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2019-11-15, 08:37 PM (ISO 8601)
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#5
Re: New Zombie System
Proficients
Weapons
Melee - All melee weapons normally take 2 actions to attack if not proficient, Add Fitness mod to damage
Slashing Weapon
Proficiency - Attack with Slashing weapons only takes one action, instead of two
Specialty - +2 damage, 10% chance to remove limb
Mastery - + 3 damage, 25% chance to remove limb, Increased Critical
Bludgeoning weapon
Proficiency - Attack with Bludgeoning weapons only takes one action instead of two
Specialty - +2 damage, 10% chance to knock down target.
Mastery - +3 damage, 25% chance to knock down target, Increased Critical
Unarmed
Proficiency - punch twice instead of once per action
Specialty - +1 damage per punch, if both punches hit the same target push them 5 feet any direction
Mastery - +2 damage per punch, gain active move "Leg Sweep", Increased Critical
Ranged- Add Agility mod to aim, shooting into full cover or through obstacles = Disadvantage (roll 2 D20, take lower)
Firearm - All firearms take 1 action to fire, but if not proficient -2 to aim and will have a 25% chance to misfire, or jam, if firearms are not cleaned daily, add 5% chance for weapon to misfire every day it goes without cleaning.
Silent - Bow/crossbow weapons take 2 actions to draw and fire if not proficient, thrown weapons have -5 to aim unless proficient
Pistol Weapons
Proficiency - Lowers Misfire chance to 5%, able to use Pistol Mods
Specialty - Remove Misfire chance (except on crit fail), Gain active move "Dead Aim", Clear misfire in 1 action instead of 2
Mastery - Fire 2 shots per action instead of 1, increased critical,
Shotgun Weapons
Proficiency - Lower Misfire chance to 5%, Able to use Shotgun Mods
Specialty - Remove Misfire chance (except on crit fail), increased Critical, +10 range with shotgun weapons, Clear misfire in 1 action instead of 2
Mastery - Increased Critical, +10 range with Shotgun Weapons
Rifle Weapons
Proficiency - Lower Misfire chance to 5%, able to use Rifle Mods
Specialty - Remove Misfire chance (except on crit fail), +2 to aim with Rifle weapons, Clear misfire in 1 action instead of 2
Mastery - +5 to aim with rifle weapons, Increased Critical, Gain active move "Burst Shot"
Thrown Weapon
Proficiency - +1 damage, thrown weapons can also be used in melee
Specialty - +2 damage, Throw up to 2 weapons per action
Mastery - +3 damage, Throw up to 3 weapons per action, Increased Critical
Bow/Crossbow Weapon
Proficiency - Bow and Crossbow weapons take 1 action to reload and fire
Specialty - +1 damage, 50% chance arrows/bolts don’t break and are recoverable at the end of combat
Mastery - +2 damage, recover all arrows/bolts at the end of combat, Increased Critical
**Thrown weapons, and Arrows/Bolts can only be recovered if combat ends without the players running from the fight**
**Firearms always misfire on a Critical Fail, or if you roll under the misfire chance on percentage dice. Misfires always consume the Bullet, and take 2 actions to clear, unless you have specialty with that weapon type**
Last edited by Stephen; 2019-11-15 at 08:38 PM.