WHAT DO YOU NEED? *Athlete: +1 to PHY rolls involving jumping, COMBAT
This PDF, some six sided dice (we call’em running, swimming and climbing. To determined initiative, each combatant rolls d6), paper, pencils, friends and your *Slugger: +1 to melee attack roll. 1d6 + COM. The highest goes first. Any ties imagination. *Marksman: +1 to ranged attack roll. will act simultaneously. When you turn arrive, *Heavy Hitter: You deal +1 unarmed DMG. pick one of the options below: CREATING A SURVIVOR *Locksmith: +1 to MEN rolls involving locks 1. Move & (or) Attack: A character may Distribute 6 Character Points between the picking and identifying locks. move into melee range and engage a target, abilities. The minimum points are 0 and the *Negotiator: +1 to SOC rolls. disengaged from a target, or move into cover maximum is 3. *Strong: +1 to PHY rolls involving pushing, and (or) Attack a target with a weapon. Roll pulling, carrying, etc. 2d6 and add COM ability trying to get an Combat (COM): To do with combat, reflex, equal or higher number than the target’s hand-eye coordination and overall athletic RESTING defense. ability. Resting a full evening recovers full HP. 2. Other Action: This is for actions Physical (PHY): To do with body’s health, Resting for an hour recovers 1d6 HP. surrounding picking locks, reloading a gun, raw physical power, resisting the ailments and opening a window, using an item, etc. infections. EQUIPMENT 3. Flee: To flee, combatant (must be in free Mental (MEN): To do with problem solving, All survivors start with 2d6x10 Money ($). position) needs to make the Combat roll logic, perception, science and knowledge. Weapons Range DMG $ against opponent with the highest DEF in Social (SOC): To do with negotiation, Unarmed - 2 - combat. interaction, influencing and bargain. Knife Melee 1d3* 1 Combat continues until one side is defeated. Machete Melee 1d6 5 Hit Points (HP): 1d6 + PHY + 10 Bat etc ZOMBIE INFECTION! Chainsaw# Melee 1d6+2 30 There isn’t a real zombie infection in this DEFENSE CrossBow~ 10 1d6 12 game. Like in the original George Romero Defense is a Target Number when dealing Pistol 10 1d6 25 films, you transform into a zombie when you with attack. Your defense is 7 + PHY. SMG 15 1d6+1 40 die, but if you get bitten by a zombie the bite Defense can be upgraded by armor. Shotgun 4 2d6 60 can get infected (a rotting corpse just bit you) Assault 20 1d6+2 70 and turn you in dead meat in hours. Here’s a DOING STUFFS Rifle premade zombie: When in doubt, roll 2d6 roll plus appropriate *A divided d6: ability trying to get the A Stumbler (Zombie) 1/2=1, 3/4=2 & 5/6=3 Target Number (TN) or more to succeed. COM 3/ PHY 1/ MEN 0/ SOC 0. #uses reloading rules, but instead of ammo, Refer to difficulty table below: DEF 8 and 10 HP. uses gas and reload takes 1 turn. DIFFICULTY TN ~Reloads on next turn. Infectious bite: If a zombie attack succeed It Very Easy 5 deals 1d6 damage (DMG), the target then Easy 7 must make a PHY roll against TN 7, if Item Description $ Normal 9 successful nothing happens, but if not he Armor 1 +1 DEF 25 Hard 11 (she) gets infection. If the victim of Infectious Armor 2 +2 DEF 50 Difficult 13 Bite doesn’t receive medical attention (not Armor 3 +3 DEF 75 1st Aid) in 2d6 in game hours, he (she) will Impossible 15 1st Aid kit Heal 1d6 DMG 5 transform into a flesh eating undead! Ammo Reloads firearms 10 CRITICAL SUCCESS & FUMBLE Pack You get a FUMBLE on a natural roll of 2 and ADVICE TO GAME MASTER Gas Reloads chainsaw 6 This is a game with a lot of things to fill in. GM a CRITICAL SUCCESS on a natural roll of Grenade Deals 2d6+4 DMG 25 12. A fumble is bad and a critical success is is free to do whatever he (she) likes in order to anyone near. to make it easier or harder. The #1 rule for good. In combat you automatically miss on a fumble and automatically hit on a critical any RPG is to have fun! RELOADING RULES dealing a double damage. If you roll doubles on your roll while using a NOTE firearm (pistol, SMG, shotgun, or an assault Character concepts coming SKILLS rifle), you have to reload if you have an ammo soon! Each character starts with 1 skill. pack. If not, you may have to retreat or use Skills with * can be picked twice (twice melee weapons. Made with LARA System by means: +2 to roll instead of +1) you indicate it like this - i.e. Athlete (2), Marksman (2) EP Games