House Rules For The Zombie Game

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Natural 20 always hit, natural 1 always fails

You automatically have 5lbs of encumbrance to cover clothing


Each person requires a pound of food per day for minimum activity.
Water – A healthy person needs about a gallon of water per day.
A gallon of water is Medium sized and weighs 7lbs.
Starvation and Thirst
Characters might find themselves without food or water and with no means to obtain them. In normal climates,
Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation.
(Small characters need half as much.) In very hot climates, characters need two or three times as much water to
avoid dehydration.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time,
the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of
nonlethal damage.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a
Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.
Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst
or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit
points heals this damage
Fumbles
On a Natural 1 with equipment or weapons Roll 2d6
2-5 Minor Malfunctions
6-10 Major Malfunction
11-12 Catastrophic Malfunctions

Spending Action Points


Action points provide characters with the means to affect game play in significant ways. A character always has a
limited amount of action points, and while the character replenishes this supply with every new level he or she
attains, the character must use them wisely. A character can spend 1 action point to do one of these things:
• Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving
throw.
• Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.
When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the
target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made-but only
before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A
character can't use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn't
roll a d6. In this case, the action point is not a bonus to a d20 roll.
A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she
can't spend another one in the same round to improve a die roll, and vice versa.
Depending on the hero's character level (see the table below), he or she may be able to roll more than one d6 when
spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
Character Level Action Point Dice Rolled
1st-7th 1d6
8th-14th 2d6
15th-20th 3d6

Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a
revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

Actions
A full attack and a move. OR
Two Move Actions
Free actions (as many as GM approves)

Special actions:
Fight Defensively: -4 to hit, +2 Dodge bonus to AC
Total Defense: No attack or other activity, +4 to AC
Run: Move 4x your base speed in a straight line, No Dex to your AC, but you do get +2 for speed versus ranged
attacks.
Withdraw: Move up to 2x your base speed, no AoO. You may not use any form of movement that requires a skill
check (i.e. climbing)
Condition Summaries pg 140 of D20 Modern (blinded, dazed, nauseated)
Item Hardness and HP pg 150

GRAPPLING: BAB+Str Mod+ Grapple Bonus


Provokes an AoO- if you take damage, no grapple
Melee touch attack to grab
Opposed grapple check, if succeeds, you inflict normal unarmed damage
Options while grappling
Inflict Damage- Successful opposed grapple check
Pin- You may hold opponent immobile till next round, target -4 to AC from others.
Escape from Grapple/Break another’s Grapple- Successfully oppose grapple, may use move action if
not used already.
Draw Light Weapon- You may do this as a move action.
Attack with Light Weapon- You may attack while grappling, but not while pinned or pinning your
opponent
If you escape from a pinning attack, you are still grappling. Up to four opponents may be part of the same grapple.
To escape, you must pick one opponent and your check must beat all opponents to get free.

Encumbrance is important!
Carrying Capacity
Load Max Dex Check Penalty Base Spd 30ft Base Speed 20ft Run
Medium +3 -3 20ft 15 X4
Heavy +1 -6 20ft 15ft X3
All items taken have a weight that must be accounted for!

At 6th level, all PCs gain a bonus to damage equal to ½ their level. Not a lot of magical items laying around.

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