So, I've modified an idea I had done an interest check on a while ago. It'd be a survival horror RP but with dice rolls. The general premise is that an inter-dimensional event has happened in the city the players are in, resulting in horrific creatures being released and running rampant, most of the city was evacuated but the players were sucked into an interdimensional rift and transported back into the city. the players start out in a safe room. They're each given one chance to collect the weapons and equipment they'll need. These will be things like revolvers, knives, fire axes, lanterns, flashlights, batteries, things one could commonly get ahold of. They have to make their way from the top of the skyscraper they're in to the subway tunnels running underneath it, and then out of the city.
I'll have something known as mental stress involved where, if they're attacked by one of the rift creatures or something else traumatic happens they have to roll to avoid having their sanity degrade. When they fail this roll once, they're afraid, this will give them negatives to their rolls, if they fail a saving roll twice after being scared:They'll be paranoid, this gives them extreme negatives to rolls and prevents them from going into any dark places without a lantern, any cramped environments, and will prevent them from doing anything that will isolate them (So if they're the only ones able to jump across a hole in the floor and go into the offices to unlock the door and let the other players go around said hole, they're screwed.) The final scare after being paranoid requires them to roll a d20 and roll higher than 12. If they fail this:They experience a psychotic break, depending on how much lower they are than the needed roll they can either end up huddled in a corner somewhere, unable to do anything until someone gets them under control, or even turning on the other people traveling with them.
This is the general basis, I'll add more details Like the skills available to the players, the classes available, weapon damage, more info on how the scare sysyem works.(Certain events require higher rolls than others to avoid sanity degredation and some classes are harder to scare than others) Your input and questions would be greatly appreciated.
<spoiler=The Scare System> It's already been explained what the levels are, so I won't go into that, I will, however, go into the situations that can cause sanity degredation.
Base:Any frightening event, floor collapsing, ceiling falling, etc. etc. that does not directly involve one of the rift creatures requries higher than 2, 3 when scared, and 5 when paranoid.
1. You are attacked by a rift creature and survive, then either kill or escape the creature: must roll higher than 4, 5 if in a dark place, 6 if scared, 7 if scared and in a dark place.(Yes, I said survive. Character death will be a possibility, though I'll allow them to roll a new char twice, their bonuses will just be slightly reduced. If they die three times, they're done for good.)
2.You are attacked by a rift creature, survive, but lose sight of it:5, 6 if in a dark area without a light of some sort, 7 if afraid, 8 if afraid in the dark
3.You see someone else attacked or dragged of by a rift creature:7, 8 when afraid.
4.You see someone killed by a rift creature:8, 9 if in the dark. 10 if scared, 11 if scared and in the dark.
dark or cramped places give an automatic -2 to rolls (Unless you have a lantern/flashlight while in the dark). That increases to -4 when scared.
Da Monsters
*You pick up a small disk and slip it into the portable carrier you took out of the safe house, then press 'play'* Hello. I am sergeant Jared A. Monnohan. And if you're listening to this, you're probably stuck in this hellhole too, thanks to those blasted scientists. First lemme' tell ya' about the nasties you'll be encountering. We'll start with the bugs. They hang around the upper floors so you'll probably encounter them first.
<Spoiler=Class A insectoid. A.K.A: Jumpers> Not a fan of spiders? Oooh. that's not gonna' be good. Don't like bugs in general? even worse. Forgot your flashlight in the dark? Welll now you're really screwed.
The Class A insectoid, we'll call 'em jumpers, are your standard six-legged insects, somewhere between an ant an a praying mantis. They're strong, squat, and fast, and they have rather nasty blades on their arms. No, not serrated portions of carapace that snap together with grea--It's not that, ya' freaking nerd! Theses things have freaking scythes on their foremost arms, metal an' everything! Steer clear of them. When they're really pissed they'll grab onto ya' and bite. You remember the antlions from starship troopers? It's kinda' like that. If you don't:Their jaws are strong enough to break bones, and their teeth are about two inches long. Oh, and did I mention they're around 6 inches high? No? Oh, and you're probably wondering why we call 'em jumpers...weelll. They like to perch on the walls, ceilings, and in dark corners and jump out atcha'. Latch on with all six legs, and then try to tear your throat out. Oh, and they like to hunt in groups of two or three, however they're preyed on by some of the larger species that came through the rifts, which could be a blessing or a curse, depending on how many are in one area and what they attract
<spoiler=Class B insectoid. A.K.A.: Thud bugs>
Hear buzzing? no? good. How 'bout now? 'cause if you do:now would be a good time to run. Lemme' tell you about thud bugs. They're about as thick as your arm and about the size of your hand. they travel and swarms and, given enough space to speed up, turn into cannonballs with legs. They'll wait for you to approach and then swoop down and slam into you. Ever had a baseball bat cracked over your head? imagine that time ten and you have a thud bug impact. They'll knock ya' down and try to knock ya' out and, if they succeed. they'll land and start chowing down. On the bright side you'll be unconcious. Unfotunately you might later find yourself waking up to find them still chowing down on you. That's when it really hurts. If you hear them coming, get behind a wall, they have great vision but their hearing sucks so, as long as you're in a room and not in clear view of a window you're good.
<spoiler=Class C insectoid. A.K.A:The scorpinator>Let's play a little game. What's ten foot tall, has six legs, and has armor so thick that it can stop a fifty calibur round? The scorpinator, that's what. Yeah, I know, unimaginative. you try coming up with nicknames for the creatures that want to kill you while hiding from them or watching them tear your friends apart! Anyways. not much is known about this one. Except that only one appears to have gone through the rifts. He's a giant scorpipn. He does scorpion stuff. Claws, stinger, mandibles. That crap. He can't be shot or sliced, so if ya' run into him:Shock him, blow him up, fry him, or go for the eyes. And if that ain't an option:run. Very fast.
Each section of the game (upper, mid, lower, and tunnels) will have a disc left. So the monsters will be revealed steadily.
Skills!
<spoiler=Strength>This is your ability to move objects, lift things, and break things. For instance:A wooden door requires a strength roll of 6 to break in. This is one mode of entry for getting into a locked room. However:You should keep in mind that this makes alot of noise and you won't always know what's on the other side of the door
<spoiler=Dexterity>Your ability to do things quickly and smoothly, like grabbing onto something or picking a lock. Lock picking is available to everyone but thieves get bonuses and may be better at picking locks silently. This is the other method for getting through doors however:it takes mroe time. So it's not always a good idea to do it while on the run. You may encounter keypad-locked doors as well, these cannot be opened without setting of alarms unless you can discover the code.
<spoiler=Intelligence>This helps you discern the origin of certain objects, it'll also stop you from making bad decisions if you succeed the roll. Roll needed to discern a bad idea varies
<spoiler=Attack>Self explanatory. if you roll a natural 20* it's what's known as a critical hit, or crit.This means you automatically hit who or whatever it is you're aiming for. You don't have to worry about going against an enemy's dodge roll and you deal double damage. 1 is considered a critical miss and if you're fighting an enemy up close they get a counter attack, denying you of defense. if you roll 2 or less above or below the enemy's dodge it's considered a glancing blow, and your damage will be halved.
* (A natural 20 means your dice roll is 20. I.E.:if you got a +2 to attack and you rolled an 18, even though 18+2=20 you wouldn't get a crit because it your actual dice landed on 18)
<spoiler=Dodge>Again. You should know what this does. If your dodge roll is a natural 20, you get a counter-attack and automatically roll damage against an enemy. if the enemy's attack is 1 or 2 higher or lower than your dodge, they get a glancing blow
<spoiler=Damage>This determines how much damage you deal. The type and number of dice you roll varies depending on what weapon you're using (See weapon stats)
<spoiler=Healing>This skill is used to bandage wounds, counteract poison, and assess useful chemicals found throughout the building. This skill can be used with a first aid kit or, in the case of binding someone's wounds, using whatever can be found in the area (Must be doctor to use the skill in this fashion. all healing rolls get a -2 when using scavenged materials
<spoiler=Stealth>Pretty self-explanatory, this is your ability to sneak around and do things quietly, this goes against the enemy's perception roll unless you are a thief and succeed a sneak roll
<spoiler=Perception>The enemy of stealth, this is your ability to notice things, you may specify if you're looking, listening, or smelling to try and detect things, when in darkness without a flashlight hearing and smell perception rolls gain a +2 while sight perception rolls get -2.
<spoiler=Acrobatics>This is your ability to jump around, run on walls, anything you'd expect to see an acrobat do. Thieves get bonuses and are able to do more with acrobatics than other classes
<spoiler=Climb>Shouldn't have to explain what this does, I will, however, explain the different rolls.
Strong support:This means things like chain fences and walls that haven't been destabilized or strong rope. You must roll higher than a 5 to succeed.
Moderate support:This means things like vines on a trellace, rusty pipes, or old ladders. Requires a 7 or higher to succeed.
Weak support:Old, crumbly walls, dead plants, or rotting rope or rickety ladders. 10 or more to succeed
<spoiler=Jump>Also self-explanatory...mostly. Small gaps (about 3ft across) require you to roll higher than a 3. Medium sized gaps (5-7ft) require 6 or higher, large gaps (8-10ft) feet across require higher than a 9. Huge gaps (more than 10ft) require a thieves skills. A thief must make first an acrobatics, then a jump check. Acrobatics must roll higher than 7 and jump must be higher than 8. If you fail a jump roll you will fall and you'll have to roll dexterity to try and grab onto something to stop your fall and then roll strength or climb to either remain where you are or climb up out of the gap. Is also used to get over obstacles
<Spoiler=Psychiatry>This determines your ability to Bring youreself back under control when afraid or paranoid and your ability to bring others under control when they are scared or paranoid, if a psychiatrist you can bring others back from a psychotic break. you have to go down the line of sanity states to get someone back to normal, meaning that if someone is paranoid and you, or they, succeed on their psychiatry roll they will be scared and you will have to roll again to bring them back to normal. rolling a 1 on a psychiatry check will result in sanity degredation however it will not cause a psychotic break. meaning if they are afraid and you roll a 1, they will be paranoid, but if they are paranoid and you roll a 1 you simply fail to calm the person down. This is something that takes time so if you are unsure as to whether or not you are safe it isn't something you should try to do.
Weapon stats!
<spoiler=one-handed weapons>
These weapons are easier to carry and classified as light objects so they're less likely to make it difficult to perform tasks.
Hammer:2d4 (Two four-sided dice)
Crowbar:2d6 (Two six-sided dice)
Knife:2d8 (Two eight-sided dice)
<Spoiler=two-handed weapons>
Two handed weapons deal more damage, but they're also heavier, in fact, the sledgehammer is classified as very heavy
Baseball bat:2d10
Fire axe:2d12
Sledgehammer (Very heavy):2d20
TASER(L):2d8, stuns enemy on succesful attack roll. Can be used for extended periods of time, dealing 1d10 damage each round. You are given three dart cartridges at the start, once you use these up you'll have to be at a much closer range to use it as it will act as a normal taser, rather than the police-issued ones (Cop only)
Pepper spray(Neg.):2d4. Blinds target when attack is successful (Some exceptions apply). Blinded enemies get a -5 to attack and dodge.(Available to all. 3 available at start of game.)
Glock 19(H):2d12. 3 clips. You start with one bullet loaded in the gun and 15 in the first clip. that equals 46 shots total. Don't miss. (Cop only)
Smoke grenade:Blinds enemies (And allies). (Thief only)
Scalpel(Neg.):3d4. Can be used in conjunctuion with clamps or tweezers to remove stingers, shrapnel, quills, or bullets (doctor only)
<Spoiler=Note on encumberance>Trenchcoating will not be allowed. This game is supposed to be challenging. The weight of objects are classified as
1)Negligible
2)Light
3)Heavy
4)Very heavy.
You can carry any number of objects of negligible weight, as long as you have somewhere to put them.
you can carry up to 5 light objects. 6 light objects are considered to have the weight of one heavy object
you can carry 4 heavy objects without any trouble, 5 heavy objects are considered one very heavy object.
The number of very heavy objects a player can carry varies depending on the class. When you exceed your limit of very heavy objects you start to become encumbered, the weight of the things you're carrying starts to slow you down and make it harder for you to jump around or climb things, it even slows you down in combat.
There are different levels of encumberance and they are
1)Lightly encumbered:This means you are only 1-2 over your object limit. Your jump, climb, and acrobatics roll all recieve a -2
2)Encumbered:this means you're 3-4 over your object limit. Jump, climb, and acrobatics rolls recieve -4. and your attack and dodge rolls recieve -2
3)Heavily encumbered:5-6 over your limit. You should never reach this level of encumberance unless you are carrying or dragging teammates while carrying heavy objects on your person or in a backpack. You can no longer jump or use acrobatics and your climb is at -8. Your attack and dodge rolls are at -6.
So, as an example, we'll say the player has chosen a thief as his class. The thief has a very heavy object limit of 2. Let's say he's carrying a duffel bag that holds 6 light objects, 4 heavy objects, and 2 very heavy objects. Because 6 light objects=1 heavy object he technically has 5 heavy objects, which in turn, means he's actually carrying 3 very heavy objects, and so he's considered lightly encumbered. However if her were to drop the duffel, even though he has just lost some potentially very important items, he's no longer encumbered and can move about freely.
When I give a list of objects in a room or when I tell a player what they've found by searching a room (Perception roll) I will abbreviate the object's weight class. For example:You search a room and finds a knife, which is a light object, the post will look something like this: As (Char name) is searching the room he stumbles across a knife (L). I would then ask if they want to pick it up. Da classes!
I will give the advantages and disadvantages of the class, as well as any special equipment.
<Spoiler=Doctor:Limit 3>
<spoiler=Pros>Able to identify chemicals, drugs, wounds, poisons, and gasses (Perception+intelligence)
Ale to dress wounds without a first aid kit. (Healing roll -2)
+5 to healing rolls when using a first-aid kit
+5 to intelligence when identifying chemicals, drugs, wound types, poisons, or gasses.
<spoiler=cons>-3 to all offensive combat rolls (Dammit, jim, he's a doctor, not a warrior!)
Must roll a d20 to break their inclination to help if they must leave someone behind or run past an injured person. (Hippocratic oath and all that) If the roll is failed they either have to heal them, try to heal them but fail, or be dragged away by other survivors. Low Very Heavy Object (VHO) limit
VHO limit:2
Starting equipment:Scalpel(Neg.) Clamps(Neg.) Tweezers (Neg.) First Aid Kit (L)
<spoiler=Psychiatrist:Limit 2>
<spoiler=Pros>
+3 to all intelligence rolls
+5 to psychiatry rolls
Able to bring others back from a psychotic break.
Automatically provies a +2 when around others who are making psychiatry rolls
<spoiler=Cons>-3 to offensive combat rolls. (Damn it, Jim, he's a--wait...I've used that joke already)
Not many available.
No special weapons.
VHO limit:3
Starting equipment:N/A
<spoiler=Cop:Limit 2><spoiler=Pros>+5 to psychiatry checks.
+2 ro all defensive rolls
+2 to all offensive rolls
+3 to strength
<spoiler=Cons>-3 to dexterity, -5 to dexterity when attempting to pick locks or accomplish delicate work.
-2 to acrobatics
-2 to climb
VHO limit:4
Starting equipment:TASER(L), Glock 19(H).
<spoiler=Thief:Limit 2><spoiler=Pros>+5 to acrobatics and dexterity. +6 to dexterity when picking locks
+3 to jump.
+4 to perception
+3 to stealth
+2 to defensive attack tolls
+4 to climb
<spoiler=Cons>-2 to offensive combat rolls.
-4 to strength
-2 to psychiatry roll ((If you spent most of your time worried about someone sneaking up on you or being discovered you'd be a little jumpy, too, yeh?))
Lower health than most
Low VHO limit
VHO limit:2
Starting eq:Rope(H) Grappling hook(L) Lock Pick set (Neg.)
(Yes, there's a limit on the classes. This is meant to help balance the game. Think about it:3 cops running around? where's the fun in that? There'd be areas of the game that would be near impossible. The limit will be adjusted depending on the number of players)
I'll have something known as mental stress involved where, if they're attacked by one of the rift creatures or something else traumatic happens they have to roll to avoid having their sanity degrade. When they fail this roll once, they're afraid, this will give them negatives to their rolls, if they fail a saving roll twice after being scared:They'll be paranoid, this gives them extreme negatives to rolls and prevents them from going into any dark places without a lantern, any cramped environments, and will prevent them from doing anything that will isolate them (So if they're the only ones able to jump across a hole in the floor and go into the offices to unlock the door and let the other players go around said hole, they're screwed.) The final scare after being paranoid requires them to roll a d20 and roll higher than 12. If they fail this:They experience a psychotic break, depending on how much lower they are than the needed roll they can either end up huddled in a corner somewhere, unable to do anything until someone gets them under control, or even turning on the other people traveling with them.
This is the general basis, I'll add more details Like the skills available to the players, the classes available, weapon damage, more info on how the scare sysyem works.(Certain events require higher rolls than others to avoid sanity degredation and some classes are harder to scare than others) Your input and questions would be greatly appreciated.
<spoiler=The Scare System> It's already been explained what the levels are, so I won't go into that, I will, however, go into the situations that can cause sanity degredation.
Base:Any frightening event, floor collapsing, ceiling falling, etc. etc. that does not directly involve one of the rift creatures requries higher than 2, 3 when scared, and 5 when paranoid.
1. You are attacked by a rift creature and survive, then either kill or escape the creature: must roll higher than 4, 5 if in a dark place, 6 if scared, 7 if scared and in a dark place.(Yes, I said survive. Character death will be a possibility, though I'll allow them to roll a new char twice, their bonuses will just be slightly reduced. If they die three times, they're done for good.)
2.You are attacked by a rift creature, survive, but lose sight of it:5, 6 if in a dark area without a light of some sort, 7 if afraid, 8 if afraid in the dark
3.You see someone else attacked or dragged of by a rift creature:7, 8 when afraid.
4.You see someone killed by a rift creature:8, 9 if in the dark. 10 if scared, 11 if scared and in the dark.
dark or cramped places give an automatic -2 to rolls (Unless you have a lantern/flashlight while in the dark). That increases to -4 when scared.
Da Monsters
*You pick up a small disk and slip it into the portable carrier you took out of the safe house, then press 'play'* Hello. I am sergeant Jared A. Monnohan. And if you're listening to this, you're probably stuck in this hellhole too, thanks to those blasted scientists. First lemme' tell ya' about the nasties you'll be encountering. We'll start with the bugs. They hang around the upper floors so you'll probably encounter them first.
<Spoiler=Class A insectoid. A.K.A: Jumpers> Not a fan of spiders? Oooh. that's not gonna' be good. Don't like bugs in general? even worse. Forgot your flashlight in the dark? Welll now you're really screwed.
The Class A insectoid, we'll call 'em jumpers, are your standard six-legged insects, somewhere between an ant an a praying mantis. They're strong, squat, and fast, and they have rather nasty blades on their arms. No, not serrated portions of carapace that snap together with grea--It's not that, ya' freaking nerd! Theses things have freaking scythes on their foremost arms, metal an' everything! Steer clear of them. When they're really pissed they'll grab onto ya' and bite. You remember the antlions from starship troopers? It's kinda' like that. If you don't:Their jaws are strong enough to break bones, and their teeth are about two inches long. Oh, and did I mention they're around 6 inches high? No? Oh, and you're probably wondering why we call 'em jumpers...weelll. They like to perch on the walls, ceilings, and in dark corners and jump out atcha'. Latch on with all six legs, and then try to tear your throat out. Oh, and they like to hunt in groups of two or three, however they're preyed on by some of the larger species that came through the rifts, which could be a blessing or a curse, depending on how many are in one area and what they attract
<spoiler=Class B insectoid. A.K.A.: Thud bugs>
Hear buzzing? no? good. How 'bout now? 'cause if you do:now would be a good time to run. Lemme' tell you about thud bugs. They're about as thick as your arm and about the size of your hand. they travel and swarms and, given enough space to speed up, turn into cannonballs with legs. They'll wait for you to approach and then swoop down and slam into you. Ever had a baseball bat cracked over your head? imagine that time ten and you have a thud bug impact. They'll knock ya' down and try to knock ya' out and, if they succeed. they'll land and start chowing down. On the bright side you'll be unconcious. Unfotunately you might later find yourself waking up to find them still chowing down on you. That's when it really hurts. If you hear them coming, get behind a wall, they have great vision but their hearing sucks so, as long as you're in a room and not in clear view of a window you're good.
<spoiler=Class C insectoid. A.K.A:The scorpinator>Let's play a little game. What's ten foot tall, has six legs, and has armor so thick that it can stop a fifty calibur round? The scorpinator, that's what. Yeah, I know, unimaginative. you try coming up with nicknames for the creatures that want to kill you while hiding from them or watching them tear your friends apart! Anyways. not much is known about this one. Except that only one appears to have gone through the rifts. He's a giant scorpipn. He does scorpion stuff. Claws, stinger, mandibles. That crap. He can't be shot or sliced, so if ya' run into him:Shock him, blow him up, fry him, or go for the eyes. And if that ain't an option:run. Very fast.
Each section of the game (upper, mid, lower, and tunnels) will have a disc left. So the monsters will be revealed steadily.
Skills!
<spoiler=Strength>This is your ability to move objects, lift things, and break things. For instance:A wooden door requires a strength roll of 6 to break in. This is one mode of entry for getting into a locked room. However:You should keep in mind that this makes alot of noise and you won't always know what's on the other side of the door
<spoiler=Dexterity>Your ability to do things quickly and smoothly, like grabbing onto something or picking a lock. Lock picking is available to everyone but thieves get bonuses and may be better at picking locks silently. This is the other method for getting through doors however:it takes mroe time. So it's not always a good idea to do it while on the run. You may encounter keypad-locked doors as well, these cannot be opened without setting of alarms unless you can discover the code.
<spoiler=Intelligence>This helps you discern the origin of certain objects, it'll also stop you from making bad decisions if you succeed the roll. Roll needed to discern a bad idea varies
<spoiler=Attack>Self explanatory. if you roll a natural 20* it's what's known as a critical hit, or crit.This means you automatically hit who or whatever it is you're aiming for. You don't have to worry about going against an enemy's dodge roll and you deal double damage. 1 is considered a critical miss and if you're fighting an enemy up close they get a counter attack, denying you of defense. if you roll 2 or less above or below the enemy's dodge it's considered a glancing blow, and your damage will be halved.
* (A natural 20 means your dice roll is 20. I.E.:if you got a +2 to attack and you rolled an 18, even though 18+2=20 you wouldn't get a crit because it your actual dice landed on 18)
<spoiler=Dodge>Again. You should know what this does. If your dodge roll is a natural 20, you get a counter-attack and automatically roll damage against an enemy. if the enemy's attack is 1 or 2 higher or lower than your dodge, they get a glancing blow
<spoiler=Damage>This determines how much damage you deal. The type and number of dice you roll varies depending on what weapon you're using (See weapon stats)
<spoiler=Healing>This skill is used to bandage wounds, counteract poison, and assess useful chemicals found throughout the building. This skill can be used with a first aid kit or, in the case of binding someone's wounds, using whatever can be found in the area (Must be doctor to use the skill in this fashion. all healing rolls get a -2 when using scavenged materials
<spoiler=Stealth>Pretty self-explanatory, this is your ability to sneak around and do things quietly, this goes against the enemy's perception roll unless you are a thief and succeed a sneak roll
<spoiler=Perception>The enemy of stealth, this is your ability to notice things, you may specify if you're looking, listening, or smelling to try and detect things, when in darkness without a flashlight hearing and smell perception rolls gain a +2 while sight perception rolls get -2.
<spoiler=Acrobatics>This is your ability to jump around, run on walls, anything you'd expect to see an acrobat do. Thieves get bonuses and are able to do more with acrobatics than other classes
<spoiler=Climb>Shouldn't have to explain what this does, I will, however, explain the different rolls.
Strong support:This means things like chain fences and walls that haven't been destabilized or strong rope. You must roll higher than a 5 to succeed.
Moderate support:This means things like vines on a trellace, rusty pipes, or old ladders. Requires a 7 or higher to succeed.
Weak support:Old, crumbly walls, dead plants, or rotting rope or rickety ladders. 10 or more to succeed
<spoiler=Jump>Also self-explanatory...mostly. Small gaps (about 3ft across) require you to roll higher than a 3. Medium sized gaps (5-7ft) require 6 or higher, large gaps (8-10ft) feet across require higher than a 9. Huge gaps (more than 10ft) require a thieves skills. A thief must make first an acrobatics, then a jump check. Acrobatics must roll higher than 7 and jump must be higher than 8. If you fail a jump roll you will fall and you'll have to roll dexterity to try and grab onto something to stop your fall and then roll strength or climb to either remain where you are or climb up out of the gap. Is also used to get over obstacles
<Spoiler=Psychiatry>This determines your ability to Bring youreself back under control when afraid or paranoid and your ability to bring others under control when they are scared or paranoid, if a psychiatrist you can bring others back from a psychotic break. you have to go down the line of sanity states to get someone back to normal, meaning that if someone is paranoid and you, or they, succeed on their psychiatry roll they will be scared and you will have to roll again to bring them back to normal. rolling a 1 on a psychiatry check will result in sanity degredation however it will not cause a psychotic break. meaning if they are afraid and you roll a 1, they will be paranoid, but if they are paranoid and you roll a 1 you simply fail to calm the person down. This is something that takes time so if you are unsure as to whether or not you are safe it isn't something you should try to do.
Weapon stats!
<spoiler=one-handed weapons>
These weapons are easier to carry and classified as light objects so they're less likely to make it difficult to perform tasks.
Hammer:2d4 (Two four-sided dice)
Crowbar:2d6 (Two six-sided dice)
Knife:2d8 (Two eight-sided dice)
<Spoiler=two-handed weapons>
Two handed weapons deal more damage, but they're also heavier, in fact, the sledgehammer is classified as very heavy
Baseball bat:2d10
Fire axe:2d12
Sledgehammer (Very heavy):2d20
TASER(L):2d8, stuns enemy on succesful attack roll. Can be used for extended periods of time, dealing 1d10 damage each round. You are given three dart cartridges at the start, once you use these up you'll have to be at a much closer range to use it as it will act as a normal taser, rather than the police-issued ones (Cop only)
Pepper spray(Neg.):2d4. Blinds target when attack is successful (Some exceptions apply). Blinded enemies get a -5 to attack and dodge.(Available to all. 3 available at start of game.)
Glock 19(H):2d12. 3 clips. You start with one bullet loaded in the gun and 15 in the first clip. that equals 46 shots total. Don't miss. (Cop only)
Smoke grenade:Blinds enemies (And allies). (Thief only)
Scalpel(Neg.):3d4. Can be used in conjunctuion with clamps or tweezers to remove stingers, shrapnel, quills, or bullets (doctor only)
<Spoiler=Note on encumberance>Trenchcoating will not be allowed. This game is supposed to be challenging. The weight of objects are classified as
1)Negligible
2)Light
3)Heavy
4)Very heavy.
You can carry any number of objects of negligible weight, as long as you have somewhere to put them.
you can carry up to 5 light objects. 6 light objects are considered to have the weight of one heavy object
you can carry 4 heavy objects without any trouble, 5 heavy objects are considered one very heavy object.
The number of very heavy objects a player can carry varies depending on the class. When you exceed your limit of very heavy objects you start to become encumbered, the weight of the things you're carrying starts to slow you down and make it harder for you to jump around or climb things, it even slows you down in combat.
There are different levels of encumberance and they are
1)Lightly encumbered:This means you are only 1-2 over your object limit. Your jump, climb, and acrobatics roll all recieve a -2
2)Encumbered:this means you're 3-4 over your object limit. Jump, climb, and acrobatics rolls recieve -4. and your attack and dodge rolls recieve -2
3)Heavily encumbered:5-6 over your limit. You should never reach this level of encumberance unless you are carrying or dragging teammates while carrying heavy objects on your person or in a backpack. You can no longer jump or use acrobatics and your climb is at -8. Your attack and dodge rolls are at -6.
So, as an example, we'll say the player has chosen a thief as his class. The thief has a very heavy object limit of 2. Let's say he's carrying a duffel bag that holds 6 light objects, 4 heavy objects, and 2 very heavy objects. Because 6 light objects=1 heavy object he technically has 5 heavy objects, which in turn, means he's actually carrying 3 very heavy objects, and so he's considered lightly encumbered. However if her were to drop the duffel, even though he has just lost some potentially very important items, he's no longer encumbered and can move about freely.
When I give a list of objects in a room or when I tell a player what they've found by searching a room (Perception roll) I will abbreviate the object's weight class. For example:You search a room and finds a knife, which is a light object, the post will look something like this: As (Char name) is searching the room he stumbles across a knife (L). I would then ask if they want to pick it up. Da classes!
I will give the advantages and disadvantages of the class, as well as any special equipment.
<Spoiler=Doctor:Limit 3>
<spoiler=Pros>Able to identify chemicals, drugs, wounds, poisons, and gasses (Perception+intelligence)
Ale to dress wounds without a first aid kit. (Healing roll -2)
+5 to healing rolls when using a first-aid kit
+5 to intelligence when identifying chemicals, drugs, wound types, poisons, or gasses.
<spoiler=cons>-3 to all offensive combat rolls (Dammit, jim, he's a doctor, not a warrior!)
Must roll a d20 to break their inclination to help if they must leave someone behind or run past an injured person. (Hippocratic oath and all that) If the roll is failed they either have to heal them, try to heal them but fail, or be dragged away by other survivors. Low Very Heavy Object (VHO) limit
VHO limit:2
Starting equipment:Scalpel(Neg.) Clamps(Neg.) Tweezers (Neg.) First Aid Kit (L)
<spoiler=Psychiatrist:Limit 2>
<spoiler=Pros>
+3 to all intelligence rolls
+5 to psychiatry rolls
Able to bring others back from a psychotic break.
Automatically provies a +2 when around others who are making psychiatry rolls
<spoiler=Cons>-3 to offensive combat rolls. (Damn it, Jim, he's a--wait...I've used that joke already)
Not many available.
No special weapons.
VHO limit:3
Starting equipment:N/A
<spoiler=Cop:Limit 2><spoiler=Pros>+5 to psychiatry checks.
+2 ro all defensive rolls
+2 to all offensive rolls
+3 to strength
<spoiler=Cons>-3 to dexterity, -5 to dexterity when attempting to pick locks or accomplish delicate work.
-2 to acrobatics
-2 to climb
VHO limit:4
Starting equipment:TASER(L), Glock 19(H).
<spoiler=Thief:Limit 2><spoiler=Pros>+5 to acrobatics and dexterity. +6 to dexterity when picking locks
+3 to jump.
+4 to perception
+3 to stealth
+2 to defensive attack tolls
+4 to climb
<spoiler=Cons>-2 to offensive combat rolls.
-4 to strength
-2 to psychiatry roll ((If you spent most of your time worried about someone sneaking up on you or being discovered you'd be a little jumpy, too, yeh?))
Lower health than most
Low VHO limit
VHO limit:2
Starting eq:Rope(H) Grappling hook(L) Lock Pick set (Neg.)
(Yes, there's a limit on the classes. This is meant to help balance the game. Think about it:3 cops running around? where's the fun in that? There'd be areas of the game that would be near impossible. The limit will be adjusted depending on the number of players)