The Dead Are Coming [PDF]

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Zitiervorschau

the

a zombie apocalypse survival rpg

by Diogo Nogueira

Table of contents Introduction..........................................1 1 - Create a Survivor......................2 1.1 - Attributes.......................................2 1.2 - Hit Protection (HP).......................2 1.3 - Resources.......................................2 1.4 - Background...................................2 1.5 - Starting Equipment.....................2 1.6 - Details.............................................4 1.7 - Improving Your Survivor............5 2 - Inventory........................................8 2.1 - Retrieving Items...........................8 2.2 Durability.........................................8 2.3 - Encumbrance................................8 3 - Gear and Resources.....................9 3.1 - Resources.......................................9 Food.....................................................9 Water..................................................9 Bullets.................................................9 Fuel......................................................9 3.2 - Gear..............................................10 3.3 - Weapons and Guns....................10 Burst..................................................11 3.4 - Armor............................................11 3.5 - Favors............................................12 3.6 - Vehicles........................................12 4 - How to Survive............................13 4.1 - Role Playing.................................13 4.2 - Keep This in Mind.......................13 4.3 - Saves.............................................14 Opposed Saves.................................14 Advantage & Disadvantage..........14 4.4 - Combat.........................................14 Initiative...........................................14 Attacks..............................................14 Hit Protection & Damage................14 Scar....................................................15 Critical Damage...............................16 Attribute Damage............................16 Distance & Range.............................16 4.5 - Stress.............................................17 Stressful Event..................................17 Recovering Stress.............................17 4.6 - Conditions...................................18 4.7 - Rest & Healing.............................18 4.8 - Time..............................................18 4.9 - Overland Travel..........................19 Foraging............................................19 5 - Followers.......................................19 5.1 - Followers Morale.........................19

6 - Bands & Communities................20 6.1 - Bands............................................20 Casualties.........................................20 Equipping the Band........................20 6.2 - Communities..............................21 Casualties.........................................21 Equipping the Community.............21 Activities...........................................21 7 - Refereeing in the Apocalypse......22 7.1 - Referee Principles......................22 Make the World Dangerous............22 Be The Survivors’ Senses.................22 Telegraph Danger............................22 Present Choices................................22 Show Consequences........................22 Be Fair...............................................22 Reward Good Ideas..........................22 7.2 - Understanding Attributes........23 7.3 - Using Saves..................................23 Consequences...................................23 7.4 - Luck Rolls.....................................23 7.5 Rulings Over Rules........................23 8 - Running The Apocalypse..........24 8.1 - Exploration..................................24 8.2 - Traveling......................................24 Rest....................................................24 Weather............................................24 8.3 - Random Encounters..................25 Reactions...........................................25 Morale...............................................25 Encounter Tables.............................25 9 - Zombies...........................................26 9.1 - Zombie Traits..............................26 9.2 - Zombie Infection.......................26 9.3 - Sample Zombies.........................26 9.4 - Mutations....................................29 10 - People...........................................30 10.1 - Sample People..........................30 10.2 - What Are They Carrying?.......33 11 - Apocalypse Toolkit................34 11.1 - Countryside...............................34 11.2 - Small Town................................36 11.3 - Big City.......................................38 11.4 - Adventure Ideas.......................40 11.5 - 100 Things To Do In The Zombie Apocalypse..........................................41 Character Sheet.................................44

Dead

the

Writing & Layout by

Diogo Nogueira Editing & Proofreading by

Jarrett Crader And Fiona Geist Artwork by

Andrej K. Braga

Copyright 2020 by

Diogo Nogue ira

Introduct

ion

The Dead Are Comi ng survival role playin is a zombie apocalypse g friends play make-begame (RPG). You and 2-5 narrative of a group lieve creating a shared living in a world go of survivors trying to keep on ne terribly wrong. Th keep the story you tell consistent, intere e rules help challenging. sting and You play a desperat e world where zombie survivor in a post-apocalyptic s stop until they devo are a real thing that won’t ur your flesh. You als secure a refuge, sto o need to cki other resources. An ng it with food, water and d, of course, other people try to take it from you. This book contains all Referees need to pla the rules players and y the game. However assumes you know , it what a RPG is and ba understand how to play one. If you don’tsically Google search will , a quick provide you many an watching a few act ual plays on YouTub swers and a lot of things. But e will clarify in is to ask someone wh the end, the best way to learn o has played one (use internet)! the The Dead Are Comi ng is inspired by all the zombie movies and series I’v The Walking Dead, e ever watched (Zombieland, Pet Sematary, World War Z, Night of the Living Dead, an read and played (In d others), as well as games I’ve to Mausritter, Into the the Odd, Electric Bastionland, Bronze, Zombie Hack, Diaries, Terra Deva Shotgun sta I’ve taken all that an da, Mothership and others). d mixed it with my to make a quick, sim experiences ple and resourceful apocalypse surviva zombie l RPG!

ATTENTION: This game contains themes and mechanics simulating some events appearing in Zombie Apocalypse movies, these are not representative of real issues people live with. Things are far more complex in real life and can’t be reduced to die rolls and gameplay.

1

urvivor s A e t a e r C 1The world is a mess. Civili zation as we know it collap The cities are overrun wit h flesh eating monsters you sed. zombies, people have turned call on one another and you sur you can. While you can. vive as

1.1 - Attri butes Your survivor has three attributes determining their basic strengths and weaknesses. •

Strength (STR): Physical prowess and endurance. • Dexterity (DEX): Agility and handeye coordination. • Willpower (WIL): Force of will and charisma. For each of these attributes roll 2d6+3 in order, swapping any two.

1.5 - Starting Equipment ld t you cou Your be d wha . You grab dy lost most of it and alrea arts with: st survivor t. Flashligh r • item (you l a n o rs e P • e 1.3). choice). units (se Resource 6 d s. 1 em • ground it Two back choice • r u o y f o n A weapo • (see 4.1). ighest rvivor’s h If your su is: Attribute ll on the d 9 or 8: ro nd table again an • u ro . B r o Backg A er Item take eith . take both : ss le r 7o •

ction (HP) e t o r P t i H 1.2 Roll 1d6 for your HP—how much damage your survivor shrugs off before actually getting wounded.

1.3 - Resources Roll 1d6 determining how many Resource units you begin with, allocated to Food, Water, Bullets or Fuel however you like.

nd 1.4 - Backgrou Cross reference your HP and Resources values on the Background table determining what your survivor was before the dead came. If desired, you can create your own Background. Come up with a past occupation and two related items and you’re set!

2

HP

Resour. Background

Item A

1

1

Highschool Student

Fireworks

Skateboard

1

2

Food Truck Chef

Pans

Flammable Oil

1

3

Inmate

Chain

Dodgeball

1

4

Hedge Hippie

Incenses

Herbs

1

5

Carpenter

Saw

Hard Piece of Wood

Item B

1

6

Law Enforcer

Shiny Badge

Manacles

2

1

Pizza Delivery Person

Motorcycle

Bag Full of Coins

2

2

Dog Walker

Dog

Rope

2

3

Bartender

Beer Bottles

Corkscrew

2

4

Fisher

Net

Small Boat

2

5

Mechanic

Mid-Sized Car

Mechanic Tools

2

6

Electrician

Bundle of Wires

Small Generator

3

1

Lumberjack

Chainsaw (1d10)

Road Atlas

3

2

Priest

Censer

Holy Book

3

3

Taxi Driver

Old Taxi

Bolt Cutter

3

4

Garbage Collector

Trash Hook

MP3 Player

3

5

Comic Artist

Sketchbook

3

6

Sales Person

Old Catalog

4

1

Dock Worker

Hook

Bottles of Ink Electroshock Weapon (1d6 DEX dmg) Deck of Playing Cards

4

2

Zookeeper

Monkey

Tranquilizer darts

4

3

Mail Carrier

City Map

Van

4

4

Tour Guide

Regional Map

Walking Stick (1d4)

4

5

Teacher

Large Metal Ruler

Box of Chalk

4

6

Farmer

Pitchfork

Sheepdog

5

1

Engineer

City Blueprints

Measuring Tape

5

2

Journalist

Tape Recorder

Compact Car

5

3

Burglar

Crowbar

Grappling Hook

5

4

Tax Collector

Large Car

Sealing Tape

5

5

Professional Wrestler

Colorful Costume

Big Mallet (1d6)

5

6

Firefighter

Fire Resistant Coat

Megaphone

6

1

Musician

Signed Photos

Guitar

6

2

Magician

Box of Tricks

Pair of Doves

6

3

Baker

Rolling Pin (1d4)

Portable Oven

6

4

Boxer

Punching Bag

Boxing Gloves

6

5

Clown

Makeup

Horn

6

6

Soccer Star

Large Trophy (1d6)

Spare Uniforms

3

ails 1.6 - Det Roll or choose a physical det Choose a name, pronouns and ail and a personality trait. want to define appropriate any other important traits you for your survivor.

d66 Physical Detail 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36

Bow-legged Delicate Hands Calloused Hands Sharp Nails Tattooed Body Burn Scars Strange Birthmark Long Braids Dreadlocks Colorful Hair Mohawk Goatee Bald Old-Fashioned Sideburns Thin Lips Pierced Tongue Body Modification Missing Limb

d66 Personality Traits

4

11 Adaptable 12 Ambitious 13 Competitive 14 Dominating 15 Emotional 16 Enigmatic 21 Fanatical 22 Fatalistic 23 Guileless 24 Haughty 25 Impressionable 26 Lazy 31 Loyal 32 Malicious 33 Non-committal 34 Old-fashioned 35 Pedantic 36 Power-hungry

d66 Physical Detail 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Acid Burns Bronze-skinned One-eyed Always Smiling Nine Fingers Gap-Toothed Full Lips Broad Nose Crooked Nose Pointy Nose Double Chin Wolfish Eyes Hairy Skin Pimply Skin Veined Skin Unruly Eyebrows Lanky Eyes Bleary Eyes

d66 Personality Traits 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Questioning Reserved Realistic Scrupulous Sarcastic Sensitive Tolerant Thoughtless Treacherous Uncaring Uninhibited Unpredictable Vivacious Vindictive Venomous Weak-willed Witty Wishful

1.7 - Impr oving Your Survivor

EARTH. .. WALK T HE

DEA

WHEN THERE IS

D SHALL

NO MORE R OOM IN H E

LL, THE

As your survivor lives through more encounters gaining Scars they become hardier and more experienced.

5

japanese

American Arrabic brazilian chinese

italian russian

french

irish

6

d100 Masculine Names 51 Jürgen Meyer 52 Ingo Schultz 53 Thomas Wagner 54 Frank Krämer 55 Daniel Malzer 56 Dirk Köhler 57 Andreas Müller 58 Kai Metzner 59 Dennis Schmidt 60 Bernd Förster 61 Brendan Murphy 62 Kyle O’Sullivan 63 Nolan Doyle 64 Conor McCarthy 65 Ross Campbell 66 Owen Murray 67 Liam O’Connor 68 Rory O’Neil 69 Declan Smith 70 Aidan Gallagher 71 Vito Ricci (Italian) 72 Carlo Caputo 73 Franco Savino 74 Aldo Vicenzi 75 Franco Paolucci 76 Nino Domenico 77 Giorgio Zucco 78 Pasquale Marchese 79 Salvatore Bruno 80 Pietro Candelora 81 Saburo Arakawa 82 Akira Yamamoto 83 Koji Murata 84 Shogo Endo 85 Tenyu Uchida 86 Daisuke Ueda 87 Yukio Sugihara 88 Motoki Nakajima 89 Riku Tsukehara 90 Hitoshi Takagi 91 Boris Yegorov 92 Ivan Kuznetsov 93 Sergei Petrov 94 Oleg Maltsev 95 Alexander Gerasimov 96 Viktor Batkin 97 Piotr Vorapaev 98 Mikhail Zubov 99 Yakov Trushin 100 Valentin Rokossovsky

german

d100 Masculine Names 1 Shawn Crossley 2 Eric Oakes 3 Ryan Murdock 4 Jeffrey Bryum 5 Stephen Zander 6 Michael Conoly 7 Craig Crookston 8 Jackson Greto 9 Cedrick Parsh 10 Adam Harkness 11 Amr al-’Abarta’i 12 Baqar al-Katib 13 Ibrahim al-Saghir 14 Sharif al-Wasiti 15 Yusuf al-Kabir 16 Tahir al-Sufi 17 Zayad al-Rumi 18 Ghazi al-Tuluni 19 Ghassan al-Kasrawi 20 Umar al-Najjar 21 Rui Moraes 22 Eduardo da Costa 23 Arlindo Castelo Branco 24 Pedro Gonçalves 25 Antônio Amaral 26 Tiago da Mata 27 Carlos Andrade 28 Ricardo Cardoso 29 Fernando da Silva 30 Mauro de Albuquerque 31 Li Hui (Chinese) 32 Sung Jin 33 Xie Meng 34 Tong Kehui 35 Hui Zhili 36 Xiao Shisun 37 Peng Lei 38 Wu Haocai 39 Chang Zhongyu 40 Taishi Xilong 41 Eteinne Cabot 42 Pascal Dubois 43 Rémy Chevalier 44 Benoît Roux 45 Didier Durand 46 Gaston Leblanc 47 Jaques Vioget 48 Pierre Boulanger 49 Honoré Artaud 50 Maurice Charbonneau

russian

American Arrabic brazilian

chinese

french

japanese

Feminine Names Christina Schreiber Sabine Meer Hanna Reimer Svenja Gerber Elke Weiss Ria Kurz Asta Lustig Verena Knopf Sacha Gebaur Geraldine Cullen Fiona Campbell Brianna Walsh Sheila Quinn Patricia Wilson Kaylee Kennedy Tracy O’Brien Ashlyn Byrne Kira Lynch Tara O’Reilly Kathleen Moore Caterina Malatesta Elena Carpino Pina Giacone Angela Amato Teresa Falcone Belina Vecchio Silvana Zabatino Lucia Maggio Enza Guerra Donna Bonaduce Ayuy Mishima Kumie Otani Yoko Yasukawa Mari Sekigawa Rie Ogura Hidemi Mishima Sanae Komiya Mizuho Hirano Fumiko Goto Namie Asai Olga Alexandrov Evgeniya Abakumov Natalya Davydov Irina Gravikov Yekaterina Smirnov Dariya Babanin Sofia Yablokov Tatyana Yurin Lyudmila Essen Svetlana Shashlov

italian

d100 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

irish

Feminine Names Emma Hammill Pamela Araneo Jennifer Reeves Anna Roman Nicole Forrest Kaylene Minehan Gina Kuklenski Dora Maxson Rebecca Bullert Laticia Ahalt A’isha al-Adwani Banujah al-Badawi Faiza al-Ifriqi Hiba al-Jaludi Izza al-Basri Labna al-Darir Rabia al-Hashimi Sahla al-Isbahani Suraya al-’Attar Zyanab al-Hamdani Andreia Ferreira Natália Bernardo Lucélia Reis Paula Menezes Gabriela Garcia Letícia Lima Raquel Vasconcelos Rosangela de Sá Michelle Goés Izabela Mendes Cheng Lihua Li Mei Siu Jie Gao Luli Wong Lili Ho Paihong Leung Yiping Ko Ling Kuo Qin Ma Ya Camille Galliard Marguerite Perrault Amélie Orleans Noémi Rochefort Celine Huet Paulette Jourdain Élodie Menard Capucine Thierry Madeline Reynald Virginie Camus

german

d100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

7

2 - Inventory If they Your survivor can carry STR+5 normal sized items. STR items. carry can they item r simila or ck backpa their lose bulky and s weapon nded two-ha as such Some larger items, armor, count as 2 items.

2.1 - Retrieving Item s Organize your inventory by putting the most accessible items in the character sheet’s first positions. To retrieve an item during an encounter you may spend your action and roll 2d6. If your roll ties or exceeds the item’s position you retrieve it. Otherwise, you can’t retrieve it until your next action.

2.2 Durability Most items have Durability of 3. When an item loses a point of Durability mark a “*” next to it on your character sheet. After accumulating 3 “*” next to it it is depleted or destroyed. “*” are cleared by being repaired, recharged or refilled. Items lose a point of Durability when: • • •

The Referee deems it has been used enough. Rolling a “ 20” when using an item and making an Attribute Save. They’re depleted with use.

2.3 - Encumbrance If your survivor exceeds their Inventory capability (see 2) they are Encumbered and cannot run and make all Saves with Disadvantage.

8

they Will eat you And You will Eat us

3 - Gear and Resources All prices are in Resources (Food, Water, Bullets and Fuel Some people only accept cert ). ain Resources.

3.1 - Resources Resources are everyday items and commodities survivors need. You can usually trade Resources 1:1 unless the other person already has enough of what you’re offering.

food Each survivor must consume a unit of food daily. • •

You’re Deprived after 1 day without food. After 5 days, your survivor suffers 1d6 damage daily.

Bullets

A unit of Bullets is consumed whenever you roll a 1 on a gun’s damage roll. • •

For simplicity’s sake Bullets are interchangeable. Note: some weapons automatically use Bullets.

F u el

Water

A unit of fuel is consumed every 4 hours by a car (8 by a motorcycle or generator).

Each survivor must consume a unit of water daily.



For simplicity’s sake Fuels are interchangeable.





Note: some vehicles or machines consume a unit faster or slower.



You’re Deprived after 1 day without water. After 2 days, your survivor suffers 1d6 damage daily.

9

3.2 - Gear Equipment is hard to scavenge or purchase, so survivors make do. These are usually found in abandoned places or, sometimes, bartered with other survivors. •









Backpack and Sacks (2 units): Everyone begins with them, but they may be lost (see 2). Frivolous Objects (1 unit): Stuff people don’t need to survive yet are particularly useful in a postapocalyptic setting like paper, glue, magazines, simple toys, computer mice, RPG dice and other such things. Useful Objects (1d6 units): Things that are currently quite useful and used to fix or make things or get around like cloths, shoes, boots, simple tools, small batteries, rope, flashlights and other such things. Essential Objects (2d6 units): Things everyone needs sooner or later in this terrible situation such as toilet paper, animal traps, shovels, crowbars, fishing poles, nets, flare guns, manacles, GPS devices and other such things. Valuables (3d6 units): These are not particularly useful objects but still represent something important for the survivors and cost quite a bit if people know you need them. For example, novels, baseball cards, music albums, comic books, RPG books and other such things.

The

eInsd

near 10

3.3 - Weapons and Guns Everyone needs a weapon now, even those who didn’t want one before. Weapons are divided into broad categories and may have unique characteristics. •













Unarmed: Your fists, knuckles and every other part you use to hit (1d3 damage which does not explode attacking zombies). Small Melee Weapon (1d6 units): Daggers, hammers, bats, handaxes and other small melee weapons (1d4 damage) which can be thrown up to short range. Medium Melee Weapon (2d6 units): Axes, machetes, swords, baseball bats with spikes and other medium melee weapons (1d6 damage) which cannot be thrown effectively. Large Melee Weapon (3d6 units): Katanas, zweihanders, halberds (did you get it from a museum?) and other large melee weapons (1d8 damage) which are impossible to throw but can attack targets within short range. Small Ranged Weapon (1d8 units): Darts, small handguns and everything in between (1d4 damage) which can usually hit targets up to medium range. Medium Ranged Weapon (2d8 units): Crossbows, heavy pistols and small semi-automatic guns (1d6 damage) which can usually hit targets up to long range. Some are automatic and allow burst fire. Large Ranged Weapon (3d8 units): Longbows, shotguns and small automatic rifles (1d8 damage) which can usually hit targets up to long range. Some are automatic and allow burst fire.

More weapons... •









Stationary Ranged Weapon (5d10 units): Mounted machine guns and other weapons that require setting up and only permit stationary burst fire (1d12 damage) which can usually hit targets up to long range. They fire in bursts. Grenade (2d6 units): There are many types which either blast everyone within close range (1d10 damage), create a large area of smoke up to short range where no one can see anything, emit high pitched noise deafening anyone within short range or emit strong light blinding anyone within short range. Poison (3d6 units): Hard to come by and even harder to find someone to make them. Poisons usually do 1d8 damage directly to an Attribute after 1 turn. Acid (3d6 units): Burns through most material (1d6 damage/ round) until cleaned. Ether (3d6 units): Anyone forced to breathe this in makes a STR save or passes out for 1 hour.

Burst Spend 1 Bullets to deal the weapon’s damage to 1d6 targets who are within close range to each other.

mor 3.4 - Ar Real armor is hard to find and even harder to barter for. Most people just wear scavenged athletic protective gear if they can find it. •





Improvised Armor (1d6 units): Made with heavy clothing, sports gear and whatever you can find (Defense 1, 1 Inventory slot). Tactical Armor (3d10 units): Used by the police and tactical teams consisting of a helmet, vest and some ballistic plates (Defense 2, 2 Inventory slots). Heavy Military Armor (6d10 units): Used in very specific military operations consisting of advanced and flexible ballistic plates, a helmet and a vest (Defense 3, 2 Inventory slots).

11

3.5 - Favors There is no real market for services, consult this when convincing another survivor to do something for you. •





Minor Favor (1d6 units): Cook, repair your clothes, stitch a small wound, loan a non-essential item. Reasonable Favor (2d6 units): Deliver something convenient, take care of something for a few hours, cover for you. Huge Favor (5d6 units): Hide you from another group, take you somewhere dangerous, deliver something out of the way, lend you their vehicle.

3.6 - Vehicle s It’s highly unlikely someone with a functioning vehicle is willing to barter it. But who knows? •

Animal (2d6 units): A horse, donkey, mule or similar mount. Doubles a person’s walking speed.



Motorcycle (10d6 units): Normally transports up to 2 people. Covers 10 times as much ground as a person, consuming 1 Fuel every 8 hours. Small Car (10d10 units): Normally transports up to 4 people. Covers 10 times as much ground as a person, consuming 1 Fuel every 6 hours. Medium Car (10d12 units): Normally transports up to 6 people. Covers 10 times as much ground as a person, consuming 1 Fuel every 4 hours. Large Car (10d20 units): Normally transports up to 8 people. Covers 8 times as much ground as a person, consuming 1 Fuel every 2 hours.







12





Armored Vehicle (20d20 units): Normally transports up to 4 people. Covers 5 times as much ground as a person, consuming 1 Fuel every 2 hours. Treat as a Detachment. HP 10, Def 2, Machine gun 1d12. Tank (20d100 units): Normally transports 4 people. Covers 2 times as much ground as a person, consumes 1 Fuel every hour. Treat as a Detachment. HP 20, Def 4, Cannon 1d20.

4 - How to Survive rio. You describe The Referee describes a situation and scena the outcome tes narra ee Refer The does. vor survi what your flows, with on rsati conve The sary. neces using the rules when . tions situa g estin inter rules regulating uncertain and

4.1 - Role Playing You play a post-apocalyptic survivor in a world with zombies and terrible people. You say what they say, decide what they do and think for them. You can speak in first, second or third person (or switch between). You don’t need to be an actor (you can if you want), you just need to make their decisions.

death Is all around

4.2 - Keep This In mind To improve your survival chances and get the most from this game, keep these in mind: •

• •

• • • •

Ask questions to clarify situations and acquire information taking notes. Work with the other survivors. Plan ahead. Make allies if possible. When rolling dice you are risking everything. Make good plans avoiding dice rolls. Play to survive but enjoy your death. Don’t pull back. You need to fight dirty to survive. Running is always an option. A pretty good one actually. If your survivor dies, make a new one.

Do you Feel It? 13

4.3 - Saves When your survivor attempts something dangerous and the outcome is interesting for a success or a failure, the Referee asks you to make a STR, DEX or WIL Save. •



Roll a d20. If the result is equal to or less than the Attribute you succeed. If the roll exceeds the Attribute your survivor fails and suffers the consequences the Referee describes. Depending on the odds, a success can be more or less dramatic.

Opposed Saves If your survivor is competing or working against another character, they both Save and the lowest successful result wins.

Advantage D&isadvantage If your survivor is particularly well prepared for a task, has useful equipment or the task is Background related, the Referee may grant you Advantage (roll twice and take the better result).

The Referee grants Disadvantage (roll twice and take the worse result) if your survivor is ill prepared, hindered or outmatched.

4.4 - Combat Combat is best avoided, as zombies don’t feel pain and even a small wound can kill you, turning you into one. Sometimes, however, it’s unavoidable (especially when other survivors want your stuff).

Initiative

The situation usually determines who acts first. When attacking unsuspecting foes, you and your allies who are aware of the plan act first. When in doubt, make a DEX Save to act before your enemies. When acting in a combat round, your survivor can move up to short range and perform an action. They can move up to medium range without taking an action. Actions can be anything from negotiating, attacking, running away, flipping a switch, toppling a barrel or anything you imagine.

14

Attacks

Attacks always hit. Roll your weapon’s die, dealing that much damage minus their Defense. When attacking with some kind of advantage (on higher ground, with a risky gambit or something else), the attack is enhanced, dealing 1d12 damage. When attacking with significant disadvantage (being grappled, against a target with cover or something similar), the attack is impaired, dealing 1d4 damage.

n Hit Protec&tioDamage

Damage is subtracted first from an individual’s Hit Protection (HP) representing their ability to avoid or shrug off real wounds. When HP is reduced to 0, damage is dealt directly to STR.

scar

0 HP grants a Scar. However, an attack taking you to exactly 0 HP on the table. to you ing reduc t Reference the die resul

Damage Resulting Scar You acquire a visually obvious scar on your (roll 1d6): (1) Forehead (2) Nose (3) Neck (4) Chest (5) Legs (6) Arms. 1

2

3 4

Reroll your maximum HP with a d6, taking the new total if higher. Roll a d20 against an Attribute. If it exceeds it improve that Attribute score by one. You falter and shake your head. After calming yourself with something (a drink, maybe?), reroll your maximum HP with a d6, taking the new total if higher, and roll a d20 against one of your Attributes. If it exceeds it improve that Attribute score by one. Hobbled until someone treats you and can either move or act each round. Hit in the head, spitting bloody teeth and looking a mess until someone treats you. Disadvantage on conversational WIL saves until then.

5

You got a nasty wound, need stitches and are Deprived until properly treated. Reroll your maximum HP with 2d6, taking the new total if higher, and roll a d20 against two Attributes. If it exceeds them improve those Attribute scores by one.

6

A vital organ is hit. It is bad! If you take Critical Damage before treatment, you die. If you survive, reroll your maximum HP with 2d6, taking the new total if higher, and roll a d20 against two of your Attributes. If it exceeds them improve those Attribute scores by one. A part of you is ripped out (roll 1d6):

7

8 9

10

11

12+

(1) Lips (2) Eye (3) Nose (4) Thumb (5) Toe (6) Scalp (partial). Disadvantage on conversational WIL saves (unless intimidating them). One of your limbs is ripped off or needs amputated (roll 1d4): (1) Right arm (2) Left arm (3) Right leg (4) Left leg. You are cracked in the head and Deprived until you spend a few hours unloading with your Personal item. You receive a humiliating blow and are furious! If you get your revenge, reroll your maximum HP with 3d6, taking the new total if higher, and roll a d20 against all your Attributes. If it exceeds them improve those Attribute scores by one. The attack cracked your skull. You feel a little strange and different. Reroll your WIL with 2d6. A devastating blow that should be fatal. If you suffer Critical Damage before treatment, you die horribly. If you don’t, remove this effect and reroll your maximum HP with 3d6, taking the new total if higher, and roll a d20 against all your Attributes. If it exceeds them improve those Attribute scores by one.

Kill Boer killed 15

Critical Damage

Anyone (PC or enemy) taking STR damage rolls a STR save. If successful they can continue fighting. Otherwise, they take Critical Damage. Unless stated otherwise, Zombies do not suffer Critical Damage When taking Critical Damage gain the Injured condition and be incapacitated until treated and taking a short rest. An injured person untreated for 6 turns dies.

Attribute Damage If someone suffers enough damage to reduce their STR to 0, they are dead. For DEX, they are paralyzed. For WIL, they suffer a Stressful Event. If your survivor dies, create a new one. The Referee should introduce them as soon as possible. Getting back into the game quickly supersedes realism.

Close

16

Short

Medium

soon death will take its toll Distance & Range Range and distance are abstract for narrative play and divided into 5 categories: Close, Short, Medium, Long and Distant, relative to their situation. For example, in combat Close is a few steps away and within most melee weapons’ range and Distant is further than almost any weapon can reach. For a long walk to the nearest town, Close means a few minutes walk and Distant means some place requiring a whole day’s travel.

Long

Distant

ess 4.5 - Str You were not meant to see all this horror. Sooner or later stress takes its toll and no one knows what will happen. When your survivor witnesses horrible scenes, they may suffer Stress, taking WIL damage with a failed WIL save. Stress’ severity varies by how horrific it is for the character. • •

• •

Seeing zombies devouring a stranger: 1 WIL. Seeing an acquaintance being devoured or a close friend’s death: 1d4 WIL. Seeing a close friend being devoured or a loved one dead: 1d6 WIL. Seeing a loved one being devoured: 1d8 WIL

Stressful Event When your WIL is reduced to 0, you suffer a Stressful Event. The die result reducing your WIL to 0 references the following table.

Damage Stressful Event 1 2

You hold it together and have Advantage on all Saves for 1d6 turns. You can’t maintain focus and have Disadvantage on all Saves for 1d6 turns.

3

You run away as fast as you can, for an entire hour, leaving everything behind.

4

You hallucinate 1d4 hours and can’t differentiate them from reality. You acquire a new phobia (spiders if there is a spider nearby, elevators if you are in one, etc.). You suffer Disadvantage on all Saves when it's relevant.

5 6

You have a hard time trusting anyone, making a WIL save whenever you meet someone or suffering 1d4 WIL damage.

7

You momentarily lose control, immediately attacking the closest person for 1d6 rounds. If you are alone, you attack whatever is in reach.

8

You have a heart attack and make a STR Save or die immediately. Otherwise, you pass out for 1d6 days.

Recovering Stress

You recover lost WIL by resting and engaging with your Personal Item. Without your Personal Item you cannot recover WIL lost due to Stress. If you lose your Personal Item you must find it or wait 1 week forming a bond with another item which becomes your Personal Item.

17

4.6 - Conditio ns Conditions are negative effects your survivor suffers from, written on your character sheet and erased when they no longer apply (as you Rest and treat them). •







• •

Deprived: Without something important (water, food), you cannot benefit from Rests. Exhausted: After two days without a Long Rest, you have Disadvantage on all Saves. Infected: When Infected, make a STR Save daily. After 3 failures you become the Zombie type that infected you (or something similar if not possible). Injured: You are incapacitated and incapable of acting, dying if left untreated for 6 turns. Blind: Disadvantage on all Saves relying on vision. Deaf: Disadvantage on all Saves relying on hearing.

4.8 - Time For simplicity’s sake, time is divided into three categories of expanding duration: • •



Round: Combat’s time scale lasting about 10 seconds. Turn: Exploration on foot’s time scale lasting about 10 minutes, sufficient to explore one room and perform an action or two. A fight always lasts at least 1 turn. Watch: Overland travel’s time scale lasting about 36 turns or 6 hours. Each day has 4 watches. People on foot can usually travel one hex per watch.

4.7 - Rest & Healing To recover and heal wounds, your survivor must Rest. •





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Short Rest (1 Turn): A sip of water and a few minutes of rest restoring 1d6 HP. Long Rest (1 Watch): Eat, drink and get some sleep restoring all your HP. If your HP is already full, restore 1d6 STR or DEX. Recovering WIL requires your Personal Item with you (see 4.5). Full Rest (1 Week): Requires a safe location and fully restores all Attribute scores and removes most long-term Conditions.

just breathe

4.9 - Overl and

Travel Your survivor can normally travel 12 miles (1 hex) per watch. Some terrain types (swamps, hills, thick forests, etc.) reduce this by half, taking two watches to travel 1 hex.

Foraging

When traveling through appropriate locations your survivor can forage for Resources, taking 1 watch to scavenge d6 Resources.

5 - Followersns live through all this

attract or and companio As your surviv s hardships, you invariably many in d’ u rl yo wo lp en forsak duals can he vi di in e es . Th em th care of followers. vided you take antly or, situations—pro s them signific s someone, help r prolonged survival, ve sa p ou gr e us fo When th convincing s somewhat famo simply, become eking them out to join. When 6 Resources. If 1d se r ve and offe others start , make a WIL sa people to join join your band. successful they L and a Random STR, DEX and WI the same rules as 6 2d , HP 4 1d Typical stats: ss specified, they follow le Background. Un your survivor.

orale 5.1 - Followers difMficult situation, is Deprived by

in a or band is placed ey must pass a WIL save or leave When a follower t th , ed us l fee or ter them with respec lack of food or wa you if appropriate). If you treat g yin tra be bly (possi has Advantage. and care, this save

ZOMBIES ARE TERRIBLE... BUT PEOPLE ARE THE REAL MONSTERS 19

6 - Bands & Communities a Band, or even At some point your group may wish to form ly secure location. cient suffi a ded provi nity, Commu a establish

6.1 - Bands For some things, being in a small group is essential, for others, however, you need larger numbers! Once you gather enough Followers you can form a Band. •





• •

Each Band is 20 people and must be led by a Survivor. If they lose their leader they make a WIL Save or flee. Typical stats: 1d6 HP, 10 STR, DEX and WIL, d6 damage (machetes and pistols). When engaged in battles, they require 100 units of Food and Water; 50 Bullets, and 10 Fuel weekly. Otherwise: 50 units of Food and Water (they get the rest themselves). When attacking an individual, their attacks are enhanced. Any attacks individuals make against a Band are ignored unless particularly destructive or large scale (like explosives or heavy weaponry).

Casualties Taking Critical Damage breaks a Band which cannot act until rallied by a leader’s WIL Save and appropriate actions. At STR 0, a Band is wiped out. At ½ STR, pass a WIL save or disperse. Bands recover HP and Attribute damage with Rests like survivors.

Equipping the Band Equipment can improve a Band’s abilities just like individuals but requires 20 of any item to modify the Band’s stats.

20

you Can run but You can’t hide

6.2 - Communities Eventually, your survivor and their companions may decide to establish a community somewhere safe like an isolated farm, abandoned prison, military base or something similar. Communities function like Bands but on a larger scale. •







Each Community cell is at least 100 people and must be led by a group of survivors. A Community that loses their leaders makes a WIL Save or disbands. Typical cell stats: 1d6 HP, 10 STR, DEX and WIL, d6 damage (machetes and pistols). Each cell requires 1,500 units of Food and Water; 100 Bullets and 100 Fuel monthly per 100 people (they get some Resources themselves). When a cell attacks an individual, their attacks are enhanced twice (d20 damage). When attacking a Band, their attacks are enhanced. Any attacks individuals or Bands make are ignored unless particularly destructive or large scale (like explosives or heavy weaponry).

Activities

Each Community cell may be divided into 5 Bands, each performing one Activity weekly. Below are some examples, but you can invent other Activities for the Referee to adjudicate. • • • • •

Casualties



Taking Critical Damage breaks a cell, which cannot act until rallied by a leader with a WIL Save and appropriate actions. At STR 0 the cell is wiped out. At ½ STR, pass a WIL save or disperse. Community cells recover HP and Attribute damage with Rests like survivors. •

Seek Water: DEX Save to obtain 1d6x100 Water units. Farming Food: STR Save to obtain 1d6x100 Food units. Gather Bullets: WIL Save to obtain 1d4x10 Bullets. Collect Fuel: DEX Save to obtain 1d4x10 Fuel units. Recruit People: WIL Save to recruit 1d20 people. Scout Ahead: Choose a Hex within 1d6 days of the Community’ location and make a Luck Roll: (1) None return; (2) Half return without information; (3) Half return with partial information; (4) All return with partial information: (5) All return with complete information; (6) All return with complete information and additional details. Reinforce Walls: Choose a cardinal direction and make a STR Save to improve the Community’s Defense in that direction by 1 (max 3).

Equipping the Community Equipment can improve a Community’s abilities but require 100 of any item to modify the Community’s stats.

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7 - Refereeing in the Apocalypse Someone is the Referee, responsible for players through the game, adjudicating guiding the other rules and playing every other character they encounter including zombies.

7.1 - Referee Principles When refereeing, remember the following principles:

Present Choices

Use all the information to present them with interesting and significant choices. Figuring out the risk and reward equation is essential gameplay (and really fun), so make sure the possible risks and rewards are understood and remember: easy choices are boring!

Make the World Dangerous The world has—sort of—ended. There are flesh eating zombies and desperate people that won’t hesitate taking other survivors’ things. Illustrate signs of these dangers whenever possible, reminding them they’re always in danger.

Be The Survivors’ Senses You are the PCs’ eyes and ears—and all other sensory organs. Provide all the necessary information and, when in doubt, more than you think they need. Describe the situation using more than what they see or hear, answering their questions generously. The game can have surprises, but players should have a chance of uncovering them with the right questions.

Telegraph Danger This is a deadly game: provide plentiful warnings of the dangers ahead. Make deadly traps visible and show signs of zombies ahead. For example, for a tribe of cannibal bikers show tire marks and gnawed bones.

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Show Consequences No matter what players choose to do, the game continues. Make their choices impact the current and future scenarios. When making a Save, both success and failure should provide interesting results.

Be Fair

You don’t play against nor to benefit the players. You’re an impartial arbiter of the game (and table)’s rules. Let the dice fall. Let antagonists’ goals and actions follow their logical conclusion. Don’t pull punches. The only way for the game to be meaningful is if failure is a meaningful outcome. When the players face dangerous situations do not shy away from the consequences. For weal or woe.

Reward Good Ideas When the players have good ideas and act with courage and determination they earn rewards. Don’t be stingy when they’ve risked so much.

7.2 - Understanding Attributes 7.3 - Using Saves Survivors (and other people) usually have Attribute scores from 5 - 15. Scores of 1 and 18 are the extremes of human capacity. When no score is specified assume it’s 10.

You should only request Saves as a direct result of a player’s choice. Normally, they can do most of their actions without one (if it sounds reasonable and safe) but, when attempting something dangerous with potentially interesting results regardless of outcome, ask for a Save to avoid bad consequences. • STR Saves test physical prowess and endurance. • DEX Saves test quick reflexes, nimbleness and agility. • WIL Saves test force of will and strength of personality.

fear the livingCo nsequences dead

You should make a failed Save’s consequences obvious by telegraphing it. When making a Save the players should know what they are avoiding.

7.4 - Luck Rolls Use Luck Rolls for events whose outcome is outside survivors’ control. Roll a d6 where a high result is in the survivor’s favor and low result in problems. 6 is a great outcome. 1 is pretty terrible.

7.5 Rulings Over Rules This game’s rules were not written to comprehensively cover every situation you might come across. Some parts are intentionally vague. In these cases adapt an existing rule or create a new one, noting the ruling for future consistency.

Some potential consequences are: •









Damage: d4 - d20 depending on severity: d4 is minor, d6 is dangerous, d8 wounds most survivors, d12 can be fatal and d20 is certainly deadly. Conditions: Make them Exhausted or Injured if it fits, or another sensible condition. Lost Time: Depending on what’s attempted, they can spend a lot of time and Resources and risk a Random Encounter. Losing an Item: They lose an item (determined randomly, including Resource units) which fell, broke or simply disappeared. Mark Durability: Mark 1 - 3 “*”, depending how bad the situation was.

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8 - Running The Apo calypse While the world practically ended, survivors are still going to explore every inch of it trying to make it for another day.

8.1 - Exploration When exploring outside of action scenes time is measured in Turns during which a survivor can make a major action such as: examining a part of the location, moving to a different room or engaging with something or someone.

8.2 - Traveling Use a hexagonal map where each hex is 6 miles a side and 12 miles across. A group of survivors can normally travel 12 miles (1 hex) per watch. Some terrain types (swamps, hills, thick forests, etc.) reduce this by half, taking two watches to travel 1 hex.

Rest A Survivor who doesn’t rest at least one watch every two days is Exhausted.

wake Me up now Weather Roll 2d6 to determine the daily weather—which can be a worthy adversary in the end of the world. Weather that is bolded means dangerous conditions for traveling. Each watch spent traveling under these conditions triggers a STR Save to avoid consequences.

2d6 Spring 2

Rainstorm

3-5

Light rain

Summer

Fall

Winter

Thunderstorm Sweltering Heat Clear and Hot

Gale

Snowstorm

Deluge

Sleet

Cool Overcast Warm and Bright and Light Rain 9-11 Sunny Sunny Clear and Warm Clear and Warm Clear and Crisp 12

6-8

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Freezing Cold Overcast and Cold Clear and Cold

8.3 - Random Encounters When the survivors are exploring a location like a building, a neighborhood or other contained place roll for Random Encounters every 6 turns (or when they make loud noises).

Reactions

When encountering someone whose reaction is not obvious roll their Reaction.

2d6

Reaction

2

Hostile

3-5 6-8

Unfriendly Indifferent

9-11

Friendly

12

Helpful

When traveling in the countryside or crossing through a town roll for Random Encounters every watch. If an encounter occurs roll a d6 to determine which hour it occurs in. For a Random Encounter roll d6. On a 1 an encounter occurs and on a 2 there’s an omen (signs or hints of an encounter).

Morale When fighting a rational enemy and one of the following conditions (or something else the Referee judges relevant) is met, the enemy makes a WIL save to not flee or surrender. • • •

Is clearly outmatched when the fight starts. Takes Critical Damage for the first time in the fight. Witnesses an ally flee or die.

Encounter Tables For each major area prepare a table of 1d6 encounters reflecting its theme. • • •

1 - 3: variations of a common encounter. 4 - 5: slightly unusual, uncommon encounters. 6: a strange and dangerous encounter.

This is how The world . . . s d n E 25

9 - Zombies Some call them the Deathless, Walkers or some other dumb name. They are flesh eating mutant creatures that devour or infect you, making you one of them. Run from them. If you can’t, aim for the head.

9.1 - Zomb ie Traits All Zombies share these common characteristics: • • • •



Don’t require Food, Water or Rest to survive. Cannot suffer Critical Damage and fight until their STR reaches 0. Don’t check Morale. All damage against them explodes: when the damage die’s highest result is rolled, roll it again until you don’t roll the highest result, combining your results. Desire nothing more than to eat your flesh.

9.2 - Zombie Infection When a survivor takes STR damage from a Zombie attack they must make a STR save to avoid being Infected. When Infected, make a STR Save daily. After 3 failures you become the Zombie type that infected you (or something similar if not possible).

death Zombies Is all 9.3 - Sample around Here are some examples of zombies found in the world. There can be many other types, as they mutate over time.

The Sluggish 2 HP - STR 10, DEX 6, WIL 8 Attacks: Slam (d4) or Bite (d6) Special: can only attack or move each round. Slow and steady they come in hordes. You can put one down but two more take its place.

26

The Runner 4 HP - STR 12, DEX 12, WIL 8 Attacks: Claws (d6) or Bite (d6) Special: move twice each round. Possessing an unnatural agility for something that should be dead, Runners will overtake you if you’re not careful. Kill them first!

The Hulk 12 HP - Def 1 - STR 15, DEX 10, WIL 6 Attacks: Slam (d8) or Crush (d12, skip acting next round) Special: At STR 7 it’s enraged, attacking twice per round. Hulking bloated zombies that walk haphazardly towards you, these abominations are almost impossible to stop. If I see one I just run as fast as I can!

The Spitter

4 HP - STR 10, DEX 12, WIL 10 Attacks: Claw (d6) or Acid Spit (d6, short range) Special: When dealt STR damage everyone in close range makes a DEX Save or takes 1d4 damage. Maybe the most irritating zombie out there. These pesky buggers form bands and rain acid over you. Kill them from afar.

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The Toxic 6 HP - STR 12, DEX 8, WIL 10 Attacks: Slam (d4) Special: Everyone within short range makes a STR test or suffers 1d4 damage. You will see them coming. A green miasma moving towards you. Don’t wait for it or you will cough blood.

The Exploding 3 HP - STR 8, DEX 10, WIL 6 Attacks: Slam (d4) Special: At 0 STR they explode, splashing acid (d8) on everyone in close range. These zombies look frail and weak, but don’t be fooled. When killed they explode, bathing you in acid sludge and dissolving you into a pulp. Keep away.

The Mass 20 HP - STR 15, DEX 5, WIL 10 Attacks: Slam (d6) and Engulf Special: Attacks everyone in close range simultaneously and, if it rolls a 6 for damage, engulfs the victim (STR Save to escape each round). A grotesque vision. A great mass of corpses entwined as if by a mad intelligence swallows everyone in its path. I’ve seen it eat a horse in seconds!

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The Master 10 HP - Def 1 - STR 10, DEX 12, WIL 14 Attacks: Claws (d6) or Terrifying Gaze Special: Intelligent and can command other zombies strategically. Gazing into its eyes forces a WIL save to avoid Stress (1d6 WIL damage). I don’t know how these terrifying creatures are created but they’re the most dangerous of all. You can feel a malignant intelligence in their eyes. Run if you ever see one of them.

Z Elephant 20 HP - Def 1 - STR 16, DEX 5, WIL 6 Attacks: Slam (d8) or Trample (d8) Special: Band scale; Can move up to medium distance, trampling everyone in its path. Some animals in abandoned zoos turned into Zombies. I once saw a gigantic elephant that looked like a death machine killing a dozen people as it stepped on their heads.

Z D og 3 HP - STR 12, DEX 12, WIL 6 Attacks: Bite (d6) or Howl Special: Once per encounter, it howls (roll for a Random Encounter). I once saw a dog in the distance and thought I'd found a friend. Big mistake. Nasty things. Hungrier than the human zombies. Nastier bite too.

9.4 - Mutation s No one knows why, but zombies mutate, becoming more and more monstrous.

d12 Mutations 1

Extra arms: attacks twice per round.

2

Spikes: Inflicts 1d4 damage to close range attackers.

3

Stench: Anyone in short range must pass a STR check or suffer Disadvantage on Saves.

4

Strong: Improve damage die and +1d4 STR.

5

Agile: Can move one range band further than normal and +1d4 DEX.

6

Intelligent: Grants 1 extra action to another zombie within short range

7

Drain Blood: Bite (1d6) recovers half as much STR.

8

Leathery Skin: 1d4 - 1 Defense.

9

Stare: Forces a WIL Save. Failure means the zombie can’t be attacked for 1d4 rounds.

10

Grasping Tongue: Target makes a DEX Save or can’t move.

11

Scream: DEX Save to avoid being Deafened.

12

Regeneration: Recovers 1d4 STR per round.

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10 - People ous Zombies can be really scary, but one of the most danger you. like just ate, desper are They . encounters is other people

10.1 - Sample People There are countless types of people found out there. A few may befriend you. Some are maybe willing to negotiate. The majority try to either kill you or take your stuff. This list is a sample—there are many other kinds of people you can bump into.

Recruiter 4 HP - Def 1 - STR 10, DEX 12, WIL 12 Attacks: Axe (1d6) or Pistol (1d6) Special: 50% accompanied by 1d4 Lost Survivors; Carries 2d6 Resources. These are charismatic people who can handle themselves out there (mostly), seeking more people for their group. Sometimes, however, their intentions aren’t so noble.

Death Cultist 3 HP - STR 10, DEX 10, WIL 13 Attacks: Dagger (1d4) Special: Don’t check Morale. There are some sadistic people who pretend to be friendly, luring you with gifts and kindness—before murdering you in your sleep.

30

kill the dead

Lost Survivor

2 HP - STR 6, DEX 8, WIL 8 Attacks: Bat (1d4) Special: -1 on Random Encounter rolls while traveling with the group. Maybe they just woke up from a coma and found out about the end of the world or were stuck in their basement playing a MMORPG for too long and just left the house. Anyway, they are hopeless.

fear The living The Avenger

8 HP - Def 1 - STR 13, DEX 13, WIL 12 Attacks: Katana (1d8) or Crossbow (1d6) Special: Attacks twice per round. Some people lost a lot to the dead, vowing to eliminate as many of them as possible. They prefer working alone, other people just die anyway sooner or later.

Opportunistic Prick

3 HP - STR 8, DEX 11, WIL 12 Attacks: Machete (1d6) or revolver (1d6) Special: Imposes Disadvantage on WIL saves discerning their lies. These jerks will approach you if they can gain anything from it. They lie their asses off, promising you anything to convince you to help them, abandoning you to die at the worst possible moment.

Collector

3 HP - Def 1 - STR 12, DEX 9, WIL 10 Attacks: Spiked bat (1d6), Shotgun (1d8) Special: Roll “What Are They Carrying” 1d20 times. They also have 1d20 Resources. These folks usually hide in a basement or abandoned place collecting everything salvageable and useful or tradable. If they catch you stealing something, they will chase you to hell itself to retrieve it!

Be quick Or be dead 31

don’t trust anyone Repentant Priest

4 HP - STR 11, DEX 10, WIL 14 Attacks: Staff (1d4) Special: Give Advantage to allies within medium range’s Morale checks. Holy men and women who clung to their faith even after hell broke loose. I don’t know if they’re admirable or pitiable. Anyway, they have an enviable way with people.

Raider 4 HP - Def 1 - STR 14, DEX 10, WIL 8 Attacks: Machete (1d6) or Revolver (1d6) Special: Disadvantage on Morale checks. Robbers—that’s what they are. They will beat you up, take your stuff and leave you to be eaten by the dead. They only walk in bands, fleeing at the first sign of problems.

Cannibal Biker 5 HP - Def 1 - STR 13, DEX 11, WIL 9 Attacks: Spiked chain (1d6) or Shotgun (1d8) Special: Advantage on Morale checks; Charges on motorcycles are Enhanced attacks. They ride their motorcycles seeking victims to drag to their enclaves where they eat them alive like monsters! If you see a biker with a red skull vest, run. Or kill yourself— it’s better than being eaten alive.

Warlord 8 HP - Def 2 - STR 14, DEX 10, WIL 13 Attacks: Two-handed Axe (1d8) or Assault Rifle (1d8) Special: Always accompanied by 2d4 Raiders; allies within medium range get Advantage on Morale checks. As cruel as they are charismatic, forming communities around their cult of personality. They may seem amicable at first but discard you as soon as you are not useful or question their authority.

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10.2 - What Are They Carrying? below and When in doubt about what people are carrying, roll them. for ale invent a narrative ration

d100 Item 1 Walking Stick 2 Backpack full of Comics 3 Hard Hat 4 Chicken 5 Six-pack of Beer 6 Bag of Marbles 7 Diary and Colorful Pens 8 Keychain 9 Movie Replica Sword (d6) 10 Bag full of Coins 11 Fanny pack full of Gum 12 Climbing Boots 13 RPG Books 14 Red Flag 15 1d6 Food 16 1d6 Bullets 17 Car Keys 18 Harmonica 19 Bottle of Moonshine 20 Magic Cube 21 Blowtorch 22 Zombie Costume 23 Bag full of Teeth 24 Binoculars 25 Compass 26 USB Flash Drive 27 Drone 28 Scotch Tape Roll 29 Human Skull 30 Bear Trap 31 Carton of Eggs Plastic Container with 32 Cooked Food 33 First Aid Kit 34 Walkie Talkie (no battery) 35 Riot Shield 36 Street Drugs 37 Big Magnet 38 Needle and Thread 39 1d6 Permanent Markers 40 Fishing Net 41 Playing Cards 42 Mirror 43 Blood Stained Apron 44 Recently Picked Flowers 45 Dark Cloak 46 Wedding Ring 47 1d6 Sticks Deodorant 48 Instant Camera 49 1d10 Cereal Bars 50 Box of Rubber Bands

d100 Item 51 Cat in a Carrier 52 Swiss Army Knife 53 Small Dog in a Purse 54 Hand Fork 55 Bottle of Wine 56 Cage with a Small Lizard 57 Box of Jewelry 58 Crowbar 59 Peanut Butter Jar 60 30’ Rope 61 Basketball 62 Military Miniatures 63 Bag full of Dice 64 1d4 Fuel 65 1d6 Water 66 Improvised Spear (1d6) 67 Trumpet 68 Beef Jerky 69 Manacles without a Key 70 Wheelbarrow 71 Baby Wipes 72 1d6 Cans of Spray Paint 73 Bottle Cap Collection 74 Night Vision Goggles 75 Old Photos 76 Teddy Bear 77 Boom Box 78 Telescope 79 Bag of Vegetables 80 Backpack full of Candy 81 Pack of Cigarettes Scientific Paper on the 82 Zombie Plague 83 MP3 Player with Headphones 84 Paint Can and a Brush 85 10’ Chain 86 Prescription Drugs 87 Oil Lantern 88 Chronometer 89 Fishing Rod 90 Gardening Shears 91 Portable Console 92 Religious Book 93 Smithing Hammer 94 Branding Iron 95 Purifying Water Bottle 96 Bag with Human Eyes 97 Pliers 98 Flare Gun 99 1d6 Energy Drinks 100 Sleeping Bag

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11 - Apocalypse Toolkit To help fill your survivors’ world with dangers and opportunities, this section provides a series of random tables to assist you in creating locations, situations and adventure ideas.

d66 Countryside Landmarks d66 Countryside Landmarks 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36

Bog Butte Cliff Lakebed Mesa Pass Crater Crossing Field Pond Ravine Rise Grove Hollow Mountain Rockslide Swamp Valley

41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Boulder Field Cave Crag Marsh Moor Pit Creek Ditch Forest Rapids Ridge River Hill Hot Spring Lake Spring Thickets Waterfall

d66 Countryside Structures d66 Countryside Structures

34

11 Shrine 12 Abandoned Camp 13 Bonfire 14 Ruined Inn 15 Mine 16 Monument 21 Piled Rocks 22 Burned Homestead 23 Prison 24 Outpost 25 Industrial Complex 26 Shack 31 Ford 32 Shooting Range 33 Hedge 34 Standing Stone 35 Ransacked Village 36 Watchtower

41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Pipeline Grain Silo Bridge Lumber Camp Monastery Orchard Crossroads Dam Farm Pasture Psychiatric Hospital Power Tower Military Base Graveyard Hunter’s Camp Religious Temple Wall Train Station

de 11.1 - Countrysi d66 Countryside Findings 11 Blood Stains 12 Bones 13 Bloody Axe 14 Pile of Severed Heads 15 Old Backpack 16 Gnawed Bones 21 2d20 Food 22 Chest of Clothes 23 Well with a Zombie Inside 24 Healthy Horse 25 Working Radio 26 Barrel of Oil 31 Barrel of Moonshine 32 Animal Carcass 33 Farming Tools 34 Mechanical Tools 35 1d4 Bicycles 36 Chainsaw

d66 Countryside Hazards 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36

Avalanche Brushfire Cyclone Locust Swarm Meteor Strike Mudflow Downpour Dust Storm Eruption Predator Heavy Rain Sandstorm Forest Fire Heat Wave Icestorm Snow Thunderstorm Whirlpool

Sparsely populated areas, wilderness, forests, hills and open spaces. You’re less likely to find zombies here but you’re also less likely to find something useful.

d66 Countryside Findings 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Sleeping Person 1d20 Resources Torn Flag Animal Tracks Old Car with Keys Something Buried 2d20 Water Lost Person Truck with Flat Tires Regional Map Old Monoplane Old Generator Smuggling Goods Pack of Coyotes Abandoned Bunker Box of Nails Locked Barn full of Zombies Tractor

d66 Countryside Hazards 41 Blizzard 42 Cloudburst 43 Dense Fog 44 Magma Flow 45 Monsoon 46 Mudslide 51 Drizzle 52 Earthquake 53 Flooding 54 Quicksand 55 Rockslide 56 Sleet 61 Hail 62 Hurricane 63 Light Mist 64 Stampede 65 Tsunami 66 Windstorm

35

It’s best to find a small town that hasn’t been ransacked yet that isn’t filled with the Deathless. Good chance you can still find food, water, weapons and some useful things but equal chance of finding some walkers too.

d66 Small Town Places 11 Town Square 12 Shack 13 Unit House 14 Prefabricated House 15 Mess Building 16 Tenement 21 Slaughter House 22 Automobile Repair Shop 23 Arcade 24 Car Wash 25 Convenience Store 26 Pharmacy 31 Bar 32 Fast Food Joint 33 Brothel 34 Department Store 35 Car Dealership 36 Orphanage

d66 Small Town Features 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36

36

Corpses on the Street Colorful Awnings Ornamented Balconies Improvised Barricades Crumbling Bridge Flooded Canal Dried Out Fountain Broken Doors Rusty Ladders Animal Feces Everywhere Mud Everywhere Overgrown and Abandoned Cars Everywhere Everything is Clean Bullet Casings Everywhere Graffitied Walls Cracked Walls Gasoline on the Floor

11.2 - Small T own

d66 Small Town Places 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Clinic Hospice Sanatorium Cemetery Neglected School Public Swimming Pool Old Theater Drive-in Cinema Church Prison Factory Warehouse Refinery Parking Lot Bus Station Bridge Trash Field Train Station

d66 Small Town Features 41 Low Roofed Buildings 42 Broken Fire Hydrants 43 Well-tended Gardens 44 Gnarled Trees 45 Malfunctioning Lights 46 Open Sewer 51 Burned Buildings 52 Spilled Oil 53 Recent Crater 54 Crumbling Walls 55 Burning Car 56 Water Puddles 61 Pamphlets Cover the Floor 62 Insect Swarm 63 Trash Covering the Floor 64 Vandalized Police Cars 65 Steep Slope 66 Rubble Everywhere

d66 Small Town Findings

d66 Small Town Findings 41 42 43 44

11 12 13 14

Dismembered Corpses Bloody Entrails 1d6 Ranged Weapons

15

Old Backpack of Porn Magazines 45

Pile of Burned Bodies

16 Exploded Zombies 21 1d100 Food 22 Box with 1d20 Bullets 23 Small Pond with Ducks 24 A Scavenging Bear 25 Working Laptop 26 Barrel of Rotten Fish 31 Liquor Store (mostly intact) 32 Animal Carcass 33 Electrician’s Tools 34 Mechanical Tools 35 1d4 Scooters 36 Empty Bazooka

d66 Small Town Hazards 11 Crumbling Building 12 Explosion 13 Cyclone 14 Locust Swarm 15 Gas Leak 16 Mudflow 21 Downpour 22 Shootout 23 Sinkhole 24 Zombie Horde 25 Heavy Rain 26 Sandstorm 31 Building on Fire 32 Heat Wave 33 Icestorm 34 Snow 35 Thunderstorm 36 Net Trap

Desperate Person 3d20 Resources Fire Truck Vintage Motorcycle Old Car without Keys and a Corpse Inside Barricaded Building

46 51 1d100 Water 52 Wounded Person 53 Money Everywhere 54 City Map 55 Old Jeep with Flat Tires 56 Mail Truck 61 Improvised Meth Lab 62 1d6 Pigs Rooting for Food 63 Abandoned Limo 64 Lots of Snails 65 Mannequins Everywhere 66 Cleaning Truck

d66 Small Town Hazards 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Blizzard Enraged Bees Dense Fog Acid Rain Wires Everywhere Mudslide Drizzle Earthquake Flooding Horde of Rats Rockslide Sleet Hail Hurricane Tear Gas Rusty Spikes Bear Trap Windstorm

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11.3 - Big City

Stay away from big cities if you can. Sure, they are potentially full of resources, food, water, weapons and whatever you may need, but they are also full of zombies. Hordes of them.

d66 Big City Places

d66 Big City Places

11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36

Skyscraper Duplex Villa Flat Building Apartment Building Mansion Loft Building Bakery Bank Beauty Salon Hobby Shop Shopping Mall Pub Fancy Restaurant Convention Center Hotel Office Building Movie Theater

d66 Big City Features 11 Insect Hives 12 Large Balconies 13 Hidden Basement 14 Well Lit 15 Poorly Lit 16 Burned Furniture 21 Broken Glass 22 Chopped Down Furniture 23 Ransacked Stores 24 Trash Everywhere 25 Rotting Corpses 26 Seepage on Ceilings 31 Mold on Walls 32 Burn Marks 33 Broad Streets 34 Opulent Buildings 35 Hidden Crawlspace 36 Blood-stained Clothes

38

41 Hospital 42 Nursing Home 43 College 44 University 45 Private Arena 46 Opera House 51 Amphitheater 52 Museum 53 Library 54 Cathedral 55 City Hall 56 Police Station 61 Fire Station 62 Embassy 63 Courthouse 64 Military Base 65 Garage Building 66 Airport

d66 Big City Features 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Extravagantly Decorated Crumbling Walls Narrow Passages False Mirrors Sewer Entrance Secret Passages Panic Room with a Zombie Security Locks Skylights Dust Covered Faction Symbols Echoing Halls Rustling Chains Bullet Holes Grated Windows Intact Bookshelves Crumbling Staircases Erotic Paintings

d66 Big City Findings

d66 Big City Findings

11 12 13 14 15 16 21 22 23

41 42 43 44 45 46 51 52 53

Lost Person 5d20 Resources Functioning Police Car Vintage Car with Flat Tires Bag of Grenades Barricaded Building 2d100 Water Improvised Infirmary Money Everywhere

54

Sewer Map

55 56 61 62 63 64 65 66

Helicopter with Zombies Inside Sports Car Science Lab 1d6 Animals Fleeing Something Bag full of Medicine Bag full of Cockroaches 1d6 Gas Cylinders Boat

24 25 26 31 32 33 34 35 36

Intact Corpses Blood Puddles Everywhere 2d6 Ranged Weapons Pile of Beer Cans Backpack with a Laptop Chopped up Zombies 2d100 Food Closet with 1d100 Bullets Private Pool with Zombies Inside Group of Survivors looking for Food Solar Powered Generator Stash of Drugs 1d6 Riot Armor Sets Dozens of Animal Carcasses Torture Instruments Mechanical Tools 1d6 Motorcycles Locked Military Tank

d66 Big City Hazards 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36

Crumbling Buildings Explosion Cyclone Zombie Crocodiles Gas Leak Crumbling Walls Downpour Shootout Sinkhole Gang of Raiders Heavy Rain Sandstorm Building on Fire Heat Wave Icestorm Snow Thunderstorm Net Trap

d66 Big City Hazards 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66

Blizzard Killer Hornets Dense Smoke Acid Rain Gas Everywhere Electric Fence Drizzle Earthquake Flooding Horde of Monkey Zombies Alarms Sleet Hail Hurricane Sleeping Gas Trap Sharp Glass Everywhere Blade Trap Electrifying Trap

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11.4 - Adventure Ideas Sooner or later someone you know needs something and you must risk life and limb to help them.

d20

Survivor

1 2 3 4 5 6 7 8

Clara, a nurse Eduardo, a mechanic Alan, a professor Carl, a farmer Barbara, a firefighter Jorge, a bartender Kim, a hunter Victor, a drug dealer

9 10 11 12 13 14 15 16 17 18 19 20

Problem

Hunted by raiders Wants to find shelter Needs his books Was bitten Heard a cry for help Wants to kill an enemy Wants to find a treasure Needs a fix Donald, a businessman Needs to recover something stolen Their friend was Aziz, an artist kidnapped Searching for an Natasha, an architect antidote Fiona, a writer Is lost Tim, a military officer Has been attacked Needs special LeBron, a cook ingredients

They set this all up They are fatally wounded Has a split personality Carrying valuable cargo Involves a cannibal cult It’s deep within the city

Ronald, a reporter Needs their laptop back Involves a greedy hoarder Hannah, a child Needs to find their pet Zombie attack It’s not where they Gustav, a photographer Wants to find a map think it is Mizuhu, a politician Wants to recruit people Perpetually drunk Yusuf, a realtor Wants to find a loved one They’re infected It’s in a very specific Verena, a magician Wants to die place

there Is no escape 40

Complication Has a dark secret Is a pyromaniac They were stolen Hides the truth Hear voices It involves friends Place full of zombies Can’t be trusted

Do 11.5 - 100 Things To In The Zombie Apocalypse 1. Finding a family member that was left behind . 2. Recover a vehicle. 3. Pick up food at a supermarket down the road. 4. Rescue a friend who disappeared looking for something. 5. Defend a group that wants to settle here’s shelter. 6. Defend shelter from a zombie horde. 7. Find a new shelter since the old one was taken. 8. Search for fuel. 9. Search for weapons at a military base. 10. Find a rumored refugee camp. 11. The group split up in the city and needs to rendezvous. 12. Group members need medicine and the neares t city’s pharmacy might have it. 13. Check what is emitting the lights that the group sees at night. 14. There’s audible shooting in the nearby forest . Are there more survivors? 15. A group member is trying to kill themself to end suffering. 16. Someone in the group is secretly killing others to prevent their suffering. 17. A radio conversation is picked up. Someon e is in need of help. 18. A person who you recently rescued disapp ears. Did they bring a rival group to the shelter? 19. A potential shelter needs to be explored. 20. Fortify the shelter. 21. A vehicle breaks down in the middle of a road. It will take time to fix it. 22. One person in the group was bitten—shoul d you kill them before the transformation? 23. A terrified child finds the group's shelte r. 24. The group goes hunting and is hunted by zombies. 25. Upon meeting a zombified loved one, a group member goes into shock. 26. The group is saved by another, which reques ts compensation. 27. Two groups find themselves going in opposi te directions on the road. 28. Amid the city’s ruins two groups seeking the same thing meet while zombies close in.

29. People show up saying that they already claimed a shelter and want the group out. 30. A messianic prophet and their followers want to convert the group. 31. During a trip to the city, the group sees zombies surrounding other survivors, do you help? 32. After an attack, people disappeared. Part of the group wants to press on and others want to stay and look for them. 33. The group left the characters behind and must be found again. 34. Other survivors heard rumors about an isolat ed zombie-free island on the east coast. 35. An envoy from another group arrives with a proposal. 36. Another group offers shelter, but there is something strange about them.

41

g to the 37. The group went to a city to pick up food but when returnin car, it’s gone. option seems 38. A horde of zombies is approaching the camp and the only to be hiding. . 39. Winter is coming and you need warm clothes and other supplies forest. 40. Apparently, smoke signals are being sent in the nearby ed by 41. The group unwittingly ends up saving other survivors surround zombies. message 42. After weeks, someone responds to the group's radio distress and asks to know where they are. Should they be trusted? 43. A group member believes they're a zombie. 44. A tribe of cannibal survivors provides shelter. by other 45. During an expedition, a group member is taken hostage survivors demanding ransom. left behind 46. In a confrontation with other survivors, one of them is help. for begging injured, is happening, 47. The group finds an amnesiac who does not understand what putting everyone at risk. them to join 48. The group is saved by people in prison uniforms who ask their community. meet with 49. Two groups’ members who knew each other pre-apocalypse conflicting interests. to attack. 50. A group of biker raiders spots the group's camp and prepares s survivor other find they on, expediti an 51. When the group returns from in their shelter. r zombies in 52. When the group returns from an expedition, they encounte the shelter and no sign of the other survivors. the officers 53. When seeking shelter at a military station, they discover case." in "just there everyone kill intend to other 54. When surrounded by zombies in a building, the group spots in return. survivors requesting help but the survivors want something expect it. 55. An apparently safe shelter hides zombies where you’d least shelter. the ed penetrat zombies and slept watch on was 56. Whoever 57. The group’s water supply disappears. 58. The group’s drinking water is contaminated. revenge. 59. The group finds a former partner left behind who now wants medical requires and injured 60. A member of the group is seriously equipment. s who were 61. The group goes to a huge department store and finds survivor abandoned by another group, one was bitten by a zombie. the house 62. The group participated in a reality show and when leaving they discovered the zombie apocalypse. 63. An internal dispute splits the group. . 64. Someone found drugs and people are starting to get addicted zombies. ng attracti , everyday drunk noisily getting is 65. Someone leading to the 66. The group sees a car accident with a fresh blood trail forest. but, in 67. The group finds a small fortified town—apparently a paradise actuality, an authoritarian leader’s prison. with his 68. An elderly group member is dying and wants to be buried family in his hometown. "shopping" for 69. It is someone’s birthday and some people decided to go presents. . 70. An enemy group seeks the survivors aid, promising an alliance

42

71. The group needs the help of an enemy group’s doctor. 72. A group captures the survivors, releasing them in a stadium full of zombies—their community’s entertainment. 73. A group member is becoming extremely violent, putting the group in a complicated situation. 74. One survivor is manipulating others to get what they want, endangering everyone's safety. 75. Exploring an abandoned military base uncovers research papers that birthed the virus. 76. Exploring an abandoned military base uncovers research papers that could lead to the virus’ cure. 77. An explosion catches the group’s attention. What happened? 78. When the group heads towards the shelter they were seeking, they find survivors saying that there is nothing there. Is it true? 79. Food is going bad as is water. It's time to look for it elsewhere. 80. Ammo is running out and there is a new raider gang. 81. A couple of teenagers in love disappear to date and the group hears a far away scream. 82. A person cheating on their companion with another group member prepares a trap for them to be eaten by zombies. 83. Some children stole weapons and went out to "play killing zombies." 84. The group seeks a church to celebrate a wedding. 85. A scientist accompanied by an officer requests help safely reaching a secret lab. 86. The group finds a family of survivors they knew who are desperate because some have become zombies they keep in chains. 87. Part of the group that split up a few months ago reunites with the survivors and tries to take their resources. 88. Part of the group that split up a few months ago meets the characters and begs for help. Another group captured them. 89. A group member reveals they lied about knowing a safe military base’s whereabouts—he just wanted to find his family. 90. The group finds a small fortified town. As soon as they settle, murders start happening and they are accused. 91. A dog found survivors passed out in the woods. None of them look injured. 92. A group member reveals their shelter’s location to a rival group for "status." 93. A group of survivors with a toddler requests shelter. When the group wakes up they flee without the toddler. 94. A group member that felt wronged decides to "take revenge" and let zombies enter the shelter. 95. The group's only survivor with medical training demands to be taken to their hometown to say goodbye to their family. 96. When looking for weapons in a police station, the group finds two starving prisoners. Do you save or abandon them? 97. After an expedition, the group returns and finds the camp emptied of supplies and people. 98. The group begins to be seen as heroes by the other survivors, who start asking for things from them constantly—attracting other survivors’ envy. 99. Another group finds the characters and offers a number of benefits if they hand over their shelter’s location. 100. The group finds a boat and flees to an island. But there are pirates who charge for security or release zombies on the island.

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Dead

Character sheet

the

Name: _______________________________________ Background: _________________________________ Description: ________________________________ _____________________________________________

HP(

/ [/] /

[ ] Dex ] Food: [ water: l

STR

Wi

) Def { }

Resources

________

-------------------------------------

notes

/

Attributes

______

Bullets: ______ Fuel: _________

Inventory 1.____________________________ 2.____________________________ 3.____________________________ 4.____________________________ 5.____________________________ 6.____________________________ 7.____________________________ 8.____________________________ 9.____________________________ 10.___________________________ 11.___________________________ 12.___________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________

Rules Summ ary SAVES

Combat

Roll a d20 equal to or under your STR, DEX or WIL. Opposed Saves: Lowest successful result wins. Advantage: Roll 2d20 and keep the lowest result. Disadvantage: Roll 2d20 and keep the highest result.

Your survivor can move and take an action each round. Initiative: When in doubt, make a DEX Save to act before an enemy. Attacks: Roll your weapon’s damage and deal that many points to an enemy, subtracting their armor. Impaired attacks inflict 1d4 points. Enhanced attacks inflict 1d12 points. Damage: Damage reduces HP first. When HP reaches 0, it reduces STR. When taking STR damage, make a STR Save. If you fail, you are Injured. Death: If your STR reaches 0 or you’ve been Injured untreated for 6 turns, you die.

Conditions Deprived: Without something important (water, food), you cannot benefit from Rests. Exhausted: After two days without a Long Rest, you become exhausted with Disadvantage on Saves. Infected: When Infected, make a STR Save daily. After 3 failures, you become a zombie of the type that infected you (or something similar). Injured: You are incapacitated and cannot take any actions. If untreated for 6 turns, you die. Blind: Saves relying on vision suffer Disadvantage. Deaf: Saves relying on hearing suffer Disadvantage.

Stress When witnessing horrible scenes, your survivor may suffer Stress, taking WIL damage (proportionate to how horrific it is for them) with a failed WIL Save. Stressful Event: When your WIL reaches 0, you suffer a Stressful Event. Recovering Stress: You need your Personal item to recover WIL with Rests.

Resources Food: 1 day without food gives you a Deprived condition. After 5 days without food, suffer 1d6 points of damage per day. Water: 1 day without water gives you a Deprived condition. After 2 days without water, suffer 1d6 points of damage per day. Bullets: A unit of Bullets is consumed every time you roll a 1 on a damage roll with guns. Fuel: A unit of fuel is consumed every 4 hours of usage by a car or 8 hours by a motorcycle or generator.

Resting Short (1 turn): Restores 1d6 HP. Long (1 watch): Restores all HP. If HP is full, restores 1d6 to an Attribute. Full (1 week): Restores all HP and Attribute damage.

Are you Ready?

Dead

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Can you Survive?