FlukeboxHero
Bethesda Level IQ
As I slowly tinker away at this, I would appreciate insights/feedback on the origins so far.
Anyway, here's the Origins.
Super Mutant:
+ The Strong Survive: Super Mutants roll d8's for all Vigor tests, gain "X" amount of bonus HP
+ Immune to Radiation
- Roll 1 fewer die for Tact rolls against non-Mutants
- Large frame: Armor is more expensive (need more), and -1 to any roll requiring fine motor skills
Ghoul:
+ Immune to Radiation
+ Heals in Radiation (?)
- -1 Die when dealing with non-ghouls (unless specifically ghoul friendly)
- (Should they get another debuff?)
Human:
You're a person, No pros nor cons.
For those unfamiliar with the system, Year Zero is based on rolling pools of d6's (standard six-sided dice) and rolling a six to succeed at a roll. Players can reroll (a "push) at a cost. Currently I have the cost penciled in as a "Karma Point" which the GM (Overseer) can use to make rolls/enemies more challenging.
There are 5 stats.
Vigor - Strength and Endurance. How hard you hit and how much you can be hit. (Athletics, Melee, Endurance, Outdoorsman) - Replaced Strength Skill with Athletics from agility.
Agility - Affects Shooting, Sneak, Security (lockpicking and pickpocketing), and Acrobatics (?)
Understanding - "Book Smarts" (Academics, Science, Mechanics, Medicine)
Luck - Gives players Luck points to spend on rerolls, reducing damage, or boosting rolls.
Tact - "Street Smarts". Persuasion, Deception, Insight, Perception
Here's the though process currently, if you want
The characters in the Year Zero Engine (YZE) are created off of Archetypes. These are a basic template that is individualized by acquiring Specialties (Perks).
I originally had ghouls, super mutants, and robots (which have since been cut) as archetypes. However, that sucks. Players should be able to start as a super mutant scientist, or a ghoul soldier.
There are 5 stats.
Vigor - Strength and Endurance. How hard you hit and how much you can be hit. (Athletics, Melee, Endurance, Outdoorsman) - Replaced Strength Skill with Athletics from agility.
Agility - Affects Shooting, Sneak, Security (lockpicking and pickpocketing), and Acrobatics (?)
Understanding - "Book Smarts" (Academics, Science, Mechanics, Medicine)
Luck - Gives players Luck points to spend on rerolls, reducing damage, or boosting rolls.
Tact - "Street Smarts". Persuasion, Deception, Insight, Perception
Here's the though process currently, if you want
The characters in the Year Zero Engine (YZE) are created off of Archetypes. These are a basic template that is individualized by acquiring Specialties (Perks).
I originally had ghouls, super mutants, and robots (which have since been cut) as archetypes. However, that sucks. Players should be able to start as a super mutant scientist, or a ghoul soldier.
Super Mutant:
+ The Strong Survive: Super Mutants roll d8's for all Vigor tests, gain "X" amount of bonus HP
+ Immune to Radiation
- Roll 1 fewer die for Tact rolls against non-Mutants
- Large frame: Armor is more expensive (need more), and -1 to any roll requiring fine motor skills
Ghoul:
+ Immune to Radiation
+ Heals in Radiation (?)
- -1 Die when dealing with non-ghouls (unless specifically ghoul friendly)
- (Should they get another debuff?)
Human:
You're a person, No pros nor cons.