User:Atchinson/AUDnD

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AUDnD is the slightly more advanced version of UDnD. Although it isnt very action point so i don't suggest playing it in Urban dead.

Character Creation

Well one of the first steps in any DnD style game is to create your characters. This can be a very complicated procedure in some games. Not in ours! Since this is all in the Urban Dead universe, there is no such thing as "stats." Characters in Urban Dead merely have their XP, Levels, and Skills. We would be un-true to our Urban Dead heritage if we were to have more than these.

There are two steps in the UDnD character creation process. You can do them in whichever order you prefer. Personally, I think picking your skills should come before picking your inventory (wouldn't want to get 10 shotguns only to not have a high enough level to use them well), but that's all personal preference.

Picking Skills

Find yourself a 6 sided die. Roll it three times. Add them together to get your total. This is your level. As in the game, for each level, you get a skill. You have the standard Urban Dead skillset to choose from (both human and zombie) with one exception. If you are playing as a human character and your level is above 10, you automatically get a modified headshot skill. Rather than taking away enemy AP, this gives all of your attacks a 20% chance for a one hit kill (if they connect).

Picking Inventory

Without gold or any other sort of money, there is no real currency to "buy" items with in Urban Dead. That's why you have to resort to looting in game in order to get items. Wouldn't that make your AP a basic sort of currency? That's the idea behind your initial inventory in game. Your DM (Dead Master?) picks some amount of AP for all characters to use to get items before the official start of the game. Rather than making you roll for a find percentage for every AP, each item has a certain amount of AP necessary to find it.

So take your initial AP and use it to "buy" items from the following listing:

Standard Urban Dead Items:

Pistol - 10AP

Shotgun - 15AP

Pistol Clip - 5AP

Shotgun Shell - 5AP

Flare Gun - 10AP

Axe - 10AP

Crowbar - 10AP

Knife - 5AP

First Aid Kit - 5AP

Necrotech Syringe - 20AP

Flak Jacket - 20AP

Generator - 20AP

Fuel - 10AP

Spray Can - 10AP

Cell Phone - 10AP

Book - 1AP

Newspaper - 1AP

GPS Unit - 1AP

DNA Extractor - 10AP


New UDnD Exclusive Items:


Grenade - 10AP: 50% chance to knock down each zombie in the area, 10% chance to kill each zombie. Roll the die twice for each zombie, once for the knockdown, once for the kill. Yes, they can be killed but not knocked down!

Guns come half filled with ammo unless your DM is nice.

To see item specifics look click here, items. (if you're unfamiliar with the uban dead items always look up the specifics of your equipment)

Level 1 Characters

Somtimes the DM will have make level 1 characters istead of the normal method. In this case, you will choose from one of the 8 Urban Dead starting classes listed here for quick refrence.(All guns level 1 players start with come fully loaded.)

                skill                     equipment

Military

-Private        Basic Firearms Training   Pistol, pistol clip
-Scout          Free Running              flare gun
-Medic          First Aid                 First Aid Kit, Pistol

Science

-Lab Assistant  Necrotech Employment      DNA Extractor
-Doctor         First Aid                 Fist Aid Kit x2

Civilian

-Cop            Basic Firearms Training   Pistol, Flack Jacket
-Firefighter    Axe Proficiency           Axe, Wirecutters
-Consumer       Shopping                  Mobile Phone

Other starting classes may be added by the DM


Skills

The skills are listed here for quick reference. (all skills cost 100xp exept where noted or if the dm says they dont)

Military Skills (75xp for military classes, 150xp for science classes)

* Basic Firearms Training (Player gets +25% to hit with all firearms attacks.)
      o Pistol Training (An extra +25% to hit with a pistol.)
            + Advanced Pistol Training (An extra +10% to hit.) 
      o Shotgun Training (An extra +25% to hit with a shotgun.)
            + Advanced Shotgun Training (An extra +10% to hit.) 
* Hand-to-Hand Combat (+15% to melee attacks.)
      o Knife Combat (An extra +15% when attacking with a knife.) 
      o Axe Proficiency (An extra +15% when attacking with an axe.) 
* Free Running (Can move between adjacent buildings without stepping outside.) 

Scientific Skills (75xp for science classes, 150 for military classes)

* NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.)
      o YLab Experience (Can recognise and operate basic-level NecroTech equipment.)
            + NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.) 
* First Aid (Player is able to heal an extra 5HP when using a first-aid kit.)
      o Surgery (Player can heal a further 5HP if working in a hospital with power.) 
* Diagnosis (The HP values of nearby survivors are displayed next to their name.) 

Miscellaneous Skills

* Shopping (Player may choose which stores to loot, when searching a mall.)
      o Bargain Hunting (Player is 25% more likely to find something when searching a mall.) 
* Body Building (Player has a maximum of 60 Hit Points instead of 50.) 
* Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.) 
* Construction (Player is able to barricade buildings.) 
* Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.) 

Zombie Hunter Skills (must be Level 10 or higher)

* Headshot (Headshot chance increased to 20%)

Zombie skills (can't be chosen while alive)

*  Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.)
      o Scent Blood (The HP values of nearby survivors are displayed next to their name.) 
      o Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.) 
      o Scent Death (Zombie can sense the largest nearby groups of zombies and corpses, and distinguish revivifying bodies.) 
* Digestion (Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.)
      o Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.) 
* Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.)
      o Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.) 
      o Death Grip (Zombie gets an extra +15% to hit with hand attacks.) 
      o Rend Flesh (Hand attacks deal an extra 1 damage.) 
      o Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.) 
      o Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.) 
* Memories of Life (Zombie is able to open doors to buildings.)
      o Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.) 
      o Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.) 
      o Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.) 
      o Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.) 
* Lurching Gait (Zombie can walk as fast as the living.)
      o Ankle Grab (Zombie only spends 1AP standing up.) 

Combat Rules

An action(round) last 3 seconds

The combat rules are more specific in AUDnD than in UDnD, although they are still fairly simple

Guns and grenades cannot be used in meele combat.

Shotguns and axes take a full action to draw, other weapons can be draw any time.

In order to draw a weapon while in meele combat, you must roll to hit unarmed. If you hit, you may choose to draw your weapon instead of doing damage. You cannot draw a weapons in a grapple exept knives and syringes.

Knives and syringes are an exeption to the above rule, they can be drawn in meele combat with no penalty. Knives and syringes can be drawn while in a grapple using the same method for drawing a weapon besides a knife in meele.

To start a grapple, make an unarmed attack at -10% (minimum 5%) If the attack hits you start a grapple, if not, the enemy you tried to grapple or tackle gets +10% to hit you next attack.

To get out of a grapple, anytime your attack hits and the enemies doesn't, you can choose to escape from the grapple insead of doing damage.

Knife, syringes, and claw attacks have a -5% hit chance in grapples.

Zombies with death grip get a 40% chance to start a grapple with each succesful attack. The zombie does normal damage with the attack, and gets a +10% chance to hit with claw attacks. Also, the zombie isnt concidered in a grapple, only his opponent is.

Headshots with weapons are instant kills.

Headshots while unarmed deal double damage and knock back your enemy, causing them to lose thier next action.

If you get an unarmed headshot, you may roll agian to attempt to get a double headshot. This kills your opponent.

If you make a succesful meele attacks and all oppents engaed in meele with you do not, you may choose to disengage and move away instead of doing damage.

If your attacked scored well enough to hit unarmed (no matter what weapon you are using), and the opponent that you were attacking didn't hit you, you may knock your opponent back so they lose their next action, instead of doing damage.

A headshot with a knockback attack does 2 damage and the opponent looses his next 2 actions. A double headshot kills them.

Reloading a gun takes 1 action.

Attacks on ususpecting opponents always hit in meele and have a +10% headshot chance. attacks with guns on unsuspecting enemies get a +10% hit chance and a +5% crit chance, exept at point blank range where they always kill.

If a zombie has scent fear and you are below 25hp, you can't sneak up on it. If a zombie has scent blood and you are wounded, you can sneak up on it. If a zombiie has scent trail you cant sneak up on it if you have fought it within a day.

Attacks agians an unweary opponent in combat (ie. If someone is in a fistfight and you come up behind them with a lead pipe) have a +10% chance to hit and a +5% crit chance. Guns dont get this bonus.

syring attacks agianst unweary or unsuspecting oponents,or opponents in grapples you arent in, always hit. In combat they hit like an unarmed attack.

You lose your next action after a succesful syring attack. The enemy zombie automaticly drops and stands up as a survivor in the same abount of time it would take them to stand up if they were killed.

It takes a zombie 1 action to stand up.

The time required for a zombie to stand up varies by the DM. Zombies killed by a headshot take longer to stand up. If a zombie has ankle grab, it can stand up in 5 actions if near another zombie or person when the 5 actions pass, if no one is near them they can stand up immediately anytime someone walks past them between 5 actions after they die and the time it normaly takes to stand up.

Zombies with ankle grab that die from a headshot take a minut to stand up instead of 5 actions.

If a person or zombie is killed twice in one day (not including syringes) it takes a long time to stand up (a day, mayby a week, anything substancialy longer that the normak revive time). (Note: this rule is the most optional rule in AUDnD)

When you stand up as a zombie you must roll to see mow much memory you retain. 100%-95%(20-19) you retain all memories and control for the whole time you are a zombie. 89%-80%(18-16) you rtain all memories and control(loses control in 4 to 24 hours( 1d20+4 hours ), 79%-50%(10-15) you have a 50% chance of remembering each nearby seperately (loses control in 15 minutes - 6 hours (1d20x15 minutes)). 49% or lower (9 or less) you lose contol immedieately, attacking the closest humans, and wandering around randomly if there are none nearby.

Memmories of life gives you a +10%(+2) on your roll for retaining control. Someone with this ability who gains controll when they stand up may get a second roll if and when they lose control (If and when you lose control after the second roll you DO NOT get a second roll)

Zombie charcters in a zombie group dont need to roll (they alway pass). zombie characters in a human group (or someone who diesd and gained pemanent control and has remained a zombie working with the group for an extended period that varies with the dm) gain a permanent +10% to the roll if they are killed and can reroll every day if they fail (only only rolls resulting in temporary or permanent full control are counted). they lose this bonus if they stop working with humans or get revived and remain human (being a zombie for les than 2 days counts are remaining human), for half the time they were working with humans as azombie.