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Darren RDI Fixture Karma: 36/8 868 Posts
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Zombie RP Ruleset
At Level 1 you distribute 80 points between the four attributes (discounting Badass) and have three Skills.
From then on, every level gives 5 Attribute points and every level gives one Skill.
(Levels go up quite quickly, 20XP for one levelup. One zombie is worth 1XP, and various actions merit various XPs ^^. Chat games are short enough for it not to matter that the characters finish too strong.)
BASIC RULES
d100 + attribute + modifiers = standard roll unless otherwise mentioned.
If equal to DC, succeeded.
Zombies use d60 for hitting and defending. All humans have d100.
If equal result for player and zombie/human enemy, player automatically wins.
Barricades have HP. When attacked by zombies, lose 1HP per turn per zombie.
Mêlée weapons have a Stuck roll: if fail, they get stuck and it takes a turn to wrench it out.
Shielding objects have Hit Points: amount of hits they survive before breaking. Defender can choose to use shield instead of dodging, and adds the Shield Bonus to their defence roll.
Hunger is dealt with by minimum of one meal per 8h (yes, the rule IS simple as possible)
Proficiencies in weapons carry across, at a lesser rate, to weapons that are similar. R3->R1, R5->R2.
Fear: If scared, -20 to attack, -10 to defence.
Morale: Good, +10 to stuff. Average, 0. Bad, -10. Crap, -20.
Plague: When hit, Hardness check vs 30+damage from zombie
If infected, alternate Will vs 50 to not pass out and Hardness vs 70 to get better. If pass out, change to alternating Hardness vs 70 and Will vs 60.
If succeed Hardness vs 70, cured. If fail Will vs 60, zombeh!
(if have 49 or more Hardness+bonuses, or 59 or more Will+bonuses, immune to Plague.)
Zombies deal 1d20 damage with attacks.
ATTRIBUTES:
They can be between 0 and 50.
Hardness: Hit Points = 20+Hardness. Also used when resisting illnesses, hunger, etc.
Speed: used for hitting and dodging, moving, etc.
Will: used for resisting mental effects.
Perception: used for spotting, detection.
Badass: used for relations vis-à-vis other survivors. Starts at 0, can go up with clothing, actions, etc.
SKILLS:
Hardness Theme
Toughness: "I get knocked down, but I get up again..." +3 Hardness.
Hard DNA: "My jeans are tough! Oh, THOSE genes..." +10 vs Plague.
-Brainless?: "I don't have a brain... honest!" 1d100 vs 50 to be categorically ignored by zombies.
Shielded: "Riot police!" +10 to defending with a shield.
Builder: "Burn it down!" x2 barricade strength.
-Construction: "Tetris Chaaaaaampion!" x3 barricade strength.
Never Fall: "I shall never faaaaaall!" +10HP.
Explosions are Fun: Requires Toughness. "I'm from the bomb squad." Cannot die from explosions.
-Boom!: "Smoke and FIRE!" If near an explosion, flip a coin (1d2). If heads (2), receive no damage.
Unsticky: Req Toughness. "Hot knife through butter!" When you use a mêlée weapon, it never gets stuck.
Solid: Req Toughness. "So what if my legs are both broken?" Able to keep going no matter the injury.
Speed Theme
Blurry: "Head checked, but faster than the jet." +3 Speed.
*** Practice: "Do you ever miss??" With chosen weapon type ***, when attacking, minimum roll 15.
-*** Training: "Do you ever miss??" With chosen weapon type ***, when attacking, minimum roll 25.
--*** Skill: "Do you ever miss??" With chosen weapon type ***, when attacking, minimum roll 35.
---*** Expert: "Do you ever miss??" With chosen weapon type ***, when attacking, minimum roll 50.
----*** King/Queen: "Do you ever miss??" With chosen weapon type ***, when attacking, minimum roll 70.
Acrobat: "JUUUUUUMP!" +10 acrobatics.
-Ninja: "Climb the wall? I'll climb the CEILING!" +15 acrobatics.
Bulletproof: Requires Blurry. "Bullet time." +10 to dodging gunshots.
Bang: Requires Blurry. "BANGBANGBANG!" When shoot and kill a target with a gun, and have another shot possible that turn, automatically roll 100 to hit next target.
Will Theme
Cucumber Cool: "My mind is MINE!" +3 Will.
Fearless: "Zombies? Bah." +10 vs fear.
Hungerless: "Must... resist... temptation... to... eat... mince pie..." Need food ever 12 hours instead of 8.
Persistence: "I'm still here!" When reduced to 5 or less HP, +10 to defence.
Joker: Req Cucumber Cool. "Never gonna get down." Halves effects of low morale.
Instability: "I guess he finally lost his head..." When scared, attack malus negated.
Perception Theme
Eagle Eye: "Spotted." +3 Perception.
Medic: "Trust me, I'm a... meh, close enough." +10 with first aid.
-Surgery: "I know first aid." +15 with first aid.
Hunter "I'll sniff 'em out." +10 tracking.
City Planner: "All towns are the same really." GM gives more information as to contents of settlements.
Alertness: "Zombie sense is tingling..." Use Perception instead of Speed for defence.
Relaxed Aim: Requires Eagle Eye. "Shot him in the head, 'til he was dead. Again." If unhassled, add Perception to ranged attacks.
-Marksperson: "BOOM, headshot!" Always add Perception to ranged attacks.
Thanatomy: Req Eagle Eye. "I bet I can hit the head." d100 vs 80 for max damage automatically.
-Improved Thanatomy: "Hit him in the freckle!" d100 vs 60 for max damage automatically.
--Bullet Surgeon: "Slice and dice." d100 vs 40 for max damage automatically.
---Critical Hitter: "20. That's just how I roll." always deal max damage automatically.
Paranoia: Req Eagle Eye. "They're everywhere!" + Perception to defence.
Themeless
Charismatic: "Trust me, I'm awesome." +5 to interaction.
Bartering: "A gun for some pocket lint? YES!" +10 to trading.
Rage!: "AAAAAAARGH!" When kill a zombie in mêlée, regain 1HP.
WEAPON TYPES:
Sidearms: pistols, tasers, all which is one handed gunnery.
Shoulderarms: rifles, machine guns, crossbows...
Bows: duh.
Small Sharps: knives, daggers, spikes...
Large Sharps: swords, giant spikes...
Small Bashers: hammers, mallets, hatchets, saucepans...
Large Bashers: sledgehammers, woodaxes, planks, 10-foot keelhauling poles...
Chainsaws: duuuuuuh!
Posted on 2011-09-19 at 20:39:37.
Edited on 2011-09-23 at 14:47:56 by Darren
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