When you are dealt damage, you may draw a card. The GM does the same. If your card is higher than the GMs, reduce the damage by the difference. If his is higher, take the difference as additional damage. Damage reduction applies after this draw as normal. If taken again: lower the card number the GM drew by 1.
These grenades explode in a cloud of light, providing a damage-reducing force field for all creatures in a five-foot square for up to 1 minute or until it takes enough damage. It works as a force field, but is destroyed if reduced to 0 hit points before its regeneration each turn.
Shield Generator (Commercial)Item 0
Price 10 credits
Bulk L
The shield has 6 Hit Points and replenishes 2 Hit Points on your turn.
Shield Generator (Tactical)Item 2
Price 80 credits
Bulk L
The shield has 14 Hit Points and replenishes 3 Hit Points on your turn.
Shield Generator (Advanced)Item 4
Price 120 credits
Bulk L
The shield has 20 Hit Points and replenishes 4 Hit Points on your turn.
Shield Generator (Superior)Item 10
Price 1500 credits
Bulk L
The shield has 26 Hit Points and replenishes 5 Hit Points on your turn.
Shield Generator (Elite)Item 12
Price 3000 credits
Bulk L
The shield has 32 Hit Points and replenishes 6 Hit Points on your turn.
Shield Generator (Ultimate)Item 16
Price 13000 credits
Bulk L
The shield has 37 Hit Points and replenishes 7 Hit Points on your turn.
Frag Grenade (Paragon)Item 19
Price 50000 credits
Bulk L
The shield has 42 Hit Points and replenishes 8 Hit Points on your turn.
Alchemical Bomb Consumable Expandable Usage held in 1 hand; Bulk L Activate [one-action] Strike
This flask filled with brackish liquid. When thrown, it hits an area and fills a five-foot square with a semi-solid grey foam. Any target can hide in this square and gain the benefit of cover. This can be thrown at a friendly target to provide this target as well.
Shield Bomb (Lesser)Item 1
Price 3 gp Bulk L The bomb provides the benefit of lesser cover and lasts for two rounds.
Shield Bomb (Moderate) Item 5
Price 10 gp Bulk L The bomb provides the benefit of standard cover and lasts for four rounds.
Shield Bomb (Greater)Item 11
Price 250 gp Bulk L The bomb provides the benefit of greater cover and lasts for five rounds.
TL; DR– A solid handbook for the recently deceased. 92%
Basics: So… you’re dead, now what? Undead Paradise is for the after. After humanity fell and all areas were lost, what happens next? Some undead get better! They regain bits of themselves and begin to attempt to move forward. Not the mindless zombies, but now the inheritors of the lost earth. What will you do? Let’s break down the game.
Basics- Undead Paradise uses a simple 2d6 + bonus method to determine success and failure. Basically, when you want to do anything, you roll 2d6 and add a skill bonus from your attributes and skills. A 7 succeeds against a simple issue, but a 13 is the highest you can expect to encounter. The biggest number you will normally add to a dice roll isa bout +5.
Advantage and disadvantage- Situations make life easier or harder. This is represented by advantage and disadvantage. For advantage, you roll 3d6 and take the best two dice. For disadvantage, you roll 3d6 and take the lowest two dice. When people help you in a task, you get advantage.
Memories and damage- In this game, as you awake, you remember things. These are good and bad memories of what you were. These are also your hit points, as each memory has three parts. When you take mental or physical damage, you lose one of the three parts of that memory. When you lose all your memory parts, you risk going feral. Feral is kind of dead for the undead, as you basically go back to the mindless zombie.
Combat– Combat in this game is as simple as task resolution. When combat happens, players get three action tokens. An action takes a token. But some more awesome actions take more. When you use your token, they go to the GM. When the GM uses theirs, it goes back to the player bank. Players go first unless there is surprise.
Ok, now to my thoughts
Mechanics or Crunch: This is a solid player guide, but I’d like a bit more crunch. This book gets you making characters and ready to play. My one criticism is you can play, but running is a bit beyond this one. I wish I had more crunch to really understand the rules of this one, but it’s not bad. It’s got enough to get you making and playing quickly. It’s also not a crunch-heavy game. That’s not bad, but that is a key fact you need to know going in. 4.5/5
Theme or Fluff– This book doesn’t fully build out the world, but it gives you a solid start. There is more here than you can see in this player guide. That is not bad, but it’s a bit simplified. That also leads to mysteries you can investigate. The character art and class structure describe different events leading to your custom ghoul. They describe everything from fungal infections to insect plagues. I’m intrigued by how it all happened. I want more, but this is a good intro to a fun zombie world. 4.75 /5
Execution: I like this book, but it makes a misstep. The book reads easily, describes well, has amazing art, and a good walkthrough of how to play and make characters. The one issue I have is no hyperlinks. It’s short, so it won’t kill me to scan up and down the book, but hyperlinks would make life easier. Aside from that, it’s a solid, well-put-together book. 4.5/5
Summary: This is a good book to get players playing fast. It will not get your whole table playing fast, as this is just the player book. You will need more. The game is a bit more roleplay than rollplay, so keep that in mind for your table. DnD dungeon crawls are fun, but this is not the RPG for that. The theme is fun. I want to know more about how the world fell apart. That is a good hook, but I’d like a bit more to get me involved. The book is well crafted, but give me a few hyperlinks to get me moving fast. Aside from some minor issues, this is a solid RPG book. If you want to play the zombies in the zombie apocalypse, check this one out. 92%
My players LOVE drawing cards and seeing what happens. Lets do that for damage!
Dead Man’s Hand
When you deal damage, you may draw a card. 9+: Deal additional damage equal to the card number – 8. Jacks are 11, queen is 12, king is 13, and an ace is 14. If you draw a joker, deal all the damage to yourself! If taken again: lower the card number needed to deal extra damage by 1.
If your next action is to use trace rune to create an rune that is at least 2 ranks lower than the highest-rank rune you can create, it becomes a free action.
Let’s branch out! Time to make some stuff for Pirate Borg! Here is an ability for the brute.
Dead Drunk
When you take less than 4 points of damage, attempt a DR 16 toughness test. If you succeed, you take no damage from the attack, as you just can’t feel it.
If your next action is to use fast alchemy to create an item that is at least 2 ranks lower than the highest-rank item you can craft, it becomes a free action.