User:Thomas Chardon/d20 Malton: Difference between revisions

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:''Still very much a work in progress.  Unlike most of my UD-related projects, however, this one is actually "in progress". ;)''
:''Still very much a work in progress, with any further progress not necessarily guaranteed.''




"In death, the city stirs. Its borders still locked down after a sudden government quarantine years ago, Malton's trapped civilians make their way through the derelict buildings, surviving the changing seasons to rebuild their fragmented society from the rubble upwards. Military clean-up squads patrol the empty streets, stationed in the city for the long haul, while embedded scientific groups continue the experiments that brought them here.


"And the dead rise up and thrive, trailing through the ruined streets of the city, milling between buildings and clawing through makeshift barricades and diversions, reclaiming the city as their own."
D20 MALTON: Implementing Urban Dead in d20 System Rules


D20 MALTON: Implementing Urban Dead in d20 Modern Rules
cleanup may be needed from this point forward!




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Special Qualities: A Malton zombie loses all supernatural or spell-like qualities the base creature had, except for immunity or resistance to specific energy types.  It generally retains any extraordinary abilities, though the GM may make exceptions.  In addition to gaining the undead type, Malton zombies have the following special qualities:
Special Qualities: A Malton zombie loses all supernatural or spell-like qualities the base creature had, except for immunity or resistance to specific energy types.  It generally retains any extraordinary abilities, though the GM may make exceptions.  In addition to gaining the undead type, Malton zombies have the following special qualities:


- Not Too Bright (Ex): A Malton zombie's Intelligence score varies on a scale from 0 to 3 (but use the base creature's maximum Intelligence if lower), and its Intelligence determines the actions it can perform.  The GM has full discretion as to what Intelligence is required for a specific action, but in general, an INT score of 3 is required for any actions involving communication or self-control, and a minimum INT score of 2 is required for actions involving any form of additional effort (such as tracking prey by scent).  At INT 1, a Malton zombie is limited to basic combat actions, and at INT 0, a Malton zombie cannot do anything except stand in place, resting.  Every hour a Malton zombie is active, its INT score falls by 1, and for every 2 hours it is resting, its INT score rises by 1.  (TODO: mechanic for managing active/rest states... Will save based?)
- Not Too Bright (Ex): A Malton zombie's Intelligence score varies on a scale from 0 to 3 (but use the base creature's maximum Intelligence if lower), and its Intelligence determines the actions it can perform.  The GM has full discretion as to what Intelligence is required for a specific action, but in general, an INT score of 3 is required for any actions involving communication or self-control, and a minimum INT score of 2 is required for actions involving any form of additional effort (such as tracking prey by scent).  At INT 1, a Malton zombie is limited to basic combat actions, and at INT 0, a Malton zombie cannot do anything except stand in place, resting. (A Malton zombie at INT 0 is considered helpless.) Every hour a Malton zombie is active, its INT score falls by 1, and for every 2 hours it is resting, its INT score rises by 1.  ''TODO: mechanic for managing active/rest states... Will save based?''


- Driven By Instinct (Ex): (TODO! idea: zombie cannot do unzombielike things unless INT 3, and must make a high Will save)
- Driven By Instinct (Ex): ''TODO! idea: zombie cannot do unzombielike things unless INT 3, and must make a high Will save''


- Slow Going (Ex): Unless it has an INT score of 2 or higher, a Malton zombie can only perform one move or attack action per turn.  A Malton zombie cannot charge unless it has an INT score of at least 2.
- Slow Going (Ex): Unless it has an INT score of 2 or higher, a Malton zombie can only perform one move or attack action per turn.  A Malton zombie cannot charge unless it has an INT score of at least 2.


(TODO digestion, scent, death rattle/flailing gesture, brain rot!!)
''TODO digestion, scent, death rattle/flailing gesture, brain rot!!, other abilities. set up a list that can be chosen from, case by case?''
 


''TODO infection.  use CON-damaging disease with little/no incubation time.  only transmitted through fluid contact (bites).  only damages survivors, but zombies can be carriers''


(TODO infection.  use CON-damaging disease with little/no incubation time.  only transmitted through fluid contact (bites).  only damages survivors, but zombies can be carriers)


''TODO buildings/maps, ruins, etc''


(TODO buildings/maps, ruins, etc)


''TODO survivor stuff-- revivifying, power, radio, NekTek gear''


(TODO survivor stuff-- revivifying, power, radio, NekTek gear)
''One idea for revivification: zombie must either be helpless (INT 0 or other means) or pinned to be revived.  Revivifying is not easy (as indicated by the 10 AP cost in Urban Dead)''

Latest revision as of 21:43, 6 April 2012

Still very much a work in progress, with any further progress not necessarily guaranteed.


D20 MALTON: Implementing Urban Dead in d20 System Rules


Malton Zombie (Template)

Note to GMs: this template is based on the standard zombie template, but is definitely not the same thing!

Malton zombies are former humans, risen from the dead and overcome with a fierce hunger for flesh. They roam the city streets in hordes, destroying buildings and consuming their occupants. "Malton Zombie" is a template that can be applied to any corporeal creature in Malton, usually human (everyone has the virus). When a person dies in Malton, he reanimates as a Malton zombie in 1d6+1 hours, standing up with no HP damage or ability damage.

A Malton zombie uses all the base creature's statistics and special abilities, except as noted below.

Challenge Rating: A Malton zombie's challenge rating depends on its size: Tiny or smaller 1/8, Small 1/4, Medium 1/2, Large 3, Huge 6, Gargantuan 10, Colossal 13.

Type: The creature's type changes to undead.

Hit Dice: Drop any Hit Dice gained from experience, double the number of Hit Dice left, and raise them to d12.

Speed: A Malton zombie retains the speed of the base creature (but see Slow Going, below). If the base creature could fly, its maneuverability rating as a Malton zombie drops to clumsy.

Defense: A Malton zombie's natural armor bonus to Defense increases to a value based on its size (but use the base creature's natural armor bonus, if it's higher): Tiny or smaller +0, Small +1, Medium +2, Large +3, Huge +4, Gargantuan +7, Colossal +11.

Attacks: Malton zombies retain all the natural melee attacks of the base creature, as well as gaining a slam attack and a bite attack (for human zombies, typically used when grappling). A Malton zombie has no weapon proficiencies, and cannot make ranged attacks of any kind.

Damage: A Malton zombie's natural weapons deal damage normally. A slam attack deals damage based on the Malton zombie's size (but use the base creature's slam damage if greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack. A bite attack deals damage equal to 1d4 plus Strength modifier (but use the base creature's bite damage if greater). Any manufactured weapons wielded by a Malton zombie deal half damage, rounded down.

Special Qualities: A Malton zombie loses all supernatural or spell-like qualities the base creature had, except for immunity or resistance to specific energy types. It generally retains any extraordinary abilities, though the GM may make exceptions. In addition to gaining the undead type, Malton zombies have the following special qualities:

- Not Too Bright (Ex): A Malton zombie's Intelligence score varies on a scale from 0 to 3 (but use the base creature's maximum Intelligence if lower), and its Intelligence determines the actions it can perform. The GM has full discretion as to what Intelligence is required for a specific action, but in general, an INT score of 3 is required for any actions involving communication or self-control, and a minimum INT score of 2 is required for actions involving any form of additional effort (such as tracking prey by scent). At INT 1, a Malton zombie is limited to basic combat actions, and at INT 0, a Malton zombie cannot do anything except stand in place, resting. (A Malton zombie at INT 0 is considered helpless.) Every hour a Malton zombie is active, its INT score falls by 1, and for every 2 hours it is resting, its INT score rises by 1. TODO: mechanic for managing active/rest states... Will save based?

- Driven By Instinct (Ex): TODO! idea: zombie cannot do unzombielike things unless INT 3, and must make a high Will save

- Slow Going (Ex): Unless it has an INT score of 2 or higher, a Malton zombie can only perform one move or attack action per turn. A Malton zombie cannot charge unless it has an INT score of at least 2.

TODO digestion, scent, death rattle/flailing gesture, brain rot!!, other abilities. set up a list that can be chosen from, case by case?


TODO infection. use CON-damaging disease with little/no incubation time. only transmitted through fluid contact (bites). only damages survivors, but zombies can be carriers


TODO buildings/maps, ruins, etc


TODO survivor stuff-- revivifying, power, radio, NekTek gear

One idea for revivification: zombie must either be helpless (INT 0 or other means) or pinned to be revived. Revivifying is not easy (as indicated by the 10 AP cost in Urban Dead)