Hello, and welcome, to...
(You better have liked that crappy paint title image! )
You emerge from the shelter into the dim light of an overcast day, and look around for the first time since the disaster.
The world as you knew it is gone and in its place, a twisted mockery of all that was once familiar.
Everything was cast aside in that frantic race for the shelter. You have no food, nothing to drink, no weapons. Nothing but your ingenuity and the fierce determination to survive against appalling odds.
A grim prospect faces you. Perhaps worse even than the nightmares of last night, when you were tortured by dreams of the dead themselves rising to jealously tear life from the living.
You cast your eyes up the road and begin to walk towards a house in the far distance. Things may be bad right now, but you've got a sinking feeling that there are darker days ahead.
Crappy images aside, and copy pasted backstories, welcome to the C:DDA:RDT(That looks strange and is too long, anyone have any better ideas?) Where you will be rolling to dodge in the C:DDA universe! First of all, you do NOT need to have played C:DDA to enjoy this! In fact, you might enjoy it more if you have not played C:DDA, since you will have your full dose of discovery and adventure! Now, to start off with, lets look at some character creation.
How to Character, in a lot of easy steps.
You start with 6 points, to be used for Stats(1 point=1 stat point, you can also lower stats to get more) Traits(Take positive traits to spend points and get good things, take negative ones to get points and get bad things) Professions(Same idea as traits) and skills(1 point=1 skill point, above 4 it goes up to 2 for each, at 6, 3 for each.
Name:Simple. Don't make it too ridiculous and you'll be fine. This is just a average person starting out.
Taken Name:If you character does not reveal his(or her's) real name, then just put N/A in the Name area. This is for the name you take.
Gender:Male or Female. No difference in skills/ability.
Backstory: Should be at least a paragraph, but I really don't care, I'm terrible at writing them myself.
Strength:8
Dexterity:8
Intelligence:8
Perception:8
Traits:
Go here! You can have a maximum of 12 Negative and 12 Positive points in traits.Profession:
Go here! You can only have one profession.Skills:
Bartering:Your skill in bargaining, haggling, and trading with others. Higher levels increase the odds of getting the better end of a deal, and might even see you convincing others to give you free stuff.
Computers:Your skill in accessing and manipulating computers. Higher levels can allow a user to navigate complex software systems and even bypass their security.
Construction:Your general competence in building construction. This governs the complexity of structures that can be built, and the time required to build them.
Cooking:Your skill in combining food ingredients to make other, tastier food items. It may also be used in certain chemical mixtures and other, more esoteric tasks.
Driving:Your skill in operating and steering a vehicle in motion. A higher level allows greater control over vehicles at higher speeds, and reduces the penalty of shooting while driving.
Electronics:Your skill in dealing with electrical systems, used in the craft and repair of objects with electrical components. This skill is an important part of installing and managing bionic implants.
Fabrication:Your skill in working with raw materials and shaping them into useful objects. This skill plays an important role in the crafting of many objects.
First Aid:Your skill in effecting emergency medical treatment. Higher levels allow better use of medicines and items like bandages and first aid kits, and reduce the failure and complication rates of medical procedures.
Mechanics:Your skill in engineering, maintaining and repairing vehicles and other mechanical systems. This skill covers the craft of items with complex parts, and plays a role in the installation of bionic equipment.
Speaking:Your skill in speaking to other people. Covers ability in boasting, flattery, threats, persuasion, lies, and other facets of interpersonal communication. Works best in conjunction with a high level of intelligence.
Survival:Your skill in surviving the wilderness, and in crafting various basic survival items. This also covers your ability to skin and butcher animals for meat and hides.
Tailoring:Your skill in the craft and repair of clothing, bags, blankets and other textiles. Affects knitting, sewing, stitching, weaving, and nearly anything else involving a needle and thread.
Trapping:Your skill in setting and disarming traps safely and effectively. This skill does not affect the detection of hidden traps, or the evasion of traps that are triggered.
ArcheryYour skill in using bow weapons, from hand-carved self bows to complex hunting crossbows. Quiet and effective, they require strength of body and sight to wield, and are not terribly accurate over a long distance.
Bashing weapons:Your skill in fighting with blunt weaponry, from rocks and sticks to baseball bats and the butts of rifles. Skill increases damage, and higher levels will improve the accuracy of an attack.
Cutting weapons:Your skill in fighting with weaponry designed to cut, hack and slash an opponent. Lower levels of skill increase accuracy and damage, while higher levels will help to bypass heavy armor and thick hides.
Dodge:Your ability to dodge an oncoming threat, be it an enemy's attack, a triggered trap, or a falling rock. This skill is also used in attempts to fall gracefully, and for other acrobatic feats.
Firearms:Your overall skill in using firearms. With higher levels, this general experience increases accuracy with any gun, but is secondary to practice with the type of gun in question. It also allows you to apply modifications to your guns.
Launchers:Your skill in using heavy weapons like rocket, grenade or missile launchers. These weapons have a variety of applications and may carry immense destructive power, but they are cumbersome and hard to manage.
Melee:Your skill and finesse in personal combat, both with and without a weapon. Higher levels can significantly increase the accuracy and effectiveness of your physical attacks.
Piercing weapons:Your skill in fighting with knives, spears and other such stabbing implements. Skill increases attack accuracy as well as the chance of inflicting a deadly and critical blow.
Throwing:Your skill in throwing objects over a distance. Skill increases accuracy, and at higher levels, the range of a throw.
Unarmed combat:Your skill in hand-to-hand fighting. For the unskilled, it's a good way to get hurt, but those with enough practice can perform special blows and techniques to quickly dispatch enemies. Raising this skill allows you to use more powerful martial arts techniques.
Handguns:Handguns have poor accuracy compared to rifles, but are usually quick to fire and reload faster than other guns. They are very effective at close quarters, though unsuited for long range engagement.
Rifles:Rifles have terrific range and accuracy compared to other firearms, but may be slow to fire and reload, and can prove difficult to use in close quarters. Fully automatic rifles can fire rapidly, but are harder to handle properly.
Shotguns:Shotguns are easy to shoot and can inflict massive damage, but their effectiveness and accuracy decline rapidly with range. Slugs can be loaded into shotguns to provide greater range, though they are somewhat inaccurate.
Submachine guns:Comprised of an automatic rifle carbine designed to fire a pistol cartridge, submachine guns can reload and fire quickly, sometimes in bursts, but they are relatively inaccurate and may be prone to mechanical failures.
(I took out swimming, mostly because its kinda pointless. I'll assume everyone knows how to swim. If there needs to be a roll, it will be a straight D6)
Bionics:You should not have any unless you start with the android perk.
Mutations:Nobody should have any starting off.
Just take out the text when you finish reading it and replace it with your skill.
And that's it! If you follow all the steps, you should have a fully working C:DDA character! Now, mechanics.
Mechanics, the fun parts.
I'm going to be using Draigneans roll system, the one he uses for D:22. Here is a short explanation
For every roll two dice are rolled. One roll is the raw roll score(D20), and the other is the bonus roll score. (D6)
The raw roll score is straightforward. You roll for it in random.org or rolz.org, or on your desk if you actually feel like rolling real dice. This is the basic value that I put on my sheets. If it reads [Melee 17+3], the raw roll score was a 17.
The bonus roll is the only place where there's a potential for difficulty. The 1d6 determines how effective the individuals skills are in a given situation, and can provide either a +1 or a +0 in addition to the constant skill bonuses.
To determine skill bonuses, every D22 attribute is divided by three and then added into all of its subsidiary skills. (3 will divided by three gives 1 point to most of the psionic skills, for instance.) Then each skill with a value greater than six is divided by six, and the value without remainder is equal to their constant skill bonus. The constant skill bonus is applied in all most all situations. The remainder, from 1 to 5 is then what is used to determine whether a bonus roll gives an extra +1 or not. If the bonus roll is less than the remainder, it gives a +1, if the bonus roll is greater than the remainder, only the constant bonus is applied.
Example
Character has 19 Strength
Brawl of 4
19 Strength/3 = +6 to brawl
Brawl is now 10. 10/6 = 1 with a remainder of 4.
Character has a constant skill bonus of +1.
If the Bonus roll is at or above 4, the get an additional +1.
Movement:When traveling, you will move as far as you need to go unless you encounter some mobs, or, if you choose to keep a eye out for stuff, encounter any loot. (Keeping a eye out will cause you to move at half speed.) Outside of travel, if you are searching a house, and not in combat, you can move around in a room as much as you want, however, leaving one will take a turn(Hallways will not count as rooms, just to save time) If a room is filled with containers, I will let you "Search" which will take up your entire turn but you will get a list of everything in the room, and be able to pick and choose from it.
Combat: What you've all been waiting for. The combat system will use Draigneans roll system, as seen above, which I think will work well. This will be mostly used for targeting. Damage will be determined by where you hit(on enemies where it matters, such as people and creatures with heads, but not zombies) Your weapon, which will have a base damage that can change based on your roll. If you are using a gun and such, unless your target is 3 tiles away, you take a -1 for every 3 tiles away something is unless you spend a turn aiming. Bows, to nerf their power, will require a minimum strength for each type. If you roll a natural 20 on your raw roll, you get a X4 to damage. If you get at or above a 20, not naturally but through bonuses, you get a X2 to damage!
That should cover the basics. Feel free to ask any questions if you have them. Gonna be starting with 6 players, later, I may add more.