American Civil War II – The Beginning

It was 10 February 2011, The Free American Army attacked New York City, a group of people were brought to safety to a small town on Long Island called Patchogue.

A Irish Cop, A Irish Priest and an Stubborn Artist go out to scout.

The main Idea of this setting:
Normal Humans living in the heart of New York, there are a lot of policial problems in the USA and a group called Free America has staged a country wide coupe and New York is only the beginning.

The coupe becomes a full fledged war and the players are smack in the middle of the conflict on Long Island after escaping there. They can’t get out of Long Island. They start in Patchouge after being evacuated there and they try to survive.

Ze beginnen spel in Patchouge NY nadat ze daar heen zijn gestuurd omdat ze de stad moesten evacueren.

This game is being played with the unisystem , specially from the game All Flesh Must Be Eaten[2]. The players all play the Archetype: Norm
The idea of this campaign originated from Vertigo Comics DMZ NY, a part from the tv series/comics Jericho and the many survivor after war stories.

Out of game Info
Here a small text explaining the game very fast
Unisystem is not overly complex, aiming more toward a “rules light” approach. Characters have several attributes that range from 1 to 5 (6 is possible, but is very, very rare). Likewise, they have skills that range from 1 to 5. At its most basic, when attempting a skill a player rolls a ten-sided die (d10) and adds the result to the sum of an attribute score and a skill score. If the result is 9 or higher, the character succeeds. If the score is less than 9, the character fails.

There are also open-ended dice rolls, with a roll of a 10 allowing a reroll and a 50% chance of adding more points to the roll. Conversely, a roll of a 1 has a 50% of resulting in a negative roll. A success table explains how well a skill succeeded. Difficulty modifiers allow the game master (or, in All Flesh Must Be Eaten, the Zombie Master) to tailor the situation by imposing penalties or bonuses.

Characters have a pool of hit points. There are optional rules for hit locations. When a weapon hits, damage is handled in a unique way. The attacker rolls a die (anything from a d4 to a d10) and multiplies the die roll by a “multiplier”. The more dangerous the weapon, the higher the multiplier. This generates a wide range of results in a simple system, from scrapes and grazes to instant death. Bullets, in particular, are nasty, with further result modifiers based on ammunition type.

Author: Federico

I am the creator of this blog and a dreamer that converts it’s dreams into games.

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