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View Full Version : Living People, Dead World: Making a Zombie Campaign Setting P.E.A.C.H.



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)

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



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

Andaer
2013-07-24, 10:45 PM
Skills:


Here is a list of skills survivors can train in to help them live
longer. I am open to other suggestions


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
technician 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.


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

Weapons and Armor:

Grades of Weapons,

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

untiered - weapons with special characteristics. Can be as strong as
military, but sometimes not. Have special properties
eg katanas are better at decapitation, chainsaws are powerful but
require fuel and are dangerous to use

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

untie- ? ? +extras
----------------------


On top of this, melee weapons can also be blunt or sharp:

blunt: 0 bloodsplatter on body hits, 2 bloodsplatter on head hits

sharp: 1 bloodsplatter on body hits, 2 bloodsplatter on head hits
constant +2 to damage.


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

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. Shotguns, automatic weapons, bows, crossbows and
more are to be implimented later)

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

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

untie- ? ? +extras
------------------------

Later on, weapons will be put into these categories, but for now,
choosing a weapon for pure flavor is fine.

Armor:

Made out of everyday wear. Heavier wear provides more AC and damage
reduction, but restricts movement more in combat. Subject to change,
base speed of characters isn't decided (25 ft for now) Might make
better armors just harder to find like the weapon system.

Denium: +1 AC, +1 DR, -0 ft
Leather: +2 AC, +2 DR, -5 ft
Kevlar: +3 AC, +3 DR, -10 ft
Metal: +4 AC, +4 DR, -15 ft

note: metal armor is really only viable on the tank, as he
has a reduction to the movement penalty from armor.

Denium, Leather, Kevlar, Metal

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

Mechanics:

More detail in mechanics. Only read if you want detail on something I've
said above!



Bloodsplatter- see main entry for details

Bite attacks- Once a zombie has spend 2 consecuative rounds next to
a target, its next attack against a target can be a bite attack.
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.



Surrounding: both zombies and humans get a bonus to melee attack
equal to the number of 'allies' adjacent to the target. This is
to discourage being surround as well as gives incentive to
work as a team.

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
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, 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



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 their
bites 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.


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 to zombies

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.



Reliability of weapons- see "critical hits and damage to weapons"

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. (not sure about weight mechanics)

Food and water- see main entry above



Line of Fire - When attempting to hit a target with a ranged weapon,
draw a line from the centre of your square to the
centre of the target's square (extend the line past the target when
determining line of fire for Piercing). Any squares the line touches
(hitting corners counts as touching) are in the Line of Fire. You
must made an attack roll against every possible target in your line
of fire, closest first. Against unintended targets, the attack is
made at the regular attack bonus -4. If a target is hit (intended
or not) the bullet pierces, and attack rolls must be made against
the remainder of the targets in the line of fire (at regular
bonus -4) until 1 additional target has been hit, or there are no
more targets in the line of fire. Distance penalties apply as normal.

Shooting from a distance - each ranged weapon has a range value.
a ranged attack takes a -2 penalty for every set of x squares
over this range (-2 every 5, -2 every 10 (1 hand/2 hand))

Cover from Fire: move action allows you to take cover from ranged attacks.
All allies automatically miss you with ranged attacks, even if you are in
their line of fire, and recieve +4 to AC against enemy ranged attacks.
These effects last only until the start of your character's turn, but
you can take the action again for a continuous effect. Note that this
is different mechanic than hiding behind phyiscal objects.


Healing Factor: When preforming a heal check, only a certain fraction
of Damage can be healed. For more skilled healers and for Tanks as a
target, 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 +2 morale bonus to their next action
(DC 10). For every 5 over this DC, grant the ally an additional +1
morale bonus. (+3 at 15, +4 at 20, 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 -2 morale penalty to their
next attack (DC 10). For every 5 over this DC, this penalty
increases by 1. (-3 at 15, -4 at 20 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?)


Shifting: as a move action, you may move one square without provoking
attacks of opportunity from enemies.

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. (attack roll is new AC)


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

Baniff
2013-07-25, 02:02 PM
The HP/Damage/Wound system seems over complicated to me. Why not just stick with HP and say that a night's rest heals Level + Con mod or something?

Andaer
2013-07-26, 04:09 PM
The HP/Damage/Wound system seems over complicated to me. Why not just stick with HP and say that a night's rest heals Level + Con mod or something?

The main reason I wouldn't want to have JUST the night's rest system is because from personal experience it's boring and frustrating. It makes a player feel like they have 0 control over their HP. Also, it just means camping doing nothing (ie not playing the game) for many in-game days for being forced to continue with little HP for time-sensitive missions and get killed. It also puts an over-emphasis on the con score, and a player with low con (especially neg con) could 'ruin the game' for the rest of the party.

Also, taking away healing invalidates one of the classes (Guardian).

And although having every detail and rule makes it seem over complicated, I disagree. The system is:


You take damage when you get hit.
Up to half of the damage can be healed by a heal check.
The amount that wasn't healed can't be healed until the next day.
You heal a bit at night.


This is the entire system.

Even if that is complicated, I don't see why 'complicated' needs to be a synonym for 'bad'.

Jzombie
2013-07-29, 06:27 PM
Pretty fond of the system, expect the Bloodsplatter/infection part.
let's say i have 1 point of regular damage (let's say, small cut at my leg).
and the the zombie right next blast to pieces by our beloved Gunner.
the zombie burst out, given away 2 BS all over my chest.
the point is, how cam you become infected from such small injuries?
and beside, i this system has to much big of a chance to become a zombie.
Maybe that's your point, but i personally don't like this odds.

Andaer
2013-07-31, 07:40 PM
Pretty fond of the system, expect the Bloodsplatter/infection part.
let's say i have 1 point of regular damage (let's say, small cut at my leg).
and the the zombie right next blast to pieces by our beloved Gunner.
the zombie burst out, given away 2 BS all over my chest.
the point is, how cam you become infected from such small injuries?
and beside, i this system has to much big of a chance to become a zombie.
Maybe that's your point, but i personally don't like this odds.

Well that's kind of what the playtest will be for. I don't know how easy it is to be turned into a zombie in practice. The design was made to put a lot of pressure on the players to not get bit, and I feel that proper strategic play can avoid bites. But I don't know for sure how it will work

As far as blood splatter goes, getting hit with blood from someone with an infection (any kind) can spread it. Even if you say your cut is small, technically it can get into your eyes or mouth, be absorbed through slightly damaged skin etc.

But I don't really see a big risk in turning into a zombie from those things. Say you had 6 points of infection damage from bloodsplatter. Someone with a heal check can fix that up for you, possibly removing all of it. Even if they fail and only remove 1, they still healed you so the DC 5 instead of 15. Plus you add your level and your con mod to the roll, so if you were a level 2 with a +2 con, you wouldn't even be ABLE to turn into a zombie (since the min roll is 1 on the D20).

AngryCyc
2013-08-01, 03:42 PM
Tank's capstone should be immunity to infection, no brainer... Like, it's basically what the entire class is leading up to anyway.

Vhael
2013-08-01, 03:56 PM
is there a limit to the amount of plans a technician can have at a time? if not...BROKEN! lol

Katasi
2013-08-02, 12:00 AM
If you want injuries to be serious and not go away overnight, but to keep low Con characters from being to crippled, why not a Fatigue/Wound system like the Star Wars RPG?

TKXapathy
2013-08-02, 01:54 AM
Really love the idea, but I have to disagree with the HP and blood splatter system. It seems needlessly complex without adding much to the system. Considering how often a character would be swarmed by zombies, I think that tracking all of this would be more trouble than it's worth.

Jzombie
2013-08-02, 07:22 PM
But I don't really see a big risk in turning into a zombie from those things. Say you had 6 points of infection damage from bloodsplatter. Someone with a heal check can fix that up for you, possibly removing all of it. Even if they fail and only remove 1, they still healed you so the DC 5 instead of 15. Plus you add your level and your con mod to the roll, so if you were a level 2 with a +2 con, you wouldn't even be ABLE to turn into a zombie (since the min roll is 1 on the D20).

So I'm assuming i can heal myself, even when i have huge cut in my belly?

Andaer
2013-08-02, 08:18 PM
is there a limit to the amount of plans a technician can have at a time? if not...BROKEN! lol

They can only have one plan at a time, hehe. If they took "Plan B" at level 4, then they get a second one. No infinite plans hehe


If you want injuries to be serious and not go away overnight, but to keep low Con characters from being to crippled, why not a Fatigue/Wound system like the Star Wars RPG?

I could always give that a look and see how it fits. Are the rules able to be found online?


Really love the idea, but I have to disagree with the HP and blood splatter system. It seems needlessly complex without adding much to the system. Considering how often a character would be swarmed by zombies, I think that tracking all of this would be more trouble than it's worth.

I don't see it being hard to track during a combat, but that's what the playtest is for. During combat, you'd only have to track damage and infection damage, but I can see how it could be annoying to track.

As for not adding much, at least compared to the d20 HP system, that's where I have to disagree. It stops heal spamming until characters have full health which trivialities each passed encounter and allows players to farm experience from encounters with no penalty. This might be fine in a hack-and-slash setting, but it gives a limit to how much combat a character can be in making each combat matter in the long run.

It also allows both the Tank and the Guardian classes to be better at managing damage in a non-linear way. Allowing all the classes to be good at what they do without having to make the other classes bad at it has been a BIG part of the design philosophy for this game. Like rather than giving the Bruiser a better BAB than other classes, or simply just giving the tank more HP or the Guardian a bonus on heal checks. Without the system, I'd have to find a new way to make a third of the classes special at what they do.

Could it be too complicated? Yes, I can see that. It might need to be changed, but I strongly feel it at least puts things where I want them to be.


So I'm assuming i can heal myself, even when i have huge cut in my belly?

Yes, you can heal yourself, but I've been thinking of putting a penalty on healing yourself to emphasize the team aspect of the game (also it's hard to heal yourself) This penalty wouldn't apply to the guardian though.

Jzombie
2013-08-03, 03:35 AM
You have some "once per round, add X to ac of an incoming attack. is it before or after rolling?

Andaer
2013-08-04, 09:18 PM
if you're talking about things like the guardian's ability to block part of an attack.. now that I think about it I never thought about it XD Since there is a limit to how many times a round the Guardian can do this, it does matter if they know what the roll is or not. I think I'll have to get back to you on that, and maybe even rebalance the numbers based on that.

Jzombie
2013-08-09, 06:24 AM
if you're talking about things like the guardian's ability to block part of an attack.. now that I think about it I never thought about it XD Since there is a limit to how many times a round the Guardian can do this, it does matter if they know what the roll is or not. I think I'll have to get back to you on that, and maybe even rebalance the numbers based on that.

well, it's two different things if it's before or after.
both are fine, just need to be clear.


by the way, i think that "build" is good general skill to replace "barricade".

Vhael
2013-08-27, 11:29 AM
has any more of the system been worked out in finer detail or finished? i noticed there still are alot of capstones not made and no information on feats. how do feats work? i noticed a few spots refering to feats but no definite rules.

Andaer
2013-08-27, 06:11 PM
Unfortunately, not much of the system has been completed in the last little while. I'm waiting for more questions in this thread, results from the playtest and player feedback to make any significant changes.

Capstones are blank mostly because they're not going to come into play in any test that I do anytime soon as well as they are not always easy to make. I have been taking all the given suggestions into account, and many of the ideas are great, so there's a good chance you'll see capstones in the next update.

As far as feats go, I'm still trying to figure out a good list of them before putting them in the game. I'm thinking each has a small bonus or situational bonus or even an added on ability with no prerequisite feats or feat trees, design-wise though.

You'd choose 1 feat from the list at first level and another feat every so many levels after that. Something along the realm of +1 to hit with sharp weapons, +2 to hit with a specific type of weapon (fireman's ax, morning star etc) damage bonus, maaaaaybe skill focuses. Maybe a specialization for a specific tier of armor. Bonuses like that

Vhael
2013-08-27, 06:52 PM
understood. thanks for the info. i might suggest a trait system. stuff like assets and complications. systems like that in place of feats are pretty easy to make. you take a personality trait and try to and a bonus or a negative to it that relates. it is amazing for making characters more thorough and helps RP a lot.say at first level you can have +0 in traits meaning you can have a positive trait that gives you +2 as long as you have negative traits that give you -2 total. than level 2 you can have +1, level 4 you can have +2, and so on up to +4 at 8. for example a character could have a +2 to firearms and a -1 for having an addiction to cigarettes and a -1 to charisma based checks to for interaction because he is not a people person. make sense?