Call to Arms

Post/Author/DateTimePost
#1

Dare_lonestar

Dec 12, 2014 1:00:21

Im reaching out to anyone and everyone who can and would like to help me im building a zombie game but not like anyone i've read about i want to intoduce some new game rules, and what not if anyone is intrested just let me know and in a day or so i'll post the broad ideas

#2

kronos182

Dec 13, 2014 11:15:48

What kind of Zombie game are you thinking of doing? What types of new rules or mechanics are you thinking about?

#3

Dare_lonestar

Dec 14, 2014 0:14:34

~Ok Kronos I was thinking the setting for this campaign was going to be the group in a new state of the art warehouse where but the thing is that’s only half built so there stuck on the shipping side with only a week worth of food and water, there are only a few pallets in there part of the warehouse and zombies in the rest, around the building are empty and full trailers but the group doesn’t know what ones are full/empty. As they day’s go on people start showing up and the group has to decided if they want to take them in or not, what I want to do to make that choice even harder is that they need to build stuff and repair stuff ect. So there going to need the extra help. That’s the campaign idea in a nutshell
Some of the new things I wanna try and work out are a
• Attraction System (Noise)
• New Search System
• Skills (as in I have an idea  a new way to pick class skills & to add, subtract, roll some skills together)
• Moral Bonus System / Mental  Stress
As of right now that’s all I can think of

(Reply to #3)

kronos182

Dare_lonestar wrote:
#5

AnimeSniper

Dec 15, 2014 10:08:05

Ah the moans of the undead masses, the screeching scrap of undead fingers on glass/metal/etc... its enough to drive a man or woman insane.  

This is what the scavenge party discovered when they made it to the adhoc bunker of the local gun dealer for resupply.  From what the group found Jill of Jack & Jill's Down-Range Sporting Goods store went insane from the numerous undead that assailed their barred reinforced storefront window thus struggling with and killing Jack her brother who turned and tried to kill her but was killed with a Climbing Axe... all of this was learned from her private journal.

 

Officer Dominque Juaves Ramirez after action report.

 

July 4, 2017

Hunger and starvation... a man or woman will kill and eat one another

Today the remnants of our SWAT team investigated the report of missing travelers/survivors at the old Bed and Breakfast on Beach Run Road.  Upon investigating the premises our officers found the remains of an old civil war era cold storage room once used to hide escaping slaves from the south.  Our officers discovered the gruesome remains of seventeen adults and five children of various ages dismembered and being harvested for their flesh in the rooms attached butcher shop and the deceased belongings.  The owners of the B&B have since been found guilty by the warehouse council and excuted via abandonement in the Z-Zone of Market Street.

 

Officer Jonathan Stone after action report

#6

Dare_lonestar

Dec 18, 2014 2:18:53

~This is what I’m thinking/have so far on each thing
Attraction System
The way I think I want this to work is on a sliding scale and it would work as follows
2+Load Weight Dc + movement (I.E. Running) + Armor= Dc
Running ( per round) Moddifer
1 round                          +2
3 round                          +4
5 round                          +6
Weight    Modifier
Light          +1
Medium     +3
Heavy       +5

Armor     Modifier
Light          +1
Medium     +2
Heavy        +3

New Search System
Maybe its just me but when ever my group is searching for something specific and its may call they always try calling me out saying I’m not giving them the things there searching for as to make it harder on them so this is what I was thinking for what I’m calling “new search system”, really I have 2 ideas tell me what one you like better if any of them like before one is on a sliding scale
Base Dc 5+Item Price +Availability+ Building
 
Price                                                             Modifier
0 cents – 1$                                                     +1
1$ - 500$                                                         +2
501$ - 1000$                                                   +5
1000$ and Up                                                 +10


Availability                                                     Modifier
Common                                                           -2
Standard                                                           -1
Rare                                                                 +3
Special Order                                                   +5


Building                                                         Modifier
Know Carrier (Wal-Mart)                                   -3
Second Hand store (Pawn shop)                       0
Discount Store (Big lots)                                   +2
Specialty Shop (Bike Shop)                              +3


The other Idea I had was more of a % chance so the way it works is like this whatever item you’re looking for instead of rolling search it would be a d% roll and for every rank you have in search your chance of finding it goes up 1%


Purchase Dc % chance
2-10                   60%
11-19                 40%
20-28                 30%
29-38                 15%
39-50                  5%

 

Sorry that all i got for now works keeping me busy and this is all i;ve had time to come up with

#7

kronos182

Dec 20, 2014 19:07:40

Dare_lonestar wrote:
#8

Dare_lonestar

Dec 27, 2014 11:22:24

~The attraction "system" sure maybe it’s a bit complicated but there is 1 reason for it and but first let me explain why I did this so you can fully understand my thought behind it. It’s not about making sneaking around harder on the Players because you’re right armor already had a minus to move silently I could make “secret” listen checks but I have a problem of players thinking I’m cheating for others so this is way for me to even the playing field I make all of my checks in sight of the players. Now the reason I did this is I like to make things harder on the players so with this “system” in place they would have to choose there gear before going out since it would/could make noise plus the more stuff they take the “less” they can bring back and if they don’t want to incur a penalty from the carrying weights. Now that’s why I made this “system” this isn’t more trying to change your mind it’s just me explains why if you still don’t like it then that’s ok

#9

Dare_lonestar

Dec 27, 2014 12:21:42

Profession: Since in the end there are no more professions I was thinking for every 5 ranks you put into it you would get a small “edge” as I call it to one of your crafts and just like profession earn a total of 3 out of 5
No Assembly required “you always tend to find parts that are excitedly what you need” with this edge when you’re crafting something it requires 1 less part to make
Knock a little harder “everything you make either is harder beyond the normal” with this edge whenever you build something it has 2 more points of hardness
Keened Edge “the edge is so keen that it cut the it’s case open” with this edge whenever you make something that deals damage 1 addition point of damage
Built Tough “that door took several good kicks to get open” with this edge all items made by you have an extra 5 hp
Nothing Wasted “We have to be like the Native Americans and waist nothing” with this edge every time you take something apart you get back ¾ as many parts (rounded down) instead of half as many

 

Mental
Ok as for mental I was readying the “Call of Cthulhu” RP book on Sanity and it’s a good system but a bit much so I was thinking we could streamline it like this your mental Sanity is equal to your Wis x 3
And you would have temp sanity points and every time something you have to make a check and if you lose to many temp Sanity you would final lose a Permanente Sanity point.


Encounter                                             DC               Temp Loss/Permanente
Listing to Moans (1 week long)             Will 10           2/0
Watch unknown person eaten              Will 13           3/0
Watch a fellow Survivor Die                  Will 15           0/1
Fellow Player Eaten/Die                        Will 20           4/2

And once you reached 0 Sanity you would no longer but helpful or a play able character. I was thinking there would 3 groups you could call into once you reach 0 either Husk, Mental, Deranged 
Husks just sit around doing thing they don’t eat or talk they just sleep and sit around, Mental Cases just walk around and talk non senesce and Deranged Cases attack everyone and anyone that gets with in feet of them. 

 

I had 2 ideas for skills but one of them I’m scraping since it would be a total over haul on the skill system and I don’t feel like trying to work out all of the math so I’m just going to throw 2 smaller ideas out there and you guys let me know what you think.
Class Skills: I’ve always hated that they choose my class and cross-class skills so what I was thinking was this how about at first level (when you’re making your character) all of your skills are open to you so whatever skills you put ranks into become class skills and everything else is cross class from their own out (prestige class would remain the same)

#10

kronos182

Dec 27, 2014 18:52:29

Dare_lonestar wrote:
#11

Dare_lonestar

Jan 03, 2015 17:57:00

Moral System Idea
I was thinking that for this it would be based on a Item use system and it you don’t even have to add an items to get this system to work all it would take is the GM/DM make a single check or say Yes/No

Like the Apoc book says food is a moral food granting a +1 to checks but take that a bit farther some books could do the same thing
Item Moral Bonus
Food (junk food) +1
Books(Comics, Manga) +2
Drugs (Alcohol ,OCA)  +3
OCA = Over the Counter Drug Abuse
Just name a few things and for the Drugs one if they have one than one use of any of them they have to make a save to not become addicted to it or be Drunk or High

The bonuse only lasts for 8 Hours and like any bonus can't be double up (so you can't eat Junkie food & have a beer for a +4 bonus, only the larger bonus effects you

(Reply to #11)

kronos182

Dare_lonestar wrote: