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Breaking Point(p29) :
-The character performs an action that either violates his personal moral code or that is
considered unaceptable in society.
-The character witnesses something traumatic, terrifying, or that rattles his understanding of the
world.
Ranged atks(p90) :
-Short Burst: 3 bullets fired at the same target. The shooter enjoys a +1 to her dice
pool.
-Medium Burst: 10 bullets, which can hit one to three targets standing close together.
The shooter receives +2 to dice pool.
If firing at more than 1 target, subtract the total number of targets from
the shooters pool, then make 1 atk roll per target.
-Long Burst: 20 bullets at as many targets as the shooter wants. The shooter receives
a +3 to her dice pool.
If firing at more than one target, subtract the total nbr of targets from the
shooters pool, then make 1 atk roll per target.
Concealment :
Attributes(P31) :
Mental Attributes :
Intelligence : Memorizing (Intelligence + Composure,instant action)
Wits : Perception (Wits + Composure, reflexive action), Catching a
dropped object (Wits +Dexterity,instant action)
Resolve : Meditation (Resolve + Composure,extended action),
Staying Awake (Resolve + Stamina, instant action)
Physical Attributes :
Social Attributes :
Zombie Hooks
1- Scavenging (food/Hygiene)
2- Outreach ( to smaller groups of survivors, offering assistance)
3- Thinning ( using environmental objects, I.e. gas station or things in the old lumber mill to kill a
bunch of zeds)
4- Lure and Lose (pie piper with zombies )
5- Recon (looking for shit)
6- Scavenging (Weapons)
7-Cartography
8-Construction
9-Reenforcement (Recruiting/Transport)
10-Scavenging( Construction goods)
11-Strike Team
12-Trading/Bartering Missions
13-Survivor Search
14-Recruiting ( From the Other Factions)
15-Scavenging (tech)
16-HVT extraction (kidnapping)
17-Turf War (generally over Scavving rights)
18-Scavenging (Medical)
19-Street Sweeping (Moving Cars/Corpses)
20-Recon ( Zombie Types/ Sciencey Discovery)
01. The Wheels on the Bus
A bus fleeing an overrun city strikes a group of zombies on a dark stretch of road. The bus
crashes, pinning some of the survivors. The zombies of course survive, and the noise of the
crash will soon attract others. The bus is totalled but there may (or may not) be other working
vehicles nearby. Does the group flee back towards the city, keep going on foot, or head into the
wilderess? This is the setup we used for our first game, and we lost 2 or 3 characters before the
group even left the vicinity of the bus.
02. Manotick
A group of survivors are holed up in a high school gym or a community centre in a small town in a
rural area. Their safe haven is breached unexpectedly - do they flee? Try to stay and save it? If
they run, where do they go? For added options, say the town is on a small island with limited
routes in and out. Does the group fight to establish a safe zone on the island?
03. Movin' On Up
The group is holed up in a couple of units on the top floor of an apartment building deep in the
city. They've been hiding for a few days and they're out of food. They know there are zombies in
the building and of course the streets are crawling with them, but they have to try and get food
somewhere. Do they try to secure the building? Go out into the streets? Maybe there's a
supermarket or pharmacy close by. For an added kick in the teeth, have some zombies make it to
their floor and start pounding on their doors.