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Zombies! - an AIMHack


Lazarus.

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Quote:
It's been over a month since civilization fell apart. A month holed away hiding from the outside world, but now you've been forced to emerge. You wish you never did.

The world hasn't fared well in your absence. The dead roam the streets of deserted cities. The few left alive have turned to looting as the only way to stay alive. Without any law and order, many would just as soon steal from the living as the dead. Thus far you've mostly avoided contact with zombies and humans both, a lone traveler makes for easy prey for a hungry zombie or a desperate band of thieves.

Tonight your wanderings down Interstate 40 have brought you to a speck on the map called McLean Texas. As fate would have it, you weren't the only lone traveler to pass through this day...


Your character's background, including how you've stayed alive since the zombie outbreak, is up to you. We're assuming that none of you have been wandering around fighting zombies for the last month, so at the start of the campaign no character has learned any new survival skills to cope with the zombie apocalypse. The assumption is that instead you've all been laying low somewhere, whether in a bunker or a Walmart or a remote farm is up to you.

This is not a story about finding a Cure and saving the world from the zombie plague. Your quest is to survive, so many encounter may be something simple like scavenging for supplies. However I also have planned some more exciting sub plots and encounters as well.

If you're familiar with tabletop RPGs or AIMHack then this game should feel familiar to you. However I've made some considerable changes from AIMHack both in terms of rules and setting, so here is a (rather lengthy) explanation of the rules.

The Zombie Plague
Click to reveal..
Zombies are of the stereotypical slow and somewhat clumsy variety. Zombies are not known to undergo any impressive mutations that would give them superhuman powers. Zombies cannot use weapons or tools. They possess no higher intelligence, but are relentless in their single-minded purpose of killing and devouring the living.

Zombie attack patterns are rather simple. They will attempt to claw, punch, or grab their living target. After a successful grab, they will attempt to bite their target. Upon being bitten, the victim will begin taking poison damage until properly treated. An untreated bite will rapidly mortify, eventually requiring amputation (major surgery) to save the victim's life. The best way to address zombie bites is to prevent them. A zombie's bite is stronger than that of a living human, but still not strong enough to tear through thick leather or armor.

The cause for the zombie plague is as yet unknown. There is no known vaccine or other preventative measure. There is no known cure for zombified characters. The fate of the rest of the world is unknown to you, although from what you've seen first hand and from early media reports (before all communications went down) the continental US is probably completely overrun.


Character Statistics
Click to reveal..
Core Attributes:
Strength (STR) Strength affects your chance to hit in melee, your number of hitpoints, and encumbrance penalties when using heavy weapons and armor
Dexterity (DEXT) Affects your movement speed in combat, your armor class, your ability to hit with thrown weapons and handguns
Perception (PE) Affects your ability to hit with firearms and other ranged weapons.
Intelligence (INT) Governs many important skills, including first aid.

Derived Stats:
Hit Points: 10 + 2*STR
Armor Class: 10 + DEXT + bonus from armor
Movement Speed: 3 + DEXT/2


Skills:
Click to reveal..
Athletics (STR/DEXT) Encompasses sprinting, climbing, swimming, acrobatics, etc. Whether strength or dexterity bonus is applied depends on the situation.
Driving (NA) Ability to operate vehicles
Engineering (INT) Knowledge of engines, machines, circuits, etc
First Aid (INT) Ability to heal using first aid, as well as revive using surgery
Forestry (INT) Knowledge of the outdoors. Includes hunting, tracking, etc.
Gun Knowledge (INT) Knowledge of guns. Includes maintenance, identification, modification, etc. Has no relation to your ability to kill with guns
Observation (PE) Ability to spot suspicious situations. This can include a hidden enemy, a potential ambush, or seeing through a lie.
Search (PE) Ability to search for useful loot, traps, hidden doors, etc.
Sneak (DEX) Ability to hide and move undetected
Tactics (INT) Ability to give your party a strategic advantage in combat. For example, setting up an ambush or orchestrating a complex battle plan.
Speechcraft (NA) General ability to hold a conversation. Speachcraft is a synergy of deception, intimidation and negotiation: 1/2 your speechcraft skill is added to those skill rolls
Deception (NA) Ability to lie convincingly
Intimidation (NA) Ability to threaten someone convincingly
Negotiation (NA) Ability to negotiate, whether it be reasoning with a hostile character or haggling with a friendly one


Feat list
Click to reveal..

Authoritarian
Prereq: Character creation only
+4 to all conversation rolls when dealing with lawful characters
-4 to all conversation rolls when dealing with unlawful characters
Scoundrel
Prereq: Character creation only
+4 to all conversation rolls when dealing with unlawful characters
-4 to all conversation rolls when dealing with lawful characters
Compulsive Liar
Prereq: Character creation only
You lie ALL THE TIME. You'll lie about anything, for any reason, even if there doesn't seem to be any gain in it. These lies can have a tendency to pile up, growing more and more preposterous, yet you can say the most ridiculous thing with such a straight face that people still believe you.
+5 Deception
Can not use negotiation or intimidation. Also when you fail a deception check you tend to receive more serious negative consequences.
Coward
Prereq: Character creation only
When in battle, half your attention is always on searching for threats and looking for the quickest way out of danger. You gain a +4 to reflex saves. However you're also more likely to turn and run, leading to a -2 to Will saves
Bloodthirsty
Prereq: Character creation only
The violent urges that were once pent up inside you are beginning to come to the surface now that society has crumbled.
Grants 1/day ability "Bloodlust" which grants +6 temporary hitpoints, +2 HIT. Lasts 2 + Lvl/2 turns
Well Read
Prereq: Character creation only
You have read so many books throughout your life that you've become a veritable walking encyclopedia. Sometimes you surprise even yourself by recalling an obscure fact that you have no business knowing.
Grants 1/day ability "Random factoid" which boosts your next INT skill check by +4.

Ambidexterity
Negates the usual -2 HIT penalty with your offhand
Armed Academic
Prereq: Int 6+, Gun Knowledge 6+
Despite lacking field experience, you've spent so much time reading about your weapon of choice that you feel you've been using it all your life.
Grants proficiency with one weapon, as well as +2 HIT with that weapon. Does not stack with Weapon Specialization feat.
Bull Rush
Allows you to make a charging melee attack followed by a knockdown attempt. The distance you charged is added as a strength bonus to your knockdown roll.
Dead Eye
+2 HIT on called shots
Fighter
+2 to grapple checks
+2 HIT in unarmed combat
Foolhardy
+2 to will saves
+4 Intimidation when you are at an obvious disadvantage
No-scope
-2 HIT with scoped weapons in close range (Instead of usual -4)
Parry
When in defensive stance, allows you to counter attack after making a successful block. Can only counter once per round, and only with melee weapons
Power Attack
Grants ability "Power Attack," allowing you to sacrifice up to -5 HIT for up to +5 CRIT on your next melee attack
Counts as a full round action
Quick Draw
Switching weapons in combat is now a move action rather than a combat action. Also, whenever a standoff turns to violence you receive a preemptive strike before normal combat begins
Scavenger
Can choose to re-roll any search check made when searching for loot
Sleight of Hand
Reloading is now a non combat action. You do not need to pass a dexterity check to reload on the run. Reloads that were full round actions are now move actions (revolver, crossbow)
Spray and Pray
Grants 1/day ability "Rapid Fire" which fires off an entire clip of ammunition in a cone shaped pattern in a direction chosen by the character. Attack roll determines how many bullets find their mark. Each bullet deals 2 DMG. Damage is shared amongst all characters caught in the line of fire. Reflex save for half
Requires: Automatic Weapon. Counts as a full round action
Steady Hands
Prereq: First Aid 5+
You've become more comfortable performing surgery. Although you can't always help your patient, at the very least you no longer can slip up and cause harm
Failed first aid rolls do not deal damage.
Weapon Proficiency (Melee)
No -4 HIT penalty when using melee weapons
Weapon Proficiency (Small arms)
No -4 HIT penalty when using pistols and submachine guns
Weapon Proficiency (Rifles, Automatic)
No -4 HIT penalty when using assault rifles and machine guns
Weapon Proficiency (Rifles, Single Shot)
No -4 HIT penalty when using rifles and sniper rifles
Weapon Proficiency (Shotguns)
No -4 HIT penalty when using shotguns
Weapon Proficiency (Bows)
No -4 HIT penalty when using bows or crossbows
Weapon Specialization
+2 HIT with weapon of choice (such as baseball bat, revolver, etc.)
Must already by proficient with that weapon
Feat can be taken multiple times with different weapons. Does not stack.


Combat
Click to reveal..
Combat is turn based. Each turn your character may take one combat action, one move action, and as many non combat actions as the DM will allow.

Non Combat Actions: Unlimited per round
-Look around
-Speak
-Skill Checks
-Etc

Move Action: 1 per round
-Run a number of squares equal to your movement speed
-Some other form of movement including, but not limited to, jumping, diving, swimming, climbing, zip lining....
-Shoving an adjacent character back 1 square
-Special: Reloading a gun takes the place of a Move Action. You may attempt to reload on the run, but must make a dexterity roll to see if you are successful

Combat Actions: 1 per round
-Attack
-Heal another character
-Switch weapons
-Take a defensive stance
-Any complex action you come up with, like kicking down a door, throwing a zombie off a building, or interacting with the environment
-You may use an additional move action in place of your combat action

Full Round Action:
A full round action takes both your move and combat action. More complex actions may fall into this category, such as grappling and some combat abilities


Attacking
Click to reveal..
Attack Roll: The attacker rolls a 20 sided die. Appropriate HIT bonuses from stats are added to the result of this roll: STR for melee, DEXT for thrown, and PE for ranged weapons. Additional HIT bonuses or penalties from feats, items, and buffs are then added.

Proficiency: Characters suffer a -4 HIT penalty when using weapons they are not proficient with. Unarmed and throw attacks are exempt from this rule.

Determining Hits: If the resulting attack roll is greater than the target's armor class, the attack is a hit. If the hit exceeds armor class by 5 or more it is an improved hit, and receives +1 DMG

Damage: There are no damage rolls, each weapon has a fixed damage value. Damage bonuses and penalties are added to this value. These may come from improved hits, feats, buffs, opponent damage reduction, etc. Remember that ability bonuses apply to attack rolls only, not damage.

Damage Reduction: Some characters are resistant to certain types of damage, either naturally or from their armor. Zombies for example have a natural 1/- Piercing reduction, which means all piercing damage is reduced by 1 point. A man with a bullet proof vest may have a 2/AP Piercing reduction, meaning he takes 2 less piercing damage unless an armor piercing round is used. The damage type of an attack is specific to the weapon type. In general, guns deal Piercing, blunt weapons like bats and clubs deal Blunt, sharp weapons like axes and knives deal Slashing. Burst fire weapons receive double damage reduction.

Criticals: If the attacker rolls a 20, this is an automatic critical hit. Some weapons or abilities grant +CRIT, which means that a wider range of rolls count as criticals. For example, a character using Power Attack can receive +5 to CRIT, any roll 14 or above will be a critical. However, an attack that does not pass the opponent's AC will still miss, even if it is a critical (exempting natural criticals.) Criticals deal double damage by default, but this may be changed by weapons or feats.

Called Shots: On any turn a character can make a called shot, as a full round action. You may choose to aim for the arms, legs, head, or trick shot. Arm shots are made at a -4 HIT penalty, but on success they reduce enemy HIT by -2. Leg shots are made at a -4 penalty, but on success they halve an opponent's movement speed. Head shots are made at a -6 penalty, but on success they have a +2 to CRIT and ignore damage reduction. Dual wielding characters can not make called shots.

Cover: Cover is very important in a gunfight. When you take a defensive stance behind cover, you receive partial or complete protection from gunfire. When firing from cover you receive a +2 AC bonus. You may also choose to blindfire, which grants you the full defensive bonus but also allows you to attack, albeit at a steep penalty.


Skill Checks and Healing
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Skill roll = d20 + skill score + governing attribute + additional bonus
If you are rolling against the skill score of some other creature (for example, your deception ability versus his observation ability) then you succeed if your score is higher. Otherwise, the DM will determine if your roll is sufficient based on the difficulty of the task you're attempting.

First aid acts slightly different. To attempt to heal another character you must be adjacent to him, and must have the proper medical supplies.

Heal roll = d20 + first aid + bonus (int) + bonus (misc)
The difficulty of a procedure is equal to the base difficulty + patient's total missing HP / 2

If your heal roll is greater than the difficulty, then the procedure is successful and restores health equal to the amount indicated. A success of +5 or more grants 2 bonus points of healing, while a failure of -5 or more will damage for 2 points. Results of critical success and failures are determined by the DM.
Only simple procedures, such as applying bandages, can be attempted in combat. Properly treating more serious wounds such as bullet holes, zombie bites, and major gashes requires surgery, which requires greater skill as well as time. A character can only be treated once after each encounter, so repeatedly applying bandages to bring a character from near death to full health is not a viable option. If a character is not fully healed after receiving healing, then that is his new maximum health. Only receiving proper treatment and rest will restore him, which is a luxury usually not available in the field.

Apply bandage (Base DC 5, Heals 3 points): Requires bandages
Simple surgery (Base DC 7, Heals 5 points): Requires bandages + sutures
Complex surgery (Base DC 9, Heals 7 points): Requires bandages + sutures
Major surgery (Base DC 11): Stabilizes a fallen character, requires bandages + sutures + ?


Taking Damage, Dying, and Resting
Click to reveal..
When you get hit in combat, you take damage. At the end of an encounter, you have the opportunity to be healed one time using first aid (described above.) If one application of first aid is not sufficient to heal you to full health, then your current health is your new maximum health. These hit points can be temporarily restored by taking painkillers or stimulants, but can only be permanently restored by resting.

If your health falls below 0, you will be downed. A downed character can not contribute to the party in any way, either in combat or through skills. A downed character can only be moved with the help of a fit ally, and then only at 1/2 speed. Another character may attempt major surgery to stabilize the downed character, which will prevent him from bleeding to death, allow him to move unaided, and allow him to contribute penalized skill checks to the party (although he still cannot participate in combat.) If the character cannot be stabilized, he will begin to bleed out, eventually dying permanently.

At the end of a session you (hopefully) will return to your caravan, or will have taken shelter in some other safehouse. Here you can rest and recover for the next session. The number of hitpoints restored depends on how well stocked the party is on food, water, and medical supplies.


Advanced Combat: Weapon types
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Melee: Melee weapons are the most abundant weapon type available, anything you can pick up and hit someone with can serve as a melee weapon. Melee weapons are useful because they are quieter than guns, do not require ammunition, and in skilled hands can be just as deadly as firearms.
Examples: Baseball bat (blunt) 3dmg, Fireman's Axe (slashing) 3dmg, machete (slashing) 2dmg

Melee Advanced, Dual wielding and 2 handed: When dual wielding melee weapons you receive penalties of -4/-2 HIT on your off and on hand respectively. Ambidexterity perk removes the offhand penalty, reducing the total penalty to -2/-2. Two handed weapons receive a +1.5 HIT bonus per STR point when wielded with two hands. Attempting to wield a two handed weapon with one hand, either to use a shield or dual wield, incurs an encumbrance penalty.

Small Arms: Small arms are the most commonly available firearm. The light weight and small size of these weapons allows for more acrobatics and flashy displays than larger rifles, which is why small arms receive a HIT bonus equal to DEXT / 2, in addition to the standard PE bonus. Handguns are also the only firearms that can be dual wielded (as per the dual wielding rules listed above for melee.) The downside of small arms is that small caliber bullets do not fare well against body armor, or zombies for that matter.
Examples: Pistol 3dmg, Revolver 4dmg, Submachine gun 6dmg (burst)

Rifles (Single Shot): Single shot rifles are the most accurate gun available. A marksman with a rifle is an extremely efficient killer, and a skilled sniper strikes fear in the hearts of his enemies, killing without ever being seen. High perception and called shots are important for rifle users. Scoped rifles have the added bonus of higher CRIT and longer range, but at the penalty of reduced effectiveness in close quarters.
Examples: Hunting Rifle 5dmg, Battle Rifle 6dmg, Sniper Rifle 6dmg

Rifles (Automatic): The weapon of choice for the modern soldier, automatic rifles are capable of more widespread carnage than any other gun type. Assault rifles combine burst fire with range and precision, a deadly combination. The downside? Unfortunately Uncle Sam isn't providing you with bullets; in the zombie apocalypse bullets are a commodity, and automatic rifles burn through them faster than any other gun.
Examples: Assault Rifle 9dmg (Burst), Mounted Machine Gun (Special)

Shotguns: Ah, the classic zombie killer! Shotguns receive a HIT bonus equal to only PE / 2, but make up for it with increased damage and HIT at close range. For example, a standard 12 gauge receives +6 HIT 8DMG at range of 1. This bonus is reduced to +4 HIT 6DMG for range of 2, and follows this trend until the damage has been reduced to 0 for range of 5 or more.
Examples: Double barrel shotgun +6,8dmg, Pump action shotgun +6,8dmg

Bullets: To make keeping track of ammunition easier, bullets will fit more gun types than in reality. Pistols, revolvers, and subs will all use "Small Caliber Bullets." Rifles, battle rifles, and assault rifles use "Rifle rounds." Shotguns use "Shotgun shells." Exotic weapons from each category may use their own ammunition types. Single fire weapons consume 1 bullet per shot. Burst fire consumes 4 bullets per shot.


Character Creation and Leveling Up
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Creating a Character:
-You begin with 5 attribute points to spend on STR, DEXT, PE, and INT. All attributes start at 1.
-You can choose one feat. Notice that there are some feats that can only be taken during character creation, so if you think you want one of these feats you need to take it now.
-You have 10 skill points to allocate to whatever skills you choose. Each attribute point that you spent on INT grants you 1 additional point. All skills cost just 1 point. There is a "soft cap" on skills, equal to your level + 3. When attempting to exceed the soft cap, skills cost 2 points rather than 1.
-Starting gear will be extremely meager. You will need to scavenge most of your supplies.

Leveling Up
-You receive 1 point to spend on an attribute.
-Every 2 levels you receive an additional feat.
-You receive 3 skill points, +1 point if you spent your attribute point on INT.


OK, hopefully you haven't been scared off yet. Don't worry, most if not all combat will be free form rather than grid based, so rules like range and movement and stuff like that will be interpreted loosely. I really just like to make these rules more than I like to rigidly adhere to them.

If you're interested in playing, PM me your character and when you are available.

If you wish to discuss the ruleset, PM or IM me. As I said, I love making rules so I am interested in discussing this sort of stuff.
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Originally Posted By: Nioca
...Man, I want to join, but I'm currently in two other campaigns at the moment. So I should probably sit this one out.

I shall watch with interest, however.

Same here. I'm in two campaigns, I've promised to be in two more in the future, and I've also promised to one run (The Abyss, still happening, sometime while I'm still young!) But yeah, I'll show up and watch when I can.
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I'm getting some good submissions here, keep 'em coming. Just FYI for anyone still deciding on a character, I have 3 medic types already so you might not want to specialize in first aid. Or maybe you do-- we could put together an all first aid squad and just wander from town to town healing people...

 

I would like to play the first session sometime this weekend, so in addition to when you're available usually, let me know when you're available this weekend in particular.

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We have our band of five survivors! An auspicious number, perfect for a road trip in a world where showers don't exist!

 

Dr. Clyve Fourier, a scientist played by Dantius

Quote:
Name: Dr. Clyve Fourier

Age: 48

Occupation: Ex-researcher

Alignment: Hobbesian

 

STR: 1

DEX: 2

PCP: 2

INT: 4

 

 

Speechcraft: 4

First Aid: 3

Engineering: 3

Gun Knowledge: 2

Tactics: 1

 

FEAT: Well-Read (+4 INT 1/Day)

 

Inventory:

A carry-on bag containing the following:

Pocket Calculator (Solar)

Textbook (unknown)

Lab manual + pen

Lab Coat

Calibrated Pipette

Change of clothes: Dress shirt(short sleeves) and slacks

 

 

Click to reveal.. (Backstory)
Dr. Clyve Fourier, M.D. Ph.D. (as he invariable introduces himself), is- or rather was- a talented and ambitious scientist before the Outbreak. Clyve's career began in earnest when he was fresh out of nearly a decade of higher education, and he set out to make his mark on the world- in more ways then one.

 

The Outbreak began while Clyve was on extended leave from the lab he was working at. Returning to the secure facility with all post haste, he was delighted to find that they had survived and were acting as an enclave against the plague. However, his delight soon turned to rage as he found that his security clearance had been revoked and he was denied entry to the facility, in case he had become infected without his knowledge. Bitter at this perceived betrayal and faced with no other options, Clyve fled to a remote ranch owned by a friend in the mountains many miles away. Lying low and hoping that the plague would blow over soon, Clyve soon found his worst fears were true- running low on food, with communications down and civilization in a state of seeming collapse, he knew he couldn't simply hide out alone, and so, gathering what few supplies he could carry, set out to find other survivors in hopes of ensuring his, and if possible, their continued survival.

 

Caitlin Youngs, an office worker and recent college graduate played by Nikki

Quote:
Name: Caitlin Youngs

 

STR 1

DEXT 3

PE 2

INT 3

 

HP: 12/12

AC: 13

MS: 4

 

Skills:

Athletics: 3

Driving: 1

Observation: 2

Sneak: 2

Tactics: 2

Speechcraft: 1

Deception: 1

 

Feat: Compulsive Liar

 

Inventory:

Backpack containing the following:

Can of pepper spray

Pocket mirror

Brooch

Two bottles of Puro Spring Water, 2 cans tuna

Two changes of clothes

 

Click to reveal.. (Background)
Before, Cait remembered an argument with her presumably now deceased/digested boyfriend. Before that, she rememebered leaving the office, arms full with ridiculous forms and papers that needed signing off that night. Before that, she remembered applying for this dead-end job in this dingy office in this dingy dead-end town. Before that, well, before that was different, but the hopes and dreams of a college graduate had no place in the real world, and the thought of them has no place in *this* world.

 

Throughout everything, though, one thing always stuck with Cait: the time she took her mother's brooch when she was six years old. Her mother had asked her if she'd seen it, had taken it, and Caitlin had no idea why she lied, but she had. "No mommy, I haven't seen it." She got away with it, and she wore the brooch all the time now, proudly showing it off as a gift she'd long since received. She'd got away with it back then, and she'd kept getting away with it as long as there were people around to talk to.

 

 

Kyle Reid, a paramedic played by B.J.Earles.

Quote:
Name: Kyle Reid

Age: 26

Occupation: Paramedic

Alignment: Pragmatic

 

Level: 1

Strength: 1

Dexterity: 2

Perception: 2

Intelligence: 4

 

HP: 12

AC: 12

Spd: 4

 

Athletics: 3

Driving: 1

First Aid: 5

Observation: 1

Search: 2

 

Feats:

Foolhardy: +2 to will saves, +4 Intimidation when you are at an obvious disadvantage

 

Inventory: (subject to approval)

Athletic Bag: a large duffel bag once used to hold tennis equipment. Now it holds anything that needs holding.

Bandages: 5 uses

Suture Kit: 3 uses

Bottle of Aspirin: 10 uses

Bottle of Rubbing Alcohol: mostly full

32 oz, Aluminum Water Bottle: half full

Pocket Knife: contains blade, file, and scissors. Kept on the person at all times.

Spare Clothes: 3 t-shirts, a pair of blue jeans, and 4 pairs of boxers.

 

Click to reveal.. (Backstory)

Kyle moved to Amarillo, Texas, three years ago from Boise, Idaho, and had been working as a paramedic at local hospitals since then. He was working the night he had his first run in with a zombie. They had been all over the news the past few nights, but Kyle never imagined it would happen in his town, on his watch. They found the man collapsed on the street, presumably after clawing his way through a nearby ally. The man was brought into the ambulance. Two blocks from the hospital, the man attacked one of the other paramedics. They managed to get both the man and the paramedic to the hospital, but after that incident Kyle decided to go into hiding. He packed up some things and went to a friend's house on the outskirts of the city. They both holed up in the basement until the food ran out. When they could no longer survive there, they emerged to find this new world. Kyle wanted to get away from the city as fast as possible, but his friend decided to remain. Taking his friend's car, Kyle started driving down Interstate 40. Why he headed to McLean was unclear even to him. He had no family nearby, no place seemed safer from any other. When you're running for your life, east seems as good a direction as any. The car broke down three miles outside of McLean, and Kyle walked the remaining distance though the lingering heat of the past day until finally reaching what he hoped would be a refuge.

 

William Laurence, a hunter played by w-dueck

Quote:
Name: William Laurence

Occupation: Hunter

Alignment: Neutral

 

Feats

Weapon Proficiency (Rifles, Single Shot)

 

Core Attributes:

Strength (STR): 2

Dexterity (DEXT): 2

Perception (PE): 3

Intelligence (INT): 2

 

Derived Stats:

Hit Points: 14

Armor Class: 12 + bonus from armor

Movement Speed: 4

 

Skills:

Driving (NA): 2

Forestry (INT): 2

Gun Knowledge (INT): 3

Sneak (DEX): 2

Tactics (INT): 1

 

Inventory:

  • Ruger M77 bolt-action hunting rifle (5dmg, +1 HIT, 5 bullets)
  • Ammo belt with 10 rounds rifle ammo
  • Pocket knife (2dmg)
  • Ceramic rod (for sharpening)
  • Magnesium firestarter
  • Shirt
  • Pants
  • Coat
  • Two packages ramen (chicken)

 

Click to reveal.. (Backstory)

"They're saying it's safe down in Mexico". The words William Laurence now detested the most. When the end of the world came, he was on top. Once news came that the infection had reached Montana despite the quarantine, he'd taken his wife and kids out to the mountains. It was a perfect plan, no other humans, much less zombies, for miles, and a readily-available supply of animals to hunt.

 

All that, left behind by a news bit on the radio. They'd packed all the food, water, and gasoline into the Ranger and headed south. They avoided civilization as much as possible, stuck to the back roads, and barely saw a zombie. Then came Colorado. They'd been forced to stop and pick up supplies, but the hordes of zombies were too much to handle. Only Laurence and his wife had made it out.

 

The truck sped along the empty streches of I-40, easily going over a hundred miles per hour, headlights piercing the night sky. Laurence glanced over at his wife, curled on the passenger floorboard. "It's okay Rach, almost there, hold in," he said to her soothingly. She didn't respond, only shallowly gasping air in and clutching her bandaged arm. Five agonizingly slow minutes later, her breathing stopped.

 

The dead body twitched once, then lunged up towards him. As he instinctively wrestled with what was once his wife, the truck veered off the road, slamming into a building. A single gunshot ripped through the night.

 

The sun was just peeking up over the horizon as Laurence pulled the last of the salvageable gear from the totaled truck. Taking a last glance back at the cairn he had erected over his wife's dead body, William Laurence began walking down the desolate highway. Up ahead, a small town was illuminated by the dawn.

 

Devin McCloud, a rookie police officer played by Nioca.

Quote:
DEVIN McCLOUD

Former Occupation: Rookie Police Officer

Home: Amarillo, Texas

Physical Description: Male, Slight Build, 6'1'', Brown Hair, Green Eyes. Dressed in Amarillo Police Uniform.

 

BASE ATTRIBUTES

--LVL - 1

--STR - 2 | HP - 14/14/14 (Health/Max Health/Full Health)

-DEXT - 2 | SPD - 4

---PE - 3 | ARM - 12

--INT - 2 | XP - 00/11

 

NCO SKILLS

----Athletics - 1 (3/3)

------Driving - 1

----First Aid - 1 (3)

Gun Knowledge - 2 (4)

--Observation - 3 (6)

-------Search - 1 (4)

--Speechcraft - 2

 

FEATS

Weapon Proficiency (Small Arms)

No -4 HIT penalty when using pistols and submachine guns

 

WEAPON SKILLS

------Unarmed - +2 | -Small Arms - +4

--------Melee - -2 | Dual S.Arms - +2/0

Dual Melee - -4/-6 | -----Rifles - -1

-----2H Melee - -1 | -Automatics - -1

-------Thrown - +2 | ---Shotguns - -3

 

INVENTORY

-SIG P226 Service Pistol (3dmg, Clip = 10)

-Pistol holster

-20 Small Caliber Bullets

-Amarillo Police Department Badge

-Mirror Shades

-Flashlight w/ Dead Battery

-Food & Water x1 Day

 

Click to reveal.. (BACKSTORY)

"They're not coming back."

 

Officer McCloud had startled himself by saying that. For the past month, he and five other Amarillo deputies had been holed up in a small run-down house outside city limits. As far as they had known, they were the last of Amarillo's police force; the rest had been killed by either the zombies or the bottom-feeding scum that had followed them.

 

Of course, over the past month, that number had been dwindling. One had been turned into a zombie. Another had been shot by an overly-jumpy bystander. And the third... well, the third just vanished. And he suspected that the only reason he had survived was because the others had refused to take him on outings for supplies; they had told him it was because they needed something to hold down the fort, but it was easy to see the truth: They didn't want to be weighed down by a rookie who's first day on the job got interrupted by those shambling monstrosities.

 

Honestly, he didn't mind. Zombies, roving gangs of thieves and thugs... he hadn't signed up for this kind of damage. But he was getting nervous; both remaining officers had taken a good number of their supplies to try and make a run for food and ammo. They had been gone for four days, and still showed no sign of returning, and food was running dangerously low.

 

McCloud sighed. He did not want to run, but Amarillo was getting too dangerous, especially for a lone rookie still dressed in uniform. Gathering his supplies, he glanced out a small gap in the boarded-up windows. The field around the house was clear, for now. Deciding it was now or never, Officer McCloud removed the barricades from the door and bolted for Interstate 40, heading east out of Amarillo.

 

Sorry to those who were left out, a lot of this came down to availability as well as trying to put together a well rounded party. You're welcome to sit in on any of the sessions as a potential fill-in (as is anyone else who's interested.)

 

I was hoping our first session could be this Saturday. That seemed ok with most of you. Some time around 5-9pm EST?

 

(Also a couple of you didn't ask for any items, so I just sort of stuck you with some stuff. If you feel like I hosed you and would like to request any new items, or throw away anything I gave you, then PM me.)

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Yeah. But I find the lack of weapon skills more worrisome; right now, we have two characters with actual weapons and the skill to use them (Devin with a service pistol, William with a hunting rifle and pocket knife). All the others have is their wits, harsh language (to which zombies are immune), and two cans of tuna.

 

'Course, it makes sense, since this is a group of random people caught up in a zombie plague, but still. Very squishy.

 

Quick question regarding my pistol: It states that it has a clip of 10; does that just indicate magazine size, or is it pre-loaded with a magazine separate from the twenty rounds in my inventory?

 

Also, Saturday works fine for me, as does that range of starting times.

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Originally Posted By: Nioca
Yeah. But I find the lack of weapon skills more worrisome; right now, we have two characters with actual weapons and the skill to use them (Devin with a service pistol, William with a hunting rifle and pocket knife). All the others have is their wits, harsh language (to which zombies are immune), and two cans of tuna.

'Course, it makes sense, since this is a group of random people caught up in a zombie plague, but still. Very squishy.

Given the relative lack of emphasis on weapons in the rules, it seems like Laz expected this kind of party. If he wanted/expected everyone to be useful in combat, he wouldn't have made it necessary to spend your one and only feat on a weapon proficiency in order to achieve that.
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A level! I will use it to increase my ability to steal people's cars and/or fire trucks! Also, my new campaign objective is to hotwire and steal a tank at some point, so be warned wink.

Quote:
Name: Dr. Clyve Fourier

Age: 48

Occupation: Ex-researcher

Alignment: Hobbesian

 

STR: 1

DEX: 2

PER: 2

INT: 5 (+1)

 

Engineering: 5 (+2)

Gun Knowledge: 4 (+2)

Speechcraft: 4

First Aid: 3

Tactics: 1

 

FEAT: Well-Read (+4 INT 1/Day)

 

Click to reveal.. (Inventory)

Equipped:

  • Lab coat (AC 1)
  • Shirt & tie (White & Black)
  • Slacks (Black)
  • Kitchen knife (1 DMG)
  • Pistol (3 DMG, 20 R)
Carry-on bag:

  • First-Aid kit (2 bandages, 1 suture)
  • Solar-powered calculator
  • Calibrated pipette
  • Microbiology textbook
  • Lab manual
  • Lab notebook (empty)
  • Pens/pencils
  • Short-sleeved dress shirt (Blue)
  • Slacks (Tan)
  • Sugar (10 pounds)
  • Teriyaki beef jerkey (4 bags)
  • Cigarettes (216)
  • Lighter
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My level for Devin. I suppose we need someone with more than 2 points in STR.

Click to reveal.. (Devin McCloud, L2)
DEVIN McCLOUD

Former Occupation: Rookie Police Officer

Home: Amarillo, Texas

Physical Description: Male, Slight Build, 6'1'', Brown Hair, Green Eyes. Dressed in plain clothes, wearing mirror shades.

 

BASE ATTRIBUTES

--LVL - 2

--STR - 3 | HP - 16/16/16 [+1STR/+2HP] (HP/Max HP/Full HP)

-DEXT - 2 | AC - 12

---PE - 3 | SPD - 4

--INT - 2 | XP - 00/14

 

NCO SKILLS

----Athletics - 1

------Driving - 2 [+1]

----First Aid - 1

Gun Knowledge - 2

--Observation - 3

-------Search - 2 [+1]

-------Sneak - 1 [+1]

--Speechcraft - 2

 

FEATS

Weapon Proficiency (Small Arms)

No -4 HIT penalty when using pistols and submachine guns

 

WEAPON SKILLS

------Unarmed - +2 | -Small Arms - +4

--------Melee - -1 | Dual S.Arms - +2/0

Dual Melee - -3/-5 | -----Rifles - -1

-----2H Melee - +0 | -Automatics - -1

-------Thrown - +2 | ---Shotguns - -3

 

BACKSTORY

Click to reveal.. (BACKSTORY)
"They're not coming back."

 

Officer McCloud had startled himself by saying that. For the past month, he and five other Amarillo deputies had been holed up in a small run-down house outside city limits. As far as they had known, they were the last of Amarillo's police force; the rest had been killed by either the zombies or the bottom-feeding scum that had followed them.

 

Of course, over the past month, that number had been dwindling. One had been turned into a zombie. Another had been shot by an overly-jumpy bystander. And the third... well, the third just vanished. And he suspected that the only reason he had survived was because the others had refused to take him on outings for supplies; they had told him it was because they needed something to hold down the fort, but it was easy to see the truth: They didn't want to be weighed down by a rookie who's first day on the job got interrupted by those shambling monstrosities.

 

Honestly, he didn't mind. Zombies, roving gangs of thieves and thugs... he hadn't signed up for this kind of damage. But he was getting nervous; both remaining officers had taken a good number of their supplies to try and make a run for food and ammo. They had been gone for four days, and still showed no sign of returning, and food was running dangerously low.

 

McCloud sighed. He did not want to run, but Amarillo was getting too dangerous, especially for a lone rookie still dressed in uniform. Gathering his supplies, he glanced out a small gap in the boarded-up windows. The field around the house was clear, for now. Deciding it was now or never, Officer McCloud removed the barricades from the door and bolted for Interstate 40, heading east out of Amarillo.

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Yay, level!

 

Click to reveal..
Name: Kyle Reid

Age: 26

Occupation: Paramedic

Alignment: Pragmatic

 

Level: 2

Strength: 1

Dexterity: 3

Perception: 2

Intelligence: 4

 

HP: 12 / 12 / 12

AC: 13

Spd: 4

 

Athletics: 4

Driving: 1

First Aid: 5

Observation: 2

Search: 3

 

Feats:

Foolhardy: +2 to will saves, +4 Intimidation when you are at an obvious disadvantage

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The campaign has already begun, so it's unlikely that a new player will be accepted at this point. There will, however, probably be later campaigns using a similar system, if not a similar setting.

 

The program used is AOL Instant Messenger, hence the name, AIMhack. The original rules of the system used can be found here, though most campaigns have edited or added onto these rules to varying degrees.

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Haha, Sarachim, you're the best sub ever: I had the fire hose idea literally two sentences before you typed it. <3 Looks like it was an epic second-half.

 

Here's Cait, level 2.

 

Click to reveal..

Name: Caitlin Youngs

Level: 2

 

STR 2 (+1)

DEXT 3

PE 2

INT 3

 

HP: 14/14/14

AC: 13

MS: 4

 

Skills:

Athletics: 3

Driving: 1

Observation: 2

Sneak: 3

Tactics: 3

Speechcraft: 1

Deception: 2 (+5 from perk)

 

Feat: Compulsive Liar

 

Backpack containing the following:

 

Aluminium baseball bat

Can of pepper spray

Large shallow pan.

 

Pocket mirror

Brooch

 

Two bottles of Puro Spring Water, 2 cans tuna

 

Three changes of clothes

The most amazing blanket ever

 

4 packets of jerky

1 box of poptarts

A few Granola bars.

 

1 bottle aspirin

Eyedrops

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Laurence 2.

Click to reveal..
Name: William Laurence

Occupation: Hunter

Alignment: Neutral

Level: 2

 

Feats

*Weapon Proficiency (Rifles, Single Shot): No -4 HIT penalty when using rifles and sniper rifles

 

Core Attributes:

*Strength (STR): 2

*Dexterity (DEXT): 2

*Perception (PE): 3

*Intelligence (INT): 3*

 

Derived Stats:

*Hit Points: 14/14/14

*Armor Class: 12

*Movement Speed: 4

 

Skills:

*Driving (NA): 3*

*Forestry (INT): 2

*Gun Knowledge (INT): 4*

*Sneak (DEX): 2

*Tactics (INT): 2*

*Search (PE): 1*

 

Inventory:

 

*Ruger M77 bolt-action hunting rifle (5dmg, +1 HIT, 5 bullet capacity)

*Ammo belt with 1 round rifle ammo

*Pocket knife (2dmg)

*Ceramic rod (for sharpening)

*Magnesium firestarter

*Shirt

*Pants

*Coat

*Two packages ramen (chicken)

*Four packages jerky

*Several large cans of baked beans

*Several cans of tomato sauce.

*Whip

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And my character now no longer sucks at combat. Yippee!

 

As a question, what exactly does the laser sight I've constructed do? +HIT? +Damage? +Badass?

Quote:
Name: Dr. Clyve Fourier

Age: 48

Occupation: Ex-researcher

Alignment: Hobbesian

 

STR: 1

DEX: 2

PER: 2

INT: 6 (+1)

 

 

Gun Knowledge: 6 (+2)

Speechcraft: 6 (+2)

Engineering: 5

First Aid: 3

Tactics: 1

 

FEAT: Well-Read (+4 INT 1/Day)

FEAT: Armed Academic: Semi-automatic pistols (Negates -4 HIT penalty AND gives +2 HIT bonus)

 

Click to reveal.. (Inventory)

Equipped:

  • Lab coat (AC 1)
  • Shirt & tie (White & Black)
  • Slacks (Black)
  • Cheap aviators
  • Kitchen knife (1 DMG)
  • Pistol w/ laser sight(3 DMG, 10 R)
Carry-on bag:

  • First-Aid kit (1 bandages, 1 suture)
  • Solar-powered calculator
  • Calibrated pipette
  • Microbiology textbook
  • Lab manual
  • Lab notebook (empty)
  • Pens/pencils
  • Short-sleeved dress shirt (Blue)
  • Slacks (Tan)
  • Sugar (10 pounds)
  • Teriyaki beef jerkey (4 bags)
  • Cigarettes (200)
  • Lighter
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