What'r'ya buyin'? If it's a world in the midst of zombie apocalypse and a horde of twinkies stashed away in your armored vehicle to be your sustenance for the next month then you've come to the right place. However, if you're looking for a world of leveling on your friendly non aggro boars, or selling loot to the nearest vendor to purchase supplies, then you've come to the wrong place.
My new zombie survival game is quite a simple one. There are no levels, no werewolves, no dragons, and no magic. Oh and the best part? NO BITCHING. People die out there man. People die left and right. Muggers steal your s**t, insects infect your food, and mutated donkeys s**t all over your couch. Deal with it. However, at character creation everyone does get to make their character different than everyone else by purchasing certain abilities. Each ability enhances your character ( bonus hp, more strength, better accuracy, faster movement, etc. ) to make them unique from others and their playstyles.
Every character starts with 8 in each of the following stats:
Strength: Affects how much one can carry, how one can alter the world (pushing, pulling, lifting, etc), how much damage one does with melee attacks, how much health one has, and how easily one can resist diseases. Also affects how long you can run.
Dexterity: Affects how easily you can aim a weapon, how skilled you are at dodging, how acrobatic you are, how good you are at picking locks, how well you can hide, and how fast you can move.
Intelligence: Affects your ability to comprehend and examine scenarios, your ability to perform medical treatment, your ability to use technology, and your ability to craft.
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How to interpret your scores:
Strength: Every 2 points in strength equals one hit point. Hit points equal the amount of damage you can take before dying.
Every 2 points equal 4 slots of carrying. Example: One medkit equals one slot, one minigun equals 16 slots, one box of ammo equals 2 slots, one days worth of food equals one slot, one days worth of water equals one slot, etc.
Everything from moving cars to pushing back zombies requires strength as well. These are predetermined numbers and are usually unknown to the players.
Every two points of strength also increases the amount of damage done with melee attacks by one.
When contracting a disease, players have a chance to resist the disease. This roll is represented as a d20 + the player's strength. Target DC is normally unknown to players. Failure to meet the DC means you acquire the disease while a success means you resisted the disease.
When running, strength affects how long you can run based on this equation: Strength + 4 = Number of turns you can run full out.
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Dexterity: Every two points in dexterity increases your chance to hit with a weapon, hide, dodge, jump, perform an acrobatic stunt, pick a lock, slip out of a grapple, and any other finesse action by 1. These are all represented by rolls of DC 20 + 1/2 DEX.
Dexterity also affects the movement speed of all persons. For every two points of Dexterity, the player moves at a speed of 3 m/turn more. Starting at 12 m/turn, speed increases by 3 m/turn every 2 points.
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Intelligence: Intelligence affects every dice roll requiring rationalization and reasoning. This is represented as +1 per every 2 points of Intelligence. The uses include crafting, performing medical treatment, using and repairing technology, and examining situations.
When examining situations, a player can roll a d20 and add 1/2 their intelligence. With a high enough roll, the player may find some specific that others do not notice during an intense moment such as an escape route or a broken telephone line that can be used to swing on, so on and so forth.
When performing medical treatment, Intelligence is used in many rolls. For every two points above 8, an additional 1 health is healed per first aid attempt (average first aid kits heal 1 health, while high quality first aid kits heal 2 to 3). At a Medical treatment level of +5 (every 2 points above level 8 equals a cumulative +1), the player is able to perform surgery. This is attempted by rolling D20 + 1/2 intelligence. Surgery is able to fix broken legs, lacerations, among many other things with a high enough dice roll that first aid cannot. Keep in mind that failed surgeries can outright kill someone. Another focus of first aid comes when treating diseases. With the use of medicine, a subject of a disease is allowed to reroll resistance against a disease with the use of a D20 + Strength of target + First Aid skill of user.
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Players can choose a number of attributes based on their destiny points. At first character creation, each person gets 4 destiny points. At some point, you will die. Whether through just sheer numbers of zombies or stupid mistakes, you will have to roll another character. However, depending on how well you performed with your previous character, you are awarded extra or penalized extra points. Play stupid and your next character may be retarded (literally).
Attributes:
Wise Guy - +2 Intelligence (1 point)
Gifted - +4 Intelligence (2 points) ( Requisite: Wise Guy)
Talented and Gifted - +4 Intelligence (2 points) ( Requisite: Gifted)
Hardy: +2 Strength (1 point)
Like a Rock: + 4 Strength (2 points) (Requisite: Hardy)
Like an Ox: + 4 Strength (2 points) (Requisite: Gifted)
Handy: + 2 Dexterity (1 point)
Skillful: + 4 Dexterity (2 points) (Requisite: Handy)
Master: + 4 Dexterity (2 points) ( Requisite: Skillful)
Medic: + 3 First Aid (1 point)
Tactician: +3 Situational Observation (1 point)
Technician: +3 Technology (1 point)
Engineer: +3 Crafting/Repair (1 point)
Marathoner: + 16 rounds of pure running (1 point)
Sprinter: + 9 m/turn movement (1 point)
Martial Artist: + 3 dodge (1 point)
Sharpshooter: + 3 accuracy (1 point)
Thief: + 3 lockpicking, +3 hiding (1 point)
Acrobat: +3 acrobatics (1 point)
Test Subject: +6 Disease Resistance (1 point)
Grunt: + 12 Carrying Slots (1 point)
Weapons Enthusiast: +3 Melee Weapon Damage (1 point)
Laborer: +3 Health (1 point)
Chaw: + 6 melee damage with two handed swords, + 3 health, + pointy ears (2 points) (does not stack with laborer)
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Just remember, you've got a heart of gold. Don't let 'em take it from ya.
Dragon's Eye Tavern - A Role Player's Retreat
