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Character name Class Player name

stats combat stats Non combat


15 crit = 1 exp 5 10 15 exp
Hit points (30) Health arrear(0) Repair guns / make
1exp = 5 little ammo
Defence (5) How hard you are to hit bartering(0) Get more for trade
No exp
craft (2) How many different thing’s contusion(0) Resist Posen and toxic
you can put together
move (4) Move = 1 AP - per 1 crasmisma(0) General iteration with
run max (16) Run = 1 AP - per 2 and 1/2 def other ppl
perception(0) See zombies coming computers(0) Work with computer /
See details on thing`s hack them
Dexterity(0) Chance that att will miss you Danger Find out if some items /
passive doge (4) +1 passive doge per 1 dex sense(0) containers is bad
Strength(0) Brake free when grabbed and electrician(0) Rewire / reconnect
punish damage power
Search(0) Find things lock pick(0) Try to unlock a lock
thing
Melee(0) Base attack with melee Medicine(0) Ability to make simple
weapons medicine
Range(0) Base attack with range mapping(0) Make maps / find
weapons shortcuts

Weapons
name att dam max AP ammo Range craft durability Nose
hit level
Your body str 2 2 0 0 0 N/E 0

Armer Defence special make durability Nose


level

achon action cost Notes / hp


att Weapon AP
move 1 square 1 AP
run 2 square 1 AP
Pick up 1 (light) 2 (heavy)
drop 1 AP
Put away Weapon AP +1
chat 3 words 1 AP
Skill Vary on what they do
Can perform 4 AP on your go in any order the
5`th will end you turn - but use 4 then att is ok
Att dice = 1d10 + weapon att + melee or range =
Dam dice = 1d10 + weapon dam + 1 for every 2 susses over enemy dex +
str on melee
You can combine any items together with duck tape and a viable way that
the gm say yes to (max is craft stat)
Infectious
effects
1`s before game start's you can train only 1 person in 1 skill you have 1 hire than them roll 10 on d10
character creation
choose a class
get 10 to spend on your character point's are accumulative ie. level 1 = 1 2=2 3=3 go from 1 to 3 is 2+3 = 5

1. scout 2. doc
(+) def from cover and (+) can make anti virus serums to help boost fight the
infectious off
(+) att if the zombie has not yet seen you (+1/2 roll (+) get a +1 to healing stat
up)
(-) can not combine items to make armour over +4 (-) when interacting with other ppl you only get 1/2
roll down
Start items = Start items = seringers / herb's / cloth

3. police 4. mechanic
(+) on an att roll and you roll a 10 you roll agene and (+) can repair armour
add it
(+) can repair guns (+) hot wire vehicles and drive any
(-) you get +1 nose level when ever you use a melee (-) zombie get a +1 to see you
weapon
Start items = gun Start items = rag`s / iron 1" x1" / oil

5. mercenary 6. business
(+) can repair melee weapons (+) roll x2 when bartering and use highest roll
(+) if hit an enemy from the back get +1/2 roll up (+) get a +1 to computer stat
(-) when using range weapon only get 1/2 dam roll (-) ????
down
Start items = knife / rope Start items =

7. homeless 8. custom
(+) ???? (+)

(+) know shortcuts on the street to get place quicker / (+)


lose zombies
(-) when you lose infectious check you gain 2 level's (-)
instead of 1 in turning to a zombie
Start items = 50 2p`s / 15 cardboard box / 2 mobile (items ?)
phone

zombie turning
1 Hand's a little sweaty 11 show a prefrent to eat meat raw
2 (dry blood in cut)= sweaty 12 Start to smell fresh blood (+1 smell )
3 seems like a cold 13
4 (blood in a cut)= Like cotton wool in your 14 regen scars on your body not hp but if eat raw
head (- 1 perception) meat regen 1 hp every 10 AP for 50 AP
5 Your hearing get a little better (+1 hearing) 15
6 (swallowing blood) = confuse hard to 16 if eat raw meat you get stronger ass +2 to str
concentrate (-1 search) for 4h
7 Start swaying like drunk (-1 dex and -1 doge) 17 get extremely hungry only raw flesh satisfy
you (if not eaten -3 to all )
8 (eating infected meat/flesh)= start getting a 18 Talk with a sler like you had a stroke
thirst for violence (+1 Melee)
9 pain seems to hurt you less (run max+8 ) 19 Vomit if you don't rat raw meat (+2 AP)
10 lose you colour (-2 dealing with ppl ) 20 Become a just turned
points good description points bad description

4 Car jack Hotwire vehicle 3 Low immune Fail zombie turn test +2 stag
system
7 Gun repair Full repair guns 1-5 Zombiefiy Start on zombie turn table
7 Armour repair Full repair armour 2 poor Start with no items
7 Melee repair Full repair melee 3 unskilled Limit 1 skill to 5
6 skilled Start with 1 skill at 1 1-3 Addicted Dependent on some
substance
7 fighter Get 5 AP instead of 4 free 1 clumsy Harder to sneak - 5 dex
stuff per turn check
4 gifted +1 d10 durability when 2 holder collect every thing and
crafting unwilling to shear/use/let it
go
5 resilient +2 vs zombie turn tests 2 helper You want to help every 1
and don't want to lave any 1
behind / injured
4 speedy +1 move and +4 run 4 Split You roll when a decision
personality present itself odd=yes
even=no
5 imbue Chance of getting special 3 limited You cant repair any items
property on combine items
4 teacher At start of game roll 8-10 on smell 2 Blood lust If you smell / see blood you
d10 to teach some 1 a skill see 2 have to make a con roll to
both 4
you have 1 hire than them not att it - smell(5) see(7)
7 sleeper You have the ability to sleep 2 Nightmares You find it hard to sleep roll
nely any where at any time con when sleeping (5)
inventory
name have name have name have

Duck tape

combine items
action table

10
9
8
7
6
5
4
3
2
1
Att
d10 system
1 AP = about 1 sec

combat
attacking = 1d10 + weapon att + melee or range V passive doge
damage = 1d10 + weapon dam + 1 for every 2 susses over enemy's passive doge (+ str on melee) V def
damage = every point over the enemy's def is 1 hp they lose
combine items get a max stat off every item and a + 1 to something for every 2 items
hit 2 or more = normal att for first then str v def for rest then roll 1 dam and split amongst all hit

durability
combine items get 10 + 1d10 for every item used
lose durability if you roll a 10 on dam dice tack 1d10 down durability off weapon
lose durability if you roll a 1 on dam dice tack 1d10 up durability off weapon
lose durability = you combine skill lower weapons damage
weapon ? normal items get damage if you roll 2 under enemy def
weapon? Combine item get dam if you roll 3 under enemy def
armour ? armour get damage if enemy hit for +3 to your armour
armour ? Combine armour get damage if enemy hit for +4 your armour

healing
healing roll can only happen out of combat and heal cut / graze / miner stuff
healing roll out of combat 1d10 + medicine skill
doc can make splint / more compels healing
only 1`s in combat 1d10 -2 (doc = -1) for every enemy in 3 squares/meters 6 AP
healing if eat / drink / sleep normal = full hp in fights = drugs or medic kit 3 AP

actions
changing weapon is weapon you have equipped Attack speed +1 or throwing on floor is 1 AP
draw weapon is 1/2 AP down

combining items durability is


10 + 1d10 per component duck tape not included
standard items only 10

repair
can only repair items 1`s per day unless at the right shop / location
roll repair = d10 + skill - 2 per make max repair make is 4
wood + nails = durability (20) but at 10, repair roll is 5+3 =8 add 8 -2 = 6 (6 + 10 =16)
repair class = 1d10 + skill can repair any amount of make items

infectious
zombie blood test = 1d10 + 1/2 contusion down
don't get infectious = 1/2 contusion up
safe on a roll over (normal 5) (drugs = - 2) (no sleep = +2) (open wound = + 2)
roll 1 on d10 auto fail roll 10 auto succeeded

vomit = has desise / blood / any thing gm can come up with in it so very bad if no medic kit at hand
want bosses that make it the nose level all way stay that so 1-10 boss
Zombie type Hp Att Str Dam move Def Dex/ see wepon Rang AP Nose
doge level
human 30 1 1 1 4 5 1/5 1 Any 0 2 0
Job ( jus do what 5 1 1 1 2 3 1/3 1 Need 0 6 1
that did) to see
player
Old person 10 1 2 1 3 3 0/3 0 Scuter 5 1
Test subjet 8 0 0 4 2 4 2/5 2 4 1
1
Just made 20 1 1 1 4 3 1/4 1 0 4 2
Child 7 2 1 0 3 3 2/6 2 Cry 0 3 2
Drunk 15 0 3 3 2 5 0/2 2
2
runners 10 2 1 1 6(12) 4 3/7 2 0 3 3
3
Dog 13 2 3 2 8(16) 4 4/8 3 0 3 3
3
4
Gun zombie (amo 14 4 1 4 3 4 1(5) 3 Gun 10 6 4
1d8)
Gun zombie no 14 2 1 2 3 4 1(5) 3 mouth 0 4 4
wepon
4
4
Intelligent zombie 15 3 3 3 4 5 2(6) 5 any 0 3 5
5
5
5
Master mind 17 2 2 2 4 4 1(5) 5 Other 0 Com 2 6
(control 3) zombi Att 4
6
6
6
Learning zombie 25 Follow 7
u
7
7
7
Poetical vomit vomit 8
8
8
8
Pack rat/inset's all Turn 9
30 +3
9
9
9
Big mother fucker 70 7 8 3d10 5(10) 16 6 4 Kill all 2 8 10
(10) in way
10
10
10
thay pofer melee
cannibal type Hp Att Str Dam move Def Dex/ see wepon Rang AP Nose
doge level
Injured 20 4 2 2 2 3 2/6 5 any wep 5 1
Hunter 30 5 1 1 4 3 4/8 8 4 1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
overlord 150 7 8 5 5/10 12 8/12 8 any wep Wep/3 10

overlord = is a big brute that has body parts in thar mouth with scar all over thar body and normaly incharge of
a camp thay will use any wepon but befer meele that cut thar enamy and make them bleed thay like to tack thar
time dismembering thar enamy and gloryfiy in the sufering on them think put on a streching rack with nials in
your rist and ancals and then this person wood turn the thing 1`s evry 10 min just to lissen to you suffer
searching zombie turning
1 common items that will be on the side 1 Hand's a little sweaty
2 common items in common placers 2 (dry blood in cut)= sweaty
3 3 seems like a cold
4 some stuff my have bin put on top of the item 4 (blood in a cut)= Like cotton wool in your head
(- 1 perception)
5 5 Your hearing get a little better (+1 hearing)
6 items that might be in a box or draw thing`s 6 (swallowing blood) = confuse hard to
like that concentrate (-1 search)
7 7 Start swaying like drunk (-1 dex and -1 doge)
8 stuff in hard to reach placers 8 (eating infected meat/flesh)= start getting a
thirst for violence (+1 Melee)
9 9 pain seems to hurt you less (run max+8 )
10 in something that is locked 10 lose you colour (-2 dealing with ppl )
11 11 show a prefrent to eat meat raw
12 stuff put in secure place 12 Start to smell fresh blood (+1 smell )
13 13
14 items that are around but not very often 14 regen scars on your body not hp but if eat raw
meat regen 1 hp every 10 AP for 50AP
15 15
16 items that some 1 might have left in the 16 if eat raw meat you get stronger ass +2 to str for
location my accident 4h
17 17 get extremely hungry only raw flesh satisfy you
(if not eaten -3 to all )
18 Items with better stats than normal 18 Talk with a sler like you had a stroke
19 Combine items 19 Vomit if you don't rat raw meat (+2 AP)
20 gm decides 20 Become a just turned

Doctors drugs
Heal low 1d10 1/2 d Heal 1d10 Heal high 1d10 +5 Anti virus +25% Adrenalin -2 speed
Steroids +2 dam Caffeine +2 att Morphine = turning no side effects

AP

1 move / chat / no thinking action


2 body / normal stuff / very light weapons
3 little movement / throwing / most skills
4 2 hand weapons / throw heavy stuff
5 Most combo action
6
7
8
9
10
gm item tracker
weapons
Player name / components att dam max AP Def ammo Rang make durabilit Nose
hit e y level

max stat on basic items


Type Att Dam Max hit Nose level Min AP
melee 1 2 1 1 2

melee 2 4 2 2 2

melee 3 5 2 3 3
range 3 2 1 3 2

melee 4 5 3 4 3
range 3 3 1 4 2

melee 5 6 4 5 4
range 4 3 2 5 3

melee 6 7 4 6 4
range 4 4 2 6 3

melee 6 8 4 7 5
range 4 4 2 7 4

melee 7 9 5 8 5
range 5 5 3 8 4

melee 8 10 6 9 6
range 6 5 4 9 5

melee ? ? ? 10 ?
range ? ? ? 10 ?
parsing = weapon all way hit str
stun = add 3 ap to who it hit`s
block = add 1 defence
crushing = on crit roll weapon dam again and add it

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