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Welcome to

Mortiston, USA
Population: All Dead

A Zombie Apocalypse for multiple systems

Author: Mark Cookman
Art, cartography, and layout: James Miller
Editors: Aaron T. Huss and Angela Miller
Proofreaders: Sheril Cookman, Joe Alfano and Jonathan Hollyfield
Play testers: Johnathan Cookman, Sheril Cookman, Adrian Floyd, Rhoda Floyd, James "Mr. Punchy" Karr, Jason Lamb, Ryan Marsh,
Jason Musial, Charles Starks, Valerie Starks and Austin VanHout, and Richard "Big E" Edwards. Thank you, one and all.

www.mortiston.com
www.scryingeye.com
2012 Scrying Eye Games.
Mortiston, USA copyright and trademark owned by James Miller. All rights reserved.
Scrying Eye Games logo and trademark owned by James Miller. All Rights reserved.

LEGALESE
This work is protected under the copyright laws of the United States of America COPYRIGHT 2012
If this product is purchased in PDF format, then permission granted to print for non-commercial personal use only.

This publication may use the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and are intended for
entertainment purposes only. This book may contain mature content. Reader discretion is advised. It aint real, guys. Get over it.

The scanning, uploading, and/or distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of
copyrighted materials. Your support of the authors rights is appreciated.

Special Thanks to all our Lords of the Burn, our Kickstarter Angels. You will be noted with deep gratitude in the Mortiston Directory.


Special Thanks From Mark
First, I want to thank my wife, Sheril Cookman. Without her belief, support and help at every step along the way, I am sure that this book would
have never come to be.
Second, I want to thank James Miller and everyone at Scrying Eye Games for believing in me and giving me the opportunity to bring this book from
the dark recesses of my mind to the printed text that you are now reading.
Third, I want to thank a whole hoard of folks who inspired me and helped to make this book possible even if they did not know they were
contributing. ; ) This is a long list and I must apologize in advance to those folks that I have inadvertently forgotten to include. Thanks go to the late
Forrest J. Ackerman, George Romero, Tom Savini, Max Brooks, Robert Kirkland, Charlie Adlard, Greg Nicotero, KC Weyland, Scott Killander,
Brian S. Roe, Jason C. Hill, Jeremiah Lee, Chris Fee, Max Holliday, John Kloepfer, Stan Swanson, Todd Sanders, Chris Hanson, Nick Hayes, FNH,
intrepideddie, kurthl33t and so many more inspiring people that I couldnt begin to thank them all individually. Thanks to you all.

Special Thanks From James
Oh, geez, where do I start? My true backers: my wife, Angela; my mom, Sara Miller; my mother-in-law, Diane Turczynski. Your patience,
understanding, and not shooting me even though you know where the ammo was truly amazing in itself.
Also, Aaron T. Huss from www.roleplayerschronicle.com, for picking up the editing job when we needed you the most.
For the inspiration for it all, Id like to add to the list above Bruce Campbell, Lloyd Kaufman and all the other zombie movies both good and bad Ive
seen over the years. Also, a big thanks to imageNATION at Renderosity.com for the great zombie model that graces our cover.
Special thanks also the guys at Hunter Books and Apparel who created Outbreak: Undead, who gave us inspiration to push this forward. Thanks!

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Welcome to
Mortiston, USA
Population: All Dead

A Zombie Apocalypse for multiple systems

Table of Contents

Credits 1
Players Map Inside front cover
Table of Contents and Licenses 2
Map of Mortiston, USA 3
Welcome to Mortiston, USA! A Primer 4
The Beginning of the End: The Timeline of Z-Day 6
The Personalities of Mortiston 10
Places of Interest in Mortiston 30
The Factions of Mortiston 60
Post Z-Day Timeline of Mortiston 62
Behind the Veil: Gamemasters Notes 64
Maps: Area of Effect of Nuke and Firestorm Damage 69
WWMD: What Will Michael Do 70
Mortiston: Where do we go next? 72
Advertisements 74

Licensing for all the wonderful systems weve included

License info: Outbreak: Undead (www.outbreakundead.com)
This game references the Outbreak Undead game system by Hunter Books and Apparel. The terms "Outbreak: Undead", "Risk", Stronghold and "Outbreak Level
(OL)" 2012, Hunters Books and Apparel, All Rights Reserved. Used with permission.

License info: Outbreak: Savage Worlds (ww.peginc.com)
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.

License info: The Modern Path for Pathfinder (www.gameroomcreations.com)
This game references The Modern Path rules for Pathfinder, available from Game Room Creations. The Modern Path and all associated logos and trademarks are
copyrights of Game Room Creations. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this
product.

License info: Pathfinder RPG (www.paizo.com)
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for
more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility
for more information on the compatibility license.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

License info: Rotworld (www.goblinoidgames.com)
This product refers to ROTWORLDTM and/or TIMEMASTERTM, games within the Pacesetter SystemTM family of games found at www.goblinoidgames.com.
ROTWORLDTM, TIMEMASTERTM, Pacesetter SystemTM, and associated text, logos, and trademarks are owned by Daniel Proctor. Used with permission.

License info: Hero Lab (http://www.wolflair.com)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Contents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizard of the Coast, Inc. and is used with permission.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
2

3
Welcome to Mortiston, USA!
A Primer

You are listening to KZED, 93.9 on your FM dial. Im DJ Grant
Jazzy broadcasting from the top of the KZED radio tower. Im
your eyes on the outside so you dont have to be.

Im about to play some Click Click, Boom to get our day started
right, but first it is time for the morning report.

The firestorm continues to rage north of I-32. I can still see the
safety lights around the Observatory, so everyone there should
be OK. Unfortunately, I can still see no safe way for anyone to
get there, but that means the walkers cant get there either and
thats great news for our kids.

On a darker note, I can see a large horde of the dead ones
moving down Main Street near the library, so you will probably
want to give that area a miss today if you are out and about.

Finally, some shout outs. Remember, if you can hear my voice,
light a beacon on the roof of the building you are in and I will add
you to our Circle of Light. Last night I spotted lights. . .

What is this?

Welcome to Mortiston, USA is a generic zombie apocalypse
setting for multiple licensed RPGs. Those licenses include
Outbreak: Undead, Savage Worlds, The Modern Path for
Pathfinder, and OGL Modern. Inside this book you will find 29
detailed locations of interest with people to meet, items to
scavenge and monsters to kill. But that is far from all; 19 living
characters are also detailed with motivations, desires, back-story,
items and statistics in all the systems. These characters are not
just survivors; some of them are also the major players in the
eight factions vying for control of the shattered town. Finally, this
book tells a sad story of death and decay spanning 191 days.
The changes to the characters and locations during those 191
days are annotated in the individual entries so that each
character and location is modified by the changes that occur
during the story. So, Welcome to Mortiston, USA is a 4-
dimensional RPG supplement that provides not only people,
places and things, but also how time affects them. Mortiston
needs heroes and if those heroes cant step up, then in 191 days
only the dead and the damned will walk the streets.

How can I use it?

Welcome to Mortiston, USA can be used as an overall
campaign setting. Individual locations or characters can be used
to add to your own campaign setting. The story and the timeline
of Mortiston, USA also provide ample scenario ideas for one-
time games. The generic nature of the supplement allows Game
Masters the freedom to pick and choose what they will use and
how they will use it.

What year is this set in?

Welcome to Mortiston, USA is a modern, post-apocalypse
setting. As it is written, it must be set in the 21st century (or later)
if the setting is Earth. If you are using the product in a Sci-Fi
setting, like Mongoose Traveller or Chaos 6010, then the Tech
Level should be equal to or greater than our current "modern
day" level.





What caused the Zombie Apocalypse?

Why are you asking me that?!? You are the GM. Seriously
though; the above question is addressed at the end in GM
Notes. However, we wanted to keep Welcome to Mortiston,
USA as generic as possible. Thus, the GM can decide how the
zombies got on the scene and everything else about them or the
GM can accept one of the many stories provided as a zombie
genesis idea. As youll find out soon enough, there are enough
problems in Mortiston and zombies are just another issue to add
icing to the post-apocalypse cake.

Seriously? Your answer is I dont know?

I didnt say that. I said the GM should decide everything about
the zombies. However, the (still living) residents of Mortiston,
USA have some theories about where the zeds came from. Here
are some of the most popular ones:

The military train that was derailed on the morning of Z-Day was
carrying some failed government experiment that escaped or
caused the outbreak.

The radiation from the suitcase nuke combined with the
chemicals released when the shock wave ruptured the Romero
Chemical Tank Farm form a zombie cocktail. The weather just
spread it around to everyone.

There are members of the Exalted Order of the Secrets of the
Golden Dawn among the citizenry of Mortiston, USA. Those
damn cultists are always up to no good; its probably their doing
somehow.

The Grand Opening of the Regina Observatory and Skate Park
was scheduled to coincide with the arrival of comet C/1984 X1,
which was previously thought to be a non-periodic comet.
Somehow the comet caused it all.

The people of the Blackhorse Indian Reservation have been
protesting the actions of both the Mortiston City Council in
regards to the burial mounds that have been incorporated into
the (relatively) new Sundowner Park and Tyler Logging Service
(TLS, Inc.) for the overaggressive logging of the area. Many of
4


those who do not like the Native Americans claim they are
somehow responsible.

There is only one person left alive that has any real clue where
the zombies came from, but he doesnt know who attacked
Mortiston, or why. The real story is in GM Notes, but for now, just
keep reading.

What happened on Z-Day?

Everything is detailed in the upcoming timeline of events, but in
brief: a terrorist drives a truck full of cheap, low-tech improvised
explosives in front of the deserted Mortiston All School. Inclement
weather arrives, hampering the fire fighters; but soon the rain
falls and the fire becomes controllable. After a few hours,
coincidentally while a military train is moving through Mortiston, a
second explosion occurs. This is the detonation of a
professionally built suitcase nuke concealed within the truck.
Although the yield of this atomic device is very small, it is enough
to completely vaporize four city blocks and destroy most of the
town with a firestorm that lasts for five days.

Who made the suitcase nuke and why did they attack
Mortiston?

The PCs may never know that. The who and the why are left for
the GM to reveal. It is likely, given the events that follow this
disaster, the truth behind what really happened will never be
known.

If the zombies are just icing, what are the real
problems in Mortiston?

There are three major, long-term problems the people of
Mortiston must overcome after Z-day, in addition to the zombies.
Each day these problems (or the results of them) get worse. If
anyone hopes to survive, they have to overcome the lasting
effects of fire and famine, as well as find a way to deal with the
various factions and their plans and activities.

For the first five days after Z-Day, most of Mortiston is in flames.
Much is destroyed; many lose their lives. As a result, for the first
45 days, most of Mortiston is hazy, foggy or severely overcast
due to the fires. The firestorm that rages through the north side of
town does not completely burn out in five days. For days there
are hot spots waiting to flair up.

As a result of both the loss of interstate trucking and the long-
burning fires, there is very little food in Mortiston. Within 60 days
most of the available processed food in the area is gone, either
by consumption or by spoilage and loss. There are a few farms
along the river, but all of them are looted out long before anyone
begins to work the land again. In the end, famine is the biggest
killer.

Potentially the biggest problem in Mortiston is the conflict caused
by the eight factions vying for control of the available resources.
People complicate everything and desperate people with
weapons only make it worse. Those eight factions are detailed in
the GM Notes.

Hold on, you didnt mention radiation. Isnt that a
problem, too?

Yes it is and a really bad one at that, but I didnt mention it
before for two reasons. First, because the radiation in the area is
not as bad as you might think as the nuclear blast was both small
and on the ground. The eight to twelve city blocks of Mortiston
around the epicenter of the blast are heavily irradiated. Towards
the southern outer ring of this area, it is difficult, if not impossible,
to tell that one has entered an irradiated area without a Geiger
counter; the buildings and items remain intact and scavenge-
able. Taking items from this area brings radiation sickness down
on the group until they purge themselves of the tainted items.
There is only one detailed location in this book that falls within
this area: McClellans SuperPawn. I leave it to the GM to provide
tempting irradiated items or not.

Second, because the widespread radiation sickness from the
blast does NOT cross the river, all of the people on Delemorte
Island and in the Gaiten district are hale and hearty unless they
come into irradiated areas. This and the fact that those areas do
not lose power during the first few days and have always been
the richer, more exclusive sections of town, will lead to a great
animosity between the various factions.

Earlier, you said the radiation ties in with the
zombies? How exactly?

The symptoms of radiation sickness are nausea and vomiting,
bleeding from the mouth and nose, bloody vomit and/or diarrhea,
radiation burns, inability to heal wounds, seizures and tremors,
as well as hair loss. These are exactly the same symptoms that
the zombie virus has in its incubation period in a bitten host.
Thus, initially, no one is able to tell whether someone is infected
with the zombie virus or if they just have radiation sickness.
Understand that a low-level of radiation sickness is common for
most everyone north of the river. Player characters and NPCs
with medical skills may be able to determine an easy way to tell
the difference once they have time to study the zombie virus
characteristics, at the GMs discretion of course.

Most of the people in Mortiston contract radiation sickness in the
first few days after Z-day. Initially the PCs should not know what
vectors the zombie virus can use to infect its host, that is whether
the virus is transmitted by airborne, waterborne, insects or
asymptomatic carriers. The fact that everyone looks like they
have the same illness and does NOT turn into a zombie makes
some people (mistakenly) believe they are immune to the virus.

OK. Im ready for the Z-Day timeline now.

The next four pages detail some of the events that occur in
Mortiston on Z-Day. It is provided both as a potential starting
point for your game and as NPC background to better
understand Mortiston and its factions.


5


The Beginning of the End:
The Timeline of Z-Day
Welcome to Mortison, USA is designed around the idea that
the players have their own adventures during Z-Day. Below is
the timeline of events for all the major NPCs. How much the
PCs interact with them is left up to you, the GM. Remember that
any changes that occur in this section may significantly change
the storyline further down the line.
12:00 AM: The National Weather Service update puts Mortiston
and the surrounding counties on Storm Warning status due to a
band of heavy thunderstorms with the potential for hail and
tornadoes.
5:00 AM: School Board President Scott Hale does not cancel
schools due to the Grand Opening of Regina Observatory and
Skate Park.
5:03 AM: Day begins sunny and bright with dark clouds on the
horizon. The rising sun is blood red. The Tribal Elders point to the
blood sunrise as proof of their righteousness in forbidding the
tribes children from going to school.
7:00 - 8:00 AM: Kids get to school and then go to the opening of
the Regina Observatory and Skate Park.
8:00 AM: National Guard Commander Colonel Nick Steele
receives orders from the State Adjutant General to secure the rail
line through Mortiston so the 9908 Silver-Zephyr train can safely
pass through the town at 12:03 PM.
9:00 AM: Colonel Steele completes his paperwork for the
operation and begins a call-in for National Guard troopers
assigned to Fort Robert J. Quinn.
10:00 AM: The Opening of the Observatory and Park goes on
without incident. Kids enjoy the outside park area.
11:00 AM: Terrorist drives pickup truck bomb into the deserted
Mortiston All School. KGON News team returning from reporting
on the Skate Park opening witnesses the first explosion.
11:00 AM: Col. Nick Steele feels first explosion and sends two
troopers to investigate and report back.
11:10 AM: National Guard troopers report fire at Mortiston All
School to Fire Department and Col. Steele, then return to Fort
Robert J. Quinn.
11:10 AM: Fire Department called; Sheriff called by KGON News
team. KGON begins broadcasting live from the scene of the
breaking news story.
11:12 AM: Sheriff Anderson tells his deputies to secure the
children at the Observatory while he investigates the fire.
11:15 AM: Sheriff Anderson arrives on scene.
11:20 AM: Fire Department arrives on scene and begins fighting
the fire. Wind from the coming storms whip at the fire and make it
harder to fight. Fire Chief calls for Reserve Fire Companies to
join the fight.
11:20 AM: KGON Traffic helicopter receives orders to take off
and do aerial camera shots of the fire.
11:36 AM: Colonel Steele completes the muster inspection and
begins to brief his troopers on the 9908 Silver-Zephyr train and
their role in securing its progress through the town.
11:37 AM: Firemen discover a potential suitcase bomb inside the
pickup truck. They back away and notify the Fire Chief.
11:38 AM: Fire Chief Wilshire notifies Sheriff Anderson and the
State Police of a potential bomb at the All School.
11:38 AM: Reserve Fire companies and Volunteer Units arrive
on scene and begin fighting the fire.
11:40 AM: Sheriff Anderson and Fire Chief Wilshire agree that
the National Guard should be notified.
11:40 AM: Sheriff Anderson calls Colonel Steele to explain the
6


potential bomb situation. Col. Steele assigns the post command
to Capt. Niccotero and rolls out with the Guard unit to the scene
of the fire.
11:50 AM: Nurse Rebecca drops Coach Leroy off at VFW Post
100168 and runs across the street to Fosters Pharmacy to pick
up some items for the retirement home.
11:52 AM: The National Guard arrives at the Mortiston All School
and begins to create a two block cordon around the scene.
11:53 AM: National Guard troops hold the 9908 Silver-Zephyr
train from Arizona, carrying the remnants of Project Omega to
storage, about one mile outside Mortiston until they receive the
all clear code.
11:53 AM: Coach Leroy calls Sheriff Anderson on his cell phone
from the parking lot of the VFW Local 100168, to report bikers
from the Pythons motorcycle club are going to rob Fosters
Pharmacy. Sheriff Anderson goes to check out the call himself in
case old Leroy is telling stories.
11:57 AM: Despite a whipping wind, the initial fire is nearly
contained. The weather finally breaks. Amidst the now pouring
rain, Fire Chief Wilshire prepares to order stand down for reserve
companies.
11:57 AM: Kids go inside the Observatory to weather the storm.
11:58 AM: Meatballs leads ten Pythons into Fosters Pharmacy.
One of the bikers shoots a security guard, mistaking him for a
Sheriffs deputy.
11:59 AM: KGON Traffic helicopter arrives overhead and begins
doing aerial camera shots of the fire. The pilot advises that the
weather is bad, but the producers want at least five minutes of
film to cover the expense of the fuel.
12:00 PM: The National Weather Service issues Tornado
Warnings for Mortiston and the surrounding counties after reports
of sighted tornadoes and hail.
12:00 PM: Pressure from Washington D.C. to stop holding the
9908 Silver-Zephyr train comes to Colonel Steele. Officials are
concerned that the train is at risk due to the weather and want it
moved through Mortiston ASAP.
12:01 PM: Colonel Steele and Fire Chief Wilshire agree that the
9908 Silver-Zephyr can safely pass through town and it is given
the go ahead.
12:01 PM: SysNat Foodservices truck overheats in driveway of
the Regina Observatory while making the weekly delivery to the
skate parks snack bar. Disgruntled by the delay and the
weather, the driver walks to the edge of the cliff to get better cell
phone reception. He calls his dispatcher to send a repair truck.
12:01 PM: 911 Dispatch routes two Sheriffs deputies from the
fire at the Mortiston All School to a robbery in progress at
Fosters Pharmacy, shots fired.
12:02 PM: The 9908 Silver-Zephyr train enters Mortiston.
12:03 PM: The suitcase bomb detonates 0.5 kg of refined
plutonium in a white-hot, atomic flash. Nearly all firemen, sheriffs
deputies, National Guardsmen, reporters and innocent
bystanders in a four-block radius are disintegrated instantly.
12:03 PM: The 9908 Silver-Zephyr derails explosively.
12:03 PM: The superheated radioactive blast from the bomb
explosively ignites Romero Chemicals Tank Farm.
12:03 PM: EMP from the nuclear explosion wipes out the
unshielded electronics in most of Mortiston.
12:03 PM: Sheriff Andersons cruiser is killed by the EMP. He
gets involved in a shoot out with the bikers at Fosters Pharmacy
across from VFW Post 100168.
12:03 PM: KGON Traffic helicopter crashes into McClellans
SuperPawn.
12:03 PM: Alices Eatery is quieter than normal, due to the bad
weather. No one here thinks the explosion is anything more than
a sonic boom or a loud crash of thunder. Power does not go out,
but the ability to take credit cards does.
12:03 PM: Andy Bearstalker definitely hears and feels the
explosion. Andys Hunting Emporium lies just outside the
damage radius from the tiny nukes blast wave. Power goes out
and the ground shakes. Andy starts to go outside to investigate
the blast, but once he sees the weather he gets everyone to
hunker down and wait out the storm.
12:03 PM: DJ Grant Jazzy is walking across the parking lot at
KZED Radio when the bomb goes off. He misses the flash, but
turns to see the mushroom cloud develop miles away in the
valley below. First, he runs to his van and gets his pistol and then
he runs to the broadcast studio with breaking news.
12:03 PM: Fred the Surveyor is faced the wrong way and
concentrating on his work when the bomb goes off. He barely
notices the thunder-like blast, concentrating on trying to get his
work done before the rain gets any worse.
12:03 PM: Gas and Dog are driving down Main Street when the
blast goes off. The EMP kills numerous vehicles
simultaneously, including Gass truck. Accidents happen as
drivers lose electronic brakes and steering. Eventually all come
to a stop and some drivers exit their vehicles. All can see the
developing mushroom cloud. Cell phones are dead. Internet
access for almost 75% of the Mortiston area is dead. HARD
WIRED LOCAL CALLS go through, but NO CALLS can connect
long distance. Small pockets of panic begin to erupt. Gas and
Dog abandon the truck and head towards Fort Robert J. Quinn
on foot in the rain.
12:03 PM: Capt. Niccotero, inside Fort Robert J. Quinn, is also
aware of the boom and goes outside to investigate. After seeing
the mushroom cloud, he goes back inside and attempts to radio
Col. Steele. When he fails to contact any member of the National
Guard troop and cannot raise any Mil-net frequencies after
double-checking his equipment, he collapses in momentary
despair.
12:03 PM: Kyle Edwards (KILL-KILL) is serving lunch to the kids
at St. Thomas Home for Children. Everyone at the orphanage
believes the bomb was nothing more than thunder from the
approaching storm.
12:03 PM: The power goes out at Burts Shooting Sports and
Michael sees the mushroom cloud develop. He calls Reverend
Thompson and tells him to get the store ASAP. Michael then
locks the door of Burts Shooting Sports and puts the closed sign
up. He then begins moving guns and ammunition into the
basement bunker installed by his father.
12:03 PM: Nurse Rebecca tries to sneak out the back of Fosters
Pharmacy, while Meatballs is busy with the arrival of Sheriff
Anderson. She stops short of her goal when Zack the
pharmacist, her fiance, drops dead in front of her.
12:03 PM: Boom and Takashi are both on the Internet in the
dining hall at Gaiten Academy when it goes dead. Many students
panic as cell phones cease to work and computers cannot
contact the Internet. Someone turns on KGONs broadcast and
many students and faculty huddle close around the TV to watch
the news.
12:03 PM: Joseph Smith is on the third floor of the Columbus
Memorial Library when the power goes out and the emergency
lights come on. No one thinks the boom is anything more than a
crash of thunder from the storm. The library closes, but he ducks
the security guard sweeping the building and remains inside the
deserted Library.
12:03 PM: Since the driver of the SysNat Foodservices was
directly facing the Industrial District of Mortiston, he is completely
blinded by the brilliant flash from the blast. Screaming in pain
7


and confusion, he stumbles off the edge of the cliff and falls over
a thousand feet to his death. The trucks keys are in his pocket.
12:03 PM: Willie Radd and members of the Sundowners are
hanging out in Sundowner Park. They had been playing
basketball, but after the rain starts, they run into one of the
racquetball courts. After the blast, Willie tries his cell and then
starts collecting more Sundowners.
12:03 PM: Susanna Cassell is working at Phillips Quality Auto
Repair trying to order an electronic ignition circuit. She is using
both the phone and the Internet when the bomb detonates.
Susanna was talking to a parts distributor within the blast radius.
She hears static and what she thinks is a scream before she
loses both the phone connection and connectivity to the Internet.
No one else in Phillips Quality Auto Repair is worried about
anything but the weather.
12:04 PM: A flaming train car marked only with the number 10
from the 9908 Silver-Zephyr derailment lands in the Mortiston
Bell telephone exchange building, destroying the telephone
switches and disrupting local telephone service.
12:04 PM: DJ Grant Jazzy discovers that phones and the
Internet are down. He begins broadcasting for everyone to stay
calm. He directs listeners to tune into KGON TV for another
possible news source and begins a CB Radio channel 9 call-in
show for listeners comments.
12:05 PM: A tornado touches down briefly in the industrial park
north of the Romero Chemicals Tank Farm. The high winds and
pressure change pull the flames and heat from the bomb
skyward to create a vast pyrocumulonimbus cloud over the
northern part of Mortiston. Thermo-mesocyclones develop in the
sky above the town and tornadoes of burning fire begin dropping
out of the sky and spinning through parts of Mortiston.
12:10 - 12:15 PM: George from Tyler Logging Service calls in on
CB Channel 9 for Grant Jazzy to report, fire tornadoes from God
raining out of the sky. After confirmation calls, DJ Grant Jazzy
begins telling people on the north side of Mortiston to get out if
they can.
12:12 PM: Two men and a pregnant woman force their way into
Burts Shooting Sports when no one answers their insistent
knocking. They begin to loot the place as Michael comes up from
the bunker in the basement. Michael shoots the men and knocks
the now hysterical woman unconscious. As he ponders whether it
is better to save the woman and her unborn child or to simply
shoot her too, he returns to looting his own store.
12:14 PM: Simon Tool rallies Capt. Niccotero at Fort Robert J.
Quinn and after fighting off a couple of zeds inside the building,
the two of them decide to work together to be the U.S. Military
presence in Mortiston until help arrives.
12:15 PM: As the intense weather begins to lessen at Andys
Hunting Emporium, Andy goes outside to survey the damage.
After seeing the raging firestorm on the north side of town and
the mushroom cloud just to the east, he begins to assess the
situation in terms of long-term survival. Andy begins to fortify his
store against potential looters.
12:16 - 12:35 PM: Kurt Jacksons mercy spree at the KGON TV
studios.
12:35 PM: Kurt Jackson interrupts the only TV broadcast
available in Mortiston by killing everyone on set and then
committing suicide on camera after telling everyone watching,
Its a nuclear war. Were all going to die.
12:35 - 1:00 PM: Willie Radd and five of his friends are attacked
by zombies moving into Sundowner Park. They survive, but
retreat to Castle Boat Rental for a more defensible location to
hold up in.
12:35 - 4:00 PM: Chaos reigns supreme in Mortiston. With
Internet and telephone service both out; local TV and radio are
the only media. Anyone who was waiting for a voice of reason
to tell them everything is OK joins those who were already
scrambling for survival. Panic, looting, killing and chaos sweep
through the town with those closest to the blast reacting the
fastest and harshest. DJ Grant Jazzy broadcasts news as well as
messages to stay calm and stay indoors if you are south of I-32.
It is during this time that the first zombie attacks are reported
over the CB radio. At first, they are laughed off as nut cases.
12:35 PM: Sam Campbell is too busy trying to make his remote
control work to notice a zombie sneak up on him in the parking
lot of Campbells Hardware.
12:39 PM: Reverend Thompson arrives at Burts Shooting Sports
with Trudi and Annette. Upon seeing the two women, Michael
makes his decision in regards to the female looter and then
shows everyone down into the bunker.
12:46 PM: A zombie bursts out of the mens room of the diner in
front of Big Mamas Hotel and Cafe. Within minutes everyone in
the location is either dead or infected.
1:00 PM KZED Radio starts broadcasting that everyone should
avoid contact with strangers for the time being given numerous
unconfirmed reports of person on person violence.
1:07 PM: All lanes of I-32 are closed off by a multiple car pile-up
on the bridge south of town. In the general chaos, a shooting
spree erupts on the bridge. The fire from the wreck goes
unchecked.
1:11 PM: Victor hides Miss Elizabeth Moriarty in the back room
of Selenas Living Dred Girl and then goes back out front to kill as
many zombies as he can before the end.
1:14 PM: Dr. Norbert West locks himself into the glass courtyard
in the middle of West Memorial Medical Center to escape the
zombies tearing apart his practice.
1:16 PM: Inside the Columbus Memorial Library, Joseph Smith
fights for his life against a zombie-librarian that he once had a
huge crush on. He kills her with a paper spike from the
reference librarians desk; afterwards he wanders over to a set of
study cubicles and collapses.
1:27 PM: Zombified National Guard members attack Andys
Hunting Emporium. After a viscous fight, the zombies are
defeated and Andy and his group begin to cope with the horror of
what Mortiston has become.
1:37 - 2:00 PM: Python club members are attacked by zombies
in two different parts of town at roughly the same time. A viscous
fight occurs inside Fosters Pharmacy, but Meatballs and his
group finally manage to secure the building. Meanwhile the
bikers and chemists at Wongs Way Nail Salon manage to fend
off the horde attacking them and then fortify the shop some with
furniture barricades.
2:00 PM: Most of Mortiston north of I-32 is engulfed in a raging
firestorm. Both people and zombies flee south.
2:03 PM: Nearly everyone in Mortiston north of the river will
begin to show signs of radiation sickness (nausea, vomiting,
headache, fatigue and possible diarrhea).
2:13 PM: After fortifying Castle Boat Rental, Willie Radd and his
friends return to collecting up Sundowners and their families, as
well as other refugees from the firestorm.
2:24 PM: DJ Grant Jazzy broadcasts that there is no more room
at KZED. He advises listeners to hide in their homes and
barricade themselves into their basements, bathrooms and
closets. He also tells listeners caught outside to seek aid at Fort
Robert J. Quinn. He describes what a zombie looks like, how it
acts and the ones that attacked KZED Radio were killed by being
shot in the head. DJ Grant Jazzy tells everyone to be calm and
wait in a safe place.
8


2:29 PM: After much heated discussion, directed by Boom
Saunders and the other Outkasts, the majority of survivors vote
to close the gates of Gaiten Academy to all but faculty, family and
students. Vehicles are moved from the parking lots into the
grounds to hamper traffic and the polo team (most of the
Outkasts) mounts up and begins patrolling the grounds for
zombies.
2:48 PM: A long-time customer of Alices Eatery stops in at the
little restaurant to find out how Alice is doing. This is the first that
Alice or Bleeding Badger has heard concerning the disaster at
hand. All of them go in Bleeding Badgers truck to Gaiten
Academy.
2:57 PM: Fred the surveyor finishes his work and finally turns
back towards town to see the apocalypse in full swing. He is
about to flee Mortiston to the west when he is attacked by natives
from the Blackhorse Reservation. Fred flees back towards town.
3:03 PM: Alice and Bleeding Badger arrive at the gates of Gaiten
Academy and are eventually let in as Alice is a past faculty
member and a friend of the Saunders family.
3:16 PM: Capt. Nicoterro begins to organize refugees and
survivors coming into Fort Robert J. Quinn while Simon Tool and
Dog go looking for other survivors before dark.
3:21 PM: KILL-KILL destroys the steps to the 2nd floor of St.
Thomas Home for Children so that no more zombies can get up
the stairs to the children. Afterwards he scours the workshop for
weapons and barricades the entrances.
3:45 PM: Inside the Columbus Memorial Library, Joseph Smith
is no more. Fully in the grip of disassociative madness,
Nicodeimos the Bookwyrm awakens from his slumber and begins
to scavenge and fortify his new lair.
4:00 PM: Due to the combination of the weather and the smoke
from the fires, the sky in Mortiston is very dark. Within an hour, it
is pitch black outside.
4:11 PM: Meatballs decides to go get Suzy-Q at Phillips Quality
Auto Repair with two of his boys on old bikes, but they get turned
away by an armed group barricading the Gaiten bridge and
return to Fosters Pharmacy.
4:13 PM: After Meatballs leaves, Sheriff Anderson and Coach
Leroy try to move Lester so they can make a run for the hospital
or a medical clinic in Lesters VW; but before they can get him
moved they hear gunfire from the nearby bridge and abandon the
plan as the Pythons return.
4:35 PM: Willie Radd begins isolating all refugees coming into
the park by stuffing them into the racquetball courts. Those who
resist are shot to death. Once the courts are filled, he accepts no
more survivors in Sundowner Park (Order 66).
4:49 PM: Suzy Q barricades herself in at Phillips Quality
Auto Repair and waits for the Pythons to come.
5:01 PM: Night comes early for Mortiston. It is now dark.
5:11 PM: Two of the Pythons inside Fosters Pharmacy suddenly
become zombies. They are quickly killed without anyone being
injured, but by examining their wounds, Nurse Rebecca King
learns something about the zombie virus infection rates. She
begins keeping a medical journal.
5:30 PM: The rain begins to let up, but the firestorm continues to
rage north of I-32. Anyone outside will see that Delemorte Island
and the Gaiten district still have power.
5:56 PM: DJ Grant Jazzy leaves KZED Radio with a few others
to look for other survivors and get some stuff from his mobile
home near the radio station.
6:09 PM: Willie Radd and the muscle of the Sundowners meet in
the fortified Castle Boat Rental to work out the new laws of
Sundowner Park.
6:25 PM: Fred the Surveyor passes out from exhaustion
barricaded inside Lionels Lawn and Garden. He is exhausted,
terrified, hungry, thirsty, injured and yet still alive.
6:47 PM: While being guarded by others at Andys Hunting
Emporium, Andy Bearstalker embarks on a spirit journey to find
the proper path.
7:23 PM: A banquet of food is served up in the dining hall of
Gaiten Academy to all faculty, students, family and refugees. A
discussion about what is going on and what needs to be done
rages through the evening. At some point, cake is served.
7:37 PM: Sheriff Anderson and Coach Leroy agree on a two-hour
watch schedule and begin to settle into downtime.
8:00 PM: Delemorte Mortuary and Memorial Gardens light up
brightly with loud music playing. It looks and sounds like an End
of the World party to all who see and hear it from outside the
grounds.
8:07 PM: Gas and Dog make contact with the survivors inside St.
Thomas Home for Children, but KILL-KILL politely refuses aid
from the National Guard and advises Gas and Dog to be on their
way in the morning.
8:34 PM: Inside the Dining Hall of Gaiten Academy people argue
and eat cake, outside Takashi Miyamoto stands alone against a
horde of nine zombies; he leaves no survivors.
9:00 PM: Capt. Nicoterro orders flares to be lit on the roof of Fort
Robert J. Quinn to serve as a beacon to those looking for
someone still alive. Someone at KZED Radio tells Grant Jazzy
and the idea for the Circle of Light is born.
10:00 PM: Thousands of the walking dead roam the dark streets
of Mortiston looking for food.
11:11 PM: In his madness, Michael Sparks dreams of the brand
new world in which he is Gods Vengeance set upon the earth to
cleanse it of the unrighteous. He sleeps peacefully inside the
fallout shelter under Burts Shooting Sports.
11:59 PM: Z-Day finally comes to an end.





9



The Personalities of Mortiston

Here are the main players in Mortiston: good, bad and
indifferent. The basic information is given for each person,
along with where and when the players will find them. Stats
are given for each of the licensed game systems involved with
this little world weve built. Everything is broken down into the
following categories:

Basic Character Info
This includes character name, their role in Mortiston,
motivation to do what they do, and what makes them happy.
There is even a picture so you know what they look like.

Character Description
This is for character description, background story, faction
connections and future plans. This is sometimes about the
character and sometimes about the circumstances of Z-Day or
after.

Location by Outbreak Level
Locations are broken up into four separate time periods or
stages. The Stages of the Apocalypse are covered in more
detail in GM Notes. They are Z-Day, The Burn, The Dying and
The Rise of the Warlord. If you are using Outbreak: Undead
rules, then these stages correspond to the listed Outbreak
Level (OL). Some characters might be in multiple places over
a given range of time. For example, The Dying lasts for 90
days; it is highly unlikely that a character will remain in one
place that entire time. Most characters list multiple locations
and % to indicate how likely they are to be in a given location.

Character Stats
This is where the character stats for the various systems are
recorded. Below are listed the stats for some basic survivors.
These are a guideline for minimum survivor numbers, i.e., if
your character is not this good, you may not survive. The GM
can use the numbers below as a base for faction troops, but
only if a diplomatic solution cannot be reached, of course.

Equipment
You cant kill zombies without the right tools. This is where
the character's equipment is listed. It is broken down into
Weapons, Armor, Clothes and Equipment. As each game
system is different, it is left up to the GM to determine the
specific effects of what is listed.

If you have purchased the EEP! (Extended Expansion
Package) online from www.RPGNow.com or from
www.DriveThruRPG.com, full character sheets will be included
for each NPC, along with any Hero Lab files for each game
system they cover. Other game systems will be included with
the EEP! Installments as we acquire licenses. So watch the
Scrying Eye Games website for regular updates and other
things that well have for Mortiston at www.scryingeye.com.
10

Alice Abernathy

Age: 72, 5' 6", 156.b, brown hair, hazel eyes, tan skin
Class: Cook, Owner, Herbalist and Healer
Motivation: Survival / Rebuilding the Town
Desire: To find an herbal/medical means to fight the plague

Alice is an honest to goodness hippy from the real Woodstock
era. She met her husband in her early 20's when she and a
bus full of protesters demonstrated on a Native American rights
issue in front of the courthouse with many of the youth from the
Blackhorse Reservation. She has a very high empathy and is
full of all sorts of cures and remedies she's learned through her
years of living close to mother earth. Alice seems very
ethereal and flighty unless you can get her to focus. Once she
does focus, you will observe her powerful mind at work.

Alices Eatery specializes in hybrid vegetables researched and
grown by Alice and her Native American husband, Bleeding
Badger. Alice has a PhD in agriculture. She knows a great deal
about planting, harvesting, splicing hybrids, and bioengineering
through her years of experimentation. Alice knew a long time
ago that if she opened a research lab to study in this field, she
would be inundated with red tape and harassed at nearly every
turn. There is a LOT of money to be made by food staying
exactly the way it is now. Alice also knew that if she opened a
restaurant and continued her studies, she would be allowed to
proceed un-harassed. Her progress has been truly amazing.

The Eaterys menu explains the ultimate goal of Alice and
Bleeding Badger. They hope, by their efforts, to rid the world
of hunger and disease. She's working on hardy, high protein
vegetables that can be used to replace meat and he is working
to combine recipes with the herbal remedies that he has been
making his entire life. The customers who frequent Alices
Eatery dont know if Alice and Bleeding Badger will succeed
one day, but they do know that the food is delicious and that no
regular customers ever get sick.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- Inside Alices Eatery till 2:48 PM, then Gaiten
Academy for rest of day.
Level 2 The Burn/First 5 Days -- OL 1 -- 90% Gaiten Academy; 10%
Scrounging.
Level 3 The Dying/Next 90 Days -- OL 2 -- 20% Gaiten Academy;
10% Scrounging; 70% Andys Hunting Emporium
Level 4 The Rise/After 90 Days -- OL 3&4 -- GM's Decision

CHARACTER STATS

Outbreak: Undead
STRENGTH: 20 PERCEPTION: 30
EMPATHY: 40 WILL: 30
HEALTH: 26, DEFENSE: +9, RANGED ATK: +11%
MELEE ATK: +10%, GESTALT DICE: 49
Skills: Basic First Aid, Calm, Chemistry, Healer, Stealthy, Survival: Temperate
Forest
Savage Worlds
AGILITY: d6 SMARTS: d10 SPIRIT d8
STRENGTH d4 VIGOR d6 CHARISMA: 0
PACE: 6 PARRY: 4 TOUGH: 5
Skills: Fighting d4; Healing d12+2; Investigation d8; Knowledge: Herb-lore
d10+2; Knowledge: Weird Science d8+2; Notice d10; Persuasion d6; Shooting
d4; Stealth d6; Survival d8; Swimming d6
Hindrances: Loyal (minor), Pacifist (major)
Edges: Scholar, Healer
The Modern Path
STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1)
Modern Hero 9, HP: 90 Saves: FORT+8, REFLX+4, WILL+6, INT+1
Base attack +6, DEF 11, Crit Def +3, CMB +6, CMD 17 Align: CG, Spd: 30
Skills: Computer Use-6, Craft (Chem)-14, Craft (Pharm)-14, Drive-1, Knowledge
(Earth/Life)-16, Knowledge (Phys)-9, Knowledge (Tech)-16, Knowledge (all
others)-6, Perception-19, Profession (Cook)-14, Repair-4, Research-17, Ride-2,
Sense Motive-9, Stealth-6, Survival-6
Feats: Alertness, Courageous, , Educated, Medical Expert, Personal Firearms
Proficiency, Simple Weapon , Studious, Technician, Uncanny Alertness
Talents/Abilities: Armor Class Bonus, , Fame Bonus, Healer, Heroics Bonus,
Heroics: Intelligence, Intuition, Perspicacity
OGL Modern
STR: 10 (+0) INT: 16 (+3) WIS: 15 (+2)
DEX: 12 (+1) CON: 14 (+2) CHA: 15 (+2)
Level: Smart 9 , HP: 81 Saves: FORT+3, REFLX+4, WILL+6, INT+5
REP+3, AP:65, WEALTH+0, MELEE +4, RANGED +5 DEFENSE:15
Feats: Alertness, Attentive, Educated, Focused, Improved Int, Pers.Firearms,
Point Blank Shot, Simple Weapons, Studious
Talents/Abilities: Savant (Earth/Life Sci)
Skills: Balance-5, Climb-1, Computer Use-12, Craft (Chem)-11, Craft (Pharma)-
11, Craft (Write)-12, Diplomacy-4, Drive-1, Gamble-8, Handle Animal-3, Hide-2,
Investigate-9, Jump-1, Knowledge (Arcane)-5, Knowledge (Earth/Life)-27,
Knowledge (PhySci)-12, Knowledge (Tech)-11, Knowledge (Theology)-5, Listen-
6, Move Silently-3, Navigate-3, Perform (Sing)-1, Profession (Cook)-7,
Read/Write Language-3, Research-15, Ride-1, Search-12, Sense Motive-6,
Speak Language-3, Spot-6, Survival-4, Swim-2, Treat Injurty-4
Rotworld
STR: 35 DEX: 60 AGL: 55 PER: 75 WPR: 70 PCN: 75 LUCK: 55 STA: 45
Penetration Bonus: +0 Unskilled Melee: 45
Wounds: 12, ATT: 2 Stamina Recovery Rate: 3 Wounds: 12
Skills: Pistol (60/S/75) Chemistry (68/E/98) Medicine (69/E/99) Whisper Sweetly
(69/S/84)
Paranormal Talents: Telepathic Sending (73S/85)

EQUIPMENT
Weapons: 9mm Pistol
Armor: Leather Duster, Leather Work Boots
Clothes: Cotton work shirt, Blue denim pants
Equipment: First Aid Kit, Pocket Tool, Keychain with penlight.
11
Andy Bearstalker

Age: 35, 5' 10", 165lb, black hair, amber eyes, med dark skin
Role: Native-American Hunter/Scout
Motivation: Survival / Protect the Weak
Desire: To save as many people as possible

Andy Bearstalker has always been as much of a friend to the
non-tribal residents of Mortiston as he has to the members of
his own tribe. When the land fight started between the logging
company and the Tribal Elders, Andy ignored the desires of the
Tribal Elders and refused to shun those who were not of the
tribe. Andy believes that problems can only be solved by
working through them, and shunning everyone who is not of
the tribe is childish and unhelpful. This outspoken challenge to
their leadership has led to the Tribal Elders blackballing Andy.
Nothing could have made him more popular with the rebellious
youth of the tribe and some began hanging out around Andys
Store to show their support.

Andy put the boys and girls to work around his place and
paid them in ancient lore taught to him by his grandfather.
Andy was raised by his grandfather, John Moon-stealer, who
served in WW2 as a tracker and ranger and was in-turn trained
by his grandfather, who was a cavalry scout in the 1870s.
Andy is a font of hunting, scouting and survival lore. The two
tours of duty that Andy did in Iraq, before returning home to
open his hunting shop, did nothing but sharpen his natural
instincts.

Andy and his braves were nearly an organized force before Z-
Day occurred because they often hunted and practiced various
crafts together. Since then, they have been working as a
search and rescue group. Many of the survivors staying at
Andys Hunting Emporium owe their lives to Andy and his
braves. Andy only demands that everyone pull his or her
weight. Within 60 days, Andy and his braves are a tight-knit
group of cold, hard and pragmatic warriors. They are intent
upon saving humanity, but they do not tolerate racism, bullying
or any disrespect from one person to another. Punishment is
harsh: one warning and exile after the second offense.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 80% at the store; 20% on the reservation
Level 2 The Burn/First 5 Days -- OL 1 At reservation for first two
days, then 60% at the store; 40% scrounging with the
Braves.
Level 3 The Dying/Next 90 Days -- OL 2 -- 50% at the store; 50%
scrounging with the braves
Level 4 The Rise/After 90 Days -- OL 3&4 -- Unless the PCs
intervene, Andy dies on day Z-Day+69

CHARACTER STATS

Outbreak: Undead
STRENGTH: 37 PERCEPTION: 38
EMPATHY: 24 WILL: 31
HEALTH: 43(53), DEFENSE: +14, RANGED ATK: +15%
MELEE ATK: +14%, GESTALT DICE: 35
Skills: Agility; Archery; Basic First Aid; Co-op: Andys Braves; Endurance;
Healer; Healthy; Heroic; Knife Fighter; Leadership; Survivalist: Mortiston Biome
Savage Worlds
AGILITY: d10 SMARTS: d8 SPIRIT d4
STRENGTH d8 VIGOR d6 CHARISMA: 0
PACE: 6 PARRY: 7 TOUGH: 5
Skills: Fighting d10; Knowledge: Tribal Lore d6; Knowledge: Tribal
Scouting/Hunting d8; Notice d8; Riding d6; Shooting d10; Stealth d8; Survival d8;
Swimming d4; Tracking d8
Hindrances: Loyal (major); Outsider (minor)
Edges: Danger Sense; Woodsman
The Modern Path
STR: 17 (+3) INT: 15 (+2) WIS: 14 (+2)
DEX: 17 (+3) CON: 15 (+2) CHA: 15 (+2)
Modern Hero 9, HP: 108 Saves: FORT+6, REFLX+7, WILL+5, INT+3
Base attack +9, DEF 13, Crit Def +5, CMB +13, CMD 26 Align: NG, Spd: 30
Skills: Acrobatics-7, Appraise-3, Bluff-3, Climb-6, Craft (Bows)-6, Craft (Traps)-4,
Diplomacy-4, Escape Artist-,1 Handle Animal-8, Heal-7, Intimidate-3, Knowledge
(Geo)-3, Knowledge (History)-3, Knowledge (Local)-6, Knowledge (Nature)-9,
Knowledge (Religion)-3, Perception-16, Profession (Trapper)-13, Ride-8, Sense
Motive-8, Stealth-14, Survival-16, Swim-6
Feats: Athletic, Brawl, , Deadly Aim -3/+6, Ease of Faith, Leadership (Base Score
11), Savannah Child: Handle Animal, Simple Weapon Proficiency - All, Tracker,
Weapon Focus: Compound Bow
Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Favored Terrain:
Forest, Heroics Bonus, Heroics: Constitution, Leadership, Perspicacity
OGL Modern
STR: 17 (+3) INT: 15 (+2) WIS: 14 (+2)
DEX: 17 (+3) CON: 14 (+2) CHA: 15 (+2)
Level: Fast 9, HP: 90 Saves: FORT+5, FEFLX+7, WILL+5, INT+6
REP+3, AP:65, WEALTH+0, MELEE +9, RANGED +9 DEFENSE:20, MOVE 35
Feats: Acrobatic, Alertness, Cmbt Expert, Endurance, Point Blank Shot, Precise
shot, Quick Draw, Stealthy, Track, Weapon Focus
Talents/Abilities: Evasion, Uncanny Dodge 1 and 2, Opportunist, Incr. Speed
Skills: Balance-5, Climb-1, Computer Use-12, Craft (Chem)-11, Craft (Pharma)-
11, Craft (Write)-12, Diplomacy-4, Drive-1, Gamble-8, Handle Animal-3, Hide-2,
Investigate-9, Jump-1, Knowledge (Arcane)-5, Knowledge (Earth/Life)-27,
Knowledge (PhySci)-12, Knowledge (Tech)-11, Knowledge (Theol)-5, Listen-6,
Move Silently-3, Navigate-3, Perform (Sing)-1, Profession (Cook)-7, Read/Write
Language-3, Research-15, Ride-1, Search-12, Sense Motive-6, Speak
Language-3, Spot-6, Survival-4, Swim-2, Treat Injurty-4
Rotworld
STR: 75 DEX: 80 AGL: 75 PER: 65 WPR: 65 PCN: 65 LUCK: 55 STA: 70
Penetration Bonus: +15 Unskilled Melee: 75
Stamina Recovery Rate: 5, Wounds: 15
Skills: Long Bow (78/E/108) Knife (78/E/108) Stealth (75/S/90) Tracking
(65/E/95) Outdoor Survival (60/M/115)
Paranormal Talents: Dream Walking (65/S/80)

EQUIPMENT
Weapons: Bear CARNAGE Compound Bow, Combat Knife
Armor: Heavy Buckskin Jacket, Leather Gloves, Leather Work Boots
Clothes: Cotton work shirt, Blue denim pants
Equipment: First Aid Kit, Pocket Tool, Keychain with retracting line,
Quiver of 20 Arrows Canteen, Compass
12
Fred Ross

Age 35, 6 1, 185 lb, brown balding hair, blue eyes, tan skin
Role: Engineer/Surveyor for Tyler Logging
Motivation: Survival / Escape
Desire: To escape Mortiston / Find family

Fred Ross hates this town. Fred is a civil engineer and
surveyor for Tyler Logging Service. He was flown in from
Chicago one day before Z-Day to reshoot some boundary
lines for the ongoing lawsuit between the Blackhorse
Reservation and Tyler Logging Service. He had often wished
this town would be destroyed by tornadoes; he just didnt think
he would be here when it happened.

On Z-Day, Fred was surveying the property lines between the
railroad easement and Tyler Loggings next cut area, which
happens to be just across the railroad tracks from the
Blackhorse Reservation. The project has been delayed due to
the stop work order put on by the federal courts while the case
is heard as to whether or not cutting the forest across the
railroad track from the Reservation would negatively affect the
forest within the Reservation. He was working when the initial
explosion occurred. He looked up from his scope to see the
fireball, but had no idea the true nature of the catastrophe until
he tried to return to his room at Big Mamas Motel & Cafe.

Finding the roads a mess with abandoned and wrecked cars,
as well as the walking dead, Fred did not panic. He fought his
way to the closest, most secure building that he could find and
began securing it further. The place he found was Lionels
Lawn and Garden: a small, nearly windowless, block building
just beside the railroad tracks.

Fred is an experienced hunter and woodsman. He could
probably survive in the woods, but has returned to town
because he fears the natives of the Blackhorse Reservation
will react negatively to his Tyler Logging Service coveralls.
Nevertheless, he is loath to remove them given the extra layer
of protection they provide against zombies.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 80% Surveying N. of town; 20% Lionels Lawn and
Garden
Level 2 The Burn/First 5 Days -- OL 1 -- 80% Lionels Lawn and
Garden; 20% scrounging
Level 3 The Dying/Next 90 Days -- OL 2 -- 60% Lionels Lawn and
Garden; 40% scrounging
Level 4 The Rise/After 90 Days -- OL 3&4 GMs Decision

CHARACTER STATS

Outbreak: Undead
STRENGTH: 31 PERCEPTION: 35
EMPATHY: 27 WILL: 30
HEALTH: 37, DEFENSE: +14, RANGED ATK: +13%
MELEE ATK: +12%, GESTALT DICE: 35
Skills: Brawler, Fast Shot, Knowledge: Engineering, Search, Stealthy,
Resourceful, Trigger Discipline
Savage Worlds
AGILITY: d10 SMARTS: d8 SPIRIT d8
STRENGTH d6 VIGOR d4 CHARISMA: 0
PACE: 6 PARRY: 7 TOUGH: 4
Skills: Fighting d10; Intimidation d6; Knowledge: Surveying d8; Notice d10+2;
Persuasion d8; Shooting d10; Stealth d6; Survival d8; Swimming d4
Hindrances: Loyal (major); Stubborn (minor)
Edges: Alertness, Hard to Kill, Harder to Kill
The Modern Path
STR: 16 (+3) INT: 15 (+2) WIS: 10 (+3)
DEX: 15 (+2) CON: 18 (+3) CHA: 5 (+1)
Modern Hero 7, HP: 70 Saves: FORT+6, REFLX+4, WILL+2, INT+2
Base attack +3, DEF 12, Crit Def +4, CMB +6, CMD 18 Align: NG, Spd: 40
Skills: Acrobatics-5, Climb-5, Craft (Mech)-7, Knowledge (Geo)-5, Knowledge
(Tech)-5, Perception-16, Profession (Surveyor)-12, Repair-6, Stealth-6,Survival-9
Feats: Alertness, Bullied, Devotee of the Green: Knowledge (Geography),
Focused, Martial Weapon Proficiency: Greataxe, Personal Firearms Proficiency,
Simple Weapon, Tracker
Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus,
Heroics: Constitution, Perspicacity
OGL Modern
STR: 16 (+3) INT: 15 (+2) WIS: 10 (+3)
DEX: 15 (+2) CON: 18 (+3) CHA: 5 (+1)
Level: Tough 7, HP: 78 Saves: FORT+8,REFLX+4,WILL+2, INT+2
REP+2, AP: 47, WEALTH+0, MELEE +8, RANGED +7 DEFENSE:17
Feats: Alertness, Athletic, Brawl, Dodge, Point Blank Shot, Run, Simple
Weapons Prof., Stealthy
Talents/Abilities: Savant (Earth/Life Sci)
Climb-11, Computer Use-2, Concentration-, Craft (Mech)-4, Craft (Struct)-5,
Drive-5, Escape Artist-3, Gather Info-4, Handle Animal-, Hide-6, Knowledge
(Earth/Life)-4, Knowledge (Tech)-2, Listen-4, Move Silently-7, Navigate-2,
Profession (Survey)-7, Read/Write Language-1, Speak Language-1, Spot-7,
Survival-5
Rotworld
STR: 70 DEX: 65 AGL: 70 PER: 35 WPR: 60 PCN: 65 LUCK: 55 STA: 70
Penetration Bonus: +15 Unskilled Melee: 70
Stamina Recovery Rate: 5 Wounds: 15
Skills: Pistol (65/S/95) Logging Axe (70/S/90) Electronics (68/E/98) Geography
(63/E/93) Tracking (60/S/75) Outdoor Survival (59/S/74)
Paranormal Talents: Corpse Visage (49/S/85)

EQUIPMENT
Weapons: .357 Magnum Revolver, Logging axe
Armor: Tyler Logging Service coveralls, Leather Gloves, Leather
Steel-Toe Work Boots
Clothes: Cotton work shirt, Blue denim pants
Equipment: First Aid Kit, Lighter, Pocket Tool, Keychain with
Flashlight and Can Opener. 1 speed loader for .357

13
DJ Grant Jazzy

Age: 46, 6', 173 lb, black hair, blue eyes, med dark skin
Role: Retired Assassin/Radio DJ
Motivation: Survival / Protect the Weak
Desire: To atone for his past deeds

DJ Grant Jazzy doesnt even belong in this town. In fact,
Grant Jazzy isnt even a real person; it is just the name the
Federal Witness Security program gave him after he turned
states evidence and testified against the Petrelli Crime Family.
Eugene Mills just isnt a very cool name though, so mostly he
keeps it to himself. While Eugene worked for the Petrelli
Family, he worked as a mechanic. In order to shut down the
Petrellis, the Feds were willing to let Eugene walk on two
counts of murder, which was nothing compared to the 27
people he fixed during his employment. The Feds, proving
that they had a sense of humor, put the songbird on the radio
so to speak. Taking advantage of Eugenes deep, melodic
voice, the Witness Protection folks decided to hide him in
Mortiston at KZED radio.

Grant had made peace with his past and was trying to move
on with a quiet, small town life before Z-Day came. Despite
this, Grant kept his guns close by for fear that his past might
find him someday. Because there were only a few people
around the station, it is located on high ground and Grant knew
what to do: everyone that was at KZED when the attacks
started is alive and well inside the station.

Since Z-Day, Grant has become the program director of
KZED, as well as the DJ and lookout. Every morning, Grant
carefully climbs the radio tower and scouts the area as best he
can. Afterwards he does the morning show, in which he gives
the news, the daily zed report, public service announcements
about how to make improvised weapons, Post-Zombocalypse
Dos and Donts and how best to kill zombies. He also shares
what limited information he gets from the outside world via a
shortwave radio at the station.

Grants whole outlook on life has changed. He sees this new
life as a second chance to do whats right and make his
momma proud. He is now as nice and polite as any stone-
cold killer you would ever want to meet.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 90% Broadcasting on KZED; 10% scrounging
Level 2 The Burn/First 5 Days -- OL 1 -- 80% Broadcasting on
KZED; 20% scrounging
Level 3 The Dying/Next 90 Days -- OL 2 -- 80% Broadcasting on
KZED; 20% scrounging
Level 4 The Rise/After 90 Days -- OL 3&4 Unless the PCs
intervene, Jazzy will be killed by Michael.

CHARACTER STATS

Outbreak: Undead
STRENGTH: 32 PERCEPTION: 30
EMPATHY: 20 WILL: 32
HEALTH: 38, DEFENSE: +11, RANGED ATK: +11%
MELEE ATK: +11%, GESTALT DICE: 35
Skills: Basic 1st Aid, Brawler, Endurance, Fast Shot, Gunsmithing, Marksman,
Melee Fighter, Tough, Trigger Discipline
Savage Worlds
AGILITY: d8 SMARTS: d6 SPIRIT d6
STRENGTH d8 VIGOR d8 CHARISMA: 0
PACE: 5 PARRY: 7 TOUGH: 7
Skills: Climbing d6; Fighting d10; Intimidation d6; Knowledge: Radio Operation
d6; Knowledge: Death Dealers Handbook d8; Notice d8; Persuasion d8;
Shooting d10; Streetwise d6; Survival d6;
Hindrances: Code of Honor (major); Obese (minor)
Edges: Followers: Fans; Hard to Kill; Marksman
The Modern Path
STR: 17 (+3) INT: 15 (+2) WIS: 16 (+3)
DEX: 15 (+2) CON: 16 (+3) CHA: 13 (+1)
Modern Hero 9, HP: 99 Saves: FORT+6, REFLX+8, WILL+6, INT+4
Base attack +6, DEF 12, Crit Def +4, CMB +10, CMD 22 Align: NG, Spd: 30
Skills: Bluff-13, Computer Use-4, Craft (Elect)-9, Craft (Explosives)-9, Craft
(Weapons)-9, Demolitions-7, Diplomacy-1, Disable Device-12, Disguise-11,
Drive-6, Escape Artist-6, Knowledge (Street)-12, Knowledge (Tactics)-11,
Perception-17, Perform (Stand-up)-6, Profession (DJ)-11, Research-8, Stealth-9,
Survival-4, Swim-1
Feats: Alertness, Combat Martial Arts, Criminals, Deadly Aim -2/+4, Drive-By
Attack, Point Blank Shot, Precise Shot, Reactionary, Simple Weapon,
Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus,
Heroics: Dexterity, Perspicacity
OGL Modern
STR: 17 (+3) INT: 15 (+2) WIS: 16 (+3)
DEX: 15 (+2) CON: 16 (+3) CHA: 13 (+1)
Level: Tough 5/Strong 5, HP:130 Saves: FORT+9,REFLX+4,WILL+5, INT+6
REP+2, AP:75, WEALTH+0, MELEE +11, RANGED +10 DEFENSE:19
Feats: Brawl, Dodge, Far Shot, Dead Aim, Improved Initiative, Pers. Firearms,
Point Blank Shot, Quick Draw, Quick Reload, Simple Weapons
Talents/Abilities: DR 1/--, Remain Conscious, Robust, Ignore Hardness
Skills: Bluff-1, Climb-4, Craft (Elect)-3, Diplomacy-1, Disguise-6, Drive-1, Gather
Info-3, Intimidate-6, Knowledge (Current Events)-5, Knowledge (Pop Culture)-5,
Knowledge (Street)-8, Knowledge (Tech)-3, Listen-3, Move Silently-3, Profession
(Radio Show Host)-5, Read/Write Language-1, Search-2, Sense Motive-3, Speak
Language-1, Spot-5
Rotworld
STR: 70 DEX: 65 AGL: 70 PER: 65 WPR: 70 PCN: 65 LUCK: 55 STA: 70
Penetration Bonus: +15 Unskilled Melee: 70
Stamina Recovery Rate: 5 Wounds: 15
Skills: Pistol (65/E/95) LBG (65/E/95) Martial Arts (68/E/98) Electronics (60/E/75)
Medical (65/E/95) Stealth (68/S/83) Urban Survival (65/S/80)

EQUIPMENT
Weapons: Silenced .45 pistol w/laser sight, M25 SWS, Leather and
lead shot sap with wrist lanyard
Armor: Leather Jacket, Leather Gloves, Leather Steel-Toe Work
Boots
Clothes: Cotton work shirt, Blue denim pants
Equipment: First Aid Kit, Lighter, Pocket Tool, Keychain with
Flashlight and Can Opener, 1 clip for .45, Leather Belt
14
Capt. Greg Niccotero

Age: 46, 6', 173 lb, black hair, blue eyes, med dark skin
Role: Shattered National Guardsman
Motivation: Duty / Honor / Protect the Post
Desire: To be relieved by proper authority

Since he was a little boy, Greg wanted to be a soldier. Gregs
dad was a soldier who died in Iraq serving his country. Greg
wanted to be like his dad. His mother constantly discouraged
this desire, but that only made Greg want to do it more. Greg
worked hard in school and helped out the community by
delivering Meals on Wheels with his bicycle. He was also one
of the best scouts in his pack, always leading the way.

By the time Greg got into high school, it was more than
obvious that he was college-material. When Greg graduated
from high school, he elected to go to college on the ROTC
program. In college, Greg majored in business and, because
of this, was assigned the quartermaster duties within his ROTC
class.

Once he graduated, he was given his 2nd Lt. bars and sent to
Iraq. He served three years sending dead bodies home from a
rear area in Iraq without any problems. It was disappointing to
Greg, but it was his duty so he performed it with excellence.
Once he returned home, Greg signed on for the National
Guard to serve his community in times of need. His hope was
to do something important, something that mattered.

Greg could barely contain his excitement when he received
the call from Colonel Steele on Z-Day. He oversaw the proper
outfitting of the unit for fire fighting deployment and happily
accepted command of Fort Robert J. Quinn from his
commanding officer when the trucks rolled out.

The suitcase nuke destroyed everything that Greg has lived
his entire life for. His home was within the blast radius. His
pregnant wife worked at Mortiston All School. All of his friends
were either firemen or National Guardsmen. Greg doesnt
have any reason to live, except for his sense of duty. Duty
prevents him from taking his own life and keeps him on guard
and protecting the survivors and resources of the Guard Depot
that he now commands. Duty is everything.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% at Fort Robert J. Quinn
Level 2 The Burn/First 5 Days -- OL 1 -- 100% at Fort Robert J.
Quinn
Level 3 The Dying/Next 90 Days -- OL 2 -- 90% at Fort Robert J.
Quinn; 10% scrounging
Level 4 The Rise/After 90 Days -- OL 3&4 Unless PCs intervene,
Niccotero will be killed by Michael.

CHARACTER STATS

Outbreak: Undead
STRENGTH: 31 PERCEPTION: 35
EMPATHY: 27 WILL: 30
HEALTH: 37, DEFENSE: +14, RANGED ATK: +13%
MELEE ATK: +12%, GESTALT DICE: 35
Skills: Brawler, Fast Shot, Lone Wolf, Search, Stealthy, Resourceful, Tactician,
Trigger Discipline
Savage Worlds
AGILITY: d8 SMARTS: d8 SPIRIT d8
STRENGTH d8 VIGOR d4 CHARISMA: 0
PACE: 6 PARRY: 6 TOUGH: 4
Skills: Fighting d8; Healing d4; Intimidation d4; Knowledge: Small Unit Tactics d8;
Notice d8+2; Persuasion d8; Shooting d10; Stealth d6; Survival d8; Swimming
d4, Throwing d6
Hindrances: Loyal (major); Stubborn (minor)
Edges: Alertness, Hard to Kill, Harder to Kill
The Modern Path
STR: 16 (+3) INT: 14 (+2) WIS: 10 (+0)
DEX: 18 (+4) CON: 12 (+1) CHA: 5 (-3)
Modern Hero 9, HP: 99 Saves: FORT+6, REFLX+8, WILL+6, INT+4
Base attack +6, DEF 12, Crit Def +4, CMB +10, CMD 22 Align: NG, Spd: 30
Skills: Bluff-13, Computer Use-4, Craft (Elect)-9, Craft (Explosives)-9, Craft
(Weapons)-9, Demolitions-7, Diplomacy-1, Disable Device-12, Disguise-11,
Drive-6, Escape Artist-6, Knowledge (Street)-12, Knowledge (Tactics)-11,
Perception-17, Perform (Stand-up)-6, Profession (DJ)-11, Research-8, Stealth-9,
Survival-4, Swim-1
Feats: Alertness, Combat Martial Arts, Criminals, Deadly Aim -2/+4, Drive-By
Attack, Point Blank Shot, Precise Shot, Reactionary, Simple Weapon
Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus,
Heroics: Dexterity, Perspicacity
OGL Modern
STR: 16 (+2) INT: 14 (+3) WIS: 10 (+0)
DEX: 18 (+3) CON: 12 (+1) CHA: 5 (+3)
Level: Fast 9, HP:81 Saves: FORT+4,REFLX+8,WILL+3, INT+4
REP+3, AP:65, WEALTH+0, MELEE +9, RANGED +10 DEFENSE:21
Feats: Alertness, Athletic, Brawl, Cmbt Reflexes, Pers. Firearms, Adv Firearms,
Quick Draw, Quick Reload, Run, Simple Weapons
Talents/Abilities: Evasion, Uncanny Dodge 1 and 2
Skills: Balance-1, Climb-3, Craft (Mech)-6, Craft (Structural)-1, Demolitions-4,
Diplomacy-(-1), Disable Device-1, Drive-8, Escape Artist-6, Forgery-6, Hide-8,
Jump-3, Knowledge (Culture)-3, Knowledge (Street)-3, Knowledge (Tactics)-14,
Listen-4, Move Silently-9, Navigate-4, Profession (Soldier)-4, Search-4, Sense
Motive-1, Spot-4, Survival-2, Swim-6, Treat Injurty-1
Rotworld
STR: 65 DEX: 75 AGL: 65 PER: 60 WPR: 70 PCN: 65 LUCK: 45 STA: 60
Penetration Bonus: +15 Unskilled Melee: 73
Stamina Recovery Rate: 6 Wounds: 15
Skills: Pistol (75/S/90) Automatic Rifle (75/S/90) Knife (65/S/80) Military (65/E/95)
Outdoor Survival (59/E/89)
Paranormal Talents: Ignore Pain (68/S/83)

EQUIPMENT
Weapons: M9 Beretta, M16A3, Survival Knife
Armor: K-Pot, Combat Armor, Steel-Toe Combat Boots
Clothes: US Army Combat Fatigues
Equipment: First Aid Kit, Flashlight, Belt, 2 clips for each gun, 3
grenades
15
James Jimmy D Delemorte IV

Age: 25, 6' 1", 183 lb, black hair, brown eyes, pale skin
Role: Creepy Millionaire / Undertaker
Motivation: Who knows -- Hes CRAZY
Desire: To party hearty with the dead

James Delemorte IV never wanted to be an undertaker. He
was known throughout his time at Gaiten Academy as Jimmy
D and the class clown. He spent as much time as he could
with friends and away from home because he HATED dead
things. Yet, after he graduated from Gaiten, he went into a
morticians apprenticeship with his dad. James Delemorte III
had never been close with his son before this time and thus he
was appalled by the lack of decorum and respect for the dead
expressed by young James Delemorte IV. He decided that
something should be done.

No one knows what horrible thing happened inside the
Delemorte Estate, but whatever it was changed Jimmy D into
the no nonsense, quiet and reserved undertaker named James
Delemorte IV. Most everyone in Mortiston knew that Jimmy
D was somewhere on the estate and not away at school as
his parents always claimed when his school friends would call
for him or drop by. Susanna Suzy Q Cassell knows even
more of this story. She knows that one night in 1989, Jimmy
Ds best friends, Skyler Grey and Rose Caufield, intended to
break into The Delemorte Mortuary and Memorial Gardens to
find him and set him free. The next day the sheriff found
Skylers car in the river, but the bodies were never recovered.

Almost a year later, James Delemorte III passed away. At his
fathers funeral, the people of Mortiston saw James Delemorte
IV for the first time since his graduation in 1984, although he
displayed no emotion. He seems dead to anyone who knew
him before. He began serving the community of Mortiston as
its main mortician at that time. No one knows what became of
James Delemorte IVs mother; perhaps she is still alive inside
the mansion somewhere.

Ever since Z-Day, James Delemorte IV has been throwing one
hell of a party. He is crazier than snow in Texas on the 4th of
July and (for whatever reason) he is immune to being a target
for zombies. The walking dead just ignore him like he was
already one of them.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% at Delemorte Mortuary and Memorial
Gardens
Level 2 The Burn/First 5 Days -- OL 1 -- 100% at Delemorte
Mortuary and Memorial Gardens
Level 3 The Dying/Next 90 Days -- OL 2 -- 100% at Delemorte
Mortuary and Memorial Gardens.
Level 4 The Rise/After 90 Days -- OL 3&4 Unless the PCs
intervene, Jimmy D will die on Z-Day +8.5

CHARACTER STATS

Outbreak: Undead
STRENGTH: 27 PERCEPTION: 30
EMPATHY: 19 WILL: 30
HEALTH: 33, DEFENSE: +10, RANGED ATK: +11%
MELEE ATK: +10%, GESTALT DICE: 25
Skills: Chemistry, Combat Medic, Lone Wolf, Night Owl, Profession: Mortician,
Resourceful, Riding and Search
Savage Worlds
AGILITY: d8 SMARTS: d10 SPIRIT d6
STRENGTH d6 VIGOR d6 CHARISMA: 0
PACE: 6 PARRY: 6 TOUGH: 5
Skills: Fighting d8; Healing d4; Knowledge: Chemistry d12; Knowledge:
Delemorte Manor d10; Notice d10; Riding d6; Swimming d6; Throwing d6
Hindrances: Delusional (major); Bad Eyes (minor)
Edges: Immune to Zombie Hostility (not a target)
The Modern Path
STR: 16 (+0) INT: 14 (+3) WIS: 10 (+0)
DEX: 18 (+3) CON: 12 (+1) CHA: 5 (+3)
Modern Hero 8, HP: 56 Saves: FORT+5, REFLX+6, WILL+1, INT+4
Base attack +4, DEF 12, Crit Def +3, CMB +7, CMD 19 Align: CN, Spd: 30
Skills: Acrobatics-5, Computer Use-5, Craft (Chem)-8, Craft (Mortician)-13, Drive-
12, Intimidate-7, Knowledge (Art)-5, Knowledge (Buis)-5, Knowledge (History)-4,
Knowledge (Tech)-13, Knowledge (all others)-9, Perception-14, Pilot-6,
Profession (Mortician)-13, Stealth-3
Feats: Alertness, Focused, Reactionary, Simple Weapon Proficiency - All,
Splintering Weapon, Technician, Throw Anything, Ignored by Undead
Talents/Abilities: Armor Class Bonus, Fame Bonus, Fearless +2, Heroics
Bonus, Heroics: Intelligence, Perspicacity
OGL Modern
STR: 16 (+3) INT: 16 (+3) WIS: 8 (-1)
DEX: 15 (+2) CON: 12 (+1) CHA: 8 (-1)
Level: Smart 8, HP: 56 Saves: FORT+5, REFLX+4, WILL+3, INT+6
REP+4, AP:56, WEALTH+0, MELEE +7, RANGED +6 DEFENSE: 15
Feats: Creative, Deceptive, Dodge, Great Fortitude, Improved Int., Low Profile,
Run, Simple Weapons, Unnoticed by Undead
Talents/Abilities: Savant [Craft(Mortician)]
Skills: Bluff-1, Craft (Chem)-11, Craft (Pharma)-7, Craft (Mortician)-24, Disguise-
1, Drive-4, Forgery-11, Knowledge (Art)-11, Knowledge (Buis)-11, Knowledge
(Current)-11, Knowledge (History)-11, Knowledge (Theology)-5, Listen-3,
Perform (Dance)-5, Perform (Sing)-2, Pilot-4, Profession (Mortician)-7, Repair-7,
Ride-4, Search-11, Speak Language-4, Spot-3
Rotworld
STR: 70 DEX: 65 AGL: 50 PER: 40 WPR: 70 PCN: 70 LUCK: 55 STA: 50
Penetration Bonus: +15 Unskilled Melee: 60
Stamina Recovery Rate: 4 Wounds: 13
Skills: Boxing (638/E/78) Chemistry (70/E/100) Medicine (55/S/70)
Paranormal Talents: Corpse Visage (60/S/75) Empathy with Undead (60/S/75)
Speak with Undead (60/S/75)

EQUIPMENT
Weapons: None
Armor: None
Clothes: Cotton Flower-Print Hawaiian shirt, Blue denim pants
Equipment: Lighter, Key-chain with Flashlight and Car alarm controller
16
Kevin (KILL- KILL) Edwards

Age: 26, 5' 9" 170lb, black hair, brown eyes, med dark skin
Role: Guardian of the Orphanage
Motivation: Survival / Protect the Children
Desire: Protect the kids / See them prosper

Some people just get dealt a bad hand when they are born.
Kevin Edwards is one such person. His crack-addict mother
died in childbirth, after delivering twins. When no one stepped
forward to claim the children, Kevin and Kyle became wards of
the state. At first, the twins were raised by a set of adoptive
parents who cared for and loved them. A fifth birthday and a
plane crash later, both boys were dumped into the St. Thomas
Home for Children, a state-subsidized orphanage.

They say boys who spend years at St Thomas Home become
one of two things: altar boys or gang bangers, but Kevin and
Kyle spent the ten best years that they would ever know
together in that orphanage. They certainly werent altar boys,
but they werent involved in the gangs either. They may have
been in and out of trouble, but they were good boys. But, all
good things must come to an end. Three days after their 15th
birthday, Kevin watched his brother get gunned down in a
drive-by shooting.

Kevin was devastated and only managed to hold it together
with the help of two people: Coach Leroy, the football coach
from Gaiten Academy who volunteered to run their intramural
football team, and his friend Willie Radd. Though their lives
took them in different directions, Kevin will always see coach
Leroy and Willie as close friends. While going through this
dark time, Kevin had KILL tattooed on the fingers of both
hands below the knuckles. He has told only a few what it really
means: Kyle, I Love Life. It is Kevins personal reminder that
he must keep going no matter what. It is what his brother
would want. It also gave him the nickname KILL- KILL

When he turned 17, Kevin enlisted in the USMC. Three days
before he turned 20, an IED took his left leg while he and his
team were on a sweep in Afghanistan. Kevin has returned to
Mortiston broken in body, but not in spirit. He now works at St.
Thomas Home for Children as a councilor. His prosthetic leg
allows him to get around without too much difficulty, but he
certainly isnt fast.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 90% at the Orphanage; 10% scrounging
Level 2 The Burn/First 5 Days -- OL 1 -- 80% at the Orphanage; 20%
scrounging
Level 3 The Dying/Next 90 Days -- OL 2 -- 60% at the Orphanage;
40% scrounging.
Level 4 The Rise/After 90 Days -- OL 3&4 See What Will Michael
Do? GM's decision if the character is still alive.

CHARACTER STATS

Outbreak: Undead
STRENGTH: 35 PERCEPTION: 25
EMPATHY: 30 WILL: 30
HEALTH: 37, DEFENSE: +12, RANGED ATK: +11%
MELEE ATK: +12%, GESTALT DICE: 24
Skills: Brawler, Combat Medic, Coop: Orphans, Defend, Heroic, Trigger
Discipline
Savage Worlds
AGILITY: d8 SMARTS: d8 SPIRIT d6
STRENGTH d8 VIGOR d6 CHARISMA: 0
PACE: 4 PARRY: 7 TOUGH: 5
Skills: Fighting d10; Healing d6; Knowledge: Military Tactics d6; Notice d8;
Persuasion d6; Repair d6; Shooting d8; Stealth d6; Streetwise d6; Throwing d8
Hindrances: Heroic (major); Lame (minor)
Edges: Connections: Sundowners; Improvisational Fighter
The Modern Path
STR: 18 (+4) INT: 11 (+0) WIS: 12 (+1)
DEX: 16 (+3) CON: 15 (+2) CHA: 15 (+2)
Modern Hero 6, HP: 48 Saves: FORT+4, REFLX+5, WILL+3, INT+1
Base attack +3, DEF 14, Crit Def +5, CMB +7, CMD 21 Align: N, Spd: 30
Skills: Brawl, Firearm Proficiency, Hide, Intimidate, Knowledge: Tactics, Listen,
Move Silently, Repair, Spot Hidden
Craft (Clothing)-7, Craft (Elect)-7, Craft (Mech)-7, Diplomacy-6, Intimidate-6,
Knowledge (Behav)-4, Knowledge (Street)-8, Perception-8, Profession
(Counselor)-11, Repair-4, Stealth-12
Feats: Attentive, Builder, Criminals, , Dodge, Personal Firearms, Reactionary,
Simple Weapon, Stealthy
Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroic Surge
(6/day), Heroics Bonus, Heroics: Strength
OGL Modern
STR: 18 (+4) INT: 11 (+0) WIS: 12 (+1)
DEX: 16 (+3) CON: 15 (+2) CHA: 15 (+2)
Level: Strong 6, HP:51 Saves: FORT+5, REFLX+5,WILL+3, INT+3
REP+1, AP:39, WEALTH+0, MELEE +10, RANGED +9 DEFENSE:16
Feats: Brawl, Improved Brawl, Knockout Punch, Personal Firearms, Quick Draw,
Simple Weapons, Stealthy, Toughness
Talents/Abilities: Extreme Effort, Melee Smash, Improved Melee Smash
Skills: Craft (Mech)-1, Craft (Structural)-2, Diplomacy-2, Gather Info-1, Hide-9,
Knowledge (Behavior)-1, Knowledge (Current)-2, Knowledge (Street)-5,
Knowledge (Tactics)-4, Listen-1, Move Silently-7, Profession (Councilor)-4
Search-0, Sense Motive-1, Spot-1
Rotworld
STR: 78 DEX: 65 AGL: 68 PER: 40 WPR: 70 PCN: 60 LUCK: 35 STA: 78
Penetration Bonus: +15 Unskilled Melee:73
Stamina Recovery Rate: 6 Wounds: 15
Skills: Pistol (65/S/80) Sledge Hammer (73/S/88) Knife (73/S/88) Mechanics
(63/S/78) Military (63/S/78) Social Science (65/E/95) Urban Survival (51/E/81)

EQUIPMENT
Weapons: 9mm Glock, Sledge Hammer
Armor: Mechanics Coveralls, Leather Gloves, Leather Steel-Toe
Work Boots
Clothes: Cotton work shirt, Blue denim pants
Equipment: First Aid Kit, Mini Flashlight, 1 clip for Glock
17
Coach Leroy Allen

Age: 90, 5' 6" 110lb, silver hair, blue eyes, med aged skin
Role: Advisor of the Powers that Were
Motivation: Protection of Mortiston
Desire: To preserve Mortiston, USA as best as he can

Leroy Allen was born in the Southside District of Mortiston in
1922, to the son of a retired sheriffs deputy. In 1941 he
enlisted in the U.S. Army and went overseas to fight the Nazis.
He returned home a hero, because in 1944, his platoon seized
a V-2 storage and launch site from the Nazis. Once he
returned to Mortiston, Leroy never talked much about the war,
or his heroic part in it, except to say that it was a dark time in
all of human history and that he would rather not remember it.

Leroys easy style and friendly, personal manner made politics
an easy choice for him. His status as a bona fide U.S. war
hero made him an easy choice for voters. Leroy Allen served
many honest years on the city council. After he retired from
local politics at age 50, Leroy, who had always led active
lifestyle, became a coach for the city intramural leagues.

While coaching troubled youth, Leroy Allen met and counseled
many young men, but he will remember both Kevin (KILL-KILL)
Edwards and Willie Radd by name, as well as face. Coach
Leroy never felt he really was able to help either of them, which
bothers him to this day.

When Z-Day came, Coach Leroy was at the VFW Local
100168 and thought foiling the Pythons robbery of Fosters
Pharmacy would be the most exciting thing he would do all
week. Little did he know what was to come.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% VFW Local 100168
Level 2 The Burn/First 5 Days -- OL 1 -- See the Timeline
Level 3 The Dying/Next 90 Days -- OL 2 -- 100% Fort Robert J.
Quinn
Level 4 The Rise/After 90 Days -- OL 3&4 -- GMs decision if he is
still alive

CHARACTER STATS

Outbreak: Undead
STRENGTH: 15 PERCEPTION: 25
EMPATHY: 35 WILL: 33
HEALTH: 21, DEFENSE: +7, RANGED ATK: +9%
MELEE ATK: +8%, GESTALT DICE: 90
Skills: Billy Goat, Calm, Handyman, Leadership, Resourceful, Steady Shot
Savage Worlds
AGILITY: d4 SMARTS: d10 SPIRIT d10
STRENGTH d4 VIGOR d4 CHARISMA: 0
PACE: 5 PARRY: 5 TOUGH: 5
Skills: Fighting d6; Knowledge: Mortiston d12; Notice d10; Persuasion d10;
Repair d8; Shooting d4; Throwing d4
Hindrances: Bad Eyes (minor), Elderly (major)
Edges: Brave, Command, Inspire
The Modern Path
STR: 6 (-2) INT: 16 (+3) WIS: 15 (+2)
DEX: 13 (+1) CON: 10 (+1) CHA: 17 (+3)
Modern Hero 5, HP: 50 Saves: FORT+3, REFLX+4, WILL+4, INT+1
Base attack +5, DEF 11, Crit Def +3, CMB +3, CMD 14 Align: NE, Spd: 30
Skills: Diplomacy-11, Intimidate-10, Knowledge (Civics)-11, Knowledge
(Current)-10, Knowledge (History)-7, Knowledge (Tactics)-11, Perception-12,
Profession (Coach)-12, Stealth-1, Survival-11
Feats: Alertness, Lookout, Militia Veteran: Survival, Natural-Born Leader, Pack
Attack, Personal Firearms, Simple Weapon
Talents/Abilities: Armor Class Bonus, Coordinate (5/day), Fame Bonus, Heroics
Bonus, Heroics: Charisma, Perspicacity
OGL Modern
STR: 6 (-2) INT: 16 (+3) WIS: 15 (+2)
DEX: 13 (+1) CON: 10 (+1) CHA: 17 (+3)
Level: Tough 5, HP: 50 Saves: FORT+3, REFLX+2,WILL+3, INT+1
REP+4, AP: 31, WEALTH+0, MELEE +1, RANGED +4 DEFENSE:14
Feats: Blind Fight, Personal Firearms, Adv Firearms, Renown, Simple Weapons,
Toughness, Trustworthy
Talents/Abilities: Damage Reduction 1/--, Remain Conscious, Robust
Skills: Bluff-3, Craft (Mech)-2, Diplomacy-5, Gather Info-5, Hide-2, Intimidate-8,
Knowledge (Current Events)-5, Knowledge (History)-6, Knowledge (Street)-5,
Knowledge (Tactics)-8, Navigate-7, Profession (Coach)-4, Read/Write Language-
2, Search-4, Sense Motive-3, Speak Language-2, Spot-4, Survival-3, Tumble-3
Rotworld
STR: 35 DEX: 50 AGL: 45 PER: 65 WPR: 65 PCN: 60 LUCK: 70 STA: 60
Penetration Bonus: +0 Unskilled Melee: 40
Stamina Recovery Rate: 4 Wounds: 14
Skills: LBG (50/S/65) Bayonet (40/S/55) Mechanics (55/S/85) Military (58/E/98)
Mortiston Knowledge (63/E/118)
Paranormal Talents: Ignore Pain (73/S/88)

EQUIPMENT
Weapons: M1 Garand Rifle with fixed bayonet
Armor: VFW Helmet, Leather Gloves, Set of USMC coveralls,
Leather Jump Boots
Clothes: Cotton shirt with leather-reinforced shoulders and elbows,
Tan docker pants
Equipment: Small Swiss Army pocket knife
18
Michael Sparks

Age 24, 5' 6" 147lb, black hair, green eyes, med skin
Role: Insane Warlord
Motivation: Insanity
Desire: Everyone to worship him

Michaels father was Gunnery Sergeant Burt Sparks USMC
Ret., last survivor of his platoon in Nam. Nothing Michael ever
did was good enough for his father. Although he tried and tried
to get any encouragement from his father, all he received were
harsh words and heavy discipline based upon calisthenics.
Michaels mother died when he was 10 and that was the last
time he received love and understanding.

Anyone in town will tell you that Michael was an abused child
and that Burt Sparks should never have had children. Michael
was raised to be a Marine, a Marine that would have survived
Nam. Burt raised Michael to be the toughest kid in Mortiston,
pushing him well beyond the limits of polite society. Burt
publicly referred to Michael as his useless son. By the time
Michael was a teenager, he had no interest in following in the
footsteps of his father.

In 2009, there was an attempted robbery of the gun store.
Burt was shot once, before he shot and killed his assailant. He
was wounded and in need of medical attention. As he tried to
focus and call 911, Michael picked up the would-be robbers
pistol and shot his dad two more times. Burt died on the
scene; everyone assuming the robber killed him. Burts
Shooting Sports became Michaels through the will, but he did
not change the name.

In the confusion after he murdered his father, Michael met and
befriended Rev. Thompson. The Reverend convinced Michael
he had been given a hard life because he was meant for
greatness and eventually Gods plan for Michael would
manifest. Michael was about to lose faith when Z-Day came.
Now he knows he is Gods chosen Avenger, sent to earth to
prove himself by collecting 1,000 souls of the wicked before
the demons get them all. He believes that when he
succeeds, he will ascend to lead the armies of Heaven.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 50% Burts Shooting Sports; 50% Bunker under
Burts Shooting Sports
Level 2 The Burn/First 5 Days -- OL 1 -- 100% Bunker under Burts
Shooting Sports
Level 3 The Dying/Next 90 Days -- OL 2 -- 100% Bunker under
Burts Shooting Sports
Level 4 The Rise/After 90 Days -- OL 3&4 See What Will Michael
Do?

CHARACTER STATS

Outbreak: Undead
STRENGTH: 37 PERCEPTION: 45
EMPATHY: 6 WILL: 40
HEALTH: 45, DEFENSE: +14, RANGED ATK: +30%
MELEE ATK: +30%, GESTALT DICE: 23
Skills: Brawler, Leadership, Marksman (+10% to single shot) Search (+10 PER
for searching), Stealthy (bonus dice already applied), Resourceful, Tactician,
Trigger Discipline, Warlord
Savage Worlds
AGILITY: d8 SMARTS: d8 SPIRIT d6
STRENGTH d8 VIGOR d6 CHARISMA: -2
PACE: 6 PARRY: 7 TOUGH: 5
Skills: Fighting d10; Knowledge: Para-military Training d8; Knowledge: Vietcong
Tactics d8; Lockpicking d4; Notice d8; Shooting d10; Stealth d10; Survival d6;
Swimming d6; Taunt d6; Tracking d6
Hindrances: Delusional (major); Mean (minor)
Edges: Hard to Kill; Harder to Kill; Level-Headed; Quick
The Modern Path
STR: 16 (+3) INT: 14 (+2) WIS: 10 (+0)
DEX: 18 (+4) CON: 12 (+1) CHA: 5 (-2)
Modern Hero 8, HP: 60 Saves: FORT+5, REFLX+8, WILL+2, INT+4
Base attack +8, DEF 14, Crit Def +7, CMB +11, CMD 25 Align: LE, Spd: 30
Skills: Craft (Traps)-8, Craft (Weapons)-9, Demolitions-9, Disable Device-11,
Drive-5, Handle Animal-, Heal-4, Intimidate-8, Knowledge (Tactics)-13,
Linguistics-, Perception-12, Profession (Gunsmith)-6, Repair-9, Stealth-15,
Survival-12, Swim-4
Feats: Alertness, Dodge, Elusive Target, Gunsmithing, Military, Militia Veteran,
Quick Draw, Simple Weapon
Talents/Abilities: Armor Class Bonus, Fame Bonus, Heroics Bonus, Heroics:
Dexterity, Perspicacity, Plan (DC 16)
OGL Modern
STR: 16 (+3) INT: 14 (+2) WIS: 10 (+0)
DEX: 18 (+4) CON: 12 (+1) CHA: 5 (-2)
Level: Fast 8, HP: 72 Saves: FORT+3, REFLX+8, WILL+2, INT+8
REP+2, AP: 56, WEALTH+0 MELEE +9, RANGED +10 DEFENSE:21
Feats: Brawl, Improved Brawl, Cmbt Expertise, Improved. Initiative, Personal
Firearms, Adv Firearms, Quick Draw, Simple Weapons, Stealthy
Talents/Abilities: Evasion, Uncanny Dodge 1, Increased Speed, Improved
Increased Speed
Skills: Balance-7, Craft (Mech)-6, Diplomacy-(-3), Drive-6, Escape Artist-6,
Gather Info-6, Hide-15, Intimidate-(-3), Knowledge (Tactics)-11, Knowledge
(Theology)-5, Listen-0, Move Silently-14, Navigate-4, Profession (Gunsmith)-1,
Read/Write Language-1, Repair-4, Search-6, Speak Language-1, Spot-4,
Survival-1, Treat Injurty-1
Rotworld
STR: 75 DEX: 70 AGL: 75 PER: 35 WPR: 70 PCN: 70 LUCK: 65 STA: 70
Penetration Bonus: +15 Unskilled Melee: 75
Stamina Recovery Rate: 5 Wounds: 15
Skills: Pistol (70/S/85) Automatic Rifle (70/S/85) Knife (75/S/90) Wrestling
(75/S/90) Distance Running (70/S/85) Investigation (58/S/73) Military (59/E/89)
Outdoor Survival (63/M/118) Outdoor Survival (73/E/103)
Paranormal Talents: Ingnore Pain (530/S/68)

EQUIPMENT
Weapons: Galil MAR 5.56 w/ under mount GL, M1911, Combat Knife
Armor: Body armor, helmet, gloves, boots
Clothes: Urban camouflage BDU uniform
Equipment: First Aid Kit, Lighter, Pocket Tool, Keychain with
Flashlight and Can Opener
19
Nicodeimos the Bookwyrm

Age: 48, 5' 11", 150 lb, grey heir, blue eyes, Pasty white skin
Role: Crazy Survivor
Motivation: Insanity
Desire: To possess the spellbook of the Arch-Necromancer
Uthrex so that he can control the Undead.

No one left alive knows The Bookwyrms real name, but that
doesnt bother him. In fact, he rather prefers the power of
mystery it gives him over others. Before Z-Day happened, The
Bookwyrm was Joseph Smith, just a creepy older guy who
hung out at the library. Joe wrote fantasy shorts and novels for
a living under the pen name S.D. Perrey and had a minor
following at the Sci-Fi and Fantasy fan conventions. He moved
to Mortiston to escape big city life and an emotional divorce
from his cos-play model wife, who left him for another model.

The Bookwyrm wasnt truly mentally stable when he moved to
Mortiston. Z-Day did nothing to improve this. His detachment
from humanity is nearly complete now that he has had to kill
the zombified librarian he had a crush on. Joseph has slipped
into the plot of one of his fantasy novels. He sees himself as
several different characters within the magical fortress of an
ancient magic-using dragon named Nicodeimos the
Bookwyrm.

This delusion might be cute, or even inconsequential, if
Josephs IQ were lower. Unfortunately, a 195 IQ, an unstable
mental outlook and too much AD&D as a child dont make for
cute delusions. Joseph has used his superior IQ to not only
make the library safe for himself, but also to riddle the
basement, first and second floors with tricks and traps.
Essentially, Joe is playing an AD&D adventure with anyone
and everyone who enters the library, in which they are the
unwitting heroes and he is the Dungeon Master playing all of
the other roles. Joe is an adversarial Dungeon Master (a dick
DM) who mocks his players as they play and openly laughs at
their deaths. He is fair, however. If the PCs play the game, he
will give them the information / books they have earned. Joe
will do everything he can to remain hidden from everyone who
enters the library.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% inside the Library
Level 2 The Burn/First 5 Days -- OL 1 -- 100% inside the Library
Level 3 The Dying/Next 90 Days -- OL 2 --100% inside the Library
Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael
Do? GM's decision as to whether the NPC is even alive.

CHARACTER STATS

Outbreak: Undead
STRENGTH: 21 PERCEPTION: 45
EMPATHY: 7 WILL: 30
HEALTH: 27, DEFENSE: +11, RANGED ATK: +13%
MELEE ATK: +12%, GESTALT DICE: 35
Skills: Chemistry, Contemplative, Gunsmithing, Handyman, Hide, Lone Wolf,
Night Owl, Resourceful, Stealthy
Savage Worlds
AGILITY: d6 SMARTS: d12 SPIRIT d4
STRENGTH d6 VIGOR d6 CHARISMA: -2
PACE: 6 PARRY: 4 TOUGH: 5
Skills: Fighting d4; Intimidation d6+2; Investigation d8; Knowledge: Library
Contents d10; Knowledge: Trap Making d6; Lockpicking d6; Notice d8; Shooting
d4; Stealth d4; Taunt d8+2; Survival d6
Hindrances: Delusional (major); Mean (minor)
Edges: Jack of All Trades; Strong Willed
The Modern Path
STR: 10 (+0) INT: 18 (+1) WIS: 10 (+0)
DEX: 12 (+1) CON: 12 (+1) CHA: 7 (-1)
Modern Hero 6, HP: 42 Saves: FORT+3, REFLX+3, WILL+2, INT+1
Base attack +3, DEF 14, Crit Def +3, CMB +3, CMD 14 Align: CN, Spd: 40
Skills: Brawl, Firearm Proficiency, Hide, Intimidate, Knowledge: Tactics,
Listen, Move Silently, Profession: Scholar, Repair, Spot Hidden
Craft (Mech)-8, Craft (Traps)-11, Disable Device-15, Intimidate-6, Knowledge
(Arcana)-5, Knowledge (Art)-5, Knowledge (Culture)-10, Knowledge (History)-5,
Knowledge (Tactics)-10, Knowledge (All others)-4, Linguistics-6, Perception-9,
Perform (Write)-7, Profession (Scholar)-5, Ride-5, Stealth-8
Feats: Bullied, Cautious, Outcast, Personal Firearms, Run, Simple Weapon, Skill
Focus: Disable Device, Stealthy
Talents/Abilities: Armor Class Bonus, Cross Training: Infiltrator, Evasion, Fame
Bonus, Heroics Bonus, Heroics: Intelligence
OGL Modern
STR: 10 (+0) INT: 18 (+1) WIS: 10 (+0)
DEX: 12 (+1) CON: 12 (+1) CHA: 7 (-1)
Level: Smart 6, HP45: Saves: FORT+3, REFLX+3, WILL+3, INT+1
REP+1, AP: 39, WEALTH+0 MELEE +3, RANGED +4 DEFENSE:13
Feats: Alertness, Builder, Cautious, Educated, Personal Firearms, Stealthy,
Studious, Toughness
Talents/Abilities: Savant [Craft (Mechanical)], Plan, Trick
Skills: Computer Use-2, Craft (Chem)-5, Craft (Elect)-5, Craft (Mech)-8, Craft
(Pharm)-, 5Craft (Struct)-10, Craft (Visual)-5, Craft (Write)-11, Decipher Script-
12, Diplomacy-(-2), Disable Device-5, Escape Artist-2, Hide-5, Knowledge
(Arcane)-8, Knowledge (Culture)-13, Knowledge (Tactics)-8, Knowledge (Tech)-
8, Knowledge (all others)-5, Listen-5, Move Silently-5, Navigate-5, Profession
(Writer)-2, Read/Write Language-3, Repair-7, Research-9, Search-9, Sense
Motive-3, Speak Language-3, Spot-5, Survival-2, Treat Injurty-1
Rotworld
STR: 35 DEX: 45 AGL: 45 PER: 50 WPR: 65 PCN: 80 LUCK: 75 STA: 60
Penetration Bonus: +15 Unskilled Melee: 75
Stamina Recovery Rate: 5, Wounds: 15
Skills:Pistol (45/S/60) Knife (40/S/55) Computers (78/S/93) Investigation
(68/E/98) Security Devices (67/E/97) Stealth (45/S/60) Urban Survival (68/E/98)
Paranormal Talents: Distance Viewing (73/S/88) Speak With Undead (63/S/70)

EQUIPMENT
Weapons: M1911.45 Cal Pistol with WW2 rounds; Fire axe
Armor: None
Clothes: Black Cotton t- shirt, Black denim jeans
Equipment: First Aid Kit, Flashlight, Dice Bag, Extra clip for .45, Pencil
(behind ear), Bag of Peanut M&Ms
20
Rebecca King

Age: 36, 5' 7", 146 lb, auburn hair, hazel eyes, medium skin
Role: Elder Care Nurse
Motivation: Help the wounded and sick
Desire: To escape the Pythons

Rebecca King believes she has a knack for being in the wrong
place at the wrong time. When she was a child her sister,
Dee-Dee, would make some mess or cause trouble right
before Rebecca arrived on the scene and Rebecca would get
blamed for it. The same sorts of things happened throughout
high school, community college and nursing school. So she
wasnt really surprised when Z-Day occurred.

Rebecca was driving Coach Leroy to a meeting at the VFW
Local 100168, directly across the street from Fosters
Pharmacy. After parking in the VFWs lot, she decided to run
across the street to pick up some Elder Care orders from the
pharmacist, Zack Parker. Rebecca had just made it through
Fosters door as the Pythons descended upon the parking lot
of Fosters Pharmacy, guns in hand. Coach Leroy called
Sheriff Anderson immediately.

Right after Sheriff Anderson arrived at Fosters Pharmacy,
there was a very loud explosion from the school and the
sounds of a train derailment, all followed by numerous
secondary explosions from the Romero Chemicals Tank Farm.
The EMP from the first boom killed Sheriff Andersons cruiser
and got the attention of Meatballs, drawing some of the
Pythons outside. Sheriff Anderson was shot twice, once in the
shoulder and a grazed temple, but he managed to kill two of
the Pythons and wound another.

The viciousness of the fight is what saved Sheriff Andersons
life. By the time Meatballs had rallied the Pythons to press the
attack, Sheriff Anderson had a .30 cal light machine gun
covering his escape to the VFW building across the street,
provided by Coach Leroy. Unfortunately, one round went
straight through the head of Zack Parker, killing him dead, but
the resulting noise and fear kept the Pythons pinned down so
Sheriff Anderson could escape.

Once again, Nurse Becky is in the wrong place at the wrong
time, trapped in the Pharmacy with the now-crazed Pythons.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day 100% Inside Fosters Pharmacy
Level 2 The Burn/First 5 Days -- OL 1 -- 80% in Fosters Pharmacy;
20% chance of being dead
Level 3 The Dying/Next 90 Days -- OL 2 -- GM's Decision
Level 4 The Rise/After 90 Days -- OL 3&4 -- GM's Decision

CHARACTER STATS

Outbreak: Undead
STRENGTH: 30 PERCEPTION: 35
EMPATHY: 33 WILL: 31
HEALTH: 36, DEFENSE: +12, RANGED ATK: +12%
MELEE ATK: +12%, GESTALT DICE: 30
Skills: Agility, Calm, Chemistry, Combat Medic, Healer, Healthy, Resourceful
Savage Worlds
AGILITY: d8 SMARTS: d10 SPIRIT d8
STRENGTH d4 VIGOR d6 CHARISMA: +4
PACE: 6 PARRY: 4 TOUGH: 5
Skills: Fighting d4; Healing d10; Investigation d8; Notice d10; Persuasion d8;
Stealth d6
Hindrances: Heroic (major); All Thumbs (minor)
Edges: Attractive; Very Attractive; Level-Headed
The Modern Path
STR: 15 (+2) INT: 18 (+4) WIS: 16 (+3)
DEX: 12 (+1) CON: 17 (+3) CHA: 17 (+3)
Modern Hero 4, HP: 38 Saves: FORT+7, REFLX+2, WILL+5, INT+1
Base attack +3, DEF 11, Crit Def +1, CMB +5, CMD 16 Align: CG, Spd: 30
Skills: Bluff-7, Climb-, Computer Use-11, Diplomacy-9, Drive-3, Heal-13,
Knowledge (Behavior)-11, Knowledge (Earth/life)-11, Knowledge (Culture)-7,
Perception-9, Profession (Nurse)-13, Research-11, Ride-2, Stealth-8
Feats: Alertness, Caretaker, Medic, Medical Expert, Persuasive, Simple Weapon
Talents/Abilities: Healer, Heroics: Intelligence, Perspicacity
OGL Modern
STR: 15 (+2) INT: 18 (+4) WIS: 16 (+3)
DEX: 12 (+1) CON: 17 (+3) CHA: 17 (+3)
Level: Smart 2/Dedicated 2, HP: 60 Saves: FORT+5, REFLX+1, WILL+7, INT+1
REP+2, AP: 24, WEALTH+0 MELEE +4, RANGED +5 DEFENSE:14
Feats: Alertness, Low Profile, run, Simple Weapons, Stealthy
Talents/Abilities: Savant [Knowledge (Earth and life sciences)], Healing Knack
Computer Use-6, Craft (Pharm)-8, Craft (Writing)-2, Diplomacy-1, Drive-1,
Gather Info-8, Hide-5, Investigate-6, Knowledge (Behavior)-6, Knowledge
(Earth/life)-11, Knowledge (Culture)-6, Knowledge (Theology)-8, Knowledge (all
others)-5, Listen-7, Move Silently-5, Read/Write Language-1, Research-10,
Search-4, Sense Motive-3, Speak Language-1, Spot-7, Treat Injurty-9
Rotworld
STR: 55 DEX: 50 AGL: 65 PER: 70 WPR: 65 PCN: 80 LUCK: 30 STA: 60
Penetration Bonus: +0 Unskilled Melee: 40
Stamina Recovery Rate: 4 Wounds: 14
Skills: Kick Boxing (60/S/75) Medicine (61/E/91) Science: Biology (73/E/103)
Psychology (73/E/103) Mortiston Knowledge (73/S/88)
Paranormal Talents: Sense Undead (63/S/78)

EQUIPMENT
Weapons: None
Armor: None
Clothes: Multi-colored, cotton nurses tunic with a teddy bear pattern,
Blue-green medical scrub pants
Equipment: Pen, Thermometer, Stethoscope, Purse, Keys, Latex
Gloves, and Aspirin
21
Reverend Jeremiah Thompson

Age: 35, 5' 9" 153lb, blond hair, blue eyes, tan skin
Class: Con Man and Thief
Motivation: Self-Preservation/Screw the weak
Desire: To put Michael in Control of Mortiston


Jimmy Clarke was raised by an alcoholic, backwoods Ozark
minister. When he finally ran away at age 15, he was already
an accomplished pickpocket, con man and car thief. He grew
up on the road and has never been at a loss for people to con
out of a living. Hes been in and out of jail in various states on
a variety of charges including Disorderly Conduct, Forgery,
Fraud and Grand Theft Auto. Jimmy has always been skillful
enough to avoid long-term jail time and prison, but his most
recent persona has been the most successful. Jimmy is
currently posing as Reverend Jeremiah Thompson of the
Church of Everlasting Hope.

What started as a tent revival con has actually turned into a
profitable little church thanks to Reverend Thompsons
incredible oratory skills. The Church of the Everlasting Hope
has 14 members and eight of them are quite dedicated.
Jeremiah has found that local business people who believe in
his ministry are quite generous. He was actually looking
through the obituaries to see if there were any widows who
needed comforting when he read about Burts death.
Reverend Thompson set out immediately to see if he could
perform the funeral (and worm his way into the gun shops
cash box). He befriended Michael and convinced him that
God had a much greater plan for his life than running a gun
shop. In Jeremiahs mind, that greater plan was helping
Jeremiah to build a church so he could really benefit from this
whole Religion thing. That was before Z-Day.

Jeremiah and two followers from this church ran to the gun
shop after getting Michaels call. When they arrived, Michael
unlocked the door, telling them not to mind the bodies of the
looters while absently shooting a pregnant teenage girl lying on
the floor groaning in pain. Michael then locked the door back
and showed them the bunker. After Michael sealed the door of
the bunker, he told Jeremiah and the two girls about his vision
and his holy calling. Jeremiah never realized how crazy
Michael was until it was far too late.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day Inside Church / Burt's Shooting Sports 75%/25%
Level 2 The Burn/First 5 Days -- OL 1 -- 100% Burts Shooting
Sports
Level 3 The Dying/Next 90 Days -- OL 2 -- 100% Burts Shooting
Sports
Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael
Do?

CHARACTER STATS

Outbreak: Undead
STRENGTH: 20 PERCEPTION: 35
EMPATHY: 12 WILL: 282
HEALTH: 28, DEFENSE: +10, RANGED ATK: +13%
MELEE ATK: +13%, GESTALT DICE: 35
Skills: Basic First Aid, Contemplative, Leadership, Search, Stealthy
Savage Worlds
AGILITY: d6 SMARTS: d12 SPIRIT d8
STRENGTH d4 VIGOR d6 CHARISMA: +2
PACE: 6 PARRY: 2 TOUGH: 5
Skills: Gambling d6, Intimidation d6; Knowledge: Con Games d10; Knowledge:
The Bible d12; Lockpicking d6; Notice d8; Persuasion d10; Shooting d4; Stealth
d4; Streetwise d6; Survival d6; Taunt d6
Hindrances: Greedy (major), Poverty (minor)
Edges: Charismatic, Luck
The Modern Path
STR: 12 (+1) INT: 15 (+2) WIS: 14 (+2)
DEX: 13 (+1) CON: 12 (+1) CHA: 17 (+2)
Modern Hero 9, HP: 63 Saves: FORT+5, REFLX+5, WILL+5, INT+1
Base attack +4, DEF 14, Crit Def +5, CMB +7, CMD 21 Align: N, Spd: 30
Skills: Bluff-20, Craft (Mech)-9, Diplomacy-20, Disguise-10, Gamble-11,
Intimidate-19, Perception-16, Perform (Sing)-16, Research-14, Sleight of Hand-
11, Stealth-5
Feats: Alertness, Careful Speaker, Celebrity, Deceitful, Fast-Talker, Leadership
(Base Score 12), Personal Firearms Proficiency, Persuasive, Simple Weapon
Talents/Abilities: Armor Class Bonus, Charm +4, Fame Bonus, Heroics Bonus,
Heroics: Charisma, Perspicacity, Plan (DC 16)
OGL Modern
STR: 12 (+1) INT: 15 (+2) WIS: 14 (+2)
DEX: 13 (+1) CON: 12 (+1) CHA: 17 (+2)
Level: Charismatic 9, HP: 63 Saves: FORT+7, REFLX+5, WILL+5, INT+1
REP+4, AP: 65, WEALTH+0 MELEE +5, RANGED +5 DEFENSE:14
Feats: Alertness, Attentive, Confident, Creative, Deceptive, Great Fortitude, Pers
Firearms, Simple Weapons, Stealthy, Trustworthy
Talents/Abilities: Charm, Favor, Captivate, Fast-Talk, Dazzle
Skills: Bluff-14, Diplomacy-14, Disguise-6, Drive-2, Escape Artist-2, Forgery-4,
Gamble-6, Gather Info-8, Intimidate-5, Knowledge (Street)-12, Knowledge
(Theology)-11, Knowledge (All other)-3, Listen-8, Move Silently-4, Perform (Act)-
14, Perform (Sing)-10, Profession (Church Admin)-4, Read/Write Language-2,
Search-6, Sense Motive-2, Speak Language-2, Spot-4, Treat Injurty-2
Rotworld
STR: 45 DEX: 50 AGL: 45 PER: 75 WPR: 70 PCN: 75 LUCK: 75 STA: 60
Penetration Bonus: +0 Unskilled Melee: 45
Stamina Recovery Rate: 4 Wounds: 14
Skills: Pistol (50/S/65) Automatic Rifle (50/U/50) Boxing (45/S/60) Disguise
(63/S/78) Forgery (63/S/78) Gambling (75/E/105) Investigation (73/S/88)
Literature: The Bible (73/M/128) Stealth (47/E/77) Theft (63/M/118)
Paranormal Talents: Precognition (73/S/88) Read Thoughts (73/S/88)

EQUIPMENT
Weapons: 9mm Beretta
Armor: Helmet, Flak Vest, gloves, boots
Clothes: Urban camouflage BDU uniform
Equipment: Large First Aid Kit, Deck of Cards, 3 spare clips for pistol,
Canteen, 2 MREs
22
Robert Boom Saunders

Age: 17, 5' 11", 169 lb, brown hair, brown eyes, pale skin
Role: Leader of the Outkasts
Motivation: Survival / Protection of all GA
Desire: To make GA the SAFE place

Robert Saunders III is the son of a state senator. His
grandfather, who was the state attorney general before he
retired, donated so much money to Gaiten Academy that the
people in Mortiston sometimes refer to it as Saunders
Academy. Given these facts, you might expect Robert to be
among Gaiten Academys elite. Instead, he is the class clown.

Robert is a pyromaniac, but in a fun and entertaining kind of
way. He loves blowing up toilets; setting small booby-traps
on lockers and desks and tormenting those who would torment
others. Robert earned the moniker Boom when he caused an
explosion in the teachers bathroom while he was in gym class.
Because Robert is good-natured and doesnt really pick on
anyone, even though he could and completely get away with it,
everyone seems to like him.

Robert sees himself as a sort of Batman for those being
picked on or bullied. The problem is that no one really is
picked on at Gaiten Academy; for the most part the students
and faculty work together in harmony. So Robert contents
himself by running a gang in the school called the Outkasts.
All the Outkasts ever do is pull pranks that most everyone finds
humorous. The net effect is that the Outkasts are anything but.

When Z-Day came, Robert could see that everyone was
scared and even the teachers didnt know what to do. His
father and grandfather taught him that in difficult times people
need to look to someone to know they will be OK. For 17
years Robert has trained to be that someone and now is his
chance. His popularity and natural charisma made it easy for
him to take over the school. Although he looks calm and sure
on the outside, like any good leader he is torn apart inside by
the tough decisions he must make for his people.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% Gaiten Academy
Level 2 The Burn/First 5 Days -- OL 1 -- 100% Gaiten Academy
Level 3 The Dying/Next 90 Days -- OL 2 -- 70% Gaiten Academy;
30% scrounging
Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael
Do? Unless the PCs intervene, Boom will die on Z-Day
+191

CHARACTER STATS

Outbreak: Undead
STRENGTH: 22 PERCEPTION: 25
EMPATHY: 35 WILL: 33
HEALTH: 37, DEFENSE: +9, RANGED ATK: +9%
MELEE ATK: +9%, GESTALT DICE: 17
Skills: Billy Goat, BMX, Calm, Chemistry, Leadership, Riding, Swimming
Savage Worlds
AGILITY: d6 SMARTS: d10 SPIRIT d10
STRENGTH d4 VIGOR d6 CHARISMA: +2
PACE: 6 PARRY: 5 TOUGH: 5
Skills: Fighting d6; Intimidation d6; Investigation d6; Knowledge: Politics d8;
Lockpicking d4; Notice d10; Persuasion d10; Riding d6; Taunt d6
Hindrances: Anemic (minor); Code of Honor (major)
Edges: Charismatic, Command; Common Bond; Rich
The Modern Path
STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1)
Modern Hero 5, HP: 35 Saves: FORT+2, REFLX+2, WILL+3, INT+1
Base attack +2, DEF 11, Crit Def +3, CMB +3, CMD 14 Align: NG, Spd: 30
Skills: Bluff-9, Computer Use-6, Craft (Elect)-6, Craft (Explosives)-6,
Demolitions-9, Diplomacy-14, Disable Device-9, Handle Animal-9, Knowledge
(Tactics)-6, Perception-13, Profession (Scholar)-5, Ride-7, Stealth-9, Swim-1
Feats: Alertness, Animal Affinity, Cautious, Investigative, Persuasive, Simple
Weapon, World Traveler
Talents/Abilities: Armor Class Bonus, Fame Bonus, Heroics Bonus, Heroics:
Charisma, Perspicacity
OGL Modern
STR: 12 (+1) INT: 14 (+2) WIS: 15 (+2)
DEX: 13 (+1) CON: 12 (+1) CHA: 17 (+3)
Level: Charismatic 5, HP: 35 Saves: FORT+4, REFLX+4, WILL+3, INT+5
REP+3, AP: 31, WEALTH+0 MELEE +3, RANGED +3 DEFENSE: 14
Feats: Alertness, Cautious, Improved Initiative, Run, Simple Weapons,
Trustworthy
Talents/Abilities: Charm, Coordinate, Inspiration
Skills: Balance-1, Bluff-5, Computer Use-1, Craft (Visual)-3, Craft (Writing)-3,
Demolitions-7, Diplomacy-10, Disable Device-6, Forgery-4, Gamble-, Gather
Info-7, Handle Animal-7, Hide-3, Jump-2, Knowledge (Current)-4, Knowledge
(History)-3, Knowledge (Tactics)-4, Listen-7, Move Silently-3, Profession (RC
Toys)-4, Read/Write Language-2, Ride-4, Search-2, Sense Motive-2, Speak
Language-2, Spot-7, Survival-2, Swim-2, Treat Injurty-3
Rotworld
STR: 55 DEX: 60 AGL: 65 PER: 70 WPR: 65 PCN: 65 LUCK: 70 STA: 60
Penetration Bonus: +5 Unskilled Melee: 60
Stamina Recovery Rate: 4 Wounds: 14
Skills: Polo Mallet (60/S/75) Equestrian (65/E/95) Demolitions (63/E/93) Science:
Chemistry (65/S/80) Psychology (65/S/80) Mortiston Knowledge (68/S/885)
Stealth (63/S/78)

EQUIPMENT
Weapons: Polo Mallet, Riding Crop on a Lanyard
Armor: Polo Helmet, Leather Gloves, Leather Riding Boots
Clothes: Cotton shirt with leather-reinforced shoulders and elbows, tan
docker pants
Equipment: Lighter, Pocket Tool, Keychain, Flashlight and a Pocket
full of M-80 Fire Crackers
23
Sheriff Tom Anderson


Age: 34, 6' 2", 245 lb, blond hair, brown eyes, med skin
Role: Mortiston County Sheriff
Motivation: Survival / Protection / Peace-Keeping
Desire: To Restore Law and Order

Tom loves this town. He was born here. He was a lineman
for the Mortiston High School Raiders, long before the
Mortiston All School combined all the schools behind its prison-
like walls. After serving a tour of duty overseas, Tom returned
home and ran for Sheriff. He ran unopposed because no one
wanted to face the menace of The Pythons. Meatballs and the
Pythons are still wanted for questioning in connection with the
previous sheriffs disappearance. Sheriff Tates car broke
down out on Highway 9 and he radioed for a tow truck. But
once it arrived, there was no sheriff to be found. The Pythons
have been scarce in town since Sheriff Tates disappearance,
and when they have rolled in, they have been more than 50
strong. Tom Anderson is no fool; he knows how to pick his
fights.

Sheriff Anderson has been gathering competent deputies (and
sympathetic townspeople) as a posse for some time. He
knows that a showdown is coming between Meatballs and
himself for who is really going to run this town. This is why he
went alone on Z-Day to check out Coach Leroys story that
Meatballs and the Pythons were robbing Fosters Pharmacy.
First, he wanted to see if it was true and second, he didnt want
the call (or his response to it) to be logged or broadcast. If
Meatballs had come to rob Fosters Pharmacy, then Tom didnt
think hed have many Pythons with him. Sheriff Anderson
knew there was only one kind of justice that Meatballs would
respect; he went to the pharmacy that day to bring justice with
the big iron on his hip.

Unfortunately, as Sheriff Anderson pulled into the pharmacy
parking lot, the suitcase nuke went off. His cruiser went
immediately dead from the EMP and the Pythons guarding the
door opened fire on him. In a hail of bullets, Sheriff Anderson
ran for cover across the street into the VFW Local 100168.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day See the Timeline
Level 2 The Burn/First 5 Days -- OL 1 -- 100% Fort Quinn
Level 3 The Dying/Next 90 Days -- OL 2 -- 20% Fort Quinn; 80%
scrounging
Level 4 The Rise/After 90 Days -- OL 3&4 See the timeline.
Unless the PCs intervene, Tom will die on Z-Day +48

CHARACTER STATS

Outbreak: Undead
STRENGTH: 35 PERCEPTION: 35
EMPATHY: 27 WILL: 32
HEALTH: 37, DEFENSE: +13, RANGED ATK: +13%
MELEE ATK: +13%, GESTALT DICE: 35
Skills: Brawler, Fast Shot, Search, Stealthy, Resourceful, Tactician, Trigger
Discipline
Savage Worlds
AGILITY: d8 SMARTS: d6 SPIRIT d8
STRENGTH d6 VIGOR d8 CHARISMA: -1
PACE: 6 PARRY: 6 TOUGH: 6
Skills: Driving d4; Fighting d8; Healing d4; Intimidation d6; Investigation d6;
Knowledge: Police Procedure d6; Notice d6+2; Persuasion d6; Shooting d10;
Streetwise d4; Tracking d4
Hindrances: Heroic (major); Habit Smoker (minor)
Edges: Alertness; Brave; Nerves of Steel
The Modern Path
STR: 17 (+3) INT: 16 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1)
Modern Hero 7, HP: 65 Saves: FORT+8, REFLX+5, WILL+2, INT+5
Base attack +5, DEF 13, Crit Def +6, CMB +8, CMD 21 Align: LG, Spd: 30
Skills: Bluff-10, Diplomacy-12, Drive-10, Handle Animal-5, Intimidate-12,
Investigate-15, Perception-12, Profession (Police)-7, Research-5, Ride-5, Sense
Motive-15, Stealth-13, Swim-4
Feats: Agile Maneuvers, Alertness, Attentive, Law Enforcement, Leadership,
Personal Firearms Proficiency, Point Blank Shot, Reactionary, Simple Weapon
Talents/Abilities: Armor Class Bonus, Enemy Faction: The Pythons, Evasion,
Fame Bonus, Heroics Bonus, Heroics: Dexterity, Plan (DC 16)
OGL Modern
STR: 17 (+3) INT: 16 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 17 (+3 CHA: 13 (+1)
Level: Tough 3/Fast 4, HP: 90 Saves: FORT+6, REFLX+6, WILL+2, INT+7
REP+2, AP: 47, WEALTH+0 MELEE +8, RANGED +8 DEFENSE: 21
Feats: Alertness, Cmbt Reflexes, Dodge, Improved Initiative, Personal Firearms,
Point Blank Shot, Quick Draw, Simple Weapons, Trustworthy
Talents/Abilities: Damage Reduction 1/--, Robust, Evasion, Increased Speed
Skills: Balance-1, Climb-1, Diplomacy-9, Escape Artist-1, Gather Info-4,
Intimidate-6, Jump-1, Knowledge (Civics)-6, Knowledge (Current)-4, Knowledge
(Street)-5, Knowledge (Tactics)-6, Listen-4, Move Silently-1, Profession (Law
Enforcement)-2, Research-3, Ride-5, Search-5, Spot-7
Rotworld
STR: 75 DEX: 70 AGL: 75 PER: 65 WPR: 70 PCN: 70 LUCK: 55 STA: 70
Penetration Bonus: +15 Unskilled Melee: 75
Stamina Recovery Rate: 5 Wounds: 15
Skills: Pistol (70/S/85) LBG (70/S/85) Tonfa (75/S/90) Wrestling (75/S/90)
Distance Running (70/S/85) Investigation (68/E/98) Police (70/E/100) Tracking
(63/E/93) Urban Survival (63/S/79)

EQUIPMENT
Weapons: .50 cal Desert Eagle Magnum, Tonfa
Armor: Lt. Bullet-proof Vest, Steel-toed shoes
Clothes: Cotton work shirt, Brown uniform pants
Equipment: First Aid Kit, Lighter, 2 packs of cigarettes, Pocket Tool,
Keychain, Police Radio, 12 ga. Remington Shotgun, extra clip for
pistol, black three cell Maglight, Badge
24
Simon Gas Tool

Age: 27, 6' 1", 180lb, bald, blue eyes, tan skin
Role: Gas-Masked Loner with Dog
Motivation: Survival / Protect Dog
Desire: To meet and catalog survivors

Simon Tool was a K-9 handler with the 26th Infantrys Scout
Dog platoon out of Fort Benning. He and his partner, Dog,
managed to sniff out quite a few enemy ambushes and located
about a dozen IEDs during their time in Iraq. Simon and Dog
had no problems detecting the ambush that wiped out their
unit; they just didnt find the IEDs hidden in the counter-
ambush positions. Even though his platoon was caught in a
tactical trap, Simon blames himself for the death of his
comrades.

Dog is a U.S. Army-trained Belgian Shepherd (Malinois)
retired from the service due to injuries sustained in the
ambush. The scout team was retired after the ambush, as
Simon and the dog were the only survivors from their unit.
Simon carried Dog back from behind enemy lines. For this he
received a medal, but it's for saving a dog. He was often the
butt of quite a few jokes while he was processing out of the
Army. It didnt bother Simon at all. He has no problem being
more devoted to Dog than any person; Dog has saved his life,
what have any of these people done for him?

After processing out of the Army, Simon returned to his
hometown to live with his mother until he could find work. He
was out looking for a job, with Dog of course because Simon
doesnt go anywhere without him, when the EMP from the dirty
bomb killed his truck. He heard the roar, saw the flash and
knew immediately what had happened. He abandoned his
truck and he and Dog set out on foot for the National Guard
Armory, intent to help out however they could. After saving Lt.
Niccotero, Simon and Dog set out as scouts for the National
Guard and crusaders for a dying world.

Simon, who calls himself Gas when speaking to others, is
honestly happier now than he was before Z-Day. He feels that
he and Dog have a purpose again. Dog acts pretty much like a
Geiger counter for both radiation and infection. If Dog likes
you, then Gas won't immediately kill you. If you are infected,
however, the dog will know it even if you don't.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 70% searching for survivors; 30% Fort Quinn
Level 2 The Burn/First 5 Days -- OL 1 -- 50% any location with
survivors; 50% scrounging.
Level 3 The Dying/Next 90 Days -- OL 2 -- 50% any location with
survivors; 50% scrounging. Unless PCs intervene, Gas and
Dog will die on Z-Day +56.
Level 4 The Rise/After 90 Days -- OL 3&4 -- See above. Up to GM if
alive.

CHARACTER STATS

Outbreak: Undead
STRENGTH: 35 PERCEPTION: 35
EMPATHY: 17 WILL: 32
HEALTH: 37, DEFENSE: +13, RANGED ATK: +13%
MELEE ATK: +13%, GESTALT DICE: 25
Skills: Brawler, Fast Shot, Lone Wolf, Search, Stealthy, Resourceful, Tactician,
Trigger Discipline
Savage Worlds
AGILITY: d10 SMARTS: d8 SPIRIT d4
STRENGTH d8 VIGOR d6 CHARISMA: 0
PACE: 6 PARRY: 7 TOUGH: 6
Skills: Fighting d10; Healing d4, Intimidation d6; Knowledge: Military Tactics d8;
Notice d8; Shooting d10; Stealth d8; Survival d8; Swimming d6; Throwing d6;
Tracking d6
Hindrances: Loyal (to Dog) (minor); Quirk (gasmask) (minor)
Edges: Brawny
The Modern Path
STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1)
Modern Hero 8, HP: 104 Saves: FORT+7, REFLX+6, WILL+2, INT+2
Base attack +8, DEF 15, Crit Def +1, CMB +12, CMD 24 Align: NG, Spd: 30
Skills: Craft (Explosives)-9, Craft (Mech)-4, Demolitions-13, Disable Device-17,
Handle Animal-12, Heal-4, Intimidate-5, Investigate-4, Knowledge (Current)-4,
Knowledge (Geo)-7, Knowledge (History)-4, Knowledge (Local)-8, Knowledge
(Street)-7, Knowledge (Tactics)- 12, Perception-13, Profession (Soldier)-6,
Repair-4, Stealth-16, Survival-9
Feats: Alertness, Animal Affinity, Cautious, Courageous, Deft Hands, Dodge,
Gunsmithing, Outcast, Simple Weapon, Stealthy
Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus,
Heroics: Dexterity, Remain Conscious
OGL Modern
STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1)
Level: Fast 8, HP: 88 Saves: FORT+5, REFLX+7, WILL+2, INT+7
REP+2, AP: 56, WEALTH+0 MELEE +10, RANGED +9 DEFENSE:20
Feats: Alertness, Animal Affinity, Cautious, Dodge, Impro Initiative, Pers
Firearms, Adv Firearms, Adv Firearms, Point Blank Shot, Simple Weapons,
Stealthy
Talents/Abilities:Evasion, Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll
Skills: Craft (Mech)-4, Craft (Structural)-5, Demolitions-13, Diplomacy-2, Disable
Device-9, Drive-4, Forgery-4, Gather Info-1, Handle Animal-7, Hide-14,
Knowledge (Current)-4, Knowledge (Street)-5, Knowledge (Tactics)-7, Listen-2,
Move Silently-13, Navigate-5, Profession (Soldier)-1, Read/Write Language-1,
Repair-5, Ride-5, Search-7, Speak Language-1, Spot-6, Survival-2, Swim-4
Rotworld
STR: 75 DEX: 70 AGL: 75 PER: 45 WPR: 70 PCN: 70 LUCK: 55 STA: 70
Penetration Bonus: +15 Unskilled Melee: 75
Stamina Recovery Rate: 5 Wounds: 15
Skills: Pistol (70/S/85) Automatic Rifle (70/S/85) Knife (75/S/90) Wrestling
(75/S/90) Distance Running (70/S/85) Investigation (58/S/73) Military (59/E/89)
Tracking (63/E/93) Outdoor Survival (63/M/118)
Paranormal Talents: Sense Undead (70/S/85)

EQUIPMENT
Weapons: M9 Beretta, M16A3, Bowie Knife
Armor: K-Pot, Leather Steel-Toe Combat Boots
Clothes: US Army Combat Fatigues
Equipment: First Aid Kit, Flashlight, Belt, 2 clips for each gun, lighter,
2 Molotov cocktails, dog treats, dog whistle
25
Susanna Suzy Q Cassell

Role: Auto Mechanic
Motivation: Survival / Exploit the Weak
Desire: Get the Pythons to take over Phillips shop

Susanna was the all-American, girl next door. Since she grew
up in the Gaiten district, her life should have been filled with
proms and parties, not prison. Susanna was a tomboy growing
up and this worried her parents. Her love of motors, cars and
all things mechanical was not appropriate for a young lady.
After age 8, her access to boy toys was removed. Perhaps if
her older brother had just let her play with his hot wheels cars
or if her father and mother had not been insistent upon her
being a proper lady, then she wouldnt have fallen in with
Meatballs and the rest of the Pythons.

Meatballs is Susannas true love. He was the first person to
understand how beautiful engines were. He was the first
person to teach her about tools and motors. He is a kind and
gentle giant in Susannas eyes and that is why she would not
let him go to prison for robbing a convenience store with the
Pythons. Susanna crashed her car into the Sheriffs cruiser to
allow Meatballs (and the rest of the Pythons) to escape
capture.

After the incident, Susannas real family disowned her. She
faced the trial alone, but the Pythons already in county lockup
and Meatballs contacts made Susannas sentence an easy
four years. She returned into the fold of the Pythons
Motorcycle Club when she got out. One of their members even
managed to get her a job. Ironically, Susanna now works in the
shop that worked on her fathers cars when she was just a little
girl.

Suzy-Q is a fantastic mechanic. There is very little, in terms of
cars, trucks and motorcycles, she cant fix. She is also a
competent welder, fabricator and a CMC Tool programmer.
Suzy-Q took full advantage of the re-education available in
jail to learn the skills she had only dreamed of having as a
child.
.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% Working at Phillips QAR
Level 2 The Burn/First 5 Days -- 80% at Phillips QAR; 20%
scouting/scrounging.
Level 3 The Dying/Next 90 Days -- OL 2 -- 60% scouting/scrounging;
40% at Phillips QAR.
Level 4 The Rise/After 90 Days Gamemasters Decision

CHARACTER STATS

Outbreak: Undead
STRENGTH: 25 PERCEPTION: 30
EMPATHY: 30 WILL: 25
HEALTH: 29, DEFENSE: +8, RANGED ATK: +09%
MELEE ATK: +09%, GESTALT DICE: 24
Skills: Basic 1st Aid, Biker, Coop: Pythons, Handyman, Resourceful, Search
Savage Worlds
AGILITY: d6 SMARTS: d8 SPIRIT d8
STRENGTH d6 VIGOR d6 CHARISMA: +2
PACE: 6 PARRY: 2 TOUGH: 4
Skills: Knowledge: Motorcycles and Muscle Cars d8; Lockpicking d6; Notice
d8+2; Riding d6; Repair d12; Streetwise d6
Hindrances: Pacifist (minor); Small (major)
Edges: Attractive; Alertness
The Modern Path
STR: 13 (+2) INT: 14 (+2) WIS: 9 (+0)
DEX: 12 (+1) CON: 12 (+1) CHA: 16 (+3)
Modern Hero 4, HP: 28 Saves: FORT+3, REFLX+5, WILL+0, INT+1
Base attack +2, DEF 11, Crit Def +2, CMB +3, CMD 14 Align: LE, Spd: 30
Skills: Bluff-4, Craft (Elect)-8, Craft (Mech)-9, Diplomacy-5, Heal-7, Knowledge
(History)-3, Knowledge (Local)-3, Knowledge (Culture)-3, Knowledge (Religion)-
3, Knowledge (Street)-7, Knowledge (Tech)-9, Perception-6, Perform (Dance)-5,
Profession (Mechanic)-10, Ride-8, Sleight of Hand-2, Stealth-9, Swim-2
Feats: Caretaker, Lightning Reflexes, Simple Weapon, Skill Focus, Stealthy,
Technician
Talents/Abilities: Engineering Improvisation, Heroics: Intelligence, Perspicacity
OGL Modern
STR: 13 (+2) INT: 14 (+2) WIS: 9 (+0)
DEX: 12 (+1) CON: 12 (+1) CHA: 16 (+3)
Level: Smart 4, HP: 28 Saves: FORT+2, REFLX+2, WILL+1, INT+5
REP+2, AP: 24, WEALTH+0 MELEE +3, RANGED +3 DEFENSE:12
Feats: Builder, Deceptive, Gearhead, Improved Initiative, Simple Weapons,
Vehicle Expert
Talents/Abilities: Savant [Craft (Mechanical)], Exploit Weakness
Skills: Bluff-7, Computer Use-6, Craft (Elect)-5, Craft (Mech)-13, Craft
(Structural)-4, Craft (Writing)-1, Diplomacy-2, Disguise-5, Drive-4, Forgery-5,
Knowledge (Business)-6, Knowledge (Street)-6, Knowledge (Tactics)-3,
Knowledge (Tech)-6, Listen-1, Move Silently-3, Perform (Dance)-5, Profession
(Mechanic)-3, Repair-9, Research-3, Search-4, Sense Motive-1, Spot-1, Swim-2
Rotworld
STR: 75 DEX: 70 AGL: 75 PER: 65 WPR: 70 PCN: 70 LUCK: 55 STA: 70
Penetration Bonus: +15 Unskilled Melee: 75
Stamina Recovery Rate: 5 Wounds: 15
Skills: Torque Wrench (53/S/83) Wrestling (53/S/83) Mechanics (63/S/93)
Electronics (63/S/78) Security Devices (53/S/68) Theft (57/S/72) Urban Survival
(65/M/80)
Paranormal Talents: Telepathic Sending (630/S/80)

EQUIPMENT

Weapons: Torque wrench for a large diesel engine
Armor: Mechanics coveralls, Leather Gloves, Leather Steel-Toe Work
Boots
Clothes: Cotton work shirt, Blue denim jeans
Equipment: First Aid Kit, Lighter, Pack of cigarettes, Pocket Tool,
Keychain with Flashlight and Can Opener
26
Takashi Miyamoto

Age: 17, 5' 9" 148 lb, black hair, brown eyes, med skin
Role: Japanese Exchange Student
Motivation: Survival / Protect the Weak
Desire: To keep GA safe from overrun


Takashi Miyamoto is an absolute slacker and a disgrace in the
eyes of his father, Ishida. Ishida Miyamoto is a direct
descendant of Takeda Miyamoto, a 16th Century Samurai in
service to Shogun Tokugawa. Ishida is a modern samurai and
he expects his son to live his life in the same manner. The fact
that Takashi doesnt care about his heritage has caused his
father to disown his son and exile him to the U.S. into the
care of a sister, an itazuromano who sleeps with gaijin.

Takashi was a rich spoiled brat in Japan. He relished in
everything anyone could ever want for almost 17 years, but he
refused to accept his fathers very strict dating rules. When his
father found out he was dating a foreigner, he immediately
disowned his son and had underlings escort him on a flight out
of Japan without even seeing or speaking with him. Takashi
hates his father for over-reacting and had been deeply
depressed since his exile. In the last few weeks though, he
has been traveling with Robert Boom Saunders and his
gang of Outkasts. Takashi finally knows what it is to have
friends, as opposed to just frienemies, and he finally began to
come into his heritage. Then Z-Day came and as the old
expression goes: if his father could see him now.

With the arrival of Z-Day, everything fell into place with
Takashi. Now his ancestral lineage and rigorous martial arts
training are showing through. His transition from zero to hero
under this extreme pressure shows him to be the true modern
day samurai his father groomed him to be. Takashi and
Robert work together to protect the grounds of Gaiten
academy. Robert possesses the social skills and connections
to keep the other survivors in line and Takashi has the book-
learned tactical skills to fortify defenses, evaluate combatants,
train troops and marshal resources. This is because Takashi
is an expert in 16th Century Japanese warfare and knows
every battle/siege that occurred during the Tokugawa
Shogunate. He is the 2nd best strategist and tactician in the
city.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day 100% at Gaiten Academy
Level 2 The Burn/First 5 Days -- OL 1 -- 80% at Gaiten Academy;
20% scrounging
Level 3 The Dying/Next 90 Days -- OL 2 -- 80% at Gaiten Academy;
20% scrounging
Level 4 The Rise/After 90 Days -- OL 3&4 -- 80% at Gaiten
Academy; 20% scrounging. Unless PCs intervene, Takashi
will be injured on Z-Day +111 and die on Z-Day +129

CHARACTER STATS

Outbreak: Undead
STRENGTH: 34 PERCEPTION: 35
EMPATHY: 21 WILL: 35
HEALTH: 42, DEFENSE: +11, RANGED ATK: +12%
MELEE ATK: +11%, GESTALT DICE: 17
Skills: Agility, Archery, Bilingual, BMX, Crushing Blow, Parry, Swordsman,
Tactician
Savage Worlds
AGILITY: d10 SMARTS: d8 SPIRIT d8
STRENGTH d6 VIGOR d4 CHARISMA: 0
PACE: 6 PARRY: 7 TOUGH: 4
Skills: Climbing d6; Fighting d10; Healing d4; Knowledge: Samurai Culture d10;
Knowledge: Japanese Siege Warfare d8; Notice d10; Shooting d8; Stealth d6;
Survival d6; Riding d4
Hindrances: Code of Honor (major); Loyal (minor)
Edges: Martial Artist, Improved Martial Artist
The Modern Path
STR: 17 (+3) INT: 14 (+2) WIS: 13 (+1)
DEX: 18 (+4) CON: 17 (+3) CHA: 11 (+0)
Modern Hero 5, HP: 55 Saves: FORT+4, REFLX+8, WILL+2, INT+1
Base attack +3, DEF 14, Crit Def +6, CMB +7, CMD 21 Align: LG, Spd: 40
Skills: Acrobatics-12, Craft (Bows)-7, Handle Animal-2, Intimidate-7, Knowledge
(Business)-3, Knowledge (Events)-3, Knowledge (Culture)-3, Knowledge
(Tactics)-12, Knowledge (Tech)-3, Perception-8, Ride-10, Stealth-10
Feats: Athlete, Blind-Fight, Combat Martial Arts, Exotic Weapon Proficiency:
Katana, Point Blank Shot, Reactionary, Simple Weapon
Talents/Abilities: Armor Class Bonus, Fame Bonus, Flurry of Blows, Heroics
Bonus, Heroics: Strength, Perspicacity
OGL Modern
STR: 17 (+3) INT: 14 (+2) WIS: 13 (+1)
DEX: 18 (+4) CON: 17 (+3) CHA: 11 (+0)
Level: Strong 5, HP: 55 Saves: FORT+6, REFLX+5, WILL+2, INT+8
REP+2, AP: 31, WEALTH+0 MELEE +8, RANGED +9 DEFENSE:18
Feats: Blind Fight, Cmbt Martial Arts, Defensive Martial Arts, Improved Initiative,
Power Attack, Simple Weapons
Talents/Abilities: Ignore Hardness, Melee Smash, Savant [Knowledge (Tactics)]
Skills: Balance-6, Climb-7, Hide-5, Jump-5, Knowledge (Current Events)-4,
Knowledge (Culture)-6, Knowledge (Tactics)-12, Listen-3, Move Silently-6,
Read/Write Language-1, Research-2, Ride-8, Search-2, Speak Language-1,
Spot-2, Swim-5, Treat Injurty-1
Rotworld
STR: 65 DEX: 75 AGL: 80 PER: 60 WPR: 65 PCN: 65 LUCK: 70 STA: 65
Penetration Bonus: +10 Unskilled Melee: 73
Stamina Recovery Rate: 5 Wounds: 14
Skills: Long Bow (75/S/90) Martial Arts (70/E/100) Equestrian (72/E/102) Swords
(73/E/103) Samurai Culture (65/S/80) Siege Warfare (65/S/80) Stealth (65/S/78)
Paranormal Talents: Sense Undead (65/S/80)

EQUIPMENT
Weapons: Light Bow, Kendo Sword
Armor: Leather Jacket
Clothes: Cotton school shirt, Blue uniform pants
Equipment: Smart Phone, BMX Bike, a battered copy of The Five
Rings, quiver of arrows, picture of his mother
27
William Meatballs Stout

Age: 32, 6' 4" 325lb, blond hair, blue eyes, dark tan skin
Role: Leader of the Pythons
Motivation: Survival / Life of Freedom for the Pythons
Desire: To live like a Viking until the end of time

William Meatballs Stout is one of most vicious people that
you will ever regret meeting. He stands 6 4 tall and weighs
over 300 lbs. Meatballs worked as a bodyguard before being
dismissed as overzealous. Now he concentrates completely
on living the life of the huge scary monster God intended.

Meatballs got his nickname due to his vehement negative
reaction to the unfortunate resemblance to a famous martial
artist and fictional Texas Ranger. I dont look like him; he
looks like me. Short little shit, Id make meatballs outta him.

William joined the Pythons Motorcycle Club about nine years
ago when he was sponsored in by the club president, an old
man everyone called Snakecharmer. Meatballs advanced
quickly in the ranks of the Pythons and within three years his
loyalty and viciousness had earned him the position of
Sergeant at Arms. It was less than a month later that Meatballs
met the love of his life, when Susanna Suzy-Q Cassell cut
him off at an intersection and nearly killed him.

Horrified, Suzy-Q visited Meatballs every day, paid for both his
medical treatment and rebuilt his bike. It was during his
convalescence that he and Suzy-Q fell in love. Snakecharmer
marked himself for death by ordering Meatballs to stay away
from the little rich bitch. Shortly after Meatballs left the
hospital, Sheriff Anderson found Snakecharmers body behind
Savinnis Motor Sports. The report indicated he was stomped
to death by at least three men.

Meatballs was unanimously elected as the new President of
the Pythons. Though hard-nosed and vicious to a fault,
Meatballs has proved to be an excellent President for the club.
For the last five years, Meatballs has grown both the clubs
membership and its bank account. The Pythons cash-cow is
the distribution of the product coming out of Wongs Way Nail
Salon and selling insurance to local business owners.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day --100% Fosters Pharmacy
Level 2 The Burn/First 5 Days -- OL 1 -- 60% Fosters Pharmacy;
40% Phillips Quality Auto Repair.
Level 3 The Dying/Next 90 Days -- OL 2 -- See the timeline
Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael
Do?

CHARACTER STATS

Outbreak: Undead
STRENGTH: 30 PERCEPTION: 25
EMPATHY: 17 WILL: 32
HEALTH: 36, DEFENSE: +11, RANGED ATK: +11%
MELEE ATK: +12%, GESTALT DICE: 35
Skills: Biker, Brawler, Caged Wisdom, CO-OP: Pythons, Leadership,
Resourceful, Steady Shot
Savage Worlds
AGILITY: d8 SMARTS: d6 SPIRIT d6
STRENGTH d8 VIGOR d8 CHARISMA: 0
PACE: 6 PARRY: 7 TOUGH: 6
Skills: Fighting d10; Intimidation d8; Knowledge: Organized Crime d8; Repair d6;
Riding d10; Shooting d10; Survival d8; Streetwise d8
Hindrances: Wanted (Leader of the Pythons) (minor); Vengeful (minor); Enemy:
Sheriff Anderson (major)
Edges: Liquid Courage; Steady Hands
The Modern Path
STR: 16 (+4) INT: 12 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 16 (+3) CHA: 14 (+1)
Modern Hero 9, HP: 81 Saves: FORT+6, REFLX+6, WILL+3, INT+3
Base attack +4, DEF 13, Crit Def +5, CMB +8, CMD 21 Align: NE, Spd: 30
Skills: Bluff-7, Craft (Chem)-6, Craft (Mech)-6, Craft (Pharm)-6, Drive-14,
Intimidate-16, Knowledge (Local)-5, Knowledge (Street)-12, Perception-11,
Profession (Gang leader)-10, Stealth-10
Feats: Bully, Combat Martial Arts, Combat Reflexes (4 AoO/round), Confident,
Criminals, Intimidating Prowess, Leadership), Personal Firearms Proficiency,
Simple Weapon
Talents/Abilities: Armor Class Bonus, Fame Bonus, Fearless +2, Heroics Bonus,
Heroics: Strength, Perspicacity
OGL Modern
STR: 16 (+4) INT: 12 (+3) WIS: 10 (+0)
DEX: 17 (+3) CON: 16 (+3) CHA: 14 (+1)
Level: Strong 9, HP: 90 Saves: FORT+6, REFLX+6, WILL+5, INT+7
REP+2, AP: 65, WEALTH+0 MELEE +12, RANGED +12, DEFENSE:20
Feats: Cmbt Expertise, Cmbt Martial Arts, Cmbt Reflexes, Confident, Deceptive,
Far Shot, Improved Initiative, Personal Firearms, Quick Draw, Simple Weapons
Talents/Abilities: Ignore Hardness, Improved Ignore Hardness, Melee Smash,
Improved Melee Smash, Advanced Melee Smash,
Skills: Bluff-7, Craft (Chem)-4, Disguise-8, Gamble-4, Gather Info-4, Hide-5,
Intimidate-4, Knowledge (Business)-3, Knowledge (Civics)-3, Knowledge
(Street)-12, Knowledge (Tactics)-6, Knowledge (Theology)-3, Profession (Drug
Lord)-4, Read/Write Language-2, Search-4, Sense Motive-4, Speak Language-2,
Spot-4, Swim-5
Rotworld
STR: 75 DEX: 65 AGL: 60 PER: 35 WPR: 70 PCN: 55 LUCK: 60 STA: 70
Penetration Bonus: +15 Unskilled Melee: 68
Stamina Recovery Rate: 5 Wounds: 15
Skills: Pistol (65/S/80) LBG (65/S/80) Knife (75/S/90) Wrestling (75/S/90)
Mechanics (60/S/75) Ride Motorcycle (60/S/75) Criminal (43/E/73) Urban
Survival (63/E/93)
Paranormal Talents: Ignore Pain (53/S/68)

EQUIPMENT
Weapons: S&W Model 460 SVR, 12 ga. Mossberg Maverick
Armor: Pythons Leather Jacket, Leather Gloves, Leather Steel-Toe
Work Boots
Clothes: Denim work shirt, Blue denim pants
Equipment: Cigarettes, Lighter, Drugs, Pocket Tool, Keychain with
Flashlight and Can Opener. 2 speed loaders for the 460 SVR and 12
rounds for the Mossburg
28
Willie Voodoo Radd

Age: 28, 6' 150lb, black hair, Black eyes, ebony skin
Role: Former Yawdie Triggerman
Motivation: Survival / Exploit the Weak
Desire: To rule Mortiston in the New World

Willie Radd is the assumed name of William Patrick Paddy
Dunn, a Jamaican gangster and Interpols #8 Most Wanted.
He had been hiding out in Chicago, but came to Mortiston to
stay with his aunt a few months ago when he felt investigators
were closing in. This is not the first time Willie has been in
Mortiston. In fact, he spent many summers in Mortiston as a
child and had a completely different life here than in the Yards
in Kingston where he grew up. In Mortiston, Willie is well
known as Voodoo or Voodoo-Man due to his accent,
traditional dreads and menacing black top hat. The people in
the neighborhood around the park know him as helpful, polite
and friendly; even though he hangs out with the Sundowners.
They would simply NOT believe who he really is.

Who is Paddy Dunn really? He is the mastermind and
triggerman for numerous acts of extreme gang violence and
destruction for the infamous Shower Posse. Paddy is a hard,
cold-blooded killer in his home environment. He is wanted by
Interpol for his part in planning and executing the Trench Town
Fire Station Massacre that left 18 people dead and many more
wounded including innocent men, women and children. This
single terrorist act gave the Shower Posse dominance
throughout Kingston. There is no one on the island of Jamaica
who has not heard of Paddy Dunn.

The only living person in Mortiston who knows Willie is Kevin
Edwards. Kevin and Willie were summer friends as children.
They both attended the same summer program, year after
year, in Sundowner Park. They havent seen each other in
years, but greet each other as old friends if they do get
together. Kevin knows all about Willies dark past, but would
never even bring it up to his old friend. Willie feels the same
about Kevin and likewise would never reveal his childhood
foibles. Willie is one of the few people who knows what KILL-
KILL really stands for.
LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 90% Hanging out in Sundowner Park; 10% at home
Level 2 The Burn/First 5 Days -- OL 1 -- 80% Castle Boat Rental;
20% scrounging.
Level 3 The Dying/Next 90 Days -- OL 2 -- 60% Castle Boat Rental;
40% scrounging.
Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael
Do?

CHARACTER STATS

Outbreak: Undead
STRENGTH: 30 PERCEPTION: 35
EMPATHY: 15 WILL: 35
HEALTH: 37, DEFENSE: +14, RANGED ATK: +15%
MELEE ATK: +13%, GESTALT DICE: 25
Skills: Brawler, Leadership, Coop: Sundowners, Defend, Warlord, Tactician,
Trigger Discipline
Savage Worlds
AGILITY: d10 SMARTS: d6 SPIRIT d6
STRENGTH d8 VIGOR d6 CHARISMA: 0
PACE: 6 PARRY: 7 TOUGH: 5
Skills: Climbing d6; Fighting d10; Intimidation d6+2; Knowledge: Street gang
Tactics d6; Notice d8+2; Shooting d10; Stealth d10; Survival d6; Swimming d4;
Taunt d6+2
Hindrances: Wanted (major); Doubting Thomas (minor)
Edges: Alertness, First Strike, Strong Willed
The Modern Path
STR: 17 (+3) INT: 15 (+2) WIS: 14 (+2)
DEX: 17 (+3) CON: 15 (+2) CHA: 15 (+2)
Modern Hero 9, HP: 90 Saves: FORT+5, REFLX+9, WILL+5, INT+3
Base attack +6, DEF 13, Crit Def +65, CMB +9, CMD 22 Align: LE, Spd: 30
Skills: Bluff-14, Craft (Explos)-12, Craft (Pharm)-7, Diplomacy-4, Disable Device-
13, Disguise-7, Escape Artist-4, Heal-3, Intimidate-17, Knowledge (Engineer)-8,
Knowledge (Local)-13, Knowledge (Relig)-4, Knowledge (Street)-14, Perception-
13, Profession (Drug Lord)-11, Survival-3, Swim-2
Feats: Bully, Careful Speaker, Cautious, Criminals, Deceitful, Drive-By Attack,
Intimidating Prowess, Leadership, Simple Weapon
Talents/Abilities: Armor Class Bonus, Fame Bonus, Fearless +2, Heroics Bonus,
Heroics: Dexterity, Perspicacity
OGL Modern
STR: 17 (+3) INT: 12 (+1) WIS: 13 (+1)
DEX: 16 (+3) CON: 17 (+3) CHA: 13 (+1)
Level: Strong 9, HP:99 Saves: FORT+7, REFLX+6, WILL+3, INT+3
REP+2, AP:65, WEALTH+0 MELEE +12, RANGED +12 DEFENSE:19
Feats: Alertness, Cmbt Martial Arts, Improved Cmbt Martial Arts, Dodge, Drive-
By Attack, Endurance, Personal Firearms, Point Blank Shots, Simple Weapons
Talents/Abilities: Extreme Effort, Improved Extreme Effort, Melee Smash,
Improved Melee Smash, Advanced Melee Smash
Skills: Craft (Pharm)-3, Craft (Struct)-3, Drive-8, Gather Info-3, Knowledge
(Current)-3, Knowledge (Street)-9, Knowledge (Tactics)-8, Listen-3, Move
Silently-7, Profession (Drug Lord)-, 2Repair-5, Search-1, Sense Motive-0, Spot-4,
Treat Injurty-1
Rotworld
STR: 65 DEX: 65 AGL: 60 PER: 65 WPR: 70 PCN: 55 LUCK: 65 STA: 60
Penetration Bonus: +10 Unskilled Melee: 63
Stamina Recovery Rate: 4 Wounds: 14
Skills: Pistol (65/S/80) Wrestling (63/S/93) Distance Running (60/S/75) Criminal
(67/S/122) Urban Survival (67/M/97)
Paranormal Talents: Corpse Visage (63/S/78) Ignore Pain (68/S/83) Speak with
Undead (62/S/77)

EQUIPMENT
Weapons: 9mm Glock; SC888 Triple Alloy Bat
Armor: T-shirt Bullet-Resistant Vest; Urban Camo Ballistic Cloth
Parachute Pants with Steel Reinforced Knees; Leather, HighTop,
Steel-Toe Sports Shoes
Clothes: Save for his black top hat, see above.
Equipment: 3 clips for the Glock, Shoulder Bag, First Aid Kit, Lighter,
2 Molotov Cocktails, Pocket Tool, Keychain with Flashlight and Can
Opener.

29



Places of Interest in Mortiston

Mortiston isnt a huge town, but there are lots of places to go,
explore, salvage equipment and die. More of the last than the
first, as many unfortunates have discovered. Below is the how
weve laid out each location for you:

Background
In this section background information about the location is
provided so the GM (and possibly the players) know the
background of a particular area before the PCs decide to
scavenge it.

Description
In this section a physical description of the property is provided
so the GM has better information in regards to the security and
layout of each location should a tactical situation arise.

Characters
In this section any characters or factions associated with the
location will be discussed so the GM can tie people to locations
and know how the people inside the location might react.

Relationships with other groups after Z-Day
In this section any relationships the various factions may have to
the location are listed in either a paragraph or a chart. Many
locations have no significance unless rival factions happen to be
around the area.

Resources
This section details the amount of items available in the location
and the likelihood the PCs will encounter someone else. The
section is divided into the Stages of the Apocalypse as described
in the GM Notes section.

Again, if you are using OUTBREAK: UNDEAD, you will find
these match up with the outbreak levels as described in the rules.

Future supplements will include many more locations and full
scale maps. The EEP! (Electronic Expansion Package) will also
contain a large-format copy of this map intended to be printed off
to give the players a gas station map of the town. Keep an eye
on Scrying Eye for future expansions.

Outbreak: Undead Stronghold Stats
For all those out there playing Outbreak: Undead, we have
included the Stronghold stats for each location. The numbers will
range from zero to ten, with ten being the best possible resource
available. There is one difference that diverges from the given
rules of Outbreak: Undead: we give you the potential Science
level if there were people available at that location who had the
correct skills to utilize that potential. Please refer to your copy of
Outbreak: Undead for further information.
30


Alices Eatery


Background
Alice's Eatery is an illegal, unsanctioned and openly frequented
laboratory dedicated to the eradication of world hunger. Most
people who frequent the place have read the disclaimer on the
menu, but they think it is a joke or marketing ploy. Besides, as
long as the pie keeps being as good as it is, the folks around
Mortiston wont care if Alice and Bleeding Badger call the Eatery
a clandestine missile silo for peace. Alice's Eatery first opened
for business in 1974, back when Alice and her husband were
almost 30. Now they are almost 70, but eating right and daily
exercise make them stronger than some people are in the prime
of their lives.

Description
Alice's Eatery is an old 60's diner that has been converted into
an organic cafe/coffee house. A patio trellis added across the
front of the diner wraps around one end of the building. Various
sweet-smelling, blooming vines are planted at the base of the
trellis columns and have grown up the sides and across the tops
of the trellis beams creating a floral arbor above the diner. On
the other end of the diner is a glass greenhouse eating room with
white painted wrought iron tables and chairs scattered amongst
herbs in potted plants and planters placed around the room. The
smell of mint and herbs is calming, even if the area itself is
usually too hot for most customers comfort. All the plants in and
around the restaurant are edible. All of the meals on the menu
are completely organic. The old diner proper is still there, but
now it looks more like a combination of an upscale coffee house,
an old-fashioned soda shop and a tribal shamans tent. There
are fancy coffee toppings on the front counter; the espresso
machines and the shake machine are on the back counter.
Dream catchers, herb bags and green souvenirs are on display in
the glass shelves near the cash register.

Structurally, Alice's Eatery is completely indefensible. It is a
fishbowl diner with a glass door on every wall. However, no
zombies can be found within a half-block of here. This is
because some of the plants around Alice's Eatery are completely
repulsive to zombies. As Alice and Bleeding Badger have been
quiet and cautious, no zeds have come to investigate this area
because the mix of fragrance keeps them at bay for the time
being.

Character(s)
Alice and Bleeding Badger were dealing with a busy lunch crowd
when the nuke went off. After the initial chaos, they were the
only ones who remained in the Eatery and thus are still alive.

Relationships to other groups
Surprisingly few people like Alice and her husband. The
Reservation hates Alice's Eatery. They see Bleeding Badger as
a traitor to the tribe. Michael dislikes them due to being raised
hearing his father complaining about those fn hippies. The
bikers dislike them because Bleeding Badger has kicked them
out of the restaurant before. Kill-Kill is neutral towards them as
are the Sundowners and the KZED folks. Only Andys Braves
and Gaiten Academy strongly like Alice's Eatery. Andy and
Bleeding Badger are blood brothers, while Alice substituted for so
many years at Gaiten Academy that she is a regular there.

Resources
Alice's Eatery does not have a lot of resources, in the traditional
sense. While it is a restaurant, most of the available food is fresh
and will be useless in a few days. There are a number of plants
and herbs growing on the property, but very little that could be
transported elsewhere. The greatest resources available at
Alice's Eatery are the ones you would never expect to find in a
diner:

A full service commercial kitchen set for about 20
customers.
Small amount of dry goods, only extra cooking items
that could not be created on site.
Two compound microscopes.
A fume hood.
A cloning ring.
Two desiccators.
A spectrophotometer.
A complete set of laboratory glassware.
A centrifuge.
Three digital pipettes.
All standard safety equipment for a chemical laboratory
(goggles, lab coats, neutral spill clean, fire extinguisher,
first aid kit, etc.).


On Z-day and before - Alices is 100% stocked.
The Burn/First 5 Days - OL 1: 90% to find what you are looking
for / 10% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: After Day 5, Bleeding Badger
will have begun moving the lab equipment to Andys Hunting
Emporium. 20% to find what you are looking for / 15% to
encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: After 90 days, there will be
nothing of value left within Alice's Eatery.

Outbreak: Undead Stronghold Stats
Viability 5 Population 2
Science 4 Culture 2
Structure Class 1 Morale 4
31


Andys Hunting Emporium


Background
Andy Bearstalker is a full-blooded Native American who lives on
the Blackhorse Indian Reservation just outside Mortiston. He
chooses to do business with the pale faces of the towns
citizenry rather than limit his business to only Native American
customers. There are those on the tribal council who shun him
and say he is an example of all of the wrong ways to be Native
American. Unfortunately the youth dont see it that way and
Andy has a small following of rebels who hang out around his
shop. While Andy neither encourages these rebels nor
tolerates any misbehavior or vandalism from them, he teaches
any who want to know the skills of a warrior - as it was taught to
him by his grandfather (who fought in WWII) who was taught by
his grandfather (who fought at the Massacre at Taylors Gap,
1894) who learned from his grandfather (who first saw a white
man in 1827). Most of the natives living on the Reservation
consider Andy to be a credit to their race and a font of knowledge
in the old ways of tracking, hunting, trapping, fishing, skinning,
leather working and living completely off the land.

Description
Andys Hunting Emporium is a one-story low concrete block
building that is longer than it is wide. There is a small display
window next to the entrance door, but the majority of the front of
the building is dominated by a scene of Native American with a
bow stalking a huge buck deer. In front of the store is a gravel
parking lot three steps lower than the entrance door. The area
behind the store is a large field that falls away toward the train
tracks. In this area, Andy has constructed an elaborate bow
range with pop-up targets, short-, medium- and long-range
standing targets, as well as moving targets on zip lines. Also
behind the building is a sweat lodge and a set of standing tanning
racks for stretching hides.

The inside of the store is unremarkable and set up with three
long rows that stretch the length of the building. These rows
contain every hunting and fishing gee-gaw you can imagine, plus
souvenirs for the tourists. The back row, which is closest to the
counter with the cash register and Andys office, has the real
hunting and camping supplies. There is a small storage room
behind the counter in back, as well as Andys office. Both areas
(and maybe some of the front of the store as well) are filled with
bedrolls to accommodate Andy, his braves and those they
rescue.

Character(s)
Andy and his braves are the active characters here. This is a
well-fortified location just outside the main town and closer to the
crater than anybody really chooses to go.

Relationships to other groups

Resources
There are many resources available at Andys Hunting
Emporium. Unfortunately, there are also many people drawing
on those resources. Andy and his braves rescue as many
survivors as they can find and bring all of them to this stronghold.
In addition to a well-stocked hunting and camping store, Andy
has the following special resources at his disposal:

A 1940 Ford ton crank-start pickup truck (Rusty as
Hell but still running).
A 1950s Hallicrafters military shortwave radio station (a
shielded radio that is still working).
A natural well for drinking water.
A Geiger counter (after Alice and Bleeding Badger team
up with Andy.)

Both Andy Bearstalker and Bleeding Badger are good leaders,
but neither will allow the slavery of the people they have saved
and protected. All of Andys Braves will fight to the death before
abandoning or giving up Andys Hunting Emporium. All of them
have worked too hard to make this place an excellent stronghold.
Because this group was turned away by their own people at the
Blackhorse Reservation, they will go out of their way to help any
they can. Both Andy and Bleeding Badger are practical and
smart. They know that should the disaster continue, they would
be able to trade clean, safe water for other supplies. Food is the
biggest need here. Given the active scavenging and the number
of survivors here, there is never more than two days worth of
stockpile.

Outbreak: Undead Stronghold Stats
Viability 2 Population 4
Science 1 Culture 3
Structure Class 2 Morale 4
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Gaiten Kids X
KZED Folks X
Michael X
32


Big Mamas Motel and Cafe



Background
Big Mamas Motel and Cafe was a fixture on the old interstate
before Mortiston got so large it crept out to meet the I-32. It was
opened in 1963 next to the newly constructed I-32 near the
Spring Lake area (now part of Sundowner Park.) Big Mamas
Motel and Cafe was built to take advantage of the interstate
trucking trade, but it never really made it. The property was
abandoned in 1965. Earl and Gale Thompson bought the
property from the bank in 1987. They love running the motel and
diner, even if they arent very good at it. The small pool in front is
the best amenity the small motel possesses, but the few truckers
and travelers that stay the night dont seem to mind.

Description
Big Mamas Motel and Cafe is a single-story, concrete block, L-
shaped motel with 14 rooms and a small pool in front. Just in
front of the pool is a small diner that makes up the cafe portion of
Big Mamas Motel and Cafe. This greasy-spoon diner has been
shut down numerous times by the health department, but the
management always manages to open it up again. No one who
lives in Mortiston ever eats here. People joke that they dont
know why Sheriff Anderson hasnt arrested Big Mama (Gale) yet,
given that her food is definitely a crime. Her saving grace is an
excellent cup of coffee, just dont order the pie.

The only mystery at Big Mamas Motel and Cafe, besides what
might be in the meat loaf, is where room #7 is. On the long side
of the motel there is the office, then nine rooms numbered 1 - 6,
8 - 10. There is a room-sized space between rooms 6 and 8.
This is where the ice and vending machines are. If anyone
diligently searches the wall area behind the vending machines,
they will find evidence of a door and window that have been
blocked over long ago. The Thompsons claim to know nothing
about the missing room. They say there must have been a fire in
the room long ago and the previous owner chose to block it over,
rather than spend the money to fix it. At least that is what they
used to tell people. (See the Room 7 section in GM Notes.)



Character(s)
Unfortunately for the Thompsons, they werent prepared for Z-
Day. They are both in Big Mamas Motel and Cafe when the
bomb goes off and the weather keeps them there, as firestorms
are raging about two blocks north. Whether Earl and Gale knew
anything about the mysterious room 7 will remain a mystery, as
both of them became zombies before 1:00 PM. No one has
access to the managers apartment before then.

Relationships to other groups

Resources
Big Mamas Motel and Cafe is just a shell that the Sundowners
use to take items from hopeful survivors and feed the unwary,
stupid and useless to the zombies, all while maintaining an eye
on the North section of town. While leaving absolute specifics to
the GM, here are some special items to be found at Big Mamas
Motel and Cafe:

Towels, sheets, pillows, individual toiletries, toilet paper,
etc.
A miscellaneous assortment of weapons and other
items that can be found in the various rooms.
Food, in the form of food items to stock the diner
A 12-gauge shotgun under the registration desk in the
office.

On Z-day and before: Big Mamas Motel and Cafe is 100%
stocked.
The Burn/First 5 Days - OL 1: 50% to find what you are looking
for / 50% to encounter another survivor or scrounger.
The Dying/Next 90 Days -- OL 2: 10% to find what you are
looking for / 45% to encounter one of the Sundowners.
The Rise/After 90 Days -- OL 3&4: See the timeline.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 1 Culture 0
Structure Class 1 Morale 0
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
33


Burts Shooting Sports


Background
Burts Shooting Sports was established in 1972 after Burt Sparks
returned from serving as a Gunnery Sergeant in the USMC. Burt
ran the small storefront for a profit and taught shooting and
permit classes for those who were interested. Burt met Sally
while selling her a .50 Desert Eagle in 1988 and the two were
soon married. Sally died in 1999 leaving Burt to raise his 10-
year-old son, Michael.

Description
Burts Shooting Sports is actually one shop in a little strip mall
with 5 other shops. In order from left to right in the strip mall
(named the Cross Roads Shopping Center): Brooks Tax Service
(deserted), Miners Union Local #139 (deserted), empty storefront
with a For Lease sign, Burts Shooting Sports (apparently
deserted) and another empty storefront with a For Lease sign.
The strip mall backs onto a short offshoot from the railroad
tracks, once used to shuffle train cars without going all the way to
the switching station downtown, but they are rarely used these
days. The small parking area is paved and open to the street.
All of the storefronts are display glass windows and door.

Burts is a little more secure than most of the storefronts in this
strip mall because it uses sandbags (real ones) to create a
military/para-military scene in both display windows. Inside the
store is unremarkable except for being thoroughly looted (mostly
by Michael himself) and containing decaying bodies on the floor.
The rows of shelves still contain some hunting and survival items,
but nearly all of the guns and ammo are already gone. The area
closest to the counter and cash register is rigged with a hidden
claymore mine. This is the surprise that Michael has left for
anyone who wants to steal from him. If anyone gets behind the
counter to access either the cash register or the locked gun
cabinet behind the register, he/she should make a difficult check
against the appropriate skill to detect traps. If the character fails
this check they become the victim(s) of a concealed claymore
mine at close range. Michael, locked away in the fallout shelter
below the store, hears the claymore go off and turns on cameras
and microphones to assess the threat. If the characters seem
too occupied with the wounded person and / or Michael and crew
outgun / outnumber them, he jumps the characters and kills the
men. He keeps the women for repopulating the earth after
gaining dominion over all by his heavenly master.

Character(s)
Michael and Reverend Thompson are the dominant characters
here. With them are Trudi and Annette plus any slaves Michael
has managed to save with his claymore trap.

Relationships to other groups

Resources
Burts Shooting Sports is the place to go for military hardware.
Pretty much any type of common caliber handgun can be found
in this store. The long arms are mostly hunting rifles and
shotguns. There are also survival supplies and military surplus
goods. While leaving absolute specifics to the GM, here is a list
of the special items to be found within the bunker at Burts
Shooting Sports:

A M202 FLASH grenade launcher and 48 grenades.
48 Flash-Bang and 24 Concussion grenades.
Hundreds of rounds of ammunition of all types.
Wasp III Small Unmanned Aircraft System.
A 1970s Hallicrafters military shortwave radio station (a
shielded radio that is still working).
100 cases of various MREs (A little over 90 days of
food for four people).
Two 300 gallon water tanks full of purified water.
USMC Corpsman Assault First Aid Backpack -
everything you need for surgery and it is mobile :).

Michael is not going to arm anyone he does not completely trust
and is not going to share resources with anyone he doesnt
already control. Michael is a very dangerous madman with
delusions of grandeur and a sociopath's mindset.

Outbreak: Undead Stronghold Stats
Viability 0 Population 2
Science 2 Culture 1
Structure Class 2 (7) Morale 2
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
34


Campbell's Hardware


Background
Campbells Hardware is in one of the oldest parts of town. Sam
Campbells father took over the store from his father, who
opened it when the town was young in 1960. In the 1960s
through the 1980s, Campbells was the biggest and best
hardware store in town. The years since 1991 and the opening
of the Super Warehouse Club have not been kind to this
business. It is still stocked with nearly every small hand tool
conceived of as late as 1995. Beyond 1995, sales were low
enough that manufacturers no longer placed special and
promotional items at Campbells Hardware. Sams dad died in
1998, leaving the business to Sam, who never wanted it. Sam
maintains the store out of a sense of family loyalty.

Sams passion has always been remote control airplanes and
originally his dad supported the hobby. As Sam got older, Connor
felt that Sam should put away his toys and grow up. This rift
was never healed between father and son. Consequently, now
the store has two aisles worth of R/C Aircraft equipment that
Connor would NEVER stock even though his son had begged
and pleaded for it.

Description
Campbells Hardware is a squat, almost square, one-story
concrete block building with a display window in front next to the
glass front door. The small parking area is empty of cars except
for a lone pickup truck. There is a large pool of blood about
halfway between the truck and the front door of the store. Both
door and window are hand-lettered in red, yellow and black to
read: Campbells Hardware. The paint job was done many years
ago by Connor and is now quite faded. The property shows
many signs of deterioration as Sam has done only the legally
required maintenance since his dads death. The sides of the
block building, once clean and painted bright red, are now faded
and host numerous pieces of graffiti. Some of the graffiti is ten
years old. In the back is a small elevated loading dock with a
roll-up garage door and a steel security door.

Character(s)
Sam is still on the property; unfortunately hes not himself.
When the first solitary zed came along, Sam was flying one of his
R/C planes. Since his attention was on the plane in the sky, he
really stood no chance against the zombie. Where Sam is now
and what state he is in is completely up to the GM. However,
there is a large bloodstain in the parking next to a large, bloody
remote control unit. There is no sign of what the unit used to
control, but it still functions.

Relationships to other groups
Except for some members of the Sundowners, no one in
Mortiston has any bad relationships with Sam Campbell or the
store. Anyone who has lived in the town for more than five years
will be aware that this little hardware store exists. The limited
number of regular customers and the fact it is off the beaten
path means Campbells Hardware probably has some useful
supplies for scavenging.

Resources
Campbells Hardware is the place to go for tools. Pretty much
any non-electronic, common hand tool can be found in this store.
There are 1d6 2-handed tools of any given type under the above
constraints. There are 2d6 of any given 1-handed tools. While
leaving absolute specifics to the GM, here are the store sections
and a list of some special items to be found at Campbells
Hardware:

Two 5500 watt Commercial Grade Generators.
Ten 200 watt Flood Lights.
Various pumps from to 5 horsepower.
Three full setups for canning food and 48 mason jars.
Four cast iron wood stoves.
One 40 extension ladder, one 10 stepladder, three 6
stepladders.
100 run of 6 tall chain link fence.
Three 18 gas-powered chain saws.
Three 16 electric chainsaws.
Two 10 electric chainsaws on 15 telescoping poles.
Two 60 gallon air compressors.
Three 5 X 5 X 6 tall storage sheds.
Two isles of remote control cars, boats, helicopters, and
planes of all sizes, complete with all necessary
accessories (controllers, mini cameras, battery packs,
tools sets)

On Z-day and before: Campbells Hardware is 100% stocked.
The Burn/First 5 Days - OL 1: 50% to find what you are looking
for / 20% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 20% to find what you are
looking for / 35% to encounter another scrounger.
The Rise/After 90 Days -- OL 3 & 4: The building is completely
empty with broken and looted shelving units lying in heaps
around the floor.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 5 Culture 0
Structure Class 2 Morale 0
35


Castle Boat Rental


Background
Castle Boat Rental was established in 1990 at the same time the
park opened to the public. Henry Castle was a local man who
lived adjacent to the park and was instrumental in getting the
local support for the park project out to the polls. As soon as the
referendum passed, Henry submitted his business plan. It was
promptly accepted and Henry Castle went from rags to riches.
Even though Castle Boat Rental was a vastly prosperous
business, Henry Castle enjoyed working there every day until his
death, two days before Z-Day. Henrys son, David, planned to
sell the business and move out of Mortiston. David was never a
very lucky guy.

Description
Castle Boat Rental is in the middle of the pier leading out over
Spring Lake in Sundowner Park. It is constructed out of the
same wooden beams as the pier. It has two walk-up windows on
the landward side of the pier and a single door on the opposite
side of the building. The remaining two walls are solid. This little
wooden bunker has a storeroom, through which one must enter,
a short hallway with a door on both sides and a doorway to the
snack bar. The total interior space is about 1,000 sq. ft. The door
on the left, when facing towards the snack bar, is a bathroom.
The door on the right is an office. This was the snack bar
managers office prior to Z-Day and Willie Radds command
center after Z-Day.

The snack bar itself has, from back to front in a fairly compact
space, a dish washing area and mop sink, a food prep area, a
commercial stove top grill, a cash register/order taking area and
a food delivery area. Small under-counter refrigerators are used
to store prepped food items, while the majority of the food will be
stored in the large refrigerator or chest freezer in the storeroom.
Outside of Castle Boat Rental are two 7 ft. X 5 ft. X 4 ft. deep
upright storage lockers made of heavy-duty all weather plastic.
These lockers are used to store life preservers, paddles and
other items for the rentals. Hanging around the outside of Castle
Boat Rental, on all four walls, are displays of t-shirts, hats,
balloons, pennants and other souvenir items available for
purchase at the window.

Character(s)
This is the stronghold of Willie Radd and his most loyal core of
Sundowners. Most of the Sundowners stay with the rescued
women and children in the Mortiston City Water Plant, but the
planning for what the Sundowners will do comes from here.

Relationships to other groups

Resources
Castle Boat Rental is a fairly decent stronghold. It sits 150 yards
down the pier from the shoreline of Spring Lake. Even before Z-
Day, Sundowner Park and Castle Boat Rental were in the loose
control of Willie Radd and the Sundowners. While leaving
absolute specifics to the GM, here is a list of the special items
that might be found at Castle Boat Rental:

A heavy-duty, solid state CB radio base station.
A small electric outboard motor used to attach to a
paddleboat for towing other boats.
Five paddle-boats and 15 canoes available to rent
Oars, life vests, tools for working on the boats, etc.
Cases of soda and snack foods.
A small, but complete kitchen capable of preparing
simple food for 100 or more people.
A small generator scavenged from a nearby house
which powers everything in the building.
A functioning computer in the office.

On Z-day and after: Castle Boat Rental is 100% stocked, but
only the Sundowners and their allies see any of the goods,
original or scavenged, that are kept in Castle Boat Rental.
.
Outbreak: Undead Stronghold Stats
Viability 1 Population 3
Science 1 Culture 2
Structure Class 3 Morale 4
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
36


Columbus Memorial Library


Background
The Columbus Memorial Library was built in 1932 just after the
fifth birthday of James Delemorte II. It was a combined effort by
the Gaiten and Delemorte families to bring into Mortiston a world-
class library. The Columbus Memorial Library is modeled after
the original Chicago Library and even in 1932 it boasted over
200,000 volumes in nine different languages. Now, there are
over 500,000 volumes contained within the librarys walls. The
Special Collections area contains over 500 rare volumes, some
of them on papyrus and skin.

Description
The Columbus Memorial Library is a three-story block building
with a basement, taking up two city blocks downtown. It has a
scenic lawn and old oak trees with benches, picnic tables and a
statue of Columbus on the left side of the building and parking on
the right. There is a large semi-circle drive in front of the Library
with a little fountain and curved concrete benches around it.
Scarred grass through the semi-circle lawn area shows the path
of the sports car that crashed into the fountain. Water pours out
of the broken pond as long as there is power to pump it.

The Library is very traditional and has an established, long
standing look about it. The front entry to the building is a
columned landing atop a large open stairway. The first thing
visible upon entering the foyer of the Columbus Memorial Library
is the list of rules carved into marble right next to the double
doors labeled enter and exit. (If the party is observant, they may
notice the exit door has no handle on the outside; there is no
handle on the inside of the entry door, either). Two night drop
book returns are built into one wall. The lobby has a counter
immediately to the left side of the door with a walk through
security scanner to scan each patron as they exit the library. The
first floor has the paperback books, video library, juvenile library
and class room/activity center, as well as tables and computer
stations in the center.

The second floor is essentially a large balcony that wraps
around and overlooks the tables below with rows of books like
fingers extending from the front and side perimeter walls. On the
back side of the balcony are a few tables, some more rows of
books and at the rear wall are four study cells with heavy wood
doors and heavy glass windows for sound proofing.

The third floor has limited access with only one unblocked
staircase (out of four) leading from the back left corner of the
second floor. The third floor is where non-circulating reference
books, special collections / restorations and the copy center are
found. The basement houses archives, periodicals, microfiche
and newspaper stacks.

Character(s)
The only living person inside the library is The Bookwyrm. He
has managed to lure and trap a few zombies inside the library,
which he is using as monsters to stock his dungeon. He has
managed some pretty deadly traps on in the basement, first and
second floors, designed to kill or cripple inexperienced
adventurers.

Relationships to other groups
Perhaps there is a spell over the Columbus Memorial Library or
perhaps survivors are just practical people. Whatever the case,
every faction in Mortiston views the Columbus Memorial Library
favorably on Z-Day.

Resources
The Columbus Memorial Library is the place to go for books.
While leaving the absolute specifics to the GM, here is a list of
some special items to be found at the Columbus Memorial
Library:

Full set of auto/light truck repair manuals from 1976
2005.
A special display room of D-Day: Omaha Beach artifacts
include a M1A1 .45 cal Thompson SMG.
A complete set of medical and surgical journals
An old Civil Defense office with first aid supplies,
canned goods, two helmets and lots of pamphlets.
A snack area in the copy center with machines rigged to
dispense items w/o money.
A functioning nine station wireless network.

On Z-day and before, the Columbus Memorial Library is 100%
stocked.
The Burn/First 5 Days - OL 1: During this time, The Bookwyrm
is working to secure the library. He will attempt to remain hidden.
There is a 60% chance to meet a scavenger. You will be 70%
likely to find information you are looking for at this time.
The Dying/Next 90 Days -- OL 2: The Bookwyrm controls the
library. He plays with many who enter, but he is willing to barter
for food. There will be a 60% chance with Bookwyrms help that
you will find info. The chance falls to 15% without his help, as he
has hidden many items.
The Rise/After 90 Days -- OL 3&4: The Bookwyrm is a mad
man with no real survival plan. It is unlikely he will be alive after
90 days unless someone is keeping him fed for some reason,
which is the GM's decision.

Outbreak: Undead Stronghold Stats
Viability 0 Population 1
Science 1 Culture 2
Structure Class 5 Morale 1
37


Delemorte Mortuary and Memorial Gardens


Background
The Delemorte Mortuary and Memorial Gardens was established
in 1954 by James Delemorte II. Prior to this, the mortuary was
on the river and across the street from the Library. Now that
property is only used for storage by the Delemortes; it has sat
empty, but well-maintained, since 1954. The Delemorte family
helped to establish Mortiston. Their small mortuary was once the
only place in town to prepare the dead for burial. The
Delemortes have always provided the community with this
valuable service at a reasonable price (often free during the
hardest of economic times for those who could not afford it) and
have been generous donors and benefactors for many local
charity organizations. If the well-to-do and reclusive Delemorte
family has any deep dark secrets, they are a mystery known only
to a select few. Another mystery is why the Delemorte house
seems to be having a party during the current disaster.

Description
Delemorte Mortuary and Memorial Gardens is a large, old three-
story house with a gabled roof, sitting on a hill at the back of the
property. A long, winding, tree-lined drive leads from the ornate
iron gates at the front of the property through a small roundabout,
which gives access in four directions to the 75 acres that make
up the Memorial Gardens, on the way to the main house. There
are over 7,000 graves in the cemetery with the oldest ones dating
back to 1954. There are about 150 aboveground tombs, 75
walk-in mausoleums and hundreds of pieces of statuary. The
cemetery is large and wooded with very few unique landmarks. If
one strays off the roads, they will most likely become turned
around and lost, especially at night.

The main house of the Delemorte Mortuary and Memorial
Gardens appears to be very old. This illusion, however, is only
for those that visit the first floor where the mortuary receives
guests. The basement is a completely modern processing facility
for the recently dead, just as the top floors rival the Playboy
mansion in terms of modern conveniences. Lights and sounds
indicate there is one helluva party going on at the mansion.

Character(s)
James Delemorte IV (or Jimmy D, as he calls himself now) has
gone crazy. He never wanted to be a part of the family business,
but suffered through the schooling anyway because it was his
family duty. When Z-Day came, Jimmy D lost it and murdered
his aging mother and her sister. Afterwards, Jimmy D threw a
party for all of his friends to celebrate his newfound freedom.
The problem is that James Delemorte IV doesnt have any living
friends, only undead ones. The very interesting thing is Jimmy D
does not provoke any attacks from the zombies. He moves
among them as if he were one of them. It might be the years of
working with the dead or it might be something in the new
embalming chemicals. It might be a biological element only
found in the Delemorte bloodline or it may be a supernatural
curse. Whatever is going on with Jimmy D is left up to the GM to
decide, but he is certainly hosting one heck of a party.

Relationships to other groups
Before Z-Day, no groups had any real relationship with the
Delemorte Mortuary and Memorial Gardens, but people still have
opinions. Both the Reservation Native Americans and Andys
Braves shun Delemortes because of what it is. The Pythons and
Kill-Kills crews believe Delemortes is for snooty, rich people.
Gaiten Academy and the VFW see Delemortes as a cornerstone
in the community. All have some ideas of the resources to be
had at the mansion.

Resources
Delemorte Mortuary and Memorial Gardens is not a place that
most might think to check out. The house is a modern marvel.
While leaving absolute specifics to the GM, here is a general list
of locations and some special items to be found at Delemorte
Mortuary and Memorial Gardens:

Three acres of Lawn and Gardens with a 2BR/1BA
Gardeners House.
Olympic-sized, heated, salt-water pool with 1BR/1BA
Pool House.
Main home is over 65,000 sq. ft. (6 BR/18 BA) and has
a helipad (whether there is a helicopter here, as well, is
up to the GM).
One of the four kitchens is a 1000 sq. ft. professional
catering kitchen with walk-in cooler and freezer.
Basement and first floor are a 25,000 sq. ft. full service,
modern mortuary.
Garage is a stand-alone structure (2,500 sq. ft.)
containing three hearses (including a 1957 Cadillac in
perfect condition), two pickup trucks and five golf carts.
In the trophy room are a 17th century Japanese
katana, a .45 caliber pistol and an M1 Garand carbine.
There are 50 rounds for each gun.
The house has a backup generator capable of
completely powering it.

None of the Resources here really matter unless the PCs are
capable of defeating hundreds of ravenous zombies who have a
hidden human helper. Delemorte Mortuary and Memorial
Gardens is a brightly lit, music-pumping deathtrap for PCs.

Outbreak: Undead Stronghold Stats
Viability 7 Population 1
Science 6 Culture 1
Structure Class 5 Morale 1
38


Dianes Lock Box


Background
Dianes Lock Box was built in 1977 and opened for business on
its own just a couple of months after Fosters Pharmacy opened.
Diane Foster put her husband, Carl, through college by practicing
the trade of a locksmith. She was taught by her father, who
worked as a locksmith in her hometown of Milwaukee. After Carl
had graduated and could run his own pharmacy, he got a loan
(secured on Dianes business) to buy the building for Fosters
Pharmacy. At first, Diane continued to run her locksmith
business from the pharmacy, but this led to a vicious fight
between the Fosters. The end result was a separation between
Carl and Diane and the construction of Dianes Lock Box. The
Fosters eventually reconciled their differences and now have
children and grandchildren. The Fosters have recently sold their
thriving businesses and are enjoying the vacation of a lifetime on
the South Pacific island of Banoi.

Description
Dianes Lock Box is a small (12 ft. X 12 ft.) building with a single
glass storefront door, two half-walls topped with plate glass
windows and a fourth wall of concrete block. It offers very little in
the way of protection. It sits almost directly on the corner of 5th
and Elm, sharing the parking lot with Fosters Pharmacy. Dianes
Lock Box is not a safe or securable location.

Character(s)
There is no one inside Dianes Lock Box. There is a sign on the
door that says: Closed for Vacation

Relationships to other groups
Dianes Lock Box is neutral to all groups in Mortiston.
Resources
Dianes Lock Box is too small a place to have much inventory,
but here is a general list of the items available within the small
shop:
All manner of cabinet locks, door locks, padlocks, digital
locks, security locks and most other domestically used
lock you can think of.
Three different key towers with all kinds of key blanks
for cars, trucks, forklifts, houses, businesses, etc.
Two key-cutting machines for making keys.
Small section of books on lock picking, including a
complete DVD tutorial for beginners who want to get
into the business.
Technical schematics and file information for a number
of complex locks and security systems installed
throughout Mortiston.
Hidden under the counter are two small key cabinets full
of Master Keys and Digital Lock codes for a number of
the businesses in Mortiston.
Two full (54 key) sets of Determinators for re-keying
cars and trucks.
A small leather roll of well-used lock picks are in the
small desk wedged behind the counter.
A hard case containing 84 tools of the trade, including
numerous hand picks, a pistol pick, an electronic pick
gun and a set of warded padlock picks is tucked in the
foot well of the desk.

On Z-day and before, Dianes is 100% stocked, but is not open.
Diane and Carl planned to return from their vacation 2 days after
Z-Day. Unfortunately, they never return from Banoi.
The Burn/First 5 Days - OL 1: 85% to find what you are looking
for / 15% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 50% to find what you are
looking for / 35% to encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: Michael and his war-band
have no interest in the contents of Dianes Lock Box. Michael
might see the location as a great place to put a lookout for the
drug store without Meatballs or the Pythons knowing it.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 1 Culture 0
Structure Class 1 Morale 0
39


Fire Station #29


Background
Fire Station #29 was the Gaiten Volunteer Fire Department from
1922 until 1972 when the Mortiston Fire Department absorbed
the fire fighting responsibilities for the Gaiten District. The
building sat empty until 1999 when the Mortiston Fire Department
suddenly remembered they owned it and decided to tear down
the old firehouse to build a warehousing facility in its place. The
Gaiten Community was up in arms about this decision and after
pressure from the VFW and a petition drive by the students at
Gaiten Academy, the fire department was persuaded to change
its mind. Fire Station #29 is now a warehousing and storage
facility for the Mortiston Fire Department manned by a volunteer
fire company that does charity work, parades and educational
demonstrations with antique fire fighting equipment, in addition to
keeping the warehouse.

Description
Fire Station #29 is a three-story stone building with a fenced-in
lot in the back that takes up almost half a city block. There are
three entrances on the ground floor: two in the front and one in
the back. A large garage door opens into the truck garage that
holds three antique fire engines and one antique ambulance. A
metal door in front beside the garage door leads to a small
reception area and stairs up to the other two floors. There are a
couple of offices there, but its mostly rows and rows of file
cabinets and old junk stored where the firemen used to eat, sleep
and play when not fighting fires. Those that worked here try to
keep the place as neat and clean as possible. They hope
someday to make Fire Station #29 into a museum. It is their
diligence that preserves the only fire fighting equipment left in the
Gaiten District.

Character(s)
As the fire at the school burns and the news spreads, through
official (and not so official) channels, that it was a potential
terrorist attack, the crew of Fire Station #29 finds a way to get out
of the office and closer to the action. Bad news for them, but
potentially great news for someone needing a good, sturdy stone
building. There are no NPCs in Fire Station #29 on Z-Day.

Relationships to other groups
Besides the Sheriff, some of the KZED folks and the Gaiten
Kids, no one really knows about Fire Station #29. This could
change based on the actions of any survivors the GM decides to
put in this location.

Resources
Fire Station #29 is mostly a garbage dump for old fire equipment
and files the city and county dont know what to deal with. Most
of the stuff here is useless, but some of the items are now worth
their weight in gold, for example the ONLY working fire truck in
Mortiston since the nuke took out everything else. While leaving
absolute specifics to the GM, here is a list of some special items
found at Fire Station #29:

Fully Restored 1954 Mack Pipe/Pumper Fire Truck.
1960 Cadillac Meteor Ambulance with restored interior,
but without engine.
1939 Ladder Truck that is mostly a rusting hulk.
One 40 extension ladder, two 10 stepladders, three 8
stepladders.
A wide assortment of fire fighting gear from the 1950s
through the 1980s.
Literally tons of paper files dating back to 1922.

On Z-day and before, Fire Station #29 is 100% stocked.
The Burn/First 5 Days -- OL 1: 50% to find what you are looking
for / 20% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 20% to find what you are
looking for. 55% to encounter another scrounger or residents
using the building as a stronghold against the undead.
The Rise/After 90 Days -- OL 3&4: On Z-Day +185, Michael
and his war-band will move to control Fire Station #29 and all of
its resources.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 2 Culture 0
Structure Class 4 Morale 0
40


Fort Robert J. Quinn (National Guard Armory)


Background
Fort Robert J. Quinn was established in 1919 just after the
first World War. Robert Quinn was a decorated doughboy
from Mortiston who died over there and the post was named
after him. In the 90 odd years that Fort Robert J. Quinn has stood
on the banks of the Minnewakan River, the troops have only
been activated five times: twice for forest fires, twice for
tornadoes and once for a train derailment. The last time the
National Guard was called up at Fort Robert J. Quinn was in
1981, two years before Colonel Nick Steele took command of the
unit. Col. Steele is an uncompromising disciplinarian and OCD
neatness freak. He has been eager for the call to action since he
took command, but in the meantime has managed to make
everyone under his command hate him.

Description
Fort Robert J. Quinn was designed and built according to
standards from the late 19th century that put forth that a building
should resemble its purpose. The original armory was a two-story
alabaster stone building with six three-story towers, three on
each side, front and back, set between two double-door
entrances into both sides. In 1936, Fort Robert J. Quinn had to
be enlarged because more space was required to house the
modern soldiers equipment. The back wall of the original armory
was removed and a vast four-story hanger-like building with a
curved roof was attached to it. The facade wall from the backside
of the old armory is now part of a large interactive modern art
piece in Sundowner Park. Fort Robert J. Quinn has grown many
times over the years and is now a small complex with the main
building, a stand-alone parking garage / warehouse area, a
separate garage area and a small block building with a flat roof,
one door and no windows.

Character(s)
If the characters start as National Guard or displaced Military
regulars, they deal directly with Capt. Niccotero. After Z-Day +2,
Sheriff Anderson or Coach Leroy deals with the refugees coming
to the Armory.

Fort Robert J. Quinn is Captain Niccoteros first real command.
Even though he really doesnt have anything to personally live for
he plans to excel at his duty. It keeps him going. Capt. Niccotero
has disabled the remaining vehicles, set the bar locks on the tool
boxes in the motor pool, locked the door to the munitions bunker
and removed the firing mechanisms from the remaining firearms,
hiding them and the keys next to the generator in the basement
of the main building. After the first five days, Capt. Niccotero,
Sheriff Anderson and the survivors with them fight for their lives
trying to hold out against both zombies and marauders from
Sundowner Park.

See the entry for Z-Day+1 in the Post Z-Day Timeline for details
on how Capt. Niccotero handles the refugees coming to the
Armory.
Relationships to other groups

Resources:
Fort Robert J. Quinn is a half-empty National Guard training
depot. Most of the standard equipment went out with the three
partial companies that answered the call-in. While leaving
absolute specifics to the GM, here is a list of the sections and
some special items to be found at Fort Robert J. Quinn:
Administration -- Computers, office supplies.
Unit Support Area -- Showers, toilets, locker rooms,
gear storage, laundry, training manuals, training
equipment, small arms range.
Assembly Area -- Vast, mostly empty area for mustering
and inspections.
Maintenance Area -- Plumbing, electrical, data closet,
security cameras.
Armory -- 22 M16A4 rifles, 2 M231 Port Weapons.
Motor Pool -- Tools, two generator trailers, one M2
Bradley IFV, one HMMWV, 1000 gal. diesel fuel.

On Z-day and before, the depot is 100% stocked.
The Burn/First 5 Days - OL 1: 40% to find what you are looking
for / 100% to encounter Capt. Niccotero.
The Dying/Next 90 Days -- OL 2: This is a stronghold for the
Powers that Were. See Faction Notes.
The Rise/After 90 Days -- OL 3&4: See What Will Michael Do?

Outbreak: Undead Stronghold Stats
Viability 1 Population 3
Science 6 Culture 2
Structure Class 6 Morale 2
Foe Cold Neutral Warm Friend
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
41


Fosters Pharmacy


Background
Fosters Pharmacy was opened in 1963 by Jack Foster. Jack,
whose father had been a gentlemans gentleman to the eccentric
James Delemorte II, had strong financial ties to the Delemortes
and together they created a traditional American soda shop drug
store. It was the place to hang out in the 60s and 70s, but the
hard economic times of the 1980s forced a remodel into a more
modern convenience drug store. A small section of the original
store remains. In one corner, roped off, is a single soda shop
table with two metal chairs, all sitting on a section of the original
terrazzo floor. Few know why this one section remains because
Jack Foster died suddenly. When his son took over the business
he didnt change anything, out of respect for his father. It is
rumored that James Delemorte III visits this spot after hours once
each year, but there are many rumors in Mortiston. These days,
Ty Foster owns the place and Zack Parker is the pharmacist and
store manager.

Description
The front doors of the pharmacy are at the northwest corner set
in at an angle with glass on either side of the sliding glass doors
for in and out. The whole glass front entry is covered by an over-
head metal roll-down security door, which can be locked in-place
by a padlock on the outside. There is a metal door and a small
loading bay with a locking garage door in the back.

Inside the store are five 30 ft. aisles full of over-the-counter
medications, a few stationary items, a cosmetics area, a few
grocery items and other various and sundry items. Beyond the
last aisle is the pharmacy with a small waiting room and two
vending machines.

Character(s)
It really depends on what day the character arrive. If they arrive
early enough on Z-Day, they meet Zack Parker and learn that he
plans to propose to Rebecca King today. If they stay to see
Becky come in, they become caught up in The Pythons robbing
the place and then, fasten your seatbelts, the next stop is chaos.

If its after the first five days, a group of about 30 bikers from the
Pythons Motorcycle Club are in the pharmacy. They own it now.
They have food, water, medicine and supplies. They have even
pulled their motorcycles into the back bay for safety. The bikers
intend to hold what they have, but they are not unreasonable.
They have three AK-47s, five shotguns and 27 handguns
between them.

Relationships to other groups

Resources
Fosters Pharmacy is a resource bonanza. There is over 500
gallons of drinking water alone, without even considering the
loads of sundry items (batteries, etc.), the over-the-counter
medications or the higher-class pharmaceuticals. In the end, the
GM must make the determination as to the exact contents of the
store, but quite frankly, if the PCs dont control Fosters
Pharmacy before Day 5, it is very unlikely they ever take this
place from the Pythons. Here are some special items that can be
found inside Fosters Pharmacy:

A fully stocked pharmacy, complete with small standard
pharmaceutical lab for creation of standard custom
short-lived prescriptions.
On a shelf in house wares, there is a stack of
homemade quilts.
In the pharmacy area there is a paramedics bag and a
portable defibrillator.
Improvised weapons makings: cans of hair spray, glass
containers of lamp oil, six medium propane tanks, 12
small propane tanks, a case of nails, duct tape and
lighters, just name a few things.

On Z-day and before, Fosters is 100% stocked.
The Burn/First 5 Days - OL 1: 90% to find what you are looking
for / 100% to encounter the Pythons inside.
The Dying/Next 90 Days -- OL 2: 45% to find what you are
looking for / 100% to encounter the Pythons inside.
The Rise/After 90 Days -- OL 3&4: See What Will Michael Do?

Outbreak: Undead Stronghold Stats
Viability 0 Population 3
Science 4 Culture 2
Structure Class 4 Morale 2
Foe Cold Neutral Warm Friend
Sheriff X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
42


Gaiten Academy


Background
Gaiten Academy was established in 1942 after Thomas Gaiten
II, then Mortiston County Schools Superintendent, began tutoring
high school students who were having difficulties in math and
science in his home. By 1946, the stone walls, gardens and
multiple buildings that had been the Gaiten family estate were
completely converted into a private school with Mr. Gaiten as its
first Dean and President. Gaiten Academy has been a landmark
in the community ever since.

It is rumored that both Thomas Gaiten II and his son, T.G. III,
misappropriated millions of dollars from the Mortiston County
Public School System to fund and stock their private school,
whose unspoken motto has always been Only the Best for the
Best.

Description
Gaiten Academy is a moderate-sized private school with 12
major buildings including dormitories, a 50 stall horse stable,
class room buildings, a vast gymnasium and two large dining
halls, all enclosed within a 10 ft. high stone wall. Most of the
buildings are clustered around a central quad at the north end of
the campus. Beyond the lower classman dorms, on the south
side of the quad, are the stables. Most of the south end of the
walled-in campus is a vast, empty field. There are areas set up
for Soccer, Badminton, Polo, Track and Field and Croquet. Even
with these areas set up there is plenty of room for horseback
riding. A small road leads from the front of the Administration
Building on the southeast side of the quad to the main gates of
the school. The road runs along the edge of the eastern and
southern wall and is tree-lined on the field side.

On Z-Day, Gaiten Academy has about 150 of its 516 students
within the walls of the school grounds. The majority of the
remaining students are at the opening of the new Regina
Observatory and Skate Park. Most of the faculty is at the
opening, leaving an uncertain power vacuum in a crisis situation.
Enter the Outkasts, serving in-school detention for breaking the
rules.

Character(s)
Robert Saunders of the Outkasts stepped neatly into the power
vacuum, as most of the students are willing to listen to anyone
that has a plan, and Takashi Miyamoto definitely is the man with
the plan. Given that Takashi killed the first zombie to get over
the Gaiten Academy walls, saving the life of Mrs. Ying the
chemistry teacher, the Outkasts establish a firm control over the
survivors at the school. Gaiten is a possible starting position for a
group of PCs.

Relationships to other groups

Resources
Gaiten Academy has many resources and a large population
using those resources. Realistically, scavenging those resources
would have to be an inside job. It is unlikely that any group will
take control away from the Outkasts just because of the
defensive nature of the grounds and the knowledge of Takashi
Miyamoto. While leaving absolute specifics to the GM, here is a
general list of some special items to be found at Gaiten
Academy:
Freshwater wells.
Food for approximately 1,000 people for three weeks.
35 well-broken riding horses of various sizes and
everything to care for them for six months.
A bio-diesel generator and solar panels to power almost
a third of the campus.
Untold resources in the form of textbooks for wood
shop, home economics, and agriculture, etc.
28 various cars and trucks, most of which are blocking
off the quad as a secondary wall.

On Z-day and before, Gaiten Academy is 100% stocked.
The Burn/First 5 Days - OL 1: 50% that you will be allowed into
the school by the guards to meet with Robert.
The Dying/Next 90 Days -- OL 2: 20% that you will be allowed
into the school by the guards to meet with Robert.
The Rise/After 90 Days -- OL 3&4: Unless the PCS stop
Michael, he and his war-band will control Gaiten Academy and all
of its resources after Z-day +191.

Outbreak: Undead Stronghold Stats
Viability 9 Population 10
Science 5 Culture 6
Structure Class 5 Morale 10
Foe Cold Neutral Warm Friend
Sheriff X
KILL-KILL X
Sundowners X
Andy X
Pythons X
KZED Folks X
Michael X
43


Kaufmans Killer Khicken Kitchen


Background
Kaufmans Killer Khicken Kitchen opened in 1970. Captain Jack
Kaufman, a hero in an unpopular war, opened the business after
returning from Viet Nam. Jack hoped he could become as
popular as a well-known Kentucky Colonel who sold chicken, but
he never really had much luck at franchising the business. When
Jack finally retired at age 80, there were only two open
franchises. The one in Mortiston is the largest and certainly the
most popular.
The food at Kaufmans Killer Khicken Kitchen is very good. It is a
family-style restaurant where everything is brought to the table in
large bowls and platters, just like you were eating a home cooked
meal. Kaufmans Killer Khicken Kitchen is one of the travel
highlights in the town. Given the number of locals, as well as
people from out of town that enjoy the restaurant, it seems
bizarre that the franchises never had any success.

Description
Kaufmans Killer Khicken Kitchen is a stand-alone building with
almost 75% of it covered in plate-glass. Three walls of the
restaurant are plate-glass window and the interior design is much
more like a diner than a comfortable family restaurant. The
building has most of its parking in front with a small area for
deliveries and employee parking in the rear against a solid block
wall. There are two plate-glass doors on either side of the
building, but one of the doors is blocked off and never used.
There is a single, steel door in the back that leads to the kitchen.
The majority of Kaufmans Killer Khicken Kitchen is not
defensible, but the kitchen area could be barricaded to make a
small and limited stronghold for a few people. What it may lack
in other amenities, Kaufmans Killer Khicken Kitchen certainly
makes up for in food supplies.

Character(s)
When Jack died, his family planned to close the restaurant, but
there was such a public outcry concerning this possibility that
those plans were scrapped. Instead, the family opted to keep the
restaurant open, but serving only dinner. Because the Z-Day
disaster happened during the day, there was no one inside
Kaufmans Killer Khicken Kitchen at the beginning of the
outbreak.

Relationships to other groups
Everybody loves Kaufmans Killer Khicken Kitchen.

Resources
Kaufmans Killer Khicken Kitchen is a good place to go for food.
The Kaufman family has always believed that the freshest
ingredients make the best food. Unlike some restaurants, this is
more than a marketing slogan. Very early each morning, the
cook staff of Kaufmans Killer Khicken Kitchen receives a daily
delivery from the farmers market and updates the inventory in the
store. On Z-Day the restaurant has the following supplies:

250 full, bone-in chickens for frying.
500 assorted and various chicken pieces.
150 chicken tenders.
25 heads of lettuce.
Various fresh vegetables including nearly 300 half-ears
of corn on the cob.
Numerous cases of various canned vegetables.
A commercial kitchen capable of preparing food for
about 100 people at a time, if powered with a generator.
Everything else you would expect at a restaurant:
plates, silverware, cooking utensils, cash register,
straws, cups, napkins, etc.

On Z-day and before: Kaufmans Killer Khicken Kitchen is
100% stocked.
The Burn/First 5 Days - OL 1: 60% to find what you are looking
for / 40% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 20% to find what you are
looking for / 30% to encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: After 90 days, if there has
been no power for refrigeration and no one has occupied the
restaurant, then there will be very little that has not already been
looted, just simply spoiled or been devoured by bugs.

Kaufmans Killer Khicken Kitchen has no value to Michael.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 1 Culture 0
Structure Class 1 Morale 0
44


KGON TV Channel 9


Background
KGON TV Channel 9 was one of the first TV stations in the
country. It first went on the air as a Central Broadcasting affiliate
in 1954. For almost 20 years, KGON was the only station that
could be picked up in Mortiston. Anyone older will certainly
remember Farmer Ross Play Barn, an afternoon kids show that
mostly showed cartoons and was hosted by a funny farmer. At
least everyone thought he was funny until Farmer Ross was
arrested for pedophilia and child pornography. The Farmer
Ross Scandal, as the episode came to be called, was the worst
event involving KGON TV Channel 9 staff before Z-Day.

On Z-Day, Kurt Jackson, the KGON TV Channel 9 weather
person, had finally gotten up the nerve to ask his lover, Thomas
Craig, the KGON TV Channel 9 traffic helicopter pilot, to marry
him. Kurt had planned to pop the question over lunch,
unfortunately the developing news story at the Mortiston All
School kept the traffic helicopter in the air and reporting the news
until the suitcase nuke went off. While the helicopter was not
caught in the blast, the shock wave caused it to crash explosively
into the ground at McClellans SuperPawn. Kurt did not see the
crash, he only saw the monitors showing the crazy spinning
camera view being broadcast from the helicopter. Before he
could make it to the parking lot, the love of his life was dead -
trapped in the burning wreckage of the helicopter miles from
anyone who could put out a fire.

Kurt was standing outside just after the blast and watched as the
small mushroom cloud developed and the first two thermo-
cyclones set down. It was all too much for him to process and
after a few minutes, Kurt just snapped. Completely lost in his
pain and suffering, and aware of what he judged to be nuclear
war, Kurt went to his car, got his 9mm Beretta out of the glove
box and walked back into KGON TV Channel 9. He walked
throughout the facility and shot absolutely everyone he could
find, apologizing to them as he pulled the trigger again and again.
He only wanted to spare them the pain and suffering that he now
knew and believed everyone would know. For 19 minutes, Kurt
Jackson was mercy incarnate, walking throughout the building
and killing every employee he could find. When he could find no
one else, he turned the gun on himself. What a shame; it would
have made a great news story.

Description
KGON TV Channel 9 is a stand-alone facility on the hilltop just
south of Radio Station KZED. After 9/11, the owners of KGON
TV Channel 9 needed to do a security upgrade to their old
building downtown, but managed to duck the issue until the
Sundowner Park project came up, forcing them out of the original
building downtown. The new building is very secure with two
generators, roll-down security shutters, card-lock doors and
closed-circuit security cameras to monitor every area in the
building and grounds.

KGON TV Channel 9 is a large place. On the ground floor there
are two studios with a large green room in between them and
storage rooms off hallways on both sides. On the second floor
are sales offices, accounting offices, production offices and the
two controls rooms, one overlooking each studio. On the third
floor are the executive offices and stairs up to the observation
deck/helipad. In the basement is a cafeteria and small
manufacturing area for producing sets and storing all that OLD
stuff brought from the original station before it was torn down as
part of the Sundowner Park project.

KGON TV Channel 9 is a special place because it is the highest
ground around Mortiston. Michael Sparks wants to scout, take
and secure this location as a first priority; it overlooks everything
in the valley below it. It is here, perhaps, that the PCs should
start. Whether they start here or not, if they dont want to live like
slaves under Michaels rule, it will end here. The canvas is left
blank for the GM to fill in the details for this location.

Character(s)
There are no living characters in this location, but there are a lot
of stinking dead bodies. Any KGON TV Channel 9 employees
who managed to flee from Kurt went down the hill to KZED Radio
Station

Relationships to other groups
No one in Mortison has any relationships, good or bad, with
KGON TV Channel 9.

Resources
There could be almost anything in this location because the
station has been around since the 1950s. There are crates of
stuff from the old TV station building in the basement. The GM
must decide the absolute specifics.

On Z-day and before, KGON TV Channel 9 is 100% stocked.
The Burn/First 5 Days - OL 1: KGON TV Channel 9 is 100%
stocked / 05% to encounter another scrounger (from KZED).
The Dying/Next 90 Days -- OL 2: Unless the characters take
something, KGON TV Channel 9 is still 100% stocked and filled
with overflow from KZED Radio.
The Rise/After 90 Days -- OL 3&4: GM's decision.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 1 Culture 0
Structure Class 4 Morale 0
45


KZED Radio


Background
KZED Radio was first licensed by the FCC to broadcast on both
the AM and FM bands in the Mortiston area in 1947; that much is
certainly true. After that the story gets confusing. Some say that
John Blue-Man, one of the Blackhorse people, was the first to
apply for the license, but the government wouldnt give the
license to Native American so Thomas Gaiten had to step in to
vouch for the fellow, and that's how it started. Others say that
young master Gaiten had an affair with John Blue-Mans
daughter and the radio station was the price of silence.
Whatever the case, KZED Radio has been simulcasting its
hometown programming on both AM and FM bands for over 60
years. Many old timers love the radio station because of its
format mix of golden oldies and old time rock and roll, but most
around town just listen for the local news, weather and farm
reports.

Description
KZED Radio sits on a terrace just below the hilltop on the
southwest edge of the town. The small radio station consists of a
fenced-in gravel lot containing two buildings, a mobile home and
the radio tower. The fence is eight-feet tall and topped with
Texas-standard barbed wire. Closest to the antenna is the low
block building that houses the radio equipment and two small
sound studios. Just a little east of the studio blockhouse is a
corrugated metal building that houses the administration,
marketing and sales department. The two buildings are
connected by an aluminum awning walkway. Set apart from the
two buildings is a doublewide mobile home with a screened
porch. The mobile home is used mostly as a place to host VIPs
and important meetings. Its secondary function is storage of
marketing and promotional materials. The entire KZED Radio
compound overlooks the town of Mortiston and there is only one
road that leads out of town up to both KZED Radio and the
KGON TV Station. As the days progress, the parking lot
becomes more and more full as survivors hear DJ Grant Jazzys
broadcast and make their way to the station.

Character(s)
KZED Radio is home to about 50 survivors because of its ideal
location and DJ Grant Jazzys morning, noon and sunset radio
programs. While DJ Grant Jazzy is the de facto leader of this
stronghold, he insists that everything be done by equal
democratic vote by all survivors. This is another location the
player characters may call home.

Relationships to other groups

Resources
KZED Radio is a place in desperate need of resources. Most of
the survivors that show up here come with nothing. While some
refugees do show up with supplies, there are never enough of
the basics. The GM must decide the specifics of what is
available in this location beyond the equipment of the radio
station. It is unlikely that KZED Radio will be looted, unless it is
taken over by Michael Sparks. Here are some special items
found at KZED Radio:

Diesel generator capable of powering the radio station
with enough fuel to last two weeks.
Three 55 Gallon drums of diesel fuel (see above).
Radio equipment from modern to antiques, some of it
dating back to the 1940s.
KZED T-shirts, Bumper Stickers, Hats, Buttons and tons
of other marketing paraphernalia, including concert
tickets and new CDs.
Anything that the KZED fans who came here might have
brought with them (GMs decision).

On Z-day and before, KZED Radio is 100% stocked.
The Burn/First 5 Days - OL 1: 50% to find what you are looking
for / 100% to encounter survivors.
The Dying/Next 90 Days -- OL 2: 20% to find what you are
looking for/ 100% to encounter survivors.
The Rise/After 90 Days -- OL 3&4: See What Will Michael
Do?

Outbreak: Undead Stronghold Stats
Viability 0 Population 5
Science 1 Culture 3
Structure Class 3 Morale 5
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
Michael X
46


Lionels Lawn and Garden


Background
Lionels Lawn and Garden is another deteriorating business in
Mortiston. Lionel Green started the business in the 80s, but
instead of thriving it has barely survived. Lionels Lawn and
Garden has been plagued by a series of bad business decisions,
hard economic times and superstore competition. Lionel was
sure this season things would take a turn for him and his
business. Always the optimist, he never would have believed it
would be a turn for the worse. Lionel is a dead zombie now and
it doesnt get much worse than that.

Description
Lionels Lawn and Garden was once a beautiful and active plant
nursery and outdoor tools store, but years of bad sales and
declining profits have robbed the place of its former glory. Now
Lionels is little more than a small one-story concrete building
(about 500 sq. ft.) with tiny windows, a garage door and a small
metal door. It is set in the middle of a fenced-in area just off the
road on one side and just off the railroad tracks on the other.
Outside of Lionels Lawn and Garden are bags of rocks, sand,
grass seed, mulch, manure, fertilizer and topsoil stacked around
the building, as well as a scattering of outdoor plants. Inside are
an assortment of lawn and garden tools, small houseplants,
garden decorations, landscaping items (benches, birdbaths,
paving stones, small statues), pest control chemicals and a line
of gardening apparel items called happy daisy brand, which
was apparently designed for the heavily-medicated that love the
colors yellow and green in combination.

At a desk behind the counter is a scattered mess of
miscellaneous get-rich-quick schemes, self-help books,
unopened mail and fast food wrappers. Underneath the desk,
covered by a tarp, is the dead body of zombie Lionel. It was just
his luck to have only two customers today: the first one bit him
and the second one shot him in the head. It was the second
busiest day this week.

Character(s)
The only character initially in this location is Fred the Surveyor,
but he wont be alone for long. Within the first week, Fred is
rescued by Andy Bearstalker and his braves. Shortly after that,
Andy and Bleeding Badger set up some rescued survivors here
who seem uncomfortable with the two Native Americans being in
charge. Fred agrees to help them by being the de facto leader
in this location.

Relationships to other groups


Resources
Lionels Lawn and Garden is the place to go for tools. Pretty
much any non-powered, common garden tool can be found in
this store. There are 1d6 two-handed tools of any given type
under the above restrictions. There are 2d6 of any given one-
handed tools. While leaving absolute specifics to the GM, here is
a list of some special items found at Lionels:

Clippers, shovels, axes, rakes, hoes, pick axes,
sledgehammers, trimmers and even scythes.
N-P-K ratio fertilizers ranging from balanced 6-6-6 and
10-10-10, through growth types and even specialty
balances like 0-0-60.
Various pest control chemicals and sprayers.
Various wheelbarrows and garden carts, including the
looters friend: The Narrow Barrow.
Outdoor power equipment including wood chippers.

On Z-day and before, Lionels is 100% stocked.
The Burn/First 5 Days - OL 1: 70% to find what you are looking
for / 100% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: Very early in this time frame,
Andy Bearstalker and Bleeding Badger clear the vicinity of
zombies and set up survivors in this location. After that point, the
remaining resources belong to them.
The Rise/After 90 days OL 3&4 GM's Decision

Outbreak: Undead Stronghold Stats
Viability 0 Population 1
Science 0 Culture 0
Structure Class 4 Morale 1
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Gaiten Kids X
KZED Folks X
Michael X
47


McClellans SuperPawn


Background
McClellans Pawn Shop was established in 1959 and is one of
the oldest businesses in Mortiston. When Angus McClellan first
added the drive thru in 1982 saying, Well if McDonald is doing it,
so is McClellan, people thought he was crazy. Even the sheriff
at the time warned him that he might be setting himself up for
drive-through robberies. Angus continued anyway and that
innovation increased his business dramatically. Within five
years, McClellans SuperPawn was born and by 1995 it had
eliminated nearly every other pawnshop in the area. No other
pawnbroker could compete with the inventory, the clean, family-
friendly and brightly lit shopping area or the drive-thru window
that allowed fast processing of property loans with privacy.

Although Angus McClellans shop took in all of the standard
pawn items, fate would have it that he seemed to collect more
guns than anything else. It was such a local joke that even Burt
Sparks would say that if he was looking for a gun then he would
shop at McClellans SuperPawn. Angus passed on early in 2010.
Folks say Angus never recovered from the news that one of the
guns he sold to someone killed Burt Sparks. The shop passed to
his daughter, who sold it to an enterprising outsider. Although
McClellans SuperPawn hasnt changed its name, it seems as if
the shop itself started withering as soon as Old Man McClellan
died. It doesnt matter though, because the events of Z-Day
have eliminated the concern for customers.

Description
McClellans SuperPawn is a stand-alone, one-story, brick and
wood building with about 3500 sq ft of interior space. It was once
filled with treasures unimaginable and perhaps more guns than
Burts Shooting Sports. Now it is filled with rubble. During the
early events of Z-Day, there was a very small atomic explosion
that destroyed Mortiston All School and about four blocks around
it. The explosion did not destroy McClellans SuperPawn, but it
did knock the KGON Channel 9 traffic copter out of the sky. The
helicopter, barely outside the fireball, could not escape the shock
wave. Despite the heroic efforts of the pilot, the helicopter
crashed inside McClellans SuperPawn. All of the store front
display glass shattered explosively as the wooden and brick
structure burned, with nearly all of its contents, while the gyrating
wreck of the KGON Channel 9 traffic copter sprayed burning av-
gas into the parking lot. Whatever was there before, it isnt likely
to be there now.

Character(s)
There are no characters inside McClellans SuperPawn.

Relationships to other groups
Relationships hardly matter when the location is now an
uninhabitable, irradiated slag pile.

Resources
McClellans SuperPawn has absolutely nothing of value left in it.
Whatever the fire did not destroy was looted by the people who
put the fire out. McClellans SuperPawn exists as a lure to get
PCs out of the safety of their strongholds and into the streets
where zombies can kill them. While leaving absolute specifics to
the GM, here is a list of some special items found at McClellans
SuperPawn:

Nothing.
Slag.
Unidentifiable smoking hot metal parts.
Embedded in the telephone pole in front of McClellans
is the helicopter pilots Arrow ink pen. It still writes.

On Z-day, McClellans SuperPawn is on fire.
The Burn/First 5 Days - OL 1: 70% to find that McClellans
SuperPawn is still on fire.
The Dying/Next 90 Days -- OL 2: After this point, McClellans
SuperPawn will be completely looted out. Thats right, there
wont even be any slag left.
The Rise/After 90 Days OL 3&4: See above.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 0 Culture 0
Structure Class 0 Morale 0
48


My Dog Fido (Pet Grooming Salon)


Background
Antoinette Moore opened My Dog Fido in 1984. She was only
19 at the time. She was so successful through the 80s that she
was voted Mortistons Young Business Owner in 1987. The
success of My Dog Fido continued into the early 90s, but by the
end of the 90s, the rich times were gone. For the last 10 years,
Antoinette has seen a steady decline in business, but she still
loves her job and it continues to pay the bills. For now, that is
enough. Antoinette is currently out of town visiting cousins in
Raccoon County.

Description
My Dog Fido is one store in a small, unnamed strip mall. There
are two empty storefronts and one glass door that reads, Steve
Nakamura, CPA, but it too seems to be empty and unfurnished.
My Dog Fido has a plate-glass front and glass door. The place
looks completely deserted and there are no signs that any
zombies have been in here. Upon walking in, it is approximately
15 feet to the counter that runs across the store with a hinged
section for entry. On the counter are a phone, order pads, two
leashes, bowls of kitty and doggy treats and a cash register. On
display shelves in front of the counter are various sizes of travel
kennels, leashes, collars, novelty name tags, pet magazines and
books on the care and feeding of many common breeds of dogs
and cats.

Behind the counter is a curtain concealing a doorway back to
two grooming rooms. Each of them has a sink, grooming table,
animal nail clippers, fur clippers, trimmers, scissors, finger nail
polish, finger nail polish remover, cotton balls, sturdy nail/claw
files, a standing dryer and razor blades.

The end of the hall opens into the kennels. This large room has
rows of cages that extend from the walls on either side. None of
the cages are occupied with dogs and cats waiting to be
groomed or being boarded while their loved ones are away. Also
stored in this room are bags and cans of various types of pet
food. It takes a keen eye to spot that someone has been making
their way in and out of one of the large cages.

Character(s)
Gas and Dog sometimes stay here overnight. It is more
convenient for Gas to stop in every couple of days than it is for
him to scrounge up (and carry around) the food for Dog. When
Gas is staying in My Dog Fido, he sets a tripwire in the doorway
and booby-traps the back door to set off a flash-bang grenade if
either is disturbed. The grenade serves the dual purpose of
confusing his enemies and waking him and Dog.

Relationships to other groups
No groups begin with any relationships with My Dog Fido. This
may change, however, once anyone discovers that Gas and Dog
frequently stay here.

Resources
My Dog Fido does not have a lot of resources. Most of the
things available here are listed in the description of the location.
While leaving absolute specifics to the GM, here is a list of some
noteworthy items found at My Dog Fido:

A book on training and caring for Rottweilers.
114 - 8 long rubber bones with the store logo.
Two cases of pet shampoo.
Four 50lb bags of kibble, oneopen and partially used.
Three 48 can cases of canned dog food.
Three pet first aid kits for treating injuries to clients.
Two boxes of 12 round, chocolate-iced, creme-filled
snack cakes (Ha-Has). One is mostly empty.
Numerous leashes, chains, collars and other forms of
restraint.

On Z-day and before, My Dog Fido is 100% stocked.
The Burn/First 5 Days - OL 1: 95% to find what you are looking
for / 05% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 80% to find what you are
looking for / 15% to encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: After day 90, My Dog Fido is
deserted and all of the edible consumables are gone as long as
Gas and Dog are still alive.

Outbreak: Undead Stronghold Stats
Viability 0 Population 1
Science 0 Culture 1
Structure Class 1 Morale 1
49


Phillips Quality Auto Repair


Background
Back in 1993, Phillip Night was desperately trying to get some
work done on his laptop in the waiting room of Muffys Auto Care.
As he sat there working on his accounting homework trying not to
get a grease stain on his clothes, inhaling the reek of new tire
rubber and enduring the whines of a bored toddler, Phillip was
struck by an idea. What if there was an auto repair place that
had a waiting room like a spa and a kids play area that was
glassed in, a separate room for tires as well so no customers
would have to put up with their smell. The waiting area would be
clean and have a big screen TV, cable, the whole nine yards. In
2007, Phillip bought Muffys Auto Care and the lot next door. Six
months later he opened Phillips Quality Auto Repair. One year
later, Phillips Quality Auto Repair was the only mechanic left in
the Gaiten District.

Description
Phillips Quality Auto Repair is a large, two-story, concrete,
stand-alone building with a small glass display window and a
glass shop door on the left side of the long building. Fifteen feet
to the right of the glass shop door is the first of five large garage
doors.

Inside the customer area, about 10 to the right of the door, is a
three-foot tall concrete block wall that runs about 50 feet straight
back into the building before turning to the right. On top of the
blocks is a 6 thick Plexiglas wall that extends to the ceiling. On
the other side of the Plexiglas wall is the work area of the garage.

In the non-garage area there is an office, a set of stairs leading
to an upstairs waiting area that overlooks the garage, a childrens
play area, two restrooms, a small coffee bar, a small enclosed
tire and customs shop and an enclosed business center
providing printing, copying and computer rentals, as well as free
Wi-Fi for the building.

The small parking area is paved and open to the street.
Phillips Quality Auto Repair is deserted except for a lone
mechanic who has decided it is safer here than going anywhere
else.

Character(s)
The only character in this location is Susanna Suzy Q Cassell.
She has a problem. She expected Meatballs and some of the
other Pythons to come pick her up. As things got crazier and
crazier, she believed the Pythons would be there soon. Now
Suzy Q believes it would be best to stay here because it is fairly
secure (she has sealed herself in the garage) and the Pythons
have to be along soon.

Relationships to other groups

Resources
Phillips Quality Auto Repair is the place to go for a lot of things.
PCs are able to find tools, coffee, computers and toys all in the
same place. Pretty much any non-electronic, common hand tool
for working on cars and light trucks is here five times over. There
is one set of top-of-the-line computer diagnostic tools shared by
all techs. Leaving absolute specifics to the GM, here is a list of
special items at Phillips Quality Auto Repair:

Supercharged 1963 V8 Corvette ready for pickup
2012 Land Rover Diesel/Electric Hybrid, in the middle of
a tune up.
Robert Saunders 2010 Cadillac CTS RallySport ready
to get a supercharger installed, not started.
Full commercial workshop including CNC Tool maker.

On Z-day and before, Phillips Quality Auto Repair is 100%
stocked.
The Burn/First 5 Days - OL 1: 90% to find what you are looking
for / 100% to encounter Susanna Suzy Q Cassell
The Dying/Next 90 Days -- OL 2: 50% to find what you are
looking for / 50% to encounter Suzy Q or other Pythons
The Rise/After 90 Days -- OL 3&4: GM's Decision

Outbreak: Undead Stronghold Stats
Viability 0 Population 1
Science 4 Culture 1
Structure Class 1 (3) Morale 1
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
50


Savinnis Motor Sports


Background
Francis Frank the Tank Savinni is a daredevil and stunt rider
who has made a fair living performing stunts and selling various
items at county fairs and motocross events for the last eight
years. He recently parlayed that into a large business selling
motorcycles and ATVs. Frank is quite smart; even though he is
built like a gorilla and seems to have no common sense about
the safety of things, like jumping a motorcycle through a 10 ft.
burning ring. He is a true daredevil.

Frank only opened the store a year ago and, since he lives alone
and is quite frugal, he sometimes closes the store when he takes
his show and wares on the road to one big motocross event or
another within 200 miles. Because Frank sometimes leaves
town for several days on a predictable schedule, his building is
one of the most secure private properties in town. Frank was out
of town when the zombie outbreak first occurred and so his shop
is locked unless he has returned. (This is left up to the GM).

Description
Savinnis Motor Sports is located right next to the railroad tracks.
This is quite convenient for shipping purposes and one of the
reasons Frank chose the location. The building is one-story,
constructed out of reinforced concrete block. When it is open,
the building has four visible doors: one recessed steel door and
one recessed roll-up garage door on both the front side and back
side of the building. On the front side there are also two large
display windows. However, when the shop is closed, large roll-
down steel security shutters cover all the doors and windows.
There are two wireless security cameras on each corner of the
building. All of the cameras are lo-light and thermal capable,
even though there are also flood lights on each side of the
building. The cameras tie into a DVR Security system hooked up
in Franks office. The gravel parking area, along with the rest of
the property, is fenced in with an eight-foot tall heavy-duty chain-
link fence topped with razor wire. There are two gates in this
fence: one at the entrance to the parking area and one behind
the store on the railroad track side. Inside the fence are Franks
kids: Donder and Blitzen, a pair of 120 lb. Rottweilers.
Attempting to open the roll-up shutters in any way without
disarming the alarm (which must be done with a radio remote
control in Franks possession or some VERY GOOD alarm
detection and disable skills) will result in a silent alarm to the
Mortiston Sheriffs office. Attempting to cut or climb over the
fence without Frank to give the safe word to Donder and Blitzen
will result in being torn limb from limb by a pair of very pissed-off
Rottweilers.

Character(s)
Donder and Blitzen are the types of dogs that dog-lovers call
lovable monsters and any other sane person would call a
hound from hell. They both stand about 34 in. tall and weigh
about 120 lbs. They are nothing but muscle, teeth and blind
aggression unless their master is there to calm them and make
everything OK.

Relationships to other groups
Frank is very well-liked in the community and his business sense
means he has not alienated many people. However, no one is
universally liked -- the local street gang (the Sundowners) hates
Frank because of his dogs. Frank got the dogs just after he
moved into the building when he saw one of the gang bangers
tag a sign across the railroad tracks from his store.

Resources
Savinnis Motor Sports is a gold mine in terms of small vehicles
(both two-wheeled and four-wheeled), parts, tools, motor oil,
gasoline and junk food. While leaving absolute specifics to the
GM, here is a general list of the items found at Savinnis:

Seven used motorcycles (street bikes and dirt bikes)
ranging from 2004 - 2010 and three Brand New bikes.
Two used ATVs and six Brand New ATVs (four
Sport/Racing models and two Sport/Utility models).
Enough pieces/parts of motorcycles and ATVs that a
skilled mechanic (with enough time) could build at least
five more working vehicles.
The tools of a professional racing mechanic.
95 gallons of 115 octane racing fuel.
Eight cases of various grades of motor oil.
23 cases of various junk food (candy bars, snack
chips, crackers, gum, cans of soda, etc.). One of
Franks side businesses is vending machines.
One very old topographical map of Mortiston County
showing riding trails marked in red ink.
200 lbs of large dog dog food.

On Z-day and before, Savinnis is 100% stocked.
The Burn/First 5 Days - OL 1: Savinnis is 100% stocked until
the dogs are dead (or bypassed). Once that occurs, what is
taken is up to the GM
The Dying/Next 90 Days -- OL 2: 35% to find items if found
after the dogs are dead/ 50% to encounter survivors.
The Rise/After 90 Days -- OL 3&4: GM's Decision.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 2 Culture 0
Structure Class 5 Morale 0
51


Scrying Eye Games


Background
Scrying Eye Games moved into the plaza a couple of months
ago. It had become a haven for those who like to play miniatures
games, strategy games, role-playing games, card games and
pretty much any other type of game that does NOT go beep or
boop. Now it is a home for something else; something that
shouldn't be disturbed.

Description
Scrying Eye Games is actually one shop in a little strip mall with
six other shops. In order from left to right in the unnamed strip:
Friendly Insurance (deserted), Mikes Sports Shoes (deserted),
empty storefront with a For Lease sign, Scrying Eye Games
(apparently deserted), Wongs Way Nail Salon and another
empty storefront with a For Lease sign. The strip mall backs on
a small blacktop back lot for employee parking and trash
dumpsters. The parking area in front is paved and open to the
street. All of the storefronts are display glass windows and glass
doors.

Character(s)
Scrying Eye Games is inhabited by a behemoth of a zombie. He
is 7 ft. tall and weighs probably 600 lbs. He is wearing a pair of
ragged jeans and a black t-shirt that reads 365ZED. When
discovered, he is sitting on the floor of the shop with an Antoine
Bauza game spread out before him, rolling dice and moving
plastic figures around the board. This guy seems too
preoccupied to notice anyone. He stays occupied as long as he
is not disturbed. Once someone interrupts his game however, he
becomes a HUGE menace.
365ZED is a special zombie. For some reason, not all of the
reasoning and upper brain functions have deteriorated in this
huge zed. Thus, he has his strength, his bulk and the remnants
of his 175 IQ to pit against those who dare to interrupt him.
While he is not capable of leading other zombies in complex
formations, he is more than capable of locating and luring a
hoard of standard zombies to assault a stronghold, while he
evaluates weaknesses in the defenders and their stronghold. He
is even capable of speech, but maintains as much mystery about
his abilities as he can, feeding off the terror that he causes in
those he stalks. 365ZED definitely enjoys playing with his food.
With the exception of Michael Sparks, 365ZED is the most
dangerous thing in Mortiston.
Other than 365ZED, here are no characters in this location.

Relationships to other groups
No groups in Mortiston have any relationship with this building.

Resources
Scrying Eye Games doesnt really have anything in terms of
survival resources; it is a game store. The GM is free to rule
that there are more useful things here, but in general, here is
what is found at Scrying Eye Games:

Board games section with about 50 unique titles ranging
from abstract through family games, euros and
ameritrash.
RPG section with about 75 unique titles ranging through
every genre imaginable.
Miniatures area with 12 separate tables of differing
terrain and about 1500 figures of all sorts (although
ironically hundreds seem to be nazi zombies)
Hundreds of all sizes, colors and shapes of dice.
A bathroom, a snack machine, a soda machine, a cash
register, etc. All the normal store stuff.
Behind the counter, tucked up underneath the cash
register is an AA-12 12 ga. automatic shotgun with a 20
round drum. 365ZED will only go for this weapon if he
truly feels threatened.

Until 365ZED is dead, Scrying Eye Games is 100% stocked.
After that, it is left to the GM to determine what spoils the group
may pull from this location.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 1 Culture 0
Structure Class 1 Morale 0
52


Selenas Living Dred Girl


Background
Selena Monroe was born with a drive to succeed. Her mother,
Debra, had done nothing to encourage the poor girl. In fact, she
had the opposite by telling Selena she will fail no matter what she
does because she is just not fill-in-the-blank (smart, pretty,
strong, etc.) enough to succeed. In spite of a single parent that
never believed in her, Selena put herself through business school
and opened her salon. She is currently out of town enjoying a
fabulous vacation with her mother in the South Pacific islands.
Selena left her assistant, Victor, in charge.

Description
Selenas Living Dred Girl is a full service salon that specializes in
dreadlocks, extensions, weaves and body piercings. The salon
has a glass front with a few artfully placed posters of beautiful
people with beautiful hair and some kind of piercing (i.e., nose,
eyebrow, lower lip). The entry door is at the right corner of the
salon; the door is not locked. A line of eight chairs sit with their
backs against the glass for waiting customers to the left of the
door. There is a soda machine and shelves of beauty care
products on the far wall. The chairs face the counter, centered
so customers can go around it on either end. On the counter are
the cash register, credit card machine and phone. The glass
below the counter has hair and beauty products for sale
(shampoo, conditioner, extensions, beads, etc.) There are six
mirrored beauty stations (three on each side). A foot pedal
hydraulic chair is mounted to the floor at each station with a
rolling cart beside each chair. Next are two shampoo stations on
either side. The shampoo stations are separated from farther
back where the storeroom is. In the storeroom are bulk
containers of dye, bleach, straightener, stripper, the mop bucket,
broom and trashcan. There are two doors: the first to the single-
occupant unisex bathroom and the second outside to the back of
the plaza/strip mall to the dumpsters.

In the main room, slumped against the soda machine, is Victor;
at least thats what his nametag reads. Victor is clutching an
empty 9mm Glock. He has apparently put the last round through
his own head. He has been partially eaten. There are also three
dead zombies on the floor between the lift chairs.

Character(s)
Selenas Living Dred Girl is another place Gas sometimes calls
home. He came here originally after he and Dog swam across
the river because he knew there would be a towel here. In
addition to the towel, Gas and Dog found Elizabeth Moriarty.
She was hiding in the bathroom when all that horrible stuff
started. Gas told Elizabeth he is a special soldier, like a SEAL,
and will make sure she gets rescued. She has to hide from the
monsters for now and he will bring her food and stuff to do
when he comes back. At first his thought was simply to abandon
her, but once he saw how Elizabeth and Dog got along, Gas
decided Elizabeth was now a part of their family. He and Dog
spend most of their non-scavenging time here with Elizabeth. If
Gas finds a large group of survivors in a good stronghold, he
moves Elizabeth there. If, however, Gas finds no friendly, well-
protected group, he protects Elizabeth as best he can. Gas does
this by trying to keep Elizabeth from being discovered.

Relationships to other groups
No group in town has any connections with Selenas Living Dred
Girl prior to Z-Day. After Z-Day, it depends upon whom Gas
befriends and whom he alienates. It is possible that scroungers
from other groups discover Elizabeth after she has been found by
Gas, but before the Sundowners discover her. They are very
interested to hear about the special soldier, like a SEAL but with
a dog that Elizabeth has met. It is up to the GM how it all plays
out; perhaps another group rescues Elizabeth from her fate
before it is too late.

Resources
Selenas Living Dred Girl is pretty much useless in terms of
supplies and resources. While leaving absolute specifics to the
GM, here is a list of some of the items found at Selenas Living
Dred Girl:

Six rolling carts.
Scissors, clippers, blow dryers, curling irons, curlers,
combs, bobby pins, curler clips, weave needles, thread,
weave glue, cans of hair spray, spray bottles of water,
shampoo and conditioner.
The last station on the right also has studs, tubes, posts,
a piercing gun, alcohol and cotton balls.
The drawer below the counter holds a wallet, a partial
pack of cigarettes, a lighter, a set of keys with a happy
bunny key chain and a cell phone, a pen, paperclips, a
few rubber bands and an empty bank deposit bag.

On Z-day and before, the salon is 100% stocked.
The Burn/First 5 Days - OL 1: 90% to find what you are looking
for / 10% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 50% to find what you are
looking for / 35% to encounter another scrounger. (See Z-
Day+53 in Post Z-Day Timeline, if the players do not intervene
in time.)
The Rise/After 90 Days -- OL 3&4: Selenas Living Dred Girl is
abandoned and empty.
53


St. Thomas Home for Children


Background
St. Thomas Home for Children was established by Thomas
Gaiten I as an orphanage and state-sheltered workhouse to
produce munitions for WWI. By using child laborers that the
state was paying him to house in the first place, and by dodging
nearly every safety regulation in the book, Gaiten Industries was
able to provide ammunition to both sides (through nefarious
dealings, of course) at a cut-rate price. This made the
moderately wealthy Thomas Gaiten incredibly wealthy. After the
war, Thomas Gaiten moved into other businesses, but always
maintained St. Thomas Home for Children. He claimed it was
named after doubting Thomas, but most people believe he
named it after himself.

Though many years have passed, nothing is really much
different today at St. Thomas Home for Children than it was in
1916 when the doors were first opened. The orphans still work at
odd, piecework manufacturing jobs in the first floor workshops. It
is hot in the summer, cold in the winter and grueling all year
round. Most people would judge St. Thomas Home for Children
a cruel and wicked place that should be closed down, but the
boys and girls who grow up here just call it home.

Description
St. Thomas Home for Children is a multi-floored complex that
takes up an entire city block across the street from the Columbus
Memorial Library. The bottom floor has one main, double glass
door entrance that leads to the reception foyer and a number of
single steel doors, most of which are locked or permanently shut
from within the manufacturing area. The reception area is bright
and colorful. It has a reception desk, two small offices, a
waiting/play area, a door leading into the manufacturing areas,
plus an elevator and stairs leading up to the residential floors.
The residential areas are separated by sex and age. They are
essentially row after row of bunk beds and footlockers. Imagine
a German P.O.W. camp, but take out the fun parts: this
effectively describes St. Thomas Home for Children.

Character(s)
The St. Thomas Home for Children is once again the home of
Kevin Edwards. Kevin, or KILL-KILL as most of the kids call him,
is the leader of a street gang-like council of older kids, remaining
staff members and true gang-bangers that rule over the survivors
at the St. Thomas Home for Children. All told there are 59
survivors inside the orphanage, but only 45 are combat effective.
Resources are tight and scavenging the town for food and
supplies is a daily activity for those living here.

Relationships to other groups

Resources
St. Thomas Home for Children has a lot of resources, but they
are mostly industrial and tool-related. There is food, but the
kitchen at St. Thomas is far from good. While leaving absolute
specifics to the GM, here are some special items found at St.
Thomas Home for Children:

Simple food (beans, rice, flour, canned meats) for 60
people for 30 days.
A large workshop with automotive, metal machining and
wood shop tools of all sorts.
A small store of paint, glue, nails, screws, bolts and
other common hardware.
An engine hoist capable of hoisting a truck motor.
An industrial sewing area with 12 machines, needles,
thread and material for doing canvas.
Bunk beds, sheets, pillows, towels, etc. for 75.

On Z-day and before, St. Thomas Home for Children is 100%
stocked.
The Burn/First 5 Days - OL 1: 50% to find what you are looking
for / 100% to encounter one of KILL-KILLs people
The Dying/Next 90 Days -- OL 2: 20% to find what you are
looking for / 100% to encounter one of KILL-KILLs people
The Rise/After 90 Days -- OL 3&4: See What Will Michael
Do? GM's decision.

Outbreak: Undead Stronghold Stats
Viability 0 Population 4
Science 5 Culture 2
Structure Class 5 Morale 3
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
54


Sundowner Park


Background
Sundowner Park was created by a city beautification referendum
passed by the city council in 1987 amid much protest.
Construction began in 1987 and was completed in 1990. Until
then, there was simply a 12 ft. fence around Spring Lake and the
city water processing that draws from it. Sundowner Park was a
very controversial addition to Mortiston, as many believed it was
the wrong kind (read gang-infested decaying urban nightmare)
of a neighborhood to build a park in. Most people believed the
park would end up the home of gang bangers and other
dangerous elements; they have no idea how right they were.

Description
Sundowner Park offers amenities for every member of the
family: street hockey courts, open tennis courts, enclosed
racquetball courts, trails, picnic shelters, a fishing pier, canoe and
paddleboat rentals, fitness stations, a community center, a snack
bar and more. Nestled in downtown Mortiston along scenic I-32,
Sundowner Park is 132 acres of rolling green with stands of oak
and pine hammocks surrounding crystal clear Spring Lake.
Nature trails crisscross the park. Castle Boat Rental is available
in the middle of the pier for canoe and paddleboat rental as well
as fishing supplies, rain gear, souvenirs, snacks and drinks.

Unfortunately, none of the amenities of Sundowner Park could
change the fact that it was built in an area of urban blight. From
the opening of the park until Z-Day, if it was after dark, you had
better either be a Sundowner or have been given a pass by the
gang. Otherwise you could probably expect to be robbed and
beaten badly enough to need a doctor. Things havent changed
that much, except that now you will be robbed and probably
killed.

Character(s)
Willie Radd and the Sundowners gang run this park and own all
of the resources in it. The Sundowners are a loosely organized
group consisting of many different inner-city street gangs and
Willie Radd rules over them like a warlord. He and the crew most
loyal to him have blocked off one of the racquetball courts and
filled it with zombies. When someone breaks the rules Willie has
set forth, that person is brought before the group and evidence is
presented against them. If the majority feels the rule(s) have
indeed been broken, the unfortunate is thrown into the
racquetball court with the hungry zombies. Everyone else is
forced to watch through the Plexiglas wall as justice is served in
the court of Judge Radd.

Relationships to other groups

Resources
Any and all resources in or around Sundowner Park belong to
Willie Radd and the Sundowners. The inner city gang problem in
Mortiston has grown rapidly in the lean years of the early 21st
century and was nearly out of control before Z-Day because
Willie Radd was building an army. Now that Z-Day has
happened, it takes skillful negotiating or a phenomenal amount of
firepower for the Sundowners to give up what they have taken.
After the craziness of Z-Day, here is what the Sundowners have:

35 well-armed, hardened street gang soldiers
Spring Lake, a 27 acre spring-fed lake
Mortiston City Water Processing Plant
Everything in Castles Boat Rental
A vast amount of food scavenged via home invasions
during the insanity of Z-Day itself

On Z-day and before, Sundowner Park is 100% stocked.
The Burn/First 5 Days - OL 1: 50% of the homes adjacent to the
park have been completely looted out.
The Dying/Next 90 Days -- OL 2: 90% of the homes adjacent to
the park have been completely looted out/Willie Radd is
unshakably the leader in this location.
The Rise/After 90 Days -- OL 3&4: GM Decision. See What
Will Michael Do?

Outbreak: Undead Stronghold Stats
Viability 2 Population 3
Science 0 Culture 1
Structure Class * see below Morale 1

* Buildings in the park range from SC 0 to SC 3
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
55


VFW Local Post 100168


Background
The history of VFW Local Post 100168 is very interesting.
Veterans began meeting unofficially in Mortiston in 1932. Riots
broke out when the U.S. government sent light tanks, tear gas
and police armed with sabers to break up peaceful veteran
demonstrations that turned ugly after the U.S. Congress denied a
promised bonus to those troopers who returned home from WWI.
The veterans wanted a meeting hall to organize against the
treachery of the government, but James Delemorte I and Thomas
Gaiten II were occupied building the Columbus Memorial Library.
Nevertheless, they promised the veterans space within the library
in perpetuity. But this is not the end.

In 1946, James Delemorte II funded the construction of the
simple block building mostly with money out of his own pocket
and a few anonymous donations. James had desperately
wanted to serve his country in WW2 against the evil of the Nazis,
but his father would not allow it. The establishment of VFW Local
Post 100168 was the closest James Delemorte II ever got to
serving his country, but the Delemortes are still highly regarded
by the VFW.

Description
VFW Local Post 100168 is a one-story, 3,500 sq. ft. block
building with a fireplace and chimney in the middle of the 50 ft.
northern wall. There are two entrances. One is a heavy glass
door in the middle of the western wall that serves as the main
entrance. The second is a steel door in the middle of the eastern
wall with a fire door / alarm handle.

Roughly 1,800 sq. ft. of VFW Local Post 100168 is a large open
room filled with tables and chairs. This room has the fireplace.
On the south (right side) of the entrance door is the door to an
office. Just past the office, continuing across the meeting hall
toward the eastern door, is a small bar area that leads south into
a hallway that leads to a kitchen and ends in two bathrooms.

Character(s)
There was going to be a meeting of the VFW on Z-Day, but the
crazy events at Fosters Pharmacy across the street and the rest
of the events on Z-Day effectively cancelled it. On Z-Day, there
are three NPCs inside the VFW: Coach Leroy, who is
unwounded but 84 years old, Sheriff Anderson, who has a bullet
wound in the shoulder, and Lester Johnson, who fired the MP-42
and caught a stray round from one of the Pythons and has a
sucking chest wound. On Z-Day+1 there are only two NPCs
alive because Lester dies from his wound.

Relationships to other groups
This chart is for the time Sheriff Anderson and Coach Leroy
occupy this location. Otherwise the location is neutral.

Resources
VFW Local Post 100168 really doesnt have much in the way of
resources, as it is mostly just a clubhouse that boys use to
escape their wives and families. There are a few items of
interest, listed below, but for the most part this is just an empty
block building with only two doors. It could make an excellent
stronghold. While leaving absolute specifics to the GM, here is a
list of the special items found at VFW Local Post 100168:

A working German MP-42 machine gun, but no ammo.
A full liquor bar with 3 kegs on tap and 2 more in stores.
A P.A. / Stereo System, Stage Lighting, Various
Costumes, Bingo and other games and numerous fliers,
pamphlets and other papers.
A Japanese Samurai sword from the Taisho period.
A Viet Nam era Ghillie Suit.

On Z-day and before, VFW Local Post 100168 is 100% stocked.
The Burn/First 5 Days - OL 1: 90% to find what you are looking
for / See timeline for possible encounter with Sheriff Anderson
and Coach Leroy.
The Dying/Next 90 Days -- OL 2: 50% to find what you are
looking for / 35% to encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: 20% to find what you are
looking for / 25% to encounter another scrounger.

Outbreak: Undead Stronghold Stats
Viability 0 Population 2
Science 0 Culture 1
Structure Class 4 Morale 2
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
56


West Memorial Medical Center


Background
West Memorial Medical Center is a relatively new feature in
Mortiston; it was opened in a deteriorating brownstone in 1995
between old Main Street and the Spring Lake area. It is a walk-in
clinic opened by Dr. Norbert West - dismissed for unnamed
reasons from both Mortiston General Hospital and his group
private practice in 1995. Dr. West is a close friend of the
Delemorte family and thus West Memorial Medical Center was
born. The memorial in the name is for Norberts father, who had
been one of the private physicians to the Delemorte family, but
died many years ago. The West Memorial Medical Center is
primarily a walk-in care clinic, or thats what it was. Now it is a
trap for unwary survivors seeking aid.

Description
West Memorial Medical Center is a two-story brownstone house
that once was divided for duplexes, but is now combined. There
is a central courtyard in the middle of the building separated from
the downstairs treatment area by a buzz lock door. The lobby
and reception desk take up the front third of the first floor. The
remainder of the first floor is split between treatment area, file
room, storage and the doctors private office. Upstairs are six
small cells with heavily reinforced doors, each with a small
window. The outside of each door has two hasps to accept
padlocks: one at two feet from the top of the door and the other
one foot below the knob. The first four doors are labeled 3
Months, 6 Months, 9 Months and 1 Year. What is behind
them is up to the GM, but it is unlikely the doors are opened
before the PCs investigate them.

Character(s)
The NPCs in this location depend on when the PCs investigate
it. On Z-Day, West Memorial Medical Center is a total mess.
Within the first few hours the walk-in clinic is torn apart from the
inside as bite victims transformed both in the treatment area and
in the waiting room within seconds of one another.

For the first couple of days, the place remains a home for
terminally stupid zombies and Dr. West, who locked himself in
the central courtyard to escape the zombies. Dr. West is a mad
scientist. He may even be the cause of the zombie outbreak
(thats up to you), but that may not be important because of what
happens next.

On the third day (Z-Day +2), members of the Sundowners gang
clean out the medical center of zombies and most of its supplies.
After that the place sits empty for six days before being
reoccupied by the Sundowners for a most nefarious purpose.
See The Trap section in GM Notes.

Relationships to other groups
This chart is for the few days that the Sundowners control this
location. After that, it will be Neutral for everyone.

Resources
West Memorial Medical Center is just a shell the Sundowners
use to take items from hopeful survivors and feed the unwary,
stupid and useless to the zombies, all while maintaining an eye
on old Main Street. While leaving absolute specifics to the GM,
here are some special items found at West Memorial Medical
Center:

Basic medical supplies (bandages, stethoscope,
thermometer, blood pressure cuff, iodine, peroxide).
A miscellaneous assortment of weapons and other
items taken from those fed to Dr. Zed.
Food Storage for the Sundowners: i.e. tons of
scavenged food items.

On Z-day and before, West Memorial Medical Center is 100%
stocked and very busy.
The Burn/First 5 Days - OL 1: 50% to find what you are looking
for / 50% to encounter another survivor or scrounger.
The Dying/Next 90 Days -- OL 2: 10% to find what you are
looking for / 100% to encounter one of the Sundowners before Z-
Day+18.
The Rise/After 90 Days -- OL 3&4: GM's Decision

Outbreak: Undead Stronghold Stats
Viability 0 Population 1
Science 4 Culture 1
Structure Class 4 Morale 1
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
57


Wongs Way Nail Salon


Background
Wongs Way Nail Salon is in a small strip plaza with no name
right next to Scrying Eye Games. This is not really a nail salon.
It is a small crystal meth lab set up by some of the Pythons who
were well-armed, but otherwise unprepared for the events of Z-
Day.

Description
Wongs Way Nail Salon is a full service nail salon that
specialized in manicures, pedicures, false nails and tattoos. The
salon has a glass front with a few artfully placed posters of
beautiful women with tattoos, piercings and fabulously sculpted
nails. The entry door is at the right corner of the salon; the door is
not locked. A line of six chairs sit with their backs against the
glass for waiting customers to the left of the door. There is a
soda machine and a table full of beauty magazines sitting against
the left wall in front of the counter. The chairs face the counter,
centered so customers can go around it on either end. On the
counter are a computer/cash register, credit card machine and
phone. The glass below the counter has nail polish, nail art and
other beauty products for sale. There are six extended nail
stations (three on each side). A foot pedal hydraulic chair is
mounted to the floor at the last nail station on each side for doing
pedicures. At the very back of the shop on either side is a large
sink for customers to wash their hands. Between these two wash
stations is the door to the back.

Behind the door is a short hallway with a door on both sides and
a doorway opening into a storeroom containing bulk containers of
acetone, bleach, muriatic acid, lantern fuel and iodine. On the
shelves are boxes of diet pills, extra-strength cold and allergy
medications and three 1-gallon jugs of anti-freeze. There are two
doors: the first leads to a single-occupant unisex bathroom and
the second to a small laboratory. On the far side of the shelves
in back is a door to the back of the strip mall to the dumpsters.

In the main room, slumped against the soda machine, is the
dead body of a male heroin addict who has committed suicide
with his needle. Otherwise the scene depends upon when the
characters arrive. For the first nine days, the chemists will
manage to hold the place secure, after that they either lose to
one of the invading groups, the zombies or their own despair. It
is left to the GM to determine their fate.

Character(s)
There are no named characters in this location. However there
are some drug-addicted chemists, members of the Pythons, who
succeed in holding the place for a while, but fall either to one of
their former friends or by committing suicide. They dont have
what it takes to survive.

Relationships to other groups

Resources
Wongs Way Nail Salon is pretty much useless in terms of
supplies and resources. Leaving absolute specifics to the GM,
are some of some items found at Wongs Way Nail Salon:

Two cases of cold medicine.
10 gallons of acetone.
Acetone soaked rags EVERYWHERE.
Small towels, nail polish, clippers, emery boards, cuticle
sticks, etc.
Two lbs of crystal meth ready for distribution.
Laughing Buddha statue.
MAC-10 SMG with 2 full clips of ammo.
Tranquilizer pistol marked Property of Mortiston City
Zoo.
Three 9mm Pistols and two 45 cal Pistols, loaded but no
extra ammo.
A lot of stinking corpses. For some reason even the
zombies wont touch them.

On Z-day and before, the salon is 100% stocked.
The Burn/First 5 Days - OL 1: 90% to find what you are looking
for / 100% to encounter defending chemists.
The Dying/Next 90 Days -- OL 2: 50% to find what you are
looking for / 25% to encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: After Day 95, Wongs Way
Nail Salon is burned out, abandoned and empty.

Outbreak: Undead Stronghold Stats
Viability 0 Population 3
Science 1 Culture 1
Structure Class 1 Morale 1
Foe Cold Neutral Warm Friend
Sheriff X
Pythons X
KILL-KILL X
Sundowners X
Andy X
Gaiten Kids X
KZED Folks X
Michael X
58


ZeRos Statuary


Background
ZeRos Statuary was established in 1994 by Zeke Mullins. While
he was slacking off in high school, Zekes parents told him he
would never amount to anything. He knew they were right, but
he just didnt care until he met Roe. Zeke was so captivated by
the smart new girl from Atlanta that he completely turned himself
around. They were such an item by their senior year that they
were always together; people started calling them ZeRo. Both
the name and the relationship stuck. After they graduated high
school, Zeke put himself through school while Roe, a Gaiten
District princess, attended on a full ticket paid for by her parents.
After university, Zeke proposed marriage to Roe and a business
to Roes father. Both proposals were accepted. Zeke and Roe
are visiting her parents, who moved back to Atlanta, and are
missing the current excitement in Mortiston. The property is
deserted.

Description
ZeRos Statuary consists of a fenced in field with a 20 ft. Box
Truck, a mobile home trailer, two pallets of cement mix, a forklift,
a mixer, molds and almost 300 pieces of concrete statuary,
columns, pedestals, planters, bird-feeders and lawn ornaments.
As the area is unlit, this is one creepy place at night. This was
true even before Z-Day because the reaper is one of the more
common statues done by ZeRos Statuary. It is popular not only
for gravesites, but also because every year the seniors at Gaiten
Academy usually prank the town by replacing one of the
municipal statues with a concrete reaper.

Outside of the mobile home trailer are the mixer and molds for
the lawn ornaments and statues. The concrete mixer is a huge
industrial model with many different mixing speeds, water
controls and heating elements. It is complex enough that a
layman or a weekend handy man would find it difficult to make
this monster work.

Inside the mobile home is a small waiting area with a Dutch door
to an office reception area with three other doors. Two of those
doors lead to offices and the last to a bathroom.


Character(s)
There are no characters in this location.

Relationships to other groups
ZeRos Statuary doesnt have any enemies. Probably the only
people who know about the place are from the Southside District,
the Gaiten District and Delemorte Island. Because there are a lot
of resources for fortifying an area here, this place wont be
overlooked forever.

Resources
ZeRos Statuary doesnt have much in the way of survival
resources. What little there might have been in the office trailer
is taken within the first few days. The statues eventually become
graffiti-covered and destroyed. While leaving absolute specifics
to the GM, here are some special items found at ZeRos
Statuary:

Angels, Saints, Reapers, Dolphins, Unicorns, Dragons,
etc. Any statue you could imagine.
Generator and barrels of gasoline for the office.
Both the office and truck have working CB radios.
A propane-powered forklift with pallet forks and two
spare propane tanks (one empty).
A stack of 22 empty wooden pallets.
Various hammers, chisels, grinders, sanders, pry bars,
shovels and other tools for lifting, loading and mounting
statuary for display.
Three 5 X 5 X 6 tall storage sheds filled with
sandbags, concrete mix and lime.

On Z-day and before, ZeRos Statuary is 100% stocked.
The Burn/First 5 Days - OL 1: 80% to find what you are looking
for / 10% to encounter another scrounger.
The Dying/Next 90 Days -- OL 2: 20% to find what you are
looking for / 25% to encounter another scrounger.
The Rise/After 90 Days -- OL 3&4: 5% to find what you are
looking for / 10% to encounter another scrounger.

Outbreak: Undead Stronghold Stats
Viability 0 Population 0
Science 2 Culture 0
Structure Class 2 Morale 0

59
The Factions of Mortiston
Mortiston, USA is a complex setting in which much of the story
detail for the player characters depends completely upon their
interactions with the NPCs and the world that you want to share
with them. The product was envisioned as a zombie apocalypse
campaign setting in which the players (and GMs) could choose
what they wanted to do and how they wanted to explore the town
and its various locations.

Each faction has its own beliefs about what happened on Z-
Day, as well as its own idea of how things must be handled now.
All of the factions are fairly close knit; these people have all
survived something horrible and it has helped to bind them
together. Yet, this is a small town and most folks are sheltered in
with people they know, so pre Z-Day opinions apply in most
cases. The GM should use common sense, but in general the
old attitudes prevail: criminals hate the law, poor people hate rich
people, bigots hate other races, Gaiten Kids hate Townie Kids,
etc. The one big rule is this; if you are not from this area then
you will have to do serious work to get someone to trust you. In
times as trying as these, You aint from around here can
become an instant death sentence.

1) The Powers that Were
This group includes Sheriff Anderson (and any of his deputies
the GM deems are alive), Capt. Niccotero (and any National
Guard still alive), Simon Tool (and Dog), some VFW members
and the survivors who sought shelter at Fort Robert J. Quinn.
The group intends to see the previous status quo returned and is
working on the assumption that the current state may last six
months to a year, but after that the government will arrive with a
cure or a vaccine and save everyone and life will go back to
normal. These people have true faith in the system and see
much of what is going on in Mortiston post Z-Day as criminal
anarchy. About 30 people are here, less than half are capable
of combat.
Enemies with the Sundowners and the Pythons and cold
towards KILL-KILL and the orphans.


2) The Pythons
The Pythons Motorcycle Club is the largest bike gang in the
region. Before Z-Day the Pythons were into protection rackets
and drug running in addition to general mayhem and chaos.
Membership in the club (with hangers on) prior to Z-Day was just
shy of 150, but only a few (40 or so) were in town. How large the
group is now, the GM must decide. Meatballs, the leader of the
Pythons, never wants things to go back to the way they were. He
considers himself a post-apocalypse Viking king and champion of
racial purity. Meatballs wants to gather surviving members of
The Pythons to consolidate their power over the area. The
Pythons follow that old credo -- Live free or die.
Enemies with the Sundowners, the Sheriff and the KZED
Folks. cold towards the Gaiten Kids and Andys Braves.

3) KILL-KILLs boys
Kevin Edwards (KILL-KILL) has awesome street cred because
he grew up in St. Thomas Home for Children and Willie Radd of
the Sundowners is his friend. Kevin only really cares about the
kids looking to him for protection and guidance. Counting the
kids and the staff, as well as a few other survivors, there are
about 60 people associated with this group. KILL-KILL and the
others that share the responsibility of leadership want the best for
the children and blame the police / military / old world order for
60


messing things up so badly to begin with.
Enemies with no one, cold towards all except The
Sundowners.

4) The Sundowners
Willie Radd is actually a criminal warlord who has been hiding
out in Mortiston. After the horrors of Z-Day, Willie used his
leadership skills to seize control of the shattered Sundowners
gang. He saved as many of the survivors coming out of the burn
towards the park as he could. However, he experienced issues
obtaining the resources necessary to support all those people
and became ruthless in turning away all newcomers. Willie
began organizing The Sundowners into scavenging and raiding
groups on Z-Day+1. The Sundowners see Z-Day as a reversal of
fortune that was long overdue and they intend to be the masters
of this new world. The Sundowners have no intention of letting
the old ways return. There could be as many as 120 people in
Sundowner Park, but less than a third are gang members. Most
are family and friends of the gang members, some are slaves.
Enemies with the Sheriff, Andys Braves and the Gaiten
Kids. Cold towards the Pythons and the KZED Folks.

5) Andys Braves
In the aftermath of Z-Day, Andy Bearstalker and the young
people who follow him are just trying to survive and help others to
do the same. This is a small, but very active group that grows
slowly, but steadily in the days after the bomb. Once Bleeding
Badger and Alice join with Andy, the group has a real chance at
survival given their combined knowledge. Those who are at
Andys Hunting Emporium believe it is ridiculous to hope for
someone on the outside to come save everyone. They are
planning on long-term survival from Z-Day +1. Initially Andy and
his followers are only a handful, but as the days go on, more and
more people join as they are rescued. By the end of the first
week, Andys Hunting Emporium is home to about 20.

About ten or so additional people are barricaded in at Lionels
Lawn and Garden. These people were rescued by Andy and his
braves, but they are clearly not comfortable being around Native
Americans. This subgroup is under Fred the surveyor, whose
loyalty is to Andy for saving his life and changing his mind, a little,
about the Blackhorse People.
Enemies with the Pythons and the Sundowners.

6) The Gaiten Kids
Robert Saunders is the son of a state senator; Takashi
Miyamoto is the (disowned) son of a powerful Japanese
executive. In this area, one of the hallmarks of a proper
upbringing is a Gaiten Academy education. Many alumni of
Gaiten have gone on to Ivy League schools. This group is
comprised of the faculty of Gaiten Academy, its privileged, silver
spoon students and their families. This is the largest group with
the best resources and starting location, but the least ability to
defend those resources against an organized attack. There are
about 250 people within the walls of Gaiten Academy, but the
overwhelming majority is incapable of fighting any kind of battle.
Most are middle and high school aged students. The people at
Gaiten Academy hope Z-Day and its changes to the world are
only temporary and things will eventually return to normal.
However, unlike those at the Fort Robert J. Quinn who are
waiting to be saved, the Gaiten Kids are planning for the future.
Their overwhelming attitude can be summed up simply as hope
for the best, but plan for the worst.
Enemies with The Sundowners and The Pythons

7) The KZED folks
Most of the survivors at KZED Radio are hands-on, git-r-
done, self-sufficient types, like farmers from along the river near
the Blackhorse Reservation and others living near the radio
station on Mount Rogers, south of town. Most of the folks came
here because they heard DJ Grant Jazzy either on KZED Radio
or on CB Channel 9. These folks would like things to return to
normal, but dont believe the government or military will swoop in
with a solution, such as the people at Fort Robert J. Quinn
believe. The survivors at KZED Radio follow the credo The Lord
helps those who help themselves. Like Andy and his braves,
they believe it is foolish to wait for someone to come save them;
they believe a new future can be built if they stand together and
work hard. This is one of the most combat capable groups.
Almost half of the 50 or so folks here know how to use a weapon.
Enemies with the Sundowners and the Pythons.

8) Michael Sparks and Reverend Thompson
Michael Sparks is a very disturbed man raised by an abusive
(but loving) father. Reverend Thompson is a con man that
convinced a homicidal maniac with delusions of grandeur that
God has a very special plan for him. Once Reverend
Thompson was aware that Michael was a madman, it was too
late to go back.

After they locked the fall-out shelter, Michael explained his
vision to the Reverend, Trudi and Annette. After the bomb went
off, God sent Michaels brother, the Archangel Gabriel, to tell
Michael that his exile from Heaven was nearly complete. God
only requires Michael to perform two small tasks before returning
to his Heavenly Glory. God has sent a plague to punish the
wicked, godless inhabitants of Earth, but Satan had agents
hidden among the humans for many eons. The agents of Satan
are all immune to Gods plague and thats how you find them.
They still look human. Unfortunately, some of the Righteous are
among the demons of Satan, but they will recognize a true
Champion of God and join his cause.

The tasks Michael believes he must accomplish are
1) Destroy the Agents of Satan, and
2) Save the Righteous, especially the children.

Gabriel also told Michael the plague must be allowed three full
cycles of the moon to do its work before he can begin his tasks.
Although the Reverend and Annette both believe that Michael is
crazy, they would never say so -- they fear him far too much.
Trudi believes in Michael with all her heart as she too believes
she is an angel. She is completely loyal to Michael and wrapped
up in his delusion. Michaels plans are detailed in the next
section.

Enemies: Everyone, they just dont know it yet. In terms of a
faction, Michael and his marauders are the most dangerous as
they seek to systematically destroy every other group within
Mortiston and they have the firepower to do it. If the PCs dont
manage to thwart Michaels plans, then his group of marauders
will grow larger and larger as the leadership of each faction is
removed and Michael purges the agents of Satan.
61
Post Z-Day Timeline of Mortiston
Here is the timeline for what happens after Z-Day. Much of what
happens is intended to be influenced and/or altered by the
players. Many of the important NPCs die unless the players
intervene. How much this timeline is altered by the players is up
to the GM, but the original intent is that the players may act to
save the day as much as possible.
Z-Day+1: The firestorms in northern Mortiston continue to rage
out of control. They burn, spread, grow and shrink over the next
five days. Finally they burn out on Z-Day+5. This entire time is
called The Burn. During The Burn visibility is reduced to less than
20 feet due to smoke from the fires and thick fog from the
weather. Most groups stay in during this time, besieged by
zombies.
Z-Day+1: The adults inside the Regina Observatory realize that
there will be no rescue mission any time soon to help anyone
stranded at their location. They move the contents of the NatSys
Foodservices truck inside, extending them to a total of eight days
of supplies.
Z-Day+1: DJ Grant Jazzy and the crew at KZED Radio broadcast
messages of survival and hope to anyone who can hear them.
Only a few zombies have made it to Mount Rodgers so the KZED
folks spend the days scavenging and fortifying their stronghold at
the station.
Z-Day+1: Zombies hammering at the doors of St. Thomas Home
for Children finally get inside. It takes all day for KILL - KILL and
three other brave souls to trap and kill all of them, repair
damages and reinforce the barricades.
Z-Day+1: Simon Tool and Dog wake up and follow Capt.
Niccoteros orders to investigate the extent of the radiation and
damage from the bomb. It takes him all day to carefully move and
scout the southern half of the fallout line. While scouting, he
passes by Campbells Hardware, Kaufmans Killer Khicken
Kitchen, McClellans SuperPawn and the Mortiston Metroplex
Mall. He ends the day being rescued by Andy Bearstalker and his
group. He sleeps at Andys Hunting Emporium.
Z-Day+1: Lester Johnson dies of his wounds. Sheriff Anderson
and Coach Leroy lay his body out and cover him with an
American flag. They then sneak out of VFW Local Post 100168
and push start Lesters VW Bug. They follow along River Street
heading towards Fort Robert J Quinn, but the trip takes several
hours because they have to slip by the patrolling Meatballs and
other Pythons, who are trying to find them.
Z-Day+1: Meatballs and three other Pythons, covered in various
perfumes, colognes and body sprays, sneak out of Fosters
Pharmacy on foot to move past the zombies and sneak up on the
defenders of Gaiten Bridge. They discover all of the defenders
are now either dead or zombies. Meatballs returns to Fosters
Pharmacy to get the bikes and notices the VW is missing from
the VFW parking lot. He sends two Pythons to search for the VW,
leaves two more guarding Fosters Pharmacy and takes the other
three with him to get Suzy Q at Phillips Quality Auto Repair. Z-
Day+3 before Meatballs, Suzy Q and the other Pythons leave this
location. During this time, Suzy Q modifies the bikes to make less
noise and Meatballs learns to use melee weapons instead of
guns as a preference to reduce noise.
Z-Day+1: Capt. Greg Niccotero spends the day organizing the
survivors inside Fort Robert J Quinn into work details, fortifying
defenses and using his radio to attempt communications with
anyone local or distant. At days end, he takes reports from his
department heads: the quartermaster, chief medical officer, chief
of Zed defense, head of the research group, chief of
communications and the survivors representative.
Z-Day+1: Between the sounds of the motorcycles and the gunfire
from rescuing the besieged Suzy Q from Phillips, Meatballs and
his crew must hold up in Phillips Quality Auto Repair to survive
the massive numbers of undead they called to their location.
They are besieged and fighting for their lives.
Z-Day+1: Willie Radd directs the Sundowners in a systematic
looting of the houses surrounding Sundowner Park. If anyone
found in any building resists, they are ruthlessly tortured and
killed without hesitation. Each house is looted and burned before
they move on to the next house. Survivors in the Park are
unaware of this activity. By afternoon they have gathered a few
weeks worth of food, but must retreat because a horde of undead
is moving towards the park.
Z-Day+1.5: At Gaiten Academy, the majority decides that it is
best to take out the bridges leading into the Gaiten District to
keep undesirables from crossing.
Z-Day+1.5: Sheriff Anderson and Coach Leroy finally arrive at
Fort Robert J Quinn. Capt. Niccotero immediately appoint Sheriff
Anderson his second in command and chief of zed defense for
the Fort. The pair spends the rest of the day defending and
fortifying Fort Robert J Quinn from attacks.
Z-Day+1.7: Sheriff Anderson uses CB Channel 9 to call for help
to give support to Fort Robert J Quinn so it doesnt fall to the
hoards. Several brave supporters from the KZED Folk lend aid,
but ultimately lure the horde across the old east bridge and onto
Mount Rogers.
Z-Day+2: A massive horde of the dead besieges KZED Radio. In
a fight for their lives, the KZED Folk call for help and no one
comes to their aid. Gaiten Academy sends their regret at not
being able to help and Fort Robert J Quinn, licking its wounds
from the same horde, answers that they can spare no one either.
Z-Day+2: Andy Bearstalker drives his group to the Blackhorse
Reservation, camps outside it and attempts to get the tribal
elders to take the young people in. Andy is here until Z-Day+4,
but the elders do NOT relent and the entire group goes back to
Andys Hunting Emporium. They fortify and take in other
survivors, knowing the only hope is to band together.
Z-Day+2: Simon Tool (Gas and Dog) agrees to stay at Andys
Hunting Emporium with the non-tribal survivors until Andy
Bearstalker returns.
Z-Day+3: A mounted patrol from Gaiten Academy clears the
zombies from the outside of Phillips Quality Auto Repair and
escorts Meatballs, Suzy Q and the Pythons from the Gaiten
District at gunpoint advising them to never return.
Z-Day+3: Life grows more and more savage and intolerable for
the survivors under Willie Radd and the Sundowners as the
gangs savage behaviors become known in the park. Willie Radd
manages to spin the ugly mood and direct it towards the Gaiten
District and Delemorte Island, Where the RICH people still have
power and throw parties!
Z-Day+3.5: Meatballs gathers the remaining Pythons he can find,
clears out Wongs Way Nail Salon and descends upon
Sundowner Park with the full strength of the Pythons. Meatballs
meets with Willie Radd and they form an uneasy alliance, united
in their hatred of The Man.
Z-Day+4: Alice realizes Gaiten Academy will become
isolationists to protect themselves from infection and to conserve
its resources. Bleeding Badger contacts Andy to discuss plans
on moving Alices resources to Andys location, where they can
be shared with everyone.
Z-Day+5: The Burn ends and The Dying begins. During this 90
day time period, all conveniences and utilities cease, resources
diminish, factions interact with one another, massive numbers of
the undead move south out of the destroyed northern section of
town and survivors begin to die. Strangely, spotty local cell
phone service returns, but is not be discovered for several days.
62


Z-Day+5: The Pythons escort unhappy (and potentially infected)
survivors from Sundowner Park to the Gaiten Bridge under a flag
of truce. The survivors beg to be allowed onto Gaiten Island and
camp in a house near the bridge waiting for the assembly at
Gaiten Academy to decide their fate. The Gaiten Assembly
decides it will accept children only -- no adults. Some children go
across the bridge, but the affair ends in a gunfight. Both sides
flee as the zeds pour into the area. The Pythons return to
Fosters Pharmacy.
Z-Day +5: The Blackhorse Tribal Shaman has a dream of the
terrible times to come and realizes the Great Spirit will shun the
Blackhorse People in these times because they have themselves
shunned others. He sees the only way the children of the
Blackhorse People can be saved is if the children of the Mortiston
people are saved.
Z-Day+5: The Sundowners and KILL - KILL at St. Thomas Home
for Children finally manage to hook up, bringing resources and
workers together for the two united factions.
Z-Day+5: Alice and Bleeding Badger begin moving everything of
value from Alices Eatery to Andys Hunting Emporium, with the
help of the Braves.
Z-Day+6: The Blackhorse Tribal Shaman convinces the tribal
elder council that Andy Bearstalker has shamed them all by
acting in the manner they should have acted. The elders agree
that the Blackhorse People must save the children of Mortiston.
However, only the people from the Observatory on Mount
Eisenberg are saved. They refuse to take any of the adults from
the city for fear of the radiation and illness they bring.
Z-Day+7: Members of the Tribal Sheriffs office leave the
reservation on ATV's and take back-mountain paths to places
where they can climb (on foot) to the north side of Mount
Eisenberg and reach the Observatory. By Z-Day +10, the rescue
is complete with minimal walker encounters and no children lost.
Z-Day+8: Water ceases to flow from the tap in Mortiston County
due to a failure of the backup generators at the Spring Lake
water tower.
Z-Day+8.5: James Delemorte IV is killed by a scavenging group
from KZED Radio, who mistake him for a zombie. Ironically, in a
bizarre gold fever incident, they also kill each other.
Z-Day+10: Rats openly appear on the streets all over Mortiston
County, especially near the river. They come out of the sewers
in droves. It is unclear if the reason the rats have been driven
above ground is from hunger or fear.
Z-Day+12: Zombies begin coming out of the Naldalooshi River
at Mount Rodgers Trailer Court. Those still within the area have
to fight off a hoard of the undead. Each day the river brings more
zombies downstream to exit the river here. Any zombies that
cant get out of the river at this point continue on out of town, as
the rest of the river in town has retaining walls to keep down
erosion or for boat docks.
Z-Day+15: The Sundowners, pretending to be Dr. West, call
KZED Radio and offer free medical service to anyone coming to
West Memorial Medical Center. It is a trap to strip items from
survivors and take slaves (or feed the zombies if the survivor
doesnt look like a useful slave).
Z-Day+18: Meatballs and the Pythons roll in force to West
Memorial Medical Center intent upon taking the doctor prisoner.
When he finds out what is going on, Meatballs has the remaining
Sundowners shot in the legs, so they cannot stand, and then
stomped to death.
Z-Day+18: A horde of the undead attack KZED Radio.
Z-Day+20: Willie Radd discovers Meatballs message to him and
the alliance between the Sundowners and the Pythons ends.
Z-Day+25: Sundowners raiders begin crossing the Naldalooshi
River into the Gaiten District in inflatable boats.
Z-Day+38: One of KILL-KILLs lieutenants breaks down publicly
after a defense of the stronghold against the undead and kills
himself in front of the children. No one mourns him.
Z-Day+40: Inside the walls of Gaiten Academy a craft fair is
being held to promote the learning of new, post Z-Day skills.
There are several categories and first, second and third place
ribbons for the winners. Both cake and pie are available for
dessert after the grueling competition.
Z-Day+43: In Sundowner Park, naked gladiators fight zombies
and each other for food and other perks given by Willie Radd.
Z-Day+48: Meatballs and the Pythons roll in force to
Fort Robert J Quinn. Meatballs calls out Sheriff Anderson for a
fast draw showdown. The Sheriff answers the challenge and
Meatballs guns him down in the street. The Pythons go crazy in
celebration.
Z-Day+50: Insects, Rats and other vermin have eaten or
destroyed nearly all of the unprotected food in Mortiston County.
Only canned goods, MREs and well-stored dry goods are still
edible.
Z-Day+53: Sundowners find Elizabeth Moriarty hidden as
directed by Gas. They use her to lure Simon Tool and Dog into a
trap. Simon is forced to watch Elizabeth and Dog tortured and
killed before Willie Radd finally kills him three days later.
Z-Day+67: The last of the LP gas is used at Gaiten Academy --
no more hot water, no more cooking with the gas appliances in
the schools kitchen. Gasp! No More Cake!
Z-Day+69: Lack of resources leads to a fight at Andys Hunting
Emporium. Andy Bearstalker is stabbed fatally attempting to
break up the fight.
Z-Day+70: Andys Braves disbands and the survivors all go their
separate ways. In three days, none are alive.
Z-Day+83: A massive horde of zeds attacks KZED Radio.
Z-Day+85: The sewers of Mortiston are completely backed up
and the stench is everywhere. This slowly causes severe
fatigue, cholera, hepatitis and a host of gastrointestinal problems
for anyone in the downtown area.
Z-Day+95: The Rise of the Warlord begins. See the chapter
What Would Michael Do?
Z-Day+111: A mounted patrol from Gaiten Academy is
ambushed by zed and Takashi Miyamoto is thrown from his
horse. He is taken back to Gaiten Academy, but lacking a
trained doctor and surgeon, he dies from complications of
internal injuries on Z-Day +129.
63
Behind the Veil: Gamemasters Notes

Welcome to Mortiston, USA is a complex setting in which
much of the story detail for the player characters depends
completely upon their interactions with the NPCs and the world
that you want to share with them. This product was envisioned as
a zombie apocalypse campaign setting in which the players (and
GMs) choose what they want to do and how they want to explore
the town and its locations.
In this section, more details about Mortiston, USA are provided.
Because of the nature of the information in this section, it should
only be read by the game master. Discussed in this section are
the Stages of Outbreak, Utilities, Neighborhoods, Special
Locations and Weather to be found in Mortiston County.
Additionally, there are Special Notes, answers to questions
regarding what is really happening, some tables, and much more.
A webliography on the www.Mortiston.com webisite gives GMs a
head start on researching some of the things discussed in
Welcome to Mortiston, USA.

Stages of the Apocalypse

There are four significant stages to the development of the
apocalypse occurring in Mortiston County. Those stages are Z-
Day, The Burn, The Dying and The Rise of the Warlord. During
each of these stages, events happen that ultimately make things
worse in Mortiston County until finally, Michael Sparks comes out
of his underground bunker and begin his holy work.

The first stage of the apocalypse is Z-Day. This stage lasts one
day and is the one with the most violent changes. On Z-Day,
everything goes from normal to post-apocalyptic within 24 hours.
Some of the events of Z-Day are recorded in the Timeline for Z-
Day section. On Z-Day, radiation is at its highest levels, weather
is bad enough to keep most people indoors, the beginnings of a
massive firestorm begins to destroy the northern section of town
and between 12:03 PM and 11:59 PM, an increasing number of
zombie attacks and mass hysteria occur.

The second stage of the apocalypse is The Burn. This stage
lasts for five days and drives a wedge of fear that separates the
factions in Mortiston County. During The Burn, radiation levels
will are still very high, the weather is a bit better, but the smoke
from the raging firestorm and the increasing number of zombies
and panicked survivors makes it impossible to survive without a
fortified stronghold and a night-time watch to protect sleepers. It
is very unsafe to go outside during these five days due to the
limited visibility and breath-ability of the thick smoke from the
fires burning in the industrial district of Mortiston. DJ Grant Jazzy
broadcasts warnings to stay inside along with information the
KZED Folks discover about the zombies and the state of the
world at large. These details are left to the GM.

The third stage of the apocalypse is The Dying. This stage lasts
90 days and during this time insects, vermin, decay and
numerous deaths add to the plague of the undead menacing the
few survivors in Mortiston. During The Dying, radiation levels
slowly begin to drop and the fires burning uncontrollably in the
north side of town finally begin to burn out (leaving many hot
spots behind). Weather begins to stabilize allowing for folks to
venture out of their strongholds, but the better weather also
causes an increase in zombie activity and the formation of
massive undead hoards moving out of the Burn (i.e. the north
end of town). See the Timeline for more information on The Burn
and The Dying.

The fourth stage of the apocalypse is The Rise of the Warlord.
This is the final stage and if there are no PCs, then it lasts until
Z-Day 191. During this time, Michael Sparks and Reverend
Thompson work together to divide and conquer the surviving
factions in Mortiston County. During The Rise of the Warlord,
radiation levels continue to drop, the weather is normal, and
zombie activity lessens. However, basic supplies are in critical
demand by all groups. The end goal of Michael Sparks and
Reverend Thompson is to take over the surviving factions, one
by one, eventually leading an army of the disenchanted and
disenfranchised against the privileged elite of Gaiten Academy.
See the section What Will Michael Do for more information.

Utilities and Communications

Electric
Mortiston County is provided electricity by the Three Pines
Nuclear Power Plant. The reactor is 68 miles west of Mortiston
up the Naldalooshi River. The plant is isolated and almost
completely automated. It provides power down the high
transmission lines to the electrical relay step step-down
substation just west of Mortiston. That substation powers Mount
Rogers, Delemorte Island and the Gaiten District. Neither of the
other two substations is functional due to the blast and
firestorms. The Three Pines Nuclear Power Plant continues to
function for four days after Z-Day, after which it goes offline and
power ceases to flow through the electric lines in Mortiston.

Water
There are two sides to pubic water: drinking water (i.e. water to
the tap) and wastewater (i.e. used water from drains and toilets).
The drinking water side is supplied through the Spring Lake
Water Tower at the edge of Spring Lake. The lake, fed by
freshwater spring, is the towns water supply. The wastewater
from the towns sewers flows towards Spring Lake into the
Mortiston County Water Treatment Plant. The plant is completely
automated and designed to keep working even in a disaster, at
least for a while. The plant has two large diesel generators to
provide emergency power if it should drop off the electrical grid
(like on Z-Day). The generators have enough fuel to last five
days at the reduced level of water consumption that Mortiston
has after Z-Day. At the end of those five days, the pumps no
longer pump water out of Spring Lake into the water tower.
Water pressure at the taps falls throughout Mortiston as the
water in the tower is consumed. After two or three days, no more
water flows from the taps. Additionally, when the generators
stop, the Mortiston County Water Treatment Plant and sewage
begin to back up into the sewers. After about 90 days, the reek
of raw sewage is a real problem to those still living in the town.
Many places outside the town (Andys Hunting Emporium for
example) have private wells and septic fields. Also, Gaiten
Academy has its own water tower and large septic system which
is unaffected by the failure of the municipal water system.

Gas
There are no gas pipelines or plumbing in Mortiston County.
However many people do have gas appliances (Gaiten
Academy and St. Thomas Home for Children are two examples)
that are powered by liquid propane (LP) tanks. Due to local fire
ordinances, the amount of LP gas allowed to be stored by most
people in the urban Mortiston area lasts about 30 days. After
that it becomes necessary to scrounge up more. How much LP
gas is available in the Mortiston area is left up to the GM.

Telephone
There are two types of telephone services to be dealt with in
Mortiston: landline and cellular. All landline telephone service in
64


Mortiston ends at 12:04 PM (see the timeline). After that time,
the switching equipment has been destroyed and local phone
service ceases to exist. Cell phones initially stop working at
12:03 PM (see the timeline). This is due (depending upon your
location) to EMP destroying the device, or high levels of radiation
in the air disrupting the radio signals to the cell towers. Both of
the towns cell towers remain intact. One is at the KGON TV
Station and the other is on the top of Mount Eisenberg near the
Regina Observatory and Skate Park. In the second case, cell
phones work again in an extremely spotty fashion after Z-Day+5.
This is only if the cell phone tower is NOT more than one block
north of the Naldalooshi River at 12:03 PM on Z-Day. If it is, then
it is destroyed by the EMP and does not function in any way.
Because of the fallout and radiation, cell phone calls cannot
cross The Burn. Service after Z-Day+5 is local only and
extremely spotty. The first ringing cell phone, perhaps while the
PCs are scrounging, will probably freak them out BIG TIME.

Cable TV
All cable TV service in the Mortiston area is handled by
Lighthouse Cable. Unfortunately, their main offices and cable
distribution hub is north of I-32 and by the morning of Z-Day+1,
Lighthouse Cable has burned to the ground. In the short time
that cable TV is available, it unfortunately can provide no real
answers to the nature of the crisis at hand. Live news channels
are either too static-filled to watch or simply arent available.
Some stations with automated programming continue without
problems showing re-runs of old sitcoms, game shows, old horror
movies, etc. as the GM feels is appropriate.

Satellite TV
TVDish Satellite Network is the provider of subscription satellite
television. Commercial satellite TV ends at 12:03 PM on Z-Day
because the offices of TVDish Satellite Network, where the
descrambling codes for subscribers are broadcast from, are
completely destroyed by the suitcase nuke. This does not,
however, end satellite TV because anyone with a dish and a
modicum of electronics skill can easily use the satellite dish to
hunt for wild feeds. A wild feed is an unannounced TV
transmission via the C-Band or K-Band satellites. These can
provide sporting events, foreign programming, news, and even
syndicated television. After Z-Day, wild feeds are the only kind of
broadcasts that happen. The GM should use them sparingly as
hope, news of the rest of the world, or false hope to be shattered
later by harsh reality.

Internet
Lighthouse Cable also provides most of the Internet service for
Mortiston County, but certainly not all as one can connect to the
Internet in a variety of ways. Thus the Internet has not
completely ceased to exist, but the number of available sites has
been reduced from millions to merely a handful. Connection
speeds have dropped from lightning fast to painfully slow.
Additionally, maintaining a connection long enough to benefit
from searching the Internet makes it much more of a frivolous
luxury than the useful tool it once was. GMs should use the
Internet availability as they see fit to provide help, hope or
useless information.

Radio
This is probably the most important service/technology left to the
survivors of Z-Day. There are many forms of radio left around
Mortiston County, despite the devastation of the EMP pulse from
the suitcase nuke. Some examples of radio devices still found
around the Mortiston area are: garage door openers, baby
monitors, R/C toys, walkie-talkies, AM/FM radios, CB radios,
Ham radios, Satellite radios, Wireless computer networks, Police
radios and GPS receivers. In addition to the radio devices listed
above, everyone in Mortiston County with an AM/FM or CB radio
can hear the broadcasts of DJ Grant Jazzy from KZED Radio.
These radio broadcasts are the only really unifying thing going on
in Mortiston County. Nearly all of the factions, KILL-KILL and
Andys Braves being the only exceptions, use DJ Grant Jazzys
broadcasts as a kind of community message board to pass
information and arrange meetings and trades. Of course, the
problem is that everyone can hear the details so all of the groups
that use DJ Grant Jazzy to help them communicate, use the
service sparingly. The people of Mortiston County have trust
issues these days.

Neighborhoods in Mortiston, USA

There are eight distinct neighborhoods in Mortiston. Each has
its own history and character. Below is a little background on
each area and an example of some of the types of buildings
found in each area. Though not specifically listed below, it is
assumed one can find a gas station in every neighborhood.

Industrial District
The northwest section of Mortiston is the Industrial District.
Nearly all of this area is destroyed by the end of Z-Day. The
types of buildings one might find here include:
1 Empty Lot
2 Warehouse
3 Shipping Facility
4 Manufacturing Plant
5 Office
6 Deserted Building

Northside District
The northeast section of Mortiston is the Northside District.
Nearly all of this area is destroyed by the end of The Burn. The
types of buildings one might find here include:
1 Vacant Lot
2 Lower Income House
3 Lower Income Apartment
4 Mini-Mart / Corner Store
5 Medium Income House
6 Abandoned House

Downtown / Merchant District
The area south of I-32, west of Spring Lake and north of the
Naldalooshi River is the Merchant District, including Downtown.
Almost the entire northern half of this area is too irradiated to
enter after Z-Day. The types of buildings one might find here
include:
1 Parking Garage
2 Fast Food
3 Offices
4 City Building
5 Department Store
6 Construction Site

Southside District
65


The area south of I-32, east of Spring Lake and north of the
Naldalooshi River is the Southside District. This area is mostly
unaffected by the Z-Day blast. The types of buildings one might
find here include:
1 Parking Lot
2 Fast Food
3 Middle Income House
4 Middle Income Apartments
5 Mini-Mall / Strip Mall
6 Park

Mount Rodgers
The area south of the Naldalooshi River, west of Delemorte
Island is Mount Rodgers. This area is spared many of the
ravages of Z-Day. The types of buildings one might find here
include:
1 Empty Lot
2 Low Income House
3 Middle Income House
4 Trailer Park
5 Mini-Mart / Neighborhood Store
6 Small Farm

Delemorte Island
The island in the Naldalooshi River, west of the Gaiten District is
Delemorte Island. This area is the oldest and most touristy area
of town. The majority of the island is dominated by the
Delemorte Mortuary and Memorial Gardens. The types of
buildings one might find here include:
1 Small Park
2 Upper Class Apartment
3 Boutique / Tourist Shop
4 Cafe / Deli
5 Upper Class House
6 Museum / Monument

Gaiten District
The area south of the Naldalooshi River, east of Delemorte
Island is the Gaiten District. This area is spared many of the
ravages of Z-Day. The types of buildings one might find here
include:
1 Park / Monument
2 Upper Class Apartment
3 Upper Class House
4 Specialty Store
5 Mansion
6 Gardens / Stables

Mine Town
The area south of the Naldalooshi River, west of the Gaiten
District is Mine Town. This area was abandoned many years ago
when the area became unstable due to a burning mine fire. This
area is not safe and no one lives here. The types of buildings
one might find here include:
1 Empty Lot
2 Crumbling Industrial Ruin
3 Low Income House
4 Abandoned Warehouse
5 Deserted Offices
6
Closed Mining Building / Rusting
Equipment

Special Locations in Mortiston

There are numerous locations in Mortiston County that are not
detailed in Welcome to Mortiston, USA. Some of those locations
are mentioned below with a few details to guide the GM. Most of
these places are either destroyed or the PCs will want to destroy
them if they ever go there.

Mortiston County Sheriffs Office
The Sheriffs Office is located in the Downtown area destroyed
by the blast on Z-Day. It contains the 911 call center and EMS
dispatch for Mortiston County.

Mortiston County Court House
The Court House is located in the Downtown area destroyed by
the blast on Z-Day.

Mercy Hospital
Mortistons main hospital is located in the Northside District
destroyed by the firestorms early in the afternoon on Z-Day.

Mortiston All-School
The Mortiston All-School is ground zero for the blast on Z-Day
and completely destroyed. Given the school was very much like
a prison, it wont be missed much. Because of the planned field
trip, there was no staff at the school when it was attacked.

Regina Observatory and Skate Park
The Regina Observatory and Skate Park is a sweet deal for
Tyler Logging Service. Tax subsidies over ten years will more
than pay for the construction of the park and by using a cleared
timber site for a concrete public park, TLS, Inc. doesnt have to
replant any trees.

Blackhorse Tribal Reservation
Just to the west of Mortiston is the Blackhorse Tribal
Reservation. The people of Mortiston and the people of the
Blackhorse Tribe have never really been friends; uneasy
neighbors at best. In the past few years the relationship has
soured. The current problems with Tyler Logging Service, Inc.
prompted the people of the Blackhorse Reservation to shut their
gates and separate themselves completely from the people of
Mortiston, whom most consider enemies. Post Z-Day, relations
go from bad to worse as the members of the tribe shoot first
when anyone approaches the reservation.

Mortiston City Zoo
On the eastern side of the Southside District is the Mortiston City
Zoo. Recognized by Happy Kids magazine as the best zoo in the
USA in 2010, the Mortiston City Zoo offers over 1,500 animals
living in natural settings on over 50 acres of natural habitats. This
includes many species endangered or threatened in the wild from
habitats similar to Mortiston like Africa, Asia, Australia, and
Central and South America. The zoo is truly a wonder, but now
may not be the best time to go.

66


Weather in Mortiston, USA
After the burn is mostly complete (Z-Day + 5), the weather in
Mortiston can be figured based on the following charts. Roll 1d6
three times, once for each column. If you roll all moderate
results, then you have a weather pattern that will last for two -
seven days. Roll 1d6+1 to determine the length of the weather
pattern and then re-roll the initial three rolls to determine its
nature.

Precipitation Wind Temp.
1 Drought Calm Cold
2 Sprinkles Breezy Cool
3 Moderate Moderate Moderate
4 Moderate Moderate Moderate
5 Wet Gusty Warm
6 Drenched Windstorm Hot

Spring +1 Precipitation, +1 Wind, -1 Temp
Summer +2 Precipitation, +2 Temp
Fall +1 Wind, -1 Temp
Winter -1 Precipitation, -2 Temp

Special Notes for Mortiston, USA

The West Memorial Medical Center Trap
By Z-Day+10, the Sundowners control West Memorial Medical
Center. Willie Radd is amazed that so many people managed to
survive on their own, believing someone will help them. He has
some of his most bloodthirsty gang members housed at West
Memorial Medical Center. The Sundowners claim the survivors
can see the doctor and to bring as much as they can to trade for
the service, plus as much information about where they are
staying, how they have survived and who else they may know.
After collecting as much as they can, including blood (for tests
and to add to the doctors medical stock for others in need), the
assistants show the patient to a treatment room and tell them to
wait for the doctor. The patient is then fed to the doctor, who is a
zombie released from another room. Willie Radd knows that
trading on peoples hopes will get him more than trading on their
fears.

Room #7
Room #7 of Big Mamas Motel and Cafe can be accessed
through a hidden crawlspace in the ceiling of the managers
office. The room has no motel furnishings, instead appearing to
be some sort of occult ritual room. There is a summoning circle
on the floor and a circle of protection. The circle of protection is
not complete and the room smells of ozone and blood. There is
dried / scorched blood all over the room. It is up the GM to
complete the scene.

Notes on Radiation Sickness
Nearly everyone in Mortiston, north of the Naldalooshi River,
acquires mild radiation sickness in the days following the blast.
Due to the symptoms of radiation sickness and the symptoms of
the zombie transformation, from a bite or scratch, looking exactly
the same to untrained eye is causing many of the deaths in
Mortiston. The PCs should never be sure whether or not
someone has it. The virus could have an airborne strain that
anyone could catch.

Radio Broadcasts from DJ Grant Jazzy
Post Z-Day, most survivors in Mortiston County rely upon the
music, news, survival tips and community information spread by
DJ Grant Jazzy and the other folks at KZED Radio. The format
and staff of the radio station are completely up to the GM; use
whatever fits with your campaign. DJ Grant Jazzy is trying to
redeem himself for his past and as such has no fear to speak the
truth. DJ Grant Jazzy is the only radio station DJ with a powerful
signal and a high ground position for looking over the city. This
gives the crew at KZED Radio a lot of power to shift how things
are going and the GM must decide how best to use this media
outlet.
(Please note that the FCC assigns K as the first letter to all
stations broadcasting west of the Mississippi River. If your
campaign is set east of the Mississippi, the two stations would be
WZED and WGON.)

Why dont people just leave?
HA HA HA. It wouldnt be called death town if people could
just leave. Mortiston is a medium-sized American town meant to
be at least 50 miles in any direction from another civilized area.
The terrain around Mortiston County is not easy to travel in the
best of times. Mount Rogers to the south of town has a sheer
rock face on its southern side. The town is framed by Mount
Eisenberg and the Ackerman Mountain Range to the north and
east. Weyland Pass through the Ackerman range to the north
and west is blocked by the 9908 Silver Zephyr train derailment.
The I-32 bridge over the Naldalooshi River at the south of town
is jam packed with cars and structurally unstable. If the PCs try
to cross it, it will collapse.
The Naldalooshi River has zombies in it; although the muddy
river bottom keeps them held at first. Eventually there will be
enough zeds in the river for the ones on the bottom to help the
others to cross. Directly to the east of Mortiston is the
Portmanteaux National Forest; directly to the west is the
Blackhorse Reservation. Both of these regions require very
difficult outdoor survival tests to survive day to day. While
Mortiston may not be the best place to try to survive, no one can
leave the area except by foot due to the terrain. Plus, the PCs
either came to Mortiston from someplace else and barely
reached their goal or they are from here and know how far away
any REAL civilization is.

What is really going on in Mortiston?

This game world is intended for YOU to choose the exact how
and why of what is happening in Mortiston. We give you mines,
loggers on ancient burial grounds, radioactive blasts in a tank
farm, astrological events being watched at the observatory, even
occultists in a bricked up room! Alter the cause and the beasts it
breeds to suit your own game world.

However, this is how we are playing it, so use it as you see fit.

Nazis, Cover-ups and Dead Flies
The trouble in Mortiston actually started in Germany during
WW2. Hitlers obsession with the occult is widely known and the
secret that killed Mortiston was born in one of his alchemical
laboratories seeking to produce the bermensch. The project,
referred to in Nazi communications as Die Srge, was in mid-
production run when first discovered by the US squad led by Sgt.
Leroy Allen from Mortiston. Only it wasnt making super soldiers;
it was making zombies. There were few survivors and the US
government covered up the whole affair. Soon the Nazis were
defeated and the remnants of Die Srge became the genesis of
the super top secret Project Omega. Unfortunately, some
67


months ago an accident occurred in relation to the project that
led to an escape of one of the test subjects. (We all know it only
takes one.) Doubling down on the unfortunate, the subject that
escaped was the most successful the project had created to
date: intelligent, strong, nearly indestructible and capable of
creating his own army. The mental instability of the subject,
however, would insure that at least the project would be revealed
and at worst a worldwide zombie apocalypse.
Scrambling not to be saddled with the blame for the walking
dead, the US Intelligence Services decided to engineer an event
of domestic terrorism in hometown America to destroy all of the
evidence linking the US government to the disaster in one fell
swoop. All of Mortiston should have been destroyed by the 5-
megaton suitcase bomb blast, along with the train and the only
living man who had seen the Die Srge incident. If only a
typographical snafu caused by a dead fly gumming up a
computer keyboard hadnt changed the order to a .5-megaton
bomb instead of the intended 5-megaton bomb, no one in
Mortiston would have had to suffer at all.

What's going on in the Rest of the World

Three countries KNOW about the Die Srge project of the Nazis:
Russia, Israel and the U.S. When the intelligence agencies of
the U.S. lost track of their Project Omega test subject in the U.S.
desert, they knew that loose ends would have to be tied up.
What they did not know is that the Russian government was in a
similar situation as, officially, an unknown viral illness had
consumed one of their research hospitals and the surrounding
area. Unofficially, one of their own test subjects from
Cnpoekfupyfe 3uruu Befep (Project Winter Wind) escaped
the research level of the hospital and began to spread the
zombie-love to staff, patients and visitors alike. For weeks
leading up to Z-Day, the Russians were spending more energy
suppressing news of the outbreak than they spent suppressing
zombies. The Israelis have kept quiet about both outbreaks, but
have prepared to shelter and protect their population as best they
can by sending out advance military medical teams to prepare for
biological warfare. For perhaps two or three days leading up to
Z-Day, international news stories have focused on rioting in
Europe, a pandemic sweeping through Africa that is leaving
thousands dead and the preparations of the Israelis to counter
that plague. On Z-Day itself, the most striking international story
is the complete closing off of Vatican City to the public by the
Swiss Guard acting upon the orders of His Holiness. National
news covers overnight rioting and mob violence that has sprung
up in and around major airports in almost all major metropolitan
regions. Throughout the morning of Z-Day, there might be hints
as to what is going on around the world available via the Internet,
but no one in Mortiston really knows if the reports and videos are
a hoax or real until it is too late. How to work this information into
the campaign depends completely upon the GM.

After Z-Day, the entire world is in decline and collapse, as
mankind struggles to beat off an extinction-level event. Ham
radios, Military radios and perhaps even CB's (on a good night
with skip) will be able to pick-up broadcasts from other places in
the world. The military promises Captain Niccotero that he will
get reinforcements and aid. The reinforcements never come, as
there are far too many more important places that need them. It
is up to the GM whether or not Fort Robert J. Quinn receives an
emergency airdrop and what it might contain, but it should be
limited at best.

Special Characters in Mortiston: 354ZED

Outbreak: Undead
Type: Unique; Size: 2; Attack: 5; Strength: 10d6+7(35); Damage: 1d6;
Defense: G-3/R-1; Virus 1; Speed: medium (Lvl 3); Perception: very high
(Lvl 5); Sense V/H/L; ZE%: Unique
Special Abilities: all Glutton traits except Evacuation; Tactics

Savage Worlds
AGILITY: d6 SMARTS: d12 SPIRIT d4 STRENGTH d10 VIGOR d8
CHARISMA: 0 PACE 3 PARRY 5 TOUGH 10
Skills: Fighting d6; Intimidation d10+2; Knowledge: Tactics d6; Notice
d6; Taunt d8+2;
Abilities: Strong-Willed; Claws (STR); Fearless; Infection; Undead;
Weakness (head); Size +2; Fear 3

Modern Path
CL: 10, Ghoul 2/Modern Hero 8, HP: 41 Saves: FORT-2,
REFLX+3,WILL+7, INT+1 MELEE +9, RANGED +9, DEF 13, Crit Def +5,
CMB +9, CMD 20 Align: NE, Spd: 30
Skills: Bluff-5, Climb-7, Intidate-7, Investigate-1, Knowledge (Culture)-8,
Knowledge (Religion)-8, Knowledge (Tactics)-12, Knowledge (all others)-
5, Perception-23, Profession (Super Soldier)-7, Sense Motive-14, Stealth-
10, Swim-13,
Feats: Alertness, Archaic Weapons Prof, Blind-Fight, Combat Martial
Arts, Combat Reflexes (2 AoO/round), Martial Weapon Proficiency,
Firearms Proficiency, , Simple Weapon Prof, Tracker
Talents/Abilities: Undead Traits, Channel Resistance +2, Darkvision (60
feet), Disease (DC 11) (Su), Fearless +2 (Ex), Heroics Bonus (Ex),
Heroics: Strength (Ex), Paralysis (1d4+1 rounds, elves are immune) (DC
11), Plan (DC 18)

OGL Modern
CR 10; Large-size humanoid; HD 9d10+63; hp 112; Mas 33; Init +1; Spd
30 ft.; Defense 19, touch 11, flat-footed 18 (+1 Dex, +3 natural, +5 class);
BAB +6; Grap +9; Atk +11 melee (1d8+3 nonlethal, unarmed strike); Full
Atk +11 melee (1d8+3 nonlethal, unarmed strike) or +9 melee (by
weapon) or +7 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ deaths door, fast
healing 5, immunities; AL evil; SV Fort +13, Ref +4, Will +5; AP 5; Rep
+3; Str 16, Dex 12, Con 24, Int 18, Wis 14, Cha 3
Skills: Hide +7, Intimidate +13, Listen +8, Move Silently +4, Read/Write
English, Speak English, Tactics.
Feats: Archaic Weapons Proficiency, Armor Proficiency (light), Blind-
Fight, Brawl, Endurance, Great Fortitude, Improved Brawl, Improved
Damage Threshold (3), Power Attack.
Talents: Damage reduction 1/, robust, stamina.

Rotworld
STR: 6 (90) DEX: 4 (50) AGL: 4 (60) PER: NA
WPR: NA PCN: 1 (15)/6 (90) LCK: NA STA: 70
Penetration Bonus: +20 Unskilled Melee: 75
Wounds: 20 mv: 15/25/75/150/0/0
Skills: LBG (60/S/75) Living Visage (60/s/75) Rattling Moan (90/S/1050)
Whisper Sweetly (900/s/105)

Equipment
Clothes: Tshirt, jeans and sneakers
Weapons: Beretta M3P, 12 gauge shells (x10)
Equipment: None
68
Area of Effect of Nuke and Firestorm Damage

Local maps of the Industrial District of Mortiston,
USA, detailing the effects of the pocket nuke on
the area surrounding Mortiston All School, are
shown below. Note that the resulting firestorm
expands northeast against the wind due to the
massive explosions in the Romero Tank Farms.






All information given here is based on factual
data available on the Internet. For the best
source of information on specific effects, check
the Webography links page on our website
www.mortiston.com. The specific information
these maps were based on can be found at
http://www.carloslabs.com, where you can find
Ground Zero Tool and Missile Range Map Tool.






69
What Will Michael Do?

The following passages give the GM some idea of what Michael
Sparks and Reverend Thompson is truly capable of together.
They also provide some of Michaels plans. How things will truly
go with the PCs in your campaign is something only you can
decide.

Michael Sparks is a very broken young man. Raised by an
abusive father to believe he would never be good enough for
anything, Michael was desperate to believe he mattered despite
his fathers nearly-constant berating. After Michael murdered his
father, he was desperate to prove to himself he had done the
right thing. This is why he fell so easily for Reverend
Thompsons con. Yet Michaels madness and the events of Z-
Day twisted the Reverends simple message that God has a
special plan for him. into a full-blown, dis-associative psychosis.


Michael Sparks is meant to be the GMs ultimate monster in this
campaign. He was raised by his father to be the perfect
Marine; even though Burt Sparks never believed Michael would
succeed at anything. He relentlessly trained his son so that
when Michael failed, he believed it was his fault. Training,
designed for Michael to fail, in tactics, survival, silent quick kills
and scrounging were provided over and over again until Michael
finally decided he had failed his last test. Michael Sparks was
raised with all of the skills an insane warlord needs. He is a
sociopath caught up in his own, self-perpetuating delusion of
grandeur. Though he is crazy, Michael is far from suicidal.
Every move he makes will be calculated and weighed heavily
against the teachings of Sun Tsu. Beyond Sun Tsu, Michael
studies and refers to Caesar, Napoleon, Von Clausewitz and the
USMC Field Manual library when he is looking for answers to a
problem.

Michael Sparks believes he was visited by the Archangel Gabriel
several times, starting 90 days before Z-Day. Gabriel tells
Michael he is not human, but rather the Archangel Michael, who
was banished to the Earth for angering God. Michaels
punishment is nearly done and he must prepare to earn his way
back into Heaven. God has decided to bring the apocalypse to
wipe the wicked from the Earth. God is going to give Michael
one last chance to earn his way back into the Heavenly Host.
Michael must prove himself by two tasks: 1) He must find,
capture and crucify the seven demons that lead others astray,
and 2) He must gather all of the children in the town because
they are the innocent before God and forge them into an army.
Michael Sparks knows he is Gods chosen avenger sent to
earth to prove himself. He truly believes that when he succeeds,
he will assume his true form and ascend with the wings and fury
of an Archangel to take his proper place leading the armies of
Heaven in the Final War.

At first, Reverend Thompson and the two ladies he brought with
are completely terrified. After a few days locked in the vault with
Michael, all of their opinions begin to change. Reverend
Thompson began begins to believe he can manipulate Michael
Sparks to his benefit by feeding his delusions. Trudi begins to
fall in love with Michael Sparks and follows him down the path of
madness. Annette keeps quiet and respectful, but recognizes
Michael Sparks complete madness waits for the day they will
leave the bomb shelter and she will finally have an opportunity to
escape.

What happens in the bomb shelter during the first 90 days
70


depends upon the events occurring in Mortiston. Michael has
cameras, listening devices, and other electronics shielded from
the EMP pulse by being stored in a bomb shelter. He has a radio
scanner that allows him to listen to all local CB and ham
frequencies. Even though Michael is buried under Mortiston, he
is nearly as informed as DJ Grant Jazzy.

Michael Sparks would be little more than the threat of a well-
trained mad man if it werent for Reverend Thompson. The
good reverend is anything but. Jimmy Clarke (the reverends
real name) is a self-serving, greedy thief with incredible charisma
and con-man skills. Reverend Thompson quickly realizes
Michael is mad as a hatter, but the 90 days locked in the bomb
shelter, monitoring the radio broadcasts, demonstrates the world
is crazy now, too. Reverend Thompson believes he can walk the
fine lines of Michaels delusion and serve as a sort of religious
councilor and herald / communicator for Michael.

Working together, Michael Sparks and Reverend Thompson
make a formidable team; a spiked gauntlet and a velvet glove.
What Michael lacks in people skills, the reverend has in spades.
What the reverend lacks in post-apocalypse survival skills,
Michael more than covers. In the end, what Michael and the
reverend do is the GMs decision, but remember, these are
careful and calculating men who do not take big risks unless the
reward for doing so is equally big. What follows is a timeline for
what would happen if there were no PCs in Mortiston County.

Z-Day +95 is the beginning of the final stage of the apocalypse,
The Rise of the Warlord. What occurs during this stage is left
completely to the GM, as it is impossible to predict events when
the PCs have likely changed the timeline as it is presented
herein. Provided below are some of the strategies and moves
that Michael Sparks and Reverend Thompson employ to take
over Mortiston.

Like cult leader Joseph Kony, Michael and Thompson know that
child soldiers are easier to train, easier to control and more
demoralizing for your opponents to fight. They eat and drink less
than full-grown soldiers and are often times more hard and cruel
than their adult counterparts. It strokes Michaels madness to
see himself as the angelic leader of an army of children bringing
down the unrighteous, one crucifixion at a time. Michael Sparks
and Reverend Thompsons first target is KILL-KILL and the St.
Thomas Home for Children.

Once Michael and Thompson have the children, they train and
indoctrinate them to hate the safe people on the mountain. (Did
they EVER come help you? They could have, you know. But they
think you arent important enough to save. They think you should
be zed food.) After two weeks, the kids are ready.

Reverend Thompson contacts DJ Grant Jazzy and uses the
orphanage kids and a completely fabricated survival story to
worm his way into the trust of the KZED Radio crowd. Once he
has their trust, he arranges to have the kids visit the station so
they can tour it and be interviewed (you know, like in the old
days. Before all of this. . .). Michael Sparks and three of his most
vicious child soldiers go to work and in less than three minutes,
Michael Sparks and Reverend Thompson control KZED Radio.
DJ Grant Jazzy is the second crucifixion. The first is Annette
Gunderson after she is caught telling the children that Michael is
crazy. It is Michaels three young prodigies that do the lion share
of the work in both crucifixions. After Michael Sparks and
Reverend Thompson take control of the radio station, open
warfare breaks out between the factions.

The faction at Fort Robert J. Quinn mounts a surprise attack
against Michael and his group. The attacks are very damaging
and appear to leave Michael dead. Victory is short-lived as
Michael survives and Reverend Thompson spins an unprovoked
attack story over the radio that damages the trustworthiness of
those at Fort Robert J. Quinn. In fact, Reverend Thompsons
preaching is so good that people begin to believe there may be
something supernatural about Michael Sparks. The cult of
Michael begins to grow as people latch on to Michaels
mythology as a possible outcome to all of the destruction and
death of the past months. Hope, even false hope, springs eternal
in some.

Michael Sparks and Reverend Thompson destroy Fort Robert J.
Quinn with hope. Michael and three handpicked followers don
surplus USMC uniforms and pretend to be the remnants of a
USMC scouting team moving through the area. The reverend
puts rumors and false reports across the radio waves to support
this lie. As commander of the detail, Michael eventually asks to
speak to Capt. Greg Niccotero alone. Once Michael gets the Lt.
alone behind a closed door, he kills him. All of Michaels followers
know this is the plan and they take out the command group at
Fort Robert J. Quinn with just as much surprise when Michael
comes back into the room.

Thompson makes a deal with Nicodeimos the Bookwyrm for a
virgin sacrifice every year on the Dragons birthday (Z-Day), if
Nicodeimos will teach his magic to Michael. While this sounds
like one crazy stroking another, Michael gathers every book in
the Columbus Memorial Library on occult and stage magic. He
oversees the burning of the occult books while Reverend
Thompson uses the stage magic books to make Michael an even
more convincing angelic avenger.

Michael and Thompson make peace with the Sundowners and
the Pythons by offering an equal split of the spoils from both Fort
Quinn and Gaiten Academy. It takes time to build the trust, but
eventually the three groups move against the perceived elitists of
Gaiten. On day 191 after Z-Day, Michael utilizes Sun Tsu's
principle of appearing strong when being weak. Michael has only
a few mortars and grenades, plus he knows the alliance with the
Sundowners and the Pythons will be short lived. The siege for
Gaiten Academy lasts for only a couple of hours. Michael leads
the assault by shelling them with mortars and bombing them with
grenades via remote control drones built from the toys from
Campbells Hardware. After an hour, Michael ceases firing and
Reverend Thompson begins speaking to those inside Gaiten
Academy via loudspeaker and radio. Thompson convinces the
survivors they have one hour to surrender. He convinces them
that if they do not surrender, then Michael will renew the assault
and many more will die needlessly. The initial shelling injures
many of the Outkasts and kills Robert Saunders. The survivors
at Gaiten Academy surrender to the combined forces of Michael,
the Sundowners and the Pythons at the end of the hour, given
that they have no one left to lead them in repelling the siege.
71


72
Mortiston: Where do we go next?

This part isnt about the game world, this is about what we,
Scrying Eye Games, is going to do with it from here.

Welcome to Mortiston, USA! Is more than the single book that
you are holding in your hands. It is part of an ongoing world that
will expand further into the depths of zombies, horror and the
apocalypse. The backers at Kickstarter have made it us feel that
were on the right track, and Mark and I will strive to keep it all
coming.

The Electronic Expansion Packages (aka: The EEP!) We
have well over a years worth of EEP! Installments, and thats
putting it mildly. Just the Kickstarters entries to Mortiston will
expand to two or three EEPs alone. Each EEP will contain new
NPCs, locations, custom tables for use with Inspiration Pad Pro
(available for free at www.nbos.com) and props. Weve got more
characters and locations that we could ever fit into a single book,
with character sheets and Hero Lab files for them when
applicable. Examples of the props will be the page from the
Mortiston City Directory, the Welcome to Mortiston, USA tourist
brochure, Historic Mortiston postcards to use as a reason to lure
your players to Mortiston, oversized gas station map of the city
you can have printed at the local shop for use in your game, and
much more. The IPP tables will include things like random
encounters or specialized search tables for scrounging in the
different sections of Mortiston. There will also be occasional
game maps for use with the new locations. And at the end of
each year, well wrap them all up in the Annual Mortiston All
School Yearbook.

Licenses for new game systems. We just added two more
licenses to the Mortiston lineup, Apocalypse Prevention Inc being
one of them. These will be added to the EEP installments. More
on those as they develop.

Maps. Lots of maps. Scrying Eye Games specializes in
maps; its what we love. We already have the first two Roads-2-
Nowhere sets done, and there are another 20 sets in the
pipeline. Matt is currently working on The Cabin In The Woods,
which will be the first of the Modern Horror sets. The real biggie
here is that we intend on making maps for every single location in
this book and everything else that comes out in the EEP. Thatll
keep us busy for a while.

Expansions to other game worlds. Mortiston is so rich with
possibilities that you could do anything there. Everything here
could easily be ported into other game worlds; such as Elder
Gods or alien invasions. We already have the working title for
our ORIGINS 2013 release, Mortiston: Darkened Gates. It
could be used for any modern setting that only requires everyone
in town to hate someone else. Again, more on that as it
develops.

In all, we have a two-year plan to expand the book that you are
looking at. After that, who knows, but we hope that the contents
of this unhappy little place we call Mortiston should live on long
after were all gone


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