tropes zombie edition (pdf) (6830486)
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zombie rpgTRANSCRIPT
TROPES ZOMBIE EDITION
by
Peter C. Spahn
TROPES: ZOMBIE EDITION
The use of any other company's trademark or copyright in this guide is not intended as a challenge to the ownership of those
trademarks or copyrights.
© TROPES: Zombie Edition is copyright 2014, Peter C. Spahn. All Rights Reserved.
Credits
Author Peter C. Spahn
Artwork Luigi Castellani
Graphic Design Luigi Castellani
Production Small Niche Games
Special Thanks
C. Kettering, Chad Kanishock, Charles Salley,
Chris H., Daniel Mc Fadden, David Bresson, Erik
Tenkar, George Ambery, George Gibbs, Greg Gomez,
Jaimie Byrne, James Patterson, Jason Chapman, Jim
Davis, Jim McLaughlin, KatieD, Kirt Dankmyer, Kurt
Runkle, Lin Liren, Martin Nichol, Owen Hutchins,
r3d_tiger, Rachael Swertfeger, Robert Ahern,
Robert Shufelt, Scott Maynard, Suguru Oikawa,
Timothy Vollmer, TJ Hall, Tony A. Thompson, Tony
Porrett, William, Zulhilmi Mohd Nor
FOREWORD
Welcome to the first edition of the TROPES game line. TROPES is the culmination of many years of gameplay and game design. The goal was to create a rules-light system that was easy to learn and could be adapted to many different action genres, including C.O.P.S., Old West, Pirates, Mercenaries, and others. It is designed specifically for one-shot play and is perfect for when your
players cancel at the last minute, you want a change of pace, or you were too busy doing "real world" stuff all week to properly prepare for your ongoing campaign.
I chose the zombie genre to launch the game line, well, because I love zombies. I've run versions of this game with several different groups, usually right around Halloween, and I've never once had
a bad session. It's a lot of fun to watch your players pick a random character and dive right into the roleplaying. It's made for some memorable moments over the years, like the newscaster who used a microphone to report combat and unfolding events to a live audience, even signing off his broadcast
as the zombies finally caught and devoured him.
I've run Outbreaks where we statted ourselves as characters (with myself as an NPC), and it didn't take long before "I" was bitten and then callously "murdered" by my so-called friends. I used the park map for Busch Gardens Williamsburg once, and the characters had a blast running from
costumed zombies, hiding out in themed ride setups, and using the sky buckets to get around until they escaped on the abandoned monorail. I once ran an Outbreak set at Zoo Atlanta and Grant Park in Atlanta, GA, unleashing a host of zombified animals on the characters before they could "escape"
into a city that was being overrun by undead.
I would like to say "thank you" to all the friends and family members who gave me support, playtesting, and feedback during the many hours of writing and design. In particular, my wife Mary, my kids Emily, Clareese, and Joey, and my friends and gaming buddies David Griffin, Mike Patton,
Keith and Dawn Kilburn, Jimmy and Susan Bramble, Seth Walker, Justin Jones, Harold Bates, Greg Clark, Derek "Dude" Thornton, and Owen Barron, as well as fellow game designers Christopher Sigmund, Paul "greyarea" Go, Tim Shorts, Keith Mageau, Joe Johnston, and James M. Spahn.
I would also like to give a special shout out to fellow game designer and zombie fan Sean Wipfli,
whose rules-light zombie romp Dead Meat: Ultima Carneficina Dello Zombie! was the inspiration for certain parts of the TROPES system. Sean and I had many conversations online about Dead Meat and the zombie genre in general. The last time I spoke with Sean, he was in the process of revising
Dead Meat and adding more narrative elements to the game. I have since lost contact with Sean, so if anyone knows him, please forward my contact information so we can reconnect.
I sincerely hope you enjoy this game and I look forward to hearing about your own Outbreaks!
Thank You,
Peter C. Spahn Small Niche Games
TABLE OF CONTENTS
INTRODUCTION 1
HOW TO PLAY 2
CHARACTER GENERATION 3
Assign Abilities 3
Determine Health Rating 3
Pick a Background or Profession 4
Write a 3-Sentence Description 5
Write Down any Gear You Might Have 5
Band Together and Kill Zombies! 5
RUNNING THE GAME 6
Time 6
Movement 6
Task Resolution 6
Reaction Rolls 8
Optional Rule: Oh the Horror 9
Optional Rule: Encumbrance 9
Anyone Home? 9
Gear 10
Wandering Zombies 11
Tips and Tricks 12
COMBAT 13
Weapons 13
Keeping Track of Ammunition 14
Damage 14
Mass Combat 14
Sniping From Afar 15
Optional Rule: Armor 15
Optional Rule: Bite This 16
Injury and Healing 16
Death 16
Introducing a New Character 17
OUTBREAK 101 18
Tone 18
Cause 18
Locale 19
The Map 22
Features 23
Containment 23
Events 24
Escape 27
Endgame 28
Other Types of Outbreaks 29
SAMPLE NPCs 31
ALL ABOUT ZOMBIES 34
Walkers 34
Brutes 34
Runners 34
Evolved 34
Mutants 36
Zombified Animals 36
APPENDIX 37
REFERENCE SHEETS 38
TROPES: ZOMBIE EDITION
TROPES is a roleplaying game line that plays off the common tropes of famous films, video games, and literature. TROPES: Zombie Edition (TZE) is a game of post-apocalyptic zombie
survival horror. TZE is about surviving the zombie apocalypse for one more night. It is designed for one-shot play and should be cinematic and action packed!
Game Terms
The following roleplaying game terms are commonly used in TZE.
Zombie Master
The Zombie Master (ZM) describes the scenes, controls the actions of the zombies, and acts as judge and referee for all actions. Since
TZE is "rules light", the ZM may be called upon to make rulings "on the fly" for situations not covered in the core rulebook.
Players
The players take on the role of survivors of the zombie apocalypse. These survivors are known as player characters or simply
characters.
Player Character (PC)
Player characters are average, everyday people trying to survive the zombie apocalypse.
Characters are defined by several statistics and a brief background. The players control the actions of their characters.
Non-Player Character (NPC)
Non-player characters include everyone (and everything!) in the game that is not a player character. The ZM controls the actions of all
non-player characters.
d6
The term d6 is short for "six-sided die". Gameplay in TZE requires the use of six-sided dice, the kind you find in most board games,
such as Monopoly™ and Risk™. At least three dice per player is recommended.
Task Roll
When characters attempt a difficult task such
as jumping a bonfire or rigging an alarm system, a Task Roll is required to determine whether or not the character succeeds. More on
Task Rolls is discussed later in the Task Resolution section.
Attack Roll
When a character attacks someone (or
something!), an Attack Roll is required to determine whether or not the attack succeeds. More on Attack Rolls is discussed later in the
Combat section.
Reaction Roll
When a character first interacts with an NPC or group of NPCs, a Reaction Roll may be
required in order to determine how the NPCs respond. More on Reaction Rolls is discussed later in the Reaction section.
Outbreak
The Outbreak is the scenario the characters have been thrust into. Outbreaks can occur anywhere at any time, and usually last until the
PCs either escape the area or are eaten by zombies.
Zombie
If you need a definition for zombies, you're
probably playing the wrong game. . .
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HOW TO PLAY
WHAT YOU NEED
1. Paper and writing utensils and a bowl for the center of the table.
2. A big pile of six-sided dice. (at least three per player is recommended)
3. A refrigerator full of snacks.
4. A Map of an interesting Locale.
5. Someone to act as the Zombie Master (ZM).
6. A bunch of players who are ready to face the zombie horde!
HOW TO BEGIN
1. The ZM discusses the Locale with the players. The ZM also informs them of the time frame. A typical game of TZE should take anywhere from sixty minutes to four hours, not
including character generation.
2. The players create three characters, fold them up and place them into the bowl in the center of the table.
3. Each player draws one (1) character from the bowl.
4. The ZM reveals the Map of the Locale and
gives a brief account of why the characters are there and what they have been doing.
5. The ZM introduces the first zombies as the Outbreak begins.
GAMEPLAY
The ZM describes the Locale at the start of
the Outbreak. The Locale is depicted by a Map. This is essentially the "game board" where all action takes place that night as the characters
band together out of fear or necessity and try to
keep from being eaten by zombies.
The PCs try to survive as long as possible by scavenging items, killing zombies, and collecting better weapons. The PCs also search
for Clues about the Outbreak and the Locale. The more you explore the Map, the better your chances of survival.
PCs that try to flee the Locale run into some
type of Containment that prevents them from leaving. That doesn't mean you should just give up, however! At some point, the ZM introduces
the possibility of an Escape—the one bona fide sure way for the PCs to survive the game. Be careful, though. Not every option for Escape will be the right one!
The ZM also introduces the threat of the Endgame. This is a "time clock" that is quickly running down. When it expires, zombies take
over the world! Hopefully the characters will have Escaped the Outbreak before then!
CHARACTER DEATH
When a character dies, the player draws another character from the bowl. When all characters are dead and none are left in the
bowl, the zombies win! Don't let that happen!
A NOTE ON ZOMBIES
Zombies are the ultimate bad guys. They never tire, can't be reasoned with, and have only one goal—to devour the living. There have
been a lot of discussions in the media lately about zombies being a metaphor for various failings of modern society, but TZE isn't about all that touchy feely crap. Zombies are bad.
Characters are good. Mostly.
3
CHARACTER GENERATION
Character generation in TZE is designed to
be fast and simple. Life during the zombie apocalypse is cheap, so every player should create at least three characters, preferably without knowledge or input from the other
players. This will be important later during gameplay, but the ZM will explain all that when the Outbreak begins.
Character Generation Steps
1. Assign Abilities
2. Determine Health Rating
3. Pick a Background or Profession
4. Write a 3-sentence Description
5. Write down any Gear you might have
6. Wait for the Outbreak to begin, then band together and start killing zombies!
1. ASSIGN ABILITIES
There are three Abilities in TZE—Muscle,
Agility, and Wits. These Abilities are rated from 1 to 3.
In a typical game of TZE, each player creates
three characters. The first character receives 7 points to divide amongst his Abilities, the second character receives 6, while the third character receives 5. No Ability can be less
than 1 or higher than 3.
Muscle
Muscle is a combination of brute strength and stamina. Muscle is used whenever your
character does something requiring physical strength, such as lifting a fallen beam, kicking in a door, or bashing in a zombie's skull.
Agility
Agility is a combination of speed and dexterity. Agility is used whenever your character does something requiring coordination and fast reflexes, such as driving a car, walking
across a narrow beam, or shooting a zombie in the head.
Wits
Wits is a combination of intelligence, wisdom,
willpower, and perception. Wits is used whenever your character does something requiring knowledge or thought, such as
noticing things, programming a computer, or setting explosives. Wits is also a measure of intestinal fortitude and is useful when the character is exposed to something disgusting or
horrific.
2. DETERMINE HEALTH RATING
Health is a special stat that measures how much damage your character can take before becoming one of the undead. The character has
a number of Health points equal to his Muscle rating.
Example: Danny the Dentist has Muscle 1.
Therefore, his Health rating would be 1.
Optional Rule: Tougher Characters
ZMs who wish to run a slightly less lethal game of TZE may allow characters to have a
number of Health points equal to their Muscle rating +1. This boost should not apply to NPCs or zombies.
Example: MMA Superstar Jill the Jawbreaker
has Muscle 3. Therefore, her Health rating
would be 4 (3 + 1).
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3. PICK A BACKGROUND OR
PROFESSION
Backgrounds and Professions are loosely
defined sets of skills that the character has accumulated over the course of his life and/or career. A character may choose one Background
or Profession. Whenever the character attempts a Task Roll applicable to his Background or Profession, he may roll +1d6.
Example #1: A doctor with Wits 3 applies
first aid. First aid is a logical task for a doctor,
so the ZM allows the character an additional
+1d6 to his Task roll for a total of 4d6.
Example #2: A soldier with Agility 2 fires a
handgun at a zombie. Soldiers routinely train
with firearms, so the ZM allows the character a
+1d6 to his Attack Roll for a total of 3d6.
Optional Rule: Focusing Bonuses
The +1d6 bonus for actions appropriate to the Background or Profession can be stretched
pretty far. If the ZM wishes to narrow the focus somewhat, he may require the Background or Profession be assigned to a particular Ability.
Example: The character chooses police
officer as a Profession. If he assigns the
Profession to Muscle, he receives +1d6 to
things like kicking down doors and swinging a
nightstick. Assigning it to Agility means the
character receives +1d6 to things like driving
and shooting. Assigning it to Wits means the
character may have been a detective who
receives +1d6 when looking for clues and
solving problems.
Sample Backgrounds and
Professions
The following sample backgrounds can be
used for inspiration. In keeping with the lighthearted spirit of TZE, some kooky flair or description should be used to further define
your character's Background or Profession.
So, instead of simply "Doctor" your character might be a Foot Doctor or a Hair Transplant Surgeon or even a Doctor of Love. Instead of an
"Athlete", try a WWE Wrestler or an Alcoholic Football Player or a One-Armed Boxer. Instead of a "Technician" how about an Unemployed
MIT Graduate or a member of the Geek Squad. Feel free to be as absurd as you want. TZE is
not about long-term play after all, and chances are your character won't survive long anyway!
Roll 1d6
1. Entertainer 2. Medical 3. Military/Paramilitary 4. Service 5. Trade 6. White Collar
Entertainer
1. Actor 2. Artist 3. Athlete 4. Comedian 5. Musician 6. Reporter
Medical
1. Doctor 2. EMT 3. Nurse 4. Orderly 5. Pharmacist 6. Veterinarian
Military/Paramilitary
1. Astronaut 2. FBI Agent 3. Firefighter 4. Police Officer 5. Sailor 6. Soldier
Service
1. Bartender 2. Cabbie 3. Cook 4. Delivery Driver 5. Salesperson 6. Waiter
Trade
1. Gardener 2. Mechanic 3. Pilot 4. Programmer 5. Repairman 6. Technician
5
White Collar
1. Banker 2. Lawyer 3. Politician 4. Stockbroker 5. Student 6. Teacher
4. WRITE A 3-SENTENCE
DESCRIPTION
Your character's Description is defined by three simple sentences that further detail your character. These could be something related to the character's background, a particular style of
dress, a hobby, or even a quirk or quote. Again, feel free to aim for comedy.
Example:
Wayne the Carpenter
1. Lost three fingers on his left hand from a
saw accident
2. Always carries a tape measurer and razor
knife (Lame* weapon)
3. Says: "Measure twice, cut once."
whenever he kills a zombie with a blade
Alternately, write down a brief background
and/or description. The character sheet will be passed on to another player so the idea is to make it easy for them to jump right into
roleplaying.
5. WRITE DOWN ANY GEAR YOU
MIGHT HAVE
The initial Outbreak typically catches the
characters unaware and unequipped. Everyone is just out minding their own business when the first zombies appear. Because of this, most characters start the game without weapons or
equipment. Depending on your character's Background or Profession, however, the ZM may allow you to begin with a Food Ration, a
First Aid Kit, a Weapon, or even some Modern Armor. It is up to you to scavenge better weapons and equipment.
6. BAND TOGETHER AND START
KILLING ZOMBIES!
These days, everyone knows what zombies
are and what they can do. When the Outbreak begins, it won't take long for the characters to realize what is happening. It is assumed that
the characters immediately band together in order to fight off the undead. There is strength in numbers!
6
RUNNING THE GAME
TZE is a roleplaying game that is heavily
influenced by board games and video games. The characters are expected to band together and fight zombies as they gather up supplies and look for a way to escape. The following
rules cover Time, Movement, Task Resolution, Combat, Reaction Rolls, Encumbrance, Building Searches, Scavenging, and Tips and Tricks for running a successful game. The ZM should be
familiar with this section before beginning play.
TIME
Time in TZE is considered abstract. It may pass quickly or slowly, depending on the actions of the player characters and the whims of the
ZM. There are two basic methods of tracking time in TZE—Turns and Scenes.
Turns
A Turn is a period of several seconds to one minute, usually just enough time to perform a single action such as a Task Roll or an Attack
Roll.
Scenes
A Scene is comprised of numerous Turns.
They are used to summarize events or gloss over downtime. Scenes are typically narrated by the ZM and can encompass several Task Rolls.
MOVEMENT
Movement in TZE is also handled abstractly. There are no hexes, lines, or grids to dictate
how far a character can move in a Turn. The ZM should use common sense when deciding how long it takes the characters to get from Point A
to Point B. However, cinematic action is encouraged in TZE, so try not to get too hung up on distances. If it sounds fun, let them do it!
TASK RESOLUTION
Task resolution in TZE is designed to be fast and loose. The following rules are presented as
rough guidelines for handling common situations. However, a lot of times, the players will try something not covered by the rules and the ZM must make a ruling "on the fly".
Don't be afraid to disallow tasks you consider far beyond the scope of a character's knowledge and skills. For example, a typical librarian cannot perform open heart surgery, no matter
how many successes she scores on her Wits Roll. Just use common sense! And remember, the game is about zombie-killing fun, not about
getting bogged down in minutiae.
Task Rolls
Task Rolls are based on a character's
Abilities. Whenever a character attempts a difficult task (such as climbing a wall, leaping out of the way of a falling ceiling, or hotwiring a
car), the player rolls a number of dice equal to the relevant Ability score. Additional dice may be added, based on the character's Background or Profession or other modifiers decided by the
ZM.
A Task Roll is also commonly referred to as a Muscle Roll, an Agility Roll, or a Wits Roll, depending on the Ability used.
Achieving Success
A roll of 4, 5, or 6 on any die means the character succeeds at the task.
Example: A character with Muscle 2 attempts
to climb over a wall as the zombies close in
behind him. The player rolls 2d6 and gets a 3
(failure) and a 5 (success). Therefore the
character successfully makes it over the wall. If
the wall had been covered with thick vines, the
7
ZM might have allowed an additional +1d6 to
be rolled, giving the character an even greater
chance of climbing the wall.
Zombie Task Rolls
Zombies are not nearly as coordinated as the
living and must roll a 5 or 6 on a Task Roll in order to succeed.
Resisted Rolls
Resisted Rolls take place when two characters attempt opposing tasks. Each character makes a Task Roll using the relevant
Ability (plus modifiers). The character with the most successes succeeds at the task.
Example: The zombie Brute (Muscle 2) is
trying to force its way into the room while Bill
the Accountant (Muscle 1) tries to slam the door
shut. The zombie rolls a 5 (success) and a 5
(success). Bill rolls a 6 (success). Even though
Bill's Task Roll was a success, the zombie rolled
more successes and Bill is knocked back as the
door flies open and the zombie shambles into
the room.
Combining Rolls
In some cases, the ZM may allow multiple characters to participate in a Task Roll. In this
case, all characters roll dice and combine the results.
Example: In the example above, Diane
(Muscle 2) rushes to help Bill hold the door. The
players roll 3d6 (1d6 for Bill and 2d6 for Diane)
and get a 4 (success), 4 (success) and 5
(success). The zombie rolls a 5 (success) and a
6 (success). The PCs have 3 successes and the
zombie has 2 successes, so Bill and Diane slam
the door shut before the zombie can enter the
room.
Ties
If a tie occurs on a Resisted Roll, ties always
go in favor of the PCs. So, in the example above, if Bill and Diane had rolled only two successes, they still would have succeeded in shutting the door in time.
Negative Rolls
A Task Roll can never be reduced lower than 1d6. If modifiers from Encumbrance or other
factors would reduce the Task Roll lower than
1d6, the character may still roll 1d6, but must roll a 6 in order to achieve a success. Keep in
mind that when rolling one die, a roll of six (6) results in a Critical Success while a roll of one (1) still results in a Critical Blunder (see below).
Unnecessary Rolls
Don't let the game get bogged down with needless rolls. There is no need to call for a Task Roll every time someone opens a door or
sits down on the toilet. Use some common sense. Driving a car down a busy highway should be automatic. Driving a car with three
flat tires down a dirt road with zombies clinging to the hood should require a Task Roll!
Common Rolls
Listed below are a few sample Task Rolls that are commonly attempted by PCs.
Common Muscle Rolls
Breaking a pair of handcuffs.
Climbing a wall.
Cutting a padlock with bolt cutters.
Forcing open a locked or barricaded door.
Jumping a ditch.
Lifting a fallen beam.
Common Agility Rolls
Dodging a live power line.
Driving a car.
Exiting a car before the fuel tank explodes.
Hiding from zombies.
Sneaking into an enemy camp.
Zigzagging through a group of Walkers.
Common Wits Rolls
Disarming a trap.
Hotwiring a truck or picking a lock.
Navigating a maze.
Operating heavy machinery.
Negotiating a deal.
Setting explosives.
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Critical Success (a.k.a. Action
Point!)
When all sixes are rolled by a person attempting any Task Roll or Attack Roll, a
Critical Success is achieved. The character receives one (1) Action Point which can be used to reduce damage or modify future Task Rolls or Attack Rolls (see below).
Critical Blunder (a.k.a. Popcorn
Zombies!)
When all ones are rolled by a person attempting any Task Roll or Attack Roll, a Critical Blunder is made. A Critical Blunder
ALWAYS results in a surprise attack by 1d6 zombies. The zombies immediately appear and attack the character, receiving +1d6 to their initial Attack Roll. Afterwards, the zombies
attack normally.
Note: This attack occurs even if the characters are inside a fortified location such as
a sealed room or building. The ZM is encouraged to get creative when describing the initial attack (i.e. the door bursts open, zombies fall from the ventilation ducts, someone
"missed" the zombie in the closet, an NPC accidentally lets the zombies in, etc.).
Action Points
Action Points are gained by rolling exceedingly well on certain tasks. They may also be gained through roleplaying and heroic
actions. Characters who risk their lives to save an NPC, come up with an ingenious plan to destroy large numbers of zombies, or uncover vital clues may be eligible to receive an Action
Point, at the ZM's discretion.
Action Points may be expended during gameplay, adding +1d6 to any Task Roll or
Attack Roll. The character may apply as many Action Points to a Task Roll or Attack Roll as he desires. The character can NEVER suffer a Critical Blunder during the Turn in which he
spends an Action Point.
Action Points may also be used to reduce damage. Any time a character loses one (1) Health point from an attack, one (1) Action
Point may be spent to negate the loss. The character may spend as many Action Points in this manner as he desires.
REACTION ROLLS
When the dead begin to walk, people become very selfish and untrusting. Whenever the characters first interact with an NPC (or group
of NPCs), a Reaction Roll may be required. The players roll 2d6 and check the chart below. This roll may be modified by several things, including the Health of the PCs or scavenged
items they are willing to give up. Other factors (known or unknown to the PCs) may affect the Reaction Roll, at the ZM's discretion.
After the initial Reaction Roll, the NPC(s) reacts normally to the PCs. If the characters treat him well, he may become a valuable ally. If they treat him badly, he may leave or even
attack them when they are most vulnerable.
REACTION
2 Hostile, attacks 3-5 Unfriendly, may attack 6-9 Neutral, reluctant
10-11 Receptive, may help 12 Friendly, helpful
Modifiers*
-3 PC is injured
-6 PC has been reduced to Health 0
+1 PCs offer to give up at least one (1) Food Ration
+1 PCs offer to give up at least one (1) Okay weapon
+1 per point of Wits (character with highest Wits only)
+2 PCs offer to give up at least one (1) suit of Modern Armor
+2 PCs offer to give up at least one (1) First Aid Kit
+2 PCs offer to give up at least one (1) Deadly weapon
+3 PCs offer to give up at least one (1) suit of Archaic Armor
+3 PCs offer to give up at least one (1) Badass! weapon
*these Modifiers are cumulative
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OPTIONAL RULE: OH THE
HORROR!
TZE is about high-flying action, but the
characters are still normal, everyday people for the most part and the ZM may wish to simulate how they react to the horror of a zombie
Outbreak. Any time a character witnesses something horrific, the ZM can ask for a Wits Roll. If the character achieves no successes, he is horrified for the remainder of the scene.
During this time, the character must roll a 6 on any Task Roll or Attack Roll in order to succeed.
Something horrific includes things like seeing
another character get killed, watching a former character come back from the dead, being attacked by a mutated zombie for the first time, seeing someone use a puppy named Mittens as
bait, or witnessing particularly heinous acts of brutality against animals or other human beings.
OPTIONAL RULE:
ENCUMBRANCE
There are only so many weapons and other pieces of Gear a character can lug around before he starts getting weighed down. As a
general rule, a character can carry one (1) Food Ration and one (1) First Aid Kit without becoming Encumbered. If a character picks up a
backpack, messenger bag, duffel bag, or any other similar bag, he may carry a number of Food Rations and/or First Aid Kits equal to twice his Muscle rating without becoming
Encumbered.
A character can also become Encumbered by wearing Armor. If the Armor rating is greater
than the character's Muscle rating, the character is considered Encumbered.
The number of weapons a character is allowed to carry around is up to the ZM. Use
common sense! A character could conceivably carry three pistols without penalty. However, anyone carrying three Scottish Claymores should be considered Encumbered.
Effects of Encumbrance
A character who is Encumbered suffers -1d6 to all Muscle and Agility Rolls (including Attack Rolls). The character also moves at a slower movement rate than an unencumbered person
(as decided by the ZM).
These penalties are cumulative, so a character Encumbered by Armor (-1d6) and Encumbered by carrying too many Food Rations
(-1d6) suffers -2d6 to all Muscle and Agility Rolls.
ANYONE HOME?
The ZM is free to decide what buildings are unoccupied, occupied, locked, or unlocked.
Sometimes, however, the ZM may wish to determine this randomly.
BUILDINGS
2 Deathtrap 3-4 Unoccupied, unlocked
5-7 Unoccupied, locked 8-9 Occupied, unlocked
10-11 Occupied, locked
12 Occupied, barricaded
Deathtrap
A Deathtrap usually appears as an unoccupied and unlocked building. Once the characters enter and start searching, however,
zombies start pouring out of the woodwork. Either by luck or design, the zombies cut off the main avenues of escape (doors, staircases,
etc.), forcing the PCs to fight. There should be approximately two zombies for every player character in the group.
Unoccupied
An Unoccupied building is just that—Unoccupied. The characters are free to explore the building at their leisure, scavenge for supplies, or perhaps fortify the doors and
windows against zombie attacks.
Occupied
The ZM should roll 1d6 to determine if the
building is Occupied by zombies (1-2) or a
10
group of NPC survivors (3-6). The ZM decides the makeup of these groups.
Securing Doors and Windows
A locked door or window can always be forced open given enough time. If time is short,
however, (such as if the PCs are being chased by a horde of zombies), forcing open a door requires a successful Muscle Roll. Use of heavy objects such as a battering ram or axe can add
+1d6 to this roll. A barricaded door or window can only be forced open if the ZM thinks the characters (or zombies!) are capable of
breaking through the barricade. If the building has been locked or barricaded by survivors inside, the characters can always opt to make a Reaction Roll in order to gain entry.
GEAR
There are six types of Gear that can be
acquired in TZE—Clues, Bags, First Aid Kits, Food Rations, Weapons, and Armor. At the beginning of most Outbreaks, these items will
be plentiful. As society begins to break down, however, looting and hoarding begins, forcing the survivors to scavenge to survive.
Scavenging
The ZM can either decide whether or not a particular area has been looted or roll 1d6. On a roll of 1-4, the area has been looted. On a roll
of 5-6 it has not. For game purposes, the term "area" is loosely defined by the ZM. It may be a building, a room, a vehicle, a garage, etc. It is
always a good idea to hold off searching an area until after it has been checked for zombies.
An area that has not been looted contains all the items one would normally expect to find in
such an area. For example, a police station would have a good selection of Deadly weapons, a fast food restaurant would have
plenty of Food Rations and Lame* weapons (like kitchen knives), while a hospital should have all the First Aid Kits the characters can carry. The ZM is free to include other items, as needed.
When characters search an area that has been looted by NPCs, the ZM should have one character make a Wits Roll. The player rolls once on the Scavenging Table for each success
to see what the character found. These items
may be located in plain sight, hidden away in cupboards, or stripped off the corpses of the
dead. Only one such roll can be made per area.
Keep in mind that just because an item has been located, doesn't necessarily mean it is readily accessible. A Clue might be located on a
DVD, requiring a working DVD player. A duffel bag full of First Aid Kits might have fallen down a well shaft. A pack of feral dogs might be sleeping next to a bin full of Food Rations. A
gun might be locked inside a metal cage. In this case, additional Task Rolls may be required to recover the item, at the ZM's discretion.
Clue
A Clue is any bit of helpful or interesting information related to the Outbreak. Clues come in many forms, including news clippings,
journals, ledgers, scrawled notes, television broadcasts, maps, or even information gathered from NPC survivors. Clues can point the way to
other supplies such as Food Rations, First Aid Kits, Weapons, and Armor. Clues can also be used to explain certain Features, foreshadow Events, shed light on the Outbreak's Cause, or
provide leads to its Escape or Endgame.
Bags
Bags come in all different shapes and sizes and can be used to carry extra rations,
weapons, and supplies. Each type of bag has a number in parentheses next to it. This number represents how many extra Food Rations and/or
First Aid Kits the bag can hold. Larger bags can also be used to hold Weapons, at the ZM's discretion. Keep in mind that a character can still become Encumbered from carrying too
much Gear (see Encumbrance).
Food Rations
Fighting zombies is hungry work! Food is
counted in Food Rations. A Food Ration is an abstract representation of enough food to fill a hungry character's belly. The ZM should feel free to describe the contents of the ration
appropriate to the location of the Outbreak (i.e. a loaf of garlic bread and a to-go box full of pasta and meatballs on an Italian cruise line).
First Aid Kit
A First Aid Kit is a collection of bandages, creams, and painkillers designed to soothe
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aches and pains and provide relief from injury and fatigue. They are typically found in small
boxes or bags marked with a red cross. A First Aid Kit may only be used once before it is expended.
Weapons
Weapons may be collected from kitchens, armories, gun safes, sporting goods stores, or anywhere else the ZM (or the players) can imagine. Many Lame* makeshift weapons such
as towel rods, beer bottles, and large rocks can be collected without the need for a roll on the Scavenging Table, at the ZM's discretion.
Armor
Makeshift Armor can be made from extra layers of thick clothing or even torn blankets and duct tape. Modern Armor might be found in
security checkpoints, police stations, or on the corpses of dead(?) soldiers. Archaic Armor might be mounted on displays or worn by
period reenactors.
SCAVENGING
1 Clue 2 Bags 3 Food 4 First Aid Kit 5 Weapon 6 Armor
Clue
1 Graffiti 2 Note 3 Journal/Ledger 4 Broadcast/Recording
5 Data File 6 Other (or ZM's Choice)
Bags
1 Fanny Pack (1) 2 Teen's Purse (2)
3-4 Woman's Purse (3) 5 Backpack (4) 6 Duffel Bag (6)
Food
1-4 One (1) Food Ration 5 Two (2) Food Rations 6 Three (3) Food Rations
First Aid Kit
1-5 One (1) First Aid Kit 6 Two (2) First Aid Kits
Weapons
1-3 Lame* 4 Okay 5 Deadly 6 Badass
Armor
1-4 Makeshift 5 Modern 6 Archaic
WANDERING ZOMBIES
The threat of a zombie attack should hound
the characters throughout the entire Outbreak. This should make for fast gameplay, as the characters are constantly moving, collecting supplies, or fortifying a shelter.
There are typically 1d6 zombies shambling around any given area. Loud noises (such as shouting or combat) tend to attract 1d6 more
wandering zombies. This wandering zombie roll should "explode". That is, if the roll results in a 6, the ZM should roll again and add the results. If that roll results in a 6, keep rolling and
adding the results. This total is the number of zombies that appear.
There is no limit to the number of zombies that can be encountered, so if things ever seem
to bog down or the characters are having too easy a time of it, just throw more zombies at them!
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TIPS AND TRICKS
The following Tips and Tricks may be useful for running a successful TZE game.
Keep Things Moving!
TZE should be a nonstop thrill ride. The PCs might hunker down somewhere to catch their
breath, but no matter how good the fortifications, how well armed the PCs are, or how much they plan ahead, the zombies WILL get in. That's one of the most common zombie
tropes of all. The ZM should frequently ask the players what they are doing in order to project a sense of urgency. Don't let them get complacent. After all, they only have a limited
amount of time to Escape.
Don't be Stingy With Clues!
The goal of the game is to Escape before the Endgame occurs. Clues to the Cause, Escape, and Endgame should be plentiful. Stick them in journals, newscasts, Top Secret documents, or
pass them on from knowledgeable NPCs. The more Clues you drop into your Features and Events, the better chance your players have of
deciphering them. The bottom line is, you can never include too many. What you think is obvious, might be totally confusing to someone else, so be sure to drop plenty of Clues, Clues,
and more Clues.
Don't be Stingy With Loot!
TZE is a game of survival horror where office
worker Bill the Accountant gets a chance to become a zombie-bashing hero. Or not. Give the players every opportunity to gather Gear
(particularly weapons) and survive the night, and be sure to reward players who think "outside the box". Part of the fun is seeing how resourceful one becomes during a zombie
Outbreak, so if a player comes up with a cool idea or rationale for something to be in a particular place, the ZM should allow it more
often than not.
Don't be Stingy With Zombies!
Zombies are an unlimited resource. Use
them! After the Outbreak begins, zombies should be everywhere. Let them be seen, heard, and even smelled. Describe floors
splattered with blood and body parts strewn about the room. Let the characters look through
a window to see a ravenous horde of zombies surrounding people trapped in a car. Attack the PCs with a zombie wearing a T-shirt that says: "He's dead, Jim" or "Tastes Great, Less Filling".
The threat of a zombie attack should always be present. If the PCs are having too easy a time dispatching typical Walkers, either throw more Walkers at them or introduce a few variant
zombies (Brutes, Runners, Evolved, Mutants, etc.). It's a zombie game, so make sure there are plenty of zombies to be found!
Don't Fudge Die Rolls!
TZE combat is meant to be fast and brutal. This means that characters can die quickly with
just a few bad rolls. That's OK! Character death is built into the rules and is one of the main tropes of a zombie flick (and of horror movies in
general). TZE is not designed for long-term play, so players should know better than to get too attached to a particular character (although it happens quite often!). If the dice keep coming
up snake eyes, it just wasn't meant to be.
Have Fun!
Looking past the rules, forgetting all about
gameplay, and even sidelining the roleplaying aspect, when it comes right down to it, the main goal of a TZE game is for everyone at the
table to have fun. We realize that "fun" is a subjective term, and that what is fun for one group may not be fun for another. As long as everyone loves zombies, is familiar with the
common tropes, is willing to embrace the fact that their character is living on borrowed time, and that there is only one chance to Escape
before the Endgame occurs, everyone should be fine.
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COMBAT
Attack Rolls are a type of Resisted Roll that is
handled similar to standard task resolution—the player rolls a number of d6's equal to his Ability score. Attack Rolls are made up of an abstract sequence of strikes, parries, and movement,
not just two people standing toe-to-toe trying to bash each other's brains in.
Muscle is used for melee attacks (swords, axes, knives, etc.) while Agility is used for
ranged attacks (firearms, bows, hurled rocks, etc.). Additional modifiers for the type of weapon are also applied.
The character and his opponent both make Attack Rolls and count their successes.
Achieving Success
Against zombies, a 5 or 6 is required for a success. Humans are less resilient than zombies, so only a 4, 5, or 6 is required for a
success.
Note: When attacking zombies, always make sure the players state they are aiming for the head!
WEAPONS
Weapons are rated from Personal* to
Badass! Each weapon has a number of d6's that are added to the character's Attack Roll.
Personal (Muscle*)
Personal* weapons include hands, feet,
elbows, knees, etc.—basically any physical attack that does not involve an actual weapon. Attack Rolls made with Personal* weapons only
succeed on a roll of 5 or 6 against the living or a roll of 6 against the undead.
Lame (+1d6*)
Lame* weapons are typically small weapons such as pocket knives, screwdrivers, brass knuckles, wrenches, or "found" weapons not designed for combat such as chairs, hurled
rocks, beer bottles, or tree branches. Like Personal weapons, Attack Rolls made with Lame* weapons only succeed on a roll of 5 or 6 against the living or a roll of 6 against the
undead.
Okay (+1d6)
Okay weapons are good enough in a pinch,
but you'll want to upgrade as soon as you can. They include baseball bats, monkey wrenches, cricket bats, shovels, 2x4's, hammers, slingshots, croquet mallets, golf clubs, hockey
sticks, small-caliber pistols (like a .22), molotov cocktails, butcher knives, crowbars, and tire irons.
Deadly (+2d6)
Deadly weapons are weapons designed to cause serious bodily harm. They include machetes, spiked baseball bats, swords,
hatchets, medium-caliber pistols (like a .40 or 9 mm), hunting rifles, arrows, or spears.
Badass! (+3d6)
These are the weapons everyone wants to
get their hands on! They include weapons such as battle axes, shotguns, assault rifles, katanas or other two-handed swords, heavy-caliber
handguns (like a .44 Magnum or .50 Desert Eagle), sledgehammers, and chainsaws.
Zombie Busters
In most Outbreaks, it is unlikely the characters have access to weaponry such as grenades, RPGs (the kind that explode, not the
kind you read), C4 explosives, and .50 caliber machine guns. It is far more likely the
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characters develop makeshift weapons that deliver massive amounts of damage, such as a
planned cave-in, rolling a boulder down on a group of zombies, exploding a propane tank, or simply running them over with a heavy duty truck. These weapons are known as Zombie
Busters.
It is ultimately up to the ZM to decide how effective the attack is. As a rule of thumb, the characters should make an Attack Roll using the
relevant Ability +6d6. Every success equals one zombie automatically destroyed.
Zombie Attack Rolls
Zombies are not nearly as coordinated as the living and must roll a 5 or 6 on an Attack Roll in order to succeed. Up to six zombies can attack
a single character every Turn. This means things can get nasty for lone characters pretty quick!
KEEPING TRACK OF
AMMUNITION
Didn't I already tell you not to get bogged down by minutiae? OK, if you're worried about
ammo, but not into bookkeeping, have each character roll 1d6 after any pitched battle. On a roll of 1, the character has run out of ammunition for that weapon. Otherwise, keep
track of ammo normally.
DAMAGE
A zombie's bite spreads infection and eventually turns the bitten character into a zombie. However, damage is handled
abstractly, so an actual bite might only occur after a character has been reduced to Health 0. In the meantime, damage comes from being battered and bruised while trying to fend off the
zombie horde.
When an Attack Roll succeeds, subtract the number of successes from the target's Health rating.
Example: Gerald the Machinist (Muscle 2) is
trying to hack a zombie with a Deadly machete
that he made from a sharpened lawnmower
blade (+2d6). The zombie (Muscle 1) is doing
what zombies do and is trying to grab him and
bite him.
Gerald rolls 4d6 and gets a 5 (success), 5
(success), 5 (success), and 6 (success) for a
total of four (4) successes. The zombie rolls a 5
(success) for a total of one (1) success.
Therefore, the zombie scuffles with Gerald
causing 1 Health point of damage while Gerald
strikes the zombie for a total of 4 Health points.
As the zombie only had a Health rating of 1,
Gerald chops the zombie's head clean off.
Damage from Burning
The undead typically shy away from fire, but can overcome that fear if hungry enough. Many zombies instinctively realize that fire is often associated with food (humans). The ZM may
rule that some weapons (such as molotov cocktails) or circumstances (such as a fuel spill) automatically catch the zombies on fire. In this
case, the ZM rolls 1d6 each Turn. On a roll of 1, the flames are extinguished. On a roll of 6, the zombie loses one (1) Health point.
Damage from Falling
Sometimes PCs fall or jump from great heights to escape the zombie horde. Characters with Muscle (1) can fall about 10' without taking
serious damage. Characters with Muscle (2) can fall about 15' without taking serious damage while characters with Muscle (3) can fall about
20'.
When a character falls from a greater height than he can normally handle, roll 1d6 per 5' of distance. On a roll of 1, 2, or 3, the character
takes one (1) Health point of damage. Zombies only take damage from falling if they roll a 1.
We're starting to get a little nitpicky here, so
feel free to handwave falling damage, if you're so inclined.
MASS COMBAT
If multiple characters engage in combat, they may decide to pool their Attack Rolls together. The players make one Attack Roll for all
characters (and their weapons) and the ZM makes one Attack Roll for all zombies involved in the melee.
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Damage from successes is then distributed amongst the combatants. The ZM should
distribute damage evenly amongst attacking zombies. The players are free to decide how to distribute damage amongst the characters.
Be careful not to get jammed up playing a
numbers game. Mass combat should be fast and furious, with body parts flying, gunshots going off, and zombies trying to chomp the living. This type of combat happens all the time in zombie
movies, so be sure to describe all the gory details.
Example: Three characters pool the dice
from their Muscle and weapons for a total of
10d6. They are fighting six zombies who have a
total Muscle of 6d6. The PCs roll five (5)
successes while the zombies get lucky and roll
six (6).
The 5 successes are divided evenly amongst
the six zombies. Since each zombie had a
Health rating of 1, five zombies are killed while
the sixth lives to fight another Turn. The players
choose how to divide the six (6) Health points
of damage inflicted on them.
SNIPING FROM AFAR
In some cases, a character may opt to attack
a zombie with a ranged weapon such as a handgun, a crossbow, or even a hurled spear. In this case, the character is not in any danger,
so no Attack Roll is made for the zombies. The PC makes a normal Attack Roll, and damage is applied to a single zombie.
There is nothing wrong with the characters
staying in one place and sniping zombies for the entire game. However, loud noises such as gunshots as well as piles and piles of dead zombies tend to attract more zombies, so the
characters might soon find themselves hopelessly surrounded and unable to Escape.
Or worse still, an Evolved or Mutant zombie
might take notice of their actions and lead an organized zombie assault on the characters' position.
OPTIONAL RULE: ARMOR
Lucky or ingenious characters may be able to scavenge or cobble together protection from a
zombie's bite. Armor has an Armor rating of one (1) to three (3). Each time an Attack Roll
succeeds against a character wearing Armor, damage is subtracted from the Armor rating first. There are three types of armor—Makeshift, Modern, and Archaic.
Example: Fran has a Health rating of two (2).
She is a former police officer wearing a
protective vest (Modern 2). Fran gets into a
fight with a zombie and suffers one (1) Health
point of damage. The damage is absorbed by
the Armor, leaving Fran uninjured.
Makeshift (1)
Makeshift armor consists of extra thick jackets, football or hockey pads, multiple layers of clothing, or extra padding wrapped around exposed areas of the skin.
Modern (2)
Modern armor includes things like Kevlar vests used by police officers and soldiers.
Archaic (3)
Archaic armor includes ancient metallic armor such as suits of chain mail or plate mail. Archaic armor generally covers more of the
body and is more resistant to zombie attacks.
Armor Degradation
Any time a character wearing Armor is
injured in combat (i.e. damage "gets through" the armor), the character must roll 1d6. On a roll of 1-2, the Armor rating is reduced by one
(1). Once an Armor's rating is reduced to zero (0), the Armor loses its protective value. Repairing Armor is beyond the scope of these rules, but the ZM may allow it in certain
circumstances.
Example: Fran from the example above is
attacked by three more zombies. Fran suffers
three (3) Health points of damage. Two (2)
points are absorbed by the vest while the
remaining one (1) point is subtracted from her
Health rating. Because actual damage "got
through" the Armor, Fran rolls 1d6 and gets a
two (2). Therefore, the Armor's rating is
reduced by one (1).
Note: Armor skews the game heavily in
favor of the players, especially in Mass Combat situations, as damage can be distributed first
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amongst characters wearing Armor. This is as it should be. The object of a TZE Outbreak is to
obtain better weapons, supplies, and Armor in order to survive the night. If the ZM feels like Armor is making combat too easy for the PCs, just add more zombies!
OPTIONAL RULE: BITE THIS!
A character in melee combat may opt to
sacrifice the weapon he is wielding in order to reduce the number of damage successes inflicted on him. This is done by using the
weapon in a manner it was not designed for, such as clubbing the zombie with a bow, pinning a zombie to the wall with a sword, or jamming a handgun into its mouth.
The amount of damage successes reduced depends on the type of weapon. Okay weapons reduce one (1) success, Deadly weapons reduce up to two (2) successes, while Badass weapons
reduce up to three (3) successes.
Note: A weapon used in this manner automatically breaks, bends, blunts, cracks, or
is otherwise rendered inoperable, and thereafter may only be used as a Lame* weapon.
INJURY AND HEALING
TZE is designed for short term play. Healing is possible, but it's not easy. There are two ways a character can attempt to heal his
wounds and recover lost Health points—Food Rations and First Aid Kits.
Food Rations
A character who scavenges a Food Ration can opt to rest and eat for a few minutes in order to regain one (1) Health point (up to his maximum). This can only be accomplished once
per character per Outbreak scenario. The character using a Food Ration in this manner must roll 1d6, with a roll of one (1) resulting in a Critical Blunder.
First Aid Kit
A character who scavenges a First Aid Kit can make a Wits Roll. Each success allows the
character to regain one (1) Health point (up to his maximum). There is no limit to how many times first aid can be applied. However, just like
any other Task Roll, the character must be careful of committing a Critical Blunder!
Healing Zombies
Zombies are unable to heal their injuries through normal means. However, zombies may
be able to heal themselves through the use of special abilities or by special circumstances dictated by the ZM.
DEATH
Once a character is reduced to Health 0, the character can only be healed by a First Aid Kit.
If no kit is available, the character lives on in pain for the remainder of the scene. During this time, a 6 is needed for success on any Task Roll
or Attack Roll. If the character is attacked and loses another Health point before first aid is rendered, the character dies immediately.
Heroic Death
A character who has been reduced to Health 0 may choose to die heroically instead of
lingering on, perhaps holding off the zombies while his friends escape or sacrificing his life to rescue an NPC. In this case, the player's next character receives one (1) Action Point to start
the game.
Dead Shall Rise
A dead character turns into an undead
zombie in 1d6 Turns. The former character rises up and immediately attacks his old companions. A blow to the head or decapitation are the only
ways to stop this from happening. . .usually.
Any character witnessing this transformation must make a Wits Roll. Failure means the characters are stunned with horror for the
remainder of the scene and need a 6 to succeed on any Task Rolls or Attack Rolls.
Note: The ZM may wish to let the player of the dead character make any Task Rolls or
Attack Rolls for the newly risen zombie. This adds a twisted element of fun and bragging rights into the game, as players try to off each
other's characters.
Zombie Death
When a zombie is reduced to Health 0, it is
considered destroyed.
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INTRODUCING A NEW
CHARACTER
When a character dies, the player picks a
new character from the bowl in the center of the table. The ZM can narrate what the new character has been doing since the start of the
Outbreak, and may even roll once on the Scavenging Table to see what extra Gear the character has picked up along the way. For ease of play, the surviving characters should
immediately accept this new character into the group so they can get back to killing zombies.
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OUTBREAK 101
The game begins at the start of the zombie
Outbreak. The characters are just out minding their own business when suddenly, zombies start to appear. The good thing is, thanks to pop culture, it won't take long for the characters
to figure out what is happening. The bad thing is, there's not much they can do about it except try to survive long enough to Escape.
There are a few things to consider when
designing an Outbreak—Tone, Cause, Locale, Map, Features, Containment, Events, Escape, and Endgame.
Outbreak Design
1. Decide on a Tone for the Outbreak.
2. Determine a Cause of the Outbreak.
3. Pick a Locale to set the Outbreak.
4. Draw a Map of the Locale.
5. Determine the nature and contents of any Features found on the Map.
6. Decide what type of Containment prevents the PCs from leaving.
7. Outline a few interesting Events.
8. Determine how the PCs can Escape.
9. Decide on the Endgame to close things out with a bang.
TONE
A TZE Outbreak is about action and dark humor rather than horror. Movies like Zombieland, Warm Bodies, and Shaun of the
Dead are examples of zombie horror comedies, but even the original Romero series had plenty of satire. The TV series Z Nation also provides a
ton of gonzo zombie scenes. The main thing to keep in mind is you don't want things to get too gritty or weighed down with moral ambiguity. Just go out there and kill some zombies!
CAUSE
It is good for the ZM to have an idea of what caused the Outbreak (although it's not
required). Knowing the Cause often helps determine what types of zombies appear as well as the motivations of certain NPCs. It may also provide ideas to help flesh out certain Locales.
Sample Causes
Listed below are just a few sample Causes for a zombie Outbreak.
Organic
An organic Outbreak is usually caused by some type of sentient animal (or slug!), plant,
or fungus, possibly of alien origin. The zombies are often mindless drones that are controlled by a central organism such as a plant queen, an aquatic alien beastie, or an insectoid hive
mother. This type of Outbreak goes beyond the typical "walking dead" type zombies, which may or may not be to your group's tastes.
Supernatural
The Outbreak is supernatural or otherworldly in origin. Maybe an ancient artifact or misguided scientists or even alien invaders have opened a
portal to another dimension, creating a cosmic rift that causes the dead to rise. Maybe your neighbor up the road decided to bury his loved ones in the ancient Indian burial ground hidden
behind the deadfall. Or maybe some other weirdness has arisen. Either way, zombies have been loosed upon the world and usually only an
arcane ritual or some pseudoscientific MacGuffin can set things right.
Radiation
The earth was exposed to some strange
radiation that caused the dead to rise. This radiation might come from solar flares, nuclear
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testing, a downed satellite, an alien undeath ray, or a passing comet. The radiation not only
causes the dead to rise, but may also have adverse effects on the living.
Religious
Zombies appear in myths, legends, and
parables from cultures over the world. Has someone defiled a religious artifact and opened the Gates of Hades? Has a Satan worshipper finally managed to get enough roleplaying
gamers to power his diabolical ritual? Perhaps a voodoo priest has caused the dead to rise. Or perhaps an obscure ancient prophecy is coming
true. Whatever the religion, the zombie apocalypse often heralds the End of Days. The ZM should include a lot of religious motifs to reflect the Outbreak. After all, as everyone
knows, when there is no more room in Hell, the dead shall walk the earth. . .
Virus
A new virus or plague is another common cause of a zombie Outbreak. The virus may have been released when an ancient Egyptian tomb was opened, or when a microscopic alien
organism attached itself to the hull of a returning space shuttle, or when a remote section of the Amazon rainforest was cut down. Or, it might have been created in some
government lab or corporate research facility and released (by accident or design) on the unsuspecting public through the water supply,
air, or even via rage-infected monk—. No, scratch that. That's just stupid. The virus may or may not have an antidote. Does it just create zombies, or does it mutate them into something
more horrific?
Other
Of course there are many other reasons why
zombies may have been unleashed upon the living, including rogue nanotechnology, toxic sludge, alien experimentation, visitors from the far future, an errant cell phone signal, and
more. The ZM is encouraged to create his own unique Cause, as needed.
LOCALE
The Locale is where the Outbreak occurs. This is where the characters are hanging out
when all hell breaks loose and zombies start eating the living. The best Locales are isolated
environments that can be easily contained. TZE is designed for one night's play, so the larger the Locale, the greater the chance the characters do not Escape before the Endgame.
A small Locale (such as a farm) is much easier to manage than a city (like Manhattan).
The ZM should discuss the Locale with the players beforehand so they have a better idea
of what types of characters would be appropriate to the setting.
Sample Locales
Listed below are a few sample Locales.
Aircraft Carrier
Aircraft carriers are enormous naval vessels
with multiple levels, compartments, and connecting shafts, making it the perfect place for a zombie Outbreak. Other large vessels
include battleships, destroyers, and submarines. The characters might be sailors, marines, medics, pilots, or even visiting dignitaries. If they move quickly, they can recover all the
weapons and supplies they can carry on their way to the lifeboats (or helicopters or fighter jets). If not, the captain won't be the only one who goes down with the ship.
Airplane
Oh no, it's mother$%#! zombies on a mother#$@! plane! Jumbo jets and other large
aircraft present a number of problems for TZE characters. The quarters are tight, there are few options for weapons, and even fewer routes of escape. The characters might be pilots, flight
attendants, or frequent fliers. Hopefully someone packed a parachute!
Airport
An airport is always full of people, so when the zombies arrive, things are bound to get crazy. Plane crashes, fires in the terminal, and sealed security checkpoints only add to the
chaos. The characters might be pilots, police officers, car rental employees, airline check-in workers, restaurant wait staff, or simply ordinary travelers. The airport grounds are
fenced in, making it an ideal base of operations once the zombies inside the fence are removed, but that will be no easy task.
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Amusement Park
Amusement parks and fairgrounds are
amazing places for a zombie Outbreak—lots of people, lots of hidey holes, and usually only one or two ways in and out. The characters might be park employees, carnies, or visiting guests.
Freaks from the Freak Show may have special abilities as humans or zombies. Zombie tourists, zombies dressed as cartoon characters, and zombies riding roller coasters also make for
some fun imagery in this zombieland. If the ZM is using the Zombie Buster optional rules, the characters might be able to thin the herd by
leading zombies into the path of oncoming rides.
Apartment Complex
These can be upscale condominiums, middle
class town homes, or low-income housing projects. The characters might be landlords, tenants, visitors, janitors, police officers
responding to a call, traveling salesmen, or even a doting son who plans to take the car, get Mum, kill Phil, and then go to the local pub to wait for all this to blow over.
Box Canyon
Howdy pardner! Saddle up the horses and take a guided tour down into that lonely canyon network. The characters might be tour guides,
tourists, BASE jumpers, hikers, birdwatchers, or other nature lovers. The canyons are beautiful, but there's only one way in or out, so be careful
not to accidentally desecrate that ancient Indian burial ground on your way down!
Campground
The campground on the lake is an old horror
standby. The characters might be camp counselors, boy scouts, visiting parents, or vandals from a rival campground. What
happens when the rising dead are controlled by a nigh-unstoppable hockey-loving zombie who drowned in the lake as a child?
Casino Hotel
A casino hotel is comprised of private rooms, conference halls, casino floors, and stages for shows. Like a high-rise apartment complex, there are many levels, rooms, and people to
contend with. The characters might be hotel staff, hotel guests, professional gamblers,
magicians, or comedians. Odds are good that the Outbreak begins as soon as one of the
characters wins the Big Jackpot. Or perhaps the hotel is hosting a gaming or comic book convention. That Z's brains were pretty fresh. Did you just kill an undead monster or did you
just bash in the skull of an unfortunate zombie cosplayer?
Church Compound
This can be a magnificent cathedral or a
more modern church inside a fenced or walled compound. Extra points if it was built next to an old cemetery. The characters might be
clergymen, deacons, the local organ player, or members of the congregation seeking refuge. Unless the annual food drive has just wrapped up, there's not going to be much in the way of
supplies, however, most people who come here can be counted on to work together. . . at least in the beginning.
Cruise Liner
Similar to an aircraft carrier, a luxury cruise liner has multiple levels, shafts, and compartments to traverse. The characters
might be crew members, tourists, stowaways, or perhaps even pirates who were boarding the ship when the Outbreak began. If the characters can reach a lifeboat, they might
make it to safety. . . or they might be stranded without food in shark-infested waters.
Department Store
A typical department store like Wal-Mart, K-Mart, or S-Mart. The characters will have access to plenty of weapons and supplies, but may have to fight off other customers when
management decides to drop the security gates and lock all the doors to contain the Outbreak (and prevent shoplifters from leaving).
Factory
There are tons of weapons to be found in a factory such as a paper mill, car manufacturing plant, or foundry, but little else. The characters
might be office workers, line workers, safety inspectors, or reporters investigating rumors of the plant's closing. Can they fight their way to the time clock when the Outbreak begins or will
the zombies punch them out early?
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Fallout Shelter
You and your friends were smart. You
ignored the laughter and pooled your money together to build an underground shelter just in case a zombie Outbreak occurred. Now you are the ones having the last laugh. The characters
are ordinary citizens from all walks of life who have locked themselves in a privately owned fallout shelter. What happens when they find out the contractor cut corners? The generator is
badly wired and the plumbing clogs up, forcing them to scavenge the nearby neighborhood for supplies like everyone else?
Farm
The old farmhouse up the road is the perfect place to weather a zombie Outbreak. It is fenced in, has a hand-pumped well, a vegetable
garden out back, and livestock in the barn. It even has its own gas pump! The characters might be local farmers, migrant workers,
terrified neighbors, a family whose car was overturned by zombies, or grieving children who were visiting a nearby cemetery when the dead started to rise. Will this night of the living dead
ever end?
Funeral Home
A funeral home is always a likely place for an undead Outbreak. The corpses that have not
yet been embalmed or entombed start to rise up and feast on the flesh of the living. The characters might be morticians, grieving
mourners, or gravediggers tending the nearby cemetery. Cremating the zombies might be the answer. . . or, depending on those rain clouds, it might just be the return of worse troubles.
Can the characters survive until the local authorities decide to "send more cops"?
Hospital
The local hospital is always going to suffer an undead Outbreak. Hospitals are the first place people go once they've been bitten by the undead. The characters might be doctors,
nurses, orderlies, paramedics, patients, or visitors. The undead here multiply rapidly, feeding on patients who are unable to defend themselves. The narrow halls, cramped rooms,
and sealed windows make things even more dangerous. After all, not everyone is lucky
enough to survive the walking dead Outbreak by being in a coma. . .
Island
The island might be home to a lavish resort, a wilderness refuge, or a dense jungle filled with ancient Mayan ruins. The characters might
be resort employees, park rangers, peaceful natives, stranded castaways, or refugees trying to escape the Outbreak on land. Is the remote island the safe haven that it seems or is it
simply a deathtrap from which there is no escape?
Office Building
Getting caught 30 stories above ground in a building full of zombies is no fun. Trying to find enough weapons to fight them is even worse. The characters might be office workers, mail
couriers, pizza delivery drivers, or students taking a tour. When the elevators go out and the stairs become choked with zombies, no
amount of rearranging cubicles is gonna protect you for long.
Military Base
A military base seems like the perfect place
to survive the zombie apocalypse. Military commanders draw up plans to secure the base, soldiers enact these plans with speed and precision, and the entire community comes
together like a well-oiled machine to stop the zombie Outbreak in its tracks. Not. The characters can be soldiers, pilots, civilian
contractors, medical personnel, or refugees seeking safe haven. Martial law is declared and all non-essential personnel are herded into holding areas. Forget the zombies. How long
before some civilian takes exception to this treatment and organizes a rebellion? Or how long before disagreements between rival
military commanders boil over into civil war?
Movieplex
A multilevel entertainment complex with movie theaters, videogame arcades, concession
stands, bowling alley, lazer-tag arena, and miniature golf courses. The characters might be theater employees, happy patrons, or bored security guards. When the zombies arrive, the
fun is over, and the characters won't have time to watch the latest zombie flick—they'll be living it!
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Museum
A zombie Outbreak in a large, multilevel
museum like the Museum of Natural History makes for some exciting visuals. The characters might be museum curators, archaeologists, tour guides, visiting guests, or local students taking
a tour. Are zombies limited to recently dead humans or will the dinosaur exhibits start coming to (un)life? All bets are off during a zombie apocalypse!
Prison
A prison is already fortified with fences, guards, and plenty of open grounds. The
characters might be prison guards, prisoners, clergymen, social workers, visiting family members, or attorneys who picked the wrong time to speak with their clients. The characters
can start a new life here once they clear out the zombies. Just don't piss off the governor of the neighboring town. . .
Quarantine Zone
The Outbreak has begun and all civilians have been evacuated to an established quarantine zone. The characters might be
military personnel, CDC scientists, or quarantined refugees. Yeah, we all know these places never last long, but the government always has to try.
Research Facility
This might be a government research facility run by the CDC or a covert laboratory owned by
the Candy Cane Parasol Corporation. The characters might be corporate executives, government officials, researchers, patients, interns, security guards, or even corporate
spies. Can they make it out on the underground train before the blast doors close, sealing them inside forever?
Shopping Mall
The shopping mall surrounded by zombies is one of the oldest zombie tropes around. Everyone needs to shop, so the characters can
be citizens from all walks of life. Do they try to clear the mall of zombies or just find a good place to hide? Will someone think to trick out a couple of parking shuttles or will they figure out
how to fly the chopper on the roof? Don't forget to pick up Andy on your way out!
Small Town Square
A small town square offers a number of
places to explore during a zombie Outbreak. The characters might be business owners, local yokels looking for a night out, or travelers who were just passing through when the dead
started to rise. The police chief is calling for volunteers to sweep the countryside and put down the slow-moving zombies one by one because: "They're dead, they're. . . all messed
up."
Stadium
This includes sports stadiums, raceways,
concert halls, horse tracks, and any other venue where large numbers of people gather to watch events. Expect a very high body count which translates directly to a very high zombie count.
The characters might be stadium staff, security guards, police officers, athletes, reporters, musicians, or fans who have come to watch
their favorite entertainer or sport. It's bad enough when your team is getting the snot beat out of them. Now you gotta deal with zombies eating the star quarterback. "Beer here!"
THE MAP
The Map (or Maps) of the Locale should be
available to the players at the beginning of the Outbreak. It is perhaps the most important part of the scenario and is intended to provide
players with a visual aid that shows the defined playing space. Getting off the Map should be one of the keys to Escape the Outbreak.
Maps come in all shapes and sizes. Since
most of the action takes place in the "theater of the mind", the map does not have to be to scale and every inch of it does not have to be detailed. This is not a miniatures game, but
miniatures can be used for reference, if the ZM desires.
The kind of Map you use depends a lot on
your resources. A hand drawn map allows you to tailor the Locale entirely to your needs, however, not everyone (myself included) has that kind of skill.
Libraries are great sources of maps from all over the world. Tourist locations provide some awesomely detailed full-color maps that are
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perfect for a night's play. I've run Outbreaks set in amusement parks, zoos, shopping malls, and
college campuses using only the free maps handed out at the door.
Ultimately, however, Google search is your best friend when it comes to quickly finding a
map for your next Outbreak. Maps of buildings, deck plans, and even cities are all readily available with just the click of a button.
And last but certainly not least, don't be
afraid to raid other zombie-genre board games, video game walkthroughs, and other roleplaying games for ideas. Many of these products come
with ready-made maps, reusable tiles, and even zombie miniatures that are perfect for a TZE Outbreak. A list of applicable zombie games is provided in the Appendix, so be sure to check
them out.
FEATURES
Features are any major locations or hazards shown on the Map. These could be buildings, crash sites, oil rigs, rivers, water towers,
chasms, amusement park rides, garages, bonfires, bridges, or any other interesting site the ZM wants to include.
The ZM should make note of the major
Features and their contents before the start of the game in case the players decide to explore them. Contents can include any type of Gear,
including weapons, armor, equipment, or even clues to the Cause, Escape, or Endgame.
Example: The Map contains a sporting goods
store. The ZM determines that the store
contains Weapons (bows, crossbows, hatchets,
baseball bats, knives, etc.), Food Rations
(energy bars and sports drinks), and supplies
(backpacks, duffel bags, camping equipment,
etc.).
The contents of a Feature may also be people and/or zombies. This creates preset
encounters designed by the ZM that can lead to some interesting combats or roleplaying.
Example: The ZM also decides that a CDC
scientist is hiding inside the sporting goods
store mentioned above. If befriended (through
actions and/or a Reaction Roll) the scientist
may offer up a Clue, letting the characters know
that the only way out of the Locale is through
an old sewer line hidden beneath the comic
book store across the street.
At the ZM's discretion, some Features may also provide special bonuses to Task Rolls or Attack Rolls. These bonuses should generally be
of limited duration.
Example: The Map of a town square Locale
contains a church. The ZM determines that
characters sniping at zombies from the bell
tower gain a +1d6 to their Attack Roll.
However, after 2d6 Turns, zombies surround
the church and attempt to batter down the
doors.
CONTAINMENT
A proper Locale includes some type of Containment that prevents the characters from just walking away to freedom. The ZM should design the type of Containment before the
Outbreak begins and then introduce it during gameplay, preferably when the characters try to flee to safety.
Sample Containments
The following containments are common tropes of the zombie apocalypse genre. Types
of Containment may be combined to make them even more effective. For example, the effectiveness of a Fence may be enhanced by a Military Presence shooting survivors who try to
climb over it.
Gas
Toxic gas surrounds the Locale. Anyone who
enters it chokes to death, burns to death, collapses from a neurotoxin, etc. Who placed the gas there and why? Those are questions that may or may not be answered during play.
Fences and Walls
The Locale is surrounded by fences or walls. Preferably tall fences with concertina wire or
concrete walls designed for defense. Or perhaps the Outbreak occurs inside an enormous underground facility. Zombies can't get in, but survivors can't easily get out either, so it's kind
of a wash.
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Military Presence
The military has been mobilized to contain
the Outbreak. This means surrounding the Locale and shooting any survivors who try to escape. Minefields and remote-controlled drones may also be used to secure a perimeter. Can
the characters talk their way past the nearest checkpoint or do they get blown away before they can approach?
Mysterious Fog
A mysterious and impassable fog surrounds the Locale. Those who enter lose all sense of direction. Maybe they are never seen again, or
maybe they return to a different part of the Locale, or perhaps they are eaten by zombies or some other horror lurking in the mist. The mysterious fog is a common trope encountered
during supernatural Outbreaks.
Terrain
Terrain features such as tall cliffs, lava flows,
briar patches, deadfalls, ravines, and canyons can make escaping a Locale almost impossible. Do the characters have enough wilderness skills to navigate through the various hazards?
Waterways
Waterways include rough ocean waves, fast-flowing rivers, and flash floods that can keep a Locale contained. Can the characters find a boat
or build a raft before they are eaten by zombies?
Wildfires
A wildfire is a great way to contain a Locale and add some burning zombies to the mix. It also provides a good "time clock" that keeps the action moving towards the Endgame as the fires
close in from all sides. Is there a safe place to wait out the fires or will the characters become crispy critters?
Zombie Horde
The relentless zombie horde is the ultimate deterrent to preventing characters from leaving the Locale. After all, if there are more zombies
outside than in, what exactly are they escaping to?
EVENTS
The ZM is encouraged to include a number of Events in every Outbreak. These are interesting events and encounters introduced over the
course of the game to break up the cycle of looting buildings and killing zombies.
The ZM should introduce an Event about every 10-15 minutes of real time, or whenever
there is a lull in the action. Some events may encourage PC interaction while others occur whether or not the PCs decide to participate.
Sample Events
The following sample Events may be included in any Outbreak. The ZM is free to detail these
events as minimally or thoroughly as needed. These sample events are presented only as a guide—the ZM is encouraged to design his own and tailor them to fit the current Outbreak.
EVENTS
1 Curiosity 2 Gear 3 Survivors
4 Threat 5 Vehicles 6 Zombies
Curiosity
1 Baby Crying
2 Gunshots 3 Music 4 News Broadcast
5 Noisy Trash 6 Phone Rings
Baby Crying
The characters hear the sound of a crying
baby. Is it a helpless infant, a recording, or a zombie child?
Gunshots
The characters hear the sound of gunfire in
the distance. This may be used to foreshadow the Escape or the Endgame, if the ZM desires.
Music
The characters hear music playing over the PA system or coming from an abandoned
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vehicle. 1d6 zombies are in the area trying to locate the sound and more are likely to arrive
soon.
News Broadcast
A news broadcast comes over a radio, computer screen, or television set. This
broadcast can be used to provide directions to a safe haven or foreshadow the Escape or the Endgame, if the ZM desires.
Noisy Trash
The characters hear strange digging sounds coming from a large dumpster or trash bin. Is it rats, survivors, or the zombified corpse of
someone who was murdered before the Outbreak began?
Phone Rings
A telephone or cell phone starts ringing. If
the characters answer it in time, they receive a Clue. However, 1d6 zombies are attracted to the sound as well.
Gear
1 Broken Weapon 2 Extra Meds 3 Found Weapon
4 Hidden Clue 5 Missing Item 6 Spoiled Food
Broken Weapon
One character chosen at random realizes that his best weapon is broken. A Wits Roll is required to fix the weapon.
Extra Meds
One character chosen at random realizes his First Aid Kit is good for two uses instead of one.
Found Weapon
The characters discover a bloody weapon lying in the open. The ZM can decide the type of weapon or roll on the Weapons entry of the
Scavenging Table.
Hidden Clue
One character chosen at random uncovers a Clue. The ZM is free to determine the nature of
the Clue.
Missing Item
One character chosen at random discovers
that he has dropped an item and it cannot be found. Roll 1d6: (1) Weapon, (2-3) First Aid Kit, (4-6) Food Ration.
Spoiled Food
One character chosen at random discovers that one of his Food Rations has spoiled and become inedible.
Survivors
1 Ambush 2 Failed Escape 3 Fortifications
4 Last Stand 5 Military Sweep 6 Mob
Ambush
A group of survivors have prepared an ambush site to attack zombies and rob other survivors. The characters must make a Wits Roll
in order to spot the ambush before it begins. The ZM should prepare stats for the ambushers beforehand.
Failed Escape
The characters see a group of survivors attempting to escape the Locale. The NPCs might be climbing a fence, boarding a helicopter, or launching a ferry. The characters
are free to join them. The attempt is doomed to failure, but the PCs might not realize this until it is too late.
Fortifications
The PCs encounter a group of NPCs who have fortified a building, large vehicle, bomb shelter, or compound against zombie (and human)
attacks. The NPCs have stockpiled plenty of weapons and supplies. A Reaction Roll may be required in order for the PCs to gain entry. Or
perhaps the NPCs offer to trade the characters for items they lack (such as Food Rations or First Aid Kits).
Last Stand
The characters see a group of survivors being swarmed by zombies. The NPCs die if the PCs do nothing to intervene. If the characters
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assist, the NPCs reward them with an item of
Gear.
Military Sweep
A team of CDC scientists and heavily armed
soldiers have been ordered to kill all zombies
and survivors in the Locale in order to contain
the Outbreak. If the characters survive the
assault, they can strip the dead soldiers of
weapons and supplies.
Mob
A mob of armed survivors are roaming the
Locale, killing zombies and robbing other
survivors. The PCs may have to make a
Reaction Roll to avoid becoming their next
victims.
Threat
1 Downed Power Line
2 Explosion!
3 Improvised Weapon
4 Out of Control Vehicle
5 Rampaging Animal
6 Unstable Floor
Downed Power Line
A truck has slammed into a power pole and
the ground is littered with live wires. If the
characters are forced into the wires (by a
pursuing horde of zombies for example), each
character must make an Agility Roll to navigate
their way through or suffer 2d6 Health points of
damage. Creative players may be able to turn a
downed power line into a Zombie Buster-type
weapon.
Explosion!
Something on the Map explodes in flames.
This could be a gas line, a vehicle, or an actual
explosive device. Any characters caught nearby
must now contend with flaming zombies.
Improvised Weapon
The characters might see a way to kill a large
number of zombies all at once. Perhaps a bridge
is crumbling and ready to fall, or zombies can
be lured into a pool of water during a lightning
storm, or perhaps a pit trap can be dug with a
front-end loader. The characters should know
that the fewer zombies around, the better their
chance for survival.
Out of Control Vehicle
A runaway car, helicopter, or even a derailed
train is heading straight for the group. Every
character must make an Agility Roll or suffer
1d6 Health points of damage. When the smoke
clears, they may have to fight any zombies who
were trapped inside.
Rampaging Animal
A large animal such as a bull, bear, rhino, or
elephant has broken free from its cage or been
chased out of its habitat by hungry zombies.
The animal is enraged and attacks everything in
sight. This encounter may escalate even further
if the beast is killed and the Outbreak includes
animal zombies.
Unstable Floor
The floor (or ground) gives way. Each
character must make an Agility Roll or suffer
falling damage (see Damage From Falling).
The character(s) must also contend with any
zombies lurking in the rooms or sewers below.
Vehicles
1 Blockade
2 Downed Aircraft
3 Jackknifed Semi
4 Military Vehicle
5 Scouting Mission
6 Siren or Alarm
Blockade
A line of vehicles has been used to block an
alley or street. The ZM is free to determine who
put it there and why.
Downed Aircraft
A helicopter or airplane has crashed into the
side of a building. Characters who dare to enter
the building may collect 1d6 First Aid Kits and a
handgun (+2d6) from the wreckage, however,
they most likely have to contend with several
flaming zombies.
Jackknifed Semi
A semi has jackknifed in the middle of the
street. The trailer may contain any type of
cargo including Food Rations (like boxes full of
Snowballs), a mob of illegal immigrants (now
turned into ravenous zombies), or even a
nuclear missile destined for a nearby base.
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Military Vehicle
An abandoned military vehicle is located out
in the open. This may be a truck, Humvee, helicopter, or even a tank. A Wits roll may be required to get it started and/or make use of any weapons and armaments it might have.
Scouting Mission
The characters see a medical or military helicopter pass slowly by overhead. This event can be used to foreshadow the Escape or the
Endgame.
Siren or Alarm
A siren or car alarm suddenly begins blaring.
If the siren comes from a police car, fire truck, or ambulance, the characters may be able to scavenge some useful Gear. Unfortunately, 2d6 zombies are also attracted by the noise.
Zombies
1 Evolved Zombies 2 Helpless Zombies
3 Observant Zombies 4 Siren's Call 5 Targeted 6 Zombie Relative
Evolved Zombies
The characters see 1d6 Evolved zombies walking amidst the herd. The characters may witness one of their evolutions in action when
the zombies attack another group of survivors, or they may experience it themselves.
Helpless Zombies
The characters encounter 1d6 trapped zombies. The zombies may be stuck in a pit, hung up in a barbed-wire fence, or locked in a cage for reasons left to the ZM.
Observant Zombies
The characters encounter a pack of observant zombies who sniff out their hiding
place no matter how good it is and pursue them relentlessly.
Siren's Call
All the zombies in sight suddenly stop what
they are doing and cock their heads to the side as if they all hear the same thing. The zombies then proceed en masse in the same direction.
The ZM may decide the reason for this behavior if the characters decide to follow them.
Targeted
A pack of 1d6 zombies appears and targets one character chosen at random. All damage inflicted on the PCs during Mass Combat must
be subtracted from the targeted character first.
Zombie Relative
During the next zombie battle, one character chosen at random encounters a zombie who
was related to him in life. This may have been his mother, father, sister, etc. The character must make a Wits Roll or be stunned for the
remainder of the scene, during which time a 6 is needed for success on all Task Rolls and Attack Rolls.
ESCAPE
The ultimate goal of every TZE Outbreak should be to Escape the Locale before the
Endgame occurs. The ZM should provide at
least one means of Escape to every Outbreak. This is the only bona fide sure method to
survive the night and live another day. Clues that point to the Escape should be introduced no later than halfway through the Outbreak.
Sample Escapes
The following sample Escapes may be introduced by the ZM.
Evac
The characters learn that a helicopter, train, 5-ton truck, tank, etc. will be arriving soon to rescue any survivors. The PCs may have to find
a working radio to make contact with the rescuers or locate another survivor who knows where and when the evac will occur. Or maybe they run into a special-ops team awaiting
rescue and have to bargain their way aboard.
Kill 'em All
In some cases, there may be no Escape,
forcing the characters to kill all zombies in the Locale in order to survive. This can become quite difficult as most characters are not equipped for prolonged combats. Ambushes,
traps, and other ingenious use of terrain
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features may help the characters survive the night.
Recovery
The characters are contacted by someone outside the Locale who offers to rescue them only if they can recover an item. The item could
be a priceless jewel, a certain laptop computer, an antidote, or even a person. The characters must recover the item and then reach the evac point to Escape.
Ritual or Ceremony
The characters must complete an arcane ritual or religious ceremony in order to survive.
The ritual might lay all zombies to rest or open a supernatural gateway that transports the PCs out of the Locale. The ritual may be found in an old book, computer file, or written on the walls
of a secret holy site. The details of the ritual and the supplies needed to complete it may even be broken up into several parts and
scattered across the Locale.
Shelter
The characters must fortify an adequate shelter in order to survive the zombie
apocalypse. In this case, Escape means gathering food, weapons, and enough raw materials to barricade doors and windows until help arrives.
Tunnel
The characters learn of an escape tunnel that can lead them safely out of the Locale. The
characters may have to obtain a more detailed map or schematic of the Locale in order to locate the tunnel. Or they may have to rescue someone who knows where it is. The tunnel
itself may have to be cleared of zombies before the characters can Escape.
Vehicle
The characters must obtain a working vehicle in order to escape the Locale. This might be a car, truck, bus, train engine, or even a tank or helicopter. The vehicle should need repairs,
power cells, or fuel, forcing the characters to go on a scavenger hunt throughout the Locale to obtain the necessary parts.
ENDGAME
Every Outbreak finishes with an Endgame. The Endgame is determined at the beginning of the night, when the ZM decides how long the
game will last, usually anywhere from sixty minutes to four hours of "real time". Once this time has elapsed, all PCs who have not Escaped the Locale are killed in spectacular fashion.
During gameplay, the ZM should find some way to convey the type of Endgame to the players. Knowing that their doom is fast
approaching is a good way to keep things moving forward.
If the characters manage to Escape in time, the ZM should speed up the Endgame for a
more dramatic ending scene.
Example #1: The characters lift off in the
helicopter just as the zombie horde surges onto
the roof.
Example #2: The characters escape on the
underground train just as the mutant zombie
Warbeast breaks onto the loading dock.
Example #3: The characters speed away
from the island on a boat just as the volcano
erupts and rivers of lava wash over the zombie
horde.
Sample Endgames
The following Endgames may be used as inspiration by the ZM.
Annihilation
At some point, the government decides to cut its losses and bring down the thunder. This
might take the form of an air strike by fighter jets, naval bombardment, or even the launch of a tactical nuclear missile. 'Murica!
Big Bad Arrives
A nigh-unstoppable monster arrives and begins killing zombies and survivors. This trope is most common during viral Outbreaks. Maybe
the characters can find some way to stop it; maybe they can't.
Natural Disaster
Natural disasters include earthquakes,
wildfires, cave-ins, floods, tornados, volcanoes, sinkholes, and any other type of natural
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catastrophic event. Natural disasters should be tailored to the type of Locale. For example, a
hurricane would be more appropriate to an island Locale than a cave-in.
Unnatural Disaster
Unnatural disasters include interdimensional
rifts, demonic entities, comet strikes, alien invasions, or any other gonzo way to end the scenario (or the world!). Unnatural disasters should be heavily linked to the Cause, and the
characters should be able to accumulate plenty of Clues during the Outbreak to know what's coming.
Zombie Horde
If films, books, and video games have taught us anything, it's that you can't outrun the zombies forever. Sooner or later, the Locale will
be overrun and everyone inside will join the ranks of the undead. Thank you and goodnight.
OTHER TYPES OF OUTBREAKS
The default TZE Outbreak is set in modern day America. However, some ZMs may wish to
change up the setting a bit.
Cowboys and Zombies
Gold miners and prospectors are returning to
town with tales of the dead rising from their graves. Maybe their diggings have uncovered an ancient horror or maybe the local Native American medicine man is to blame. Or perhaps
a hanged Outlaw and his gang have returned from the dead to plague the good people of Shady Gulch. Will the sheriff and his posse be
able to contain the Outbreak before it spreads to the civilized lands back East?
Dead Outside
The players stat themselves and their friends and family members up, and then place the character sheets into the bowl. The Outbreak
starts RIGHT NOW as all hell breaks loose outside. How prepared are you and your fellow gamers for the zombie apocalypse? Will you stick together, or will you split up and try to
make it home? How quick will you be to off your high school buddy once he's been bitten?
Honor of the Zombie
The kyonshi and oni of Japanese mythology and folklore can be used to launch a zombie Outbreak in the Land of the Rising Sun. Or perhaps a Japanese megacorporation has
accidentally(?) released a virus that causes the dead to rise. Get ready for a barrage of martial arts action, iron kanabos, bo staffs, katanas, and throwing stars as the PCs try to protect the
innocent people of Japan. Can they maintain their honor during the apocalypse, or will they flee in disgrace from the zombie horde?
Operation: Desert Zombie
After centuries of war in the Middle East, it was only a matter of time before the dead
started to rise. Maybe an ancient prophecy is coming to pass, or a powerful mummified zombie was resurrected after his pyramid was
defiled, or perhaps a weaponized nerve agent had unexpected results. Can the PCs negotiate a truce between warring Middle Eastern factions long enough to fight a common enemy?
Sir Zombalot
What was believed to be a peasant revolt is actually a zombie Outbreak set in medieval
times. Maybe the evil Witch of the Fens is to blame or maybe God is punishing the Wicked. Either way, you must don knightly armor,
saddle your warhorse, and call forth the banners to defend your lands. This may take place in a pseudo-historical setting or a pure fantasy realm. Can the King's loyal retinue halt
the advance of the zombie horde?
World Gone Mad
TZE is designed for a night of zombie horror
that takes place at the start of the Outbreak. However, some ZMs may wish to start the game days, weeks, months, or even years after the
Outbreak has begun. The characters should be seasoned veterans (7 points to divide amongst Abilities), who are more hardened to terrible sights (fewer Wits Rolls for horrific sights) and
equipped with better Gear. The ZM can follow the same format of a standard Outbreak, and even introduce goals other than Escape (such
as rescue, scavenging, data retrieval, etc.). How long can the PCs survive in this world gone mad?
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Zombies in Spaaaaaaace!
The galaxy is full of mysteries and secrets that are best left buried. A capital ship is located adrift in space, with no life forms detected aboard. Unlife forms, however, are
another matter. What happens when a salvage crew brings more than just junk with them to the nearest space dock? Or what happens when the PCs land on a planet that appears deserted
until the dead begin to rise after nightfall?
Zombus Maximus
The Outbreak occurs during the heyday of the Roman Empire. Maybe the gods are angry, or some evil patrician has found a way to get the most out of his dead gladiators, or perhaps
Julius Caesar has returned from the dead to take revenge upon his murderers and the city that reveres them. Or maybe that man from
Nazareth was just the first of many returning from the dead. When zombies attack a coliseum full of people, bring on the undead gladiators, zombified lions, and zombie charioteers!
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SAMPLE NPCs
The following sample NPCs may be
encountered during most urban Outbreaks. The ZM is free to adjust Ability scores and Gear as needed, and use these NPCs as pregenerated characters.
Burly Construction Worker
Abilities: Muscle (3) Agility (2) Wits (1) Health: 3
Gear: cordless drill (+1d6), hammer (+1d6), razor knife (+1d6*), hardhat
The Burly Construction Worker is big and
strong, but not too bright. He's good at carrying supplies, forcing doors open, and bashing in zombie skulls. Make friends with the Burly Construction Worker, because he might be the
only one strong enough to lug you back to safety after you've been wounded.
Cocky Kid
Abilities: Muscle (1) Agility (2) Wits (1) Health: 1 Gear: slingshot (+1d6), baseball bat (+1d6),
cell phone, purse
The Cocky Kid was a typical pre-teen who liked shopping, music, and anything from Apple. Now she's trying to survive long enough to find
out what happened to her parents.
CDC Scientist
Abilities: Muscle (1) Agility (2) Wits (2) Health: 1 Gear: yellow biohazard suit, geiger counter,
First Aid Kit, satellite phone
Everyone is looking to the Center for Disease Control (CDC) to figure things out, but the truth is, they're just as lost as everyone else. The CDC Scientist is searching for a secure
laboratory and living and unliving test subjects to experiment on. Maybe he'll find a cure. . .or
maybe he'll cause the virus to mutate into
something much worse than zombies.
Crotchety Senior Citizen
Abilities: Muscle (1) Agility (1) Wits (2)
Health: 1 Gear: cane (+1d6), AARP card
The Crotchety Senior Citizen has lived through several wars, gas shortages, and
Democratic presidents, so is not afraid of the zombie apocalypse. Walkers. Pfft. Back in his day, zombies could talk. And they were twice
the size of a human. And you didn't run from them, you stayed and duked it out. And that's the way it was in my day, and we liked it!
Cunning Cannibal
Abilities: Muscle (2) Agility (1) Wits (2) Health: 2 Armor: 1 Gear: Makeshift Armor (thick leather apron),
hunting rifle (+2d6), cleaver (+1d6), assortment of butcher knives (+1d6*), sketchy-looking Food Rations
The zombie Outbreak has just begun and food is still plentiful, but the Cunning Cannibal has been waiting all his life for an excuse to eat people. The Cunning Cannibal inserts himself
into a group of survivors, hoping to catch one of them alone. Then it's dinner time!
Dedicated Police Officer
Abilities: Muscle (2) Agility (2) Wits (2) Health: 2 Armor: 2 Gear: Modern Armor, shotgun (+3d6),
handgun (+2d6), baton (+1d6), First Aid Kit, police radio, police car
The Dedicated Police Officer watched things go from bad to worse in her community, even
before the dead began to rise. Fed up with all the Weaselly Lawyers and Shady Politicians, she
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was just about to retire. Now, however, honest citizens need her like never before.
Doctor Malpractice
Abilities: Muscle (1) Agility (1) Wits (3) Health: 1
Gear: 1d6 First Aid Kits, scalpel (+1d6*), medical bag, stethoscope, pager
Doctor Malpractice was in the middle of a major lawsuit when the dead started rising. He
sees the current crisis as a blessing in disguise and has decided to redeem himself by helping others whenever he can.
Grease Monkey
Abilities: Muscle (2) Agility (2) Wits (2) Health: 2
Gear: monkey wrench (+1d6), pocket knife (+1d6*), greasy coveralls, tow truck
The Grease Monkey is a wiz at fixing things,
especially cars and trucks, which makes him an asset to any group of survivors. He's also got a tow truck which is useful for running over zombies and towing wrecked vehicles out of the
way.
Gun Nut
Abilities: Muscle (1) Agility (3) Wits (1)
Health: 1 Armor: 2 Gear: Modern Armor, 1d6 handguns (+2d6),
assault rifle (+3d6), duffel bag, American flag,
pickup truck
The Gun Nut knew the end of the world was coming soon, but always figured it would be the Russians or them Ay-rabs would be responsible.
He's geared up and ready to blow away anyone who won't wave a flag or swear on the Bible.
Happy Thug
Abilities: Muscle (3) Agility (2) Wits (1) Health: 3 Armor: 2 Gear: Modern Armor, handgun (+2d6),
switchblade (+1d6*), Food Ration, First Aid Kit, stolen sports car
The day the dead began to rise was the best day of the Happy Thug's life. Now he can loot
and pillage to his heart's content, as long as he can dodge zombies and avoid the Dedicated Police Officer. Happy Thugs tend to band
together in groups of 2d6 in order to make life difficult for decent folk.
Martial Artist
Abilities: Muscle (2) Agility (3) Wits (2) Health: 2
Gear: katana (+3d6), throwing stars (+1d6), nunchuks (+1d6)
The Martial Artist seeks to uphold the balance between the physical world and the
spiritual world. Zombies upset that balance. Therefore, they must be eradicated in order to restore harmony.
Oblivious Bus Driver
Abilities: Muscle (1) Agility (2) Wits (1) Health: 1
Gear: uniform, bus
The Oblivious Bus Driver clocked in for work this morning and decided not to clock out. He
drives his normal route and is unwilling to believe the truth of what is happening, even with a dozen zombies clinging to the side of his transit bus.
Overwhelmed Soldier
Abilities: Muscle (3) Agility (2) Wits (1) Health: 3 Armor: 2
Gear: Modern Armor, assault rifle (+3d6), handgun (+2d6), bayonet (+1d6), military radio, 1d6 Food Rations, First Aid Kit, backpack
The Overwhelmed Soldier has been fighting zombies since the start of the Outbreak and realizes things are only getting worse. His superiors have kept him the dark most of the
time, but he may or may not know more about the zombie apocalypse than he lets on, especially if he is found working with a CDC Scientist.
Protective Teacher
Abilities: Muscle (1) Agility (1) Wits (2)
Health: 1 Gear: Food Ration
The Protective Teacher had a room full of schoolchildren when the dead began to rise.
She herded them into the basement where she thought they'd be safe. Unfortunately, the janitor had died of a heart attack and was
waiting for them. The Protective Teacher is
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terrified, but still tries to help other survivors, especially children.
Righteous Preacher
Abilities: Muscle (1) Agility (1) Wits (3) Health: 1
Gear: candlestick spear (+2d6), cross necklace, Bible
The Righteous Preacher sees the hand of the Devil orchestrating the zombie apocalypse. Not
content to sit idly by while his flock is slaughtered, the Righteous Preacher has rallied his congregation to fight back using a
combination of grit, determination, and prayer.
Shady Politician
Abilities: Muscle (1) Agility (1) Wits (3)
Health: 1 Gear: suit and tie, extra campaign pins,
candy to hand out to children
The Shady Politician is always looking for the next photo op. Whether it's ground to break, babies to kiss, or causes to picket, all he wants to do is make the front page. The Shady
Politician has a knack for manipulating people that might help him convince others to protect him or talk his way into a barricaded building. Or it might not.
Sleep-Deprived Trucker
Abilities: Muscle (2) Agility (2) Wits (1)
Health: 2 Gear: tire iron (+1d6), coffee mug,
eighteen-wheeler
The Sleep-Deprived Trucker has been
drinking energy drinks and popping No-doze for the past week. He can drive anything with wheels, but he's so wired up right now he can't stay in one place for long. The Sleep-Deprived
Trucker would be a huge asset to a group trying to reach the nearest safe zone.
Stressed Out Paramedic
Abilities: Muscle (1) Agility (2) Wits (2) Health: 1 Gear: stiletto knife (+1d6*), 1d6 First Aid
Kits, ambulance
The Stressed Out Paramedic has seen her share of blood and death, but nothing even
comes close to the zombie apocalypse. She's
been running calls all day long, transporting survivors to the hospital, and trying to keep
from being eaten. She's strung out on coffee and hasn't eaten in hours, and it's finally starting to take its toll on her sanity.
Tough Firefighter
Abilities: Muscle (3) Agility (2) Wits (1) Health: 3 Gear: fireproof gear, fireman's axe (+3d6),
fire truck
The Tough Firefighter was on duty at the station when the first zombie attacks occurred.
He and his partners decided to hole up in the fire station until things returned to normal. He only goes out to help rescue other survivors or assist Stressed Out Paramedics and Dedicated
Police Officers.
Typical Gamer
Abilities: Muscle (1) Agility (2) Wits (2) Health: 1 Armor: 1 Gear: Makeshift Armor, LotR replica sword
(+2d6), Food Ration, First Aid Kit, zombie
apocalypse survival book
The Typical Gamer has been planning for the zombie apocalypse for years. Once the dead started to rise, she strapped on some makeshift
armor, grabbed her elven sword, and hit the streets in search of other survivors. If she can reunite with her gaming group, the world just
might stand a chance.
Note: 1 in 6 Typical Gamers have an actual suit of replica armor (Armor 3).
Weaselly Lawyer
Abilities: Muscle (1) Agility (1) Wits (2) Health: 1 Gear: suit and tie, briefcase (treat as
woman's purse for carrying purposes)
The Weaselly Lawyer made the mistake of chasing the wrong ambulance. When zombies
ate the paramedics, he knew it was time to skedaddle. Now, after years of exploiting loopholes in the criminal justice system, he's hoping there are still a few Dedicated Police
Officers out there willing to protect him from the zombie horde. The only thing you can count on from the Weaselly Lawyer, however, is that
he'll abandon you in a pinch.
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ALL ABOUT ZOMBIES
Zombies. Walkers. Shamblers. The Walking
Dead. Biters. Rotters. Zeds. Z's. Deadites. They've been called different things by different people, but they all pretty much follow the same rules. They were once living. They died.
They came back to walk the earth as one of the undead and can now only be stopped by destroying the brain.
Zombies live only to feed on the living. They
are attracted by loud noises, but shy away from open flames. Zombies often travel in packs, which grow in size as they overrun their victims.
Once a zombie catches sight of prey, it follows them tirelessly unless distracted by something else. This means that characters fleeing a zombie horde had best sleep with one eye open.
There are several different types of zombies available to the ZM, but not all of them are appropriate for every Outbreak. The ZM should
determine which types of zombies will be present before the game begins.
WALKERS
Abilities: Muscle (1) Agility (1) Wits (1)
These are your typical, slow-moving, flesh-eating zombies. They are easy to avoid on open
ground and are only dangerous in large numbers.
BRUTES
Abilities: Muscle (2) Agility (1) Wits (1)
These zombies are slow-moving, but are
bigger, stronger, and more aggressive than the typical Walker. A pack of Brutes can quickly overwhelm a small party of survivors.
RUNNERS
Abilities: Muscle (1) Agility (2) Wits (1)
These are the scary kind of "fast" zombies
that no one wants to meet. They often mingle with other types of zombies and are indistinguishable from Walkers until they start moving. Once prey is sighted, they take off with
a burst of speed and relentlessly pursue their victims. Up to eight Runners can attack a single human each Turn, instead of the normal six.
EVOLVED
Abilities: as per type
Evolved zombies are Walkers, Brutes, or Runners that have adapted and developed strange new skills or special abilities. An Evolved zombie should have between one to
three evolutions. A few sample evolutions are listed below, but the ZM is free to design more.
Acid Spittle: The zombie's bile and stomach juices constantly reflux into its mouth, turning
his saliva to acid. The zombie adds +1d6 to its melee Attack Roll and may develop creative ways to use this ability (such as a spitting
attack or dissolving deadbolts), at the ZM's discretion.
Big Swole: The zombie is larger and stronger than its brethren, having 3d6 Muscle and 3
Health points.
Charged: The zombie has either been struck by lightning, stepped on the third rail, or
touched a downed power line. The zombie's hair stands on end and its eyes crackle with sporadic bursts of energy. The zombie inflicts +1d6 damage during combat and its touch shorts out
mechanical and electronic devices (such as vehicles or electrified fences). The zombie is
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particularly susceptible to water, however, and suffers 1d6 Health points of damage when
splashed or 3d6 Health points of damage when entirely immersed.
Chomper: The zombie's bite is unnaturally strong, adding +1d6 to its melee Attack Roll.
Claws: The zombie's fingernails have hardened into claws, adding +1d6 to its melee Attack Roll.
Dead Man's Gaze: The zombie's features are
so horrifying that each character must make a Wits Roll or be stunned and unable to act for one Turn.
Explosive Regurgitation: The zombie is able to vomit forth the contents of its stomach at anyone standing within melee range. Any character hit by the vomit must make a Wits
Roll or become nauseated for the rest of the Scene. During this time, the character must roll a 6 to succeed on any Task Roll or Attack Roll.
Flame Retardant: The zombie's skin absorbs moisture from the surrounding air, giving it a sickly sheen. This sheen prevents the zombie from catching fire.
Floater: The zombie is bloated and swollen with decaying gases. The gases make it buoyant and able to float on water. Other zombies may latch onto the zombie as if it were
a raft.
Hard Bones: The zombie's bones are unnaturally strong. Bladed weapons
automatically get stuck in them for the remainder of the Scene unless the character forgoes an Attack Roll and succeeds on a Muscle Roll.
Intestinal Attack: During combat, a ropy mass of the zombie's intestines slither out of a gash in its stomach and aid its attack. The
intestines wrap around the arms of one character, leaving him unable to use his primary weapon. The intestines have one (1) Health point. The character can decide whether or not
he is attacking the zombie or its intestines.
Irradiated: The zombie has been exposed to some type of radiation. In TZE, radiation can do extraordinary things to a zombie including
increasing its Muscle, Agility, and Wits, or mimicking other evolutions such as Jumper or
Tough Skin. Direct contact with an Irradiated zombie (such as during melee combat) may
require the characters to make a Muscle Roll or permanently lose one (1) point of Muscle or Agility, at the ZM's discretion.
Jumper: The zombie's legs are extremely
powerful, allowing it to leap up to twenty feet in any direction and still attack in the same Turn.
Leader: The zombie is capable of tool use, solving simple problems, and directing other
zombies.
Maggoty: The zombie's body is full of maggots. When the zombie is struck in melee
combat, a shower of maggots splatters its attacker. The character must make a Wits Roll or become nauseated for the rest of the Scene. During this time, the character must roll a 6 to
succeed on any Task Roll or Attack Roll.
Memories: The zombie has retained a number of memories from its former life and is
able to clumsily perform a handful of simple, repetitive tasks. These tasks may be comical (such as a zombie playing a guitar) or dangerous (such as a zombie raising a toll
bridge at the wrong time).
Nimble: The zombie is particularly adroit, having 3d6 Agility.
Putrid Belch: The zombie's bloated stomach
is full of decaying gases. When struck in melee combat, this gas noisily belches forth in a noxious cloud. Its attacker must make a Wits
Roll or become nauseated for the rest of the Scene. During this time, the character must roll a 6 to succeed on any Task Roll or Attack Roll. In addition, the gas is flammable. If the zombie
is on fire, the belch adds +1d6 to its melee Attack Roll. (This extra die is rolled after the ZM determines it has been struck.)
Thrower: This zombie has learned how to throw missiles such as hammers, rocks, toasters, or other hard, heavy objects.
Tough Skin: The zombie's skin has hardened
in death, giving the zombie a natural Armor rating of 2.
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MUTANTS
Abilities: Muscle (2) Agility (2) Wits (1)
Zombies infected by a manmade virus often develop strange mutations, some of which
make them almost unrecognizable as zombies. Mutant zombies tend to be more powerful than normal zombies. Unless the characters have stumbled into a research facility, only a few
Mutant zombies should be encountered at a time. A number of sample Mutants are listed below, but the ZM is free to design more.
Plague Dogs: These are guards dogs who have been infected by the virus. Plague Dogs appear as skinless dogs that attack on sight. They have a keen sense of smell and follow
their prey relentlessly.
Tongue Lasher: A Tongue Lasher is a mutated zombie with tiny eyes, clawed hands and feet, and a long, whiplike tongue. The
tongue adds +1d6 to melee Attack Rolls and can be used as a ranged attack, up to a distance of 24'. Their teeth and claws add +2d6
to melee Attack Rolls. Tongue Lashers run around on all fours. They are excellent climbers and prefer to attack while clinging to walls and ceilings, or ambush their prey by leaping from
ventilation shafts.
Marauder: A marauder is a large, muscular zombie-like creature with a tiny bald head and
clawed hands. Marauder's have 3d6 Muscle and long claws that add +2d6 to melee Attack Rolls. Marauders are dim-witted, and usually attack their prey head on.
Flyer: These hairless zombies have gray-green skin and large batlike wings, allowing them to fly twice as fast as a human can run. Their claws add +1d6 to melee Attack Rolls.
Flyers prefer to swoop down, snatch up their prey, and then drop them from great heights. A character grabbed by a Flyer can make a
Resisted Muscle Roll every Turn (including the first) in order to break free of its grasp.
Master: Master mutants appear as hairless zombies with large, exposed brains and 1d6
prehensile tentacles in addition to its normal arms and legs. Each tentacle adds +1d6 to melee Attack Rolls. A Master is extremely
intelligent. It has 3d6 Wits and is capable of
directing other zombies and Mutants to do its bidding. A Master mutant regenerates one (1)
Health point at the beginning of each Turn.
Warbeast: These nine-foot tall monstrosities barely resemble zombies at all. A Warbeast is a genetically engineered killer. It has 6d6 Muscle
and attacks with sharp mandibles and claws that add +5d6 to melee Attack Rolls. Its hardened skin gives it an Armor rating of 3. A Warbeast regenerates two (2) Health points at
the beginning of each Turn.
ZOMBIFIED ANIMALS
Abilities: Muscle (1) Agility (1) Wits (1)
In some very bleak Outbreaks, the infection might spread to animals. If this happens, the
circle of life is broken and humanity is pretty much doomed.
Animal zombies might be Walkers, Brutes, Runners, Evolved, or Mutants, just like humans.
Most animals have a bite (+1d6) and/or a claw attack (+1d6). The ZM is encouraged to customize Abilities, evolutions, and mutations
for any animal zombies encountered during the Outbreak.
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APPENDIX
The following resources can be used as inspiration and mined for ideas to make your Outbreaks more interesting.
films
Night of the Living Dead
Dawn of the Dead
Day of the Dead
Land of the Dead
Night of the Living Dead (remake)
Dawn of the Dead (remake)
Night of the Comet
Resident Evil
Return of the Living Dead
Shaun of the Dead
Silent Hill
The Walking Dead (TV series)
Warm Bodies
World War Z
Z Nation (TV series)
Zombieland
video games
DayZ
Dead Island
Dead Rising
Left 4 Dead
Resident Evil (series)
Silent Hill (series)
State of Decay
The Walking Dead
Urban Dead
board games
Dawn of the Zeds
Dead Panic
Last Night on Earth
Zombicide
Zombie Dice
Zombie State: Diplomacy of the Dead
Zombies!
Zpocalypse
roleplaying games
All Flesh Must Be Eaten
All Things Zombie
Dead Meat: Ultima Carneficina Dello Zombie!
Dead Reign
Hunger: Zombies Must Feed
New World Disorder: Zombie Apocalypse
Rotworld
The End of the World: Zombie Apocalypse