- Posting Speed
- Speed of Light
- Writing Levels
- Douche
- Preferred Character Gender
- No Preferences
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One week since the outbreak, and you're out of options. The food's gone and your ammo's running low. If you don't get out of the city, you'll be dead anyway.
You and some other survivors have been hiding out at the police station, waiting to be rescued. But help never came.
Now it's time to take fate into your own hands.
One week since the outbreak, and you're out of options. The food's gone and your ammo's running low. If you don't get out of the city, you'll be dead anyway.
You and some other survivors have been hiding out at the police station, waiting to be rescued. But help never came.
Now it's time to take fate into your own hands.
<table align=center><tr><td>RULES
--- This is a Modern D20 game - basically D&D with guns, cars and zombies. We'll be using the D20 Modern rules.
--- You play a group of survivors who originally took shelter in the police station with my character. But now you're out of supplies, and have given up on being rescued.
--- Starting Level is 1.
--- All dice rolls must be made via the Iwaku Dicebox. Click below for Dicebox help.
We'll be using the Dice Box for our rolls. It can be found here.
When writing a post, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work.
DO NOT USE A CAPITAL D. ONLY A LOWER CASE D WILL MAKE THE ROLLER WORK.
All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for. Also include your bonuses in this description (see example).
You can make test rolls if you like. Just post the word "TEST" before you make the roll.
I will be checking the dice box logs when I read your posts. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head.
When writing a post, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work.
DO NOT USE A CAPITAL D. ONLY A LOWER CASE D WILL MAKE THE ROLLER WORK.
All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for. Also include your bonuses in this description (see example).
You can make test rolls if you like. Just post the word "TEST" before you make the roll.
I will be checking the dice box logs when I read your posts. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head.
<table align=center><tr><td>1. Choose an Occupation (what you were before the Zombie Apocalypse) and a Class. Together this will be your role in the story, i.e. "Tough Law Enforcer", "Smart Academic", "Dedicated Explorer", etc..
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2. Use this to make your Stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). The points limit is 35.
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3. Next to each stat, add your stat bonus. This is the same as in D&D.
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4. Add your Saving Throws to you character sheet. These are found in your Class entry. Also add your relevant stat bonuses to these saves.
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5. You start with the maximum possible hit points for your class (+ Con modifier). These are shown on your Class entry under "Hit Dice".
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6. Add your Base Attack Bonus. This can be found in your Class entry. Add your Strength Modifier to this for melee attacks, and your Dexterity Modifier for ranged attacks.
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7. Add your Defence score, remembering to include Dexterity, Class and Equipment bonuses, if any.
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8. Add your Action Points. These can be found on your Class entry. Action Points are the number of rerolls you can make before you reach the next character level. USE THEM WISELY AND ONLY FOR THE MOST HEROIC OF ACTIONS.
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9. Determine how many Skill Points you have. This will be shown on your Class entry. Use Skill Points to purchase ranks in skills. You may buy ranks in any skill that is listed on your Class entry (Class Skills). If, however, you want to get other skills from this list, you must spend TWO skill points to get 1 rank. You may have no more than 4 ranks in any skill when starting at Level 1.
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10. Add any bonus skills you get from your Occupation and buy ranks in these if you wish.
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11. Add your Feats. The number of Feats allowed is shown on your Class entry. Feats represent cool special abilities/moves that you can pull off in game. Remember to add any bonus starting feats from you class entry, and bonus feats from your occupation. Remember to get the firearms feats if you want to shoot your pew-pews like a real man.
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12. Each character also has a Talent, which is a long-term ability, often superhuman, which they can developover time. Refer to the bottom half of your Class entry to see which "Talent Trees" are available. You may only choose one tree, so be sure you are comfortable with where that tree will take you.
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13. For equipment, your limitations are as follows:
REMEMBER TO CHECK WHAT PROFICIENCIES YOU HAVE, BEFORE GETTING EQUIPMENT THAT YOU CAN'T USE
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14. Add together the total weight of all the equipment you have taken. Then indicate on your sheet whether you have a Light Load, Medium Load, or Heavy Load. Scroll to the bottom of this page to see how being overloaded with equipment will affect your abilities.
Ammunition weight is as follows:
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2. Use this to make your Stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). The points limit is 35.
<tr><td>
3. Next to each stat, add your stat bonus. This is the same as in D&D.
<tr><td>
4. Add your Saving Throws to you character sheet. These are found in your Class entry. Also add your relevant stat bonuses to these saves.
<tr><td>
5. You start with the maximum possible hit points for your class (+ Con modifier). These are shown on your Class entry under "Hit Dice".
<tr><td>
6. Add your Base Attack Bonus. This can be found in your Class entry. Add your Strength Modifier to this for melee attacks, and your Dexterity Modifier for ranged attacks.
<tr><td>
7. Add your Defence score, remembering to include Dexterity, Class and Equipment bonuses, if any.
<tr><td>
8. Add your Action Points. These can be found on your Class entry. Action Points are the number of rerolls you can make before you reach the next character level. USE THEM WISELY AND ONLY FOR THE MOST HEROIC OF ACTIONS.
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9. Determine how many Skill Points you have. This will be shown on your Class entry. Use Skill Points to purchase ranks in skills. You may buy ranks in any skill that is listed on your Class entry (Class Skills). If, however, you want to get other skills from this list, you must spend TWO skill points to get 1 rank. You may have no more than 4 ranks in any skill when starting at Level 1.
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10. Add any bonus skills you get from your Occupation and buy ranks in these if you wish.
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11. Add your Feats. The number of Feats allowed is shown on your Class entry. Feats represent cool special abilities/moves that you can pull off in game. Remember to add any bonus starting feats from you class entry, and bonus feats from your occupation. Remember to get the firearms feats if you want to shoot your pew-pews like a real man.
<tr><td>
12. Each character also has a Talent, which is a long-term ability, often superhuman, which they can developover time. Refer to the bottom half of your Class entry to see which "Talent Trees" are available. You may only choose one tree, so be sure you are comfortable with where that tree will take you.
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13. For equipment, your limitations are as follows:
- 5 General Items from this page
- 2 Weapons from this page
- 1 Armour from this page
- 2 Boxes of Ammo from this page (scroll halfway down)
- 2 Weapons from this page
- 1 Armour from this page
- 2 Boxes of Ammo from this page (scroll halfway down)
REMEMBER TO CHECK WHAT PROFICIENCIES YOU HAVE, BEFORE GETTING EQUIPMENT THAT YOU CAN'T USE
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14. Add together the total weight of all the equipment you have taken. Then indicate on your sheet whether you have a Light Load, Medium Load, or Heavy Load. Scroll to the bottom of this page to see how being overloaded with equipment will affect your abilities.
Ammunition weight is as follows:
Box of rifle ammo (20 cartridges) = 1 pound
Box of pistol ammo (50 cartridges) = 1 pound
Box of shotgun ammo (10 cartridges) = 1 pound
Quiver of 12 arrows or crossbow bolts = 1 pound
</table>Box of pistol ammo (50 cartridges) = 1 pound
Box of shotgun ammo (10 cartridges) = 1 pound
Quiver of 12 arrows or crossbow bolts = 1 pound