Night of the slightly unpleasant and smelly dead people.

classic Classic list List threaded Threaded
172 messages Options
123456789
Reply | Threaded
Open this post in threaded view
|

Re: New special zombie class & another idea!

Apocalypsedreamer
On Tuesday are we playing modern or necromunda?  And I'm loving the unborn fluff and rules!!

A.D
You think your lag is bad! It took 3 days for Jesus to re-spawn!

http://tomechaotica.blogspot.com/

http://smalllasers.blogspot.com/
Reply | Threaded
Open this post in threaded view
|

Re: New special zombie class & another idea!

messyart
Administrator
We need things arranged and printed before we can move to modern.
Problem is people like Jennan and the randoms like John we get pop along.

We'll need to print them off their own character creator so they know what costs they're dealing with.
So for now, Imma wait until it's further along in design.

So, it will still be necro for now!

and thank you, glad you like undead babies! :3
Though I was thinking, if we use the Unborn in modern games, we could have a "baby counter", when a survivor gets within 6" is when they roll to see if it's either a living child, or an Unborn.
The roll will fasvour the Unborn, but a living child will grant a large bonus to cash and exp.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

--

messyart
Administrator
Right, considering our wonderful new method of zombie spawning, I believe the idea of event cards can possibly be scrapped.

Oh, and new pictures will be put up soonish of the progress I have made on my models!
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: --

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: New special zombie class & another idea!

Removed
In reply to this post by messyart
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: --

messyart
Administrator
In reply to this post by Removed
Lumberjack wrote
messyart wrote
Right, considering our wonderful new method of zombie spawning, I believe the idea of event cards can possibly be scrapped.

Oh, and new pictures will be put up soonish of the progress I have made on my models!
Im interested in the development in spawning will it speed the game up?
It did, indeed. Far less zombies, but closer than before.
I posted the set-up a few posts back, look into it to see how it changes how quickly YOU DIE! :D


And, I haven't got stuff organised to be printed, yet. There's still more that needs to be written up.
I'm making a "Gear" list. Things like "Badass hat", "Awesome Coat", "Street shoes" [they increase movement by an inch] etc etc. Little things that help someone spend cash. :3
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: --

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: --

messyart
Administrator
I'll definately have changed the custom weapon thing by then.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Survivor amenities - Full rules & Weapon tier system.

messyart
Administrator
Survivor Amenities;
Each survivor has a maximum of 3 amenities, and rolls for them with the following table;
Roll a D12 then consult below.
1- Defendable farm
2- “Holy” Relic
3- Looted Food Supplies
4- Kinetic Generator and storage
5- Popcorn Maker
6- Solar Generator and storage
7- Water Filter
8- Looted Medical supply
9- Communal Gaming set-up
10- Looted Weapon supply
11- Work Bench
12; Roll a further D6;
1- Workshop
2- Food Library
3-4- Bio-Diesel converter
5-6- Gambling table

If the player rolls a double, they can re-roll the dice.


In addition, some amenities demand a far greater amount of time to make use of, and thus render the survivor unable to use more than one after a game.
Any marked with a * are those time-consuming items. If they choose to use them, they cannot use any other they have.
Those marked with a ~ are not as demanding, and allow the survivor to use one single extra amenity [but not those marked with a *]


Solar panels /w storage;
Being able to leave them to charge up storage batteries during the day leaves the survivor able to make use of other amenities in their time. They often sell off spare power to those in need.
Gains an additional D6x10 cash at the end of every game.


*Kinetic generators /w storage;
A bicycle wired to a dynamo and connected to a storage battery. The survivor spends some of his spare time charging up the batteries he’s accrued to sell them off to survivors in need.
They gain D3x10 cash at the end of every game.


~Bio-Diesel converter;
The survivor has the means to turn cooking oils into fuel.
They sell it off to traders and survivors in desperate need of power for cars and weaponry.
Many even provide a service to convert engines to use bio-fuel.
At the end of every game, they gain an additional D10x10 cash.


~Work bench;
The survivor repairs his own weapons frequently.
If any of his guns fail an ammo roll in-game, instead of removing it at the end of the game, he rolls one final ammo roll to see if he can repair it with his own kit.
In addition, they always carry a personal repair kit. They start every game with a single weapon repair kit.


“Food library”;
The survivor has a walk-in freezer, and lets off space within to other survivors who wish to keep their supplies safely.
If the owner does not own either a Solar panel set up, or Kinetic generator, they gain 10 cash at the end of every game.
If they own their own generator, they cannot use it to earn cash, instead using the “Library” to earn their cash-flow.
They gain 2D6x10 cash at the end of every game.


*Workshop;
The survivor has a large selection of tools and materials, used to adapt and create various weaponry/ ammunitions. They can sell ammunition types to other survivors, and sell weaponry off to traders.
At the end of every game, they gain an additional D6 x10 cash.
They can forgo this to try creating/ repairing alternative ammunition.
Roll a 2D6. If they roll a double, they have created a special ammo type and may sell it off to other players for a price of their own choosing. The type of round is dependant entirely on what the other players ask for.
Following ammo types are as follows;
Hollow point rounds
Armour piercing
Explosive
Solid slug shotgun rounds
Incendiary rounds


“Holy” Relic;
The survivor has something truly dear to them, be it a statue of their god, a room dedicated to some insane obsession, or an old, unused muscle car.
They have +1 Ld.


~Defendable plot/ farm;
The survivor has a small, defendable garden an arm’s reach from his safe house.
It’s rare that zombies will make the effort to get in (High walls mean they struggle to get a whiff of the living, and various spikey/ electrified defences hinder any progress if they do).
They grow various crops and herbs, selling off what they can to others.
At the end of every game, they gain an additional 10 cash.


~Popcorn machine;
An amusing tale to tell amongst other survivors, those with the means to make popcorn tend to use the world outside as a TV screen when they do not need to loot food.
They’ll sit at barricaded windows, on rooftops and balconies and watch the undead stumble around them. They watch and learn, sometimes even taking pot shots for giggles.
At the end of every game, they gain an additional 20 experience.


~Water filtration system;
The survivor is able to clean most water that can be gathered, a valuable resource for miles around. They find a booming business with traders and survivors travelling daily with tanks of dirty water, more than willing to pay to walk home with a gallon or two of clean, drinkable water.
At the end of every game, they gain an additional D6x10 cash.


*Looted medical supplies;
The survivor was fortunate enough to have dwelled close to a pharmacy or hospital before the outbreak, and was among the first to raid it when the infection spread. They have a large collection of medical supplies and equipment, and trade willingly with those in need.
At the end of every game, they gain an additional D3x10 cash.
In addition, they start every game with either a med kit OR drugs, free of charge.


Looted food supplies;
With a cupboard full of looted cans of food, the survivor has a long-lasting larder. Some survivors keep it for themselves, while others sell off their supplies to desperate survivors for spare change.
At the end of every game, the survivor gains an extra D3x10 cash.


Looted weapons supply;
They’ve a large collection of random weaponry; looted from various tool, sports and gun stores, stored in a spare room, and they sell it off to traders and survivors for a frequent, reliable profit.
Their collection also grants obvious bonuses to their own choices when they make excursions.
At the end of every game, they gain an additional D3x10 Cash.
In addition, they have a 25% discount on all Tier 1 weaponry. [Rounded up to the nearest 5]


*Communal gaming set-up [If taken alongside either the solar panels or kinetic generators amenities, they can never be used at the same time];
A gaming system has been set up inside the survivors’ safe house, and they regularly gather friends together for a morale-boosting gaming session. The power drain means they must either find or build their own generators, or pay other survivors to recharge large batteries to power the electronics.
They, and all other survivors in the campaign, gain +1 Determination points.
If they have a solar panel set up, or Kinetic generator, they cannot gain the bonuses from owning them.
If they do not, they must pay D3x10 cash after every game to pay for the bonus.
If, on the other hand, any of their fellow survivors holds either a solar panel set up, or kinetic generator, they can offer to share the supply. They lose the cash bonus, but the Determination bonus comes without penalty.


~Gambling table;
Every player with a gambling table can offer a game to any other survivor in the campaign.
If they agree, they make their bets of cash/ weapons. Any amount can be gambled, but all survivors must match the highest bet. If they cannot, they may choose to include weapons, to the value of the bid.
Then, every player involved rolls 2 D20. The player with the highest roll wins all of the cash/ weaponry bet.
If two players roll the same, all of the players may re-roll.


Weapon tiers;
Survivors are often limited to what they can find in the inventories of traders.
And traders do not trade good guns into the hands of the incompetent.

As a survivor gains experience, the weapons available to them get better and better. To show this, weaponry is divided into Tiers.
The first Tier is open to all survivors, and contains the following weaponry and options;
Civilian Pistol
Civilian close combat weapons
SMG & Single-handed SMG
Single-use Flamer
Chainsaw
Shield
Molotov cocktail
Dogs

The second Tier is opened once a player has earned 100 experience points and contains the following weapons and options;
Civilian Assault rifle
Civilian Shotgun & Single-handed Shotgun
Civilian Grenade Launcher
Civilian Flamethrower
Frag Grenade
Powder Charge
Human allies

The third Tier is opened once a player has earned 250 experience points, and allows the player access to ALL none-military weaponry.


The military Tier allows access to all available weaponry, and allied soldiers.


**In addition, traders sometimes come across specially crafted, unique weaponry.
These weapons are high-class, but incredibly rare.
All players may designate one form of rare weapon they wish for a trader to keep an eye out for. They may not change their mind once they have chosen.
The price will then be shown, and they may purchase the weapon once they have enough cash to cover the cost.
All rare weapons cost three times as much as their basic counterpart.

Regardless of weapon type, the basic upgrade is as follows;
Ranged weapons [with the exclusion of thrown weapons] gain a +1 to Strength and all to hit rolls, and a -1 to the required ammo roll.
Close combat weapons gain a +1 to Strength, and the roll to hit.**
This section requires better wording.

To put it simply, a player tells the GM and any players present that they want, say.. Any rare single handed shotgun that the traders might come across.
Then, once the player has gained 250exp, he has the chance to buy it. It would cost, in this case, £165.

I'm not happy with that bit, still e_e
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Survivor amenities - Full rules & Weapon tier system.

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Survivor amenities - Full rules & Weapon tier system.

messyart
Administrator
Well the weapon Tiers will reflect the number of zombies.
So that will factor in greatly. Special infected won't be as frequent, but there will still be at least one, two a game.


As to the amenities, they just mean you're not stuck with hoping you kill enough zombies a game to replace what you've lost when you have to use medikits, replace broken guns etc etc.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Survivor amenities - Full rules & Weapon tier system.

Removed
CONTENTS DELETED
The author has deleted this message.
Reply | Threaded
Open this post in threaded view
|

Re: Survivor amenities - Full rules & Weapon tier system.

messyart
Administrator
The level of zombies will be kept "fair"
But no.

If the apocalypse was real, the world wouldn't be fair, either. Everyone has to start from scratch ;)

If it means that there's a single new guy playing amongst a load of veterans, so be it. They can adapt, etc.


It would simply mean that new people will need to work with those who've done better than them, which.. You would if it were a real occurence, anyway
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Class adaptation for modern;

messyart
Administrator
In reply to this post by messyart
Considering the difficulties in placing classes within the modern game, I'm taking a different approach.


Each class will be given a slight stat change from the off, for an equal cash cost. This will allow any character to have a speciality.
However, rather than having all of the rules available, they will gain rules as they gain experience.
A doctor, for instance, will start off being able to provide a basic boost to injury rolls while nearby.
Eventually, they will be able to start every game with a medkit and drugs for free, and from there, they'll be able to enhance the kits of others.

This shall be written up in more detail within the next.. Whenever I'm in my room and able to chill out through the evening! :3
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Class adaptation for modern;

messyart
Administrator
This post was updated on .
Classes have been modified heavily, now. See the first post to find the indexed link, or page 3 if you're willing to search for it!

And now, some modified weapon stats;

RF; Rapid fire dice
Sust; Sustained fire dice.
{C}, {M} and single shot flamers all set models on fire. Any model hit by a blast is set alight. [Flamer templates mean that any model underneath it are hit automatically]
Zombies hit by a flamer do not go down. They will do so if subsequently wounded.




Weight comes after a suggestion by Rob.
Each character will be allowed a weight limit of 6.
Medikits and weapon repair kits will both weigh 0.5, too.
Rare pieces of kit will allow an increase in carry space, when I have written a fuller list of ideas.

And a brief outline of what "wielding" means, if you can't guess [Check the Duel Wielding class]
All characters can fire any two sidearms.
If any character fires a basic weapon, they cannot fire any other weapon. Duel wielders may, once they have reached the appropriate Tier, treat Basic guns as if Sidearms.
ANY character firing a cumbersome weapon cannot use another weapon in that turn.

Thrown grenades will count as Sidearms, Placed explosives will count as Basic.
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Class adaptation for modern;

MortiS-the-Lost
Administrator
have you added the rapid fire rules? is that what RF is for?
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
Reply | Threaded
Open this post in threaded view
|

Re: Class adaptation for modern;

messyart
Administrator
Thank you, I meant to write the abbreviation meanings below!
But yes! :3
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Re: Class adaptation for modern;

MortiS-the-Lost
Administrator
Excellent!

Hang on! ... is that a Rapid Fire Shotgun I see?
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
Reply | Threaded
Open this post in threaded view
|

Re: Class adaptation for modern;

messyart
Administrator
Yes e_e
Mankinds first mistake; Questioning why those around him, are dying.
Reply | Threaded
Open this post in threaded view
|

Character creator; Full.

messyart
Administrator
This post was updated on .
In reply to this post by messyart
Yourself, a stranger, a legend. Who you play is up to you, but like any good hero, you've got to start at the bottom, too.
Your campaign will start off with a bare-bones, every day Jo (Or Ex-soldier, Policeman or Hunter!). As you progress through missions and scenarios, you'll gain experience and a bit of cash, and hopefully friends who will stand beside you as you fight off an endless tide of brain-munchers.
Every character has their own hold-up, a safe haven from the marauding monsters outside. And within this space there are often little bits and bobs to help keep yourself in "business" while the real-worlds' shops are looted and trashed.

The following chart and subsequent lists will help you suit up your character, be it special rules via the "Class" options, allies, using the canine allies, or simply by handing them a very large, noisy chainsaw!

Equipment;
£100 to spend on weaponry, gear or any single class if you so desire.


If a player buys a class, they can have one free pick on the Amenities chart without needing to roll for it.

*Currently, Grenades are not listed among the other weapons, in the new weapon & weight section. They, and rules for mined weapons {Powder charges & C4} shall be posted there, soon.







I might soon add a wargeary kind of list. Items of clothing that beef stats a bits, etc.
But this is the basics of how to make your character. If I have forgotten anything [it's half 6 in the morning.] please tell me.
Mankinds first mistake; Questioning why those around him, are dying.
123456789