System

We've set out to create a system that blends seemlessly into the background of roleplaying. There are times when no dice are needed for resolution. But when dice become important, speed, simplicity, and yet excitement are paramount goals.

The system calls employs two sorts of rolls. A "base" roll or "unmodified" roll is simply 1d20 (a 20-sided die). Modified rolls consist of the 1d20 + or - Xd6 (a certain number of six-sided dice). A skill level of +0 would result in an unmodified roll. A +1 skill would mean that you should roll 1d20 and then 1d6, and finally add the two values. A -2, for example, would mean that you should roll 1d20 and 2d6. Subtract the d6 values from the 1d20. In all cases, the d20 is the base die, to which the d6(s) are added or subtracted. In all cases, a roll equal to or greater than '10' is a success, lesser rolls are failures. Failure rolls can be multiplied by 10 in order to yield a percentage of completion if desired. So, a roll of 4 equals a 40% success. If a character is attempting to leap a twenty foot chasm, then a roll of 4 means he falls short of halfway, making the odds of grasping a ledge at the other side rather unlikely. All of the usual combat extras can be accommodated by this one die roll, including Hit Location, Critical Successes and Critical Failures, Damage dealt, and special effects from serious wounds. That said, the system is conducive to roleplaying as opposed to rollplaying.

We certainly encourage Referees to reward roleplaying over hack and slash, though there will definitely be opportunities for the latter. You're killing zombies, after all. As an optional rule, high levels of skills can render die rolls useless for simpler tasks. This speeds game play. Additionally, for those seeking mastery in skills, high bonuses can (as an optional rule) yield more dice, meaning you get more attacks or more skill checks in the same period of time as others.