Andaer
2013-07-24, 10:43 PM
Hello everyone! I have put together a campaign setting for a
world taken by zombies, based off the D20 modern system.
I'd love for it to have an honest critique as long as the
criticism is constructive. It would be a big help. Also, I
will be running a playtest of the system, so if you are
interested in trying it out, go here: http://www.giantitp.com/forums/showthread.php?t=294208
Goals:
-I want to create a campaign setting in which a small group of
specialists battle against a zombie outbreak. I wish to create a
detailed, realistic rule system. Fighting large groups
and battlefield control will be highlighted. The game should have
a gritty feel, and players should feel anxious about entering an
encounter.
-I want healing damage to be difficult, and make players wary of
taking hits. I don't want characters to heal to full HP between
battles, or even after a day.
-I want all the classes to be combat viable. All classes should be
able to use weapons equally well. No class-based proficiencies and
no high-BAB classes. The classes that focus on using weapons will
have other ways that they are better than the average class.
-I want special abilities to be open to every class, with the
classes they belong to doing it best. For instance, any class can
get zombie's attention, but only the tank can make sure they focus
on him. All characters can knock a zombie back, but the Bruiser
does it best.
-I want to avoid per day and per encounter abilities completely.
I think that this system feels unrealistic.
-if the feel of this game doesn't meet the goals, let me know
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game Basics:
- 6 specialists (classes), one for each stat. It is expected that
a group will have only 1 or 2 classes missing, have no repeated
classes.
-gain all base features at level 1. All physical characters choose
one mental stat, and all mental characters choose one physical stat
at first level. This stat is the character's secondary stat, and is
used for class-specific modifiers. This makes more than one stat
relevant for a class
-every level, can choose any ability of gained level or lower
-choose between 2 abilities at level 4; cannot choose both
-level 7 is purposefully a dead level. It allows mixing builds to
be viable, and allows free dabbling in other abilities.
-choose between 2 capstones at level 8, the max level
all classes have the same base attack bonus (1/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.
Using a firearm attracts zombies in an area to the sound source (see
"loudness" in mechanics)
Damaging zombies causes bloodsplatter to hit nearby characters
targeted attacks are possible, including aiming for the head
some animals can be infected and will serve as 'bosses'
Armor gives +1 AC and DR per level. Armor is actual every-day wear
that provides different levels of protection. Cloth, denim, Leather
Kevlar, etc.
tight cropped hair and tight clothes gives bonus?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Brief overview of d20 system (for those who don't know):
The system in general uses the roll of a d20 to determine the outcome of events based on
chance. To determine success a player rolls their d20 (number is 'base roll'), adds a
number corresponding to how good the character is at this action (called the 'modifier'),
then compares this to a number denoting how hard the action is (called the 'Difficulty
Class' for skills and 'Armor Class' for attacks). The action is successful if the result
of the roll (base+modifier) is equal or greater than AC/DC (see what I did there?)
A successful attack roll means you now roll the damage dice that belong to the weapon.
In combat, each of the characters get a turn every round. A round represents 6 seconds of
time in the game. During their turn, a character has a standard action (usually attacking)
and a move action (usually moving up to their speed). A standard action can be traded for
a second move action, but a move action cannot be used for a standard action.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat Explanation:
on your turn you get one standard action and one move action.
Standard Actions:
attacking with a weapon
using a skill
aid another
many class abilities
unjamming a stuck weapon
replacing a clip (reload part 2)
Move action:
Moving a distance up to the character's speed
Shifting
draw a weapon
cover from fire
switching places with ally
removing a clip (reload part 1)
Full-round actions:
I want to try and phase these out because I feel
they are clunky in general
Reloading a weapon (takes a full round, but is
really 1 move, and 1 standard that can be done
in separate rounds)
Melee Attacks: You can attempt to hit any zombie adjacent to you with
a melee weapon you wield (standard action). Additionally, you can
attempt to stun, trip, or knockback zombies with your weapon.
Ranged Attacks: When trying to shoot a zombie, you must take care
not to shoot your allies. On the grid, you draw a line from the center
of your square to the center of the target's square then extend the
line past that square. If any other squares are touched by the line,
people or zombies in those squares have a chance (although smaller) to
be hit instead. Bullets also pierce their first target.
You can target the body, a limb, or the head
of the zombie. A zombie will die after enough damage is dealt to it's
body, but will die instantly if you deal enough damage to its (harder
to hit) head and can be disabled by destroying it's limbs. You roll a
d20 to see if you hit, and you roll the damage dice of the weapon to
see how much damage you deal. After damage is dealt, blood from the
zombie might hit you if you are close (see BloodSplatter mechanic)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
New Health System:
HP: current Health points
Damage: damage recieved since last heal
Wounds: damage that can't be healed with a heal check
Damage/Wounds:
-start with max hp displayed and 'damage', and 'wounds',
as changable numbers (all start at 0)
-when a character takes damage, add the number of points to the existing number
in "damage".
-a heal check can be used to heal some of this damage. Amount depends on [the check
result, maximum fraction that can be healed depends on the classes involved
(usually 1/2 max can be healed)].
-The amount healed is subtracted from the number in "damage", and the result is
added to the number in "wounds". "Damage" is then reset to 0.
-wounds can never be healed using a heal check.
-after a good night's rest, a character subtracts their constitution modifier from
"wounds", and the result is added to the number in "damage". "Wounds" is then reset to
0. (note that this allows what was just "wounds" to be healed as discribed above)
-At ANY time, if a character's damage + wounds is more than the character's
max HP, the character is now unconcious. If wounds + damage is EVER 10 more than
max HP, the character is now dead.
the idea behind the system: You can't be healed to full hp after every battle.
It makes getting hit actually matter, and limits the amount of combat in each
day, as well as encourages players to not jump into dangerous situations. After
a heal, the damage not healed becomes 'perminent' until the next day, when
it can be (partially) healed.
--------------------------------
Serious Damage/Wounds:
accounts for intense injuries like lacerations, broken bones, and heavy bleeds.
Can be patched up with heal checks, but only time will fully heal these injuries
-Characters track their "Serious Damage" and "Serious Wounds". These values do not
directly add to "Damage" or "Wounds".
-When a character takes serious damage, add the number of points to the existing
number in "serious damage"
-Every turn a character with serious damage doesn't [stand still] that character takes
damage equal to their current serious damage
-Preforming a heal check (DC 10+serious damage) patches up the injury, transfering the
serious damage to "serious wounds". A failed check does not patch up any serious damage.
Sepreate heal checks are done to heal damage and serious damage.
-Serious wounds cannot be healed with a heal check, nor do they cause damage over time
-if a character with Serious Wounds moves their speed (or more) in one round,
[uses more than one action a round, etc] the number in "Serious Wounds" is added to
"serious damage", then "serious wounds" is set to 0. Due to over-exersion, the wounds
open up again and start to damage the character.
-after a night of rest, one point of serious wounds is removed; fully healed. If a
character with serious wounds rests in bed for the entire day (24 hours), 2 points
of serious wounds are removed.
-------------------------------
infected damage/wounds:
Injuries that has the chance of turning character into an infected. The more points
the more likely tahe trasformation
-Characters track their "Infected Damage", but NOT their "Infected Wounds". The GM
tracks the Infected Wounds of all characters, and does not share this information
with the players. Neither of these values affect "damage" or "wounds".
-When a character takes infected damage, add the number of points to the existing
number in "Infected Damage". Certain attacks, like a zombie's bite, can deal infected
damage. A character that currently has damage (ie "Damage" isn't 0) that is hit with
"Bloodsplatter" takes infected damage equal to the amount of Bloodsplatter. A character
that currently has no damage takes infected damage equal to the Bloodsplatter on their
outfit when they first take damage. The blood of the infected carries the infection,
so getting blood in your wounds spreads the infection to you. (For more information
on BloodSplatter, look at its entry below.
-a heal check (seperate check from than from healing damage) can be used to try and
save a character from infection. Unlike most heal checks, the GM preforms this
check in secret using the modifier of the healer. The result gives how much is healed
[result over _ heals _] and the GM adds the remainder to the number in "infected
wounds". The result of the heal check, and the total infected wounds are not shared
with the players.
-after about [an hour after first infection] in game, the GM must roll a save to see
if the character becomes one of the infected. The GM rolls a d20 and adds the
character's modifier (level+Con mod) where the DC is (infected damage+infected wounds).
Add 10 to the DC if the character still has infected damage (ie infected damage that
has not been attempted to be healed). Both infected damage and infected wounds are
reset to 0 after such a save.
-After the above save is preformed, the players are not immediately informed of the
result. Instead, they are informed of symptoms by the GM as time progresses,
depending on how close the roll was to the DC:
--if result was not 10 more than DC: character feels uncharacteristically angry or
upset, has some sort of outburst, or acts irrationally (happens immediately)
--if result was not 5 more than DC: character makes an attack roll against an ally,
or else does some sort of violent outburst. (happens 20 minutes after roll)
--if result was not more than the DC: character becomes a zombie, under the GM's
control. The character is effectively dead, and cannot be saved. (30 min after roll)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zombie virus:
details about the virus
-blood-borne virus (not water- or air- borne)
-eats away at the outer layer of the brain
-at first, victims are fast and act with vigor
-eventually, after they tear their muscles with extreme
movements, they become slow. This allows plot-related encounters
to have the faster, stronger enemies.
-victims are highly pain tolerant
-a bite can be disinfected "easily"
-if a victim succumbs to a bite, a list of worsening
symptoms occur, followed by rash behavior, followed by
aggression
-there is a period before 'human aspects' go away were the
victim will bite/be hyperagressive (heavy adrenaline)
-only mammals can be affected
-animals much smaller than humans usually die from the stress
before 'becoming a zombie'. They would still be carriers if
they happened to bite someone, but they would be dead before
the hyperagression stage
This 'version' of zombies is the one I'm using as a default,
because it allows as many elements as possible to exist in
a campaign. ANY formulation can be used, including non-
virus based zombies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Critical Hits and Damage to Weapons:
Certain rolls of the d20 when making an attack roll indicate special things.
Critical hits:
Rolling a natural 20 when making an attack roll indicates a chance of scoring a critical
hit. Roll the d20 again, adding modifiers as usual. If you hit with this reroll, your
preform a critical hit on whatever you were targeting, and if you miss with the reroll,
you still hit your target (missing with a critical chance is an auto-hit). A critical hit
deals the maximum amount of damage it could, as if all the damage dice involved landed on
their highest possible value. ex damage dice of 2d6+4 would deal 6+6+4=16 damage.
Damage to Weapon:
Rolling a natural 1 when making an attack roll with a melee weapon indicates the weapon
is about to take damage. Roll the d20 again, adding modifiers and apply a hit or miss as
usual. Then, hit or miss, the weapon takes 1 point of damage. (if the result is a miss,
the damage comes from hitting a surface or some object) The total amount of damage
(x damage) on the weapon acts as a penalty of x on attacks and damage for that weapon. The
Weapon can be repaired by a smith in exchange for food, or can be personally repaired
using the barricade skill (soon to be renamed to something like 'build') and resourses
costing the same amount of food. Once damage reaches 5, the weapon is broken, and can
never be fixed (though it can still be used in a pinch). Weapons deal a minimum of 1 damage
on a successful hit.
Reckless Swing:
By putting all your strength behind a melee attack, you can deal high damage at the cost
of the weapon's structure. Similar to rolling a natural 20 and a natural 1 at once, you
may announce before your attack that you wish to make a reckless swing. Meeting the AC
of the target results in a critical hit, and not meeting the AC results in a miss. With
either outcome, the weapon takes 1 damage. This is clearly only meant to be used in
dire situations.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bloodsplatter:
Dealing damage to a zombie can be a bloody mess - literally! Every character adjacent to
the target zombie when bloodsplatter occurs is splashed with that many points of
bloodsplatter (eg 2 points from a successful hit to the head). A character that has been
damaged (ie "damage" is not 0) takes one point of infection damage per point of
bloodsplatter their recieve.
Each character tracks how much bloodsplatter is on their outfit, adding each additional
point to a total. A character with no damage takes infected damage equal to the
bloodsplatter on their outfit when they first take damage. The blood can be cleaned off
an outfit with 1 day worth of water. A character may also abandon an outfit, rather than
cleaning it. Of course, they will need a new outfit to replace that one. (please don't
make me write rules for being naked...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Food and Water:
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 and '5 days' of water.
Not eating causes a penalty of -2 for the first day, and an additional -1 for every day
after that. The same penalties apply to not drinking water (-2 first day, -1 per
additional), and these penalties stack. These penalties apply to all actions.
there is an economy based on food as the units.
Tiers of weapons, ammo, medical supplies, water all have prices (can vary in time
and between campaigns)
rare things like water purification set-ups, fetch high prices
similarily, supplies for barricades are measured in amount per square it would block,
though check dictates how hard it is to get past
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Classes:
The idea for classes is to have 2 main paths, each being something
great for the class. These paths aren't at all rigid, though.
They aren't trees, so you do NOT need the level 2 ability in it
to get the level 3 ability for example. Each level you can choose
and new ability with level equal or less than your character level.
Bruiser - damage and mezzer - attacks with melee weapons
Gunner - precision and multiple shots - gun expert
Tank - tanking and agro
Technician - skills, plan-making
Guardian - healing, protecting
Leader - command ally, inspire, (luck rerolls)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bruiser class - melee fighter
-quick strikes (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: quick strikes (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 - quick strikes (3), excessive force (3)
4 - Expert strike (4)
5 - improved damage (5), disorienting focus (5)
6 - quick strikes (6), excessive force (6)
7 - blank
8 - incredible strike (8)
----------------------
quick strikes
a Bruiser can attempt multiple
attacks in a round. He can attack multiple opponents,
or the same opponent multiple times. At first level,
a Bruiser gains the option of using his standard
action to attempt two attacks, both at a -2 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 0
(6) gives the additional option of making 3 attacks at a
penalty of -2 each.
Improved damage:
(1) a Bruiser 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 Bruiser 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 round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunner - shooter
-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 Gunner 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 Gunner 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 Gunner 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 Gunner 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 Gunner 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 Gunner 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 Gunner has quick reflexes and rarely leaves himself open.
Whenever you are adjacent to an enemy and you use a standard
action to preform a number of ranged attacks, (this
normally provokes attacks of opportunity) all targets you
successfully hit do not get the attack of opportunity
that would normally be provoked by this action.
Gunman's disposition:
(4) choose one of the following:
Frantic disposition:
Receive a bonus to attack rolls equal to half the number
of zombies in a 2 square (10 ft) radius around you. This
bonus cannot be larger than the character's secondary
modifier.
Calm disposition:
Count the number of squares the closest zombie you are
aware of is away from you. Receive a bonus to attack rolls
equal to this number -1. (No bonus when zombie is 1 square
away) You must be aware of at least one zombie, and it
must be within 10 squares of you. This bonus cannot be
larger than the character's secondary modifier.
Capstone:
(8) not sure what this one should be...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tank - takes damage
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 Tank treats armor as if it were one size lighter.
(and more)
Eyes on me:
(1) a Tank is skilled at keeping the attention of zombies.
(see getting attention in mechanics) When getting the
attention of a group of zombies, a Tank may designate up to
(secondary modifier-1) number of zombies as his mark. Marked
zombies must focus their attacks on the Tank. If they are
not within range to attack, they must move until they are
in this range. If a Tank 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 Tank'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 Tank is able protect a friend from damage. Whenever an
adjacent ally would be hit with an attack, a Tank may butt
in to take damage instead as an immediate interrupt. In this
way, a Tank 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 Tank only takes half the damage, and the ally
takes no damage when he butts in.
ooh, stunning:
(2) a Tank 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 Tank,
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 Tank 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 Tank receives a bonus of +4 to them.
[static boost to AC instead?]
Capstone:
(8) not sure about capstone...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Technician:
Skilled worker (1)
Brilliant Strategy (1 3 6)
Tactical Wit (2 5)
Field Training (2)
memory of steel (2)
Research places (3)
lifelong learner (5)
Careful Planner (4)
Capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Skilled worker (1), Brilliant Strategy (1)
2 - Tactical Wit (2), Field Training (2), Memory of Steel (2)
3 - Brilliant Strategy (3), Research places (3),
4 - Careful planner (4)
5 - Tactical Wit (5), Lifelong Learner (5)
6 - Brilliant Strategy (6)
7 - Blank
8 - Capstone (8)
-----------------------------------------------
Skilled worker:
(1) a Technician gets an extra trained skill at first level.
Brilliant Strategy:
(1) The Technician is always thinking ahead, and sharing her
thoughts with her skilled party can be a deadly combination.
Taking 10 minutes, a Technician 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 Technician 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 Technician 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 Technician 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 Technician 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 Technician must give a new plan, which can again fail if
not followed.
(2) If the plan fails and the Technician 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 Technician now adds his secondary modifier to search,
barricade, and survival skill checks.
memory of steel:
(1) a Technician 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 Technician
gains competence in her skills - even the skills in which
she has received no formal training. A Technician 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 Technician
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
Technician 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 Technician knows how everything should work in theory and
can give party members valuable instruction. When
using the "aid another" action, a Technician 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 Technician is always 2 steps ahead of everyone else.
Whenever she makes a plan with her party using Brilliant
Strategy, a Technician 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 Technician'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 Technician has one full round after
that to activate the new plan (full-round action).
The Technician 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
Technician has been mulling over on her own.
Capstone: not sure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guardian:
Combat healer (1)
Vigilant protector (1 3 6)
Deft Healing (1 3 6)
Rigorous training (2 5)
Medical coverage (2 5)
within safety's reach (2)
Selfless Guardian (4)
capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Combat healer (1), Vigilant protector (1), Deft Healing(1)
2 - Rigorous training (2), Medical coverage (2),
Within safety's reach (2)
3 - Vigilant protector (3), Deft Healing (3)
4 - Selfless Guardian (4)
5 - Rigorous training (5), Medical coverage (5)
6 - vigilant protector (6), Deft Healing (6)
7 - blank
8 - capstone (8)
-----------------------------------------------
Combat healer:
(1) A Guardian can take a full-round to make a heal check to heal
fresh damage at a -10 penalty (Opposed to the usual 10
minutes). Note that this means the heal character would
have 0 fresh damage and therefore would not take infection
damage from splash damage. Healing during combat provokes
attacks of opportunity.
vigilant protector:
(1) As a standard action, a Guardian can designate one ally as
her ward. If an enemy the Guardian is aware of makes an
attack against her ward, she may make an attack (melee or
ranged) against this enemy as an immediate interrupt. The
enemy must be in range of attack.
If an enemy she isn't aware of attacks her ward, the Guardian
is granted an intuition check. Success (DC set by stealth
check) means she is now aware of this enemy, and can make the
attack as specified above.
A Guardian may change the designation of her ward as another
standard action. A Guardian may only have one ward at a time.
This feature can only be used once a round.
Note that these attacks may be stun attempts or the like, and
may target specific areas making the attack impossible.
(3) A Guardian may now add half her wis mod to the damage of
these attacks, and feature can be used half her secondary
modifier (round down) times a round.
(6) In addition to the damage, a Guardian may also make a stun
attempt as if they hit with a melee weapon. A medic can
use this feature up to her secondary modifier times 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 adjacent ally. Whenever
this ally would fail an attack roll or skill check, the
leader may roll an inspire check (takes no time) and apply
the resulting bonus to the roll or check (possibly allowing
the ally to not fail after all). Choosing to roll this inspire
check uses up the ability, though the leader my designate the
same or different ally afterwards.
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)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
world taken by zombies, based off the D20 modern system.
I'd love for it to have an honest critique as long as the
criticism is constructive. It would be a big help. Also, I
will be running a playtest of the system, so if you are
interested in trying it out, go here: http://www.giantitp.com/forums/showthread.php?t=294208
Goals:
-I want to create a campaign setting in which a small group of
specialists battle against a zombie outbreak. I wish to create a
detailed, realistic rule system. Fighting large groups
and battlefield control will be highlighted. The game should have
a gritty feel, and players should feel anxious about entering an
encounter.
-I want healing damage to be difficult, and make players wary of
taking hits. I don't want characters to heal to full HP between
battles, or even after a day.
-I want all the classes to be combat viable. All classes should be
able to use weapons equally well. No class-based proficiencies and
no high-BAB classes. The classes that focus on using weapons will
have other ways that they are better than the average class.
-I want special abilities to be open to every class, with the
classes they belong to doing it best. For instance, any class can
get zombie's attention, but only the tank can make sure they focus
on him. All characters can knock a zombie back, but the Bruiser
does it best.
-I want to avoid per day and per encounter abilities completely.
I think that this system feels unrealistic.
-if the feel of this game doesn't meet the goals, let me know
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game Basics:
- 6 specialists (classes), one for each stat. It is expected that
a group will have only 1 or 2 classes missing, have no repeated
classes.
-gain all base features at level 1. All physical characters choose
one mental stat, and all mental characters choose one physical stat
at first level. This stat is the character's secondary stat, and is
used for class-specific modifiers. This makes more than one stat
relevant for a class
-every level, can choose any ability of gained level or lower
-choose between 2 abilities at level 4; cannot choose both
-level 7 is purposefully a dead level. It allows mixing builds to
be viable, and allows free dabbling in other abilities.
-choose between 2 capstones at level 8, the max level
all classes have the same base attack bonus (1/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.
Using a firearm attracts zombies in an area to the sound source (see
"loudness" in mechanics)
Damaging zombies causes bloodsplatter to hit nearby characters
targeted attacks are possible, including aiming for the head
some animals can be infected and will serve as 'bosses'
Armor gives +1 AC and DR per level. Armor is actual every-day wear
that provides different levels of protection. Cloth, denim, Leather
Kevlar, etc.
tight cropped hair and tight clothes gives bonus?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Brief overview of d20 system (for those who don't know):
The system in general uses the roll of a d20 to determine the outcome of events based on
chance. To determine success a player rolls their d20 (number is 'base roll'), adds a
number corresponding to how good the character is at this action (called the 'modifier'),
then compares this to a number denoting how hard the action is (called the 'Difficulty
Class' for skills and 'Armor Class' for attacks). The action is successful if the result
of the roll (base+modifier) is equal or greater than AC/DC (see what I did there?)
A successful attack roll means you now roll the damage dice that belong to the weapon.
In combat, each of the characters get a turn every round. A round represents 6 seconds of
time in the game. During their turn, a character has a standard action (usually attacking)
and a move action (usually moving up to their speed). A standard action can be traded for
a second move action, but a move action cannot be used for a standard action.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat Explanation:
on your turn you get one standard action and one move action.
Standard Actions:
attacking with a weapon
using a skill
aid another
many class abilities
unjamming a stuck weapon
replacing a clip (reload part 2)
Move action:
Moving a distance up to the character's speed
Shifting
draw a weapon
cover from fire
switching places with ally
removing a clip (reload part 1)
Full-round actions:
I want to try and phase these out because I feel
they are clunky in general
Reloading a weapon (takes a full round, but is
really 1 move, and 1 standard that can be done
in separate rounds)
Melee Attacks: You can attempt to hit any zombie adjacent to you with
a melee weapon you wield (standard action). Additionally, you can
attempt to stun, trip, or knockback zombies with your weapon.
Ranged Attacks: When trying to shoot a zombie, you must take care
not to shoot your allies. On the grid, you draw a line from the center
of your square to the center of the target's square then extend the
line past that square. If any other squares are touched by the line,
people or zombies in those squares have a chance (although smaller) to
be hit instead. Bullets also pierce their first target.
You can target the body, a limb, or the head
of the zombie. A zombie will die after enough damage is dealt to it's
body, but will die instantly if you deal enough damage to its (harder
to hit) head and can be disabled by destroying it's limbs. You roll a
d20 to see if you hit, and you roll the damage dice of the weapon to
see how much damage you deal. After damage is dealt, blood from the
zombie might hit you if you are close (see BloodSplatter mechanic)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
New Health System:
HP: current Health points
Damage: damage recieved since last heal
Wounds: damage that can't be healed with a heal check
Damage/Wounds:
-start with max hp displayed and 'damage', and 'wounds',
as changable numbers (all start at 0)
-when a character takes damage, add the number of points to the existing number
in "damage".
-a heal check can be used to heal some of this damage. Amount depends on [the check
result, maximum fraction that can be healed depends on the classes involved
(usually 1/2 max can be healed)].
-The amount healed is subtracted from the number in "damage", and the result is
added to the number in "wounds". "Damage" is then reset to 0.
-wounds can never be healed using a heal check.
-after a good night's rest, a character subtracts their constitution modifier from
"wounds", and the result is added to the number in "damage". "Wounds" is then reset to
0. (note that this allows what was just "wounds" to be healed as discribed above)
-At ANY time, if a character's damage + wounds is more than the character's
max HP, the character is now unconcious. If wounds + damage is EVER 10 more than
max HP, the character is now dead.
the idea behind the system: You can't be healed to full hp after every battle.
It makes getting hit actually matter, and limits the amount of combat in each
day, as well as encourages players to not jump into dangerous situations. After
a heal, the damage not healed becomes 'perminent' until the next day, when
it can be (partially) healed.
--------------------------------
Serious Damage/Wounds:
accounts for intense injuries like lacerations, broken bones, and heavy bleeds.
Can be patched up with heal checks, but only time will fully heal these injuries
-Characters track their "Serious Damage" and "Serious Wounds". These values do not
directly add to "Damage" or "Wounds".
-When a character takes serious damage, add the number of points to the existing
number in "serious damage"
-Every turn a character with serious damage doesn't [stand still] that character takes
damage equal to their current serious damage
-Preforming a heal check (DC 10+serious damage) patches up the injury, transfering the
serious damage to "serious wounds". A failed check does not patch up any serious damage.
Sepreate heal checks are done to heal damage and serious damage.
-Serious wounds cannot be healed with a heal check, nor do they cause damage over time
-if a character with Serious Wounds moves their speed (or more) in one round,
[uses more than one action a round, etc] the number in "Serious Wounds" is added to
"serious damage", then "serious wounds" is set to 0. Due to over-exersion, the wounds
open up again and start to damage the character.
-after a night of rest, one point of serious wounds is removed; fully healed. If a
character with serious wounds rests in bed for the entire day (24 hours), 2 points
of serious wounds are removed.
-------------------------------
infected damage/wounds:
Injuries that has the chance of turning character into an infected. The more points
the more likely tahe trasformation
-Characters track their "Infected Damage", but NOT their "Infected Wounds". The GM
tracks the Infected Wounds of all characters, and does not share this information
with the players. Neither of these values affect "damage" or "wounds".
-When a character takes infected damage, add the number of points to the existing
number in "Infected Damage". Certain attacks, like a zombie's bite, can deal infected
damage. A character that currently has damage (ie "Damage" isn't 0) that is hit with
"Bloodsplatter" takes infected damage equal to the amount of Bloodsplatter. A character
that currently has no damage takes infected damage equal to the Bloodsplatter on their
outfit when they first take damage. The blood of the infected carries the infection,
so getting blood in your wounds spreads the infection to you. (For more information
on BloodSplatter, look at its entry below.
-a heal check (seperate check from than from healing damage) can be used to try and
save a character from infection. Unlike most heal checks, the GM preforms this
check in secret using the modifier of the healer. The result gives how much is healed
[result over _ heals _] and the GM adds the remainder to the number in "infected
wounds". The result of the heal check, and the total infected wounds are not shared
with the players.
-after about [an hour after first infection] in game, the GM must roll a save to see
if the character becomes one of the infected. The GM rolls a d20 and adds the
character's modifier (level+Con mod) where the DC is (infected damage+infected wounds).
Add 10 to the DC if the character still has infected damage (ie infected damage that
has not been attempted to be healed). Both infected damage and infected wounds are
reset to 0 after such a save.
-After the above save is preformed, the players are not immediately informed of the
result. Instead, they are informed of symptoms by the GM as time progresses,
depending on how close the roll was to the DC:
--if result was not 10 more than DC: character feels uncharacteristically angry or
upset, has some sort of outburst, or acts irrationally (happens immediately)
--if result was not 5 more than DC: character makes an attack roll against an ally,
or else does some sort of violent outburst. (happens 20 minutes after roll)
--if result was not more than the DC: character becomes a zombie, under the GM's
control. The character is effectively dead, and cannot be saved. (30 min after roll)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Zombie virus:
details about the virus
-blood-borne virus (not water- or air- borne)
-eats away at the outer layer of the brain
-at first, victims are fast and act with vigor
-eventually, after they tear their muscles with extreme
movements, they become slow. This allows plot-related encounters
to have the faster, stronger enemies.
-victims are highly pain tolerant
-a bite can be disinfected "easily"
-if a victim succumbs to a bite, a list of worsening
symptoms occur, followed by rash behavior, followed by
aggression
-there is a period before 'human aspects' go away were the
victim will bite/be hyperagressive (heavy adrenaline)
-only mammals can be affected
-animals much smaller than humans usually die from the stress
before 'becoming a zombie'. They would still be carriers if
they happened to bite someone, but they would be dead before
the hyperagression stage
This 'version' of zombies is the one I'm using as a default,
because it allows as many elements as possible to exist in
a campaign. ANY formulation can be used, including non-
virus based zombies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Critical Hits and Damage to Weapons:
Certain rolls of the d20 when making an attack roll indicate special things.
Critical hits:
Rolling a natural 20 when making an attack roll indicates a chance of scoring a critical
hit. Roll the d20 again, adding modifiers as usual. If you hit with this reroll, your
preform a critical hit on whatever you were targeting, and if you miss with the reroll,
you still hit your target (missing with a critical chance is an auto-hit). A critical hit
deals the maximum amount of damage it could, as if all the damage dice involved landed on
their highest possible value. ex damage dice of 2d6+4 would deal 6+6+4=16 damage.
Damage to Weapon:
Rolling a natural 1 when making an attack roll with a melee weapon indicates the weapon
is about to take damage. Roll the d20 again, adding modifiers and apply a hit or miss as
usual. Then, hit or miss, the weapon takes 1 point of damage. (if the result is a miss,
the damage comes from hitting a surface or some object) The total amount of damage
(x damage) on the weapon acts as a penalty of x on attacks and damage for that weapon. The
Weapon can be repaired by a smith in exchange for food, or can be personally repaired
using the barricade skill (soon to be renamed to something like 'build') and resourses
costing the same amount of food. Once damage reaches 5, the weapon is broken, and can
never be fixed (though it can still be used in a pinch). Weapons deal a minimum of 1 damage
on a successful hit.
Reckless Swing:
By putting all your strength behind a melee attack, you can deal high damage at the cost
of the weapon's structure. Similar to rolling a natural 20 and a natural 1 at once, you
may announce before your attack that you wish to make a reckless swing. Meeting the AC
of the target results in a critical hit, and not meeting the AC results in a miss. With
either outcome, the weapon takes 1 damage. This is clearly only meant to be used in
dire situations.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bloodsplatter:
Dealing damage to a zombie can be a bloody mess - literally! Every character adjacent to
the target zombie when bloodsplatter occurs is splashed with that many points of
bloodsplatter (eg 2 points from a successful hit to the head). A character that has been
damaged (ie "damage" is not 0) takes one point of infection damage per point of
bloodsplatter their recieve.
Each character tracks how much bloodsplatter is on their outfit, adding each additional
point to a total. A character with no damage takes infected damage equal to the
bloodsplatter on their outfit when they first take damage. The blood can be cleaned off
an outfit with 1 day worth of water. A character may also abandon an outfit, rather than
cleaning it. Of course, they will need a new outfit to replace that one. (please don't
make me write rules for being naked...)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Food and Water:
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 and '5 days' of water.
Not eating causes a penalty of -2 for the first day, and an additional -1 for every day
after that. The same penalties apply to not drinking water (-2 first day, -1 per
additional), and these penalties stack. These penalties apply to all actions.
there is an economy based on food as the units.
Tiers of weapons, ammo, medical supplies, water all have prices (can vary in time
and between campaigns)
rare things like water purification set-ups, fetch high prices
similarily, supplies for barricades are measured in amount per square it would block,
though check dictates how hard it is to get past
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Classes:
The idea for classes is to have 2 main paths, each being something
great for the class. These paths aren't at all rigid, though.
They aren't trees, so you do NOT need the level 2 ability in it
to get the level 3 ability for example. Each level you can choose
and new ability with level equal or less than your character level.
Bruiser - damage and mezzer - attacks with melee weapons
Gunner - precision and multiple shots - gun expert
Tank - tanking and agro
Technician - skills, plan-making
Guardian - healing, protecting
Leader - command ally, inspire, (luck rerolls)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bruiser class - melee fighter
-quick strikes (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: quick strikes (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 - quick strikes (3), excessive force (3)
4 - Expert strike (4)
5 - improved damage (5), disorienting focus (5)
6 - quick strikes (6), excessive force (6)
7 - blank
8 - incredible strike (8)
----------------------
quick strikes
a Bruiser can attempt multiple
attacks in a round. He can attack multiple opponents,
or the same opponent multiple times. At first level,
a Bruiser gains the option of using his standard
action to attempt two attacks, both at a -2 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 0
(6) gives the additional option of making 3 attacks at a
penalty of -2 each.
Improved damage:
(1) a Bruiser 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 Bruiser 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 round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunner - shooter
-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 Gunner 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 Gunner 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 Gunner 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 Gunner 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 Gunner 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 Gunner 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 Gunner has quick reflexes and rarely leaves himself open.
Whenever you are adjacent to an enemy and you use a standard
action to preform a number of ranged attacks, (this
normally provokes attacks of opportunity) all targets you
successfully hit do not get the attack of opportunity
that would normally be provoked by this action.
Gunman's disposition:
(4) choose one of the following:
Frantic disposition:
Receive a bonus to attack rolls equal to half the number
of zombies in a 2 square (10 ft) radius around you. This
bonus cannot be larger than the character's secondary
modifier.
Calm disposition:
Count the number of squares the closest zombie you are
aware of is away from you. Receive a bonus to attack rolls
equal to this number -1. (No bonus when zombie is 1 square
away) You must be aware of at least one zombie, and it
must be within 10 squares of you. This bonus cannot be
larger than the character's secondary modifier.
Capstone:
(8) not sure what this one should be...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tank - takes damage
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 Tank treats armor as if it were one size lighter.
(and more)
Eyes on me:
(1) a Tank is skilled at keeping the attention of zombies.
(see getting attention in mechanics) When getting the
attention of a group of zombies, a Tank may designate up to
(secondary modifier-1) number of zombies as his mark. Marked
zombies must focus their attacks on the Tank. If they are
not within range to attack, they must move until they are
in this range. If a Tank 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 Tank'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 Tank is able protect a friend from damage. Whenever an
adjacent ally would be hit with an attack, a Tank may butt
in to take damage instead as an immediate interrupt. In this
way, a Tank 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 Tank only takes half the damage, and the ally
takes no damage when he butts in.
ooh, stunning:
(2) a Tank 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 Tank,
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 Tank 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 Tank receives a bonus of +4 to them.
[static boost to AC instead?]
Capstone:
(8) not sure about capstone...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Technician:
Skilled worker (1)
Brilliant Strategy (1 3 6)
Tactical Wit (2 5)
Field Training (2)
memory of steel (2)
Research places (3)
lifelong learner (5)
Careful Planner (4)
Capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Skilled worker (1), Brilliant Strategy (1)
2 - Tactical Wit (2), Field Training (2), Memory of Steel (2)
3 - Brilliant Strategy (3), Research places (3),
4 - Careful planner (4)
5 - Tactical Wit (5), Lifelong Learner (5)
6 - Brilliant Strategy (6)
7 - Blank
8 - Capstone (8)
-----------------------------------------------
Skilled worker:
(1) a Technician gets an extra trained skill at first level.
Brilliant Strategy:
(1) The Technician is always thinking ahead, and sharing her
thoughts with her skilled party can be a deadly combination.
Taking 10 minutes, a Technician 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 Technician 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 Technician 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 Technician 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 Technician 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 Technician must give a new plan, which can again fail if
not followed.
(2) If the plan fails and the Technician 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 Technician now adds his secondary modifier to search,
barricade, and survival skill checks.
memory of steel:
(1) a Technician 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 Technician
gains competence in her skills - even the skills in which
she has received no formal training. A Technician 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 Technician
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
Technician 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 Technician knows how everything should work in theory and
can give party members valuable instruction. When
using the "aid another" action, a Technician 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 Technician is always 2 steps ahead of everyone else.
Whenever she makes a plan with her party using Brilliant
Strategy, a Technician 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 Technician'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 Technician has one full round after
that to activate the new plan (full-round action).
The Technician 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
Technician has been mulling over on her own.
Capstone: not sure
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guardian:
Combat healer (1)
Vigilant protector (1 3 6)
Deft Healing (1 3 6)
Rigorous training (2 5)
Medical coverage (2 5)
within safety's reach (2)
Selfless Guardian (4)
capstone (8)
-----------------------------------------------
At each level, the following becomes available to choose.
level 1 is the exception. Gain all abilities listed at level 1
1 - Gain: Combat healer (1), Vigilant protector (1), Deft Healing(1)
2 - Rigorous training (2), Medical coverage (2),
Within safety's reach (2)
3 - Vigilant protector (3), Deft Healing (3)
4 - Selfless Guardian (4)
5 - Rigorous training (5), Medical coverage (5)
6 - vigilant protector (6), Deft Healing (6)
7 - blank
8 - capstone (8)
-----------------------------------------------
Combat healer:
(1) A Guardian can take a full-round to make a heal check to heal
fresh damage at a -10 penalty (Opposed to the usual 10
minutes). Note that this means the heal character would
have 0 fresh damage and therefore would not take infection
damage from splash damage. Healing during combat provokes
attacks of opportunity.
vigilant protector:
(1) As a standard action, a Guardian can designate one ally as
her ward. If an enemy the Guardian is aware of makes an
attack against her ward, she may make an attack (melee or
ranged) against this enemy as an immediate interrupt. The
enemy must be in range of attack.
If an enemy she isn't aware of attacks her ward, the Guardian
is granted an intuition check. Success (DC set by stealth
check) means she is now aware of this enemy, and can make the
attack as specified above.
A Guardian may change the designation of her ward as another
standard action. A Guardian may only have one ward at a time.
This feature can only be used once a round.
Note that these attacks may be stun attempts or the like, and
may target specific areas making the attack impossible.
(3) A Guardian may now add half her wis mod to the damage of
these attacks, and feature can be used half her secondary
modifier (round down) times a round.
(6) In addition to the damage, a Guardian may also make a stun
attempt as if they hit with a melee weapon. A medic can
use this feature up to her secondary modifier times 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 adjacent ally. Whenever
this ally would fail an attack roll or skill check, the
leader may roll an inspire check (takes no time) and apply
the resulting bonus to the roll or check (possibly allowing
the ally to not fail after all). Choosing to roll this inspire
check uses up the ability, though the leader my designate the
same or different ally afterwards.
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)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~