Jason Tandro 
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           Jason Tandro Posted: Tue Apr 03, 2012 6:28 pm   Post subject: Zombie Holocaust- Parody Mode Manual | 
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          Zombie Holocaust: Session 3
 
 
 
Setting Up Players
 
 
Zombie Holocaust: Session 3 uses a completely different perk and stats system from the previous two variants.  You actually have to roll for stats and can then choose based on your rolls, you must roll a d20 to determine all stats.  NOTE: When you sign up, I will roll your stats.
 
 
 
 
Vital Stats 
 
Health                                  How much damage you can sustain.
 
Strength                              How strong you are physically.
 
Intelligence                        How strong you are mentally.
 
Speed                                   How fast you are.
 
 
 
 
It also introduces two Deviation Stats, Calm and Luck.  This determines what options will present themselves to you throughout the DnD and will fluctuate constantly based on your situation.
 
 
Deviation Stats
 
 
Calm                                      How calm you are (0- Panic, 10- Neutral, 20- Perfectly Calm)
 
Luck                                       How lucky you are (0- Unlucky, 10- Neutral, 20- Fortunate)
 
 
 
 
 
Choosing Your Occupation
 
 
The Occupation that you held before the shit hit the proverbial fan is determined by what stats you roll and determines two of your three starting perks.  You get to choose a third regardless of your occupation.
 
Note:  Based on the starting team your job will also determine your starting items and weapon.
 
 
 
 
Athlete
 
 
Prerequisite:      Strength or Speed 15 or higher. Perks:                   Black Belt, Keen Senses
 
 
 
 
 
Barista
 
 
Prerequisite:      Speed, Strength and Intelligence less than 10. Perks:                   Keen Sense, Steel Nerve
 
 
 
 
 
Computer Repairman
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Geek, Technician
 
 
 
 
 
Doctor
 
 
Prerequisite:      Intelligence 15 or higher. Perks:                   Doctor, Steel Nerve
 
 
 
 
 
Electrical Engineer
 
 
Prerequisite:      Intelligence 12 or higher. Perks:                   Electrician, Technician
 
 
 
 
 
Fireman
 
 
Prerequisite:      Intelligence and Strength 12 or higher. Perks:                   Doctor, Steel Nerve
 
 
 
 
 
Gypsy
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Medium, Psychokinesis
 
 
 
 
 
Hitman
 
 
Prerequisite:      Strength and Intelligence 10 or higher. Perks:                   Assassin, Black Belt
 
 
 
 
 
Intern
 
 
Prerequisite:      Natural 20 on any Strength, Speed or Intelligence. Perks:                   Choose two stats of your own.
 
 
 
 
 
Jockey
 
 
Prerequisite:      Speed 15 or higher. Perks:                   Keen Senses, Hippie
 
 
 
 
 
K-Co. Employee
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Electrician, Geek
 
 
 
 
 
Landscaper
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Hippie, Outdoorsman
 
 
 
 
 
Mountain Climber
 
 
Prerequisite:      Strength and Intelligence 10 or higher. Perks:                   Keen Senses, Outdoorsman
 
 
 
 
 
National Guard
 
 
Prerequisite:      Strength, Intelligence and Speed 12 or higher. Perks:                   Assassin, Steel Nerve
 
 
 
 
 
Officer
 
 
Prerequisite:      Strength and Speed 10 or higher. Perks:                   Black Belt, Steel Nerve.
 
 
 
 
 
Pastor
 
 
Prerequisite:      Strength and Speed 10 or lower. Perks:                   Religious, Doctor
 
 
 
 
 
Quality Assurance
 
 
Prerequisite:      Strength and Speed 10 or lower. Perks:                   Electrician, Technician
 
 
 
 
 
Radiologist
 
 
Prerequisite:      Intelligence 15 or higher. Perks:                   Doctor, Geek
 
 
 
 
 
Supernatural Investigator
 
 
Prerequisite:      Intelligence 13 or higher. Perks:                   Medium, Steel Nerve.
 
 
 
 
 
Technician
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Keen Senses, Technician
 
 
 
 
 
Universalist
 
 
Prerequisite:      Speed and Strength 10 or lower. Perks:                   Hippie, Religious
 
 
 
 
 
Videographer
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Geek, Keen Senses
 
 
 
 
 
Wrestler
 
 
Prerequisite:      Strength 14 or higher. Perks:                   Black Belt, Keen Senses
 
 
 
 
 
X-Ray Repairman
 
 
Prerequisite:      Intelligence 12 or higher. Perks:                   Steel Nerve, Technician
 
 
 
 
 
Youth Leader
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Doctor, Outdoorsman
 
 
 
 
 
Zealot
 
 
Prerequisite:      Intelligence 10 or higher. Perks:                   Religious, Psychokinesis 
 
 
 
 
Perks
 
 
Assassin               50% more likely to get headshots.
 
 
Black Belt             Do more damage with your bare hands.
 
 
Doctor                  Better with medicines, medical-healing items heal more.
 
 
Electrician            Knowledge of electrical systems, wiring, etc.
 
 
Geek                     Knowledge of computers and cyberspace.
 
 
Hippie                   Love the trees and animals, man.
 
 
Keen Senses      Better reaction time and awareness of surroundings.
 
 
Medium               The uncanny ability to speak with the dead…
 
 
Outdoorsman    Knowledge of the wilderness.
 
 
Psychokinesis    The ability to occasionally move things with your mind or read others thoughts.
 
 
Religious              God favors you.
 
 
Steel Nerve        Nothing startles you.  Ever.
 
 
Technician           Knowledge of how things work and how to put stuff together.
 
 
 
 
 
 
 
 Combat 
 
 
You are allowed to equip five different types of weapons at any given time.  You are allowed a close range, mid range and long range weapon, as well as a Talisman and a Projectile.
 
 
Also each combat round consists of a Movement and an Action.  For instance you can retreat a bit and then attack.
 
 
You must use the weapon at the respective range of the enemy.  For an example let's take a look at test character Enigma.
 
 
 
Enigma:
 
HP 20 /20
 
 
CLOSE:  Knife (1d6)
 
MID:  Baseball Bat (1d8)
 
LONG: Pistol (1d12)
 
 
TALISMAN:  Silver Cross (Keeps Vampires At Bay, otherwise 1d4)
 
PROJECTILE:  Molotov Cocktail (1d8: area : fire)
 
 
 
He has, for sake of argument, a Zombie at close range, two Vampires at mid range and another zombie at long range.
 
 
In this case the Silver Cross is keeping Vampires in range of his more powerful Baseball Bat weapon, and preventing them from performing their instantly lethal Vampirism attack.  
 
 
However before he can attack the mid range vampires he must dispatch the close range Zombie which may prove a bit tricky with only a dagger.
 
 
He can move to whatever range he wants to to get a better shot, however.  Also he can use his projectile on whichever target since he will be throwing it over the enemies and therefore not be blocked by close-range targets (though this is not always so). _________________ Current Avatar commissioned work by Seiken Arts.  
 
Rest in peace, old avatar. | 
         
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