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Turn Steps Ranged Combat Modifiers Table Fear Table


1. Intentions: The Zombie Master asks Point-Blank Range: +1 to Strike Tasks, and add 1 to the Damage Multi- Success
Effect 
Level
each player what her character intends to  plier.
do during the next Turn. Shakes: All the character's actions suffer a -2 penalty for 2 Turns.
Short Range: No modifier. 1
Lose 1 Essence point.
2. Initiative: The Zombie Master deter-
Medium Range: -1 to Strike Tasks. Flight: Victim runs away screaming for 1 Turn. If cornered, the victim
mines who gets to attack first, or allows 2
may fight or react in a more rational way. Lose 2 Essence points.
it to be determined randomly.
Long Range: -3 to Strike Tasks, and reduce Damage Multiplier by 1. Physical reaction: Fear causes a messy physical reaction (often
3. Performance: Attack, defense and involving bodily functions best left to the imagination). Not only is
3
Extreme Range: -6 to Strike Tasks, and reduce Damage Multiplier by 2. this embarrassing, but it imposes a -1 penalty to all actions for D4(2)
non-combat Tasks or Tests are per- turns. Lose D4(2) Essence points.
formed, starting with the character with
the highest Initiative. Poor Lighting Conditions (A dark alley, candlelight, moonlight): -1 Paralyzed: The character cannot move for D4(2) Turns. Only inter-
to Strike Tasks.* 4
vention by other characters (who may shake her, slap her or otherwise
force her to act) will allow her to take any action. Lose D6(3) Essence
4. Damage: Any damage inflicted by the  points.
results of the Performance step is ap- Bad Lighting Conditions (Moonless night): -4 to Strike Tasks.*
 plied to the target or targets (this can end Faint: The shock and fear are so severe that the character collapses,
Total Darkness: Use a D10 roll with no other modifiers; only a natural unconscious. A Difficult Constitution Test is required to recover
the fight right then and there). 5 consciousness; this can be attempted every minute, or whenever
roll of 9 or higher strikes the target. If a character makes a Difficult
somebody tries to stir the character. Lose D10 x 4 (20) Endurance
5. Repeat: Further Tasks are resolved Perception Test, she can add each Success Level to the D10 roll,  points and D8(4) Essence points.
and damage inflicted until each character accounting for the use of senses other than sight to spot the target.*
6 Total Hysterics: The victim becomes a screaming, babbling, totally
has had a chance to act during the Turn. 6
useless maniac for D8(4) Turns. Lose D10(5) Essence poin ts.
Multiple Shots: -1 for each additional shot, or -2 if the weapon has a
6. End: The Turn ends and the heavy recoil. It Gets Worse: Higher results are left to the Zombie Master’s imagi-
 process starts again back at step 1. 7+ nation. They may include life-threatening effects like heart attacks or
Gun Scopes: A telescopic scope will add +2 to +5 to any Aiming Tasks. comas, or a bout of temporary insanity l asting hours, or worse. . .

* Lighting modifiers also apply to close combat attacks.


Base Modifiers Table
Routine: No roll needed
Outcome Table
Easy: +5 or more to the roll
A result of 9 generally means the attempt was accomplished (that’s good enough in most cases). When
the degree of the success needs to be measured, however, Success Levels depend on the final result (a Moderate: +3 to +4 to the roll
roll including all positive and negative modifiers).
Average: +1 to +2 to the roll
9-10: First Level (Adequate): The Task or Test got done. If an artistic endeavor, it is just adequate, and critics/
audiences are likely to give it "ho-hum" responses. A complex and involved Task takes the maximum required time Challenging (includes most combat rolls): No modifier
to complete. An attempted maneuver was barely accomplished, and might appear to be the result of luck rather than
skill. Social skills produce minimal benefits for the character. Difficult: -1 to -2 to the roll
Combat: Attack does normal damage.
Very Difficult: -3 to -5 to the roll
11-12: Second Level (Decent): The Task or Test was accomplished with relative ease and even some flair. Artistic
Heroic: -6 to -9 to the roll
results are above average, resulting in a warm reaction from many, but not most. Complex and involved Tasks take
10% less than the maximum required time. Attempted maneuvers are skillfully accomplished. Social skills manage Near-Impossible: -10 or worse
to gain some benefits for the character (including a +1 to further attempts on the same people under similar situa-
tions).
Combat: Attack does normal damage. Corrosive Damage Table Hit Location Diagram
Poison Head/Neck: 1
13-14: Third Level (Good): The Task or Test was completed with ease. Artistic results are largely appreciated Rating Damage
 by connoisseurs and well-li ked by the public (altho ugh some critics will be able to fi nd something wrong). Complex Strength Right Arm/Wrist/Hand: 2
and involved Tasks take 25% (one fourth) less time than normally required. Attempted maneuvers are done with
1 1 point Left Arm/Wrist/Hand: 3
seeming effortlessness, apparently the result of great skill. Social skills are not only successful, the character will be
at +2 on future attempts on the same people (this is not cumulative with subsequent high rolls -- use the highest 2 1D4(2) Torso: 4-6
 bonus only).
Combat: This is the roll needed to hit a relatively small and specifically targeted area, or to accomplish 3 1D6(3) Right Leg/Ankle/Foot: 7-8
a tricky shot or strikes (for strikes against specific body parts, see p. 104) Left Leg/Ankle/Foot: 9-10
4 1D8(4)
15-16: Fourth Level (Very Good): The Task or Test was very successful. Artistic endeavors are rewarded
with a great deal of appreciation from the intended audience. Complex and involved Tasks can be finished 5 1D10(5)
in half the time. Social skills produce a lasting impression on the people involved, resulting in a bonus of +3 on all
future attempts in that skill involving the same people. 6 1D6 x 2(6)
Combat: Increase the damage rolled by 1 before applying the Multiplier.

17-20: Fifth Level (Excellent): The Task or Test produced excellent results. Any artistic endeavor impresses the
Difficulty Numbers Table
audience greatly, leading to a great deal of recognition and fame. Social skills have a future bonus of +4, as above. Type of Task Difficulty
Combat: Increase the damage rolled by 2 before applying the Multiplier.
Easy 1-2
21-23: Sixth Level (Extraordinary): The Task or Test produced amazing results, accomplishing far more than was
intended. Artists gain fame after one such roll, but all their future accomplishments will be measured against this Challenging 3-5
one, which may lead to the "one-shot wonder" label. Social skills gain a future bonus of +5, as above.
Combat: Increase the damage rolled by 3 before applying the Multiplier. Difficult 6-8

24+: Further Levels (Mind-boggling): For every +3 to the total above 23, increase the Success Level by 1, and the Very Difficult 9-10
Social skills future bonus by 1.
Heroic 10-12
Combat: Add +1 to the damage rolled for every additional Success Level.
Impossible 13-15
Damage Modification Example: Luigi punches an opponent and his attack roll is a 17 (fifth level of success:
+2 damage bonus). Luigi's normal punch damage is D4 x 3. Given his Success Levels, the damage is modified to
(D4+2) x 3, or 9 to 18 points. Even on a bad damage roll, the attack inflicts a decent amount
of damage.
 

Close Combat Weapons Table


Body Armor Table
Weapon Type Damage EV Cost Aval
Cloth and leather provide some protection against close combat weapons, but li ttle protection against firearms. Modern “bulletproof” vests and
Punch D4(2) x Strength* n/a n/a n/a limb protection are made of Kevlar and composite materials. Class I, IIa and II armors are heavy but flexible, and may be added to clothing.
Class III and IIIa are thicker, heavier and more rigid plastic-like armors, and can only be concealed by l oose or bulky clothing. Class IV is more
Kick D4(2) x (Strength + 1)* n/a n/a n/a like a breast plate for the torso, or plate greaves for the limbs. Class IV armor is theoretically able to st op .308 armor piercing rounds. The U.S.
Army’s body armor is Class IV for combat units (torso), with a Class III helmet. SWAT and FBI assault teams have Class III or IV body armor,
Small Knife D4(2) x (Strength - 1)** 1/1 $10 C
helmets and limb protection. The costs given below are for vests; double the price for both torso and limb protection.
Large Knife D4(2) x Strength** 1/1 $25 C
Armor Type Armor Value EV Cost AV
Short Sword/Huge Knife D6(3) x Strength** 2/1 $50 C
Padded/Quilted
Fencing Foil D6(3) x Strength** 2/1 $75 U D4 - 1(1) 1/1 $200 U
Cloth Armor
Broadsword D8(4) x Strength**& 4/2 $150 R
Leather Jacket D4(2) 2/1 $200 C
Bastard Sword D10(5) x Strength**& 4/2 $200 R
Leather Armor D6 + 1(4) 10/5@ n/a R*
Greatsword D12(6) x (Strength + 1)**@ 8/4 $250 R
Rapier, Edge D6(3) x Strength**& 2/1 $150 U
Chain Mail D6 + 6(9) 40/20# n/a R*

Rapier, Point D8(4) x Strength**& 2/1 $150 U Plate and Mail (D8 x 2) + 8(16) 50/25% n/a R*
Katana D10(5) x Strength**& 2/1 $500 U Plate Armor (D8 x 3) + 8(20) 70/35& n/a R*
Spear D6(3) x Strength**& 4/2 $150 R Leather Helmet D6 + 1(4) 2/1 n/a R*
Spear Charge D8(4) x (Strength + 1)**& 4/2 $150 R Metal Helmet (D8 x 2) + 8(16) 8/4 n/a R*
Staff (Short Punch) D6(3) x Strength 4/2 $75 U Class I Armor D6 + 7(10) 4/2 $300 C
Staff (Swing) D8(4) x (Strength + 1)@ 4/2 $75 U
Class IIa Armor (D6 x 2) + 9(15) 4/2 $425 U
Small Mace D8(4) x Strength 2/1 $50 R
Class II Armor (D6 x 2) + 14(20) 8/4@ $475 U
Mace D10(5) x Strength& 4/2 $100 R
Class IIIa Armor (D8 x 2) + 17(25) 10/5# $525 R~
Large Mace D12(6) x (Strength + 1)& 6/3 $150 R
Wood Axe D8(4) x Strength**& 1/1 $25 C Class III Armor (D8 x 3) + 18(30) 12/6# $650 R~
Battle Axe (D8 + 1)(5) x Strength**& 4/2 $100 R Class IV Armor (D8 x 5) + 20(40) 16/8# $800 R~
Greataxe D12(6) x (Strength + 1)**@ 6/3 $200 R Riot Shield (D8 x 2) + 17(25) 8/4 $100 U~
Halberd D12(6) x (Strength + 2)**@ 10/5 $250 R Helmet Use Type I-IV Armor 2/1 $100 U~
Small Club/Stick D6(3) x (Strength - 1) 1/1 n/a C @ Regardless of EV, this it em lightly encumbers a character when worn.
Police Baton/Large Stick D6(3) x Strength 2/1 $10 C # Regardless of EV, this i tem mediumly encumbers a character when worn.

Bat/Club/Pipe/Chair D8(4) x Strength& 2/1 $25 C % Regardless of EV, this item heavily encumbers a character when worn.

Chainsaw D10(5) x Strength**& 20/10 $100 C & Regardless of EV, this item extra h eavily encumbers a character when worn.

Broken Bottle (D4 - 1)(1) x Strength** n/a n/a n/a * Outside the Society for Creative Anachronisms, th is armor is very hard to find in a modern setting. Zombie Masters may decide th at it is only
available in ancient settings, such as Dead at 1000 (see p. 196). Archaic and soft armors (cloth and leather) are not designed to stop high-
* Does Life Points damage, unless Endurance damage r ules are used. Remaining velocity bullets. For such armor, divide the AV by 2 when attacked by normal bullets, and by 3 when using armor-piercing. Do not double the
 penetrating damage is doubled. AV when struck by hollow-point bullets.

** Indicates a stabbing/slashing weapon. Damage is calculated normally, and then ~ Civilians will have a hard time getting anything heavier than a Class IIIa vest (anything beyond that level is hard to conceal, and the authori-
armor protection is subtracted. ties will certainly investigate people purchasing heavy combat armor).

& Weapon may be used two-handed, raising the character’s effective Strength by 1
Armor Value and Damage Capacity of Common Objects Endurance Loss Table
when calculating damage.
For example, the Spear does D6(3) x Strength one-handed, and D6(3) x (Strength + Hard Work 1 Per 10 Minutes
1) two-handed.
Object Armor Damage Barrier
Value Capacity Value Very Hard Work D4(2) per 10 Minutes
@ Weapon must be used two-handed. Damage modifiers have already been ac-
counted for in the formula. Frenzied Activity D4(2) Per Turn
Wine Glass 0 1 0

Glass Bottle 1 5 0 Role of Luck Table


Targeting Body Parts Window 1 3-5 1
Result After Second Roll
Second Rule of 10 Rule of 1
These rules can be used for dramatic purposes, but add more complex- Dresser 3 5-10 6
Roll
ity to combat. The following chart determines the penalty to the attack,
and the modifier to the damage inflicted. Damage bonuses occur after Desk 5 30 6 1 10 -5, Roll Again
 penetration (if the target is not wea ring armor, all damage is modified
Personal Computer 4 10-20 5 2 10 -3
accordingly).
Door 5 30 10-12 3 10 -2
Head: -4 to hit. Blunt damage is doubled; slashing/piercing is tripled.
Door Lock 6-8 10-20 —
4 10 -1
Bullet damage is modified by two levels (i.e., armor-piercing bullets
inflict triple damage, normal bullets inflict four times damage, etc.). 5 10 1
Reinforced Door 10-15 40-60 20-30
Endurance Point damage (in non-lethal combat) is quadrupled. 6 11 1
Reinforced Lock 20-25 30-50 —
Neck/Throat: -5 to hit. Blunt damage is doubled; slashing/piercing 7 12 1
damage is quadrupled. A slashing attack on this area that does enough Wood Wall 5+1 Per Inch 20 Per Inch 8+1 Per inch
8 13 1
damage to kill the victim results in decapitation. Bullet damage is
Brice Wall 9 +1 Per inch 30 Per inch 12 +2 Per inch 9 14 1
modified by one level (armor-piercing bullets inflict double damage,
and so on). Concrete Wall 18 + 2 Per inch 50 Per inch 50+10 Per inch 10 15, Roll 1
Again
Arms/Legs: -2 to hit. Damage in excess of Life Points/3 cripples the Ferreconcrete Wall 20+5 Per inch 75 Per inch 50+10 Per inch
limb; extra damage is lost.
Steel Wall 30 +5 Per inch 100 Per inch 60+20 Per inch Hit Location Diagram
Hand/Wrist/Foot/Ankle: -4 to hit. Damage in excess of Life Points/4 1 Head/Neck
Note: Inches may be multiplied by 2.5 to get an equivalent measurement
cripples the area. Extra damage is lost.
in centimeters. 2 Right Arm/Wrist/Hand  
Vital Points (heart, lungs, spine, kidneys, etc.): -2 to hit. Blunt dam-
age is doubled; slashing/piercing damage is tripled. Bullet damage is 3 Left Arm/Wrist/Hand  
modified by one level (see Neck/Throat bullet damage). 4-6 Torso 
7-8 Right Leg/Ankle/Foot 
9-10 Left Leg/Ankle/Foot
 

The Effects of Injury Effects of Endurance Loss Effects of Essence Loss


During combat or other tense situations, adrenaline keeps all but At 5 Endurance Points or less, the char- In stressful noncombat situations, such as being locked in a barn
the most serious wounds from affecting the character’s perform- acter feels groggy and dizzy. All actions surrounded by zombies, Norms and Survivors loose D4(2) Es-
ance. incur a -2 penalty. If a character’s En- sence Points an hour, and no Essence is regained during that
durance is reduced to 0 or below for any time. The Inspired suffer the same loss but regain their Will-
A character reduced to less than 5 Life Points is severely hurt. It reason, she is in danger of falling uncon-  power in Essence per hour, offsetting that loss. In a combat
will be difficult to do anything unless the character is driven by scious. A Survival Test is necessary to situation, 2 Essence Points are lost per Turn for ranged combat,
adrenaline into pushing himself. Most actions suffer a -1 to -5 remain on her feet, at a -1 penalty for and 3 points per Turn for close combat.
 penalty due to pain an d shock. every 5 points below 0 (round up). This
Test is repeated every Turn -- eventu- A character reduced to half her Essence Pool feels numb, and it
At 0 points or below, the character is knocked down, stunned
ally, the character will fall unconscious. may be hard to elicit any strong emotional reactions from her.
and semi-conscious. AWillpower and Constitution Test is neces-
Also, mental Tasks are performed at a -1 penalty until the Es-
sary for the character to get back on her feet. Such a Test is
sence Pool is restored to half capacity.
 penalized by the amount b y which she is reduced belo w zero.
Regaining Endurance Points
When reaching -10 points or worse, there is a chance the charac-
At 1 or 0 Essence, the victim falls into a deep depression. All
ter will die (see Survival Tests, page 112). Characters recover 1 Endurance Point Tasks and Tests suffer a -3 penalty, and it is difficult to concen-
 per Constitution level p er half hour of trate or care about anything. If Essence is reduced below 0, the
Regaining Life Points sleep, or the same amount for every hour victim must pass a Difficult Willpower Test, at -1 for every
of rest. Endurance Points lost due to lack 5 Essence Points below 0. If she fails, she temporarily loses one
A First Aid and Intelligence Task restores 1 Life Point per Suc-
of sleep can only be regained by sleep- level in one mental Attribute (the Zombie Master may let the
cess Level obtained. Performing First Aid on oneself is possible,
ing.  player choose), or she temporarily gains a Ment al Drawback
 but with a -2 modifier. One Task is allo wed for each wound
inflicted. worth at least 2 points.
Endurance Loss Table
A character recovers 1 Life Point per Constitution level per day Hard Work 1 Per 10 Minutes If Essence is reduced below -30 Essence, the character must pass
of rest under medical care until she reaches 0 points or higher. Very Hard Work D4(2) per 10 Minutes a Survival Test, with a -1 penalty for every 10 points below -30.
After that point, she regains a fixed 2 Life Points per day. Characters killed by Essence drain have no apparent cause of
Frenzide Activity D4(2) Per Turn death. Medical science will diagnose only “heart failure”.
Injury As a rule of thumb
Regaining Essence Points
Wound inflicting Descripton
Inspired can regain lost Essence in a matter of minutes (equal to
Less than 2 Superficial -- a cut or a bruise.
their Willpower per 5 minutes). Others are limited to regaining 1
3 to 5 points Deep but not life-threatening, except against Essence Point for each Willpower level, every hour.
weak or sickly individuals
6 to 10 points Severe -- a stab in the stomach, a deep cut in Experience Point Awards
an arm or leg causing massive hemorrhage,
cracked or broken Bones. Being There: All Cast Members who participated in the game session receive 1 point.
11 to 15+ points Life-threatening injuries -- a chest wound, a Good Roleplaying: 1 point per instance.
head injury, damage to a Major organ or a
wound that cripples or crushes a limb Advancing the Storyline While Remaining in Character: 1 to 3 points. This rewards players whose roleplay-
ing, planning and Cast Member actions helped develop the Story.

Survival and Consciousness Tests Heroic Roleplaying: 1 to 3 points. Given to players whose Cast Members remained true to themselves even
when it meant they would suffer for it. The heroic type who risks his life for others, or even the coward who
Survival Tests runs or surrenders when the wise course would be to fight are good examples of this.
When a character has been reduced to negative 10 Life Points,
Ingenuity Award: 1 to 3 points. Given to players who used impressive and unexpected tactics and
she may be killed instantly. To see if this happens, the character  problem-solving to deal w ith a plot device. This, howeve r, only applies if the devious pl an or tactics were true
makes a Survival Test. Survival Tests are a special form of At-
to the Cast Member (not the player). If the village idiot suddenly starts having spurts of Machiavellian bril-
tribute Test, using Willpower and Constitution, at a penalty of
liance for no good reason, then no award should be given.
-1 for every 10 Life Points below 0 (rounded down) the charac-
ter currently suffers. This Survival Test only determines whether
or not the character drops dead right then and there. Passing the Explosive Areas of Effect Table
Test does not mean the character is out of the woods. Unless These areas are expressed with a yard (meter) radius.
medical attention is available, the character may still die in a few
Explosive Type Ground Zero General Effect Maximum Range
minutes. Every minute that is spent without receiving medical
help, a new Survival Test is required, at a cumulative -1 penalty. Offensive Grenade 1 3 1/5
If the character survives the Survival Test, she must still Defensive Grenade 2 6 10
check to see if she remains conscious .
40mm Grenade 2 6 10
Consciousness Test Mortar Shell 3 8 15
A Consciousness Test is run exactly as a Survival Test is, except
the modifier is equal to the amount of negative points im- Explosive Damage Table
posed!  Each weapon has three damage numbers applying to each of the three ranges. If a bomb

Special Weapon Types and Damages Weapon Type Ground Zero General Effect Maximum Range
Many of these special damage features are only applicable against other humans; they Offensive Grenade D6 x 8(24) D6 x 6(18) D6 x 2(3)
may be useless against zombie
Defensive Grenade D6 x 10(30) D6 x 8(24) D6 x 3(9)
Weapon Type Armor mod Damage Mod Hit Mod
40mm Grenade D6 x 12(36) D6 x 10(30) D6 x 4(12)
Two-Handed — Strength +1  —

Slashing/Stabbing — (Dam - armor) x2  —


Mortar Shell D8 x 10(40) D8 x 8(32) D8 x 4(16)
Blunt — —  —
Explosive Weapon Table
 Normal Bullets: — (Dam - armor) x2  —
Weapon Range Cap EV COST Aval
Hollow-Point Bullets x2 (Dam - armor) x2  —
Thrown Grenade 3/7/10/13/20 1 1/1 $100 R
Armor-Piercing Bullets 1/2 —  —

Shotgun Slug — (Dam - armor) x2  —


Grenade Launcher 30/50/100/2 00/350 1 4/1 $600 R

Shotgun Hollow-Point x2 (Dam - armor) x3  — 60mm Mortar 100 to 3500 1 40/20 $5,000 R
Shotgun Shot x2 — +1
 

Skill Compatibility
*A note on Perception. Perception seems to counter act or aid the majority of skills. Say First Aid, it is Int + First Aid to
give treatment but Per + First Aid to see what needs to be done. Another example, Cheating. Int + Cheating to actually
cheat, but Per + Cheating to spot a cheater. Usually it is a Perception roll to counter act or notice something skill wise.
Acrobatics Dex
Acting Int
Agriculture Int
Beautician Int
Brawling Dex, Str
Bureaucracy Int
Camerawork Dex, Int, Per
Cheating Int
Climbing Con, Dex, Str
Computer Hacking Int
Computer Programming Int
Craft A variety of Int, Dex, Per, and other skills that may aid craft rolls.
Dancing Dex
Demolitions Int
Disguise Int
Dodge Dex
Driving Dex
Electronic Surveillance Int
Electronics Int
Engineer Int
Escapism Dex, Int
Fine Arts Dex, Int
First Aid Int
Gambling Int
Guns Dex
Haggling Will
Hand Weapon Dex
Humanities Int, Per
Instruction Int
Intimidation Will, Int *I have let my players use Str and Con for more physical means of intimidation.
Language Depends on Skill Level of Language.
Lasso Dex
Lock Picking Int, Dex, Per
Magic Bolt Dex
Martial Arts Dex
 

Character Creation Table Quality and Drawback List by Category


Name Cost/Type Books Page
The following costs are applicable only during character generation. After a campaign Mental
has started, the character improves using the Experience Point Cost Table. Addiction Variable Drawback Core 36
Artistic Talent 3-point Quality Core 37
Buying Primary Attributes: Each level of an Attribute costs 1 point until level 5, and 3
Bilingual 2-point Quaility OTL 16
 points per level thereafter. Hu mans can only buy Attributes up to level 6.
Charisma Variable Quality or Drawback (1 point/level) Core 38
Calculating Secondary Attributes: Life Points: ((Constitution + Strength) x 4) + 10. CLoistered 3- to 5- Quality OTL 16
Endurance Points: ((Constitution + Strength + Willpower) x 3) + 5. Speed: (Constitution Clown 1-point Drawback Core 38
+ Dexterity) x 2. Essence Pool: Add the character's Primary Attributes together. Covetous 1- to 3-point Drawback Core 39
Cowardly 1- to 3-point Drawback Core 40
Buying Qualities and Acquiring Drawbacks: Qualities have different point costs, Cruel 1- or 3-point Drawback Core 40
which are listed under each entry. When a Drawback is acquired, the character gains Delusions Variable Drawback Core 41
extra points in either the Attributes, Qualities, Skills or Metaphysics categories. The one Emotional Problems Variable Drawback Core 41
limitation is that Drawback Points equal to the new Attribute level must be spent when Fast Reaction Time 2-point Quality Core 42
raising Attributes with Drawback Points. This is cumulative. Hallucinations 3-point Quality or Drawback OTL 17
Honorable 1- to 3-point Drawback Core 43
Buying Skills: Regular Skills cost 1 point per level until level 5, and 3 points per level
Humorless 1-point Drawback Core 43
thereafter. Special skills cost 2 points per level until level 5, and 5 points per level there-
Insomnia 3 Point Drawback OTL 17
after. Specialties cost 1 point and add 2 to the base skill level.
Jack of All Trades 3 Point Quality OTL 17
Buying Inspired Miracles: Each Inspired Miracle costs 5 points to acquire (see p. 64). Jury-Rigging 3 Point Mental Quality OTL 17
Lazy 2-point Drawback Core 43
 Nerves of Steel 3-point Quality Core 44
Character Type Reference Table Obsession 2-point Drawback Core 44
Obsessive-Compulsive Disorder 1- to 4– Point Drawback OTL 17
Type Attr Pts Qual/Draw Pts Skill Pts Meta Pts
Paranoid 2-point Drawback Core 44
Inspired 20 10/10 25 15 Phobia 1- to 5– Drawback OTL 18
Photographic Memory 2-point Quality Core 44
Traits: Must purchase Gift and Inspiration Qualities (10)
Reckless 2-point Drawback Core 45
Recurring Nightmares 1-point Drawback Core 45
Norm 14 5/10 30 0
Showoff 2-point Drawback Core 46
Traits: May not purchase certain Supernatural Qualities or Metaphysics Situational Awareness 2-point Quality Core 46
Suicidal Tendencies 5 point Drawback OTL 18
Survivor 20 15/10 35 0
Talentless 2-point Drawback Core 47
Traits: May not purchase certain Supernatural Qualities or Metaphysics. Zealot 3-point Drawback Core 47
Physical
Acute/Impaired Senses 2-point Quality or Drawback Core 36
Skill List
Attractiveness Variable Quality or Drawback (1 point/level) Core 38
Skill Type Book Page Skill Type Book Page
Bag of Tricks 3-Point Quality OTL 16
Acrobatics Special Core 51 Medicine (Type) Special Core 57
Black Thumb 1-Point Drawback OTL 16
Acting Regular Core 51 Myth and Legend (Type) Regular Core 57
Green Thumb 1-Point Quality OTL 16
Agriculture Regular OTL 14 Notice Regular Core 57
Hard to Kill 1 to 5-point Quality Core 42
Beautician Regular Core 52 Occult Knowledge Special Core 57
Physical Disability Variable Drawback Core 45
Brawling Regular Core 52 Persuade Regular OTL 14
Physical Disability (One Eye) 2 Point Drawback OTL 17
Bureaucracy Regular Core 52 Pick Pocket Regular Core 58
Resistance Variable Quality Core 45
Camerawork Regular OTL 14 Piloting (Type) Regular Core 58
Strong Stomach 2 Point Quality OTL 18
Cheating Regular Core 52 Play Instrument (Type) Regular Core 58
Threat Detection 3 Point OTL 18
Climbing Regular Core 52 Questioning Regular Core 58
Weak Stomach 2 Point Drawback OTL 18
Computer Hacking Regular Core 52 Research/Investigation Regular Core 58
Social
Computer Programming Regular Core 53 Repair (Type) Regular OTL 15
Adversary Variable Drawback Core 37
Computers Regular Core 53 Riding (Type) Regular Core 58
Contacts Variable Quality Core 39
Craft (Type) Regular Core 53 Rituals (Type) Regular Core 58
Minority 1-point Drawback Core 44
Dancing (Type) Regular Core 53 Running (Type) Regular Core 59
Multiple Identities 2 points/Identity Quality Core 44
Demolitions Regular Core 53 Sciences (Type) Regular Core 59
Resources Variable Quality or Drawback (2 points/level) Core 46
Disguise Regular Core 53 Scavenging Regular OTL 15
Secret Variable Drawback Core 46
Dodge Regular Core 53 Seduction Regular Core 59
Status Variable Quality or Drawback (1 point/level) Core 46
Driving (Type) Regular Core 53 Singing Regular Core 59
Supernatural
Electronic Surveillance Regular Core 53 Sleight of Hand Regular Core 59
Accursed Variable Drawback Core 47
Electronics Regular Core 54 Smooth Talking Regular Core 59
Gift 5-point Quality Core 48
Engineer (Type) Regular Core 54 Sport (Type) Regular Core 59
Good Luck/Bad Luck 1 points/level Quality or Drawback Core 48
Escapism Regular Core 54 Stealth Regular Core 60
Increased Essence Pool 1/5-point Quality Core 48
Fine Arts (Type) Regular Core 54 Storytelling Regular Core 60
Inspiration 5-point Quality Core 49
First Aid Regular Core 54 Streetwise Regular Core 60
Old Soul 4 points/level Quality Core 49
Gambling Regular Core 54 Surveillance Regular Core 60
Threat Detection 3 Point OTL 18
Guns (Type) Regular Core 55 Survival (Type) Regular Core 60
Haggling Regular Core 55 Swimming Regular Core 60 Character Improvement Table
Hand Weapon (Type) Regular Core 55 Throwing Regular Core 61
Improvement Point Cost 
Humanities (Type) Regular Core 55 Tracking Regular Core 61
Instruction Regular Core 56 Trance Special Core 61 Attribute see text on p. 118

Intimidation Regular Core 56 Traps Regular Core 61 Existing Skill The cost of the next level (e.g., to go from level 3 to 4 costs 4 points)
Language (Type) Regular Core 56 Uncon Medicine (Type) Regular Core 61 Existing Special Skill The cost of the next level + 1 (e.g., to go from level 3 to 4 costs 5 points)
Lock Picking (Type) Regular Core 56 Veterinary Medicine Regular Core 61  New Skill 6 points for level 1
Martial Arts Special Core 56 Weight Lifting Regular Core 61
 New Specialty 6 points
Mechanic Regular Core 57 Writing (Type) Regular Core 61
 New Special Skill 8 points for level 1
Quality Same as per character creation

All Flesh Must Be Eaten Remove Drawback Pay off the original value of the Drawback
 New Inspired Miracles 10 points per new Miracle
Character Creation
 

Aspect Name Power Book Page Aspect Name Power Book Page Aspect Name Power Book Page Aspect Name Power Book Page

The Weak Spot Sustenance (Need to Feed)   Special Aspects  Special Aspects 

All 0 Core 148 Constantly -4 ALD 103 Acid Blood Varies Core 158  Natural Armor Table ALD 102
Barrenness +1 ALD 99  Nest Varies Core 158
Blessed Objects Varies Core 149 Daily 0 Core 154
Blight 1/lvl OTL 86  Night Stalker -2/-4 ALD 103
Brain 6 Core 148 Hourly -2 ALD 103
Blindness -8 ALD 99  Night Vision Prep ALD 103
Charm -1 ALD 106 Occasionally 2 Core 154
Boneless 3 OTL 86  No Pain +1 ALD 103
Chemicals Varies Core 149 Weekly 4 Core 154
Bullet Proof 4 OTL 86  Noxious Odor 5 Core 158
Fire -5 Core 148 Who Needs Food? 8 Core 154 Cannot Cross Water -3/-6 ALD 99 Obsession -2/+6 ALD 103
Sustenance (The Menu)   Compulsion +4 ALD 99 Possession +5/+10 ALD 104
Heart 7 Core 148
All Flesh Must Be Eaten 0 Core 155 Death Mask 6 OTL 86 Prohibition Varies ALD 104
Mirror, Mirror -3 OTL 85
Braiiiiins -3 Core 155 Detachable Parts Varies Core 159 Rage -2 ALD 104
 None 10 Core 148
Sweet Breads -3 Core 155 Diseased Corpse 3 Core 158 Regeneration +2/+5 Core 159
Sacred Item 7 OTL 85
Blood -2 Core 155 Don’t Answer That! -2/-4 ALD 100 1/
Repulsion ALD 104
Salt -2 ALD 107 Doppelganger 8 OTL 87
substance
Soul Sucker 5 Core 155
Silver +4/+8 ALD 107 Restricted Activity –2 to –5 ALD 104
Emotional Instability -1 ALD 100
Intelligence +8 per
Spine 5 Core 148 Enslaved -4/-8 ALD 100 Shapechanging ALD 105
Dumb As Dead Wood 0 Core 155 form
Sunlight –5/–10 ALD 107 Evil Eye Ability x2 ALD 100
Language 1 Core 156 Sharp Tongue +1/+2 ALD 105
Getting Around  Explosive Personality +2/+5 Core 159
Slaves Varies ALD 105
Tool Use 3/level Core 156
Fear +2 ALD 100
Slow and Steady 0 Core 150 Sleep +4 ALD 105
Animal Cunning 2/+4 Core 156 Feed by Touch +5 ALD 101
Life-Like 3 Core 150 Spew Flame Varies Core 158
Teamwork 4 Core 156 Fits +3 ALD 101
Spitter Varies Core 158
The Quick Dead 10 Core 150 Long-term Memory 5 Core 156 Fly +3, 5/Lvl ALD 101
Stealthy +2 ALD 105
Burrowing 3 Core 150 Problem Solving 15 Core 156 Fog +2/+5 ALD 101
Sticks Around (max 4) 2/Lvl OTL 87
Leaping 3 Core 150 Weight  Gremlin (max 4) 2/lvl OTL 86
Straight and Narrow -3 ALD 105
The Lunge 3 Core 150 Dead Weight -2 ALD 98 Hive Mind 8 OTL 87
Sympathetic Feeding +8 ALD 106
Aquatic 2 Core 151 Hop –1/lvl ALD 101
Life-Like 0 ALD 98 Tough Decisions -2 ALD 106
Horrific Appearance +2/lvl ALD 101
Climbing 2 Core 151 Withered Corpse 2 ALD 98 Tranquillize +3 ALD 106
Invisibility +8 ALD 101
Strength Spreading the Love Unkillable +10 ALD 106
Liche Lord 15 OTL 87
Weak Constitution -2 ALD 106
 Ninety-Pound -3 Core 151 Bury the Body -2 Core 157
Living Form +3/+5/+10 ALD 102
Will of the Dead 3 OTL 87
Dead Joe Average 0 Core 151 -5 to Locust 3 OTL 87
Circumstance ALD 98 Withering +6 ALD 107
+5
Strong Like Bull 5 Core 151 Madness +5 ALD 102
One Bite Hooked 2 Core 157
Monstrous Strength 10 Core 151
Only the Dead -2 Core 157 Zombie Creation Table
Damage Resistant 5 Core 151
-1 to - Calculating Secondary Attributes: Life Points: ((Constitution + Strength) x 4) + 10. Endurance
Flame Resistant +3/+5 Core 151 Ritual ALD 98 Points: ((Constitution + Strength + Willpower) x 3) + 5. Speed: (Constitution + Dexterity) x 2.
5
Essence Pool: Add the character's Primary Attributes together.
Iron Grip 1 Core 152 Surgery 0 ALD 98
Claws 8 Core 152
Effects of Damage
Teeth 4 Core 152
 Now comes the good part -- trashing the shambling monster. First, the regular damage value is calculated as usual. Then, multipliers for the type of attack
The Hug of Death 8 Core 152 (fire, chemicals, etc.) are applied. Note that these multipliers arise from weaknesses of the zombie (see p. 148); regular modifiers, such as bullet type, slash-
ing, etc., are not used (unless specified in the particular world setting). Finally, the effects of the damage vary depending where the zombie got punched.
Senses 
Like the Dead 0 Core 152 Head: If the Brain is the zombie’s Weak Spot, regular Dead Point damage is suffered. If the cumulative damage exceeds the zombie’s Dead Point capacity,
the creature falls down and stays down. If the Brain is not the zombie’s Weak Spot, damage is generally ignored. 20 Dead Points inflicted in a single blow or
Like the Living 1 Core 152  bullet decapitates the zombie. Note that this has no effect on performance (although it does eliminate any bite attack).

Like a Hawk 2 Core 153 Arms: Damage is ignored unless 15 Dead Points are inflicted in a single blow or bullet. If so, the arm is severed. Zombies missing both arms lose any
Like Nothing Seen 10 Core 153  punch or claw attack, and suffer a -2 on any bite attack. Their manual dexterity also goes down hill in a big way . . . that is, if they had any to begin with.

X-ray Vision Px2 Core 153 Legs: Damage is ignored unless 15 Dead Points are inflicted in a single blow or bullet. If so, the leg is severed. Zombies missing one leg lose half Speed,
and suffer -2 on all attacks. Zombies missing both legs can drag themselves around at Speed 1, and suffer a -4 on all attacks.
Life Sense Px2 Core 153
Torso: If the Heart or Spine are the zombie’s Weak Spot and ar e specifically targeted, regular Dead Point damage is suffered. If the cumulative damage
Scent Tracking P Core 154
exceeds the zombie’s Dead Point capacity, the creature drops and deceases. Otherwise, damage to the torso generally has no effect. 20 Dead Points inflicted
Infravision P Core 154 in a single blow or bullet knocks the zombie down. Once it takes a Turn to rise, however, it is none the worse for the wear ( other than looks, but those were-
n’t too good in the first place).
Hit Location Diagram
Hit Location Other Damage
1 Head/Neck
It is often important to know where a Cast Member Bludgeoning, slashing and poking damage is not the only way to down a zombie. Burning, chemi-
2 Right Arm/Wrist/Hand   has hit a zombie. For those who have a single weak cal baths and mincing are also effective, if a very thorough job is done. Any non-bullet, non-
Left Arm/Wrist/Hand   spot, like the brain, it’s crucial to the Cast Member’s weapon damage that causes 100 Dead Points of cumulative damage completely destroys the zom-
3
survival. If necessary to the game, once a zombie has  bie. Any knife, sword or other slashing weapon that does 200 Dead Points of cumulative damage
4-6 Torso   been hit, use the Hit Location Diagram nearby to minces the monster sufficiently to stop it. Remember that, for zombies, slashing damage gains no
determine where. Of course, most will not leave it to modification.
7-8 Right Leg/Ankle/Foot  chance. If a Cast Member knows about a zombie’s
weak spot, she may specifically target that area and
9-10 Left Leg/Ankle/Foot apply the proper modifier to her sk ill roll (see Weak
Spot, p. 148). All Flesh Must Be Eaten
Zombie Creation Page
 

Quality and Drawback List by Category 1/2


Name Cost Books Page Description

Mental
Most mental actions (e.g., any Tasks or Tests using Intelligence, Perception or Willpower) are at a penalty equal to the value of the Drawback (so, a character with a 2-
Addiction Variable Drawback Core 36 point Addiction suffers a -2 penalty to most mental actions) until the addict can get what he needs. The most severe drugs (like heroin) also produce strong physical
effects; such addicts have a penalty of -3 to all physical actions in addition to the above penalty on mental actions.
Whenever a work of art is created, the character receives a +3 bonus to all related Task attempts. Additionally, even if the Task is failed, a minimum of one Success
Artistic Talent 3-point Quality Core 37
Level is always acquired -- even a failure by the truly talented still has artistic merit. A character with Artistic Talent adds 12 Essence Points to his pool,
Bilingual 2-point Quaility OTL 16 The Cast Member was raied in a bilingual hosehold and can choose two native languages at skill level five for each.
Variable Quality or
This trait represents the personal magnetism and leadership qualities of the person, ranging from -5 to +5. Charisma can be added to any Task where the character is
Charisma Drawback (1 point/ Core 38
trying to influence other people.
level)
 At Character creation the player may choose a number f skills equal to either his intelligence or Preception. he may lower each of these skills by an amount up to the
Cloistered 3- to 5- Quality OTL 16 cost of this Quality. The Character may go into the negative values. Use these new points to purchase levels in any other skills. Normal skill-purcha sing rules apply to
these points. Negative levels cout as unskilled.
The Clown refuses to take things seriously, and is always coming up with jokes and wisecracks, even during the most inappropriate moments. Clowns are generally
Clown 1-point Drawback Core 38 accepted and liked during situations where their quirky humor is not out of place Their sense of humor gets them in trouble during tense and dangerous situations.
 Another problem the Clown faces is that people often do not take him seriously even when they should.
There are four types of covetousness, based on what the character wants: Greedy (money and wealth), Lecherous (sexually attractive people), Ambitious (power and
Covetous 1- to 3-point Drawback Core 39 influence), and Conspicuous (fame and renown). It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the
value of this Drawback. The Covetous Drawback has three levels of severity, worth 1, 2 and 3 points respectively.
This Drawback has three levels of intensity, worth 1, 2 and 3 points respectively. The level of the Drawback acts as a modifier to any Willpower Test or Task to resist
Cowardly 1- to 3-point Drawback Core 40
fear, intimidation or bullying. For example, a character with a 2-point Cowardly Drawback incurs a -2 penalty to any Fear Test
Cruel people enjoy making other people suffer. This Drawback has two levels or degrees of intensity. Level 1: He enjoys inflicting pain (mental or physical) on those he
Cruel 1- or 3-point Drawback Core 40 feels “deserve what they get.” Characters with this level of cruelty are capable of committing atrocities under the right circumstances. Level 2: This person is a true
sadist, and never passes up the chance to inflict pain on others. people with this Drawback will rarely keep any friendships, and will quickly gain enemies.
Delusions are beliefs that have no basis in reality. The character refuses to abandon such beliefs even in the face of overwhelming evidence to the contrary, or at best
Delusions Variable Drawback Core 41
comes up with rationali zations to explain away any contradictions. Examples Prejudice, Delusion s of Grandeur, Phobia, Weird Delusions
Those with Emotional Problems react in unreasonable ways to some situations and problems. The reaction can be anger, pain or anguish, typically more extreme than
Emotional
Variable Drawback Core 41 normal. Examples Fear of Rejection, Depression, Emotional Dependency, Fear of Commitment. Overcoming an Emotional Problem: A common theme in fiction in-
Problems
volves characters who in the course of the plot manage to overcome their flaws. Emotional Problems can be overcome by characters during play.
Fast Reaction In combat, contact sports or other physical confrontations, characters with this Quality can act first without needing to check for initiative, restricted by common sense
2-point Quality Core 42
Time (Fast Reaction Time will not help the target of a sniper half a mile away, for example). This Quality also provides a bonus of +1 on Willpower Tests to resist fear.
3-point Quality or In times of stress the character has a 2-in-10 chance of experncing a hallucination. He may make a Difficult willpwer test each turn to snap back to reality. ZM makes
Hallucinations OTL 17
Drawback this secretly roll, it is possible the cast member does not even know he is hallucina tion. The Hallucination may be helpful guidein g the player out of danger.
The Honorable character follows a code of honor, and will not break it lightly, if at all. In a life-or death situation where honor must be ignored, the character might do
so, but even then a Difficult Willpower Test break their code of Honor. Level 1: These characters do not lie or betray friends or loved ones, or people they respect.
Level 2: This code of honor is more complex, and applies to everyone, friend or foe. The character always keeps his word and does his best to fulfill any promises he
Honorable 1- to 3-point Drawback Core 43
makes. Level 3: This person lives by a strict set of rules that control most of his actions towards others. he will refuse to participate in acts of betrayal such as am-
bushes, striking a helpless or unsuspecting foe, or cheating. He will only lie in cases of extreme need. Even then, he will feel guilty and will not do a very good job at
deceiving; any tasks requiring lying will have a -2 to -6 penalty, determined by the Zombie Master.
The Humorless character lacks the ability to laugh at life, and takes everything with the utmost seriousness. Clowns and practical jokers most likely select the Humor-
Humorless 1-point Drawback Core 43
less as their favorite target.
The Cast member cannot sleep. Each night the character has a 2-in-10 chance of suffering one of these effects. He gets used to it but still loses D6(3) Endurance
Insomnia 3 Point Drawback OTL 17
Points each night it happens. If awakened by Nightmares the cast member cannot go back to sleep and suffers from both Endurance losses.
Jack of All Character know a little about almo st everything. They can perform any task for which he does not have the actual skill, as if he possedded the skil l at rank 0. Unskilled
3 Point Quality OTL 17
Trades attempt penaltie s do not affect skills used in this way. At least one success level is needed to succeed. Rule of Ten is inapplicab le. Rule of one does applie.
Whenever the cast member makes a task roll while attempting to cannibalize or jury-ri g an item he can roll for the task twice and choose which total to accept. Unskilled
Jury-Rigging 3 Point Mental Quality OTL 17
task penalties still apply.
When determining and improving skills for a Lazy character, the character point cost becomes higher after reaching a certain level. This level is determined by the
Lazy 2-point Drawback Core 43 character’s Attributes. Skills are purchased normally until their level is equal to the Attribute most commonly associated with them. After reaching that level, any further
improvement costs double the normal cost. Lazy people are unlikely to ever excel at anything.
 Nerves of Only the most bizarre and terrifying situations make an impression on a fearless character, and even then he has a good chance of not succumbing to panic. The
3-point Quality Core 44
Steel character must make Fear Tests only when confronted with the strangest supernatural manifestations, and gains a +4 bonus to his roll even then
 A particular person or task dominates the character’s life, to the exclusion of most other things. To pursue his Obsession, he will go to almost any lengths (as limited by
Obsession 2-point Drawback Core 44 his morality). The Obsession may be a person (who may or may not be aware of his feelings, but who almost certainly is upset about their intensity) or a task (like
getting revenge on somebody, or performing some important or notorious feat).
Obsessive-
Character with this drawback display some sort of obsessive behavior. At the time of puchase select the nature of the characters OCD. The level of the disorder re-
Compulsive 1- to 4– Point Drawback OTL 17
flects the number of success levels the character must achive on Difficult Willpower test to resist the obsession when it comes about.
Disorder
 A paranoid character expects treachery at every turn, and rarely trusts even his friends and relatives. This makes his stories and beliefs less likely to be believed, even
Paranoid 2-point Drawback Core 44
when they are true. Paranoid characters often suffer from Delusions and Emotional Problems (their point values are determined separately).
Drawback level purchased represents the difficulty to overcome terror when in sight of the source of the phobia. THe higher the points value the more debilitating the
Phobia 1- to 5– Drawback OTL 18 fear. When his phobia happens he must make a Fear Test with a penalty equal to the drawback value. If the situation is normally frightening add the vable of the
phobia to the reqular Fear test penalty.
The Zombie Master will provide information that the character would remember whenever it is necessary. Also, characters with this Quality receive a +1 bonus on any
Photographic
2-point Quality Core 44 skill where memorizing facts is useful; most scholastic skills fall under this Category. Furthermor e, any Tasks where memory can play a role gain a +1 to +3 bonus, at
Memory
the Zombie Master’s discretion.
Reckless character prefers to act first and think about it later. He says what’s on his mind with no consideration for diplomacy or courtesy, rushes into dangerous situa-
Reckless 2-point Drawback Core 45
tions, and rarely wastes time on second thoughts. Reckless does not necessarily mean suicidal, however.
Every night, the Zombie Master may check to see if the character suffers from the nightmare. This may be done at the Zombie Master’s discretion, or may be rolled
Recurring
1-point Drawback Core 45 randomly (a roll of 1 on a D10 means the character experiences a nightmare that night). On any night when the character is afflicted by the nightmare, he loses D4(2)
 Nightmares
Endurance Points as the result of his inability to go back to sleep.
He never misses a chance to cast the spotlight on himself or his accomplishments, while quickly excusing or covering up his mistakes. This Drawback is slightly more
Showoff 2-point Drawback Core 46
complex than the Covetous: Conspicuous Drawback, and the Showoff is less likely to betray his principles in order to hog the spotlight.
The observant almost always know what is going on around them, and can react with uncanny quickness to the unexpected. These characters gain a +2 bonus to any
Situational
2-point Quality Core 46 Perception-based rolls to sense trouble or danger in the immediate surroundings. It is very hard to sneak up on them; the same bonus applies to resist any Stealth
Awareness
Tasks to approach them.
 At Difficult times the character attempts in injure himself. When failing a fear test or skill task the character makes a simple willpower test with a penalty equal to the
Suicidal
5 point Drawback OTL 18 amount hefailed the previous attemp by. Success means the character does not attempt to hurt or kill himslef. Failed "suicide rolls" result in a selfinflicte d attack. Since
Tendencies
this done to themselved a +10 modifier is applied.
The Talentless individual is totally lacking in creativity and artistic talent. ATalentless character has a -3 penalty when trying to do anything artistic. In addition to the
Talentless 2-point Drawback Core 47 penalty, the character can never get more than one Success Level in artistic pursuits. People with this Drawback also make poor liars, charmers or social butterflies.
The same penalty applies to such skills as Intimidation, Seduction and Smooth Talking.
 A zealot is a person whose beliefs (political, religious or personal) are so strong that they dominate his life and behavior. Zealots are willing to sacrifice anything, includ-
Zealot 3-point Drawback Core 47 ing their lives (or the lives of others) in service to the ideals they hold dear. These characters are dangerous to themselves and others, and show a total disregard for the
law whenever the law conflicts with their beliefs.
 

Quality and Drawback List by Category 2/2


Name Cost Book Page Description

Physical
Acute/
2-point Quality or When bought as a Quality, an Acute Sense gives the character a +3 bonus to any Perception-related Test or Task that relies on that sense. If acquired as a Drawback, an
Impaired Core 36
Drawback Impaired Sense gives a similar -3 penalty to Perception-based Tests or Tasks.
Senses
Variable Quality or
Attractive- The character’s Attractiven ess value can be added to or subtracted from any Test or Task that involves making an impression on other people. Attractivene ss can range from -
Drawback (1 point/ Core 38
ness 5 to +5 in humans.
level)
Bag of
3-Point Quality OTL 16 This guy always seems to have the right tool for the Job. In the field they will always have a simple tool that is needed. At base they would have what ever item they need.
Tricks
Black The Character and plants just don't mix. When attempting to make a roll for growing any plant the character does not gain the benefit of any Attribute. He just makes a roll
1-Point Drawback OTL 16
Thumb using his skill level.
Green
1-Point Quality OTL 16 The Character and plants work well together. When attempting to make a roll for growing any plant the character may roll the task twice and choose which result to apply.
Thumb
Even after being severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level 5 is the highest possible for
Hard to Kill 1 to 5-point Quality Core 42 human beings. Each level of Hard to Kill adds 3 Life Points to the Character’s Pool. Additionally, each level adds a +1 bonus to Survival Tests (see Survival and Consciousness,
p. 112).
This Drawback covers any physical problems affecting the limbs of the character. Missing or Crippled Arm/Hand - Any Test or Task requiring two hands is at a disadvantage (-3
or worse) or simply impossible. This is a 2-point Drawback. Missing or Crippled Leg/Foot - he can move at up to one-third the normal Speed value of the character. Hand-to-
Physical hand combat Tasks are at -2. This is a 3-point Drawback. Missing or Crippled Arms - Both arms are missing or crippled. The character cannot use any tools normally 4-point
Variable Drawback Core 45
Disability drawback. Missing or Crippled Legs - The character is unable to walk. Without the help of a wheelchair, the best he can do is crawl or roll on the ground. This is a 4-point Draw-
back. Paraplegi c - Almost all physical activities are impossible . Someone needs to take care of all the basic needs of the character, from feeding to changing him. This highly
debilitating trait is an 8-point Drawback.
Physical
 A character with this drawback is missing one eye. This affects depth perception and results in a -2 penalty to melee combat-related tasks and skills requiring hand-to-eye
Disability 2 Point Drawback OTL 17
coordination. During ranged combat the penalty is increased to -3.
(One Eye)
This ability allows the character to fend off the effects of a particular type of harm. For Resistance (Disease), the Quality level is added to Constitution when resisting Contagio n
Strength. For Resistance (Poison), the Quality level adds to any Constitution Test required, and decreases the damage caused per Turn (to a minimum of 1). Resistance
Resistance Variable Quality Core 45
(Fatigue) decreases any Endurance Point loss by its level. A Resistance Quality for pain would decrease the penalties associated with severe wounds, and add to the Willpower
and Constitution Test necessary to avoid being stunned
Strong Character can east spoiled or slightly poisonous food. IT has no effect on poisons. When eats food that is mildly toxic or a little bad he can make a Simple Constitution test to
2 Point Quality OTL 18
Stomach resist the effects, instead of teh difficult version other characters would be required to make.
Threat Whenever a situation arises in which the cast member is imminent danger, The Zombie master should make a secret Simple Perception Test for the Character. If successful
3 Point OTL 18
Detection the character thinks "thinks something is up". Higher Success levels may give more specific information.
Weak The character has a delicate digestive system. Whenever a character with this drawback eats food that might be tainted or outside his normal diet he suffers a -3 penalty on a
2 Point Drawback OTL 18
Stomach difficult Constitutio n Test. Failure means his stomach rejects the "nourishmen t" often violently. This as no effect on poisons.

Social
 At some time in the past, the character has made an enemy. Individuals are worth 1 to 3 points as Adversaries, depending on their resources and abilities. An organization may
Adversary Variable Drawback Core 37 be worth 2 to 5 points, depending on its power. A gang of thugs would be worth 2 points, the police department of a city would be worth 3 to 4 points (depending on its size and
competence), and a large national agency like the CIA would be worth 5 points or more.
 A Contact that only provides rumors and hearsay is worth 1 point. If the Contact usually provides reliable information and will help the character out in small ways, this Quality is
Contacts Variable Quality Core 39
worth 2 points. Actual allies who will help the character in any way they can are worth 3 to 5 points, depending on the Contact’s resources.
 A Minority character is considered a second-class citizen because of race, ethnic group or religion. People of the dominant group tend to act in negative ways towards him;
Minority 1-point Drawback Core 44
many will be automatically suspicious, fearful or annoyed at him for no reason other than what he is.
Some characters have more than one identity. This false person comes complete with such records as a birth certificate, a social security number, and a credit rating. Only
Multiple 2 points/Identity
Core 44 characters with criminal, espionage or law enforcement connections are likely to have this Quality, because convincing papers require access to good forgeries and computer
Identities Quality
records.Each fake identity costs 2 character points.
The character’s level of Resources determines how much material wealth he has access to. This trait varies widely. Destitute (-5): The character has no money Miserable (-4):
Variable Quality or
Owns about $100 worth of property Poor (-3): Owns some $500 in property Hurting (-2): Owns about $1,000 in property, a.. Below Average (-1): Owns $5,000 in property
Resources Drawback (2 points/ Core 46
 Average (0): Owns $15,000 in property. Middle Class (+1): Owns $50,000 in property Well-off (+2): Owns $300,000 in property. Wealthy (+3): Owns $700,000 in property. Rich
level)
(+4): Owns $2,000,000 in property. Multimillionaire (+5): Owns $5 million in property.
There exists a dangerous and hidden fact about the character. The more damaging the secret if it became known, the higher the value of the Drawback. For example, damage
Secret Variable Drawback Core 46 to one’s reputation and livelihood would be worth 1 point; a threat to the person’s wellbeing (he might be arrested or deported if the truth were known) is worth 2 points; if the
secret could cost the character his life, it is worth 3 points.
Variable Quality or This trait represents the standing of the character in the eyes of the people around him. It includes any fame, glory or notoriety the character might have. Note that wealth and
Status Drawback (1 point/ Core 46 Status are often linked; a character gets a bonus to his Status equal to one-half his Resources level (if positive). 0 is middle-class American; -5 is a homeless person, +10 is a
level) member of an ancient noble house, a movie mega-star, or the hero of millions.

Supernatural
The character has been afflicted by a powerful curse. Depending on its severity, a curse can be worth anywhere between 1 and 10 points. A major inconvenience or annoyance
Accursed Variable Drawback Core 47 is worth 1 point. Something dramatic and harmful would be worth 2 to 3 points. Severe or life-threatening curses will be worth 4 to 5 points. The difficulty in getting rid of a curse
may add 1 to 5 points to its value.
 All the Gifted have the ability to perceive the presence of supernatural energies or creatures. By succeeding at a Simple Perception Test, a Gifted character can sense if a
Gift 5-point Quality Core 48
supernatur al being is near, and can detect strong flows of Essence in an area or object. The Success Level of the Test gives the Gifted character more information.
In game terms, each level of Luck counts as a +1 bonus (or -1 penalty) that can be applied to a Task or Test, once per game session. Multiple levels can be added together for
Good Luck/ 1 points/level Quality
Core 48 a big bonus on one Task/Test, or spread around several different actions. With Good Luck, the player decides when it comes into play. Bad Luck, however, is in the hands of
Bad Luck or Drawback
the Zombie Master, who chooses when it affects a given Task or Test.
Increased
Spending 1 point during character creation adds 5 points to the character’s Essence Pool. This can be done multiple times. After character creation, every 2 Essence Points
Essence 1/5-point Quality Core 48
costs 1 experience point. This makes it more cost effective to build up Essence when creating the character. Any character with the Gift Quality can increase his Essence Pool.
Pool
If an Inspired character breaks a commandment or hesitates in his faith, he temporarily (or even permanently) loses the capability to perform miracles. Furthermore, the powers
Inspiration 5-point Quality Core 49 of the Inspired can only be used in ways that serve the Higher Power the character worships. Characters with Inspiration are able to channel Essence using their link to a
Higher Power. The Gift Quality is a prerequisite to purchasing Inspiration.
This Quality can be acquired multiple times during character creation (but it cannot be acquired afterwards). Each “level” represents some 3-5 previous lives lived before the
Old Soul 4 points/level Quality Core 49 character’s current incarna tion. Each level adds 6 points to the Character’s Essence Pool, even if the character is not Inspired. Additiona lly, each level also adds 1 character
point to the Attribute Point Pool; these character points can only be used to increase mental Attributes.
Threat Whenever a situation arises in which the cast member is imminent danger, The Zombie master should make a secret Simple Perception Test for the Character. If successful
3 Point OTL 18
Detection the character thinks "thinks something is up". Higher Success levels may give more specific information.
Second The Gift Quality is required before Second Sight can be purchased. The character can see things that are invisible to normal living humans, such as ghosts and certain of the
5 points/level Quality ALD
Sight walking dead. This Quality has three levels of intensity, costing 1, 2 and 3 points respectively.
 

Skill List 1/2


Skill Type Book Page Notes
The ability to perform tumbles, somersaults and other complex maneuvers. This skill teaches balance, flexibility and speed. Use Acrobatics and Dexterity for
Acrobatics Special Core 51
most Tasks. Acrobatics can be used instead of the Dodge Skill to avoid attacks.
This skill is useful to both legitimate artists and criminals and con men. Use Intelligence and Acting to give a good performance, and Perception and Acting
Acting Regular Core 51
to spot or judge someone else’s act.
Agriculture Regular OTL 14 The basic skills a character needs to grow and harver crops and raise naimals. Required succes Levels may be mased on types of crops
This is the ability to use make-up, hair dressing, and cosmetics to enhance a person’s appearance. Use Intelligence and Beautician for the Task Beautician
Beautician Regular Core 52
Skills can also be used to help change a person’s appearance
Brawling covers basic street fighting, karate-parlor “martial arts” training, and similar combat skills. In hand-to-hand combat, Dexterity and Brawling are
Brawling Regular Core 52
used for kicks, punches, and similar maneuvers. Strength and Brawling are used for take-downs, wrestling and slamming people around.
Use Intelligence and Bureaucracy to devise ways to make a large group or organization more (or less) efficient; use Willpower and Bureaucracy to “cut
Bureaucracy Regular Core 52
through red tape.”
Can troubleshoot basic camera problems . Smooth photography while moving uses Dexterity and Camerawork, Troubleshooting requires Intelligence and
Camerawork Regular OTL 14
Camerawork, positioning requires Perception and Camera work. Still Photography uses the Fine Art (photograpy) Skill.
Mostly used in games of chance and other forms of ga mbling. Use Intelligence and Cheating to perform the trick, or Perception and Cheating to spot such a
Cheating Regular Core 52
trick.
A character with the Climbing Skill knows how to best use any surface to get to the top. Climbing Tasks use Dexterity, Strength or Constitution, depending
Climbing Regular Core 52
on the type of climb attempted.
Most tasks use Intelligence and Computer Hacking, although spotting a specific type of defense or password system may use Perception and Computer
Computer Hacking Regular Core 52
Hacking instead.
Computer Programming Regular Core 53 Writing a program uses Intelligence and Computer Programming; Perception and Computer Programming is used to recognize elements of another program.
As computers become more “user-friendly,” Zombie Masters can assume that most Computer Tasks ar e Routine or Easy, except where they involve unfamil-
Computers Regular Core 53
iar programs and operating systems.
Intelligence and Craft is used to conceive and plan an item. Dexterity and Craft is tested to create the item, or repair a damaged item. Perception and Craft
Craft (Type) Regular Core 53
serves to appraise an item. The Fine Arts, Electronics, Engineering, Mechanic and other Skills may be used to supplement the Craft Skill.
The character must indicate the specific Type of Dancing he is familiar with. Other Types have a default level equal to the Dancing level -2. Dancing and
Dancing (Type) Regular Core 53
Dexterity are used to actually dance; Dancing and Perception are used to recognize a type of dance and to judge the quality of another’s performance.
Use Intelligence and Demolitions to set up an explosive charge, Perception and Demolitions to understand the setup of an unfamiliar bomb, and Intelligence
Demolitions Regular Core 53
and Demolitions to disarm an enemy bomb.
Disguise Regular Core 53 Use Intelligence and Disguise to apply a disguise, and Perception and Disguise to spot somebody else’s disguise.
Dodges include sidestepping a blow, “hitting the dirt” to avoid gunfire, ducking behind cover, etc. As a skill, Dodge is learned by pe ople with some practice
Dodge Regular Core 53
in diving for cover. Dodge is used with Dexterity for most Tasks.
Each kind of vehicle (Car, Truck, Tracked Vehicle, and Motorcycle, among others) requires a separate Driving Skill Type. Most driving Tasks use Dexterity
Driving (Type) Regular Core 53
and Driving.
Use Intelligence and Electronic Surveillance to set up and use a “bug,” and Perception and Electronic Surveillance to detect one (resisted by the operator’s
Electronic Surveillance Regular Core 53
original Intelligence and Electronic Surveillance Task result).
Understanding an existing electronic device calls for a Perception and Electronics Task; repairing or constructing a device requires an Intelligence and
Electronics Regular Core 54
Electronics Task. It should be noted that this skill and the Mechanic Skill complement one another, and are often used together.
This skill reflects the general knowledge of structural design, material strengths, and construction techniques in a variety of fields and applications. Planning
Engineer (Type) Regular Core 54
or devising an object, structure or device within the Character’s Engineering Type demands an Intelligence and Engineering Task.
Most of these Tasks use Dexterity and Escapism, with each attempt taking between 1 and 5 minutes, depending on the complexity of the bonds. Expert
Escapism Regular Core 54 escape artists also use visualization techniques. This is an Intelligence and Escapism Task that takes two minutes; each Success Level adds a +1 to an imme-
diately subsequent Dexterity and Escapism Task.
Rolls to conceptualize a work of art, or to produce it from memory, improvisation or imagination require Intelligence and Fine Arts. Rendering a concept
Fine Arts (Type) Regular Core 54
that is recorded, such as using models or plans, requires Dexterity and Fine Arts. Appreciating another’s work uses Perception and Fine Arts.
A successful Intelligence and First Aid Task heals some da mage to an injured person. Typical Tasks include identifying the problem (use Per ception and
First Aid Regular Core 54
First Aid), performing First Aid (Intelligence and First Aid), and using CPR or applying the Heimlich Maneuver(Dexterity and First Aid).
This is the knowledge of most common games of chance, their rules and techniques, and the best strategies to win the games.A character needs both Gam-
Gambling Regular Core 54
 bling and Cheating to effectively break the rules.
Dexterity and Guns are used to fire the weapon. Aiming rolls use Perception and Guns; each Success Level adds +1 to the Guns Skill on the next shot fired
Guns (Type) Regular Core 55
at the aimed target.
Haggling can also be used to determine whether the character is being misled or conned. Use Willpower and Haggling to get the best deal; use Perception
Haggling Regular Core 55
and Haggling to spot a con.
Each basic type of weapon is a separate skill. Hand Weapon Skill Types include Axe, Club, Foil/Rapier, Knife, Spear, Staff and Sword. When using an
Hand Weapon (Type) Regular Core 55
unfamiliar weapon, use the most closely related Hand Weapon Skill at -2 to -4
Each of the various Humanities disciplines (archeology, anthropology, economics, history, law, political science, sociology, theology, etc.) counts as a
Humanities (Type) Regular Core 55
separate Humanities Skill Type. Most Humanities Tasks use Intelligence or Perception and Humanities.
The first step in using the Instruction Skill is to pick a subject matter to teach. This may be any skill known by the teacher, but it must be at least two levels
Instruction Regular Core 56
higher than the student’s level.
Intimidation Regular Core 56 Use Willpower and Intimidation for “real” intimidation attempts, or Intelligence and Intimidation to bluff.
Every character is assumed to have level 5 in their native or primary language. A Task roll would be necessary in situations involving highly technical or
Language (Type) Regular Core 56
scholarly speech or when dealing with extreme regional accents or slang.
There are two Types: Mechanical and Electronic. Most Tasks use Lock Picking and Dexterity, modified by the Difficulty of the lock. Lock Picking
Lock Picking (Type) Regular Core 56
(Electronic) uses Perception and Intelligence for the most part, to spot and neutralize electronic locks and security systems.
Characters with Martial Arts can do more damage with their hands and feet. Kicks and punches performed with the Martial Arts Skill have a damage bonus
Martial Arts Special Core 56
equal to the character’s skill level.This bonus is added when the rest of the damage has been calculated, after any multipliers and dice rolls.
Understanding an existing mechanical device calls for a Perception and Mechanic Task; r epairing or constructing a mechanism requires an Intelligence and
Mechanic Regular Core 57 Mechanic Task. It should be noted that this skill and the Electronics Skill complement one another, and often are used together to make repairs to an item or
to construct an item.
Diagnosis Tasks use Perception and Medicine, general treatment calls for Intelligence and This skill covers Medical knowledge, including basic surgery
Medicine (Type) Special Core 57
skills, diagnosis and general medicine. Medicine, and surgery uses Dexterity and Medicine.
This skill can be used to identify supernatural creatures, but the information gleaned from myth and legend may be completely wrong or at least very inaccu-
Myth and Legend (Type) Regular Core 57 rate. Each culture or nation is a separate Skill Type.
 

Skill List 2/2

Skill Type Book Page Notes

character with this skill can use it with Perception to s ee what is happening around him, or with Intelligence to remember something he noticed some time
 Notice Regular Core 57
ago. A character with Notice can use it with Perception to spot or hear another character using Stealth.
This is the skill of true arcane knowledge. It covers most of the basic Metaphysical facts of whatever world serves as the background for the game, including
Occult Knowledge Special Core 57
a working knowledge of Essence and other specific supernatural features.
Use Persuade to influence groups of people using either emotional arguments or cold logic. Multiple success or failures levels may influence the degree of
Persuade Regular OTL 14
apathy or enthusiasm with which your plans are met by the target audience.
Pick Pocket Regular Core 58 Most rolls use Dexterity and Pick Pocket, resisted by the victim’s Perception and the highest of his Notice, Streetwise or Pick Pocket Skills.
Each type of vehicle (propeller plane, jet plane, sailboat, ocean liner) requires a separate Piloting Skill Type. Most Piloting Tasks use Dexterity and Piloting,
Piloting (Type) Regular Core 58
or Intelligence and Piloting for very large vessels.
In order to play for pleasure, the character would use Dexterity and Play Instrument. If performing a complex piece of music, the attempt would use I ntelli-
Play Instrument (Type) Regular Core 58
gence and Play Instrument. If the character is performing a long piece of music, use Constitution and Play Instrument
Tricking somebody into revealing something uses the questioner’s Intelligence and Questioning, resisted by a Simple Intelligence Test. Spotting a lie uses
Questioning Regular Core 58 Perception and Questioning, also resisted by a Simple Intelligence Test. Breaking a victim’s will to resist uses Willpower and Questioning, resisted by a
Simple Willpower Test.
Most uses of this skill involve Intelligence and Research Tasks. I n other cases, it is possible that Constitution and Research (searching through dusty old
Research/Investigation Regular Core 58
tomes), or Perception and Research (researching obscure facts in voluminous materials) can be used.
Typical subtypes for this skill could include Electronics, Textiles, Carpentery, Masonry and so on. Reqired Success levels for this skill are based on how
Repair (Type) Regular OTL 15
damaged the item is.
Riding (Type) Regular Core 58 The skill to ride horses, carts, chariots and other animals or animal-driven vehicles. Each type of animal or vehicle requires a separate Riding Skill Type.
Rituals that require dancing or other complex physical activity use Dexterity and Rituals; most others use In telligence and Rituals to remember all the appro-
Rituals (Type) Regular Core 58
 priate steps or activities involved.
A character with Running (Marathon) can use this skill and his Constitution Attribute to resist the effects of Fatigue after a long period of extensive physical
Running (Type) Regular Core 59
activity. Use Constitution and Running (Dash) to increase maximum running speed.
Each science (biology, chemistry, astronomy, mathematics, physics, etc.) counts as a separate Science Skill Type. Most Sciences Tasks use Intelligence or
Sciences (Type) Regular Core 59
Perception.
Scavenging skill allows a cast member to locate items of a general or specific nature. Finding a specific item is a Scavenging and Perception Task, modified
Scavenging Regular OTL 15
 by the area being Searched. Intelligence and Savenging could be used to figure out the best places to scavenge for a specific thing.
Intelligence is used, modified by any Charisma or Attractiveness bonuses or penalties the character might have. Other skills may give bonuses to Seduction
Seduction Regular Core 59
attempts. For example, previous Tasks using Beautician and Smooth Talking add their Success Levels to the Seduction attempt.
Use Constitution and Singing for the quality of the song, Intelligence and Singing to remember every verse of a long or complex song, and Perception and
Singing Regular Core 59
Singing to recognize and measure the quality of someone else’s singing.
Most Sleight of Hand Tasks use Dexterity, and are resisted by a Perception Test (Simple or Difficult depending on the circumstances) or a Perception and
Sleight of Hand Regular Core 59
 Notice Task. To plan a complex magical trick requires an Intelligence and Sleight of Hand Task
This skill allows the character to lie convincingly or to confuse and deceive others. This skill is commonly known by con men, salesmen and politicians. Use
Smooth Talking Regular Core 59
Intelligence and Smooth Talking for most Tasks.
Depending on the Task, use Strength or Dexterity and Sport. To come up with a good strategy or game plan, use Intelligence and Sport; to spot a rules viola-
Sport (Type) Regular Core 59
tion, use Perception and Sport.
The ability to move quietly and to take advantage of cover and concealment. Most Task rolls use Dexterity and Stealth; Perception is used to find good
Stealth Regular Core 60
hiding places.
Storytellers use Willpower and Storytelling Tasks. The Success Level dictates the effectiveness or entertainment value of the story. If the people listening to
Storytelling Regular Core 60
the story are familiar with the tale, they may res ist the attempt of the storyteller character to influence them with a Difficult Willpower Test.
Use Intelligence and Streetwise to recognize a local street name, gang color or criminal, and Perception and Streetwise to spot trouble or detect criminal
Streetwise Regular Core 60
activities nearby.
A character with Surveillance can attempt to keep sight of a target while following him through a crowded street, and remaining unobserved. By the same
Surveillance Regular Core 60
token, this skill allows a person to know if he is being followed or observed. Use Surveillance and Perception for either activity.
Survival (Type) Regular Core 60 Attempts to use a Survival Skill in the wrong place or type of terrain are at a -3 penalty. Common Types include Forest, Mountain, Jungle, Desert and Arctic.
Floating is an Average difficulty Constitution and Swimming Task when fully clothed. Each 2/1 EV (see p. 126) of equipment or weight effectively reduces
Swimming Regular Core 60
a character’s Swimming Skill level by one.
Throwing Regular Core 61 This skill has three basic types, but others may be added as desired. All skill Tasks use Strength and Thrown.
Tracking Regular Core 61 Most Tracking Tasks use Perception and Tracking; attempts to hide one’s tracks use Intelligence and Tracking.
To enter into a trance, use Willpower and Trance. If successful, the character becomes extremely focused on the task at hand, which gives him a -2 penalty
Trance Special Core 61
on all non-related Perception Tests.
Traps Regular Core 61 Use Traps and Intelligence to devise a trap, Traps and Perception to detect a trap, and Traps and Dexterity to Disarm a trap.
Uncon Medicine (Type) Regular Core 61 If the skill is effective in treating disease and injury, use the same skills and effects as the conventional Medicine Skill.
Veterinary Medicine Regular Core 61 A Veterinarian can treat humans, but is at a -3 penalty to all Task rolls, and despite the results of rolls, cannot gain more than two Success Levels.
Use Strength and Weight Lifting instead of Strength times two, or, if the Strength Attribute is higher than the Weight Lifting Skill, add one-third of the
Weight Lifting Regular Core 61
Weight Lifting Skill level (rounded up) to the base number.
Using an Intelligence and Writing Task, the character is able to write documents, items, notes, or whatever the type of specialization implies. The quality of
Writing (Type) Regular Core 61 the writing depends on the Success Levels obtained. Using a perception and Writing Task, the character can critique writing of the style with which he is
familiar.
 

Zombie Power List 1/2 


Aspect Name Power Book Page Description

Weight
Dead Weight -2 ALD 98 Some of the walking dead weigh quite a bit more than they did when they were alive. Weight x 1.5
Life-Like 0 ALD 98 The creature weighs pretty much the same in death as it did in life. No change to weight or attributes.
Withered Corpse +2 ALD 98 The creature is a dried, withered, or shrunken corpse, whose flesh clings tightly to its bones, or may have fallen off altogether. Weight x 0.5.

The Weak Spot


All +0 Core 148 No particular area is susceptible. They all suffer Dead Point damage until the zombie falls over, again. Just go ahead and bash them.
 None +10 Core 148 Destroying one of these zombies requires either cutting it into so many pieces that they can’t do any harm or burning it to ashes. Dead Points are inapplicable
Brain +6 Core 148 Dead Points are all located in the head, and less than complete destruction of parts other than the head has no effect on zombie performance. Dead Points are 15. -5 to hit when targeting the head.
The creature is immobilized by a charm of a p articular sort. When this is done, the creature returns to being a p erfectly normal corpse; but if the charm should come off for any reason, the creature
Charm -1 ALD 106
returns to unlife at full strength.
Heart +7 Core 148 Dead Points are all located in the heart, and less than complete destruction of parts other than heart has no effect on zombie performance. Dead Points are 15. -6 to hit when targeting the heart.
-4 to hit when targeting the spine from rear; -5 to hit when targeting the spine from front. Dead Points are all located in the spine, and less than complete destruction of parts other than the spine
Spine +5 Core 148
has no effect on zombie performance. Dead Points are 15
Sacred Item +7 OTL 85 The Zombies unlife is maintained by the presence of a item on its body. -6 to hit item 5-8 Damage points
Salt -2 ALD 107 Whatever the nature of the creature’s Weak Spot, salt will wound it wherever it hits. The Zombie Master should decide on the effectiveness of attempts to treat other weapons with salt.
The creature can be wounded normally by weapons or bullets made of silver. At t he lower level (+4 Power), all other forms of attack do half damage; at the hi gher level (+8 Power), all other
Silver +4/+8 ALD 107
forms of attack do no damage whatsoever.
Sunlight –5/–10 ALD 107 This creature of the night is actually harmed by exposure to sunlight: it suffers D8(4) damage per Turn at the lower level (–5 Power), and D8 x 2(8) per Turn at the higher level (–10 Power).
Fire -5 Core 148 Zombies on fire and can set fire to other things as it walks around, like characters. Double damage from fire-based attacks.
Mirror, Mirror -3 OTL 85 Zombie Cannot stand the sight of itself and Recoils from Mirrors. Zombie is not damaged
Double damage from chemical-based attacks, or D8(4) per Turn from chemicals that don’t normally do damage. Exact chemicals and delivery method must be specified. Power: -1 to -10 depend-
Chemicals Varies Core 149
ing on range of chemicals, their destructiveness, their availability and difficulty of delivery method.
Double damage from blessed objects. Exact object, blessing process, and delivery method must be specified. Power: -1 to -10 depending on exact object, blessing process and the difficulty of
Blessed Objects Varies Core 149
delivery method.

Getting Around
Slow and Steady +0 Core 150 These traditional undead cannot run. Like all zombies, they never, ever get tired. Dexterity 1; Speed 2.
Life-Like +3 Core 150 They still cannot run well. The zombie can walk quickly however, usually half as fast as the average walking pace for living folks. Dexterity 2; Speed 4.
The Quick Dead +10 Core 150 They flail their arms wildly and move like they had rubber bands for limbs. Their run is a kind of loping gait. Dexterity 3; Speed 18.
The zombie has the ability to tunnel underneath the ground for great distances. This may not be t he fastest means of traveling -- usually no more than a couple of feet per minute and only through
Burrowing +3 Core 150
sand and dirt (not rock).
Leaping +3 Core 150 Can leap obstacles up to 6 feet (2 meters) in height. Can leap forward up to 12 feet (4 meters).
The Lunge +3 Core 150 The zombie moves at regular speed until it is within striking distance. Then it can lunge forward up to three yards/meters on average. +2 Initiative in close combat.
Aquatic +2 Core 151 These zombies either swim at a slow pace or, since they do not need to breathe, walk along the bottom as they please. Gain Swimming 2 skill. Underwater Speed: 3.
Thus the zombie can easily scale t hings like chain link fences, wood en barricades, and even the walls of s ome houses and buildings. Gain Climbing 2 skill. Climbing Speed: 3 feet (one meter) per
Climbing +2 Core 151
Turn.

Strength
 Ninety-Pound -3 Core 151 Zombies of this low caliber fall below human average when it comes to strength. Strength 1.
Dead Joe Average +0 Core 151 Nothing special here, but not below average either. Strength 2.
Strong Like Bull +5 Core 151 This zombie has returned with a great deal more going on in the strength department. Strength 4
Monstrous Strength +10 Core 151 Zombies this pumped up would win the World’s Strongest Man competition hand’s down and not even break a sweat. Strength 7.
Damage Resistant +5 Core 151 Death has made the zombie’s flesh and bones more resistant to damage. All weapons except fire and chemicals do half damage.
Flame Resistant +3/+5 Core 151 The zombie is now resistant to fire in all its many forms. Zombie takes half (+1) or no (+3) damage from fire. Zombies who have fire as their Weak Spot cannot have this special feature.
Iron Grip +1 Core 152 Once the zombie grabs hold of something with one of its hands, nothing is going to make it let go. Strength for gripping equal to 10.

Claws +8 Core 152 Some zombies have developed more potent mechanisms for destruction, usually in the form of claws. No modifier to hit in close combat. D6(3) x Strength in armor-piercing, slashing damage.

Basically these are just your average human chompers with a few modifications. It continues to cause damage each Turn until the zombie runs out of flesh to eat or somehow gets removed. -3 to
Teeth +4 Core 152
hit in close combat. Damage equals 6 per Turn.
The zombie grasps its prey in a bear hug and starts squeezing the life out of her. Even if the zombie is destroyed, it still holds on. -2 to hit in close combat to establish h ug. Strength once hugging
The Hug of Death +8 Core 152
equal to 10; hug damage equals D4(2) x 10 per Turn.

Senses
Like the Dead +0 Core 152 They are significantly less than human standard. Perception 1.
This zombie returns with the perception of an average human. the zombie becomes temporarily distracted every time it takes significant damage. It is unable to act the Turn after it suffers 10+
Like the Living +1 Core 152
Dead Points in a single attack. Perception 2.
Like a Hawk +2 Core 153 The rejuvenation process was better than complete and the zombie retained all of its senses at better than average human level. Again, the zombie feels pain Perception 3.
Like Nothing Seen +10 Core 153 Death has given the zombie a clarity of senses unparalleled in nature. These super-perceptive zombies make deadly hunters, but do feel pain. Perception 7.
X-ray Vision Px2 Core 153 The zombie has the ability to see through walls, trees, and anything less than three feet thick that is not lead. Range equals ten times Perception in yards.
Being dead has given the walking corpse the ability to sense the presence of living beings within a certain range, no matter what obstructions lie between it and its moving dinner. Range equals
Life Sense Px2 Core 153
ten times Perception in yards.
Like a well trained bloodhound, the zombie has a nose for human flesh. It can follow the scents of living beings that are up to 24 hours old. Perception times 2 for purposes of smelling (minimum
Scent Tracking P Core 154
4).
These zombies home in on the heat given off by living creatures. Some problems on a really hot day when even zombie bodies reach temperatures over 98 degrees. Also, the zombies can be
Infravision P Core 154
distracted by high heat sou rces. Range equals ten times Perception in yards.
 

Zombie Power List 2/2


Aspect Name Power Book Page Description

Sustenance (Need to Feed)


The creature is racked by unending hunger, and must eat every chance it gets. After 5 minutes without eating, the creature starts to lose Strength. If food of its desired type is visible (or within
Constantly -4 ALD 103
range of smell), the creature must make a Difficult Willpower Test (repeatable each Turn) in order to do anything except head for the food and start eating.
they must consume at least 10 ounces of whatever it is th ey crave each day. For every day of starvation, t he zombie loses one quarter of its o riginal Strength rating (round up) t o a minimum of
Daily +0 Core 154
zero. Lack of food will not destroy the zombie
Hourly -2 ALD 103 The creature is racked by unending hunger, and must eat every hour. After an hour without eating, the creature starts to lose Strength.
Occasionally +2 Core 154 The zombie can go up to three days without eating, but every fourth day it needs to consume at least 16 ounces of its nutrient. Each day after that, the zombie starts suffering Strength loss
Weekly +4 Core 154 Once a week it needs to have a nice big meal of at least 24 ounces or it starts to suffer the effects of starvation
Who Needs Food? +8 Core 154 These Zombies are powered by something in the environment. Should the zombie be cut off from its seemingly endless source of reanimatory energy, it will lose its Strength as if it were starving

Sustenance (The Menu)


All Flesh Must Be Eaten +0 Core 155 Many zombies just aren’t too particular. This diet works well for zombies who need to eat a lot.
Braiiiiins -3 Core 155 The classic zombie fare. only zombies with either high strength or the ability to use tools should have brains as their main source of nutrition.
Sweet Breads -3 Core 155 Most know these as organs. The liver is always popular.
Blood -2 Core 155 It’s not just for vampires anymore. The zombie needs to drink fresh human blood to keep going.
The zombie drains Essence points (in a painful way) equal to double its Willpower, but only consumes (gains the benefit of) half that (the rest is wasted). Each Essence Point consumed is equal to
Soul Sucker +5 Core 155
one ounce of sustenance for purposes of the starvation rules.

Intelligence
Dumb As Dead Wood 0 Core 155 This is the basic zombie intelligence. It detects something alive and it tries to kill it, end of story. The zombie has Intelligence -2
The zombie can still talk, although it is not a pretty sound. Talking zombies can cooperate with one another and even make deals wit h the living. Furthermore, they can read and understand the
Language 1 Core 156
dangers of words like “flammable” and “explosive.” Add Language (local area) 5.
Tool Use 3/level Core 156 Level 1, the zombie can use simple tools. Level 2, the zombie can operate machines that require some thinking. Level 3, the zombie can operate complex machines that require it do several things
At the lower level (+2 Power), the zombie gains Intelligence 0, and knows t o use a more direct path to cut off prey, to lie in ambush, and to avoid harmful attacks. At the higher level (+4 Power),
Animal Cunning 2/+4 Core 156
the zombie’s Intelligence becomes 1 but it can only act as an intelligent animal.
Teamwork 4 Core 156 This natural teamwork capability requires no verbal communication between the zombies. Range of communication is 20 yards.
The living dead with this capability learn from their mistakes and the mistakes of others. This feature is a prerequisite to retaining skills from life (each such skill level adds to Power level).
Long-term Memory 5 Core 156
Zombies gain Intelligence 2 for purposes of memory (no language).
The zombie is capable of advanced leaps of logic when it comes to getting at its next victim. The zombie gains Intelligence 2 for purposes of problem solving only (no language or memory).
Problem Solving 15 Core 156
Includes the Tool Use feature at l evel 3 for free, and allows for in creases in Intelligence up to level held during life (each level adds to Power level).

Spreading the Love


In order to rise again, a b ody has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct t o bury their victims, It
Bury the Body -2 Core 157
takes between six and twelve hours, but sometimes occurs much more quickly.
Some creatures only rise from the dead in respons e to a particular circumstance: if their tombs are broken into, for example, or if th ey have some obsession or unfinished business that prevents
Circumstance -5 to +5 ALD 98
them from resting.
Only the Dead -2 Core 157 The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours.
One Bite Hooked 2 Core 157 The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in.
Ritual -1 to -5 ALD 98 The creature is only brought into existence by a ritual, such as the ceremony required for the creation of a voodoo zombie or the reading of the Scroll of Thoth to raise a mummy.
Surgery 0 ALD 98 This applies exclusively to constructs. The creature is brought into existence by a surgical procedure assembled on a operating table from organs and other body parts supplied by multiple donors.
 

Zombie Special Aspects 1/2


Aspect Name Power Book Page Description
It is highly corrosive and will eat through any biological material and some metals. Acid does regular damage per Turn equal to double the Power level of this
Acid Blood Varies Core 158
feature.
Area around a Zombie is infertile as if salted. Radius of the effect is equal to five feet per point of power spent. Zombie Massacres can render an entire area
Blight 1/lvl OTL 86
unusable by survivors for years.
The creature has the power to curse people and animals to make them completely sterile. The creature and the victim make a Simple Resisted Willpower Test;
Barrenness +1 ALD 99
either one can expend Essence points, gaining a +1 bonus to the roll for each point of Essence expended.
The creature cannot see. Perhaps its eyes are fixed shut, or perhaps its eyes are long gone. Either way, it must rely on other senses to find its way around and
Blindness -8 ALD 99
track down its victims.
Boneless 3 OTL 86 Zombie may squeeze though place only 4 inches wide. Suffers less damage from smashing attacks. Acts a D4(2) armor against such attacks.
Zombie is less susceptible to the impaling damage of bullets. Receives the minimum damage (x1) from any normal bullet attack. Specialized ammo may still
Bullet Proof 4 OTL 86
inflict normal damage.
The creature cannot cross water under its own power, though it can be taken across water by another person— for example, in a boat manned by someone else.
Cannot Cross Water -3/-6 ALD 99 The water must be more than one yard (one meter) wide, and deeper than one inch (2.5 cm). If the water must be running, the cost of this aspect is –3; other-
wise, it is –6.
The creature can compel a living person to follow its commands for one Turn. A creature that is attempting to use this power may not move or take any other
Compulsion +4 ALD 99 action during the turn, and if it loses Dead Points in that Turn, the attempt fails automatically. The victim may make a Simple Intelligence Test to realize that a
creature has just unsuccessfully tried to compel him;
The Zombie looks and smells like a Living human to other people. Animals are not fooled and react accordingly. A difficult Perception test is notice that
Death Mask 6 OTL 86
something seems wrong.
The zombie has the bizarre ability to actually separate off parts of its body and let them act on their own. The specifics of this feature, including any special
Detachable Parts Varies Core 159
damage are left to the Zombie Master’s discretion.
Diseased Corpse 3 Core 158 Zombies with this ability carry some dread disease along the lines of the bubonic plague or the Ebola virus. Disease rules are discussed on page 108
The creature can only enter a house under certain circumstances. At the higher level (–4 Power), the creature must actually be invited in. At the lower level (–2
Don’t Answer That! -2/-4 ALD 100
Power), all it takes is for someone to answer the creature’s knocking.
Doppelganger 8 OTL 87 The zombie takes on the features of its last victim. Zombie doesn't game memories or voice.
There is something that touches the creature in a way it cannot handle. Beauty, innocence, the lost prospect of spiritual salvation as represented by religious
Emotional Instability -1 ALD 100 objects. Whenever the creature is faced with a particular stimulus, it must make a Difficult Willpower Test or be overtaken by emotion. The test may be re-
 peated each Turn; once the test succeeds, the effect is over and the creature is back in control of itself.
The creature serves its creator or some other master, and has no initiative of its own. Its Willpower may not exceed 1, but its Intelligence can be higher. At the
Enslaved -4/-8 ALD 100 lower level (–4 Power), the creature has some way out of its condition. At the higher level (–8 Power), there is no way out, and even if its master is killed the
creature will carry out he last orders it was given, stopping only when it has completed the task.
Ability In order to use the Evil Eye, the creature must win a Resisted Test involving Simple Willpower rolls from the cr eature and its intended victim. Only one Cast
Evil Eye ALD 100
x2 Member may be targeted in a Turn, and the creature may not move or take any other action while it is attempting to use this ability.
When Dead Points are exceeded, its body parts, at least those that remain, fly apa rt with a loud and messy explosion. At the lower level (+2 Power), the parts
Explosive Personality +2/+5 Core 159 spread over a 4 yard (meter) radius for no damage but does force a Fear Test at -4 (for the first few times). At the higher level (+5 Power), the flying guts cause
D6(3) points of damage to all those in the explosion radius, and a Fear Test for those who witness it.
Some creatures are just more horrifying than others. A creature with this power causes people to roll on the Fear Table without making a Fear Test first. It can
Fear +2 ALD 100 also choose which effect from the Fear Table it wishes to cause by making a Simple Test of Intelligence using its level of this power as a bonus. It can only
choose an effect equal to or lower than the result rolled on the Fear Table.
A creature with this ability is much neater, and only needs to touch a victim in order to feed from them. Touching a victim for a full Turn yields 10 ounces of
Feed by Touch +5 ALD 101 whatever the creature needs. If unaware of the creature’s presence or true nature, victims must make a Simple Test of Perception to realize they are being at-
tacked. Being asleep raises the test to Difficult.
The creature can cause f its, either by touch or by combining this aspect with Evil Eye. The creature must make a Simple Resisted Test of Willpower with the
Fits +3 ALD 101 victim, If the victim loses the contest, he immediately falls into a fit, unable to move or take any action until a Simple Test of Constitution is made. The test may
 be attempted once per Turn.
The creature can fly by some means. Normal Speed: Base Speed is equal to Dexterity x 2 plus Power Level bonuses. Levels 1 to 10 add 10 mph to the speed
+3, 5/
Fly ALD 101 (+100 mph total). Levels 11-20 add 20 mph to the speed (+300 mph). Levels 21+ add 100 mph to the speed. Cost: 5 points per level. Winged Speed: Wings are
Lvl
crippled just like arms; if a wing is crippled, the character cannot fly. Cost: 3 points per level; maximum level allowed is 15.
The creature has the ability to exude a thick fog at will, reducing visibility to near zero in a limited area. At the lower level (+2 Power), the mist covers a 4 yard
Fog +2/+5 ALD 101
(meter) radius; at the higher level (+5 Power), it covers a 20 yard (meter) radius. The fog spreads from the creature’s position at 1 yard ( meter) per second.
Gremlin (max 4) 2/lvl OTL 86 Emits a EMP pulse distupting electrical devices. Radius of effect equals five fet per level purchased. Large groups of zombies can amplify the effect.
Allows communication between zombies out to 100 Miles. Intelligence is 1. I f a "queen" exits reduce the power cost for all zombies to +6, if Queen dies all
Hive Mind 8 OTL 87
zombies return to -2 Intelligence
The creature’s legs are locked rigid by rigor mortis or some other cause, and it can only move by hopping. Speed –1 per level. It may be impeded by compara-
Hop –1/lvl ALD 101 tively low barriers, such as steps or raised door sills; it must make a Strength Test to cross such a barrier, modified by –1 for every foot of the obstacle’s height
after the first.
Very few of the walking dead are exactly good looking, but some of them are even uglier than the regular walking corpse. For each level of this aspect, the Fear
Horrific Appearance +2/lvl ALD 101
Tests for this creature are made with –1 penalty.
The creature is invisible to normal human vision. It may be visible to other forms of vision, such as infrared, ultraviolet, motion detection, and so on, but a
Invisibility +8 ALD 101 living human without special equipment requires Second Sight or Divine Sight in order to see it. Otherwise, treat all combat with the invisible creature as taking
 place in total darkness
Provides the equivalent of Long-term Memory and Problem Solving as well as the ability to command undead as the Rule the dead power (AFMBE p209).
Liche Lord 15 OTL 87
Liche Lord pays Dead Points instead of Essence. DP may be reconstituted by feeding.
At the lowest level (+3), the creature can adopt the same form as it had while alive by performing some ritual. At the middle level (+5), the creature is natu-
+3/+5/
Living Form ALD 102 rally indistinguishable from a living person. To mimic all bodily functions, including body heat, pulse, and breathing, costs +10. A creature taking this power
+10
must also buy Getting Around (Life-Like) and Senses (Like The Living) or better, at normal cost.
MY supplement their diet with whatever is handy. They still starve but Strength can't be reduced below 1. Gain a +2 to perception test to find food (only while
Locust 3 OTL 87
starving)
 

Zombie Special Aspects 2/2


Aspect Name Power Book Page Description
There are some creatures that can deliberately drive their victims insane. When a creature uses a power to cause insanity, the target character
Madness +5 ALD 102 must make an immediate roll on the Fear Table. The creature may spend Essence points to add penalties to the character’s roll: each Essence
 point spent gives a –1 pen alty.
 Natural Armor Table ALD 102 Some of the creatures in this book have ex ceptionally toug h skin, or layers of bandages, or some other type of natural ar mor. See book
Feeding off the undead flesh has turned the insects into zombies of a sort. Creatures do regular damage per Turn equal to the Power level on
 Nest Varies Core 158
this feature (they ignore armor).
In the case of this creature only comes into its full power at night. It can be active during the day, but it is weaker: each of its Attributes is
 Night Stalker -2/-4 ALD 103
reduced by 1 point (minimum 1). At the higher level (–4 Power), the creature is weakened by artificial light as well as daylight.
the walking dead prefer the night over the day, and most of these are able to see in normal darkness as well as a living human can see in full
 Night Vision Prep ALD 103
daylight. There has to be some level of light to enable them to see.
The stink is so great that anyone coming within six feet (two meters) of the festering cadaver is almost immediately overcome by the odor.
 Noxious Odor 5 Core 158
 Nearby characters must make a Difficult Con stitution Test or be rendered unconscio us or otherwise incapacitate d.
The zombies described in the All Flesh Must Be Eaten rulebook feel pain just like living people do, so long as they have a Perception score
 No Pain +1 ALD 103
higher than 1. Some of the creatures in this book have senses as good as—or better than—any living human, but still do not feel pain.
The creature is driven by a powerful obsession. When the task is completed, the creature is released from unlife. At the lower level (–2) this is
Obsession -2/+6 ALD 103
a disadvantage, but at the higher level (+6) it is the only way in which the creature can be destroyed.
Obsessive- Some creatures have obsessions that are not connected with their quest for sustenance, revenge, or whatever else drives them. it must make a
Varies ALD 103
Compulsive Difficult Willpower Test in order to stay focused.
The creature has the power to separate its consciousness from its body and possess living individuals and, at the higher level (+10 Power),
+5/
Possession ALD 104 even to animate corpses or statues. A creature attempting to use this power may not move or take any other action during the Turn, and if it
+10
loses Dead Points in that Turn, the possession attempt fails automatically.
The creature cannot come into contact with a certain substance. It suffers D8(4) damage if it is hit with the prohibited substance. The cost of
Prohibition Varies ALD 104
the aspect depends on the availability of the substance: a range from –1 to –10 is appropriate.
Whenever the creature is faced with a stressful situation, it must make a Difficult Willpower Test or erupt into berserk violence, attacking the
Rage -2 ALD 104
 person or creature most readily identifi able as the source of the stress.
This regenerative ability is limited to Dead Point damage that will ultimately force the zombie to stop moving around and eating. At the lower
Regeneration +2/+5 Core 159
level (+2 Power), the zombie regains 1 Dead Point per minute. At the higher level (+5 Power), 1 Dead Point is gained per Turn.
This aspect is a milder form of Prohibition. It must make a Simple Willpower Test in order to come within five feet of the forbidden substance,
Repulsion 1/item ALD 104
and must repeat the test every Turn it is within a five-foot radius.
 –2 to–  The creature can only be active at certain times of day; outside this period it is comatose, and may be difficult to distinguish from a normal
Restricted Activity ALD 104
5 corpse.
+8 per Each transformation costs 5 Essence and takes one Turn; while changing shape, a creature cannot move or perform any other action. If the
Shape changing ALD 105
form creature loses Dead Points while attempting to shape change, it expends Essence as normal but the attempt is unsuccessful.
At the lower level (+1 Power), the creature gains a bite attack that causes only 1 point of damage. At the higher level (+2 Power), the tongue
Sharp Tongue +1/+2 ALD 105 can be extended up to 20 feet, allowing the creature to attack from a distance. One or more Dexterity Tests may be required to maneuver the
tongue through keyholes and around obstacles, depending on the circumstances.
Enslavement usually ends when the slave’s master is Supporting Cast cost 1 point per individual. Zombie slaves have a cost equal to their
Slaves Varies ALD 105
Power Level, and must take the Enslaved aspect to reflect their servitude.
This creature has the ability to send a mortal into a deep sleep, all the better to attack. The victim must be within 10 feet of the creature. A
Sleep +4 ALD 105
Simple Resisted Willpower Test is made. If the creature wins, the victim immediately falls asleep, but may be awakened normally.
During any Turn, the creature can hide instead of taking any other action. Any Cast Members or Supporting Cast who are unaware of the crea-
Stealthy +2 ALD 105 ture’s presence must make a Simple Resisted Test between their Perception and the creature’s Intelligence, or completely overlook its pres-
ence.
Straight and Nar- For some metaphysical or psychological reason, the creature can only move in straight lines. In order to change direction, it must come to a
-3 ALD 105
row complete stop and spend one full Turn changing direction before carrying on.
Sticks Around Rate of deterioration is slower. First level Skeletonization multiped by 10. 2nd level increases by 50, 3rd level by a factor of 100. 4th level
2/Lvl OTL 87
(max 4) the zombie does not decay.
The zombie can only do this once every six hours, and often does so uncontrollably. Range equals Constitution in yards (meters). The attack
Spew Flame Varies Core 158 requires a Resisted Test between the zombie’s Dexterity and Perception, and the target’s Dodge and Dexterity Task (or Difficult Dexterity).
Flame does regular damage per Turn equal to the Power level of this feature.
The zombie can spit some sort of toxic fluid. If hit in the face it effectively blinds the target for D4(2) hours unless she can somehow rinse the
Spitter Varies Core 158 fluid from her eyes with lots of running water. Range equals half Constitution in yards (meters). Spit does regular damage per Turn equal to
half the Power level of this feature (armor is ignored if face is targeted).
Sympathetic Feed- This is a particularly nasty form of attack, since a creature does not need to touch or even see the intended victim in order to use it. There does
+8 ALD 106
ing need to be some link between predator and prey.
The creature may or may not be smart, but it has a problem making decisions. It has to stop and consider every possibility in detail before
Tough Decisions -2 ALD 106 making a decision. When it is presented with a choice the creature must stop for a number of turns equal to 5–Intelligence while it considers its
options.
The creature has some means of putting a potential victim into a trance-like state. A Simple Resisted Test of Willpower is made between the
Tranquillize +3 ALD 106
creature and the person it is trying to tranquillize
an Unkillable creature does not begin to regenerate until it has been “destroyed.” It regains Dead Points at the rate of 1 per hour until it is com-
Unkillable +10 ALD 106
 pletely recovered, and at that point it can become acti ve again.
 No-one really thinks of zombies as get ting sick, but the walking dead can be their immune system’s own worst en emies. Constitution: 0 , Dead
Weak Constitution -2 ALD 106
Points –8.
May Mesmerize its prey. Make a resisted test between the zombies willpower +3 Vs Victims Willpower. Inspired add +2 to their roll. Effects
Will of the Dead 3 OTL 87
last only D6 Turns. After which the victim can make another willpower test to break the mind hold on them.
Withering +6 ALD 107 The creature can paralyze a limb on a successful hit, unless the victim makes a Difficult Test of Constitution successfully.

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