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CofD Rules :

Roll = Attribute + Skill(and + speciality if any) + Equipment Modifiers +/- Story-teller-determined


Modifiers between +/- 3, maaax +/- 5
Skill Specialisation = +1 Modifier
Extended actions = requires between 5 to 20 succeses
Z page 149
Combat page 91
C:\Documents and Settings\Redouane\Mes documents\IronFrozen\Fun\WFRP\Autre
JDR\Zombies JDR

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.

*Medium Range = -1 Penalty


*Long Range = -2 Penalty
*Beyond Range = 1 Chance die for atk roll

Concealment :

Barely Concealed: -1 (hiding behind an office chair)


Partially Concealed: -2 (hiding behind the hood of a car, with upper body exposed)
Substantially Concealed: -3 (crouching behind a car)
Cover
Subtract Durability from Damage; if Durability is greater than the Weapon Modifier,
the attack has no effect.

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 :

Strength : Holding up a heavy object (Strength + Stamina,


extended action)
Dexterity : Maintain balance (Dexterity + Composure,reflexive
action)
Stamina : Resisting Interrogation (Stamina + Resolve, reflexive
action)

Social Attributes :

Presence : Air of authority (Presence + Intelligence, instant action)


Manipulation : Poker Face (Manipulation + Composure, reflexive
action)
Composure : Perception (Wits + Composure, reflexive action)

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.

04. Steel Serpent of the Underworld


A subway train crashes deep underground. Maybe it just happened, or maybe the survivors have
been trapped inside for a couple of days. Either way they have to get out, but the tunnels are
crawling with undead, as are the streets above. Might the underground tunnels prove a haven, or
a deathtrap?

06. Dawn of the Dead


The survivors are hiding in the storage room of the Gap at the local mall. Maybe the outbreak just
started or maybe it's been going on for a few days. Either way, the mall has lots of supplies, but
also lots of zombies and would be hard to secure. Groups of bandits and looters in the mall could
also complicate things.

07. Night of the Living Dead


The group starts in the dark in the forest, chased by zombies and separated. There should be
chaos and the characters should have trouble telling the difference who is alive and dead (and
hopefully attacking each other!). Eventually they reach a cabin, which will provide some relief and
a moment to catch their breath, but their Alamo-style last stand is inevitable...

08. I'm on a Boat!


The survivors are trapped on a cruise ship at sea when the outbreak starts. Most of the life boats
were launched during the initial confusion, but there are still hundreds of zombies left on board
and the survivors need to fight their way out, though just getting off the ship is not necessarily the
answer because they're at sea in the middle of nowhere.

09. LOST... with Zombies!


The group survive a boat or plane crash on a tropical island, only to find it crawling with zombies.
Is it the home of mad scientist? Lost military experiment? Maybe there was a resort full of people
who turned? Either way, the group has to combat both the dangers of the island as well as the
undead.

10. Trans-Siberian Zombie Train of Death


The group of survivors were on a train travelling through a remote part of Russia or elsewhere in
Europe. The train broke down and is overrun with zombies, but there is nowhere else for the
group to go. Do they try to make it in the harsh wilderness? Try to clear the train and get it
running again? Of course, any town they reach will be crawling with the dead too, though they
don't know that yet...

Doomsday movie plot

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