Post by Pinkie Fighter on Jan 2, 2014 21:32:19 GMT -5
Starting a nightfall campaign called outbreak; chapter one:testing ground. The town is Croatoan and it is present day before the out break. Make up your background with your characters below.
Nightfall: survival guide
Back ground: When starting a character pick a background below that fits your idea for a character. The bonus you pick is the backbone of your background. When picking gear you may only pick things that belong to your profession, for example if a blue collar nurse what a pistol she has to buy a carry and conceal license.
Scholar: add +1 to Academics
blue collar: add +1 to a skill that fall in a blue collar job.
white collar add +1 to a skill that falls in a white collar job.
Unemployed add +1 to any skill
survivalist: + 1 to alertness or nature
criminal: +1 to Subterfuge or stealth
Attributes
Strength
Speed
Stamina
Mind
Will
Charm
Senses
22 points in the above attributes. None above 5.
Trait (Pick one)
Acute Senses (Increases chance to spot and listen)
Quickness (Increases movement speed)
Good Looks (Decreases chance that others will want to attack/kill you)
Keen Eye (Increases accuracy with attacks)
Mighty (Increases physical effectiveness)
Steely Resolve (Reduces chance to panic)
Athleticism (Increases climbing and jumping capabilities)
Intelligent (Increases knowledge)
Relentless (Reduces change of fatigue)
Vitality (Increases Head, Body, Blood and Abdomen)
Agile (Reduces enemy accuracy)
Light Feet (Increases stealth)
Gearhead (Increases electronics and repair)
Survivor (Increases foraging and survival rolls)
Skills
Weapon Use (Efficacy with use of melee weapons)
Firearms Use (Efficacy with use of firearm weapons)
Close Combat (Efficacy with use of martial arts and grappling)
Evade Attack (Ability to avoid damage from attacks)
Athletics (Ability to climb, jump, run, swim)
Fortitude (Ability to shrug off and resist fatigue)
Alertness (Ability to find, spot and hear things)
Stealth (Efficacy when avoiding detection)
Instinct (Ability to act quickly and avoid hazards)
Subterfuge (Ability to use tools to pick locks, open safes etc)
Dexterity (Ability to conceal things or steal things off of other persons)
Intimidation (Efficacy when trying to force others to do things)
Negotiation (Efficacy when trying to persuade others to do things)
Deception (Efficacy when lying or bluffing)
Insight (Ability to avoid being deceived)
Electronics (Efficacy with electronics and hardware)
Science (Knowledge of various scientific fields)
Computers (Efficacy with software and computer use)
Operate Vehicle (Efficacy with driving a car)
Repairing (Capability to repair damaged hardware)
Research (Efficacy to gain knowledge when resources are available)
Nature (Knowledge of various flora and fauna and natural conditions)
First Aid (Efficacy to bandage wounds and apply medicine)
Academics (Knowledge of various historical and worldly fields)
20 points, none above 3
Blood: [][][][][]
Head: [][][]
Body: [][][][][][]
Abdomen: [][][][]
Left Arm: [][]
Right Arm: [][]
Left Leg: [][][]
Right Leg: [][][]
0 - Open
1 - Tall grass
2 - Some slim but hard cover
3 - Good hard cover, but not full capable of hiding a human, sides of cars and post boxes
4 - Hard cover like a wall with adjacent window or door
5 - Bunker/Castle/Something went to be shot behind and provide cover
Armor:
flak armor piece: adds one health bar to body part it covers and protects the body part from stun effects but weak against slashing weapons.
Metal plating: adds three health bars to body part it covers but move at half speed..
Leather jacket: Adds +1 to Fortitude checks. Can wear over flak jacket.
Riot shield: durability 10 against bullets except armor piercing rounds which has 0 durability against. The user takes zero damage in front of them until the durability drops to zero. Can only use one at a time and counts as ¾ cover when standing still for 1 round.
Weapons:
Need to score an 0, 1, 2 or 3 to deal damage.
Accuracy/Damage (Accuracy is PB/Close/Medium/Long) 0-25/25-50/50-150/150-600
All melee weapons add Strength
Crowbar (+2/2d10/*/1)
Sword (+3/3d10/*/1)
Baseball Bat (+4/2d10/*/1)
Knife (+3/1d10/*/2)
Chainsaw(+1/7d10/*/1)
Hatchet (+3/3d10/*/1)
Fist (+0/1d10/*/2)
Fist (+2/1d10/*/1)
Fist (+1/1d10/*/2) *Close Combat 1
Fist (+3/1d10/*/1) *Close Combat 1
Fist (+2/1d10/*/2) *Close Combat 2
Fist (+3/2d10/*/1) *Close Combat 2
Fist (+3/1d10/*/2) *Close Combat 3
Fist (+4/3d10/*/1) *Close Combat 3
Pistols (PB/C/M/L; Dmg; Casing; ROF; Mag)
G17 (+3/+2/+1/+0/6d10/17 rounds/2)
M1911 (+3/+2/+0/-/9d10/7 rounds/1)
Beretta M9 (+3/+2/+1/+0/6d10/15 rounds/2)
Makarov (+3/+3/+2/+0/5d10/8 rounds/2)
Revolver (+3/+2/+1/+0/8d10/6 rounds/1)
Rifles (PB/C/M/L/SS/SL; Dmg; Casing; ROF; Mag)
Lee Enfield (+3/+3/+3/+2/+1/-; 9d10; 1; 1; 10)
Winchester 70 Rifle (+3/+3/+2/+1/+0/-; 9d10; 5; 1; 5)
Mauser 640 (+3/+3/+2/+1/+0/-; 10d10; 1; 1; 6)
Mosin-Nagant M1891/30 (+3/+3/+3/+2/+1/-; 8d10; 5; 1; 5)
CZ 550 (+3/+3/+3/+2/+1/+0; 12d10; 1; 0.5; 5)
AK-74 (+0/-1/-2/-3/8d10/30 rounds/5)
AK-74* (+2/+2/+1/+0/8d10/30 rounds/1)
M16A2 (+0/+0/-1/-2/7d10/30 rounds/5)
M16A2* (+3/+3/+2/+1/7d10/30 rounds/1)
M107 (+3/+3/+3/+2/+0/+0/18d10/10 rounds/0.5)
Shotguns
12G Double Barrel Shotgun (Pellet) (+5/+3/-1/-/8d10/1 round/1) *Spray
12G Double Barrel Shotgun (Slug) (+3/+3/+0/-/12d10/1 round/1)
M1014 (Pellet) (+4/+2/-1/-/8d10/4 rounds/1) *Spray
M1014 (Slug) (+2/+2/-2/-/12d10/4 rounds/1)
Remington 870 (+4/+2/-1/-/12d10/4 rounds/1)
Winchester 1866 (+5/+3/+0/-/9d10/1 round/1) *Spray
Crossbows (PB/C/M/L/SS/SL; Dmg; Casing; ROF; Mag)
Barnett Jackal (+3/+3/+2/+1/+0/-1; 8d10; 1; 0.5; 1)
Durability damage:after every use of an item it takes one durability damage and if not cleaned after five uses it has a chance to jam. The longer it it isn't cleaned the higher the chance it will jam. Once a item gets down to zero durability points it is useless until fixed
melee weapons have 10 durability points. There are reinforced items and flimsy items that will have different durability points.
pistols have 25 durability points. If not cleaned after awhile the firearm starts taking double durability damage after every use. Some firearms have special rules.
Rifles have 15 durability points. If not cleaned after awhile the firearm starts taking double durability damage after every use. Some firearms have special rules.
*one magazine equals one durability damage.
Shotguns have 30 durability points. If not cleaned after awhile the firearm starts taking double durability damage after every use. Some firearms have special rules.
Vehicles: every side of a vehicles has four points of durability points.
Upgrades: reinforced armor.; adds additional durability points
tinted windows: harder to see in side
Survival mode:
if player does not sleep eat or drink water after a while they will start suffering health issues.
Two days of no food, water or sleep gives that player – 1 to all rolls. Additional -1 to rolls each day after till day seven were character dies.
Nightfall: survival guide
Back ground: When starting a character pick a background below that fits your idea for a character. The bonus you pick is the backbone of your background. When picking gear you may only pick things that belong to your profession, for example if a blue collar nurse what a pistol she has to buy a carry and conceal license.
Scholar: add +1 to Academics
blue collar: add +1 to a skill that fall in a blue collar job.
white collar add +1 to a skill that falls in a white collar job.
Unemployed add +1 to any skill
survivalist: + 1 to alertness or nature
criminal: +1 to Subterfuge or stealth
Attributes
Strength
Speed
Stamina
Mind
Will
Charm
Senses
22 points in the above attributes. None above 5.
Trait (Pick one)
Acute Senses (Increases chance to spot and listen)
Quickness (Increases movement speed)
Good Looks (Decreases chance that others will want to attack/kill you)
Keen Eye (Increases accuracy with attacks)
Mighty (Increases physical effectiveness)
Steely Resolve (Reduces chance to panic)
Athleticism (Increases climbing and jumping capabilities)
Intelligent (Increases knowledge)
Relentless (Reduces change of fatigue)
Vitality (Increases Head, Body, Blood and Abdomen)
Agile (Reduces enemy accuracy)
Light Feet (Increases stealth)
Gearhead (Increases electronics and repair)
Survivor (Increases foraging and survival rolls)
Skills
Weapon Use (Efficacy with use of melee weapons)
Firearms Use (Efficacy with use of firearm weapons)
Close Combat (Efficacy with use of martial arts and grappling)
Evade Attack (Ability to avoid damage from attacks)
Athletics (Ability to climb, jump, run, swim)
Fortitude (Ability to shrug off and resist fatigue)
Alertness (Ability to find, spot and hear things)
Stealth (Efficacy when avoiding detection)
Instinct (Ability to act quickly and avoid hazards)
Subterfuge (Ability to use tools to pick locks, open safes etc)
Dexterity (Ability to conceal things or steal things off of other persons)
Intimidation (Efficacy when trying to force others to do things)
Negotiation (Efficacy when trying to persuade others to do things)
Deception (Efficacy when lying or bluffing)
Insight (Ability to avoid being deceived)
Electronics (Efficacy with electronics and hardware)
Science (Knowledge of various scientific fields)
Computers (Efficacy with software and computer use)
Operate Vehicle (Efficacy with driving a car)
Repairing (Capability to repair damaged hardware)
Research (Efficacy to gain knowledge when resources are available)
Nature (Knowledge of various flora and fauna and natural conditions)
First Aid (Efficacy to bandage wounds and apply medicine)
Academics (Knowledge of various historical and worldly fields)
20 points, none above 3
Blood: [][][][][]
Head: [][][]
Body: [][][][][][]
Abdomen: [][][][]
Left Arm: [][]
Right Arm: [][]
Left Leg: [][][]
Right Leg: [][][]
0 - Open
1 - Tall grass
2 - Some slim but hard cover
3 - Good hard cover, but not full capable of hiding a human, sides of cars and post boxes
4 - Hard cover like a wall with adjacent window or door
5 - Bunker/Castle/Something went to be shot behind and provide cover
Armor:
flak armor piece: adds one health bar to body part it covers and protects the body part from stun effects but weak against slashing weapons.
Metal plating: adds three health bars to body part it covers but move at half speed..
Leather jacket: Adds +1 to Fortitude checks. Can wear over flak jacket.
Riot shield: durability 10 against bullets except armor piercing rounds which has 0 durability against. The user takes zero damage in front of them until the durability drops to zero. Can only use one at a time and counts as ¾ cover when standing still for 1 round.
Weapons:
Need to score an 0, 1, 2 or 3 to deal damage.
Accuracy/Damage (Accuracy is PB/Close/Medium/Long) 0-25/25-50/50-150/150-600
All melee weapons add Strength
Crowbar (+2/2d10/*/1)
Sword (+3/3d10/*/1)
Baseball Bat (+4/2d10/*/1)
Knife (+3/1d10/*/2)
Chainsaw(+1/7d10/*/1)
Hatchet (+3/3d10/*/1)
Fist (+0/1d10/*/2)
Fist (+2/1d10/*/1)
Fist (+1/1d10/*/2) *Close Combat 1
Fist (+3/1d10/*/1) *Close Combat 1
Fist (+2/1d10/*/2) *Close Combat 2
Fist (+3/2d10/*/1) *Close Combat 2
Fist (+3/1d10/*/2) *Close Combat 3
Fist (+4/3d10/*/1) *Close Combat 3
Pistols (PB/C/M/L; Dmg; Casing; ROF; Mag)
G17 (+3/+2/+1/+0/6d10/17 rounds/2)
M1911 (+3/+2/+0/-/9d10/7 rounds/1)
Beretta M9 (+3/+2/+1/+0/6d10/15 rounds/2)
Makarov (+3/+3/+2/+0/5d10/8 rounds/2)
Revolver (+3/+2/+1/+0/8d10/6 rounds/1)
Rifles (PB/C/M/L/SS/SL; Dmg; Casing; ROF; Mag)
Lee Enfield (+3/+3/+3/+2/+1/-; 9d10; 1; 1; 10)
Winchester 70 Rifle (+3/+3/+2/+1/+0/-; 9d10; 5; 1; 5)
Mauser 640 (+3/+3/+2/+1/+0/-; 10d10; 1; 1; 6)
Mosin-Nagant M1891/30 (+3/+3/+3/+2/+1/-; 8d10; 5; 1; 5)
CZ 550 (+3/+3/+3/+2/+1/+0; 12d10; 1; 0.5; 5)
AK-74 (+0/-1/-2/-3/8d10/30 rounds/5)
AK-74* (+2/+2/+1/+0/8d10/30 rounds/1)
M16A2 (+0/+0/-1/-2/7d10/30 rounds/5)
M16A2* (+3/+3/+2/+1/7d10/30 rounds/1)
M107 (+3/+3/+3/+2/+0/+0/18d10/10 rounds/0.5)
Shotguns
12G Double Barrel Shotgun (Pellet) (+5/+3/-1/-/8d10/1 round/1) *Spray
12G Double Barrel Shotgun (Slug) (+3/+3/+0/-/12d10/1 round/1)
M1014 (Pellet) (+4/+2/-1/-/8d10/4 rounds/1) *Spray
M1014 (Slug) (+2/+2/-2/-/12d10/4 rounds/1)
Remington 870 (+4/+2/-1/-/12d10/4 rounds/1)
Winchester 1866 (+5/+3/+0/-/9d10/1 round/1) *Spray
Crossbows (PB/C/M/L/SS/SL; Dmg; Casing; ROF; Mag)
Barnett Jackal (+3/+3/+2/+1/+0/-1; 8d10; 1; 0.5; 1)
Durability damage:after every use of an item it takes one durability damage and if not cleaned after five uses it has a chance to jam. The longer it it isn't cleaned the higher the chance it will jam. Once a item gets down to zero durability points it is useless until fixed
melee weapons have 10 durability points. There are reinforced items and flimsy items that will have different durability points.
pistols have 25 durability points. If not cleaned after awhile the firearm starts taking double durability damage after every use. Some firearms have special rules.
Rifles have 15 durability points. If not cleaned after awhile the firearm starts taking double durability damage after every use. Some firearms have special rules.
*one magazine equals one durability damage.
Shotguns have 30 durability points. If not cleaned after awhile the firearm starts taking double durability damage after every use. Some firearms have special rules.
Vehicles: every side of a vehicles has four points of durability points.
Upgrades: reinforced armor.; adds additional durability points
tinted windows: harder to see in side
Survival mode:
if player does not sleep eat or drink water after a while they will start suffering health issues.
Two days of no food, water or sleep gives that player – 1 to all rolls. Additional -1 to rolls each day after till day seven were character dies.