D&D 3.5, D-20 Modern
Then,
Pathfinder, Pathfinder Modern
Point system and classes are from PM, kick (Recoil), damage modifiers for different weapons in the same group (IE, 2D6 vs 2D6+1 9x19 vs 45.ACP), bi-pod, archetypes, extra feats, extra skills.
All of these features were moved around so that the game was A: less frustrating for the players and B: less frustrating for me because it was unrealistic.
The backstory (AKA your old job and the skills or feats it taught you) feature, a lot of the feats and some of the skills, most of the weapons information, and some other things are from D-20 Modern.
Almost all of these features are intact without tampering, except for the burst and auto-fire abilities that were replaced.
Game Events and Characters, Campaign One
Speak thanks to Lyras for making the Hell-Hammer that so far has been pretty awesome in the setting. The source material mentions it so I included it, it works pretty well on zombies.
Questions I need sorted out.
1. Okay. First things first.
SMGs deal 2D6 or 2D6+1, no SMG fires .357 and 10mm 2D6+3 SMGs are rare.
Assault Rifles deal 2D8 5.56,5.45,5.8 or 2D8+1 7.62x39.
Rifles have 60 to 100 feet range increments depending on barrel length and weapon. Both of them take a normal shot, a normal shot followed by four with a kick of 2 (Burst), or a normal shot followed by nine shots with a kick of 4 (Automatic).
Here is the problem, why on earth would you use an SMG?
"If you are one square from someone and use the rifle, the other person can pull it from you, beat you with their hands or weapon or shoot first. You are in an "Attack of Opportunity spot"
Yeah I know that, but should In nerf the recoil for automatic SMGs?
2. 11 and up is a hit, we are rolling a D20. If you get a 19 the neck or groin are shot, 20 your head gets hit. So far everything in between is a two point system for each section of the body.
Before this system, the vest characters wore could take one rifle hit and only one. The damage decided if the person was bruised or not.
Big problem, all the vests the characters can get are NIJ III. They can take at least three 7.62x39 rounds even on a bad day. Some numbers the army and police provide say it should be 3 rounds of 7.62x51 at least, while civilian testing and videos show at least 10 rounds not doing a thing.
So no people get shot in the legs and shoulders to make up for this level of protection, the problem is I have no idea how the vests should fail or how big a person's arms are in a fight. What are the odds you will get shot in the arms or legs?
3. So far if a window gets shot out it's shot out. Rounds go through walls and people get killed. However I have no idea if I want to keep the old system for vehicle health or just assume what I know from watching people shoot at cars in real life.
So far no one has ever shot at a car or truck engine, just the windows, tires or car doors.
4. Should characters get hungry every 4 to 6 hours? Four if combat has happened once or twice? Same for thirsty? How much water or food would be needed for this?
5. Since the setting is mostly realistic, but has zombies and some magic; would any other settings you know of be compatible? Would you like to add some stuff to the setting? Perhaps a type of weapon or food? Would you like to DM this setting or system? Have you already done it?

