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Afmbe Reference
Afmbe Reference
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.
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
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 —
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
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
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.
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.
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.
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.
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.
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).