Jason Tandro
Level 20: Guardian of Pandora Rank: Moderator


Joined: 04 Dec 2004
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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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