Cryzoloth

Game Master Tyrn Jade

A massive meteor strikes Earth, unleashing nuclear destruction upon the planet's denizens. The meteor, known as Cryzoloth, brought with it a strange foreign energy; an energy so powerful that it transforms life itself. This energy has caused the dead to rise as a blood thirsty horde, and the living to transform into horrific monsters - all want nothing more than to devour life. But a true transformation fell upon humanity that remained.


Game Setup

Setting:
An apocalyptic campaign with survival elements and horrifying action. Radiation from a meteor is animating the dead and turning people into horrific mutants. Imagine a world of nightmares, where some of the most terrifying monsters are humans themselves. Experience life with no world order to speak of, placing the players on a roller coaster ride that descends from civilized society into barbarism. Enjoy fast paced combat with dynamic abilities that enhances your immersive experience on the battlefield. Use survival skills or make improvised weapons to help yourself get out of a sticky situation. Do you have what it takes to survive in the realm of anarchy? In the realm of nightmares?

Character Creation:

Level 1

82 attribute points to distribute. Cannot have an attribute be more than 18 or less than 3. Racial attributes can bring you to 20 and such.

Gestalt! You're welcome.
Take all of the abilities offered by each class. For now, everything can be stacked for the most part.
Saving throws and Skills that overlap receive your proficiency bonus twice.
Take higher HP trend.
Gain all weapon and armor proficiencies offered by each class.
Make a fun name for your gestalted class!

Feel free to take an ability from any archetype offered by your selected classes at any level where you qualify for them.

You gain your maximum Hit Dice at first level and half every level after first.

You can create your own background and give yourself whatever starting equipment you would reasonably have considering that background.
You have 4 Background Points (BP) to spend. Each one is worth a skill proficiency, a kit, a vehicle (mount, land, sea, or air), a gaming set, a set of tools, or a language. Distribute them at-will. Give a fun name for your background!

Since spells function differently in this setting, you may choose which ability you feel is appropriate for your character's “magic” source.

Interaction:

Considering the dependence on improvised weapons, there simply are no penalties for using them. Add your proficiency bonus to improvised weapons that are mechanically similar to weapons you are proficient with.

Stance Exchange
Stance exchanges stack with any other bonus or penalty. Exchanges are "raw", meaning they work for anything (spells, missiles, touching something, etc.). You can only exchange a maximum of 4 points.
-Power Exg: -x to Attack, +x to DMG.
-Defensive Exg: -x to Attack, +x to AC.
-Desperate Exg: -x to AC, +x to Attack.
-Reckless Exg: -x to AC, +x to DMG.

Called Shots and their feats allowed and encouraged. The mess of rules they have placed for them are to be ignored, burned, and shat upon, save for the dmg effects listed for the respective body parts. However, even those will be converted for 5e, and therefore they will be easier to understand.

Easy = -2
Tricky = -5
Challenging = -10

The additional Action Options on page 271 of the DMG are available for use.

Weapons and Armor and such:

Weapons: Link to list of Firearms

Scoped weapons increase the range of your weapon by a multiple determined by the quality of the scope (x2, x3, x4, etc).

To determine the long range of your firearm, use the number provided with the weapon found on the linked-page, and then multiply that by 3. For instance, a Gloc 10mm autoloader has a range of 40ft. It's maximum long range is therefore 120ft (40 x 3 = 120). As per the vanilla rules, you shoot at disadvantage at long range (in this case, long range would be 41-120ft). You cannot make a ranged attack beyond your weapon's long range.

You gain proficiency in simple or martial firearms depending on your classes' weapon proficiencies. If a class says something like "Proficiency with simple weapons as well as longswords, rapiers...", then choose a martial firearm for each individual martial weapon you receive between your two classes. This applies to individual simple weapons in the case of wizards and other classes that are proficient with just a handful of weapons.

Weapon Abilities
Single Shot - Spend a bonus action to add +3 to one attack per turn.

Semi-Automatic - Spend a bonus action to make an extra attack.

Burst Fire - As an attack action, add +1 to dmg for every 2 points you beat the target's AC (maximum three times and always expends three bullets).

Automatic - As an attack action, you can fire in a 30ft cone. All targets within cone must make a DEX saving throw or take dmg (DC = 8+DEXmod+proficiency if applicable), which always expends six bullets (maximum six targets). If fired at a single enemy, add +1 to dmg for every 2 points you beat the target's AC (maximum six times and always expends six bullets). The automatic function can be used while moving, but at disadvantage (conversely, targets receive advantage on DEX saving throws if shot in a cone).

Slashing - Spend a bonus action to make an extra attack.

Piercing - Spend a bonus action to add +3 to one attack per turn.

Bludgeoning - Spend a bonus action to add +1 dmg for every 2 points you beat target's AC to one attack per turn.

Armor:AC increases as follows...

You only gain half of the points listed on the table. This bonus does not stack with AC bonuses from armor or the Unarmored Defense ability, you must choose which one you would like to use.

Armor Proficiency

Column A - No Armor Proficiency.
Column B - Light Armor Proficiency.
Column C - Medium Armor Proficiency.
Column D - Heavy Armor Proficiency.

Spells:

Advanced, commercially-hidden technology and the mysterious radiation from Cryzoloth are the excuses for magic in this game. Stable magic users are extremely rare and are more feared as abominations than accepted as people. Other than that, magic and spells are virtually vanilla, though some tweaking of their descriptions may be necessary in order to fit this particular setting. Related to that, since classes are virtually arbitrary, you choose which ability to use for your spell casting.

For instance, Kalyna has bard spells which usually uses CHA as its spell ability. Because she uses technology and science to create her spell-effects, I assigned INT as her spell ability. It's good to justify your spells this way so the game is more grounded.

The nature of "magic" in this game is anything but magical. The radiation that virtually envelopes the Earth has caused organisms to mutate and the dead to rise, but it has also given individuals extraordinary powers. Technically the special abilities are a result of being mutated, but those that become supernatural still retain control over their psyche. But who knows how such an individual perceives the world given their new powers?

Individuals that possess these "magical" abilities are known as reavers. You are considered a reaver if you cast spells via mutation. In this case, you can select any race other than human. If you are a spell casting class you do not HAVE to pick reaver as your race, you simply can create spell effects by other means, such as Kalyna does with SCIENCE!!!.

Survival, Healing, and Damage:

Hit Points
Your HP is virtually your Stamina. It represents your combat resolve, which fluctuates readily during battle. Most dmg is applied to HP first, but once your HP is depleted, all further dmg is applied to your Constitution Points (explained below). You regain HP naturally during short and long rests.

Short Rest: Gain an amount of HP equal to your Con Modifier + level for every half-hour you rest (minimum of 1).

Long Rest: Regain full HP.

Constitution Points
Your CP represents the amount of severe punishment you can take. Your CP is your Constitution score, meaning any dmg applied to it will also effect your total HP, saving throws, and any other ability associated with that attribute. Dmg from critical hits can be applied to CP instead of HP at player's choice. If applied to CP, only an amount of dmg equal to the multiplier is subtracted. Sneak attack, and other forms of precision/vital dmg, including critical hits from spells, can be applied to LP as well. In these cases, the dmg dealt is equal to the number of dice used. In the case of spells, AoE's, and other abilities that require saving throws, the targets that roll a natural 1 are subjected to precision/vital dmg and that dmg can be applied to CP or HP at player's choice. CP's are regained usually by using a first-aid kit, seeing a trained medic, supernatural abilities, or taking an extended rest.

Extended Rest: Regain an amount of CP equal to your Constitution modifier (minimum of 1) for every five days of rest (need not be consecutive).

If you are at 0 HP, you do not automatically fall unconscious, but you do gain two points of exhaustion (pg. 268 PHB) and any further dmg is applied in full to your CP's. The exhaustion effect is removed once you regain at least 1 HP.

Invoke Resolve
You can roll up to half of your hit dice plus your Constitution modifier for each die, adding the total to you HP. You can Invoke Resolve once per long rest.

Crippled
Certain injuries cannot be entirely repaired by just resting. Healing injuries takes time, rehabilitation, and/or very powerful supernatural abilities (pg. 272 DMG). Any body part can be crippled, but the major ones are head, neck, torso, arms, and legs. However, you can choose to injure someone's eye, or even target their big toe or something. This is a flexible mechanic and the penalties that a crippled person acquires will be determined by the circumstances of the injury. To target certain parts of the body, simply make Called Shots. Critical hits from Called Shots can reduce the target's ability scores in a similar way CP is reduced.

Mutation
Certain creatures are able to infect others with their horrid afflictions. If such a creature deals ability damage, the target must make a CON saving throw (DC 10). If the target fails, roll a d20 to see how many hours it takes before mutation begins. For every two hours, roll another saving throw to combat the necrophage. You gain two points of exhaustion while you are infected. These points disappear once you either pass a saving throw or mutate.

Needs (Hunger, Sleep, and Thirst)
***You won't even have to think about this mechanic as I will be keeping track of it. It is written here mainly for ease of referencing.***

Use your CON or WIS score, whichever is higher, to determine your Capacity of Needs. Once you have reached capacity in either Need, you fall unconscious and begin dying. You gain one point each day. Hunger Capacity (HC) equals your score x3. Sleep Capacity (SC) equals half your score. Thirst Capacity (TC) equals half your score. Once you are at half and three quarters full capacity, then you take one and two points of exhaustion respectively. As you eat, sleep, and drink, your Needs score will gradually regress to zero (Flush). Different forms of sustenance and comforts will provide different values of Needs. A rack of lamb will decrease hunger faster than a baby carrot, etc. You gain benefits for having a surplus of Needs met. For each Need that you have a surplus in, gain one point of rejuvenation. Rejuvenation has the opposite effects of exhaustion. You may only receive an amount of surplus in any Need equal to a quarter of your Capacity for that Need rounded down.

Lore:

This section will contain information that the party would know from common knowledge or from discovering as the game progresses. The information presented can be historical, or just general knowledge about the universe this campaign takes place in. This section can be used as a reference to fill any blanks and to assist with continuity as the game developments.

On August 12th, 2013, the planet experienced a drastic change. A massive meteor the size of Nevada abruptly appeared within Earth's orbit undetected. The only radiation that is able to be detected from the meteor is radio, where receivers interpret the "message" as saying "cryzoloth". All over the world, peoples' radios began spewing this word. It had no voice, per say; it is just what the static sounded like. For this reason, the meteor was dubbed "Cryzoloth". Once Cryzoloth made contact with the atmosphere, it exploded into hundreds of meteorites that collided with the Earth. Its destructiveness was unimaginable. Analyses would project it caused more devastation than a total nuclear war. Entire cities fell*, along with peoples' idea of humanity. Within minutes, 3 billion people died on planet Earth just from the impact. This drastic change in human environment instigated more primitive behaviors that were beneficial for our prime-ape ancestors at one time, but now would be considered atrocious. With the entropic vortex of chaos that was becoming humanity, order fell. Governments lost control of the people, and the underworld surfaced in the realm of anarchy.

Shortly after Planet-Fall (Cryzoloth's landing), a privatized and powerful research company called Coeus Institute spearheaded the research being performed on Cryzoloth all over the world. They constructed rapid-deployment quarantine labs around the meteorites, where they assaulted them with radiation and other testing-methods to discern what its properties are. Whatever they were discovering is known only by those working for Coeus, leaving the public victim to conjecture and speculation.

By September 2nd, 2013, the Street Wars began in New York City, and one can assume similar situations occurred in other parts of the world. On this same day, the horde of undead escaped the morgue with the help of Dr. Marx, who had gone senile because of his zealous infatuation with Cryzoloth. The streets were saturated with violence; fighting between rival gangs, the police, the military, and the horde riddled New York with gorey midden. Many died during the Street Wars, innocent and guilty alike, and the horde only grew bigger. It was a phenomenon the people of Earth only had nightmares of and made movies about. The dead were raised from their supposed eternal slumber and they fed on the flesh of the living. On October 31st, 2013, the NYC area went dark. Radio communication was limited to local ranges and general power was nullified, save for the use of generators. Around the third week of November, the government had no influence in NYC. Before they left the city, the military had already built barriers within a five mile radius of McCarren Park in Brooklyn. However, the total area does not equal 79 square miles, because McCarren Park is located near the bridges leading to Manhattan, which were also blockaded. This reduces the total area of the protected zone to only about 20 square miles.

On December 5th, 2013, the gangs had a cease fire and a blood truce was declared. The other enemy, the Horde, was tearing through their ranks. The five surviving gangs formed the Chromatic Union of Barrier City, which is an assembly of gang colors sworn to cease all offenses with each other and work together to combat the Horde. A gang called The Ghost-Faced Killers was the most powerful, and the other gangs deferred leadership of the union to them. The enthusiasm for this truce is strictly with the leaders of the five gangs*. Most of the lower ranking members still hold much resentment, and infighting is common.

This time also began what is known as "Othello's Reign". Othello is the leader of the Ghost-Faced Killers, a name unearthed from his old platoon during the Gulf War. There were four surviving members: Master Chief Othello (real name unknown) and three others whose names are not popular enough to know. They were 1st Recon Marines who had effortlessly outperformed all of the other gangs during the Street Wars, and as their numbers grew, occupying Barrier City (as it is now referred to) was easy.

The Chromatic Union led a mighty offensive campaign against the remaining Horde within Barrier City. Along with them was a militia that composed of the independent people of Barrier City. Together they worked to destroy all of the risen within the barriers and plug all of the metro accesses. The hell that lies below the city is incomprehensible. The metro tunnels were filled with people when the Horde stormed the city, not to mention many dying due to collateral damage from the Street Wars; all rose as one of Them.

With metro accesses blockaded and the majority of the Horde gone within Barrier City, the community itself began to congeal. Othello still held leadership over the Union and began campaigning to the independents (peeps like you and me) to have their loyalty. Those that chose to retain their independence were treated fairly enough. He respected their turf and allowed them to barter with the Union, but he would force the independents to pay a "supplies tax" in exchange for conservative protection. If they could not offer anything, they were forced to go on a salvage run outside the barrier; in the nightmare that is now Outer City*. Salvagers that have returned to Barrier City speak of horrors beyond the walls. Scarred in their minds are undead that have pulsing cyst that burst and splatter their victims with contagion or acid, or the type of zed that can run fast, faster than Kenyans. Salvage runs to Manhattan are a completely different story. No one has ever returned, though it is rumored to be a gold-mine for untouched resources.

As time went on, Othello grew more and more tyrannical. People can only speculate his reasons, but his transition from a somewhat fair leader to an obsessive despot happened quickly. It began with increasing the supplies tax for the independents which caused more people to be unable to meet their quota, resulting in more forced supply runs. He also started to ignore his part of the bargain for the supplies tax; neglecting his word to protect the independents from zeds or from crime. The streets were slowly returning to chaos, and foot soldiers of the C.U. fear no consequences from taking advantage of the independents, or each other. Othello's worst act was his new draft law, which was enacted on February 16th, 2014. This forced all independents to either join the C.U., or be evicted from Barrier City. His rationale within the letter he distributed stated that "It is imperative to the survival of our species that we eliminate competitors. Living in close proximity with others that use the same resources but that do not work together reduces our integrity to endure this world. This order states that all that do not function within the C.U. (i.e. an Independent of Barrier City), must emigrate outside the barrier. All land within Barrier City now belongs to the C.U. Independents will be allowed safe passage outside of the barrier, but those that remain will receive no protection and no supplies and their homes may be occupied at the will by the C.U. or any member within it".

General Information

*It is assumed civilizations all over the planet met total destruction. Some known major areas are Toronto, Niagara Falls, Jersey City, Los Angeles, and Mexico City.

Organizations
-Coeus Institute: Coeus was the titan of knowledge. That is exactly what this organization exemplifies. They are privately owned, but federally contracted on many occasions to conduct research. Coeus has virtually unlimited resources, and because of that they are granted special permissions to research things too radical for contemporary folk. Because of the supernatural nature of Cryzoloth, they were immediately charged with placing the shards under quarantine, and also to conduct intensive research in order to control the catastrophe.

- The Ghost-Faced Killers: Four former Marine Raiders from the Gulf War lead the G.F.K.. Their numbers increased when the weakening military presence in NYC was unable to maintain control, and soldiers would defer to the leadership of the G.F.K.. With their superior tactics and advanced training of their recruits, they cornered the other gangs into a cease fire and convinced them to focus on the Horde. Their tactics involve automatic weapons and explosives, and they have bullet-proof vest. They are led by Master Chief Othello and have a dominant alignment of LN.

- The Gold Dragons: A Chinese-American gang from Chinatown, The Gold Dragons are a ruthless sort, though they are not as reckless as the Rakes. Their leader is Jonny Chen, a young heir to the late mob boss Chow Chen. He is ambitious and calculating, but lacks the fire power of the G.F.K.. Their tactics are deception, small firearms, and martial arts and they have a dominant alignment of LE.

- The Coven: An eccentric gang of Jamaicans and Haitians, the Coven is a tight-knit group with a more generous sense of community compared to the other gangs. They are the most sympathetic to the Independents, and often barter with them and offer protection. In combat, they use certain chemicals and drugs to disorient their foes and prefer to kill with ceremonial melee weapons, though firearms are not uncommon. They are led by Chief Odell, a self-proclaimed witch-doctor and practitioner of voodoo. Their dominant alignment is CN.

- The Cassidy-Monroe Family: A group of two gangs, the Cassidys and the Monroes, merged together shortly before the Street Wars began. The Cassidys are a group of racist punk-rockers that are quite barbaric in nature and organization, but are ruthless and relentless. The Monroes are indicative of the Irish Mob and are more organized and subtle than the Cassidys, often in need of restraining the latter at times. Their tactics involve improvised weapons and firearms. They are led by Ira Cassidy and Adrian Monroe, one middle-aged and the other a young heir. The Cassidies are dominantly CE while the Monroes are mostly LE, making their average dominant alignment NE.

- The Rakes: This gang began on a small block in east Brooklyn and quickly gained popularity among the impoverished inner-city people of NYC. Though they are moderately organized, their numbers have greatly decreased due to the Street Wars. They are a mix of Afro, Latino, and Anglo people. Because of Jack and Kalyna's defense of the hospital, the Rakes have a personal vendetta against them, believing that if it were not for them they would have a stronger foothold and could have endured better during the rest of the fighting. However, they are on the eastern side of Brooklyn and are unaware of Jack and Kalyna's location. Their tactics include small firearms and small bladed weapons. They are led by a man who calls himself Infamous D and their dominant alignment is NE.

Locations
*Manhattan: The borough of Manhattan is considered to be a terror-zone. No one has returned from salvage runs in Manhattan to speak of its nature, but sometimes, on quiet evenings, people can hear terrifying howls and screeches from across the bridge. Because of it's hellish reputation, people that horribly break the rules within Barrier City will be exiled outside the North Gate, which leaves the bridge over to Manhattan as the only path for them.

*Outer City: Any place outside the barriers to the east, south, and west is considered Outer City; a wasteland with little to no survivors and with swarms of the Horde. Salvagers that go into Outer City come back with stories of even more terrifying undead. Northwest of Barrier City is Manhattan, where no salvagers have ever returned to speak of its condition. It is more commonly referred to just as Manhattan and is not associated with Outer City.

~ Jack's apartment complex
~ Ghost-Faced Killers' HQ

To be continued....

I think this is enough info for a sandbox game. We'll figure it out as we go! :)