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Beyond Zombies - Chapter 1
Beyond Zombies - Chapter 1
Beyond Zombies - Chapter 1
Roleplaying Game
Core Rulebook
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Some rules mechanics are inspired by Star Wars Galaxies developed by Raph Koster, John Donham, and Cinco Barnes of Sony Online Entertainment, and Apocalypse World
developed by D. Vincent Baker.
BEYOND ZOMBIES and its respective logos are trademarks of BTD Press in the U.S.A. and other countries. This material is protected under copyright laws of the United States of
America. Any reproduction or unauthorized use of this material or network contained therein is prohibited without the express written permission of BTD Press. This product is a
work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the USA.
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TABLE OF CONTENTS
INTRODUCTION Page 5 CHAPTER 3: EQUIPMENT Page 42
Zombies! … … Page 5 Currency Page 43
What Is an RPG? Page 5 Armor Page 43
How to Use This Book Page 5 Weapons Page 44
What You Will Need Page 6 Cover Page 47
Setting Page 6 Gadgets Page 47
Sample Game Session Page 7 Shelter Page 49
The Role of the Narrator Page 10 Vehicles Page 51
A Living Story Page 10
Beyond Zombies Page 10 CHAPTER 4: COMBAT Page 52
Secrets and Intrigue Page 11 Combat Sequence Page 53
End Game Page 11 Combat Actions Page 54
Attacking and Evading Page 54
CHAPTER 1: CHARACTER CREATION Page 12 Player vs Player Page 55
Creation Outline Page 13 Exhaustion Page 55
Group Dynamics Page 14 Movement Page 55
D20 and Dice Rolling Page 14 Concealment and Cover Page 56
NPC vs Player Characters Page 16 Prone Page 56
Blessings, Curses, Boons, and Losses Page 16
Health and Will Points Page 17 CHAPTER 5: UNDEAD Page 58
Character History & Backgrounds Page 17 Origins and Behavior Page 59
Flaws Page 20 Undead Statistics Page 60
Gaining Skill Points Page 21 Shufflffllers Page 60
Runners Page 60
CHAPTER 2: SKILLS Page 22 Mutants Page 61
Skill Trees Page 23 Animals Page 61
Athletics Page 24
Charisma Page 26 CHAPTER 6: CHARACTER CODEX Page 62
Combat Page 28 Nonplayer Characters Page 63
Driving Page 30 Pregenerated Characters Page 66
Medicine Page 32
Resilience Page 34 APPENDIXES Page 82
Resources Page 36 Character Sheet Page 83
Tactics Page 38 Skill Chart Page 86
Technology Page 40
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4
INTRODUCTION
ZOMBIES! What is an RPG?
Lights flicker on a deserted street. A stray cat hisses as it runs Beyond Zombies is a tabletop roleplaying game (RPG),
for cover underneath a windowless, wrecked car. You see the which is a social game of imagination and creativity. You help
safehouse ahead, the neon bar sign glowing red in the darkness. tell a story though the actions and dialogue of a character that
Your heart races, gripping your pistol in sweaty hands. One you create. The world is yours to explore through their eyes.
bullet left. If you run, you can make it. Maybe. You kick Unlike a computer game, the only limit to what you can do
through the door and sprint down the street as fast as you can. is what you can imagine – and get away with, depending on
That’s when you hear it. Moans. Shuffling. Growling. Two your Narrator. You decide what your character says and does.
figures behind you become four. Then ten. Then fifty. They gain You also interact with other players, who help build the story
on you from behind. Soon more appear to your sides down themselves. Whereas in most games you are independent and
darkened alleys. The zombies are coming. Just as you reach often competing against other players, in an RPG they are
for the safe-house door, three of the snarling undead crash out your friends and allies. In order to survive, you must work
of the wooden frame. They have taken the bar too, and now together as a team. The Narrator keeps track of the rules,
nowhere is safe. stories and secrets – but it is the players who drive the game.
You back up, pointing your gun feebly as the zombie hoard Together the Narrator and players share laughs, screams and
surrounds you. Trembling, you raise the pistol to your head. pouts to create a rich story and a great time.
A gunshot goes off - but it is not yours. Sniper fire rains down,
and a moment later an armored truck barrels through the
street, and as the side door slides open three soldiers pour out. How to use this Book
They lay out suppressive fire, cutting down the zombie hoard. Beyond Zombies Rulebook is a set of basic rules and
As the commander checks you for injuries, the calvary rushes regulations for playing the game. Once the Narrator and
you to safety. Watching the undead fade into the distance, you players are familiar with the game mechanics and system,
nearly collapse with relief as you are saved by the living. they can play rather independently of this book – using it
only for reference. Beyond Zombies was designed with
simplicity and easiness of use in mind, without needing a
library of supplements and errata like some other RPGs.
In this book you will find rules for creating characters,
mechanics for engaging in combat and resolving situations,
and guidelines for creating and engaging in a rich story.
INTRODUCTION 5
WHAT YOU WILL NEED SETTING
Like the list of rules, the list of requirements to play this While the specific locations, time period and goals of a
game is minimal. To make the most out of your gameplay campaign are widely open to imagination, there are three
experience, it is recommended that you have the following on primary setting types for Beyond Zombies.
hand:
OUTBREAK: It was an ordinary day in the city. Suddenly
Beyond Zombies RULEBOOK: Having the rulebook the news reports on a breaking story of a disease epidemic
on hand, especially one you don’t need to share with spreading faster than imagined. The infected show disturbing
others, will help you find rules or mechanics quickly behavior and symptoms. The disease itself is resistant to any
and keep the game running smoothly. form of cure. Soon people in your town begin to disappear,
either relocating or just vanishing without a trace. As you
DICE (1D20): All dice rolls in this game use a single, stock up on provisions you realize the infected are indeed
twenty-sided die known as a d20. zombies. Some of them are friends or loved ones, even those
who have been dead for years. Can you make it to safety
CHARACTER SHEET: Your character sheet lists all of before the outbreak claims you, too?
the traits and skills your character possesses. To know
what you SHOULD do, it’s wise to keep on hand what APOCALYPSE: New York was the first to go. Then Los
you CAN do. Angeles, Paris, London, Hong Kong and every other major
city in the world. You and a handful of others have been
PENCIL & PAPER: Besides your character sheet, searching for survivors since the Outbreak, years ago. Now
it’s a good idea to keep track of important nonplayer you are outnumbered thousands to one. But through old
characters (NPC’s), items, story points and other radio communication you receive a distress call from another
information on paper in case they are needed. city. There are more survivors. Even more unbelievable,
they claim to have a cure. Can you and your pack of zombie
MINIATURE: Because combat uses a 1.5” x 1.5” square hunters reach them in time?
grid map, it’s suggested that you acquire a miniature
figure to represent your character. This can be a figure LAST HOPE: No one remembers how the Outbreak
from any appropriate game system, or toy, as long as occurred. Few even know for certain when it happened.
the base is no larger than the squares. To represent Decades ago, the zombie plague destroyed everything.
the hordes of zombies, a Narrator could also use Billions have died. Massive cities lie in ruins. Technology
nondescript army men. has been knocked back half a century. Now only pockets of
survivors remain, but the undead threat seems to be past.
OTHER PLAYERS: Fighting zombies solo is neither Now is the time to rebuild. As you dig your way out of your
fun nor advised. Bring back up. bunkers and underground cities, the elders warn you about
zombies like they were boogiemen from years gone by. Soon,
however, the scent of blood revives the dormant monsters.
Which is a worse fate – waiting to die of starvation, or risking
the safety of your aging colony in search of new life?
6 INTRODUCTION
SAMPLE GAME SESSION Dean (Samuel): You all see a man wearing plain clothing
The following is a sample of what you can expect from a and a heavy jacket, but he holds himself like a fighter. He is a
typical roleplaying game session. Feel free to skip ahead to young man, Native American with short hair. He glances at
understand the game mechanics before reading this scene. everyone and heads straight for the water bottles, stocking up
like they’re going out of style.
The stage is set. You and your friends have looked over Sabrina (Proxy): Weird. Ok, so in the back by the pizza
the game rules, created your characters, and now sit down and energy drinks is a very pretty Hispanic teen. She has a strip
to play your first game session. Your Narrator has a solid of her hair dyed blue and she’s listening to techno music on
understanding of the system and game setting, and has headsets connected to her phone.
prepared her adventure. With dice and character sheets in Maggie (Kenzi): My character isn’t actually in the store.
hand, you are ready to play! She’s in the back of a limo out in the parking lot. Kenzi has
Sitting around the table, surrounded by snacks and plastic shoulder length red hair and has like a business suit on, but
miniatures, the players listen for the introduction. Christina with a skirt. She’s only 12, but she looks like she’s very mature
is the Narrator. Dean sits beside her, playing former soldier for her age. Her bodyguard is going into the store because I
Samuel Swift Cloud. Next to him is Sabrina, practicing her asked for red M&Ms - and red ones only!
techno jargon to inject a little authenticity into her hacker Dan (Thomas): Thomas is out filling up gas into a green
character, Proxy. Across the table, young Maggie nervously Hummer. He came with Samuel. He’s a younger Asian man
makes notes on her first character - the equally young Kenzi, wearing all black clothes, but the white collar on his shirt
a spoiled governor’s daughter. Rounding out the party is Dan, indicates he’s a priest of some kind. He seems to be looking
calmly prepared to step into the holy shoes of priest Thomas around all the time, rather suspicious or jumpy.
Bonhomme. Narrator: Great. Most of you have seen each other, or at
Christina has selected a handful of miniatures she bought least noticed one other player’s character, but haven’t been
last Halloween from the local crafts store to use for the party, formally introduced yet. Before that can happens, can each of
as well as a bag of beige army men as stand-ins for future you make a Perception roll for me?
foes. The figures will not only help visualize and connect Each player rolls a d20. By default, they’re all aiming to
with the characters physically, but also speed along various roll a 10 or higher to be successful. Dan tells the Narrator that
situations during play. She places the player figures on a blank since his character is paranoid of being followed, he’s going to
grid map in the center of the table, and leaves the others use an Alertness skill he has to declare a Boon on his roll. So
hidden from view on the floor. for him, he needs to roll a 5 or better.
As Narrator, Christina doesn’t have a specific character for Dean (Samuel): Sam got a 9. So close!
herself. Instead she will stand in for the various nonplayer Sabrina (Proxy): Twenty! Like a boss.
characters the party will come across.. Maggie (Kenzi): I rolled a 17.
Dan (Thomas): Thomas rolled a 6, and he thanks God for
Narrator: It is a dark and stormy night - outside of Seattle, that Boon!
so that doesn’t seem unusual. For weeks the news has been Recalling what each rolls should mean already by the
bombarded with reports of military bases around the world description of Perception rolls, Christina nods and goes
being overrun by unknown enemies. For such a major concern, around the table explaining the results.
the details have been suspiciously slim. Still, to the world at Narrator: Samuel is a little too distracted in his haste to
large these are isolated events in far away lands, nothing that notice anything amiss, but four armed men charge into the
needs to be of concern. That’s about to change. store. They look dirty and terrified, frantically shouting to the
The four of you have pulled up to the Quick Mart along cashier “Unlock the gas pumps! Hundred dollars each! We’re
the highway for various reasons. Gas. Food. Restroom break. taking the food too.” Thomas, you see people enter the store and
Rushing in to escape the rain, you all enter the convenience feel uneasy, but can’t see anything they’re doing. Kenzi, you not
store. Why don’t you describe your characters? only notice them enter but see the beat-up old blue pickup they
arrived in.
INTRODUCTION 7
Kenzi, you have actually seen these men before. They are Narrator: Sure. Make a Coax roll for me.
college students that never quite fit in at your tech college. They Sabrina (Proxy): Proxy is a smooth talker, so I’m going
were the kind of country-raised, conspiracy-theorist, doomsday to use my Boon for the roll. And...I got an 11.
preppers that everyone made fun of. You notice that they Narrator: Excellent. Thanks to your Boon the men
aren’t concerned about money - they’re looking for provisions actually listen to you. Billy, who seems to be leading the
and survival gear only. What are you all going to do? You’re group, keeps his pistol on the cashier but speaks to you.
not in combat, but you can roll for Initiative just to keep your “We told y’all! We told y’all about the zombie ‘pocalypse
actions straight. Samuel, you’re too distracted. You can join in but you didn’t believe us. Well look who’s laughing now.”
if combat starts. Before he can explain further one of the other men, Jake,
Dean (Samuel): Alright. shouts as he looks out the window. “Runners!” The men
The other three players roll a d20 to determine their grab what they can and make a mad dash for the exit.
initiative order, rerolling any ties. Christina rolls a 10 for the Samuel, you can go ahead and roll to enter Initiative.
robbers. Dean (Samuel): Thanks. I got a 19.
Sabrina (Proxy): I rolled a 2. We’ll just say Proxy always Narrator: You can go ahead and act first them.
tried to avoid those guys and is hanging back. Dan (Thomas): I’d head outside. Do I see anything?
Maggie (Kenzi): I got a 14. Narrator: Yes. Down the highway, from the direction
Dan (Thomas): 17. of the city, you see a group of figures sprinting in your
Narrator: Alright Thomas, you go first. direction. They seem human at first - marathon runners,
Dan (Thomas): Well, Thomas doesn’t really know what’s perhaps - but as they get closer you see they run far faster
going on so he’s going to finish getting gas. I’ll head inside once than any athlete. The way they lurch and snarl definitely
finished, I guess. sends up red flags for you. There’s Thomas and a little girl
Maggie (Kenzi): You said I can see the truck? Then I’m on a cell phone.
going to use my contacts. Kenzi is going to call about their Dean (Samuel): Iroquois senses tingling. Got it. If
license plate to see where they live. it doesn’t look like I’ll have time to run the water to the
Narrator: Smart thinking! Kenzi uses the limo phone, and truck, I’ll drop it and yell to Thomas “Get the car started!”
they’ll dig up an address for you. Then I’ll move toward the girl and try to get her to safety.
Sabrina (Proxy): Well I don’t want anyone to get hurt and
since Proxy knows them, she’s going to try talking to them. Christina draws the area around the convenience store
She’ll walk up with her hands raised and say “What are you on the map, which uses squares roughly representing
doing? This is extreme, even for you guys. What’s going on?” about 5 feet. From where Samuel is standing, at the
entrance to the store, he is 7 squares away from Kenzi’s
limo. Samuel can only move 5 squares in a round.
8 INTRODUCTION
Narrator: You can see the girl talking on a phone inside the Dean (Samuel): Well, I’ve already acted this round so
vehicle, but she’s a little too far for you to reach right now. I can’t do anything else.
Dean (Samuel): Alright, I’ll run as close as I can and I’ll Dan (Thomas): My turn. Since it looks like chaos
shout for the girl to run inside. broke out, Thomas is going to try to keep the peace. Coax
Narrator: Kenzi, do you go? roll?
Maggie (Kenzi): No way! I don’t know who that crazy man Dan’s character has an ability that “Blesses” his Coax
is. He could be a terrorist. rolls. So he rolls a d20 twice and chooses the higher of
Narrator: Very well. Samuel? Coax roll. the two results. In this case he rolls a 4 and a 17.
Dean (Samuel): I don’t have anything to help me out here, Narrator: Because your roll was Blessed, Thomas
so I got a 7. That’s a miss. jumps out of the vehicle with hands raised and everyone
Maggie (Kenzi): “Daddy said never talk to strangers!” seems to calm down.
Narrator: She’s not moving. Thomas, you’re next in the Dan (Thomas): “I apologize for the show of violence
initiative order. from my colleague here, but there appears to be an army
Dan (Thomas): I’ll go ahead and start the car. Can I drive of undead this way. I suggest we head inside and we can
it yet? settle our differences there.”
Narrator: Sure. We’ll treat your Hummer as a truck for Narrator: Kenzi, it’s your turn. Your bodyguard
mechanical purposes. You can get in since you’re right next to acts at the same time you do. Since Thomas’ roll was
it, and move wherever you can. successful, you are more willing to go with him this time.
Dan (Thomas): Thomas would pull up beside Sam. Maggie (Kenzi): Alright, fine. I want to go with the
Narrator: Done. Kenzi? bodyguard though.
Maggie (Kenzi): I’m rolling up the window and locking the Dean (Samuel): Yeah, I’ll let her run to him.
door. Narrator: Samuel releases Kenzi, who abruptly elbows
Dean (Samuel): Dang it, Kenzi! him in the stomach before running to her guard. To move
Maggie (Kenzi): Stranger danger! things along, I’ll say everyone can safely make it inside
Narrator: Proxy? the convenience store before the zombies arrive. We’ll
Sabrina (Proxy): So those guys are gone now? Can I see keep the Initiative the way it is, and I’ll roll to add the
anything on the store’s monitors? zombies into the order. Get ready for your first zombie
Narrator: Actually, yes. You can see the runners - very fast fight!
moving zombies. They’re coming your way. The cashier ran into
the back room to report the robbery. The rest of the scene continues, beginning with
Sabrina (Proxy): Proxy isn’t armed or anything, so I’m the arrival of the zombies. Christina describes the
going to run behind the counter and look for something. archetypal horde descending on the surrounded
Narrator: Sure. We’ll say you found a crowbar. building. Fortunately the fledgling party comes
Sabrina (Proxy): Sweet! together, using their skills ranging from combat to
Narrator: Samuel, back to you. New round. engineering to emerge victorious. Once the dust
Dean (Samuel): I’m going to try to break the window and settles the group becomes keenly aware than a zombie
grab the stubborn little girl. outbreak has occurred. They band together for survival
Narrator: We’ll say that’s a Stunt roll. Go for it. and head off in search of answers.
Dean (Samuel): I rolled a 17!
Maggie (Kenzi): Uh oh.
Narrator: Samuel rushes over and draws his pistol,
smashing the window with the handle. The little girl inside
screams as the man pulls her flailing body out of the vehicle.
Right about that time the bodyguard happens to exit. He draws
a gun of his own, yelling “Put her down!”
INTRODUCTION 9
THE ROLE OF THE NARRATOR Part and parcel with player choices are repercussions,
Behind the excitement of the players and their characters including the game-world results of player decisions. If a
is the Narrator. As Narrator, if that is your role, you are the party returns to a city they decided wasn’t worth protecting,
storyteller and game master, the referee and scribe, creator have that city become overrun by zombies. Let them see
of worlds dark and terrible, secret puppeteer of the pious, familiar places and how they change, the lives of familiar
master of militaries, and hidden guardian of the innocent. non-player characters affected or even ended, or important
Your primary role as Narrator, as the title would suggest, resources now compromised. Often it is dire consequences
is creating and presenting missions and adventures in that have a more lasting impact on player psyche than forced
which the other players can play their heroes. This generally decisions.
requires a good amount of preparation time to develop and As important as change and flexibility are to narrating,
rehearse your stories. It is one thing to know the locations consistency is also a good baseline for players to follow.
and important names your players will encounter - which is When the heroes go back to a survivalist camp for supplies,
a great start. It is quite another to have that assembled world they should encounter some of the same characters they had
at a moment’s recall, able to improvise on the spot when met before. They may soon learn the camp leader’s name –
your players’ actions through a wrench into your carefully and the leader will remember them as well. Even in a world
laid plans. T his will come with time and practice. Don’t be of darkness and decay, having a reliable set of faces or place
intimidated, especially as you build an in game history with they can feel safe can be invaluable to player morale.
your friends, this will become easier. Players may be the stars, A skillful Narrator will make the players feel challenged
but you are the director. and present a real threat of death to the characters while still
Often times it falls on the Narrator to teach newcomers allowing players to feel their characters are effective.
how to play the game. Rather than treat it as a burden,
however, consider it a two-fold opportunity. On the one
hand, you get to introduce a beginner into the exciting BEYOND ZOMBIES
and challenging world of tabletop gaming. Through their One the most fundamental elements about Beyond Zombies
enthusiasm may be tinged with uncertainty or nervousness, is that it’s not just about the undead. From the skills to the
you can start them on a long and unpredictable path. One the equipment to the narrative itself, the game is designed with
other, you get to explore your own imagination and expand the human element in mind. In any catastrophic or post-
the boundaries of your creativity. Players who are guided by apocalyptic scenario, it is the human dynamic that makes
a good Narrator are more likely to stick around for the long the story interesting. Living non-player characters, whether
haul, and therefore become more enjoyable and interactive friend or foe, make lasting impacts and relatable faces. Below
for you as a Narrator. are a few examples of individuals and groups that can help or
hinder your players, as well as flesh out a world just waiting
to be explored.
A LIVING STORY
Though your job as Narrator is to describe the story and • Civilians: Ordinary people thrust into extraordinary
act out the parts of the non-player characters the party will circumstances, civilians will often need to be protected
encounter, it is important not to become a steel-fisted tyrant. or rescued by brave heroes.
The players are just as integral to shaping the story as you • Criminals: Even before the apocalypse there were those
are. Though you should strive to keep them on track, it is who preyed on others. From escaped inmates to wanted
a valuable skill to be able to adapt and adjust the campaign felons, they can be an unpredictable and numerous lot.
story around their decisions. Embrace the odd decisions or • Government: Both entrusted and untrusted by the
random choices, the player who builds a mechanically-inept people at large, the seemingly omnipotent government
character so they can have more fun in their choices, the provides a vast network of information – or make that
group which needs a slight push to keep them motivated. info disappear.
10 INTRODUCTION
• Military: Whether a government military force or an Beyond the stereotypical arenas of politics and scientific
independent militia, these trained soldiers make deadly research, Beyond Zombies also focuses heavily on the
combatants. action of spies. Agents infiltrate military organizations to
• Police: Trying to serve and protect while the world steal classified records. Moles hide within the halls of power
falls apart can either forge valiant heroes or frantic to relay information back to their controllers. Turncoats
antagonists. and saboteurs wreak havoc in factories and laboratories,
• Survivors: Desperate for food and water, even the most uncovering or sabotaging research that could have caused
good-hearted civilian can take drastic action to protect the zombie outbreak in the first place. Each character
themselves and their loved ones. involved in a Beyond Zombies campaign has his or her own
motivations, adding additional layers of complication and
conflict to a scenario and making a great adventure.
SECRETS AND INTRIGUE
The world of Beyond Zombies and the myriad of people
in it are bound together in an intricate web of deception END GAME
and intrigue. Things are rarely point and shoot. Seemingly Even before you begin your campaign, it is very important
obvious villains could simply be despairing leaders of ragged to have an end game in mind. If you start of strong but start
survivors. Kind-hearted friends could turn on the players to improvise, you could find yourself painted into a corner.
when the situation looks dismal. By the time the first undead You should start your campaign with a solid description of
rises and walks among us, the strings of secrecy begin to tie the setting, the world, and the stakes. While definitely players
together. A plot might be as benign as a mayor’s reelection have a hand in shaping the direction of the campaign it is up
campaign or as overt as a government hit to eliminate to you, the Narrator, to ensure there is a definitive beginning
witnesses. A hero may owe a favor or report to superiors and ending to your grand adventure.
and in turn hand over control, or wield that control over There are no coincidences in a well-planned campaign.
others. Because of this underlying current, a Beyond Zombies Every NPC encounter, every mission, every seemingly
campaign can quickly move from small to planetary scale, random discovery, should all fit into the purpose of the
depending on how involved and wide-you want to make campaign. This is where the end game becomes so important.
the campaign. Even a small town can have a corrupt mayor, Slight hints dropped throughout the game, or bits of evidence
secret-stealing Sheriff, gossip-spreading shop owner, or discovered, should tie into the underlying story and lead to a
paranoid group of recluses. specific finale. Just how the players get there, however, can be
In a Beyond Zombies campaign, deception and lies delightfully unpredictable.
are vital. As the heroes progress through encounters and
missions, each conclusion brings with it a number of
additional questions to be answered, providing motivation The CORE Rule
for even more ventures. Heroes peel back the veneer that
surrounds the forces of society, revealing hidden secrets, The most important thing to
old rivalries, and insidious plots that threaten to shift power emphasize for any Beyond
in massive and dangerous ways. In turn, the heroes’ goals
should influence the world around them. Over time, the campaign is the Core Rule:
heroes might begin to question the truth of the facade Every player character has a
presented before them. Allies might turn out to be opponents purpose . There are no background
and vice versa. The motives of even the most altruistic group
or individual can become misguided, while the actions of the
characters in a party.
enemy might, in fact, hold a noble purpose.
INTRODUCTION 11
Chapter 1: Character Creation
12
CREATION OUTLINE
It is recommended you read Chapters 1-4 before utilizing
this character creation outline. Make a copy of the character
sheet from the rear Appendix of this book, or print one from
online, to use as a record for your character and reference
through this outline.
1. BASIC STATISTICS
Starting player characters have the following basic statistics,
unless and until built upon by Skills, Backgrounds, and other
benefits:
Health Points 20
Will Points 20
Speed 5 Squares
Carrying Capacity 8
Food Requirement 2 Units per Day
2. CHOOSE A BACKGROUND
Every character has a history, and yours determines
their starting skills and proficiencies. Choose one of 13
Backgrounds: Celebrity, Civilian, Doctor, Government Agent,
Farmer, Infiltrator, Inmate, Leader, Nomad, Priest, Soldier,
Survivor, or Technician.
Backgrounds grant a package of three predetermined
Skills, except for the Civilian background - which grants any
two of your choice.
3. CONSIDER FLAWS
Though optional, Flaws provide not only provide a character
with very human quirks and flair, but provide a player with
additional Skill Points. Choose up to two of the following
Flaws: Bad Luck, Beacon, Child, Death Wish, Easily
Distracted, Frail, Glass Jaw, Glutton, Infected, Loved One,
Not a People Person, Pacifist, Phobia, Tech Challenged,
Under Contract, Visually Impaired, and Weak Constitution.
INMATE: At some point in your life, or most of it, you ran SOLDIER: You were born a fighter. Whether you were drafted
afoul of the law. Your time in prison hardened your mind or voluntarily enlisted, the military fostered that instinct and
and toughened your body. It takes a lot to shake you, and you built you into a war machine. You could be a rookie recruit,
couldn’t care less how concerned or uncomfortable others your basic training cut short be an invasion for which no one
are in your presence. Now that you’re out, you’re determined had prepared you. You might be an aged veteran, picking up
never to go back – even if it means silencing those who might weapons that have collected dust for decades. Perhaps you
turn you in. aren’t even a member of the armed forces, instead a self-
BONUS SKILLS: Athletics (Strength), Resilience taught roughneck with an itchy trigger finger. One thing is
(Toughness), Tactics (Willpower) certain, you know how to fight.
BONUS SKILLS: Combat (Any Three)
LEADER: In any stressful situation, you find that others flock
to your banner. You have a way with words that comforts SURVIVOR: They all laughed at you. The crazy, gun-toting,
others and a knack for social organization. Perhaps you paranoid whack-job living along out in the woods. Well,
were an office manager of a large company. Maybe you were who’s laughing now? You tried to warn them, and they
a college teacher, known for turning at-risk students into ignored you. Now you fight against the doomsday you’ve
promising graduates with sheer persistence. Whatever your been prepping for all these years. Through wit and rugged
history, people are your resource – and survival. ingenuity, you managed to create a haven of your own.
BONUS SKILLS: Charisma (Leadership), Resources BONUS SKILLS: Combat (Rifles), Resilience (Toughness),
(Contacts), Tactics (Maneuvers) Resources (Armory)
NOMAD: If Zombies are running to the left, you’re running to TECHNICIAN: Mechanics. Engineers. Electricians. Those who
the right. Let others lock themselves into their own coffins were adept with the technology of the modern era have found
if they want, but the undead are coming – and you won’t be their skills both rarely used and desperately needed in the
there when they do. You’ve been on the move for as long as post-apocalypse. Vehicles still need to drive. Weapons and
you can remember, either because you love the open road or gear need to be repaired. Holes in shelters need to be patched
because it’s the only safety you know. up. When the world starts breaking down around you, it’s up
BONUS SKILLS: Athletics (Speed), Driving (Light), Tactics to you to keep it running.
(Awareness) BONUS SKILLS: Technology (Craft), Technology (Modify),
Technology (Repair)