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BOOK CONTENTS

GamExsploitation . . 2 The Infected . . . . . . 36


Survivors . . . . . . . . 7 Gory Details . . . . . . 42
Occupations . . . . . . 10 Infection & Death . . 45
Terrible Crash . . . . 13 Mental Strain . . . . . 47

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Equipment . . . . . . . 17 Scavenging & Crafting 51

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An Infested Island . 21 Rescue Checks . . . . . 57
Island Locations . . 23 Storytelling . . . . . 58
Island Dangers . . . .29 Solo Play . . . . . . . . 62
Infection Source . . 31 Character Sheet . . . 63
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GamExsploitation
GamExsploitation is a series of roleplaying game
zines based on and compatible with the Dungeon
Crawl Classics/Mutant Crawl Classics roleplaying
games system put out by Goodman Games. Each entry
in this zine series acts as a stand-alone game
meant for super simplistic and fast
“pick-up-and-go” gameplay. You should be able to

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make characters and get playing all in under an
hour.

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Each entry in the zine series will focus on a
different inspiration from horror, scifi, and
exploitation cinema from the 60s, 70s, or 80s.
This book focuses on Italian zombie cinema from
the late 70s and early 80s.
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Using This Text:

You can either use this zine on its own or pair it


with either Dungeon Crawl Classics core rulebook
or the Mutant Crawl Classics core
rulebook--dropping your characters from those
games into this zombie-infested world. If using
this game on its own, it is recommended you still

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have at least the Dungeon Crawl Classics
Quickstart rules for reference--especially for
access to the Crit and Fumbles tables for player

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characters.

Still, this book acts on its own as a really easy


one-shot style roleplaying experience. Much of
the game is based more in mood, atmosphere, and
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storytelling. Many of the rules act more as ideas
and inspiration for your horrific survival story
rather than a hard-and-fast textbook manual.
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Roleplaying Basics:

If you are using the zine on its own or with just


the Quickstart rules, here is a super-fast
gameplay overview of some of the DCC mechanics.
In this game, you have Ability Scores. Each score
offers you a modifier. Whenever you need to
attempt any task in the game such as running from
a zombie, attacking a zombie, climbing a tree,

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jumping from a waterfall, etc. the Game Master
will ask you to roll a D20 and add/subtract your
ability modifier. If the total roll is equal to or

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higher than the target number decided by the Game
Master, you succeed. If the roll is lower, you fail
and bad stuff happens. In a generic open-ended
situation, the Game Master will decide how
difficult the task is and choose a target number.
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Here is a soft guideline for difficulties.
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Suggested Target Difficulty Levels

Easy 5+ Difficult 15+

10+ 20+
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Moderate Hard
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Combat Basics:

When you enter a confrontation with an enemy or


monster in the game, you begin a combat encounter.
First, you must see how brave you are with a
Bravery Roll (Bravery is specific to this zine). If
you fail your Bravery roll, the enemy gets one
free attack upon you before combat begins (As you
are caught unprepared). If you pass, you get a free

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attack on the enemy before combat begins.

Once bravery has been completed all encounter

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participants must make a Speed (initiative) check.
Whoever rolls higher goes first in each round of
combat.

When it is your turn to act, you can take one


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action (usually an attack) and move/reposition
yourself within the field of battle. Actions may
also include switching weapons, interacting with
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an object or door, using a medical item, standing
up if knocked down, etc.

When attacking you will choose a weapon and roll


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a D20. Add your BODY modifier. You are trying to


roll equal or higher than the target enemy’s Armor
Class (AC). If you pass, roll for damage and apply it
to the enemy’s health.
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When an enemy attacks, they will do the same thing


but instead they are trying to score against your
AC. If they hit you, you take damage and lose
health.

For more detailed descriptions of gameplay


mechanics, refer to the DCC rulebook, MCC
rulebook, or the DCC quickstart book.

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Survivors

You just wanted a nice


getaway vacation
with you and your
friends. However,
when the small puddle
hopper plane you were

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riding in hits a freak
tropical storm and

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forces you and your
party to land on a
secluded island
beach--the horrors
have just begun. It
seems this forgotten
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island once was home
to a horrific
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accident that
unleashed a lethal
undead virus.
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Scores: Your
survivor has a few
basic ability scores
to use for their
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survival on the
island. For each one
roll 5D6. Discard the
lowest result and the
highest result. Add
the rest of the dice
results together for
your score. Then
check the modifier table on the following page to
see what modifier that score offers you.

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Abilities:

Your Survivor’s Ability Scores are as follows.

Body - Speed, Strength, Combat Attacks

Resistance - Physical Endurance, Viral Immunity

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Bravery - Fearlessness, Will, Leadership

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Investigation - Memory, Perceptiveness, Research

Survival - Luck, Fortune, High Stakes

Survival can be spent to add a bonus to any roll.


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For instance, spend 2 points of Survival to add +2.
A reduced Survival score does not change the
ability modifier. Survival Points are regained by
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resting or at the Game Master’s discretion.
However, if Survival reaches 0, you must take on
an “Insanity” (See page 47).
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Ability Modifiers

SCORE MOD SCORE MOD


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3 -3 16-17 +2
4-5 -2 18-19 +3
6-8 -1 20-21 +4
9-12 None 22-23 +5
13-15 +1 24 +6

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