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The Yiffing Dead

A free campaign supplement.

If you like this supplement, then be on the lookout for these books!

Nightballs

Lord of The Flings

Silent Night, Fucked Night

Fuck-O-Ween

Fucking Hill

Nightmares on Fucked Ave


Table of Contents

Chapter 1: About the Infection

Chapter 2: The PCs and their Safe Haven

Chapter 3: Loot table

Chapter 4: Infected (Bestiary)

Chapter 5: The Infection chart

Chapter 6: Special notes about this setting


Chapter 1: About the Infection

“It was only a matter of time before the Infection began, now my team is much smaller...
progress on the cure is much slower... if anybody is reading this, please finish my work and get to the
research lab in Antarctica... I fear that I will soon be among the infected... Good luck, and Gods
speed...”

-From the desk of Doctor Johnathan Feldman-

Nobody is quite sure as to how the Infection started, or who started it. Many people believed that it was
originally a controlled outbreak that was performed at a research facility in California, while other
people believed it to be the gods punishing them and turning those that went against their words and
blasphemed the gods holy words. Cursing them to walk the planet as undead entities that spread their
influence to those who were not turned. There are many other theories as to what had been the cause of
it, but, who is to say that any of these theories are correct?

The government had started work on a cure days after the outbreak, it had all of the agencies working
together. The agencies had all of the tools, samples from the infected that they had restrained and taken
back to holding cells in a secret facility someplace in Nevada... however, the agencies were not quick
enough. The infected broke out of their cells and incapacitated the guards, infecting them and moving
on to the other staff. A group of scientists lead by a Doctor Johnathan Feldman had managed to escape
in a APC to someplace where they could continue their work and research. They managed to take their
work with them while making their escape. A cure would not be far off, or so we had originally
thought.

The government had fallen, and the research would eventually become too tough and restricted for the
group of scientists, after they had made their way to their next location and began to resume their work.
They had ended up coming across a second strand of the infection that made different versions of the
Infected. The scientists set up a trap a few days after their arrival, and with one of them being used as
bait for one of these undead creatures, they ended up successfully capturing one of them and brought
them back to their hideout. The second strand was thus named “Project E” while the original strand was
dubbed “Project S”. the scientists found out from Project E that these special infected have stronger
abilities and could withstand more punishment then the infected that belonged with Project S. and that
some of Project E were able to infect their victims with not just oral abilities, but also abilities that were
able to be unleashed in the air... things had become much more dire, for the scientists, now.

A few days after learning about the new ways of infection from Project E, the scientist that was used as
bait to catch it, began to change. She began to feel her body grow cold, she constantly grumbled and
complained about being tired and occasionally went to bed earlier and earlier. She then couldn't take it
anymore, and locked herself inside of a broom closet while the other scientists slept. Quietly passing
away, only to return as one of the undead monsters. A few days after her disappearance, one of the
other scientists had gone to the closet where she had died and became infected in. The scientist opened
the door to get something out when he noticed her. Her breasts, ass and lips had become bigger,
rounder and fuller.

The undead scientist sprang to life and pulled her once companion into the closet, shutting the door and
locking it. She then began to hump him to death, the occasional lip-lock and blowjob. The scientist had
died, and soon joined her as one of the undead. One by one, the scientists dwindled until they had
locked themselves in their lab, and Doctor Feldman wrote one final journal... a journal where he asked
those that found his crew to finish what they had started. And to get the cure to Antarctica... the
scientists then died from starvation and dehydration after several long days, having somehow managed
to stay quiet and not be found by the roaming hordes.

The entire world has been affected by this outbreak, and I have been traveling strictly during the days.
Gathering as much information as I can about the outbreak so that I can assist whoever I come across.
This world has seen some rough times in the past... World Wars One and Two, the Korean Conflict and
Vietnam Wars... Then we have this outbreak, what a sorry state this world has fallen into. I myself have
been having dreams of a far off land, a desert full of beings like those on this world. Foxes, Wolves,
Cats of both big and small statures... the far off land had every single race like we do here, It was
incredible! I don't know why I am seeing these dreams, but if I can go there after all of this bullshit is
dealt with on this world, then I will gladly go there. However, for now, I must stick to my duties that I
have accepted in this world. To assist in making it right, again. And to bring it back to its previously
healthy and populated state.

I am thus leaving this note for whoever finds it, if you find yourself in any need of aid... Tune to
506AM on a radio, and you will gain that assistance. Be it for food, water, clothes or first aid. However,
I can not help you every time that you tune in, the generators provide power which is a bright bonfire
for the undead and other infected. Please, take care and stay safe. May my guidance help you...

Oh, also, before I forget... My name is Charles...

Charles Abernathy.
Chapter 2: The PCs and their Safe Haven

The PCs are the last bastion of humanity, to their knowledge. The PCs will begin the game in
one of five Safe Havens, a building that serves as not just their home, but their safety net from the
infected and undead that roam the streets. The PCs must choose from the five Safe Havens that are
listed to start out in. the PCs can move to other Safe Havens that they have cleared the building or
buildings of the infected that inhabits the location. However, inhabiting a new Safe Haven comes at a
gamble. There will be supplies inside of the new Safe Haven, but the gamble is the amount of supplies
inside of it. Please see below for starting Safe Havens and the amount of supplies in each.

Safe Havens:
Single-Story House: 1d6 Food, 1d6 Water, 1d4 Medical Supplies
Grocery Store: 2d6 Food, 2d6 Water, 1d6 Medical Supplies
Warehouse: 2d6 Food, 2d6 Water, 2d6 Medical Supplies
Prison: 4d6 Food, 4d6 Water, 3d6 Medical Supplies
Hospital: 3d6 Food, 2d6 Water, 4d6 Medical Supplies

Now, each Safe Haven presents a possibility of hindrances, a good example is how defendable a Safe
Haven is. For example, a single-story house, prison and a grocery store would be easy to defend, while
also being easy for the infected and undead to sneak in if more than one horde were to be moving in on
the place. While a Warehouse and a Hospital would be tougher to defend, due to how there is little to
no outer defenses and that there would be more ground to cover from the insides of the buildings. Each
Safe Haven has its own advantages, though. The advantages are as follows.

Advantages:
Single-Story House: Close to Grocery Stores
Warehouse: Has a extra 1d6 of Supplies (GM's choice) in a locked room, requires a DC 5 Perception
check to find, then a DC 10 Athletics check.)
Grocery Store: Has a extra 1d6 of Water in a loading truck that is parked in the loading area. (Opening
the gate requires a DC 15 Athletics check, DC 10 if two people are helping, DC 5 if everyone helps.)
Prison: Has a Infirmary that includes a extra 1d6 Medical Supplies.
Hospital: Has a Infirmary that includes a extra 2d6 Medical Supplies, There is also a storage room that
has 2d6 boxes of canned food and unopened water.

The amount of extra supplies from the Advantages is up to the GM, though. Some GM's might be
complete dicks and say that the Infirmary in a Prison or Hospital are completely destroyed, or they
could say that the extra supplies is reduced a die step or completely ruined from decay. It is entirely up
to the GM's discretion on how nice he wants to be about everything in this setting. After all, It would
not be a zombie apocalypse if the GM was being super nice and gave the PC's everything that they
asked for... Right?
Chapter 3: Loot Table

Alright, we have finally gotten to one of the many meaty portions of this free pdf. The Loot Table when
called upon after clearing out a new Safe Haven, the GM rolls 1d6 to see what sort of Supplies were
left inside of the new Safe Haven. All Supplies from the previous Safe Haven that were unused are able
to be transferred over to the new one, with some lifting from the PC's.

1d6 for what kind of Supplies remain:

1-2: Food

3-4: Water

5-6: Medical

Roll 1d6 to determine how fresh is it.

1-2: Like new

3-4: Recent

5-6: Old and Unusable.

How much Supplies remain:

1-2: 3d6

3-4: 2d6

5-6: 1d6

The Loot Table is not super expansive because I decided to make everything much more simple then
the vast majority of Loot systems in many TTRPGs. Mainly because other TTRPGs are easy to misuse
and abuse, along with being complex and bogging down gameplay for hundreds upon hundreds of rolls
for weapons and such.

This concludes the Loot Tables “chapter”.


Chapter 4: Infected Bestiary

Welcome to the meat and brains of this supplement, probably the ONE thing that you have all been
waiting for...

THE ZOMBIES!

So, you are probably wondering, “Gee, what kind of stats will the Project S infected have? And what
will the Project E infected have?” Well, I have good news for you... the Infected are varied! Though
Project S is rather weak, starting out at 25 AP. GM's can upgrade the Infected and Special Infected as
they see fit, as well as to become tougher and able to be pitted against the PCs as they organically grow.
This is the Bestiary that includes the Infected, and the Special Infected.

Note: The Generic Infected do not have fetishes, while the Special Infected will have two Fetishes to
go along with them, bringing some weaknesses to them.

Project S: AP 25

Stamina: 25 (three ranks, plus Grappling, Ass and Carnage)


Willpower: 22 (three ranks, plus Sound)
Speed: 7 (two ranks)

Traits:
Sound (two ranks)
Grappling (two ranks)
Carnage (two ranks)
Ass (one rank)

Description: Project S is the most generic form of the Infection, it was the first Infection recorded by
the CDC. The Infection is able to be passed to the zombies victims by bites, claws and blood
swapping. Most of the Project S classified Infected are males, herms and females of all various species.
There is not a set pattern for who or what they go after. However, Project S classified Infected are
unable to transform those that they themselves infect. More about transformation via Infection is
located in Chapter 6. The GM is able to say what the Project S infected are, species wise. Humans and
where they have been will also be located in Chapter 6.
Project E (Special Infected): 27 AP

Thumper: Thumper was dubbed its name after several female citizens found themselves pregnant after
they were defeated by this rabbit Infected and impregnated. These rabbit Infected are all usually males
and tend to drag those that they defeat off to Milfers to get the victims transformed into other male
Thumpers... It is very rare to see a female Thumper.

Stamina: 23 (2 ranks, plus 3 ranks in Physique and Hyper, 1 rank in Impregnation and Bloating)
Willpower: 13 (1 rank, plus 3 in Lust)
Speed: 7 (2 ranks)

Traits:

Physique (three ranks)


Hyper (three ranks)
Impregnation (one rank)
Lust (three ranks)
Bloating (one rank)

Skills:
Athletics (three ranks)
Intimidate (two ranks)
Intuition (one rank)
Perception (one rank)
Stealth (one rank)
Tactics (two ranks)

Fetishes:
Milk
Tits

Milfer (Special Infected): 27 AP

The Milfer is a female only Corgi that uses its breasts to lure in her victims. Once her victims are in her
grasp, she begins to feed them her milk and uses her Fleshcrafting abilities to fully transform her
victims. They are usually used by the Thumpers to grow the Thumpers ranks and also tend to feel
somewhat maternal... this is unique to the Milfer Infected, seeing as they mostly use this to their
advantage. Though their transformation only usually extends to the species types. Anything can
happen, however.

Stamina: 27 (3 ranks, 3 in Tits, 2 in Fleshcraft and 2 in Size)


Willpower: 22 (3 ranks, 2 in Milk)
Speed: 5

Traits:
Tits (3 ranks)
Fleshcraft (2 ranks)
Milk (2 ranks)
Size (2 ranks)

Skills:
Guile (1 rank)
Intuition (2 ranks)
Medicine (3 ranks)
Perception (1 rank)
Stealth (2 ranks)
Tactics (2 ranks)

Fetishes:
Dicking
Impregnation

Medi-Pup (Special Infected): 27 AP

The Medi-Pup was created by Americas engineers to assist within the medical field of expertise. It was
developed for all medical needs and programmed with the assets to do so. From everything to epipens
for allergies, to enemas and painkillers. This baby has it all. The Medi-Pup is a bipedal robot that is a
canine that looks like a Dalmation. Though models also come in the Great Dane and Doberman
varieties. However, no matter what model cosmetics the Medi-Pup takes, they all share the same traits.

Stamina: 24 (3 ranks, 2 ranks in Tits, 2 ranks in Bondage)


Willpower: 18 (2 ranks, 3 ranks in Shock)
Speed: 8 (3 ranks)

Traits:
Tits (2 ranks)
Bondage (2 ranks)
Shock (3 ranks)

Skills:
Athletics (2 ranks)
Medicine (2 ranks)
Perception (2 ranks)
Tactics (2 ranks)

Slurper: 27 AP

The Slurper is the final known Special Infected that the US Government had on hand before the final
few scientists were infected. Slurpers are Hermaphroditic Sergals who tend to suck on their victims
genitals and then either swallow them whole, or unbirth them. This particular Special Infected is known
to be quite dangerous, as they travel in packs and lure their victims into back alleyways, where they
have their way with them. They tend to also make those that drink from their breasts to become
intoxicated, more than likely due to all of the booze and rotgut that they drank in their life before the
Infection hit. They are not known for being super kind to their prey, but they are kind enough to let
them have their fun, before turning the tides and blowing them into unconsciousness. Their milk is
intoxicating, and those that drink it often end up passing out only to wake up. Not knowing where they
are after being thrown into a room with other victims.

Stamina: 24 (3 ranks, 2 ranks in Oral, 2 ranks in Vore)


Willpower: 23 (3 ranks, 3 ranks in Intoxication)
Speed: 7 (2 ranks)

Traits:
Oral (2 ranks)
Vore (2 ranks)
Intoxication (3 ranks)

Skills:
Guile (2 ranks)
Intuition (1 rank)
Perception (3 ranks)
Stealth (1 rank)
Tactics (2 ranks)
Chapter 5: The Infection Chart

The Infection Chart was something that I made a while back for a Super Sentai campaign. It originally
included various bonus's and drawbacks that were given to the PCs if they lost a battle and would end
up normally taking on a new level to give them good things, but also bad things. This is now part of
The Yiffing Dead setting. There are six stages in total, and if a player ends up going to all six stages,
then they must create a new character at their previous ones total AP. Rules on characters that come
after one becomes fully corrupted will be in Chapter 6.

Stage 1:

When Stage One hits the PCs, they will begin to feel their entire bodies warm up and will feel
somewhat tired from having lost the encounter against either the Project S or the Project E strands of
Infection. Aside from feeling like they have a fever, nothing out of the ordinary happens and there is no
downsides.

Stage 2:

When Stage Two is hit, the PCs will begin to feel anxious and nervous. They jump at being snuck up on
and will try to find another PC to take solace in and to comfort. This gives the PCs a -1 penalty on all
of their Stealth rolls, seeing as they tend to have a hard time keeping quiet.

Stage 3:

Stage Three brings with it, a bonus to the PCs. Once they hit this stage, the PC may choose one
Physical or Mental trait that they do not have, and gain two ranks in it for free. However, these free
ranks do not contribute to the AP total and the PC must drop two ranks of one of the traits that they
originally started off with. This includes the associated stat dropping along with it by two points.

Stage 4:

Stage Four is when things begin to get pretty dire, the PCs will have to roll their Willpower (to be
explained in Chapter 6) whenever they encounter Project S Infected or Project E Infected. If the roll
fails then the PCs will approach their opponent and offer themselves to them for 1d4 rounds. However,
despite that, the PCs that are at this stage will gain immunity from one of the Infected types. Rolling for
Willpower DC and the Infected type that they are immune to is to be discussed in Chapter 6.

Stage 5:

Stage Five is where you really want to watch out. When PCs hit this stage, they lose one rank of
Willpower and Speed, however, they gain immunity from another Infected type. But they also begin to
crave the cum from the living... To resist this urge, another Willpower roll must be made. Those that
fail will have results that will be explained in chapter 6.
Stage 6:

Stage Six is the final stage, if the PCs end up at this stage, then they must make a Willpower roll or
give into their now zombie-like urges. Attacking their companions to attempt and drain them of their
cum. If the PC that reaches this stage can not get any cum from their companions, then they will break
out of the Safe Haven and flee into the city. Vanishing and joining the horde of whatever Special
Infected brought them to this stage.

Chapter 6: Special Notes about this setting.

Ok, so... It is time to discuss the Special Notes about my setting right here. All of the special notes are
down below. I do hope that you will enjoy this setting, I have worked hard on it and had a lot of fun
writing it!

How Drawbacks work:

Drawbacks work much differently in any of my campaigns for FAPP that I run. You can no longer
choose to take them during gameplay, meaning you can not choose to take them at character creation or
as you level. Drawbacks are now given whenever you are hit by a Fetish and are activated at random.
The GM will roll a dice that equals the amount of your Traits, and whichever one is rolled, the
Drawback for that trait activates for 1d6 hours. Once the time is up, you no longer have the Drawback.
(The GM can use a piece of paper and a pencil to dictate how long you have been out gathering
supplies or doing work inside of the Safe Haven.)

Willpower, Stamina and Speed tests:

Willpower, Stamina and Speed tests are all resolved the same way as skills. If the GM tells you to roll
your Willpower, Stamina or Speed when not in combat, you roll a number of d6 that equal your ranks
in the stats.

Initiative for Combat:

So, Initiative and how it is handled is by rolling 1d10 and adding your ranks in your Speed stat. Not the
total speed, but just the ranks in it. I know that the FAPP core rulebook has it done a certain way, but I
always found it to be on the slow side. Rolling 1d10 and adding the ranks in your speed has always
been much faster in campaigns and much more simplified. However, if more than one PC ends up with
the same number for initiative, then simply compare your Speed stat. And if that ends up being a tie,
then have a roll off with 1d10 only. No Speed stat is to be added to a roll off.

Willpower DC for the Infection Chart willpower tests:

Alright, so. The Willpower tests for those that fall victim to the Infection Chart is a DC 10. from every
stage 4 the DC will be raised by one point.

Skills:

Skills are to be used in this setting, the general and Future skills (Except for Xenobiology) are good for
use. Xenobiology isn't to be used since this setting does not revolve around aliens. I might expand on
this setting in a future supplement, but I'm not entirely sure.

Getting rid of the Infection:

You can get rid of the Infection in one of two ways. The first way is by finding one of the many
syringes that is a prototype of the Cure, and injecting yourself with it. This requires a DC 15 Perception
check, and only has one use. Though there are many of these prototypes out there. The second way is
by finding a uninfected Medi-Pup inside of a hospital, and using it to rid yourself of the Infection.
Though there are far and few Medi-Pups out there in the USA.

What of the rest of the world?

Well, nobody knows about the rest of the world, since all radio contact has been reduced to just the
USA due to the government.

Where are the Humans at and where do the new characters come from?

There are not as many humans in this setting as there are in real life. In this setting, both humans and
new characters that show up after previous ones end up at the tail end of the Infection Chart, come from
a secret government facility that not even the Infected know about. They end up waking from Cryo-
Sleep that has kept them safe from the Infection, thus far.

Are there any other survivors in this setting aside from the PCs?

Yes, there are! There are various enclaves throughout the world, and if you choose to help them. Then
they will help you. However, is assisting them a good idea in the first place? That is up to you to
decide!

When can we expect Nightballs to be ready?

The simple answer, is a response from Gearbox Software while they were helping Duke Nukem
Forever through its Development Hell...

It will be ready, when it is ready.

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