- Blarg
- The Zombie RPG for QQS
- A player's HP is equal to half his Sinew score, rounded up.
- A player's Melee Defence is equal to the amount of points in their active melee skill (Unarmed, Bashing, or Slashing) plus half their legerity score plus 10.
- A player's Ranged Defence is equal to their Acrobatics score plus half their legerity score plus 5.
- When an attack is made, the attacker rolls a number equal to their opponent's relative defence. If the result is equal to or under their Threshold (Relevant ability score+Skill score), the attack is successful, and the attacker rolls damage. If the defender is wearing armour, they subtract their armour score from the total damage.
- You have 50 total character points to spend on building your character. You may spend no more than 25 of these on your base abilities. 1 ability point costs 1 character point.
- SInew - Your muscular strength and bodily fortitude
- LEgerity- Your bodily and digital dexterity and speed of movement
- REason - Your brain's sheer computing power and body of knowledge
- SPirit - Your force of personality and abstract concepts like courage
- You may spend no more than 20 character points on your skills, listed below. Skill points cost 0.5 character points.
- Acrobatics -LE- Your ability to perform feats of dexterity
- Athletics -SI- Your ability to perform feats of strength
- Bashing -SI- Your skill with blunt melee weapons, such as bats, hammers, etc.
- Bluff -SP- Your ability to tell a convincing lie
- Cooking -RE- Your culinary ability
- Construction -SI- Your ability to make structures, from barricades to shelters
- Devices -RE- Your knowledge of and ability with electronics
- Diplomacy -SP- Your ability to bring peaceful resolution between survivors
- Driving -LE- Your capability to handle a vehicle
- Intimidation -SP- Your ability to make people do what you say
- Engines -RE- Your knowledge of and ability with engineering
- Handguns -LE- Your skill with pistols, revolvers, etc.
- Medicine -RE- Your knowledge of the practice of first-aid and medical treatment
- Navigation -RE- Your skill with getting around places
- Rifles -LE- Your skill with repeaters, sniper rifles, etc.
- Scavenging -SP- Your ability to find useful things and turn junk into tools
- Sense Motive -SP- Your ability to perceive the emotions and intentions of others.
- Shotguns -LE- Your skill with shotguns
- Slashing -SI- Your skill with bladed melee weapons, such as swords, knives, etc.
- Unarmed -SI- Your ability to fuck up a dude with your bare hands
- Zombie Empathy -SP- Your ability to communicate with zombies
- You may spend no more than 20 character points on your advantages, listed below. Advantage costs are listed with the advantage.
- Bilingual (1) - You know how to speak in a second language. If you spend two character points on this advantage, you are fluent. This advantage can be taken multiple times.
- Careful Aim (2) - On any turn in which you do not move, increase the maximum damage of a rifle by 3.
- Cleave (2) - When using a slashing weapon, you may attempt to attack two adjacent enemies in a row. You may only attack the second if the first attack is successful. If you take this advantage twice, you can attack three enemies.
- Double Tap (3) - As long it has another bullet ready to fire, you can make a second attack with a handgun immediately after the first, directed at the same target.
- Finesse (2) - You may use one Sinew-based skill as if it were Legerity-based. This advantage can be taken multiple times. This advantage cannot be used with Athletics.
- Intuition (2) - You may use one Reason-based skill as if it were Spirit-based. This advantage can be taken multiple times.
- Immune (10) - You are completely immune to the zombie virus
- Magic Touch (3) - Once per three days, you can get the engine of a vehicle or chainsaw to start automatically.
- Prepared (3) - You gain 5 equipment points, to be spent on starting equipment. This advantage can be taken multiple times.
- Resistant (5) - You are resistant to the zombie virus, and it takes twice as long to start affecting you
- Restless (3) - You can go 24 hours on just 4 hours of sleep with no noticeable ill effects.
- Slow and Steady (2) - You may use one Legerity-based skill as if it were Sinew-based. This advantage can be taken multiple times. This advantage cannot be used with Acrobatics.
- Studied Approach (2) - You may use one Spirit-based skill as if it were Reason-based. This advantage can be taken multiple times.
- Unappetising (5) - For whatever reason, when another survivor is available, zombies are unlikely to target you.
- Equipment
- **Melee Weapons**
- Club - 1EP - Bashing - Damage: 1-5
- Representing a wide range of hitty stuff, from cricket bats to crowbars.
- Sledgehammer - 1EP - Bashing - Damage: 1-6
- A sledgehammer can only be wielded as a weapon by a player with at least 5 in Sinew. A player can sacrifice their move action to swing a sledgehammer in a larger arc. This attack deals 5-11 damage, and the player loses their Legerity bonus to defence until the following turn.
- Knife - 1EP - Slashing - Damage: 1-3
- When wielding a knife, a player may choose to use his Legerity in place of his Sinew for Slashing checks.
- Sword - 1EP - Slashing - Damage: 1-7
- Represents a wide range of long blades, from machetes to katanas. If an attack with a sword results in a damage roll of 1, the blade gets caught in the flesh of the target, requiring an Athletics check in 45 to retrieve. This check can be made immediately, and once per turn.
- Shovel - 1EP - Bashing/Slashing - Damage: 1-4/1-3
- A shovel can be wielded as either a bashing or slashing weapon, using either the flat or the blade of the head, respectively. Also convenient for burying things/digging trenches.
- Chainsaw - 2EP - Slashing - Damage: 5-13
- A chainsaw must be revved before use. This requires an Athletics check in 35. On a damage roll of 13, a chainsaw clogs inside the target, and must be ripped out with an Athletics check in 45. A chainsaw may be voluntarily left inside a target as it runs. If this is done, each turn that passes increases the minimum damage by 1.
- **Firearms**
- Pistol - 1EP - Handguns - Capacity: 12 - Damage: 1-6
- Your standard clip-fed semi-automatic handgun. It goes bang.
- Revolver - 1EP - Handguns - Capacity: 6 - Damage: 2-7
- A bulky six-shooter with a bit of punch behind it.
- Shotgun - 1EP - Shotguns - Capacity: 1 - Damage: 1-6
- This shotgun can target two adjacent enemies at once.
- Double-Barreled Shotgun - 2EP - Shotguns - Capacity 2 - Damage: 1-10
- When the barrels are fired individually, the shotgun can target two adjacent enemies. When both barrels are fired at once, the shotgun can target three adjacent enemies.
- Automatic Shotgun - 2EP - Shotguns - Capacity 10 - Damage: 1-9
- This shotgun can target two adjacent enemies at once.
- Hunting Rifle - 1EP - Rifles - Capacity: 8 - Damage: 2-8
- Your standard long tube of metal that shoots little bits of metal.
- Sniper Rifle - 2EP - Rifles - Capacity: 4 - Damage: 2-12
- If you do not move on the turn that this gun is fired, the damage output becomes 5-12
- **Armour**
- Scavenged Armour - 1EP - Armour: 1 Le Penalty: -3
- Whatever you can find to strap to your body to prevent immediate death.
- Light Armour - 2EP - Armour: 2 Le Penalty: -1
- Light padding, such as fencing gear or heavy leather clothing, offering both light protection and mobility.
- Medium Armour - 2EP - Armour: 4 Le Penalty: -2
- The like of kevlar and other such clothing, offering protection without being too restrictive.
- Heavy Armour - 2EP - Armour: 6 Le Penalty: -4
- Protection such as full-body armour, heavily restricting mobility but granting a lot of protection.
- **Goods**
- Medkit - 1EP
- The basic supplies needed to perform all but the simplest of medical aid. For every skill point the user has in Medicine, this raises the threshold of a Medicine check by 2, to a maximum bonus of 10. Some Medicine checks, as decided by the GM, cannot be made without a Medkit. Good for ten uses.
- Toolkit - 1EP
- The tools needed to perform repairs on cars and other vehicles. For every skill point the user has in Engines, this raises the threshold of an Engines check by 1, to a maximum bonus of 5. Some Engines checks, as decided by the GM, cannot be made without a Toolkit.
- Rations - 1EP
- A day's worth of food.
- Water - 1EP
- A day's worth of water.
- Whistle - 1EP
- It's a whistle. For blowing.
- Binoculars - 1EP
- They make far away things seem like they're close things.
- Ammo - 1EP
- Handgun ammo is available in packs of 30, and Shotgun and Rifle ammo is available in packs of 20.
- Walkie-Talkies - 1EP
- A set of four walkie-talkies.
- Rope - 1EP
- Fifty feet of ropey goodness.