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View Full Version : Zombies! Creating a d20 system -v1.2- (PEACH)



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)

--------------------------------------------

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)

-----------------------------------------------

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



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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

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~

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

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Milo v3
2012-03-11, 06:27 PM
I have to see I like this system so far and will be watching as you go through it. As for Armor I'd say DR.

Andaer
2012-03-11, 06:43 PM
Mechanics:

Loudness-Weapons and vehicles have a 'burst' radius of sound. All
zombies within the burst automatically notice the source. The burst
is not the range over which the object CAN be heard, but rather the
range in which it would be very noticeable

Bloodsplatter- hitting a zombie with most weapons causes blood to
hit nearby survivors. Everything in burst 1 of the zombie is
splattered with blood. Bloodsplatter on a survivor will manifest
as a number which increases (usually by 1) whenever the survivor is
subject to a burst of splatter. Having too high of a bloodsplatter
quotient can increase risk of infection (and possibly more negatives)
changing clothes makes most of it go away, but bathing might be
needed (uses water)

Body attacks- a zombie has an amount of hitpoints, and hitting
it with attacks will damage it's body. Eventually, reducing its
HP to 0 means the body can no longer function. The zombie falls a
crippled heap on the ground. Might be able to still bite. Simply
attacking targets no particular body part and does not aim to
stop any particular limb etc


Targeted attacks- An attack can be aimed at a certain body part on
a zombie (head, arm, leg, etc). It is more difficult to hit a target;
missing by a small amount will become a body attack.(Meeting the AC
+something) Missing by too much be an complete miss. In order to
render a limb unusable (by severing, breaking bones...) a certain
amount of damage must be met. eg, heads need 5 hp to be broken.
if an attack deals 3 damage, the head remains intact, and still
requires the next attack to do at least 5 damage to break it.
if the amount of damage fails to meet this number, half of the
dealt damage becomes body damage.


Special attacks- With a melee weapon, you can use an attack to knock
back, stun, or trip a zombie instead of dealing it damage. Roll
to hit it's body AC,if you hit, roll damage. Zombie takes no damage,
but the damage it would have taken decides how effective the Knockback
was. Shotguns have knockback

Missing with projectiles- If you miss with a bullet, it may hit a
zombie or survivor behind it (higher AC). Some bullets travel though
target to targets behind. Shooting though ally squares to hit zombie
is dangerous. Using a shotgun blast (cone) can hit allies.

Animals- Animals human-sized or larger can be affected by the virus.
As a result, large wild animals can become zombies. Will serve as
bosses. Bears, moose, caribou, deer, wolverines, bulls, cows are all
examples that can be found in the wild. In places with zoos, human
zombies can break down the cages and more options become available.
Herbivores can't spread the infection with their bites, but
they can break bones.

Large size- As far as sizes go, there are human-sized creatures(med),
big creatures(large), and smaller creatures. No need for Huge and
larger (no land animals that big). Large creatures are not subject
to knockback.


Reliability of weapons- melee weapons breaking after certain amount
of uses. Possibly random aspect. Automatic and semi-automatic guns
jamming

Carrying things- weight carried has large consequences. Carrying a
lot reduces movement speed in ft. light load -0, medium load -5,
heavy load -10. Having a certain amount of damage (eg half) doubles
this penalty.


Food and water- important to track food and water, as well as other
supplies. Scavenging will be needed.

Bite attacks- Once a zombie has hit you two times (maybe without
moving, without attacking anyone else, ) it's next attack against
a target can be a bite attack. Also, if a zombie grabs a target, it
can attempt a bite on the next round. The damage it deals is
'infection damage', and if not healed, a chance of being infected
occurs. (see HP notes above)
The more infection damage a character has, the greater chance the
infection has to set in. These rolls are done in secret.

Piercing - When a projectile hits (or misses) a target, the
shooter must make an attack roll against any secondary targets
behind the first target. The bonus on this secondary attack roll
is the same as the primary attack's bonus -4. Subsequent 'secondary'
attacks attempts may be made, each penalizing the attack by an
additional -4. A shooter must make keep rolling attack until:
2 targets have been hit, or the total modifier on a roll would be
-10 or less. Distance penalties stack. Attacks are worded as
MUST be rolled because allies can be hit with friendly fire this
way, and cannot control a projectile after firing.

Shooting from a distance - each ranged weapon has a range value.
a ranged attack takes a -1 penalty for every x squares over this
range

Getting attention - a character can try and get the attention of
nearby zombies as a standard action. Basically, this functions as
if they were using a device with a certain loudness. A character
can choose to attract zombies in radii that increase in 10 foot
increments, up to 50 feet.(can't choose 25 foot radius. choose
either 20 or 30 foot radius). Zombies attracted in this way do not
necessarily attack the yelling character, but will attack any
members of the group in that general direction.

*NEW*


Healing Factor: When preforming a heal check, only a certain fraction
of the Fresh damage can be healed. For more skilled healers, this
amount increases. This starts at 1/2 and for every point added to
the healing factor, the maximum fresh damage that can be healed
goes one up in the sequence

1/2, 2/3, 3/4, 4/5, 5/6, 6/7, 7/8, 8/9, 9/10

For every level up this sequence, there is an obvious increase, but
the rate at which the healing increases goes down.


Inspire (skill): a survivor can use their force of will to influence
the actions of others. Using a standard action, choose a target
within 30 feet.

Inspire competence: You shout words of encouragement and advice at
an ally, inspiring that ally to preform greatly. Roll an inspire
check. Grant chosen ally a +1 moral bonus to their next action
(DC 10). For every 10 over this DC, grant the ally an additional +1
moral bonus. (+2 at 20, +3 at 30, etc) You cannot inspire
competence in yourself.

Inspire fear: You shout words of anger and intimidation at your
enemy, making that ally think twice about attacking you. Roll an
inspire check. The chosen enemy receive a -1 moral penalty to their
next attack (DC 10). For every 10 over this DC, this penalty
increases by 1. (-2 at 20, -3 at 30 etc) If you fail an inspire roll
against an enemy, they are immune to your inspire checks for the rest
of the day. (should this work on zombies, or just people?)


Switching squares: a survivor may switch squares with another ally,
if both of them think it's a good idea. As a move action, a survivor
can decide to "switch out" which is a just a signal to his allies,
not an actual action yet. Any other survivor, on their turn, can use
a move action to "switch in" to the square of any adjacent ally that
is switching out. That this point, the two allies shift into each
others squares. If a survivor switches out, and no one switches in by
their next turn, the action is lost.

Aid another: when an ally makes a skill check, a player can attempt
the same skill check in order to give the ally a +2 bonus
on their roll (DC 10). Failing the 'aid another' check means
that you fumble and mess the ally up, giving them a -2
penalty instead. Only 2 allies can use 'aid another' on a
given skill check.

Parry: as a standard action, you can ready your weapon to deflect
melee attacks. The next time you are attacked, you may strike at
the oncoming attack. Roll an attack roll, and the result determines
a boost to defence (or could negate the attack). If it comes back
around to your turn and you were not attacked with a melee weapon,
the action is lost.


-----------------------------------------------

Living Conditions:

Hiding from zombies won't always land you in
a 5-star suite. Your sleeping space may be uncomfortable, and you
might not always get the food your body need. The Living Condition
Modifier is a quick way to determine the effects of your night's
rest. 3 different aspects of your living conditions (food quality,
comfort, environment) are rated as good, decent, or bad.

Good: above average condition! You feel ready to take on the day.
+1 to the overall modifier

Decent: average living conditions. The kind of stuff you've had
to get used to. +0 to overall modifier

Bad: below average conditions. You don't know how much longer you
can live like this. -1 to overall modifier.

The living condition modifier is a modifier for every attack or
skill roll you make until your next rest. might have to cap it
(+1) if good conditions prove too easy to find.



Food: amount of food is tracked in amount needed for one person in
one day. So for a party of 5 to eat well for a day, they use up
'5 days' of food. A party member must make a survival check to store
and organize the food so it doesn't go bad. They plan what should be
eaten first based on expiration date, and other details that are
swept under the rug by the skill check. There are 3 grades of food:


Good food - a high quality meal, usually made with a stove/oven
made with a variety of (possibly perishable) foods. It's hard to
have it this good on the run.

Decent food - Canned goods and other properly-preserved foods.
They taste alright, and are nutritious, but someone difficult to
get used to.

Bad food - Food that is expired or ill-preserved becomes bad food.
Also some low-quality foods start off as bad food, eg catfood.
eating this food is better than not eating.


Having grades of food allows players to only take the good and decent
food found in a large stash and not have to feel bad about leaving
most of the food behind.


water: Water is tracked in the same fashion as food (in days), but
can also be used for tasks like cleaning. Cleaning bloodsplatter
off of clothing or armor uses 1 day of water for ever point of
bloodsplatter on it. When a character does not drink 1 day of water
in a day, it is as if they ate "bad food" for that day for the
purposes of the living condition modifier.


Comfort: Rating is based on sleeping on something soft, having a
pillow, not having to sleep with damp clothing...

Environment: Rating is based on temperature, brightness, distracting
sounds...

-----------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Weapons:



Weapons come in grades:

Improvised - objects picked up, or broken weapons

household - weapons found around the house. eg claw hammer
specialized - rarer, more industrial weapons. eg sledgehammer
military - an implement of war. eg assult rifle

exotic - weapons with special characteristics. As strong as military,
but have special qualities. eg katanas are better at decapitation

These are strict tiers of weapons, meaning that all household weapons
are worse in combat than specialized weapons etc. As such, a weapon
of a tier is significantly more rare than that of a tier below it.

Melee:

damage melee weapons do. Left number is for one-handed weapons, right
is for two-handed weapons. using a one-handed weapon gives you a +2
bonus to AC, where using a two-handed weapon doesn't.

----------------------
impro- d3 d4

house- d6 d8
speci- 2d4 d10
milit- 2d6 2d8

exoti- 2d6 2d8 +extras
----------------------


On top of this, melee weapons can also be bludgening, piercing, or
slashing:

-------------------------
Bludgening- one lower weapon die, -1 blood splatter, +2 to knockback,
+2 to stunning, +2 to trip.

Piercing- +4 damage on critical, +2 blood splatter on critical

Slahing - +1 blood splatter, +1 to damage (not sure about this one)
-------------------------

(rules for hitting harder/softer for different effect to be
implemented later. Rules for weapons breaking to be implemented
later)

Ranged:


damage ranged weapons do. Left number is for one-handed weapons, right
is for two-handed weapons. using a one-handed weapon gives you a +2
bonus to AC, where using a two-handed weapon doesn't. All ranged weapons
have a 'loudness' attributed to them. (for the test run, lets say all
guns have loudness of 50 ft and a clip of 6 for one-handed, and a clip
of 12 for two-handed)

-------------------------
impro- d2+1 (throwing a rock)

house- d4+2 d6+2
speci- d6+3 d8+3
milit- d8+4 d10+4

exoti- d8+4 d10+4 +extras
------------------------

Later on, weapons will be put into these categories, but for now,
choosing a weapon for pure flavor is fine. Everyone gets to choose
one specialized weapon, and one household weapon and gets 2 days of
water, and 3 days of food.


The currency of this game is food and water. Weapons can be bought or
sold based on days of food. 1 day of water=3 days of decent food.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies:



Slow Zombie:

An infected human, muscles already worn, and outside layer of the brain
completely gone.

moves 1 square in a move action (can take two move actions and no
standard action)

HP: 20+d6

body AC: 14
limb AC: 16
Head AC: 18

in order to destroy a limb or a head, you must meet the AC and deal
5 or more damage to it. If you fail to deal 5 damage, half the damage
deal becomes body damage. All subsequent attacks STILL take 5 damage
to destroy a limb or a head.



Attacks:

slam- A zombie can strike out with its arms in an attempt to hit
anyone adjacent to it.

+3 to hit, 1d4+2 fresh damage on hit


bite: After hitting the same target twice using any means, a zombie
can attempt a bite attack against this target. Attempting this attack
provokes attacks of oppertunity.

+2 to hit, 1d2+1 infection damage on hit


Grab: A zombie sometimes attempts to take hold of their target, pulling
them closer.

+0 to hit, if attack hits, then the target is grabbed.

When grabbed, the target cannot move away unless they make an atheltics
check to break free (not sure of DC). When grabbed, the next turn, the
zombie can start making bite attacks.

Templates can be applied to zombies. Things like helmets for higher head AC, bullet-proof vests etc.

Milo v3
2012-03-12, 12:32 AM
I just did a second read through I would like to say three things:
Firstly, I think the unmendable damage done by removing the dressings of a healed wound should be decreased after a certain amount of time. This would still give a penalty for removing the dressings but it isn't as much of a penalty to those who have healed naturally.


Secondly, when you rest is this what happens:
1. You regain all your mendable health
2. You then regain a x points of unmendable health, where x is equal to your con modifier.

Thirdly, if you ever need someone to playtest this then tell me and I will test it out on these forums.

Andaer
2012-03-12, 09:35 AM
Alright, good to have some questions to answer.

For removing the dressings, the penalty is only meant to be if someone removes the bandages right after a heal check is made. Basically, I want to avoid a healer 'taking 20' on a heal check. However, if someone inexperienced botches a heal check, I don't want it to be impossible to have someone else redo it.

So, I'm not sure if I answered your question, but the penalty for removing the dressings is gone after the character rests. Also, I'm not sure I made it clear, but a healer cannot make additional heal checks after the first (without removing the bandages) in a day, even if there is mendable hp on the target.


About resting, you do not gain mendable hp back unless it was healed first. Let me illustrate with an example:


Freddy, having 20 HP at the start of the day, was unfortunate enough to have been slammed by a couple zombies throughout the day, dealing a total of 10 HP of damage. He has a con mod of +3.

In a safe place, healer Joe tries to fix Freddy up. At the time the heal check is made, the 10 damage is classified as 5 mendable and 5 unmendable damage. Joe is a noob, and only heals 3 points of damage (he could only have healed 5 points total anyways).

Now, if Freddy had to fight more zombies before resting, his HP would be 13 (10 + all 'mended' damage). Freddy's group decides to rest, and he gets a decent night's sleep.

For this rest, he adds all menable damage (that wasn't healed) with the unmendable damage, so 2+5=7. Then, he subtracts his con mod from this number (maybe it should be more, and min 1) so 7-3=4. Lastly, this number is split into medable and unmendable damage as if he had just taken 4 damage.

At the start of the day, Freddy has 16 HP, 2 mendable damage, and 2 unmenable damage. Before heading out for the day, Joe heals the 2 menable damage on Freddy, leaving him with 18 HP to fight the zombies today.

After you rest, you don't heal mendable damage (unless a healer took care of it), and you heal con mod total damage. Then the remaining damage is split up into medable and unmendable damage.

So yes, the HP system is a bit complex, but I feel it does what I want. If there are suggestions to simplify it, without taking away much of this, I will take these into account.


And lastly, doing a PBP would be great after at least all the classes are done. I'll be sure to let you know. I'd want enough players to be every class (I could play one if we only find 5) so if people want to test-play this, leave a post.

Milo v3
2012-03-12, 03:51 PM
Alright, good to have some questions to answer.

For removing the dressings, the penalty is only meant to be if someone removes the bandages right after a heal check is made. Basically, I want to avoid a healer 'taking 20' on a heal check. However, if someone inexperienced botches a heal check, I don't want it to be impossible to have someone else redo it.

So, I'm not sure if I answered your question, but the penalty for removing the dressings is gone after the character rests. Also, I'm not sure I made it clear, but a healer cannot make additional heal checks after the first (without removing the bandages) in a day, even if there is mendable hp on the target.


About resting, you do not gain mendable hp back unless it was healed first. Let me illustrate with an example:


Freddy, having 20 HP at the start of the day, was unfortunate enough to have been slammed by a couple zombies throughout the day, dealing a total of 10 HP of damage. He has a con mod of +3.

In a safe place, healer Joe tries to fix Freddy up. At the time the heal check is made, the 10 damage is classified as 5 mendable and 5 unmendable damage. Joe is a noob, and only heals 3 points of damage (he could only have healed 5 points total anyways).

Now, if Freddy had to fight more zombies before resting, his HP would be 13 (10 + all 'mended' damage). Freddy's group decides to rest, and he gets a decent night's sleep.

For this rest, he adds all menable damage (that wasn't healed) with the unmendable damage, so 2+5=7. Then, he subtracts his con mod from this number (maybe it should be more, and min 1) so 7-3=4. Lastly, this number is split into medable and unmendable damage as if he had just taken 4 damage.

At the start of the day, Freddy has 16 HP, 2 mendable damage, and 2 unmenable damage. Before heading out for the day, Joe heals the 2 menable damage on Freddy, leaving him with 18 HP to fight the zombies today.

After you rest, you don't heal mendable damage (unless a healer took care of it), and you heal con mod total damage. Then the remaining damage is split up into medable and unmendable damage.

So yes, the HP system is a bit complex, but I feel it does what I want. If there are suggestions to simplify it, without taking away much of this, I will take these into account.


And lastly, doing a PBP would be great after at least all the classes are done. I'll be sure to let you know. I'd want enough players to be every class (I could play one if we only find 5) so if people want to test-play this, leave a post.

Sounds like a complex HP system but it is much more realistic and gives off a sense of survival to the players. So I like it better than the normal 3.5e and 4e HP Systems.

As for the pbp I would happily GM or be a player for it when you are ready.

Siosilvar
2012-03-12, 04:31 PM
So yes, the HP system is a bit complex, but I feel it does what I want. If there are suggestions to simplify it, without taking away much of this, I will take these into account.

Wouldn't it be easier just to have HP on rest restore mendable damage, then unmendable damage, and not have to worry about division? You don't get quite the same results (in your example, Freddy'd start the next day with 16 HP and 4 unmendable damage) but it makes unmendable damage scarier and cuts down on the math.

The two systems are completely equivalent as far as people who get as healed as possible before resting are concerned, but if you've got some mendable damage sticking around it makes it a lot harder to heal the unmendable portion, and the unmendable damage will probably stick around longer. I'm not sure how "gritty" you want the system to feel, though.

Andaer
2012-03-12, 07:42 PM
Sounds like a complex HP system but it is much more realistic and gives off a sense of survival to the players. So I like it better than the normal 3.5e and 4e HP Systems.

As for the pbp I would happily GM or be a player for it when you are ready.

Sounds excellent :D




The two systems are completely equivalent as far as people who get as healed as possible before resting are concerned, but if you've got some mendable damage sticking around it makes it a lot harder to heal the unmendable portion, and the unmendable damage will probably stick around longer. I'm not sure how "gritty" you want the system to feel, though.

Alright, I think discussing the HP system now is good, because I'm not happy with how complicated it sounds.

Ok, so to clarify, with your change, once a character heals all their mendable damage, a heal check can never help them heal (unless they get hit again). This does give the game a very gritty feel, and would give a large consequence to being hit (which I want). However, if the only way to heal is by resting, the amount of HP regained from a night's rest should be better than just con mod, since healing would be quite slow and I would fear it would slow down the game too much. I really like the idea of strong consequences for getting hit, so I am going to reword my original system and we can get opinions on if there should be unhealable damage.

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
seperate 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).

basically, I realized that clarifying what could and couldn't be healed was only relevant during a heal check besides rerolling a heal check, so I took that out for now. Redoing a heal check immediately after a first (poorly rolled) roll might be put in later.

Should there be a more permanent form of damage for regular hits?
should the last bullet point be changed? Thoughts?

EDIT: I have updated the second wording of my original system to include serious and infection damage. I have the fast and tough basically finished and will update the OP soon. I just want to hear some opinions about the damage system first.

Andaer
2012-03-14, 09:19 AM
--Major update--

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

I am looking for feedback on these additions, as well as the old
stuff.

Also looking for people willing to test the rules (when closer
to complete) in a PBP. Only looking for 4 more.

Milo v3
2012-03-14, 05:18 PM
I like the living conditions and the abilities of the tough, also the rewording now makes perfect sense.

I do wonder how barricade skills would work though. Also I could put a recruitment thread on the forums if you want.

Andaer
2012-03-15, 01:36 PM
I'm glad I could make the HP system more clear. And glad to have good reception on the living conditions. I want to include effects of living, but keep it simple too.

I wasn't actually sure about the tough's abilities. Good to hear some feedback on it. You don't find he might be underpowered, or that he might just get killed quickly by attracting zombies to him? I'm worried about him just getting bowled over.

For barricading, I'm not sure of all the details, but this is what I have so far.

Barricade (skill): Rolling a barricade check allows you to figure out the best way to block off an passage, seal a door, or redirect movement using the materials available. The result of the check determines the amount of time it would take one zombie to break down the barrier. So a 8 round barrier would be broken by 4 zombies in 2 rounds. Depending on materials used, you could make # round barricades, # minute barricades, # hour barricades. Particularly strong barricades could need a minimum number of zombies for damage to start to be dealt.

Making a barricade would take a long time, but time reduced by party members helping.
making an impromptu barricade in combat is possible, but it would only last several rounds if attacked.
Can also use barricade skill to take down a found barricade. The amount of time a new barricade would last with the result of the roll is how much time taken off the opposing barricade. This process is quicker than building a barricade.


Recruitment thread would be a good idea. I'm getting together with a friend tomorrow to finish the mental classes and go over weapons. With that stuff down, and deciding on other details as we go, we could have a game going for sure. But you'd have to make sure it was clear that details are unfinished, and could change during the game.

Also, are you willing to GM? I think problems with the rules will be easier to spot if someone is GMing that didn't write them :P

Milo v3
2012-03-15, 04:32 PM
I'm glad I could make the HP system more clear. And glad to have good reception on the living conditions. I want to include effects of living, but keep it simple too.

I wasn't actually sure about the tough's abilities. Good to hear some feedback on it. You don't find he might be underpowered, or that he might just get killed quickly by attracting zombies to him? I'm worried about him just getting bowled over.

For barricading, I'm not sure of all the details, but this is what I have so far.

*Snip*

Recruitment thread would be a good idea. I'm getting together with a friend tomorrow to finish the mental classes and go over weapons. With that stuff down, and deciding on other details as we go, we could have a game going for sure. Bjut you'd have to make sure it was clear that details are unfinished, and could change during the game.

Also, are you willing to GM? I think problems with the rules will be easier to spot if someone is GMing that didn't write them :P

The Tough seems like a sturdy character who can choose how many he wants to attack him. Also as he gets healed better than his companions it is more likely he him to survive against the assaults.

Barricading sounds good, with differences based off materials allowing for different potential results.

As for GMing I'm running a few games right now but it should be fine. :smallsmile:

Andaer
2012-03-15, 04:59 PM
The Tough seems like a sturdy character who can choose how many he wants to attack him. Also as he gets healed better than his companions it is more likely he him to survive against the assaults.

Barricading sounds good, with differences based off materials allowing for different potential results.

As for GMing I'm running a few games right now but it should be fine. :smallsmile:

Glad you feel that way about the tough.

Yeah, so if there is metal plating laying around, the barricade would be stronger than pushing tables against a door, for instance.

As long as you are sure it's fine. I don't want to make you take on too much. As for leveling, I think for testing, we should level up every 3 encounters. This way things keep moving easily.

Lejosh
2012-03-15, 05:58 PM
If you are looking for play testers I would be interested in trying this kind of a game out.

Andaer
2012-03-15, 06:30 PM
Yup, we are looking for playtesters. :D

We'd be starting the game in a little while, though. And you'd have to be ok with the details of the rules being specified as the game goes on.

If you are willing to playtest, that would leave us with room for about 3 more. Any other takers?

Sir_Chivalry
2012-03-15, 06:34 PM
Well of course, you'll have me if you like.

Andaer
2012-03-15, 06:52 PM
Yes of course. The Tough is saved for you and everything.

Sir_Chivalry
2012-03-15, 06:52 PM
Yes of course. The Tough is saved for you and everything.

Sweet. Glad to be of assistance in this.

IcemanJRC
2012-03-15, 06:54 PM
Just gave a brief look over. I'd be willing to help test.

Andaer
2012-03-15, 07:12 PM
Sweet. Glad to be of assistance in this.

Yup, no problem. Thanks for helping out.


Just gave a brief look over. I'd be willing to help test.

Great to hear. Hope you liked what you saw.

Looking like Milo doesn't have to make a recruitment thread. :P

IcemanJRC
2012-03-15, 08:07 PM
Yup, no problem. Thanks for helping out.



Great to hear. Hope you liked what you saw.

Looking like Milo doesn't have to make a recruitment thread. :P

I did. I feel like it's base rules are in 3.5? Also, I was wondering if you'd be offended if I did some modifications to the opening post for formatting and such? To put a bit of polish on it so to speak?

Andaer
2012-03-15, 08:35 PM
I did. I feel like it's base rules are in 3.5? Also, I was wondering if you'd be offended if I did some modifications to the opening post for formatting and such? To put a bit of polish on it so to speak?

Thank you. :D

Specifically, they are D20 Modern. But yeah, I play a lot of 3.5, so in spirit that's what I'm using for a base.

Not offended at all, thanks. I'd be more than willing for you to make it look better. Yeah, I'm just formatting it in a .txt document at this point :P

IcemanJRC
2012-03-15, 08:38 PM
Yea, I'm not too familiar with the base system, but I'll do what I can. And the formatting is under way. I may finish tonight, maybe not.

Andaer
2012-03-15, 08:45 PM
Ah, well if you know DnD 3.5, you'll be fine. d20 Modern isn't different with rolls and all that. It starts with a class for each stat (like I have) and branches them out into specialized classes (like I haven't). The defense system is a bit different, but I will be explaining the changes I make for this system anyways.

Jeez, well you work fast. Well, there's no rush, but let me know and I will update the OP.

IcemanJRC
2012-03-15, 08:59 PM
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 accel 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 characterised 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.



I got cut a bit short, so this was all I could get for you tonight. I'll continue tomorrow.

Andaer
2012-03-15, 09:21 PM
Very nice. I really like the sound of this so far. I know I have a tendency to sound a bit blah in writing, so I think this will help.

Thanks again. :)

Andaer
2012-03-18, 11:36 AM
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

Just need to properly define AC and some Zombie stats, and we can start to PBP!

IcemanJRC
2012-03-18, 11:50 AM
Seems solid. I'll give it a more thorough look through later.

Andaer
2012-03-18, 12:36 PM
Thanks, good to know. I'd like your opinion on the planning mechanics in the planner. I need to know if it's too much.

Lejosh
2012-03-18, 02:58 PM
An idea i have for the tough lvl 8 skill would be some along the lines of a 'bull rush' of sorts. So if they have a melee weapon on them they could run through a crowd of zombies doing damage to all/most of them and if they were powerful enough, killing them. It would be like a barabrian skill, doing damage to others and then hurting urself for doing that move with more or less damage depending on lvl and such.

But thats just my idea, tell me what you think about it.

Andaer
2012-03-18, 03:13 PM
An idea i have for the tough lvl 8 skill would be some along the lines of a 'bull rush' of sorts. So if they have a melee weapon on them they could run through a crowd of zombies doing damage to all/most of them and if they were powerful enough, killing them. It would be like a barabrian skill, doing damage to others and then hurting urself for doing that move with more or less damage depending on lvl and such.

But thats just my idea, tell me what you think about it.

Alright, I really like this idea. A strong attack that does damage to multiple enemies (which the tough would always be close to) that does damage to themselves, and possibly lowers their defenses.

It would be powerful, but not very abuseable. It could have no limits to amount of times usable in a day, since using it too much would simply kill you.

I want the level 8 skill to be a choice of 2 abilities, so this could certainly be one of them.

Edit: W00t, new page. any other capstone ideas? right now, it's fine if they are sort of loose ideas, since top level is far off for now.

IcemanJRC
2012-03-18, 05:11 PM
I'll be posting comments up here as I add edited bits.
I'm not entirely thrilled with the names you've got for specialists. Strong, Fast, and Tough especially.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.


Design Notes:

Some animals can be infected and will serve as 'bosses'.

AC of zombies is largely undecided. 10-15 for body, 15-20 for head,
somewhere in between for limbs.

Should armor gives AC bonus or DR? Armor is actual every-day wear
that provides different levels of protection. Cloth, denim, Leather
Kevlar, etc.

Tight cropped hair and tight clothes give +1 to AC (grabs only?).

All classes have the same base attack bonus (0.5/level ?) I feel
that since classes focused on hitting will already have a stat
related to hitting much higher than other classes (eg melee builds
have high strength), giving a higher BAB to classes focused on hits
only serves to lengthen the gap of viability in combat between them
and the other classes.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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 [Strong], [Fast], [Tough], [Planner], Guardian, and [Leader]. Each offers something different to a group, so chose wisely when creating your character.

The [Strong] 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 [Strong] if you enjoy close quarters combat and being on the offensive.

The [Fast] 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 [Fast] if you enjoy using firearms and having powerful movement abilities.

The [Tough] 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 [Tough] if you like being difficult to kill and running through hordes of zombies.

The [Planner] 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 [Planner] 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.

Andaer
2012-03-18, 06:04 PM
Thanks, this looks really good. First post updated.

Yes, the class names are kinda meh at this point. I don't like them either.

The names (especially strong, fast, tough) are the class names from d20 modern, the setting that I got the idea of a class for each attribute. They were being used as placeholder names.

On that note, deciding what the class names should be would be a good idea.

Maybe "Tank" for the con class?

Strong and fast are not what I want, but I'm having trouble thinking of anything apart from "weapon expert". Gunman was an early idea for fast, but I don't like the gender-bias in that name. Gunperson sounds worse, though. Shooter, Gun expert, Soldier, Infantry

Planner was a step up from "Smart", but I'm not sure about it.

Guardian I was happy with

Leader I couldn't think of anything better

Edit: Also, why are all the specialists characterized as female? Not that it's a bad thing, just curious

IcemanJRC
2012-03-18, 06:21 PM
Bruiser, Gunner, [Give me a little more time.], Technician, Guardian, Authority.

Admittedly, Authority is kinda weak. But it seems okay.

As I've seen it, it seems to be industry standard to use feminine personal pronouns. I imagine it's to oppose gender stereotypes and the like. I prefer not to use personal pronouns, but I didn't want to think of gender ambiguous ways to describe the classes.

Andaer
2012-03-18, 06:36 PM
Great, sounds good.

Bruiser was a name that crossed my mind, so that one's fine.

I'm not sure about Gunner, but it does seem like the appropriate name

I'd be fine with Tank here

Technician I like

Guardian is good to go

I like how authority sounds over Leader, but I'm not sure about it overall. Would something like Commander, Officer, or main character work?

Yeah, it was difficult to avoid personal pronouns in writing the class features. I haven't run into it, but I suppose reverse gender bias is the way to go nowadays.

IcemanJRC
2012-03-18, 06:40 PM
Well, Officer is to formal and Commander seems reasonable. Because I'm fairly certain these aren't military cells, but rather normal people survivors.

Andaer
2012-03-18, 06:48 PM
Yeah, the idea is that it can go either way. You can use these rules to be a bunch of random people trying to survive, or a military special-ops team. That difference is just for flavor.

So yeah, it doesn't make sense to give them military names, since it can apply to civilian groups too.

idk, personality? Director? Manager?

IcemanJRC
2012-03-18, 06:51 PM
Hm. Personality seem okay.

Milo v3
2012-03-18, 06:55 PM
So far I like the mental classes. The Technician seems more Tactical then Tecnical though as it doesn't make things better than other classes while focusing on Tactics.

Also Andaer if you think this is ready I'll start up the game.

Andaer
2012-03-18, 06:58 PM
Alright, that could work for now. Though I don't see this charisma-based character doing anything but telling people what to do, so I'm not positive. 'Personality' certainly matches the reroll abilities, though.


So far, we have

Bruiser, Gunner, Tank (?), Technician, Guardian, Personality (?)

IcemanJRC
2012-03-18, 07:00 PM
I thought the Technician made barricades, etc?

Andaer
2012-03-18, 07:08 PM
He's a planner, and he is the skill person. He does do the barricades and would build things, so I think that name fits, as plans can also be 'technical'

All it needs is a couple of enemies made, and the basic weapon rules typed up, and then it will be ready.

Milo v3
2012-03-18, 07:09 PM
I thought the Technician made barricades, etc?

Any class can use that skill as far as I'm aware.

IcemanJRC
2012-03-18, 07:14 PM
Hm. Perhaps Tactician would be better then.

Andaer
2012-03-18, 09:38 PM
Sorry about the double post, but the forums themselves don't think the above post exists. It doesn't come up in the count, and it is apparently not the most recent post.

I posted:

They can add their secondary modifier to search, barricade, and survival.

With training in barricade, and the relevant stat being int, this gives a very large bonus to it.

Edit: So, is everyone good with starting the PBP tomorrow night? We will level up in 3 encounters to speed things up, but that will still be long enough to work out the details of stat increases etc.


I will post the weapon blurb tomorrow, and try and and stat out a basic zombie. Milo, are you ok with filling in details as we go?

Milo v3
2012-03-18, 10:22 PM
Sorry about the double post, but the forums themselves don't think the above post exists. It doesn't come up in the count, and it is apparently not the most recent post.

I posted:

They can add their secondary modifier to search, barricade, and survival.

With training in barricade, and the relevant stat being int, this gives a very large bonus to it.

Edit: So, is everyone good with starting the PBP tomorrow night? We will level up in 3 encounters to speed things up, but that will still be long enough to work out the details of stat increases etc.


I will post the weapon blurb tomorrow, and try and and stat out a basic zombie. Milo, are you ok with filling in details as we go?

Yep. I'm used to huge projects so this should be fine.

Milo v3
2012-03-18, 11:55 PM
Sorry for the double post but I want this to update the thread so I need to make a second post.
So far we have three players (four if Andaer decides to play in the test):

1. Lejosh - ?
2. Sir Chivalry - Tough
3. IcemanJRC - ?

If Lejosh and Iceman could select a class then I'll get the recruitment ready so we can hopefully have 4-6 players when we start.

Lejosh
2012-03-19, 04:00 AM
I can't decide between Fast or Planner, they both seem to have good abilities that would be fun to test....

I guess I'll have to go with Fast, I like the idea of duel wielding.

IcemanJRC
2012-03-19, 06:59 AM
Put me down for Leader please. I like the idea of just being a lucky, nice guy.

Milo v3
2012-03-19, 07:44 AM
Once the weapons and a sample zombie are up I'll post the thread. Here is draft version so Andaer can make sure I didn't get anything wrong.

The nights are cold as ice, the sky is as dark as hell, the cities are in ruin.
Zombies wander throughout the lands, the result of a plague which humanity could never stop.

You shall be survivors in the waste. Candles of light in the dark abyss.
Life will be hard, and death will never leave your presence.

This game is a playtest of Andaer's new zombie apocalpse system. It is based heavily off D20 Modern but has several key changes. The whole system isn't up yet and the specifics are prone to change.


The Big 161. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
We will be using a severely modified version of D20 Modern made by Andaer.
Details on the system here. (http://www.giantitp.com/forums/showthread.php?t=235761)
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
It is a zombie apocalpse setting set in three years.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
We already have three players, and we are seeking three more.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
This Forum.
5. What is the characters' starting status (i.e. experience level)?
You will start at level one.
6. How much gold or other starting funds will the characters begin with?
Everyone gets to choose one specialized weapon, and one household weapon and gets 2 days of water, and 3 days of food.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
We are searching for players willing to play the following classes:
Bruiser
Technician
Guardian

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
You have to be a human.
9. By what method should Players generate their attributes/ability scores and Hit Points?
You can roll using the forum roller, one for one point buy (with 64 points), or elite method (15, 14, 13, 12, 10, 8).
10. Does your game use alignment? What are your restrictions, if so?
No alignment, but do ruin the game.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Don't multiclass as the purpose of this playtest is to test how the system works and we aim for each player to continue through to the whole game in a single class.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Dice can be rolled by players using the Dice Roller.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
The system is homebrew. Details can be found here. (http://www.giantitp.com/forums/showthread.php?t=235761)
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Backgrounds aren't required by they are welcome.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Roleplaying and combat are going to be the main focuses.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
You can only use the material from this page. (http://www.giantitp.com/forums/showthread.php?t=235761)

For those who have already submitted intention to play in the homebrew thread please post your character sheets when you are ready.

For those who are wanting to play but aren't from the homebrew thread, state your interest and character sheet.
We have three spots still open.

Lastly please remember that details of this system are unfinished, and could change during the game.

Andaer
2012-03-19, 08:54 AM
Yes, I'd like to play a character in the playtest. And everything looks great so far with the big 16. Though I imagine #11 should should have a "don't" in there? :P

I'll go with the Guardian if no one else picks it. New players should have a choice over me. I want people to be able to test the class they want, where as I want to test all of them eventually.

How exactly are we going to track the battlefield and do character sheets, btw?

Also, I want people to take advantage of wording as much as possible. Part of the playtest is getting the rules to play out as they were meant to.

Sir_Chivalry
2012-03-19, 09:12 AM
Well, for the battlefield, a good google doc spreadsheey with altered boxes is generally a start. As for character sheets, you and I can hammer out a template needed, though I'd think:


Name:
Class:
max hp:
current hp:
serious damage:
infection damage:
Abilities
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Skills:
Class Features:

Work in progress

Andaer
2012-03-19, 09:20 AM
Google doc sounds good


yeah, we'd probably want: Max hp, fresh damage, unhealed damage, serious damage, infection damage. Probably current HP too.

abilities, skills, I guess chosen features, and stuff

WIP

Sir_Chivalry
2012-03-19, 09:30 AM
Google doc sounds good


yeah, we'd probably want: Max hp, fresh damage, unhealed damage, serious damage, infection damage. Probably current HP too.

abilities, skills, I guess chosen features, and stuff

WIP

Changed it, let me know.

Andaer
2012-03-19, 09:34 AM
Looks good. I suppose inventory, weapons, and maybe a per-calculated weapon attack would be options

Though I think there needs to be a specific "fresh damage" slot

Andaer
2012-03-19, 02:54 PM
Weapons and a Zombie... OH yeah.

will update OP with this later
=====================================

Weapons:

Weapons come in grades:

Improvised - objects picked up, or broken weapons

household - weapons found around the house. eg claw hammer
specialized - rarer, more industrial weapons. eg sledgehammer
military - an implement of war. eg assult rifle

exotic - weapons with special characteristics. As strong as military,
but have special qualities. eg katanas are better at decapitation

These are strict tiers of weapons, meaning that all household weapons
are worse in combat than specialized weapons etc. As such, a weapon
of a tier is significantly more rare than that of a tier below it.

Melee:

damage melee weapons do. Left number is for one-handed weapons, right
is for two-handed weapons. using a one-handed weapon gives you a +2
bonus to AC, where using a two-handed weapon doesn't.

----------------------
impro- d3 d4

house- d6 d8
speci- 2d4 d10
milit- 2d6 2d8

exoti- 2d6 2d8 +extras
----------------------


On top of this, melee weapons can also be bludgening, piercing, or
slashing:

-------------------------
Bludgening- one lower weapon die, -1 blood splatter, +2 to knockback,
+2 to stunning, +2 to trip.

Piercing- +4 damage on critical, +2 blood splatter on critical

Slahing - +1 blood splatter, +1 to damage (not sure about this one)
-------------------------

(rules for hitting harder/softer for different effect to be
implemented later. Rules for weapons breaking to be implemented
later)

Ranged:


damage ranged weapons do. Left number is for one-handed weapons, right
is for two-handed weapons. using a one-handed weapon gives you a +2
bonus to AC, where using a two-handed weapon doesn't. All ranged weapons
have a 'loudness' attributed to them. (for the test run, lets say all
guns have loudness of 50 ft and a clip of 6 for one-handed, and a clip
of 12 for two-handed)

-------------------------
impro- d2+1 (throwing a rock)

house- d4+2 d6+2
speci- d6+3 d8+3
milit- d8+4 d10+4

exoti- d8+4 d10+4 +extras
------------------------

Later on, weapons will be put into these catigories, but for now,
choosing a weapon for pure flavor is fine. Everyone gets to choose
one specialized weapon, and one household weapon and gets 2 days of
water, and 3 days of food.


The currency of this game is food and water. Weapons can be bought or
sold based on days of food. 1 day of water=3 days of decent food.



Slow Zombie:

An infected human, muscles already worn, and outside layer of the brain
completely gone.

moves 1 square in a move action (can take two move actions and no
standard action)

HP: 20+d6

body AC: 14
limb AC: 16
Head AC: 18

in order to destroy a limb or a head, you must meet the AC and deal
5 or more damage to it. If you fail to deal 5 damage, half the damage
deal becomes body damage. All subsequent attacks STILL take 5 damage
to destroy a limb or a head.



Attacks:

slam- A zombie can strike out with its arms in an attempt to hit
anyone adjacent to it.

+3 to hit, 1d4+2 fresh damage on hit


bite: After hitting the same target twice using any means, a zombie
can attempt a bite attack against this target. Attempting this attack
provokes attacks of oppertunity.

+2 to hit, 1d2+1 infection damage on hit


Grab: A zombie sometimes attempts to take hold of their target, pulling
them closer.

+0 to hit, if attack hits, then the target is grabbed.

When grabbed, the target cannot move away unless they make an atheltics
check to break free (not sure of DC). When grabbed, the next turn, the
zombie can start making bite attacks.

Templates can be applied to zombies. Things like helmets for higher head AC, bullet-proof vests etc.

Milo v3
2012-03-19, 05:02 PM
Looks good. I will edit the draft to reflect some of the changes.

One problem though, I can't use Google Docs because of the blocks on my laptop.

Andaer
2012-03-19, 06:28 PM
Alright sounds good. And yeah, we can just use another type of document sharing. Let me know when it's up. Looking forward to playing :D


One thing I forgot: normally, hitting a zombie in the body is normally 1 blood splatter, hitting it in the head or criting is 2 blood splatter. Bullets count as piercing weapons.

So far, shotguns and automatic weapons aren't made yet. Because of their ammo usage, loud sounds, and possible friendly fire they auto weapons would probably not be very good.

Milo v3
2012-03-19, 06:41 PM
Alright sounds good. And yeah, we can just use another type of document sharing. Let me know when it's up. Looking forward to playing :D


One thing I forgot: normally, hitting a zombie in the body is normally 1 blood splatter, hitting it in the head or criting is 2 blood splatter. Bullets count as piercing weapons.

So far, shotguns and automatic weapons aren't made yet. Because of their ammo usage, loud sounds, and possible friendly fire they auto weapons would probably not be very good.

The problem is that I probably can't use any type of file sharing. This is a school laptop and I'm limited to only a few sites.

I can make the battlemaps on this forum though, which I do with most of my games. Or I could make them in paint put them on DND Wiki then post them here.

Andaer
2012-03-19, 07:02 PM
Ah, I see the problem. Well, whatever way you do battle grids for your current games would be more than fine.

Yes, the other thing: survivors move 20 feet in a move action. More encumbrance reduces this speed. For now, lets just call it -5 ft for every level of armor (+1 AC and +1 DR per level of armor)

Milo v3
2012-03-19, 07:09 PM
Here is a link to the Recruitment thread. (http://www.giantitp.com/forums/showthread.php?t=236831)

Andaer
2012-03-19, 07:16 PM
Sweet. I'm getting hyped. How long do we usually wait until starting?

Milo v3
2012-03-19, 07:20 PM
Sweet. I'm getting hyped. How long do we usually wait until starting?

I'll wait a short while to see if anyone else wants to join then I'll start the Game with the Out of Character Thread and In Character Thread.

Andaer
2012-03-19, 07:28 PM
Sounds great. I'll post in the recruitment thread in a little bit to bump it to subscribe to it.

Btw, I'm fine with being the bruiser. We have an interested player :D

IcemanJRC
2012-03-19, 10:03 PM
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Bruiser


At level one a specialist gains all abilities listed. At each subsequent level a specialist gains one ability of their choice from the list of available options.
{table=head]Level|Abilities
1st|Flurry of Blows, Improved Damage, Improved Knockback, Improved Stunning, Improve Tripping
2nd|Improved Damage, Improved Knockback, Improved Stunning, Improve Tripping
3rd|Excessive Force, Flurry of Blows
4th|Expert Strike
5th|Disorienting Focus, Improved Damage
6th|Excessive Force, Flurry of Blows
7th|~
8th|Incredible Strike
[/table]

Flurry of Blows - A Bruiser may attempt multiple attacks in a round at a -X penalty. This feature follows the rules for the Monks Flurry of Blows power in Dungeons and Dragons 3.5. At level three this penalty is reduced to -(X-2). At level six the number of attacks increases to three at a -(X-1) penalty.

Improved Damage - At first level a Bruiser gains a bonus to damage rolls equal to his designated secondary stat's modifier. This bonus does not apply to the "effective damage" made with special attacks. At second level this bonus increases to three plus the relevant stat modifier. At fifth level this bonus increases to eight plus the relevant stat modifier.

Improved Knockback, Improved Stunning, Improve Tripping - A Bruiser gains a bonus to "effective damage" for the specific attack variant equal to their secondary stat modifier. At second level this bonus increases to three plus the relevant modifier.

Excessive Force - At third level the Bruiser gains the following ability: "When making a variant attack you may name a 'grade of effect' that you would like to afflict. If you meet this grade, all effective damage that is not needed to achieve the variant attacks effect is instead dealt as body damage. You may only use this feature on one effect per round. At sixth level you may use this feature on any number of effects.

Disorienting Focus - Choose on of the following variant attacks: Knockback, Stunning, or Tripping. You gain a +5 bonus to effective damage on attacks of those types.

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.



An unfinished Bruiser tidying.

Andaer
2012-03-20, 08:39 AM
Looks good so far. Just be very careful not to change any of the meanings of the text.

Also, a bruiser doesn't automatically gain all 2nd level abilities at second level. He gets to choose one of the 2nd level abilities. So at 2nd and 5th levels, the increase to "improved damage" is optional.

IcemanJRC
2012-03-20, 09:54 AM
I'd included that provision at the beginning, though I can see where the confusion could be. I'll try and change the wording around.

Andaer
2012-03-20, 10:17 AM
Thanks then. Yeah, I don't want to confuse people reading it, especially since simply getting the abilities at a level is the standard.

Andaer
2012-03-23, 06:03 PM
Our first playtest is underway:

http://www.giantitp.com/forums/showthread.php?p=12947426#post12947426