exact. If you fail
the DC by too much, the GM may plant false information. If
you fail the DC by less than 5, you realize that your
work has been fruitless.
This process takes 24 hours and can be aided by allies
using other relevant skills.
Careful planner:
(4) Choose one of the two:
Analytic Mind:
"No, I've never actually splinted an arm before. Though
I did read Grey's Anatomy once."
A planner knows how everything should work in theory and
can give party members valuable instruction. When
using the "aid another" action, a planner can use their
intelligence modifier instead of the relevant modifier for
the skill (eg con for endurance). In addition, for every
5 higher than the base (DC 10) DC she rolls, the target
receives an extra +1 to the skill check. Failing this
'aid another' check does not give the usual -2 penalty.
Plan B:
a Planner is always 2 steps ahead of everyone else.
Whenever she makes a plan with her party using Brilliant
Strategy, a Planner can make a back-up plan. She can write
a second plan with a completely different distribution of
plan points and give it a trigger (Condition like readying
an action. eg We get ambushed by zombies, raiders open fire
on us, the convoy doesn't show up on time). This trigger
can't be something that is immediately expected to happen.
The planner's player records the plan and the trigger, and
passes the information to the GM (who doesn't read it). If
the trigger happens, the planner has one full round after
that to activate the new plan (full-round action).
The Planner does not share this second plan with her party.
She has fully discussed what is likely to happen with the
party, and this second plan represents outcomes that the
planner has been mulling over on her own.
Capstone: not sure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guardian
Combat healer (1)
Vigilant protector (1 3 6)
Deft Healing (1 3 6)
Rigorous training (2 5)
Medical coverage (2 5)
within safety's reach (2)
Selfless Guardian (4)
capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Combat healer (1), Vigilant protector (1), Deft Healing(1)
2 - Rigorous training (2), Medical coverage (2),
Within safety's reach (2)
3 - Vigilant protector (3), Deft Healing (3)
4 - Selfless Guardian (4)
5 - Rigorous training (5), Medical coverage (5)
6 - vigilant protector (6), Deft Healing (6)
7 - blank
8 - capstone (8)
-----------------------------------------------
Combat healer:
(1) A Guardian can take a full-round to make a heal check to heal
fresh damage at a -10 penalty (Opposed to the usual 10
minutes). Note that this means the heal character would
have 0 fresh damage and therefore would not take infection
damage from splash damage. Healing during combat provokes
attacks of opportunity.
vigilant protector:
(1) As a standard action, a Guardian can designate one ally as
her ward. If an enemy the Guardian is aware of makes an
attack against her ward, she may make an attack (melee or
ranged) against this enemy as an immediate interrupt. The
enemy must be in range of attack.
If an enemy she isn't aware of attacks her ward, the Guardian
is granted an intuition check. Success (DC set by stealth
check) means she is now aware of this enemy, and can make the
attack as specified above.
A Guardian may change the designation of her ward as another
standard action. A Guardian may only have one ward at a time.
This feature can only be used once a round.
Note that these attacks may be stun attempts or the like, and
may target specific areas making the attack impossible.
(3) A Guardian may now add half her wis mod to the damage of
these attacks, and feature can be used half her secondary
modifier (round down) times a round.
(6) In addition to the damage, a Guardian may also make a stun
attempt as if they hit with a melee weapon. A medic can
use this feature up to her secondary modifier a round.
Deft Healing:
(1) A target of the Guardian's heal check has their healing ratio
increased by one point for the purposes of this heal check.
Usually this increases from max 1/2 of target's fresh damage
can be healed to max of 2/3 of target's fresh damage can be
healed. If the target has found a way to boost their healing
ratio (eg by being a tank) then the max is more. (see
"Healing Ratio" in mechanics)
(3) Now increases by 2 points total, usually to max 3/4
(6) Now increases by 4 points total, usually to max 5/6
Rigorous Training:
(2) A Guardian receives a bonus to heal checks equal to her
secondary modifier.
(5) This bonus increases to 4 + secondary modifier, and the
only takes a -2 to heal checks when preforming heal checks
in half the time (as opposed to -5)
Within safety's reach:
(2) Survivors feel safe with a skilled healer close by. All
allies within a 10-foot radius of the Guardian gain a
moral bonus to AC equal to half her wisdom modifier (round
down). This bonus only applies to a survivor if
they are aware of the Guardian. The Guardian must be
conscious to bestow this effect.
Medical coverage:
(2) if an enemy makes a melee attack against an ally and the
Guardian is adjacent to either the enemy or the ally, then
medic may grant the ally a bonus to AC equal to
2 + secondary modifier.
This feature is only useable once a round. This feature and
"Vigilant Protector" cannot be used against the same attack.
(5) Bonus to AC increases to 4 + secondary modifier (Useable
more?)
Selfless Guardian:
(4) choose one of the two:
Selfless protector: a Guardian may now have 2 wards at any
given time. Designating each is a move action.
Selfless healer:
Capstone: Not sure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~
Leader
Inspiring presence (1 2 6)
Commanding influence (1 2 6)
Tactical Movement (3 5)
Just lucky, I guess (3 5)
Petrifying glare (2)
Respected Leader (4)
Infallible Leadership (8)
---------------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Inspiring presence (1), commanding influence (1)
2 - Inspiring presence (2), commanding influence (2),
Petrifing glare (2)
3 - Tactical Movement (3), Just lucky, I guess (3)
4 - Respected Leader (4)
5 - Tactical movement (5), Just lucky, I guess (5)
6 - Inspiring presence (6), commanding influence (6)
7 - Blank
8 - Infallible Leadership (8)
----------------------------------------------------
Inspiring presence:
(1) You can inspire groups with just a shout. When you use an
inspire check on an ally, the effects of inspire competence
work on allies within 20 feet of the target, at one less
level (ie target receives bonus granted from your roll,
others receives bonus from your roll -10). Minimum bonus is
+0. Although you still cannot inspire competence in yourself,
you may choose for yourself to be the main target. This
could be useful if most your allies are in 20 feet of you,
but not 20 feet of each other.
Also, when you use an inspire check on an enemy, the effects
of inspire fear work on allies within 20 feet of the target,
at one less level (use check-10 for others). bestowing a
-0 on secondary targets in this way does not count as failing
this check against them.
(2) Now all of the secondary targets receive the same modifier
as the main target (ie check-10 for secondaries becomes
check-0)
(3) The main allied target for inspire competence gains the
bonus on their next two actions. The main enemy target takes
This moral penalty on it's next two attacks. (moral bonuses,
as well as moral penalties do not stack)
Commanding influence:
(1) A Leader can call out to his allies, urging them to strike
the enemies when he sees an opening. As a standard action,
a Leader can grant a single attack to one of his allies.
This attack costs no action for the ally, and the attack
happens on the Leader's turn.
(2) In addition to granting an ally an attack, the Leader may
also roll an inspire check to grant the ally a moral bonus
on this extra attack. No secondary targets are affected by
this inspire check.
(3) Now, rather than a single attack, a Leader grants an ally
a standard action which occurs on the Leader's turn. The
Leader is essentially letting the ally use his standard
action. This standard action cannot be exchanged for a move
action. A Leader can still make an inspire check as a free
action.
Tactical Movement:
(1) A leader can call out to his allies, advising them to move
into a more advantageous position. As a move action, a Leader
can allow an ally to move up to their speed. This takes no
action for the ally, and this movement happens on the
Leader's turn.
(2) Now when an Leader allows an ally to move in this way, 5 feet
of the movement is considered a shift. Alternatively, the
ally may make any kind of move action.
Just lucky, I guess:
(1) Leaders have a natural luck, as if Lady Luck herself favors
you. Whenever you roll a natural 1 on a d20, you may reroll
with no penalty.
(2) now you may reroll on a natural 1 or 2.
Petrifying Glare:
(1) With an accusatory point of his finger, a leader can single
out an enemy and make it wary about harming his group. As
A standard action, a Leader may roll an inspiration check
in an attempt to stun an enemy with fear. Take the result
(roll-15) and use this number as effective damage for a stun
attempt as if the Leader had hit the target with a melee
weapon. (again, does this work on Zombies?)
Respected Leader:
(4) choose one of the two:
Faith of your Leader:
A leader can express the confidence he has in one of his
teammates, sharing a bit of his luck and helping this
teammate's success in a dire moment to come. As a standard
action, a Leader may designate an ally and roll an inspire
check. The next time the ally fails an action, he may try
to reroll. He attempts the reroll, and if the original roll
failed by less than (Leader's inspire check-20), he may
reroll. After the attempt to reroll, this feature is expended
(though the leader can use this feature again)
A Leader can only designate one such ally at a time.
The Leading Man:
When determining initiative, if you were not the highest
in the order amongst your allies, you automatically tie with
your ally that has the highest initiative and win this tie.
Infallible Leadership:
(8) choose ONE of the two:
Aura of Fortune:
whenever an ally within 50 feet rolls a natural 1, they may
reroll with no penalty.
Overwhelming assault:
As a fullround action, a Leader can grant all allies within
30 feet of him a single attack roll. (all happen on his turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~
Hit Points
I have fully reworded the HP system to make it less complex, but
still do what I had originally wanted it too. If anyone thinks
details about it should be changed, please post about it
--Second wording:--
-when a character is hit with an attack, he takes damage, which will
be called "fresh damage"
-this damage subtracts from total HP, and the total fresh damage is
tracked.
-the result of a heal check determines how much of the fresh damage
is healed, but the maximum amount is always half the fresh damage
(round ?)
-after the roll, all fresh damage not healed by the check is
"unhealed damage", the running total of which is tracked. After
this, the tracked fresh damage is reset to 0.
-a heal check can only heal fresh damage and not unhealed damage
-a character automatically heals (con mod, level, con score??)
unhealed damage after a night's rest. Then, all unhealed damage
becomes fresh damage.
Serious damage
- represents a broken bone, or a heavy bleed, etc
- the total amount of serious damage is tracked
- a character with serious damage take a penalty to all actions
equal to the number of serious damage points incured
- If a heal check is not preformed (DC ?, based on number of points),
the character takes fresh damage equal to the points of serious
damage they have if the do anything except move half their speed
in a round
-Once fixed up, the serious damage does not continue to cause more
fresh damage, but does not go away. Actions still take penalties
(-1 per point)
- a character heals serious damage at a rate of half their con
modifier, rounded down, per day. A character that stays the entire
day in bed heals serious damage at twice this rate (only for days
with this bed-rest)
Infection damage
- damage incurred that has the potential of infecting the character
- the more damage taken means a larger chance that the character
will become a zombie.
- infection damage takes away from HP total
-healing infection damage is a separate heal check from healing
damage
-If character has fresh damage not equal to 0 and he or she gets
splattered with blood from a zombie (see bloodsplatter under
'mechanics'), then that character receives infection damage equal
to the amount of bloodsplatter they received
-wearing blood-splattered clothing for too long (1 day?) causes
a character to receive a number of infected damage equal to the
bloodsplatter on the clothing/armor
-after a check is done (in secret) to heal infection damage, ALL
the infection damage is moved to 'unhealed damage'. The GM keeps
track of how much infection damage was not healed by the check, and
then rolls (in secret) to see if the character turns.
-after an hour, a player rolls a save on a d20 and adds their con
mod. The DC equals the number of infected damage still on the
character.
-if infected, the player is not informed. Instead, symptoms are
announced at each stage until the character turns
-if not infected, the player is informed of the symptoms AS IF they
have contracted the infection. More stages are announced for however
close the role was to infection
-all these roles including the heal check and save are done in
secret
-CURRENT HP is equal to:
Max HP-(fresh damage+unhealed damage+serious damage+infection damage)
-fresh, unhealed, serious, and infection damages are tracked in
separate boxes on character sheet.
This does the exact same thing as my original wording, and I don't
have to use the 'mendable' terms (which I was never fond of).
Should there be a more permanent form of damage for regular hits?
should the last bullet point be changed? Thoughts?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
skills:
Here is a list of skills survivors can train in to help them live
longer. I am very open to other suggestions, especially for a
charisma-bases skill not used for social encounters.
Str: athletics
Dex: stealth
Con: endurance
Int: Search, Barricade, Science
Wis: Intuition, Heal, Survival
Cha: Persuasion, Bluff, Inspire
-purposely have 1 for each physical, 3 for each mental. I am really
fond of this symmetry.
-I don't want to limit certain skills to certain classes. I feel
this would simply limit creativity in making a character, as there
are no "trained only" skills.
-Skills: each class chooses 3 skills. These skills get a bonus of 4
at 1st level, and go up by 1 each level after. A
smart gets one more skill than everyone else.
-Extra skill feat:, which lets a character choose
an additional skill as if they choose it at 1st.
-Skill focus feat: gives static feat bonus to a chosen skill.
------------
athletics- Jump, climb, swim etc
Stealth - move around unnoticed, pick locks
endurance: stave of effects of not eating or drinking, act with
serious damage, walk with heavy gear farther
barricade-make barricade, bypass barricade
Science - knowing useful information, preforming research
Search - Finding useful objects, finding people
Intuition - perceiving the world with your senses, or getting a
hunch about a situation
Heal -restore HP, disinfect wounds.
survival- finding bearing, setting up camp, foraging,
persuasion - Strike a deal with someone else. Rich Burlew's
diplomacy replacement. Can make an inspire check to make this like
intimidate. gives a bonus, but only works for a few rounds.
bluff - lying or otherwise misleading people
inspire - bestow competence in allies and fear in enemies.
Under question:
Acrobatics- I feel that rolling to reduce fall damage with large
packs and rifles on your back and the like feels out of place here.
I foresee very little balancing, rolling between legs etc here.
More relevant uses that acrobatics would have had can be given to
athletics and stealth.
---------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mechanics
More detail in mechanics. Only read if you want detail on something I've
said above.
Due to Character Limit, Mechanics are now in post #3
Weapons and Enemies are currently in post #3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~