• I'm writing an RPG, it's about zombies and I'm so original I call it Rude Awakening!
    60 replies, posted
:siren: As one might guess it's going to be shitloads of text in this thread, I'm going to try to do my best to keep it short, structured and without too many spelling/grammatical errors but don't be afraid to point out errors :siren: :siren::siren:This is a cancelled project, couldn't get it to work the way I wanted it :siren::siren: You can download the text-file below : [url]http://rapidshare.com/files/453403764/Rude_Awakening.odt[/url] Feel free to use, edit and all that stuff. So I've been working on and off on this pen and paper-roleplaying game that combines two things I love the most : Survival, and zombies. Ok I'm going to be honest ; I started drawing and writing some rules a year ago for an zombie rpg, mostly just how you can generate a complete city, how to make it inhabitated, a flow-chart to decide what you encounter, things like that) The idea is to create an roleplaying game where people really have to work together to survive the end of times. It all begins with the zombieapocalypse starting. And as you might guess it's going to be a lot of chaos during the beginning, plenty of action and trying to get to a safe place. There won't be plenty of zombies during the panic as one might guess, but people will run rampant and some will try to kill you over petty items such as TVs and computers. It will then cool down and time will pass, and the zombie population will rise as more and more people who were badly prepared fall to the zombie menace. Resources will become less and less common as people waste ammunition on killing zombies and other people for the resources that are left. This is where a more 'casual' style of roleplaying will start, I've tried to keep a good balance between action-skills and skills that will benefit you by spending time doing them (such as fishing, farming, non-combat skills). Surviving alone will be hard and I've each class so that those that are very proficent at fighting won't have skills that can keep them alive if (more like when) food runs out, and water supplies become contaminated. The classes that can't fight (atleast not with the vanilla skillset, you will be able to buy skills later on but more on that later when I've transcribed it to the computer) will have an extremely hard time trying to survive the initial onslaugh so they will have to rely on the classes that can fight. Well, I've already written enough now and I think it's time I'll show you what I've done so far: [highlight]THE INTRODUCTION[/highlight] [i]It seemed like a bad nightmare, with the dead walking the earth and society crumbling before our eyes. But it wasn't a nightmare, it was real, and we had to deal with it...[/i] [b]WELCOME TO RUDE AWAKENING![/b] Welcome to the zombie role-playing game Rude Awakening, the roleplaying game where you try to survive the end of times! Rude Awakening is a simplified roleplaying game that uses three stats, Physique, Wits and Mental Stability and a (couple of) d10 to decide whether you manage to survive the terror-filled landscape that lies before you. In Rude Awakening you start out in the first days of what appeared to be the end of the world. Maybe you valiantly tried to continue with your work as a policeman, trying to enforce the law when there was none, or maybe you just came back from a couple of months at the sea as a fisherman. It doesn't really matter, what matters is how well prepared you are for a disaster of this magnitude, how you deal with the situation at hand and how much lady fortune likes you. How do you play Rude Awakening? To play Rude Awakening you need a couple of things. First, you're going to need the complete rules, you need a couple of friends to journey a world that is falling apart and a ten-sided dice (d10 from now on). It plays out quite easily! You have a number of skills, a certain amounts of points placed out that decides how good you are at a certain skill. This decides how well you might fare when doing a task that requires that skillset. You then roll your dice and try to get below the number you have at that skill. You also need paper to write down your character, and a will to survive the harsh life of Rude Awakening. [highlight]I'm not sure what more I can write here, I guess all I have to do here is to refine the writing and flush out any spelling/grammatical errors and it's good. Below is going to be ABOUT THE STATS USED IN THE GAME[/highlight]. Stats in Rude Awakening. There are three important stats in Rude Awakening roleplaying game, Physique, Wits and Mental Stability. These three stats determine how well your character can deal with certain tasks, such as tearing down a door, trying to find valuable food or other resources or just deal with a loved one being bitten by a ghoul. [b]Physique[/b] Physique is how well trained your body is. Physique covers not only the strength of your muscles but also how agile you are and how well your immune system can fight diseases and infections. People with high high physique are either professional athletes or people who work out regularly, whereas people with low physique can be either obese or very skinny, or have some sort of medical condition that makes their bodies weaker. [b]Wits[/b] Wits constitute your ability to think out a plan quickly or general knowledge, or in some cases very specified knowledge. It also constitutes how smart you are. People who have high wits are usually scientists, doctors or people who work with very specialized tools. People with lower are just common people or uneducated people. [b]Mental Stability[/b] Mental stability is an indication of how well you can manage unnatural or bizarre events, how well you react to stress and also how strong of a stomach you have. People with higher mental stability are capable of witnessing grueling events without going mad where people with lower mental stability would go into a shock. Your "average Joe" has 3 in each of these stats, and professionals usually have a higher physique/wits/mental stability depending on their line of work. The player starts with 12 stat points that can be placed however the player likes, as long as he places atleast 1 point in each stat. The player may have at most 10 in one stat. [highlight]I'm going to add a 'perk' system that will give you additional bonuses/negative things depending on how high/low you put certain stats.[/highlight] This will make people have interesting quirks if they have an extremely high/low number in one of the stats. Time will also detoriate on the stats, so people who go without food/water for a long time won't have as good physique as someone who have a regular diet, and people who have seen a lot of death will obviously not be as mentally stable as someone who have lived safely away in some bunker. I hope to make it more 'human' that way! Works and skills will be posted in the next post, I think the text above is more than enough for one post. :)
I need to make some friends for this! It sounds kind of like it's going to end like this tough. Check on crops -Your crops have grown a tiny bit longer than yesterday
Posting the skills that I've gotten so far, not sure if they make a whole lot of sense though ; I feel like I need to do some rewriting on them tomorrow. [highlight]The skills in Rude Awakening[/highlight] Basic skills in Rude Awakening. Basic skills are skills everyone have. You work out how much you have in each skill by taking the corresponding stat and take half what you have, rounded up. In the cases of skills that has two stats (such as climbing) you take the two corresponding stats, take half of what you have and round it up. You then subtract 2 from it. [i]Example : Bob Johnson has 6 in physique, this means that he will have 3 in running and swimming. He has 2 in mental stability, which means he will have 6+2(halved and rounded up) minus one. This means he'll have 2 (6+2/2 =4 and then -2) in climbing.[/i] [b]Running (Physique).[/b] Do I really have to tell you what running means? [b]Climbing (Physique/Mental Stability).[/b] Climbing can be both tiresome on your body but also on your soul, and being without fear can literally be a lifesaver (or atleast save you from a couple of broken bones) when you're climbing. [b]Jumping (Physique/Wits).[/b] Being able to jump isn't all strength, you need to know when to jump and also how to land properly so that you don't break any bones. [b]Swimming (Physique).[/b] Swimming can be tiresome, and having a strong body is really beneficial, especially if you're swimming with your clothes or something else that adds extra weight to you. [b]Search (Wits).[/b] Searching includes not only using your eyes to spot things that are valuable, but also knowing where things might be or just finding whatever you might be searching for. [b]Feel Danger (Mental Stability).[/b] You know how you sometimes feel like someone is watching you? Feel Danger is very much like that, and trusting your gut instinct can sometimes save you from running into a trap or doing something stupid that might endanger your life. [b]Perception (Wits).[/b] Perception is sort of like Search, with the exception that you're not consciously searching for things. SECONDARY SKILLS IN RUDE AWAKENING. Secondary skills in Rude Awakening are skills that you either have through your work or can buy for Talent Points(TP). You have a base stat in each of the secondary skills that works a bit like the basic skills. The difference being that you divide them by three on these skills, and round it down. [b]Firearm (Handgun) (Wits)[/b] This skill includes every gun that can be fired with one hand such as pistols or revolvers. This skill also covers submachine guns and includes aiming, shooting and taking care of the gun. [b]Firearm (Rifle) (Wits)[/b] This skill includes both regular bolt-action and semi-action rifles, and also shotguns. This covers both aiming, shooting and taking care of the gun. [b]Firearm (Automatic Rifle) (Wits)[/b] This skill includes both assault rifles and heavier machine guns. This covers both aiming, shooting and taking care of the gun. [b]Melee Weapon (One-Handed) (Physique)[/b] This skill covers any weapon (both edge and blunt) that can be used with one hand to swing, such as hammers, crowbards, lead pipes, katanas, sticks, and bricks. This skill covers using them as weapons and in some cases ; taking proper care to keep the edge. [b]Melee Weapon (Two-Handed) (Physique)[/b] This skill covers any weapon that requires the wielder to use both his hands to properly use it. This includes weapons such as scytches, spades, two-handed swords, baseball bats and hockey sticks. This skill covers using them as weapons and in some cases ; taking proper care to keep the edge. [b]Power-tools (Wits/Physique)[/b] This skill covers using power-tools (who could've guessed?) such as chainsaws, circle saws or anything that requires electricity to work. This does not cover using them as improvised weapons and is only covering using them for their proper use. [b]Carpenting (Wits/Physique)[/b] This skill covers the know-to to build barricades, nailing boards, building and taking care of houses, sawing and isolating. [b]Ironworking (Wits/Physique)[/b] This skill covers the know-to to weld, cut or work with metals. [b]First Aid (Surgery) (Wits/Mental Stability)[/b] This skill is used to perform advanced surgery such as taking away foreign objects in the human body, dental work, fixing broken bones and any other medical condition that requires cutting up the human body. [b]First Aid (Medicine) (Wits/Mental Stability)[/b] This skill is used to produce medicine from common houseitems or herbs/roots in the wild, to identify what is needed to combat infections and more severe diseases. This skill is necessary to identify exactly what someone is suffering from. [b]First Aid(General) (Wits/Mental Stability)[/b] This skill is used when trying to patch up someone with bandages or stopping external bleedings. This skill is also used to identify medical conditions at a general basis, but is not used to identify the exact cause of the suffering. [b]First Aid(Animals) (Wits/Mental Stability)[/b] This skill covers all necessary medical procedure that is used when treating animals. In other words, this covers both being able to diagnose, find a suitable cure and to perform surgery on animals. This skill can be used on humans too, but you will suffer on the rolls necessary to make it work. [b]Leadership (Mental Stability)[/b] Leadership is used to bark out orders and to ensure that people will do what you ask of them. Leadership is also used to get people to focus on whatever task there is at hand, and is also included in trying to calm down any situation. [b]Farming (Wits)[/b] Farming includes the knowledge how to plant seeds, how to take care of the plants and knowing how to crop rotate so that the earth is constantly fresh. This also covers knowing how to take care of domesticated animals. [b]Hunting (Wits)[/b] Hunting covers how to track animals (or people), how to lay traps and to leave without a trace to make tracking harder. [b]Wildlife (General) (Wits)[/b] This skill covers the knowledge of most known predators, how to prepare a fire, set up a camp, what is edible and how to find a source of water in the wild. Using this skill will get you half a portion of food for every 4 hours spent without failure (roll every hour) and will keep you hydrated. [b]Wildlife (Tropical) (Wits/Physique)[/b] This skill covers the same as Wildlife(General) but with a specialization of tropical environments. This means it covers what animals are dangerous and what animals are not in the tropical environment, and what is edible and what is not. It also covers knowing how to find a safe place to rest. Using this skill will get you half a portion of food for every 2 hours spent without failure (roll every hour) and will keep you hydrated. [b]Wildlife (Temperate) (Wits)[/b] This skill covers the same as Wildlife(General) but with a specialization of temperate environments. This means it covers what animals are dangerous and what animals are not in the temperate environment, and what is edible and what is not. It also covers knowing how to find a safe place to rest. Using this skill will get you half a portion of food for every 3 hours spent without failure (roll every hour) and will keep you hydrated. [b]Wildlife (Arctic) (Wits/Physique)[/b] This skill covers the same as Wildlife(General) but with a specialization of arctic environments. This means it covers what animals are dangerous and what animals are not in the arctic environment, and what is edible and what is not. It also covers knowing how to find a safe place to rest. Using this skill will get you half a portion of food for every 6 hours spent without failure (roll every hour) and will keep you hydrated and warm. [b]Wildlife (Desert) (Wits/Physique)[/b] This skill covers the same as Wildlife(General) but with a specialization of temperate environments. This means it covers what animals are dangerous and what animals are not in the temperate environment, what is edible and what is not. It also covers knowing how to find a safe place to rest. Using this skill will get you half a portion of food for every 8 hours spent without failure (roll every hour) and will keep you hydrated. [b]Cooking (Wits)[/b] Cooking covers knowing how to cook (surprise surprise) food efficently and what goes well with other ingredients. Using this skill means the food you are preparing will be twice as effective, which in practical terms means you will only use half of what you were originally going to use. [b]Food Preservation (Wits)[/b] Food Preservation includes the knowledge how to salt, smoke or keep food fresh and to conserve it so that it does not turn bad as quickly as it would without conservation. [b]Foresting (Wits)[/b] Foresting is the skill of knowing how to take care of trees, how to maximize the gain when chopping them down and knowing the quality of a tree by running some small tests on it. It also includes a general knowledge of the different types of trees, and what their characteristics are. [b]Electronics (Wits)[/b] This skill covers both the knowledge of how to use various electronic devices such as computers, security systems, digital clocks and the like but also how to diagnose and repair electric devices. [b]Close Combat (Unarmed) (Physique)[/b] Close combat involves both hand-to-hand fighting but also how to hold down people if necessary (this skill can be applied to animals too) and how to disarm them if needed to. [b]Sanitation (Wits)[/b] Sanitation covers both the knowledge of cleaning up toxic waste or just regular garbage, but also how to recognize when water or food is contaminated and how to clean it up so that it's consumable and not dangerous to humans or animals. [b]Debating (Wits/Mental Stability)[/b] Debating is used to get your point through and is also covering being able to talk yourself out of bad situations, such as trespassing or having to explain to the policeman why you're using a stolen car to get to your wife who is on the other side of town. [b]Drive Vehicle (Bike) (Physique/Wits)[/b] Drive Vehicle (Bike) covers the knowledge on how to ride a bicycle but also how to drive a motorcycle or a quadbike. This skill also covers how to take care of the vehicle (bicycle/motorcycle/quadbike) and to diagnose what is wrong with the vehicle and to do repairs if you have the necessary tools. [b]Drive Vehicle (Car) (Wits)[/b] Drive Vehicle (Car) covers the knowledge how to drive a car, both manual and automatic. This skill also covers how to take care of your car, to diagnose what is wrong with the car and to do repairs if you have the necessary tools. [b]Drive Vehicle (Truck) (Wits)[/b] Drive Vehicle (Truck) covers the knowledge how to drive a truck of all sizes, be it a freighter truck or a smaller truck. This skill also covers how to take care of the truck, to diagnose what is wrong with the truck and to do repairs if you have the necessary tools. [b]Drive Vehicle (Boat) (Wits)[/b] Drive Vehicle (Boat) covers the knowledge how to steer a boat of all sizes, be it a small sailing ship or an aircraft carrier (hey, once you've steered a small boat you can steer anything right?). This covers knowing how to read a nautical map, taking care of the boat, to diagnose what is wrong and to do repairs if you have the necessary tools. [b]Organizing (Wits)[/b] This skill is necessary to organize people or resources for distribution or getting a lot of people to do work together without too much hassle. It's almost like leadership, but this one is more time consuming and requires planning for it to work. [b]Urban Knowledge (Wits)[/b] Urban Knowledge is the skill to know your way around a city, and is in many ways a lot like the skill wildlife(general) but in an urban environment. It covers knowing how a city is designed (to make it easier to know where you're going in the city for example), where stores may be located, where housing may be located and how to find water pipes among other things. [b]Fishing (Wits/Physique)[/b] Fishing covers (surprise surprise) the knowledge of fishing. This skill makes it possible for a person to fish where there is a presence of a large body of water, or a stream. Using this skill will get you half a portion of food every 3 hours without failure (roll every hour). [editline]8th December 2010[/editline] [QUOTE=3v3ryb0dy;26553671]I need to make some friends for this! It sounds kind of like it's going to end like this tough. Check on crops -Your crops have grown a tiny bit longer than yesterday[/QUOTE] Yes that is a problem I'm probably going to have to simplify much like fishing or surviving in the wild, where you spend a certain amount of hours to get half a portion of food.
Why separate the melee weapons to being handed?
[QUOTE=3v3ryb0dy;26553671]I need to make some friends for this! It sounds kind of like it's going to end like this tough. Check on crops -Your crops have grown a tiny bit longer than yesterday[/QUOTE] Father Gregory has found some holy water and wishes to share it with you! [highlight]ACCEPT/DECLINE[/highlight]
[QUOTE=3v3ryb0dy;26553950]Why separate the melee weapons to being handed?[/QUOTE] Fighting with a one-handed weapon is very different from fighting with a two-handed weapon, at first I was going to only make it Bladed / Blunt / Piercing but I figured it would be a lot easier to have only one vs two-handed. Was hoping to keep it simple, but not too simple. :) Edit : It probably is confusing with having unarmed combat being called Close Combat(unarmed), should I change Melee Weapon to Close Combat instead?
You need to go over the skills once you're further in development and think "What is this and do I [B]really[/B] need it?" [editline]8th December 2010[/editline] You do'nt seem to be consistent. Your survival skills are categorised by climate zones, your cooking skill is split into cooking and preservation, but then there's farming which isn't categorized. You're going too apart, keep it together untill you can't and really need to split things up.
[QUOTE=3v3ryb0dy;26554068]You need to go over the skills once you're further in development and think "What is this and do I [B]really[/B] need it?"[/QUOTE] That is a really good idea, I'll finish transcribing the 'how do I create a character' and add some description on how to use the skills. The idea is that there is going to be a scale ranging from "extremely easy" to "impossible) that adds a + or - to your skill, so that certain things (such as running without anything on your back) is considered impossible to fail, whereas other skills (trying to get a headshot on someone at 400 meters) can be really tough.
Do the zombies visit people with incredibly dirty homes and chastise them to clean it with an obnoxious British accent?
Also how about merging the different same skill levels, like the hgiher the roll the more you can do with your skill. Like if your firearms skill is 1, you can wield any weapon, but that doesn't mean you know how to disengage the safety etc. Or that you're a pacifist.
[QUOTE=3v3ryb0dy;26560804]Also how about merging the different same skill levels, like the hgiher the roll the more you can do with your skill. Like if your firearms skill is 1, you can wield any weapon, but that doesn't mean you know how to disengage the safety etc. Or that you're a pacifist.[/QUOTE] That sounds like a really good idea actually, I'll do some work on that later :) [editline]8th December 2010[/editline] :siren: Ok I've now transcribed how creating a character works : [b]Creating a Character in Rude Awakening.[/b] Your character is your alter ego, it's who you are in this world. When you create a character you need to decide a few things however. First, you need to give him/her a name. It could be your own or a made up one, but a full name is necessary nonetheless to give him/her some substance. After that, you will need to write down the age of your character. Different ages give different bonuses/penalties. AGE || +/- stats || TP bonus 18-25 || +2 Phy, -1 Wit, -1 Mtl.Stb || None 26-39 || +1 Phy, +1 Wit || +10 40-50 || +1 Wit, +1 Mtl. Stb || +25 51-59 || -2 Phy, +2 Wit, +1 Mtl. Stb || +40 60-68 || -3 Phy, +3 Wit, +2Mtl. Stb || +65 Thirdly, you need to decide the sex of your character. Don't worry, there are no differences in the stats if you choose to be a male or a female. Both are equally strong/smart/mentally stable and the only difference is appearance. Ok, you're halfway there now! Now you're going to want to spend your stat points that you have on the three different stats you have. You have 12 points, you need to have atleast 1 in every stat after modifications from your age (see above) and can have 10 at the most on a stat, after modifications. [i]Example : Bob Johnson is an 19 year old young man. He recieves a +2 bonus in physique, meaning he doesn't have to spend any Stat Points (SP) to get above 1 in Physique. He also only needs to spend 8 SP to get a maximum of 10 in physique. He does however need to spend at least 2 points in both Wit and Mental Stability to get atleast 1 point in those two stats.[/i] Use the character sheet or just use a regular paper to write down all your information. Now you have written down the basic information on how strong/smart/mentally stable your character is, how old he/she is (from now on the character is going to be referred as he) and what his name is. You're now going to want to spend some of that TP on something, but for that you need a job. You start with 100 TP that will be used to both increase the skills you have through your work but also to buy secondary skills. A secondary skill costs 10 TP to get, but will work as a job skill. [b]Jobs.[/b] Jobs is what defines what skill set you might have. Every job has a different skillset from eachother and some jobs will give you an easier time dealing with the undead, whereas some jobs might truly be a lifesaver or just be extremely handy to have if you need to keep the dead on the outside and everything running smoothly on the inside. The jobs could be graded from easy (Soldier, Hunter) to hard (Office Worker, Garbage Man), but remember that every skillset has some importance and surviving is not all about killing the most undead, but also being able to get clean water and knowing your way around the places that have the most resources (cities). [b]Policeman[/b] You are the first defense in justice, the shield that guards the legal system of mankind and ensures that civilians can sleep safe at night. Or atleast that was before this happened. Martial law have kicked in but you still feel an obligation to protect and to serve the citizens as the whole world falls down. [i]SKILLS[/i] Firearm (Handgun) OR Firearm(Rifle), Melee Weapon (One-handed), First Aid(General), Leadership, Drive Vehicle (Car) OR Drive Vehicle (Truck), Urban Knowledge. [b]Fireman[/b] The only thing you ever smashed in on a regular basis with your axe were doors, but since the end of the world you've done your fair share of smashing in heads. Before all of this your job were to prevent fires. Your current job seems to be to start massive funeral pyres of the victims of this... plague. [i]SKILLS[/i] Melee Weapon (Two-handed), Power-tools, First Aid(General), Leadership, Electronics, Drive Vehicle (Truck), Urban Knowledge. [b]Soldier[/b] Your job had always been one thing ; Killing people. It was a pretty easy job and you always knew that the people you killed deserved it. You may have enjoyed it, or maybe you didn't. It doesn't matter anymore, because they were the enemy that you shot at. Now, you shoot at people who you could've been friends with. Neighbours, former schoolmates, people you used to know. [i]SKILLS[/i] Firearm(Rifle), Melee Weapon(One-handed) OR Close Combat(Unarmed), First Aid(General), Wildlife(General), Sanitation, Drive Vehicle(Truck) OR Drive Vehicle(Boat). [b]Office Worker[/b] Job used to be so easy, it was a job in an office cubicle without any dreams or aspiration to become something bigger. You used to hate it, but now you would do anything to have it back. Atleast it were a safe place, and you always had food and fresh water. Not so much anymore. [i]SKILLS[/i] Cooking, Electronics, Urban Knowledge, Debating, Drive Vehicle(Bike) OR Drive Vehicle(Car), Organizing. [b]Chef[/b] Life as a chef can sometimes be really hectic, but it pays well and you could always bring home food, so you always had plenty of cash at the end of every month. And the meat you had to chop weren't your old friends. [i]SKILLS[/i] Melee Weapon(One-handed), Cooking, Food Preservation, Sanitation, Organizing. [b]Carpenter[/b] Man, being a carpenter was such a sweet job. You built houses for families to keep the warmth in at night and it gave you a lot of free time to just enjoy life. Now you have to use your skillset to keep that family (and the rest of the neighbourhood) outside, and there never is any rest for you. [i]SKILLS[/i] Melee Weapon(One-handed), Power-tools, Carpenting, Electronics, Drive Vehicle(Car). [b]Garbage Man[/b] Being a Garbage Man is nowhere as glamorous as being a policeman or a fireman, but it brings in the pay and when it all started you never had to be a hero which meant you never had to sacrifice yourself for someone. And you valued surviving higher than being a hero anyways. [i]SKILLS[/i] Electronics, Sanitation, Drive Vehicle(Truck), Organizing, Urban Knowledge. [b]Hunter[/b] Your line of work always forced you to spend a lot of time out in the woods, tracking down animals to either kill them or tag them so that scientists could follow them in the wild without having to observe them. But one day, all life in your area just... dissapeared. You soon enough found out exactly why they had ran away in such a hurry. [i]SKILLS[/i] Firearm(Rifle), Melee Weapon(One-handed), Hunting, Wildlife(General) OR one of the following: Wildlife(Tropical)/Wildlife(Temperate)/Wildlife(Arctic)/Wildlife(Desert), Food Preservation, Drive Vehicle(Car). [b]Forest Worker[/b] You never really cared for working a 9 to 5 job in the city. Why would you? People only caused trouble and besides, your family ran a sawmill and it paid well. You never really worked at full capacity, but life were good and you really enjoyed living off the land. You never really cared why people suddenly seemed so interested in buying wooden planks, but it were good for business. The increase in people buying from you came just as quickly as the decline, and in just a couple of days you had noticed the sharpest increase and the sharpest decline, and a complete halt at people buying from you. All of this because of a "plague". People always caused trouble. [i]SKILLS[/i] Melee Weapon(Two-handed), Wildlife(General), Power-tools, Foresting, Drive Vehicle(Car). [b]Farmer[/b] You always wanted to be a farmer, and after you had worked for a couple of years at some dead-end job you finally got the money to pay for a small farm. Your closest neighbour were a few kilometers away but life were good, you made your own food. News came slowly to your part of the world but rumors were circulating that people were getting sick from eating bad meat. Good thing you could provide for yourself! [i]SKILLS[/i] Melee Weapon(One-handed) OR Melee Weapon(Two-handed), Farming, Wildlife(General), Food Preservation, First Aid(Animals), Drive Vehicle(Truck). [b]Doctor[/b] You never really worried about the sudden influx of bite-related wounds to your hospital, there were most likely a reasonable explanation for that. There were probably also a very reasonable for all of the bite-related wounds coming from humans. And there were definiatly a perfectly reasonable explanation for why nothing seemed to work against the infection. Or people dying from it. Or from people rising after they died. [i]SKILLS[/i] First Aid(General), ONE of the following: First Aid(Surgery)/First Aid(Medicine)/First Aid(Animals), Leadership,Sanitation, Debating, Urban Knowledge. [b]Nurse[/b] It worried you when people started coming in because of weird bites, and it didn't calm you down when people started talking about neighbours attacking eachother. They had taught you about almost every known disease, but this were nothing like it. It really started to worry you when reports came in from all over the country that similar accidents happened pretty much everywhere. But nothing could've prepared you for the effects of this weird disease. [i]SKILLS[/i] First Aid(General), Electronics, Close Combat(Unarmed), Sanitation, Organizing, Urban Knowledge. [b]Fisherman[/b] Life on the sea was harsh. Several months spent in a small place with death always around the corner, eating conserved food. All your time awake were spent trying to make sure you were safe and worrying about dying. It turned out that life on land would turn out to be the same. [i]SKILLS[/i] Melee Weapon(One-handed), Power-tools, Cooking, Food Preservation, Electronics, Drive Vehicle(Boat). [b]Increasing skills in Rude Awakening.[/b] Increasing your job skills will cost a set amount for each raise, depending on what stat the skill uses. A skill that uses the stat that you have the highest of will cost you 2 TP for each SP you raise the skill with, to a maximum of 10. A skill that uses a stat that you do not have the highest of will cost you 3 TP for each SP you raise the skill with, to a maximum of 10. A skill that has dual stats covering it (such as Carpenting) uses the stat which the player has the lowest in. You will recieve one third, rounded down of the stat that the job/secondary skill uses as a base SP, or in the case of skills that have dual stats : Stat 1+Stat 2, divided in three, rounded down and then -1. [i]Example : Bob Johnson has 8 in physique but only 3 in wits. He has the skill Drive Vehicle(Bike) which uses both physique and wit. He calculates how much he receives in base skill. 8+3/3, which turns out to be 11/3, which is 3.66 He has to round it down, so he gets 3. He then subtracts 1 from that and gets a base SP of 2 on the skill Drive Vehicle(Bike). Bob Johnson wants to raise another skill, Close Combat (Unarmed). It uses Physique which is the highest stat Bob has, which means that it will only cost 2 TP to raise one SP. If Bob wanted to raise his skill in Drive Vehicle(Bike) he will have to pay 3 TP to raise one SP. This is because a skill that uses dual stats counts with the stat that is the weakest, which in Bobs case is Wit.[/i] Basic skills will recieve half, rounded up of the stat that the basic skill uses. In the case of dual stats, the calculation will work like this : Stat+1Stat2, divided by two and then -2. [i]Example : Bob Johnson has 8 in physique, so he will get 4 in Running. He only has 1 in Mental Stability however, which means in the case of climbing he would recieve something like this : 8+1/2 rounded up -2 = 3.[/i] To increase a Basic skill you will have to pay 4 TP for each SP you raise the skill with, to a maximum of 10.
I've done some smaller changes to the fluff text on some of the jobs and the introduction, nothing that I think is that important to show. What I think is important to show, however is what 3v3ryb0dy talked about : [b]Firearm (Handgun) (Wits)[/b] This skill includes every gun that can be fired with one hand such as pistols or revolvers. This skill also covers submachine guns and includes aiming, shooting and taking care of the gun. [i]1-4 : You can clean your gun (pistol or submachine gun) 5-9 : You are able to repair your gun (pistol or submachine gun) if it ever breaks. 10 : You have the knowledge on how to build a pistol/submachine gun, given the right parts.[/i] [b]Firearm (Rifle) (Wits)[/b] This skill includes both regular bolt-action and semi-action rifles, and also shotguns. This covers both aiming, shooting and taking care of the gun. [i]1-4 : You can clean your gun (bolt/semi-action rifle/shotgun) 5-9 : You are able to repair your gun (bolt/semi-action rifle/shotgun) if it ever breaks. 10 : You have the knowledge on how to build a bolt/semi-action rifle/shotgun, given the right parts.[/i] [b]Firearm (Automatic Rifle) (Wits)[/b] This skill includes both assault rifles and heavier machine guns. This covers both aiming, shooting and taking care of the gun. [i]1-4 : You can clean your gun (assault Rifle/machine gun) 5-9 : You are able to repair your gun (assault Rifle/machine gun) if it ever breaks. 10 : You have the knowledge on how to build a assault Rifle/machine gun, given the right parts.[/i] [b]Close Combat (Unarmed) (Physique)[/b] Close combat involves both hand-to-hand fighting but also how to hold down people if necessary (this skill can be applied to animals too) and how to disarm them if needed to. [b]Close Combat (One-Handed weapon) (Physique)[/b] This skill covers any weapon (both edge and blunt) that can be used with one hand to swing, such as hammers, crowbards, lead pipes, katanas, sticks, and bricks. This skill covers using them as weapons and in some cases ; taking proper care to keep the edge. [b]Close Combat (Two-Handed weapon) (Physique)[/b] This skill covers any weapon that requires the wielder to use both his hands to properly use it. This includes weapons such as scytches, spades, two-handed swords, baseball bats and hockey sticks. This skill covers using them as weapons and in some cases ; taking proper care to keep the edge. [b]Power-tools (Wits/Physique)[/b] This skill covers using power-tools (who could've guessed?) such as chainsaws, circle saws or anything that requires electricity to work. This does not cover using them as improvised weapons and is only covering using them for their proper use. [i]1-7: You know how to use a chainsaw/circle saw/nail gun without accidently hurting yourself. 8-10 : You can use a power-tool with such precision that it is now working like a weapon (two-handed weapon if it's a chainsaw, rifle if it's a nailgun).[/i] [b]Carpenting (Wits/Physique)[/b] This skill covers the know-to to build barricades, nailing boards, building and taking care of houses, sawing and isolating. [i]1-3 : You can build sturdy barricades out of wood. 4-6 : You are capable of building Single-story buildings. This also covers isolation. 7-10 : You are capable of building up to three-story buildings. This covers not only houses but also watch-towers.[/i] [b]Ironworking (Wits/Physique)[/b] This skill covers the know-to to weld, cut or work with metals. [i]1-4 : You can weld all kinds of metal (with the necessary tools required). 5-6 : You know how to cut through metal (with the necessary tools required). 7-10 : You have the knowledge on how to work with metal to do your bidding, given the necessary tools.[/i] [b]First Aid (Surgery) (Wits/Mental Stability)[/b] This skill is used to perform advanced surgery such as taking away foreign objects in the human body, dental work, fixing broken bones and any other medical condition that requires cutting up the human body. [i]1-3 : You can perform surgery on someone, counting as a VERY HARD procedure. 4-5 : You can perform a surgery on someone, counting as a HARD procedure. 6-8 : You can perform surgery on someone, counting as a MEDIUM procedure. 9-10 : You can perform a surgery on someone, counting as an EASY procedure.[/i] [b]First Aid (Medicine) (Wits/Mental Stability)[/b] This skill is used to produce medicine from common houseitems or herbs/roots in the wild, to identify what is needed to combat infections and more severe diseases. This skill is necessary to identify exactly what someone is suffering from. [b]First Aid(General) (Wits/Mental Stability))[/b] This skill is used when trying to patch up someone with bandages or stopping external bleedings. This skill is also used to identify medical conditions at a general basis, but is not used to identify the exact cause of the suffering. [i]1-5 : You know how to diagnose most known diseases and telling if someone has broken anything internally, and also how to stop an external bleeding. 6-7 : You can tell if someone is bleeding internally. 8-10 : You can tell if someone is bleeding internally, and tell what is necessary to do to fix it.[/i] [b]First Aid(Animals) (Wits/Mental Stability)[/b] This skill covers all necessary medical procedure that is used when treating animals. In other words, this covers both being able to diagnose, find a suitable cure and to perform surgery on animals. This skill can be used on humans too, but you will suffer on the rolls necessary to make it work. [i]1-3 : You can perform surgery on animals, counting as a HARD procedure. 4-5 : You can perform surgery on animals, counting as a MEDIUM procedure. You can also perform surgery on humans, counting as an EXTREMELY HARD procedure. 6-8 : You can perform surgery on animals, counting as an EASY procedure. You can also perform surgery on humans, counting as a VERY HARD procedure. 9-10 : You can perform surgery on animals, counting as a VERY EASY procedure. You can also perform surgery on humans, counting as a HARD procedure.[/i] [i]Leadership (Mental Stability)[/i] Leadership is used to bark out orders and to ensure that people will do what you ask of them. Leadership is also used to get people to focus on whatever task there is at hand, and is also included in trying to calm down any situation. [b]Farming (Wits)[/b] Farming includes the knowledge how to plant seeds, how to take care of the plants and knowing how to crop rotate so that the earth is constantly fresh. This also covers knowing how to take care of domesticated animals. [i]1-4 : You can spend 6 hours farming, gaining half an portion of food (roll one dice at the beginning and one at the end to see if successful.) 5-6 : You can spend 5 hours farming, gaining half an portion of food (roll one dice at the beginning and one at the end to see if successful.) 7-8 : You can spend 4 hours farming, gaining one portion of food (roll one dice at the beginning and one at the end to see if successful.) 9-10 : You can spend 3 hours farming, gaining one portion of food (roll one dice at the beginning and one at the end to see if successful.)[/i] [b]Hunting (Wits)[/b] Hunting covers how to track animals (or people), how to lay traps and to leave without a trace to make tracking harder. [i]1-4 : You can spend 8 hours hunting, gaining 1d10 portions of food (roll one dice at the beginning and one at the end to see if successful.) 5-7 : You can spend 7 hours hunting, gaining 1d10+2 portions of food (roll one dice at the beginning and one at the end to see if succcessful.) 8-10 : You can spend 6 hours hunting, gaining 2d10 portions of food (roll one dice at the beginning and one at the end to see if succcessful.)[/i] Hunting might be a bit overpowered, and not all skills have gotten this text but I plan on doing that tomorrow. I've also added a little more on how skill rolls will work! Deciding the outcome in Rude Awakening. Most of the time, common sense should dictate whether something is possible or not. But sometimes, you want to decide it with some cold, nonbiased logic. This is where the dies come in, and Rude Awakening uses only one die. The ten-sided dice, called d10 from now on. To test versus a skill, you will have to roll exactly or below the number you have in your skill. Sometimes, you will have modifications to your roll that may make it easier or harder, depending on a few factors the Gamemaster should decide. Example : Bob Johnson wants to fire his rifle. He has 6 in Firearm(Rifle), and it's a sunny day in the middle of the summer. His target is around 50 meters away. Bob Johnson aims, and fires his rifle. He rolls, and gets a 9. Unlucky! He completely botches the shot, and the ghoul draws closer. There is a scale, ranging from Extremely Easy to Impossible. Pictured below is the scale, and a few examples on what could constitute an extremely easy task among other things. DIFFICULY || MODIFICATON || EXAMPLE Impossible || -6 to skill || Shooting blindfolded, farming in the desert without water, climbing a piece of ice without equipment. Extremely Hard || -3 to skill || Trying to reason with a panicking human, shooting a rifle with one hand. Very Hard || -2 to skill || Driving a vehicle with flat tires, performing surgery with blunt equipment. Hard || -1 to skill || Searching for something without any light, shooting at something far away. Normal || No modification || Doing a task without anything hindering you, swimming without your clothes on. Easy || +1 to skill || Doing routine work, running on a good road. Very Easy || +2 to skill || Shooting something that's close (within 15 meters), Driving a vehicle on a clear and open road during the day. Extremely Easy || +3 to skill || Pushing the gun to someones head and fire, cooking pasta. I was thinking about making 10 a critical failure, causing whatever you were trying to do fail so bad it will hurt you in some way, but that might be too much. [editline]8th December 2010[/editline] The main difference between wildlife(general) and wildlife(specialized) will be that, say it takes you 10 hours to find food or whatever it will take you half that time in the specialized wildlife. So someone who is in a temperate environment will do things more efficently in that environment than someone who have just a general knowledge on howing to survive.
SEems better now.
I've fixed the rest of the skills, and made a change to hunting (which really was too damn good) [b]Hunting (Wits)[/b] Hunting covers how to track animals (or people), how to lay traps and to leave without a trace to make tracking harder. [i]1-4 : You can spend 8 hours hunting, gaining 1d10 portions of food (roll one dice every hour to see if you are successful) 5-7 : You can spend 7 hours hunting, gaining 1d10+2 portions of food (roll one dice every hour to see if you are successful) 8-10 : You can spend 6 hours hunting, gaining 2d10 portions of food (roll one dice every hour to see if you are successful)[/i] [b]Wildlife (General) (Wits)[/b] This skill covers the knowledge of most known predators, how to prepare a fire, set up a camp, what is edible and how to find a source of water in the wild. [i]1-3 : You can spend 12 hours gathering, gaining half a portion of food. (roll one dice every hour to see if you are succesful.) 4-5 : You can spend 10 hours gathering, gaining half a portion of food. (roll one dice every hour to see if you are succesful). You are also capable of finding a source of water. The water may or may not be contaminated however. 6-7 : You can spend 10 hours gathering, gaining one portion of food. (roll one dice every hour to see if you are succesful.) You are also capable of finding a source of fresh and clean water. 8-9 : You can spend 8 hours gathering, gaining one portion of food. (roll one dice every hour to see if you are succesful.) 10 : You can spend 6 hours gathering, gaining one portion of food. (roll one dice every hour to see if you are succesful.)[/i] [b]Wildlife (Tropical) (Wits/Physique)[/b] This skill covers the same as Wildlife(General) but with a specialization of tropical environments. This means it covers what animals are dangerous and what animals are not in the tropical environment, and what is edible and what is not. It also covers knowing how to find a safe place to rest. [i]This skill works exactly like Wildlife(General), except that it only takes half the time on every step to finish.[/i] [b]Wildlife (Temperate) (Wits)[/b] This skill covers the same as Wildlife(General) but with a specialization of temperate environments. This means it covers what animals are dangerous and what animals are not in the temperate environment, and what is edible and what is not. It also covers knowing how to find a safe place to rest. [i]This skill works exactly like Wildlife(General), except that it only takes half the time on every step to finish.[/i] [b]Wildlife (Arctic) (Wits/Physique)[/b] This skill covers the same as Wildlife(General) but with a specialization of arctic environments. This means it covers what animals are dangerous and what animals are not in the arctic environment, and what is edible and what is not. It also covers knowing how to find a safe place to rest, and how to keep yourself warm. [i]This skill works exactly like Wildlife(General), except that it only takes half the time on every step to finish.[/i] [b]Wildlife (Desert) (Wits/Physique)[/b] This skill covers the same as Wildlife(General) but with a specialization of temperate environments. This means it covers what animals are dangerous and what animals are not in the temperate environment, what is edible and what is not. It also covers knowing how to find a safe place to rest, and the dangers of overheating. [i]This skill works exactly like Wildlife(General), except that it only takes half the time on every step to finish.[/i] [b]Cooking (Wits)[/b] Cooking covers knowing how to cook (surprise surprise) food efficently and what goes well with other ingredients. Using this skill means the food you are preparing will be twice as effective, which in practical terms means you will only use half of what you were originally going to use. [i]Using this skill means that you can double the effective use of a portion of food, which means that if you cook one portion of food you will have two portions of food. A cooked portion of food can't be re-cooked to get more portions of food.[/i] [b]Food Preservation (Wits)[/b] Food Preservation includes the knowledge how to salt, smoke or keep food fresh and to conserve it so that it does not turn bad as quickly as it would without conservation. [i]Using this skill means that you can make food last twice as long, which means that if you preserve food (vegetables for example) it will last twice as long. Raw meat will go bad within two hours if nobody tries to preserve it. A piece of preserved food can't be preserved again.[/i] [b]Foresting (Wits)[/b] Foresting is the skill of knowing how to take care of trees, how to maximize the gain when chopping them down and knowing the quality of a tree by running some small tests on it. It also includes a general knowledge of the different types of trees, and what their characteristics are. [b]Electronics (Wits)[/b] This skill covers both the knowledge of how to use various electronic devices such as computers, security systems, digital clocks and the like but also how to diagnose and repair electric devices. [b]Sanitation (Wits)[/b] Sanitation covers both the knowledge of cleaning up toxic waste or just regular garbage, but also how to recognize when water or food is contaminated and how to clean it up so that it's consumable and not dangerous to humans or animals. [b]Debating (Wits/Mental Stability)[/b] Debating is used to get your point through and is also covering being able to talk yourself out of bad situations, such as trespassing or having to explain to the policeman why you're using a stolen car to get to your wife who is on the other side of town. [b]Drive Vehicle (Bike) (Physique/Wits)[/b] Drive Vehicle (Bike) covers the knowledge on how to ride a bicycle but also how to drive a motorcycle or a quadbike. This skill also covers how to take care of the vehicle (bicycle/motorcycle/quadbike) and to diagnose what is wrong with the vehicle and to do repairs if you have the necessary tools. [i]1-5 : You know how to change tires, fix the chain and other smaller repairs. You also know how to keep it in good shape. 6-10 : You can fix pretty much everything that breaks down now, given the right tools. You can also tell what is wrong with your bike just by taking a look at it.[/i] [b]Drive Vehicle (Car) (Wits)[/b] Drive Vehicle (Car) covers the knowledge how to drive a car, both manual and automatic. This skill also covers how to take care of your car, to diagnose what is wrong with the car and to do repairs if you have the necessary tools. [i]1-5 : You know how to change tires, fix the engine and other smaller repairs. You also know how to keep it in good shape. 6-10 : You can fix pretty much everything that breaks down now, given the right tools. You can also tell what is wrong with your car just by taking a look at it.[/i] [b]Drive Vehicle (Truck) (Wits)[/b] Drive Vehicle (Truck) covers the knowledge how to drive a truck of all sizes, be it a freighter truck or a smaller truck. This skill also covers how to take care of the truck, to diagnose what is wrong with the truck and to do repairs if you have the necessary tools. [i]1-5 : You know how to change tires, fix the engine and other smaller repairs. You also know how to keep it in good shape. 6-10 : You can fix pretty much everything that breaks down now, given the right tools. You can also tell what is wrong with your truck just by taking a look at it.[/i] [b]Drive Vehicle (Boat) (Wits)[/b] Drive Vehicle (Boat) covers the knowledge how to steer a boat of all sizes, be it a small sailing ship or an aircraft carrier (hey, once you've steered a small boat you can steer anything right?). This covers knowing how to read a nautical map, taking care of the boat, to diagnose what is wrong and to do repairs if you have the necessary tools. [i]1-3 : You can read a nautical map. You also know how to keep your ship in good shape. 4-6 : You can fix the engine and other smaller repairs. You can also tell what is wrong with the boat by giving it a thorough exam. 8-10 : You can pretty much fix everything on the boat, given the right tools and time.[/i] [b]Organizing (Wits)[/b] This skill is necessary to organize people or resources for distribution or getting a lot of people to do work together without too much hassle. It's almost like leadership, but this one is more time consuming and requires planning for it to work. [b]Urban Knowledge (Wits)[/b] Urban Knowledge is the skill to know your way around a city, and is in many ways a lot like the skill wildlife(general) but in an urban environment. It covers knowing how a city is designed (to make it easier to know where you're going in the city for example), where stores may be located, where housing may be located and how to find water pipes among other things. [b]Fishing (Wits/Physique)[/b] Fishing covers (surprise surprise) the knowledge of fishing. This skill makes it possible for a person to fish where there is a presence of a large body of water, or a stream. [i]Use this skill to catch half a portions worth of food. Roll once to see if you can get a fish on the hook, roll another time to make sure the fish stays on the hook and a third time to catch it.[/i]
Whoa, deep.
Thanks! (I guess?) I've transscribed how the health system is supposed to be like, I'm not entirely sure if its understandable or if it's too harsh, I'm hoping to make this a pretty hard roleplaying game where death really lurks around every corner. [b]Taking and dealing damage in Rude Awakening[/b] Life is tough, and sometimes a single mistake can kill you. Taking damage can have some serious effects on your body, and if left untreated it can kill you. Human beings are sometimes extremely fragile and Rude Awakening tries to emulate that through a simple damage system that relies a lot on the physique of the character. Being shot in the leg slows you down, wounded arms makes it harder for you to use them and everything that requires healthy arms quickly become very hard to do, and a hit to the head can take you out instantly. This can seem extremely punishing at first, but the fragility of a human being goes both ways and makes it a lot easier to take out someone too, should that ever become necessary. As mentioned, physique determines how strong your body is and how well it takes care of infections and diseases. Your physique determines how many Health Points(HP) you have and how much damage you can take before you die, or lose a limb. It also determines how much of a beating your limbs can take before they are rendered unusable. The first number (HP) shows your threshold and how much damage you can sustain before there is a chance that you could die any second (roll a d10 every three hours, and try to get the same or lower than your Mental Stability, if you fail you will die within d10 hours unless you can get into positive numbers within that timeframe). The number on Arms, Legs, Chest and Head shows how much damage you can take in those parts before you start to recieve negative modifications. The number within the ( ) is how much damage the bodypart can take before it's rendered unusable, and require surgery. If the Chest hits that number, you will be rendered unconcious. If the Head hits that number, you will die instantly. Protect your head! Physique || HP || Arms || Legs || Chest || Head 2 or less || 6 || 1(2) || 1(2) || 2(4) || 1(2) 3-4 || 7 || 1(3) || 2(4) || 3(5) || 1(3) 5-7 || 8 || 2(4) || 3(5) || 4(6) || 2(3) 8-9 || 9 || 2(5) || 3(6) || 5(7) || 2(3) 10 || 10 || 3(6) || 3(6) || 6(8) || 2(4)
oh holy jesus tl;dr I'll dig through this all later, but hot damn this is a LOT of work you've put in, I'm proud of ya :buddy:
Yeah it's a lot of text, I've got 21 pages of written text (on the computer) counting at 6700 words and I haven't even started writing the things that will be shitloads of text. Also, :buddy: I've done some more on the damage system ; Using a limb that is wounded is obviously possible, but you will recieve a negative modification on any skill you use that requires you to use that limb. When a limb is completely taken out of action (above threshold) you will recieve a greater negative modification if you try to do something that requires you to use that limb. Limb damaged || Effect Left Leg || -1 to any skill that requires you to use that leg. Right Leg || -1 to any skill that requires you to use that leg. Both Legs || -2 to any skill that uses both legs. Left Arm || -1 to any skill that requires you to use that arm Right Arm || -1 to any skill that requires you to use that arm Both Arms || -2 to any skill that requires you to use both arms. Chest || -1 to any skill that requires you to use one/two arms Head || -1 to all skills Limb taken out || Effect Left Leg || -4 to any skill that requires you to use that leg Right Leg || -4 to any skill that requires you to use that leg. Both Legs || Character has to lie down and can't use their legs. Left Arm || -4 to any skill that requires you to use that arm. Right Arm || -4 to any skill that requires you to use that arm. Both Arms || -6 to any skill that requires you to use both arms. Chest || Character is rendered unconcious. Head || Instant death.
It must be fun to make this, but will this be actually useful to someone? Pretty damn awesome though
I'm sure dalndox will enjoy this work, as would many DnD nerds
[QUOTE=eXiv2;26584946]It must be fun to make this, but will this be actually useful to someone? Pretty damn awesome though[/QUOTE] To be honest, I don't know. I was planning on playing this with a couple of my friends (which is the reason I'm writing it) but I'm also planning on releasing it on the internet (for free obviously). I don't really have any higher ambitions other than just finishing and having it playable.
[QUOTE=3v3ryb0dy;26554068]You need to go over the skills once you're further in development and think "What is this and do I [B]really[/B] need it?" [editline]8th December 2010[/editline] You do'nt seem to be consistent. Your survival skills are categorised by climate zones, your cooking skill is split into cooking and preservation, but then there's farming which isn't categorized. You're going too apart, keep it together untill you can't and really need to split things up.[/QUOTE] I just noticed this and you're right, I should either rework farming completely (maybe split up farming into farming for vegetables and farming that encompasses animal husbandry) or remove it. Focus more on short-term survival and make it more interesting.
[QUOTE=daijitsu;26585013]I'm sure dalndox will enjoy this work, as would many DnD nerds[/QUOTE] You rang? :buddy: This is seriously awesome. I don't really have the time to dig through this now, but I'm very impressed by how much work you've put in to it. If I wasn't trying to get a Zelda d20 up and running, I'd try this in a heartbeat.
[QUOTE=Dalndox;26589881]You rang? :buddy: This is seriously awesome. I don't really have the time to dig through this now, but I'm very impressed by how much work you've put in to it. If I wasn't trying to get a Zelda d20 up and running, I'd try this in a heartbeat.[/QUOTE] Thanks man :) I'd love to see what you've done on that Zelda d20! I've added some more on wounds, it really is pretty bleak once you've gotten yourself injured ; A limb that is only wounded can be healed either by resting or having someone with a medical background patch you up, but limbs that have been taken out will require proper medical attention. Once a limb is taken out you will have to roll a d10 to see how bad the wound is. [b]Griveous wound-list 1-6 :[/b] [i]The limb is badly wounded, but no major blood vessel has been hit and the wound will heal itself given enough time. The person will also have to roll on the infection list every three hours that pass until he/she recieves the proper medical care.[/i] [b]7-8 :[/b] [i]Several bones in the limb has broken and unless the person recieves proper medical care within the next 24 hours he will have to gain a permanent -1 in every skill that requires the use of that limb. The person will also have to roll on the infection list every two hours that pass until he/she recieves the proper medical care.[/i] [b]9 :[/b] [i]The muscles have been damaged badly, the person will recieve a permanent -1 in every skill that requires the use of that limb. The person will have a limp if it is on one of the legs.The person will also have to roll on the infection list every hour that passes until he/she recieves the proper medical care.[/i] [b]10 :[/b][i] The limb is so badly wounded that it's almost torn in two. If it is the arms, they will have to be amputated and the person will recieve a permanent -4 in every skill that requires the use of that limb. If it is the leg it will also have to be amputated, and any action that requires that leg will gain a permanent -6 when trying to see if it's a success. Movement will be severly hindered until the person finds some way to support himself. If it is the chest, the person will have wounded an internal organ and will require proper medical care within four hours or the person will bleed to death, and the person will recieve a permanent -1 in his physique. The person will also have to roll on the infection list every half an hour that passes until he/she recieves the proper medical care.[/i] [b]Infection list 1-5 :[/b][i] It starts to bleed and the person will have to administer some first aid to close up the bleeding within the next 24 hours, or the person will die.[/i] [b]6-7 :[/b][i] An internal bleeding have started, and surgery to fix it will have to be done within the next 12 hours or the person will die.[/i] [b]8-9 :[/b][i] The wound have been infected, and will require antibiotics. If no antibiotics have been administrated within 72 hours the wound will be so infected it will require amputation. A chest that has been infected and hasn't recieved any antibiotics will cause the character to die within the 48 hours.[/i] [b]10 :[/b][i] The wound has been so infected that it will require amputation. If it is the chest, the character will die within the 48 hours.[/i] I'm not sure if this is too punishing though, I was hoping to emulate how hopeless you are if you get yourself really wounded and don't have anyone to patch you up (and even if you do it could take a long time before you get the help you need) but it probably ruins a lot if you're fucked once you're down. Thoughts?
So if you get a 10 on the infection list you are basically doomed?
[QUOTE=eXiv2;26591228]So if you get a 10 on the infection list you are basically doomed?[/QUOTE] Well, pretty much. I've been thinking of doing something where people with a higher physique will get a bonus on the infection roll (say they will have to roll it every hour instead of every half hour, subtract one from their score on the infection list, those kind of things) to make it so that those with a better immune system (higher physique than normal) won't have to be as weak as those that have a worse immune system (lower physique than normal). [editline]9th December 2010[/editline] Oh and I removed farming and farmer completely from the game. What 3v3ryb0dy said not only about farming being a bore but that it is so generalized made me think, and I decided that this is going to be more about scavenging and the first few weeks/months rather than long-term planning and making a new society. I would have to add a lot more social skills (and a social stat) to make that even remotely interesting or thought out or even make it work at an acceptable level. Guess I've just got plans for an expansion though!
Some more text written, and it's all about having to administer medical care in certain conditions : [b]First Aid and surgery in Rude Awakening.[/b] Trying to perform first aid, or surgery on someone in Rude Awakening can either be extremely easy, or extremely hard depending on a few circumstances. It might be confusing that surgery can be very hard for someone with a skill of between 1 to 3 effectively renders that user unable to perform the surgery (he/she recieves a negative number on his skill) and that doesn't make a whole lot of sense. Having plenty of time to work with the surgery is one of the things that can make it easier for the surgeon to complete the surgery, good tools is another thing. Being stressed out can make it hard for even the most skilled surgeon, or trying to perform surgery when it's dark. Use the list below to figure out what modifications you have to do to the skill roll when the player finally has to use his medical skills : Administrating sedatives || +3 Applying medical care in a clean environment || +2 Not having to stress the medical care || +2 Administrating painkillers || +2 Having clean tools (clean bandages, scalpel etc) || +1 Having one or more with medical training help you || +1 Having to perform surgery in a dirty environment || -1 No clean tools available (dirty bandages, rusty knife etc) ||-1 No alcohol available to sterilize equipment || -1 Having to perform medical care under pressure || -1 Having to administer medical care with little light || -1 Not having sedatives / painkillers || -2 Having to perform surgery under a great deal of stress || -2 Having to administer medical care with no light || -3 [editline]10th December 2010[/editline] All of this should make a doctor extremely important to have in your group, I suppose.
Sounds ingenius gregah, but quite complicated.
[QUOTE=technologic;26602565]Sounds ingenius gregah, but quite complicated.[/QUOTE] That is a concern I have, that it might turn too complicated when everything else is pretty straightforward. So far I've written down four pages concerning taking damage, and I'm going to write down weapon damage soon. I'm planning on making rifles and machineguns do 2 damage whereas shotguns will have 0,25x4 (depending on range), and pistols /submachine guns take 1 damage each. I was planning on having fists take 0,25 damage without the possibility to do lethal damage, and let kicking do 0,5 damage with lethal damage possible on chest and head. It's not entirely realistic since there are many different ammunition types (7,62 does a hell of a lot more tissue damage than a 5,56 round for instance, and a .22 is nowhere near the same kinetic energy as a 9mm or even .45 acp.) I'm actually unsure on how I'm going to do ranged weapons actually, I am planning on making assault rifles weaker on range (either by making it deal less damage or have the person recieve a modification to his skill roll), in fact this is going to happen to every kind of weapon so that it won't be possible to score headshots with a pistol on 500 meters and things like that. Probably going to give certain ranges for every weapon (handgun / submachine gun / rifle / assault rifle / machine gun) and use the difficulty meter. This also means that people will find "pistol ammo" without any specifications, so two people using two handguns (say a beretta 92fs and a desert eagle) will not only use the same ammunition, but will also deal the same damage. I guess I could have subcategories on each type of weapon but I would have to categorize not only each weapon that could go under each category but also add a shitload of types of ammunition, so I'm probably not going to go that way. Any ideas?
Don't have specific guns, a broad gun type would work better than lots of different, easily forgettable types. Damage could work, but only against zombies. Usually, a human will die after getting shot almost anywhere (due to shock, bloodloss etc.). But a zombie will only die if it is shot in the head. That could be a "lucky" dice-roll or something. I thnik these two ways of doing things are much simpler and can keep the RP rolling.
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