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- [16:06] <Masaru> how do you do d100 rolls to figure them out on the road
- [16:06] <TrueWolves> I just roll d100, 35 less is zombies, 10 less is aggresive humans, 1 is a Boss
- [16:07] <TrueWolves> 80+ is good things
- -Random Encounters- (There -is- information missing here that I have to fill in later. Gotta find it.)
- The backbone of 80% of the game. It's relatively straightforward here.
- -1: Instant Boss
- -2-10: Aggro humans
- -11-35: Zombies
- -36-49: Neutral
- -50: Military Intervention
- -51-79: Neutral
- -80+: "Good things"
- Instant Boss:
- Yeah.
- Aggro Humans:
- Maybe they're insane. Maybe they're raiders coming to take a piece of your ass, or maybe they just want to protect their turf and the PCs stepped their dumbasses onto it. They're gonna fight, and naturally they're gonna be better than zombies because they'll have skills and weapons. Luckily for the PCs, they -might- be able to reason, or scare them off if enough damage is dealt, but they'll have to be demoralized first.
- Zombies:
- Bread and butter.
- Neutral:
- No new zombies, no immediate threats. If something's in the area you might wanna seek to carry out a resolvable event, or just let the PCs work their they through progression.
- Military Intervention:
- For good or ill, you got military lapdops in your path. Maybe they're here to assist civilians or maybe they are here to clean house or make arrests. Most of the time they will either match or outrank the highest ranked soldier in the party (if applicable) or have orders from a higher authority they might be able to bend but definitely cannot break. Their good or ill deployment in the field is up to the GM at play
- "Good Things":
- Most of the time you have to eyeball it based in the situation. A moderate 'good thing' might be random NPCs offering temporary assistance on the road, or a great 'good thing' might be finding military-style MREs in the hospital wing. Be careful not to be too liberal with a good thing and don't be inclined to keep it good if it's ignored or paid into for too long, especially between GMs who have different views of good things.
- -Resolvable Events-
- Something I do to keep things from being boring. Maybe the characters missed something, or maybe they're blatantly going to do something, like say...run over a giant fat zombie in the middle of the road. Just to add a little bit of spice.
- Example:
- <GM> Roll: For not trying to creatively evade like using the sidewalk, how much damage does your trick risks for running over a fat zombie with a jeep.
- d100+20
- <Masaru> Dice: [d100+20] Roll: 100(120)
- <Masaru> Total: [100 / 120]
- End Result: Group 1 in entirety rolls Endurance check to avoid getting a variable-severity poison wound that doesn't go away for 3 days.
- Be creative if you wish to do this.
- -Vehicle Defense- (this is being overhauled as the system continues to undergo renovation)
- Base Roll: 50
- Vehicle Defense (Cars): +0-15
- -Trucks/Rugged Vechicles: At least +20
- -Armored Car: at least +30
- -Military Armor: ??? (Assumed lots.)
- Vehicular Called Shots: +20*
- Versus Anti-Armor/Anti-Vehicle: -25
- Versus Explosives: -25
- If a vehicle is attacked, they have a defense roll that is rolled against a threatening roll if the driver fails to avoid an attack/accident or the vehicle is stationary taking damage. The roll of a starting car is always at least d100+50, going up based on the status of vehicle. Anti-armor and explosive weapons (especially if the vehicle isn't proofed for explosives) will almost certainly damage the vehicle if the attacker is competent enough. A vehicle has an endurance equal to half it's defense stat; anything past that it takes damage receiving 'wounds' that hinder it's defense like any standard character/creature.
- Vehicular Called Shots:
- All attackers take a -20 penalty (though this seems to get applied as a defense bonus to the defender instead) to calling shots on a vehicle's engine block, gas tank, tires, etc. A character whom holds a Precision/Strength skill can reduce this penalty by half of their Precision/Strength bonus.
- -Magic-
- Any sort of elementally-slanted magic casted with a nearby focus or with nature in their favor (something's on fire, using an enchanted item to focus, lightning in the sky, windy day) can get up to a +10 bonus (or up to that of a focusing item) towards their roll and effects as they are resolved.
- Mana Burst:
- When you roll a nat 100 with magic, you deal triple effect at the cost of double mana, you can not hold back on your attack to reduce the mana cost from this. After the effects are resolved, you must make a Mana+Endurance check DC 70 to resist KO, DC 100 to resist dizzyness.
- Mana Lock:
- When you roll a nat 1, your mana locks up and you can't cast spells for 1d6+1 rounds. Mana intended to be spent is not wasted.
- -Looting-
- You roll a d100, they roll their looting/scrounging checks to go into a detailed search. If your item generation check is low, then there is nothing to be found, regardless of their roll. The -only- exception is if the looter gets a nat 100; then something is guaranteed to be there.
- -Wounds-
- Typical Wounds: -5~-10
- Single Body Part/Area: +(-5)
- High-powered weapons: +(-5) or more
- Explosives: +(-10) or more
- Enchanted: +(-5) or more
- Called Shot: Effects specific body part*
- Your typical nonlethal wound (that doesn't go past the weapon's lethality rate and enemy's lethality resistance) is going to be generally -5 to -10. Blunt/relic guns will tend to play lower while bladed weapons and guns will do more. If the wound only targets a specific body part, then it'll add -5 more. The more powerful/lethal the weapon, the more powerful it gets. This takes things such as explosives, high-end military rifles, macgically enchanted weapons, or combinations thereof.
- Mortality Rate (mortal wounds):
- -Animals: 1
- -Boss (Any): Base+2
- -Humans: 1-2
- -NPCs: 1 (KO/Coma), 2 (Death)
- -PCs: 1 (KO), 2 (Coma), 3 (Death)
- -Zombies (Typical): 1
- -Zombies (Fat): 2
- Typical beings only take one mortal wound to kill. Sometimes two. PCs and and Bosses have padding.
- -Healing-
- -Under 30: Wasted
- -30-49: Sterilized
- -50-69: Heals 15 points/(Reduces -15 or better wound to -5) OR cures one -5 wound
- -70-99: Heals 20 points/(Reduces -20 or better wound to -5) OR cures one -5 wound
- -100+: Heals 25 points/(Reduces -25 or better wound to -5) OR cures one -5 wound
- Magic Buffs to results:
- Earth/Order: +5
- Light/Water: +10
- Life: +15
- When first aide/healing magic is applied, then follow the numbers above. Note that -5 wounds can be resolved in one shot, while large wounds cannot be completely resolved in one shot; even a -25 wound being healed will be reduced to a -5 wound. The last -5 of a wound is further reduced to -3, then -1, then is gone completely. Surpassing 100 on a roll will not fix two successive -5 wounds (however natural 100s can occasionally do so)
- -Base Zombie-
- {Class 0}
- Normal Zombie: Agility -20, Attack +0, Strength +0 | LR +25 | Perk: Swarm | Level 1>5: Att/Str/Agi/Str/Agi | Weapon: Grapple - Zombie Bite
- {Class 1}
- *Obese Zombie: Agility -40, Attack +5, Strength +10, Endurance +20 | LR +25(35) | Perk: Swarm - Large | Level 1>5: EndStr/EndAtt/EndStr/StrAtt/EndAgi | Grapple - Zombie Bite
- *Strong Zombie: Agility -30, Attack +5, Strength +20 | LR +25 | Perk: Swarm - Dual Wield | Level 1>5: StrAtt/EndAgi/StrAtt/AttAgi/StrEnd | Grapple - Zombie Bite
- *Lithe Zombie: Agility +5, Athletics +10, Attack +0, Strength -10 | LR +25 | Perk: Swarm | Level 1>5: AgiAth/AgiAtt/AthStr/AthAtt/AgiStr | Grapple - Zombie Bite
- *Plauge Zombie: Agility -20, Attack +10, Strength +10 | LR +0 | Infection +30 | Perk: Plauge Spreader | Level 1>5: InfAtt/InfStr/AgiAtt/AgiStr/InfAgi | Grapple - Zombie Bite
- <TrueWolves> does that Level 1>5 thing make sense? Every level, the stats go up in that order, from 1 to 5 and resetting every 6th. So, a Level 12 Normal would have: +15 Attack, +25 Strength, +0 Agility | LR +25 | Grapple: 1/92 - Bite: 1/42 (Lower Lethality from Strength)
- {Perks}
- (TW Note: Pick extra one at random for every 2 they'd earn if they were a character)
- *Swarm: +5 to attack for each extra attacking zombie on same target or zombie leader
- *Large: Soaks up +1+X AoE targets when in an AoE Attack where X is Endurance/25
- *Dual Wield: If found with 2 weapons, +1 effective speed to both
- *Plauge Spreader: On Death, causes AoE 2+(Infection/5) Explosion forcing Endurance checks VS Virus, Death by Elemental Damage Reduces AoE by 5
- *OmNomNom: Grapple and Bite's Speed are increased by 1
- *Zombossie: Requires and Replaces Swarm: All zombies treat this zombie as a leader x2 and defend this zombie, the zombie may not actualy attack. (Basicly grants anyone with "Swarm" +10 to attack)
- {Attacks}
- *Grapple: Speed 1, Leth 100-(STR/2)
- *Zombie Bite: Speed 1, Leth 50-(STR/2), Inflict Virus at 1/2 Leth
- -Grappling- (These numbers might be off)
- Every time you make a move to grapple you get one stage in your favor (or outright escape if you beat the roll by 50 and that's your intent))
- *Braced: equal to both targets.
- *Grappled: -25 to dodge.
- *Pinned, -25 to attack/defence and -10 to trying to escape.
- *Total Lockdown: target has -50 to all rolls other then -25 to escape.
- -Point Rewards + Experience-
- So. Shit. The group just beat up all the big bad zombies at the end of your quest. Oh whatever shall we do? D: Well I guess it's time to give them their proper reward...in the form of what some people refer to as "boss points".
- There are 5 rewardable points; Minor, Moderate, Major, Super, and Epic. To save on time, I'm just gonna quote Blade on how these 5 points scale. "Your average midboss would be Minor/Moderate, your regular end-of-area boss would be Major, an end of chapter boss would be Super, and well, a hidden "fuck you" boss, or the final boss, would be Epic." Keep that in mind while rewarding these, but also try to accordingly gauge the overall difficulty of the fight. If it turns out that a battle was easier than it was meant to be, do not be discouraged, and don't just jack up the point value of the boss and the cronies. Review the battle and plan accordingly for next time.
- Also, THESE DO NOT SIMPLY INVOLVE COMBAT SITUATIONS! Believe it or not, any great feat appropriately scaled can be considerable. Maybe a favorable trade agreement occured. Maybe you found the hidden plot device. Maaaaaybe you found the cure for cancer. Try to think about it in that light and don't force everything to be solely combat oriented. And MAKE SURE YOU GET THIS RIGHT. Yeah, I understand that the new equation for determining skill progression means that characters will level-up slower now, in some cases.
- Sidenote: Natural 100's are now considered Minor points for the purposes of determining rewards. "Epic" GM rewards can be considered Minor or Moderate BASED ON THE CIRCUMSTANCES ON WHICH THE REWARD IS BEING GIVEN. Do not give a reward within the realm of a Moderate point unless they truely deserve it..go by this lithmus test. If you have to ask yourself more than once about giving a character a Moderate point, either ask another GM or just don't do it.
- Level Up = (Point) - (Skill Rank) - ((Skill Level)/|(Skill Rank) - 10|)
- {Point}
- Minor: 7
- Moderate: 9
- Major: 12
- Super: 16
- Epic: 21
- {Skill Rank}
- - = 3
- = = 4
- + = 5
- ++ = 6
- * = 7
- +* = 8
- For reference, I'm creating a calculator on Google Docs to make this easier. No one likes math! I'll link it proper when it's done.
- -Weather-
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