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the

a zombie apocalypse survival rpg

by Diogo Nogueira
Table of contents
Introduction..........................................1 6 - Bands & Communities................20
1 - Create a Survivor......................2 6.1 - Bands............................................20
1.1 - Attributes.......................................2 Casualties.........................................20
1.2 - Hit Protection (HP).......................2 Equipping the Band........................20
1.3 - Resources.......................................2 6.2 - Communities..............................21
1.4 - Background...................................2 Casualties.........................................21
1.5 - Starting Equipment.....................2 Equipping the Community.............21
1.6 - Details.............................................4 Activities...........................................21
1.7 - Improving Your Survivor............5 7 - Refereeing in the Apocalypse......22
2 - Inventory........................................8 7.1 - Referee Principles......................22
2.1 - Retrieving Items...........................8 Make the World Dangerous............22
2.2 Durability.........................................8 Be The Survivors’ Senses.................22
2.3 - Encumbrance................................8 Telegraph Danger............................22
3 - Gear and Resources.....................9 Present Choices................................22
3.1 - Resources.......................................9 Show Consequences........................22
Food.....................................................9 Be Fair...............................................22
Water..................................................9 Reward Good Ideas..........................22
Bullets.................................................9 7.2 - Understanding Attributes........23
Fuel......................................................9 7.3 - Using Saves..................................23
3.2 - Gear..............................................10 Consequences...................................23
3.3 - Weapons and Guns....................10 7.4 - Luck Rolls.....................................23
Burst..................................................11 7.5 Rulings Over Rules........................23
3.4 - Armor............................................11 8 - Running The Apocalypse..........24
3.5 - Favors............................................12 8.1 - Exploration..................................24
3.6 - Vehicles........................................12 8.2 - Traveling......................................24
4 - How to Survive............................13 Rest....................................................24
4.1 - Role Playing.................................13 Weather............................................24
4.2 - Keep This in Mind.......................13 8.3 - Random Encounters..................25
4.3 - Saves.............................................14 Reactions...........................................25
Opposed Saves.................................14 Morale...............................................25
Advantage & Disadvantage..........14 Encounter Tables.............................25
4.4 - Combat.........................................14 9 - Zombies...........................................26
Initiative...........................................14 9.1 - Zombie Traits..............................26
Attacks..............................................14 9.2 - Zombie Infection.......................26
Hit Protection & Damage................14 9.3 - Sample Zombies.........................26
Scar....................................................15 9.4 - Mutations....................................29
Critical Damage...............................16 10 - People...........................................30
Attribute Damage............................16 10.1 - Sample People..........................30
Distance & Range.............................16 10.2 - What Are They Carrying?.......33
4.5 - Stress.............................................17 11 - Apocalypse Toolkit................34
Stressful Event..................................17 11.1 - Countryside...............................34
Recovering Stress.............................17 11.2 - Small Town................................36
4.6 - Conditions...................................18 11.3 - Big City.......................................38
4.7 - Rest & Healing.............................18 11.4 - Adventure Ideas.......................40
4.8 - Time..............................................18 11.5 - 100 Things To Do In The Zombie
Apocalypse..........................................41
4.9 - Overland Travel..........................19
Character Sheet.................................44
Foraging............................................19
5 - Followers.......................................19
5.1 - Followers Morale.........................19
Dead
Writing & Layout by
Diogo Nogueira
Editing &
Proofreading by

the Jarrett Crader


And Fiona Geist
Artwork by
Andrej K. Braga

Copyright 2020 by
Diogo Nogue
ira
Introduct
ion
The Dead Are Comi
ng
survival role playin is a zombie apocalypse
g
friends play make-begame (RPG). You and 2-5
narrative of a group lieve creating a shared
living in a world go of survivors trying to keep on
ne terribly wrong.
keep the story you Th
tell consistent, intere e rules help
challenging. sting and
You play a desperat
e
world where zombie survivor in a post-apocalyptic
s
stop until they devo are a real thing that won’t
ur your flesh. You als
secure a refuge, sto o need to
cki
other resources. An ng it with food, water and
d, of course, other
take it from you. people try to
This book contains
all
Referees need to pla the rules players and
y the game. However
assumes you know , it
what a RPG is and
understand how to basic
play one. If you don’t ally
Google search will , a quick
provide you many
watching a few act an
ual plays on YouTub swers and
a lot of things. But e will clarify
in
is to ask someone wh the end, the best way to learn
internet)! o has played one (use
the
The Dead Are Comi
ng is inspired by all ATTENTION:
movies and series the zombie
I’v
The Walking Dead, e ever watched (Zombieland, This game contains themes
Pet Sematary, World
of the Living Dead, War Z, Night and mechanics simulating
an
read and played (In d others), as well as games I’ve some events appearing in
to
Mausritter, Into the the Odd, Electric Bastionland, Zombie Apocalypse movies,
Bronze, Zombie Hack, these are not representative
Diaries, Terra Deva Shotgun
sta of real issues people live
I’ve taken all that an da, Mothership and others). with. Things are far more
d mixed it with my
to make a quick, sim experiences complex in real life and
ple and resourceful
apocalypse surviva zombie can’t be reduced to die
l RPG! rolls and gameplay.

1
C r e a t e A s urvivor
1-
The world is a mess. Civili
zation as we know it collap
The cities are overrun wit
h flesh eating monsters you sed.
zombies, people have turned call
you can. While you can. on one another and you sur
vive as

1.1 - Attri 1.5 - Starting


butes
Your survivor has three attributes
determining their basic strengths and
Equipment
ld
weaknesses. t you cou Your
bed wha .
• Strength (STR): Physical prowess You grab dy lost most of it
and endurance. and alrea arts with:
st
survivor
• Dexterity (DEX): Agility and hand- t.
Flashligh r
eye coordination. •
rs o n a l item (you
• Willpower (WIL): Force of will and • Pe
charisma. choice). units (se
e 1.3).
1 d 6 Resource em s.
For each of these attributes roll 2d6+3 • ground it
in order, swapping any two. • Two back o u r choice
n o f y
• A weapo
(see 4.1). ighest
rvivor’s h
If your su is:
Attribute

- Hit Protection (HP) •


ll on the
9 or 8: ro nd table again an
u
d

1.2 Backg
take eith
ro
er Item A o
.
r B.

Roll 1d6 for your HP—how much r le ss : take both


• 7o
damage your survivor shrugs off before
actually getting wounded.

1.3 - Resources
Roll 1d6 determining how many
Resource units you begin with,
allocated to Food, Water, Bullets or Fuel
however you like.

nd
1.4 - Backgrou
Cross reference your HP and Resources
values on the Background table
determining what your survivor was
before the dead came.
If desired, you can create your own
Background. Come up with a past
occupation and two related items and
you’re set!

2
HP Resour. Background Item A Item B
1 1 Highschool Student Fireworks Skateboard
1 2 Food Truck Chef Pans Flammable Oil
1 3 Inmate Chain Dodgeball
1 4 Hedge Hippie Incenses Herbs
1 5 Carpenter Saw Hard Piece of Wood
1 6 Law Enforcer Shiny Badge Manacles
2 1 Pizza Delivery Person Motorcycle Bag Full of Coins
2 2 Dog Walker Dog Rope
2 3 Bartender Beer Bottles Corkscrew
2 4 Fisher Net Small Boat
2 5 Mechanic Mid-Sized Car Mechanic Tools
2 6 Electrician Bundle of Wires Small Generator
3 1 Lumberjack Chainsaw (1d10) Road Atlas
3 2 Priest Censer Holy Book
3 3 Taxi Driver Old Taxi Bolt Cutter
3 4 Garbage Collector Trash Hook MP3 Player
3 5 Comic Artist Sketchbook Bottles of Ink
3 6 Sales Person Old Catalog Electroshock Weapon
(1d6 DEX dmg)
4 1 Dock Worker Hook Deck of Playing Cards
4 2 Zookeeper Monkey Tranquilizer darts
4 3 Mail Carrier City Map Van
4 4 Tour Guide Regional Map Walking Stick (1d4)
4 5 Teacher Large Metal Ruler Box of Chalk
4 6 Farmer Pitchfork Sheepdog
5 1 Engineer City Blueprints Measuring Tape
5 2 Journalist Tape Recorder Compact Car
5 3 Burglar Crowbar Grappling Hook
5 4 Tax Collector Large Car Sealing Tape
5 5 Professional Wrestler Colorful Costume Big Mallet (1d6)
5 6 Firefighter Fire Resistant Coat Megaphone
6 1 Musician Signed Photos Guitar
6 2 Magician Box of Tricks Pair of Doves
6 3 Baker Rolling Pin (1d4) Portable Oven
6 4 Boxer Punching Bag Boxing Gloves
6 5 Clown Makeup Horn
6 6 Soccer Star Large Trophy (1d6) Spare Uniforms

3
ails
1.6 - Det
Roll or choose a physical
det
Choose a name, pronouns and ail and a personality trait.
want to define appropriate any other important traits you
for your survivor.

d66 Physical Detail d66 Physical Detail


11 Bow-legged 41 Acid Burns
12 Delicate Hands 42 Bronze-skinned
13 Calloused Hands 43 One-eyed
14 Sharp Nails 44 Always Smiling
15 Tattooed Body 45 Nine Fingers
16 Burn Scars 46 Gap-Toothed
21 Strange Birthmark 51 Full Lips
22 Long Braids 52 Broad Nose
23 Dreadlocks 53 Crooked Nose
24 Colorful Hair 54 Pointy Nose
25 Mohawk 55 Double Chin
26 Goatee 56 Wolfish Eyes
31 Bald 61 Hairy Skin
32 Old-Fashioned Sideburns 62 Pimply Skin
33 Thin Lips 63 Veined Skin
34 Pierced Tongue 64 Unruly Eyebrows
35 Body Modification 65 Lanky Eyes
36 Missing Limb 66 Bleary Eyes

d66 Personality Traits d66 Personality Traits


11 Adaptable 41 Questioning
12 Ambitious 42 Reserved
13 Competitive 43 Realistic
14 Dominating 44 Scrupulous
15 Emotional 45 Sarcastic
16 Enigmatic 46 Sensitive
21 Fanatical 51 Tolerant
22 Fatalistic 52 Thoughtless
23 Guileless 53 Treacherous
24 Haughty 54 Uncaring
25 Impressionable 55 Uninhibited
26 Lazy 56 Unpredictable
31 Loyal 61 Vivacious
32 Malicious 62 Vindictive
33 Non-committal 63 Venomous
34 Old-fashioned 64 Weak-willed
35 Pedantic 65 Witty
36 Power-hungry 66 Wishful
4
1.7 - Impr
oving
Your Survivor
As your survivor lives through more
encounters gaining Scars they
become hardier and more
experienced.
ELL, THE

..
EARTH.
OOM IN H

HE
WALK T
D SHALL
NO MORE R
DEA
WHEN THERE IS

5
d100 Masculine Names d100 Masculine Names
1 Shawn Crossley 51 Jürgen Meyer
American

2 Eric Oakes 52 Ingo Schultz


3 Ryan Murdock 53 Thomas Wagner

german
4 Jeffrey Bryum 54 Frank Krämer
5 Stephen Zander 55 Daniel Malzer
6 Michael Conoly 56 Dirk Köhler
7 Craig Crookston 57 Andreas Müller
8 Jackson Greto 58 Kai Metzner
9 Cedrick Parsh 59 Dennis Schmidt
10 Adam Harkness 60 Bernd Förster
11 Amr al-’Abarta’i 61 Brendan Murphy
12 Baqar al-Katib
Arrabic

62 Kyle O’Sullivan
13 Ibrahim al-Saghir 63 Nolan Doyle

irish
14 Sharif al-Wasiti 64 Conor McCarthy
15 Yusuf al-Kabir 65 Ross Campbell
16 Tahir al-Sufi 66 Owen Murray
17 Zayad al-Rumi 67 Liam O’Connor
18 Ghazi al-Tuluni 68 Rory O’Neil
19 Ghassan al-Kasrawi 69 Declan Smith
20 Umar al-Najjar 70 Aidan Gallagher
21 Rui Moraes
brazilian

71 Vito Ricci (Italian)


22 Eduardo da Costa 72 Carlo Caputo
23

italian
Arlindo Castelo Branco 73 Franco Savino
24 Pedro Gonçalves 74 Aldo Vicenzi
25 Antônio Amaral 75 Franco Paolucci
26 Tiago da Mata 76 Nino Domenico
27 Carlos Andrade 77 Giorgio Zucco
28 Ricardo Cardoso 78 Pasquale Marchese
29 Fernando da Silva 79 Salvatore Bruno
30 Mauro de Albuquerque 80 Pietro Candelora
31 Li Hui (Chinese) 81 Saburo Arakawa
32 Sung Jin
chinese

japanese
82 Akira Yamamoto
33 Xie Meng 83 Koji Murata
34 Tong Kehui 84 Shogo Endo
35 Hui Zhili 85 Tenyu Uchida
36 Xiao Shisun 86 Daisuke Ueda
37 Peng Lei 87 Yukio Sugihara
38 Wu Haocai 88 Motoki Nakajima
39 Chang Zhongyu 89 Riku Tsukehara
40 Taishi Xilong 90 Hitoshi Takagi
41 Eteinne Cabot 91 Boris Yegorov
42 Pascal Dubois 92 Ivan Kuznetsov
french

43
russian

Rémy Chevalier 93 Sergei Petrov


44 Benoît Roux 94 Oleg Maltsev
45 Didier Durand 95 Alexander Gerasimov
46 Gaston Leblanc 96 Viktor Batkin
47 Jaques Vioget 97 Piotr Vorapaev
48 Pierre Boulanger 98 Mikhail Zubov
49 Honoré Artaud 99 Yakov Trushin
50 Maurice Charbonneau 100 Valentin Rokossovsky

6
d100 Feminine Names d100 Feminine Names
1 Emma Hammill 51 Christina Schreiber
American

2 Pamela Araneo 52 Sabine Meer

german
3 Jennifer Reeves 53 Hanna Reimer
4 Anna Roman 54 Svenja Gerber
5 Nicole Forrest 55 Elke Weiss
6 Kaylene Minehan 56 Ria Kurz
7 Gina Kuklenski 57 Asta Lustig
8 Dora Maxson 58 Verena Knopf
9 Rebecca Bullert 59 Sacha Gebaur
10 Laticia Ahalt 60 Geraldine Cullen
11 A’isha al-Adwani 61 Fiona Campbell
12 Banujah al-Badawi 62 Brianna Walsh
Arrabic

63 Sheila Quinn

irish
13 Faiza al-Ifriqi
14 Hiba al-Jaludi 64 Patricia Wilson
15 Izza al-Basri 65 Kaylee Kennedy
16 Labna al-Darir 66 Tracy O’Brien
17 Rabia al-Hashimi 67 Ashlyn Byrne
18 Sahla al-Isbahani 68 Kira Lynch
19 Suraya al-’Attar 69 Tara O’Reilly
20 Zyanab al-Hamdani 70 Kathleen Moore
21 Andreia Ferreira 71 Caterina Malatesta
brazilian

22 Natália Bernardo 72 Elena Carpino

italian
23 Lucélia Reis 73 Pina Giacone
24 Paula Menezes 74 Angela Amato
25 Gabriela Garcia 75 Teresa Falcone
26 Letícia Lima 76 Belina Vecchio
27 Raquel Vasconcelos 77 Silvana Zabatino
28 Rosangela de Sá 78 Lucia Maggio
29 Michelle Goés 79 Enza Guerra
30 Izabela Mendes 80 Donna Bonaduce
31 Cheng Lihua 81 Ayuy Mishima japanese
32 Li Mei 82 Kumie Otani
chinese

33 Siu Jie 83 Yoko Yasukawa


34 Gao Luli 84 Mari Sekigawa
35 Wong Lili 85 Rie Ogura
36 Ho Paihong 86 Hidemi Mishima
37 Leung Yiping 87 Sanae Komiya
38 Ko Ling 88 Mizuho Hirano
39 Kuo Qin 89 Fumiko Goto
40 Ma Ya 90 Namie Asai
41 Camille Galliard 91 Olga Alexandrov
42 Marguerite Perrault 92 Evgeniya Abakumov
russian

93 Natalya Davydov
french

43 Amélie Orleans
44 Noémi Rochefort 94 Irina Gravikov
45 Celine Huet 95 Yekaterina Smirnov
46 Paulette Jourdain 96 Dariya Babanin
47 Élodie Menard 97 Sofia Yablokov
48 Capucine Thierry 98 Tatyana Yurin
49 Madeline Reynald 99 Lyudmila Essen
50 Virginie Camus 100 Svetlana Shashlov

7
2 - Inventory
If they
Your survivor can carry STR+5 normal sized items.
their backpa ck or simila r item they can carry STR items.
lose
such as two-ha nded weapon s and bulky
Some larger items,
armor, count as 2 items.

2.1 - Retrieving Item


s
Organize your inventory by putting the
most accessible items in the character
sheet’s first positions. To retrieve an
item during an encounter you may
they
Will
spend your action and roll 2d6. If your
roll ties or exceeds the item’s position
you retrieve it. Otherwise, you can’t
retrieve it until your next action.

2.2 Durability eat


Most items have Durability of 3. When
an item loses a point of Durability mark
a “*” next to it on your character sheet.
After accumulating 3 “*” next to it it is
depleted or destroyed. “*” are cleared
you
by being repaired, recharged or refilled.
Items lose a point of Durability when:
• The Referee deems it has been
And
You
used enough.
• Rolling a “ 20” when using an item
and making an Attribute Save.
• They’re depleted with use.

2.3 - Encumbrance
will
If your survivor exceeds their
Inventory capability (see 2) they are
Encumbered and cannot run and make
all Saves with Disadvantage.
Eat
us
8
3 - Gear and Resources
All prices are in Resources
(Food, Water, Bullets and Fuel
Some people only accept cert ).
ain Resources.

3.1 - Resources
Resources are everyday items and
commodities survivors need. You can
usually trade Resources 1:1 unless the
other person already has enough of
what you’re offering. Bullets
A unit of Bullets is consumed whenever

food
you roll a 1 on a gun’s damage roll.
• For simplicity’s sake Bullets are
Each survivor must consume a unit of interchangeable.
food daily. • Note: some weapons automatically
use Bullets.
• You’re Deprived after 1 day
without food.
• After 5 days, your survivor suffers
1d6 damage daily. Fuel
Water
A unit of fuel is consumed every 4 hours
by a car (8 by a motorcycle or generator).

Each survivor must consume a unit of • For simplicity’s sake Fuels are
water daily. interchangeable.

• You’re Deprived after 1 day • Note: some vehicles or machines


without water. consume a unit faster or slower.
• After 2 days, your survivor suffers
1d6 damage daily.

9
3.2 - Gear
Equipment is hard to scavenge or
purchase, so survivors make do. These
are usually found in abandoned
places or, sometimes, bartered with
other survivors.
3.3 - Weapons
• Backpack and Sacks (2 units):
Everyone begins with them, but
and Guns
they may be lost (see 2).
• Frivolous Objects (1 unit): Stuff Everyone needs a weapon now, even
people don’t need to survive yet those who didn’t want one before.
are particularly useful in a post- Weapons are divided into broad
apocalyptic setting like paper, categories and may have unique
glue, magazines, simple toys, characteristics.
computer mice, RPG dice and other
such things. • Unarmed: Your fists, knuckles and
every other part you use to hit (1d3
• Useful Objects (1d6 units): Things damage which does not explode
that are currently quite useful and attacking zombies).
used to fix or make things or get
around like cloths, shoes, boots, • Small Melee Weapon (1d6 units):
simple tools, small batteries, rope, Daggers, hammers, bats, handaxes
flashlights and other such things. and other small melee weapons
(1d4 damage) which can be thrown
• Essential Objects (2d6 units): up to short range.
Things everyone needs sooner or
later in this terrible situation such • Medium Melee Weapon (2d6
as toilet paper, animal traps, units): Axes, machetes, swords,
shovels, crowbars, fishing poles, baseball bats with spikes and
nets, flare guns, manacles, GPS other medium melee weapons
devices and other such things. (1d6 damage) which cannot be
thrown effectively.
• Valuables (3d6 units): These are
not particularly useful objects but • Large Melee Weapon (3d6 units):
still represent something Katanas, zweihanders, halberds (did
important for the survivors and you get it from a museum?) and
cost quite a bit if people know you other large melee weapons (1d8
need them. For example, novels, damage) which are impossible to
baseball cards, music albums, throw but can attack targets within
comic books, RPG books and other short range.
such things. • Small Ranged Weapon (1d8
units): Darts, small handguns and
everything in between (1d4
damage) which can usually hit

The
targets up to medium range.
• Medium Ranged Weapon (2d8

eInsd
units): Crossbows, heavy pistols
and small semi-automatic guns
(1d6 damage) which can usually
hit targets up to long range. Some
are automatic and allow burst fire.
• Large Ranged Weapon (3d8 units):
Longbows, shotguns and small
automatic rifles (1d8 damage)
which can usually hit targets up to

near
long range. Some are automatic
and allow burst fire.

10
More weapons...
• Stationary Ranged Weapon (5d10
units): Mounted machine guns
and other weapons that require
setting up and only permit
stationary burst fire (1d12 damage)
which can usually hit targets up to
long range. They fire in bursts.

Burst
• Grenade (2d6 units): There are
many types which either blast
everyone within close range (1d10
damage), create a large area of Spend 1 Bullets to deal the weapon’s
smoke up to short range where no damage to 1d6 targets who are within
one can see anything, emit high close range to each other.
pitched noise deafening anyone
within short range or emit strong
light blinding anyone within
short range.
• Poison (3d6 units): Hard to come
mor
by and even harder to find
someone to make them. Poisons 3.4 - Ar
usually do 1d8 damage directly to Real armor is hard to find and even
an Attribute after 1 turn. harder to barter for. Most people just
• Acid (3d6 units): Burns through wear scavenged athletic protective gear
most material (1d6 damage/ if they can find it.
round) until cleaned.
• Improvised Armor (1d6 units):
• Ether (3d6 units): Anyone forced Made with heavy clothing, sports
to breathe this in makes a STR save gear and whatever you can find
or passes out for 1 hour. (Defense 1, 1 Inventory slot).
• Tactical Armor (3d10 units): Used
by the police and tactical teams
consisting of a helmet, vest and
some ballistic plates (Defense 2, 2
Inventory slots).
• Heavy Military Armor (6d10
units): Used in very specific
military operations consisting of
advanced and flexible ballistic
plates, a helmet and a vest
(Defense 3, 2 Inventory slots).

11
3.5 - Favors
There is no real market for services,
consult this when convincing another
survivor to do something for you.
• Minor Favor (1d6 units): Cook,
repair your clothes, stitch a small
wound, loan a non-essential item.
• Reasonable Favor (2d6 units):
Deliver something convenient,
take care of something for a few
hours, cover for you.
• Huge Favor (5d6 units): Hide you
from another group, take you
somewhere dangerous, deliver
something out of the way, lend you
their vehicle.

3.6 - Vehicle
s
It’s highly unlikely someone with a
functioning vehicle is willing to barter
it. But who knows?
• Animal (2d6 units): A horse,
donkey, mule or similar mount.
Doubles a person’s walking speed.
• Motorcycle (10d6 units):
Normally transports up to 2
people. Covers 10 times as much
ground as a person, consuming 1
Fuel every 8 hours.
• Small Car (10d10 units):
Normally transports up to 4
people. Covers 10 times as much
ground as a person, consuming 1
Fuel every 6 hours. • Armored Vehicle (20d20 units):
• Medium Car (10d12 units): Normally transports up to 4
Normally transports up to 6 people. Covers 5 times as much
people. Covers 10 times as much ground as a person, consuming 1
ground as a person, consuming 1 Fuel every 2 hours. Treat as a
Fuel every 4 hours. Detachment. HP 10, Def 2, Machine
• Large Car (10d20 units): gun 1d12.
Normally transports up to 8 • Tank (20d100 units): Normally
people. Covers 8 times as much transports 4 people. Covers 2 times
ground as a person, consuming 1 as much ground as a person,
Fuel every 2 hours. consumes 1 Fuel every hour. Treat
as a Detachment. HP 20, Def 4,
Cannon 1d20.

12
4 - How to Survive
rio. You describe
The Referee describes a situation and scena tes the outcome
what your survi vor does. The Refer ee narra
neces sary. The conve rsati on flows, with
using the rules when situa tions .
inter estin g
rules regulating uncertain and

4.1 - Role Playing


You play a post-apocalyptic survivor in a
world with zombies and terrible people. death
Is all
You say what they say, decide what they
do and think for them. You can speak in
first, second or third person (or switch
between). You don’t need to be an actor
(you can if you want), you just need to

around
make their decisions.

4.2 - Keep This


In mind
To improve your survival chances and
get the most from this game, keep
these in mind:
• Ask questions to clarify
situations and acquire
information taking notes.
• Work with the other survivors.
Plan ahead. Make allies if possible.
• When rolling dice you are risking
everything. Make good plans
avoiding dice rolls.
• Play to survive but enjoy your death.

Do you
• Don’t pull back. You need to fight
dirty to survive.
• Running is always an option. A
pretty good one actually.

Feel
• If your survivor dies, make a new
one.

It?
13
4.3 - Saves
Opposed Saves
If your survivor is competing or working
When your survivor attempts against another character, they both Save
something dangerous and the outcome and the lowest successful result wins.
is interesting for a success or a failure,

Advantage D&isadvantage
the Referee asks you to make a STR,
DEX or WIL Save.
• Roll a d20. If the result is equal to
or less than the Attribute you
succeed. If the roll exceeds the If your survivor is particularly well
Attribute your survivor fails and prepared for a task, has useful
suffers the consequences the equipment or the task is Background
Referee describes. related, the Referee may grant you
Advantage (roll twice and take the
• Depending on the odds, a success
better result).
can be more or less dramatic.
The Referee grants Disadvantage (roll
twice and take the worse result) if your
survivor is ill prepared, hindered or
outmatched.

4.4 - Combat
Combat is best avoided, as zombies
Attacks
Attacks always hit. Roll your weapon’s
don’t feel pain and even a small wound die, dealing that much damage minus
can kill you, turning you into one. their Defense.
Sometimes, however, it’s unavoidable
(especially when other survivors want When attacking with some kind of
your stuff). advantage (on higher ground, with a
risky gambit or something else), the

Initiative attack is enhanced, dealing 1d12 damage.


When attacking with significant
The situation usually determines who disadvantage (being grappled, against
acts first. When attacking unsuspecting a target with cover or something
foes, you and your allies who are aware similar), the attack is impaired,
of the plan act first. When in doubt, dealing 1d4 damage.
make a DEX Save to act before your
enemies.

n
Hit Protec&tioDamage
When acting in a combat round, your
survivor can move up to short range
and perform an action. They can move
up to medium range without taking an
action. Actions can be anything from Damage is subtracted first from an
negotiating, attacking, running away, individual’s Hit Protection (HP)
flipping a switch, toppling a barrel or representing their ability to avoid or
anything you imagine. shrug off real wounds.
When HP is reduced to 0, damage is
dealt directly to STR.
14
scar
However, an attack taking you to exactly
0 HP grants a Scar.
t reduc ing you to 0 HP on the table.
Reference the die resul

Damage Resulting Scar


You acquire a visually obvious scar on your (roll 1d6):
(1) Forehead (2) Nose (3) Neck (4) Chest (5) Legs (6) Arms.
1 Reroll your maximum HP with a d6, taking the new total if higher.
Roll a d20 against an Attribute. If it exceeds it improve that Attribute
score by one.
You falter and shake your head. After calming yourself with
something (a drink, maybe?), reroll your maximum HP with a d6,
2 taking the new total if higher, and roll a d20 against one of your
Attributes. If it exceeds it improve that Attribute score by one.
Hobbled until someone treats you and can either move or act each
3 round.
Hit in the head, spitting bloody teeth and looking a mess until someone
4 treats you. Disadvantage on conversational WIL saves until then.
You got a nasty wound, need stitches and are Deprived until properly
treated.
5 Reroll your maximum HP with 2d6, taking the new total if higher, and
roll a d20 against two Attributes. If it exceeds them improve those
Attribute scores by one.
A vital organ is hit. It is bad! If you take Critical Damage before
treatment, you die.
6 If you survive, reroll your maximum HP with 2d6, taking the new total
if higher, and roll a d20 against two of your Attributes. If it exceeds
them improve those Attribute scores by one.
A part of you is ripped out (roll 1d6):
7 (1) Lips (2) Eye (3) Nose (4) Thumb (5) Toe (6) Scalp (partial).
Disadvantage on conversational WIL saves (unless intimidating them).
One of your limbs is ripped off or needs amputated (roll 1d4):
8
(1) Right arm (2) Left arm (3) Right leg (4) Left leg.
You are cracked in the head and Deprived until you spend a few hours
9 unloading with your Personal item.
You receive a humiliating blow and are furious! If you get your
revenge, reroll your maximum HP with 3d6, taking the new total if
10 higher, and roll a d20 against all your Attributes. If it exceeds them
improve those Attribute scores by one.
The attack cracked your skull. You feel a little strange and different.
11 Reroll your WIL with 2d6.
A devastating blow that should be fatal. If you suffer Critical Damage
before treatment, you die horribly. If you don’t, remove this effect and
12+ reroll your maximum HP with 3d6, taking the new total if higher, and
roll a d20 against all your Attributes. If it exceeds them improve those
Attribute scores by one.

Kill Boer killed


15
soon
death
Critical Damage
Anyone (PC or enemy) taking STR
damage rolls a STR save. If successful
they can continue fighting. Otherwise,
will
they take Critical Damage.
Unless stated otherwise, Zombies do
not suffer Critical Damage take
its
When taking Critical Damage gain the
Injured condition and be incapacitated
until treated and taking a short rest.
An injured person untreated for 6

toll
turns dies.

Attribute Damage Distance & Range


Range and distance are abstract for
If someone suffers enough damage to narrative play and divided into 5
reduce their STR to 0, they are dead. For categories: Close, Short, Medium, Long
DEX, they are paralyzed. For WIL, they and Distant, relative to their situation.
suffer a Stressful Event. For example, in combat Close is a few
If your survivor dies, create a new one. steps away and within most melee
The Referee should introduce them as weapons’ range and Distant is further
soon as possible. Getting back into the than almost any weapon can reach. For
game quickly supersedes realism. a long walk to the nearest town, Close
means a few minutes walk and Distant
means some place requiring a whole
day’s travel.

Close Short Medium Long Distant


16
ess
4.5 - Str
You were not meant to see all this horror.
Sooner or later stress takes its toll and no
one knows what will happen. When your
survivor witnesses horrible scenes, they
may suffer Stress, taking WIL damage
with a failed WIL save. Stress’ severity
varies by how horrific it is for the
character.
• Seeing zombies devouring a
stranger: 1 WIL.
• Seeing an acquaintance being
devoured or a close friend’s death:
1d4 WIL.


Seeing a close friend being devoured
or a loved one dead: 1d6 WIL.
Seeing a loved one being devoured:
Stressful Event
1d8 WIL When your WIL is reduced to 0, you
suffer a Stressful Event. The die result
reducing your WIL to 0 references the
following table.

Damage Stressful Event


1 You hold it together and have Advantage on all Saves for 1d6 turns.

2 You can’t maintain focus and have Disadvantage on all Saves for
1d6 turns.

3 You run away as fast as you can, for an entire hour, leaving
everything behind.
4 You hallucinate 1d4 hours and can’t differentiate them from reality.
You acquire a new phobia (spiders if there is a spider nearby, elevators
5 if you are in one, etc.). You suffer Disadvantage on all Saves when it's
relevant.

6 You have a hard time trusting anyone, making a WIL save whenever
you meet someone or suffering 1d4 WIL damage.

7 You momentarily lose control, immediately attacking the closest


person for 1d6 rounds. If you are alone, you attack whatever is in reach.

8 You have a heart attack and make a STR Save or die immediately.
Otherwise, you pass out for 1d6 days.

Recovering Stress
You recover lost WIL by resting and
engaging with your Personal Item.
Without your Personal Item you cannot
recover WIL lost due to Stress.
If you lose your Personal Item you must
find it or wait 1 week forming a bond
with another item which becomes your
Personal Item.

17
4.6 - Conditio
ns
Conditions are negative effects your
survivor suffers from, written on your
character sheet and erased when they no
longer apply (as you Rest and treat them).
• Deprived: Without something
important (water, food), you
cannot benefit from Rests.
• Exhausted: After two days
without a Long Rest, you have
4.8 - Time
Disadvantage on all Saves. For simplicity’s sake, time is divided into
• Infected: When Infected, make a three categories of expanding duration:
STR Save daily. After 3 failures you • Round: Combat’s time scale lasting
become the Zombie type that about 10 seconds.
infected you (or something similar
if not possible). • Turn: Exploration on foot’s time
scale lasting about 10 minutes,
• Injured: You are incapacitated and sufficient to explore one room and
incapable of acting, dying if left perform an action or two. A fight
untreated for 6 turns. always lasts at least 1 turn.
• Blind: Disadvantage on all Saves • Watch: Overland travel’s time
relying on vision. scale lasting about 36 turns or 6
• Deaf: Disadvantage on all Saves hours. Each day has 4 watches.
relying on hearing. People on foot can usually travel
one hex per watch.

4.7 - Rest & Healing


To recover and heal wounds, your
survivor must Rest.
• Short Rest (1 Turn): A sip of water
and a few minutes of rest restoring
1d6 HP.
• Long Rest (1 Watch): Eat, drink
and get some sleep restoring all 4.9 - Overl
your HP. If your HP is already full,
restore 1d6 STR or DEX. Recovering
and
WIL requires your Personal Item
with you (see 4.5). Travel
• Full Rest (1 Week): Requires a safe Your survivor can normally travel 12
location and fully restores all miles (1 hex) per watch. Some terrain
Attribute scores and removes most types (swamps, hills, thick forests, etc.)
long-term Conditions. reduce this by half, taking two watches
to travel 1 hex.

just Foraging
When traveling through appropriate

breathe locations your survivor can forage for


Resources, taking 1 watch to scavenge
d6 Resources.

18
5 - Followersns live through all this
or and companio attract
As your surviv s hardships, you invariably many
en worl d’ can he lp you in
forsak e individuals
followers. Thes ded you take care of them.
vi
situations—pro s them signific
antly or,
e gr oup save s someone, help r prolonged survival,
When th us fo
s somewhat famo convincing
simply, become eking them out to join. When 6 Resources. If
others start se ve and offe r 1d
, make a WIL sa
people to join join your band.
successful they L and a Random
1d4 HP, 2d6 STR, DEX and WI the same rules as
Typical stats: ss specified, they follow
le
Background. Un
your survivor.

orale
5.1 - Followers difMficult situation, is Deprived by
in a
or band is placed ey must pass a WIL save or leave
When a follower , th t
ter or fee l us ed them with respec
lack of food or wa you if appropriate). If you treat
bly be trayin g
(possi has Advantage.
and care, this save

ZOMBIES ARE
TERRIBLE...
BUT PEOPLE
ARE THE REAL
MONSTERS
19
6 - Bands & Communities
a Band, or even
At some point your group may wish to form ly secure location.
establish a Community, provided a sufficient

6.1 - Bands
For some things, being in a small group
is essential, for others, however, you
need larger numbers! Once you gather
enough Followers you can form a Band.
• Each Band is 20 people and must be

you
led by a Survivor. If they lose their
leader they make a WIL Save or flee.
• Typical stats: 1d6 HP, 10 STR, DEX
and WIL, d6 damage (machetes
and pistols).
• When engaged in battles, they


require 100 units of Food and
Water; 50 Bullets, and 10 Fuel
weekly.
Otherwise: 50 units of Food and
Water (they get the rest themselves).
Can
run
• When attacking an individual, their
attacks are enhanced. Any attacks
individuals make against a Band
are ignored unless particularly
destructive or large scale (like
explosives or heavy weaponry).

Casualties
Taking Critical Damage breaks a Band
which cannot act until rallied by a
but
leader’s WIL Save and appropriate
actions. At STR 0, a Band is wiped out.
At ½ STR, pass a WIL save or disperse.
Bands recover HP and Attribute
damage with Rests like survivors.
You
Equipping the Band
can’t
Equipment can improve a Band’s
abilities just like individuals but
requires 20 of any item to modify the
Band’s stats. hide
20
6.2 - Communities
Eventually, your survivor and their
companions may decide to establish a
community somewhere safe like an
isolated farm, abandoned prison,
military base or something similar.
Communities function like Bands but
on a larger scale.
• Each Community cell is at least
100 people and must be led by a
group of survivors. A Community
that loses their leaders makes a
WIL Save or disbands.

Activities
• Typical cell stats: 1d6 HP, 10 STR,
DEX and WIL, d6 damage
(machetes and pistols).
• Each cell requires 1,500 units of Each Community cell may be divided
Food and Water; 100 Bullets and 100 into 5 Bands, each performing one
Fuel monthly per 100 people (they Activity weekly. Below are some
get some Resources themselves). examples, but you can invent other
Activities for the Referee to adjudicate.
• When a cell attacks an individual,
their attacks are enhanced twice • Seek Water: DEX Save to obtain
(d20 damage). When attacking a 1d6x100 Water units.
Band, their attacks are enhanced. • Farming Food: STR Save to obtain
Any attacks individuals or Bands 1d6x100 Food units.
make are ignored unless
particularly destructive or large • Gather Bullets: WIL Save to obtain
scale (like explosives or heavy 1d4x10 Bullets.
weaponry). • Collect Fuel: DEX Save to obtain
1d4x10 Fuel units.
• Recruit People: WIL Save to recruit
1d20 people.

Casualties
Taking Critical Damage breaks a cell,
• Scout Ahead: Choose a Hex within
1d6 days of the Community’
location and make a Luck Roll: (1)
which cannot act until rallied by a None return; (2) Half return
leader with a WIL Save and appropriate without information; (3) Half
actions. At STR 0 the cell is wiped out. return with partial information;
At ½ STR, pass a WIL save or disperse. (4) All return with partial
information: (5) All return with
Community cells recover HP and complete information; (6) All
Attribute damage with Rests like return with complete information
survivors. and additional details.
• Reinforce Walls: Choose a cardinal
direction and make a STR Save to
improve the Community’s Defense
in that direction by 1 (max 3).

Equipping the Community


Equipment can improve a Community’s
abilities but require 100 of any item to
modify the Community’s stats.

21
7 - Refereeing in the Apocalypse
Someone is the Referee, responsible for
players through the game, adjudicating guiding the other
rules and playing every
other character they encounter including
zombies.

7.1 - Referee Present Choices


Use all the information to present them
Principles with interesting and significant
choices. Figuring out the risk and
reward equation is essential gameplay
When refereeing, remember the (and really fun), so make sure the
following principles: possible risks and rewards are
understood and remember: easy
choices are boring!

Make the World Dangerous


Show Consequences
The world has—sort of—ended. There are
flesh eating zombies and desperate
people that won’t hesitate taking other
survivors’ things. Illustrate signs of these No matter what players choose to do,
dangers whenever possible, reminding the game continues. Make their choices
them they’re always in danger. impact the current and future
scenarios. When making a Save, both
success and failure should provide

Be The Survivors’ Senses


interesting results.

Be Fair
You are the PCs’ eyes and ears—and all
other sensory organs. Provide all the
necessary information and, when in
doubt, more than you think they need. You don’t play against nor to benefit
the players. You’re an impartial arbiter
Describe the situation using more than of the game (and table)’s rules. Let the
what they see or hear, answering their dice fall. Let antagonists’ goals and
questions generously. The game can actions follow their logical conclusion.
have surprises, but players should have Don’t pull punches.
a chance of uncovering them with the
right questions. The only way for the game to be
meaningful is if failure is a meaningful
outcome. When the players face
dangerous situations do not shy away

Telegraph Danger
from the consequences. For weal or woe.

This is a deadly game: provide plentiful


warnings of the dangers ahead. Make
deadly traps visible and show signs of
Reward Good Ideas
zombies ahead. For example, for a tribe When the players have good ideas and
of cannibal bikers show tire marks and act with courage and determination
gnawed bones. they earn rewards. Don’t be stingy when
they’ve risked so much.

22
7.2 - Understanding
Attributes 7.3 - Using Saves
Survivors (and other people) usually
have Attribute scores from 5 - 15. Scores You should only request Saves as a
of 1 and 18 are the extremes of human direct result of a player’s choice.
capacity. When no score is specified Normally, they can do most of their
assume it’s 10. actions without one (if it sounds
reasonable and safe) but, when

fear
attempting something dangerous with
potentially interesting results
regardless of outcome, ask for a Save to
avoid bad consequences.
• STR Saves test physical prowess
and endurance.

the •


DEX Saves test quick reflexes,
nimbleness and agility.
WIL Saves test force of will and
strength of personality.

livingCo
nsequences
dead You should make a failed Save’s
consequences obvious by telegraphing
it. When making a Save the players
should know what they are avoiding.
Some potential consequences are:
7.4 - Luck Rolls • Damage: d4 - d20 depending on
Use Luck Rolls for events whose outcome severity: d4 is minor, d6 is
is outside survivors’ control. Roll a d6 dangerous, d8 wounds most
where a high result is in the survivor’s survivors, d12 can be fatal and d20
favor and low result in problems. 6 is a is certainly deadly.
great outcome. 1 is pretty terrible. • Conditions: Make them Exhausted
or Injured if it fits, or another
sensible condition.
• Lost Time: Depending on what’s

7.5 Rulings
attempted, they can spend a lot of
time and Resources and risk a
Random Encounter.
Over Rules • Losing an Item: They lose an item
(determined randomly, including
This game’s rules were not written to Resource units) which fell, broke or
comprehensively cover every situation simply disappeared.
you might come across. Some parts are
intentionally vague. In these cases adapt • Mark Durability: Mark 1 - 3 “*”,
an existing rule or create a new one, depending how bad the situation
noting the ruling for future consistency. was.

23
8 - Running The Apo
calypse
While the world practically ended, survivors are still going
to explore every inch of it trying to make it for another day.

8.1 - Exploration
When exploring outside of action scenes
time is measured in Turns during which
a survivor can make a major action such
wake
Me up
as: examining a part of the location,
moving to a different room or engaging
with something or someone.

8.2 - Traveling
Use a hexagonal map where each hex is
6 miles a side and 12 miles across.
A group of survivors can normally travel
12 miles (1 hex) per watch. Some terrain
types (swamps, hills, thick forests, etc.)
now
reduce this by half, taking two watches
to travel 1 hex.

Rest Weather
A Survivor who doesn’t rest at least one Roll 2d6 to determine the daily
watch every two days is Exhausted. weather—which can be a worthy
adversary in the end of the world.
Weather that is bolded means
dangerous conditions for traveling.
Each watch spent traveling under these
conditions triggers a STR Save to avoid
consequences.

Summer Fall Winter


2d6 Spring
Thunderstorm Gale Snowstorm
2 Rainstorm
Sweltering Deluge Sleet
3-5 Light rain Heat
Cool
Clear and Hot Freezing Cold
6-8 Overcast
Warm and Overcast and
Bright and Light Rain Cold
9-11 Sunny Sunny
Clear and Cold
12 Clear and Warm Clear and Warm Clear and Crisp

24
8.3 - Random
Encounters
When the survivors are exploring a
Reactions
location like a building, a neighborhood When encountering someone whose
or other contained place roll for Random reaction is not obvious roll their
Encounters every 6 turns (or when they Reaction.
make loud noises).
When traveling in the countryside or 2d6 Reaction
crossing through a town roll for Random
Encounters every watch. If an encounter
2 Hostile
occurs roll a d6 to determine which hour 3-5 Unfriendly
it occurs in.
6-8 Indifferent
For a Random Encounter roll d6. On a 1
an encounter occurs and on a 2 there’s 9-11 Friendly
an omen (signs or hints of an encounter).
12 Helpful

Morale
When fighting a rational enemy and
one of the following conditions (or
Encounter Tables
something else the Referee judges For each major area prepare a table of
relevant) is met, the enemy makes a 1d6 encounters reflecting its theme.
WIL save to not flee or surrender. • 1 - 3: variations of a common
• Is clearly outmatched when the encounter.
fight starts. • 4 - 5: slightly unusual, uncommon
• Takes Critical Damage for the first encounters.
time in the fight. • 6: a strange and dangerous
• Witnesses an ally flee or die. encounter.

This is how
The world
E n d s . . .
25
9 - Zombies
Some call them the Deathless, Walkers or some other dumb
name. They are flesh eating mutant creatures that devour or
infect you, making you one of them. Run from them. If you
can’t, aim for the head.

9.1 - Zomb
ie Traits
All Zombies share these common
9.2 - Zombie
characteristics:
Infection
• Don’t require Food, Water or Rest
to survive. When a survivor takes STR damage from
a Zombie attack they must make a STR
• Cannot suffer Critical Damage and
save to avoid being Infected.
fight until their STR reaches 0.
• Don’t check Morale. When Infected, make a STR Save daily.
After 3 failures you become the Zombie
• All damage against them explodes:
type that infected you (or something
when the damage die’s highest
similar if not possible).
result is rolled, roll it again until
you don’t roll the highest result,
combining your results.
• Desire nothing more than to eat
your flesh.

death
Zombies Is all
9.3 - Sample
around
Here are some examples of zombies
found in the world. There can be many
other types, as they mutate over time.

The Sluggish
2 HP - STR 10, DEX 6, WIL 8
Attacks: Slam (d4) or Bite (d6)
Special: can only attack or move each
round.
Slow and steady they come in hordes.
You can put one down but two more take
its place.

26
The Runner
4 HP - STR 12, DEX 12, WIL 8
Attacks: Claws (d6) or Bite (d6)
Special: move twice each round.
Possessing an unnatural agility for
something that should be dead, Runners
will overtake you if you’re not careful. Kill
them first!

The Hulk
12 HP - Def 1 - STR 15, DEX 10, WIL 6
Attacks: Slam (d8) or Crush (d12, skip
acting next round)
Special: At STR 7 it’s enraged, attacking
twice per round.
Hulking bloated zombies that walk
haphazardly towards you, these
abominations are almost impossible to
stop. If I see one I just run as fast as I can!

The Spitter
4 HP - STR 10, DEX 12, WIL 10
Attacks: Claw (d6) or Acid Spit (d6,
short range)
Special: When dealt STR damage
everyone in close range makes a DEX
Save or takes 1d4 damage.
Maybe the most irritating zombie out
there. These pesky buggers form bands
and rain acid over you. Kill them from afar.

27
The Toxic
6 HP - STR 12, DEX 8, WIL 10
Attacks: Slam (d4)
Special: Everyone within short range
makes a STR test or suffers 1d4 damage.
You will see them coming. A green
miasma moving towards you. Don’t
wait for it or you will cough blood.

The Exploding
3 HP - STR 8, DEX 10, WIL 6
Attacks: Slam (d4)
Special: At 0 STR they explode,
splashing acid (d8) on everyone in close
range.
These zombies look frail and weak, but
don’t be fooled. When killed they
explode, bathing you in acid sludge and
dissolving you into a pulp. Keep away.

The Mass
20 HP - STR 15, DEX 5, WIL 10
Attacks: Slam (d6) and Engulf
Special: Attacks everyone in close range
simultaneously and, if it rolls a 6 for
damage, engulfs the victim (STR Save to
escape each round).
A grotesque vision. A great mass of
corpses entwined as if by a mad
intelligence swallows everyone in its
path. I’ve seen it eat a horse in seconds!

28
The Master
10 HP - Def 1 - STR 10, DEX 12, WIL 14 Z Elephant
Attacks: Claws (d6) or Terrifying Gaze
20 HP - Def 1 - STR 16, DEX 5, WIL 6
Special: Intelligent and can command
Attacks: Slam (d8) or Trample (d8)
other zombies strategically. Gazing into
its eyes forces a WIL save to avoid Stress Special: Band scale; Can move up to
(1d6 WIL damage). medium distance, trampling everyone
in its path.
I don’t know how these terrifying
creatures are created but they’re the Some animals in abandoned zoos turned
most dangerous of all. You can feel a into Zombies. I once saw a gigantic
malignant intelligence in their eyes. Run elephant that looked like a death
if you ever see one of them. machine killing a dozen people as it
stepped on their heads.

Z Dog
3 HP - STR 12, DEX 12, WIL 6
9.4 - Mutation
Attacks: Bite (d6) or Howl s
Special: Once per encounter, it howls
(roll for a Random Encounter). No one knows why, but zombies
mutate, becoming more and more
I once saw a dog in the distance and monstrous.
thought I'd found a friend. Big mistake.
Nasty things. Hungrier than the human
zombies. Nastier bite too. d12 Mutations
1 Extra arms: attacks twice per round.

2 Spikes: Inflicts 1d4 damage to close


range attackers.
Stench: Anyone in short range
3 must pass a STR check or suffer
Disadvantage on Saves.

4 Strong: Improve damage die and


+1d4 STR.

5 Agile: Can move one range band


further than normal and +1d4 DEX.

6 Intelligent: Grants 1 extra action to


another zombie within short range

7 Drain Blood: Bite (1d6) recovers half


as much STR.
8 Leathery Skin: 1d4 - 1 Defense.
Stare: Forces a WIL Save. Failure
9 means the zombie can’t be attacked
for 1d4 rounds.

10 Grasping Tongue: Target makes a


DEX Save or can’t move.

11 Scream: DEX Save to avoid being


Deafened.

12 Regeneration: Recovers 1d4 STR


per round.

29
10 - People
ous
Zombies can be really scary, but one of the most danger you.
. They are desperate, just like
encounters is other people

10.1 - Sample People


There are countless types of people
found out there. A few may befriend
you. Some are maybe willing to
Lost Survivor
negotiate. The majority try to either kill 2 HP - STR 6, DEX 8, WIL 8
you or take your stuff. This list is a
sample—there are many other kinds of Attacks: Bat (1d4)
people you can bump into. Special: -1 on Random Encounter rolls
while traveling with the group.

Recruiter
Maybe they just woke up from a coma
and found out about the end of the world
or were stuck in their basement playing a
4 HP - Def 1 - STR 10, DEX 12, WIL 12 MMORPG for too long and just left the
Attacks: Axe (1d6) or Pistol (1d6) house. Anyway, they are hopeless.
Special: 50% accompanied by 1d4 Lost
Survivors; Carries 2d6 Resources.
These are charismatic people who can
handle themselves out there (mostly),
seeking more people for their group.
Sometimes, however, their intentions
aren’t so noble.
fear
Death Cultist
The
3 HP - STR 10, DEX 10, WIL 13
Attacks: Dagger (1d4)
Special: Don’t check Morale.
There are some sadistic people who
living
pretend to be friendly, luring you with
gifts and kindness—before murdering

The Avenger
you in your sleep.

kill 8 HP - Def 1 - STR 13, DEX 13, WIL 12


Attacks: Katana (1d8) or Crossbow (1d6)
Special: Attacks twice per round.

the Some people lost a lot to the dead,


vowing to eliminate as many of them as
possible. They prefer working alone, other
people just die anyway sooner or later.

30
dead
Opportunistic Prick
3 HP - STR 8, DEX 11, WIL 12

Collector
Attacks: Machete (1d6) or revolver (1d6)
Special: Imposes Disadvantage on WIL
saves discerning their lies.
3 HP - Def 1 - STR 12, DEX 9, WIL 10
These jerks will approach you if they can Attacks: Spiked bat (1d6), Shotgun (1d8)
gain anything from it. They lie their asses
off, promising you anything to convince Special: Roll “What Are They Carrying”
you to help them, abandoning you to die 1d20 times. They also have 1d20
at the worst possible moment. Resources.
These folks usually hide in a basement or
abandoned place collecting everything
salvageable and useful or tradable. If
they catch you stealing something, they
will chase you to hell itself to retrieve it!

Be quick
Or be
dead
31
don’t
trust
anyone
Repentant Priest Cannibal Biker
5 HP - Def 1 - STR 13, DEX 11, WIL 9
4 HP - STR 11, DEX 10, WIL 14
Attacks: Spiked chain (1d6) or
Attacks: Staff (1d4) Shotgun (1d8)
Special: Give Advantage to allies within
medium range’s Morale checks. Special: Advantage on Morale checks;
Charges on motorcycles are Enhanced
Holy men and women who clung to attacks.
their faith even after hell broke loose. I
don’t know if they’re admirable or They ride their motorcycles seeking victims
pitiable. Anyway, they have an enviable to drag to their enclaves where they eat
way with people. them alive like monsters! If you see a biker
with a red skull vest, run. Or kill yourself—
it’s better than being eaten alive.

Raider
4 HP - Def 1 - STR 14, DEX 10, WIL 8
Attacks: Machete (1d6) or Revolver (1d6)
Warlord
8 HP - Def 2 - STR 14, DEX 10, WIL 13
Special: Disadvantage on Morale checks. Attacks: Two-handed Axe (1d8) or
Robbers—that’s what they are. They will Assault Rifle (1d8)
beat you up, take your stuff and leave Special: Always accompanied by 2d4
you to be eaten by the dead. They only Raiders; allies within medium range get
walk in bands, fleeing at the first sign of Advantage on Morale checks.
problems.
As cruel as they are charismatic, forming
communities around their cult of
personality. They may seem amicable at
first but discard you as soon as you are
not useful or question their authority.

32
10.2 - What Are They Carrying?
below and
When in doubt about what people are carrying, roll
invent a narrative rationale for them.
d100 Item d100 Item
1 Walking Stick 51 Cat in a Carrier
2 Backpack full of Comics 52 Swiss Army Knife
3 Hard Hat 53 Small Dog in a Purse
4 Chicken 54 Hand Fork
5 Six-pack of Beer 55 Bottle of Wine
6 Bag of Marbles 56 Cage with a Small Lizard
7 Diary and Colorful Pens 57 Box of Jewelry
8 Keychain 58 Crowbar
9 Movie Replica Sword (d6) 59 Peanut Butter Jar
10 Bag full of Coins 60 30’ Rope
11 Fanny pack full of Gum 61 Basketball
12 Climbing Boots 62 Military Miniatures
13 RPG Books 63 Bag full of Dice
14 Red Flag 64 1d4 Fuel
15 1d6 Food 65 1d6 Water
16 1d6 Bullets 66 Improvised Spear (1d6)
17 Car Keys 67 Trumpet
18 Harmonica 68 Beef Jerky
19 Bottle of Moonshine 69 Manacles without a Key
20 Magic Cube 70 Wheelbarrow
21 Blowtorch 71 Baby Wipes
22 Zombie Costume 72 1d6 Cans of Spray Paint
23 Bag full of Teeth 73 Bottle Cap Collection
24 Binoculars 74 Night Vision Goggles
25 Compass 75 Old Photos
26 USB Flash Drive 76 Teddy Bear
27 Drone 77 Boom Box
28 Scotch Tape Roll 78 Telescope
29 Human Skull 79 Bag of Vegetables
30 Bear Trap 80 Backpack full of Candy
31 Carton of Eggs 81 Pack of Cigarettes
32 Plastic Container with Scientific Paper on the
Cooked Food 82
Zombie Plague
33 First Aid Kit 83 MP3 Player with Headphones
34 Walkie Talkie (no battery) 84 Paint Can and a Brush
35 Riot Shield 85 10’ Chain
36 Street Drugs 86 Prescription Drugs
37 Big Magnet 87 Oil Lantern
38 Needle and Thread 88 Chronometer
39 1d6 Permanent Markers 89 Fishing Rod
40 Fishing Net 90 Gardening Shears
41 Playing Cards 91 Portable Console
42 Mirror 92 Religious Book
43 Blood Stained Apron 93 Smithing Hammer
44 Recently Picked Flowers 94 Branding Iron
45 Dark Cloak 95 Purifying Water Bottle
46 Wedding Ring 96 Bag with Human Eyes
47 1d6 Sticks Deodorant 97 Pliers
48 Instant Camera 98 Flare Gun
49 1d10 Cereal Bars 99 1d6 Energy Drinks
50 Box of Rubber Bands 100 Sleeping Bag
33
11 - Apocalypse Toolkit
To help fill your survivors’ world with dangers and
opportunities, this section provides a series of random
tables to assist you in creating locations, situations and
adventure ideas.

d66 Countryside Landmarks d66 Countryside Landmarks


11 Bog 41 Boulder Field
12 Butte 42 Cave
13 Cliff 43 Crag
14 Lakebed 44 Marsh
15 Mesa 45 Moor
16 Pass 46 Pit
21 Crater 51 Creek
22 Crossing 52 Ditch
23 Field 53 Forest
24 Pond 54 Rapids
25 Ravine 55 Ridge
26 Rise 56 River
31 Grove 61 Hill
32 Hollow 62 Hot Spring
33 Mountain 63 Lake
34 Rockslide 64 Spring
35 Swamp 65 Thickets
36 Valley 66 Waterfall

d66 Countryside Structures d66 Countryside Structures


11 Shrine 41 Pipeline
12 Abandoned Camp 42 Grain Silo
13 Bonfire 43 Bridge
14 Ruined Inn 44 Lumber Camp
15 Mine 45 Monastery
16 Monument 46 Orchard
21 Piled Rocks 51 Crossroads
22 Burned Homestead 52 Dam
23 Prison 53 Farm
24 Outpost 54 Pasture
25 Industrial Complex 55 Psychiatric Hospital
26 Shack 56 Power Tower
31 Ford 61 Military Base
32 Shooting Range 62 Graveyard
33 Hedge 63 Hunter’s Camp
34 Standing Stone 64 Religious Temple
35 Ransacked Village 65 Wall
36 Watchtower 66 Train Station
34
de
11.1 - Countrysi
Sparsely populated areas, wilderness,
forests, hills and open spaces. You’re less
likely to find zombies here but you’re
also less likely to find something useful.

d66 Countryside Findings d66 Countryside Findings


11 Blood Stains 41 Sleeping Person
12 Bones 42 1d20 Resources
13 Bloody Axe 43 Torn Flag
14 Pile of Severed Heads 44 Animal Tracks
15 Old Backpack 45 Old Car with Keys
16 Gnawed Bones 46 Something Buried
21 2d20 Food 51 2d20 Water
22 Chest of Clothes 52 Lost Person
23 Well with a Zombie Inside 53 Truck with Flat Tires
24 Healthy Horse 54 Regional Map
25 Working Radio 55 Old Monoplane
26 Barrel of Oil 56 Old Generator
31 Barrel of Moonshine 61 Smuggling Goods
32 Animal Carcass 62 Pack of Coyotes
33 Farming Tools 63 Abandoned Bunker
34 Mechanical Tools 64 Box of Nails
35 1d4 Bicycles 65 Locked Barn full of Zombies
36 Chainsaw 66 Tractor

d66 Countryside Hazards d66 Countryside Hazards


11 Avalanche 41 Blizzard
12 Brushfire 42 Cloudburst
13 Cyclone 43 Dense Fog
14 Locust Swarm 44 Magma Flow
15 Meteor Strike 45 Monsoon
16 Mudflow 46 Mudslide
21 Downpour 51 Drizzle
22 Dust Storm 52 Earthquake
23 Eruption 53 Flooding
24 Predator 54 Quicksand
25 Heavy Rain 55 Rockslide
26 Sandstorm 56 Sleet
31 Forest Fire 61 Hail
32 Heat Wave 62 Hurricane
33 Icestorm 63 Light Mist
34 Snow 64 Stampede
35 Thunderstorm 65 Tsunami
36 Whirlpool 66 Windstorm

35
It’s best to find a small town that hasn’t
11.2 - Small T
been ransacked yet that isn’t filled with
the Deathless. Good chance you can still own
find food, water, weapons and some
useful things but equal chance of
finding some walkers too.

d66 Small Town Places d66 Small Town Places


11 Town Square 41 Clinic
12 Shack 42 Hospice
13 Unit House 43 Sanatorium
14 Prefabricated House 44 Cemetery
15 Mess Building 45 Neglected School
16 Tenement 46 Public Swimming Pool
21 Slaughter House 51 Old Theater
22 Automobile Repair Shop 52 Drive-in Cinema
23 Arcade 53 Church
24 Car Wash 54 Prison
25 Convenience Store 55 Factory
26 Pharmacy 56 Warehouse
31 Bar 61 Refinery
32 Fast Food Joint 62 Parking Lot
33 Brothel 63 Bus Station
34 Department Store 64 Bridge
35 Car Dealership 65 Trash Field
36 Orphanage 66 Train Station

d66 Small Town Features d66 Small Town Features


11 Corpses on the Street 41 Low Roofed Buildings
12 Colorful Awnings 42 Broken Fire Hydrants
13 Ornamented Balconies 43 Well-tended Gardens
14 Improvised Barricades 44 Gnarled Trees
15 Crumbling Bridge 45 Malfunctioning Lights
16 Flooded Canal 46 Open Sewer
21 Dried Out Fountain 51 Burned Buildings
22 Broken Doors 52 Spilled Oil
23 Rusty Ladders 53 Recent Crater
24 Animal Feces Everywhere 54 Crumbling Walls
25 Mud Everywhere 55 Burning Car
26 Overgrown and Abandoned 56 Water Puddles
31 Cars Everywhere 61 Pamphlets Cover the Floor
32 Everything is Clean 62 Insect Swarm
33 Bullet Casings Everywhere 63 Trash Covering the Floor
34 Graffitied Walls 64 Vandalized Police Cars
35 Cracked Walls 65 Steep Slope
36 Gasoline on the Floor 66 Rubble Everywhere

36
d66 Small Town Findings d66 Small Town Findings
11 Dismembered Corpses 41 Desperate Person
12 Bloody Entrails 42 3d20 Resources
13 1d6 Ranged Weapons 43 Fire Truck
14 Pile of Burned Bodies 44 Vintage Motorcycle
Old Car without Keys and a
15 Old Backpack of Porn Magazines 45 Corpse Inside
16 Exploded Zombies 46 Barricaded Building
21 1d100 Food 51 1d100 Water
22 Box with 1d20 Bullets 52 Wounded Person
23 Small Pond with Ducks 53 Money Everywhere
24 A Scavenging Bear 54 City Map
25 Working Laptop 55 Old Jeep with Flat Tires
26 Barrel of Rotten Fish 56 Mail Truck
31 Liquor Store (mostly intact) 61 Improvised Meth Lab
32 Animal Carcass 62 1d6 Pigs Rooting for Food
33 Electrician’s Tools 63 Abandoned Limo
34 Mechanical Tools 64 Lots of Snails
35 1d4 Scooters 65 Mannequins Everywhere
36 Empty Bazooka 66 Cleaning Truck

d66 Small Town Hazards d66 Small Town Hazards


11 Crumbling Building 41 Blizzard
12 Explosion 42 Enraged Bees
13 Cyclone 43 Dense Fog
14 Locust Swarm 44 Acid Rain
15 Gas Leak 45 Wires Everywhere
16 Mudflow 46 Mudslide
21 Downpour 51 Drizzle
22 Shootout 52 Earthquake
23 Sinkhole 53 Flooding
24 Zombie Horde 54 Horde of Rats
25 Heavy Rain 55 Rockslide
26 Sandstorm 56 Sleet
31 Building on Fire 61 Hail
32 Heat Wave 62 Hurricane
33 Icestorm 63 Tear Gas
34 Snow 64 Rusty Spikes
35 Thunderstorm 65 Bear Trap
36 Net Trap 66 Windstorm

37
Stay away from big cities if you can.
11.3 - Big City Sure, they are potentially full of
resources, food, water, weapons and
whatever you may need, but they are
also full of zombies. Hordes of them.

d66 Big City Places d66 Big City Places


11 Skyscraper 41 Hospital
12 Duplex 42 Nursing Home
13 Villa 43 College
14 Flat Building 44 University
15 Apartment Building 45 Private Arena
16 Mansion 46 Opera House
21 Loft Building 51 Amphitheater
22 Bakery 52 Museum
23 Bank 53 Library
24 Beauty Salon 54 Cathedral
25 Hobby Shop 55 City Hall
26 Shopping Mall 56 Police Station
31 Pub 61 Fire Station
32 Fancy Restaurant 62 Embassy
33 Convention Center 63 Courthouse
34 Hotel 64 Military Base
35 Office Building 65 Garage Building
36 Movie Theater 66 Airport

d66 Big City Features d66 Big City Features


11 Insect Hives 41 Extravagantly Decorated
12 Large Balconies 42 Crumbling Walls
13 Hidden Basement 43 Narrow Passages
14 Well Lit 44 False Mirrors
15 Poorly Lit 45 Sewer Entrance
16 Burned Furniture 46 Secret Passages
21 Broken Glass 51 Panic Room with a Zombie
22 Chopped Down Furniture 52 Security Locks
23 Ransacked Stores 53 Skylights
24 Trash Everywhere 54 Dust Covered
25 Rotting Corpses 55 Faction Symbols
26 Seepage on Ceilings 56 Echoing Halls
31 Mold on Walls 61 Rustling Chains
32 Burn Marks 62 Bullet Holes
33 Broad Streets 63 Grated Windows
34 Opulent Buildings 64 Intact Bookshelves
35 Hidden Crawlspace 65 Crumbling Staircases
36 Blood-stained Clothes 66 Erotic Paintings
38
d66 Big City Findings d66 Big City Findings
11 Intact Corpses 41 Lost Person
12 Blood Puddles Everywhere 42 5d20 Resources
13 2d6 Ranged Weapons 43 Functioning Police Car
14 Pile of Beer Cans 44 Vintage Car with Flat Tires
15 Backpack with a Laptop 45 Bag of Grenades
16 Chopped up Zombies 46 Barricaded Building
21 2d100 Food 51 2d100 Water
22 Closet with 1d100 Bullets 52 Improvised Infirmary
23 Private Pool with Zombies Inside 53 Money Everywhere
24 Group of Survivors looking for
Food 54 Sewer Map
25 Solar Powered Generator 55 Helicopter with Zombies Inside
26 Stash of Drugs 56 Sports Car
31 1d6 Riot Armor Sets 61 Science Lab
32 Dozens of Animal Carcasses 62 1d6 Animals Fleeing Something
33 Torture Instruments 63 Bag full of Medicine
34 Mechanical Tools 64 Bag full of Cockroaches
35 1d6 Motorcycles 65 1d6 Gas Cylinders
36 Locked Military Tank 66 Boat

d66 Big City Hazards d66 Big City Hazards


11 Crumbling Buildings 41 Blizzard
12 Explosion 42 Killer Hornets
13 Cyclone 43 Dense Smoke
14 Zombie Crocodiles 44 Acid Rain
15 Gas Leak 45 Gas Everywhere
16 Crumbling Walls 46 Electric Fence
21 Downpour 51 Drizzle
22 Shootout 52 Earthquake
23 Sinkhole 53 Flooding
24 Gang of Raiders 54 Horde of Monkey Zombies
25 Heavy Rain 55 Alarms
26 Sandstorm 56 Sleet
31 Building on Fire 61 Hail
32 Heat Wave 62 Hurricane
33 Icestorm 63 Sleeping Gas Trap
34 Snow 64 Sharp Glass Everywhere
35 Thunderstorm 65 Blade Trap
36 Net Trap 66 Electrifying Trap

39
11.4 - Adventure
Ideas
Sooner or later someone you know needs
something and you must risk life and
limb to help them.

d20 Survivor Problem Complication


1 Clara, a nurse Hunted by raiders Has a dark secret
2 Eduardo, a mechanic Wants to find shelter Is a pyromaniac
3 Alan, a professor Needs his books They were stolen
4 Carl, a farmer Was bitten Hides the truth
5 Barbara, a firefighter Heard a cry for help Hear voices
6 Jorge, a bartender Wants to kill an enemy It involves friends
7 Kim, a hunter Wants to find a treasure Place full of zombies
8 Victor, a drug dealer Needs a fix Can’t be trusted
9 Donald, a businessman Needs to recover They set this all up
something stolen
10 Aziz, an artist Their friend was They are fatally
kidnapped wounded
11 Natasha, an architect Searching for an
antidote Has a split personality
12 Fiona, a writer Is lost Carrying valuable cargo
13 Tim, a military officer Has been attacked Involves a cannibal cult
14 LeBron, a cook Needs special
ingredients It’s deep within the city
15 Ronald, a reporter Needs their laptop back Involves a greedy
hoarder
16 Hannah, a child Needs to find their pet Zombie attack
17 Gustav, a photographer Wants to find a map It’s not where they
think it is
18 Mizuhu, a politician Wants to recruit people Perpetually drunk
19 Yusuf, a realtor Wants to find a loved one They’re infected
20 Verena, a magician Wants to die It’s in a very specific
place

there
Is no
escape
40
Do
11.5 - 100 Things To
In The Zombie Apocalypse
1. Finding a family member that was left behind
.
2. Recover a vehicle.
3. Pick up food at a supermarket down the road.
4. Rescue a friend who disappeared looking for
something.
5. Defend a group that wants to settle here’s
shelter.
6. Defend shelter from a zombie horde.
7. Find a new shelter since the old one was
taken.
8. Search for fuel.
9. Search for weapons at a military base.
10. Find a rumored refugee camp.
11. The group split up in the city and needs
to rendezvous.
12. Group members need medicine and the neares
t city’s pharmacy might have
it.
13. Check what is emitting the lights that the
group sees at night.
14. There’s audible shooting in the nearby forest
survivors? . Are there more
15. A group member is trying to kill themself
to end suffering.
16. Someone in the group is secretly killing
others to prevent their
suffering.
17. A radio conversation is picked up. Someon
e is in need of help.
18. A person who you recently rescued disapp
ears. Did they bring a rival
group to the shelter?
19. A potential shelter needs to be explored.
20. Fortify the shelter.
21. A vehicle breaks down in the middle of a
road. It will take time to
fix it.
22. One person in the group was bitten—shoul
d you kill them before the
transformation?
23. A terrified child finds the group's shelte
r.
24. The group goes hunting and is hunted by
zombies.
25. Upon meeting a zombified loved one, a group
member goes into shock.
26. The group is saved by another, which reques
ts compensation.
27. Two groups find themselves going in opposi
te directions on the road.
28. Amid the city’s ruins two groups seeking
the same thing meet while
zombies close in.
29. People show up saying that they already
claimed a shelter and want the
group out.
30. A messianic prophet and their followers
want to convert the group.
31. During a trip to the city, the group sees
zombies surrounding other
survivors, do you help?
32. After an attack, people disappeared. Part
of the group wants to press
on and others want to stay and look for them.
33. The group left the characters behind and
must be found again.
34. Other survivors heard rumors about an isolat
ed zombie-free island on
the east coast.
35. An envoy from another group arrives with
a proposal.
36. Another group offers shelter, but there
is something strange about
them.

41
g to the
37. The group went to a city to pick up food but when returnin
car, it’s gone.
option seems
38. A horde of zombies is approaching the camp and the only
to be hiding.
.
39. Winter is coming and you need warm clothes and other supplies
forest.
40. Apparently, smoke signals are being sent in the nearby
ed by
41. The group unwittingly ends up saving other survivors surround
zombies.
message
42. After weeks, someone responds to the group's radio distress
and asks to know where they are. Should they be trusted?
43. A group member believes they're a zombie.
44. A tribe of cannibal survivors provides shelter.
by other
45. During an expedition, a group member is taken hostage
survivors demanding ransom.
left behind
46. In a confrontation with other survivors, one of them is
injured, begging for help.
is happening,
47. The group finds an amnesiac who does not understand what
putting everyone at risk.
them to join
48. The group is saved by people in prison uniforms who ask
their community.
meet with
49. Two groups’ members who knew each other pre-apocalypse
conflicting interests.
to attack.
50. A group of biker raiders spots the group's camp and prepares
an expediti on, they find other survivor s
51. When the group returns from
in their shelter.
r zombies in
52. When the group returns from an expedition, they encounte
the shelter and no sign of the other survivors.
the officers
53. When seeking shelter at a military station, they discover
intend to kill everyone there "just in case."
other
54. When surrounded by zombies in a building, the group spots
in return.
survivors requesting help but the survivors want something
expect it.
55. An apparently safe shelter hides zombies where you’d least
was on watch slept and zombies penetrat ed the shelter.
56. Whoever
57. The group’s water supply disappears.
58. The group’s drinking water is contaminated.
revenge.
59. The group finds a former partner left behind who now wants
injured and requires medical
60. A member of the group is seriously
equipment.
s who were
61. The group goes to a huge department store and finds survivor
abandoned by another group, one was bitten by a zombie.
the house
62. The group participated in a reality show and when leaving
they discovered the zombie apocalypse.
63. An internal dispute splits the group.
.
64. Someone found drugs and people are starting to get addicted
is getting noisily drunk everyday, attracti ng zombies.
65. Someone
leading to the
66. The group sees a car accident with a fresh blood trail
forest.
but, in
67. The group finds a small fortified town—apparently a paradise
actuality, an authoritarian leader’s prison.
with his
68. An elderly group member is dying and wants to be buried
family in his hometown.
"shopping" for
69. It is someone’s birthday and some people decided to go
presents.
.
70. An enemy group seeks the survivors aid, promising an alliance

42
71. The group needs the help of an enemy group’s doctor.
72. A group captures the survivors, releasing them in a stadium full of
zombies—their community’s entertainment.
73. A group member is becoming extremely violent, putting the group in a
complicated situation.
74. One survivor is manipulating others to get what they want, endangering
everyone's safety.
75. Exploring an abandoned military base uncovers research papers that
birthed the virus.
76. Exploring an abandoned military base uncovers research papers that
could lead to the virus’ cure.
77. An explosion catches the group’s attention. What happened?
78. When the group heads towards the shelter they were seeking, they find
survivors saying that there is nothing there. Is it true?
79. Food is going bad as is water. It's time to look for it elsewhere.
80. Ammo is running out and there is a new raider gang.
81. A couple of teenagers in love disappear to date and the group hears a
far away scream.
82. A person cheating on their companion with another group member
prepares a trap for them to be eaten by zombies.
83. Some children stole weapons and went out to "play killing zombies."
84. The group seeks a church to celebrate a wedding.
85. A scientist accompanied by an officer requests help safely reaching a
secret lab.
86. The group finds a family of survivors they knew who are desperate
because some have become zombies they keep in chains.
87. Part of the group that split up a few months ago reunites with the
survivors and tries to take their resources.
88. Part of the group that split up a few months ago meets the characters
and begs for help. Another group captured them.
89. A group member reveals they lied about knowing a safe military base’s
whereabouts—he just wanted to find his family.
90. The group finds a small fortified town. As soon as they settle,
murders start happening and they are accused.
91. A dog found survivors passed out in the woods. None of them look
injured.
92. A group member reveals their shelter’s location to a rival group for
"status."
93. A group of survivors with a toddler requests shelter. When the group
wakes up they flee without the toddler.
94. A group member that felt wronged decides to "take revenge" and let
zombies enter the shelter.
95. The group's only survivor with medical training demands to be taken to
their hometown to say goodbye to their family.
96. When looking for weapons in a police station, the group finds two
starving prisoners. Do you save or abandon them?
97. After an expedition, the group returns and finds the camp emptied of
supplies and people.
98. The group begins to be seen as heroes by the other survivors, who start
asking for things from them constantly—attracting other survivors’ envy.
99. Another group finds the characters and offers a number of benefits if
they hand over their shelter’s location.
100. The group finds a boat and flees to an island. But there are pirates
who charge for security or release zombies on the island.

43
Dead
the Character sheet
Name: _______________________________________
Background: _________________________________
Description: ________________________________
_____________________________________________

Attributes /
/ HP( ) Def { }
STR [ ][/] Resources
Dex
[ ] Food:
/ ________ Bullets: ______
Wil water: ______ Fuel: _________
notes Inventory
-------------------------------------

1.____________________________
2.____________________________
3.____________________________
4.____________________________
5.____________________________
6.____________________________
7.____________________________
8.____________________________
9.____________________________
10.___________________________
11.___________________________
12.___________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
Rules Summ
ary
SAVES Combat
Roll a d20 equal to or under your Your survivor can move and take an
STR, DEX or WIL. action each round.
Opposed Saves: Lowest successful Initiative: When in doubt, make a
result wins. DEX Save to act before an enemy.
Advantage: Roll 2d20 and keep the Attacks: Roll your weapon’s damage
lowest result. and deal that many points to an
Disadvantage: Roll 2d20 and keep enemy, subtracting their armor.
the highest result. Impaired attacks inflict 1d4 points.
Enhanced attacks inflict 1d12 points.
Damage: Damage reduces HP first.
Conditions When HP reaches 0, it reduces STR.
When taking STR damage, make a
Deprived: Without something STR Save. If you fail, you are Injured.
important (water, food), you cannot Death: If your STR reaches 0 or
benefit from Rests. you’ve been Injured untreated for 6
Exhausted: After two days without a turns, you die.
Long Rest, you become exhausted
with Disadvantage on Saves.
Infected: When Infected, make a Stress
STR Save daily. After 3 failures, you
When witnessing horrible scenes,
become a zombie of the type that
your survivor may suffer Stress,
infected you (or something similar).
taking WIL damage (proportionate
Injured: You are incapacitated and to how horrific it is for them) with a
cannot take any actions. If failed WIL Save.
untreated for 6 turns, you die.
Stressful Event: When your WIL
Blind: Saves relying on vision suffer reaches 0, you suffer a Stressful
Disadvantage. Event.
Deaf: Saves relying on hearing Recovering Stress: You need your
suffer Disadvantage. Personal item to recover WIL with
Rests.

Resources
Food: 1 day without food gives you a
Deprived condition. After 5 days
Resting
without food, suffer 1d6 points of
Short (1 turn): Restores 1d6 HP.
damage per day.
Long (1 watch): Restores all HP. If HP
Water: 1 day without water gives
is full, restores 1d6 to an Attribute.
you a Deprived condition. After 2
days without water, suffer 1d6 Full (1 week): Restores all HP and
points of damage per day. Attribute damage.
Bullets: A unit of Bullets is
consumed every time you roll a 1 on
a damage roll with guns.
Fuel: A unit of fuel is consumed
Are you
every 4 hours of usage by a car or 8
hours by a motorcycle or generator. Ready?
the Dead
ypse survival
Ar e Co mi ng is a zombie apocal fr iends play
The Dead and 2- 5
me (RPG). You ed ive of a group ne
role playing ga eating a sh ar na rr at
rld go
make-believe cr living in a wo
ying to keep on story you
of survivors tr The rules he lp ke ep th e
terribly wrong. d challenging.
ll co ns is te nt , interesting an
te pocalyptic
de sp er at e su rv ivor in a post-a at won’t stop
You play a al thing th
world where zo mbies are a re h. Yo u al so ne ed to secure
ur your fles od, water and other
until they devo ki ng it with fo her people try to take
a re fu ge , st oc
ur ce s. An d, of course, ot
reso
it fr om yo u.

Can you
Survive?

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