12-09-2016, 08:03 PM
Hey all! Today I've decided that I'm going to post up the Zombie Apocalypse rules that I've been working on. I've been trying and refining them for about the last two weeks, so they're still in a somewhat early beta, but I feel good enough with their basis that I can post them and get help with refining more ideas for them through the community.
Now as I currently have it, I only planned on using this for Z.A., so I don't know how well it'll work with other genres. If you'd care to test it, be my guest.
Now I'll just jump into the 'basic' parts one by one; starting with the skill system I'm using:
The idea behind this system was that the more you did a skill with those slightly higher rolls, the more bonuses you'd get over time to do consistently better, without destroying the possibility of failure. With a skill at 100, you get a +15 bonus to it, making you a master at it that doesn't fail over, but the chance is still a little prominent. After all, sometimes even the most skilled can have an off day.
The feats you can get for maxing level 3 and level 5 are pretty much anything you can think of that would be feasible for the skill you're using. So for Lockpicking, a good example would be:
Tricks of the Trade - Excellence in lockpicking means being able to sure you only have to ever pick a lock once, or that no one else will be able to at all. When lockpicking anything with a physical lock, if you roll above a 14, then you may cause the lock to either slip or jam. A slipped lock can never lock again. The mechanism acts as thought it was already tightly locked when it's tried and thus moves nowhere. A jammed lock has no more chance of opening, not even with keys native to the lock. You broke it. On purpose.
Paraphrase that if you would, and you have yourself a skill feature!
Next up, Item Rules.
I'm sure to have more specific item rules as time advances, but for now, these were the things that came up most often, so I made rules for them in specific.
Next, Damage calculations:
The damage system was somewhat reminiscent of the Mutants and Masterminds combat system, that uses degrees of 5 to determine how much you won or lost by. Here, the more damage you take, the less likely you'll hit, and when you do hit, you don't hit quite as hard. You also start taking more damage the more grievous your wounds are.
On to the next, we have random encounter rules:
This is the first part in all of this that I mention the 'Mutated' at all. I will go into some detail with that, but in my next post. Anyway, when the encounters say 'reset' it's just returning the encounter chance for that particular thing back to 50/50. For example, if I ask "Is this a zombie?" at 50/50, and it tells me no, then I'd ask if it was a survivor. If it said yes, then the chance for zombies NEXT encounter goes up to slightly likely instead, survivors drop to slightly unlikely, and the items reset to base 50/50 chance. There will be plenty more added to this as time goes on.
Lastly, for now, Looting rules, which is very simple so far:
Alright all! That's all I've got right now for a few hours. Have to get home from work, then I'll get into Mutations, Gifts, and roll up an example character!
Now as I currently have it, I only planned on using this for Z.A., so I don't know how well it'll work with other genres. If you'd care to test it, be my guest.
Now I'll just jump into the 'basic' parts one by one; starting with the skill system I'm using:
Quote:Skill Rundown:
When dealing with skill rolls, it is always on a d20.
Rolling on the d20 is a representation of which 'Get Answer' you will be clicking to see if you succeeded or not. The numbers pan out to:
1=AI --- 2-4=VU --- 5-6=U --- 7-9=SU --- 10-11=50/50 --- 12-14=SL --- 15-16=L --- 17-19=VL --- 20=ST
You get a bonus to your d20 roll equal to 1/10 of your skill level, rounded down. If a skill check is rolled at 12+, and it succeeds, then roll 1d6 and add that to your skill rank. If a 20 is rolled on a d20 for the skill check, and/or a "Yes, And..." is the Answer to if success was obtained, then increase the size of the dice by one (1d8, 1d10), and add the rolled number to your skill total.
Skills start at 0/20, and advancing them to the maximum resets them to 0 while also giving a permanent bonus of +1. The skill rank ups go as follows: 20, 40, 60, 80, 100. At maxing out 60 and 100, a type of feat relating to the skill can be obtained.
It takes a rest of at least 4 hours to rank up a skill after its maxed.
Some skills can be used untrained, some cannot.
When making a new character, after rolling archetype (Get NPC), roll two skills. The first skill is considered level 4, and the second is level 3 (Ex. Lockpicking 4 (0/80) +3, [Feat]; Blacksmithing 3 (0/60) +2
The idea behind this system was that the more you did a skill with those slightly higher rolls, the more bonuses you'd get over time to do consistently better, without destroying the possibility of failure. With a skill at 100, you get a +15 bonus to it, making you a master at it that doesn't fail over, but the chance is still a little prominent. After all, sometimes even the most skilled can have an off day.
The feats you can get for maxing level 3 and level 5 are pretty much anything you can think of that would be feasible for the skill you're using. So for Lockpicking, a good example would be:
Tricks of the Trade - Excellence in lockpicking means being able to sure you only have to ever pick a lock once, or that no one else will be able to at all. When lockpicking anything with a physical lock, if you roll above a 14, then you may cause the lock to either slip or jam. A slipped lock can never lock again. The mechanism acts as thought it was already tightly locked when it's tried and thus moves nowhere. A jammed lock has no more chance of opening, not even with keys native to the lock. You broke it. On purpose.
Paraphrase that if you would, and you have yourself a skill feature!
Next up, Item Rules.
Quote:Item Rules
----------------------------
Found items come with percentile structure. Average melee weapons, for example, will be a 1d100% roll to determine it's stability. This percentage is an overall measure of the item, including how well it was made, how long it'll last, how easily it cuts. Items that's drop below 35% lose part of the bonuses they give. In the case of things that only give one stat, like knives that simply give +1d (1 damage modifier), turn the +1d into +1a (1 accuracy bonus).
For common items like toothpaste, alarm clocks, and blankets, roll 1d100 to determine its quality and how long you may be able to use it (i currently have no real rules in place for using normal items like these, so do with this what you will at your logical leisure.)
Ranged weapons do not roll a quality, but instead have ammunition. When obtaining a weapon with ammo, mark it down as such:
Bolt-action rifle (.308 cal) 8-4/8
The first 8 after the weapon represents the weapon's maximum ammo load; the second number, the 4, represents the current ammo in the weapon; the third number, the second 8, shows how much ammo is still on your person for reloading.
If it's ammo you got, roll 1d100 and consult chart below:
1-5: 1d4 6-10: 1d6 11-15: 1d8 16-20: 2d4 21-25: 2d6, 26-30: 2d8 31-35: 3d4 36-40: 3d6 41-45: 3d8 46-50: 4d4 51-55: 4d6 56-60: 4d8 61-65: 5d4 66-70: 5d6 71-75: 5d8 76-80: 6d4 81-85: 6d6 86-90: 6d8 91-95: 7d4 96-99: 7d6 100: 7d8
Every use of a weapon reduces quality by 1d10%, use of armor reduces its quality by 1d10% per damage blocked.
AoE and explosive damage items deal their rolled damage to anything they feasibly hit, the instances of possibly damage are on the char below, based on the explosive's quality. [1-33% 2d3, 34-66% 4d2, 67-99% 8, 100% Insta-kill all hit targets.] Calculate resistances to damage based on the individuals being hit by subtracting their reduction of damage and applying the wounds based on that number.
Any books that are come across are rolled a random skill to determine what they're about. Books start with 100%, and you may spend an hour reading one to reduce its quality by 10d10. Roll 1d10 and add it to the skill the book is about.
I'm sure to have more specific item rules as time advances, but for now, these were the things that came up most often, so I made rules for them in specific.
Next, Damage calculations:
Quote:Negligible +0 DmgTkn -0 DmgDlt&Acc
Minor +1 DmgTkn -0 DmgDlt&Acc
Moderate +2 DmgTkn -1 DmgDlt&Acc
Severe +3 DmgTkn -2 DmgDlt&Acc
Critical +4 DmgTkn -3 DmgDlt&Acc
Damage Rundown:
In the above chart, taking these injuries reduces your ability to hit, your roll to damage, and adds to enemy damage against you. Weapons and situations can add extra damage or to hit chances, varying from weapon to weapon. Most bonuses will be between +1 and +4. Things such as knives may not add any accuracy to hit, but they'll add 1 more damage. A high quality knife may add 1 to both, or even 2 to damage.
Aiming for a turn adds +5 to your accuracy, and +2 to your damage.
Called shots can subtract anywhere from -1 to -5, can add up to +3 damage based on where your hitting, and have effects against the target based on where you hit. Use logic to dictate the negative a called shot is, and the bonuses it gives you for hitting.
Zombies never suffer from negatives to hit, as they cannot feel pain. They will always roll a d20 for accuracy to attack, no bonuses or negatives unless the situation would apply them.
Infection is a 50/50 chance if a survivor ever takes a Severe or worse wound. Once infected, the virus begins an incubation period. Every 4 hours, the player will ask the question "Do symptoms of infection begin showing?" and they will start with an 'Almost Impossible' roll. Every four hours, take it one step closer to 'Sure Thing' until your symptoms begin showing, and then consult the chart below:
Yes on 'Almost Impossible' = 1d100% zombification every 4 hours.
Yes on 'Very Unlikely' = 1d20% zombification every 4 hours.
Yes on 'Unlikely' = 1d12% zombification every 4 hours.
Yes on 'Slightly Unlikely' = 1d10% zombification every 4 hours.
Yes on '50/50' = 1d8% zombification every 4 hours.
Yes on 'Slightly Likely' = 1d6% zombification every 4 hours.
Yes on 'Likely' = 1d4% zombification every 4 hours.
Yes on 'Very Likely' = 1d2% zombification every 4 hours.
Yes on 'Sure Thing' = .5% zombification every 4 hours.
No on 'Sure Thing' = Congratz. You are Immune to zombification. Forever.
The damage system was somewhat reminiscent of the Mutants and Masterminds combat system, that uses degrees of 5 to determine how much you won or lost by. Here, the more damage you take, the less likely you'll hit, and when you do hit, you don't hit quite as hard. You also start taking more damage the more grievous your wounds are.
On to the next, we have random encounter rules:
Quote:Traveling from one location to another is normally a distance that's abstract. How far away do you think this location is? Couple blocks? Several miles? This does kind of matter, because the closer you think it is, the more/higher percentile you'll be rolling. When I think a building is 12 miles away, and that we can walk 3 miles in a hour, then i start with a base of 1d100, and apply that same level of division. 3 goes into 12 four times, so 3 is 1/4th of 12. 25 is 1/4th of 100. Thus my percentile becomes 1d25.
I will roll the 1d25 and advance that percentage towards my goal, have an hour pass, and have an encounter. Rinse repeat. It could take several hours to get to a location only a few miles away, simply because the encounters that happen along the way are just that frequent and terrible.
When Traveling, for each encounter ask at base 50/50:
IS it a zombie?
Is it a survivor?
Is it a looting opportunity?
Is it a Mutated?
What location are we at?
Zombie Encounter = Items 1 step likely, reset survivors, lower zombie
Survivor Encounter = Zombies 1 step likely, reset items, lower survivor
Items Encounter = Survivors 1 step likely, reset zombies, lower item
Mutated Encounter = Items 3 steps likely, survivors don't reset items until item encounter is found, lower zombie
Location Encounter = Ask Questions
"No, and" applies the next question in line automatically.
"No, but" skips the next question and applies the one after it automatically.
"Yes, and" applies the asked question and the next one together.
"Yes, but" applies the one asked and the one after the next question.
This is the first part in all of this that I mention the 'Mutated' at all. I will go into some detail with that, but in my next post. Anyway, when the encounters say 'reset' it's just returning the encounter chance for that particular thing back to 50/50. For example, if I ask "Is this a zombie?" at 50/50, and it tells me no, then I'd ask if it was a survivor. If it said yes, then the chance for zombies NEXT encounter goes up to slightly likely instead, survivors drop to slightly unlikely, and the items reset to base 50/50 chance. There will be plenty more added to this as time goes on.
Lastly, for now, Looting rules, which is very simple so far:
Quote:Looting Rules
------------------------
Looting an area takes 1d5 minutes, does not proc another encounter, and provides a possible number of items based on a 1d100 roll and the chart below:
1-10: 1 11-20: 1d3 21-30: 1d4 31-40: 1d5 41-50: 1d6 51-60: 2d3 61-70: 1d8 71-80: 3d3 81-90: 4d3 91-100: 3d5
If you go to loot a body after a zombie or survivor encounter, you can take any item you know they had, and may roll a Scavenging skill check to see if you can find anything on their person. A 'Yes' and 'Yes, but...' yields 1 item, a 'Yes, and...' yields 2. 'No', 'No, and...' and 'No, but...' simply mean you did not find anything you could use. Unless you feel like adding something particularly interesting or horrific to these, that's up to you.
Alright all! That's all I've got right now for a few hours. Have to get home from work, then I'll get into Mutations, Gifts, and roll up an example character!