View Single Post

Thread: New Zombie System

  1. - Top - End - #5
    Pixie in the Playground
     
    MindFlayer

    Join Date
    Jan 2017

    Default Re: New Zombie System

    Proficients

    Weapons
    Melee - All melee weapons normally take 2 actions to attack if not proficient, Add Fitness mod to damage
    Slashing Weapon
    Proficiency - Attack with Slashing weapons only takes one action, instead of two
    Specialty - +2 damage, 10% chance to remove limb
    Mastery - + 3 damage, 25% chance to remove limb, Increased Critical
    Bludgeoning weapon
    Proficiency - Attack with Bludgeoning weapons only takes one action instead of two
    Specialty - +2 damage, 10% chance to knock down target.
    Mastery - +3 damage, 25% chance to knock down target, Increased Critical
    Unarmed
    Proficiency - punch twice instead of once per action
    Specialty - +1 damage per punch, if both punches hit the same target push them 5 feet any direction
    Mastery - +2 damage per punch, gain active move "Leg Sweep", Increased Critical


    Ranged- Add Agility mod to aim, shooting into full cover or through obstacles = Disadvantage (roll 2 D20, take lower)
    Firearm - All firearms take 1 action to fire, but if not proficient -2 to aim and will have a 25% chance to misfire, or jam, if firearms are not cleaned daily, add 5% chance for weapon to misfire every day it goes without cleaning.
    Silent - Bow/crossbow weapons take 2 actions to draw and fire if not proficient, thrown weapons have -5 to aim unless proficient
    Pistol Weapons
    Proficiency - Lowers Misfire chance to 5%, able to use Pistol Mods
    Specialty - Remove Misfire chance (except on crit fail), Gain active move "Dead Aim", Clear misfire in 1 action instead of 2
    Mastery - Fire 2 shots per action instead of 1, increased critical,
    Shotgun Weapons
    Proficiency - Lower Misfire chance to 5%, Able to use Shotgun Mods
    Specialty - Remove Misfire chance (except on crit fail), increased Critical, +10 range with shotgun weapons, Clear misfire in 1 action instead of 2
    Mastery - Increased Critical, +10 range with Shotgun Weapons
    Rifle Weapons
    Proficiency - Lower Misfire chance to 5%, able to use Rifle Mods
    Specialty - Remove Misfire chance (except on crit fail), +2 to aim with Rifle weapons, Clear misfire in 1 action instead of 2
    Mastery - +5 to aim with rifle weapons, Increased Critical, Gain active move "Burst Shot"
    Thrown Weapon
    Proficiency - +1 damage, thrown weapons can also be used in melee
    Specialty - +2 damage, Throw up to 2 weapons per action
    Mastery - +3 damage, Throw up to 3 weapons per action, Increased Critical
    Bow/Crossbow Weapon
    Proficiency - Bow and Crossbow weapons take 1 action to reload and fire
    Specialty - +1 damage, 50% chance arrows/bolts donít break and are recoverable at the end of combat
    Mastery - +2 damage, recover all arrows/bolts at the end of combat, Increased Critical

    **Thrown weapons, and Arrows/Bolts can only be recovered if combat ends without the players running from the fight**

    **Firearms always misfire on a Critical Fail, or if you roll under the misfire chance on percentage dice. Misfires always consume the Bullet, and take 2 actions to clear, unless you have specialty with that weapon type**
    Last edited by Stephen; 2019-11-15 at 08:38 PM.