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Zomborg

CLASSES

Wretched Scavenger
Toughness + D6 starting HP, Lucky: d4 omens
Abilities: starving, 3d6-2 Strength, Light-footed, -2 DR on all Agility Checks. Roll d6 for weapons,
d2 for armor.
Features: One of the Following
● Bag of Crap: once daily pull two random items by rolling on the scavenged goods table
● Coated Knife: d4 damage, injured enemies make DR10 check, on a fail they are infected
and will turn in d8 hours
● Super Lucky: when using an omen, roll a d4, on a 4 the omen is not used up
● Zombie Skin Mask: DR8 Presence check to blend in amongst the living dead

Stitcher
Toughness + D6 starting HP
Abilities:, wise 3d6+2 Presence, slow to act 3d6-2 Agility, d2 omens. D4 on weapons table, d2 on
armor.
Features: Two Items Per Day Can Be Scavenged, d4 uses of each item
● Pilfered Medkit: Action to restore someone’s health by d4 hp, can bring back from
broken and stop bleeding
● Surgery Kit: Can be used to treat zombie bites by removing limbs without risk of bleeding
out.
● Plague Samples: Any food or drink polluted by this substance will cause the consumer to
become infected and turn in d8 hours upon failure of a DR10 save
● Narcotics: Lowers all checks with one skill of choice by -2 DR for 1d4 hours

Brutish Warhawk
Toughness + D10 starting HP, d2 omens
Abilities: hulking, 3d6+2 Strength, dull, 3d6-2 Agility & Presence
Features: One of the Following
● Signature Weapon: DR10 to hit, does d6 of Damage
● Smasher: When the first enemy of a group is killed by this d8 damage weapon, all
remaining members of the enemy group must make a Morale check
● Imposing Figure: DR10 presence check for intimidation purposes
● Bloodrage: Upon being Broken, on a roll of 3 the Warhawk instead enters a Bloodrage,
regaining their full hp and attacking the nearest friend or foe. This continues until the
Warhawk reaches 0hp

Deadeye
Toughness + D8 starting HP, d4 omens
Abilities: Sharpshooter, 3d6+2 Presence, untrained, 3d6-2 Strength
Features: One of the Following
● Military Grade Sniper Rifle: DR10 to hit, d10 damage
● Lucky Rabbit Foot: roll a d6, on an odd number, regain d4 omens
● Spray and Pray: Heavy Machine gun, d12 damage, option to Unload and hit up to 3
:
● Spray and Pray: Heavy Machine gun, d12 damage, option to Unload and hit up to 3
close targets, at DR14 each
● Gunslinger: Can make two attacks when wielding twin pistols or revolvers (d6)

Civvie
Toughness +d6 Starting HP, d2 omens
Abilities: Average Joe, no adjustments
Features: Choose One
● Not Your Average Gardener: DR10 to hit with bladed weapons
● Ex-Scout: DR10 to rolls made for survival skills (campfire building, knot tying, etc.), starts
with survival kit containing rope, flint, rations, and bandages
● Ex-Con: Wordsmith, DR 10 to all Presence checks made to charm or persuade/deceive
● Couch Potato: You get nothing…good luck

WEAPONS
1. Femur (d4)
2. Large Knife (d4)
3. Machete (d6)
4. Bat (d6)
5. Pistol/Handgun (d6)
6. Shotgun (d8)
7. Rifle (d8)
8. Katana/Bastard Sword (d8)
9. Machine Gun (d10)
10. Claymore (d10)

On Nat 1 with gun, out of ammo, with melee broken weapon

ARMOR
1. None
2. Light (-d2 damage)
3. Medium (-d4 damage)
4. Heavy (-d6 damage)

SCAVENGED GOODS

BITES: Anyone bitten tests Toughness DR8 or dies within two days before rising as a zombie..d8
to see where bit, if limb amputated, reroll, any non limb bites will be fatal. If limb cut off by non-
surgeon, Hemorrhage condition, all tests DR16 first hour, DR18 second hour, death in 2 hours
unless bleeding is stopped
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