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- STATS
- Strength – Physical strength and the ability to apply it.
- Agility – Manual dexterity and reflexes.
- Stamina – Physical endurance and pain tolerance.
- Spirit – Force of will and social presence.
- Intelligence – Mental acuity and crystallized intelligence.
- All stats start with a 1. You have 5 points to spend. The max in any one attribute is 5 unless otherwise noted.
- SKILLS
- Skills add to relevant rolls. Multiply the skill level by 2 and add it to the roll. Skills are capped out at 5 unless otherwise noted. Using a skill without any ranks confers a -10 penalty to the roll. Using a skill where you have no ranks but have ranks in a similar skill within the skillset (using a rifle when you only have ranks in Handguns) confers a -5 penalty to the roll.
- Melee, Bare Fisted (Hand-to-hand skill and fist weaponry)
- Melee, Blunt (Hammers, pieces of piping, crowbars)
- Melee, Edged (Knives, axes, makeshift spears)
- Melee, Archaic (Archaic works differently than other melee skills: the average of your Archaic skill and the corresponding normal melee skill is used to determine your bonus when using swords, morningstars, halberds, etc.)
- Firearms, Handguns (Semiautomatics, revolvers)
- Firearms, Heavy Weapons (Machineguns, rocket launchers, flamethrowers)
- Firearms, Submachine (Submachineguns, machine pistols)
- Firearms, Longarms (Assault rifles, hunting rifles and shotguns)
- Archery, Bow (All types of bow.)
- Archery, Crossbow (All types of crossbow.)
- Survival, Urban (Scavenging and finding shelter in an urban environment.)
- Survival, Wilderness (Scavenging and finding shelter in a wilderness environment)
- Repair, Automotive (Repairing cars and trucks.)
- Repair, Machinery (Repairing heavy machinery and factory appliances)
- Repair, Appliances (Repairing home appliances and other small objects)
- Medicine, Disease (Treating diseases.)
- Medicine, Wound Care (Caring for and properly binding wounds.)
- Medicine, Surgery (Conducting surgical procedures.)
- Intimidation (Browbeating or coercing NPCs into going along with your way of thinking.)
- Subterfuge (Lying, fudging the truth, concealing things under pressure)
- Persuasion (Persuading, seducing or fast-talking NPCs into going along with your way of thinking)
- Empathy (Determining whether or not a person is lying, determining emotional state)
- Leadership (Leadership ability and competence)
- Drive, Cars
- Drive, Trucks
- Drive, Military (Military vehicles from APCs to tanks)
- Drive, Cycles (Motorcycles, unicycles, bicycles)
- Pilot, Boats
- Pilot, Planes
- MacGyvering, Melee (Making improvised melee weaponry)
- MacGyvering, Ranged (Making improvised ranged weaponry, like slingshots or bows)
- MacGyvering, Machinery (Making improvised simple machines)
- Stealth
- Dancing
- Knowledge (Almost Anything)
- Tactics, Squad
- Tactics, Anti-Riot
- Tactics, Anti-Zombie
- TRAINING
- Training attributes: you must accumulate enough progress equal to the next rating times 4.
- Five is the maximum level you can attain in any attribute or skill unless otherwise noted.
- To level Strength from 1 to 2, you must get 8 successes.
- To level Agility from 4 to 5, you must get 20 Successes.
- Training skills: You must accumulate enough progress equal to the next rating times 3.
- Certain skills can be trained passively, i.e. accumulating ranks of anti-zombie tactics or a certain weapon type by killing zombies. This does not apply to all skills. Skills can only be passively trained up to rank 2.
- To level Dancing from 1 to 2, you must get 6 successes.
- To level Firearms, Pistols from 3 to 4, you must get 12 successes.
- FOLLOWERS
- Followers are NPCs that generally view you as a leader figure. They follow your commands, to a point, will risk their necks for you, and provide aid and bonuses where appropriate. Mistreat them, or lose their favor somehow, and they WILL abandon you. Or worse. Followers are not the same as NPC allies or PCs.
- The number of followers you can have, independent of your job, occupation or other standing, unless otherwise noted, is determined by your leadership. With Leadership 1, you can have only one follower. With Leadership 2, you can have 2; Leadership 3 confers up to 4 followers. Leadership 4 allows you to have up to seven, and Leadership 5 lets you have up to 10.
- Your Spirit determines how competent and skilled these followers can be—someone with no force of will won’t attract particularly exceptional people to her side. A follower’s rating is capped out at your Spirit, and rating determines such things as spread of skills, toughness, loyalty, integrity and current equipment.
- Note that, once you have about 4 followers, give or take, you’ll need to spend additional time locating ammunition and resources for your cohort (or directing your followers to do so), or else you’ll quickly find yourself at a supply deficit.
- If you have any followers you gain an additional roll per turn, the Follower Roll, using your Leadership as a base bonus, where you direct your follower(s). They can sit at base, aid you, build, scavenge, launch raids, et cetera. You take a -3 penalty to this roll for each follower you have. The more people on your crew, the bigger the chances of something fucking up.
- MECHANICS
- Time: Every turn encompasses 8 hours. It is assumed that, if you don’t do anything particularly stressful or engaged, you can cat-nap enough to get enough rest and sleep without expending a whole turn to do so. You can forfeit a turn to sleep to gain bonuses to your next set of rolls, but doing so may be dangerous and you lose out on opportunities to react to events.
- Night: Midnight to 8 AM, zombies are most active. Without a light source, certain rolls are penalized. Most humans quiet down at around this time.
- Day: 8 AM to 4 PM, zombies are least active. No penalties to light. Most humans are active around this time.
- Dusk: 4 PM to Midnight, zombies are becoming more active, most humans are winding down or performing less than savory tasks. Some rolls are penalized.
- Food: Every 3 turns represents a day. You will consume 1 unit of Food per day, generally, unless otherwise specified. For every day you go without consuming a unit of Food, you will start to suffer roll penalties. Every 3 days you suffer an incurable wound until you can get reliable sustenance again; these wounds are healed once you continue to regularly take in food. You do not have to expend rolls to consume food—it is assumed that the food is consumed at the conclusion of that day’s Dusk turn.
- Environmental Effects
- Fog: Increase to stealth, decreased visibility. Zombies become more dangerous in the fog.
- Rain: Increase to stealth, certain actions are penalized. Zombies become agitated in the rain, and will instinctively seek shelter from it.
- Thunderstorm: Greater increase to stealth, certain actions are penalized. Zombies become enraged during thunderstorms, and will tear down barricades in order to get to cover.
- Hail: Light damage is taken if you remain outside during a hailstorm. Zombies will instinctively seek shelter. Unprotected objects take damage.
- Snow: Penalties to stealth, decreased visibility. Zombies become sluggish in the cold. You will take damage if you remain unprotected and unwarmed for too long.
- Blizzard: Bonuses to stealth, greatly decreased visibility. Zombies become sluggish in a blizzard, and will seek shelter. You will take damage if you remain unprotected and unwarmed for too long.
- WOUNDS
- Wounds determine how much damage you can take. Unless otherwise noted, your WOUNDS are equal to your stamina score +2. A person with stamina 1 can suffer 3 wounds. A person with stamina 5 can suffer 7 wounds. Note that getting struck in the head deals much more damage than getting struck in the hand. Each full wound you take confers a -2 penalty to all rolls until you heal.
- Certain injuries may cause you to [Bleedout]. You will lose 1 wound per turn, automatically, until you can succeed on a Medicine, Wound Care roll. The number of successes needed is determinant on how bad the injury is. You may need surgery to heal completely.
- Grievous injuries may inflict some form of permanent damage. This can be conveyed through a loss of functionailty, a permanent reduction in wounds, a negative modifier to certain rolls, et cetera.
- Getting punched by the average person: .25 wounds.
- Getting stabbed in the shin by the average person: .50 wounds.
- Getting shot in the arm, pistol: 1 wound.
- Getting shot in the chest, pistol: 2 wounds.
- Getting hit in the jaw with a fireaxe by the average person: 3 wounds, permanent damage.
- Getting your leg below the knee blown off: 4 wounds, bleedout, permanent damage.
- Getting shot in the chest, assault rifle burst: 5 wounds, bleedout.
- Getting shot in the head, pistol: 6 wounds, permanent damage, bleedout.
- Getting shot in the head, shotgun w/ pellet rounds: You're fucking dead, kiddo.
- Infection: If you are bitten by a zombie, you are infected. Bites often happen during a natural 1 or a very low failure while in combat or other similarly high-risk activities. How long you have before you turn is up to where and how you got the bite and what your Stamina is, among other factors.
- Roll Values:
- 1. Critical Failure. Bonuses do not protect against a natural 1.
- 2-15. Failure. You fail. The harder you fail the direr the consequences may be.
- 16-35. Minimal Success. 1 point of Progression.
- 36-55. Success. 2 points of Progression.
- 56-70. Strong Success. 3 points of Progression. Minor fluff bonuses.
- 71-95. Great Success. 4 points of Progression. Greater fluffed bonuses.
- 96-99. Critical Success. 5 points of Progression.
- 100+. Absolute Success. 6 points of Progression. A natural 100 gives an additional bonus.
- LOCATIONS
- WHITEWOOD: Irish-neighborhood turned middle-eastern immigrant enclave. Hookah bars, mosques and halal shops. Shia in the north, Sunni in the south. Look real hard, and you can still find a pub or two.
- BRIGHTON: Staunchly Christian, unerringly conservative. Protestant in the north, Catholic in the south. Edgarton kids say the woods are haunted. Brighton kids don’t go to Edgarton.
- EDGARTON: Older than Barnestown itself, the urban blight shows it. Ghettoes, small buisnesses, strip clubs. You don’t fuck with the cops down in Edgarton.
- BARNES UNIVERSITY: One of the top schools in the country for the Liberal Arts. Also one of the top schools for partying and getting kitschy college-town souvenirs. Coffee, comic books, bookstores.
- DOWNTOWN: Hustle and bustle and constant gridlock. You can’t shake a stick without hitting a steakhouse, or a parking meter. Fancy shops, corporate offices, upscale dineries. Bring a bike.
- OCHREVILLE: Nobody ever mentiones poor, old Ochreville. Apartments, antiques, medical supply stores. Your grandmother wants a nice condo in Ochreville. It’s a shame, since the hospices are cheaper.
- BELLBANK: Trees, trees, and more trees. Bellbank’s good for a stroll in the park, a glass of homestyle lemonade, and a cheesy date by the Lighthouse. Thank you, tourist revenue.
- STAGING POST: Keep the interstate blocked off. Kill any zombies that make it through the barricades. Await further orders.
- RALLY POINT: You’ll be evac’d in a week. Keep out-of-town Z’s away from the barricade. Your families are safe. Trust us.
- RIVER CHECKPOINT: If it shambles, kill it. If it shoots, kill it. If it swims, kill it. If it’s on a boat, kill it. No one enters. No one leaves.
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