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Zombie Holocaust- Parody Mode Manual

 
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Jason Tandro
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PostJason Tandro Posted: Tue Apr 03, 2012 6:28 pm   Post subject: Zombie Holocaust- Parody Mode Manual Reply with quote

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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).
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