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Mechanics

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Jun 16th, 2019
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  1. __**Mechanics**__
  2. Strength: Hand to hand combat and picking certain things up or overpowering someone.
  3.  
  4. Perception: Helps with aiming and driving
  5.  
  6. Endurance: Helps with, poisoning, being infected*, being stunned..
  7.  
  8. Charisma: helps with talking to people.
  9.  
  10. Intelligence: Helps with crafting.
  11.  
  12. Agility: helps with melee and movement. Hiding. Getting out of traps.
  13.  
  14. Luck: Gambling. Loot. My digression. Can be used in combination with another skill for very difficult feats
  15. E.g shooting through a fan or knocking something out of someone's hand without injury.
  16.  
  17. 20 HP
  18.  
  19. __**Skill checks**__
  20. 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)
  21.  
  22. **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*
  23.  
  24. **Downed** When downed you have 1 HP all your stats are reduced by 3.
  25.  
  26. **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. 
  27.  
  28. __**Getting Shot**__
  29. If they aim and you get hit. You take the damage.
  30.  
  31. **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.
  32.  
  33. __**Aiming**__
  34. No bonus to shots which exceedingly pass check.
  35. The harder the higher the perception stat
  36.  
  37. body parts:
  38.  Leg: Aiming requires around 11 perception roll 1x damage agility handicap.
  39. Arms: Aiming requires around 12 perception roll causes strength and general action handicap. 1x damage. Drop item.
  40. Torso: 1x damage.  9 perception roll required
  41. Head:  Aiming gives 14 perception roll. 5x damage. 
  42.  
  43. __**Getting Bitten**__
  44. 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?
  45.  
  46. __**Bleeding**__
  47. 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.
  48.  
  49. __**Hiding**__
  50. 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
  51.  
  52. __**Burning**__
  53. Basically bleeding. Doesn’t require bandages. Putting yourself out takes up a turn.
  54.  
  55. __**Scavenging**__
  56. Perception check, the higher the perception the more scrap you get
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