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zombie survival role playing game

SECOND EDITION
RULEBOOK

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OUTBREAK: UNDEAD.. Beta Testers
Second Edition Tino Marquez, Brett Lynam, Michael Goldrich,
Rulebook–Pocket Edition Lorena De La Rosa, Mason McDaniel, Robert
Watts, Ivan Van Norman, Dewie Sherwood,
Written by Bradley Kirwan
Christopher J. De La Rosa
Special Thanks to
Lead Developers Lorena De La Rosa, Alex Flagg, Kevin O’Donnell,
Christopher J. De La Rosa, Cassandra Sheade
Ivan Van Norman
Printed in China
Graphic Design 10 9 8 7 6 5 4 3 2 1
Christopher J. De La Rosa
ISBN: 978-0-9833179-8-2
Editor
Jean Goldrich Outbreak: Undead.. All text and artwork in this
book are copyright ©2015 Hunters Books &
Marketing Manager Apparel unless otherwise noted. All rights reserved.
Ivan Van Norman “Your Zombie Survival Plan Will Fail” is a
registered Trademark of Hunters Books & Apparel.
Additional Writing No part of this book may be reproduced or
Michael Goldrich, Tino Marquez, Brett Lynam transmitted in any form or by any means,
electronic or mechanical, including photocopying,
Art and Photography xerography, and video recording, without the
Brian MacElvaine, Eric Anderson, Christopher J. written permission from the publisher, Hunters
De La Rosa, Elizabeth Hessom, Ivan Van Norman, Books & Apparel.
Tiffany Warch

Models
Hayden Lawrence, Jessica Dru Johnson, Ivan Van
Norman, Brett Lynam, Trish Ladd, Cachita Hynes,
Alex Bistrevsky, Mason McDaniel, John Kingsley,
Austin Floyd, Adam Sass, Cat Lamb, Bryce
Palenscar, Justin Brown, Katie Celia, Seth Ayott,
Kurt Hauschild, Matthew Lussier

Legal Counsel
Ayano Ichida

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Table of Contents
Getting Started ... 4

Gameplay ... 16

Skills & Character Traits ... 34

Equipment ... 80

Gamemastering ... 126

Opponents ... 138

Index ... 158

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Greetings encountered Survivors into dangerous
Survivors! Opponents.
• Locations – Places the characters can get
Thank you for picking up the Outbreak: to, hide in, and search. Unique hazards can
Undead.. Second Edition Starter Kit! come into play.
• Equipment – Specific items characters
Before we get started, it is important to can find or purchase, and use based on the
note that, despite the contents of the box, Locations they search.
this is not a card game. It is, in fact, a role • Survivors – People who the characters
playing game. The cards are to serve as useful may encounter or play as. These have very
references to new players and as randomizing basic statistics that can be further altered
plot elements for veteran players. by Character Traits or Hazards (if the
Survivor is hostile).
In this game, one player takes the role of the • Opponents – A dangerous opponent
Gamemaster (GM), who runs the elements of deployed during Encounters that
the scenario. The remaining players are the Survivors can face.
Survivors, those who are thrust into the events
of the outbreak, trying their best to live day
to day.

The Cards
The cards fall under 3 categories and are
easily organized by back design.

ENCOUNTER CARDS
The most numerous cards are the various
missions, hazards, locations, equipment,
people, and opponents characters can
encounter. They share a backing so the GM
can shuffle and deal them randomly during
an encounter rather than use as just reference
cards. These cards also include Survivors
players can use for their own characters.

• Missions – Options a character has to get Aside from Equipment a character uses and Survivors
rewards towards campaign progress. they may play as,, the Encounter Cards can be held and
• Hazards – Specific one-time effects that used specifically by the GM for reference. It is not
can confound the Survivors’ progress in necessary for players see what is on the cards the
any number of ways. They can upgrade GM is using.

4 - Getting Started -
CHARACTER TRAITS INJURY
Ability, Paradigm, and Disadvantage cards Injury cards are reference cards that indicate
are given to players to give additional features effects of a character’s Injury, the means of
to their character. treatment and how long it will take for the
Injury to heal.
• Ability – Character-specific traits that
alter the ability to advance certain Skills.
• Paradigm – Party-specific traits that
indicate a character’s role to the other
characters.
• Disadvantage – Negative coping behaviors
and physical ailments. rds
indicated on the ca
All the information s boo kle t. Th e
ed in thi
and more are includ nce
t a quick refere
Injury cards are jus
of gam eplay. Full sets of
tool for ease de
tegories will be ma
cards of various ca wil l be oth er
ure, the re
available. In the fut rs Bo ok s that
Hu nte
cards available from
settings, characters,
will provide alternate l
. All new cards wil
injuries, hazards, etc d he re.
pre se nte
follow the categories

- Getting Started - 5
What is Survival
Horror?
Outbreak: Undead.. Zombie Survival Role
Playing Game is a game of Survival Horror.
You should know exactly what that means so
you and your fellow players (or Survivors)
know what you are getting into.

THE CORE CONCEPT


What differentiates Survival Horror from any
other kind of horror is that the threat is not a
supernatural creature, psychopath, monster,
or even whole army of monsters. The key
word “Survival” the primal instinct to simply
survive day-to-day is being explored. Most
of us do not wonder where our next meal will
come from nor do we live in constant fear of an
invader taking what is ours. This is extremely
atypical in the grand scheme of history. The
irony is that the crucial fear of Survival
Horror was once a reality for each and every
one of our ancestors at some point in time. It
is a shared part of our human condition and
history. For this reason, the genre of Survival
Horror is one that is ingrained in our collective
psyche, as some part of our human nature
knows that these same instincts were all that
kept our ancestors alive as they huddled in
caves, dirt hovels, and ramshackle hunter/
gatherer campsites with a keen awareness of
how few supplies they had at their disposal.

So where do the Undead come in?

THE UNDEAD
The Undead are a natural vehicle for Survival
Horror. One of the more terrifying aspects of
the Undead is that beyond being dangerous
on their own, a large enough outbreak

6 - Getting Started -
will reset civilization, so the comforting was true to begin with. This harsh realization
insulation of civilization is obliterated. The may force some to resort to remorseless,
conveniences we rely upon to make our lives violent, and cold vigilantism. Those that know
simpler and more than just subsistence level the capacity for evil is a permanent fixture
survival will be gone. The once outsourced within the human condition will be able to
staples of day-to-day survival that made our have a more measured response, as they are
lifestyles possible are still needed but may not surprised at the display of savagery they
be far removed from our field of knowledge. witness. This perspective allows them to
Because there is a massive stratification from balance each encounter with a cost/benefit
subsistence to specialization within society, mentality, often merely just protecting those
some will be effected by the collapse of they care about and their property, but still
civilization far more than others. willing to help or barter. Then again, there are
those who are just unhinged, true psychopaths,
WHO ARE YOU? who no longer fear any repercussions from
Chances are you, the reader, fall into the society. All of these categories of people are
more specialized category of people, whose dangerous... some just more imminently than
livelihood depends to a large extent upon others.
“The Grid”. If you do not know what “The
Grid” is, you are probably on it and should SCAVENGING VS. STRONGHOLD
find ways to prepare yourself for its absence. Some may plan to survive by feeding off of
Character based on such players will realize the corpse of civilization by scavenging until
that they lack certain crucial skills to be self there is nothing left. This is a short term goal,
reliant. This is not the end of the world. This and for the scope of most games of Outbreak:
is a simulation, after all, and any measured Undead.., a sufficient means of strategy
change a player makes means the character when running a game, but it is a strategy
will likewise improve. Players can discover that by its very nature will have diminishing
what Skills would be beneficial to learn by returns. Characters wishing to play very
experimenting with their characters. long campaigns may want to invest in the
creation of a Stronghold, as will be described
WHO ARE THEY? in the Gamemastering Section. Suffice to
“They” are everyone else, the Others. They say that the creation of a Stronghold does
probably fell into the same category as those not mean characters have to pick and scrape
unprepared for the worst. This may mean the ruins of buildings for what they need to
they paid the ultimate price and returned as survive; instead, they are able to create useful
a zombie. It can also mean they are Survivors industries on their own to produce supplies
who have made it by ruthlessly taking what and food.
meager supplies remain from others. Most
don’t start out that way. They may have once These two options provide good frameworks
believed people are basically good, only to for how the campaign is approached. A
realize that not only is this not true, it never Stronghold is a longer affair, possibly with

- Getting Started - 7
an overarching storyline and a narrative built order to tell how much damage
upon the drama of the characters the players is inflicted to a target. Generally
are invested in emotionally. Scavenging one n is rolled per Degree
means that a character (and by association of Success ( + ) spent on an
the player) is not as concerned with rebuilding attack Check. Deadly weapons
civilization as just getting from one safe area will add bonus n to the pool
to the next and finding needed supplies on that represents greater damage
the way. It’s a faster and less emotionally being inflicted with a hit.
invested means of scenario construction and n Depletion Dice - d5! rolled to
a great way to run more causal games with a determine if a piece of gear is
revolving door of characters for players to use exhausted with repeated use.
as theirs suffer grisly ends. Add n to the dice pool per
Depletion Point on the gear.
Required Materials to n Difficulty Dice - d5! rolled,
Play adding their result to the d%
•A copy of the Outbreak: Undead.. roll to reduce the chance of skill
character sheet (download from www. check’s success.
outbreakundead.com ) n Speed Dice - d5! rolled to
• Dice (See “The Dice Pool” for more indicate how long a Survivor
details.) or Opponent takes with their
uu Percentile Dice. Two 10-sided dice Action. Each Action (including
(a tens and a ones die) to determine movement or other non-check
the result of Checks. Also called d%. related Actions) will add n or
d6 -  Common 6-sided dice. Often used more to the dice pool. Survivors
interchangeably with the d5! and Opponents will go in order
described below, but on its own, it from lowest to highest roll next
will just be a regular 6-sided die. round.
d5! - Outbreak: Undead.. will feature • Pencils and scratch paper
color-coded d6 that are called d5! • Cards (optional)
to allow those playing to build • At least one other player
a dice pool to determine all the
results of a check with a single roll. Beware Survivors, from this point forward your future
They feature a special face on what is uncertain...
is normally the 6 side. The special
face can mean things that are very
good or very bad, as the situation
dictates. The dice themselves are
a special color coded variety which
are as follows:
n Damage Dice - d5! rolled in

8 - Getting Started -
Getting Started with Survivor Card Anatomy
Cards
1. Name – The name of the Survivor. It can
Players can start by choosing a Survivor card. be changed to the player’s liking.
2. Quote – A short quote from the character
Once this is done, print out or use one of the to get a sense of general attitude.
tearsheets for the character’s Skill Check lists 3. SPEW Attributes – The character’s
and other relevant information. four core attributes: Strength,
Perception,Empathy and Willpower.
SURVIVOR CARD 4. Damage Threshold (+ ) – How much
Damage a character can take before losing
1 a Health Point. Starting + = Sb + Wb
5. Defense - How many n a character
can remove from the total allocation of
2 Damage Dice the character has against
4 them during a Round. Most characters
6 have a base Defense of 0.
3 6. Gestalt Level (v) – The number of Gestalt Dice
5 a character has unspent on skill advancements.
7 7. Cargo – The number of items a character
8 can carry. The color of dots indicate how
many and what kind of gear.
12 8. Base Dice Pool – The minimum dice a
9 character uses for Skill Checks.
9. Training Value(s) – The various bonuses
that characters have when using certain
10 kinds of gear or kits.
10. Traits/Features – Additional character
features. They may correspond to existing
11 Traits, such as Abilities, Paradigms,
Disadvantages, or unique features all
their own.
11. Skill Checks% – The notable starting
The Survivor card represents a notable Skill Checks a character has. Any
individual players can take control of and use Check not represented here uses the
as a template to build their character. The GM standard formula to construct the normal
can also use these cards as a way to denote percentage chance.
the abilities of non-player characters (NPCs) 12. Character Portrait – The character’s
with whom the characters can encounter and appearance.
interact with.

- Getting Started - 9
Traits
Players are able to take Traits in order to give
1
their characters some additional special rules.
2 The Survivor Card provided a template that
4
these cards are meant to build upon. They fall
3 under three categories. They will be illustrated
by their respective cards.
5
ABILITIES
Abilities intrinsic to a character. They apply
to a character regardless of the scenario. They
generally allow faster Skill advancement
6 rates, Training Bonuses and/or special rules.

Characters can have any combination of


Abilities up to 1 tier per combined Ability
Score bonus. Most Ability effects are scaled
by tier.
7
Ability Card Anatomy

1. Name – The name of the Ability.


2. T
 ype – The kind of Character Trait this
card represents.

S.P.E.W. Attributes
Two tiers worth of Strength Abilities

23 Three tiers worth of Perception Abilities


Three tiers worth of Empathy Abilities
32
Two tiers worth of Willpower Abilities
The same Ability can be taken more than once.
38 Each time it’s taken, it counts as a “tier”.
Special rules Abilities provide are often
scaled by tier. The maximum tier any Ability
28 can be at is 5. This counts as “Mastery”, which
can provide an additional special rule.
10 - Getting Started -
3. SPEW Symbol – Corresponds to the Paradigm Card Anatomy
Ability Score bonus that must be used to
grant one tier in this Ability. The same 1. Name – The name of the Paradigm.
Ability can be taken at multiple tiers so 2. T ype – The kind of Character Trait this card
long as the characters Attribute Bonus represents.
indicates he/she has enough to do so.. See 3. D  escription – The description of what party
the Character Sheet section and the chart role or archetype the character follows.
on the opposite page for more information. 4. Special Rules – Indicates the (generally)
4. Tier – The tier (1–5) the Ability is taken at. large bonuses that a character gets to
This is meant to be noted by the player, as Training Values or some other special rule.
it can vary from character to character. 5. T  actic(s) – The set of Tactic(s) that a
5. Description – A description of what the character has the ability to use. They are
Ability represents. triggered with the spending of Survival
6. R
 ules – Special rules the Ability grants. Unless Points (l).
mentioned otherwise, these effects combine 6. Injury Penalty – The amount of l that the
with multiple tiers in the same Ability. party loses when this character is injured.
7. Mastery – A character that has dedicated 7. Death Penalty – The amount of l that the
the effort to bringing an Ability to tier 5 party loses when this character dies.
will have an additional special rule for
its mastery. Acquiring such a level of
competence in this area is generally only 1
possible as a part of a longer campaign, as
2
most characters do not have the ability to
start with 5 tiers in any one ability.
3
PARADIGMS
A Paradigm is a character’s relation to the
setting they are in and their party role. While an
Ability remains from one scenario to the other,
4
a character’s Paradigm can change entirely to
better fit the scenario the GM is running.
5
Paradigms are not scaled like Abilities. They
give large bonuses in specific areas or grant
access to “Tactics,” which are special rules
triggered by spending Survival Points (l) the
character earns. Since this is also an indicator 6
of the character’s party role, the loss of the 7
character will have a negative impact to the
party’s campaign progression.

- Getting Started - 11
There is generally no limit to the number of Paradigms 3. C ategory – The category of Disadvantage
a character can take; however, the penalties for this card represents. They can range from
character injury and/or death combine. Most new physical to psychological ailments.
players will not understand the impact this can have, 4. D  escription – A short description of what
so it is recommended that new players only take a effect this has on the characters.
single Paradigm to start. 5. E  ffect – The passive effect (if any) the
Disadvantage may have.
The Injury and Death Penalties are a good 6. Coping Mechanism – The means a character
tool for keeping player characters around for can use to avoid the loss of Morale. This
longer campaigns. This is otherwise an almost may be involuntary or at the insistence of
impossible task with how lethal this game is. a character. If a character has 0 Morale,
Instead of making character Injury or Death this is in effect constantly until they gain a
correspond with the loss of l, a GM can give point of Morale.
players the option to avoid Injury or Death by
paying the l penalty.

DISADVANTAGES
A bit of a misleading title, Disadvantages
are how characters cope with the inevitable 1
stress of their survival predicament. There is 2
generally a negative penalty to some stat, skill 3
advancement or situation.

Like an Ability, a Disadvantage is often scaled 4


by tier.

A Disadvantage can also provide a player


a useful personality quirk to exploit for
5
roleplaying purposes.

Most importantly, a Disadvantage provides a


Coping mechanism, which gives characters an
option to avoid the loss of Morale by indulging 6
a negative behavior.

Disadvantage Card Anatomy

1. Name – The name of the Disadvantage.


2. Type – The kind of Character Trait this card
represents.

12 - Getting Started -
The Character Sheet The Attribute Bonus is the tens digit of the
SPEW Attribute. So for a SPEW Attribute
The Survivor card and the character’s traits of 32, the bonus would be 3, SPEW Attribute
are the unique factors that distinguish a of 24 will have an Attribute bonus of 2, and
character. However, there is an entire breadth so on. Whenever this is needed, it’s denoted in
of what a character can do that the cards do the following way:
not represent. This information is presented
on the Character Sheet. Strength Bonus = Sb
Perception Bonus = Pb
Players fill out the sheet using the information Empathy Bonus = Eb
on their Survivor Card and any relevant Willpower Bonus = Wb
special rules that Traits provide. It helps to
fill out the information from the cards first, as The Attribute Bonus also determines how many
those provide the exceptions. The rest of the tiers worth of Abilities a character can take.
character sheet is filled out much the same
way from character to character. The symbol on the Ability card corresponds to
what the character needs to spend in order to
ATTRIBUTE AND ATTRIBUTE BONUSES take it. Multiple tiers can be taken in the same
As you can see on the Survivor card, the Ability if the character so desires. It’s often
numbers for the character’s Strength, advantageous to do so, as most Abilities are
Perception, Empathy and Willpower are often scaled by tier in their effectiveness.
presented. They are represented by the
following symbols: GESTALT LEVEL
There is an additional statistic that is a
Strength measure of character knowledge versus player
A measure of physical strength and endurance. knowledge. Generally speaking, the two are
one and the same when playing yourself as a
Perception character. But even in that situation, there
A measure of sensory perceptiveness and will eventually be a large disparity between
practical intelligence. what the character knows and what a player
knows. For this reason, players that wish to
Empathy appeal to character knowledge over their
A measure of the ability to relate to another own can treat a character’s Gestalt Level as
person and general emotional intelligence. being a Primary Attribute to checks of this
kind. However, Gestalt Level is also reduced
Willpower in order for characters to advance Attributes,
A measure of discipline and mental fortitude. Skills and Traits. In this case the generalized
These are a character’s “Attributes”. What knowledge represented by Gestalt Level is
the players will also need is the “Attribute given a more specific outlet.
Bonus” when filling out the character sheet.

- Getting Started - 13
DETERMINING SKILL CHECK 9. 
Expert Skills – The group of skills only
PERCENTAGE CHANCES advanced with very extensive practice and
By glancing at the character sheet, you can education. They often require specialized
see indicators for determining the percentage tools or many years of immersion and
chance of success for any given skill check. training in order to improve.
10. Training Values – Characters indicate
For Basic and Trained Skills... their “Training Values” with various
Full Attribute (the “Primary Attribute”) + categories of gear. These are increased by
Attribute Bonus of a secondary, supporting the multiplier of the Gear they are using.
Attribute. 11. Traits – Characters indicate what
Character Traits they have, either
For Expert Skills... Abilities, Paradigms or Disadvantages. A
Two different Attribute Bonuses added together. character may not need this if they have
cards representing their Traits, but since
Character Sheet Anatomy those are just reference cards, multiple
players may want the same Ability for
1. Vitality – The physical well-being of a their characters.
character, including the character’s 12. Advancement Rates – A handy reference
Damage Threshold (+ ), their Health as to how each different kind of Skill
Points, and Viral total. Check advances with the use of Gestalt
2. Defense – The location the character’s Dice.
Defense is determined.
3. Armor – Any additional bonuses against This half-sheet assumes that the players are using
certain kinds of damage. Survivor Cards in order to provide the other information
4. Survival Points (l) – Where a player they need to play their characters.
indicates how many Survival Points the
character has at their disposal. Playing Yourself as a
5. Gestalt Level (v) – The number of Gestalt Character
Dice the character has to spend on Skill
Check advancements. Generally speaking, You can substitute yourself for a Survivor
the closer this number is to 0, the closer Card to play Outbreak: Undead.. To do this,
the character is to playing themselves as a take the SPEW–AI at...
character. http://outbreakundead.com/spewai/
6. Morale – The character’s ability to cope in order to determine your core SPEW
and behave in a civilized fashion. Attributes. Then add 1 Gestalt Level (v)
7. Basic Skills – The group of skills that are per year of age up to 5x your combined
easily practiced and advanced. SPEW Attribute bonuses if you are playing
8. Trained Skills – The group of skills requiring a fictionalized version of yourself. If you are
specialized equipment or training in order playing yourself as-is, then your starting
to practice. Gestalt Level is 0.

14 - Getting Started -
12

10

11
4
5
6

8
3

9
2

7
1

- Getting Started - 15
Core Mechanics of the Outbreak: Undead.. Core Rulebook and
the character sheet for more information. The
only mechanical difference among the three
Outbreak: Undead.. is based on a percentile, Skill Checks is how easily a Survivor advances
or d% system. This means that there is a them. Otherwise, there is no difference in how
percentage chance of succeeding in any action they are used during gameplay.
on a dice roll ranging from 0% (no chance) to
100% (automatic). This is known as making a When a GM asks a Survivor to make a Skill
‘Check’. The percentage chance is set by the Check, the Survivor will take the number of
GM and/or modified depending on the Check points in that particular Skill and attempt
the Survivor is attempting. The best dice to to roll equal to or under that number on a
use are two d10s, one marking the ‘tens’ die d% roll. Rolling equal to or below the set
and the other the ‘ones’ die, represented by a number (closer to 0) is considered a success,
uu. whereas rolling above the number (closer to
100) is considered a failure. See the reference
materials for a guide to Skill abbreviations.
S.P.E.W., SKILLS, AND CHECKS
The vast majority of Checks in Outbreak: Primary Attribute
Undead.. are rolled against the “Skills” of a A Skill’s Primary Attribute is whatever
Survivor, which are found on the character SPEW Attribute adds its full value to the
sheet. The exception is Opposed Checks, which percentage chance of success.
are discussed later in “Opposed Checks and
Degrees of Difference”. Skills are determined Secondary Attribute (Bonus)
by the Core statistics, which are known as The Secondary Attribute Bonus is the ‘tens’
their SPEW Attributes: Strength, Perception, digit of a SPEW Attribute, abbreviated as
Empathy, and Willpower. All Skills are a Sb, Pb, Eb, or Wb. This bonus is added to
combination of one or more of these Core the percentage chance of success for a Skill
statistics (as shown on the character sheet). Check. Also, it can add to bonus damage,
A Survivor’s SPEW-Assessment Inventory Labor (@), and Training Value if the
Results (SPEW-AI) are detailed in Character Attribute is being improved with the resulting
Creation, but a typical average SPEW-AI is Gear Bonus (explained later).
30.
Example 1: Mike is trying to lift his badly
Types of Skill Checks injured friend and carry him to safety. As
Skills come in three increasing degrees of his friend is quite heavy with all of his gear,
complexity or amount of knowledge needed the GM says Mike must make a Basic Skill
to use them. These are Basic, Trained, and Check to ‘Lift/Pull’. His Strength is 35, and
Expert Skill Checks. For example, grappling his Willpower is 25. On his character sheet,
an Opponent is much easier to learn than his Lift/Pull Skill score would be his Strength
piloting a jet aircraft. See the Skills Chapter (S) + his Willpower Bonus (Wb) of 2 (the

16 - Gameplay -
tens digit of the core SPEW Attribute, which as possible. There will be many options for Survivors to
in this case is 25). There is a third box on improve their odds.
the character sheet, where Mike could add
Gear or Skill Advancements to increase his
Lift/Pull Skill Check, but he does not have The Dice Pool
anything to help him at this time. Therefore
his total Lift/Pull Skill score is 37 (S: 35 + Survivors and GMs build ‘dice pools’ to
Wb: 2 + Special Bonus Box: 0 = 37) determine a Check’s Result. It is comprised
of the d% and one or more of the following
d5!: n , n , n , n . The kinds of dice and
Lift/Pull {L/P%} the situations in which they are used are as
PRIMARY ATTRIBUTE BONUS TOTAL follows:
ATTRIBUTE BONUS
n DAMAGE DICE
35 2 - 37 Damage dice are how much damage any
attack made is. Weapons will all have the
Mike must roll a 37 or less on a d% roll. If options to add one or more n to the Dice Pool
Mike rolls above a 37, he would fail and the by spending a certain number of + . Damage
GM could detail why. For example, Mike was Dice from the Dice Pool can be allocated
distracted by all the opponents and didn’t pull however a character chooses to targets they
hard enough, or his friend is a lot heavier than attacked that Round.
he thought. Mike was unable to get a good
enough grip/angle to lift him efficiently. Defense
A Character or Opponent can remove n from
In this case, Mike rolls a 33, which is just the total allocation of Damage Dice made
barely enough to lift his friend to safety. against them during a Round. After all + are
resolved, each point of Defense will allow n
Rolling 37 out of 100 may seem low (only a little over to be removed before rolling damage.
a one in three chance), but here are a few things to
take into consideration: 1. Any actions during the heat n DEPLETION DICE
of a conflict, called ‘Encounters’, are not easy. 2. High Depletion dice are rolled when characters use
SPEW Attributes (>40) are from specialized training, equipment that can break or be exhausted
which the vast majority of people in any population with repeated use. Generally, the amount
do not possess, especially during a zombie apocalypse. of Depletion dice rolled are equal to the
3. Gear will greatly add to a Survivor’s Skill Checks, accumulated Depletion Points (DP) the gear
so your GM should be nice enough to outfit you with has on it. If this roll is equal to or greater than
some. 4. This is a Survival Horror game, and Survivors the Capacity entry of the gear, it is exhausted
are most likely going to spend their time in tremendous and cannot be used until at least 1 Depletion
peril with few resources. Please keep this in mind, but Point is removed from it.
have fun trying to make your odds of survival as great

- Gameplay - 17
Gear with Durability will break if they get one Survivor or GM will add a certain number
† on a n per Durability, but only roll n if the
H of Speed Dice (represented by one or more
gear accumulates DP or is forced to add n to n ). The result from lowest to highest roll will
their dice pool. determine the Resolution order of Actions in the
this Round, or will determine who, if anyone,
n DIFFICULTY DICE goes between a Survivor’s Actions, should they
The GM can (and will for a myriad of reasons) take more than one Action in a Round.
increase the Difficulty of a Check. This is
represented by the rolling of an additional d5! All Actions will have an inherent Speed during
for every one-point increase in difficulty when an Encounter, but it will be further increased
making Checks and adding the result to the by the complexity of the gear they use to
d% roll. provide any bonuses or any other factors that
might slow a character down.
Difficulty can be reduced as well. Difficulty
cannot be reduced below 0. Rolling multiple n Quick Actions.
Difficulty Dice will read as follows: n for 1 Reactionary Checks such as a Save Throw.
Difficulty, n n for 2 Difficulty, n n n for 3
Difficulty, etc. n n Average Actions.
Most actions are this concentration and
Example 2: Mike is still trying to lift his friend degree of skill.
as in Example 1 but wants to hold onto his rifle
in his other hand. The GM feels Mike would n n n Involved Actions.
be under a lot of stress trying to do so, and Many Trained Skill Checks operate at this level.
increases the Difficulty by 1. Using the same
Basic Skill Check from Example 1, with an n n n n Very Involved Actions.
increased Difficulty of 1, will require a n to be Actions requiring an exceptional amount of
rolled. Mike still needs to roll 37% or less, but concentration. Speed at this level is often a
the result on the d% will be increased by the trade-off to spend more time on a complex
roll of the extra n . Action in order to mitigate Difficulty.

Taking Multiple Actions n n n n n Dedicated Actions.


A Survivor who takes multiple Actions in the These are Actions requiring the Survivor’s
same Round will add n to the dice pool per undivided attention and the risk of failure is
additional Action in addition to adding more too great.
n to determine the Resolution order.
Movement and Speed
n SPEED DICE Generally, movement will not require a Check,
All Actions during Encounters have a Speed but it will add n to the dice pool of a Survivor
requirement to determine how long it takes or Opponent. Roughly, n is added to move a
to complete. When building a dice pool, a distance equal to the height of the moving

18 - Gameplay -
Survivor or Opponent at walking speed, but in the Dice Pool, and nearly always after the
different rates of movement will call for a Check Phase.
different distance to n ratio. This will be gone
over in greater detail in the “Combat” section Since n are allocated to targets of various
on pg. 27. attacks and Triggered Effects after the Check
Phase, adding n to the Dice Pool is expected.
BUILDING THE DICE POOL
You will find many references to the Dice Pool. After a character’s Turn, adding n to their
This is simply the group of dice you roll during Dice Pool would be a very rare circumstance,
your Check phase. Sometimes, effects and the but it would be added to the next Dice Pool the
events of the Encounter will add dice to the character builds.
Dice Pool after the initial roll. This is handled
slightly differently based on the kind of dice Degrees of Success and
being added. It’s generally left up to common Failure
sense as to how to do it, but here are some Outbreak: Undead.. uses a special mechanic
helpful guidelines: to determine the outcome of a Survivor’s
Action based on how well or badly they roll,
Adding n to the Dice Pool after the check... as in real life. After rolling a d%, every full
If a character has not yet taken their turn in a 10% under the target Skill Check Total rolled
round, or if they have other Triggered Effects is called a ‘Degree of Success’ (DoS or + ).
yet to take effect in the same Round, then add A success of any kind will generate at least
the n roll to their Result. + . Likewise, for every full 10% over the
target Skill Check Total rolled is called a
However, if a character has already taken ‘Degree of Failure’ (DoF or - ). Any failed
their turn in a Round and has no more + check will generate at least - . A ‘Headshot’
to use, then any extra n is added to the next (+ + + + + )is an outstanding success,
Dice Pool they build. whereas a ‘Catastrophe’ ( - - - - - ) is
a disastrous failure. The specific effects of +
Adding n or n to the Dice Pool after the and - are detailed in entries or they can be
check... set independently by the GM.
This should be fairly obvious, but adding n or
n to a Dice Pool are only ever added to the Example 3: Mike is trying to lift his injured
next Dice Pool the characters build, as their friend, as in Examples 1 and 2 but rolls a
effects would only ever apply immediately as 92% on his Lift/Pull Check of 37%. He fails
a check is made. by 5 full Degrees of Failure (92 – 37 = 55,
divided by 10 = 5.5 Degrees of Failure, or
Adding n to the Dice Pool after the check... - - - - - after rounding down). This
This is fairly common, as many Triggered is generally considered a ‘Catastrophe’, so the
Effects as well as opponent Defense and other GM determines that not only did Mike fail to
factors will alter the number of n that are help his friend, he tripped in the process and

- Gameplay - 19
was knocked prone to the ground. Mike is the Opponent still got + + + + + ,
lucky he did not injure himself, which could but the Survivor instead got - - , the
have happened at the GM’s discretion. Degrees of Difference would then be
& & & & & & & . Alternatively, one
SPENDING DEGREES OF SUCCESS OR side getting - - and the other getting - -
FAILURE AS A RESOURCE - will still have & , but most beneficial
Survivors and GM have the option to use effects require + to trigger. The spectrum
+ and - in ways that provide a benefit. typically ranges from + + + + + to
Combat is the most obvious example of this, - - - - - for a total of 10 (though this
where Survivors have the option to spend a could be higher or lower depending on how
+ in order to roll extra n when resolving an much the winner succeeded by and how much
attack. Special options for using + or - in the loser failed by). When using + to trigger
creative or potentially beneficial ways exist any effects, a victorious Survivor or Opponent
when rolling specific Skill Checks and using is restricted to using no more + than there
certain Gear. are & .

If it is unclear what a Survivor or GM can get, Unlike + and - , a & is not “spent” on
or none is specified by the scenario, then use anything. Instead, it usually is an indicator
the following guideline to resolve the Round: of how much disparity there is between the
opponents checks in order to indicate a certain
+ : Gain +5 Survival Points (l 5) effect. For instance, most zombie opponents
- : Gain 1 Risk (W 1) do not get their dreaded “Bite” attack unless
the difference between the zombie’s and
OPPOSED CHECKS AND character’s {Grapple%} check is & & or
DEGREES OF DIFFERENCE ( & ) more. This represents that a character, will
All Checks in the game are done as described gladly and willingly take other damage in an
in “SPEW, Skills, and Checks” with the effort to prevent being bitten, so the result must
exception of Opposed Checks, which are made be very bad in the favor of the zombie for it to
between Survivors and/or Opponents, such be allowed to spend any + on a “Bite” attack.
as a Survivor’s Brawl against an Opponent’s
Brawl. Both roll their Brawl Skill Checks, and For Opposed Checks, one side can use their
whoever rolls more Degrees of Success or less opponent’s - as + of their own or use
Degrees of Failure wins (and typically does - directly to trigger benefical effects for
damage by the amount won). The difference themselves or harmful effects to the one who
between the two is know as ‘Degrees of generated the - . This represents very specific
Difference’ (DoD or & ). For example, if ways in which a check or use of their gear
the Opponent gets + + + + + , and the can backfire.Many checks that have multiple
Survivor gets + + , the Opponent would - results to trigger an effect will be special
win with & & & (the result counting as “Catastrophe” results described earlier. Using
+ + + for damage in this example). If - in this way will count as Resolved, so can’t
be used to gain W .
20 - Gameplay -
The Round any number of other effects by spending SP.
Gamemasters can do something similar if the
The Round is when players choose and opponents or available Hazards will provide a
resolve Actions for their characters. What similar bonus.
comprises a turn is broken down into distinct
phases in which all characters and opponents Resolution Phase
participate. These phases are as follows: This phase is where a character allocates
any + that they generated during the Check
• Intent Phase to trigger any effects that their Skill
• Check Check allows in its entirety or utilize the
• Resolution effects of any gear they used. Gamemasters
do the same for opponents. The + are used
This structure is referred to as the I.C.R. and to trigger various effects that will alter the
it refers to all Encounters. Most Encounters outcome of the turn. Leftover + can grant a
feature Combat, not all Encounters result in small Survival Point (l) bonus to characters.
fighting, so the overview for the structure of
the Round will be gone over in general terms Once all characters and Opponents resolve
first here. their respective Degrees of Success and
Degrees of Failure, the Round ends and a new
Intent Phase round begins.
The Intent phase is where all characters and
opponents decide what they are going to do Advanced Round Rules
during the round. Characters and opponents Once the players and the Gamemaster have a
make their Intent during the same phase but grasp on the way timing works, more intricate
Resolve in order of their Speed Dice (n ) and strategic timing options can be utilized.
roll from lowest to highest. Players can Until then, it is recommended that characters
collaborate on what Actions they will take (to and opponents take only a single Action a
an extent), but the result of their checks may round that can be resolved instantly, so the
cause the Round to go a different way. earlier framework can be utilized without
getting into more complex timing issues.
It is strongly recommended that players leave their
n results on the table to quickly determine who goes MULTIPLE ACTIONS
in what order. Multiple Actions in the same round can be
inherent to what the character wants to do
Check Phase or an attempt to generate more + to trigger
During the Check phase, all characters and more Effects. Each Action that a character
opponents build their Dice Pools and make takes beyond the first will add n to all Skill
the Checks to determine the result of all their Checks made that round. Note: Certain
Actions. Characters and opponents can utilize kinds of Movement and other actions that
any Tactics to grant themselves extra + or do not require Skill Checks will still add n

- Gameplay - 21
even though Skill Checks are not required. character will count as having taken another
As a general rule of thumb, if it involves the Action this Round, and must add n to the
addition of n , then it will count as an Action, dice pool.
even if no Skill Check is needed.
MULTIPLE TRIGGERED EFFECTS
INSTANT ACTIONS There are many Triggered Effects that simply
Instant Actions are those that require few add Dice to the Dice Pool or to the Result of
to no n dice to be rolled. They occur as a the character’s previous Dice Pool or some
reaction to another action or can be added to similarly straightforward effect. However,
a normal action. These are rare and unless the some Triggered Effects will require the addition
action specifically states it is Instant, it should of n to the Result or to the character’s next
be assumed to require n be rolled. Dice Pool (if they have no other + to use this
Round). This means that a character must roll
SUSTAINED ACTIONS the extra Speed Dice indicated and add it to
Sustained do not resolve immediately. their Result if they want to use more Triggered
Sustained Actions are worked on continually Effects in the same Round. If the extra n does
until their resolution. All n rolled do not not push the character past another character
indicate the order next Round; rather, they or opponent’s Speed Die total, then the
indicate when the order of events in the Triggered Effect can be resolved immediately.
current Round are resolved. If another character or Opponent has a turn,
Players who declare a Sustained in their Intent then they will get to go before the character
do not pick up the n from the previous round; or Opponent using multiple Triggered Effects.
rather, they add the n of their declared Action
to the total. This means that the Sustained It should be noted that such Triggered Effects
Action will count towards the resolution of the are generally rare, very specialized, or are a
current Round. tradeoff to have a good Triggered Effect be
used for less + than normal. It just gives
A Sustained Action must wait until their next characters or Opponents the chance to act, and
turn to resolve (as indicated by the new n potentially come to the rescue if characters
roll order). It cannot be counted as resolved are being pinned down by opponents who have
beforehand. many + to use. Most powerful attacks in
combat may come with multiple n that need
Sustained Actions can be abandoned, and to be rolled, so using such Triggered Effects
the character will essentially have no actions may expose an opponent (or character, for
that Round and all die roll results are ignored. that matter) to a counterattack as they
Abandoning a Sustained or Held Action is perform more involved attacks.
generally done if the roll on the n is considered
too high. A character who abandons their Save throws will often add n to a character’s
Action can make another Intent, but it cannot total as well in the same fashion as described
be for a Held or Sustained Action, and a here, even though it’s not a Triggered Effect.

22 - Gameplay -
INTENT PHASE: RULE OF 24 Time
If any n totals are greater than 24, then a The unit of measuring how long between one
character or opponent has essentially lost major event and another is called a period of
a Round due to delay. They will have to skip Time. Time represents 45–90 minutes, so a 24
their Intent phase the following Round. hour day is roughly 20 periods of Time. Each
Characters with totals of 24 or higher who are period of Time, a character can make Checks
performing a Sustained Action can maintain to determine the result of their efforts within
their efforts through the lost Round and won’t that 45–90 minute span.
have to abandon the Sustained. If they choose
to abandon their Sustained Action they can During a period of Time, the GM is allowed
choose to make an Intent phase as normal. to make an E% for free, spending no Risk in
order to do so.

SUSTENANCE: FOOD AND WATER


A character needs at least one thing that
gives them food and one thing that gives them
water. This is combined into the general need
of “Sustenance”. The GM can distinguish a
character’s food and water needs if that sort
of realism is desired. Otherwise, just finding
Sustenance can be done a couple ways:

• Passing a {Survival%} Check


• Using Gear that counts towards a
character’s Sustenance requirement

Each character needs 1 “Sustenance” per 10


periods of Time in order to perform without
penalty. Each 20 Time that passes without
proper Sustenance, characters get 1 Fatigue
that cannot be removed, even with rest in most
cases, until they get necessary Sustenance.
In Between Encounters
Much of what a character does actually ENVIRONMENTAL MODIFIERS
does not take place during the events of an Some Environmental Modifiers will require
Encounter, where each moment matters. additional Sustenance per character due to
Instead, characters spend the majority of extreme conditions.
their time getting from one point to the next,
seeking food and shelter and other necessities. TRAVEL
Characters are able to Travel during periods

- Gameplay - 23
of Time, sometimes crossing great distances. VEHICLES AND RIDING ANIMALS
A lucky character may benefit from a vehicle
On foot, character’s travel a distance based or some riding animal to carry them further
on their chosen rate of movement and their than they could go on foot. They follow similar
Sb and Wb. Vehicles can boost this by either rules for Travel but they have additional
altering Sb or providing a different Multiplier. benefits and rules associated with them.

Crawling Speed – (Sb+Wb) x 0.5 Miles Traveling in a Vehicle


Normal Speed – (Sb+Wb) x 1 Miles In the case of traveling during an Outbreak
Doubletime – (Sb +Wb) x 2 Miles* however a vehicle’s range will be significantly
All out Sprint – (Sb +Wb) x 3 Miles* shorter. The roads will be clogged with
abandoned and wrecked vehicles, in disrepair,
* Add a point of Fatigue W +d3 per mile blocked by debris and/or roadblocks, forcing
,double for all-out sprint. survivors to backtrack or take alternate
routes to their destinations. Characters are
able to make {Pilot-(Vehicle)%} checks in

24 - Gameplay -
order to determine how well they understand
their vehicle’s capabilities and how to drive. Combat
The check will have n per Environmental
Modifier. Each + will allow a character in The Encounter generally takes the form of
a vehicle to travel up to the “Range” entry of combat, where characters trade bullets and
the vehicle in a single period of Time. blows with either zombies or The Living in a
desperate bid for survival. Combat uses the
Fuel Capacity I.C.R. structure of a Round, but how attacks
Most vehicles run on some sort of fuel or are made and resolved, is specific to combat.
power source. The most common form of fuel
is gasoline for vehicles. Each period of Time, Intent Phase
add a DP to the vehicle’s fuel supply. Like Characters and Opponents declare their
any gear that requires the roll of n , once it Intent during the beginning of the Round. For
exceeds the Capacity of its fuel tank, then the combat, this means deciding what actions
vehicle comes to a sputtering halt. Although a character is going to take that will allow
many vehicles have an accurate fuel gauge, so them to interact with their opponents and vice
this should not come as too much of a surprise. versa. This will mainly take the from of attack
Skill Checks, but it may include others as well.
Riding an Animal
An animal travels in much the same way as a Check Phase
character on foot, only the Sb of riding animals A character or opponent must Generate
are typically much higher than humans. + in order to inflict damage or trigger
other beneficial effects as determined by
In this case, a character uses the Sb of the their Skill Check type, weapon, armor, etc.
riding animal when determining distance Most of the time, this is generated by the
traveled and they will add their own Wb + 1 results of Skill Checks. Each full 10 below the
per + in a {D–CC%} to ride. target percentage chance will generate +
to a minimum of a single + (so rolling less
Friendlier or more well trained animals than a Degree of Success, but still rolling a
will grant Multipliers like gear does when successful check will generate + ). All gear
determining the bonus to the {D–CC%} check has some basic effects triggered by a single
to ride them. A character can have Training + , however some have more specialized or
Value with kinds of animal Species. powerful effects that are triggered by even
more + . Some gear, Abilities, and Tactics
Instead of rolling for fuel capacity, a riding will add bonus + to various kinds of Skill
animal has to make {End%} like people on foot. Checks when used to generate + .

A character whose Skill Check results in


Degrees of Failure (- ) will reduce the +
generated by - . They essentially cancel each

- Gameplay - 25
other out. This means that a character must Resolution Phase
spend l in order to use Tactics to improve the
number of + they get or just chalk the round Spending +
up to a loss. In resolving a Round, a character and their
opponents can spend their + in order to
USING TACTICS trigger the effect of any equipment they used
A character can spend l in order to use this round or with the Skill Checks they used
Tactics during the Intent or Check Phase. to generate the + or any other special rule
This is primarily used to produce special, they may have. They can allocate the + in
beneficial effects to characters. Many of the any way they wish. Resolution goes in order
Tactics a character can use are generalized of lowest n roll to the highest. Save Throws
to all characters, but some characters get can be taken outside of the order, but they
special Tactics unique to them as provided by will count as having taken an Action in the
their Paradigm. A common use of a Tactic is following Round, so will follow the rules of
to generate extra + after making Checks or multiple Actions if characters decide to make
to add/remove dice from the Dice Pool before other Actions in the same Round.
Checks are rolled. This will either allow them
to use more powerful effects or to mitigate the Example:
effect rolling - by opponents in an Opposed Karen used a baseball bat against a zombie.
Check canceling out the + of the character It’s not a terribly lethal weapon, but it is good
with the + in their own Save Throw. at stunning opponents.

All characters have access to the The bat has the following effects:
following basic Tactic:
Stun + - One opponent must add an extra
Exploit Advantage l25 n to their Dice Pool.
A character counts as having rolled an extra
+ when making Skill Checks to generate + Bash + + - Add n n to the dice pool.
for use this Round. This Tactic can be used
multiple times in a Round. Knock Prone + + + - One opponent must
add an extra n n n to their Dice Pool.
A character may have many other Tactics that
can increase the number of + when making Karen gets + + with her {Melee Attack,
specific Skill Checks or in specific situations Bludgeon%} Check. This means that she can
for far less l than the 25 that must be spent either use the “Stun” ability of the bat twice
to use the “Exploit Advantage” Tactic. Those (spending + on each) to delay one opponent
will mostly be provided by the Paradigm of the by n n . She can also use both + + in order
character as well as any Formations that the to make a powerful series of blows with
party may adopt. “Bash”, which will allow her to add n to
inflict damage. Unfortunately, it also adds a

26 - Gameplay -
n to the dice pool, which for the bat means {Balance%, Jump/Leap%} which get n n ,
an increased chance of breaking. although {Jump/Leap%} would not get such
n penalties as the character often benefits
A character can mix and match any effects from a running head start when jumping.
allowed by the Skill Checks they used to
generate + as well as any Equipment they Advanced Combat Rules
used, so long as they have the + to pay for all
the effects they wish to do. TARGETED EFFECTS
Spending any + on an effect that says
Playing to a character’s strengths comes in “Target opponent/character...” means that
handy with the distributing + . For instance, the target must be selected from among those
a character may not be very strong, but targeted by the Skill Check(s) made by the
may be very sneaky. A character making a character or opponent to apply the desired
{Stealth%} and a {Melee Combat%} check effect. This means that the entire effect applies
in the same round can allocate extra + to that particular target. This is different than
generated from the {Stealth%} check to the “Adding to the Dice Pool”which means that
effects provided by their weapon. This will a character can allocate dice (typically n )
give physically weaker characters a means however they see fit to any among the number
of inflicting greater amounts of damage by of targets they used when making their Skill
exploiting their strengths elsewhere. Checks or Actions.

Movement within An example of a common Targeted Effect


Encounters is as follows:
A character or opponent is able to make
Movement as part of their Intent. Movement Coup de Grace + + + + - One target
on foot is based on height. The movement takes [n n n Slashing] and counts as
doesn’t require a skill check of any kind unless having 0 Defense. Next Round, add n to the
navigating across some dangerous terrain. Character’s dice pool per Def. the target had.
Otherwise, different rates of movement will
just add certain amounts of dice to the Dice This effect is an especially deadly one,
Pool this Round. inflicting n n n to a single target without
allowing them to use their Defense. This means
Crawling (move equal to Height) add n . that all three of those n must be rolled against
No n penalties can be added for {Climb%, the same target and it does not add n n n to
Stealth%, Balance%} due to the rate of the Dice Pool for a character to distribute
movement. among any other targets they may have rolled
Normal Speed (move up to 3x Height) add n against that round. However, a character is
Doubletime (move up to 4x Height) add n n required to add a n to the Dice Pool, which
All-Out Sprint (move up to 5x Height) add can mean that a character is able to alter it
n n , no other skill checks can be made except in some fashion if they have Abilities, Gear

- Gameplay - 27
or some special rule that involves removing pool due to the Deadly quality whose results
or altering n that are in the Dice Pool. This are already known can be allocated as a
represents a character spending the extra player wishes. Defense or special abilities
effort to inflict an especially deadly attack that remove n cannot remove the dice with
against a single target. the known result due to Defense unless they
have no other choice or the attacker allows it.
Unless specified, when it says “adds to the
Dice Pool” it is usually referring to the Dice TIE UP LOOSE ENDS
Pool of the character or opponent making the During the Resolution Phase, any leftover
check. It is possible for players and opponents + can be spent to gain l 5 for use to trigger
to add dice to each other’s Dice Pool. This is another Tactic later or to hold onto for some
typically done in the form of adding n or n , other chosen benefit. Any - a player or GM
making a task longer or more difficult. has not used to reduce + will generate W
1 during the Resolution phase.
MULTIPLE TARGETS
A character may wish to distribute their n to All characters and the GM may expend their
multiple targets from their Dice Pool at the + and - to create an Advantage or Imperil
beginning of the Resolution Phase. Character the group in order to tie up loose ends. Ideally
wishing to do so must decide before rolling any by the end of the Round, all + and - are
Damage Dice how many n from their Dice reduced to 0, having been spent on effects,
Pool they are allocating to every target. A bonus l, or extra W .
character must target each opponent they are
allocating n to at least once with a use of their Advantage +
weapon, so it is assumed that the character A character can Gain l 5 or the GM can gain
has taken multiple actions and generated + W d3.
despite the n penalties that multiple actions
require. The targets then reduce the number of Imperil -
n rolled by their Defense normally. W0
Each - a character generates can be
Multiple Targets and the Deadly Quality removed by adding W 1 to the GM’s Risk
The Deadly quality allows a character to roll Pool. Players can voluntarily do this in order
a certain number of n as part of the original to reduce the number of - they generated.
dice roll. This means that the results for these This does not mean + are gained, only that
will be known immediately. A player may be - are removed.
able to spend + on various combat options
to add more n to the dice pool after the Some Effects share the same name and result
initial roll. These dice can also be allocated to but may have differing + costs in order to
multiple targets as described earlier, but this trigger. This represents some Skill Checks or
must be done before rolling to determine their equipment being more suited for a certain
result. An n rolled as part of the original dice Effect to result.

28 - Gameplay -
Fatigue, Resting and to the Dice Pool per point of Fatigue.
Natural Healing
A character must rest from time to time, so as Characters are subject to the n n penalty
not to over-exert themselves and to heal from even if they pass the {End%} check, should they
their various wounds. be forced to make checks with points of Fatigue.

FATIGUE RESTING AND NATURAL HEALING


Players who over-exert themselves are often Characters that are “Resting” must spend 1
unable to do more than simply rest or pace Time doing nothing. Upon completion of their
themselves in order to get their strength back. rest, they may remove 1 point of Fatigue or
This can come from over-exertion, disease, they can restore Sb+d3 lost Damage points,
malnutrition or any number of sources that provided they do not have any untreated
can erode the fighting strength of a character. Injuries. Characters that manage to get a full
night’s sleep (6+d3 Time) in relative safety
After each Time, if characters have any and in sanitary conditions (such as in most
“Fatigue” Points, they must make a {End Strongholds or Safehouses) that character
%} Check with one n per point of Fatigue. If may remove all Fatigue Points and restore all
the check fails. Players must stop and cannot lost Damage points, and a single lost Health
take any further actions until at least 1 point Point again, provided they don’t have any
of Fatigue is removed. If they are forced to Injuries, treated or not. Injuries do not allow
continue, such as, by other characters insisting the restoration of Health Points this way (see
they press onward, then all the character’s page 32).
Actions will require an extra n n to be added

- Gameplay - 29
Damage Types Chemistry - A character can add {Science
(Chemistry)%} to the available Checks they
There are multiple kinds of damage that or another character can make on their behalf
characters can inflict and be subjected to. for a Save Throw against Injury from Acid
There are a few common forms of damage [Bl, damage. This is providing there are chemicals
Pi, Sl], but there are a few more uncommon available that can neutralize the acid. This
varieties that are included for the sake of save throw simply allows a character to know
completeness. Likewise, there are some forms what substance to use when there are multiple
of damage that opponents are more resistant options available, and assuming the proper
to or weak against, so such distinctions are neutralizing substance is among them.
worth noting.
Most of the acids characters encounter will not be
DAMAGE NAME [abbreviation] powerful enough to inflict this kind of damage. This
Special rules - Special features this damage is usually reserved for powerful industrial chemicals.
type will have.
† rolled will inflict 5 damage and
d5! – Each H
† result may
d5! – Any special rules that a H reduce Durability of worn gear by 1.
have on a damage die.
Injury: Flesh Wound, Open Wound
Injury: Possible resulting ‘Injuries’ for losing
a Health point due to this kind of damage. BLUDGEONING [BL]
Defense - Bludgeoning [Bl] is reduced by
ACID [AC] Defense.
Delayed Damage - Acid [Ac] inflicts damage
over time. A strong base used to counter the d5! – Each H † rolled won a n will inflict 5
acid can prevent n being rolled in following damage and will cause the target to add n to
Rounds as can corrosion-resistant materials. their Dice Pool.

Immersion - A target that is immersed in Injury: Bone Injury


an acid will ignore the above restriction of
‘Delayed Damage’ and will instead take the ELECTRICAL [EL]
full allotment of damage each Round they are
submerged. E.M.I. - This does its full damage to electrical
equipment carried by the target, so damage is
Corrosive - This does full damage to all gear not reduced by Durability.
that the acid hits. A character may be able
to shed clothing or armor rapidly to prevent Injury: Flesh Wound
taking damage themselves, but their gear will
continue to corrode and take damage.

30 - Gameplay -
INFECTION [IN] RADIATION [RA]
Damage caused by other Injuries a character This is damage due to Radiation. It combines
may have. Each kind of Injury a character can the effects of Piercing and Thermal damage.
have will inflict damage on a character under
certain circumstances. If the Injury itself SLASHING [SL]
causes enough damage for a character to lose Defense - Slashing [Sl] is reduced by Defense.
a Health point, they will contract an infection.
This damage cannot be reduced by Defense. † rolled will allow the character to
d5! – Each H
add an additional n to their Dice Pool.
Injury: Infection, Viral
Injury: Flesh Wound, Open Wound
PIERCING [PI]
Armor Piercing – Piercing damage is not THERMAL [TH]
reduced by Defense. Thermal [Th] is damage that results from the
intense loss or gain of energy in the form of
d5! – Each H† rolled will allow the character cold or heat. Both are treated the same way
to add an additional n n to their Dice Pool. for damage purposes.

Injury: Flesh Wound, Open Wound Unavoidable - Living targets will not be
allowed to use Defense or a ‘Dodge’ check to
POISON [PO] reduce incoming Thermal damage except for
Delayed Damage - Poison [Po] inflicts those kinds of defense that specifically reduce
+ worth of poison damage per turn Thermal damage.
(the number of n rolled depends upon the
source), so it inflicts its damage over time. Injury: Flesh Wound, Open Wound, Burn or
Subsequent successful Poison attacks simply Frostbite
increase the amount of time a character will
continue to roll poison damage. VIRAL [VI]
Viral [Vi] is the damage inflicted by zombies
Metabolize - A character can make an or infected animals who bit a living creature.
‘Endurance’ Check to prevent poison Damage The Viral entry of an Infected is the number of
from being inflicted upon them that turn, but + needed for a save throw in order to avoid
they must test again each turn until the poison taking an Infection Injury. They are tracked
has no more effect. The ‘Endurance’ check separate from Health Point loss, but only for
will have a cumulative +n . purposes of determining symptoms.

Injury: Poisoned Further information about Viral can be found


on page 140.

Injury: Flesh Wound, Open Wound, Infection

- Gameplay - 31
Injuries n n to all actions. Treatments that include
amputation or extensive skin grafts or other
TREATING INJURIES reconstruction surgery fall under {Advanced
A “Treated” Injury will not have the ill effect Medicine%}. The other danger of this type
listed in the entry. The Health Point will still of Injury is that it leaves a character highly
be lost until the Duration or Heal Time has susceptible to Infection.
passed, at which point, the Health Point will
be restored and the Injury removed. Save Throw: {Toughness%}
Treatment: IV Fluids, Sterile Dressings,
Aggravating an Injury Antibiotics, Pain Medication
Taking damage from any source that can inflict Duration: (First Degree) 1 Health Point - D6
the kind of Injury that has been Treated will Days. (Second Degree) 2 Health Points - D6
Aggravate the injury, undoing the treatment. Weeks. (Third Degree) 3 Points - D6 Months
Roleplaying can make the locations of such
injuries relevant to this rule. FLESH WOUND
Flesh wounds are not as overtly dangerous
BONE INJURY as other injuries, but each injury that causes
The damage taken is enough to have broken a flesh wounds will reduce a character’s
bone, which makes it difficult to treat and a Damage Threshold by 1 until Treated. Unlike
long time to heal. A character who has a Bone other injuries, a Flesh Wound can sometimes
Injury will add n n to all actions due to Pain. be treated without specialized gear.
Temporary relief can be granted due to drugs or
some special rule, but a bone injury will always Save Throws: {Dodge%, Toughness%,
inflict a Damage point for each action the Martial Arts%}
character takes when using the broken limb. Treatment: Sterile Dressing, Sutures,
Antibiotics, Pain Medication
Save Throws: {Balance% (for falls), Heal Time: d6 days per Health Point lost
Dodge%, Toughness% , Martial Arts%}
Treatment: Splint, Sling/Cane/Crutch FROSTBITE
(depending upon the location of the Injury), Frostbite injuries have all the same rules as
Pain Medication a Burn Injury, but results from extreme loss
Heal Time: d3 weeks per Health Point lost of heat. Taking this kind of Injury multiple
times will put a character at serious risk of
BURN hypothermia. A character will have to test
A Burn Injury results from flames or extreme each period of Time they are exposed with
heat. Burn Injuries have all the rules of a Flesh either a {Toughness%} or {Survival%} with
Wound, but require specialized treatment n per Environmental Modifier-Cold and
in order to allow a character to restore Frostbite Injury or the character will require
lost Health Points. This injury will reduce this Injury be treated with amputation an
a character’s Damage Threshold by 1 add {Advanced Medicine%} before Natural

32 - Gameplay -
Healing can occur. A character that has taken Save Throws: {Dodge%, Martial Arts%}
Frostbite injuries but is no longer exposed will Treatment: Sterile Dressing, Sutures,
not be in danger of this, but they will be in no Antibiotics, Pain Medication, Clotting Agent
less of a need for serious medical attention. Heal Time: 1d3 weeks per Health Point lost
POISONED
Save Throw: {Survival%-Cold, Toughness%} A poisoned character will take Damage
Treatment: See Burn Injury per Time, the amount will vary depending
Duration: 1d10 Time per Health Point lost upon the strength of the poison. However,
a character can make an {Endurance%} in
INFECTION order to resist this damage. Increased activity
This is often a meta-injury, meaning that it can also spread the flow of poison, so a
frequently is an additional hurdle to jump character will also take 1 Damage per action
on the road to recovery of another injury taken with Strength as a Primary Attribute.
described on this list. An infection will inflict This additional damage due to taking actions
[d3 In] per Infection Injury worth of damage cannot be resisted.
whenever Natural Healing is done. Taking
a further Health point of damage due to Save Throw: {Endurance%, Survival%,
infection will cause ‘Sepsis’. Points of Health Toughness%, Science%-Biology, Toxicology,
lost due to Infection will often result in the or a field of study relevant to the animal or
arise of “Symptoms” as described on page insect that envenomed the character, such as
140. Herpetology for snakes}
Treatment: Activated Charcoal (for
Save Throws: {Endurance%, Toughness%, chemical ingestion), IV Fluids, Antivenom
Advanced Medicine%} Duration: 1d3 days
Treatment: Sterile Dressing, Antibiotics,
Pain Medication, specific drug to treat the SEPSIS
kind of infection. An Infection severe enough to cause Sepsis
Heal Time: d3 weeks per Health Point lost. will increase the damage dealt to a character
Although some infections have no known from Injury, Infection. The original Injury,
treatment or cure. Infection becomes more difficult to treat by
n per Health point lost to Injury, Infection.
OPEN WOUND Effectively treating Injury, Infection with this
This is an Injury that is deep enough to have increase of Difficulty will remove ‘Infection,
severed a blood vessel. This can be multiple Sepsis’ from a character.
bleeding wounds or a single, deep wound.
Each Open Wound Injury will inflict 1 Damage Save Throw: {Endurance%, Science%-
per Time and a character will take 1 Damage Biology, Toughness%, Advanced Medicine%}
per Action taken during an Encounter with Treatment: Antibiotics, IV Fluids,
Strength as a Primary Attribute. Antipyretic, Pain Medication
Duration: 3-5 days

- Gameplay - 33
Skill Summaries ability to remain on their feet or in some
otherwise advantageous posture. Any success
Here is a quick list of Skills Checks a in this Check will allow a character to remain
character can make and how they could upright. Failure to do this will cause a
potentially be used. character to become Knocked Prone, requiring
n n be spent to stand upright again.
NAME OF SKILL Abbreviation: The way the
skill check {SC%} is abbreviated for quick Initiated - Players who decide to walk along
reference in entries. an exceptionally narrow catwalk or tightrope
Base: The base formula used to determine or along windowsills high above the ground.
the percentage chance of success. The full
name of the Attribute is the Skill Check’s Balance + - Move 1/4 normal movement
“Primary Attribute” the one abbreviated rate while balancing. It can also count as -
with a “B” after it is the bonus (or tens in an opponent’s Attack check in Grapple or
digit) of the corresponding attribute. If the Melee range.
formula is two Attribute Bonuses, then there
is no Primary Attribute. Save Throw - Players pass a ‘Balance’ check
to remain on their feet or to maintain their
Description of how Skill Check is used. position.

Action/Save Throw - The description of the Modifiers to {Bal%}


Check’s use as an Action and/or Save Throw, Encumbrance will add n and/or n penalties.
if any should apply Environmental Modifiers
Labor - What, if any, Labor can be generated One n per feature that makes gripping or
by this skill. footing difficult, such as strong winds or rain.
Headshot/Catastrophe - The results of a rolled
Headshot or Catastrophe if applicable. Speed - Focused (n n n ), Involved (n n )
Modifiers - Any potential bonuses or penalties for ‘Save Throws’
that can apply to this particular Skill Check.
Speed - Number of n or amount of Time BRAWL {Brl%}
required to undertake the action in the Base %: Strength + Pb
Description.
A character’s {Brl%} is their ability to fight
without weapons. This is used in the same
Basic Skills fashion as {MA%}, except it only applies for
Unarmed attacks.
BALANCE {Bal%}
Base %: Perception + Wb Unarmed Attack + - Add n n to the Dice
Pool. n counts as [Bl].
A {Bal%} Check represents a character’s

34 - Skills & Character Traits -


Feint + - Add n to the opponent’s Dice COMPOSURE {Cmps%}
Pool and n to their next Action. Base %: Willpower + Eb
Special: Rolling an H† result on a n die will
inflict 1 damage to the attacker. This reactionary Check is the ability to resist
commands, coercion, bribery and other forms
Harm W 1 of Diplomacy. Being able to do this well makes
A character’s insistence or desperation a character hard-headed, stubborn, and
when using no weapons works against them. strong-willed, but being able to resist some
They take [1 Bl] per & between the Check forms of Diplomacy is a beneficial ability.
of the character and the save throw of their To succeed, the Check is an Opposed Check
opponent. versus the opponent’s {Diplomacy%} Check.

Speed - Involved (n n ) Making this Check successfully also allows a


character to ignore the effects of Panic. This
CLIMB {Climb%} is always a reactionary Check. A character
Base %: Strength + Wb need to pass this Check only once during an
Encounter when an Encounter begins with
These Checks represent a character’s ability Panic-causing opponents. Other conditional
to heft their own weight and their gear, as they events that require Checks will likewise
scale a surface not meant to be traversed. require only one Check in order to resist Panic.

Climb + - Move up to the character’s height


while climbing.

Slip - - - Add n to the character’s next


Dice Pool.

Fall - - - - - - A character falls.

Modifiers to {Climb%}
Encumbrance will add n and/or n penalties.
Environmental Modifiers
Sheer Surfaces – n n n n n n n n n n
Hand holds (naturally occurring or man-
made) – + +
Ladders – + + + +

Speed - Involved (n n ), 1 Time for Movement


outside Encounters

- Skills & Character Traits - 35


Save Throw - This is nearly always used as a ENDURANCE {End%}
Save Throw against most Diplomacy Checks, Base %: Strength + Wb
Panic, and Morale loss.
A character’s {End%} is their physical
Modifiers to {Cmps%} stamina and ability to metabolize toxic
n A character is under duress and has every material and poisons.
reason to be intimidated or afraid.
n n A character is dealing with someone Run + - Maintain Running Speed for this
they trust and is likely to let their guard down period of Time. Add 1 Fatigue.
or care about the individual in a way that
indicates trust. Hitting a Stride + + + - Maintain
n n n A character is dealing with a close Running Speed for this period of Time.
friend or family who they intrinsically trust.
Metabolize Poison + - Resist [n Po]
Speed - Involved (n n ) per - to a minimum inflected from Poisoned injury.
of n .
Complete Exhaustion - - - - - A
DODGE {Do%} character is so exhausted they have to pause
Base %: Perception + Sb and “Rest”. Resisting Poison Damage with a
Catastrophe will result in the immediate loss
This is almost a Save Throw versus an of a Health point. Actions while ‘Resting’ will
opponent’s “Ranged” attack. After a Ranged take n or n (character’s choice) per point
attack that causes damage, a character is of Fatigue.
allowed to attempt a {Do%} Check {Do%}.
Making this Check successfully will allow Modifiers to {End%}
incoming damage to be reduced by the Encumbrance will add n and/or n penalties.*
number of Degrees of Success in this Check. Environmental Modifiers*
Not all damage will allow a {Do%} to attempt Strength of Poison attempting to be metabolized
reduction. For example, poisonous gas would Sustaining Action – Add n per Time spent
not allow a {Do%} to resist taking damage. Running + n per Fatigue
*Applies to {End%} to maintain speed.
Dodge + - Remove a + from an opponent.
Speed - 1 Time, Involved (n n ) for ‘Save
Stumble - - - - Add n to a character’s Throws’
next Dice Pool.
EXPRESSION {Exp%}
Modifiers to {Do%} Base %: Empathy + Pb
Encumbrance will add n and/or n penalties. This is a character’s ability to convey
Environmental Modifiers information. This covers clarity of statements,
Speed - Fast (n ) for ‘Save Throws’ appropriateness of vocabulary, or skill at

36 - Skills & Character Traits -


manipulating their own emotions to convey a Speed - Fast (n )
performance. This also applies to lying.
HOLD {Hold%}
Convey Information + – Add @d5! when Base %: Willpower + Pb
another uses this character’s reference
to guide their actions (i.e. following their A character waits for the opportune moment
directions, writing a coded message, etc). to make their action.

Lie + – An opposed check to {Determine Hold + - Remove a n from the character’s


Motives%}. Fool or misdirect an Opponent Dice Pool.
about the nature of your business or the extent React + - Generate + for the character in
of your networks or giving an untruthful the following Round.
response convincingly. Perfect Timing + + - Generate + + +
for the character in the following Round.
Modifiers to {Exp%}
Language barrier Modifiers to {Hold%}
Relationship with target A ‘Panicked’ character is unable to perform a
Outrageousness of lie (if lying) ‘Hold’ action.
n per point of Fatigue
GRAPPLE {Grpl%}
Base %: Strength + Wb Speed - Focused (n n n )

Grappling is an ‘Opposed’ Check. This involves JUMP/LEAP {J/L%}


very close quarters fighting, more akin to Base %: Strength + Pb
wrestling.
A character is able to jump vertically or
Haymaker + - Add n to the Dice Pool. horizontally across obstacles.

Pin + - Add n to an opponent’s Dice Pool. Modifiers to {J/L%}


Difficulty is increased by 1 per 25% of
Block + - Add a - to your opponent’s character height and 100% for leaps across.
result if they made a combat check at Close Encumbrance will add n and/or n penalties.
or Grapple range, essentially negating a + .
Speed - Instant, Fast (n )
Neck Break + + + + - Target takes
nnnnn. LIFT/PULL {L/P%}
Base %: Strength + Wb
Modifiers to {Grpl%}
Environmental Modifiers A character is able to lift, pull, or push heavy
objects. The amount they can lift is based

- Skills & Character Traits - 37


on their Strength bonus (Sb) and how they well as useful objects. This Check represents
manipulate what is being lifted or pulled. a very thorough search of an area.

Lifting or pulling objects with • equal to or Area Search + - Add @d5! to “Search and
less than a character’s Sb will still require n Rescue”, “Lay Low”, “Supply Run”, “Set up
to perform the Action, but the Check will be Camp” or similar Missions.
automatically successful.
Scrounge + - Add all entries from Resource
Lifting + - 1 Cargo Unit (•) per Sb is Lv.1 of the Location to the characters’
lifted. Resource Catalog.
Pulling/Pushing + - •• per Sb pulled or
pushed at a character’s normal walking speed. Scrounge (lv.2) + + - Add all entries
Modifiers to {L/P%} from Resource Lv.2 of the Location to the
Encumbrance characters’ Resource Catalog.
Fatigue
Scrounge (lv.3) + + + - Add all entries
Speed - n per • lifted or pulled beyond Sb to from Resource Lv.3 of the Location to the
a minimum of n . characters’ Resource Catalog. Finding
anything at a higher Level than this will
RESIST PAIN {RPai%} require a “Supply Run” Mission.
Base %: Willpower + Sb
Speed - Varies by size of search area.
A character is able to outright resist or Generally 1 Time per Size of the structure.
temporarily suppress crippling pain by sheer
force of will, and sometimes with the aid SPOT/LISTEN {Spt/Li%}
of painkilling drugs. Successfully making Base %: Perception + Wb
this Check will allow a character to ignore
the effects of pain. This is almost always a This is a superficial scan of an area. Although
Reactionary check; however, taking an action this implies vision, it is also for listening,
that requires intentionally putting oneself in hearing, and smell. A success in this check
a situation where pain would normally deter will rarely turn up anything that would be
them could make this check voluntary. found beyond + in a Search Check for an
area. This is also an Opposed Check against
Speed - Instant, For ‘Save Throw’ (n ) per {Stealth%}.
Health point lost
Detect + - Add a - to an opponent’s
SEARCH {Srch%} {Stealth%}.
Base %: Perception + Wb
Scrounge + - Add all entries from Resource
Characters are able to search for people as Lv.1 of the Location to the characters’

38 - Skills & Character Traits -


Resource Catalog. Within an Encounter already taking place,
{Stlh%} is an Opposed Check made against
Scrounge (lv.2) + + + - Add all entries an opponent’s {Spt/Li%} Check.
from Resource Lv.2 of the Location to the
characters’ Resource Catalog. Sneak + - Character can move up to half of
their normal rate without detection. Add n
Speed - Fast (n ) to the Dice Pool.

Hide + - Add a - to an Opponent’s {Spot/


STEALTH {Stlh%} Listen%, Search%}.
Base %: Perception + Wb Lay Low + - Generate @d5! to “Lay Low”
or some similar Mission involving stealth.
A {Stlh%} Check allows a character or party
of characters to avoid danger by hiding from Evasion + - Add a - to the GM’s
view and moving quietly. Difficulties may arise Encounter%.
when trying to succeed against opponents with
advanced sensory organs or those that use Ambush + + + - The character gets a
some scanning device. Surprise Round to any Opponents deployed in
an Encounter.
{Stlh%} is an Opposed Check against the
GM’s Encounter%. Evasive Maneuvers + - Reduce the Risk
Pool of the GM by W d5!

Spotted - - - - - A character is spotted


and isn’t aware of it. All opponents get a
Surprise Round against the character.

Modifiers to {Stlh%}
To avoid Encounters, add n per Pb of the
opponents being hidden from.
Environmental Modifiers*
*Many Environmental modifiers can actually
reduce Difficulty, such as darkness.

Speed - 1 Time, Focused (n per Pb of the


opponent) for Opposed Check

- Skills & Character Traits - 39


Trained Skills Hit + + - One target takes [n n Sl]
damage. Cannot use with Graze or Accurate
BOW/CROSSBOW {Bow%} Hit.
Base %: Perception + Sb
Accurate Hit + + + - One target takes
This is a character’s ability to use bow and [n n n Sl] damage. Cannot use with Graze
crossbow weapons. or Hit this Round.

Aim + - Remove n from the Dice Pool or Headshot + + + + - One target takes
Remove all n from the Dice Pool and add + [n n n n Sl] damage.
to the next {Bow%} check. This counts as a
Sustained Action. Modifiers to {Bow%}
Rapid Redraw + - Can utilize Graze, Hit Environmental Modifiers
or Accurate Hit again in this Round even if Multiple Uses in the same Round (n per
another form of attack is utilized. Counts as additional Use to all Skill Checks made)
another Use of the weapon. Add n n to the Multiple Targets in the same Round (n per
Dice Pool. Crossbows add n n n instead. additional target past the first to all Skill
Checks made)
Graze + - One target takes [n Sl] damage.
Cannot use with Hit or Accurate Hit. Speed - Focused (n n n )

CALM OTHER {Calm%}


Base %: Empathy + Wb

This Skill allows a character to bring another


character to their senses. It is not unlike
Diplomacy, but it only applies to dealing with
characters or opponents that are Panicked.
A successful Check will remove Panic from
a character. This may be used in place of
Diplomacy against hostile opponents that
aren’t immune to Diplomacy.

Soothe Rage + - Give + to another


character when using + to resist the effects
of any anger or rage effects.

Speed - Focused (n n n )

DIPLOMACY {Dipl%}
Base %: varies
40 - Skills & Character Traits -
The {Dipl%} Skill is how a character Analyze + - Generate @d5! when
interacts with others, generally in order to undertaking We Know this Much Missions in
convince another to act in accordance with regards to living, thinking targets.
the character’s own will. There are multiple
methods, each with their own specialty, that Detect Lies + – An opposed check to an
must be advanced separately and deal with Opponent’s {Expression%} when they are
different ways to interact. lying. Add - to the Result of a {Exp%}.

Persuade {Dipl-P% or P%} Intimidate {Dipl–Int% or Int%}


(Empathy + Pb) To beg another to act in a (Empathy + Sb) To force, by threat of violence
way that is the will of the character. This can against the target or another, one to act in
take the form of begging or pleading. accordance with the will of the character.
Intimidate + - Cause one target to add n
Persuade + - Generate @d5! when this Round or n next Round to their Dice
undertaking Diplomacy Missions. Pool.

Barter/Bribe {Dipl-BB% or BB%} Frighten Off + per Wb - Cause one Living


(Empathy + Wb) To attempt an exchange target to Flee an Encounter.
of goods for either a desired item or items,
information, a service or amnesty. Break Will + + per Wb - Target loses 1
Morale.
Barter + - Opposed check against another
character’s {Dipl-BB%}. Each + in the Terrify + + + + - One target adds
favor of the character will reduce the Value n n n n n n to their Dice Pool.
required to acquire a desired good for trade
by 1. Speed - Intense (n n n n )

Command {Dipl–Cd% or CD%} DIGITAL SYSTEMS {DgtlSys%}


(Empathy + Wb) To force by means of will or Base: Perception + Wb
authority to get others to act in accordance
with a character’s wishes. This Skill is a character’s familiarity with
digital systems such as data processors,
Command + per Wb - Order an NPC to do data storage, and networks. It does not deal
what you ask. with undermining, altering, or creating the
architecture of a digital system, just the
Determine Motives {Dipl–DM% or DM%} normal functioning as well as maintenance,
(Empathy + Pb) To see what motivates diagnostics, solutions, and workarounds for
others by means of analyzing their behavior, common problems encountered during the use
rhetorical methods and physical cues. of a digital systems.

- Skills & Character Traits - 41


Speed - Varies tremendously

FIREARMS (LONG GUN) {Frm-L%}


Base %: Perception + Wb

This involves the use of two-handed firearms,


mainly rifles and shotguns, although shorter
carbine models are also covered by this skill.
Successfully making this Check indicate
that you have hit your intended target. Many
Difficulty penalties may apply to moving
targets and those behind cover.

Aim + - Remove n from the Dice Pool or


Remove all n from the Dice Pool and add
+ to the result of the next {Frm–L%}. This
counts as a Sustained Action.
Hit + - Keep all the n in the Dice Pool.
Allocate them to any targets the character
made {Frm–L%} against. FIREARMS (PISTOL) {Frm-P%}
Base %: Perception + Wb
Accurate + - Add n to the dice pool.
This involves the use of any model of handgun,
Focus Fire + - Add 1 extra DP with the including both magazine fed and revolvers.
Use, but add n n to the dice pool. Semi and Successfully making this Check indicates
fully-auto models only. successfully hitting the intended target. Many
Difficulty penalties may apply to moving
Headshot + + + + - One target takes targets and those behind cover.
[n n n Pi,Sl]. Target has 0 Defense.
Aim + - Remove n from the Dice Pool or
Modifiers to {Frm-L%} Remove all n from the Dice Pool and add
Environmental Modifiers + to the next {Frm–P%}. This counts as a
Multiple Uses in the same Round (n per Sustained Action.
additional Use to all Skill Checks made)
Multiple Targets in the same Round (n per Hit + - Keep all the n in the Dice Pool.
additional target past the first to all Skill Allocate them to any targets the character
Checks made) made {Frm–P%} against.

Speed - Varies, generally (n per •) Accurate + - Add n to the dice pool.

42 - Skills & Character Traits -


Focus Fire + - Add 1 extra DP with the
Use, but add n n to the dice pool. Semi-auto
models only.

Headshot + + + + - One target takes


[n n n Pi,Sl]. Target has 0 Defense.

Modifiers to {Frm-P%}
Environmental Modifiers
Multiple Uses in the same Round (n per
additional Use to all Skill Checks made)
Multiple Targets in the same Round (n per
additional target past the first to all Skill
Checks made)

Speed - Varies, generally (n per •)

FIRST AID {FAid%}


Base %: Perception + Wb
Stabilize + + + + per HP lost – Stabilize
A character is capable of performing a character who is taking periodic n due
{FAid%} to treat minor injuries and to to Injuries. The Injures are not counted as
stabilize someone who is wounded. treated, but a character no longer takes n
until the Injury is Aggravated by making
Medical Treatment + - Add @d5! an Action that has Strength as a Primary
to “Basic First Aid” and “Treat Injury” Attribute. This requires 1 Time.
Missions.
Hurt - - - Take one point of damage.
First Aid + - Remove 1 point of damage.
Cannot be done if target has untreated Injuries. Harm - - - - - - Characters lose an
additional Health point if this Check was
Staunch + per HP lost - Treat one “Open being used to treat an Injury
Wound” or “Flesh Wound” Injury.
Modifiers to {FAid%}
Dress Wound + per HP lost – Treat one Environmental Modifiers
“Burn” or “Frostbite” Injury. n per Health point lost by the target.
n n Performing the Check on oneself.
Splint + per HP lost – Treat one “Bone n n Performing the check without at least a
Injury”. 0x Multiplier.

- Skills & Character Traits - 43


Speed - Sustained, Focused (n n n + n n Coup de Grace – One target takes [n n n ]
per HP lost), 1 Time and counts as having 0 Defense. Add n to
the dice pool per Defense the target once had.
MELEE ATTACK {MA%}
Base %: Strength + Pb Modifiers to {MA%}
Specialties: Bludgeoning, Piercing, Slashing Encumbrance will add n and/or n penalties.
n n per Health point lost.
This is a character’s ability with a specific type Environmental Modifiers
of weapon in close combat. Each category of n per feature that obscures vision or restricts
weapon will advance as a different kind of freedom of movement, such as confined spaces.
Melee Attack. Any bonus to {Melee Attack%}
without specifying a type will apply to all types. Speed - Varies, but typically (n per •) per
attack.
A Note about + costs
The following are triggered actions that can be NAVIGATION{Nav%}
utilized with certain kinds of weapons. Since Base %: Perception + Wb
they require a weapon to use, the amount of Characters are able to navigate terrain and
+ needed to trigger it will vary by weapon. avoid potential hazards. This Check is used
if characters Flee an Encounter or if their
Hit – Add n to the Dice Pool. The damage original path has been blocked. This will
type will be determined by the kind of weapon determine if additional Time passes and if
used. Add n to the Dice Pool next Round. the GM rolls another E% after the characters
Flee or how long the characters are delayed
Parry – Add +1 Defense against a Melee by the obstacle.
or Grapple attack. Piercing weapons cannot
Parry. The Check without any modifiers assumes
natural navigational ability with no landmarks
Stun – An opponent adds n to their dice or signs. This will rarely be the case, save
pool. for the most desolate, disorienting, alien, or
featureless of terrains or locations.
Slash – Add [n Sl] per • to the dice pool.
Travel + - Add @d5! to Missions that
Stab – Add [n Pi] to the dice pool. Add n involve travel and navigation.
to the Dice Pool next Round.
Clear Path + + + + - A {Nav%} is
Bash – Add n n to the dice pool. accomplished without requiring an additional
Encounter check to be rolled afterwards.
Knock Prone – One target adds n n n to
their Dice Pool and cannot Move until they Catastrophe - - - - - Characters
spend n n to stand upright. think they are successfully avoiding danger,

44 - Skills & Character Traits -


but in reality they have been detected and + n per Environmental Modifier for features
opponents are sneaking around the character that obscure vision, such as fog, or greatly
in order to surprise them or laying traps restrict one or more form of travel, such as a
ahead of them. Add W 10. rainstorm.
Difficulty Penalties due to Injuries will also
d5! impede Navigation.
Navigation checks using d5! will have the
following additional effects: Speed - 1 Time

† result.
Lost – Add W 1 per n rolled if any H SWIM {Swim%}
Base %: Strength + Wb
Trapped – Make an additional E% as the
character puts themselves and their party in This represents a character’s ability to Swim.
peril with poor directions. In order to successfully Swim, a character
must achieve + in the {Swim%} per Weight
Hazards of gear being carried.
Wrong Turn W 5 - Add a + to an Encounter Modifiers to {Swim%}
Check per - in a character’s {Nav%}. Encumbrance will add n and/or n penalties.
Misstep W 0 - Add 1 W per - in a Environmental Modifiers, Fatigue
{Nav%}.
Recognizable Landmarks Speed - Varies
+ - Clearly marked directional signs
+ + - Emergency Track Lighting THROW {Thrw%}
+ + + - Temporary Signage to indicate Base %: Perception + Sb
status of road
This is a character’s ability with throwing
Modifiers to {Nav%} weapons to hit their target at a distance. It
no modifiers – A character is intimately also involves weapons that lob or fling their
familiar with the area and can navigate ammunition, such as slings and grenade
without difficulty. launchers.
n A character has a lot of experience in the
area but rarely goes off the beaten path. A Note about + costs
n n A character has some experience in The following are triggered actions that can be
the area but never venture too far off main utilized with certain kinds of weapons. Since
thoroughfares. The area is familiar, but they require a weapon to use, the amount of
characters won’t know many alternate routes. + needed to trigger it will vary by weapon.
n n n A character knows only the area by a
loose knowledge of landmarks. Hit + - Add n n to the Dice Pool. The
n n n n A character finds the area foreign damage type will be determined by the kind
and only navigates with tremendous difficulty. of weapon used.

- Skills & Character Traits - 45


Specialties: Field of Medicine or treatment of
Accurate + - Add n to the dice pool. specific Injury type

Aim + - Remove n from the Dice Pool or This is a character’s ability to perform
Remove all n from the Dice Pool and add + advanced medical procedures such as
to the next {Thrw%} check. This counts as a administering proper physical therapy
Sustained Action. and surgery. This comes from an advanced
understanding of the body that goes beyond
Cook Grenade + - Opponents require an simply treating injury. Aside from treatment
extra + in order to counter the “Blast” at dedicated medical facilities, this Check is
triggered Effect from Grenades, requiring what will be required in order for an injured
+ + to count as a single - for the character to restore lost Health points.
throwing character. This carries some
obvious risks to the thrower, so it adds n n Treat Injury – + per lost Health. ‘Treat’ one
to the Dice Pool and n to their next action. Injury a character has, so long as all other
required prerequisites are met based on Injury
Blast (Special) - Weapons with a blast radius type (specific medicine, medical hardware,
will allow its effect to apply to all targets etc). The character must rest properly for
within blast radius. This requires a + per 10d6 Time per Injury (or what is specified
Sb x 20’ in order to take advantage of. by Injury type), or they risk Infection or
aggravating the Injury again.
Speed - Varies, generally (n per •).
If a character has lost Health points and has
Expert Skills no ‘Injuries’, then this Check can be used to
restore a lost Health Point. This will allow
Unlike most skills, Expert Skills are Natural Healing as normal.
frequently undertaken only once every period
of Time instead of being taken as a normal Labor: Each + will generate @ towards
action during an Encounter. For this reason, ‘Advanced Medicine’ Missions depending
many Objectives for Missions feature making upon the facilities the treatment takes place in:
a successful Expert Skill Check. In this case,
the Prerequisites and Time requirement for a Field - @1d3 per +
Mission’s success are what is required of the Clinic, Poor - @1d5! per +
characters to be able to attempt an Expert Infirmary - @2d5! per +
Skill. The tradeoff for having a large amount Dedicated Medical Care Facility- @+3d5!
of Time and additional Prerequisites is that the per +
characters often earn l and other rewards.
Speed - 1 Time
ADVANCED MEDICINE {AMed%}
Base %: Pb + Wb

46 - Skills & Character Traits -


CONSTRUCTION/ENGINEERING Speed - Fast (n )
{Co/En%}
Base %: Pb + Wb PILOT {Pil%}
Specialties: Specific Materials/ Base %: Pb + Wb
Manufacturing Process or product Specialties: Specific category of vehicle

Labor: This is a character’s ability to The character has the ability to pilot a vehicle.
manufacture and repair using a specific This Skill is broken down into different classes
material or process. Each + in this Check of vehicle and the different classes must be
will generate d5! @ towards a Repair, advanced individually unless an advancement
Maintenance and Construction Missions. applies to all {Pil%} Skill Checks.

Field/Stranger’s Workbench - @1d3 Travel + - Based on the vehicle, travel the


Workshop, Poor - @1d5! per + distance allowed in its entry.
Workshop - @2d5! per +
Dedicated Factory - @3d5! per + Maneuver + - Avoid a road hazard that costs
up to W 5 per + . This includes deploying
Make note of any gear or tools that may help Opponents.
add to the Labor generated by a successful
{Co/En%} Check as well by simply adding Modifiers to {Pil%}
bonus Labor or aid in the {Co/En%} Check. Environmental Modifiers
Each 45 degree turn in the span of a single
Speed - 1 Time round will add n to the dice pool. Some
vehicles are incapable of making turns at
MARTIAL ARTS {MtlA%} certain angles within the span of one turn. For
Base %: Sb + Pb instance, bikes could make a 180 degree turn.
Specialties: Specific Martial Arts style
Speed - Varies
{MtlA%} are similar to {Grpl%} or {Brl%}
only with a reduced n and with a generally SCIENCE {Sci%}
lower chance of success without exceptional Base %: Pb + Wb
training. Succeeding in this Check allows Specialties: Specific Scientific discipline
characters to roll n normally and decide if A character’s Science is their comprehension
it’s to Knock Prone or to deal lethal n . Most of the scientific method as well as current
injuries resulting from combat can allow a understanding of a specific field of science as
Save Throw using Martial Arts to prevent and its application. This is also a measure of
Injury. deductive as will as inductive reasoning as it
relates to a specific field.
Save Throw - This can be used as a Save Throw
for most combat checks. For the purposes of creating/modifying

- Skills & Character Traits - 47


something or performing Research, most Genetics
of those sort of Missions require a Labor Genetics are the study of genes. Specific
cost. Generally speaking, each + in an genomes can be isolated, identified and with
appropriate {Sci%} Check will add @d5! the proper time and equipment, modified. This
towards the completion of that mission. There can effectively treat multiple disorders and
are multiple situations that grant bonus Labor ailments, but it can also be used to artificially
upon a successful {Sci%} Check. Here are introduce traits from one species to another.
some common ones: This Check can be used in order to study,
isolate, or even introduce genetic traits.
Field Observation - @2d6! for Research only
Laboratory, Poor - @1d6! per + Geology
Laboratory - @2d5! per + An understanding of geology is the
Dedicated Research Facility - @3d5! per + understanding of a region and its natural
geologic processes. It can predict seismic
Make note of any gear or tools that may help activity and help identify the potential
add to the Labor generated by a successful location of valuable ores. This check can be
{Sci%} Check as well. used to determine characteristics of regions
or specific formations.
General Science Specialties
Physics
Biology This is the study of how the physical universe
Biology is the study of life processes and interacts. This field is capable of being applied
plant and animal life. It is an essential step to multiple different professions and areas of
in the fields of medicine as well as biological study, such as engineering, but on its own, it
research and the study of species and is capable of allowing characters to predict
evolution. This Check can be used to ascertain the pattern of reactions that will result from
characteristics of life forms. a given action on an atomic and subatomic
level. While the classical laws of physics fall
Chemistry apart for things that are very small and very
Chemistry is the study of chemicals and fast, physics is a requirement to do any serious
requires intimate knowledge of elements and research or development.
how they react at a molecular level. Characters
are able to synthesize chemicals as well as Psychology
recognize potentially hazardous materials This is the study of behavior and the human
and how to handle them. A character is able mind. Its practical application includes
to use this Check in order to extract samples therapy, identifying personality disorders and
from their specimens as well as synthesize and predicting behavior.
utilize Drugs and Chemicals.
Programming
This is a character’s ability to write and use

48 - Skills & Character Traits -


software and design computer systems. The Survival + – Provide the food and water
level of sophistication can vary tremendously as needs for one character.
writing new programs are much more difficult
than using or modifying existing programs. Shelter + – Generate @ d5! for “Set up
Camp” or some similar Mission.
Theology
This is the study into the nature of God and Survival Skills + – Start fire without
religious structures that exist to explain said matches, create trail marker, craft simple tool
nature. It can also be used to comprehend the or weapon.
cultural attitudes that religion promotes.
Save Throw - This can be used as a Save
Modifiers to {Sci%} Throw against an E% in order to determine if
Science is modified by the accessibility to a character can survive as described above.
proper equipment and the field’s current
understanding of the subject. Modifiers to {Srvl%}
Environmental Modifiers
Routine Observation/Data Analysis/Repeated
Testing Procedure - no modifier Speed - 1 Time
Significant Observation - n n
Proper Tools/Equipment - no modifier TOUGHNESS {Tgh%}
Improper Tools/Equipment - n Base %: Sb + Wb
Impromptu Testing Method - n n
New Frontier of Discovery - n n n A character’s Toughness is their physical
Discovery completely new to Science - resolve and durability. When a character
nnnn is required to make a Check using their
Toughness, it is to spare themselves from death
Speed - 1 Time for analysis, Intense from having taken massive damage. Toughness
(n n n n ) for quick observations. Detailed is frequently used as a Save Throw against
research can be multiple periods of Time. most kinds of injury, although there are many
more preferred methods of avoiding an Injury
SURVIVAL {Srvl%} than by using {Tgh%}, as it is a generally
Base %: Pb + Wb very low percentage chance of success. This is
Specialties: Specific Biome or Region because making a Save Throw using {Tgh%}
means that a character takes the full force of
The character has the ability to survive an injury but somehow shrugs it off.
without the support of a functioning society in
the wilderness. The characters are able to find Special
food, water, and shelter. A Survival Check can
be specialized by biome. Speed - Instant, (n n n n ) for Save Throws.

- Skills & Character Traits - 49


Character
Advancement Increases/Decreases the skill may have. The
total on the die plus or minus the Advancement
Rate Modifier will be the amount the Skill’s
Characters can improve their baseline stats Percentage Chance is increased.
or they can choose a new Ability or increase
an existing Ability by 1 tier. This is done by If a negative Advancement Rate decreases an
spending Gestalt Levels. advancement roll to less than 1, then count it
as 1.
SPEW ATTRIBUTE ADVANCEMENT
A character can advance an Attribute by Note about playing yourself as a character –
reducing their Gestalt Level by 1 per Bonus of Players that play themselves as characters
the Attribute. After doing this, the Attribute is have a unique advantage in that they can
increased by d3. appeal to their own experience to advance
skills. A character is allowed to spend 1
SKILL ADVANCEMENT Gestalt Level per (approximate) year of
While Resting, a character can spend some experience they have in the field they wish to
of their Gestalt Level to increase a skill. If a advance in this way. These Advances can be
character reduces their Gestalt Level by 1, done during the game as well, as opposed to
the character can roll Gestalt Dice to grant waiting to advance characters in-between
a permanent increase to one skill. The rate sessions or when their character is Resting.
of the increase is based on whether or not the
skill is Supported and what category of skill INCREASE ABILITY TIER
it is. A character needs to reduce their Gestalt
Level by 1 per existing tier the Ability.
Basic Skills
Unsupported – d5! NEW ABILITY
Supported – 2d5! Pick 1 highest A character needs to reduce their Gestalt
Level by 5 - the Primary Attribute’s SPEW
Trained Skills Attribute Bonus to pick a new Ability.
Unsupported – 2d5! Pick 1 lowest
Supported – d5! INCREASE SPEW ATTRIBUTE
If this is done, a character can roll 1d3 and
Expert Skills make it a permanent increase to the target
Unsupported – can’t advance SPEW Attribute.
Supported – 2d5! Pick 1 lowest
GESTALT LEVEL
Skill Advancement and Advancement Rate A character can spend l250 to increase their
The final, accepted die roll for the Basic, Gestalt Level by 1.
Trained or Expert skill is increased or
decreased by the amount of Advancement Rate

50 - Skills & Character Traits -


Morale and following coping mechanisms:
Insanity Panic - A party that loses Morale will be
A character’s Morale is a general measure of ‘Panicked’. All characters must pass a
their mental resolve. It may take the form of {Cmps%} or the characters in Point must
having high spirits, but even a character who make a {Dipl%} to command them to return
is terse and abrasive may have a high Morale to their original marching orders. Until such
if their wits are about them and they are self- time, a Panicked party will add an additional
assured. When a character begins to lose d5! per Morale lost to all their rolls. The GM
Morale due to encounters with ‘Stressors’, the can decide before the roll whether this die is
Morale loss may trigger a loss of sanity. n , a n or a n . The die is otherwise treated
as a normal die of its type.
Not all parties will have a group Morale.
Generally, only those that have adopted a Paranoia - A party begins to turn on each
Formation will have a group Morale. How other and begins to fear irrational things. All
the Group generates their collective Morale {Dipl%} have n per Morale lost.
will be detailed in the Formation’s entry. If no
such entry exists, then the Morale will be as Pinned - A party is seeking cover or acting
follows: defensively at the expense of mobility and
speed. All actions in an Encounter roll an
Basic Formation extra n to determine how much of a Delay
The Wb + Eb + number of + in any {Dipl%} until a character’s next intent. All l costs for
Check used to form the Formation will be the Tactics a character takes is also increased by
party’s starting Morale. 50%.

If a character or party loses Morale, they have Fragmented Unity - Formations and Tactics
a few options. require 100% more l to use or maintain.

Characters individually can indulge in a vice Morale 0


or a coping mechanism that they have based on Characters or parties with 0 Morale will be
the ‘Disadvantage’ with a Coping mechanism unable to earn l from missions or secondary
they have chosen for their character. This is objectives in addition to being vulnerable to
why it’s important to have a ‘Disadvantage’ as psychological trauma. Primary objectives
part of character creation, especially one that can still earn a character l, but the GM
has the ability to reduce Morale loss with its may penalize the amount by a number equal
Coping mechanism. to the combined tiers in all Psychosis and
Sociopathy Disadvantages if they wish. A
Parties of characters will have their party character or party at 0 Morale cannot take
cohesion unravel when they lose Morale. any Formations, or use any Tactics.
A party has the option to indulge one of the

- Skills & Character Traits - 51


Most importantly, at 0 Morale, the Formation Extreme Panic ­– Character feels terror and
is considered broken and cannot be rallied needs to escape any hostile situation they are
again without fulfilling its prerequisite once in. They Automatically ‘Flee’ any encounter
more. and generate 5d5! W .

Insanity Gone Native ­– Character has decided that


A character who loses all Morale will take they are on the wrong side, and they must now
points of Insanity whenever Morale would help the Opponents anyway they can. This is
normally be lost. If a character’s Insanity is a roleplay choice, but the Character should
ever greater than their Wb, then the character do whatever they can to undermine the other
goes out of control, being blind with fear or Players in favor of the Opponents.
simply falling catatonic, shutting themselves
off from reality entirely. For each point of Hallucinations ­– Players are struck by visions
Insanity taken, players must increase a and voices that are not there. This can be in
Psychosis Disadvantage by 1 tier or choose an the form of loved ones, dangerous creatures,
Insanity Effect from the list below. Unlike the or distant callings. Every Time this player
loss of Morale, a character cannot indulge a must make a {Cmps%} check or their visions
Coping mechanism to reduce Insanity. add n to all actions.

Insanity only applies to individual characters. An Homicidal Rage – ­Struck with images of
entire party cannot be afflicted with the same form pain and rage, this character immediately
of Insanity due to party Morale loss. Parties use the starts attacking any thing or person that is
previously mentioned list of options. within it’s contact. This only ends once the
target reaches 1Health Point or becomes
CHARACTER INSANITY EFFECTS unconscious.

Catatonic –­this Character has blocked Mania – All characters must make a
all emotion and reaction from their {Cmps%} or be compelled to sabotage the
consciousness. The character can only make Party’s efforts. Either this character adds
decisions about gameplay when a successful @5d5! to the requirement of one Mission in
{Cmps%} is made (this can include a opposed process or the party loses l5d5!.
check made by others against them) even then
the Character can only take simple commands Paranoia – ­A Character fall prey to their own
beyond basic survival. paranoid delusions. All W costs to upgrade
opponents or trigger special effects will cost 1
Delusions of Grandeur –­Players believe less W per Morale lost.
they are someone they are not, or have an
exaggerated sense of competence. Players Suicidal ­– Unable to handle the pressure of
will attempt any Advanced Skills they have no the situation any longer, be it from the voices
bonuses in, regardless of kit or gear availability. in their head or the terror they’ve witnessed.
The Character decides to take his own life,
52 - Skills & Character Traits -
they will first attempt some sort of ritualized Heightened Senses – All characters are
mortification. Characters make attacks on edge. Every little sound, or movement is
against themselves and get + + + + + interpreted as a grave danger. Characters
when making attacks against themselves. reduce the rate of their Movement out of
Encounters by half.
This bonus can extend to others making
attacks against a character if the character is Mutiny – The characters turn on their current
embracing their demise. leader. The character taking ‘Point’ must
make a {Dipl%} with 1 n per Morale lost
Thanatos – This Character has come to the or the formation is broken. A Catastrophe in
realization they only want to see the world the check will result in a violent altercation
burn after what has happened. This is purely a between characters.
roleplay choice by the GM/Character, but this
Insanity should take the form against both Panic – The characters fall into a panic. Each
Opponents and Players. Including, but not character must pass a {Cmps%} check or add
limited to: Scrapping all of the players Kits, an extra n n . All H † results will count as 5
blocking off path to escape, generating W and require a re-roll. The effect lasts for the
willingly, Putting a knife in a comrade’s back duration of an Encounter.
to escape on their own. Paranoia – As the Paranoia Character
Insanity Effect, but effects the whole party.
Group Psychosis
A party that succumbs to morale loss has a Restoring Lost Morale
different effect than when an individual loses Characters that have lost Morale can restore
it. Not only will the party’s cohesion fray, it it gradually as more mental distance is placed
may also invite dark and terrifying behavior between their stressors and their present
that can prove quite deadly. A party that loses state. Some psychological wounds may never
Morale will begin to succumb to one or more fully heal, but it can be mitigated.
of these effects.
There are two ways characters can restore
GROUP PSYCHOSIS EFFECTS lost Morale or remove Insanity...
Characters can pay l100 -10 per Wb to
All Terrors Real and Imagined – The party restore 1 lost Morale or l200 -10 per Wb to
may not use any make any Formation’s special remove Insanity.
benefit for the duration of the Encounter. Characters can pay l50 -10 per Wb to
Complete a “Counseling/Ministry/Therapy”
Compelled... – As the Mania Insanity Effect, Mission. The Labor cost is @15 per lost
but it applies to the whole party. Morale point or @50 per Insanity. The Skill
Checks used to generate @ are generally
Despair – An impenetrable pall of hopelessness {Calm Other%, Sci.–Psychology%}.
descends upon the party. All available Tactics
will require an additional l20–5 per Wb.
- Skills & Character Traits - 53
Abilities SPECIAL RULE
The Ability can also provide a special rule that
What is an “Ability?” is specific to that character. It is often scaled by
An Ability is a character’s specific personal tier, but sometimes an Ability is so specialized
advantage that is unique to them, independent that it has hefty prerequisites in addition to
of the scenario that the character is a part of taking up an available Ability option.
or who they are in a party with. An Ability will
do one or more of four things: Unlike Paradigms, an Ability will not provide
additional Tactic options, but Abilities also
SKILL SUPPORT do not carry any Injury or Death Penalties.
Under most circumstances, an Ability will In addition, unlike Paradigms, a character is
‘Support’ one or more Skills. If the Ability generally allowed to have any Ability they are
is very specialized, then it will likely also capable of taking, regardless of scenario.
increase the rate at which the Supported
Skill will advance when characters spend Professions
Gestalt Dice to improve a Skill. Any rate of Some Abilities are reflections of the formal,
advancement granted by an Ability will be professional training and experience a
scaled by tier, so if a Skill gets +1 to the rate character had before the events of an Outbreak.
of advancement and the Skill is at tier 2, then For this reason, they are almost impossible to
the Skill has a rate of advancement of +2. develop past their starting level of experience
as settings and opportunities for professional
TRAINING VALUE INCREASE instruction will be largely nonexistent. A
Abilities will often grant a modifier to a character can only choose tiers of Profession
Training Value for certain Gear categories Abilities during character creation. The
or under certain circumstances. The Training “Profession” Descriptor tag is given to all
Value increase will be repeated per tier of Abilities that fall under this category that will
the same Ability, so if an Ability grants a +1 be the name of the Profession itself, such as
Training Value and the Ability tier is at 3, then Police, Firefighter, Nurse, etc. The tradeoff
the total Training Value increase will be +3. is that these Abilities rank among the best
ones a character can take. A character also
ADVANCEMENT RATE INCREASE gets a bonus +1 to all Training Values per tier
Whenever a Gestalt Level is used to advance a to any Check that utilizes their professional
Skill, a character may modify it by the total of training, indicated by a (Profession) entry in
the Advancement Rate provided by the Ability. a character’s available Training Values. This
particular use of the (Profession) Training
MASTERY Value is somewhat subjective and a more
At Tier 5, a character gains additional abilities, creative or liberal use of this rule will often
such as a Multiplier or Special Ability. require some roleplaying to justify.

54 - Skills & Character Traits -


PROFESSION AND TRAINING VALUES List of Abilities
Training Values provided by many Abilities The following are a list of Abilities that a
and the Training Value associated with a character can choose from when they create
common tool of a profession can combine. So, or advance their character.
for instance, a Rancher will have their Training
Value for their profession, but if they have a ACUMEN
Training Value bonus to Horse when riding a Primary Attribute: Perception
horse provided by some other Ability or rule,
then the Training Value for both Rancher and This character has a high degree of situational
the other Abilities will apply, as not all people awareness and is able to come up with
who ride horseback are Ranchers, and the solutions quickly.
extra experience can be reflected by someone
who does something both professionally and Add any Training Value to @ generated
recreationally. whenever this character generates @with a
Skill Check
The same example can apply to Firearms used
by Police, Military or Correctional Officers ADVANCED CARDIAC LIFE SUPPORT
as well as Survival Gear used by professional (A.C.L.S.)
guides, Search and Rescue, Firefighters, Primary Attribute: Willpower
Police, Military, etc.
With medical training
and a cool head as part
of the job, this training
allows first-responders
to keep calm and keep
their patients alive.

Support {FAid%,
Cmps%}. Each tier
will add +1 to their
rate of advancement.

Training Value(s):
First Aid Kits +1
per tier and Medical
Supplies +1 per tier
with one form of Injury
treating specificity.

- Skills & Character Traits - 55


AGILITY animal and multiple advances to this Ability
Primary Attribute: Perception apply to the same animal.

This character is agile and is gifted with quick Mastery: A character can issue Commands
reaction time. to the animal without requiring an Empathy
Check. A Check can still be made if + are
Support {Do%, Bal%}. Each tier adds +1 to factored into the result. Failing this Check will
the Advancement Rate. count as having the check succeed with + . A
‘Catastrophe’ will still count as a failure.
Mastery: At tier 5, add +1 Defense against
Ranged Attacks. ARTIST
Primary Attribute: Perception, Empathy
ANIMAL HANDLING (SPECIES)
Primary Attribute: Empathy, Willpower This character is capable of artistic expression.

Each tier will allow this character to instruct Support {Ex%}. Each tier adds +1 to the
an animal in one ‘Command’ that is allowed Advancement Rate.
by the species. The character can instruct
multiple animals with this same Command. Training Value(s): Tools, Artist/Writing +1
Multiple tiers in this Ability will allow the per tier
character to teach a new Command.
ATHLETIC CONDITIONING
Training Value(s): (Species) +1 per tier Primary Attribute: Strength, Willpower

Mastery: A character can instruct an animal This character is highly athletic and plays
in every Command their species is capable of some sort of organized sport. The nature of
learning. the sport will determine what sort of Skills
count as Supported by this Ability. Each tier
ANIMAL KINSHIP will add +1 to the Advancement Rate of the
Primary Attribute: Empathy, Willpower supported skill.

Each Tier will grant a bonus + to all Checks Support


with Willpower as a primary attribute to both Contact Sport - {M-[Bl]%, Grapple}
character and one animal so long as they are Concentration Sport - {Throw%, Bow%,
near each other. All Empathy Checks between Frm-L%, or Frm-L%}
the two will have a bonus + . This includes Agility Sport - {Bal%, Cmps%}
issuing commands learned by the ‘Animal
Handling’ Ability. Characters lose 1 Morale Training Value(s): Athletic Gear +1 per tier
per tier if this animal comes to any serious
harm or dies. This Ability only applies to one

56 - Skills & Character Traits -


AUTODIDACT
Primary Attribute: Willpower
This character is self-taught in some area of
professional expertise.

Training Value: +3 to one kind of Kit. This


Ability can be taken at multiple tiers, but each
tier will add Training Value: +3 to a different
kind of Kit.

Mastery: The bonus to all the Training Values


increases from +3 to +4.

BASIC FIRST AID TRAINING


Primary Attribute: Willpower

This character has basic first aid training that


is extremely useful in survival situations. The
ease of instruction is offset by the relatively
shallow range of applications.

Support {FAid%}. Each tier adds +1 to the


Advancement Rate.

Training Value(s): First Aid Kits +1 per tier


This character has a knack for being able to
BIKER keep down things that are very difficult to eat.
Primary Attribute: Perception
If a character wants to purchase any
This character is comfortable with motorcycles Sustenance from a Resource catalog for
and is capable of doing high-speed maneuvers their own use, the Depletion roll on n can be
with them in (relative) safety. reduced by 1 per tier. Another character can
eat what this character purchases, but they
Support {Pil - Motorcycle%}. Each tier must pass a {Cmps%} check in order to be
adds +1 to the Advancement Rate. able to eat it.

Training Value(s): Motorcycles +1 per tier BMX


Primary Attribute: Strength
BILLY GOAT This character is skilled with bicycle riding
Primary Attribute: Willpower

- Skills & Character Traits - 57


and is able to traverse even rough terrain tier and any one Tool category +1 per tier
while on a bike.
CHARISMA
Support {Pil–Bicycle%}. Each tier adds +1 Primary Attribute: Empathy
to the Advancement Rate.
Call it stage presence, charm, wit, bedside
Training Value(s): {Pil–Bicycle%} +1 per manner or any combination thereof; a
tier character has an uncommon charm about
their person that makes them well liked and
Mastery: Add +1x Multiplier to the Gear personable and (seemingly) trustworthy. Each
Bonus provided by Vehicles when determining tier will allow a free advance in Empathy and
how far a character is able to travel on a any {Diplo%} other than {Int%}. Each tier
bicycle. will also increase the Eb of any Check by 1.
A character with this ability will be sorely
BOOKWORM missed should anything happen to them. Any
Primary Attribute: Willpower Checks made to resist the loss of Morale
due to this character’s death or peril will be
This character is well-read and is capable increased in Difficulty by 1 per tier.
of working through books quickly with high
retention. Mastery: A character is able to substitute any
Wb with Eb.
Each tier will add @d5! per tier whenever a
character is Reading or using a Manual. Mastery: A character will not have to spend
l in order to increase @from 1 to 1d6.
Mastery: Speed Reader. Treat results on the
d5! that are less than 3 as having rolled a 3 CIVILIAN
when generating @. Primary Attribute: Any

CAGED WISDOM This character is well suited for some area of


Primary Attribute: None the private sector. Like many in the current
job climate, a broad skillset is required in
Incarceration is not an ideal position to be in, order to remain employed.
but a character that has done hard time has
a crash course in many hard lessons and has Support one Basic or Trained Skill or {Pil-
the opportunity to exercise a level of ingenuity Automobile}.
that could be useful in a survival situation.
Subsequent tiers in this ability will require
Support {Int%, MA%, Brl%, or Cmps%}. another Skill be supported in this manner.

Training Value(s): Melee Weapon +1 per Training Value(s):+1 per tier to the Training

58 - Skills & Character Traits -


Value to two different types of kit Mastery: A character can add the Structure
of any location they are hiding in to the
CLINICAL SKILLS amount of W reduced by {Stlh%}.
Primary Attribute: Perception, Empathy
Those skilled in medicine are able to identify CONTRACTOR
illness, treat common ailments, and provide Primary Attribute: Perception
care to sustain life in all states of acuity.
This character is capable of building or
Support {FAid%}. Each tier adds +1 to the modifying structures.
Advancement Rate.
This character can add their Training Value
Training Value(s): +1 First Aid Kits and worth of @ towards the creation of a new
Medical Supplies with one form of specificity. Stronghold Upgrade’s @costs if a character
is Stationed at a Stronghold.
Mastery: A character can add a bonus + to
{FAid%, AMed%} when generating @. Training Value(s): Tools, Construction +1
per tier
COMBAT REFLEXES
Primary Attribute: Perception CRAFTSMAN (MATERIAL)
Primary Attribute: Willpower
Choose one Skill Check. That Skill Check
will not add n to a character’s dice pool if Support {Co/En - Material%}. Each tier
it is used as a Save Throw. This Ability can be adds +1 to the Advancement Rate.
taken more than once. Each time it will apply
to a different Skill Check. It will still count as The character can add their Training Value
an Action, so it will add n to the Dice Pools of Worth of @to any ‘Workshop’ upgrade @
subsequent Checks in the same Round. costs if they are Stationed at a Stronghold.

CONCEALMENT Training Value(s): Tools–Crafting (material)


Primary Attribute: Perception +1 per tier

This character excels at moving while remaining Mastery: All crafted gear and upgrades
unseen, a useful ability when mere detection will have one higher Durability than what is
is the difference between life and death. normal for the type.

Support {Stlh%}. Each tier adds +1 to the CULINARY ARTS


Advancement Rate. Primary Attribute: none

Training Value(s): Reconnaissance Gear +1 This character is capable of preparing food


per tier very well They get a bonus d6 per tier to add

- Skills & Character Traits - 59


to the @ generated at a Barracks or some Primary Attribute: Willpower
sort of mess hall or kitchen. Any missions
undertaken with Sustenance as a descriptor A character is able to add d5! per tier worth
will add +1 Morale per tier in this ability of @ generated during periods of Time if
if a ‘Craft , (Food)’ Check was made by this they have spent the previous Time trying to
character to accomplish the objective. This generate @ as well.
character can add their Training Value worth
of @ of any Kitchen/Pantry @ costs if a Mastery: Re-roll one die when determining
character is Stationed at a Stronghold. how much @ this character generates.

Training Value(s): Tools, Cooking +1 per tier DIVE CERTIFIED


Primary Attribute: Strength
Mastery: A character is disciplined in their
use of spices and knows just how much to This character is an exceptional swimmer and
use. They reduce the Depletion of all Tools, knows the finer points of using sophisticated
Cooking by half. dive equipment.

CUSTODIAN Support {Swim%}.


Primary Attribute: none
Training Value(s): Diving/Swimming Gear
If this character is Stationed at a Stronghold, +1 per tier
they generate 1d5!@ per tier. This extra @
can only be used to pay the Maintenance cost EARLY BIRD
of Stronghold Upgrades. Primary Attribute: Willpower

Training Value(s): +1 to any Tool that is This character can function with less sleep
used to generate @ to pay the Maintenance than most. Each tier will reduce the amount
cost of a Stronghold or Stronghold Upgrade. of Time a character needs to get a full night’s
It helps to categorize the Training Value as sleep by 1.
“Custodian” as opposed to the multitude of
Tool categories it can apply to. EFFICIENT
Primary Attribute: Willpower
DAMAGE THRESHOLD
Primary Attribute: Strength, Willpower Each tier will allow an extra die to be rolled
to determine how much @this character
Each tier will allow an increase to Damage generates when stationed at a Stronghold or
Threshold by d3. attempting to trigger a Location feature.

Mastery: +1 Base Defense. ELECTRICAL ENGINEERING


DILIGENCE Primary Attribute: Willpower

60 - Skills & Character Traits -


This character can add their Training Value FIREFIGHTER TRAINING
worth of @to any @construction costs if Primary Attribute: Strength
this character is Stationed at a Stronghold.
This character can navigate through and
Training Value(s): Tools, Electrical +1 per tier. fight fires. This training has many tertiary
benefits that are highly beneficial to survival
Mastery: Reduce n from failed {Cnst/Eng - in general.
Electrical%} by half. This will not apply when
making Checks representing actions with no Support {Cmps%, Dipl–CC%, Spt/Li%,
consideration for safety. Srch% and End%}.

ENGINEER Training Value(s): Firefighting Gear +1 per


Primary Attribute(s): Perception tier and First Aid Kits +1 per tier

This Ability indicates a character with GRENADIER


considerable mechanical aptitude and training Primary Attribute: Perception
in addition to a generally well-developed work
ethic. Each tier will allow a bonus + when This character is skilled with thrown explosives
generating @with Skill Checks at any of the and incendiary weapons.
following Locations (or Locations with similar
features): Garage, Factory, Machine Shop Training Value(s): +1 to Grenades per tier

FARMER/RANCHER Support {Thrw%}. Each tier adds +1 to the


Primary Attribute: Willpower Advancement Rate.

Support {Srvl-one biome}, and {Sci- GUNSLINGER


Farming%}. Each tier adds +1 to the Primary Attribute: Perception
Advancement Rate.
This character is a quick-draw and a fast shot
This character can add their Training Value without losing much accuracy.
for Tools, Farming/Ranching worth of @ to
any Garden or Ranch upgrade’s @ costs if a Each tier will prevent any n penalties from
character is Stationed at a Stronghold. being added when firing at 1 additional target
per tier.
Training Value(s): Tools, Farming/Ranching
+1 per tier Training Value(s): Pistols +1 per tier

Mastery: A character is able to treat the Mastery: Remove one n from the dice pool
Viability of any Stronghold they are in as to a minimum of n when using Pistols before
being 1 higher than normal. making a Firearms, Pistol Check.

- Skills & Character Traits - 61


HEALTHY This character knows more than one language
Primary Attribute: none and has a grasp of the vocabulary and
grammar structure of said language.
Each tier will allow a character to remove an Each tier will allow a character to know one
additional Fatigue point when resting. other language fluently. They will be able to
speak, read, and write the language without
Support {End%}. Each tier adds +1 to the much difficulty. This can be taken multiple
Advancement Rate. times, but each time it applies to a different
Language. There are many devices that grant
Mastery: A character is able to remove an this ability artificially such as phrasebooks
additional point of damage taken whenever and digital translators, but doing so will
they qualify for Natural Healing. require a {Dipl%} or {Ex%} with n or more
when dealing with a native speaker.
HONOR
Primary Attribute: Empathy, Willpower A character taking multiple tiers in this
Ability can also increase their vocabulary or
This character is honest and true to their proficiency in a known language.
word and steadfast to their principles. They
are, above all other things, trustworthy and Tier 1 - Barely Functional, broken
conduct themselves in a respectable fashion. Tier 2 - Conversational
Tier 3 - Average to a native speaker. If a
Support {Dipl–P%,Dipl–CC%, Cmps%}. character is taking a tier in their native
language, they will count as starting at this
Mastery: A character will be able to use tier in regards to comprehension.
{Dipl-P%} as a substitute for any other kind Tier 4 - Articulate - Add d5! @ when Reading
of {Dipl%} and a character will be able to use Books in this Language.
{Dipl-P%} against The Living, even if their Tier 5 - Erudite - Add 2d5! @ when Reading
rules normally do not allow it. Books in this Language.

JURY RIG (KIT TYPE) LOCKSMITH


Primary Attribute: Perception Primary Attribute: none

Each tier will allow Extra Supplies from one Training Value(s): +2 to Tools
named of Kit to apply to another kind of Kit (Locksmithing) per tier
for purposes of removing Depletion Points. Mastery: A character starts with a bonus
One of the Kits cannot be a Firearm. @25 whenever attempting to pick locks or
gain entry by such means.
LANGUAGE
Primary Attribute: Empathy, Willpower MARKSMAN
Primary Attribute: Perception

62 - Skills & Character Traits -


This character has trained extensively with MOUNTAINEER
one kind of specific firearm weapon and Primary Attribute: Strength, Willpower
has excellent accuracy and speed with it. A
character chooses one model of Firearm. This This character has an iron will when it comes
training will allow a character to remove n to climbing in high places.
from the Dice Pool when using that model.
This ability can be taken multiple times; each Support {Climb%, Cmps%}. Each tier adds
time it applies to a different model of firearm. +1 to the Advancement Rate.
Training Value(s): +1 to {Frm%} per tier
Training Value(s): +1 to Climbing Gear per
MARTIAL ARTIST tier
Primary Attribute: Strength, Willpower
MULE
This character is trained in martial arts, Primary Attribute: Strength
which, given time and training, makes their
whole body a weapon. This character is capable of lifting and
carrying heavy burdens.
Support {MtlA%}. Each tier adds +1 to the
Advancement Rate. Each tier will allow a character to carry
an extra l worth of Gear before taking n
Training Value(s): Martial Arts Weaponry Encumbrance penalties.
+1 per tier
Mastery: A characters can use Gear totaling
Mastery: Add n to the dice pool when making l l l without requiring n n penalties for
{MtlA%}, {Brl%} and/or {Grpl%}. Encumbrance.

MECHANIC TRAINING PACK RAT


Primary Attribute: none Primary Attribute: Willpower

Support {Co/En-Machines%}. This character always has a bunch of knick-


knacks on their person. Every now and then,
This character can add their Profession they may actually be useful.
Training Value worth of @ to any ‘Garage’
or ‘Machine Shop’ @ costs if a character is Each tier will allow a character to reduce n
Stationed at a Stronghold. rolls by 1 for any non-firearm gear. Characters
will, however, count as always carrying l
Mastery: A character can reduce the @ worth of gear more than they actually have.
requirement of any Mechanic and Engineering
Missions by half.

- Skills & Character Traits - 63


PUGILIST Being able to make do with very little or
Primary Attribute: Strength improvise heavily is the hallmark of someone
who is considered resourceful. It is a highly
This character is an excellent boxer or fist- sought after Skill in trying times.
fighter.
Choose one kind of non-firearm Kit.
Support {Brl%}. Each tier adds +1 to the Characters with this Ability will be able to re-
Advancement Rate. roll n per tier when using that kind of Kit.
A re-rolled die can be re-rolled so long as the
Training Value(s): {Brl%} +1 per tier character has enough tiers in this Ability to
allow for multiple n to be re-rolled.
Mastery: All {Brl%} will add n to the dice
pool. Training Value(s): +1 to the Kit named in
this Ability per tier
RESEARCH, (SPECIFIC FIELD)
Primary Attribute: none SALESMANSHIP
Primary Attribute: Empathy
This character is an excellent researcher in
one or more scientific disciplines This character is a skilled negotiator and has
well-developed instincts for appealing to a
Support {Sci - one specialty%}. Each tier customer.
adds +1 to the Advancement Rate.
Support {Dipl-BB%}. Each tier adds +1 to
This character can add their Profession the Advancement Rate.
Training Value worth of @to any Laboratory
@costs if a character is Stationed at a Training Value(s): +1 to Value retaining
Stronghold or location that features Science items per tier
skill checks as a means to generate Labor.
SEARCH AND RESCUE
Training Value(s): +1 to the use of Research Primary Attribute: Perception
Equipment per tier
This character is capable of searching for
Mastery: A character is well versed in the missing people and treating the wounded in an
scientific method enough to treat all {Sci%} emergency situation.
specialties as being Supported. Only the Support {Srch%}. Each tier adds +1 to the
original will qualify for the increased rate of Advancement Rate.
advancement, however.
Training Value(s): +1 to Reconnaissance
RESOURCEFUL (KIT) Gear and First Aid Kits per tier
Primary Attribute: n/a

64 - Skills & Character Traits -


SHARPSHOOTER SURGICAL SKILLS
Primary Attribute: Perception Primary Attribute: Perception

This Ability will add n per tier if a character’s This character is skilled in performing
Intent does not have them take a Move action delicate surgery and is familiar with surgical
and they use their Ranged Weapon only once instruments and procedures.
this turn as a Sustained Action.
Support {AMed%}. Each tier adds +1 to
Mastery: A character may fire upon multiple the Advancement Rate.
targets and still claim this bonus.
Training Value(s): +1 to Medical Tools and
SUPPORT BASIC SKILL First Aid Kits per tier
Primary Attribute: Skill’s Primary Attribute
SURVIVAL - (BIOME)
This character is extensively conditioned in Primary Attribute: none
some specific fashion. A character is highly accustomed to surviving
within certain biomes and is able to utilize
Support one Basic Skill. This can be taken available natural resources effectively.
up to 5 times, but each time it applies to a new
Basic Skill. Support {Srvl - one biome%}. Each tier
adds +1 to the Advancement Rate.
Mastery: Jack of all Trades, all Basic Skills
get+1 to their rate of advancement. Training Value(s): Survival Gear +1 per tier

SUPPORT TRAINED SKILL Mastery: Reduce Environmental Modifiers


Primary Attribute: Skill’s Primary Attribute against the character within this biome by n .

This character is well trained in some specific SWIMMER


fashion. Primary Attribute: Strength

Support one Trained Skill. This can be taken This character is a strong swimmer.
up to 5 times, but each time it applies to a new
Trained Skill. Support {Swim%, End%}. Each tier adds
+1 to the Advancement Rate.
Mastery: Renaissance Man. All Trained Skills
get +1 to their rate of advancement. SWITCH HITTER
Primary Attribute: Strength

Support {MA–[Bl]%}. Each tier adds +1 to


the Advancement Rate.

- Skills & Character Traits - 65


Each tier will allow a character to make This character may not be strong, but they
one extra {MA–[Bl]%} per tier without n have a surprising resistance to pain.
penalties for attacking multiple targets.
Support {Tgh%}. Each tier increases the
TEACHER rate of advancement by +1.
Primary Attribute: none
Mastery: A character will not suffer n
Characters who are advancing a Skill under penalties when using {Tough%} as a Save Throw.
the instruction of the character with this
ability will get an Advancement Rate bonus of TRACEUR
+1 when spending Gestalt Levels to improve Primary Attribute: Perception
the Skill. This will also earn the teaching
character l equal to the advancement made This character is capable of astounding feats
by the character under their instruction. In of strength and agility in navigating urban
order to instruct, the character must have environments.
a higher percentage chance of success in
desired skill and a higher Gestalt Level than Support {Climb%, Nav%}. Each tier adds
the student. +1 to the Advancement Rate.

Mastery: A character can re-roll one die Training Value(s): +1 to Climbing Gear per
when advancing a skill under this character’s tier
instruction.
TRAPPER/HUNTER
THERAPIST/SOCIAL WORKER Primary Attribute: Perception
Primary Attribute: Empathy
This character is capable of hunting and trapping
Diplomacy Skill Checks now have a base game and has more than a passing understanding
Multiplier of 1x. of both traps and basic survival skills.

Each tier will add a bonus + to {Dipl%} . Training Value(s): +1 to Survival Kits and
Hunting/Trapping gear per tier
Mastery: A character will be able to reduce
the amount of time they can retry {Calm TRAINING, BOW/CROSSBOW
Other%, Cmps%, or any Dipl%} to restore Primary Attribute: Perception
lost Morale by 1 day per + in a {Sci–
Psychology%} Check. This character is well trained in the use of a
bow or crossbow.
TOUGH
Primary Attribute: Willpower Support {Bow%}. Each tier adds +1 to the
Advancement Rate.

66 - Skills & Character Traits -


Training Value(s): Archery Gear +1 per tier Mastery: Any {MA%} skill check will add n
to the dice pool.
Mastery: Add n to the {Bow%} dice pool.
TRAINING, PISTOL
TRAINING, KIT/TOOLS Primary Attribute: Perception
Primary Attribute: varies
This character is extensively trained with
This character is well trained in the use of pistols and is capable of firing shots carefully
some kind of non-weapon equipment. and accurately.

Training Value(s): +2 to one kind of Kit that Support {Frm–P%}. Each tier adds +1 to
is not a weapon per tier the Advancement Rate.

TRAINING, LONG GUN Training Value(s): {Frm-P%} +1 per tier


Primary Attribute: Perception
Mastery: Add n to the dice pool when making
This character is extensively trained with long {Frm–P%}.
guns and is capable of firing shots carefully
and accurately. TRAINING, (VEHICLE/VESSEL)
Primary Attribute: Perception
Support {Frm–L%}. Each tier adds +1 to
the Advancement Rate. This character is familiar with the working of
one kind of motor vehicle or water vessel.
Training Value(s): {Frm-L%} +1 per tier
Support {Pil - one vehicle/vessel class%}.
Mastery: Add n to the dice pool when making
{Frm–L%}. Training Value(s): {Pil–Vehicle/Vessel%}
+1 per tier
TRAINING, MELEE WEAPON
Primary Attribute: Strength TRIGGER DISCIPLINE
Primary Attribute: Perception
This character is trained with a specific kind
of melee weapon, generally Bludgeoning, This character will excel in the ability to
Piercing, or Slashing weapon categories. carefully manage ammunition. This is an
invaluable asset when ammo is scarce.
Support the {MA - [Bl], [Pi], or [Sl]%}.
Each tier adds +1 to the Advancement Rate. Each tier will allow the re-roll of one n when
using Firearms per tier. This has no effect on
Training Value(s): {MA–[Bl], [Pi], or [Sl]%} firearms that do not requre Depletion rolls,
+1 per tier such as bolt action or revolvers.

- Skills & Character Traits - 67


Disadvantages
Training Value(s): {Frm-L%} or {Frm-P%}
+1 per tier ADDICTION
Physiological • Psychosis • Medical
Mastery: Once per Encounter, a character is When making purchases from a Resource
allowed to remove n from the Result when Catalog, a {Composure%} check with n per
using Firearms. tier in this Disadvantage must be passed or
some Resource is spent on the substance a
VOLUNTEER character is addicted to. When the ability to
Primary Attribute: Empathy make purchases of Supplies–General (if legal)
or Supplies–Medical (if illegal) 1 purchase
Each tier will add +1 to a character’s Eb must be made per tier.
whenever it applies. They can also Support a Skill
relevant to the service provided as a volunteer. If the character does not indulge their
addiction, they will suffer withdrawal
WEEKEND WARRIOR symptoms, which will be n per tier to all Skill
Primary Attribute: Willpower Checks.

A character is an outdoor enthusiast but can’t Coping: A character can voluntarily indulge
always pry themselves away from their urban in an addiction described above as a form of
surroundings to the great outdoors. Each tier stress relief to prevent the loss of Morale as
will support an advancement to {Srvl%} or per normal ‘Coping’ rules.
{Nav%}. A character may also advance {Pil -
vehicle%} Size: 2-3. AGGRESSIVE
Psychosis
Mastery: A character can add 1x to Survival A character is quick to anger and violence
Gear. and may even turn their negative attention on
those they would normally want to protect.
WHEEDLE
Primary Attribute: Empathy Each tier will prevent + from any attack
Skill Check from being turned in for l.
The character can use flattery, personality,
and other such techniques in order to make Coping: To prevent the loss of Morale,
people reveal more information. Treat a all {Dipl%, Cmps%} checks targeting a
successful {Dipl%} as having one higher + character with this Disadvantage will be
than normal per tier. This cannot be used with increased by n per tier for 1d10 Time per
{Int%}. tier.

IRASCIBLE
Psychosis • Sociopathy

68 - Skills & Character Traits -


This character has a very quick temper. Any network of elaborate conspiracies that result
method of Diplomacy used other than {Int%} in harm coming to the character or those
will be have to add n . around them. A character gets n to all
Empathy checks per tier.
Coping: To prevent the loss of Morale, this
character can break any formation they are in Coping: A character can lose l2d5! per tier
and cause the party to lose l1d5! per tier. in this Disadvantage in order to prevent the
loss of Morale. This is due to a character’s
MANIA thoughts becoming sidetracked to such a
Psychosis degree that some campaign progress is lost
A character is unable to measure their own due to oversight or severely misjudging the
efforts and limitations in any rational way. They importance of certain factors that led the
have an elevated energy level which manifests character to where they are now.
in increased irritability, arousal and attention.
PHOBIA
Coping: A character can trigger a manic fit to Psychosis
prevent the loss of Morale. During these fits, A character is afraid of a specific thing or
a character has all checks with Willpower or situation. This must be defined when this
Empathy as a primary attribute add n per Disadvantage is taken.
tier. This lasts for 5 Time per tier.
Encountering the phobia-inducing thing or
ONE EYE TO THE PAST situation will count as a Stressor, and will
This character is haunted by a past event or cause the loss of Morale. The {Composure%}
tragedy. Such that they willingly embrace the Save Throw has n per tier.
chance of death.
Coping: A character can avoid the loss of
Each tier will add n to any Save Throw made Morale by voluntarily adding - per tier to
to prevent Injury. their result for a check. This cannot be offset
by using Tactics or other rules to gain + .
Coping: A character can have a “Security
Blanket” which is an item of personal
significance that takes up l l . A character Random Disadvantage Table
can spend 1 Time per tier contemplating their d10
past in order to prevent the loss of Morale. 1 – Addiction
Losing their “Security Blanket” will count as 2 – Aggressive
a Stressor. 3 – Irascible
4 – Mania
PARANOIA 5 – One Eye to the Past
Psychosis 6 – Paranoia
A character starts seeing the world as a 7-10 – Phobia

- Skills & Character Traits - 69


Character to appear. For instance, a character who
Paradigms wants the Child Paradigm for their character
would likely be denied their ability to use it if
the scenario is based upon what happens to
A character can have several abilities and the crew of a navy vessel.
traits unique to them, but they also have a
party dynamic that indicates how they relate In a populous or cosmopolitan area, most
to each other. The character Paradigms reflect Paradigms should be available, but there will
their invaluable roles in a given scenario. be scenarios with either a restricted list of
available Paradigms or a list of Paradigms
The Paradigm the character is given or chooses that are unique to the setting or scenario. In
will grant them considerable bonuses in a published adventures, a list will be provided
Specific area that reflects their value to the if such restrictions exist.
party. A character does not need a Paradigm
in order to play and characters without This Paradigm to Scenario relationship is also
Paradigms can play with those who do. A why there is an l penalty for a character
character can have more than one Paradigm, getting injured or killed. This Injury/Death
but they can only have any Paradigm once. penalty is also subject to scrutiny, as some
Paradigms do not function like Ability Paradigms that are not typical to the
tiers that stack. During a character’s life, setting may be included in a scenario, but
Paradigms are extremely effective and useful, the increased rarity of the Paradigm may
but the more Paradigms a character has, the drastically increase the Injury/Death Penalty.
greater the blow dealt to the party by the Likewise, a character whose skillset is very
injury or death of the character. common or not as vital will have a lowered l
penalty for Injury and Death. The increase in
Most bonuses that Paradigms provide are Injury/Death Penalty would be a good way for
large Training Value bonuses, but there can the GM to handle players who wish to play a
be multiple other different beneficial effects. Paradigm outside the scope of the scenario.
Many beneficial effects are endemic to
Specific scenarios, but there are some generic The GM can use the following reference
ones that can apply to most scenarios. to alter the l penalty for both Injury and
Death Penalties based on the Paradigm’s
Paradigms and commonality.
Scenarios
A Paradigm is a character’s role and COMMON
relationship to the scenario, their environment This Paradigm is so common that the
and other characters. For this reason, the characters hardly factor in as uniquely suited
use of a Paradigm is very much subject to for the scenario. Even those characters who
the scrutiny of the GM. Some scenarios may have Paradigms that normally carry hefty
render a Paradigm useless or highly unlikely costs to their Injury and Death can still be

70 - Skills & Character Traits -


considered Common in the right scenario. For common sense: it defies all logic or probability.
instance, if a Solider were on a military base, 250% l Penalty
their Paradigm is far from unique, which
would diffuse the normally hefty l cost upon Injury Penalty and
their Injury or Death because their skillset is Death Penalty
far more replaceable. A character must be careful when choosing
50% l Penalty Paradigms. If they get injured or killed,
they penalize the party with massive l loss.
UNCOMMON Having multiple Paradigms will combine their
The characters represent unique examples respective penalties when taking Injuries or
among many with similar experience. being brought to 0 Health points.
75% l Penalty
Injury Penalty: The amount of l the party
RARE loses upon the character’s injury
Even among peers, the character stands Death Penalty: The amount of l the party
alone. Their loss would be felt both within and loses upon the character’s death
beyond their immediate circles of influence.
It is assumed that in a cosmopolitan setting, Campaign Style
most player characters fall into this range. Gamemasters are able to handle Injury and
100% l Penalty Death penalties in a couple of ways:
1. The l penalties can be paid to avoid an
VERY RARE Injury or character death entirely. This
This character represents a person so far out replaces any other Tactic that characters
of their normal habitat that their presence can utilize to grant bonus + in a Save
alone would likely turn heads. Throw in order to prevent a character
150% l Penalty from taking an Injury or dying.
2. T
 he l penalties can be paid as a result
UNIQUE of having acquired an Injury or by a
This character has a Paradigm that is far- character dying.
and-away unlike anything anyone would
ever see. They are either so out of place that
it is comical, or the Paradigm itself is so List of Paradigms
specialized or rare that they are restricted to
very tight locations.
200% l Penalty ARTIST
This character is creative and driven by a need
FREAK OCCURRENCE for artistic expression. This also encompasses
Simply put; this configuration or Paradigm the less creative artistic endeavors such as
should not exist within this scenario, or at all. documentary producers and journalists. This
It doesn’t just defy conventional wisdom and role seems to have little use in the realm of

- Skills & Character Traits - 71


survival; however, if you are trying to document CIVILIAN
events or discern what work will be necessary This character is any number of white or
to preserve for the sake of society at large, blue collar workers. It is likely that their side
these individuals become far more valuable. interests will help them in their efforts for
survival rather than their professional training.
Tactic(s)
Journal – Any sort of documenting mission or Tactic(s)
reconnaissance mission will allow the Artist to Weekend Warrior (l20) – Add a + to any
add their Training Value with the Tools they use {SC%} outside of an Encounter.
to the @ generated with a successful Check.
This character does not have an altered
Injury Penalty: l 2d5! (5) l Injury or Death penalty regardless of
Death Penalty: l 10d5! (25) the scenario, as the Civilian category is
generally very common and covers a variety
of professions.
BACKSEAT DRIVER
This character leads from the back. They may Injury Penalty: l 1d5! (3)
be capable intellectually and be talented, but Death Penalty: l 3d5! (10)
they lack the courage or desire to take lead on
a project.
CONVICT
If this character is used to generate Labor and This character has been incarcerated, and as
another character is generating Labor on the a result has learned how to carefully navigate
same task, add +1d5! @ per Gestalt Die dangerous social hierarchies. They are also
Spent on this Paradigm. extremely resourceful.

Injury Penalty: l1d5! (3) Tactic(s)


Death Penalty: l5d5! (15) Shank (l10) – A character produces a
makeshift, one use only knife that allows them
to add [Pi, Sl] to {Brl%} or {Grpl%}.
CHILD
This character is actually a child, and has no Among Thieves (l10) – Add + to {Dipl-
real life experience or profession to speak of. Int%} .

This character counts as being Size 0. Injury Penalty: l 2d5! (7)


Death Penalty: l 10d5! (30)
Tactic(s)
Hide and Seek (l5) - Add a + to {Stlh%}
or {S/L%}.

72 - Skills & Character Traits -


CORRECTIONAL OFFICER or a surgeon would survive in a zombie outbreak.
This character has experience in the capacity They would be quickly conscripted and likely be
of managing and interacting with dangerous early victims due to their high degree of exposure
and highly manipulative and conniving even despite their precautions. Nevertheless,
populations (in this case, prisoners). They having such valuable medical training makes
are taught to always be wary of the most a character indispensable.
dangerous aspects of human nature.
Tactic(s)
Training Value(s): Command Apparatus: Healer (l5) – Add a + to {FAid%}.
+2, Melee Weapon [Bl] +2
Medical Training (l10) – Add a + to
Tactic(s) {AMed%}.
Assess Person (l10) – Add a + to any
{Dipl%}. Injury Penalty: l 10d5! (30)
Death Penalty: l 50d5! (150)
Subdue (l10) – Add a + to the use of any
weapon that inflicts [Bl]. This can only be
used to ‘Knock Prone’. ENFORCER
This character is in the business of
Injury Penalty: l 3d5! (10) enforcement. This can take the form of
Death Penalty: l 12d5! (40) legitimate law enforcement, but it can also
be contracted, selected enforcement, such as
a bouncer or security guard, or even less than
CRAFTSMAN legal rule enforcement such as hit-men, mob
This character is good with their hands. sergeants and gang members. The important
They are skilled laborers, factory workers, feature of this paradigm is that there is a
contractors, electricians and other critical set of rules that are followed rigidly and the
service personnel. authority to enforce those rules as provided by
their superiors.
Tactic(s)
Build/Repair (l10) - Add a bonus + to any Tactic(s)
{SC%} made to generate @ for Stronghold Strong Arm (l15) – Add a + to {Brl%,
upgrades or Location abilities. Grpl%}.

Injury Penalty: l 5d5! (15) Rule of Law (l10) – Add a + to {Dipl-


Death Penalty: l 25d5! (75) Int%}.

Injury Penalty: l 5d5! (15)


DOCTOR/SURGEON Death Penalty: l 25d5! (75)
It would be a very rare situation where a doctor

- Skills & Character Traits - 73


EMERGENCY MEDICAL TECHNICIAN HANDYMAN
The front line fighters of the field of A jack of all trades, the handyman is by
medicine, the EMT will likely be among the no means an expert in any craft, but their
first casualties of the outbreak. They are an wide range of knowledge will make even the
invaluable team member who can address hobbyist a valuable member of any survivors’
traumatic injuries with a deft hand and a cool team.
head.
Training Value(s): Any “Tools” +3.
Tactic(s)
Medical Training (l10) – Add a + to Tactic(s)
{FAid%}. Maintenance – Add @+1d5! when making
a skill check to generate Labor for the
Rapid Response (l10) – Remove n from the Maintenance cost of a Stronghold upgrade.
Dice Pool for {FAid%}.
Fix it (l 15) – Add + to any check used to
Injury Penalty: l 4d5! (12) generate @ to fix or repair anything.
Death Penalty: l 13d5! (40)
Injury Penalty: l 3d5! (10)
Death Penalty: l 10d5! (30)
FIREFIGHTER
A true survivor’s godsend if there ever was
one, firefighters are physically strong and are HARDASS
good leaders and team players. They literally This character is the stereotypical hardass.
are willing to walk headlong into fire. This is They are stubborn and brutally honest. Most
not done foolishly, so a firefighter needs not other people would say they’re a jerk.
only be in top physical condition but good
problem-solvers and quick thinkers as well. This character does not lose Morale by the
actions of other characters and the characters
Tactic(s) do not lose Morale or suffer penalties outside
Mighty Swing (l10) – Add a + to {MA%} of the l penalties for injury and death.
when wielding a 2 handed weapon.
Injury Penalty: l 1d5! (3)
Through the Flames (l10) – Add a + for Death Penalty: l 5d5! (15)
any Save Throw made to prevent the damage
or effects of any attack or Hazard with the
‘Fire’ Descriptor. LAWYER
It may seem that a lawyer has no real place
Injury Penalty: l 5d5! (15) in a survival scenario, but there will be more
Death Penalty: l 25d5! (75) than a few occasions where a level-headed
assessment of legal right and wrong is useful.

74 - Skills & Character Traits -


While the courts and the state are what Injury Penalty: l3d5! (10)
confer legitimacy to the legal profession, the Death Penalty: l12d5 (36)
ability to arbitrate and the ability to debate
and make sense of evidence to build a case
will serve characters well when meeting with MECHANIC
members of other strongholds. This is a character who knows their way
around machines and engines. Even if they
Tactic(s) are not familiar with a machine or engine
Arbitration (l10) – Add a + in any {SC%} they encounter, their knowledge of the basic
made to reduce Unrest. function would allow them to figure out how
it works.
Injury Penalty: l 3d5! (10)
Death Penalty: l 5d5! (15) Labor generated by this character at any
Location that uses {Co/En%} will be allowed
LONE WOLF to grant @ +1 per Training Value in Tools,
This character aggressively prefers to work (material).
alone.
Tactic(s)
This character cannot take advantage of any Machinist (l10) – Add a + to {Co/En%}.
party Formation.
Injury Penalty: l 5d5! (15)
Tactic(s) Death Penalty: l 25d5! (75)
The cost for “Exploit Advantage” tactic is
reduced from l25 to l 15.
MILITARY
Injury Penalty: l 3d5! (10) This character is a member of the armed
Death Penalty: l 10d5! (30) forces. There are a number of specializations
within this broad field, but all those in the
MARTINET military have a version of basic training.
This character is a harsh taskmaster. This
form of leadership may be necessary based on Training Value(s) to Survival Gear +3 ,
the situation. Command Apparatus +3 , Long Guns +3 ,
and Pistols +3 .
Tactic(s)
Drill (l15) – Add a + to {Dipl-Int%}. Tactic(s)
Combat Training (l15) – Add a + to any
Through the breach (l10) – Add a + to {SC%} that generates n by spending + .
another character who has {Cmps%} as one
of the {SC%} made during their Intent. Injury Penalty: l 5d5! (15)
Death Penalty: l 25d5! (75)

- Skills & Character Traits - 75


MILITIA MUSCLE
This character has had military training but This character is the strong arm of the party.
operates as support to full-time soldiers or They are the hammer that sees every problem
are themselves paramilitary. They are used to as a nail.
not having the robust supply lines of dedicated
military forces. Training Value(s): Melee Weapon [Bl,Pi,Sl]
+5
Training Value(s): Survival Gear +2 , Recon.
Gear +2, Long Guns +2 , and Pistols +2 . +3 to Damage Threshold

Tactic(s) Injury Penalty: l2d5! (7)


Supply Conservation (l10) – Remove n from Death Penalty: l 10d5! (30)
the dice pool when using gear that requires
them for Depletion Rolls.
NATIVE (TERRITORY OR BIOME)
Injury Penalty: l 5d5! (15) The character is a native of the area for
Death Penalty: l 30d5! (90) several years, has an established network of
contacts, and has an exceptional familiarity
with the territory.
MORAL CENTER
This character is always posturing themselves Tactic(s)
to maintain a higher ideal. They often believe Network (l10) – Add a + to {Dipl-P%}
this as opposed to merely espousing the
need for virtue. They are crucial elements to Gain Bearings (l10) – Add a + to {Nav%}.
maintaining a functioning group, but their
deaths are felt deeply. Injury Penalty: l3d5! (10)
Death Penalty: l12d5 (36)
Tactic(s)
Resolute (l10) – Add a + to {Cmps%}.
NAVIGATOR
Appeal to Reason (l15+Wb of target(s)) This character is the designated navigator
– Prevent the loss of 1 point of Morale due either because they know the lay of the land,
to party tension, or remove 1 Unrest from a or because they happen to be the one carrying
Stronghold. This character cannot generate the map.
@ for a Stronghold’s use if they do this.
Training Value (s): Recon. Gear +3, Survival
Injury Penalty: l10d5! (30) Gear +2.
Death Penalty: l 20d5! (60)
Tactic(s)
Gain Bearings (l10) – Add a + to {Nav%}.

76 - Skills & Character Traits -


Chart Course (l10) – Allow movement for 1 Triage (l10) – Remove n from the Dice Pool
period of Time without Time actually passing. when making {FAid%}.
E% are made normally.
Injury Penalty: l10d5! (30)
Injury Penalty: l3d5! (10) Death Penalty: l 20d5! (60)
Death Penalty: l12d5 (36)

POLICE
NIGHT OWL This character is a dedicated law enforcement
This character is accustomed to staying up officer. They are well trained and empowered
throughout the night. This means that they to enforce the law by the state. In the absence
often volunteer (or are volunteered) for night of the state, it is unclear how they will act. It
watch. will be assumed that even in the absence of
their source of authority that they will still be
While operating during Time periods of inclined to protect and serve.
Night, this character gets to add @ d5! per
+ made to generate @. Training Value(s): Firearms–Pistol +5,
Command Apparatus+5
Tactic(s)
Nightwatch (l15) – Reduce Environmental Tactic(s)
Modifiers due to darkness or Night by n Police Training (l10) – Add a + to
during this period of Time. {Frm%,}, {Cd%}, or {Cmps%} this Round.

Injury Penalty: l2d5! (7) Injury Penalty: l5d5! (25)


Death Penalty: l 10d5! (30) Death Penalty: l25d5! (75)

NURSE RELIGIOUS ORDER


The majority of labor done at hospitals and Dedication to a higher power may prove
clinics are not done by doctors, but by nurses. especially effective when all familiar tenets
This means that they are accustomed to of society begin to collapse. Those restrained
the grizzliest sights that get wheeled into a merely by law may be inclined to animalistic
hospital and are expected to keep composed regression. Those who believe that law is
and do their job regardless. derived from God will not be effected the
same way as those people. Others may also
Training Value(s): First Aid Kits +3 , find solace in the strength of such unshakable
Medical Supplies +2 . characters. This character also has many of
their religious rites committed to memory as
Tactic(s) part of their training and experience.
Med. Training (l10) – Add a + to {FAid%}. Training Value(s): Command Apparatus +5

- Skills & Character Traits - 77


Tactic(s) STUDENT
Sermon (l15) – Add a + to {SC%} that is A character has access to knowledge that
used to generate @ for Missions to increase many older people may have long forgotten,
Morale. although they may lack occasionally in the
wisdom of age and experience.
Injury Penalty: l4d5! (12)
Death Penalty: l20d5! (60) Tactic(s)
Book Learning (l10) – Add @+10+Wb to
the progress to study or read a book.
SCIENTIST/RESEARCHER
A crucial component to any advanced Applied Knowledge (l10) – Add a + when
stronghold is its ability to preserve, utilize and making an Advanced {SC%}. This check must
even expand upon scientific knowledge. This directly apply to their field of study.
character is tasked with such a duty. Their
keen analytical mind is well respected, even Injury Penalty: l5d5! (15)
outside the realm of scientific inquiry. Death Penalty: l25d5! (75)

Tactic(s)
We Know this Much - The Scientist will be able SURVIVALIST
to increase the @ generated by a successful This character is the roughneck who does
{Sci%} by d5! per Training Value with Tools– everything possible to not rely upon ‘the grid’.
Research. While it’s likely that they are more adept at
surviving in a specific and familiar locale, it
Injury Penalty: l 5d5! (15) is also possible that they are well adapted to
Death Penalty: l 30d5! (90) general survival techniques.

Training Value(s): Survival Gear +5


SCOUT
This character is the go-to guy to scout for Tactic(s)
safe passage for the rest of the group. Roughing It (l10) – Add a + to {Srvl%}.

Training Value(s): Reconnaissance Gear +5 Ration Supplies (l15) – Remove n from the
dice pool when using Survival Gear.
Tactic(s)
Behind Enemy Lines (l15) – Add a + to Injury Penalty: l 5d5! (15)
{Stlh%}. Death Penalty: l 30d5! (90)

Spy (l10) – Add a + to {SC%} made to


generate @ for “Scout” or “Lay Low” S.W.A.T.
missions. The character has additional weapons training

78 - Skills & Character Traits -


as well as experience with advanced breach with this character can Spend l5+Eb to get
and entry tactics. a bonus + to {Brl%}, {Frm%}, {Grpl%}
and {MA%}.
Tactic(s)
Advanced Combat Training (l15) – Add a + Injury Penalty: l 2d5! (7)
to any {SC%} that generates n by spending Death Penalty: l 15d5! (45)
+ . Each + will also add n to the Dice Pool.

Enter and Clear (l10+5 per Character in WHEELMAN


Formation) – Entering a new room or Location This character’s strength is their ability to
will allow a Surprise Round for the Formation drive, even in situations of great duress.
against Opponents.
Tactic(s)
Injury Penalty: l 10d5! (30) Stunt Driving (l10) – Add a + to {Pil–
Death Penalty: l 50d5! (150) Automobile%}.

Injury Penalty: l 1d5! (3)


TACTICIAN Death Penalty: l 5d5! (15)
This character is the brains behind most of the
intricate operations that their group plans.

Tactic(s)
Rally (l10) – Add a + to {Cd%}. Other
characters in formation with this character
will be able to Spend l5 to add a + any
{Cmps%} they need to make.

Injury Penalty: l 5d5! (15)


Death Penalty: l 25d5! (75)

WARLORD
This character is not so much a leader, but
just the most warmongering among the party.
Their savagery inspires others around them to
such similar feats of barbarity.

Tactic(s)
Savagery (l10) – This character’s ferocity
knows no bounds. Any character in Formation

- Skills & Character Traits - 79


Equipment and Formations may provide temporary
Training Value bonuses as well.
Characters will need to make use of gear
effectively if they are to survive. There are Example: Cy has a First Aid Kit, which adds
quick reference cards for common equipment, a Gear bonus to {FAid%}. Since First Aid
but the range of available equipment is very has Perception as a Primary Attribute, Cy’s
large. Pb will be used as a base Training Value when
determining a Gear bonus.
While you can be prepared in mind and
spirit, it is also important to have access to Many Abilities add bonus to Training Values
appropriate equipment and the knowledge of when using certain Gear or categories of Gear
how to use it. While there are suitably rugged to reflect their experience with that kind of
and resourceful individuals who can survive equipment.
and thrive with only what is around them,
the rest of us must acknowledge a certain If the Gear enhances a Check that doesn’t
reliance upon gear. In Outbreak: Undead.., have a Primary Attribute (such as an Expert
it is important to recognize that gear is not Skill), then the Attribute bonus is counted as
something that makes one magically more 0 when determining a Training Value. This
effective at survival. Instead it amplifies represents Gear that requires such a high
personal ability. The same piece of gear in one degree of skill and training to use that natural
person’s hand will be more useful in another’s aptitude hardly factors into it.
if the other has spent more time practicing or
has ample improvisational skills. This is why Example: Cy has a Survival Kit. Survival%
training and personal responsibility for one’s does not have a Primary Attribute so Cy
safety is paramount to all other priorities, cannot add any bonus to the Training Value
more than the fanciest survival gadgets or the from an Attribute bonus. But a Training Value
size of one’s guns. A person must understand can still be added from other sources like
what it means to have survival preparedness Abilities and Tactics.
in order to truly have a fighting chance in a
dying society. Multipliers (Mx)
Equipment doesn’t magically grant the ability
Training Value of knowing its proper function to the user.
A Training Value is the Attribute bonus (10s Also, the same gear will have different levels
digit) of the Primary SPEW Attribute that the of effectiveness based upon the training and
Gear will grant the bonus to (natural aptitude) skill of the user. For these reasons, Gear that
plus any bonuses due to tiers in certain provide a “Gear Bonus” does so in the form of
Abilities (the result of specialized training or a Multiplier. A Multiplier does exactly what
practice) and situational bonuses. Training its name implies in order to determine what
Values are rarely increased directly and are kind of bonus the Gear will provide the user.
generally tied to Ability tier increases. Tactics The Multiplier will multiply the “Training”

80 - Equipment -
value of a character in order to determine invaluable asset, allowing users to triple (3x)
what kind of bonus it provides. their Training Value when determining a Gear
bonus. This generally represents the highest
0x – NO MULTIPLIER commercially available option.
This is literally only better than nothing.
Gear with this Multiplier will simply allow a 4x – CUSTOM QUALITY
character to make a certain kind of Check. This is gear that is at the top of its class. It
It will provide no Gear bonus, as any number will not only serve a rookie reliably, it will
multiplied by 0 is 0. It is expected that at this make an experienced user super-efficient. This
ranking, a character is banking on some other will quadruple (4x) a character’s Training
special rule that will increase the Mx to a more Value when determining a Gear bonus. Such
usable level. This can also offer a ‘Hail Mary’ examples of this gear are extremely rare as
use of the gear, meaning that using a tool in few things are this high a quality.
the manner a character wishes is technically
possible, but almost completely reliant upon 5x+ – UNIQUELY SUITED
luck, only slightly enhanced by the skill of the This is so specialized or so unbelievably
user. easy to use or well made that its use almost
qualifies as overkill. This will multiply a
1x – BASIC character’s Training Value by 5 times or
This is a simple tool or basic supply that is greater. Most often, this is the result of
most effective in trained hands. It allows a already excellent Gear being augmented by
character’s Training Value to be added to the special circumstances, as most Gear does not
percentage chance of success for one or more exist higher in any sort of quantity beyond 3x.
Skill Checks as described in the {SC%} entry
of the Kit. Cargo Units (CU)
2x – GOOD A piece of gear or a kit may have variance
This is a tool or gear that is simple but has between models of the same kind. These
the benefit of being accurate, user friendly or differences can be deliberately added or
especially high quality. Even in the hands of can be inherent in the brand or model. The
the untrained, this helpful object will double variance and customizable nature of the gear
(2x) a character’s Training Value when is described by the Cargo Units gear takes up.
determining a Gear bonus.
Available CU (represented by a l ) represent
3x – EXCEPTIONAL modifications or add-ons that are somewhat
This is gear that is of premium quality. It is large and can easily take up space on its own.
highly efficient, user-friendly, and extremely Without being attached to a Kit, it will use up
functional, even without much training a CU slot. If it is part of a Kit, it will use one
or experience. Those with training and of the Kit’s l slots. Such modifications often
experience, however, will find this gear an have rules for use outside of a Kit.

- Equipment - 81
Partial Cargo Unit backpacks in order to carry the full amount
(PCU) allowed. Those sorts of equipment will list
how many CU they can hold. Those without
All Kits and de-facto Kits that are just a bunch such gear will only be able to carry 2 CU. This
of supplies piled into a carrying bag will have represents what a character carries with their
a limit to what they can hold. This limit is hands and possibly in pockets.
defined by the number of Partial Cargo Units
(represented by a l ) a Kit has. Each item Cargo
will have a number of l that will use up the A character has a base Cargo of l l l
number of PCU slots as indicated by the number without any other gear. This is what a
of dots. A component will either provide special character carries in their hands and on their
rules all its own, or it will expand the usefulness person (i.e., in pockets).
of any of a character’s Kits.
How Much Can a Character Carry?
A character does not need to keep an item in the A character can carry 1 Cargo Unit (CU, l )
same container as the Kit that it is used with. Not per Sb without any problems. Any more than
doing so, however will add n to the Dice Pool to this will weigh the character down enough to
use it. hinder them. Each l beyond their Sb will
‘Encumber’ a character by 1.
Unlike External Attachments, PCU that is not
associated with a Kit does not take up a CU, Even though a character can always have a Cargo of 3
but enough CPU will use up a CU slot just by or more if they have backpacks and the like, characters
sheer volume. Each l l l l l will count carrying more CU than their Sb will still encumber the
towards l to a minimum of 1 CU. Note: This character even if they are capable of carrying far more
is regardless of whether or not the PCU is part CU worth of gear than their Sb indicates.
of a Kit, as such objects still take up space and
have mass. Each ‘Encumbrance’ will add the following to
the Dice Pool:
MAXIMUM CARRYING CAPACITY
A character is only allowed to carry a certain n to all Actions that have Strength and
‘CU’ or ‘Cargo Units’ worth of equipment Perception as Primary Attributes
overall. For this reason, each character’s Sb n for all Actions that have Strength and
+ any extra granted by Abilities will be the Perception as Primary Attributes
number of CU a character will be able to carry n for Movement actions
without Encumbrance penalties. However,
just because they have the ability to carry that GEAR BONUSES
weight and volume does not mean that they A piece of gear or collection of items in a ‘Kit’
will be able to carry that amount at all times. will provide a ‘Gear Bonus’ to a character’s
Checks. Realistically speaking, the same
A character will still have to utilize items like object will not provide the exact same

82 - Equipment -
amount of benefit to two different characters. This term, ‘Kit’ may describe things that are
Different characters may have much better not collections of gear, but represent large,
training with certain kinds of gear. This important pieces of hardware for a specific
collection of character-provided benefits purpose. A weapon is a good example of this.
and gear-provided benefits is described by A machete can be a piece of survival gear and
appropriate Training Values. Most gear and it can function as a durable, effective weapon.
Kits will provide bonuses based on overall Also, a firearm is a reusable piece of hardware
Training Values. This way, the same equipment that can allow as many ranged attacks that its
will be able to provide greater bonuses to supply of ammunition will allow; so it can also
characters with a higher degree of training or be considered a Kit. For this reason, weapons
a specialized skill set. are built using the framework called a ‘Kit
Chassis’. A Kit Chassis is basically the size
What is a Kit? and number of components that can be added
to a kit of a certain size or sophistication.
A Kit is an abstraction that is a collection of
physical, sometimes reusable, elements that COMPONENTS
are used together to maximize the effectiveness Some equipment is a single piece of gear that
of the user’s training for a specific purpose. is counted as being a part of one or more Kits.
For instance scissors, a pocket knife, reusable The difference between such items and the rest
ACE bandages, and a cold compresses can be of the Kit is that the usage of the Kit counts as
part of a functioning First Aid kit in addition using the collection of gear that make the kit
to the consumable pills and antibiotics that up, whereas a Component is used all by itself
are also typically considered part of it. By and may have additional rules for its usage
comparison, a Survival Kit of cavemen would when doing so. For instance, A Survival Kit
be comprised of flint tools, a waterskin, or that has ‘Rope’ as a Component will allow
bows and throwing spears. This is a far cry the Survival Kit to provide a Gear Bonus, but
in technological sophistication from what since the Rope is not consumed in the process,
we can enjoy today, but cavemen constantly it will not add Depletion Points, nor will it
relied upon their knowledge of hunting and require a Depletion roll for the Survival Kit.
gathering to augment the effectiveness of
this stone age gear to allow them to survive A Component can also expand the number of
for days at a time and bring down prey many Skill Checks that a Kit can be used to provide
times their own size… a feat that few today a Gear bonus to. In the earlier example, the
would be able to accomplish given the same Rope will allow Survival Gear kits to extend
equipment. So the term “Kit” is extremely their bonus to {Climb%}.
relative to the setting and the user. This
allows an exceptional amount of flexibility A Kit is restricted to how many and what
in applying and constructing various Kits for kind of Components it can have. A Kit often
character use. has Components as upgrade options, so the
character can customize what it is they want

- Equipment - 83
their kit to do with components. MEDIUM KIT
A well-assembled kit that contains tools of
A Component does not take up Cargo space a specialized nature. They are slightly bulky.
or have its own CU unless the rule for it They are typically not carried unless the user
specifically says that it does. However, knows they’re approaching a situation that
characters who take many Components may has a chance that such collections of gear will
count as carrying a minimum of one or more be needed. A weapon this large has decent
CU worth of Gear, despite the Component not stopping power but displaces other Kits with
taking up CU on its own. The character sheet its greater minimum CU, so some discretion is
has a breakdown of how many Components still needed in deciding whether or not to carry
will count as a Cargo Unit. any kit of this size.
(5–9 entries’ worth of components)
Kit Chassis Possible Capacity: 20
Starting Mx: 2x
The following are the main categories of Kit CU: l l (Min.)
sizes along with a general description. The Mx
is the starting Multiplier that a Kit will have LARGE KIT
at certain sizes. The CU rating is how many Assembled for a very direct purpose, a kit
Cargo Units ( l and/ or l ) each kit will take of this size and thoroughness is not carried
(at minimum) at certain sizes. lightly (figuratively and literally). A weapon
this big is not carried unless you expect a
Important Note: These are abstractions. This fight, a kit this big isn’t carried unless you
framework is provided so that you may not know for certain you’re going to need it.
only understand the specific examples we (10–15 entries’ worth of components)
create, but be able to improvise and create Possible Capacity: 30
your own gear stats. Starting Mx: 3x
CU: l l l (Min.)
SMALL KIT
Generally nothing more than a small pouch
or pack worn about the hip or a compartment Depletion Points and
of a larger pack that has a collection of a few Depletion Rolls
objects of use in it. A weapon of this size is
rarely anything more than a sidearm. This is A gear or kit that depletes with use generates
small enough that a character can carry a few a Depletion Point each time the character’s
small kits like this (just in case) without much Intent requires use of the gear or kit. A
impediment. character making a Check with the gear
(2–4 entries’ worth of components) or kit’s additional benefit will roll 1d6 per
Possible Capacity: 10 Depletion point. This is called the “Depletion
Starting Mx: 1x Roll” (reflected by the roll of Depletion dice,
CU: l (Min.) or n ). If this roll ties or beats the gear’s

84 - Equipment -
“Capacity” entry, the gear, component or occasionally with crossover of components. A
kit is no longer usable. This may mean that character can find, create or otherwise have
parts need replacing or reloaded or that the access to multiple Kits of varying sizes and
object or kit itself may never be used again. configurations, and can even share them with
Such distinctions will be made in the entries other characters under many circumstances.
themselves. If the Depletion roll does not Rules for Encumbrance will apply normally
exceed the Capacity, then it may be used to characters who take a combination of
again. There are multiple ways to reduce the Kits that have greater l than a character’s
Depletion Roll and even remove Depletion carrying capacity.
points to extend the life of equipment.
Note: Any gear item that has its own l value
Note: The ammunition loaded into a firearm will take up space as a Kit would. Some still
will function much the same way, but this will provide Multipliers (in the form of Lethality
be gone over in the Fire Control section of the for Weapons) in addition to adding bonuses
Firearm General Rules. to various Kits they carry, so any Weapon
will be functionally the same as a Kit in many
REPLENISHMENT respects up to and including the space it takes
A kit that uses up its components requires up in l . Firearms, for example, can have
replenishment. Many of the components multiple add-ons. Scopes, Laser Sights, and
are consumable, so they have Depletion. A different grips can add additional bonuses to
character may replenish any such component the Firearm in the same way items can add
by removing Depletion Points. There are other features kits normally.
several ways to do this, but the most common
one is purchasing “Supplies–(Name of Making Checks
Kit)” to remove Depletion points. There are Without Abilities, Kits
other means of doing this. Coming across a or Gear
clean water source will automatically allow
a canteen to remove all Depletion points for The majority of a character’s Actions could
free, for example. Such exceptions will be be attempted without Kits or appropriate
included in the gear’s entry itself. gear. All Basic Skills, for example fall into
this category. If a character is attempting
KITS AND SIZE a Check without a Kit that has a Multiplier
The CU ( l ) of the Kit represents the physical (even 0x in some cases) then the character can
size as well as the multitude and required claim no gear bonus from Training Bonuses
accessibility of components that comprise the or any other bonus, as the Multiplier would
Kit. technically be 0x, which in all cases equals 0.
This is why it’s good to carry even small kits
A character is normally allowed to carry at 1x to allow bonuses to be added to Checks
a maximum l per Sb, so most characters whenever possible. Some Kits though will
are able to carry multiple kinds of Kits, have use, even at 0x by providing a special

- Equipment - 85
rule or function, even if they do not provide may provide its bonus to one, maybe two Skill
any kind of SC% bonus. An example of this Checks, and even then sometimes only under
is a firearm with a Lethality of 0x at longer very specific circumstances.
ranges. This will mean that using the weapon
is theoretically usable at that distance, but Example 1
it is so inaccurate that the weapon itself Cy’s kayak capsized, and he lost most of his
provides no enhanced bonus to actually hit, gear to the rapids. He finally reaches his
and it would rely solely upon the Skill of the destination, a lake in the woods. His Axe ( l
user. It would also be subject to the multitude l , Lethality 2x, [Bl,Sl] was strapped down
of special rules (Damage, Depletion, .) and he managed to save it. Going to shore, he
regardless of whether or not the actual SC% drags his kayak aground and needs to make
is enhanced in any way by a Training Value. shelter and a fire to dry off. The GM grants Cy
the ability to treat his 2CU Axe as if it were
Characters with Multipliers from Abilities or a Survival Kit (2x) to help build his shelter,
gear will allow the use of their Training Value as he is using it to cut timber to size for a
to provide a Bonus despite not carrying a Kit small lean-to. However, the GM denies him
that has a Multiplier of at least 1x. the ability to use the Axe as a Survival Kit to
start a fire, as he lacks flint to use against
Individual Gear the steel of the blade to start one even though
Substituting a Kit the axe could be used to cut fallen trees into
firewood. The inability to start the fire itself
A piece of gear can substitute a Kit to prevents the Axe from being used to provide a
allow a character to take advantage of gear Multiplier as a Kit in this situation. However,
bonuses, so as not to be penalized by having since the gear has a Lethality value, it can be
a Multiplier of 0x. The gear can count as a used for purposes of making Melee Attacks
Kit and will take up CU appropriate to the and will take up l l of cargo space, even if
Multiplier it provides. Even if the size of the it’s not being used as a part of any other Kit.
gear is smaller than what would normally See “Example 2” for details.
be expected, the gear being kept so close at
hand for the purpose of making it a Kit will Example 2
require it to displace other equipment as if Same situation as above, but Cy is attacked
the CU were the indicated size of the Kit it is by a wolf as he searches for fallen trees to
representing. Also, the risk of using a single use as timber for his shelter. Because the Axe
piece of gear to replace a Kit is that if the GM has Lethality: 2x, it can be used as a weapon
determines that the gear is unusable in the because any gear with Lethality can be used
character’s situation, then it cannot provide by itself as a weapon The Training Bonus for
any bonuses or Multipliers. An actual Kit will the weapon gets the benefit of the Lethality
be far more flexible in its use and will often multiplier when determining Gear bonuses
apply its Multiplier to a variety of different normally.
Skill Checks, whereas a single piece of gear

86 - Equipment -
Constructing Kits whatever is lying around.

USING MANUALS † as having rolled a 5


5 – Treat H
A character can construct multiple kinds of
Kits based upon their knowledge, available † as having rolled a 6 normally.
6 – Treat a H
resources, and information at hand. A
character who has access to a ‘Manual, Name l – The cost to produce this requires some
of Kit (Mx)’ will know how to construct a personal sacrifice or scrapping another useful
Kit of that Multiplier and enough l worth component. The Kit will cause a character to
of Cargo. Likewise, characters who have † rolled. The 6 can be counted
lose l 1 per H
Abilities that provide Training Bonuses for as a 5.
the desired Kit they want to construct also
know how to construct the Kit. This is done by Rare – This kit requires a component with
accomplishing a “Construct - Kit” mission. Rare +1 per 6 rolled. The Kit cannot be
What makes Manuals even more useful is that used unless such a purchase is made. The
they often can provide bonus @ for being character does not count as having purchased
such useful references. They are rarely usable anything extra; rather, that Rare component
during Encounters in this fashion, however, as is considered part of the Kit itself.
they require time to reference.
UPGRADING OR DOWNGRADING A KIT
COST A character can upgrade a Kit to a higher
Constructing a new Kit will take l2d5! CU and Mx if they have access to Manuals or
per Mx of the Kit and can be accomplished have Training Values equal to or greater than
whenever a character can make purchases the character’s target (CU x Mx) for their
from a Resource Catalog. This cost can be upgraded Kit. A container capable of handling
altered by 1 per Training Value the character the CU of the new Kit is required. Without
has with the Kit, as well as any component these prerequisites, a character can attempt to
gear they wish to add to it. In addition, upgrade a kit on speculation. Ways to do this
constructing a Kit will have a Labor (@) cost can be found in the ‘Construct, Kit’ mission
associated with it. It will be 15 @ per Mx special rules. They typically have l costs
of the Kit. This cost is generally increased if and require @ generated by Skill Checks
a character has no manual nor Abilities that appropriate to the kind of Kit being upgraded.
would aid in the construction. Attempting this without the Prerequisites will
increase the n of the required Check and may
d5 – A kit can be subject to d5 when increase the Resource cost as well.
generating @ cost to make it. A 6 or H †
result can be treated in the following ways: A character who has a Kit can voluntarily
downgrade the CU and Mx in order to
0 – Treat it as 0. Rolling all 0 results will make room for other Kits or larger gear.
mean the Kit is constructed by scraps of If a character does this at a Location

- Equipment - 87
the character returns to routinely (like a Characters using gear with Depletion roll
Stronghold or Safehouse), they may upgrade one n per Depletion Point on the gear. If
their Kit back to the original Mx and CU when the total is greater than the gear’s Capacity
at the Location without any kind of SC% or rating, then the gear is no longer useable until
expenditure of Resource. it’s exhausted resource is replenished. If the
roll is less than what the Capacity rating is,
Gear or weapons that provide Multipliers in the then the gear can continue to be used, but a
form of Lethality cannot be upgraded or downgraded Depletion Point is added to the gear. Some
in the way described here. Even though they count special functions of the gear or abilities add
as Kits in every other respect, Lethality is generally additional Depletion points. Similarly, there
fixed and difficult to modify. If Lethality is to be are many abilities or gear that exist solely to
modified at all, it must be modified with proper gear, remove Depletion points.
upgrade kits, or high tiers in appropriate Abilities.
This inability to easily alter the Lethality (Mx) and Note: Some components that make up a
having it be frequently different from CU are the character’s Kit can take Depletion Point upon
primary reasons for the differentiation of Lethality themselves or allow Depletion Point to be
from normal Multipliers provided by Kits. Despite removed from a Kit before Depletion rolls are
Lethality and Multipliers being mechanically the made. This can extend the life of a Kit.
same, this distinction is necessary.
Note: Other things are subject to Depletion
SCRAPPING A KIT that are not gear, such as entries in a Resource
Characters who are scrapping a dedicated Kit Catalog. While they are not actually “using”
can generate l2d5! per l and l1d5! per something by making a purchase from a
•. This is typically done for the Kits characters Resource Catalog, the principle of increased
find that they have no use for or simply don’t chance of unavailability functions the same way
want to use themselves. Some gear that counts as gear with Depletion, and uses the same rule.
as a Kit cannot be scrapped, especially in the
case of individual pieces of gear being treated Multi-function Extra Supplies
like a Kit. A Kit can be scrapped whenever a Some Extra Supplies can be used to remove
character has access to their Resource Catalog DP from multiple kinds of Kits. In this case,
to make purchases. A character can scrap a each of its varied ‘Uses’ will generate DP for
Kit at any other time but will only get half the the Extra Supplies, and it will remove a small
l per CU for doing so. amount of DP from one of the Kits the supplies
are meant to be used on.
Gear Universal Special
Rules DURABILITY
A character can use certain items multiple
DEPLETION times before they are broken. Gear will
Most of characters use gear that has finite † rolled
generally lose 1 Durability for every H
uses. This is determined by Depletion rating. on n n n dice. If gear reaches Durability: 0,

88 - Equipment -
then the gear becomes broken and useless. If Gear Categories
no Durability is listed, then a character will
not be able to break gear with their own force NAME OF KIT TYPE
or use; or it can otherwise not be broken. {SC%}: These are Skill Checks that this Kit
type can augment the chance of success of.
The Durability of an item will reduce H † by 1 The amount of the increase is based on the
per point. For example, gear with 2 Durability Training Bonus and any Multipliers. Any SC%
† H
points will require H † in order to reduce the entry listed with an asterisk (*) may require
Durability by 1. There are some forms of gear another, appropriate situation be in effect in
that have this rule bypassed, for instance, order to allow the use of the Kit to augment
most clothing would not be able to reduce H † that particular {SC%}. Either that or the
from [Th] when burning. gear’s use can be construed as “Misuse” as
the GM sees fit.
For worn or carried items, Durability loss
will often be due to H † results on Damage Multipliers: These are factors that can alter
† will be
Dice rolled against it. A number of H the Multipliers beyond the normal (Mx) for
ignored equal to the current Durability of the the Kit.
worn gear.
Speed: The number of n added to a Check
DEGRADING when using this Kit.
If gear is subject to “Degrading” then it
will follow the same rules as “Durability”, Capacity: Ranged weapons and consumable
only each lost Durability point will increase gear only. This is the number that will need to
Difficulty to use the gear by n until the gear be tied or beaten to indicate a character needs
reaches 0 Durability. The character using the to reload a weapon in order for it to be used
gear can voluntarily discard something that again or before a kit needs to be replenished.
has lost too many Durability points if the Speed (Enc./Time): What ‘Speed’ the Kit’s use
amount of Difficulty using it adds to their dice requires. The first number refers to Moments
pool proves too risky or problematic. during Encounters and the second involves
the amount of Time required (assuming
MISUSE that the Kit is capable of being used in both
Performing an Action using gear in a fashion circumstances). If a Kit cannot be used during
considered Misuse will automatically result in either an Encounter or periods of Time, then
1 lost Durability point. there will be a (-) in the appropriate entry.
Special: Any additional rules that may apply.
GROSS MISUSE
This is similar to Misuse, but results in losing List of Common Kit
d5! Durability instead of just 1. The roll of Types
an H† will result in immediate breaking or
otherwise rendering the item unusable.

- Equipment - 89
ARCHERY GEAR CLIMBING GEAR
Bows and crossbows have many advantages This gear is almost essential to climbing sheer
among the variety of ranged weapons a surfaces for a long period of time. Some
character can use. They silently propel arrows daring freeclimbers are able to make-do with
or bolts towards their target with decent only chalk, gloves, and shoes, but for most
stopping power and have ammunition that is professional or recreational climbers, ropes,
largely reusable. The primary drawback of such petons, chocks (and ice screws and ice axes
a weapon is that it has a much steeper learning for climbing ice) will be required in order to
curve to master than a firearm and has a much navigate sheer surfaces or rough terrain with
slower rate of fire and effective range. numerous inclines.

{SC%}: {Bow%}, {Srvl%*} {SC%}: {Climb%}, {Srvl%*}


Multipliers: Lethality, some Abilities and high Multipliers: Abilities and high quality
quality components components
Speed: n n n Speed: varies

Special: Often has the ‘Deadly’ quality COMMAND APPARATUS


This is any gear that amplifies or signifies
ATHLETIC GEAR (SPORT) the authority of law or the galvanization of
A variety of impact sports and endurance resistance to authority. It can be as benign
sports benefit greatly from using specialized as a megaphone, police badge, or police
equipment. Some gear of this kind is designed uniform, but it can also be as wicked as a whip
to be light and durable with impact resistant or torture instruments.
material. It may substitute as armor in a
pinch, or it can be used to make endurance {SC%}: {Cmps%}, {Dipl%}
sports easier. It can also be applied to sports Multipliers: n/a
equipment that have no other deliberate Speed: n
purpose than within the context of the game
they were designed for. The equipment may DIVING/SWIMMING GEAR
have other tertiary benefit outside of the While navigating the ocean, lakes or large
sport. Such benefits will be defined by having rivers, characters my wish to have dedicated
the sports equipment count as either another diving gear allowing short-term (one held
kit type or provide bonuses to different Skill breath’s worth) to several minutes worth
Checks other than what is described in this of submersion for exploration beneath the
entry. surface of the water.

{SC%}: {Climb%}, {End%}, {Swim%}, {SC%}: {End%}, {Srvl%}, {Swim%}


{MA%}* Multipliers: n/a
Multipliers: n/a Speed: Varies
Speed: varies

90 - Equipment -
EXTRA SUPPLIES, (CATEGORY) Inaccessible – If the CU of the Extra Supplies
Instead of being devoted to its own purpose, is greater than 2, then the contents are rarely
this Kit bolsters the length of time other gear immediately accessible. Using Extra Supplies
can be used. Characters who dedicate CU to in this case requires an extra n n .
carrying extra supplies will be able to remove
Depletion Points from one or more named FIREFIGHTING GEAR
kind of Kit. This is highly specialized gear that allows a
person to withstand blistering temperatures.
{SC%}: n/a It is generally restricted to firefighters and
Multipliers: n/a specialized research teams.
Speed: n/a
{SC%}: {Cmps%}, {End%}, {Nav%}, {Tgh%}.
Special: Multipliers: n/a
Consumable – Extra Supplies are all Speed: n n
consumable; as a result, they are only
replenished by Resource Catalog purchases of Special:
appropriate gear. Thermal Shielding – +1 Defense per TP
against [Th]. Can survive 1 Time per TP in
Resupply – A character can use Extra otherwise lethal temperatures.
Supplies to remove Depletion Points from
another Kit as an Action. The Depletion FIRST AID KIT
points are moved from the gear to the Extra These are any number of disposable
Supplies and a Depletion Roll is made to see components that allow characters to treat
if the Extra Supplies become exhausted. wounds of minor to moderate severity.

Ammunition – Characters using Extra {SC%}: {AMed%*}, {FAid%}


Supplies to replenish ammo require that Multipliers: Abilities and high quality
the Extra Supplies must be the appropriate components
cartridge size, as many firearms could Speed: n n n n + n per Health point lost
use the same ammunition. This applies to
bow weapons as well, since they too have Special:
specialized ammunition. In fact, due to the Wound Severity – A First Aid Kit is only
nature of bow weapons, it is expected that usable on a character who has lost a number
some space is dedicated to Extra Supplies for of Health points equal to or less than the
the sake of the arrows or bolts that the bow Multiplier the Kit provides. This means
weapon uses, since neither have the ability to characters with increased ability with such
maintain an internal store of ammunition. Kits can increase the severity of Injury this
Limit – A character can only remove 1 Kit can potentially treat. It also means that
Depletion point per CU of the Extra Supplies some Injuries are so serious that they can’t be
as an Action. treated with First Aid Kits.

- Equipment - 91
Components – Many components expand the “Medical Supplies, Bone Injury”. That means
types of Injuries a First Aid Kit can treat. A the gear represents medical supplies that
First Aid Kit without any such components specifically treat Bone Injury and cannot be
will be unable to treat Injuries and only used to treat a different kind of Injury.
remove a small amount of Damage points.
Some components will allow Injuries of (NAME OF SKILL) BONUS
greater severity to be treated by counting the A kit or Gear with a skill boosting feature
Mx as being higher when treating specific will simply have the name of the skill it
injuries. Such components are often highly enhances with a gear bonus. The amount of
specialized. this bonus will be factored normally using
Levels and Multipliers. Common uses for
MARTIAL ARTS WEAPONRY this are protective gear that provides passive
Some weapons are exceptionally deadly in protection by adding bonuses to ‘Save Throws’.
trained hands. Alternatively, some weapons
are seemingly harmless or are very clumsy {SC%}: n/a
to use unless in the trained hands of an Multipliers: varies
experienced martial artist. Speed: varies
{SC%}: {Brl%*}, {MA%*}, {Grpl%*},
{MtlA%} RANGED WEAPON, THROWN
Multipliers: Lethality and Abilities These weapons are largely out of place in
Speed: n modern times, as they are inaccurate, very
short ranged, and require an incredible degree
MEDICAL SUPPLIES of skill to use. They are one of the few ranged
These are not commonly carried around as weapons that benefit from the Strength of the
they are specifically geared towards treating user, often granting additional range. This
a specific, serious injury. They are more describes thrown explosive weapons such
effective than most First Aid kits, but Medical as grenades and primitive weapons such as
Supplies are much more difficult to come slings.
across and use properly.
{SC%}: {MA%*},{Thrw%}
{SC%}: {AMed%}, {FAid%} Multipliers: Lethality, some Abilities
Multipliers: Abilities and high quality Speed: n n
components
Speed: 1 Time
Special: RECONNAISSANCE GEAR
Specialized – Many surgical tools are highly This is gear used for navigating difficult
specialized and thus not always usable for terrain or scouting potentially dangerous
every surgical procedure or injury treatment. locations for safe passage. Most of this
For that reason, some Medical Supplies will equipment is reusable, like binoculars and
have an additional part to the name, such as maps, but some is not, like signal flares.

92 - Equipment -
{SC%}: {Nav%}, {Sch%}, {Spt/Li%} components
Multipliers: Formations, Tactics, some Speed: varies, typically 1 Time for generating
Abilities and high quality components @, and n per CU when used during
Speed: 1 Time Encounters

SURVIVAL GEAR (BIOME) Special:


Being far removed from safe locations, a Labor - Using Tools will add the Training
character will often want to carry Survival Value of a character to the amount of @
Gear for basic protection against the generated should the tools be used to craft
elements. Survival gear often has a good mix gear or on upgrades that are in line with the
of both reusable components and consumable profession or using the material indicated by
ones, with the latter being consumed or used the entry.
to start fires, purify water, etc. These are often
subjective and specific to geographic regions. Skill Checks – The profession that uses these
tools may utilize them for Checks not related
{SC%}: {Nav%}, {Srvl%} to Crafting or construction in any fashion.
Multipliers: Formations, Tactics, some It will be up to the GM’s discretion as to
Abilities and high quality components whether or not the desired Action will get a
Speed: 1 Time bonus when using profession related tools.

Special: TRAPPING (OPPONENT)


Prepared – This increases the Risk cost of all There are multiple advantages to carrying bait
Hazards that have region or environment- or lure for various opponents. Of all kits, this
specific descriptors. is without a doubt the most subjective, as it is
based purely on what motivates the opponents
Components – Many components will expand or what can fool them. For more animalistic
the number of {SC%} this can be used on. opponents, it can be what it considers food,
but sentient opponents can be motivated by
TOOLS (MATERIAL/PROFESSION) any number of factors that could grant this kit
The tools of the trade to build, maintain, and quality to it.
make repairs are almost as vital as survival
gear and weapons. These useful tools allow {SC%}: {Stlh%}, {Srvl%}
trained hands to create, repair and modify a Multipliers: Abilities or highly sought after
specific kind of material or are generalized substances by the opponents. This generally
to the creation and maintenance of a certain varies based upon the Scenario.
product. Speed: 1 Time

{SC%}: {Co/En%}, {MA%*}, {FAid%*}, Special:


{AMed%} Outdoorsman – This can be used during a
Multipliers: Abilities and high quality period of Time to reduce Risk by 1 per +

- Equipment - 93
when Tracking, a {Srvl%}, or to alter the Speed: 1 Time
subsequent E% result by up to 1 Degree
(either by adding + or - ) per Level. Special:
Using this as bait almost always requires a Adds a Gear bonus to {Dipl-BB%}. This can
Depletion Roll, but what is considered bait only apply to gear that is being traded from
can vary tremendously from campaign to one party to the next and only when trading
campaign and can be, in some cases, quite the Gear used to add the bonus. Most gear
macabre to gather and use. can be traded without adding a bonus due to
‘Value’, but this bonus indicates something
Encounters – This can Delay the starting either of greater intrinsic value or sought after
Moment for opponents at the beginning of by the other party. There are many possible
the Encounter. This Delay will be anywhere disposable kit components to this, which
from 1d5! to 4d5! frequently represent money, bullion coins
or anything else considered valuable in your
Tripwires – A character can use this gear to campaign that can be used to trade. Some
set up Tripwires. It will be used the same way items will hold this property even though they
as ‘Portable Alarm’ special rule as described have another purpose.
in the ‘Tripwire Alarm’ Stronghold Upgrade.
Each CU of this gear can secure 3 Structure {SC%}: n/a
worth of a Location when characters set up Multipliers: Bartering items of exceptional
camp. Tripwire alarms in this fashion are value or rarity
reusable and are rarely destroyed. As such, Speed: n/a
their use does not require Depletion rolls
unless the characters Flee an Encounter VEHICLES
where the Trapping gear is used in this way. A Vehicle will provide a gear bonus to a
character’s {Nav%}, but how and under what
Hobble – During Encounters, a character circumstances they operate vary tremendously.
can use Trapping gear to increase the n of
nearby Opponents’ Actions by 1 per Mx. {SC%}: {Nav%}
Multipliers: Formations, Roads, Signs, User-
VALUE Friendly driving, riding or piloting.
It is hard to tell what will have or retain value. Speed: 1 Time
Such things as junk silver, bullion, or fiat
currency may hold some value even as the world
crumbles around the survivors. This tertiary kit
is applied to things that hold a greater value
when trading with other Survivors.

{SC%}: {Dipl-BB%}
Multipliers: n/a

94 - Equipment -
Example Gear/Kit Jessica
Loadouts Cargo: ••• + (Messenger
Bag: ••••)
It would help to see some loadouts as opposed to being
described strictly in the abstract...
Longbow
Body Slots CU: ••
A character has the following “Body Slots” 1x/0x/- Extra Supplies,
with some limited layering flexibility: Archery Gear Small–(Arrows)
Head, Back, Torso, Arms, Hands (2x),
 CU: •
Legs, Feet. Capacity: 10
Anything not occupying a Body Slot must Worn, as to
use the character’s available Cargo dots discount CU.
in accordance with the CU of the gear if a Knife Takes up “Back”
character wants to carry it. Gear occupying CU: •• slot instead.
a Body Slot still counts its CU towards 1x Melee
Encumbrance, as it still has mass and volume. Weapon [Sl] Messenger Bag
CU: •
Mason Adds extra
Cargo: ••• + (Backpack, Cargo. CU counts
Medium: ••••••) Heavy Coat because “Back”
CU: • slot is taken.
Padding/Insulation - +1
Backpack, Med. Defense vs. [Bl, Th Shotgun
CU: • (cold)] damage CU: ••
Adds extra cargo. 3x/1x/-
Worn, as to Loaded with
discount CU. Takes “00 Buckshot”
up “Back” slot Machete
instead. CU: ••
2x Melee Weapon [Sl]
Crowbar
CU: •••
1x Melee Weapon Leo
[Bl], Tool–Srvl. Cargo: ••• + 1911 Pistol
(Urban) (Backpack, Small: CU: ••
Hip Holster •••••) 2x/0x/-
CU: • Hip Holster Pistol using Heavy
Allows up to •• CU: • Pistol Cartridges
worth of a Pistol to Allows up to ••
be carried. Empty. worth of a Pistol to
- Equipment -be carried. 95
Purchasing Equipment coils of wire that can be used to barter with.
Some things will also add Value just by virtue
A character in any civilized place will be able of their usefulness when offering the to trade.
to find a variety of gear they can purchase and This is a helpful guide when determining how
use, but even then, they are often restricted by much Value characters need to surrender to
rarity, specialty, or local laws. trade for an item:

BARTER Essentials
A character is able to barter with other Characters are required to surrender an
Survivors or with any industrious Rag and additional Value per Outbreak Level.
Bone Men that make a living by collecting
useful items to sell. There is a temptation to rob Rarity
such people, for certain, but it should be known Characters must surrender an additional
that there is a tremendous material benefit Value per Rarity the item has in order to
to keep Rag and Bone men alive; and rumors obtain it through trade.
spread fast about those that do them wrong.
Luxuries
A character that enters an Encounter with a Characters must surrender d5! more Value to
friendly Survivor or encountering a Rag and obtain anything considered a luxury item.
Bone Man can engage in trade. A character
must surrender a certain number of Value Relationship
worth of gear to get something of equivalent Characters with tense to poor relations with
worth. the trade partner will often have to add extra
Value as a show of good faith. Characters must
The Value of an item is almost completely surrender Value to such people at a 1:d3 ratio.
subjective. It is impossible to tell what will
hold any kind of worth in the events of societal Resource Catalog
collapse. It is safe to say that staples like Characters can also scavenge various
food and water will always have value, but in locations to purchase equipment. in order to
areas where food and fresh water is naturally build up their Resource Catalog, a multitude
abundant, such things have diminished of places must be searched. A character
bargaining power, so even necessities are can make purchases from their search
subject to some variance in their Value. immediately whenever they are at the location
or they can take Resource from the Location
That said, there are some kinds of Gear and add it to the party’s Resource Catalog.
(conveniently called “Value”) that are able
to add Value to what a character is offering Carrying Resource will take up • per
to trade. This can literally be anything, from Resource Level being unlocked. This Resource
cash (however unlikely), to jewelry, bullion can be distributed among multiple characters
coins or even bric-a-brac like bottles, string, to carry. Characters must take this Resource

96 - Equipment -
to a Stronghold or Safehouse. Making been made available in a Resource Catalog.
purchases immediately at the location will not
require that extra material to be carried in The catalog entry will either be a specific
order to make any purchases, but characters piece of gear (such as “Baseball Bat”) or it
lose the option to carry Resource back to the will be a category of gear (such as “First Aid
Stronghold for later purchase. Supplies”).
The benefit of going through the trouble of Either way, it will have a corresponding
hauling Resource back to the Stronghold Capacity entry in parenthesis.
is that everything that is available at the
Resource Level of the looted location can be DEPLETION
purchased by any character if characters go Each time something is purchased, add a
through the trouble of hauling the Resource Depletion point for the entry of what is being
back to a safe place to be stored and allocated purchased. Each purchase will require that
among party members. n be rolled per Depletion Point, just like
using gear that can deplete. If the roll on the
RESOURCE CATALOG PURCHASE n is greater than the Capacity of the entry,
A character is able to spend l15 per • and then that entry is exhausted and cannot be
l50 per • to purchase something that has purchased from again.

Resource Catalog
Pharmacy: You’ll notice here that the characters have
Resource Levels – Lv.1 Supplies–General scavenged three locations and decided to
(10), Lv.2 Supplies–First Aid (30), Containers bring “Resource” from those locations back
(10), Lv.3 Supplies-Medical (10), Lv.4 to their Stronghold as opposed to making
Supplies-Medical (30) purchase right there on the location.

Scott’s House: This means that the entire catalog of


Resource Levels – Lv.1 Supplies-General (20), unlocked “Levels” are at their disposal when
Lv.2 Supplies–Survival (10), Lv.3 Supplies- they return and for all future purchases until
First Aid (10). the entries are exhausted.

Uncle Oinky’s Discount Foodinarium: It is possible to have the same gear available
Resource Levels – Lv.1 Supplies-Sustenance on a Resource Catalog with different
(20), Lv.2 Tools–Cooking (20), Lv.3 Supplies– Capacity values. This represents characters
Survival Gear (10), Lv.4 Supplies–Sustenance having access to caches of various quantity
(35) and availability of the same item.

- Equipment - 97
Equipment Cards 1
While there is a more comprehensive list in 2
this book, many of the more useful pieces 3 5
of gear characters can find and use are 4
represented by cards.
6
Equipment Card Anatomy
7
1. N ame – Name of the equipment.
2. C ategory – Category of gear; generally
used to determine availability of purchase
and kinds of Kits the gear counts as for 8
applying a Training Value or what Body
Slot the gear utilizes.
3. C apacity – Rolling equal to or greater
than the Capacity with the n rolled will
exhaust the gear’s use.
4. Durability – How much damage gear can 9
take before needing repairs.
5. Cargo Units – These dots represent
how much space the gear takes up in a
character’s inventory. A black dot (•) 1 5
takes up 1 CU per black dot. A white dot
2
(•) indicates that it takes up some space
without being very heavy. Both black and 10
white dots are factored when determining
how much a character can carry and use. 4
6. The Base Dice pool when using the gear. 11
7. {Skill Checks%}. The kinds of Skill
Checks that can be granted a bonus by
using this gear.
8. Different special rules, + triggered
effects, etc. that gear provides the user.
9. Lethality/Multiplier – How much a Training 8
Value + Attribute Bonus is multiplied by
when determining a gear bonus.
10. Capacity Bonus – Bonus added to the
Capacity of the listed kinds of kits or gear
categories.
11. Cargo – The amount of Cargo Units the
gear can support carrying.
98 - Equipment -
Weapons to attacks made with certain weapons. Ranged
A character who hopes to have much of a Weapons have Lethality that varies based on
chance must be adequately protected. This the range the weapon is being fired. What
means carrying as effective a weapon as the constitutes Short, Medium, and Long Range
situation dictates. Not every mission requires depends entirely on the type of weapon.
that characters be clad in armor and carrying
the biggest, nastiest weaponry available to Melee Weapons
them. In fact, there are many situations where
dedicating too much space to carrying a larger Many tools and weapons of opportunity follow
weapon would jeopardize the character’s the rules of Melee Weapons in addition to any
efforts by allocating more carry weight to other function they may have. Such examples
wargear than is necessary. are as follows:

Lethality MELEE WEAPON [Bl, Pi, Sl]


A weapon or a tool that can be used as a
weapon has a “Lethality” value. This serves {SC%}: {Grpl%*}, {MA-[Bl], [Pi], or
as a Multiplier (Mx) that determines the [Sl]%}, {MtlA%}
effectiveness of any attacks made with the Multipliers: Lethality, Formations, Tactics,
weapon or tool used as a weapon. some Abilities and high quality weapons
Speed: n per •
Lethality is an abstraction based on how CU: varies
effective gear is when used as a weapon. It’s a
combination of how accurate/easy it is to use Special:
and how deadly it is when the attack lands. Damage Type – A melee weapon will
Because a static bonus would incorrectly commonly have one or more of the following
imply that the same gear has the same effect Damage Types [Bl, Pi, Sl]. Some more
in different hands, Lethality instead serves esoteric or specialized upgrades can grant
as a Multiplier. This means that a trained others, however. The weapon will have all
or experienced user will be able to take the special rules associated with the Damage
advantage of a larger bonus than someone Types they can inflict.
who is less trained using the same gear.
Attacks add Gear bonuses and Levels from Improvised – Until dedicated weaponry is
relevant upgrades as well as applying found, a lot of weapons that will fall under
Multipliers that are provided by a weapon’s this category are not designed to be used as
Lethality. The weapon therefore serves weapons. As such, a n per CU is added to
the same function as a kit, and thus melee the Dice Pool and all damage dice rolls treat
weapons and ranged weapons of various kinds † results as 0. Using an improvised weapon
H
are listed under ‘kits’ as they can have several as a weapon will count as Misuse. Note:
factors that add to their effectiveness. Skills An unarmed attack (such as a Grapple or
and gear can add either Levels or Multipliers a Brawl) will be considered an Improvised

- Equipment - 99
weapon and each H † results on n and n will Capacity Bonus only applies so long as the
inflict 1 damage to the attacker unless they gear itself is not exhausted.
are protected. Martial Arts does not count Durability: Durability of gear.
as an unarmed attack as Improvised, even if Base Dice Pool: a shorthand look at what the
unarmed when making attacks. starting Dice Pool a character would need
to build to use the gear. This is basically a
Heavy – Weapons will add their CU to the summary of all of the various rules listed in
number of n in the dice pool. the entry. Additional dice may be added with
contingencies listed in the entry.
Tools
Special:
Generally, tools add bonus Labor to a A Tool will generate @+d5! per + when
character’s various efforts around a one of the listed Skill Checks are used to
Stronghold. Some can be used as weapons generate @.
as well, but this generally counts as Misuse.
Sturdy examples of gear will not have any TRIGGERING EFFECTS
detriment to being used as a weapon. A weapon or tool will usually have a series
of effects that are triggered by the spending
The section below will have the categories of Degrees of Success ( + )generated in the
in this general order. Some entries will be kinds of Checks associated with the use of the
removed or arranged in a manner most gear. For weapons, this will often take the form
appropriate to what it is the gear does. of adding one or more kinds of dice to the dice
pool. This can mean that a player may get to
TOOL, (CATEGORY) add extra damage dice (n ), but there will
The kind of Kit the gear can apply Training nearly always be a tradeoff of adding more
Values towards and whose abilities the gear Speed (n ) dice if the kind of attack requires
can utilize. more of a character’s attention. It can also add
Mx/Lethality: the Multiplier with the gear’s Depletion Dice (n ) if it means that the weapon
use. is given increased chance to break or otherwise
{SC%}: Varies by tool. See individual entry. exhaust with the player’s intended use.
Can correspond to a kind of Kit, so would use
the same {SC%} as the kit would. Melee Weapon List
Speed: varies
CU: the CU dots the tool takes up AXE
Capacity: varies Melee Weapon–[Bl], [Sl] • Tool–Survival
Kit Capacity Bonus: This is the bonus that Mx/Lethality: 2x
having this gear will add to the Capacity of a CU: •••••
named category of Kit when making Depletion Kit Capacity Bonus: Survival Gear: +2 (forest)
rolls. Rarely this will apply to gear with their Speed: n n n
own Capacity entry, but if they do the Kit Damage: [Sl]

100 - Equipment -
Durability: 3 Knock Prone + + + – One opponent must
SC%: {MA%} add an extra n n n to their Dice Pool.
Base Dice Pool: uu n n n n
COMBAT KNIFE
Special Melee Weapon–[Pi], [Sl] • Tool–Survival
Heavy - Add an extra n n to use if a character xMx/Lethality: 1x
with a Sb of 2 or lower uses it. CU: ••
Unwieldy - Add an extra n to use if a Speed: n
character uses this one-handed. Damage: [Pi, Sl]
Deadly - n Durability: 2
Base Dice Pool: uu n
Bash + - Add [n Bl] to the dice pool.
Special:
Hack + - Add [n Sl] to the dice pool. Add Defensive - Add n to the dice pool when using
n to the Dice Pool next Round. this to grant a Gear bonus to {Grpl%}.

Coup de Grace + + + + - One target Slash + – Add [n Sl] to the dice pool.
takes [n n n n Sl] damage and counts as
having 0 Defense. Add n to the dice pool per Stab + – Add [n Pi] n to the dice pool.
Defense the target once had.
Rend + + + – One target takes [n n n n
BAT Pi,Sl]. Attacker adds n n to the Dice Pool.
Melee Weapon–[Bl] • Athletic Gear
Mx/Lethality: 1x CROWBAR
CU: •• Melee Weapon–[Bl] • Tool–Survival (Urban)
Speed: n n Mx/Lethality: 1x
SC%: {MA–[Bl]%} CU: •••
Damage: [Bl] Kit Capacity Bonus: Recon Gear: +2 (urban),
Durability: 1 Survival Gear: +2 (urban)
Base Dice Pool: uu n n n Damage: [Bl]
Base Dice Pool: uu n n
Special
Unwieldy – Add an extra n to use if a Bash + – Add [n Bl] n to the dice pool.
character uses this one-handed.
Stun + – An opponent must add n to their
Stun + – One opponent must add an extra Dice Pool.
n to their Dice Pool.
Pry + – Add @2d5! when using {L/P%}
Bash + + – Add [n Bl] n to the dice pool. to generate @.

- Equipment - 101
DAGGER HATCHET
Melee Weapon–Piercing, Slashing Melee Weapon–Slashing • Tool–Survival
CU: • CU: •••
Mx/Lethality: 1x Kit Capacity Bonus: Survival Gear: +2 (forest)
Durability: 1 Mx/Lethality: 1x
SC%: {MA–[Pi], [Sl]%}, {Grpl%} SC%: {MA-[Sl]%}, {Nav%}, {Srvl%}
Base Dice Pool: uu n n Damage: [Bl], [Sl]
Base Dice Pool: uu n n
Special:
Improvised – Add n to the dice pool. Special:
Deadly – Add n to the dice pool when
Misuse – An H† on n or n will cause 1 making a {MA%} with this weapon
Durability damage.
Hack + – Add n n to the dice pool.
Defensive – Add n n to the dice pool when
used with a {Grpl%}. Coup de Grace + + + – One target takes
[n n n Sl] and counts as having 0 Defense.
Slash + + – Add [n Sl] n the Dice Pool. Add n to the dice pool per Defense the target
once had.
Stab + – n count as [Pi]. Add n n n to
the dice pool. MACHETE
Melee Weapon–Slashing • Tool–Survival
HAMMER CU: ••
Melee Weapon–Bludgeon • Tool–Crafting Kit Capacity Bonus: Survival Gear: +2 (forest)
CU: ••• Mx/Lethality: 2x
Mx/Lethality: 1x SC%: {MA–[Sl]%}
SC%: {MA-[Bl]%}, {Nav%}, {Srvl%} Base Dice Pool: uu n n n
Damage: [Bl]
Base Dice Pool: uu n n Special:
Deadly – Add n to the dice pool when
Special: making a {MA%} with this weapon
Bash + – Add n [n Bl] to the dice pool.
Hack + – Add [n n Sl] to the dice pool.
Stun + – An opponent must add n to the Add n to the Dice Pool next Round.
Dice Pool.
Parry + – +1 Defense vs. a melee attack.
Craft + – Add @2d5! when using {Co/
En%} to generate @ when building or Coup de Grace + + + - One target takes
reinforcing structures out of wood. [n n n Sl] and counts as having 0 Defense.
Attacker adds n to the dice pool per Defense

102 - Equipment -
the target once had. CU: •
Kit Capacity Bonus: All Kits +3
TASER Damage: [Sl,Pi]
CU: •• Durability: 2
Mx/Lethality: 1x Base Dice Pool: uu n n
SC%: {MA-[Bl]%}, {Frm–P%}
Durability: 2 Special:
Misuse – Using this as a weapon counts as
Special: “Misuse”.
Stun + – Target adds n n to their dice
pool. Short Blade – No more than n can be
allocated to any one target in a Round.
Incapacitate – If the Damage roll is greater
than 10, per Sb of the opponent, then the Slash + + – Add [ n Sl] to the Dice Pool.
opponent must make an {End%} Save Throw
or be stunned for 1d5! Time instead. The H† Stab + + + – Add [ n Pi] to the Dice
result will count as a 5 with a re-roll. Pool.

Miscellaneous Tools
Components
COMPASS
Item–Navigation, Survival This is gear that serves little purpose other
Kit Capacity Bonus: Survival Gear: +2, than to become part of a Kit’s construction.
Recon. Gear: +5 They will provide additional bonuses to a Kit
Mx: 1x they are used with, or they can expand the
CU: • {SC%} it can be used to provide a bonus to.
Speed: 1 Time
BADGE
Special: Command Apparatus
Trained (Survival/Movement) – A character Mx: 1x
must have a Training Value of at least 3 to use CU: •
Survival or Reconnaissance Gear in order to
know how to use a compass properly. BAIT
Survival Gear, Hunting/Trapping/Fishing Gear
Add {Nav%} to the {SC%} that Survival CU: •
Gear and Recon. Gear can add their bonus to. Capacity: 5

MULTITOOL Special
Tool–General Opponent Specific – Not all opponents are
Mx/Lethality: 0x attracted to the same kind of lure.

- Equipment - 103
BATTERIES to n n from the Dice Pool per Round whose
Electrical result is 3 or lower.
CU: •
Capacity: 100 Fidgety – Add n to the Dice Pool for any
Skill Checks with Willpower as a Primary
Special: Attribute while the Alert rule is in effect.
Depletion – Used to provide power for
Electrical gear. Variable Depletion Points Addiction – This can be used as a “Coping”
added with use are based on the gear using mechanism for someone with the “Addiction”
Batteries for power. High energy usage will Disadvantage for caffeine.
add multiple Depletion Points per use, and
low usage will add a single Depletion Point or CANTEEN
will be negligible. Tool–Survival, Sustenance
Kit Capacity Bonus: Survival Gear +5
Rechargeable – Rechargeable cells have only Capacity: 10
Capacity: 50 but can be restored at charging CU: ••
stations. SC%: {End%}, {Srvl%}

BINOCULARS Special:
Survival Gear, Recon. Gear Use this to add + to {Srvl%} or supply
Mx: 1x water needs of a character for a day. As long
CU: •• as this gear is not Exhausted, it can add its
SC%: {Nav%}, {Srch%}, {Sp/Li%} Kit Capacity Bonus to any Survival gear.
Base Dice Pool: uu n n n n
Ration – Add Depletion Point, but do not roll
BOLT CUTTERS any n . Lose 1 Morale.
Survival Gear (urban), Recon. Gear (urban)
CU: • Replenish – A fresh water source will remove
Mx: 1x all Depletion Point from the Canteen.
SC%: {Nav%}
Base Dice Pool: uu n n n n Env. Modifier – Add an additional Depletion
Point per Environmental Modifier due to Arid
CAFFEINE PILLS or High Temperature.
Drug
CU: • CIGARETTES
Capacity: 10 Drug
Base Dice Pool: n per Depletion Point CU: •
Capacity: 10
Special: Base Dice Pool: n per Depletion Point
Alert – For d5! periods of Time, remove up Special:

104 - Equipment -
Addiction – This can be used as a “Coping” Fatigue.
mechanism for someone with the “Addiction”
Disadvantage for tobacco. Ration – Add Depletion Point, but do not roll
any n . Lose 1 Morale.
DRIED RATIONS
Survival, Sustenance FIRESTARTERS
CU: • Survival Gear
Capacity: 5 CU: •
Kit Capacity Bonus: Survival Gear: +2 Capacity: varies
SC%: {End%} Kit Capacity Bonus: Survival Gear: +2
SC%: {Srvl%}
Special:
Use this to add + to {Srvl%} or supply food Use this to add + to a {Srvl%} or be used to
needs of a character for a day. As long as start a fire.
this gear is not Exhausted, it can add its Kit
Capacity Bonus to any Survival gear. Special:
Matches - Kit Capacity Bonus: +2
Ration – Add Depletion Point, but do not roll Lighter - Kit Capacity Bonus: +20
any n . Lose 1 Morale.
FLARE
Dried – Using this without water will add Survival Gear • Recon. Gear
n to all {End%} made for the following CU: •
d5!Time or until a source of fresh water is Capacity: 100
found and utilized.
Special:
DUCT TAPE Burn – Unless extinguished, this will require
Component–Construction/Engineering a Depletion roll once per Round. Depletion
CU: •• dice that have an H† result will be re-rolled.
Capacity: 15
Illumination – While active, can be held
Use this to add a + when generating @ for and take up CU: • or it can be dropped.
making or repairing gear no more than •. Will reduce Environmental Modifiers for
Darkness by 1.
ENERGY BAR
Sustenance Signal – This can be left at a location to
CU: • provide illumination. Generally, this will
Capacity: 3 generate @2d5! per Round towards
“Search and Rescue” Mission taking place in
Special: or near the Location of the characters.
Fatigue – When resting, remove 1 extra

- Equipment - 105
FLASHLIGHT Satellite Network – The G.P.S. relies upon a
Mx: 1x functioning network of satellites, which may
CU: •• be rendered inoperable in the later stages of
Speed: n an Outbreak.
SC%: {Nav%}, {Srch%}, {Sp/Li%}
LASER SIGHT
Special: Firearm, Ranged
High Powered – +1 TP will grant +1Mx. It CU: ••
will also add an extra n to the Batteries with Capacity: 25
each use.
Add +1Mx to the Close Range Lethality of
GAUZE BANDAGE one firearm.
Component–Medical
CU: • Special:
Kit Capacity Bonus: First Aid Kit: +2, Med. Batteries – Depletes batteries with use.
Supplies: +2
Light Rail – Allows a firearm to utilize an
Use this to add a + when undertaking “Basic EM Light Rail slot for the ‘Laser Sight’
First Aid” Missions to remove Damage Points. upgrade.
Using it will still allow the Kit Capacity Bonus
to be used this turn. M.R.E.
Survival, Sustenance
This can also add a + when character CU: ••
undertakes “Treat Injury” Missions. Capacity: 15
SC%: {End%}
Multiple Gauze Bandages cannot add
additional + , but their Capacity bonuses can Special:
combine. Sustenance – When
Resting, count a
G.P.S. Use of this gear as
Tool (Navigation), Recon. Gear, Electronic a character’s Food
Mx: 3x requirement for
CU: •• a day. It will also
Speed: n n n remove d3+Wb
SC%: {Nav%} Fatigue points.

Special: Ration – Add Depletion Point, but do not roll


Power Source – The G.P.S. is reliant upon any n . Lose 1 Morale.
electricity and often has an internal battery.

106 - Equipment -
REFLEX SIGHT SUPERGLUE
Firearm, Ranged Component–Construction/Engineering
CU: •
Add n n and make a {Frm%} a Sustained Capacity: 10
Action in order to add +1Mx to the Close and
Medium Range Lethality of one firearm. Use this to add a + when
generating @ for making or
Special: repairing gear no more than
Sight Rail – Allows a firearm to utilize an EM • in size.
Sight Rail slot for the ‘Scope’ upgrade.
TENT
ROPE Survival Gear
CU: •• Mx: 1x
Kit Capacity Bonus: Survival Gear: +2, CU: ••
Recon. Gear: +2, Climbing Gear: +5 Kit Capacity Bonus: Survival Gear +2
Durability: 1 SC%: {End%, Srvl%}
Base Dice Pool: uu n n n
Special:
Special: Climate – Some tents made for extreme
Add {Climb%} to the {SC%} that Survival climates can reduce all Environmental
Gear and Recon. Gear can add its bonus to. Modifiers by 1 when it is used.

Add an extra @d5! per + when using Share – This can be used by up to 3 Size worth
{Climb%}, {Srvl%} to generate @. of characters and/or Gear.

Cut – [10 Sl] will slice through the rope.


This can only feasibly be done with a melee
weapon.

SCOPE
Firearm, Ranged
CU: ••
Base Dice Pool: + n n n
Add n n n and make a {Frm%} Check a
Sustained Action in order to add +1Mx to the
Long Range Lethality of one firearm.

Special:
Sight Rail – Allows a firearm to utilize an EM
Sight Rail slot for the ‘Scope’ upgrade.

- Equipment - 107
Worn Gear General Modifications
Worn gear constitutes clothing, backpacks, Armored
and anything a character wears passively CU: ••
instead of using actively. There are a number +1 Defense
of modifications that can be made to gear
based on what it is. Ballistic Nylon
+ 2 Defense against Firearms. Some ammo
CU INCREASES varieties will negate this upgrade.
A CU increase is essentially making something
bulkier or heavier. They are added to the Cargo
number of CU dots that indicate how much CU: •
more Cargo space it takes up or how much Cargo: ••
heavier it is when worn. Can only be taken once + one additional time
per • the gear has in CU.
FUNCTION DEPLETION
A certain amount of modification will This upgrade can sometimes be achieved by rigging
specialize worn gear to make it very useful to another piece of gear, such as rope or paracord
a specific purpose at the expense of overall securing something to carry something larger.
storage capacity or general utility. These will
reduce the number of CU dots that they can
carry. However, some modifications allow for
extra CU dots to be carried, but usually only for
specific kinds of gear, such as pistol holsters.

CARGO INCREASES
A Cargo increase allows a character to carry
more CU dots worth of gear. Pistol Holster/Sheath
CU: ••
WORN A firearm or knife up to •• can be stored with
Generally, wearing gear will discount • or the worn gear. Quickly accessible. Retrieving
more from the CU. This represents the lack only adds n to the Dice Pool.
of encumbrance a character suffers when
actually wearing the clothing or worn gear as Magazine Holders
opposed to packing and carrying it. CU: •
Can hold •• worth of Extra Supplies–
A character has the following “Body Slots” Ammunition.
with some limited layering flexibility:
Head, Back, Torso, Arms, Hands, Legs, Feet. Padding/Insulation
CU: +••

108 - Equipment -
+1 Defense vs. [Bl, Th (cold)] damage. Insulated - +3 Defense [Th]
Utility Harness - Can store any Small Kit
Pouch/Pocket WORK CLOTHING
Cargo: +•• CU: ••
Cargo: ••••
Survival Gear Defense: +1
CU: •
Add Capacity Bonus: +2 to Survival Gear. Possible Upgrades
Generally restricted to specific biomes or Cargo - +• to Cargo
environments. Or can carry a Small Survival Padding - +2 Defense [Bl]
Kit or First Aid Kit. Utility Harness - Can store any Small Kit

Utility Harness BACKPACK, SMALL


Cargo: –•• CU: •
Can hold • worth of a Kit. Cargo: •••••

Worn Gear BACKPACK, MEDIUM


CU: •
CLOTHES Cargo: ••••••
Defense: +0
CU: •• BACKPACK, LARGE
Cargo: • CU: ••
Cargo: •••••••
Possible Upgrades
Padding/Insulation - +1 Defense vs. [Bl, Th BACKPACK, MOLLE (LARGE)
(cold)] damage. CU: ••••
Survival Gear – Capacity Bonus +2 to Cargo: •••••••••
Survival Gear.
Cargo - +• MOLLE – MOLLE straps allow modifications
provided by thise kinds of upgrades to be fully
SERVICE UNIFORM transferable to any gear that is MOLLE.
(Organization)
CU: •• Cargo (MOLLE) +1 Rarity
Cargo: ••• Holster (MOLLE) +3 Rarity
Defense: +0 Magazine Holders (MOLLE) +2 Rarity
Survival Gear (MOLLE) +3 Rarity
Possible Upgrades Utility Harness (MOLLE) +2 Rarity
Armored - +1 Defense
Cargo - Cargo: •• BELT
Holster - Can store •• worth of Firearms. Cargo: •

- Equipment - 109
FIREARM CHASSIS STATS Tactic, then the shot is no longer an Instant
Lethality: varies by model Action, rather it is a Sustained Action. It will
Capacity: varies by model be otherwise treated the same.
Speed: generally n per CU
Firearms and Depletion
Special: Other Kits have the option of conserving gear
Damage Type - [Pi, Sl] by not using certain components so as not to
Deadly: n require Depletion Roll on their behalf. For
Depletion, Noise firearms, this obviously is not an option in
regards to their ammunition. A firearm must
FIREARM GENERAL RULES have un-depleted Ammo gear as one of the
weapon’s Kit components in order to use it.
A character uses Firearms exactly like they This represents the ammunition loaded into
use any other Kit. A firearm and any relevant the firearm.
upgrades made to it and its ammunition is what
contributes Levels and Lethality Multipliers A firearm can sometimes have ‘firing modes’
to the character’s ‘Firearm’ Checks the way that increase the Depletion for the ability to
any Kit will add to Skill Checks. get bonus + to their Check, or to roll more
n and sometimes less n as well. A firearm
A character does not track individual shots, as can also naturally have a low rate of fire, or
firefights are heated and crazy, making shot have an exceptional ammo capacity, which
tracking extremely difficult. Likewise, targets suppresses the amount of Depletion with
hit will sometimes need to be shot multiple each use. Likewise, a character can possess
times before they are brought down with a Abilities that can reduce the rate of Depletion
successful attack, so instead of tracking every as well.
bullet and shell, the Ammunition used has its
own Depletion rating like other components to Depletion
Kits that feature such entries. So a character Each uses produces a Depletion Point
may have a chance of using all the ammunition normally. When characters make Checks,
loaded in their weapon each time they use it. they will roll n per DP. If the total rolled is
The chance will be slim at first, but the chance equal to or greater than the Capacity of the
increases as a character fires more shots. firearm, it needs to be reloaded before it can
be used again.
Firing
Using a Firearm counts as an Instant Action. Reloading removes one or more Depletion
The ‘Speed’ indicates required time to fire Point and requires a supply of ammunition
accurately and ready another round (if from either Extra Supplies, Ammunition or
necessary). In some instances, it also factors a loaded Magazine (if the firearm supports a
in reloading or pulling a lever action. If a magazine).
character takes time to Aim, with the proper

110 - Equipment -
It is important to remember that Depletion removing a single or a few Depletion Points,
considers a firearm’s “use” instead of a but leaving others. The firearm can be used if
character declaring how many “shots” they a partial reload is done, but all the Depletion
will be taking. Each “use” will have a variable Points remaining are used to determine how
amount of actual rounds fired, which is why a many n are rolled for Depletion Rolls. This
Depletion Roll is necessary. While a character often means that the character will be forced
can, in theory, waste all their shots with the first to reload again much sooner than they would
use, it is uncommon. But, more importantly, it probably like.
does acknowledge the fact that the majority
of shots fired miss or are otherwise wasted, or Topping Off Ammunition
adrenaline rushes in and a character ends up During periods of Time, a character can
firing far more shots than they intend. These ‘Top Off’ their ammo if they’ve only used a
are all very true to reality and are precisely the few shots. If they have additional CU worth
reason why Depletion is applied to firearms of Ammunition for their firearm in reserve,
instead of individual shot tracking. they can remove Depletion Point from their
equipped firearm.
Fire Control
Fire Control (FC) is an inherent mechanical Supplies will generally read: Use to remove X
property of the firearm and control of the user DP from (name of Kit). In this case, ‘Using’ an
that will allow a greater ability to manage the ‘Supplies - Ammo’, requires the character to
use of the finite supply of ammunition that make a Depletion Roll on the Extra Supplies’
the weapon has. Each Fire Control will allow behalf because its gaining DP with use. Often
the re-roll of one n . Any single n can be re- Extra Supplies of any kind will simply allow
rolled any number of times so long as there are the removal of a fixed number of DP from one
FC remaining to allow for it. This rule includes kind of Kit. In the case of Ammunition, this
rolling n for using alternative firing modes or means removing DP from Firearms. In which
Tactics that require Depletion rolls to be made. case, no Depletion roll is necessary.

Reloading Armor Penetrating (AP)


A character who has a firearm with a fully Some Ranged Weapons have increased ability
depleted Ammunition will be forced to to punch through defenses and cover. The
reload if they want to use it again. During Armor Penetration quality can either negate
Encounters, this will take n per Depletion a point of Defense, or each AP can be used to
Point on the weapon. Many items of Gear, ignore 1 point of Structure used as cover. It
like extra magazines and speedloaders, will will not ignore cover due to Environmental
reduce this to a few Moments, generally n Modifiers. An AP must be used to ignore
per CU unless specified otherwise. Structure first. If the AP value is sufficient to
penetrate cover, then the remaining AP can
Partial Reload reduce Defense.
A character may do a partial reload, only

- Equipment - 111
Bolt-Action/Single Action the same number of extra Depletion Points.
These firearms have a greatly reduced rate of Opponents targeted and those within a 45
fire, which means a character is restricted in degree firing arc from the user must make a
how many shots per turn they can fire compared {Cmps%} or they must add n n to their Dice
to semi and fully automatic weapons. This Pool.
is not always bad, as it makes shot tracking
much easier. Increase the Moments to use this Hunting
firearm by n , but Depletion Points do not add A firearm’s ability to allow the user to hunt
any n to the dice pool. A ‘Bolt-Action/Single- for food is one of the key benefits to owning
Action’ weapon will automatically need to one and knowing how to use it. Weapons built
be reloaded if the Depletion Points equal the on the pistol chassis are largely useless for
weapon’s Capacity, however. this purpose and so can’t benefit. A character
can make a {Srvl%} to generate Food instead
Defensive of just foraging and finding shelter. This will
If the firearm is used to add a Gear bonus to add @ equal to Training Value in Survival
{Grpl%}, then add n or more to the Dice Pool. Gear and/or Firearms/Bows (or any other
weapon used) to any ‘Hunting’ Mission. The
Firearm Training (X) kind of game to be hunted will depend on the
A firearm is not intuitive hardware and region and if it can be killed with the weapons
requires training to use. Some are more a character carries. The categories of game
complicated and dangerous than others. The a character can hunt are as follows: Fowl,
number in the X place will be the Training Small Game, Game, Big Game, and Deadly.
Value of ‘Firearm’ that a character must The ability to hunt these forms of game takes
have to prevent the use of the firearm from the form of Levels that a character’s Ability
counting as a ‘Risky Action’. The difference tiers can add multipliers to as normal.
between the X in this quality an a character’s
Firearm Training Value will add n n to a Firearms that cannot be used to bring down
character’s dice pool when using it. the appropriate kind of animal cannot be used
to accomplish this mission.
Firing Mode, 3 Round Burst
Making an Intent to use this firing mode will Encounters
immediately get a bonus + but will add An animal that can be hunted for food can
an additional Depletion Point. Opponents be encountered with an E%, in which case,
targeted and those within a 45 degree firing combat with the animal will be resolved in
arc from the user must make a {Cmps%} or order to see if the animal can be killed. This
they must add n to their Dice Pool. represents a chance encounter as opposed to a
deliberate effort on the part of the characters
Firing Mode, Fully Automatic to hunt the animals for food. An animal will
Making an Intent to use this firing mode will flee immediately if they detect the characters
immediately get d3 bonus + and will add unless the animal is territorial, in which case,

112 - Equipment -
it will likely attack the characters. Depletion Points equal the weapon’s Capacity.

Internal Chambers Revolver


Internal chambers that store ammunition This firearm has a smaller ammo capacity
treat ammunition like Internal Upgrades and generally a reduced rate of fire, but they
that have the Modular rule for purposes of are sturdy, and shot tracking is much easier.
reloading (like revolvers and most shotguns). Revolvers follow the same rules as a ‘Single
They use the weapon’s own Capacity entry and Action’ firearm but take an additional n per
are slower to reload, so they require an extra Depletion Point removing in order to reload.
n per DP to reload. Speed loaders exist that function like a
Magazine in regards to reload speed.
Magazines
Magazine-fed weapons will use Capacity Semi-Automatic
provided by the ammunition magazine and A ‘Semi-Automatic’ weapon treats H † results
can remove as many Depletion Points as the on Depletion rolls as 0. A ‘Semi-Automatic’
magazine will allow with a single Action with weapon will automatically need to be reloaded
n n when reloading. if the Depletion Points equal the weapon’s
Capacity.
Noise
All Firearms generate Risk due to the noise Snub Nose/Sawed Off
they make when used. They will generate W A firearm sacrifices its barrel length (and thus
1 if used in an Encounter. Some models of range and accuracy) in favor of ease of use at
firearm will be considerably louder, however. very close ranges as well as extra concealment
Such differences will be noted in the entry ability. A Snub Nose/Sawed Off weapon loses
themselves. Whenever a new E% is required all Long Range lethality Multipliers and
after 24 Moments, this can again generate reduces Medium Range Lethality Multipliers
Risk, whether or not it is successful. by 2x and Close Range by 1x to a minimum of
0x. The firearm gets an extra n to add to the
A character cannot turn in + during the dice pool if the weapon is used to grant a Gear
Resolution phase for l the way normal Bonus to Grapple% or Firearms, Long Gun%
checks can. This is because the noise firearms at Close Range. The Speed to use this weapon
generate are rarely a strategic advantage. is also reduced by n .
This is subject to interpretation and can be
overridden when subtlety is not a concern. HAZARDS ASSOCIATED WITH
FIREARMS
Pump-Action The GM can have H † results on any n rolled in
† results
A ‘Pump-Action’ firearm will treat H the dice pool with one of the following effects.
on Depletion Rolls as 0, but will require
n to use. A ‘Pump-Action’ weapon will Cramped Quarters W 5
automatically need to be reloaded if the The character finds themselves in a situation

- Equipment - 113
where larger firearms are a disadvantage due Firearm Variations
to cramped hallways, tangling debris, etc. If a
character has a firearm thats use adds n n n The following represent common models of
or more to the dice pool, also add n n to the firearm, their statistics, possible upgrades
dice pool. and possible variations of the model that can
be found.
Jam H †H†
The Firearm is jammed and it requires a FIREARM CUSTOMIZATION OPTIONS
character n n in order to clear it. The A character can only apply one modification
firearm does not count as having been used. to any of the following points, should a
firearm have the “slot” available or the
†H
Friendly Fire H †H†H † ability to customize such a feature. This
A rare, but unfortunate outcome is that a can also describe various features between
character unintentionally shoots another models. Fixed characteristics of a firearm
character. Resolve the attack by rolling n per that can’t be modified will simply be reflected
- rolled. in the weapon’s entry without any option
to customize it. To do so will require the
appropriate Gear and either a Labor cost or a
Speed entry if it’s a quick addition that doesn’t
require Skill Checks to generate Labor.

Barrel (Internal) - A modification to a


weapon’s barrel by way of a conversion kit
will allow different caliber of ammunition to
be fired with the same weapon.
@25
Barrel Additions (External) - The barrel can
have a few external options. They can have
extended or long barrel options to increase
range and accuracy, shorter barrels to make
it more compact, or feature a silencer or
suppressor to muffle the sound of gunfire.
Lengthen: n n n n
Shorten: @15

Firing Mechanism (Internal) - A


modification to a firearm’s firing mechanism

114 - Equipment -
can alter the rate of fire and the amount of @30
pressure the user needs to put on the trigger to
fire the weapon. Stock (External) - A weapon’s stock will
@30 generally only feature a lighter or more recoil-
suppressing function or a place where a few
Grip - (External) - A modification to the grip more shells or cartridges can be kept. Some
is strictly for the comfort of the user. There is models that have their Stock slot taken up
little other material possibility that a different with a unique feature will be things like a Bull
grip will allow. Pup configuration, which places the magazine
@10 behind the trigger to shorten the overall length
of the weapon.
Magazine (External) - A magazine-fed @15
weapon will often have magazine options
that feature increased Capacity. Some just Tech Points (TP)
have a few additional cartridges, but some Weapons generally have one customization
feature box or drum feed to grant the user an option per Tech Point (TP) in the abstract.
exceptionally long use of their weapon before Known models will follow the earlier
needing to reload. These sort of modifications parameters, but for fictional models of
will often not be a part of the weapon, per se; firearm or ones with a fantastic array of
instead, it will represent the other kinds of manufacturers and features, using Tech Points
magazine-style ammunition feed the weapon as a means of restricting customization option
can have. Applying this upgrade is essentially is a helpful guide. Specific models will often
using a magazine to Reload. not feature Tech Points, as all of their options
Reload: n n and variations are presented in the entry or
are well known.
Rail, Light (External) - This underslung
rail will allow a light attachment such as Cartridges
a flashlight or red dot laser sight. This Firearms are generally broken down by the
rail generally cannot be used with other cartridge they fire, as both pistols and rifles
underslung features, such as a bayonet, bipod, can potentially take advantage of the same
or grenade launcher. ammunition. The general rule of thumb is
@25, (n n n n for flashlight) that the only real difference is the accuracy
and range, which will be represented by the
Rail, Sight (External) - This top-mounted Range and Lethality. In the case of machine
rail can support multiple kinds of scopes that pistols, the stats of Pistols will be used, but
can replace the normal iron sights firearms the weapon may be larger and feature only a
have. A scope is generally the only thing higher Capacity and a greater rate of fire. Any
that can occupy this slot, but there are many variances that can be found in the ammunition
models of scope that can provide different itself will be described in the same entries.
targeting options.

- Equipment - 115
Pistols Deadly – Adds n to the dice pool when using
and Submachine Guns this cartridge size.
Rarely more than a sidearm, a pistol has short
range, limited capacity and is comparatively Models:
inaccurate compared to a long gun. What it 5.45x18mm-9mm Steyr. 9mm Parabellum,
lacks in those things, it more than makes up 8mm Mauser, 40 S&W, .57x28mm, .38
for with portability and is concealable. This Special
describes any number of firearms that use
pistol ammunition, as not only true pistols use Heavy Pistol Cartridge
this but sub-machine guns (SMGs) as well. Lethality: 2x / 0x / -
The difference between a pistol and an SMG
is that the SMG has a higher rate of fire and a Special:
larger ammunition capacity. Heavy Recoil – Add n to the dice pool unless
a character’s Sb is 3 or more.
Ranges: 0’ to 15’ / 16’ to 45’ / 46’+ Deadly – Adds n n to the dice pool when
using this cartridge size.
CU: 1
Lethality: varies by cartridge Models: .38-.45 ACP, .357 Magnum, .45,
Capacity: varies by model, but is equal to the 10mm Auto
ammo capacity of the actual model of firearm
Speed: n n

{SC%}: {Int%}, {Frm-P%}, {Grpl%}

Special:
Capacity – The capacity of the pistol or SMG
could be a range of numbers based upon the
model and make of the firearm.
Defensive – Add n n to the Dice Pool if a
Pistol provides a Gear bonus to Grapple%. Massive Pistol Cartridge
Lethality: 2x / 0x / -
Small Pistol Cartridge
Lethality: 1x / 0x / - Special:
Massive Recoil – Add n n to the dice pool
Models: 2.7 Kolibri, .221 Remington, .22 unless a character’s Sb is 3 or more. If the Sb
is 3 or more, add only n .
Intermediate Pistol Cartridge Deadly – Adds n n n to the dice pool when
Lethality: 1x / 0x / - using this cartridge size.

Special: Models: .44 Magnum, .55 Boxer

116 - Equipment -
Pistol Models Headshot + + + + + – Add n n n to
the dice pool. Target gets no Defense and adds
.22 PISTOL n n n n n n to their Actions next Round.
Capacity: 10, 12, 16
Speed: n n 1911
TP: 2 Capacity: 7, 9, 10
Base Dice Pool: n n + n per Depletion Speed: n n
Point TP: 1
Base Dice Pool:
Special: n n n n + n per Depletion Point
Cartridges – Uses Small Pistol Cartridges.
Special:
Accurate Hit + – Add n to the dice pool. Cartridges – Uses Heavy Pistol Cartridges.
Heavy Recoil – Add n to the dice pool unless
Focus Fire + – Add 2 extra Depletion Points, a character’s Sb is 3 or more.
and add n n , which adds a total of n n n n
to the dice pool. Deadly – Adds n n to the dice pool.

Headshot + + + + + – Add n n n to Magazine – The 1911 is Magazine loaded.


the dice pool. Target gets no Defense and adds
n n n n n n to their Actions next Round. Accurate Hit + – Add n to the dice pool.

9MM PISTOL Focus Fire + – Add an extra Depletion Point,


Capacity: 8, 10, 15, 17, 19, 20, 32 and add n n , which adds a total of n n n to
Speed: n n the dice pool.
TP: 2
Base Dice Pool: n n n + n per Depletion Headshot + + + + + – Add n n n n to
Point the dice pool. Target gets no Defense .Target
Special: gets no Defense and adds n n n n n n to
Cartridges – Uses Intermediate Pistol their Actions next Round.
Cartridges.
BEAR PISTOL
Deadly – Adds n to the dice pool. Capacity: 5
Speed: n n
Accurate Hit + – Add n to the dice pool. TP: 0
Base Dice Pool: n n n n n
Focus Fire + – Add 2 extra Depletion Points,
and add n n , which adds a total of n n n n Special:
to the dice pool. Cartridges – Uses Massive Pistol Cartridges
Defensive – Add n n to the dice pool if this is

- Equipment - 117
used to provide a Gear bonus to {Grpl%}
Snub Nose – This weapon loses all Long
Massive Recoil – Add n n to the dice pool Range lethality Multipliers and reduces
unless a character’s Sb is 3 or more. If the Sb Medium Range Lethality Multipliers by 2x
is 3 or more, add only n . and Close Range by 1x. The firearm gets an
extra n to add to the dice pool if the weapon
Deadly – Adds n n n to the dice pool. is used to grant a Gear Bonus to Grapple%.
The Speed to use this weapon is also reduced
Revolver – Depletion points do not add n by n (already reflected in the Speed entry).
to the dice pool. Reloading requires n per
Depletion Point removed in order to reload. Accurate Hit + – Add n to the dice pool.
Speed loaders exist that function like a
Magazine does in regards to reload speed. Point Blank Shot + – If used during Grapple,
add n n to the dice pool.
Snub Nose – This weapon loses all Long Range
lethality Multipliers and reduces Medium
Range Lethality Multipliers by 2x and Close Submachine Gun/
Range by 1x. The firearm gets an extra n to Machine Pistol Models
add to the dice pool if the weapon is used to
grant a Gear Bonus to Grapple%. The Speed MAC-10
to use this weapon is also reduced by n Capacity: 30, 32
(already reflected in the Speed entry). Speed: n n
TP: 2
Accurate Hit + – Add n to the dice pool. Base Dice Pool: n n n + n per Depletion
Point or n n n n + n per Depletion Point.
Headshot + + + + + – Add n n n to
the dice pool. Target gets no Defense. Target Special:
gets no Defense and adds n n n n n n to Cartridges – Uses Intermediate or Heavy
their Actions next Round. Pistol Cartridges.
Heavy Recoil – If the MAC-10 model uses
DERRINGER Heavy Pistol Cartridges, add n to the dice
Capacity: 2 pool unless a character’s Sb is 3 or more.
Speed: n
TP: 0 Deadly – Adds n or n n to the dice pool
Base Dice Pool: n n n + n per Depletion depending whether or not it uses Intermediate
Point or Heavy Pistol Cartridges.

Special: Firing Mode, Fully Automatic – Making an


Cartridges – Uses either Small or Intermediate Intent to use this firing mode will immediately
Pistol Cartridges. get d3 bonus + and will add the same number

118 - Equipment -
of extra Depletion Points. Opponents targeted Suppressive Fire + – Add n per +
and those within a 45 degree firing arc from spent. One target must make a {Cmps%} or
the user must make a {Cmps%} or their next {Do%} Save Throw with n per + spent
Intent is delayed an additional n n . on “Suppressive Fire”. Each - in the Save
Throw will add n n to their next Check.
Accurate Hit + – Add n to the dice pool.
Headshot + + + + + – Add n n n to
Suppressive Fire + – One target must make the dice pool. Target gets no Defense. Target
a {Cmps%} Save Throw with n per + spent gets no Defense and adds n n n n n n to
on “Suppressive Fire”. Each - in the save their Actions next Round.
throw will add n n to their next Check.
Carbine
Headshot + + + + + – Add n n n to A carbine is a shortened barrel firearm that
the dice pool. Target gets no Defense. Target fires pistol ammunition. They fall into the
gets no Defense and adds n n n n n n to blurry category between pistol and rifle in
their Actions next Round. that they are clearly designed for use in two
hands, but they use smaller cartridges that are
UZI used primarily in handguns.
Capacity: 20, 25, 32
Speed: n n For a Carbine, a character uses the Lethality
TP: 2 of pistol ranges, but uses the range increments
Base Dice Pool: n n n + n per Depletion of Rifles. The variance between models will be
Point its available firing modes, ammo capacity and
capability of taking modifications.
Special:
Cartridges – Most factory models use
Intermediate Pistol Cartridges.
Deadly – Adds n to the dice pool. Long Guns
A long gun encompasses both rifles and
Heavy Recoil – Add n to the dice pool unless shotguns. They are the standard weapons given
a character’s Sb is 3 or more. to any military or paramilitary unity. They are
designed for reliability and range. A firearm
Magazine – The Uzi is magazine loaded. that requires two hands to use effectively is
a long gun. As the name implies, it features
Accurate Hit + – Add n to the dice pool. a longer barrel, which gives the fired rounds
better range and accuracy. There is incredible
Focus Fire + – Add 2 extra Depletion Points, variety between models in their cartridge or
and add n n which adds a total of n n n n shell as well as their firing mechanism. Some
to the dice pool. shorter models, like carbines or bull pup
configurations, may still fall under the Long

- Equipment - 119
Gun category, even though they are on the
small end of the spectrum in terms of overall Intermediate Rifle Cartridge
length. Lethality: 2x / 1x / 0x
Models: 5.45x59 Soviet-7.62 Soiviet, 5.56
Rifles NATO, 30-06

Range: Special:
Undeployed - 6’-30’ / 31’-90’ / 91’+ Deadly - Adds n to the dice pool when using
Deployed - 12’-60’ / 61’-180’ / 181’+ this cartidge size.

CU: 2
Lethality: varies by cartridge Heavy Rifle Cartridge
Capacity: varies by model, but is equal to the Lethality: 2x / 1x / 0x
ammo capaicty of the actual model of firearm Models: 7mm 300 WSM, 6.5 Arisaka-.30-40
Speed: n n n Krag, 8mm Mauser

{SC%}: {Int%}, {Frm-L%}, {Srvl%*} Special:


Heavy Recoil - Add n to the dice pool unless
Special: a character’s Sb is 3 or more.
Capacity - The capacity of a long gun could be
a range of numbers based upon the model and Deadly - Adds n n to the dice pool when
make of the firearm. using this cartridge size.
Small Rifle Cartridge
Lethality: 2x / 1x / 0x Massive Rifle Cartridge
Models: .22 Lethality: 2x / 1x / x0

120 - Equipment -
Models: .50 BMG, 308 Laputa Magnum
Special:
Special: Bolt Action – Add n to the dice pool. Already
Massive Recoil – Add n n to the dice pool reflected in the “Speed” entry. Depletion
unless a character’s Sb is 3 or more. If the Sb Points do not add n to the dice pool, but
is 3 or more, add only n . reloading is necessary when the Depletion
Points equals the Capacity entry.
Deadly – Adds n n n to the dice pool when
using this cartridge size. Cartridges – Uses Heavy Rifle Cartridges.

RIFLE MODELS Heavy Recoil - Add n to the dice pool unless


a character’s Sb is 3 or more.
.22 Rifle
Capacity: 10, 15, 17, 21, 30 (tubular or Deadly – Adds n n to the dice pool.
magazine)
Speed: n n AK-47
TP: 2 Capacity: 5, 10, 20, 30, 75
Speed: n n n
Special:
Cartridges - Uses Small Rifle Cartridges. Special:
Cartridges – Uses Intermediate Rifle
30-06 Bolt Action Rifle Cartridges.
Capacity: 6
Speed: n n n n Deadly – Adds n to the dice pool.
TP: 1

- Equipment - 121
Firing Mode, Fully Automatic – Making an {SC%}: {Int%}, {Frm-L%}, {Srvl%*}
Intent to use this firing mode will immediately Special:
get d3 bonus + and will add the same number Noise – Each time a character uses a shotgun,
of extra Depletion Points. Opponents targeted it will generate W d3 for the GM to use.
and those within a 45 degree firing arc from
the user must make a {Cmps%} or their next 00 Buckshot
Intent is delayed an additional n n . Lethality: 3x / 1x / -

Special:
Deadly - Add n to the dice pool.

7 1/2 Birdshot
Lethality: 2x / 1x / -

Armor Penetrating/Steel
Lethality: 2x / 1x / -

Shotguns
The shotgun and its many variants are distinct
in that they are designed to fire not single solid
rounds, but shot pellets that are designed to hit
small, fast-moving targets. Among the most
useful traits a shotgun has is that it can utilize
multiple specialized shells to accomplish a
myriad of different effects. Most models of
shotgun will have slow rates of fire, but there
are some military grade models that have the
rates of fire that compare to rifles with special
firing modes.

Range: 1’-25’ / 26’-45’ / 46’+

CU: 2
Lethality: varies by shell
Capacity: varies by model, but is equal to the
ammo capacity of the actual model of firearm
Speed: n n n
FC: Varies by model

122 - Equipment -
Special: Deadly – Add n n to the dice pool.
Armor Piercing 3
Damage – Add [Pi] to damage types Gas
Deadly – Add n to the dice pool. Lethality: 4x / - / -

Bolo Special:
Lethality: 2x / 1x / - Stun – This does not inflict damage, but it
will add n to their next Intent per + in the
Special: attack against all the targets.
Specialty – Add n n n to the dice pool. Grenade
Lethality: 2x / 1x / -
Bind – The target of this shell will add n n n
to the dice pool for movement actions until Special:
freed. Specialty – Add n to the dice pool

Buck and Ball Deadly – Add n n n to the dice pool


Lethality: 3x / 2x / -
Screecher/Flare
Brenneke and Foster This is a noisemaker or signal. Either way,
Lethality: 3x / 2x / 1x it can be used to allow characters searching
for the user to add @ 10d5! to any Search
Disintegration or Breaching and Rescue missions. It will also add 2d5! W
Lethality: 4x when used.
Using this will not have any Lethality, except
perhaps at point blank. This shell is used for SHOTGUN MODELS
blow out deadbolts, so it will add d6 Labor per
+ to any attempt to enter a secured location. Assault Shotgun
Capacity: 10
Fleschette Speed: n n n
Lethality: 2x / 1x / 0x TP: 3

Special: Break, Double Barrel


Damage - add [Sl] to damage types. Capacity: Special
Speed: n n n
Tungsten TP: 2
Lethality: 2x / 1x / - Special:
Single Action – A double barrel shotgun can
Special: only fire twice before needing to be reloaded.
Armor Piercing 4 Firing both barrels simultaneously will add
n n to the dice pool.

- Equipment - 123
dice pool if the weapon is used to grant a
Military Grade Shotgun Gear Bonus to {Frm-L%} at Close Range.
Capacity: 8, 20, 32 The Speed to use it is also reduced by n .
Speed: n n n
TP: 3
Bows and Crossbows
Pump Action Bow weapons have reliably served humanity
Capacity: 6, 8 for longer than civilization has recorded
Speed: n n n history. Sadly, despite the tremendous
TP: 2 advantages such weapons have in the events of
the fall of civilization, its use is relegated to a
Special: select few. Modern accouterments have given
Pump-Action – A ‘Pump-Action’ firearm will the humble bow incredible striking power, but
treat H† results on Depletion Rolls as 0 but will it still demands far more practice than does a
require n in order to use, which is already firearm to produce consistent hits.
reflected in the Speed entry.
The crossbow, both historically and in modern
Sawed-Off Shotgun times are a small exception. The development
CU: 1 of the crossbow changed the face of warfare
Capacity: Special by allowing common soldiers to replicate the
Speed: n n effectiveness of a trained archer.
TP: 1 CU: ••
Base Dice Pool: uu +n in “Speed”
Special:
Pistol – This weapon can be used in the same Special Rules
manner as one would use a pistol weapon. Capacity – All bow weapons use the Capacity
of the Extra Supplies–Arrows/Bolts they
Single Action – A double barrel shotgun only logically must carry in order to use bow
can fire twice before needing to be reloaded. weapons. The container itself takes up CU as
Firing both barrels simultaneously will add the appropriate sized Kit normally.
n n to the dice pool. Training – Using this kind of weapon without
at least a Training Value of 1 In “Archery
Defensive – If the sawed off shotgun is used Gear” will add n n n for Bow weapons and
to add a Gear bonus to {Grpl%}, then add an n n for crossbows.
additional n n to the dice pool.
Sawed-Off – The Sawed Off weapon loses all BOW/CROSSBOW MODELS
Long Range lethality Multipliers and reduces
Medium Range Lethality Multipliers by 2x Bow
and Close Range by 1x to a minimum of 0x. Lethality: 1x/0x/-
The firearm gets an extra n to add to the Capacity: special

124 - Equipment -
Speed: n n n
Special:
Compound Bow Deadly – Add n to the Dice Pool.
Lethality: 2x/1x/-
Speed: n n n Reload – See above.
Special:
Break – Using this with an Sb of 2 or less will SPECIAL AMMUNITION
add n n to the dice pool.
Broadhead Arrows/Bolts
Crossbow Any + spent on abilities that allow the
Lethality: 2x/1x/- rolling of n will get an extra n to add to the
Speed: n n target of their attack.
Target Arrows/Bolts
Special: These are commonly available, but are
Reload – If a character’s Sb is 2 or less, generally only for target sports. Using them
add n n n when the crossbow needs to be as ammunition will add n to the Dice Pool.
reloaded in order to use in the same Round. If
Sb is 3 or higher, only add n n . Handmade
Handcrafted arrows are generally not as good
Compound Crossbow as precision factory models. Using them as
Lethality: 2x/1x/0x ammunition will add n n to the Dice Pool.
Speed: n n

- Equipment - 125
Gamemastering result from the collapse of society, and they
are very unpalatable subjects. Some of those
To run a session of Outbreak: Undead.. requires elements are often not distant enough cultural
a certain willingness to subject characters memories to be exploited for the sake of a
who may be based on the players themselves game without risking outright insensitivity. In
to unimaginable horrors. The threat of their some cases, such savage realities exists to this
demise is ever-present. For this reason, a lot day somewhere in the world, and to make light
of caution and some planning needs to go of it would be disrespectful and particularly
into each session so that the players have an immoral to ignore as being a tragic reality of
enjoyable (if not informative) session. our present human condition.

A Few Words of The Basics of


Caution Storytelling
We cannot stress enough the importance of While you are running a game, what you
gauging the general attitude of your group are actually doing is immersing the players
before planning a session. This is almost an into a story that they are participating in.
issue unique to Outbreak: Undead.. because There are many examples of zombie movies,
this is one of the few games that has players books, television shows, and comics that vary
playing themselves as characters as a well- tremendously in their effectiveness in telling
integrated method of gameplay. As such, a story. With few exceptions, all the ones you
the players will want to believe themselves are thinking of, whether you like it or not, told
capable, composed, intelligent, and the story they set out to tell. The difference is
qualified. The events of the game may prove how much the audience can resonate with the
this incredibly untrue. Depending upon the characters, and any good story will involve
personality of the player, this may be news that caring deeply about what happens to the
is not well taken. This caution also extends to characters. Then again, a “slasher” film with
the use of family, friends, or even pets of the the undead will not concern itself so much
players as tertiary characters. with the characters but with the delight of
killing zombies and maybe saving/losing a few
Of equal importance to consider, the setting companions in the process (all in good fun in
of this game invites some incredibly dark that situation). There may even be a perverse
and ghastly possibilities for encounters and joy in seeing just how badly the characters end
events. This can expose your players and their up meeting their demise. Since there are a
characters to the darkest depths of human variety of games you can run given the setting,
depravity as realties their characters could a few examples and any related rule changes
face but that are personally revolting to the that result are listed here.
players. Ruthless vigilantism, cottage industry
cannibalism, trafficking, and the reduction of Survival Horror
humans to cattle to be bred, brutalized, or The classic Survival Horror scenario is a
even auctioned off as slaves until eaten may good default if you don’t know what to do.

126 - Gamemastering -
Resources are scarce, the chance of survival
is low and there are many avenues a character
can attempt in a desperate bid to survive. In Outbreak Level
this scenario, character personalities and the Much of what happens to characters in-game
social roles they adopt are very important to is determined by the “Outbreak Level”, often
distinguish, as this is a highly story-driven abbreviated as “OL”. The higher the number
campaign. Realism and elements of horror are of OL, the further away from an intact society
married well in this sort of scenario. Rarely the game takes place.
does this scenario involve truly digging in and
making a dedicated Stronghold, although Outbreak Levels
they may establish encampments as they
make their way to their ultimate destination. Outbreak Level 0
This is most peoples’ frame of reference for what is
Recommended for: General interest, fans of normal. There is no disruption of commerce. Citizens go
horror, and those who enjoy strategizing and about their day as if nothing is amiss.
managing dwindling resources.
Outbreak Level 1
Rules Adaptation(s) for “Survival Horror” The initial onset of a conflict. Many facilities are
In a “Survival Horror” scenario, characters intact, and most familiar surroundings are unscathed.
start with a fairly large amount of l, which Panic is setting in, and the world that the characters
is determined by the amount and difficulty of know may change forever. The majority of the population
the Missions that will comprise the session could be unaware that anything is awry.
planned. The GM will add the total of all the
Primary l Rewards to determine the amount Outbreak Level 2
of l the characters start with, and as the It is apparent this is severe crisis. Most people have
scenario progresses, characters will attempt at least heard something is wrong. The threat is
to survive the gauntlet of challenges ahead of escalating, and most people are abandoning their posts
them. Characters who do poorly will cause the if not obligated by the military or government.
GM to use various Hazards such as ‘Deus Ex
Machina’ in order to reduce their SP total, but Outbreak Level 3
it allows characters to survive the harrowing Panic sets in. Martial Law is formally declared, and
ordeal at the expense of their l rewards. An non-essential business halts.
l total that is reduced to 0 will remove this
safety net from the characters, and they will Outbreak Level 4
be forced to face the full consequence of their History will remember this time as being one of conflict,
decisions. seemingly without end. Even if the opponents were
defeated, the social conscience of the populace will
Any leftover l the characters have not lost still be forever scarred. There is no assurance that
or spent at the session’s end will be kept and things will be normal again.
distributed among the players normally.

- Gamemastering - 127
Hack and Slash in the scenario. In The Aftermath, the GM
This scenario is a straightforward getting must spend some thought and time describing
from point A to point B to survive sort of what form the post-apocalypse has taken.
game. The goal here is to make the encounters This should include what, if any competing
with Opponents fast and fun. This is easily forces are at work other than the omnipresent
the most story and realism-light way to play, threat of the Undead. Lastly, this scenario has
which means that characters can, in fact, an incredible range of roles the characters
inexplicably have access to military grade can play. They can be very involved and tell a
weapons and face foes that defy reason or any detailed story of this post-apocalypse world,
real logical origin. Elements of fantasy and or they can actually play the role of players,
sorcery of some kind can even be a part of your and let an Encounter Table and supplementary
story if you so desire. Encounter Decks decide what dangers the
players all face.
Recommended for: fans of slasher films,
casual gamers, one-off scenarios Rules Adaptation(s) for “The Aftermath”
The Aftermath will almost always take place
Rules Adaptation(s) for “Hack and Slash” in OL 4. All missions are essentially character
Characters in a “Hack and Slash” scenario initiated or follows a loose story arc provided
don’t have to obey any logical story cohesion by the GM. In truth, this could be called
as to how or why they are fighting on the Outbreak Level 5, which indicates a purely
same side. GMs can offer their own Resource speculative post-apocalypse society. In this
Catalogs that include any kind of weapon and scenario, the characters must make every
include Opponents of any variety. The one effort to maintain a Stronghold. The players
and only rule is to make Encounters fast and can continue to use their characters so long
exciting. There is no greater concern for story as they are alive, but without a Stronghold
in this scenario. to run or be a part of, this scenario would
be considered a failure. The characters must
The Aftermath then resort to Survival Horror until they can
This is a very involved campaign. It requires establish a new Stronghold.
a dedicated group that represent likewise-
minded dedicated characters who are THE STRONGHOLD
determined to rebuild civilization by carving Characters can establish a Stronghold as a
an existence in the wasteland the apocalypse base of operation. This area will me relatively
left behind. The focus is on not just surviving, more secure and safe than the surrounding
but living. For this reason, characters may area. A Stronghold can also be upgraded to
find themselves finding and working on have new features.
things that involve more than just day-to-day
survival. Things like finding important books Any base Stronghold will have the same
and building a nursery may seem trivial, but establishment Mission; however, the GM
they may mean everything to the characters can alter the parameters as they feel

128 - Gamemastering -
appropriate to the scenario and the specifics effect. In these cases, the actual E% is not
of the location. Labor is generated by either effected, except for the specific purposes of
inflicting damage to inhabitants to drive them triggering that effect.
out, or to do repairs or some combination of
the two. An Encounter Table can be specific to a
scenario, but there is a general table that can
Establish Stronghold be used until the GM can specialize it further
@100 x Size of the Location with their own unique Opponents.
@5 x Size for upkeep
Characters are able to rest a little easier in a USING AN ENCOUNTER DECK
secured Stronghold. A GM can opt to use an Encounter Deck.
This gives an element of randomness to
Secured – While within the perimeter of a what characters face. This is in place of or
Stronghold, the GM cannot make any E% for supplementary to using the cards as purely a
free during periods of Time. Any Encounters narrative reference. The GM has 5 cards ‘In
that take place can only do so by spending Risk. Play’ that function as different challenges a
Clear Area – The GM may use the Hazards character can face and draws 3 cards into their
available to them for “Clear Area” missions. hand +1 additional card per OL. The cards
in play are what are added to the Encounter
Encounters Check result and can be a unique set of
Opponents, special circumstances, hazards
or some special Mission that characters can
The Encounter take. All of these can be utilized at certain
A GM will be able to deploy Opponents and results of an Encounter Check as if they were
other challenges by using the + from an part of the Encounter Table or played as
E%. Each OL will add a bonus + to the E% Hazards by paying W costs. Most cards
result, as high numbers of + will generally from an Encounter Deck are used only once,
result in an Encounter with more or deadlier then discarded and replaced with the next
Opponents. card on the top of the deck or from a number
of cards in the GM’s hand.
ALTERING THE E% RESULT
Many Hazards and Tactics as well as using Encounter Checks
Checks like {Stealth%} can alter the
Encounter Check {E%}. They generally The majority of what a GM does while running
will add either a + or a - . Apply such a session is making and interpreting Encounter
alterations before deploying any Opponents or Checks (E%). The question of where and when
playing any additional effects that are based depends upon the scenario, but there are a few
on the result of an E%. rules of thumb the GM can use to determine
Some special rules will alter an Encounter when to make Encounter Checks.
Check for the purposes of triggering a specific

- Gamemastering - 129
The GM can make an E% when... this, or a Standard Opponent can be upgraded
• One period of Time passes. with various W purchases.
• Characters enter a new Location.
• A certain number of Rounds pass during Unique Opponents – An Opponent that is
Encounters. literally one of a kind, extremely rare or
• The GM pays W 5 reduced by W 1 per particularly deadly.
Outbreak Level.
• Characters spend too much time out of IF THE CHARACTERS WISH TO ALTER
game deliberating. THE ENCOUNTER LOCATION...
If the characters are at a severe disadvantage
Determining the where the GM decides to have the Encounter,
Percentage Chance of then the characters will be able to make a
an Encounter Check {Nav%} as an opposed Check to the GM’s
Unless a target percentage chance is pre- E%. The one with the higher + will be
determined by scenario notes, the percentage allowed to determine where the Encounter
chance of an Encounter Check (E%) is equal takes place. Ties will go to the GM. However,
to 10% per Pb of the “Standard” Opponent. if the players wish to change the Location
Many Opponent special rules such as of the Encounter, then the characters count
‘Improved Sense’ will grant further bonuses. as having actually traveled in that direction
Some Hazards can alter this as well. and entered that Location. This is important,
because the GM is often restricted in the kinds
Basic Encounter of Opponents and Hazards they are able to
Checks play, and different Locations will often alter
what it is a GM can deploy and use against the
Each Outbreak Level will add a bonus + to characters.
the E% result. The GM can also add a bonus
+ to the E% result by spending W 10 after The opposed Check of the GM’s E% versus the
the roll is made. characters’ {Nav%} does not alter the rolls. The full
result of the GM’s E% is what is used to determine
Standard, Template, and Unique Opponents the severity of the Encounter.
will be gone over in detail in the Opponents
section, but a basic rundown is as follows: IF THE CHARACTERS WISH TO ALTER
THE RESULTS OF AN E%...
Standard Opponents – The most common If characters wish to alter the results of the
Opponent possible. It is their Pb that will E% itself, they make either a {Stlh%} against
determine the E% percentage chance. whatever Opponents are deployed against
them or the characters will have the encounter
Template Opponents – An upgraded version with the opponents anyway. In both cases, it
of a Standard Opponent. Some special is safe to assume that these are considered
Opponents can be deployed if the E% results in ‘Risky’ actions, and as such H† results on any

130 - Gamemastering -
d5! will compound any negative results the Check is modified (for better or worse) or
players get or simply generate more Risk. avoided entirely based on the result, but the
GM decides where it is the characters needed
Hiding to go in order to effectively sneak around their
Characters attempt to hide if they are going Opponents. The Location moved to in order to
to ground and diverting all their efforts into avoid the Encounter may not be any further
not being detected. The characters stop than any distance that ‘Slow’ movement will
their Movement at wherever the Encounter allow from the Encounter’s original Location.
takes place and make a {Stlh%} against the The GM can present options as to where a
Opponents’ {Sp/Li%}. The characters’ Check character may go in order to attempt a Sneak
will be treated as a normal Opposed Check Check, and bonuses or penalties or some
in regards to how it alters the result of the scenario narrative may be altered as a result.
opposing Check.
The GM must be able to describe this with
Characters who do not get enough + to some narrative, otherwise the GM is just
reduce the E% to less than 0 + will still stalling and frustrating the characters for
have an Encounter, but the reduced + will be no real reason other than because the rules
what is applied to the results of the E%. This mechanically allow for it. If the GM cannot
represents the characters avoiding the bulk come up with a convincing reason as to why
of the Opponents with their efforts. However, characters are stalled or diverted from their
there is no reason why the GM can’t deploy original course, then they should not do so.
the remaining Opponents determined by the
original E% after enough rounds pass. A
general rule of thumb is that the additional Narrative
Opponents arrive (d5!-Pb of the Opponent)
Rounds later, to a minimum of 1. The result
Scenarios
† could indicate that all the Opponents
of an H The GM can opt against using Encounter
are deployed, but the characters have the Checks at all and have every Encounter
advantage of having a Surprise Round. scripted, planned or determined by the
narration of the session. This form is far more
Sneaking informal and requires the GM to be well-
Characters attempt to sneak if they are trying invested in the development of the scenario.
to reduce the results of an E% but still wish to When deciding whether to use E% or Narrative
Move. The Difficulty of the Check is increased Scenarios, it’s important to remember that
by n per + in the E%, but the Check is made it is not an either or decision. In fact, even
as an Opposed Check to the {Sp/Li%} of their using strictly E%, the GM would benefit their
Opponents. The characters will treat the Check players tremendously by explaining how or
as a normal Opposed Check in regards to how in what manner the Opponents encounter
it alters the result of the opposing Check. If the players in the way one does in a purely
the Check is successful, then the Encounter narrative scenario.

- Gamemastering - 131
Missions can modify this further.
Characters can undertake Missions to get
Survival Points (l) to progress in the GAMEMASTER FIAT
scenario or get some other benefit. Regardless Bonus @ can be granted by the GM if the
of the effect, the means of getting there follow characters demonstrate the capacity for
the same structure. Characters must generate creative thinking and situational awareness.
Labor (@) to accomplish the mission. How Basically, Labor is meant to be the GM’s
Labor is generated depends upon the mission, tool to gauge progress in a Mission and
but it will be described in the entry. Generally Campaign. It is not meant to be a restrictive
it’s by Skill Checks. criteria or another tally that players need to
track. Reward ingenuity whenever possible,
Anatomy of a Mission Card especially if a character or party of characters
1. Name – The name of the Mission are close to the @ total they need to reach.
2. Category –The category of Mission card. However, larger bumps in @ may correspond
Most will simply say “Mission” with extra W for the GM.
3. Labor Cost – The amount of Labor that
the party must generate before they can take
advantage of the Success entry. The Location
of the Mission will provide additional Risk to
any Mission that is being undertaken there.
4. Risk Pool – The bonus Risk the GM gets 1
if the characters attempt to accomplish the
Mission 2
3 4
5. Skill Checks% – The Skill Checks 5
characters can make to generate Labor
(@). 6
6. Description – A short description of the
Mission.
7. Hazards – Hazards the GM can use that
are unique to characters accomplishing this
7
Mission
8. Success – The reward characters get for
accomplishing this Mission
9. Failure – The result of failing the Mission
8
Labor (@)
Each + in a relevant Skill Check by any 9
character will add @ d5! to the progress of
the Mission. Many gear, or character Traits

132 - Gamemastering -
Locations 1
The GM must utilize locations where the
2
characters are undertaking missions or even
3 4
just passing through. 5
Anatomy of a Location Card 6
1. Name – Name of the Location
2. Category – Category of Location, should
any special distinction exist. Location Features
will have “Location Features” or “Location
Hazard” instead of just Location, for example. 7
3. Labor – The amount of Labor added to any
Mission undertaken at this Location
4. Risk Pool – The amount of Risk the GM
gets to use on a party of characters that enter
this Location.
5. Survival Points (l) – The bonus Survival 8
Points that a party of characters get by
accomplishing a Mission at the Location
6. Description – A short Location description
7. Hazards – Hazards the GM has access to
when Characters are in the Location the Location specifically. Similarly, the same
8. Resource Levels – What category of Hazard may have different W costs from
things can be found at the Location when one Location to the next, so very rarely will a
appropriate Resource Levels are unlocked by static value be presented here for reference. A
“Supply Run” Missions or something similar. GM can, of course, invent their own Location
Hazards and set their own W costs to better
Location Hazards reflect the reality of their situation.
A gamemaster can utilize Hazards at a
location to give some variety to Encounters. Sample list of Location Hazards
Many Locations will have their own unique
Hazards, which will be listed in an entry or on BEASTS
a reference card itself, however there are many Animals have devoured a good portion of
common Hazards that can apply to nearly the food. Add +2d5! Depletion Points to all
every Location or are common across similar “Supplies–Sustenance” Resource Levels.
Locations. Simply listing the name of the Characters can also encounter one kind of
Hazard in an entry or on a reference card will “Beast” as a Standard Opponent. The W cost
mean that the rules are used in the manner they is equal to the deployment cost of the beast or
are presented here. However, an additional beasts that have taken up residence.
line or two may give context as it applies to

- Gamemastering - 133
DARKNESS ODOR OF ROT
Add n per Environmental Modifier to all Add n to all checks due to the overwhelming
checks with “Perception” as a Primary odor of rot.
Attribute.
PICKED CLEAN
The popularity of this location means it’s picked
EXPOSED clean quickly. The characters get a bonus
Make an Encounter% due to the visibility of @+10 and decrease the l reward by the same
the location to others. amount. Add a DP to all Resource Levels.

HOSTILE SURVIVOR STANDARD OPPONENT


One Survivor that is encountered is hostile to Deploy one Standard Opponent by paying
characters. This W cost is equal to the Eb + their W cost.
Pb of the Survivor. This works best when using
Survivor Cards as a random game element. TEMPLATE OPPONENT
Otherwise, using the “Vigilantes” is sufficent. Upgrade any amount of Standard Opponents
with their available upgrades by paying the
MAKESHIFT GRAVE W cost.
Characters encounter a grisly mass grave.
They must make a {Composure%} check in TRAIL OF GORE
order to resist the loss of Morale. An obvious trail of gore leads to a destination
that the characters must traverse. Either they
add an additional Time and utilize checks
that generate @15 in order to circumvent
the threat, or the GM gets the W cost back
when paying for this Hazard +50% rounding
up.

VIGILANTES
Deploy Vigilantes by paying their W cost.
They are neutral unless the GM pays additional
Risk equal to their W cost again. In which
case, they are hostile.

Location Features
The characters can try to utilize a special
feature that is unique to the Location as
opposed to just using a Location for shelter
and a place to find supplies.

134 - Gamemastering -
Location Features vary tremendously and prowess, additional equipment, or access to
their functions will have various @ costs one or more special rules opponents can take
associated with it. Because of the huge variety advantage of during the Encounter.
of features that characters potentially find
and utilize, it is more effective to simply alert ACTIONS
a GM to their existence and use for when they These are played as special Actions that
appear in an entry or on a reference card. Opponents can utilize during Encounters.
These function the way that Tactics do for
Risk characters. These Actions will either be
Instant Actions, Sustained Actions, provide
bonus + to certain kinds of Checks or trigger
Risk is abbreviated with the symbol W and some special effect. Either way, they function
is the currency of the GM to make ordinary the same way that Instant and Sustained
gameplay more challenging. it can be thought Actions do for characters.
of as the evil twin of Survival Points (l), which
generally is used to benefit the characters. Risk Gaining Risk
is generated by player Actions, Encounter An important part of running a game of
Check results and Mission choice and Locaton. Outbreak: Undead.. is determining what
Risk is spent on Hazards, special Actions for generates W for your scenario. These are
Opponents, and Upgrades to Opponents. called Risk Factors. There are a few go-to
features you can use, but there are many
Using Risk creative ways the GM can accumulate W
for use against the players. These are the most
HAZARDS common ways a GM can generate W during
A Hazard is a one-time effect that will a session:
confound the players in some fashion. They are
typically situational challenges or additional CHARACTER ACTIONS
difficulties to a characters’ situation. There Characters in Encounters are already in high-
is generally no restriction as to how or when risk situations. It would stand to reason that
the GM can use a Hazard, although some any action that they take could imperil both
Hazards require certain situations to present themselves and their companions. The GM can
themselves. Such distinctions will be made in remove the - a character generates and can
the entry, should they exist. negate it and add W for their own use. Each
- will generate W 1 per Outbreak Level.
UPGRADES
These are upgrades to Opponents in an CHARACTER MOVEMENT
Encounter. Each upgraded Opponent will take Characters moving during periods of Time who
up a ‘Template’ slot that will be indicated by the are fortunate enough to avoid an Encounter
results of the E% Check or Hazard purchase. are still leaving a trail that others can follow.
These upgrades can include increased combat Each period of Time, each character in a party

- Gamemastering - 135
will generate 1 W per OL and will add an or Opponents with certain equipment or
additional 1 W per - in any {Nav%} they special features granted by Upgrades will
make during this period of Time. be able to spend Actions to generate large
amounts of W to represent them actively
HAZARDS calling for reinforcements.
Hazards that generate Risk are generally
uncommon. Since they require W costs in
order to use in the first place, Hazards that Sample Scenario
generate Risk usually require some other
condition to be met in order to gain additional Outbreak: Undead.. is a survival horror RPG.
W for the GM’s use. What this means for designing scenarios
is that resources of thin and problems that
OPPONENTS we would have no problem dealing with are
Some Opponents are capable of making a now life-or-death struggles. The example we
situation deadlier for the characters by having will be presenting here is one of these trivial
means to alert others. Generally, this will be a issues that, with the end of the world, is now a
passive effect that will earn a small amount of catastrophic event.
W for the GM. However, certain Opponents
The characters are part of a stronghold or
caravan with other survivors. One of these
others has been injured and that injury has
become infected. The group doctor, either one
of the characters or an NPC survivor, needs
medical supplies to cure the infection. The
characters must travel to a nearby town for
a supply run.

Building this scenario starts with the


objective, mainly to treat the injury. Since
the survivor has suffered significant injury
already (being reduced from 5 to 3 Health
Points), this will not be a simple task, and
requires an Advanced Medicine {AMed%}
check. The characters can attempt to make
this check without aid, but failure is almost
guaranteed. Instead, they decide to travel to
town, avoid zombies, and get antibiotics. This
will translate mechanically into providing
additional @ from the Supply Run mission
to succeeding at the Treat Injury mission by

136 - Gamemastering -
using the supplies they find. However, the that mission should then count during the final
zombies in town are an additional obstacle the mission, Treat Injury, to make it easier to
characters need to defeat. This can take the treat and heal the injured survivor.
form of clearing the street in front of the store
they are going to, which involves a very risky Finally, the flavor for the scenario is up to
fight that could attract a lot of other zombies, the GM. For this mission, Lay Low would
or sneaking in and out of the store, a less of probably be prowling through the alleys of
a gamble. So, the final mission selected is to the town, avoiding zombies by the skin of
Lay Low. the characters’ teeth, until they get into the
store where a few zombies are still shambling
The order of missions therefore is Lay Low → around, and finally escaping back to the
Supply Run→Treat Injury. stronghold or caravan where their friend is on
death’s door.
Each mission should have a list of reasonable
Skill Checks {SC%} that will generate Labor.
In the case of Lay Low, Stealth {Stlh%},
Spot/Listen {S/L%}, and perhaps Survival
{Srvl%} will all help. However, the players
may come up with some other ideas that would
help them too. A GM can also reward stealthy
strategies. For instance, a character that
decides to spend the bonus + granted from a
{Hold%} the previous round on l5 instead of
using it to boost a {Firearm–Pistol%} check.

A player doesn’t need to know that @ was


generated from a {Hold%}, but the narration,
the character options and the nature of the
chosen mission make this reward a pretty
obvious one. As a GM, always be on the
lookout for opportunities for your players to
provide some out-of-the-box thinking and
strategy that may result in @ in ways that
may fall outside the provided parameters.

For Supply Run, Labor generation would


definitely bed done by Search {Srch%}, Spot/
Listen {S/L%}, but First Aid {FAid%} and
Advanced Medicine {AMed%} would help in
identifying supplies. The @ generated during

- Gamemastering - 137
Opponents 1
2
The characters will face down many 5
opponents during their efforts to survive. 4
Some are monsters in the most commonly
understood sense of the word. Some, however, 3 6 7
are familiar faces, normal people who turned
desperate when the whole world went mad.
8
Opponent Card Anatomy 9
1. Name – The name of the opponent.
2. Category – The category of opponent. 10
3. Portrait – An approximation of what the
Opponent may look like. 11
4. E% to Deploy – The number of + the GM
can spend from a successful Encounter% to
deploy this Opponent. 12
5. Risk Cost – Failing to get enough + or
wishing to increase the number of Opponents
in the Encounter, the GM can pay this Risk
cost in order to deploy this Opponent.
6. SPEW Attributes – The Opponent’s core spending of Risk.
SPEW Attributes. They serve the same 12. Upgrades/Hazards – Either upgrades
function as they do for player Characters. or triggered effecrts that an Opponent can
Some opponents have “–” in the entry, which manifest when the GM spends Risk. Upgrades
indicates that the Attribute does not apply. can only be chosen before the Opponent is
7. Vitality – The Opponent’s Damage Deployed.
Threshold, Defense and number of Health
points. Deploying Opponents
8. Base Dice Pool – The Base Dice Pool that
the Opponent uses for all Skill Checks. The GM can deploy Opponents once they
9. Skill Checks {SC%} – Notable Skill Check determine how many are in the Encounter
percentage chances that the Opponent has with characters. Since the location of the
access to. All other Skill Checks can be Encounter can vary tremendously, the GM
determined by the SPEW Attributes normally. deploys Opponents based on relative distance
10. Special Rules – Where special rules for to the characters. Opponents may not be
the Opponent will be listed. deployed closer than 10’ per Pb of a character.
11. Attacks/Effects – The kinds of attacks the The minimum distance can be altered by 10
Opponent can take by spending + generated feet per + in a {Stlh%} or {Sp/Li%} in the
from the appropriate kinds of Checks or by the attacking or defending side respectively.

138 - Opponents -
Another rule of thumb is that Opponents are Ducts/Pipes: { Climb%, Nav%}
to be deployed as obtrusively as possible while Fences: {Climb%, Nav%}
still obeying the deployment distance, as an Natural Surroundings: {Nav%, Sp/Li%,
Encounter represents a situation with no Srvl%}
obvious escape. Roads/Streets/Bodies of Water: {End%,
Nav%, Pil–Vehicle%}
New Opponents Walls: {Climb%}
Entering Encounters Windows: {Brl%, Climb%, MA%}

New Opponents can be deployed in an existing UNIQUE BREACH OPTIONS


Encounter, as many Opponents and Hazards Some Opponents have unique options to them
have the ability to raise an alarm, calling for when attempting to Breach. They will either
reinforcements. Some Opponents just draw ignore normal barriers by being adapted well
more attention to themselves naturally. The enough to take advantage of different kinds
GM can deploy new Opponents (if allowed of Skill Checks to attempt a Breach action
by some rule or by the paying of Risk). They or be able to ignore obstacles altogether. For
are not deployed automatically, however. instance, any barrier that can be overcome by
New Opponents must somehow “Breach” the {Climb%} can be ignored by Opponents that
boundaries of the Encounter. can fly, and can thus be deployed immediately.

Breach Checks FLEEING


A Breach Check is much like a Save Throw, If characters flee an Encounter while there
in that it is not one kind of check. Rather it are still Opponents that are Deployed and Out
is a category of check that can be fulfilled of Bounds, then the GM can add W +d3
by a few different kinds of Skill Check as the per Opponent that was Out of Bounds when
situation dictates. Occasionally the opponents the characters flee. Deployed Opponents will
must overcome an actual physical barrier, typically add W +d5!
like walls, doors, fences, and windows.
Sometimes, it’s distance and time. Either RANGED COMBAT AND OPPONENTS
way, the Opponents must succeed in a Check OUT OF BOUNDS
relative to the kind of obstacle they are Characters and Opponents with ranged
overcoming in order to be deployed. Failing weapons will be able to make attacks against
this Check will have them remain “Out of each other with weapons that feature a Long
Bounds” for the Encounter and unable to Range multiplier. In fact, it is precisely for
participate actively in the Encounter. Until these situations that Long Range Lethality
their Breach Check is successful, they are is even provided, as otherwise the ranges
considered “Out of Bounds”. represented by that multiplier would never
factor into the distances represented in an
POTENTIAL BREACHES Encounter.
Doors, simple wooden: {Brl%, MA%}

- Opponents - 139
Viral “Infected” Opponent.

Outbreak: Undead.. presents different LIST OF HORROR TRAITS


options (symptoms) for multiple types of • Advanced Weaponry (Melee/Ranged) –
viral infections. If the Viral total is greater Undead can make {MA%} or any Ranged
than the Tens digit (or Bonus) of the SPEW attack check, as appropriate.
stat it effects, then the character succumbs to • Defense [Damage Type] – +1 Def. against
the Virus and becomes an Opponent with all a certain Damage Type.
the Horror Traits of the standard Opponent •Enthralled – Characters will have the
of the outbreak scenario. If the Virus does “Compelled” Disadvantage.
not alter a SPEW stat, then the virus will • Evacuation – Has access to Evacuation
simply damage a character until the virus is attack for + + + if they make a
somehow removed or the character is killed. {Grpl%}. This attack inflicts 1 Viral.
The following are a list of ‘Symptoms’ that • Hematophagy – + + Add n n n n
apply specifically to the Virus that serve as when making a Grapple check.
penalties to characters who are infected: • Highly Infectious – n to Save Throws vs.
[Vi]
Succumbing • Mobility – Bonus + to any Breach check.
A character can eventually succumb to the • OBM – See pg. 143
effects of the virus. Upon doing so, they will • Photophobia – being in direct light adds
become one of the undead and will have all of n n to all their Actions.
the abilities that are granted by the various • Tough – Add +3 to Damage Threshold.
Symptoms. When and how a character turns • Undead – See pg. 144.
is detailed at the end of this section. •V  icious – Add n each time an attack check
is made in melee or grapple range.
Symptoms
NAME OF SYMPTOM List of Symptoms
Effect of Symptom
DELIRIUM
Special rules that will result from attaining The virus damages or suppresses the
the amount of Viral in the parenthesis. Cerebellum. Each Viral point adds n to all
Manifested Horror Traits (Viral Total Skill Checks with Willpower as a primary
Needed). An (S) indicates that the Horror attribute and will not allow any Wb to be
Trait manifests once the infected finally claimed for any other Checks.
succumb to the virus.
Advanced Weaponry (S)
Outbreak Scenarios that feature a virus with
a particular symptom that manifests at (S) HALLUCINATION
will automatically apply to the Standard The virus wreaks havoc on the Occipital Lobe

140 - Opponents -
and Visual Cortex. Each Viral point adds n will begin to starve. This lack of nutrition will
to all Checks with Perception as a primary sap the Strength of a character, so all Skill
attribute and will not allow any Pb to be Checks with Strength as a primary attribute
claimed for any other checks. will have +1 to the required Moments per
Viral point. Intravenous nutrition solutions
Advanced Weaponry - Ranged (S) and other medicines can prevent this to a
certain degree. A character afflicted with
HEMORRHAGIC this will also reduce the amount of Labor they
When healing damage during Natural produce in an amount equal to the Viral total.
Healing, prevent the Healing of 1 damage
per Viral point. No Sb can be claimed to see Evacuation (5)
how much damage is healed during natural
healing. NECROSIS
The virus will kill and rot the cells of the body
Hematophagy (S), Vicious (4) and erode the muscle tissue of the character
and/or the Motor Cortex of the brain. Each
MUTATION/INVASIVE GROWTH point of Viral adds 1 Difficulty to all Skill
This virus causes rapid mutation or invasive Checks with Str as a primary attribute and
growths fueled by consuming biomass. The will not allow any Sb to be claimed for any
resulting monster may barely be recognizable other skill checks.
as once being human and be capable of
terrifying strength or other unnatural abilities. Undead (S), Tough (5)
The mutation will augment their abilities until
the mutation becomes rampant. Empathy PHOTOSENSITIVITY
and one other SPEW Attribute becomes A character is easily disoriented and dazzled
targeted. The combined bonus of these two by bright lights. While in normal or brightly lit
SPEW Attributes will be the Viral needed for areas, a character will add n for all Actions
a character to Succumb. The remaining two per Viral point to all Checks with Perception
SPEW Attributes will get a +1 Bonus per as a primary attribute.
Viral until a character Succumbs. A character
cannot claim an Eb for any Check. Photophobia (7)

Mobility (4), Regeneration (2), Defense


(damage type), OBM (S) RAGE
The virus suppresses the functions of the
NAUSEA/DIARRHEA Frontal Lobe and will cause a character to
A character is constantly nauseated and will become irrational and full of blinding rage,
vomit up whatever they attempt to eat or gradually forgetting ties such as kinship or
drink. Each point of Viral will require that a friendship. Each Viral point adds n to all
character ingest an additional Food or they Skill Checks with Empathy as a primary

- Opponents - 141
attribute and will not allow any Eb to be Traits section Symptoms of the Virus.
claimed for any other Checks.
Some Horror Traits will not manifest unless
Vicious or Advanced Weaponry - Melee (S) the Opponent is suitably infected. For
instance, should a Virus have symptoms that
SEPTIC have Endurance (S), and Undead (6), that
Each period of Time, characters take 1 means that upon succumbing, the Opponent
damage per Viral point and any Environmental has the Endurance Horror Trait, but only
Modifiers for ‘Unsanitary’. A {Tou%} will after the Viral: 6 is reached will the Opponent
reduce this damage by 1 per + . Antiseptic count as being Undead. If the Virus has a
medicine and {AMed%}, {FAid%} can also combination of symptoms that overlap in
contribute + to prevent this damage. what sort of Horror Trait results, always use
the lowest Viral total to determine when such
Highly Infectious (7) a Horror Trait will manifest.

Succumbing If a character’s Viral is high enough, it is


possible for Horror Traits to manifest before a
Succumbing will require that the Viral total is character ‘Succumbs’. They will take the form
equal to or greater than the SPEW attribute of handicaps or some other penalty.
bonus the Virus affects based on its symptoms.
If no attribute is affected, then the character If a character manages to be strong enough
will succumb when they have no Health points or medicated heavily enough to prevent
remaining. Succumbing at a Viral total that normally
indicates a Horror Trait manifests, the Horror
Note: There are some Abilities or gear in the Trait is ignored until a character actually
form of vaccines that can artificially increase ‘Succumbs’, although the other Symptoms
the threshold where an afflicted character will will get noticeably more violent.
Succumb.
The Biologically Alive Opponents that were
A Symptom may be determined by, or give once humans or animals that succumb to the
insight into, the Horror Traits that result from Virus no longer suffer the debilitation that
infection, for instance, Nausea/Diarrhea may the Virus infected. They will become what is
indicate the early stages of the Virus that considered Standard along with any Horror
gives the standard zombie their Evacuation Traits the Virus causes based on its Symptoms.
Horror Trait.

A ‘Symptom’ will be a negative status affliction


against characters who are infected and will
serve as Horror Traits to those Opponents that
have succumbed or turned. See the Horror

142 - Opponents -
The One Big Monster “Survivor Bane” Weapon (W 100)
(O.B.M.) The O.B.M. has a weapon of incredible and
obvious lethality. It can be a whirring, gore-
There are some Opponents so fierce, so large, encrusted chainsaw, rows of razor sharp teeth,
and deadly that they cannot be killed by normal or even a supernatural/psychic assault. The
means. They are only slowed temporarily, attack can be triggered with + + + + and
giving characters a much-needed chance to will instantly kill the intended target. Because
escape. These creatures are called collectively this is a kind of attack and not a specific
“The One Big Monster” or O.B.M. for short. weapon, the nature of the attack should have
An O.B.M.’s abilities and morphologies vary other contingencies, such as being in Grapple
tremendously, but their general relation to the range, having more than & & & in an
campaign is similar. Opposed Check, etc.

All O.B.M.s have a unique Ability or two as


indicated in their entry; however, they will O.B.M. MISSIONS
also all have access to the following abilities: Characters wishing to take on this immensely
powerful Opponent can only do so with
Defense: +2 tremendous effort. Simple combat is rarely
Damage Threshold: +10 enough. Characters may undertake the
Health Points: +2 following Missions to destroy of the O.B.M.:
Dangerous: An O.B.M. can add n to the dice
pool for any attack {SC%} they make. Trap (@100)
{SC%} varies by O.B.M.
The O.B.M. is lured into a trap that exploits its
O.B.M. UPGRADE(S) apparent weakness. An O.B.M. in a Location
where a “Trap” is set will be unable to “Return”.
Dramatic Entry (W 25) Failure: W 25
An O.B.M. will automatically pass any Breach
Check it needs to make to be deployed in the We Know this Much... (@40)
Encounter. Opponents must make a {Cmps%} {Sci%}, {Sp/Li%}, {DM%}
or become “Panciked”. This is a common Mission that can apply
directly to an O.B.M. Opponent. The Risk cost of
Return (W 50 - 5 per OL) all O.B.M. abilities and upgrades are increased
A defeated O.B.M. will climb back up to its by W +10 if this Mission is successful.
feet. Characters are able to “Flee” without Failure: none.
penalty, or they can stay and fight again.
Characters wishing to continue to fight it may
do so and the O.B.M. adds n n n n to its
dice pool before it gets to act again.

- Opponents - 143
The Undead UNDEAD SPECIAL RULES
The unfortunate incurable masses have been
reduced to nothing more than meat-puppet Willpower and Empathy: The Undead are
shadows of their former selves. For them, utterly mindless. If an Opponent is “Undead”
there is no exalted truths or elevated purpose, they have 0 Empathy and 0 Willpower, but
no appreciation for beauty. There is only pass any {SC%} that has Willpower as a
desire, only the need to endlessly consume Primary Attribute. They also count as having
until there is nothing left. They are either a Wb = 10
driven by some disease that renders the higher
functions of their brains unable to influence Defense: 1 Defense per Size against [Bl],
any behavior, or a parasite or some form of [Th], [El] damage.
infestation hijacks their brains and ultimately
their minds to perform some destructive or Immunity: Immune to [Po] and [Ra]
terrible acts. The truly unfortunate are those
that retain their perception and helplessly Resilience: Remove all damage dealt to the
watch as their bodies do unspeakable acts Undead at the end of the Round if not enough
and their mind slowly withers and becomes an was inflicted during the Round to cause the
insatiable machine. loss of a Health point. Lost Health Points are
not restored in this way.

Persistence: Fleeing an Encounter with


the Undead will allow a GM to make an
Encounter% immediately without paying any
Risk. Any successful Encounter% will count
as taking place during the same period of
Time. Characters may need to make a Save
Throw or they will lose 1 Morale.

144 - Opponents -
Infected will generate W 1 per round.

The rank and file zombie, the Undead serve as INFECTED UPGRADES
a baseline Opponent that most characters face.
They can vary tremendously by the physiology Alternate Morphology (W 1)
of the infected host, but they all have additional Strength or Perception: +5
versatility based on the symptoms of the virus This can only be taken once.
they carry. They have another important
feature in common: they are very, very deadly, Armored (W 2)
especially in great numbers. Speed: +n
Defense: +1
OPPONENT – (ZOMBIE) Multiple Upgrades: This upgrade can be
Size: 1 taken multiple times up to a maximum of +3
Strength: 30 Defense.
Perception: 20
Empathy: 0 Brute (W 5)
Willpower: Special Strength: +5
Movement: 10’ Multiple Upgrades: This upgrade can be
Speed: n n taken multiple times up to a maximum of +25
Skill Checks {SC%}/Attacks: {Bal 30%}, Strength.
{Do 25%}, {Grpl 35% [n Sl]}, {Brl 30% [n
Bl]}, {Sp/Li 30%} Crawler (W 0)
Strength: -10
Vitality Speed: n n n
Health: (1) Crawl: Crawlers can move by crawling and
Defense: 0 get +1 Structure for cover when Ranged
Damage Threshold: 10 Attacks are made against them. They can also
Viral: 1 + OL be deployed without any minimum distance
Symptoms: Nausea/Diarrhea, Necrosis restrictions.

Special Ghoul (W 10 - 2 per OL)


Slam ( + ): [n Bl] Strength: +10
Gouge ( + + ): [n Sl] Speed: n
Bite ( + + ,& & & ): [n n n Sl] +1 Claws: Attacks get n .
[Vi]. Adds n n to the Infected’s dice pool.
Grotesque (W 5)
Undead: An Infected is Undead . Strength: - 10
Shamble: Movement has a Speed of n n n . Fear: Grotesque will allow the Fear Hazard.
Infected that are Shambling will not Moan.
Moan: Each Infected that is not Shambling Drowned (W 5)

- Opponents - 145
Dragged to the Depths: This zombie can This infected Opponent is further along in their
attack characters who are making a {Swim%} infection than others and has 1 higher Viral
Check. The Drowned will only get a single than normal. This may manifest additional
attack and the GM must pay W – 1 per - in Horror Traits based upon whatever Symptoms
the {Swim%}. the Virus indicates. It also increases the
Evacuation: One attack of the Drowned will Difficulty of Save Throws versus [Vi] damage
add [Po] and [Vi] to the damage types during by 1.
a {Grpl%}.
Gurgle: Drowned zombies cannot Moan. Sleeper (W 5)
Waterlogged: n to make {Spt/Li%} to avoid Awaken: Characters must identify corpses as
Encounters. Sleepers by making a {Sp/Li%} or the Infected
get a surprise Round and can be deployed
Familiar Face (W 5 +5 per OL) without minimum distance restrictions.
All actions against this Opponent by one
character will require an additional n n . Urchin (W 1)
This can be reduced by the character’s Wb and Size: 0
+ in a {Cmps%} Save Throw. Strength: 10
Child Abuse: Characters whose Intent is
Fear (W 1 per Wb of all Characters) attacking an Urchin must pass a {Cmps%}.
Affected targets must make a {Cmps%}. Failing to do this will force a character to add
Characters that fail this Check will Panic. n n to all their {SC%} against them.
This can be triggered at the start of any
phase. Using Fear requires that the number of INFECTED ACTIONS
affected targets be declared as the Risk cost
is paid. The available targets are as follows: Alert (W 1 per & of E% and {Stlh%})
All Opponents in melee or grapple range, all Remove Shamble special rule.
targets in an encounter.
Lunge (W 5 – Pb)
Frozen (W 5 - 1 per Cold Env. Modifier) The Infected doesn’t add n when engaging an
Damage Threshold: +20 Opponent in a grapple.
Thaw: Bane [Th]
Frozen: Does not increase risk of infection
with a ‘Bite’ attack. Cannot ‘Moan’. Glutton
Husk (W 5 - 1 per Arid Env. Modifier) Some humans are incredibly obese and
Damage Threshold: +10 unhealthy. This strained physiology and their
Brittle: Bane [Bl] obvious susceptibility to being early victims
Fear: Husk provide the Fear Hazard. of zombies means that the virus progresses
in them in a very different fashion and for
Infectious (W 1 per [Vi]) a longer period of time than most zombies.

146 - Opponents -
The larger zombies have the ability to shove of the Glutton’s body. The attacker and all
smaller ones out of the way as they feed on other characters in Melee range will count as
corpses, which in turn makes them even having been Evacuated upon as if the Glutton
larger still. Those incredible specimens called had won by d6 + . The Glutton can no longer
Gluttons are so full of masticated flesh and perform Evacuation attacks.
bone shards that their stomach has long Evacuation ( + + ): One target in Grapple
since ruptured and filled almost the entirety range gets 1 [Vi].
of their body cavities. Their crushing weight Huge: The Glutton automatically passes a
and ability to regurgitate the indiscriminately {Bal%} Save Throw against attacks made by
consumed contents of their stomach makes Size 1 or smaller attackers.
them unbelievably hard (and disgusting) Loud: Gluttons will generate W d3 per
targets to kill in close quarters. Round with their general ability to smash
through obstacles and their very audible
OPPONENT – (ZOMBIE) footfalls... as well as their forced, meat
Size: 2 choked moans.
Strength: 35 Squishy: The Glutton has +3
Perception: 20 Defense against [Bl] damage.
Empathy: 0
Willpower: Special GLUTTON UPGRADES/
Movement: 10’ ABILITIES
Speed: n n n
{SC%}/Attacks: {Bal 30%}, {Do 25%}, Lord of the Flies (W 15)
{Grpl 25% [n n Sl]}, {Brl 30% [n n Bl]}, The Glutton is so putrid
{Sp/Li 30%} that they are followed at all
times by a buzzing swarm of
Vitality biting flies. This obscures it from
Health: (1) immediate view. Ranged attacks
Defense: 1 get n to target the Glutton and
Damage Threshold: 15 Melee Attacks and Grapple get
Viral: 3 + OL n n .

Symptoms: Nausea/Diarrhea, Necrosis, Rage
Rat King (W 15)
Special The glutton is little more than a
Body Slam ( + ): [n n Bl] mobile rat nest, its gigantic body
Clumsy: The Glutton will add n to attack host to hundreds of infected
any Size 1 targets and n n to attack any rats. The Rat King no longer
Size 0 targets. has an Evacuation attack,
Disembowel: Any Melee Attack that deals but attacking the Rat King
[n Sl] but fails to inflict a Health point in Melee or Grapple
worth of damage will burst open the contents range will provoke

- Opponents - 147
the swarm of Vermin to attack. Movement: 10’
Speed: n n
O.B.M. - Great Devourer (W 50) {SC%}/Attacks: {Bal 30%}, {Do 25%},
The Glutton is no ordinary Opponent. It {Grpl 25% [n Sl]}, {Brl 20% [n Bl]}, {Sp/
is the great devourer. It does not chew; it Li 40%}
only swallows. The Great Devourer has the
following modified profile: Vitality
Size: 3 Health: (1)
Damage Threshold: 25 Defense: 0
Damage Threshold: 15
Swallowed ( + + + ,& & ) Viral: 3 + OL
Replace “Bite” with the following: Symptoms: Delirium, Hallucination, Rage
Target takes d3 Viral points. Must cut self
free with a weapon by inflicting [10 n Sl]. Special
Sneak: Characters who avoid being seen by a
Banshee by means of a {Stlh%} will be able
Banshee to avoid the Shriek rule, as they only Shriek
when they detect characters.
A Banshee is a zombie that has some resilience
to the necrotic effects of the virus but is very BANSHEE UPGRADES/ABILITIES
prone to the psychological effects. As a result,
their bodies look relatively normal, but their Alarm Scream (W 1)
minds are just as far gone as any other zombie, Speed: n n n
just in a different fashion. Their frayed frontal The Banshee screams, alerting nearby
lobes still remember fragments of sentences, zombies. Alarm Scream is a Sustained Action.
phrases, and words. Some even preserve This will add W equal to the n die roll until
a shred of sentience but are nonetheless interrupted or defeated.
incurable. They are hyper-sensitive to light
and sound and react to any sudden changes in Battlecry ( W 5 )
their environment with primal screams. These Speed: Sustained Action
screams vary tremendously in their coherency, All Zombie Opponents in an Encounter can
and some examples are even convincing reduce the n required by all their Actions
enough to be easily mistaken for cries for help. equal to their [Vi] total.

OPPONENT – (ZOMBIE) Shriek (W 5)


Size: 1 A Banshee shrieks with such an ear-piercing
Strength: 20 noise it will both stun nearby characters
Perception: 30 and draw more attention to the fight. All
Empathy: 0 characters in an Encounter with a Banshee
Willpower: Special add n for Delay. Add W d5! and the W

148 - Opponents -
cost can be ignored if a character fails a Wail (W 10)
{Stlh%} to avoid the Banshee. The Banshee unleashes an unexpectedly
specific torment on a character in Close
Siren (W 10) Range. This character must make a {Cmps%}
The Banshee is not shrieking incoherently. or lose 1 Morale.
It has every indication that it is a victim
of attack needing help. The Banshee
cannot be targeted unless the Feeder
attacker makes a Save Throw
that is either {Cmps%, The dreaded Feeder is one
D/M%}. Characters not able that maintains an incredible
to do either of these will amount of intellect, except they
not be able to target the have become willing cannibals.
Banshee with any attack. Unlike other kinds of Opponents,
All Actions not dedicated the Feeder is one that is still
to attempting to help the biologically alive and very
Banshee will take a penalty alert. They feel little pain and
of requiring an additional n are averse to many things that
to be rolled. Another character can a normal, uninfected human can
make a {Cd%} to snap another tolerate without problem, so there
character out of it. are exploitable advantages
that one can take to defend
Sobbing (W 5) against these otherwise very
Characters can hear a formidable Opponents.
Banshee wail as they
approach. Characters OPPONENT – (LIVING)
must make a {Spt/ Size: 1
Li%} or the Banshee Strength: 30
gets a surprise Perception: 30
Round and can Empathy: 0
use any Ability Willpower: Special
that requires up Movement: 15’
to W 10 for Speed: n n
free during { SC % } /
that Round. Attacks:
{Bal 30%},
{ D o 25%}, {Grpl
25% [n Sl]}, {Brl 20% [n
Bl]}, {Sp/Li 30%}

- Opponents - 149
Vitality weakness. A character knowing this weakness
Health: 3 can make a called shot against it, overriding
Defense: 2 the Defense, but the Attack has n n n n n n
Damage Threshold: 10 added to the attacker’s Dice Pool.
Viral: 3 + OL Health: 1
Symptoms: Hemorrhagic Defense: +5
Damage Threshold: +10
Special
Zombie: Although living, a Feeder is treated
as ‘Undead’.
Photosenitivity: Characters who employ Beasts
light against a Feeder, such as flashlights,
headlights, or spotlights will add n n to all Hellcat
their dice pools per Mx. This only works if
the Feeder is in direct light. Other Feeders Hunting cats that fall prey to the virus are
not targeted in this way will not be effected. no less deadly; in fact, they may be more so.
Wide areas of illumination may repulse They are stealthy and have access to some of
multiple Feeders in this manner if the source the sharpest fangs and claws in the animal
is strong enough. kingdom. They retain their solitary nature,
Nocturnal: The Feeder is extremely repulsed however, so as deadly as they are, they are
by light. Being forced to attack while likely encountered alone. This means that
subjected to ultraviolet light will reduce their those wandering into their territory are
Perception to 10, and they will not be able advised to never separate from the group, as
to claim Pb on any other {SC%}. Their base this solitary hunting instinct will quickly hone
Speed will also be changed to n n n n . in on those prey that stray from the herd.

FEEDER UPGRADES/ABILITIES OPPONENT – (BEAST, ZOMBIE)


Size: 1
Hematophagy (W 10 - 1 per OL) Strength: 15 per Size
The feeder is one that feeds specifically on Perception: 40
blood. Doing so is represented by being able to Empathy: 10
spend + + and add n n n n when making Willpower: 30
a Grapple check Movement: 20’
Speed: n n
Perception: +10 {SC%}/Attacks: {Bal 60%}, {Do 50%},
Speed: n . {Grpl 55% [n Pi, Sl]}, {Climb 55%}, {Sp/
Li 65%}
Weakness
A Feeder will be incredibly resistant to some Vitality
kind of damage but has a very exploitable Health: (1)

150 - Opponents -
Defense: 1 Empathy: 15
Damage Threshold: 15 Willpower: Special
Viral: 1 Movement: 15’
HELLCAT UPGRADES/ABILITIES Speed: n n
{SC%}/Attacks: {Bal 40%}, {Do 40%},
Stalker - Hazard (W 15) {Grpl 35% [n Sl]}, {Nav 60%}, {Sp/Li
The Hellcat has been stalking the characters 55%}
for quite some time, waiting for the prime
opportunity to pounce. Characters must make Vitality
a {Sp/Li%} against the Hellcat’s {Stlh%}, or Health: (1)
the Hellcat can be deployed without obeying Defense: 1
minimum distance from the characters. Damage Threshold: 13
Viral: 1
Large (W 5)
The Hellcat is a larger variety and is a far Special
deadlier Opponent as a result. Pack Mentality – The Willpower of a pack of
Size: +1 Hellhounds is equal to 5 per Hellhound.
Damage: [n n ] to all their attacks.
HELLHOUND UPGRADES/ABILITIES
Bite (W 5 - 1 per + in a {Grpl%})
Speed: Instant Action Alpha (W 1)
The Hellcat clamps down on a character with One Hellhound is the clear Alpha of the group.
their jaws and will inflict [n Pi]. As long as he is alive, all Hellhounds in the
Encounter get a bonus + in all their {SC%}.
Strength: +20
Hellhound
Large breeds of dogs and wild canines like Break Formation (W 20 - per Hellhound)
wolves make for especially deadly infected Sustained Action
predators. They are in possession of a Any formation the characters have adopted
ferocious bite and exceptional endurance. is broken as the Hellhounds exploit some
They are also known to hunt in packs, which unforeseen weakness in their ranks. Tactics
exponentially compounds their danger to will add an additional n n for the duration
Survivors. They have highly evolved hunting of the Encounter.
tactics that rapidly exploit weaknesses in the
characters’ formation. Pounce (W 5)
Speed: Instant Action
OPPONENT – (BEAST, ZOMBIE) The Hellhound may initiate a {Grpl%} in the
Size: 1 same Intent they move into range without any
Strength: 25 additional n added to the total for making
Perception: 35 multiple actions in the same turn.

- Opponents - 151
Pursue Nightmare
If characters Flee an Encounter with The once noble horse is reduced to a frenzied
Hellhounds, they have a n to any {SC%} monster. Their powerful legs both propel
made to evade them. them quickly into battle and are capable of
delivering attacks with their hooves. Their
Vicious (W 3) attacks can easily break bone and cause
Large breeds of canine will result in deadlier tremendous injury. Their speed makes them
Hellhounds. They count as having n . even more deadly.

OPPONENT – (BEAST, ZOMBIE)


Size: 2
Strength: 50
Perception: 35
Empathy: 20
Willpower: 45
Movement: 30’
Speed: n n
{SC%}/Attacks: {Bal 38%}, {Do 25%},
{Grpl 54% [1d6 Sl]}, {Brl 60% [n n Bl]}

Vitality
Health: (1)
Defense: 3
Damage Threshold: 15
Viral: 1

NIGHTMARE UPGRADES/ABILITIES

Charge (W 5 per Size)


Speed: special
A Nightmare can count their movement
and a subsequent melee attack as a single
action when determining how many n to
roll. A charging Nightmare will increase the
Difficulty of all attack {SC%} by n .

Horns/Antlers (W 10)
This variety of Nightmare is not a horse but a
deer, goat, or small bull. The ‘Charge’ attack
that the Nightmare has will add [Pi] to the

152 - Opponents -
damage types the Nightmare can inflict. Health: (3)
Defense: 5
Huge (W 25) Damage Threshold: 20
This Nightmare is more enormous or powerful Viral: 1
than even your average horse. It will be an elk,
bison, or moose. There may be varieties of this URSUS UPGRADES/ABILITIES
Nightmare that do not have horns or antlers,
so beasts that have such features will need to Crush (W 50 - 10 per + in a {Grpl%}
take that upgrade as well in those cases. Speed: Sustained Action
Size: +3 The Ursus crushes their Opponent, almost
Strength: +50 always killing them outright. The Ursus does
not roll damage with a successful Grapple
Kick (W 5 - 1 per + in a Melee Attack) Check; rather, their Opponent loses 1d3 Health
Speed: n points outright. This loss of Health points can
The Nightmare’s attacks have n per Size. result in Instant Death and Gruesome Demise
This attack will ‘Knock Prone’ the target if normally.
they lose a Health point.
Large (W 20)
Ursus The Ursus is an infected version of a
The many varieties of bear make for a diverse, particularly large variety of bear.
yet uniformly deadly Opponent. The infected Size: +1
bears lack the mental faculties that made Strength: +20
non-violent ways of avoiding them, such as
frightening them off, futile. They become Roar (W 10)
tanks of muscle and bone with thick skulls and Speed: Instant Action
powerful jaws. The Ursus makes a terrifying, loud roar. This
will force a {Cmps%} or the characters will
OPPONENT – (BEAST, ZOMBIE) lose 1 Morale. If all characters lose morale in
Size: 3 this way, then the characters must attempt to
Strength: 60 Flee the Encounter.
Perception: 45
Empathy: 5 Shrug Off Wound (W 20 -5 per Size)
Willpower: 60 Speed: Instant Action
Movement: 15’ The Ursus can add + to any Save Throw in
Speed: n n n order to resist incoming Damage. This cannot
{SC%}/Attacks: {Bal 66%}, {Do 25%}, be used to shrug off any attack that has the
{Grpl 65% [n n n Sl]}, {Brl 66% [n n n Deadly quality equal to or greater than the
Bl]} Ursus’ Size.

Vitality Immunity: The Ursus is immune to [Bl].

- Opponents - 153
Swipe (W 5) Special
Speed: Instant Action Deadly:
The Ursus can attack all Opponents in front of Area of Effect
them with a single Melee Attack Check. The weapons will have
+ in the attack must be distributed among the Deadly quality
all Opponents struck. At least + must be against a Swarm.
allocated to all reachable Opponents before Biome: Since a Swarm
allocating multiple + worth of Damage dice represents animals and
to any one Opponent. insects, a (Biome) must be
shared with their actual habitat.
Immunity: A swarm is immune to [Pi].
Swarms Resistance: Any damage that is not
dealt by an Area of Effect weapon or
Human-sized Opponents are significant shotgun weapon on a Swarm will give
threats, but there are others that can be the Swarm a +2 Defense against that
equally dangerous….in some cases more so. damage.
Swarms of smaller creatures are ferocious Size: A Swarm will be deployed at a certain
and deadly. They can be defeated individually Size. The size will be 1 per + in the E%.
easily enough, but a swarm can number Smother: If more than + + + + +
hundreds, if not thousands of biting, stinging, worth of damage is distributed to a single
venomous, diseased creatures. target, the damage is altered from n to n n
per + .
OPPONENT – (BEAST, ZOMBIE)
Size: Special SWARM UPGRADES/ABILITIES
Strength: 5 per Size
Perception: 10 per Size Vermin (W 10)
Empathy: 0 Biome: Urban
Willpower: Special Diseased: Attacks inflict [Po], [Sl], and [Vi]
Movement: 5’
Speed: n Raptors (W 15)
{SC%}/Attacks: {Bal 100%}, {Do 100%}, Biome: Any
{Grpl 10+10 per Size% [n Sl]} Alert: The noise a swarm of Raptors generate
will add W 1 per Size each round.
Vitality Dive Attack – Raptors can attack any
Health: (1 per Size) character, and when doing so will inflict
Defense: Special [n SL] per Size.
Damage Threshold: 5 per Size Resistance: Melee Attacks
Viral: 1 + OL Flight: Movement is 30’
Symptoms: Rage Pursue: Opponents that flee an Encounter

154 - Opponents -
with a Raptor swarm Fauna, Venomous (W 5)
will be pursued by it. The A character attacked by Venomous insect
Raptor swarm can either swarms will take [n Po] per Size each n n .
be engaged deliberately, {FAid%} and a variety of medicines can
as a result of Encounter reduce or prevent this.
Checks, or hidden from.
The Raptors will generate
1d5! W per Time per
Size they are spending The Living
pursuing the characters. Unlike the Infected, the Living retain all their
Hiding from them will faculties during these times of trial. This may
require a {Stlh%} that be an unfortunate thing, as people are not
will get a bonus + inherently good. That is to say, being good
per Structure of any is not the fundamental human conditioned
building they take response. It would seem then that humanity
refuge in. Characters is not some good force that is beset upon by
must Lay Low in order to evil, but rather they are evil that somehow
attempt a {Stlh%} in this manner. Fleeing an manages to become good, if only under the
Encounter with Raptors will allow Raptors right circumstances. Kindness is the infectious
to be deployed for free if another E% is agent that informs the good in people and for
successful after the characters flee. The all society’s foibles, it has been generous in
Raptor swarm will have a Size equal to the doling out comforts and panaceas to troubles
size of the swarm fled from +1. of the human condition. Stripped of insulating
pleasures and continued societal acceptance
Reinforce ( W Special) of the misplacement of priorities, humanity’s
Paying the W cost of the Opponent again, the true nature is revealed for all its ugliness. And
GM can increase the Size of the swarm by yet, there can still be those who remember
† will count as a 0.
1d5!, the result of a H and preserve the best of what humanity has to
offer. It is up to an observant eye to discern
Fauna, Stinging/Biting (W 0) one from the other, and an honest, courageous
A character attacked by stinging and biting heart to not become what you fear about them.
swarms are generally not in immediate Even monsters can find a way to survive. It us
danger, but they will be very distracted during up to those idealists to remember the sacred,
Encounters. All Actions will add n per Size. preserve what matters most about life, and
learn to survive not as mere animals, but as
Hive/Nest (W 1 per Size Increase) humans.
This kind of Swarm cannot be Reinforced as
the number in the swarm is fixed by the size of
the hive or nest they come from.

- Opponents - 155
Survivors Stronghold will likely be prisoners.
Recruitment: A character can upgrade the
The mixed bag that are Survivors can be Survivors they Encounter by spending l.
a potential ally or a dangerous enemy. A This will mean they were able to locate a
watchful eye can distinguish one from the specific person or identify a useful skill set.
other, but even the vigilant can miss some very For this reason, a Survivor may have an l
telling clues as to the nature of this encounter upgrade cost instead of a W cost. There is
no reason a GM can’t add Upgrades to the
OPPONENT – LIVING Survivor characters. Paying a W cost will
Size: 1 generally mean they are hostile to player
Strength: 5d6 (25) characters, even if the relation or Encounter
Perception: 6d6 (33) may be amicable or even friendly under other
Empathy: 5d6 (25) circumstances.
Willpower: 5d6 (25) Characters who either defeat or use
Movement: 10’ Diplomacy options against Survivors will
Speed: n allow characters to take advantage of
{SC%}/Attacks: {Bal 32%}, {Do 25%}, Resource purchases from a limited Resource
{Grpl 25% [1d6 Sl]}, {Brl 32% [n Bl]} Catalog to represent what the Survivors
carry. Characters can Barter (or attempt to
Vitality steal) anything presented on the Catalog.
Health: (2)
 Bartering characters must be able to trade
Defense: 0 as per the description in the {Dipl - B/B%}
Damage Threshold: 8 entry.
Viral: Varies
Symptoms: Varies SURVIVOR UPGRADES/ABILITIES

Special Armed - Gunslingers (W 10 or l20)


The Living: There is still sentience in these The Survivors are armed with ranged weapons.
Opponents. Their psychology and physiology They will have a variety of pistols, rifles and/
are still defined by their higher cognitive or shotguns interspersed among their group.
functions. For this reason, the GM must They will add {Frm-P%} and {Frm-L%}
choose at least 1 upgrade to the Survivors or [n Pi, Sl] to their available {SC%}.
it will default to Panicked. From my Cold Dead Hands: Survivors, even
Assimilation: A character may attempt to under ideal circumstances, will rarely barter
recruit Survivors to become members of their away their firearms unless they have many
Stronghold. This will require Diplomacy as specifically for trading. Otherwise, Diplomacy
described in the various {Dipl%} entries. adds n per OL.
GMs paying W costs will generally prevent Capacity: GMs wishing to track the ammo use
most attempts at peaceful assimilation. In of armed Survivors can use the Capacity entry
this case, the Survivors brought back to a of the firearms they use and roll n or more

156 - Opponents -
per Depletion Point they accumulate. smell the blood on their merchandise.
Resource Catalog
Armed - Melee (W 5,l10) Survivors carry d5! Resource.
The Survivors are armed with melee weapons.
This will grant them access to the following Rag and Bone Man (l 10 per OL)
{SC%} and one damage types based on the The Survivor is a professional Rag and Bone
weapons they carry {MA% [n Pi, Bl or Sl]}. Man, selling whatever he or she has managed
Resource Catalog to scavenge or barter. They are generally a
Melee Weapons [Bl], [Pi], [Sl] welcome sight, as everything they have has a
price.
Cannibal (W 50 - 5 per OL) Empathy: 8d6 (38)
The characters encounter, what appears to Established Storefront: If the Rag and Bone
be a normal group of Survivors. The truth Man is encountered in their (often secret)
is far more sinister. They have not gotten by storefront, then they can sell up to 2d6 worth
this long by scavenging, but hunting their of Gear. The Rag and Bone Man can be
fellow human beings. They will not only see revisited at the same location. The l cost is
the characters as Opponents competing for also cut in half, so long as the characters are
dwindling resources, but as prey items. in good graces with the Rag and Bone Man
Empathy: 2d6 (10) and his or her associates. A Rag and Bone
Man will not have an established storefront at
Dangerous (W 5) OL 1 or 2.
The Survivors are not at all willing to enter Wagon Shop: If the Rag and Bone Man is
into any peaceful arrangement. All Empathy- encountered in the field, they will likely only
based {SC%} against them will get n n . have a wagon load of gear, which has a limited
selection of their merchandise. They will only
Familiar Face (W 70 - Empathy, l25xOL) sell 2d6 CU worth of gear.
The character is encountering someone
they know very well, either by design or by Shattered (W 10)
coincidence. They do not need any Empathy The Survivor is broken, whatever unforeseen
Check in order to persuade a character to tragedy has brought them to this point only
follow along with them. years of intense therapy would have a chance
Tragic End: The W cost means that the to treat. Increase all Empathy based {SC%}
Friendly Face has either met a tragic end or by +1d5! n . The H † result will mean the
they have otherwise turned on the character. Shattered is a homicidal maniac and will
attack at the slightest provocation. Bringing
Looter (W 5,l10) this Survivor back into the fold, however, will
The Survivor is little more than an opportunist. decrease Morale by 1, as they reveal their
By many accounts, a grave robber. They can tragic story. They will otherwise be able to be
be bartered with, but doing so will reduce assimilated as Population at a Stronghold,
Morale by 1. The characters can practically the darkest details of their past being gladly

- Opponents - 157
buried by the tasks the player characters set Characters will not be able to Flee an
them to. Encounter and will lose l equal to the Result
on n while in an Encounter with Panicked.
Panicked (W 0)
The Survivor is in desperate need of help Panicked will decrease the W cost of any
and is clawing their way to freedom or to get other Opponents and Opponent upgrades
supplies as fast as possible, fighting others if generated by subsequent E% by 1 per
necessary. They will be out of their minds with Panicked.
fear and can take the form of mobs. This is very
dangerous. There will be 2d6 - OL Panicked Riot Control: If the characters have a Training
deployed. The Empathy is reduced by 5 per Value with Command Apparatus of 1 per
Panicked Opponent. Reduction to Empathy 0 Panicked, the crowd will lose their Empathy
means that this is an uncontrollable mob, mad penalty and they can be ordered to disperse
with fear that will attack any character that with a {Dipl–Cd%}, ending the Encounter.
gets too near.

Index Injury 5
Location 133
Mission 132
Opponent 138
A Survivor 9 Acid [Ac] 30 Difficulty Dice 8
Cargo 9, 82 Bludgeoning [Bl] 30 Percentile Dice 8
Ability 5, 10, 54 Increases 108 Electrical [El] 30 Speed Dice 8, 18
List of Abilities 55 Cargo Units 81 Infection [In] 30 Dice Pool 17
Actions Increases 108 Piercing [Pi] 31 Building 19
Instant 22 Partial Cargo Unit Poison [Po] 31 Disadvantage 5
Multiple Actions 18 82 Radiation [RA] 31 List of Disadvantag-
Sustained 22 Character Advance- Slashing [Sl] 31 es 68
Aftermath 128 ment 50 Thermal [Th] 31
Attribute Bonus 16 Check 25 Death Penalty 71 E
Check Phase 21 Defense 9, 17
B Checks. See Skill Encounter Checks 129
Degree of Difference
Checks 20 Percentage Chance
Base Dice Pool 9 130
Body Slots 95 Combat 25 Degree of Failure 19
Advanced Combat Degree of Success 19 Encounters 129
Breach Checks 139 Encounter Deck 129
Rules 27 Depletion Points 84
Core Mechanics 16 Depletion Rolls 84 Fleeing 139
C
Dice 8 Environmental Modifi-
Cards 4 D d5! 8 ers 23
Character Traits 5 d6 8 Equipment 4, 80
Encounter 4 Damage Threshold 9 Components 83
Damage Dice 8, 17
Equipment 98 Damage Types Purchasing 96
Depletion Dice 8, 17
158 - Opponents -
F Kit 83 Resource Catalog 96 U
Chassis 84 Depletion 97
Fatigue 23, 29 Components 103 Resting 29 Undead 6, 144
Firearms Scrapping 88 Riding Animals 24
Carbine 119 Round 21 V
Cartridges 115
General Rules 110 Vehicles 24, 94
S
Long Guns 119 Viral 140
L
Formation 51 Secondary Attribute. Symptoms 140
Formations 26 Lethality 99. See See Attribute W
Fuel 25 also Multi- Bonus
plier Skill Advancement Weapons 99
G Locations 4, 133 Advancement Rate Melee 99
54
Gear 86
M Basic Skill Y
Loadouts 95
search 38
Universal Special Manuals 87 Yourself as a Character
Mastery 54
Rules 88 Missions 4 14
Skill Checks 9, 16
Worn 108 Morale 51 Opposed 20
Gear Bonus 82 Restoring 53 Skill Summaries 34
Gestalt Level 9 Movement 18 Skill Check {SC%}
Group Psychosis 53 within Encounters Skill Advancement
27 50
H Multiple Targets 28 skill summaries 34
Hack and Slash 128 and the Deadly Quali- Trained Skills 39
Hazards 4, 133 ty 28 SPEW Attributes 9
Sample list 133 Multipliers 80 Storytelling 126
Mx. See Multipliers Supported Skill 54
I Survival Horror 6, 126
N Survival Points 132
Injuries 32 Survivors 4
Aggravating 32 Natural Healing 29 Sustenance 23
Bone 32
Burn 32 O T
Flesh Wound 32
Frostbite 32 Opponents 4, 138 Tactics 26
Infection 33 Outbreak Level 127 Targeted Effect 27
Open Wound 33 Out of Bounds 139 Tech Points (TP) 115
Poisoned 33 Time 23
P Tools 100
Sepsis 33
Treating 32 Paradigm 5, 11, 70 Training Value 9, 54,
Injury Penalty 71 Primary Attribute 16 80
Insanity 52 Professions 54 Traits 9
Intent 25 Travel 23
Intent Phase 21 R Triggered Effect 22
Multiple 22
K Resolution Phase 21,
26
- Index - 159

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