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THE BEGINNING OF THE END . . .

THE STREETS OF ATANTA


It began with a series of wide-spread, random assaults, most of them involving Before the end of the world, metropolitan Atlanta was a city of 5 million+.
victims being bitten by their assailants. Then people started getting sick. A lot of Now, it is largely abandoned and overrun with hordes of the flesheating
people. In no time at all, the hospitals and clinics were overwhelmed with the undead . . .
infected. Anyone who presented with symptoms eventually turned violent and
aggressive. The CDC was called in to manage the crisis, but once rumors of a When the military failed to hold back the outbreak, the city was lost. Since then,
vaccine-resistant, super-virus spread, people started to panic. the power has been out and all lines of communication remain down. Large
portions of urban core have been bombed out and reduced to smouldering,
Riots broke out as local law enforcement agencies struggled to maintain control blackened rubble. Here and there, fires burn uncontrolled, sending clouds of
over the situation. A state of emergency was declared. Both the National Guard thick, black smoke into the air. Every last road and highway in and out of town is
and the US Army were mobilized in an effort to contain the outbreak. The impassible, clogged with countless wrecks and abandoned vehicles.
government urged people to head for the cities where safe-zones had been
established. Even worse, the living dead are nearly everywhere, roaming the barren cityscape
and lurking in the blasted ruins, hungering for human flesh . . .
But by then, everyone realized what what was really happening . . .
Any areas that aren't infested are heavily contested by a variety rival factions at
The dead were walking. The end of the world had come. odds over the city's dwindling resources. Scavengers hunker down wherever
they can find shelter, hoping to avoid the looters and bandits that prowl the
urban core. Squads of heavily armed, rogue soldiers patrol the streets with
orders to shoot and kill anything that moves, dead or otherwise. Meanwhile,
thugs and gang-bangers hole up on their home turfs, ruthlessly defending what's
left of their 'hoods . . .

Up until now, you have managed to avoid Atlanta. You and your group have been
able lay low and stay safe somewhere on the outskirts of the city. But now that
more than a month has passed, your resoruces are dwindling . . .

It's time for a supply run . . . it's time to take to the streets of Atlanta.
STARTING OUT MARIETTA STREET
This large connector bisects downtown Atlanta, leading to the outlaying suburbs
and communities. The last you heard, local law enforcement agencies as well as
At some point, either during the initial outbreak or the subsequent evacuation of state emergency crews had set up blockades and barriers in an effort to contain
Atlanta, you and your group were able to find a safe place to hunker down in the outbreak.
hopes of waiting things out.

You made camp somewhere in the Georgia wilderness, perhaps 10 to 15 miles DOWNTOWN ATLANTA . . .
from the city. It isn't much, just a collection of tents, a single running vehicle, your
dwindling stockpile of resources, and some meagre gear. The urban core of Atlanta is where most of your supply runs will take you. There
are several districts to be found here. They include . . .
You didn't have much when you started out, and you have even less now. Your
supplies have run dangerously low. You have no other choice but to head in to FIVE POINTS
the city in hopes of replenishing your supply pool. The convergence of Marietta Street, Edgewood Avenue, Decatur Street, and two
legs of Peachtree Street. This was the definitive center-point and commercial

GETTING IN . . . heart of downtown Atlanta. Although several stores and shops can be found
here, this area was mostly a business district. It contains the entrance to
Underground Atlanta. FEMA and the CDC had set up command posts here during
Although several major highways, exchanges and connectors lead to down-town the initial outbreak, but the media released images of the dead overwhelming the
Atlanta, most were either shutdown by military blockades before the city fell, or area.
clogged solid with traffic snarls and wreckage during the subsequent evacuation.
As a result, getting into the city core by vehicle is nearly impossible. Supply runs UNDERGROUND ATLANA
into the heart of Atlanta must be done on foot . . . This entertainment district was housed completely underground within the old
viaducts and railway corridors running under Five Points, comprised of many
INTERSTATE 20 retail stores, restaurants and nightclubs located here. When the authorities
This highway runs east-to-west, passing along the southern edge of metro declared a state of emergency, this area was sealed-off, but the news released
Atlanta. During the initial outbreak, the news networks were reporting that large footage of widespread looting and rioting.
portions it, both to the east and west of the downtown core, were impassible
thanks to several spectacular vehicle wrecks and traffic snarls. FARLIE-POPLAR
This collection of commercial and office buildings was built in the 19 th and early
INTERSTATE 85 20th centuries, the tallest reaching as high as 16 stories. It is also home to many
This major artery runs north-to-south, skirting along the eastern edge of public and local administrative agencies. Tucked away here were several fast food
downtown Atlanta. Shortly after the military declared martial law, various media joints and a handful of small retail shops. Much of this area was abandoned
outlets showed images of it blocked solid by a series of army checkpoints and during the outbreak.
massive vehicular congestion.
LUCKIE-MARIETTA
STATE HIGHWAY 10 A former warehouse district, this recently rejuvenated neighborhood featured
This state highway approaches Atlanta from the east. During the evacuation, it's dozens of restaurants and retail shops, as well as several hotels. The last you
outbound lanes became a massive snarl of gridlock. The radio stations and heard, much of this area was devastated by fire.
television broadcasters kept urging people to avoid it. The inbound lanes were
supposedly clear, but that was well over 4 weeks ago. Who knows what condition
they are in now.
PEACHTREE CENTER SONO
Intended to be the new downtown of Atlanta, Peachtree Center was home to This neighborhood was largely comprised of commercial buildings, large
several skyscrapers, convention centres and hotels, shopping galleries and office churches, apartment buildings and boarding houses. It was home to the Emery
buildings. The area featured a shopping mall, several restaurants and a handful of University Hospital. Some low-income housing could be found here as well. The
pubs. The Atlanta Police Department was headquartered here. According to media reported that the National Guard quarantined certain parts of the area
news bulletins, the area was overrun with the infected early on, and parts of it during the initial outbreak.
were bombed by the military.
OLD FOURTH WARD
HOTEL DISTRICT A historically poor neighbourhood that has earned a reputation as a haven of
This strip of downtown Atlanta is dominated by a collection of high-rise hotels, drug trafficking, gang activity, prostitution, and other crime. More recently,
many featuring shops, stores and businesses. This is where the government and however, developers have attempted to reclaim the area, erecting condos and
military planned to temporarily house and shelter anyone who travelled to the modern apartment complexes. There are a few stores and shops here, but most
city from the outlaying county in search of safety. Later, the army bombed it in a of this area is housing. Whole sections of it went up in flames during the riots that
futile effort to keep the outbreak contained, leaving much of in ruins. ensued during the initial outbreak.

GEORGIA STATE UNIVERSITY GEORGIA WORLD CONGRESS BUILDINGS


This sprawling campus incorporates over a dozen buildings, including dorms, This area is where the Army set up an operational command centre. During the
libraries, classrooms, athletic facilities and more. It is also the site of Grady outbreak, many people were brought here to be evacuated. Later on, there was
Memorial Hospital, the largest hospital in the state. FEMA and the National Guard news footage of the dead overrunning the installation. According to news, the
attempted to set up a safe zone here, but it was quickly overrun by the dead. bunker was abandoned and bombed.

CENTENNIAL HILL THE GEORGIA DOME


A largely residential sub-district of downtown Atlanta, Centennial Hill is home to This was a used as a quarantine zone where many of the infected were taken and
high-rise condos, skyscrapers and town-homes. A portion of this neighbourhood locked inside. It is unknown what state it is presently in.
was low-income, public housing. The news networks reported that the area had
been quarantined after martial law had been declared. Fires tore through parts of
this district, and some still smoulder and burn today.

SOUTH DOWNTOWN
This district was home to many city, county, state and federal offices and
buildings as well as countless paved parking lots. Several small retail malls exist
here along with a handful of smaller, lower-income apartments. The Fulton
County Police Department is situated here. Abandoned during the first stages of
the outbreak, according to media reports.

CASTLEBERRY HILL
This area was home to a number of small art galleries, restaurants, coffee shops,
and loft residences. Less than one mile from colleges and universities that make
up the Atlanta University Center Consortium and less than five miles from the
expansive downtown campus of Georgia State University, the area also offered
local shopping, grocery stores, and pubs. Fires raged through parts of this
community as did looting and violence.
RULES SUMMARY
not both, you can do it, but this is what will happen if you do . . .
YOU ARE IMPAIRED You get hit with a temporary condition . . .
SOMETHING UNEXPECTED HAPPENS - The generator quits, gunfire
When you attempt something risky or opposed, the ZM may ask you to roll 2d6 erupts close by, a mob of fleasheaters approaches . . .
and total the results, adding one of your STAT scores based on the action youre YOU LOSE SOMETHING, TEMPORARILY - You drop your revolver and it
taking. The ZM will tell you some of the possible risks before you roll, so you can skitters away out reach, your machete gets wedged in a shambler's skull.
decide if it's worth the risk or if you want to revise your action.
YOU USE UP YOUR STUFF You run out ammo and need to reload, you
exhaust the first aid kit, the batteries in your flashlight go dead . . .
*A 10+ is a SUCCESS. You do it what you set out to do, no problem.
*7-9 is a COMPROMISE. You succeed, but there is a cost or complication.
*A 6- is a FAILURE. The ZM will describe the consequences. If you have the FAILURE
applicable SKILL for the action, you can't fail, but there is still a compromise, and
probably a severe one. A FAILURE means that you do not achieve whatever it was you were attempting
to do. In most cases, the consequences of FAILURE should be fairly obvious. Here
are few ideas . . .
COMPROMISES
THINGS GET WORSE Your shot goes way wide and your enemy closes in
A COMPROMISE means that you still fundamentally succeed, but something bad on you, you fumble with your knife and the fleasheater grabs a hold of
happens as well. The ZM usually decides what the compromise is, but sometimes you, you try and duck out of the way of an incoming blow, but time it
they may defer to you. Here's a few examples . . . wrong and take the full brunt instead.
YOU ARE PREVENTED FROM DOING SOMETHING You can't open the
YOU ONLY PARTIALLY SUCCEED - You deal less damage, you force open door, you can't revive a dying companion in time, you can't fix the
the door but only far enough for one person to squeeze through at a radio . . .
time, you try and dodge but your assailant manages to land a glancing SOMETHING IS CONCEALED FROM YOU - You overlook something
blow anyway. important, you are caught unprepared, trouble gets the drop on you . . .
YOUR ACTION IS COUNTERED You attack an enemy and they attack YOU SUSTAIN DAMAGE - You are caught in a blast, you fall several
you back, the car you just cut off the rams you back, you push your stories, you expose themselves to an enemy's attack . . .
opponent over the railing but they manage to pull you over with them. YOU SUFFER A LONG-TERM OR PERMANANT CONDITION - You break an
YOU BECOME CONFUSED - You lose track of a threat or enemy, you find ankle and are hobbled, you suffer a nasty head injury and are stunned . . .
two doors but aren't sure which leads where, you overestimate or SOMETHING OF YOURS IS BROKEN OR DESTROYED - Your baseball bat
underestimate an enemy . . . snaps in two, your shotgun misfires and warps, your drop the flashlight
YOU GET DELAYED OR SLOWED DOWN - You are momentarily stunned, and it shatters . . .
you slip and lose your footing, you must wait up for a lagging YOU GET SEPARATED - You lose track of each-other, you get split-up, you
companion . . . get captured.
YOU GET DISTRACTED - You are sidetracked by something, something YOU GET SURPRISED - An enemy gets the drop on you, you are caught-
draws your attention elsewhere, your can't hear over all the noise or see footed or unprepared, the floor suddenly gives way . . .
through all the smoke . . .
THINGS ESCALATE - The fire spreads to the next building, the incoming
vehicles suddenly pick up speed, the rain-showers abruptly turn into
thunderstorms . . .
YOU ARE FACED WITH A DILEMMA - You can do one of two things, but
CREATING A SURVIVOR SURVIVAL POINTS
In ZOMBIEWORLD THE STREETS OF ATLANTA, players assume the role of a The longer you stay alive, the better you become at surviving. This is reflected
survivor. Creating your survivor is rather straightforward. Here's how you do it . . . through the accumulation of SURVIVAL POINTS (SP) and ADVANCEMENT. Here's
how it works . . .
Start by printing off a blank SURVIVOR RECORD SHEET.
When you fail a roll, you gain 1 SP.
Next, have a look over the six basic survivor TYPES and choose the one you like When you interact with another player or NPC in a way that reveals or
the best. Write it down in the space provided on your SURVIVOR RECORD SHEET. establishes something new and meaningful about your survivor, you gain
(While well-rounded groups tend to have a variety of different survivor TYPES, it's 1SP
okay if two or more players decide they want to play the same TYPE.) When you showcase one of your survivor's character flaws,
imperfections, or fears, especially in a moment of vulnerability, you gain 1
Once you have decided, come up with a NAME. SP.

Next, flesh out your survivor a little more by filling in their VITALS things like At any time you may cash in an SP to gain +1 to your next roll. For those life-and-
age, height, weight, distinguishing features and occupation. death moments, you may cash in up to 3 SP to gain +3 to your next roll.

After that, you will need to assign modifiers to your survivor's STATS. They are as You may also cash in SP to ADVANCE. When you ADVANCE, you choose one of the
follows . . . following options.

BRAINS are used for tests of intelligence, reasoning and general Gain a new SKILL.
awareness Gain a new ABILITY.
BODY is used for ranged attacks and tests of physical coordination and Improve a STAT by 1 (max +3)
speed
FACE is used for tests of persuasion and manipulation Once you have selected an option, it is no longer available to you the next time
GUTS are used for tests of willpower and intuition you ADVANCE. After you exhaust all options, the list refreshes.
LUNGS is used for tests of stamina and endurance
MUSCLE is used for melee attacks and tests of raw physical strength The first time you ADVANCE, you must cash in 3 SP. The second time you
ADVANCE you must cash in 4 SP, and so on and so forth.
Assign the following array to your STATS as you see fit;
+2, +1, +1, +0, +0, -1.

After that, write down what SKILL your survivor has, followed by whatever
ABILITIES you choose for him or her.

Next, select what STUFF you want to survivor to start out with.

Lastly, you can choose a POLAROID image from the ones included in this play-set
to represent your survivor.
THE CIVILIAN THE SLAYER
The most common TYPE of survivor in the streets of Atlanta is the everyday Survivors who are really good with guns and know how to hold their own in a
CIVILIAN. A CIVILIAN might have been an office drone, a sales clerk, a college kid, fight are called SLAYERS. This TYPE of survivor could have been a cop, a soldier,
a soccer mom, a businessman, a cocktail waitress, a short order cooks, a pump or security guard. He or she also could have been a biker, bouncer, trucker,
jockey, a bus driver, or just about any other ordinary, average person in the world. construction worker, criminals, thug or convict.

A CIVILIAN starts out with their choice of the INTUITION or SOCIABLE skill and A SLAYER starts with their choice of the ATHLETICISM or ENDURANCE skill and
any two of the following abilities: two of the following abilities:
ADAPTABLE Choose a special ability that you have seen/experienced an DURABLE Gain an addition 2 LIFE.
ally demonstrate. You gain that ability. HEROIC When you outnumbered in melee or a shootout and you take
DODGER As long as you are actively defending yourself from enemies damage from an enemy, the ZM must roll twice use the lower result.
and not attacking, when you sustain damage from an enemy attack, the MOBILE - You can sprint in medium armor and run in heavy armor.
ZM must roll twice use the lower result. PUGILIST When attacking unarmed, you deal +1 damage.
DARING Once per day, when you take some action that puts yourself in SCRAPPER - When attacking with a melee weapon, you deal +1 damage.
harm's way in order to help another, you can turn a failure into a SHOOTER - When attacking with a gun or firearm, you deal +1 damage.
complication. SIGNATURE WEAPON Choose a specific weapon or firearm. This is your
FRIENDLY - When you open dialogue with a non-hostile stranger, you can signature weapon. When you roll 12+ when attacking with it, you deal the
gain their trust, if only for the moment. maximum damage.
HARMLESS Living opponents always perceive you as less of a threat TOUGH Once per day, may shrug off half the damage you sustain from
than any ally without this ability. a single attack or effect.
HELPFUL - When you assist someone perform a task to which they have
an applicable skill, they get +1 to their roll. A SLAYER starts out with their choice of the following STUFF . . .
SELFLESS - You may give an ally in your presence some of your SP. They
must spend it immediately. Choose 1 . . .
TALENTED - Gain an additional skill. a KNAPSACK (for carrying stuff, limited to smaller items)
A CIVIVLIAN starts out with their choice of the following STUFF . . . a FLASHLIGHT (for seeing in the dark)

Choose 1 . . . Choose 1 . . .
a BACKPACK (for carrying stuff, excluding large items) a MAGNUM REVOLVER (d6, main-hand, close, armor-piercing) and a
LEAD PIPE (d8, 2-hands, large)
a FIRST AID KIT (for treating wounds & injuries, 3 uses) a SHOTGUN (d8, 2-hands, close, armor-piercing, large, loud) and a
a FLASHLIGHT (for seeing in the dark) BASEBALL BAT (d6, main-hand, thrown)

Choose 1 . . .
a REVOLVER (d6, off-hand, close) and a BASEBALL BAT (d6, main-hand,
thrown)
a PISTOL (d6, off-hand, close, auto) and a TIRE IRON (d4, off-hand,
thrown)
THE SCOUT THE EXPERT
Survivors who are street smart and know the city like the back of their hand are Survivors who are mechanically-inclined are called EXPERTS. This TYPE of survivor
called SCOUTS. This TYPE of survivor may have been a bicycle courier, a delivery could have been an electrician, a general contractor, a back-yard grease-monkey,
driver, a cabby, a teen-aged punk, a wannabe gangsta, a runaway, or a vagrant. a retired handymen, a high-school shop teacher, a maintenance guy, a janitor, or a
do-it-yourself-er.
A SCOUT starts out with their choice of either the DECEPTION or STEALTH skill
and any two of the following abilities: An EXPERT starts out with the HANDY skill and two of the following abilities:
DEFT You can palm small items in plain sight, and conceal them on your FABRICATE Once per day, you can craft simple things out of scrap
person well enough to go unnoticed even if frisked or patted down. parts and everyday items, such as homemade armor and improvised
DIRTY When you and an ally gang up on a single opponent in melee, weapons.
you deal +1 damage. FORTIFIER When you barricade a location, you can do so even without
FLEE - Once per day, you can automatically flee a location by sprinting, the ideal materials.
ducking, or dodging your pursuers. GREASE-MONKEY You can attempt to fix or repair automobiles and
KEEN - When you take the lead out in the streets or while exploring a vehicles without the use of proper tools or parts, or even when rushed.
location, your enemies never get the drop on you. JERRY-RIG - You can attempt to fix or repair items and equipment
HIDE - When you duck under cover while not being observed, your without the use of proper tools or parts, or even when rushed.
enemies can't see or hear you until you move or make noise. QUICK STUDY - When you take the time to study and observe someone
SLICK - When you attempt to slip restraints and wriggle through tight preform a task for which they have an applicable skill, you get +1 to your
spaces, you can do so quickly, quietly and without drawing attention to roll for one attempt if you try and do the same.
yourself. SURVEYOR - You can identify hazards and unsafe conditions in buildings
SNEAKY When you are in darkness or shadows and you take damage and structures and attempt to correct or counter these conditions.
from an enemy, the ZM must roll twice use the lower result. TEACHER - When you spend a few minutes explaining to someone how
STREETWISE - You can pick locks and hot wire car. to perform a task for which you have an applicable skill, they can roll as if
they had that skill for that one attempt.
A SCOUT starts out with their choice of the following STUFF . . . VERSATILE - Gain an additional skill.

Choose 1 . . . An EXPERT starts out with their choice of the following STUFF . . .
a DUFFEL BAG (for carrying stuff, including large items)
Choose 1 . . .
a WALKIE-TALKIE (for short range communications)
Choose 1 . . . a set of TOOLS (for making repairs and fortifying a shelter)
a REVOLVER (d6, off-hand, close) and a METALROD (d6, main-hand, a WALKIE-TALKIE (for short range communications)
thrown)
Choose 1 . . .
a PISTOL (d6, off-hand, close, auto) and a CROW BAR (d4, off-hand,
thrown) a REVOLVER (d6, off-hand, close) and a SLEDGEHAMMER (d8, 2-hands,
large)
a MAGNUM REVOLVER (d6, main-hand, close, armor-piercing) and some
HOMEMADE ARMOR (1 armor, light)
THE LIFESAVER THE HUNTER
The LIFESAVER is a TYPE of survivor with some degree of medical expertise. They Survivors who know how to live off the land and thrive in a wilderness
could have been a doctor, a nurse, a combat medic, or an an EMT. In a pinch, a environment are called HUNTERS. This TYPE of survivor could have been a
veterinarian, a med student, or even a lifeguard could fill the role. country-boy, a farm-girl, a woodsman, an outdoor-enthusiast, a survivalist or a
weekend-warrior militia-type.
A LIFESAVER starts with the CPR skill and two of the following abilities . . .
ASTUTE Once per day , when you attempt something for which you do A HUNTER starts with their choice of the AWARENESS or SURVIVAL skill and two
not have the appropriate skill, you may treat it as is you do. of the following abilities . . .
CAREGIVER If you can attend to someone when they catch a breather, BOWMAN - Choose the composite bow or crossbow. You deal +1
they roll twice and take the better result when determining how much damage with it.
LIFE is restored. BUSHWHACKER - Choose the axe or the machete. You deal +1 damage
DISARMING When you open dialogue with a hostile stranger, you can with it.
get them to relax a little . . . at least for the moment. FORAGE - When you are in a wilderness environment, you can always find
DIVERSIFIED - Gain an additional skill. enough food and water to sustain you.
DESENSITIZED The sight of blood, gore and carnage has no effect on OUTDOORSMAN When in a wilderness environment, you can identify
you. You've seen it all. and avoid any natural hazards.
HEALER When you can treat injuries using a FIRST AID KIT or similar, PATHFINDER - When you can avoid natural hazards in a wilderness
roll twice and take the better result when determining how much LIFE is environment, and you can do so quickly and while on the move.
restored. PIONEER - When you take the lead in a wilderness environment, your
HEROIC - If you are treating someone's injuries in the face of imminent enemies never get the drop on you.
physical danger, the ZM must roll any damage you sustain from an enemy RIFLEMAN - Choose the hunting rifle or the shotgun. You deal +1 damage
attack twice and use the lower result. with it.
MEDICINE - You can diagnose illnesses and diseases and you know what TRACK - You can attempt to identify and pursue the tracks of prey and
drugs and dosages are required to remedy them. you can do so quickly and while on the move.

An EXPERT starts out with their choice of the following STUFF . . . A HUNTER starts out with their choice of the following STUFF . . .

Choose 1 . . . Choose 1 . . .
a TRAUMA KIT (for treating wounds & injuries, 6 uses) a BACKPACK (for carrying stuff, excluding large items)
a FLASHLIGHT (for seeing in the dark) a COMPASS (for finding direction and orientation)
a FIELD DRESSING (for treating wounds & injuries, 1 use)
Choose 1 . . .
a REVOLVER (d6, off-hand, close) and a KNIFE (d4, off-hand, thrown) Choose 1 . . .
a PISTOL (d6, off-hand, close, auto) and a POCKET KNIFE (d3, off-hand, a VERMIN RIFLE (d6, 2-hands, far, large) and an AXE (d8, 2-hands, large)
thrown) a HUNTING RIFLE (d8, 2-hands, far, large) and a MACHETE (d6, main-
hand, thrown)
CROSSBOW (d6, 2-hands, close, armor-piercing) and a KNIFE (d4, off-
hand, thrown)
SKILLS ABILITIES
SKILLS are similar to abilities, only they are more universal in nature. If you have ABILITIES are like special powers or talents unique to your particular TYPE of
the applicable skill for an action, you can't FAIL. You still somehow manage to pull survivor. In some instances, an ability is something that is active all the time or
it off, but there's a bigger COMPLICATION. when your survivor takes a specific course of action. In some cases they may
allow to attempt some sort of special action that only you can do.
ACROBATICS (Body) - You have a knack for tumbling, flipping and
somersaults and you excel at keeping your balance and staying on your
feet. CIRCUMSTANSIAL SKILLS & ABILITIES
ATHLETICISM (Muscle) - You have honed your ability to swim, climb,
jump and the like. Sometimes, depending on the fiction, certain items, equipment or situations
AWARENESS (Brains) - You have razor-sharp senses and a keen eye for might grant you the equivalent of a new, narrow, unlisted specialty skill or access
detail. to a particular special ability that only applies in special circumstances. For
example, a DEFIBRILLATOR might allow someone to automatically REVIVE a
CPR (Brains) You are trained in how to revive a dying person.
dying person, a LASER-SIGHTING DEVICE might give someone access to the
DECEPTION (Face) - You have a knack for bluffing, stretching the truth,
Slayer's SHOOTER ability, or a SLIM JIM might give you the UNLOCK A VEHICLE
manipulating and cheating.
skill.
DEDUCTION (Guts) - You have a knack for drawing logical conclusions
based on evidence and clues.
These specialty skills work the same as normal skills, but only under very limited
ENDURANCE (Lungs) - You can tolerate harsh temperatures, resist fictional circumstances.
fatigue and ignore thirst and hunger.
HANDY (Muscle) - You are mechanically inclined and can make repairs to
most damaged items, devices and automobiles, assuming have the time,
the proper tools and the right parts.
INTUITION (Guts) - You have a knack for reading people and situations
can often discern when something is off.
SOCIABLE (Face) You have good people-skills and can try and sway
people's opinions, change their minds or bargain with them.
STEALTH (Body) - You have a knack for moving about quickly and quietly
without getting caught out in the open.
SURVIVAL (Guts) - You can recognize environmental hazards in a
wilderness environment and you know how to live off the the land.
LIFE RESTORING LIFE
LIFE is an abstract representation of how much damage, physical harm and LIFE can be restored in one of three ways.
punishment you can withstand before you are taken out of action.
When you CATCH A BREATHER after an encounter where you sustained
You start out with LIFE equal to 12+lungs damage, you restore up to 1d4 LIFE.

When you sustain damage, you lose LIFE, 1-for-1. Once your LIFE reaches 0, you CATCHING A BREATHER is the equivalent of standing up, brushing yourself off
are DOWN. and shrugging off any minor cuts and bruises you might have sustained. You can
only do this immediately after a scene in which you took damage and you only
When you are DOWN, you roll+lungs . . . recover up to whatever LIFE you just lost. Anything lost before that is still gone.
*On a 10+, you are conscious but prone and vulnerable. You can't do
anything but crawl and call for help. When you TEND TO WOUNDS AND INJURIES using an ITEM, you restore up
*On a 7-9, you are KNOCKED OUT. You are unconscious and to 1d4 LIFE.
vulnerable.
*On an 6-, your are DYING. You must be REVIVED or you will die, TENDING TO WOUNDS AND INJURIES means you are actually sitting down and
probably sooner rather than later. taking the time to stitch up a laceration, apply a tourniquet, or bandage someone
up, etc, etc. In general, you must have a FIRST AID KIT or some equivalent in order
Regardless of the outcome your roll, if an enemy or action harms you in any way to do this. TENDING TO WOUNDS AND INJURIES can be done at any time and as
once you've are DOWN, you die immediately. Pray the dead don't devour you or often as resources allow.
no one takes advantage of your vulnerability and delivers the finishing blow.
The time it takes to TEND TO WOUNDS AND INJURIES depends largely on the

REVIVING THE DYING circumstances. Slapping on some bandages might take less than a minute while
stitching up a horrific gash could take a lot longer. The ZM will let you know.

When someone is DYING, there is a small window of opportunity for you or


When you REST FOR 8 HOURS or so, you restore up to 1d6 LIFE
someone else to attempt to REVIVE you, using CPR or maybe a DEFIBRILLATOR.

RESTING assumes that you are doing nothing any more strenuous than a slow,
When you attempt REVIVE someone, you roll+brains . . . casual stroll. If you are sleeping (or knocked out) while you rest, roll twice and
*On a 10+, you save them. They are no longer DYING but remain use the better result.
KNOCKED OUT, possibly for several hours or even days.
*On a 7-9, same as above, but when they wake up they will suffer a
SEMI-PERMANENT or PERMANENT CONDITION of some sort
appropriate to their trauma.
*On an 6-, you fail. The person dies.
CONDITIONS RECOVERING FROM CONDITIONS
CONDITIONS are TEMPORARY, SEMI-PERMANENT or PERMANENT effects that TEMPORARY CONDITIONS usually alleviate on their own, within a few seconds,
are derived from the unfolding fiction. When you get a COMPROMISE or minutes or possibly an hour.
FAILURE, the ZM may impose a CONDITION on you as a result of the fictional
consequences of your action. The ZM is encouraged to create fitting custom SEMI-PERMANENT CONDITIONS could take several hours or possibly even several
CONDITIONS for the situation at hand, but here are some standard sample days to alleviate. In some instances, they may be temporarily treated or removed
CONDITIONS: altogether with the use of medicine and drugs, however.

BLINDED You have lost your ability to see properly, possibly as a result Most PERMANENT CONDITIONS never go away, although some might be treated
of severe trauma. Get -3 to any actions where sight is a major factor until with surgery.
your blindness is treated, or until your normal vision returns.
DEAFENED You have lost your ability to hear properly, possibly due to
severe trauma. Get -2 to any actions where sound or vocalization is a
ZOMBIES BITES & INFECTION
major factor until your deafness is treated or until your hearing returns to
normal. Whatever it is that turns people into zombies once they die isn't found inside the
DEMORALIZED You are upset, saddened or morose. Get -1 to all your mouths of the living dead. The virus, or microbe or pathogen is already in you.
actions until something can lift your spirits. Everyone is already infected. That said, a zombie bite is extremely toxic and
therefore, 100% fatal . . .
EXHAUSTED You are physically spent and your stamina can carry you no
further. Get -2 to any actions where physical exertion is a factor until you
If you'd rather take a slightly less grim approach to zombie bites and infection,
regain your stamina.
you can use the following mechanic . . .
HOBBLED You your movement and foot speed has been compromised
and you can no longer run, possibly due to severe trauma. Get -2 to any
actions where balance and speed are a factor until you fix whatever ails When you GET BIT BY THE LIVING DEAD, you roll . . .
you. *On a 10+, the bite shows no sign of INFECTION.
FRIGHTENED You are scared or awed by something terrifying, *On a 7-9, the bite shows no signs of INFECTION, but you feel SICK.
maddening, or disturbing. Get -1 to all actions until your fear is quelled. You'll be feverish and under the weather for at least 24 hours.
LOST A LIMB If the fiction is right, the ZM might declare that you lost *On a 6-, the bite looks INFECTED. You feel SICK and will probably
the use of a limb, either temporally because it's crushed or broken, or succumb to the toxins and die within 24 hours, unless you amputate
permanently because it has been severed! Without that limb, you might the affected limb or cut out and cauterize the flesh.
move slower or only be able to do things with a single arm. This is mostly
imposed in the fiction. The ZM should be careful with this, using it only
when absolutely appropriate according to the fiction.
KNOCKED OUT You have been knocked unconscious and are
vulnerable. You'll need to be woken or you'll otherwise come to in a few
minutes.
SICK You are ill. You get -2 to all actions until you recover.
STARVING You are hungry and thirsty. You get -1 to all actions until your
hunger is slaked and your thirst quenched. After 3 days without water,
you die.
THE SHELTER THE SUPPLY POOL
Your SHELTER is your safe haven from the walking dead. It's where you can Your SUPPLY POOL is typically kept at your SHELTER. Not only is it made up of any
hunker in down in relative safety between supply runs into Atlanta. extra STUFF you may have on hand, but more importantly, it is where you keep
the following RESOURCES . . .
SHELTERS have a tag that describe their overall vulnerability:
FOOD & WATER What you have on hand to drink and eat. Without this,
Vulnerable It offers little in the way or protection. It can't be barricaded you'll starve.
or fortified to keep out the living or dead. It can, however, be quickly FUEL Gasoline, kerosene, propane and the like. Run out of it and your
abandoned without having to leave much of your SUPPLY POOL behind. car isn't going anywhere and the generator stops working.
Defensible It offers minimal protection as is, but it can be barricaded BASIC NECESSITIES Medicine, soap, candles, clothing, blankets, toilet
and fortified to keep out the living or dead . . . at least for a bit. Once this paper, etc. Without these, your moral takes a hit.
is done, however, it can't be abandoned quickly without leaving behind AMMO Bullets for your guns, arrows for your bows, etc. Run out of
some of your SUPPLY POOL. ammo and your guns are useless.
Secure - It is so sturdy that it doesn't need to be barricaded or fortified. It
Managing your SUPPLY POOL isn't about keeping an accurate inventory of every
can keep out the living or dead for some time. That said, you'll need to
last bullet, battery and water bottle. It's about the big picture. Is there enough
leave most, if not all of your SUPPLY POOL behind if you need to
food to go around? Are you low on ammo? That sort of thing.
abandon it in a hurry.
Therefore, each RESOURCE in your SUPPLY POOL has a tag to describe it's overall
SHELTERS can have a tag that describes their proximity to downtown Atlanta.
health:

Remote It is far from the city. Supply runs into Atlanta could take at Surplus You have a fair amount of this resource. There's no need for
least a day, more if done entirely on foot. It's unlikely that the living or strict rationing or taking unnecessary risks in order to acquire more.
the dead would just happen to stumble upon you.
Low You are running out of this resource. You still have enough to go
Nearby It is a few miles outside of the city. Supply runs can be made on around for the time being, but you need to ration what you have. You will
foot, in and out in less than a day. At this distance there is a greater probably want to replenish it soon, but you can afford to weigh the risks.
chance that your shelter might be inadvertently discovered by enemies. Depleted - You are down to the last scraps of this resource. You may not
Contiguous It is right on or within the city limits. A supply run might even have enough on hand for everyone. Unless you are willing to
only take a few hours, even less. At this proximity it's not a matter of if exhaust it entirely, you will have no choice but to find more as soon as
the living or the dead will happen upon your shelter. It's only a matter of possible.
when. Exhausted It's gone completely.

By default, your starting shelter is a remote and vulnerable wilderness By default, you start out with low AMMO, and depleted FOOD & WATER,
camp. You can keep track of this on your GROUP RECORD SHEET. BASIC NECESSITIES and FUEL. You can keep track of this on your GROUP
RECORD SHEET.
Changes in your SHELTER almost always come as a result of the unfolding fiction.
Changes in your SUPPLY POOL can be imposed by the ZM on a FAILURE or
COMPROMISE, or as a result of the unfolding fiction.
STUFF
Your STUFF is made up of your weapons, firearms, armor, items and vehicles the
survivors have salvaged. You starts out with a limited selection of STUFF chosen
during creation and you may equip yourself with any additional STUFF you
recover on supply runs or through exploration.

Typically, you keep any of your extra STUFF in the SUPPLY POOL back at the
SHELTER. However, unlike RESOURCES, extra STUFF must be inventoried. It's
good to know how many rifles, radios and flashlights you have.

By default, your SUPPLY POOL starts out with the following extra STUFF:

a TENT (for sleeping outdoors) for each survivor


a MAP OF DOWNTOWN ATLANTA (for when you head out on a
supply run)
a HAM RADIO (for long range communications)

The SUPPLY POOL also has one working vehicle . . . choose what type . . .
PICK UP TRUCK (rugged, gas-guzzler, 1-3 passengers+cargo)
COMPACT COUPE (responsive, fragile, 1-4 passengers)
FAMILY SEDAN (reliable, 1-5 passengers+cargo)

The SUPPLY POOL also has 3 of the following . . . choose which ones . . .
BINOCULARS (for seeing 5x farther than the naked eye)
BOLT-CUTTERS (for cutting locks, chains and fencing)
LANTERN (for lighting up larger areas)
LIGHTER (for igniting material and seeing in the dark)
DUCT TAPE (for makeshift repairs, 1 use)
ROPE (for climbing and securing stuff)
HEADING OUT ZM OPTION HUNKERING DOWN ZM OPTION
When the survivors leave the safety of their SHELTER and HEAD OUT on a supply When the survivors choose to play it safe, lay-low and HUNKER DOWN for the day
run or simply to explore or change locations, it's usually up to the ZM to at their their SHELTER or somewhere else, it's typically the ZM's job to determine
determine what sort of TROUBLE they may face along the way. For ZM's who what EVENTS unfold during this down time. Again, if you want to take the
wish to take the random approach, here is a simple mechanic you can use. random approach, use the following mechanic . . .

When a group of survivors HEAD OUT, choose someone to roll. When a group of survivors HUNKER DOWN, choose someone to roll. (You
*On a 10+, they get to where they want to go, no TROUBLE. decide what modifiers may apply based on the situation.)
*On a 7-9, they get to where they want to go, but there's *On a 10+, both day and night pass uneventfully.
TROUBLE when they get there. *On a 7-9, the day passes uneventfully. Roll again for the night.
*On a 6-, there's TROUBLE before they get there. The night passes uneventfully unless you roll 6-.
*On a 6-, there's EVENT of some kind.

TROUBLE
EVENTS
TROUBLE can come in all shapes and sizes. Trouble can happen at their
destination or along the way. Here are a few things you can throw at them to EVENTS can come in many forms. Here are a few ideas for you to hit them with.
keep them on their toes.
THERE IS A CHANGE IN THE SUPPLY POOL Some of the food spoils,
THEY ENCOUNTER SOMETHING The run into a mob of zombies, bandits they use up some of their basic necessities, there's a fuel spill, the ammo
ambush them, scavengers make contact with them is spent, some resources go missing
THINGS AREN'T WHAT THEY EXPECT The place has been burned to the THERE'S A CHANGE TO THEIR STOCKPILE A couple of guns go missing,
ground, the location isn't what the map says it is, the road is impassible one of the radios doesn't get put back,
THEY FACE SOME KIND OF HAZARD There's a sinkhole, the place is SOMETHING BREAKS The generator dies, the propane lantern tips over
about to collapse, the bridge is unsafe, there's a flash flood and starts a fire, the shelter needs to be re-barricaded
THEY ARE DELAYED The car breaks down, they get lost, they doze off THEY HAVE A VISITOR Some zombies shamble by, a pack scavengers
while taking a break approaches them, a lone stranger shows up
THEY ARE FOLLOWED The dead shamble after them, scavengers follow THEY ARE ATTACKED A mob of the living dead descends on their
them, soldiers track them location, bandits raid their camp, soldiers assault their position
THEY ARE DISTRACTED Another opportunity presents itself, a stranger THEY FACE A PERIL OF SOME KIND A electrical storm hits them, there's
approaches them, they hear gunfire or calls for help nearby a flash flood, there's a heat wave, the temperature plunges
THERE'S A DEVELOPMENT One of their people reveals their self to be a THERE'S DRAMA One of their people leaves on bad terms, a
traitor, someone's stuff goes missing, someone goes missing, something relationship is tested, someone's leadership is questioned
happens back at the SHELTER
SCROUNGING ZM OPTION
When the survivors go on a SUPPLY RUN, they typically explore a new location or
area and go SCROUNGING for RESOURCES and STUFF. Ultimately, it's up to the
ZM to decide what they find at each location or area. That said, if you are a ZM
who prefers to take a more random approach, you can use the following
mechanic . . .

When a group of survivors SCROUNGES an area or location for


RESOURCES and STUFF, choose someone to roll.
*On a 10+, the location is pretty much intact. It is more or less
fully stocked.
*On a 7-9, the location has already been picked over. Only scraps
and leftovers remain.
*On a 6-, the location has been thoroughly looted. There's
nothing left worth taking.

When it comes to what RESOURCES they recover, there's no need to go over


every last box of ammo, can of soup or bottle of aspirin they find. Instead, all you
need to do is let them know if what they've recovered at the end of their effort
has had any impact on the overall health of a particular RESOURCE. Did their
FOOD & WATER go from depleted to low? Did their AMMO improve from low to
surplus? That's what matters.

As for precisely what kind and how much of a given RESOURCE they find, you are
going to need to use a little common sense. An urgent care clinic, for example, is
much more likely to have BASIC NECESSITIES than FUEL. They are probably going
to recover more AMMO at hunting supply store than a 7-11. That sort of thing.

STUFF should be handled similarly, except that every weapon, item or piece of
equipment should be accounted for. Again, use common sense. It's very liekly
that the urgent care clinic is going to have a couple of FIRST AID KITS on the
shelves. The hunting supply store probably has a dozen VERMIN RIFLES, a couple
of SHOTGUNS and selection of AXES and HATCHETS on hand.
THE DEAD THE ROAMER
5 LIFE
CLAWS (d2 damage)
In the streets of Atlanta, and almost everywhere else for that matter, the dead
TEETH (d2 damage)
are the most common threat to the survivors . . .
The ROAMER looks exactly like any other WALKER. Upon close interaction,
however, it becomes clear the the ROAMER is tougher, faster and . . . seemingly
Zombies lurk around every corner and linger in every shadow. There are three
smarter. ROAMERS generally appear relatively 'fresh' in the sense that they are
basic types of zombie that the survivors could encounter: WALKERS, ROAMERS
not in same state of decay as WALKERS. As a result, ROAMERS are much
and BRUTES.
swifter, even capable of running for short bursts. Worst of all is the dim spark of
(Note that these are default terms only. Players are strongly encouraged to come intelligence that seems to burn in the cold, dead eyes. Indeed, ROAMERS seem
to capable of thought, at least on some primitive level.
up with terms of their own for identifying the various types of living dead they
Motivation: To hunt
encounter. Biters, goons, geeks, shamblers, whatever works. Also, the ZM should
Tactics:
feel free to create new and custom strains of zombie if he or she so desires.)
- Roam with purpose
- Endless pursue someone
In general, the dead don't usually carry anything worthwhile. Usually, they have
- Find a way in to a shelter
nothing more than the filthy clothes they were wearing when they turned. That
Grab on to someone
said, should the survivors encounter a mob of beat-cop zombies, the ZM should
- Moan, call more WALKERS
outfit and equip them accordingly.

THE WALKER THE BRUTE


3 LIFE 9 LIFE
CLAWS (1 damage) CLAWS (d2 damage)
TEETH (d2 damage) TEETH (d3 damage)
The WALKER is your basic, insipid zombie - clad in bloody, tattered rags and The BRUTE is a hulking version of the WALKER, bigger and stronger, but
easily identified by it's their pale, putrid flesh and awkward, jerking gait. Most thankfully, much slower. The BRUTE is powerful enough to rip a man's arms out
show some signs of horrific injury, usually the result of being mauled and bitten of it's sockets and durable enough that it can take a whole lot of punishment
other WALKERS. Like all zombies, the WALKER typically attempts to grab on to a before going down.
living target first before trying to bite them. A single one isn't much of a threat Motivation: To feed
and can usually be outrun, but a mob of them can be trouble. In numbers, they Tactics:
can pull someone down to the ground. Once you are down and they are on top - Smash it's way in
of you, all the armor in the world can't protect you from their ragged claws and - Break something, like a weapon . . . or someone's arm
jagged teeth. - Grab onto someone and hold them in place
Motivation: To feed
Tactics:
- Wander about aimlessly or linger in place
- Swarm someone, surround them, cut them off
- Grab on to someone
- Moan, call more WALKERS
THE LIVING THE LOOTER
7 LIFE
PISTOL (d6, off-hand, close, auto)
While survivors need to be wary of the dead, it's the living they really need to be
VERMIN RIFLE (d6, far, 2-hands, large)
afraid of. . .
CROW BAR (d4, off-hand, thrown)
There are several types of people the survivors could encounter in and around the KNIFE (d4, off-hand, thrown)
streets of Atlanta, some more desperate and dangerous than others. The living LOOTERS are parasitic survivors who will take whatever they can get their
come in several variations: SCAVENGERS, LOOTERS, GANGBANGERS, BANDITS, grubby hands on. They use stealth and surprise to their advantage whenever
SOLDIERS and SCIENTISTS. they can. They prefer ambush tactics, traps and hit and run tactics over a
straight up, fair, face-to-face fight. They often travel in small packs and seldom
(This is just a start. ZMs are encouraged to create their own new or custom stay in one place for very long.
variations of the living. Also, the weapons and items listed with each example are Motivation: To pilfer
suggestions only. The ZM may feel free to equip someone with more or less Tactics:
depending on the circumstances. Also, the ZM may add special tags to any of - Use stealth to infiltrate someone's territory
these to further define and describe them.) - Watch and observe someone
- Attack with caution, holding back reserves
- Get the drop on someone
THE SCAVENGER
7 LIFE
REVOLVER (d6, off-hand, close) THE GANGBANGER
TIRE IRON (d4, off-hand, thrown) 8 LIFE
POCKET KNIFE (d3, off-hand, thrown) PISTOL (d6, off-hand, close, auto)
SCAVENGERS are, in many ways, a lot like the survivors - they are just desperate BASEBALL BAT (d6, main-hand, thrown)
people struggling to stay alive. While they generally won't resort to violence and KNIFE (d4, off-hand, thrown)
coldblooded murder, they will certainly compete for resources that are clearly MOLOTOV COCKTAIL (d6, burn, burst [d4], thrown)
up for grabs. Some SCAVENGERS may be willing to join a group if they think it
GANGBANGERS are fierce and territorial thugs who will go to war to protect
would be in their best interest.
their turf. Although they can be violent and cruel, thankfully, they seldom stray
Motivation: To live another day
very far from their 'hood. They tend to operate in gangs of a dozen or so,
Tactics:
hunkering down in whatever crib they can. Be careful where you tread.
- Run and hide
Motivation: To defend their turf.
- Ask for help
Tactics:
- Join a group
- Patrol their turf
- Save their own skin
- Threaten and intimidate
- Make a show of power
- Attack with force
- Enter an alliance
THE BANDIT THE SCIENTIST
9 LIFE 6 LIFE
MAGNUM REVOLVER (d6, main-hand, close, armor-piercing) PISTOL (d6, off-hand, close, auto)
SHOTGUN (d8, close, 2-hands, large, armor-piercing, loud) SCIENTISTS are generally non-violent individuals bent on finding a cure or
LEAD PIPE (d8, 2-hands, large) treatment for the virus that is turning people in zombies. Unfortunately, they
KNIFE (d4, off-hand, thrown) can become so obsessed with finding a vaccine they may cross both moral and
BANDITS are bad guys. They are ruthless marauders who will do whatever it ethical boundaries, and resort to kidnapping and abduction in order to find test
takes to survive, including robbery, abduction, violence, torture and murder. subjects. Lone or small teams of SCIENTISTS sometimes accompany Soldiers or
Bandits travel in packs ranging anywhere from a half-dozen to a score or more. may have been captured by Bandits or Gangbangers. Otherwise, they may be
They sometimes hunker down in camps or shelters, but more often than not, found near CDC satellite stations or FEMA shelters.
they are on the prowl. Motivation: To find a cure
Motivation: To take advantage of others Tactics:
Tactics: - Capture a test subject
- Search out easy pickings - Conduct an experiment
- Send a message - Join another group
- Demand tribute
- Attack with force, or with caution holding back reserves
- Carry out a plan
- Take prisoners

THE SOLDIER
10 LIFE
PISTOL (d6, off-hand, close, auto)
ASSAULT RIFLE (d8, far, 2-hands, auto, large)
HAND GRENADE (2d6, burst [d6], loud, thrown)
KNIFE (d4, off-hand, thrown)
FLAK JACKET (2 armor, medium)
SOLDIERS come on one of two camps; those who have gone rogue and are
looking out for themselves and those who remain loyal to their mission of
clearing the city of the infected and the potentially-infected. Depending on their
orders, Soldiers may operate in a covert and clandestine manner, or they may
default to shock and awe tactics. They usually operate in squads or platoons and
may have en established command centre.
Motivation: To follow orders
Tactics:
- Seek and destroy
- Observe an enemy, learn it's weakness
- Attack with force
- Prob an enemy's defences
BOWS & PROJECTILES
WEAPONS & ARMOR COMPOSITE LONGBOW (d6, far, 2-hands, large, silent)

Here's a short list of weapons, guns and armor. The ZM is encouraged to add to it CROSSBOW (d6, close, 2-hands, large, armour-piercing, silent)
or modify it as necessary. SPEAR GUN (d6, close, main-hand, silent)

UNARMED ATTACKS & IMPROVISED WEAPONS


UNARMED (d2 damage) EXPLOSIVES & INCENDIARY DEVICES
Fists Punches - Kicks MOLOTOV COCKTAIL (d6, burn, burst [d4], thrown)

SMALL OBJECT (d3, off-hand, thrown) ROAD FLARE (d6, burn, thrown)
Brick - Bottle -Steak Knife - Pocket Knife - Screwdriver HAND GRENADE (2d6, burst [d6], loud, thrown)
PISTOL WHIP (d3, off-hand, thrown) FLASH GRENADE (Stun, burst [stun], thrown)
RIFLE BUTT (d6, 2-hands) c-4 STICK (3d6, burst [2d6], thrown)

MELEE WEAPONS
SMALL WEAPON (d4, off-hand, thrown) ARMOR & PROTECTION LIGHT PROTECTION
Knife -Crow Bar - Hatchet Hammer - Tire Iron - Nightstick LIGHT ARMOR (1 armor)
Homemade Armor - Sports Equipment - Makeshift Protection
MEDIUM WEAPON (d6, main hand, thrown)
Baseball Bat, Golf Club, Machete, Metal Rod, Wrecking Bar MEDIUM ARMOR (2 armor, medium)
Kevlar Vest
REACH WEAPON (d6, 2-hands, reach, large)
Shovel - Rake - Spade - Pitchfork HEAVY ARMOR (3 armor, heavy)
Full Riot Gear - Bomb Squad Suit
LARGE WEAPON (d8, 2-hands, large)
Axe - Pick-axe - Lead Pipe - Sledgehammer- Pipe Wrench

HAND GUNS
REVOLVER (d6, close, off-hand)
PISTOL (d6, close, off-hand, auto)
MAGNUM REVOLVER (d6, close, main hand, armor-piercing)

RIFLES
VERMIN RIFLE (d6, far, 2-hands, large)
HUNTING RIFLE (d8, far, 2-hands, large, loud)
HIGH-POWERED RIFLE (d8, distant, 2-hands, large, loud, reload)
SHOTGUN (d8, close, 2-hands, large, armor-piercing, loud)
ASSAULT RIFLE (d8, far, 2-hands, auto, large)
ITEMS & EQUIPMENT MATCHES (for igniting material and seeing in the dark)
MORPHINE AUTOINJECTOR (for restoring 1d4 life, 1 use)
It would probably be impossible to make a list of every single item, device or ROAD FLARE (for seeing in the dark, 1 use)
gadget that could come in handy for a survivor. Here's some of the more likely
stuff that a the survivors could come across. The ZM is encouraged to build off ROAD MAP (for heading out, get +1 to roll)
this list. ROPE (for climbing and securing stuff)

BACKPACK (for carrying stuff, excluding large items) SLIM-JIM (for unlocking vehicles quietly)

BINOCULARS (for seeing 5x farther than the naked eye) SET OF TOOLS (for making repairs and fortifying a shelter)

BOLT-CUTTERS (for cutting locks, chains and fencing) SILENCER (for making pistols silent)

COMPASS (for finding direction and orientation) TIE-STRAP (for securing things, prisoners, 1 use)

CHAIN (for securing doors, objects, prisoners, etc) TENT (For sleeping outdoors)

DEFIBRILLATOR (for automatically reviving a dying person, 1 use) TRAUMA KIT (for treating wounds & injuries, 6 uses)

DUFFLE BAG (for carrying stuff, including large items) WALKIE-TALKIE (for short range communications)

DUCT TAPE (for makeshift repairs, 1 use)


FIELD DRESSING (for treating wounds & injuries, 1 uses) VEHICLES
FIRST AID KIT (for treating wounds & injuries, 3 uses)
Survivors need vehicles to get from one place to another. Here's a short list of
FLASHLIGHT (for seeing in the dark) default cars and truck and their tags. The ZM is encouraged to expand on it.
GLOWSTICK (for seeing in the dark, 1 use)
DIRT BIKE (off-road, responsive, 1-2 riders)
GAS MASK (for countering toxic fumes and vapours)
RACING CYLCE (fast, fragile, 1-2 riders)
GENERATOR (for powering a shelter)
TOURING BIKE (reliable, noisy, 1-2 riders)
GPS (for heading out, get +1 to roll)
COMPACT COUPE (responsive, fragile, 1-4 passengers)
HAND-CUFFS (for restraining prisoners)
FAMILY SEDAN (reliable, 1-5 passengers)
HAM RADIO (for long range communications)
MUSCLE CAR (fast, noisy, 1-4 passengers)
JERRY CAN (for storing liquids or fuel)
MINIVAN (reliable, 1-6 passengers+cargo)
KNAPSACK (for carrying stuff, limited to smaller items)
PICK UP TRUCK (rugged, gas-guzzler, 1-3 passengers+cargo)
LANTERN (for lighting up larger areas)
SUV (off-road, 1-5 passengers+cargo)
LASER SIGHT (for more accurate marksmanship, get +1 damage)
RV (slow, 1-9 passengers+cargo)
LIGHTER (for igniting material and seeing in the dark)
SCHOOL BUS (slow, gas-guzzler, 1-30 passengers+cargo)
PADLOCK (for securing doors, latches, or chains)
TAGS ARMOR SPECIFIC TAGS
N Armour - Armour mitigates damage. When you take damage, subtract
this value from the total damage dealt.
TAGS are special key-words that help describe an item, device, vehicle, weapon or
even people. Some tags are mechanical in nature while others are strictly there Medium You can't sprint while wearing this.
for the fiction. The ZM can apply new tags to existing items, zombies or survivors Heavy You can't run while wearing this.
in order to personalize them and set them apart from the rest.
VEHICLE SPECIFIC TAGS
WEAPON & FIREARM SPECIFIC TAGS Fast This vehicle is capable of high speeds. It holds an advantage over
2-Hands - This weapon or firearm requires two-hands to use. vehicles without this tag when speed comes into play, especially over a
vehicle with the slow tag.
Auto - This item is capable of firing short bursts. Doing so lets you roll
Slow This vehicle doesn't have any guts. It's at a disadvantage to any
damage twice and use the better result, but you risk emptying the clip
vehicle without this tag, and particularly to ones with the fast tag.
and having to reload.
Responsive This vehicle is capable of making tight turns, stunts and
Burn - This item will ignite combustible materials, possibly dealing difficult manoeuvres. It holds an advantage over vehicles without this tag
ongoing damage if not extinguished. when manoeuvrability comes into play.
Burst - This item affects a small area. The principle target suffers the Off-Road This vehicle has rugged, off-road capability. It holds an
listed damage and anyone within a few sustains what is listed in brackets. advantage over vehicles without this tag when off-road travel comes into
Close - It's effective against targets near enough to see the whites of play.
their eyes, give or take. Fragile This vehicle doesn't hold up to punishment very well. It will
Distant - It's effective against targets as far away as several hundred probably become damaged after a collision or impact.
yards. Reliable This vehicle always fires up, first turn of the key. Also, it's
Far - It's effective against targets about 100 yards or so away. unlikely to break down for no reason.
Rugged This vehicle is durable. It can drive away from a violent collision
Loud It makes a lot of noise, enough to attract attention. or impact at least once, more or less intact. Any more, and it will
Large - It's big and bulky and difficult to conceal. You can only carry 1 probably become damaged.
large item at a time, plus your Muscle score. Armored The same as rugged, only the occupants of this vehicle are
Main Hand - You have to use or carry this in your main hand. protected from small arms fire and the like. Also, enemies may have a
Off-hand - You can hold or use this in either hand. If you are using in your difficult time entering the vehicle.
off-hand, you can use it as a secondary weapon. Roll damage with both Gas-Guzzler This vehicle is not very fuel efficient. The ZM may declare
weapons and use the better result. that you are running low on fuel on complication or a failure.
Reach - Reach weapons can be used to attack targets beyond arm's Noisy This vehicle makes a lot of noise. It will attract attention.
length but are not as effective vs. adjacent opponents. The ZM is N Passengers This is how many people can ride in it.
encouraged to impose advantages or disadvantages according to the Unreliable This vehicle is a lemon. It may or may not start up,
fiction. regardless of it's condition.
Stun This weapon deals no damage, renders it targets stunned +cargo there is space to carry extra items
Thrown - This item can thrown with accuracy at nearby targets.
SHELTER SPECIFIC TAGS Charred This zombie's flesh is blackened and burned, making it tougher
Vulnerable It offers little in the way or protection. It can't be barricaded than usual. It gets 1 armor.
or fortified to keep out the living or dead. It can, however, be quickly Putrid This zombie is bloated and gross. Anyone who gets near
abandoned without having to leave much of your SUPPLY POOL behind. becomes sick.
Defensible It offers minimal protection as is, but it can be barricaded Horrific Something about this zombie is particularly unsettling. Anyone
and fortified to keep out the living or dead . . . at least for a bit. Once this who can see is frightened.
is done, however, it can't be abandoned quickly without leaving behind Familiar This zombie is known to the survivors, perhaps an ally or
some of your SUPPLY POOL. friend. Those who recognize it are demoralized.
Secure - It is so sturdy that it doesn't need to be barricaded or fortified. It Ravenous This zombie is particular fierce or aggressive. It deals +1
can keep out the living or dead for some time. That said, you'll need to damage to it attacks.
leave most, if not all of your SUPPLY POOL behind if you need to
abandon it in a hurry. SURVIVOR SPECIFIC TAGS
Remote It is far from the city. Supply runs into Atlanta could take at Bold - This survivor is bold and fearless. He or she will usually throw
least a day, more if done entirely on foot. It's unlikely that the living or caution to the wind
the dead would just happen to stumble upon you. and take unnecessary risks.
Cautious - This survivor takes precautions and will seldom willingly fight
Nearby It is a few miles outside of the city. Supply runs can be made on
to the death.
foot, in and out in less than a day. At this distance there is a greater
Clever - This survivor is clever and can adapt their strategy on the fly.
chance that your shelter might be inadvertently discovered by enemies.
Dangerous - This survivor is good in a fight and knows their way around a
Contiguous It is right on or within the city limits. A supply run might
firearm. He or she deals +1 to damage.
only take a few hours, even less. It this proximity it's not a matter of if
the living or the dead will happen across your shelter. It's only a matter Cowardly - This survivor has no spine. He or she will probably crack and
of when. flee at the first sign of trouble. They will abandon their people at the
most inopportune time. They may even sell them out to save their own
SUPPLY POOL SPECIFIC TAGS skin.
Surplus You have a fair amount of this resource. There's no need for Crazy - This survivor is down-right, bat-shit crazy! Maybe he or she hears
strict rationing or taking unnecessary risks in order to acquire more. voices in their head or suffers from delusions of grandeur. Whatever the
case, they are extremely dangerous.
Low You are running out of this resource. You still have enough to go
around for the time being, but you need to ration what you have. You will Disciplined - This survivor is loyal to his or her gang or people. Only under
probably want to replenish it soon, but you can afford to weigh the risks. the most extraordinary of circumstances would they betray their gang.
Depleted - You are down to the last scraps of this resource. You may not Fanatical - This survivor is dangerous because he or she she shows a
even have enough on hand for everyone. Unless you are willing to willingness to die for a cause - no matter how absurd.
exhaust it entirely, you will have no choice but to find more as soon as Feeble - This survivor is exceptionally frail. Maybe they are elderly, very
possible. young, sick, severely injured. Reduce his or her LIFE accordingly.
Exhausted It's gone completely. Infectious - This survivor is carrying some sort of sickness or disease.
Chances are, they will try and conceal it from others. Close interaction
ZOMBIE SPECIFIC TAGS with them could result in a survivor contracting the illness and a
Decrepit This zombie is in a state of advanced decay or damaged in condition or two.
someway. Reduce it's LIFE accordingly Merciful - This survivor shows a merciful streak. He or she will pressure a
Fresh This zombie recently turned and shows little signs of decomp. survivor into sparing the life of another, even an enemy.
Increase it's LIFE according. Organized - This survivor belongs to an organized group, one with a clear
hierarchy or chain of command. Harming them will usually trigger the
wrath of the rest.
Remorseful - This survivor hasn't always been bad. Chances are, they
simply fell in with the wrong people and now have no way out. There's a
better than average chance they can be reasoned with. They may even
be willing to switch sides
Stealthy - This survivor can be sneaky and will use the element of surprise
to their advantage.
Skilled - This survivor has a particular skill or ability.
Sickly - This survivor is starving and malnourished. They will likely need
some special care in order to recover.
Traitorous - This survivor is ready to cross the line and break bad. They
will look for some opportunity to betray their people for their own gain.
Tough - This survivor is durable. Increase his or her LIFE accordingly.
Weak - This survivor doesn't bring a lot of hurt to the table. He or she
deals -1 damage
Villain This survivor is a major antagonist. Increase his or her LIFE
accordingly. Also consider giving him or her some special tactics.

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