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Blood

& Bile
Table of Contents
Introduction 3
Scenario Overview 3
Define your Mythology 3
Define your Roles 3
Set the Stage 3
Introduce the Cast 3
Set your Goals 3
Tools of the Trade 4
Interpret and Narrate 4
Oracle Guidelines 4
Characters 5
Traits 5
Dark Gift 5
Curse 5
Assets 5
Mortals 5
Example Vampires 6
Lucian 6
Rebecca 6
Olaf 6
Game Rules 7
Trait Checks 7
Extended Challenges 7
Random Challenges 7
Story Craft 8
Opening Scene 8
Story Structure 8
Plot Seeds 8
Oracle Tables 9
Overview 9
Simple Questions 9
Complex Questions 9
Locations 10
Survivors 10
Events 10

Credits
Blood & Bile version 2 © 2018 Richard Woolcock.
Illustrations by Peter Szabo Gabor and Rick Hershey.
Page template by Zsuzsa Fige / Lord Zsezse Works.
Oracle tables inspired by the Mythic GM Emulator.

Special thanks to the crew of the Wild Die Podcast, Eli


Kurtz, Mathew Halstead, Marcus Burggraf, Francesco
Bambina, Steve Read, and fellow game designers from
the RPGdesign reddit community.

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat


Goblin Games (www.fatgoblingames.com).

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Introduction
Scenario Overview Set the Stage
The dead have risen from their graves, and the zombie Here are some questions your group should consider
apocalypse is now at hand. Your hometown has been and discuss before starting the game:
overrun, and who knows how the rest of the world is • Where does the game take place? Within a real city?
faring? But here’s the twist: you aren’t some weak and A fictional one? Perhaps even your own hometown?
puny mortal; you’re a vampire, a terrifying creature of • When does the game take place? The assumption is
the night. You were resting when the outbreak started, modern day, but you can always pick a different time
but now you’re awake, and your food source is being period if you prefer!
wiped out—so what are you going to do about it? • What might have caused the zombie apocalypse?
You don’t need a definitive answer, but consider the
Define your Mythology possible causes and most likely scenarios, so the oracle
can drop clues throughout the story.
Some zombies are slow and shambling, others are fast
runners. Some zombies can be killed with a headshot,
others need to be totally dismembered. Some zombie
Introduce the Cast
are animated corpses, while others are weird mutants, Before starting the game, the players should consider
or even living humans who have been infected with a and discuss the following questions:
horrible virus. • How long ago was your character turned into a
Likewise, some vampires are depicted as monstrous vampire? Years? Decades? Centuries?
savages, others as cool and suave. Some are destroyed • What did you do before you became a vampire?
by sunlight, others are only weakened during the day. What have you done since? How did you hide yourself
Some can easily pass for human, others are obviously among the humans? Did you work a regular job to
undead. Some use magical powers, while others have help you blend in with society?
more scientifically plausible capabilities. • What do you look like? Can you pass for human?
The group should discuss and define the mythology Do you wear modern clothing?
and physiology of the undead before the game begins. • What is your attitude towards humans? Can you
The only important thing is that vampires cannot turn relate to them? Do you like them? Or are they nothing
into zombies (or vice versa), nor can the vampires feed more than cattle to you?
upon zombies—although the zombies may still try to • Do you normally have thralls (human servants) to
eat the vampires, if given the opportunity! protect you during the day? They’ll have mysteriously
If you still find yourselves struggling for ideas, you vanished before the game begins, but their unknown
can always combine your favorite vampire movie with fate can serve as a useful plot device.
your favorite zombie flick.
Set your Goals
Define your Roles The group should jointly decide on both a short term
There are two roles in this game. Each player controls goal (an objective for the first session) and a long term
a character, while an oracle directs the story by rolling goal (an overall objective for the campaign, which can
on the oracle tables and interpreting the results. take several sessions to resolve).
In a traditional game, a dedicated Game Master acts Example short term goals: Find a safe house to rest
as the oracle. But it is also possible to play without a during the day. Discover a source of fresh blood. Find
Game Master if you prefer, with some (or all) of the out what happened to your thralls.
players sharing oracle duties, interpreting results for Example long term goals: Discover the cause of the
each other’s characters. This turns the game into more zombie outbreak. Discover a vaccine or cure for the
of a collaborative storytelling experience, and it only infection. Carve out a power base in this new world.
works if everyone is fully on board; a disruptive oracle Each player can also have their own private agenda
can easily derail the entire story. of course, but the group goals tie the characters to one
It is also possible to play a solo (or “solitaire”) game, another, giving the vampires a common cause, and a
with one person acting as both player and oracle. reason to work together.

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Tools of the Trade Oracle Guidelines
Blood and Bile uses red, green and blue d6s (six-sided There is no scripted adventure in Blood & Bile, instead
dice). You will probably need about three dice of each the oracle rolls some dice to determine how the story
color for each player (unless you already know which begins, and then the players start asking questions as
traits they intend to choose), and one die of each color the scene unfolds. The oracle rolls on the appropriate
for rolling on the oracle tables. In addition, you’ll need tables to provide answers, interpreting and narrating
at least half a dozen white d6s to represent humans the results, turning them into an improvised story.
recruited or captured during the course of the game. Here are some quick tips for creating an interesting
You don’t need to write anything during character story using the oracle tables:
creation or while playing, but if you want to run a full • You should flesh out the opening scene using your
campaign you will need to track the assets earned each imagination, but always encourage each of the players
session. The easiest solution is to write each asset on to add something to the scene as well, and don’t forget
its own index card, and discard them when used. to factor in their short and long term goals. It tends to
be much easier to use the oracle tables once a handful
Interpret and Narrate of the story elements have been clearly defined, and a
nice detailed opening scene is one of the best ways to
Dice rolls should be used to support the narrative, not really get the ball rolling.
to replace it. It is important that players describe what • The tables provide prompts and inspiration, but
their characters are doing, interpreting the dice rolls the story is shaped by the imagination of the oracle,
and narrating their actions, as if telling a story. and directed by the attitude they bring to the table. If
This holds doubly true for the oracle. The various several people intend to share the oracle duties, it is
random tables are designed to provide the oracle with essential they all have the same general vision of how
a powerful improvisation prompt, but the results still the story should unfold.
need to be interpreted in a way that makes sense, and • Go with your initial instincts, and don’t overthink
narrated within the context of the current situation. your answers or worry too much about exactly how to
interpret the tables. It doesn’t matter if your answer
isn’t a perfect match for the result, as long as it fits the
scene and overall story; the oracle tables are a tool, not
a straitjacket.
• Drive the story forward whenever possible. If the
scene grinds to a halt, try triggering a random event,
or encourage the players to push forward to the next
scene. If all else fails, have a horde of zombies turn up,
and give the players a challenge they must resolve in
order to escape to the next scene.
• Don’t keep asking questions over and over, try to
run with what you’ve already got, and only ask more
questions when you get stumped, or need some fresh
inspiration. If you already have a good idea for how to
answer a particular question, it’s usually better to just
make up the answer instead of rolling.
• Always try to limit your questions to things the
characters could know or have observed, particularly
if there isn’t a dedicated Game Master. For example,
avoid asking if there are zombies in the house (unless
the characters have some means to detect them), and
instead ask if there are any possible signs of zombies
having entered the house, such as smashed windows,
sounds from within, etc.
• If you are playing a solo/solitaire game, you might
find it helpful if you speak the story out loud, or even
write down the adventure as it unfolds. Otherwise it
can sometimes feel as if you’re just daydreaming with
dice, rather than playing a game.

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Characters
Traits Curse
Each player selects five colored dice to represent their Each player also chooses a Curse, which the oracle can
traits. Blue represent brawn (strength and endurance), invoke once per session to either add a complication
green represent guile (cunning, will and alertness), and to the scene, increase the difficulty of a trait check by
red represent reflexes (agility, dexterity and stealth). A +2, or increase the difficulty of all that character’s trait
vampire with no dice of a particular color has typical checks this scene by +1 (maximum difficulty is 6).
mortal-level competence in that trait, but they can still At the end of the scene, any player whose Curse was
use their potent blood to exert supernatural effort. A invoked can describe a flashback from their past, and
vampire with one die of a specific color is roughly on- how it relates to the current situation. They may now
par with an exceptional mortal in their chosen field, invoke their Dark Gift a second time this session.
while two or more dice indicate superhuman prowess. Examples: Deathly visage, uncontrollable rage, fear
Trait dice also indicate how much blood a vampire of crosses, unquenchable thirst, weakened in sunlight,
has available; they automatically regenerate any injury no reflection, guilt for past sins, feared by animals.
they suffer, but this rapidly burns through their blood
reserves, which is represented by discarding trait dice.
Vampires must also discard one die each time they go
Assets
a full night without feeding. At the end of a session, each player can describe a new
If they run out of dice, the vampire collapses into a “asset” they gained during the last adventure, such as a
death-like torpor until they are fed or killed. useful item they discovered, a skill they absorbed from
Examples: Joe wants his character to be incredibly a hapless mortal they’ve fed upon, a new supernatural
strong and tough, but also fairly agile, so he picks four trick they’ve developed, etc. Players may take the same
blue (brawn) dice and one red (reflexes) die. Bob wants asset multiple times, but they should be encouraged to
a more balanced character, and picks two green (guile) come up with more diverse ideas if possible.
dice, one blue (brawn) die, and two red (reflexes) dice. Examples: Katana, ace driver, sharp claws, kung fu,
glowing eyes, kevlar vest, wolf familiar, acute senses.
Dark Gift Invoking Assets
Vampires tend to be stronger, tougher and faster than Each asset can be invoked once per session to grant a
mortals, with sharper senses and an alluring presence. +1 bonus to an appropriate trait check. This should be
However each character also has one special talent, an declared after rolling, and the +1 bonus only applies to
ability that makes them stand out among their kind. one die (use the modified die result to determine if the
Each player chooses one Dark Gift, which must be roll counts as a double or triple). The player describes
appropriate to the mythology, and which describes an how the asset helps them in this particular situation,
unusual power or supernatural aptitude. and only one asset can be invoked per trait check.
Vampires may use their Dark Gift to roll three dice
when they exert “supernatural effort” for a trait check.
In addition, they can invoke their Dark Gift once per
Mortals
session to perform an incredible feat—the feat should The vampires may capture or rescue survivors during
always move the story forward in an interesting way, play. Each group of survivors is represented as a white
allowing the vampire to automatically overcome one die, which can be used to make its own trait checks.
particular challenge without needing to roll. In order to feed, a vampire declares how many trait
Whenever a player uses their Dark Gift, they should dice they wish to recover; that number is the difficulty
narrate how it appears to everyone else—do they seem for the mortals’ trait check to survive. Roll their white
to fade into the mist as they move? Do their eyes glow die: if it exceeds the difficulty they are fine, if it equals
red in the darkness? Do they seem to vanish from the the difficulty they are alive but unconscious, and if it
spot as they move with blinding speed? is below the difficulty, then they are dead.
Examples: Heightened senses, beguiling eyes, beast When vampires feed from a mortal, they experience
mastery, shapeshifting, lightning speed, telepathy, veil glimpses of their victim’s past. The player should take
of mist, necromancy, shadow walking. this opportunity to describe the memory or event.

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Example Vampires
Lucian
An Italian immigrant, Lucian (born Luciano Capello)
was a member of the Five Points Gang in Manhattan.
After being mortally wounded during a gang fight in
1903, he was discovered and turned by an ambitious
vampire, who saw his potential. His new master soon
moved on again, however, leaving Lucian to find his
own way in the world.
After gaining his freedom, Lucian decided to go into
business for himself as a professional hitman, earning
a fearsome reputation in the underworld.
Lucian has the Dark Gift of beast mastery, allowing
him to summon animals to his side and bend them to
his will. However he’s also been cursed with a violent
temper, and is prone to fits of uncontrollable rage.

Rebecca
Born in Salem Village in 1671, Rebecca possessed the
“second sight,” giving her an uncanny awareness of the
world and the people around her.
She fled to Boston in 1692, narrowly avoiding the
Salem witch trials, and it was there she discovered the
truth about vampires. Cunning and ruthless even as a
mortal, Rebecca soon persuaded a young vampire to
turn her, then trapped and drained her hapless sire the
next evening. She consumed his memories along with
his blood, granting her the knowledge to survive.
Rebecca has the Dark Gift of telepathy. This allows
her to read, manipulate and even control the minds of
others. But she is also cursed with insatiable hunger,
and easily distracted by the sight or smell of blood.

Olaf
Although he doesn’t speak much about his past, Olaf
does occasionally talk about his final day as a mortal,
when he single-handedly held off an entire army for
over an hour at the Battle of Stamford Bridge, in 1066.
After he was turned into a vampire he underwent an
awful transformation, his body becoming twisted and
deformed. No longer able to pass as a human, he was
forced to skulk in the shadows.
Olaf has the Dark Gift of shadow walking, allowing
him to fade away into the shadows, and even teleport
himself from one shadow to another. However he has
also been cursed with a hideous visage, his horrifying
features immediately revealing his inhuman nature to
any who gaze upon him.

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Game Rules
Trait Checks Extended Challenges
Trait checks involve a trait (brawn, guile or reflexes), Combat, chases, and other complex challenges usually
and a difficulty the player must equal or exceed with require multiple successes to complete. Each round,
their roll. The difficulty is 4 for most tasks, 3 for easy the player must make a trait check; if the required
tasks, and 5 for hard tasks. For very easy tasks reduce number of successes has been achieved or exceeded by
the difficulty to 2; for very hard tasks, increase it to 6. the end of the round, then the challenge is complete,
The player rolls one or two of their trait dice (of any otherwise the player must roll again next round.
color), using the highest to determine success. Rolling If the player rolls and succeeds with multiple trait
two dice represents “supernatural effort,” allowing the dice, add each success to the total. If they fail one of
vampire to perform feats beyond those of any normal the trait checks, the overall challenge fails, or (in the
human (some checks might even require supernatural case of “dangerous” checks) the player discards a die.
effort). However if the player rolls a double, they must Example: A gang of bikers ambush a vampire while
discard one of their dice, due to exertion. he’s walking through town. There are several bikers,
If a character has a Dark Gift that suits a particular and they are armed with chains and knives, while the
situation, they have the option of rolling three dice for vampire is alone and unarmed, so the oracle calls for a
“supernatural effort” instead of two, but this is highly dangerous difficulty 5 brawn check, and the challenge
stressful; they lose one of the dice on a double, or two requires 3 successes to overcome. The vampire uses
on a triple. When using this option, the player should his Dark Gift to fade into the shadows, and rolls a 2, 5
always describe how their Dark Gift manifests. and 6; he achieves 2 successes, and slaughters most of
If a die color matches the trait (e.g., rolling a red die the bikers in the first round. The next round he rolls 1,
for a reflexes check), the player may reroll that die, but 2 and 3, resulting in failure; he discards the lowest die
must keep the new result. If multiple dice match the (the 1), and describes how one of the bikers managed
trait, they can be rerolled one at a time, so as to reduce to stab him in the back!
the chance of rolling a double or triple.
In rare situations, two players may wish to oppose
each other. When this happens, both make their trait
Random Challenges
checks, and the highest die roll wins. On a tie, use the As a rule of thumb, each scene usually requires at least
second die (if only one of the players has a second die, one trait check to resolve, although a complex scene
they win). If it’s still a tie, use the third die, and if that can certainly involve multiple challenges.
doesn’t break the tie, the outcome is a draw. Sometimes the oracle may wish to leave the specific
Example: Joe’s character wishes to sneak past some mechanics of a challenge in the hands of fate. Roll 3d6
zombies. The oracle declares it is a difficulty 5 reflexes (one of each color), using either the highest, middle, or
check, so Joe decides to use supernatural effort, rolling lowest rolling die, depending on how tough the task is
his only red die along with a blue die. The result is C expected to be. The color and value of the die indicate
and B, but Joe has the option of rerolling the red die; the trait and difficulty of the challenge; on a tie, let the
he rerolls and gets E. Success! Later, Joe tries to open player choose which die they use. Difficulty 1 requires
a door with a brawn check, and once again opts to roll no trait check (the player just narrates their actions).
two dice. He rolls F F—success, but it is also a double, The trait should always be tied into the description
meaning that he must discard one die. Fortunately he of the encounter. During a chase scene, for example, a
can reroll blue dice, so he rerolls a F, turning it into C. brawn check might represent climbing, swimming or
He still succeeds, but no longer needs to discard a die. jumping over an obstacle, while a guile check might
represent spotting a threat or identifying a good route,
The Price of Failure and a reflexes check might represent moving quickly
Failing a trait check should always lead to some sort of or evading an obstacle.
complication, otherwise there’s no point rolling in the Example: Joe is trying to escape from a sniper, so
first place. For “dangerous” trait checks (like combat), the oracle rolls D D C; a difficulty 4 reflexes or guile
discard the lowest rolling die on a failure. Other tasks check. The oracle explains that Joe can either try to
might take too long, draw unwanted attention, trigger duck and weave across the street as a reflexes check,
a negative event, require a different solution, etc. or look for a route with better cover as a guile check.

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Story Craft
Opening Scene Church of the Damned
The story begins with the vampires waking up from a A naive but well-meaning pastor runs a local church,
deep slumber (which might have lasted hours, days, or and he believes the zombies are the result of demonic
even years) to discover the world has gone insane, and possession, so he refuses kill them—instead, he ties up
zombies walk the streets. The oracle should roll for a the infected, hoping that he can somehow find a way
random event to determine what woke the characters, to “exorcise” their demons. Of course it’s only a matter
and a random location where the event has occurred. of time until the zombies manage to break free, and
If the event references survivors, roll for those as well. attack the pastor’s congregation.
Example: The oracle rolls C E F for the opening
event (sniper/survivor), and then E A F for a location Last Orders
(bridge/zombies). The event requires another roll for A group of friends have decided to head to the local
survivors, which is C E E (senior citizen/leader). After pub, knock back some cold beers, play a few rounds of
being awoken by gunfire, the vampires leave their lair, pool, and wait until things settle down. The location is
located near a suspension bridge. They spot a group of hardly secure, however, and it probably won’t be long
elderly people trapped in a bus, assailed by zombies on until a horde of hungry zombies smash their way in.
all sides! However a lone sniper has climbed one of the
bridge towers, and is picking off the zombies. Left Behind
A single survivor wakes up in a hospital ward, having
Story Structure been abandoned by his friends and family. Did they
think he was dead? Or perhaps they had to leave in a
The story can be broken down into a series of scenes, hurry, and didn’t have the time or opportunity to take
each focusing on a certain time and place, and usually him with them. But his chances of survival don’t look
requiring a challenge to resolve. The challenge doesn’t good, for he is alone and unarmed.
need to be a trait check, it could just as easily be a pure
roleplaying scenario, but every scene should give the Mall Refuge
players an opportunity to interact with the setting, A group of survivors have barricaded themselves in a
flesh out the story, and drive the plot forward. shopping mall, where they have everything they need
to survive. But it’s a very spacious area to defend, and
Plot Seeds it’s not just zombies who are trying to get inside the
mall. Worse still, one of the survivors has been bitten,
Included below are several plot seeds, including a few and is keeping it secret.
obvious tributes to famous zombie films, which can be
used for inspiration. Scatter them into the story if you Project Nekromanteion
find yourself running short of ideas. Many years ago, a government organization captured
a vampire, and they performed many experiments on
Boy on a Boat their unlucky test subject. Project Nekromanteion was
A playboy has survived the outbreak by hiding on his eventually shut down, but there were rumors about it
yacht, and dropping anchor in the middle of the river. being continued off the books in a top secret research
He entertains himself by taking potshots at zombies as facility, with a strong emphasis on potential military
they wander along the shore, for they seem unable to applications. Could this mysterious project somehow
swim. But the fellow is both arrogant and careless, and be connected to the zombie virus?
sooner or later he’s going to make a mistake.
Warlord on Wheels
Castle on the Hill A vicious gang of bikers drive around town, enjoying
A rich old gentleman has taken refuge in his mansion, the opportunity to do whatever they wish. The leader
with his family and staff. He has sufficient supplies to of the gang views himself as some sort of modern-day
last months, and the building is secure. Unfortunately feudal warlord, and he plans to extend and enforce his
it’s also in a prominent location, and a gang of escaped influence over his newly claimed domain by whatever
convicts are planning to take it for themselves. means necessary.

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Oracle Tables
Overview
Blood & Bile includes oracle tables for questions, locations, survivors and events. Roll two dice, one red and one
green, and cross-reference the results on the appropriate table. Optionally, you can also roll a blue die.
Questions are defined as either simple (yes/no) or complex (requiring interpretation), and whenever you ask a
question, there is the option of rolling a third (blue) die as well. The result of the blue die isn’t used directly, but if
all three dice roll the same number, roll for a randomly triggered event and weave it into the story.

Simple Questions
Whenever the players ask questions, try to avoid answering “yes” or “no.” Instead, just tell the player how likely it
is, and then roll the dice to determine the answer, narrating it in a way that fits the scene.
The red die indicates if the answer is “yes” or “no.” If the probability is “very likely,” the answer is “yes” on 2+,
“likely” is “yes” on 3+, “maybe” on 4+, “unlikely” on 5+, and “very unlikely” on 6. Otherwise, the answer is “no.”
The green die may add a caveat: Rolling 1-2 indicates a “but,” while 5-6 indicates an “and.” The oracle should
then describe the caveat within the context of the question.
Example: Joe asks if the door of an abandoned building has been left unlocked, and the oracle responds that it’s
“unlikely.” She rolls F and E, so the answer is “yes and”—the oracle decides that not only has the door been left
unlocked, it’s also slightly ajar. If the answer had been “yes but,” the door might have been unlocked but jammed,
while “no and” could have meant the door was locked and barred, and “no but” could have indicated the door was
locked but the key was still in the lock.

Complex Questions
If the question cannot be answered with “yes” or “no,” roll on both of the following tables, and interpret the result
in a way that fits the question. Don’t waste too much time thinking about the answer, just give the first reasonable
response that comes to mind, within the context of the question. The answer involves:

A B C D E F
A Abandonment Abuse Agreement Arrival Assistance Attainment
B Barrier Betrayal Care Combat Communication Concealment
C Control Deceit Decrease Delay Dispute Exposure
D Failure Increase Investigation Mistrust Neglect Overthrow
E Prevention Punishment Pursuit Rejection Release Ruin
F Struggle Theft Transformation Trick Trust Vengeance

…of, over, or related to…

A B C D E F
A Advice Allies Ambush Animals Conflict Desire
B Enemy Fear Food Friendship Goal Home
C Hope Illness Information Innocent Jealousy Journey
D Leadership Lies Love Messages Military Plans
E Possession Prisoner Property Rival Secret Technology
F Vehicle Victim Victory Weapons Weather Wounds

Example: Joe observes a gang of bikers breaking into a house, and asks what they’re up to. The oracle rolls F A
(attainment) on the first table, and D F (weapons) on the second table. She describes how the bikers are collecting
firearms from the house; either they hid the weapons there previously, or else they know (or perhaps have reason
to suspect) that there are some weapons stored on the premises.

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Locations
A B C D E F
A Airport Amusement park Apartment block Bar or diner Bridge Bus depot
B Church Cinema Department store Dock Drugstore Factory
C Film studio Fire station Garage Gas station Graveyard Gun store
D Hospital Hotel or motel House or villa Military barracks Museum Nursing home
E Office building Park Plant nursery Police station Power station Prison
F Sewer or subway Shopping mall Sports club Warehouse Water tower Zoo
Optional location feature:
A Damaged The location has suffered significant damage, and will be difficult to defend.
B Fortified The location has been heavily fortified to fend off attacks from zombies or survivors.
C Looted The location has been thoroughly looted of anything valuable or useful.
D Populated There is evidence of people hiding here from the zombies.
E Stocked This location is well-stocked with whatever one would normally expect to find here.
F Zombies There are zombies wandering around, somehow they must have got inside!

Survivors
A B C D E F
A Actor Biker Bus driver Consultant Cop Criminal
B Disabled person Doctor Electrician Engineer Firefighter Gangster
C Hobo Hunter Janitor Laborer Lawyer Manager
D Mechanic Nurse Pastor Playboy Quisling Redneck
E Scientist Security guard Senior citizen Soldier Street tough Student
F Survivalist Taxi driver Teacher Teenager Waiter Young kid
Optional survivor characteristic:
A Bait Knowingly or unknowingly, their goal is to act as bait for zombies or other survivors.
B Helpless They are not cut out for the zombie apocalypse, they are just a meal waiting to happen.
C Hero They are attempting to do a good act, for the benefit of others.
D Infected They have been bitten by a zombie, and will eventually turn.
E Leader They are leading a group of likeminded survivors.
F Villain They have a particularly nefarious agenda or secret, such as resorting to cannibalism.

Events
A B C D E F
A Accident Airplane Alarm or siren Ambush Barking dog Bikers
B Birds Boat Burning zombies Burst pipe Crying Drone
C Dying victim Explosion Feral dogs Fire Fleeing people Helicopter
D Jumper Large vehicle Looters Lost child Military vehicle Militia
E Roadblock Scream or shout Sniper Soldiers Small vehicle Speeding car
F Suicide attempt Trapped Unusual zombie Weather change Wild animals Zombie horde
Optional event influence:
A Location The event introduces a new location.
B Metaplot Introduce a plot seed or twist, or tie the event to the short or long term goals of the group.
C Negative The event is generally detrimental for the vampires.
D Neutral Overall the event is neither positive nor negative for the vampires.
E Positive The event is generally beneficial for the vampires.
F Survivor The event introduces a new survivor, in addition to any suggested by the event itself.

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