Post by Rromagar on May 12, 2010 21:05:01 GMT -5
Okay, this whole thing sort of came to me, and as I fleshed it out it seemed to work. I'm not set in stone on it, and it needs some work, but I think it might be a place to start.
The basic system uses six sided dice, with any die coming up six being a success.
There are three Basic stats: Brawn, Brains, and Balls, (I know we said before no int stats, but I like the alliteration, and strategy is still all player.) and three Derived stats: Speed, Search, and Improv. One Basic stat gets three points, one stat gets two, and the other gets one. Brawn is used for melee attacks (Brawn score + weapon damage = dice rolled for melee attack), Brains for ranged attacks (Brains score + weapon damage = dice rolled for ranged attack), and Balls is your defense stat. (Balls x 3 = How many successes a zombie needs to kill you) Each player also picks one Basic stat that they are Awesome at. This doesn't necessarily have to be the highest stat. Any successes rolled in using the Awesome stat, or any skill derived from it can be rerolled to attempt another success.
The Derived stats work like this:
Speed determines how many successes a zombie needs to hit you, and since Balls x 3 is how many successes a zombie needs to kill you, at minimum any survivor needs 3 zombie successes to be killed and 3 to be hit. Speed x2 is also your movement speed (in squares).
If you hit a target without killing it, it gains a wound. A wound adds a die to the pool of anyone attacking that person.
Search lets you roll to try to find equipment or weapons. [Not 100% on how this works yet, this is a rough idea.] Each type of location has a chart listing how many successes you need to find a specific item, and you roll search dice to see if you can get it.
Improv lets you try to make an implement of zombie destruction. You "bid" for how powerful (how many dice it adds to attack) you want your weapon to be, and you need that many successes to make it.
The game is played in rounds that each equal 1 day. The group decides where to head out to forage for supplies each day, and then returns to their fortress at night.
Each day each player gets 2 Awesome points. If a player thinks they need a little help doing something, they can attempt to describe what they're doing, and if other players think it's awesome, they can give that player one of their points. Each point gained is another die to be rolled. If the die roll uses a stat you are Awesome at, these dice are d10's with anything 6 or higher being a success.
The basic system uses six sided dice, with any die coming up six being a success.
There are three Basic stats: Brawn, Brains, and Balls, (I know we said before no int stats, but I like the alliteration, and strategy is still all player.) and three Derived stats: Speed, Search, and Improv. One Basic stat gets three points, one stat gets two, and the other gets one. Brawn is used for melee attacks (Brawn score + weapon damage = dice rolled for melee attack), Brains for ranged attacks (Brains score + weapon damage = dice rolled for ranged attack), and Balls is your defense stat. (Balls x 3 = How many successes a zombie needs to kill you) Each player also picks one Basic stat that they are Awesome at. This doesn't necessarily have to be the highest stat. Any successes rolled in using the Awesome stat, or any skill derived from it can be rerolled to attempt another success.
The Derived stats work like this:
- Speed = Brawn + Balls
- Search = Brawn + Brains
- Improv = Brains + Balls
Speed determines how many successes a zombie needs to hit you, and since Balls x 3 is how many successes a zombie needs to kill you, at minimum any survivor needs 3 zombie successes to be killed and 3 to be hit. Speed x2 is also your movement speed (in squares).
If you hit a target without killing it, it gains a wound. A wound adds a die to the pool of anyone attacking that person.
Search lets you roll to try to find equipment or weapons. [Not 100% on how this works yet, this is a rough idea.] Each type of location has a chart listing how many successes you need to find a specific item, and you roll search dice to see if you can get it.
Improv lets you try to make an implement of zombie destruction. You "bid" for how powerful (how many dice it adds to attack) you want your weapon to be, and you need that many successes to make it.
The game is played in rounds that each equal 1 day. The group decides where to head out to forage for supplies each day, and then returns to their fortress at night.
Each day each player gets 2 Awesome points. If a player thinks they need a little help doing something, they can attempt to describe what they're doing, and if other players think it's awesome, they can give that player one of their points. Each point gained is another die to be rolled. If the die roll uses a stat you are Awesome at, these dice are d10's with anything 6 or higher being a success.