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- __**Mechanics**__
- Strength: Hand to hand combat and picking certain things up or overpowering someone.
- Perception: Helps with aiming and driving
- Endurance: Helps with, poisoning, being infected*, being stunned..
- Charisma: helps with talking to people.
- Intelligence: Helps with crafting.
- Agility: helps with melee and movement. Hiding. Getting out of traps.
- Luck: Gambling. Loot. My digression. Can be used in combination with another skill for very difficult feats
- E.g shooting through a fan or knocking something out of someone's hand without injury.
- 20 HP
- __**Skill checks**__
- The system has been changed. You roll a D20 and your stat increases or decreases that number. I decide what you need to be under or over by. (I cant be bothered to rewrite all the times I mention otherwise)
- **Last Chance** If they lose all 20HP: Endurance check: has to be higher than the amount of damage that killed you. If passed see *downed*
- **Downed** When downed you have 1 HP all your stats are reduced by 3.
- **Heroic Action**: Each player has one. I give out more at my digression. Can interrupt any action at any point to do whatever. Can fail.
- __**Getting Shot**__
- If they aim and you get hit. You take the damage.
- **Dodge** makes it harder for the enemy to hit. If you pass the agility check the attacker roles two dice. The attacker has to go with the weaker roll.
- __**Aiming**__
- No bonus to shots which exceedingly pass check.
- The harder the higher the perception stat
- body parts:
- Leg: Aiming requires around 11 perception roll 1x damage agility handicap.
- Arms: Aiming requires around 12 perception roll causes strength and general action handicap. 1x damage. Drop item.
- Torso: 1x damage. 9 perception roll required
- Head: Aiming gives 14 perception roll. 5x damage.
- __**Getting Bitten**__
- Use endurance skill check probably roll higher than a 8. No one is told the result. If passed, nothing. If failed then character will die and become a zombie at the DM's will. As in whenever. Could be a long time could be right away maybe never?
- __**Bleeding**__
- New mechanic for Zombie DnD, either weapon would specify or at DM's will. Character will bleed doing 1 damage for 10 turns. Or more depending. Bandages stop it.
- __**Hiding**__
- Hiding requires an agility check. If successful you are hidden and must do an agility check every turn to stay hidden per person. If you fail you will make a noise and alert people to your position
- __**Burning**__
- Basically bleeding. Doesn’t require bandages. Putting yourself out takes up a turn.
- __**Scavenging**__
- Perception check, the higher the perception the more scrap you get
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