Juan Ignacio Rodriguez (Order #11233541)

Juan Ignacio Rodriguez (Order #11233541) Welcome to Mortiston, USA Population: All Dead

A Zombie Apocalypse for multiple systems

A very special thank you to all the Mortiston Kickstarter backers.

"Doc"" Metzger", Amber Floyd, Andrew Beirne, Anthony A Davenport, Brad Vest, Brett Easterbrook, Chad 'Skrymir' Hughes, Courtney Dingles, David Crowell, David G. Harriss, David Terhune, Dirty Johnny, Drew C. Releford, Ed Kowalczewski, Eddie Conrardy, Edward Zylowski, Eloy Lasanta, James E. Deykes, James Gabrielsen, Jamison Zellers, Jeanette Starks, John D. Kennedy, Kevin Donovan, Louis Luangkesorn, Lt. Robert Adams, Lucas Murphy, Mark Hassman, Matthew McFarland, Matthew Wasiak, "Max ""Snake"" Savage", Michael Russell, Morgaine Fey, "Paul ""The Cigar Man"" Cooper", Picot deBoisfeuillet, Rafe Ball, Rhys Haig, Rick Arnold, Rick Rambo, Rob Wolfthulhu, Roberta Miller, Ryan Beyer Marsh, Sam Wong, Sara Miller, Sarah Dee, Shawn Beatty (KingZombie.com), Stacey Kaczmarek, Tarl Gallicchio, Thomas K. Putney, Thomas Krømke, Tim walker, Todd Michael David, Wes & Sherry Gassaway, and Will Howard.

Thank you for helping to get this to print from the bottom of our heart.

Juan Ignacio Rodriguez (Order #11233541) Welcome to Mortiston, USA Population: All Dead

A Zombie Apocalypse for multiple systems

Author: Mark Cookman Art, cartography, and layout: James Miller Editors: Aaron T. Huss and Angela Miller Proofreaders: Sheril Cookman, Joe Alfano and Jonathan Hollyfield Play testers: Johnathan Cookman, Sheril Cookman, Adrian Floyd, Rhoda Floyd, James "Mr. Punchy" Karr, Jason Lamb, Ryan Marsh, Jason Musial, Charles Starks, Valerie Starks and Austin VanHout, and Richard "Big E" Edwards. Thank you, one and all.

www.mortiston.com www.scryingeye.com © 2012 Scrying Eye Games. Mortiston, USA copyright and trademark owned by James Miller. All rights reserved. Scrying Eye Games logo and trademark owned by James Miller. All Rights reserved.

LEGALESE This work is protected under the copyright laws of the United States of America COPYRIGHT 2012 If this product is purchased in PDF format, then permission granted to print for non-commercial personal use only.

This publication may use the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and are intended for entertainment purposes only. This book may contain mature content. Reader discretion is advised. It ain’t real, guys. Get over it.

The scanning, uploading, and/or distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated.

The Kickstater “Lords of the Burn” "Doc" Metzger", Amber Floyd, Andrew Beirne, Brad Vest, Brett Easterbrook, Drew C. Releford, Eddie Conrardy, Edward Zylowski, Lt. Robert Adams, Mark Hassman, Matthew Wasiak, Michael Russell, Picot deBoisfeuillet, Rick Arnold, Rick Rambo, Rob Wolfthulhu, Roberta Miller, Sam Wong, Sara Miller, Shawn Beatty, and Todd Michael David.

Special Thanks From Mark First, I want to thank my wife, Sheril Cookman. Without her belief, support and help at every step along the way, I am sure that this book would have never come to be. Second, I want to thank James Miller and everyone at Scrying Eye Games for believing in me and giving me the opportunity to bring this book from the dark recesses of my mind to the printed text that you are now reading. Third, I want to thank a whole hoard of folks who inspired me and helped to make this book possible even if they did not know they were contributing. ; ) This is a long list and I must apologize in advance to those folks that I have inadvertently forgotten to include. Thanks go to the late Forrest J. Ackerman, George Romero, , Max Brooks, Robert Kirkland, Charlie Adlard, , KC Weyland, Scott Killander, Brian S. Roe, Jason C. Hill, Jeremiah Lee, Chris Fee, Max Holliday, John Kloepfer, Stan Swanson, Todd Sanders, Chris Hanson, Nick Hayes, FNH, intrepideddie, kurthl33t and so many more inspiring people that I couldn’t begin to thank them all individually. Thanks to you all.

Special Thanks From James Oh, geez, where do I start? My true backers: my wife, Angela; my mom, Sara Miller; my mother-in-law, Diane Turczynski. Your patience, understanding, and not shooting me even though you know where the ammo was truly amazing in itself. Also, Aaron T. Huss from www.roleplayerschronicle.com, for picking up the editing job when we needed you the most. For the inspiration for it all, I’d like to add to the list above Bruce Campbell, Lloyd Kaufman and all the other zombie movies both good and bad I’ve seen over the years. Also, a big thanks to imageNATION at Renderosity.com for the great zombie model that graces our cover. Special thanks also the guys at Hunter Books and Apparel who created Outbreak: Undead, who gave inspiration to push this forward. Thanks!

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Juan Ignacio Rodriguez (Order #11233541) 1 Welcome to Mortiston, USA Population: All Dead

A Zombie Apocalypse for multiple systems

Table of Contents

Cover i Player’s Map ii A Special Thanks to the Mortiston Kickstarter Backers iii Credits 1 Table of Contents and Licenses 2 Map of Mortiston, USA 3 Welcome to Mortiston, USA! A Primer 4 The Beginning of the End: The Timeline of Z-Day 6 The Personalities of Mortiston 10 Places of Interest in Mortiston 30 The Factions of Mortiston 60 Post Z-Day Timeline of Mortiston 62 Behind the Veil: Gamemaster’s Notes 64 Maps: Area of Effect of Nuke and Firestorm Damage 69 WWMD: What Will Michael Do 70 Illustration: Night Duty 72 Mortiston: Where do we go next? 73 Advertisements 74

Licensing for all the wonderful systems we’ve included

License info: Outbreak: Undead (www.outbreakundead.com) This game references the Outbreak Undead game system by Hunter Books and Apparel. The terms "Outbreak: Undead", "Risk", “Stronghold” and "Outbreak Level (OL)" © 2012, Hunters Books and Apparel, All Rights Reserved. Used with permission.

License info: Outbreak: Savage Worlds (ww.peginc.com) This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

License info: The Modern Path for Pathfinder (www.gameroomcreations.com) This game references The Modern Path rules for Pathfinder, available from Game Room Creations. The Modern Path and all associated logos and trademarks are copyrights of Game Room Creations. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

License info: Pathfinder RPG (www.paizo.com) Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

License info: Rotworld (www.goblinoidgames.com) This product refers to ROTWORLDTM and/or TIMEMASTERTM, games within the Pacesetter SystemTM family of games found at www.goblinoidgames.com. ROTWORLDTM, TIMEMASTERTM, Pacesetter SystemTM, and associated text, logos, and trademarks are owned by Daniel Proctor. Used with permission.

License info: Hero Lab (http://www.wolflair.com) Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Contents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizard of the Coast, Inc. and is used with permission. Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.

License info: Apocalypse Prevention, Inc. (www. http://thirdeyegames.net) This game use the Dynamic Gaming System (DGS), available from Third Eye Games at www.thirdeyegames.net. The DGS and all associated logos and trademarks are copyrights of Third Eye Games. Used with permission. Third Eye Games makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

Juan Ignacio Rodriguez (Order #11233541) 2

Juan Ignacio Rodriguez (Order #11233541) 3 Welcome to Mortiston, USA! A Primer

“You are listening to KZED, 93.9 on your FM dial. I’m DJ Grant Jazzy broadcasting from the top of the KZED radio tower. I’m your eyes on the outside so you don’t have to be.

I’m about to play some “Click Click, Boom” to get our day started right, but first it is time for the morning report.

The firestorm continues to rage north of I-32. I can still see the safety lights around the Observatory, so everyone there should be OK. Unfortunately, I can still see no safe way for anyone to get there, but that means the walkers can’t get there either and that’s great news for our kids.

On a darker note, I can see a large horde of the dead ones moving down Main Street near the library, so you will probably want to give that area a miss today if you are out and about.

Finally, some shout outs. Remember, if you can hear my voice,

light a beacon on the roof of the building you are in and I will add you to our Circle of Light. Last night I spotted lights. . .” What caused the Zombie Apocalypse?

What is this? Why are you asking me that?!? You are the GM. Seriously though; the above question is addressed at the end in GM Welcome to Mortiston, USA is a generic zombie apocalypse Notes. However, we wanted to keep Welcome to Mortiston, setting for multiple licensed RPG’s. Those licenses include USA as generic as possible. Thus, the GM can decide how the Outbreak: Undead, Savage Worlds, The Modern Path for zombies got on the scene and everything else about them or the Pathfinder, and OGL Modern. Inside this book you will find 29 GM can accept one of the many stories provided as a “zombie detailed locations of interest with people to meet, items to genesis” idea. As you’ll find out soon enough, there are enough scavenge and monsters to kill. But that is far from all; 19 living problems in Mortiston and zombies are just another issue to add characters are also detailed with motivations, desires, back-story, icing to the post-apocalypse cake. items and statistics in all the systems. These characters are not just survivors; some of them are also the major players in the Seriously? Your answer is “I don’t know”? eight factions vying for control of the shattered town. Finally, this book tells a sad story of death and decay spanning 191 days. I didn’t say that. I said the GM should decide everything about The changes to the characters and locations during those 191 the zombies. However, the (still living) residents of Mortiston, days are annotated in the individual entries so that each USA have some theories about where the zeds came from. Here character and location is modified by the changes that occur are some of the most popular ones: during the story. So, Welcome to Mortiston, USA is a 4- dimensional RPG supplement that provides not only people, The military train that was derailed on the morning of Z-Day was places and things, but also how time affects them. Mortiston carrying some failed government experiment that escaped or needs heroes and if those heroes can’t step up, then in 191 days caused the outbreak. only the dead and the damned will walk the streets. The radiation from the suitcase nuke combined with the How can I use it? chemicals released when the shock wave ruptured the Romero Chemical Tank Farm form a zombie cocktail. The weather just Welcome to Mortiston, USA can be used as an overall spread it around to everyone. campaign setting. Individual locations or characters can be used to add to your own campaign setting. The story and the timeline There are members of the Exalted Order of the Secrets of the of Mortiston, USA also provide ample scenario ideas for one- Golden Dawn among the citizenry of Mortiston, USA. Those time games. The generic nature of the supplement allows Game damn cultists are always up to no good; it’s probably their doing Masters the freedom to pick and choose what they will use and somehow. how they will use it. The Grand Opening of the Regina Observatory and Skate Park What year is this set in? was scheduled to coincide with the arrival of comet C/1984 X1, which was previously thought to be a non-periodic comet. Welcome to Mortiston, USA is a modern, post-apocalypse Somehow the comet caused it all. setting. As it is written, it must be set in the 21st century (or later) if the setting is Earth. If you are using the product in a Sci-Fi The people of the Blackhorse Indian Reservation have been setting, like Mongoose Traveller or Chaos 6010, then the Tech protesting the actions of both the Mortiston City Council in Level should be equal to or greater than our current "modern regards to the burial mounds that have been incorporated into day" level. the (relatively) new Sundowner Park and Tyler Logging Service (TLS, Inc.) for the overaggressive logging of the area. Many of

Juan Ignacio Rodriguez (Order #11233541) 4 those who do not like the Native Americans claim they are Hold on, you didn’t mention radiation. Isn’t that a somehow responsible. problem, too?

There is only one person left alive that has any real clue where Yes it is and a really bad one at that, but I didn’t mention it the zombies came from, but he doesn’t know who attacked before for two reasons. First, because the radiation in the area is Mortiston, or why. The real story is in GM Notes, but for now, just not as bad as you might think as the nuclear blast was both small keep reading. and on the ground. The –eight to twelve city blocks of Mortiston around the epicenter of the blast are heavily irradiated. Towards What happened on Z-Day? the southern outer ring of this area, it is difficult, if not impossible, to tell that one has entered an irradiated area without a Geiger Everything is detailed in the upcoming timeline of events, but in counter; the buildings and items remain intact and scavenge- brief: a “terrorist” drives a truck full of cheap, low-tech improvised able. Taking items from this area brings radiation sickness down explosives in front of the deserted Mortiston All School. Inclement on the group until they purge themselves of the tainted items. weather arrives, hampering the fire fighters; but soon the rain There is only one detailed location in this book that falls within falls and the fire becomes controllable. a few hours, this area: McClellan’s SuperPawn. I leave it to the GM to provide coincidentally while a military train is moving through Mortiston, a tempting irradiated items or not. second explosion occurs. This is the detonation of a professionally built suitcase nuke concealed within the truck. Second, because the widespread radiation sickness from the Although the yield of this atomic device is very small, it is enough blast does NOT cross the river, all of the people on Delemorte to completely vaporize four city blocks and destroy most of the Island and in the Gaiten district are hale and hearty unless they town with a firestorm that lasts for five days. come into irradiated areas. This and the fact that those areas do not lose power during the first few days and have always been Who made the suitcase nuke and why did they attack the richer, more exclusive sections of town, will lead to a great Mortiston? animosity between the various factions.

The PC’s may never know that. The who and the why are left for Earlier, you said the radiation ties in with the the GM to reveal. It is likely, given the events that follow this zombies? How exactly? disaster, the truth behind what really happened will never be known. The symptoms of radiation sickness are nausea and vomiting, bleeding from the mouth and nose, bloody vomit and/or diarrhea, If the zombies are just “icing”, what are the real radiation burns, inability to heal wounds, seizures and tremors, problems in Mortiston? as well as hair loss. These are exactly the same symptoms that the zombie virus has in its incubation period in a bitten host. There are three major, long-term problems the people of Thus, initially, no one is able to tell whether someone is infected Mortiston must overcome after Z-day, in addition to the zombies. with the zombie virus or if they just have radiation sickness. Each day these problems (or the results of them) get worse. If Understand that a low-level of radiation sickness is common for anyone hopes to survive, they have to overcome the lasting most everyone north of the river. Player characters and NPC’s effects of fire and famine, as well as find a way to deal with the with medical skills may be able to determine an easy way to tell various factions and their plans and activities. the difference once they have time to study the zombie virus characteristics, at the GM’s discretion of course. For the first five days after Z-Day, most of Mortiston is in flames. Much is destroyed; many lose their lives. As a result, for the first Most of the people in Mortiston contract radiation sickness in the 45 days, most of Mortiston is hazy, foggy or severely overcast first few days after Z-day. Initially the PC’s should not know what due to the fires. The firestorm that rages through the north side of vectors the zombie virus can use to infect its host, that is whether town does not completely burn out in five days. For days there the virus is transmitted by airborne, waterborne, insects or are hot spots waiting to flair up. asymptomatic carriers. The fact that everyone looks like they have the same illness and does NOT turn into a zombie makes As a result of both the loss of interstate trucking and the long- some people (mistakenly) believe they are immune to the virus. burning fires, there is very little food in Mortiston. Within 60 days most of the available “processed” food in the area is gone, either OK. I’m ready for the Z-Day timeline now. by consumption or by spoilage and loss. There are a few farms along the river, but all of them are looted out long before anyone The next four pages detail some of the events that occur in begins to work the land again. In the end, famine is the biggest Mortiston on Z-Day. It is provided both as a potential starting killer. point for your game and as NPC background to better understand Mortiston and its factions. Potentially the biggest problem in Mortiston is the conflict caused by the eight factions vying for control of the available resources. People complicate everything and desperate people with weapons only make it worse. Those eight factions are detailed in the GM Notes.

Juan Ignacio Rodriguez (Order #11233541) 5 The Beginning of the End: The Timeline of Z-Day

Welcome to Mortison, USA is designed around the idea that the players have their own adventures during Z-Day. Below is the timeline of events for all the major NPC’s. How much the PC’s interact with them is left up to you, the GM. Remember that any changes that occur in this section may significantly change the storyline further down the line.

12:00 AM: The National Weather Service update puts Mortiston and the surrounding counties on Storm Warning status due to a band of heavy thunderstorms with the potential for hail and tornadoes. 5:00 AM: School Board President Scott Hale does not cancel schools due to the Grand Opening of Regina Observatory and Skate Park. 5:03 AM: Day begins sunny and bright with dark clouds on the horizon. The rising sun is blood red. The Tribal Elders point to the blood sunrise as proof of their righteousness in forbidding the tribe’s children from going to school. 7:00 - 8:00 AM: Kids get to school and then go to the opening of the Regina Observatory and Skate Park. 8:00 AM: National Guard Commander Colonel Nick Steele receives orders from the State Adjutant General to secure the rail line through Mortiston so the 9908 Silver-Zephyr train can safely pass through the town at 12:03 PM. 9:00 AM: Colonel Steele completes his paperwork for the operation and begins a call-in for National Guard troopers assigned to Fort Robert J. Quinn. 10:00 AM: The Opening of the Observatory and Park goes on without incident. Kids enjoy the outside park area. 11:00 AM: Terrorist drives pickup truck bomb into the deserted Mortiston All School. KGON News team returning from reporting on the Skate Park opening witnesses the first explosion. 11:00 AM: Col. Nick Steele feels first explosion and sends two troopers to investigate and report back. 11:10 AM: National Guard troopers report fire at Mortiston All School to Fire Department and Col. Steele, then return to Fort Robert J. Quinn. 11:10 AM: Fire Department called; Sheriff called by KGON News team. KGON begins broadcasting live from the scene of the breaking news story. 11:12 AM: Sheriff Anderson tells his deputies to secure the children at the Observatory while he investigates the fire. 11:15 AM: Sheriff Anderson arrives on scene. 11:20 AM: Fire Department arrives on scene and begins fighting the fire. Wind from the coming storms whip at the fire and make it harder to fight. Fire Chief calls for Reserve Fire Companies to join the fight. 11:20 AM: KGON Traffic helicopter receives orders to take off and do aerial camera shots of the fire. 11:36 AM: Colonel Steele completes the muster inspection and begins to brief his troopers on the 9908 Silver-Zephyr train and their role in securing its progress through the town. 11:37 AM: Firemen discover a potential suitcase bomb inside the pickup truck. They back away and notify the Fire Chief. 11:38 AM: Fire Chief Wilshire notifies Sheriff Anderson and the State Police of a potential bomb at the All School. 11:38 AM: Reserve Fire companies and Volunteer Units arrive on scene and begin fighting the fire. 11:40 AM: Sheriff Anderson and Fire Chief Wilshire agree that the National Guard should be notified. 11:40 AM: Sheriff Anderson calls Colonel Steele to explain the

Juan Ignacio Rodriguez (Order #11233541) 6 potential bomb situation. Col. Steele assigns the post command a sonic boom or a loud crash of thunder. Power does not go out, to Capt. Niccotero and rolls out with the Guard unit to the scene but the ability to take credit cards does. of the fire. 12:03 PM: Andy Bearstalker definitely hears and feels the 11:50 AM: Nurse Rebecca drops Coach Leroy off at VFW Post explosion. Andy’s Hunting Emporium lies just outside the 100168 and runs across the street to Foster’s Pharmacy to pick damage radius from the tiny nuke’s blast wave. Power goes out up some items for the retirement home. and the ground shakes. Andy starts to go outside to investigate 11:52 AM: The National Guard arrives at the Mortiston All School the blast, but once he sees the weather he gets everyone to and begins to create a two block cordon around the scene. hunker down and wait out the storm. 11:53 AM: National Guard troops hold the 9908 Silver-Zephyr 12:03 PM: DJ Grant Jazzy is walking across the parking lot at train from Arizona, carrying the remnants of Project Omega to KZED Radio when the bomb goes off. He misses the flash, but storage, about one mile outside Mortiston until they receive the turns to see the mushroom cloud develop miles away in the all clear code. valley below. First, he runs to his van and gets his pistol and then 11:53 AM: Coach Leroy calls Sheriff Anderson on his cell phone he runs to the broadcast studio with “breaking news”. from the parking lot of the VFW Local 100168, to report bikers 12:03 PM: Fred the Surveyor is faced the wrong way and from the Pythons motorcycle club are going to rob Fosters concentrating on his work when the bomb goes off. He barely Pharmacy. Sheriff Anderson goes to check out the call himself in notices the thunder-like blast, concentrating on trying to get his case old Leroy is “telling stories”. work done before the rain gets any worse. 11:57 AM: Despite a whipping wind, the initial fire is nearly 12:03 PM: Gas and Dog are driving down Main Street when the contained. The weather finally breaks. Amidst the now pouring blast goes off. The EMP “kills” numerous vehicles rain, Fire Chief Wilshire prepares to order stand down for reserve simultaneously, including Gas’s truck. Accidents happen as companies. drivers lose electronic brakes and steering. Eventually all come 11:57 AM: Kids go inside the Observatory to weather the storm. to a stop and some drivers exit their vehicles. All can see the 11:58 AM: Meatballs leads ten Pythons into Fosters Pharmacy. developing mushroom cloud. Cell phones are dead. Internet One of the bikers shoots a security guard, mistaking him for a access for almost 75% of the Mortiston area is dead. HARD Sheriff’s deputy. WIRED LOCAL CALLS go through, but NO CALLS can connect 11:59 AM: KGON Traffic helicopter arrives overhead and begins long distance. Small pockets of panic begin to erupt. Gas and doing aerial camera shots of the fire. The pilot advises that the Dog abandon the truck and head towards Fort Robert J. Quinn weather is bad, but the producers want “at least five minutes of on foot in the rain. film” to cover the expense of the fuel. 12:03 PM: Capt. Niccotero, inside Fort Robert J. Quinn, is also 12:00 PM: The National Weather Service issues Tornado aware of the boom and goes outside to investigate. After seeing Warnings for Mortiston and the surrounding counties after reports the mushroom cloud, he goes back inside and attempts to radio of sighted tornadoes and hail. Col. Steele. When he fails to contact any member of the National 12:00 PM: Pressure from Washington D.C. to stop holding the Guard troop and cannot raise any Mil-net frequencies after 9908 Silver-Zephyr train comes to Colonel Steele. Officials are double-checking his equipment, he collapses in momentary concerned that the train is at risk due to the weather and want it despair. moved through Mortiston ASAP. 12:03 PM: Kyle Edwards (KILL-KILL) is serving lunch to the kids 12:01 PM: Colonel Steele and Fire Chief Wilshire agree that the at St. Thomas Home for Children. Everyone at the orphanage 9908 Silver-Zephyr can safely pass through town and it is given believes the bomb was nothing more than thunder from the the go ahead. approaching storm. 12:01 PM: SysNat Foodservices truck overheats in driveway of 12:03 PM: The power goes out at Burt’s Shooting Sports and the Regina Observatory while making the weekly delivery to the Michael sees the mushroom cloud develop. He calls Reverend skate park’s snack bar. Disgruntled by the delay and the Thompson and tells him to get the store ASAP. Michael then weather, the driver walks to the edge of the cliff to get better cell locks the door of Burt’s Shooting Sports and puts the closed sign phone reception. He calls his dispatcher to send a repair truck. up. He then begins moving guns and ammunition into the 12:01 PM: 911 Dispatch routes two Sheriff’s deputies from the basement bunker installed by his father. fire at the Mortiston All School to a robbery in progress at 12:03 PM: Nurse Rebecca tries to sneak out the back of Foster’s Foster’s Pharmacy, shots fired. Pharmacy, while Meatballs is busy with the arrival of Sheriff 12:02 PM: The 9908 Silver-Zephyr train enters Mortiston. Anderson. She stops short of her goal when Zack the 12:03 PM: The suitcase bomb detonates 0.5 kg of refined pharmacist, her fiancée, drops dead in front of her. plutonium in a white-hot, atomic flash. Nearly all firemen, sheriff’s 12:03 PM: Boom and Takashi are both on the Internet in the deputies, National Guardsmen, reporters and innocent dining hall at Gaiten Academy when it goes dead. Many students bystanders in a four-block radius are disintegrated instantly. panic as cell phones cease to work and computers cannot 12:03 PM: The 9908 Silver-Zephyr derails explosively. contact the Internet. Someone turns on KGON’s broadcast and 12:03 PM: The superheated radioactive blast from the bomb many students and faculty huddle close around the TV to watch explosively ignites Romero Chemical’s Tank Farm. the news. 12:03 PM: EMP from the nuclear explosion wipes out the 12:03 PM: Joseph Smith is on the third floor of the Columbus unshielded electronics in most of Mortiston. Memorial Library when the power goes out and the emergency 12:03 PM: Sheriff Anderson’s cruiser is “killed” by the EMP. He lights come on. No one thinks the boom is anything more than a gets involved in a shoot out with the bikers at Foster’s Pharmacy crash of thunder from the storm. The library closes, but he ducks across from VFW Post 100168. the security guard sweeping the building and remains inside the 12:03 PM: KGON Traffic helicopter crashes into McClellan’s deserted Library. SuperPawn. 12:03 PM: Since the driver of the SysNat Foodservices was 12:03 PM: Alice’s Eatery is quieter than normal, due to the bad directly facing the Industrial District of Mortiston, he is completely weather. No one here thinks the explosion is anything more than blinded by the brilliant flash from the blast. Screaming in pain

Juan Ignacio Rodriguez (Order #11233541) 7 and confusion, he stumbles off the edge of the cliff and falls over Internet and telephone service both out; local TV and radio are a thousand feet to his death. The truck’s keys are in his pocket. the only media. Anyone who was waiting for a “voice of reason” 12:03 PM: Willie Radd and members of the Sundowners are to tell them everything is OK joins those who were already hanging out in Sundowner Park. They had been playing scrambling for survival. Panic, looting, killing and chaos sweep basketball, but after the rain starts, they run into one of the through the town with those closest to the blast reacting the racquetball courts. After the blast, Willie tries his cell and then fastest and harshest. DJ Grant Jazzy broadcasts news as well as starts collecting more Sundowners. messages to stay calm and stay indoors if you are south of I-32. 12:03 PM: Susanna Cassell is working at Phillip’s Quality Auto It is during this time that the first zombie attacks are reported Repair trying to order an electronic ignition circuit. She is using over the CB radio. At first, they are laughed off as “nut cases”. both the phone and the Internet when the bomb detonates. 12:35 PM: Sam Campbell is too busy trying to make his remote Susanna was talking to a parts distributor within the blast radius. control work to notice a zombie sneak up on him in the parking She hears static and what she thinks is a scream before she lot of Campbell’s Hardware. loses both the phone connection and connectivity to the Internet. 12:39 PM: Reverend Thompson arrives at Burt’s Shooting Sports No one else in Phillip’s Quality Auto Repair is worried about with Trudi and Annette. Upon seeing the two women, Michael anything but the weather. makes his decision in regards to the female looter and then 12:04 PM: A flaming train car marked only with the number “10” shows everyone down into the bunker. from the 9908 Silver-Zephyr derailment lands in the Mortiston 12:46 PM: A zombie bursts out of the men’s room of the diner in Bell telephone exchange building, destroying the telephone front of Big Mama’s Hotel and Cafe. Within minutes everyone in switches and disrupting local telephone service. the location is either dead or infected. 12:04 PM: DJ Grant Jazzy discovers that phones and the 1:00 PM KZED Radio starts broadcasting that everyone should Internet are down. He begins broadcasting for everyone to stay avoid contact with strangers for the time being given numerous calm. He directs listeners to tune into KGON TV for another unconfirmed reports of person on person violence. possible news source and begins a CB Radio channel 9 call-in 1:07 PM: All lanes of I-32 are closed off by a multiple car pile-up show for listeners’ comments. on the bridge south of town. In the general chaos, a shooting 12:05 PM: A tornado touches down briefly in the industrial park spree erupts on the bridge. The fire from the wreck goes north of the Romero Chemicals Tank Farm. The high winds and unchecked. pressure change pull the flames and heat from the bomb 1:11 PM: Victor hides Miss Elizabeth Moriarty in the back room skyward to create a vast pyrocumulonimbus cloud over the of Selena’s Living Dred Girl and then goes back out front to kill as northern part of Mortiston. Thermo-mesocyclones develop in the many zombies as he can before the end. sky above the town and tornadoes of burning fire begin dropping 1:14 PM: Dr. Norbert West locks himself into the glass courtyard out of the sky and spinning through parts of Mortiston. in the middle of West Memorial Medical Center to escape the 12:10 - 12:15 PM: George from Tyler Logging Service calls in on zombies tearing apart his practice. CB Channel 9 for Grant Jazzy to report, “fire tornadoes from God 1:16 PM: Inside the Columbus Memorial Library, Joseph Smith raining out of the sky”. After confirmation calls, DJ Grant Jazzy fights for his life against a zombie-librarian that he once had a begins telling people on the north side of Mortiston to get out if huge “crush” on. He kills her with a paper spike from the they can. reference librarian’s desk; afterwards he wanders over to a set of 12:12 PM: Two men and a pregnant woman force their way into study cubicles and collapses. Burt’s Shooting Sports when no one answers their insistent 1:27 PM: Zombified National Guard members attack Andy’s knocking. They begin to loot the place as Michael comes up from Hunting Emporium. After a viscous fight, the zombies are the bunker in the basement. Michael shoots the men and knocks defeated and Andy and his group begin to cope with the horror of the now hysterical woman unconscious. As he ponders whether it what Mortiston has become. is better to save the woman and her unborn child or to simply 1:37 - 2:00 PM: Python club members are attacked by zombies shoot her too, he returns to looting his own store. in two different parts of town at roughly the same time. A viscous 12:14 PM: Simon Tool rallies Capt. Niccotero at Fort Robert J. fight occurs inside Foster’s Pharmacy, but Meatballs and his Quinn and after fighting off a couple of zeds inside the building, group finally manage to secure the building. Meanwhile the the two of them decide to work together to be the U.S. Military bikers and chemists at Wong’s Way Nail Salon manage to fend presence in Mortiston until help arrives. off the horde attacking them and then fortify the shop some with 12:15 PM: As the intense weather begins to lessen at Andy’s furniture barricades. Hunting Emporium, Andy goes outside to survey the damage. 2:00 PM: Most of Mortiston north of I-32 is engulfed in a raging After seeing the raging firestorm on the north side of town and firestorm. Both people and zombies flee south. the mushroom cloud just to the east, he begins to assess the 2:03 PM: Nearly everyone in Mortiston north of the river will situation in terms of long-term survival. Andy begins to fortify his begin to show signs of radiation sickness (nausea, vomiting, store against potential looters. headache, fatigue and possible diarrhea). 12:16 - 12:35 PM: Kurt Jackson’s “” spree at the KGON TV 2:13 PM: After fortifying Castle Boat Rental, Willie Radd and his studios. friends return to collecting up Sundowners and their families, as 12:35 PM: Kurt Jackson interrupts the only TV broadcast well as other refugees from the firestorm. available in Mortiston by killing everyone on set and then 2:24 PM: DJ Grant Jazzy broadcasts that there is no more room committing suicide on camera after telling everyone watching, at KZED. He advises listeners to hide in their homes and “It’s a nuclear war. We’re all going to die.” barricade themselves into their basements, bathrooms and 12:35 - 1:00 PM: Willie Radd and five of his friends are attacked closets. He also tells listeners caught outside to seek aid at Fort by zombies moving into Sundowner Park. They survive, but Robert J. Quinn. He describes what a “zombie” looks like, how it retreat to Castle Boat Rental for a more defensible location to acts and the ones that attacked KZED Radio were killed by being hold up in. shot in the head. DJ Grant Jazzy tells everyone to be calm and 12:35 - 4:00 PM: Chaos reigns supreme in Mortiston. With wait in a safe place.

Juan Ignacio Rodriguez (Order #11233541) 8 2:29 PM: After much heated discussion, directed by “Boom” barricaded inside Lionel’s Lawn and Garden. He is exhausted, Saunders and the other Outkasts, the majority of survivors vote terrified, hungry, thirsty, injured and yet still alive. to close the gates of Gaiten Academy to all but faculty, family and 6:47 PM: While being guarded by others at Andy’s Hunting students. Vehicles are moved from the parking lots into the Emporium, Andy Bearstalker embarks on a spirit journey to find grounds to hamper traffic and the polo team (most of the the proper path. Outkasts) mounts up and begins patrolling the grounds for 7:23 PM: A banquet of food is served up in the dining hall of zombies. Gaiten Academy to all faculty, students, family and refugees. A 2:48 PM: A long-time customer of Alice’s Eatery stops in at the discussion about what is going on and what needs to be done little restaurant to find out how Alice is doing. This is the first that rages through the evening. At some point, cake is served. Alice or Bleeding Badger has heard concerning the disaster at 7:37 PM: Sheriff Anderson and Coach Leroy agree on a two-hour hand. All of them go in Bleeding Badger’s truck to Gaiten watch schedule and begin to settle into downtime. Academy. 8:00 PM: Delemorte Mortuary and Memorial Gardens light up 2:57 PM: Fred the surveyor finishes his work and finally turns brightly with loud music playing. It looks and sounds like an “End back towards town to see the apocalypse in full swing. He is of the World” party to all who see and hear it from outside the about to flee Mortiston to the west when he is attacked by natives grounds. from the Blackhorse Reservation. Fred flees back towards town. 8:07 PM: Gas and Dog make contact with the survivors inside St. 3:03 PM: Alice and Bleeding Badger arrive at the gates of Gaiten Thomas’ Home for Children, but KILL-KILL politely refuses aid Academy and are eventually let in as Alice is a past faculty from the National Guard and advises Gas and Dog to be on their member and a friend of the Saunders family. way in the morning. 3:16 PM: Capt. Nicoterro begins to organize refugees and 8:34 PM: Inside the Dining Hall of Gaiten Academy people argue survivors coming into Fort Robert J. Quinn while Simon Tool and and eat cake, outside Takashi Miyamoto stands alone against a Dog go looking for other survivors “before dark”. horde of nine zombies; he leaves no survivors. 3:21 PM: KILL-KILL destroys the steps to the 2nd floor of St. 9:00 PM: Capt. Nicoterro orders flares to be lit on the roof of Fort Thomas’ Home for Children so that no more zombies can get up Robert J. Quinn to serve as a beacon to those looking for the stairs to the children. Afterwards he scours the workshop for someone still alive. Someone at KZED Radio tells Grant Jazzy weapons and barricades the entrances. and the idea for the “Circle of Light” is born. 3:45 PM: Inside the Columbus Memorial Library, Joseph Smith 10:00 PM: Thousands of the walking dead roam the dark streets is no more. Fully in the grip of disassociative madness, of Mortiston looking for food. Nicodeimos the Bookwyrm awakens from his slumber and begins 11:11 PM: In his madness, Michael Sparks dreams of the brand to scavenge and fortify his new lair. new world in which he is God’s Vengeance set upon the earth to 4:00 PM: Due to the combination of the weather and the smoke cleanse it of the unrighteous. He sleeps peacefully inside the from the fires, the sky in Mortiston is very dark. Within an hour, it fallout shelter under Burt’s Shooting Sports. is pitch black outside. 11:59 PM: Z-Day finally comes to an end. 4:11 PM: Meatballs decides to go get Suzy-Q at Phillip’s Quality Auto Repair with two of his boys on old bikes, but they get turned away by an armed group barricading the Gaiten bridge and return to Foster’s Pharmacy. 4:13 PM: After Meatballs leaves, Sheriff Anderson and Coach Leroy try to move Lester so they can make a run for the hospital or a medical clinic in Lester’s VW; but before they can get him moved they hear gunfire from the nearby bridge and abandon the plan as the Pythons return. 4:35 PM: Willie Radd begins isolating all refugees coming into the park by stuffing them into the racquetball courts. Those who resist are shot to death. Once the courts are filled, he accepts no more survivors in Sundowner Park (Order 66). 4:49 PM: Suzy Q barricades herself in at Phillip’s Quality Auto Repair and waits for the Pythons to come. 5:01 PM: Night comes early for Mortiston. It is now dark. 5:11 PM: Two of the Pythons inside Foster’s Pharmacy suddenly become zombies. They are quickly killed without anyone being injured, but by examining their wounds, Nurse Rebecca King learns something about the zombie virus infection rates. She begins keeping a medical journal. 5:30 PM: The rain begins to let up, but the firestorm continues to rage north of I-32. Anyone outside will see that Delemorte Island and the Gaiten district still have power. 5:56 PM: DJ Grant Jazzy leaves KZED Radio with a few others to look for other survivors and get some stuff from his mobile home near the radio station. 6:09 PM: Willie Radd and the muscle of the Sundowners meet in the fortified Castle Boat Rental to work out the new “laws” of Sundowner Park. 6:25 PM: Fred the Surveyor passes out from exhaustion

Juan Ignacio Rodriguez (Order #11233541) 9 The Personalities of Mortiston

Here are the main players in Mortiston: good, bad and indifferent. The basic information is given for each person, along with where and when the players will find them. Stats are given for each of the licensed game systems involved with this little world we’ve built. Everything is broken down into the following categories:

Basic Character Info This includes character name, their role in Mortiston, motivation to do what they do, and what makes them happy. There is even a picture so you know what they look like.

Character Description This is for character description, background story, faction connections and future plans. This is sometimes about the character and sometimes about the circumstances of Z-Day or after.

Location by Outbreak Level Locations are broken up into four separate time periods or stages. The Stages of the Apocalypse are covered in more detail in GM Notes. They are Z-Day, The Burn, The Dying and The Rise of the Warlord. If you are using Outbreak: Undead rules, then these stages correspond to the listed Outbreak Level (OL). Some characters might be in multiple places over a given range of time. For example, The Dying lasts for 90 days; it is highly unlikely that a character will remain in one place that entire time. Most characters list multiple locations and % to indicate how likely they are to be in a given location.

Character Stats This is where the character stats for the various systems are recorded. Below are listed the stats for some basic survivors. These are a guideline for minimum survivor numbers, i.e., if your character is not this good, you may not survive. The GM can use the numbers below as a base for faction troops, but only if a diplomatic solution cannot be reached, of course.

Equipment You can’t kill zombies without the right tools. This is where the character's equipment is listed. It is broken down into Weapons, Armor, Clothes and Equipment. As each game system is different, it is left up to the GM to determine the specific effects of what is listed.

If you have purchased the EEP! (Extended Expansion Package) online from www.RPGNow.com or from www.DriveThruRPG.com, full character sheets will be included for each NPC, along with any Hero Lab files for each game system they cover. Other game systems will be included with the EEP! Installments as we acquire licenses. So watch the Scrying Eye Games website for regular updates and other things that we’ll have for Mortiston at www.scryingeye.com.

Juan Ignacio Rodriguez (Order #11233541) 10 Alice Abernathy LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- Inside Alice’s Eatery till 2:48 PM, then Gaiten Academy for rest of day. Level 2 The Burn/First 5 Days -- OL 1 -- 90% Gaiten Academy; 10% Scrounging. Level 3 The Dying/Next 90 Days -- OL 2 -- 20% Gaiten Academy; 10% Scrounging; 70% Andy’s Hunting Emporium Level 4 The Rise/After 90 Days -- OL 3&4 -- GM's Decision

CHARACTER STATS

Outbreak: Undead STRENGTH: 20 PERCEPTION: 30 EMPATHY: 40 WILL: 30 HEALTH: 26, DEFENSE: +9, RANGED ATK: +11% MELEE ATK: +10%, GESTALT DICE: 49 Skills: Basic First Aid, Calm, Chemistry, Healer, Stealthy, Survival: Temperate Forest Savage Worlds AGILITY: d6 SMARTS: d10 SPIRIT d8 STRENGTH d4 VIGOR d6 CHARISMA: 0 PACE: 6 PARRY: 4 TOUGH: 5 Skills: Fighting d4; Healing d12+2; Investigation d8; Knowledge: Herb-lore Age: 72, 5' 6", 156.b, brown hair, hazel eyes, tan skin d10+2; Knowledge: Weird Science d8+2; Notice d10; Persuasion d6; Shooting Class: Cook, Owner, Herbalist and Healer d4; Stealth d6; Survival d8; Swimming d6 Motivation: Survival / Rebuilding the Town Hindrances: Loyal (minor), Pacifist (major) Desire: To find an herbal/medical means to fight the “plague” Edges: Scholar, Healer The Modern Path Alice is an honest to goodness hippy from the real Woodstock STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0) era. She met her husband in her early 20's when she and a DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1) bus full of protesters demonstrated on a Native American rights Modern Hero 9, HP: 90 Saves: FORT+8, REFLX+4, WILL+6, INT+1 Base attack +6, DEF 11, Crit Def +3, CMB +6, CMD 17 Align: CG, Spd: 30 issue in front of the courthouse with many of the youth from the Skills: Computer Use-6, Craft (Chem)-14, Craft (Pharm)-14, Drive-1, Knowledge Blackhorse Reservation. She has a very high empathy and is (Earth/Life)-16, Knowledge (Phys)-9, Knowledge (Tech)-16, Knowledge (all full of all sorts of cures and remedies she's learned through her others)-6, Perception-19, Profession (Cook)-14, Repair-4, Research-17, Ride-2, years of living close to mother earth. Alice seems very Sense Motive-9, Stealth-6, Survival-6 Feats: Alertness, Courageous, , Educated, Medical Expert, Personal Firearms ethereal and flighty unless you can get her to focus. Once she Proficiency, Simple Weapon , Studious, Technician, Uncanny Alertness does focus, you will observe her powerful mind at work. Talents/Abilities: Armor Class Bonus, , Fame Bonus, Healer, Heroics Bonus, Heroics: Intelligence, Intuition, Perspicacity Alice’s Eatery specializes in hybrid vegetables researched and OGL Modern grown by Alice and her Native American husband, Bleeding STR: 10 (+0) INT: 16 (+3) WIS: 15 (+2) DEX: 12 (+1) CON: 14 (+2) CHA: 15 (+2) Badger. Alice has a PhD in agriculture. She knows a great deal Level: Smart 9 , HP: 81 Saves: FORT+3, REFLX+4, WILL+6, INT+5 about planting, harvesting, splicing hybrids, and bioengineering REP+3, AP:65, WEALTH+0, MELEE +4, RANGED +5 DEFENSE:15 through her years of experimentation. Alice knew a long time Feats: Alertness, Attentive, Educated, Focused, Improved Int, Pers.Firearms, ago that if she opened a research lab to study in this field, she Point Blank Shot, Simple Weapons, Studious would be inundated with red tape and harassed at nearly every Talents/Abilities: Savant (Earth/Life Sci) turn. There is a LOT of money to be made by “food” staying Skills: Balance-5, Climb-1, Computer Use-12, Craft (Chem)-11, Craft (Pharma)- 11, Craft (Write)-12, Diplomacy-4, Drive-1, Gamble-8, Handle Animal-3, Hide-2, exactly the way it is now. Alice also knew that if she opened a Investigate-9, Jump-1, Knowledge (Arcane)-5, Knowledge (Earth/Life)-27, restaurant and continued her studies, she would be allowed to Knowledge (PhySci)-12, Knowledge (Tech)-11, Knowledge (Theology)-5, Listen- proceed un-harassed. Her progress has been truly amazing. 6, Move Silently-3, Navigate-3, Perform (Sing)-1, Profession (Cook)-7, Read/Write Language-3, Research-15, Ride-1, Search-12, Sense Motive-6, Speak Language-3, Spot-6, Survival-4, Swim-2, Treat Injurty-4 The Eatery’s menu explains the ultimate goal of Alice and Rotworld Bleeding Badger. They hope, by their efforts, to rid the world STR: 35 DEX: 60 AGL: 55 PER: 75 WPR: 70 PCN: 75 LUCK: 55 STA: 45 of hunger and disease. She's working on hardy, high protein Penetration Bonus: +0 Unskilled Melee: 45 vegetables that can be used to replace meat and he is working Wounds: 12, ATT: 2 Stamina Recovery Rate: 3 Wounds: 12 Skills: Pistol (60/S/75) Chemistry (68/E/98) Medicine (69/E/99) Whisper Sweetly to combine recipes with the herbal remedies that he has been (69/S/84) making his entire life. The customers who frequent Alice’s Paranormal Talents: Telepathic Sending (73S/85) Eatery don’t know if Alice and Bleeding Badger will succeed one day, but they do know that the food is delicious and that no EQUIPMENT regular customers ever get sick. Weapons: 9mm Pistol Armor: Leather Duster, Leather Work Boots Clothes: Cotton work shirt, Blue denim pants Equipment: First Aid Kit, Pocket Tool, Keychain with penlight.

Juan Ignacio Rodriguez (Order #11233541) 11 Andy Bearstalker LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 80% at the store; 20% on the reservation Level 2 The Burn/First 5 Days -- OL 1 – At reservation for first two days, then 60% at the store; 40% scrounging with the Braves. Level 3 The Dying/Next 90 Days -- OL 2 -- 50% at the store; 50% scrounging with the braves Level 4 The Rise/After 90 Days -- OL 3&4 -- Unless the PC’s intervene, Andy dies on day Z-Day+69

CHARACTER STATS

Outbreak: Undead STRENGTH: 37 PERCEPTION: 38 EMPATHY: 24 WILL: 31 HEALTH: 43(53), DEFENSE: +14, RANGED ATK: +15% MELEE ATK: +14%, GESTALT DICE: 35 Skills: Agility; Archery; Basic First Aid; Co-op: Andy’s Braves; Endurance; Healer; Healthy; Heroic; Knife Fighter; Leadership; Survivalist: Mortiston Biome Savage Worlds AGILITY: d10 SMARTS: d8 SPIRIT d4 STRENGTH d8 VIGOR d6 CHARISMA: 0 PACE: 6 PARRY: 7 TOUGH: 5 Skills: Fighting d10; Knowledge: Tribal Lore d6; Knowledge: Tribal Scouting/Hunting d8; Notice d8; Riding d6; Shooting d10; Stealth d8; Survival d8; Swimming d4; Tracking d8 Hindrances: Loyal (major); Outsider (minor) Age: 35, 5' 10", 165lb, black hair, amber eyes, med dark skin Edges: Danger Sense; Woodsman Role: Native-American Hunter/Scout The Modern Path Motivation: Survival / Protect the Weak STR: 17 (+3) INT: 15 (+2) WIS: 14 (+2) Desire: To save as many people as possible DEX: 17 (+3) CON: 15 (+2) CHA: 15 (+2) Modern Hero 9, HP: 108 Saves: FORT+6, REFLX+7, WILL+5, INT+3 Andy Bearstalker has always been as much of a friend to the Base attack +9, DEF 13, Crit Def +5, CMB +13, CMD 26 Align: NG, Spd: 30 non-tribal residents of Mortiston as he has to the members of Skills: Acrobatics-7, Appraise-3, Bluff-3, Climb-6, Craft (Bows)-6, Craft (Traps)-4, Diplomacy-4, Escape Artist-,1 Handle Animal-8, Heal-7, Intimidate-3, Knowledge his own tribe. When the land fight started between the logging (Geo)-3, Knowledge (History)-3, Knowledge (Local)-6, Knowledge (Nature)-9, company and the Tribal Elders, Andy ignored the desires of the Knowledge (Religion)-3, Perception-16, Profession (Trapper)-13, Ride-8, Sense Tribal Elders and refused to shun those who were not “of the Motive-8, Stealth-14, Survival-16, Swim-6 Feats: Athletic, Brawl, , Deadly Aim -3/+6, Ease of Faith, Leadership (Base Score tribe”. Andy believes that problems can only be solved by 11), Savannah Child: Handle Animal, Simple Weapon Proficiency - All, Tracker, working through them, and shunning everyone who is not of Weapon Focus: Compound Bow the tribe is childish and unhelpful. This outspoken challenge to Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Favored Terrain: their leadership has led to the Tribal Elders blackballing Andy. Forest, Heroics Bonus, Heroics: Constitution, Leadership, Perspicacity Nothing could have made him more popular with the rebellious OGL Modern STR: 17 (+3) INT: 15 (+2) WIS: 14 (+2) youth of the tribe and some began hanging out around Andy’s DEX: 17 (+3) CON: 14 (+2) CHA: 15 (+2) Store to show their support. Level: Fast 9, HP: 90 Saves: FORT+5, FEFLX+7, WILL+5, INT+6 REP+3, AP:65, WEALTH+0, MELEE +9, RANGED +9 DEFENSE:20, MOVE 35 Andy put the boys and girls to work around his place and Feats: Acrobatic, Alertness, Cmbt Expert, Endurance, Point Blank Shot, Precise “paid” them in ancient lore taught to him by his grandfather. shot, Quick Draw, Stealthy, Track, Weapon Focus Andy was raised by his grandfather, John Moon-stealer, who Talents/Abilities: Evasion, Uncanny Dodge 1 and 2, Opportunist, Incr. Speed served in WW2 as a tracker and ranger and was in-turn trained Skills: Balance-5, Climb-1, Computer Use-12, Craft (Chem)-11, Craft (Pharma)- 11, Craft (Write)-12, Diplomacy-4, Drive-1, Gamble-8, Handle Animal-3, Hide-2, by his grandfather, who was a cavalry scout in the 1870’s. Investigate-9, Jump-1, Knowledge (Arcane)-5, Knowledge (Earth/Life)-27, Andy is a font of hunting, scouting and survival lore. The two Knowledge (PhySci)-12, Knowledge (Tech)-11, Knowledge (Theol)-5, Listen-6, tours of duty that Andy did in Iraq, before returning home to Move Silently-3, Navigate-3, Perform (Sing)-1, Profession (Cook)-7, Read/Write open his hunting shop, did nothing but sharpen his natural Language-3, Research-15, Ride-1, Search-12, Sense Motive-6, Speak Language-3, Spot-6, Survival-4, Swim-2, Treat Injurty-4 instincts. Rotworld STR: 75 DEX: 80 AGL: 75 PER: 65 WPR: 65 PCN: 65 LUCK: 55 STA: 70 Andy and his braves were nearly an organized force before Z- Penetration Bonus: +15 Unskilled Melee: 75 Day occurred because they often hunted and practiced various Stamina Recovery Rate: 5, Wounds: 15 Skills: Long Bow (78/E/108) Knife (78/E/108) Stealth (75/S/90) Tracking crafts together. Since then, they have been working as a (65/E/95) Outdoor Survival (60/M/115) search and rescue group. Many of the survivors staying at Paranormal Talents: Dream Walking (65/S/80) Andy’s Hunting Emporium owe their lives to Andy and his braves. Andy only demands that everyone pull his or her EQUIPMENT weight. Within 60 days, Andy and his braves are a tight-knit Weapons: Bear CARNAGE Compound Bow, Combat Knife group of cold, hard and pragmatic warriors. They are intent Armor: Heavy Buckskin Jacket, Leather Gloves, Leather Work Boots upon saving humanity, but they do not tolerate racism, bullying Clothes: Cotton work shirt, Blue denim pants or any disrespect from one person to another. Punishment is Equipment: First Aid Kit, Pocket Tool, Keychain with retracting line, harsh: one warning and exile after the second offense. Quiver of 20 Arrows Canteen, Compass

Juan Ignacio Rodriguez (Order #11233541) 12 Fred Ross LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 80% Surveying N. of town; 20% Lionel’s Lawn and Garden Level 2 The Burn/First 5 Days -- OL 1 -- 80% Lionel’s Lawn and Garden; 20% scrounging Level 3 The Dying/Next 90 Days -- OL 2 -- 60% Lionel’s Lawn and Garden; 40% scrounging Level 4 The Rise/After 90 Days -- OL 3&4 – GM’s Decision

CHARACTER STATS

Outbreak: Undead STRENGTH: 31 PERCEPTION: 35 EMPATHY: 27 WILL: 30 HEALTH: 37, DEFENSE: +14, RANGED ATK: +13% MELEE ATK: +12%, GESTALT DICE: 35 Skills: Brawler, Fast Shot, Knowledge: Engineering, Search, Stealthy, Resourceful, Trigger Discipline Savage Worlds AGILITY: d10 SMARTS: d8 SPIRIT d8 STRENGTH d6 VIGOR d4 CHARISMA: 0 PACE: 6 PARRY: 7 TOUGH: 4 Skills: Fighting d10; Intimidation d6; Knowledge: Surveying d8; Notice d10+2; Persuasion d8; Shooting d10; Stealth d6; Survival d8; Swimming d4 Hindrances: Loyal (major); Stubborn (minor) Edges: Alertness, Hard to Kill, Harder to Kill The Modern Path Age 35, 6’ 1”, 185 lb, brown balding hair, blue eyes, tan skin STR: 16 (+3) INT: 15 (+2) WIS: 10 (+3) Role: Engineer/Surveyor for Tyler Logging DEX: 15 (+2) CON: 18 (+3) CHA: 5 (+1) Motivation: Survival / Escape Modern Hero 7, HP: 70 Saves: FORT+6, REFLX+4, WILL+2, INT+2 Base attack +3, DEF 12, Crit Def +4, CMB +6, CMD 18 Align: NG, Spd: 40 Desire: To escape Mortiston / Find family Skills: Acrobatics-5, Climb-5, Craft (Mech)-7, Knowledge (Geo)-5, Knowledge (Tech)-5, Perception-16, Profession (Surveyor)-12, Repair-6, Stealth-6,Survival-9 Fred Ross hates this town. Fred is a civil engineer and Feats: Alertness, Bullied, Devotee of the Green: Knowledge (Geography), surveyor for Tyler Logging Service. He was flown in from Focused, Martial Weapon Proficiency: Greataxe, Personal Firearms Proficiency, Simple Weapon, Tracker Chicago one day before Z-Day to “reshoot” some boundary Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus, lines for the ongoing lawsuit between the Blackhorse Heroics: Constitution, Perspicacity Reservation and Tyler Logging Service. He had often wished OGL Modern this town would be destroyed by tornadoes; he just didn’t think STR: 16 (+3) INT: 15 (+2) WIS: 10 (+3) he would be here when it happened. DEX: 15 (+2) CON: 18 (+3) CHA: 5 (+1) Level: Tough 7, HP: 78 Saves: FORT+8,REFLX+4,WILL+2, INT+2 REP+2, AP: 47, WEALTH+0, MELEE +8, RANGED +7 DEFENSE:17 On Z-Day, Fred was surveying the property lines between the Feats: Alertness, Athletic, Brawl, Dodge, Point Blank Shot, Run, Simple railroad easement and Tyler Logging’s next cut area, which Weapons Prof., Stealthy Talents/Abilities: Savant (Earth/Life Sci) happens to be just across the railroad tracks from the Climb-11, Computer Use-2, Concentration-, Craft (Mech)-4, Craft (Struct)-5, Blackhorse Reservation. The project has been delayed due to Drive-5, Escape Artist-3, Gather Info-4, Handle Animal-, Hide-6, Knowledge the stop work order put on by the federal courts while the case (Earth/Life)-4, Knowledge (Tech)-2, Listen-4, Move Silently-7, Navigate-2, is heard as to whether or not cutting the forest across the Profession (Survey)-7, Read/Write Language-1, Speak Language-1, Spot-7, Survival-5 railroad track from the Reservation would negatively affect the Rotworld forest within the Reservation. He was working when the initial STR: 70 DEX: 65 AGL: 70 PER: 35 WPR: 60 PCN: 65 LUCK: 55 STA: 70 explosion occurred. He looked up from his scope to see the Penetration Bonus: +15 Unskilled Melee: 70 fireball, but had no idea the true nature of the catastrophe until Stamina Recovery Rate: 5 Wounds: 15 Skills: Pistol (65/S/95) Logging Axe (70/S/90) Electronics (68/E/98) Geography he tried to return to his room at Big Mama’s Motel & Cafe. (63/E/93) Tracking (60/S/75) Outdoor Survival (59/S/74) Paranormal Talents: Corpse Visage (49/S/85) Finding the roads a mess with abandoned and wrecked cars, as well as the walking dead, Fred did not panic. He fought his EQUIPMENT way to the closest, most secure building that he could find and Weapons: .357 Magnum Revolver, Logging axe began securing it further. The place he found was Lionel’s Armor: Tyler Logging Service coveralls, Leather Gloves, Leather Lawn and Garden: a small, nearly windowless, block building Steel-Toe Work Boots just beside the railroad tracks. Clothes: Cotton work shirt, Blue denim pants Equipment: First Aid Kit, Lighter, Pocket Tool, Keychain with Flashlight and Can Opener. 1 speed loader for .357 Fred is an experienced hunter and woodsman. He could probably survive in the woods, but has returned to town because he fears the natives of the Blackhorse Reservation will react negatively to his Tyler Logging Service coveralls. Nevertheless, he is loath to remove them given the extra layer of protection they provide against zombies.

Juan Ignacio Rodriguez (Order #11233541) 13 DJ Grant Jazzy LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 90% Broadcasting on KZED; 10% scrounging Level 2 The Burn/First 5 Days -- OL 1 -- 80% Broadcasting on KZED; 20% scrounging Level 3 The Dying/Next 90 Days -- OL 2 -- 80% Broadcasting on KZED; 20% scrounging Level 4 The Rise/After 90 Days -- OL 3&4 – Unless the PC’s intervene, Jazzy will be killed by Michael.

CHARACTER STATS

Outbreak: Undead STRENGTH: 32 PERCEPTION: 30 EMPATHY: 20 WILL: 32 HEALTH: 38, DEFENSE: +11, RANGED ATK: +11% MELEE ATK: +11%, GESTALT DICE: 35 Skills: Basic 1st Aid, Brawler, Endurance, Fast Shot, Gunsmithing, Marksman, Melee Fighter, Tough, Trigger Discipline Savage Worlds AGILITY: d8 SMARTS: d6 SPIRIT d6 STRENGTH d8 VIGOR d8 CHARISMA: 0 PACE: 5 PARRY: 7 TOUGH: 7 Skills: Climbing d6; Fighting d10; Intimidation d6; Knowledge: Radio Operation Age: 46, 6', 173 lb, black hair, blue eyes, med dark skin d6; Knowledge: Death Dealers Handbook d8; Notice d8; Persuasion d8; Role: Retired Assassin/Radio DJ Shooting d10; Streetwise d6; Survival d6; Motivation: Survival / Protect the Weak Hindrances: Code of (major); Obese (minor) Edges: Followers: Fans; Hard to Kill; Marksman Desire: To atone for his past deeds The Modern Path STR: 17 (+3) INT: 15 (+2) WIS: 16 (+3) DJ Grant Jazzy doesn’t even belong in this town. In fact, DEX: 15 (+2) CON: 16 (+3) CHA: 13 (+1) Grant Jazzy isn’t even a real person; it is just the name the Modern Hero 9, HP: 99 Saves: FORT+6, REFLX+8, WILL+6, INT+4 Federal Witness Security program gave him after he turned Base attack +6, DEF 12, Crit Def +4, CMB +10, CMD 22 Align: NG, Spd: 30 state’s evidence and testified against the Petrelli Crime Family. Skills: Bluff-13, Computer Use-4, Craft (Elect)-9, Craft (Explosives)-9, Craft (Weapons)-9, Demolitions-7, Diplomacy-1, Disable Device-12, Disguise-11, Eugene Mills just isn’t a very cool name though, so mostly he Drive-6, Escape Artist-6, Knowledge (Street)-12, Knowledge (Tactics)-11, keeps it to himself. While Eugene worked for the Petrelli Perception-17, Perform (Stand-up)-6, Profession (DJ)-11, Research-8, Stealth-9, Family, he worked as a “mechanic”. In order to shut down the Survival-4, Swim-1 Feats: Alertness, Combat Martial Arts, Criminals, Deadly Aim -2/+4, Drive-By Petrellis, the Feds were willing to let Eugene walk on two Attack, Point Blank Shot, Precise Shot, Reactionary, Simple Weapon, counts of murder, which was nothing compared to the 27 Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus, people he “fixed” during his employment. The Feds, proving Heroics: Dexterity, Perspicacity that they had a sense of humor, “put the songbird on the radio” OGL Modern so to speak. Taking advantage of Eugene’s deep, melodic STR: 17 (+3) INT: 15 (+2) WIS: 16 (+3) voice, the Witness Protection folks decided to hide him in DEX: 15 (+2) CON: 16 (+3) CHA: 13 (+1) Level: Tough 5/Strong 5, HP:130 Saves: FORT+9,REFLX+4,WILL+5, INT+6 Mortiston at KZED radio. REP+2, AP:75, WEALTH+0, MELEE +11, RANGED +10 DEFENSE:19 Feats: Brawl, Dodge, Far Shot, Dead Aim, Improved Initiative, Pers. Firearms, Grant had made peace with his past and was trying to move Point Blank Shot, Quick Draw, Quick Reload, Simple Weapons on with a quiet, small town life before Z-Day came. Despite Talents/Abilities: DR 1/--, Remain Conscious, Robust, Ignore Hardness this, Grant kept his guns close by for fear that his past might Skills: Bluff-1, Climb-4, Craft (Elect)-3, Diplomacy-1, Disguise-6, Drive-1, Gather find him someday. Because there were only a few people Info-3, Intimidate-6, Knowledge (Current Events)-5, Knowledge (Pop Culture)-5, around the station, it is located on high ground and Grant knew Knowledge (Street)-8, Knowledge (Tech)-3, Listen-3, Move Silently-3, Profession what to do: everyone that was at KZED when the attacks (Radio Show Host)-5, Read/Write Language-1, Search-2, Sense Motive-3, Speak started is alive and well inside the station. Language-1, Spot-5 Rotworld

STR: 70 DEX: 65 AGL: 70 PER: 65 WPR: 70 PCN: 65 LUCK: 55 STA: 70 Since Z-Day, Grant has become the program director of Penetration Bonus: +15 Unskilled Melee: 70 KZED, as well as the DJ and lookout. Every morning, Grant Stamina Recovery Rate: 5 Wounds: 15 carefully climbs the radio tower and scouts the area as best he Skills: Pistol (65/E/95) LBG (65/E/95) Martial Arts (68/E/98) Electronics (60/E/75) can. Afterwards he does the morning show, in which he gives Medical (65/E/95) Stealth (68/S/83) Urban Survival (65/S/80) the news, the daily zed report, public service announcements about how to make improvised weapons, Post-Zombocalypse EQUIPMENT Do’s and Don’ts and how best to kill zombies. He also shares Weapons: Silenced .45 pistol w/laser sight, M25 SWS, Leather and what limited information he gets from the outside world via a lead shot sap with wrist lanyard shortwave radio at the station. Armor: Leather Jacket, Leather Gloves, Leather Steel-Toe Work Boots Grant’s whole outlook on life has changed. He sees this new Clothes: Cotton work shirt, Blue denim pants life as a second chance to “do what’s right” and “make his Equipment: First Aid Kit, Lighter, Pocket Tool, Keychain with momma proud”. He is now as nice and polite as any stone- Flashlight and Can Opener, 1 clip for .45, Leather Belt cold killer you would ever want to meet.

Juan Ignacio Rodriguez (Order #11233541) 14 Capt. Greg Niccotero LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% at Fort Robert J. Quinn Level 2 The Burn/First 5 Days -- OL 1 -- 100% at Fort Robert J. Quinn Level 3 The Dying/Next 90 Days -- OL 2 -- 90% at Fort Robert J. Quinn; 10% scrounging Level 4 The Rise/After 90 Days -- OL 3&4 – Unless PC’s intervene, Niccotero will be killed by Michael.

CHARACTER STATS

Outbreak: Undead STRENGTH: 31 PERCEPTION: 35 EMPATHY: 27 WILL: 30 HEALTH: 37, DEFENSE: +14, RANGED ATK: +30% MELEE ATK: +12%, GESTALT DICE: 35 Skills: Brawler, Fast Shot, Lone Wolf, Search, Stealthy, Resourceful, Tactician, Trigger Discipline Savage Worlds AGILITY: d8 SMARTS: d8 SPIRIT d8 STRENGTH d8 VIGOR d4 CHARISMA: 0 PACE: 6 PARRY: 6 TOUGH: 4 Skills: Fighting d8; Healing d4; Intimidation d4; Knowledge: Small Unit Tactics d8; Age: 46, 6', 173 lb, black hair, blue eyes, med dark skin Notice d8+2; Persuasion d8; Shooting d10; Stealth d6; Survival d8; Swimming Role: Shattered National Guardsman d4, Throwing d6 Motivation: Duty / Honor / Protect the Post Hindrances: Loyal (major); Stubborn (minor) Edges: Alertness, Hard to Kill, Harder to Kill Desire: To be relieved by proper authority The Modern Path STR: 16 (+3) INT: 14 (+2) WIS: 10 (+0) Since he was a little boy, Greg wanted to be a soldier. Greg’s DEX: 18 (+4) CON: 12 (+1) CHA: 5 (-3) dad was a soldier who died in Iraq serving his country. Greg Modern Hero 9, HP: 99 Saves: FORT+6, REFLX+8, WILL+6, INT+4 wanted to be like his dad. His mother constantly discouraged Base attack +6, DEF 12, Crit Def +4, CMB +10, CMD 22 Align: NG, Spd: 30 this desire, but that only made Greg want to do it more. Greg Skills: Bluff-13, Computer Use-4, Craft (Elect)-9, Craft (Explosives)-9, Craft (Weapons)-9, Demolitions-7, Diplomacy-1, Disable Device-12, Disguise-11, worked hard in school and helped out the community by Drive-6, Escape Artist-6, Knowledge (Street)-12, Knowledge (Tactics)-11, delivering Meals on Wheels with his bicycle. He was also one Perception-17, Perform (Stand-up)-6, Profession (DJ)-11, Research-8, Stealth-9, of the best scouts in his pack, always leading the way. Survival-4, Swim-1 Feats: Alertness, Combat Martial Arts, Criminals, Deadly Aim -2/+4, Drive-By Attack, Point Blank Shot, Precise Shot, Reactionary, Simple Weapon By the time Greg got into high school, it was more than Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus, obvious that he was college-material. When Greg graduated Heroics: Dexterity, Perspicacity from high school, he elected to go to college on the ROTC OGL Modern program. In college, Greg majored in business and, because STR: 16 (+2) INT: 14 (+3) WIS: 10 (+0) of this, was assigned the quartermaster duties within his ROTC DEX: 18 (+3) CON: 12 (+1) CHA: 5 (+3) Level: Fast 9, HP:81 Saves: FORT+4,REFLX+8,WILL+3, INT+4 class. REP+3, AP:65, WEALTH+0, MELEE +9, RANGED +10 DEFENSE:21 Feats: Alertness, Athletic, Brawl, Cmbt Reflexes, Pers. Firearms, Adv Firearms, Once he graduated, he was given his 2nd Lt. bars and sent to Quick Draw, Quick Reload, Run, Simple Weapons Iraq. He served three years sending dead bodies home from a Talents/Abilities: Evasion, Uncanny Dodge 1 and 2 rear area in Iraq without any problems. It was disappointing to Skills: Balance-1, Climb-3, Craft (Mech)-6, Craft (Structural)-1, Demolitions-4, Greg, but it was his duty so he performed it with excellence. Diplomacy-(-1), Disable Device-1, Drive-8, Escape Artist-6, Forgery-6, Hide-8, Once he returned home, Greg signed on for the National Jump-3, Knowledge (Culture)-3, Knowledge (Street)-3, Knowledge (Tactics)-14, Guard to serve his community in times of need. His hope was Listen-4, Move Silently-9, Navigate-4, Profession (Soldier)-4, Search-4, Sense to do something important, something that mattered. Motive-1, Spot-4, Survival-2, Swim-6, Treat Injurty-1 Rotworld

STR: 65 DEX: 75 AGL: 65 PER: 60 WPR: 70 PCN: 65 LUCK: 45 STA: 60 Greg could barely contain his excitement when he received Penetration Bonus: +15 Unskilled Melee: 73 the call from Colonel Steele on Z-Day. He oversaw the proper Stamina Recovery Rate: 6 Wounds: 15 outfitting of the unit for fire fighting deployment and happily Skills: Pistol (75/S/90) Automatic Rifle (75/S/90) Knife (65/S/80) Military (65/E/95) accepted command of Fort Robert J. Quinn from his Outdoor Survival (59/E/89) commanding officer when the trucks rolled out. Paranormal Talents: Ignore Pain (68/S/83)

The suitcase nuke destroyed everything that Greg has lived EQUIPMENT his entire life for. His home was within the blast radius. His Weapons: M9 Beretta, M16A3, Survival Knife pregnant wife worked at Mortiston All School. All of his friends Armor: K-Pot, Combat Armor, Steel-Toe Combat Boots were either firemen or National Guardsmen. Greg doesn’t Clothes: US Army Combat Fatigues have any reason to live, except for his sense of duty. Duty Equipment: First Aid Kit, Flashlight, Belt, 2 clips for each gun, 3 prevents him from taking his own life and keeps him on guard grenades and protecting the survivors and resources of the Guard Depot that he now commands. Duty is everything.

Juan Ignacio Rodriguez (Order #11233541) 15 James “Jimmy D” Delemorte IV LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% at Delemorte Mortuary and Memorial Gardens Level 2 The Burn/First 5 Days -- OL 1 -- 100% at Delemorte Mortuary and Memorial Gardens Level 3 The Dying/Next 90 Days -- OL 2 -- 100% at Delemorte Mortuary and Memorial Gardens. Level 4 The Rise/After 90 Days -- OL 3&4 – Unless the PC’s intervene, Jimmy D will die on Z-Day +8.5

CHARACTER STATS

Outbreak: Undead STRENGTH: 27 PERCEPTION: 30 EMPATHY: 19 WILL: 30 HEALTH: 33, DEFENSE: +10, RANGED ATK: +11% MELEE ATK: +10%, GESTALT DICE: 25 Skills: Chemistry, Combat Medic, Lone Wolf, Night Owl, Profession: Mortician, Resourceful, Riding and Search Savage Worlds AGILITY: d8 SMARTS: d10 SPIRIT d6 STRENGTH d6 VIGOR d6 CHARISMA: 0 PACE: 6 PARRY: 6 TOUGH: 5 Age: 25, 6' 1", 183 lb, black hair, brown eyes, pale skin Skills: Fighting d8; Healing d4; Knowledge: Chemistry d12; Knowledge: Role: Creepy Millionaire / Undertaker Delemorte Manor d10; Notice d10; Riding d6; Swimming d6; Throwing d6 Motivation: Who knows -- He’s CRAZY Hindrances: Delusional (major); Bad Eyes (minor) Desire: To party hearty with the dead Edges: Immune to Zombie Hostility (not a target) The Modern Path James Delemorte IV never wanted to be an undertaker. He STR: 16 (+0) INT: 14 (+3) WIS: 10 (+0) DEX: 18 (+3) CON: 12 (+1) CHA: 5 (+3) was known throughout his time at Gaiten Academy as “Jimmy Modern Hero 8, HP: 56 Saves: FORT+5, REFLX+6, WILL+1, INT+4 D” and the class clown. He spent as much time as he could Base attack +4, DEF 12, Crit Def +3, CMB +7, CMD 19 Align: CN, Spd: 30 with friends and away from home because he HATED dead Skills: Acrobatics-5, Computer Use-5, Craft (Chem)-8, Craft (Mortician)-13, Drive- things. Yet, after he graduated from Gaiten, he went into a 12, Intimidate-7, Knowledge (Art)-5, Knowledge (Buis)-5, Knowledge (History)-4, Knowledge (Tech)-13, Knowledge (all others)-9, Perception-14, Pilot-6, mortician’s apprenticeship with his dad. James Delemorte III Profession (Mortician)-13, Stealth-3 had never been close with his son before this time and thus he Feats: Alertness, Focused, Reactionary, Simple Weapon Proficiency - All, was appalled by the lack of decorum and respect for the dead Splintering Weapon, Technician, Throw Anything, Ignored by Undead Talents/Abilities: Armor Class Bonus, Fame Bonus, Fearless +2, Heroics expressed by young James Delemorte IV. He decided that Bonus, Heroics: Intelligence, Perspicacity something should be done. OGL Modern STR: 16 (+3) INT: 16 (+3) WIS: 8 (-1) No one knows what horrible thing happened inside the DEX: 15 (+2) CON: 12 (+1) CHA: 8 (-1) Delemorte Estate, but whatever it was changed “Jimmy D” into Level: Smart 8, HP: 56 Saves: FORT+5, REFLX+4, WILL+3, INT+6 the no nonsense, quiet and reserved undertaker named James REP+4, AP:56, WEALTH+0, MELEE +7, RANGED +6 DEFENSE: 15 Delemorte IV. Most everyone in Mortiston knew that “Jimmy Feats: Creative, Deceptive, Dodge, Great Fortitude, Improved Int., Low Profile, D” was somewhere on the estate and not “away at school” as Run, Simple Weapons, Unnoticed by Undead his parents always claimed when his school friends would call Talents/Abilities: Savant [Craft(Mortician)] Skills: Bluff-1, Craft (Chem)-11, Craft (Pharma)-7, Craft (Mortician)-24, Disguise- for him or drop by. Susanna “Suzy Q” Cassell knows even 1, Drive-4, Forgery-11, Knowledge (Art)-11, Knowledge (Buis)-11, Knowledge more of this story. She knows that one night in 1989, “Jimmy (Current)-11, Knowledge (History)-11, Knowledge (Theology)-5, Listen-3, D’s best friends, Skyler Grey and Rose Caufield, intended to Perform (Dance)-5, Perform (Sing)-2, Pilot-4, Profession (Mortician)-7, Repair-7, break into The Delemorte Mortuary and Memorial Gardens to Ride-4, Search-11, Speak Language-4, Spot-3 find him and “set him free”. The next day the sheriff found Rotworld Skyler’s car in the river, but the bodies were never recovered. STR: 70 DEX: 65 AGL: 50 PER: 40 WPR: 70 PCN: 70 LUCK: 55 STA: 50 Penetration Bonus: +15 Unskilled Melee: 60 Almost a year later, James Delemorte III passed away. At his Stamina Recovery Rate: 4 Wounds: 13 father’s funeral, the people of Mortiston saw James Delemorte Skills: Boxing (638/E/78) Chemistry (70/E/100) Medicine (55/S/70) Paranormal Talents: Corpse Visage (60/S/75) Empathy with Undead (60/S/75) IV for the first time since his graduation in 1984, although he Speak with Undead (60/S/75) displayed no emotion. He seems “dead” to anyone who knew him before. He began serving the community of Mortiston as EQUIPMENT its main mortician at that time. No one knows what became of James Delemorte IV’s mother; perhaps she is still alive inside Weapons: None Armor: None the mansion somewhere. Clothes: Cotton Flower-Print Hawaiian shirt, Blue denim pants Equipment: Lighter, Key-chain with Flashlight and Car alarm controller Ever since Z-Day, James Delemorte IV has been throwing one hell of a party. He is crazier than snow in Texas on the 4th of July and (for whatever reason) he is immune to being a target for zombies. The walking dead just ignore him like he was already one of them.

Juan Ignacio Rodriguez (Order #11233541) 16 Kevin (KILL- KILL) Edwards LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 90% at the Orphanage; 10% scrounging Level 2 The Burn/First 5 Days -- OL 1 -- 80% at the Orphanage; 20% scrounging Level 3 The Dying/Next 90 Days -- OL 2 -- 60% at the Orphanage; 40% scrounging. Level 4 The Rise/After 90 Days -- OL 3&4 – See What Will Michael Do? GM's decision if the character is still alive.

CHARACTER STATS

Outbreak: Undead STRENGTH: 35 PERCEPTION: 25 EMPATHY: 30 WILL: 30 HEALTH: 37, DEFENSE: +12, RANGED ATK: +11% MELEE ATK: +12%, GESTALT DICE: 24 Skills: Brawler, Combat Medic, Coop: Orphans, Defend, Heroic, Trigger Discipline Savage Worlds AGILITY: d8 SMARTS: d8 SPIRIT d6 STRENGTH d8 VIGOR d6 CHARISMA: 0 PACE: 4 PARRY: 7 TOUGH: 5 Skills: Fighting d10; Healing d6; Knowledge: Military Tactics d6; Notice d8; Age: 26, 5' 9" 170lb, black hair, brown eyes, med dark skin Persuasion d6; Repair d6; Shooting d8; Stealth d6; Streetwise d6; Throwing d8 Role: Guardian of the Orphanage Hindrances: Heroic (major); Lame (minor) Motivation: Survival / Protect the Children Edges: Connections: Sundowners; Improvisational Fighter The Modern Path Desire: Protect the kids / See them prosper STR: 18 (+4) INT: 11 (+0) WIS: 12 (+1)

DEX: 16 (+3) CON: 15 (+2) CHA: 15 (+2) Some people just get dealt a bad hand when they are born. Modern Hero 6, HP: 48 Saves: FORT+4, REFLX+5, WILL+3, INT+1 Kevin Edwards is one such person. His crack-addict mother Base attack +3, DEF 14, Crit Def +5, CMB +7, CMD 21 Align: N, Spd: 30 died in childbirth, after delivering twins. When no one stepped Skills: Brawl, Firearm Proficiency, Hide, Intimidate, Knowledge: Tactics, Listen, forward to claim the children, Kevin and Kyle became wards of Move Silently, Repair, Spot Hidden Craft (Clothing)-7, Craft (Elect)-7, Craft (Mech)-7, Diplomacy-6, Intimidate-6, the state. At first, the twins were raised by a set of adoptive Knowledge (Behav)-4, Knowledge (Street)-8, Perception-8, Profession parents who cared for and loved them. A fifth birthday and a (Counselor)-11, Repair-4, Stealth-12 plane crash later, both boys were dumped into the St. Thomas’ Feats: Attentive, Builder, Criminals, , Dodge, Personal Firearms, Reactionary, Simple Weapon, Stealthy Home for Children, a state-subsidized orphanage. Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroic Surge (6/day), Heroics Bonus, Heroics: Strength They say boys who spend years at St Thomas’ Home become OGL Modern one of two things: altar boys or gang bangers, but Kevin and STR: 18 (+4) INT: 11 (+0) WIS: 12 (+1) Kyle spent the ten best years that they would ever know DEX: 16 (+3) CON: 15 (+2) CHA: 15 (+2) together in that orphanage. They certainly weren’t altar boys, Level: Strong 6, HP:51 Saves: FORT+5, REFLX+5,WILL+3, INT+3 but they weren’t involved in the gangs either. They may have REP+1, AP:39, WEALTH+0, MELEE +10, RANGED +9 DEFENSE:16 Feats: Brawl, Improved Brawl, Knockout Punch, Personal Firearms, Quick Draw, been in and out of trouble, but they were good boys. But, all Simple Weapons, Stealthy, Toughness good things must come to an end. Three days after their 15th Talents/Abilities: Extreme Effort, Melee Smash, Improved Melee Smash birthday, Kevin watched his brother get gunned down in a Skills: Craft (Mech)-1, Craft (Structural)-2, Diplomacy-2, Gather Info-1, Hide-9, drive-by shooting. Knowledge (Behavior)-1, Knowledge (Current)-2, Knowledge (Street)-5, Knowledge (Tactics)-4, Listen-1, Move Silently-7, Profession (Councilor)-4 Kevin was devastated and only managed to hold it together Search-0, Sense Motive-1, Spot-1 with the help of two people: Coach Leroy, the football coach Rotworld from Gaiten Academy who volunteered to run their intramural STR: 78 DEX: 65 AGL: 68 PER: 40 WPR: 70 PCN: 60 LUCK: 35 STA: 78 football team, and his friend Willie Radd. Though their lives Penetration Bonus: +15 Unskilled Melee:73 took them in different directions, Kevin will always see coach Stamina Recovery Rate: 6 Wounds: 15 Skills: Pistol (65/S/80) Sledge Hammer (73/S/88) Knife (73/S/88) Mechanics Leroy and Willie as close friends. While going through this (63/S/78) Military (63/S/78) Social Science (65/E/95) Urban Survival (51/E/81) dark time, Kevin had KILL tattooed on the fingers of both hands below the knuckles. He has told only a few what it really EQUIPMENT means: Kyle, I Love Life. It is Kevin’s personal reminder that Weapons: 9mm Glock, Sledge Hammer he must keep going no matter what. It is what his brother Armor: Mechanic’s Coveralls, Leather Gloves, Leather Steel-Toe would want. It also gave him the nickname KILL- KILL Work Boots Clothes: Cotton work shirt, Blue denim pants When he turned 17, Kevin enlisted in the USMC. Three days Equipment: First Aid Kit, Mini Flashlight, 1 clip for Glock before he turned 20, an IED took his left leg while he and his team were on a sweep in Afghanistan. Kevin has returned to Mortiston broken in body, but not in spirit. He now works at St. Thomas’ Home for Children as a councilor. His prosthetic leg allows him to get around without too much difficulty, but he certainly isn’t fast.

Juan Ignacio Rodriguez (Order #11233541) 17 “Coach” Leroy Allen LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% VFW Local 100168 Level 2 The Burn/First 5 Days -- OL 1 -- See the Timeline Level 3 The Dying/Next 90 Days -- OL 2 -- 100% Fort Robert J. Quinn Level 4 The Rise/After 90 Days -- OL 3&4 -- GM’s decision if he is still alive

CHARACTER STATS

Outbreak: Undead STRENGTH: 15 PERCEPTION: 25 EMPATHY: 35 WILL: 33 HEALTH: 21, DEFENSE: +7, RANGED ATK: +9% MELEE ATK: +8%, GESTALT DICE: 90 Skills: Billy Goat, Calm, Handyman, Leadership, Resourceful, Steady Shot Savage Worlds AGILITY: d4 SMARTS: d10 SPIRIT d10 STRENGTH d4 VIGOR d4 CHARISMA: 0 PACE: 5 PARRY: 5 TOUGH: 5 Skills: Fighting d6; Knowledge: Mortiston d12; Notice d10; Persuasion d10; Repair d8; Shooting d4; Throwing d4 Hindrances: Bad Eyes (minor), Elderly (major)

Age: 90, 5' 6" 110lb, silver hair, blue eyes, med aged skin Edges: Brave, Command, Inspire Role: Advisor of the Powers that Were The Modern Path Motivation: Protection of Mortiston STR: 6 (-2) INT: 16 (+3) WIS: 15 (+2) DEX: 13 (+1) CON: 10 (+1) CHA: 17 (+3) Desire: To preserve Mortiston, USA as best as he can Modern Hero 5, HP: 50 Saves: FORT+3, REFLX+4, WILL+4, INT+1 Base attack +5, DEF 11, Crit Def +3, CMB +3, CMD 14 Align: NE, Spd: 30 Leroy Allen was born in the Southside District of Mortiston in Skills: Diplomacy-11, Intimidate-10, Knowledge (Civics)-11, Knowledge 1922, to the son of a retired sheriff’s deputy. In 1941 he (Current)-10, Knowledge (History)-7, Knowledge (Tactics)-11, Perception-12, Profession (Coach)-12, Stealth-1, Survival-11 enlisted in the U.S. Army and went overseas to fight the Nazis. Feats: Alertness, Lookout, Militia Veteran: Survival, Natural-Born Leader, Pack He returned home a hero, because in 1944, his platoon seized Attack, Personal Firearms, Simple Weapon a V-2 storage and launch site from the Nazis. Once he Talents/Abilities: Armor Class Bonus, Coordinate (5/day), Fame Bonus, Heroics returned to Mortiston, Leroy never talked much about the war, Bonus, Heroics: Charisma, Perspicacity or his heroic part in it, except to say that it was a dark time in OGL Modern STR: 6 (-2) INT: 16 (+3) WIS: 15 (+2) all of human history and that he would rather not remember it. DEX: 13 (+1) CON: 10 (+1) CHA: 17 (+3) Level: Tough 5, HP: 50 Saves: FORT+3, REFLX+2,WILL+3, INT+1 Leroy’s easy style and friendly, personal manner made politics REP+4, AP: 31, WEALTH+0, MELEE +1, RANGED +4 DEFENSE:14 an easy choice for him. His status as a bona fide U.S. war Feats: Blind Fight, Personal Firearms, Adv Firearms, Renown, Simple Weapons, Toughness, Trustworthy hero made him an easy choice for voters. Leroy Allen served Talents/Abilities: Damage Reduction 1/--, Remain Conscious, Robust many honest years on the city council. After he retired from Skills: Bluff-3, Craft (Mech)-2, Diplomacy-5, Gather Info-5, Hide-2, Intimidate-8, local politics at age 50, Leroy, who had always led active Knowledge (Current Events)-5, Knowledge (History)-6, Knowledge (Street)-5, lifestyle, became a coach for the city intramural leagues. Knowledge (Tactics)-8, Navigate-7, Profession (Coach)-4, Read/Write Language- 2, Search-4, Sense Motive-3, Speak Language-2, Spot-4, Survival-3, Tumble-3 Rotworld While coaching troubled youth, Leroy Allen met and counseled STR: 35 DEX: 50 AGL: 45 PER: 65 WPR: 65 PCN: 60 LUCK: 70 STA: 60 many young men, but he will remember both Kevin (KILL-KILL) Penetration Bonus: +0 Unskilled Melee: 40 Edwards and Willie Radd by name, as well as face. Coach Stamina Recovery Rate: 4 Wounds: 14 Skills: LBG (50/S/65) Bayonet (40/S/55) Mechanics (55/S/85) Military (58/E/98) Leroy never felt he really was able to help either of them, which Mortiston Knowledge (63/E/118) bothers him to this day. Paranormal Talents: Ignore Pain (73/S/88)

When Z-Day came, Coach Leroy was at the VFW Local EQUIPMENT 100168 and thought foiling the Pythons robbery of Fosters Weapons: M1 Garand Rifle with fixed bayonet Pharmacy would be the most exciting thing he would do all Armor: VFW Helmet, Leather Gloves, Set of USMC coveralls, week. Little did he know what was to come. Leather Jump Boots Clothes: Cotton shirt with leather-reinforced shoulders and elbows, Tan docker pants Equipment: Small Swiss Army pocket knife

Juan Ignacio Rodriguez (Order #11233541) 18 Michael Sparks LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 50% Burt’s Shooting Sports; 50% Bunker under Burt’s Shooting Sports Level 2 The Burn/First 5 Days -- OL 1 -- 100% Bunker under Burt’s Shooting Sports Level 3 The Dying/Next 90 Days -- OL 2 -- 100% Bunker under Burt’s Shooting Sports Level 4 The Rise/After 90 Days -- OL 3&4 – See What Will Michael Do?

CHARACTER STATS

Outbreak: Undead STRENGTH: 37 PERCEPTION: 45 EMPATHY: 6 WILL: 40 HEALTH: 45, DEFENSE: +14, RANGED ATK: +30% MELEE ATK: +30%, GESTALT DICE: 23 Skills: Brawler, Leadership, Marksman (+10% to single shot) Search (+10 PER for searching), Stealthy (bonus dice already applied), Resourceful, Tactician, Trigger Discipline, Warlord Savage Worlds AGILITY: d8 SMARTS: d8 SPIRIT d6 STRENGTH d8 VIGOR d6 CHARISMA: -2 PACE: 6 PARRY: 7 TOUGH: 5 Skills: Fighting d10; Knowledge: Para-military Training d8; Knowledge: Vietcong Tactics d8; Lockpicking d4; Notice d8; Shooting d10; Stealth d10; Survival d6; Swimming d6; Taunt d6; Tracking d6 Age 24, 5' 6" 147lb, black hair, green eyes, med skin Hindrances: Delusional (major); Mean (minor) Role: Insane Warlord Edges: Hard to Kill; Harder to Kill; Level-Headed; Quick Motivation: Insanity The Modern Path Desire: Everyone to worship him STR: 16 (+3) INT: 14 (+2) WIS: 10 (+0) DEX: 18 (+4) CON: 12 (+1) CHA: 5 (-2) Michael’s father was Gunnery Sergeant Burt Sparks USMC Modern Hero 8, HP: 60 Saves: FORT+5, REFLX+8, WILL+2, INT+4 Base attack +8, DEF 14, Crit Def +7, CMB +11, CMD 25 Align: LE, Spd: 30 Ret., last survivor of his platoon in ‘Nam. Nothing Michael ever Skills: Craft (Traps)-8, Craft (Weapons)-9, Demolitions-9, Disable Device-11, did was good enough for his father. Although he tried and tried Drive-5, Handle Animal-, Heal-4, Intimidate-8, Knowledge (Tactics)-13, to get any encouragement from his father, all he received were Linguistics-, Perception-12, Profession (Gunsmith)-6, Repair-9, Stealth-15, Survival-12, Swim-4 harsh words and heavy discipline based upon calisthenics. Feats: Alertness, Dodge, Elusive Target, Gunsmithing, Military, Militia Veteran, Michael’s mother died when he was 10 and that was the last Quick Draw, Simple Weapon time he received love and understanding. Talents/Abilities: Armor Class Bonus, Fame Bonus, Heroics Bonus, Heroics: Dexterity, Perspicacity, Plan (DC 16) Anyone in town will tell you that Michael was an abused child OGL Modern STR: 16 (+3) INT: 14 (+2) WIS: 10 (+0) and that Burt Sparks should never have had children. Michael DEX: 18 (+4) CON: 12 (+1) CHA: 5 (-2) was raised to be a Marine, a Marine that would have survived Level: Fast 8, HP: 72 Saves: FORT+3, REFLX+8, WILL+2, INT+8 ‘Nam. Burt raised Michael to be the toughest kid in Mortiston, REP+2, AP: 56, WEALTH+0 MELEE +9, RANGED +10 DEFENSE:21 pushing him well beyond the limits of polite society. Burt Feats: Brawl, Improved Brawl, Cmbt Expertise, Improved. Initiative, Personal publicly referred to Michael as his “useless son”. By the time Firearms, Adv Firearms, Quick Draw, Simple Weapons, Stealthy Michael was a teenager, he had no interest in following in the Talents/Abilities: Evasion, Uncanny Dodge 1, Increased Speed, Improved footsteps of his father. Increased Speed Skills: Balance-7, Craft (Mech)-6, Diplomacy-(-3), Drive-6, Escape Artist-6, In 2009, there was an attempted robbery of the gun store. Gather Info-6, Hide-15, Intimidate-(-3), Knowledge (Tactics)-11, Knowledge (Theology)-5, Listen-0, Move Silently-14, Navigate-4, Profession (Gunsmith)-1, Burt was shot once, before he shot and killed his assailant. He Read/Write Language-1, Repair-4, Search-6, Speak Language-1, Spot-4, was wounded and in need of medical attention. As he tried to Survival-1, Treat Injurty-1 focus and call 911, Michael picked up the would-be robber’s Rotworld pistol and shot his dad two more times. Burt died on the STR: 75 DEX: 70 AGL: 75 PER: 35 WPR: 70 PCN: 70 LUCK: 65 STA: 70 scene; everyone assuming the robber killed him. Burt’s Penetration Bonus: +15 Unskilled Melee: 75 Shooting Sports became Michael’s through the will, but he did Stamina Recovery Rate: 5 Wounds: 15 not change the name. Skills: Pistol (70/S/85) Automatic Rifle (70/S/85) Knife (75/S/90) Wrestling (75/S/90) Distance Running (70/S/85) Investigation (58/S/73) Military (59/E/89) In the confusion after he murdered his father, Michael met and Outdoor Survival (63/M/118) Outdoor Survival (73/E/103) Paranormal Talents: Ingnore Pain (530/S/68) befriended Rev. Thompson. The Reverend convinced Michael

he had been given a hard life because he was meant for greatness and eventually God’s plan for Michael would EQUIPMENT manifest. Michael was about to lose faith when Z-Day came. Weapons: Galil MAR 5.56 w/ under mount GL, M1911, Combat Knife Now he knows he is God’s chosen Avenger, sent to earth to Armor: Body armor, helmet, gloves, boots Clothes: Urban camouflage BDU uniform prove himself by collecting 1,000 souls of the “wicked” before Equipment: First Aid Kit, Lighter, Pocket Tool, Keychain with the “demons” get them all. He believes that when he Flashlight and Can Opener succeeds, he will ascend to lead the armies of Heaven.

Juan Ignacio Rodriguez (Order #11233541) 19 Nicodeimos the Bookwyrm LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% inside the Library Level 2 The Burn/First 5 Days -- OL 1 -- 100% inside the Library Level 3 The Dying/Next 90 Days -- OL 2 --100% inside the Library Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael Do? GM's decision as to whether the NPC is even alive.

CHARACTER STATS

Outbreak: Undead STRENGTH: 21 PERCEPTION: 45 EMPATHY: 7 WILL: 30 HEALTH: 27, DEFENSE: +11, RANGED ATK: +13% MELEE ATK: +12%, GESTALT DICE: 35 Skills: Chemistry, Contemplative, Gunsmithing, Handyman, Hide, Lone Wolf, Night Owl, Resourceful, Stealthy Savage Worlds AGILITY: d6 SMARTS: d12 SPIRIT d4 STRENGTH d6 VIGOR d6 CHARISMA: -2 PACE: 6 PARRY: 4 TOUGH: 5 Skills: Fighting d4; Intimidation d6+2; Investigation d8; Knowledge: Library Contents d10; Knowledge: Trap Making d6; Lockpicking d6; Notice d8; Shooting d4; Stealth d4; Taunt d8+2; Survival d6 Hindrances: Delusional (major); Mean (minor) Edges: Jack of All Trades; Strong Willed The Modern Path STR: 10 (+0) INT: 18 (+1) WIS: 10 (+0) Age: 48, 5' 11", 150 lb, grey heir, blue eyes, Pasty white skin DEX: 12 (+1) CON: 12 (+1) CHA: 7 (-1) Role: Crazy Survivor Modern Hero 6, HP: 42 Saves: FORT+3, REFLX+3, WILL+2, INT+1 Motivation: Insanity Base attack +3, DEF 14, Crit Def +3, CMB +3, CMD 14 Align: CN, Spd: 40 Skills: Brawl, Firearm Proficiency, Hide, Intimidate, Knowledge: Tactics, Desire: To possess the spellbook of the Arch-Necromancer Listen, Move Silently, Profession: Scholar, Repair, Spot Hidden Uthrex so that he can control the Undead. Craft (Mech)-8, Craft (Traps)-11, Disable Device-15, Intimidate-6, Knowledge (Arcana)-5, Knowledge (Art)-5, Knowledge (Culture)-10, Knowledge (History)-5, No one left alive knows The Bookwyrm’s real name, but that Knowledge (Tactics)-10, Knowledge (All others)-4, Linguistics-6, Perception-9, Perform (Write)-7, Profession (Scholar)-5, Ride-5, Stealth-8 doesn’t bother him. In fact, he rather prefers the power of Feats: Bullied, Cautious, Outcast, Personal Firearms, Run, Simple Weapon, Skill mystery it gives him over others. Before Z-Day happened, The Focus: Disable Device, Stealthy Bookwyrm was Joseph Smith, just a creepy older guy who Talents/Abilities: Armor Class Bonus, Cross Training: Infiltrator, Evasion, Fame hung out at the library. Joe wrote fantasy shorts and novels for Bonus, Heroics Bonus, Heroics: Intelligence a living under the pen name S.D. Perrey and had a minor OGL Modern STR: 10 (+0) INT: 18 (+1) WIS: 10 (+0) following at the Sci-Fi and Fantasy fan conventions. He moved DEX: 12 (+1) CON: 12 (+1) CHA: 7 (-1) to Mortiston to escape “big city life” and an emotional divorce Level: Smart 6, HP45: Saves: FORT+3, REFLX+3, WILL+3, INT+1 from his cos-play model wife, who left him for another model. REP+1, AP: 39, WEALTH+0 MELEE +3, RANGED +4 DEFENSE:13 Feats: Alertness, Builder, Cautious, Educated, Personal Firearms, Stealthy, The Bookwyrm wasn’t truly mentally stable when he moved to Studious, Toughness Mortiston. Z-Day did nothing to improve this. His detachment Talents/Abilities: Savant [Craft (Mechanical)], Plan, Trick from humanity is nearly complete now that he has had to kill Skills: Computer Use-2, Craft (Chem)-5, Craft (Elect)-5, Craft (Mech)-8, Craft (Pharm)-, 5Craft (Struct)-10, Craft (Visual)-5, Craft (Write)-11, Decipher Script- the zombified librarian he had a crush on. Joseph has slipped 12, Diplomacy-(-2), Disable Device-5, Escape Artist-2, Hide-5, Knowledge into the plot of one of his fantasy novels. He sees himself as (Arcane)-8, Knowledge (Culture)-13, Knowledge (Tactics)-8, Knowledge (Tech)- several different characters within the magical fortress of an 8, Knowledge (all others)-5, Listen-5, Move Silently-5, Navigate-5, Profession ancient magic-using dragon named Nicodeimos the (Writer)-2, Read/Write Language-3, Repair-7, Research-9, Search-9, Sense Motive-3, Speak Language-3, Spot-5, Survival-2, Treat Injurty-1 Bookwyrm. Rotworld STR: 35 DEX: 45 AGL: 45 PER: 50 WPR: 65 PCN: 80 LUCK: 75 STA: 60 This delusion might be cute, or even inconsequential, if Penetration Bonus: +15 Unskilled Melee: 75 Joseph’s IQ were lower. Unfortunately, a 195 IQ, an unstable Stamina Recovery Rate: 5, Wounds: 15 Skills:Pistol (45/S/60) Knife (40/S/55) Computers (78/S/93) Investigation mental outlook and too much AD&D as a child don’t make for (68/E/98) Security Devices (67/E/97) Stealth (45/S/60) Urban Survival (68/E/98) “cute” delusions. Joseph has used his superior IQ to not only Paranormal Talents: Distance Viewing (73/S/88) Speak With Undead (63/S/70) make the library safe for himself, but also to riddle the basement, first and second floors with tricks and traps. EQUIPMENT Essentially, Joe is playing an AD&D adventure with anyone Weapons: M1911.45 Cal Pistol with WW2 rounds; Fire axe and everyone who enters the library, in which they are the Armor: None unwitting heroes and he is the Dungeon Master playing all of Clothes: Black Cotton t- shirt, Black denim jeans the other roles. Joe is an adversarial Dungeon Master (a “dick Equipment: First Aid Kit, Flashlight, Dice Bag, Extra clip for .45, Pencil DM”) who mocks his players as they play and openly laughs at (behind ear), Bag of Peanut M&M’s their deaths. He is fair, however. If the PC’s play the game, he will give them the information / books they have earned. Joe will do everything he can to remain hidden from everyone who enters the library.

Juan Ignacio Rodriguez (Order #11233541) 20 Rebecca King LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day – 100% Inside Foster’s Pharmacy Level 2 The Burn/First 5 Days -- OL 1 -- 80% in Foster’s Pharmacy; 20% chance of being dead Level 3 The Dying/Next 90 Days -- OL 2 -- GM's Decision Level 4 The Rise/After 90 Days -- OL 3&4 -- GM's Decision

CHARACTER STATS

Outbreak: Undead STRENGTH: 30 PERCEPTION: 35 EMPATHY: 33 WILL: 31 HEALTH: 36, DEFENSE: +12, RANGED ATK: +12% MELEE ATK: +12%, GESTALT DICE: 30 Skills: Agility, Calm, Chemistry, Combat Medic, Healer, Healthy, Resourceful Savage Worlds AGILITY: d8 SMARTS: d10 SPIRIT d8 STRENGTH d4 VIGOR d6 CHARISMA: +4 PACE: 6 PARRY: 4 TOUGH: 5 Skills: Fighting d4; Healing d10; Investigation d8; Notice d10; Persuasion d8; Stealth d6 Hindrances: Heroic (major); All Thumbs (minor) Edges: Attractive; Very Attractive; Level-Headed The Modern Path Age: 36, 5' 7", 146 lb, auburn hair, hazel eyes, medium skin STR: 15 (+2) INT: 18 (+4) WIS: 16 (+3) DEX: 12 (+1) CON: 17 (+3) CHA: 17 (+3) Role: Elder Care Nurse Modern Hero 4, HP: 38 Saves: FORT+7, REFLX+2, WILL+5, INT+1 Motivation: Help the wounded and sick Base attack +3, DEF 11, Crit Def +1, CMB +5, CMD 16 Align: CG, Spd: 30 Desire: To escape the Pythons Skills: Bluff-7, Climb-, Computer Use-11, Diplomacy-9, Drive-3, Heal-13, Knowledge (Behavior)-11, Knowledge (Earth/life)-11, Knowledge (Culture)-7, Perception-9, Profession (Nurse)-13, Research-11, Ride-2, Stealth-8 Rebecca King believes she has a knack for being in the wrong Feats: Alertness, Caretaker, Medic, Medical Expert, Persuasive, Simple Weapon place at the wrong time. When she was a child her sister, Talents/Abilities: Healer, Heroics: Intelligence, Perspicacity Dee-Dee, would make some mess or cause trouble right OGL Modern STR: 15 (+2) INT: 18 (+4) WIS: 16 (+3) before Rebecca arrived on the scene and Rebecca would get DEX: 12 (+1) CON: 17 (+3) CHA: 17 (+3) blamed for it. The same sorts of things happened throughout Level: Smart 2/Dedicated 2, HP: 60 Saves: FORT+5, REFLX+1, WILL+7, INT+1 high school, community college and nursing school. So she REP+2, AP: 24, WEALTH+0 MELEE +4, RANGED +5 DEFENSE:14 wasn’t really surprised when Z-Day occurred. Feats: Alertness, Low Profile, run, Simple Weapons, Stealthy Talents/Abilities: Savant [Knowledge (Earth and life sciences)], Healing Knack Computer Use-6, Craft (Pharm)-8, Craft (Writing)-2, Diplomacy-1, Drive-1, Rebecca was driving Coach Leroy to a meeting at the VFW Gather Info-8, Hide-5, Investigate-6, Knowledge (Behavior)-6, Knowledge Local 100168, directly across the street from Foster’s (Earth/life)-11, Knowledge (Culture)-6, Knowledge (Theology)-8, Knowledge (all others)-5, Listen-7, Move Silently-5, Read/Write Language-1, Research-10, Pharmacy. After parking in the VFW’s lot, she decided to run Search-4, Sense Motive-3, Speak Language-1, Spot-7, Treat Injurty-9 across the street to pick up some Elder Care orders from the Rotworld pharmacist, Zack Parker. Rebecca had just made it through STR: 55 DEX: 50 AGL: 65 PER: 70 WPR: 65 PCN: 80 LUCK: 30 STA: 60 Foster’s door as the Pythons descended upon the parking lot Penetration Bonus: +0 Unskilled Melee: 40 Stamina Recovery Rate: 4 Wounds: 14 of Foster’s Pharmacy, guns in hand. Coach Leroy called Skills: Kick Boxing (60/S/75) Medicine (61/E/91) Science: Biology (73/E/103) Sheriff Anderson immediately. Psychology (73/E/103) Mortiston Knowledge (73/S/88) Paranormal Talents: Sense Undead (63/S/78) Right after Sheriff Anderson arrived at Foster’s Pharmacy, there was a very loud explosion from the school and the EQUIPMENT sounds of a train derailment, all followed by numerous Weapons: None secondary explosions from the Romero Chemicals Tank Farm. Armor: None The EMP from the first boom killed Sheriff Anderson’s cruiser Clothes: Multi-colored, cotton nurse’s tunic with a teddy bear pattern, and got the attention of Meatballs, drawing some of the Blue-green medical “scrub” pants Equipment: Pen, Thermometer, Stethoscope, Purse, Keys, Latex Pythons outside. Sheriff Anderson was shot twice, once in the Gloves, and Aspirin shoulder and a grazed temple, but he managed to kill two of the Pythons and wound another.

The viciousness of the fight is what saved Sheriff Anderson’s life. By the time Meatballs had rallied the Pythons to press the attack, Sheriff Anderson had a .30 cal light machine gun covering his escape to the VFW building across the street, provided by Coach Leroy. Unfortunately, one round went straight through the head of Zack Parker, killing him dead, but the resulting noise and fear kept the Pythons pinned down so Sheriff Anderson could escape.

Once again, Nurse Becky is in the wrong place at the wrong time, trapped in the Pharmacy with the now-crazed Pythons.

Juan Ignacio Rodriguez (Order #11233541) 21 Reverend Jeremiah Thompson LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day – Inside Church / Burt's Shooting Sports 75%/25% Level 2 The Burn/First 5 Days -- OL 1 -- 100% Burt’s Shooting Sports Level 3 The Dying/Next 90 Days -- OL 2 -- 100% Burt’s Shooting Sports Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael Do?

CHARACTER STATS

Outbreak: Undead STRENGTH: 20 PERCEPTION: 35 EMPATHY: 12 WILL: 282 HEALTH: 28, DEFENSE: +10, RANGED ATK: +13% MELEE ATK: +13%, GESTALT DICE: 35 Skills: Basic First Aid, Contemplative, Leadership, Search, Stealthy Savage Worlds AGILITY: d6 SMARTS: d12 SPIRIT d8 STRENGTH d4 VIGOR d6 CHARISMA: +2 PACE: 6 PARRY: 2 TOUGH: 5 Skills: Gambling d6, Intimidation d6; Knowledge: Con Games d10; Knowledge: The Bible d12; Lockpicking d6; Notice d8; Persuasion d10; Shooting d4; Stealth d4; Streetwise d6; Survival d6; Taunt d6 Age: 35, 5' 9" 153lb, blond hair, blue eyes, tan skin Hindrances: Greedy (major), Poverty (minor) Class: Con Man and Thief Edges: Charismatic, Luck Motivation: Self-Preservation/Screw the weak The Modern Path STR: 12 (+1) INT: 15 (+2) WIS: 14 (+2) Desire: To put Michael in Control of Mortiston DEX: 13 (+1) CON: 12 (+1) CHA: 17 (+2) Modern Hero 9, HP: 63 Saves: FORT+5, REFLX+5, WILL+5, INT+1 Base attack +4, DEF 14, Crit Def +5, CMB +7, CMD 21 Align: N, Spd: 30 Jimmy Clarke was raised by an alcoholic, backwoods Ozark Skills: Bluff-20, Craft (Mech)-9, Diplomacy-20, Disguise-10, Gamble-11, Intimidate-19, Perception-16, Perform (Sing)-16, Research-14, Sleight of Hand- minister. When he finally ran away at age 15, he was already 11, Stealth-5 an accomplished pickpocket, con man and car thief. He grew Feats: Alertness, Careful Speaker, Celebrity, Deceitful, Fast-Talker, Leadership up on the road and has never been at a loss for people to con (Base Score 12), Personal Firearms Proficiency, Persuasive, Simple Weapon Talents/Abilities: Armor Class Bonus, Charm +4, Fame Bonus, Heroics Bonus, out of a living. He’s been in and out of jail in various states on Heroics: Charisma, Perspicacity, Plan (DC 16) a variety of charges including Disorderly Conduct, Forgery, OGL Modern Fraud and Grand Theft Auto. Jimmy has always been skillful STR: 12 (+1) INT: 15 (+2) WIS: 14 (+2) enough to avoid long-term jail time and prison, but his most DEX: 13 (+1) CON: 12 (+1) CHA: 17 (+2) Level: Charismatic 9, HP: 63 Saves: FORT+7, REFLX+5, WILL+5, INT+1 recent persona has been the most successful. Jimmy is REP+4, AP: 65, WEALTH+0 MELEE +5, RANGED +5 DEFENSE:14 currently posing as Reverend Jeremiah Thompson of the Feats: Alertness, Attentive, Confident, Creative, Deceptive, Great Fortitude, Pers Church of Everlasting Hope. Firearms, Simple Weapons, Stealthy, Trustworthy Talents/Abilities: Charm, Favor, Captivate, Fast-Talk, Dazzle Skills: Bluff-14, Diplomacy-14, Disguise-6, Drive-2, Escape Artist-2, Forgery-4, What started as a tent revival con has actually turned into a Gamble-6, Gather Info-8, Intimidate-5, Knowledge (Street)-12, Knowledge profitable little church thanks to “Reverend” Thompson’s (Theology)-11, Knowledge (All other)-3, Listen-8, Move Silently-4, Perform (Act)- incredible oratory skills. The Church of the Everlasting Hope 14, Perform (Sing)-10, Profession (Church Admin)-4, Read/Write Language-2, has 14 members and eight of them are quite dedicated. Search-6, Sense Motive-2, Speak Language-2, Spot-4, Treat Injurty-2 Rotworld Jeremiah has found that local business people who believe in STR: 45 DEX: 50 AGL: 45 PER: 75 WPR: 70 PCN: 75 LUCK: 75 STA: 60 his ministry are quite generous. He was actually looking Penetration Bonus: +0 Unskilled Melee: 45 through the obituaries to see if there were any widows who Stamina Recovery Rate: 4 Wounds: 14 needed comforting when he read about Burt’s death. Skills: Pistol (50/S/65) Automatic Rifle (50/U/50) Boxing (45/S/60) Disguise (63/S/78) Forgery (63/S/78) Gambling (75/E/105) Investigation (73/S/88) Reverend Thompson set out immediately to see if he could Literature: The Bible (73/M/128) Stealth (47/E/77) Theft (63/M/118) perform the funeral (and worm his way into the gun shop’s Paranormal Talents: Precognition (73/S/88) Read Thoughts (73/S/88) cash box). He “befriended” Michael and convinced him that God had a much greater plan for his life than running a gun EQUIPMENT shop. In Jeremiah’s mind, that “greater plan” was helping Weapons: 9mm Beretta Jeremiah to build a church so he could really benefit from this Armor: Helmet, Flak Vest, gloves, boots whole “Religion” thing. That was before Z-Day. Clothes: Urban camouflage BDU uniform Equipment: Large First Aid Kit, Deck of Cards, 3 spare clips for pistol,

Canteen, 2 MRE’s Jeremiah and two followers from this church ran to the gun shop after getting Michael’s call. When they arrived, Michael unlocked the door, telling them not to mind the bodies of the looters while absently shooting a pregnant teenage girl lying on the floor groaning in pain. Michael then locked the door back and showed them the bunker. After Michael sealed the door of the bunker, he told Jeremiah and the two girls about his vision and his holy calling. Jeremiah never realized how crazy Michael was until it was far too late.

Juan Ignacio Rodriguez (Order #11233541) 22 Robert “Boom” Saunders LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% Gaiten Academy Level 2 The Burn/First 5 Days -- OL 1 -- 100% Gaiten Academy Level 3 The Dying/Next 90 Days -- OL 2 -- 70% Gaiten Academy; 30% scrounging Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael Do? Unless the PC’s intervene, Boom will die on Z-Day +191

CHARACTER STATS

Outbreak: Undead STRENGTH: 22 PERCEPTION: 25 EMPATHY: 35 WILL: 33 HEALTH: 37, DEFENSE: +9, RANGED ATK: +9% MELEE ATK: +9%, GESTALT DICE: 17 Skills: Billy Goat, BMX, Calm, Chemistry, Leadership, Riding, Swimming Savage Worlds AGILITY: d6 SMARTS: d10 SPIRIT d10 STRENGTH d4 VIGOR d6 CHARISMA: +2 PACE: 6 PARRY: 5 TOUGH: 5 Skills: Fighting d6; Intimidation d6; Investigation d6; Knowledge: Politics d8; Lockpicking d4; Notice d10; Persuasion d10; Riding d6; Taunt d6 Age: 17, 5' 11", 169 lb, brown hair, brown eyes, pale skin Hindrances: Anemic (minor); Code of Honor (major) Role: Leader of the Outkasts Edges: Charismatic, Command; Common Bond; Rich Motivation: Survival / Protection of all GA The Modern Path Desire: To make GA the “SAFE” place STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0) DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1) Modern Hero 5, HP: 35 Saves: FORT+2, REFLX+2, WILL+3, INT+1 Robert Saunders III is the son of a state senator. His Base attack +2, DEF 11, Crit Def +3, CMB +3, CMD 14 Align: NG, Spd: 30 grandfather, who was the state attorney general before he Skills: Bluff-9, Computer Use-6, Craft (Elect)-6, Craft (Explosives)-6, retired, donated so much money to Gaiten Academy that the Demolitions-9, Diplomacy-14, Disable Device-9, Handle Animal-9, Knowledge people in Mortiston sometimes refer to it as “Saunders (Tactics)-6, Perception-13, Profession (Scholar)-5, Ride-7, Stealth-9, Swim-1 Feats: Alertness, Animal Affinity, Cautious, Investigative, Persuasive, Simple Academy”. Given these facts, you might expect Robert to be Weapon, World Traveler among Gaiten Academy’s elite. Instead, he is the class clown. Talents/Abilities: Armor Class Bonus, Fame Bonus, Heroics Bonus, Heroics: Charisma, Perspicacity Robert is a pyromaniac, but in a fun and entertaining kind of OGL Modern way. He loves blowing up toilets; setting small “booby-traps” STR: 12 (+1) INT: 14 (+2) WIS: 15 (+2) on lockers and desks and tormenting those who would torment DEX: 13 (+1) CON: 12 (+1) CHA: 17 (+3) others. Robert earned the moniker Boom when he caused an Level: Charismatic 5, HP: 35 Saves: FORT+4, REFLX+4, WILL+3, INT+5 REP+3, AP: 31, WEALTH+0 MELEE +3, RANGED +3 DEFENSE: 14 explosion in the teacher’s bathroom while he was in gym class. Feats: Alertness, Cautious, Improved Initiative, Run, Simple Weapons, Because Robert is good-natured and doesn’t really pick on Trustworthy anyone, even though he could and completely get away with it, Talents/Abilities: Charm, Coordinate, Inspiration everyone seems to like him. Skills: Balance-1, Bluff-5, Computer Use-1, Craft (Visual)-3, Craft (Writing)-3, Demolitions-7, Diplomacy-10, Disable Device-6, Forgery-4, Gamble-, Gather Info-7, Handle Animal-7, Hide-3, Jump-2, Knowledge (Current)-4, Knowledge Robert sees himself as a sort of Batman for those being (History)-3, Knowledge (Tactics)-4, Listen-7, Move Silently-3, Profession (RC picked on or bullied. The problem is that no one really is Toys)-4, Read/Write Language-2, Ride-4, Search-2, Sense Motive-2, Speak picked on at Gaiten Academy; for the most part the students Language-2, Spot-7, Survival-2, Swim-2, Treat Injurty-3 and faculty work together in harmony. So Robert contents Rotworld STR: 55 DEX: 60 AGL: 65 PER: 70 WPR: 65 PCN: 65 LUCK: 70 STA: 60 himself by running a “gang” in the school called the Outkasts. Penetration Bonus: +5 Unskilled Melee: 60 All the Outkasts ever do is pull pranks that most everyone finds Stamina Recovery Rate: 4 Wounds: 14 humorous. The net effect is that the Outkasts are anything but. Skills: Polo Mallet (60/S/75) Equestrian (65/E/95) Demolitions (63/E/93) Science: Chemistry (65/S/80) Psychology (65/S/80) Mortiston Knowledge (68/S/885) Stealth (63/S/78) When Z-Day came, Robert could see that everyone was scared and even the teachers didn’t know what to do. His EQUIPMENT father and grandfather taught him that in difficult times people Weapons: Polo Mallet, Riding Crop on a Lanyard need to look to someone to know they will be OK. For 17 Armor: Polo Helmet, Leather Gloves, Leather Riding Boots years Robert has trained to be that someone and now is his Clothes: Cotton shirt with leather-reinforced shoulders and elbows, tan chance. His popularity and natural charisma made it easy for docker pants him to “take over” the school. Although he looks calm and sure Equipment: Lighter, Pocket Tool, Keychain, Flashlight and a Pocket on the outside, like any good leader he is torn apart inside by full of M-80 Fire Crackers the tough decisions he must make for his people.

Juan Ignacio Rodriguez (Order #11233541) 23 Sheriff Tom Anderson LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day – See the Timeline Level 2 The Burn/First 5 Days -- OL 1 -- 100% Fort Quinn Level 3 The Dying/Next 90 Days -- OL 2 -- 20% Fort Quinn; 80% scrounging Level 4 The Rise/After 90 Days -- OL 3&4 – See the timeline. Unless the PC’s intervene, Tom will die on Z-Day +48

CHARACTER STATS

Outbreak: Undead STRENGTH: 35 PERCEPTION: 35 EMPATHY: 27 WILL: 32 HEALTH: 37, DEFENSE: +13, RANGED ATK: +13% MELEE ATK: +13%, GESTALT DICE: 35 Skills: Brawler, Fast Shot, Search, Stealthy, Resourceful, Tactician, Trigger Discipline Savage Worlds AGILITY: d8 SMARTS: d6 SPIRIT d8 STRENGTH d6 VIGOR d8 CHARISMA: -1 PACE: 6 PARRY: 6 TOUGH: 6 Skills: Driving d4; Fighting d8; Healing d4; Intimidation d6; Investigation d6; Knowledge: Police Procedure d6; Notice d6+2; Persuasion d6; Shooting d10; Streetwise d4; Tracking d4 Hindrances: Heroic (major); Habit Smoker (minor) Age: 34, 6' 2", 245 lb, blond hair, brown eyes, med skin Edges: Alertness; Brave; Nerves of Steel The Modern Path Role: Mortiston County Sheriff STR: 17 (+3) INT: 16 (+3) WIS: 10 (+0) Motivation: Survival / Protection / Peace-Keeping DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1) Desire: To Restore Law and Order Modern Hero 7, HP: 65 Saves: FORT+8, REFLX+5, WILL+2, INT+5 Base attack +5, DEF 13, Crit Def +6, CMB +8, CMD 21 Align: LG, Spd: 30 Skills: Bluff-10, Diplomacy-12, Drive-10, Handle Animal-5, Intimidate-12, Tom loves this town. He was born here. He was a lineman Investigate-15, Perception-12, Profession (Police)-7, Research-5, Ride-5, Sense for the Mortiston High School Raiders, long before the Motive-15, Stealth-13, Swim-4 Mortiston All School combined all the schools behind its prison- Feats: Agile Maneuvers, Alertness, Attentive, Law Enforcement, Leadership, Personal Firearms Proficiency, Point Blank Shot, Reactionary, Simple Weapon like walls. After serving a tour of duty overseas, Tom returned Talents/Abilities: Armor Class Bonus, Enemy Faction: The Pythons, Evasion, home and ran for Sheriff. He ran unopposed because no one Fame Bonus, Heroics Bonus, Heroics: Dexterity, Plan (DC 16) wanted to face the menace of The Pythons. Meatballs and the OGL Modern Pythons are still wanted for questioning in connection with the STR: 17 (+3) INT: 16 (+3) WIS: 10 (+0) DEX: 17 (+3) CON: 17 (+3 CHA: 13 (+1) previous sheriff’s disappearance. Sheriff Tate’s car broke Level: Tough 3/Fast 4, HP: 90 Saves: FORT+6, REFLX+6, WILL+2, INT+7 down out on Highway 9 and he radioed for a tow truck. But REP+2, AP: 47, WEALTH+0 MELEE +8, RANGED +8 DEFENSE: 21 once it arrived, there was no sheriff to be found. The Pythons Feats: Alertness, Cmbt Reflexes, Dodge, Improved Initiative, Personal Firearms, Point Blank Shot, Quick Draw, Simple Weapons, Trustworthy have been scarce in town since Sheriff Tate’s disappearance, Talents/Abilities: Damage Reduction 1/--, Robust, Evasion, Increased Speed and when they have rolled in, they have been more than 50 Skills: Balance-1, Climb-1, Diplomacy-9, Escape Artist-1, Gather Info-4, strong. Tom Anderson is no fool; he knows how to pick his Intimidate-6, Jump-1, Knowledge (Civics)-6, Knowledge (Current)-4, Knowledge fights. (Street)-5, Knowledge (Tactics)-6, Listen-4, Move Silently-1, Profession (Law Enforcement)-2, Research-3, Ride-5, Search-5, Spot-7 Rotworld Sheriff Anderson has been gathering competent deputies (and STR: 75 DEX: 70 AGL: 75 PER: 65 WPR: 70 PCN: 70 LUCK: 55 STA: 70 sympathetic townspeople) as a posse for some time. He Penetration Bonus: +15 Unskilled Melee: 75 knows that a showdown is coming between Meatballs and Stamina Recovery Rate: 5 Wounds: 15 Skills: Pistol (70/S/85) LBG (70/S/85) Tonfa (75/S/90) Wrestling (75/S/90) himself for who is really going to run this town. This is why he Distance Running (70/S/85) Investigation (68/E/98) Police (70/E/100) Tracking went alone on Z-Day to check out Coach Leroy’s story that (63/E/93) Urban Survival (63/S/79) Meatballs and the Pythons were robbing Foster’s Pharmacy. First, he wanted to see if it was true and second, he didn’t want EQUIPMENT the call (or his response to it) to be logged or broadcast. If Weapons: .50 cal Desert Eagle Magnum, Tonfa Meatballs had come to rob Foster’s Pharmacy, then Tom didn’t Armor: Lt. Bullet-proof Vest, Steel-toed shoes think he’d have many Pythons with him. Sheriff Anderson Clothes: Cotton work shirt, Brown uniform pants knew there was only one kind of justice that Meatballs would Equipment: First Aid Kit, Lighter, 2 packs of cigarettes, Pocket Tool, Keychain, Police Radio, 12 ga. Remington Shotgun, extra clip for respect; he went to the pharmacy that day to bring justice with pistol, black three cell Maglight, Badge the big iron on his hip.

Unfortunately, as Sheriff Anderson pulled into the pharmacy parking lot, the suitcase nuke went off. His cruiser went immediately dead from the EMP and the Pythons guarding the door opened fire on him. In a hail of bullets, Sheriff Anderson ran for cover across the street into the VFW Local 100168.

Juan Ignacio Rodriguez (Order #11233541) 24 Simon “Gas” Tool LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 70% searching for survivors; 30% Fort Quinn Level 2 The Burn/First 5 Days -- OL 1 -- 50% any location with survivors; 50% scrounging. Level 3 The Dying/Next 90 Days -- OL 2 -- 50% any location with survivors; 50% scrounging. Unless PCs intervene, Gas and Dog will die on Z-Day +56. Level 4 The Rise/After 90 Days -- OL 3&4 -- See above. Up to GM if alive.

CHARACTER STATS

Outbreak: Undead STRENGTH: 35 PERCEPTION: 35 EMPATHY: 17 WILL: 32 HEALTH: 37, DEFENSE: +13, RANGED ATK: +13% MELEE ATK: +13%, GESTALT DICE: 25 Skills: Brawler, Fast Shot, Lone Wolf, Search, Stealthy, Resourceful, Tactician, Trigger Discipline Savage Worlds AGILITY: d10 SMARTS: d8 SPIRIT d4 STRENGTH d8 VIGOR d6 CHARISMA: 0 Age: 27, 6' 1", 180lb, bald, blue eyes, tan skin PACE: 6 PARRY: 7 TOUGH: 6 Role: Gas-Masked Loner with Dog Skills: Fighting d10; Healing d4, Intimidation d6; Knowledge: Military Tactics d8; Motivation: Survival / Protect Dog Notice d8; Shooting d10; Stealth d8; Survival d8; Swimming d6; Throwing d6; Desire: To meet and catalog survivors Tracking d6 Hindrances: Loyal (to Dog) (minor); Quirk (gasmask) (minor) Edges: Brawny Simon Tool was a K-9 handler with the 26th Infantry’s Scout The Modern Path Dog platoon out of Fort Benning. He and his partner, Dog, STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0) managed to sniff out quite a few enemy ambushes and located DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1) about a dozen IED’s during their time in Iraq. Simon and Dog Modern Hero 8, HP: 104 Saves: FORT+7, REFLX+6, WILL+2, INT+2 had no problems detecting the ambush that wiped out their Base attack +8, DEF 15, Crit Def +1, CMB +12, CMD 24 Align: NG, Spd: 30 unit; they just didn’t find the IED’s hidden in the counter- Skills: Craft (Explosives)-9, Craft (Mech)-4, Demolitions-13, Disable Device-17, Handle Animal-12, Heal-4, Intimidate-5, Investigate-4, Knowledge (Current)-4, ambush positions. Even though his platoon was caught in a Knowledge (Geo)-7, Knowledge (History)-4, Knowledge (Local)-8, Knowledge tactical trap, Simon blames himself for the death of his (Street)-7, Knowledge (Tactics)- 12, Perception-13, Profession (Soldier)-6, comrades. Repair-4, Stealth-16, Survival-9 Feats: Alertness, Animal Affinity, Cautious, Courageous, Deft Hands, Dodge, Gunsmithing, Outcast, Simple Weapon, Stealthy Dog is a U.S. Army-trained Belgian Shepherd (Malinois) Talents/Abilities: Armor Class Bonus, Evasion, Fame Bonus, Heroics Bonus, retired from the service due to injuries sustained in the Heroics: Dexterity, Remain Conscious ambush. The scout team was retired after the ambush, as OGL Modern Simon and the dog were the only survivors from their unit. STR: 18 (+4) INT: 16 (+3) WIS: 10 (+0) Simon carried Dog back from behind enemy lines. For this he DEX: 17 (+3) CON: 17 (+3) CHA: 13 (+1) received a medal, but it's for saving a dog. He was often the Level: Fast 8, HP: 88 Saves: FORT+5, REFLX+7, WILL+2, INT+7 REP+2, AP: 56, WEALTH+0 MELEE +10, RANGED +9 DEFENSE:20 butt of quite a few jokes while he was processing out of the Feats: Alertness, Animal Affinity, Cautious, Dodge, Impro Initiative, Pers Army. It didn’t bother Simon at all. He has no problem being Firearms, Adv Firearms, Adv Firearms, Point Blank Shot, Simple Weapons, more devoted to Dog than any person; Dog has saved his life, Stealthy what have any of these people done for him? Talents/Abilities:Evasion, Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll Skills: Craft (Mech)-4, Craft (Structural)-5, Demolitions-13, Diplomacy-2, Disable After processing out of the Army, Simon returned to his Device-9, Drive-4, Forgery-4, Gather Info-1, Handle Animal-7, Hide-14, Knowledge (Current)-4, Knowledge (Street)-5, Knowledge (Tactics)-7, Listen-2, hometown to live with his mother until he could find work. He Move Silently-13, Navigate-5, Profession (Soldier)-1, Read/Write Language-1, was out looking for a job, with Dog of course because Simon Repair-5, Ride-5, Search-7, Speak Language-1, Spot-6, Survival-2, Swim-4 doesn’t go anywhere without him, when the EMP from the dirty Rotworld bomb killed his truck. He heard the roar, saw the flash and STR: 75 DEX: 70 AGL: 75 PER: 45 WPR: 70 PCN: 70 LUCK: 55 STA: 70 Penetration Bonus: +15 Unskilled Melee: 75 knew immediately what had happened. He abandoned his Stamina Recovery Rate: 5 Wounds: 15 truck and he and Dog set out on foot for the National Guard Skills: Pistol (70/S/85) Automatic Rifle (70/S/85) Knife (75/S/90) Wrestling Armory, intent to help out however they could. After saving Lt. (75/S/90) Distance Running (70/S/85) Investigation (58/S/73) Military (59/E/89) Niccotero, Simon and Dog set out as scouts for the National Tracking (63/E/93) Outdoor Survival (63/M/118) Paranormal Talents: Sense Undead (70/S/85) Guard and crusaders for a dying world. EQUIPMENT Simon, who calls himself Gas when speaking to others, is Weapons: M9 Beretta, M16A3, Bowie Knife honestly happier now than he was before Z-Day. He feels that Armor: K-Pot, Leather Steel-Toe Combat Boots he and Dog have a purpose again. Dog acts pretty much like a Clothes: US Army Combat Fatigues Geiger counter for both radiation and infection. If Dog likes Equipment: First Aid Kit, Flashlight, Belt, 2 clips for each gun, lighter, you, then Gas won't immediately kill you. If you are infected, 2 Molotov cocktails, dog treats, dog whistle however, the dog will know it even if you don't.

Juan Ignacio Rodriguez (Order #11233541) 25 Susanna “Suzy Q” Cassell LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 100% Working at Phillip’s QAR Level 2 The Burn/First 5 Days -- 80% at Phillip’s QAR; 20% scouting/scrounging. Level 3 The Dying/Next 90 Days -- OL 2 -- 60% scouting/scrounging; 40% at Phillip’s QAR. Level 4 The Rise/After 90 Days – Gamemaster’s Decision

CHARACTER STATS

Outbreak: Undead STRENGTH: 25 PERCEPTION: 30 EMPATHY: 30 WILL: 25 HEALTH: 29, DEFENSE: +8, RANGED ATK: +09% MELEE ATK: +09%, GESTALT DICE: 24 Skills: Basic 1st Aid, Biker, Coop: Pythons, Handyman, Resourceful, Search Savage Worlds AGILITY: d6 SMARTS: d8 SPIRIT d8 STRENGTH d6 VIGOR d6 CHARISMA: +2 PACE: 6 PARRY: 2 TOUGH: 4 Skills: Knowledge: Motorcycles and Muscle Cars d8; Lockpicking d6; Notice d8+2; Riding d6; Repair d12; Streetwise d6 Hindrances: Pacifist (minor); Small (major) Role: Auto Mechanic Edges: Attractive; Alertness Motivation: Survival / Exploit the Weak The Modern Path Desire: Get the Pythons to take over Phillip’s shop STR: 13 (+2) INT: 14 (+2) WIS: 9 (+0) DEX: 12 (+1) CON: 12 (+1) CHA: 16 (+3) Susanna was the all-American, girl next door. Since she grew Modern Hero 4, HP: 28 Saves: FORT+3, REFLX+5, WILL+0, INT+1 up in the Gaiten district, her life should have been filled with Base attack +2, DEF 11, Crit Def +2, CMB +3, CMD 14 Align: LE, Spd: 30 Skills: Bluff-4, Craft (Elect)-8, Craft (Mech)-9, Diplomacy-5, Heal-7, Knowledge proms and parties, not prison. Susanna was a tomboy growing (History)-3, Knowledge (Local)-3, Knowledge (Culture)-3, Knowledge (Religion)- up and this worried her parents. Her love of motors, cars and 3, Knowledge (Street)-7, Knowledge (Tech)-9, Perception-6, Perform (Dance)-5, all things mechanical was not appropriate for a young lady. Profession (Mechanic)-10, Ride-8, Sleight of Hand-2, Stealth-9, Swim-2 After age 8, her access to “boy toys” was removed. Perhaps if Feats: Caretaker, Lightning Reflexes, Simple Weapon, Skill Focus, Stealthy, Technician her older brother had just let her play with his hot wheels cars Talents/Abilities: Engineering Improvisation, Heroics: Intelligence, Perspicacity or if her father and mother had not been insistent upon her OGL Modern being “a proper lady”, then she wouldn’t have fallen in with STR: 13 (+2) INT: 14 (+2) WIS: 9 (+0) Meatballs and the rest of the Pythons. DEX: 12 (+1) CON: 12 (+1) CHA: 16 (+3) Level: Smart 4, HP: 28 Saves: FORT+2, REFLX+2, WILL+1, INT+5 Meatballs is Susanna’s true love. He was the first person to REP+2, AP: 24, WEALTH+0 MELEE +3, RANGED +3 DEFENSE:12 understand how beautiful engines were. He was the first Feats: Builder, Deceptive, Gearhead, Improved Initiative, Simple Weapons, Vehicle Expert person to teach her about tools and motors. He is a kind and Talents/Abilities: Savant [Craft (Mechanical)], Exploit Weakness gentle giant in Susanna’s eyes and that is why she would not Skills: Bluff-7, Computer Use-6, Craft (Elect)-5, Craft (Mech)-13, Craft let him go to prison for robbing a convenience store with the (Structural)-4, Craft (Writing)-1, Diplomacy-2, Disguise-5, Drive-4, Forgery-5, Pythons. Susanna crashed her car into the Sheriff’s cruiser to Knowledge (Business)-6, Knowledge (Street)-6, Knowledge (Tactics)-3, allow Meatballs (and the rest of the Pythons) to escape Knowledge (Tech)-6, Listen-1, Move Silently-3, Perform (Dance)-5, Profession (Mechanic)-3, Repair-9, Research-3, Search-4, Sense Motive-1, Spot-1, Swim-2 capture. Rotworld STR: 75 DEX: 70 AGL: 75 PER: 65 WPR: 70 PCN: 70 LUCK: 55 STA: 70 After the incident, Susanna’s real family disowned her. She Penetration Bonus: +15 Unskilled Melee: 75 Stamina Recovery Rate: 5 Wounds: 15 faced the trial alone, but the Pythons already in county lockup Skills: Torque Wrench (53/S/83) Wrestling (53/S/83) Mechanics (63/S/93) and Meatballs’ contacts made Susanna’s sentence an easy Electronics (63/S/78) Security Devices (53/S/68) Theft (57/S/72) Urban Survival four years. She returned into the fold of the Python’s (65/M/80) Motorcycle Club when she got out. One of their members even Paranormal Talents: Telepathic Sending (630/S/80) managed to get her a job. Ironically, Susanna now works in the shop that worked on her father’s cars when she was just a little EQUIPMENT girl. Weapons: Torque wrench for a large diesel engine Suzy-Q is a fantastic mechanic. There is very little, in terms of Armor: Mechanic’s coveralls, Leather Gloves, Leather Steel-Toe Work cars, trucks and motorcycles, she can’t fix. She is also a Boots competent welder, fabricator and a CMC Tool programmer. Clothes: Cotton work shirt, Blue denim jeans Suzy-Q took full advantage of the “re-education” available in Equipment: First Aid Kit, Lighter, Pack of cigarettes, Pocket Tool, jail to learn the skills she had only dreamed of having as a Keychain with Flashlight and Can Opener child. .

Juan Ignacio Rodriguez (Order #11233541) 26 Takashi Miyamoto LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day – 100% at Gaiten Academy Level 2 The Burn/First 5 Days -- OL 1 -- 80% at Gaiten Academy; 20% scrounging Level 3 The Dying/Next 90 Days -- OL 2 -- 80% at Gaiten Academy; 20% scrounging Level 4 The Rise/After 90 Days -- OL 3&4 -- 80% at Gaiten Academy; 20% scrounging. Unless PC’s intervene, Takashi will be injured on Z-Day +111 and die on Z-Day +129

CHARACTER STATS

Outbreak: Undead STRENGTH: 34 PERCEPTION: 35 EMPATHY: 21 WILL: 35 HEALTH: 42, DEFENSE: +11, RANGED ATK: +12% MELEE ATK: +11%, GESTALT DICE: 17 Skills: Agility, Archery, Bilingual, BMX, Crushing Blow, Parry, Swordsman, Tactician Savage Worlds AGILITY: d10 SMARTS: d8 SPIRIT d8 STRENGTH d6 VIGOR d4 CHARISMA: 0 PACE: 6 PARRY: 7 TOUGH: 4 Skills: Climbing d6; Fighting d10; Healing d4; Knowledge: Samurai Culture d10; Age: 17, 5' 9" 148 lb, black hair, brown eyes, med skin Knowledge: Japanese Siege Warfare d8; Notice d10; Shooting d8; Stealth d6; Role: Japanese Exchange Student Survival d6; Riding d4 Motivation: Survival / Protect the Weak Hindrances: Code of Honor (major); Loyal (minor) Desire: To keep GA safe from overrun Edges: Martial Artist, Improved Martial Artist The Modern Path

STR: 17 (+3) INT: 14 (+2) WIS: 13 (+1) DEX: 18 (+4) CON: 17 (+3) CHA: 11 (+0) Takashi Miyamoto is an absolute slacker and a disgrace in the Modern Hero 5, HP: 55 Saves: FORT+4, REFLX+8, WILL+2, INT+1 eyes of his father, Ishida. Ishida Miyamoto is a direct Base attack +3, DEF 14, Crit Def +6, CMB +7, CMD 21 Align: LG, Spd: 40 Skills: Acrobatics-12, Craft (Bows)-7, Handle Animal-2, Intimidate-7, Knowledge descendant of Takeda Miyamoto, a 16th Century Samurai in (Business)-3, Knowledge (Events)-3, Knowledge (Culture)-3, Knowledge service to Shogun Tokugawa. Ishida is a modern samurai and (Tactics)-12, Knowledge (Tech)-3, Perception-8, Ride-10, Stealth-10 he expects his son to live his life in the same manner. The fact Feats: Athlete, Blind-Fight, Combat Martial Arts, Exotic Weapon Proficiency: Katana, Point Blank Shot, Reactionary, Simple Weapon that Takashi doesn’t care about his heritage has caused his Talents/Abilities: Armor Class Bonus, Fame Bonus, Flurry of Blows, Heroics father to disown his son and “exile” him to the U.S. into the Bonus, Heroics: Strength, Perspicacity care of a sister, an itazuromano who sleeps with gaijin. OGL Modern STR: 17 (+3) INT: 14 (+2) WIS: 13 (+1) DEX: 18 (+4) CON: 17 (+3) CHA: 11 (+0) Takashi was a rich spoiled brat in Japan. He relished in Level: Strong 5, HP: 55 Saves: FORT+6, REFLX+5, WILL+2, INT+8 everything anyone could ever want for almost 17 years, but he REP+2, AP: 31, WEALTH+0 MELEE +8, RANGED +9 DEFENSE:18 refused to accept his father’s very strict dating rules. When his Feats: Blind Fight, Cmbt Martial Arts, Defensive Martial Arts, Improved Initiative, father found out he was dating a foreigner, he immediately Power Attack, Simple Weapons Talents/Abilities: Ignore Hardness, Melee Smash, Savant [Knowledge (Tactics)] disowned his son and had underlings escort him on a flight out Skills: Balance-6, Climb-7, Hide-5, Jump-5, Knowledge (Current Events)-4, of Japan without even seeing or speaking with him. Takashi Knowledge (Culture)-6, Knowledge (Tactics)-12, Listen-3, Move Silently-6, hates his father for over-reacting and had been deeply Read/Write Language-1, Research-2, Ride-8, Search-2, Speak Language-1, depressed since his exile. In the last few weeks though, he Spot-2, Swim-5, Treat Injurty-1 has been traveling with Robert “Boom” Saunders and his Rotworld “gang” of Outkasts. Takashi finally knows what it is to have STR: 65 DEX: 75 AGL: 80 PER: 60 WPR: 65 PCN: 65 LUCK: 70 STA: 65 friends, as opposed to just frienemies, and he finally began to Penetration Bonus: +10 Unskilled Melee: 73 come into his heritage. Then Z-Day came and as the old Stamina Recovery Rate: 5 Wounds: 14 expression goes: if his father could see him now. Skills: Long Bow (75/S/90) Martial Arts (70/E/100) Equestrian (72/E/102) Swords (73/E/103) Samurai Culture (65/S/80) Siege Warfare (65/S/80) Stealth (65/S/78) Paranormal Talents: Sense Undead (65/S/80) With the arrival of Z-Day, everything fell into place with Takashi. Now his ancestral lineage and rigorous martial arts EQUIPMENT training are showing through. His transition from zero to hero under this extreme pressure shows him to be the true modern Weapons: Light Bow, Kendo Sword Armor: Leather Jacket day samurai his father groomed him to be. Takashi and Clothes: Cotton school shirt, Blue uniform pants Robert work together to protect the grounds of Gaiten Equipment: Smart Phone, BMX Bike, a battered copy of The Five academy. Robert possesses the social skills and connections Rings, quiver of arrows, picture of his mother to keep the other survivors in line and Takashi has the book- learned tactical skills to fortify defenses, evaluate combatants, train troops and marshal resources. This is because Takashi is an expert in 16th Century Japanese warfare and knows every battle/siege that occurred during the Tokugawa Shogunate. He is the 2nd best strategist and tactician in the city.

Juan Ignacio Rodriguez (Order #11233541) 27 William “Meatballs” Stout LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day --100% Fosters Pharmacy Level 2 The Burn/First 5 Days -- OL 1 -- 60% Foster’s Pharmacy; 40% Phillip’s Quality Auto Repair. Level 3 The Dying/Next 90 Days -- OL 2 -- See the timeline Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael Do?

CHARACTER STATS

Outbreak: Undead STRENGTH: 30 PERCEPTION: 25 EMPATHY: 17 WILL: 32 HEALTH: 36, DEFENSE: +11, RANGED ATK: +11% MELEE ATK: +12%, GESTALT DICE: 35 Skills: Biker, Brawler, Caged Wisdom, CO-OP: Pythons, Leadership, Resourceful, Steady Shot Savage Worlds AGILITY: d8 SMARTS: d6 SPIRIT d6 STRENGTH d8 VIGOR d8 CHARISMA: 0 PACE: 6 PARRY: 7 TOUGH: 6 Skills: Fighting d10; Intimidation d8; Knowledge: Organized Crime d8; Repair d6; Riding d10; Shooting d10; Survival d8; Streetwise d8 Hindrances: Wanted (Leader of the Pythons) (minor); Vengeful (minor); Enemy: Sheriff Anderson (major) Edges: Liquid Courage; Steady Hands Age: 32, 6' 4" 325lb, blond hair, blue eyes, dark tan skin The Modern Path Role: Leader of the Pythons STR: 16 (+4) INT: 12 (+3) WIS: 10 (+0) Motivation: Survival / Life of Freedom for the Pythons DEX: 17 (+3) CON: 16 (+3) CHA: 14 (+1) Desire: To live like a Viking until the end of time Modern Hero 9, HP: 81 Saves: FORT+6, REFLX+6, WILL+3, INT+3 Base attack +4, DEF 13, Crit Def +5, CMB +8, CMD 21 Align: NE, Spd: 30 William “Meatballs” Stout is one of most vicious people that Skills: Bluff-7, Craft (Chem)-6, Craft (Mech)-6, Craft (Pharm)-6, Drive-14, Intimidate-16, Knowledge (Local)-5, Knowledge (Street)-12, Perception-11, you will ever regret meeting. He stands 6’ 4” tall and weighs Profession (Gang leader)-10, Stealth-10 over 300 lbs. Meatballs worked as a bodyguard before being Feats: Bully, Combat Martial Arts, Combat Reflexes (4 AoO/round), Confident, dismissed as “overzealous”. Now he concentrates completely Criminals, Intimidating Prowess, Leadership), Personal Firearms Proficiency, Simple Weapon on living the life of “the huge scary monster God intended.” Talents/Abilities: Armor Class Bonus, Fame Bonus, Fearless +2, Heroics Bonus, Heroics: Strength, Perspicacity Meatballs got his nickname due to his vehement negative OGL Modern reaction to the unfortunate resemblance to a famous martial STR: 16 (+4) INT: 12 (+3) WIS: 10 (+0) artist and fictional Texas Ranger. “I don’t look like him; he DEX: 17 (+3) CON: 16 (+3) CHA: 14 (+1) looks like me. Short little shit, I’d make meatballs outta him.” Level: Strong 9, HP: 90 Saves: FORT+6, REFLX+6, WILL+5, INT+7 REP+2, AP: 65, WEALTH+0 MELEE +12, RANGED +12, DEFENSE:20 Feats: Cmbt Expertise, Cmbt Martial Arts, Cmbt Reflexes, Confident, Deceptive, William joined the Pythons Motorcycle Club about nine years Far Shot, Improved Initiative, Personal Firearms, Quick Draw, Simple Weapons ago when he was sponsored in by the club president, an old Talents/Abilities: Ignore Hardness, Improved Ignore Hardness, Melee Smash, man everyone called Snakecharmer. Meatballs advanced Improved Melee Smash, Advanced Melee Smash, quickly in the ranks of the Pythons and within three years his Skills: Bluff-7, Craft (Chem)-4, Disguise-8, Gamble-4, Gather Info-4, Hide-5, loyalty and viciousness had earned him the position of Intimidate-4, Knowledge (Business)-3, Knowledge (Civics)-3, Knowledge (Street)-12, Knowledge (Tactics)-6, Knowledge (Theology)-3, Profession (Drug Sergeant at Arms. It was less than a month later that Meatballs Lord)-4, Read/Write Language-2, Search-4, Sense Motive-4, Speak Language-2, met the love of his life, when Susanna “Suzy-Q” Cassell cut Spot-4, Swim-5 him off at an intersection and nearly killed him. Rotworld STR: 75 DEX: 65 AGL: 60 PER: 35 WPR: 70 PCN: 55 LUCK: 60 STA: 70 Penetration Bonus: +15 Unskilled Melee: 68 Horrified, Suzy-Q visited Meatballs every day, paid for both his Stamina Recovery Rate: 5 Wounds: 15 medical treatment and rebuilt his bike. It was during his Skills: Pistol (65/S/80) LBG (65/S/80) Knife (75/S/90) Wrestling (75/S/90) convalescence that he and Suzy-Q fell in love. Snakecharmer Mechanics (60/S/75) Ride Motorcycle (60/S/75) Criminal (43/E/73) Urban marked himself for death by ordering Meatballs to “stay away Survival (63/E/93) Paranormal Talents: Ignore Pain (53/S/68) from the little rich bitch”. Shortly after Meatballs left the hospital, Sheriff Anderson found Snakecharmer’s body behind EQUIPMENT Savinni’s Motor Sports. The report indicated he was stomped to death by at least three men. Weapons: S&W Model 460 SVR, 12 ga. Mossberg Maverick Armor: Pythons Leather Jacket, Leather Gloves, Leather Steel-Toe Work Boots Meatballs was unanimously elected as the new President of Clothes: Denim work shirt, Blue denim pants the Pythons. Though hard-nosed and vicious to a fault, Equipment: Cigarettes, Lighter, Drugs, Pocket Tool, Keychain with Meatballs has proved to be an excellent President for the club. Flashlight and Can Opener. 2 speed loaders for the 460 SVR and 12 For the last five years, Meatballs has grown both the club’s rounds for the Mossburg membership and its bank account. The Pythons “cash-cow” is the distribution of the product coming out of Wong’s Way Nail Salon and selling “insurance” to local business owners.

Juan Ignacio Rodriguez (Order #11233541) 28 Willie “Voodoo” Radd LOCATION BY OUTBREAK LEVEL

Level 1 Z-Day -- 90% Hanging out in Sundowner Park; 10% at home Level 2 The Burn/First 5 Days -- OL 1 -- 80% Castle Boat Rental; 20% scrounging. Level 3 The Dying/Next 90 Days -- OL 2 -- 60% Castle Boat Rental; 40% scrounging. Level 4 The Rise/After 90 Days -- OL 3&4 -- See What Will Michael Do?

CHARACTER STATS

Outbreak: Undead STRENGTH: 30 PERCEPTION: 35 EMPATHY: 15 WILL: 35 HEALTH: 37, DEFENSE: +14, RANGED ATK: +15% MELEE ATK: +13%, GESTALT DICE: 25 Skills: Brawler, Leadership, Coop: Sundowners, Defend, Warlord, Tactician, Trigger Discipline Savage Worlds AGILITY: d10 SMARTS: d6 SPIRIT d6 STRENGTH d8 VIGOR d6 CHARISMA: 0 PACE: 6 PARRY: 7 TOUGH: 5 Skills: Climbing d6; Fighting d10; Intimidation d6+2; Knowledge: Street gang Age: 28, 6' 150lb, black hair, Black eyes, ebony skin Tactics d6; Notice d8+2; Shooting d10; Stealth d10; Survival d6; Swimming d4; Taunt d6+2 Role: Former Yawdie Triggerman Hindrances: Wanted (major); Doubting Thomas (minor) Motivation: Survival / Exploit the Weak Edges: Alertness, First Strike, Strong Willed Desire: To rule Mortiston in the New World The Modern Path STR: 17 (+3) INT: 15 (+2) WIS: 14 (+2) Willie Radd is the assumed name of William Patrick “Paddy” DEX: 17 (+3) CON: 15 (+2) CHA: 15 (+2) Dunn, a Jamaican gangster and Interpol’s #8 Most Wanted. Modern Hero 9, HP: 90 Saves: FORT+5, REFLX+9, WILL+5, INT+3 He had been hiding out in Chicago, but came to Mortiston to Base attack +6, DEF 13, Crit Def +65, CMB +9, CMD 22 Align: LE, Spd: 30 stay with his aunt a few months ago when he felt investigators Skills: Bluff-14, Craft (Explos)-12, Craft (Pharm)-7, Diplomacy-4, Disable Device- 13, Disguise-7, Escape Artist-4, Heal-3, Intimidate-17, Knowledge (Engineer)-8, were closing in. This is not the first time Willie has been in Knowledge (Local)-13, Knowledge (Relig)-4, Knowledge (Street)-14, Perception- Mortiston. In fact, he spent many summers in Mortiston as a 13, Profession (Drug Lord)-11, Survival-3, Swim-2 child and had a completely different life here than in the Yards Feats: Bully, Careful Speaker, Cautious, Criminals, Deceitful, Drive-By Attack, Intimidating Prowess, Leadership, Simple Weapon in Kingston where he grew up. In Mortiston, Willie is well Talents/Abilities: Armor Class Bonus, Fame Bonus, Fearless +2, Heroics Bonus, known as “Voodoo” or “Voodoo-Man” due to his accent, Heroics: Dexterity, Perspicacity traditional dreads and menacing black top hat. The people in OGL Modern the neighborhood around the park know him as helpful, polite STR: 17 (+3) INT: 12 (+1) WIS: 13 (+1) and friendly; even though he hangs out with the Sundowners. DEX: 16 (+3) CON: 17 (+3) CHA: 13 (+1) They would simply NOT believe who he really is. Level: Strong 9, HP:99 Saves: FORT+7, REFLX+6, WILL+3, INT+3 REP+2, AP:65, WEALTH+0 MELEE +12, RANGED +12 DEFENSE:19 Feats: Alertness, Cmbt Martial Arts, Improved Cmbt Martial Arts, Dodge, Drive- Who is “Paddy” Dunn really? He is the mastermind and By Attack, Endurance, Personal Firearms, Point Blank Shots, Simple Weapons triggerman for numerous acts of extreme gang violence and Talents/Abilities: Extreme Effort, Improved Extreme Effort, Melee Smash, destruction for the infamous Shower Posse. Paddy is a hard, Improved Melee Smash, Advanced Melee Smash cold-blooded killer in his home environment. He is wanted by Skills: Craft (Pharm)-3, Craft (Struct)-3, Drive-8, Gather Info-3, Knowledge Interpol for his part in planning and executing the Trench Town (Current)-3, Knowledge (Street)-9, Knowledge (Tactics)-8, Listen-3, Move Fire Station Massacre that left 18 people dead and many more Silently-7, Profession (Drug Lord)-, 2Repair-5, Search-1, Sense Motive-0, Spot-4, wounded including innocent men, women and children. This Treat Injurty-1 single terrorist act gave the Shower Posse dominance Rotworld throughout Kingston. There is no one on the island of Jamaica STR: 65 DEX: 65 AGL: 60 PER: 65 WPR: 70 PCN: 55 LUCK: 65 STA: 60 who has not heard of “Paddy” Dunn. Penetration Bonus: +10 Unskilled Melee: 63 Stamina Recovery Rate: 4 Wounds: 14 Skills: Pistol (65/S/80) Wrestling (63/S/93) Distance Running (60/S/75) Criminal The only living person in Mortiston who knows Willie is Kevin (67/S/122) Urban Survival (67/M/97) Edwards. Kevin and Willie were summer friends as children. Paranormal Talents: Corpse Visage (63/S/78) Ignore Pain (68/S/83) Speak with They both attended the same summer program, year after Undead (62/S/77) year, in Sundowner Park. They haven’t seen each other in years, but greet each other as old friends if they do get EQUIPMENT together. Kevin knows all about Willie’s dark past, but would Weapons: 9mm Glock; SC888 Triple Alloy Bat never even bring it up to his old friend. Willie feels the same Armor: T-shirt Bullet-Resistant Vest; Urban Camo Ballistic Cloth about Kevin and likewise would never reveal his childhood Parachute Pants with Steel Reinforced Knees; Leather, HighTop, foibles. Willie is one of the few people who knows what KILL- Steel-Toe Sports Shoes KILL really stands for. Clothes: Save for his black top hat, see above. Equipment: 3 clips for the Glock, Shoulder Bag, First Aid Kit, Lighter, 2 Molotov Cocktails, Pocket Tool, Keychain with Flashlight and Can Opener.

Juan Ignacio Rodriguez (Order #11233541) 29 Places of Interest in Mortiston

Mortiston isn’t a huge town, but there are lots of places to go, explore, salvage equipment and die. More of the last than the first, as many unfortunates have discovered. Below is the how we’ve laid out each location for you:

Background In this section background information about the location is provided so the GM (and possibly the players) know the background of a particular area before the PC’s decide to scavenge it.

Description In this section a physical description of the property is provided so the GM has better information in regards to the security and layout of each location should a tactical situation arise.

Characters In this section any characters or factions associated with the location will be discussed so the GM can tie people to locations and know how the people inside the location might react.

Relationships with other groups after Z-Day In this section any relationships the various factions may have to the location are listed in either a paragraph or a chart. Many locations have no significance unless rival factions happen to be around the area.

Resources This section details the amount of items available in the location and the likelihood the PCs will encounter someone else. The section is divided into the Stages of the Apocalypse as described in the GM Notes section.

Again, if you are using OUTBREAK: UNDEAD, you will find these match up with the outbreak levels as described in the rules.

Future supplements will include many more locations and full scale maps. The EEP! (Electronic Expansion Package) will also contain a large-format copy of this map intended to be printed off to give the players a ‘gas station map” of the town. Keep an eye on Scrying Eye for future expansions.

Outbreak: Undead Stronghold Stats For all those out there playing Outbreak: Undead, we have included the Stronghold stats for each location. The numbers will range from zero to ten, with ten being the best possible resource available. There is one difference that diverges from the given rules of Outbreak: Undead: we give you the “potential” Science level if there were people available at that location who had the correct skills to utilize that potential. Please refer to your copy of Outbreak: Undead for further information.

Juan Ignacio Rodriguez (Order #11233541) 30 Alice’s Eatery because the mix of fragrance keeps them at bay for the time being.

Character(s) Alice and Bleeding Badger were dealing with a busy lunch crowd when the nuke went off. After the initial chaos, they were the only ones who remained in the Eatery and thus are still alive.

Relationships to other groups Surprisingly few people like Alice and her husband. The Reservation hates Alice's Eatery. They see Bleeding Badger as a traitor to the tribe. Michael dislikes them due to being raised hearing his father complaining about “those f’n hippies”. The bikers dislike them because Bleeding Badger has kicked them out of the restaurant before. Kill-Kill is neutral towards them as are the Sundowners and the KZED folks. Only Andy’s Braves and Gaiten Academy strongly like Alice's Eatery. Andy and Bleeding Badger are blood brothers, while Alice substituted for so many years at Gaiten Academy that she is a regular there.

Resources Alice's Eatery does not have a lot of resources, in the traditional sense. While it is a restaurant, most of the available food is fresh Background and will be useless in a few days. There are a number of plants Alice's Eatery is an illegal, unsanctioned and openly frequented and herbs growing on the property, but very little that could be laboratory dedicated to the eradication of world hunger. Most transported elsewhere. The greatest resources available at people who frequent the place have read the disclaimer on the Alice's Eatery are the ones you would never expect to find in a menu, but they think it is a joke or marketing ploy. Besides, as diner: long as the pie keeps being as good as it is, the folks around Mortiston won’t care if Alice and Bleeding Badger call the Eatery • A full service commercial kitchen set for about 20 a clandestine missile silo for peace. Alice's Eatery first opened customers. for business in 1974, back when Alice and her husband were • Small amount of dry goods, only extra cooking items almost 30. Now they are almost 70, but eating right and daily that could not be created “on site”. exercise make them stronger than some people are in the prime • Two compound microscopes. of their lives. • A fume hood. • A cloning ring. Description • Two desiccators. Alice's Eatery is an old 60's diner that has been converted into • A spectrophotometer. an organic cafe/coffee house. A patio trellis added across the • A complete set of laboratory glassware. front of the diner wraps around one end of the building. Various • A centrifuge. sweet-smelling, blooming vines are planted at the base of the • Three digital pipettes. trellis columns and have grown up the sides and across the tops • All standard safety equipment for a chemical laboratory of the trellis beams creating a floral arbor above the diner. On the other end of the diner is a glass greenhouse eating room with (goggles, lab coats, neutral spill clean, fire extinguisher, first aid kit, etc.). white painted wrought iron tables and chairs scattered amongst herbs in potted plants and planters placed around the room. The

smell of mint and herbs is calming, even if the area itself is On Z-day and before - Alice’s is 100% stocked. usually too hot for most customers’ comfort. All the plants in and The Burn/First 5 Days - OL 1: 90% to find what you are looking around the restaurant are edible. All of the meals on the menu for / 10% to encounter another scrounger. are completely organic. The old diner proper is still there, but now it looks more like a combination of an upscale coffee house, The Dying/Next 90 Days -- OL 2: After Day 5, Bleeding Badger will have begun moving the lab equipment to Andy’s Hunting an old-fashioned soda shop and a tribal shaman’s tent. There are fancy coffee toppings on the front counter; the espresso Emporium. 20% to find what you are looking for / 15% to encounter another scrounger. machines and the shake machine are on the back counter. Dream catchers, herb bags and green souvenirs are on display in The Rise/After 90 Days -- OL 3&4: After 90 days, there will be nothing of value left within Alice's Eatery. the glass shelves near the cash register.

Structurally, Alice's Eatery is completely indefensible. It is a Outbreak: Undead Stronghold Stats fishbowl diner with a glass door on every wall. However, no Viability 5 Population 2 zombies can be found within a half-block of here. This is Science 4 Culture 2 because some of the plants around Alice's Eatery are completely Structure Class 1 Morale 4 repulsive to zombies. As Alice and Bleeding Badger have been quiet and cautious, no zeds have come to investigate this area

Juan Ignacio Rodriguez (Order #11233541) 31 Andy’s Hunting Emporium (and maybe some of the front of the store as well) are filled with bedrolls to accommodate Andy, his braves and those they rescue.

Character(s) Andy and his braves are the active characters here. This is a well-fortified location just outside the main town and closer to the crater than anybody really chooses to go.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Gaiten Kids X Background Andy Bearstalker is a full-blooded Native American who lives on KZED Folks X the Blackhorse Indian Reservation just outside Mortiston. He chooses to do business with the “pale faces” of the town’s citizenry rather than “limit” his business to only Native American Michael X customers. There are those on the tribal council who shun him and say he is an example of all of the wrong ways to be Native Resources American. Unfortunately the youth don’t see it that way and There are many resources available at Andy’s Hunting Andy has a small following of “rebels” who hang out around his Emporium. Unfortunately, there are also many people drawing shop. While Andy neither encourages these “rebels” nor on those resources. Andy and his braves rescue as many tolerates any misbehavior or vandalism from them, he teaches survivors as they can find and bring all of them to this stronghold. any who want to know the skills of a warrior - as it was taught to In addition to a well-stocked hunting and camping store, Andy him by his grandfather (who fought in WWII) who was taught by has the following special resources at his disposal: his grandfather (who fought at the Massacre at Taylor’s Gap, 1894) who learned from his grandfather (who first saw a white • A 1940 Ford ½ ton crank-start pickup truck (Rusty as man in 1827). Most of the natives living on the Reservation Hell but still running). consider Andy to be a credit to their race and a font of knowledge • A 1950’s Hallicrafters military shortwave radio station (a in the old ways of tracking, hunting, trapping, fishing, skinning, shielded radio that is still working). leather working and living completely off the land. • A natural well for drinking water.

Description • A Geiger counter (after Alice and Bleeding Badger team up with Andy.) Andy’s Hunting Emporium is a one-story low concrete block

building that is longer than it is wide. There is a small display Both Andy Bearstalker and Bleeding Badger are good leaders, window next to the entrance door, but the majority of the front of but neither will allow the slavery of the people they have saved the building is dominated by a scene of Native American with a and protected. All of Andy’s Braves will fight to the death before bow stalking a huge buck deer. In front of the store is a gravel abandoning or giving up Andy’s Hunting Emporium. All of them parking lot three steps lower than the entrance door. The area have worked too hard to make this place an excellent stronghold. behind the store is a large field that falls away toward the train Because this group was turned away by their own people at the tracks. In this area, Andy has constructed an elaborate bow Blackhorse Reservation, they will go out of their way to help any range with pop-up targets, short-, medium- and long-range they can. Both Andy and Bleeding Badger are practical and standing targets, as well as moving targets on zip lines. Also smart. They know that should the disaster continue, they would behind the building is a sweat lodge and a set of standing tanning be able to trade clean, safe water for other supplies. Food is the racks for stretching hides. biggest need here. Given the active scavenging and the number

of survivors here, there is never more than two days worth of The inside of the store is unremarkable and set up with three stockpile. long rows that stretch the length of the building. These rows contain every hunting and fishing gee-gaw you can imagine, plus souvenirs for the tourists. The back row, which is closest to the Outbreak: Undead Stronghold Stats counter with the cash register and Andy’s office, has the real Viability 2 Population 4 hunting and camping supplies. There is a small storage room Science 1 Culture 3 behind the counter in back, as well as Andy’s office. Both areas Structure Class 2 Morale 4

Juan Ignacio Rodriguez (Order #11233541) 32 Big Mama’s Motel and Cafe Character(s) Unfortunately for the Thompson’s, they weren’t prepared for Z- Day. They are both in Big Mama’s Motel and Cafe when the bomb goes off and the weather keeps them there, as firestorms are raging about two blocks north. Whether Earl and Gale knew anything about the mysterious room 7 will remain a mystery, as both of them became zombies before 1:00 PM. No one has access to the manager’s apartment before then.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Andy X

Background Gaiten Kids X Big Mama’s Motel and Cafe was a fixture on the old interstate before Mortiston got so large it crept out to meet the I-32. It was KZED Folks X opened in 1963 next to the newly constructed I-32 near the Spring Lake area (now part of Sundowner Park.) Big Mama’s Motel and Cafe was built to take advantage of the interstate Michael X trucking trade, but it never really made it. The property was abandoned in 1965. Earl and Gale Thompson bought the Resources property from the bank in 1987. They love running the motel and Big Mama’s Motel and Cafe is just a shell that the Sundowners diner, even if they aren’t very good at it. The small pool in front is use to take items from hopeful survivors and feed the unwary, the best amenity the small motel possesses, but the few truckers stupid and useless to the zombies, all while maintaining an eye and travelers that stay the night don’t seem to mind. on the North section of town. While leaving absolute specifics to the GM, here are some special items to be found at Big Mama’s Description Motel and Cafe: Big Mama’s Motel and Cafe is a single-story, concrete block, L- shaped motel with 14 rooms and a small pool in front. Just in • Towels, sheets, pillows, individual toiletries, toilet paper, front of the pool is a small diner that makes up the cafe portion of etc. Big Mama’s Motel and Cafe. This greasy-spoon diner has been • A miscellaneous assortment of weapons and other shut down numerous times by the health department, but the items that can be found in the various rooms. management always manages to open it up again. No one who • Food, in the form of food items to stock the diner lives in Mortiston ever eats here. People joke that they don’t • A 12-gauge shotgun under the registration desk in the know why Sheriff Anderson hasn’t arrested Big Mama (Gale) yet, office. given that her food is definitely a crime. Her saving grace is an

excellent cup of coffee, just don’t order the pie. On Z-day and before: Big Mama’s Motel and Cafe is 100%

stocked. The only mystery at Big Mama’s Motel and Cafe, besides what The Burn/First 5 Days - OL 1: 50% to find what you are looking might be in the meat loaf, is where room #7 is. On the long side for / 50% to encounter another survivor or scrounger. of the motel there is the office, then nine rooms numbered 1 - 6, The Dying/Next 90 Days -- OL 2: 10% to find what you are 8 - 10. There is a room-sized space between rooms 6 and 8. looking for / 45% to encounter one of the Sundowners. This is where the ice and vending machines are. If anyone The Rise/After 90 Days -- OL 3&4: See the timeline. diligently searches the wall area behind the vending machines,

they will find evidence of a door and window that have been Outbreak: Undead Stronghold Stats blocked over long ago. The Thompson’s claim to know nothing about the missing room. They say there must have been a fire in Viability 0 Population 0 the room long ago and the previous owner chose to block it over, Science 1 Culture 0 rather than spend the money to fix it. At least that is what they Structure Class 1 Morale 0 used to tell people. (See the Room 7 section in GM Notes.)

Juan Ignacio Rodriguez (Order #11233541) 33 Burt’s Shooting Sports men. He keeps the women for repopulating the earth after gaining dominion over all by his heavenly master.

Character(s) Michael and Reverend Thompson are the dominant characters here. With them are Trudi and Annette plus any “slaves” Michael has managed to “save” with his claymore trap.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Andy X

Background Gaiten Kids X Burt’s Shooting Sports was established in 1972 after Burt Sparks returned from serving as a Gunnery Sergeant in the USMC. Burt KZED Folks X ran the small storefront for a profit and taught shooting and permit classes for those who were interested. Burt met Sally while selling her a .50 Desert Eagle in 1988 and the two were Michael X soon married. Sally died in 1999 leaving Burt to raise his 10- year-old son, Michael. Resources

Burt’s Shooting Sports is the place to go for military hardware. Description Pretty much any type of common caliber handgun can be found Burt’s Shooting Sports is actually one shop in a little strip mall in this store. The long arms are mostly hunting rifles and with 5 other shops. In order from left to right in the strip mall shotguns. There are also survival supplies and military surplus (named the Cross Roads Shopping Center): Brooks Tax Service goods. While leaving absolute specifics to the GM, here is a list (deserted), Miners Union Local #139 (deserted), empty storefront of the special items to be found within the bunker at Burt’s with a “For Lease” sign, Burt’s Shooting Sports (apparently Shooting Sports: deserted) and another empty storefront with a “For Lease” sign. The strip mall backs onto a short offshoot from the railroad • A M202 FLASH grenade launcher and 48 grenades. tracks, once used to shuffle train cars without going all the way to • 48 Flash-Bang and 24 Concussion grenades. the switching station downtown, but they are rarely used these • Hundreds of rounds of ammunition of all types. days. The small parking area is paved and open to the street. All of the storefronts are display glass windows and door. • Wasp III Small Unmanned Aircraft System. • A 1970’s Hallicrafters military shortwave radio station (a Burt’s is a little more secure than most of the storefronts in this shielded radio that is still working). strip mall because it uses sandbags (real ones) to create a • 100 cases of various MRE’s (A little over 90 days of military/para-military scene in both display windows. Inside the food for four people). store is unremarkable except for being thoroughly looted (mostly • Two 300 gallon water tanks full of purified water. by Michael himself) and containing decaying bodies on the floor. • USMC Corpsman Assault First Aid Backpack - The rows of shelves still contain some hunting and survival items, everything you need for surgery and it is mobile :). but nearly all of the guns and ammo are already gone. The area closest to the counter and cash register is rigged with a hidden Michael is not going to arm anyone he does not completely trust claymore mine. This is the surprise that Michael has left for and is not going to share resources with anyone he doesn’t anyone who wants to steal from him. If anyone gets behind the already control. Michael is a very dangerous madman with counter to access either the cash register or the locked gun delusions of grandeur and a sociopath's mindset. cabinet behind the register, he/she should make a difficult check against the appropriate skill to detect traps. If the character fails Outbreak: Undead Stronghold Stats this check they become the victim(s) of a concealed claymore Viability 0 Population 2 mine at close range. Michael, locked away in the fallout shelter Science 2 Culture 1 below the store, hears the claymore go off and turns on cameras Structure Class 2 (7) Morale 2 and microphones to assess the threat. If the characters seem too occupied with the wounded person and / or Michael and crew outgun / outnumber them, he jumps the characters and kills the

Juan Ignacio Rodriguez (Order #11233541) 34 Campbell's Hardware Character(s) Sam is still on the property; unfortunately he’s not himself. When the first solitary zed came along, Sam was flying one of his R/C planes. Since his attention was on the plane in the sky, he really stood no chance against the zombie. Where Sam is now and what state he is in is completely up to the GM. However, there is a large bloodstain in the parking next to a large, bloody remote control unit. There is no sign of what the unit used to control, but it still functions.

Relationships to other groups Except for some members of the Sundowners, no one in Mortiston has any bad relationships with Sam Campbell or the store. Anyone who has lived in the town for more than five years will be aware that this little hardware store exists. The limited number of “regular” customers and the fact it is off the beaten path means Campbell’s Hardware probably has some useful supplies for scavenging.

Resources Campbell’s Hardware is the place to go for tools. Pretty much any non-electronic, common hand tool can be found in this store. There are 1d6 2-handed tools of any given type under the above Background constraints. There are 2d6 of any given 1-handed tools. While Campbell’s Hardware is in one of the oldest parts of town. Sam leaving absolute specifics to the GM, here are the store sections Campbell’s father took over the store from his father, who and a list of some special items to be found at Campbell’s opened it when the town was young in 1960. In the 1960’s Hardware: through the 1980’s, Campbell’s was the biggest and best hardware store in town. The years since 1991 and the opening • Two 5500 watt Commercial Grade Generators. of the Super Warehouse Club have not been kind to this • Ten 200 watt Flood Lights. business. It is still stocked with nearly every small hand tool • Various pumps from ¼ to 5 horsepower. conceived of as late as 1995. Beyond 1995, sales were low • Three full setups for canning food and 48 mason jars. enough that manufacturers no longer placed “special” and • Four cast iron wood stoves. “promotional” items at Campbell’s Hardware. Sam’s dad died in • One 40’ extension ladder, one 10’ stepladder, three 6’ 1998, leaving the business to Sam, who never wanted it. Sam stepladders. maintains the store out of a sense of family loyalty. • 100’ run of 6’ tall chain link fence. • Three 18” gas-powered chain saws. Sam’s passion has always been remote control airplanes and • Three 16” electric chainsaws. originally his dad supported the hobby. As Sam got older, Connor • Two 10” electric chainsaws on 15’ telescoping poles. felt that Sam should put away his toys and “grow up”. This rift • Two 60 gallon air compressors. was never healed between father and son. Consequently, now the store has two aisles worth of R/C Aircraft equipment that • Three 5’ X 5’ X 6’ tall storage sheds. Connor would NEVER stock even though his son had begged • Two isles of remote control cars, boats, helicopters, and and pleaded for it. planes of all sizes, complete with all necessary accessories (controllers, mini cameras, battery packs, Description tools sets) Campbell’s Hardware is a squat, almost square, one-story On Z-day and before: Campbell’s Hardware is 100% stocked. concrete block building with a display window in front next to the The Burn/First 5 Days - OL 1: 50% to find what you are looking glass front door. The small parking area is empty of cars except for a lone pickup truck. There is a large pool of blood about for / 20% to encounter another scrounger. The Dying/Next 90 Days -- OL 2: 20% to find what you are halfway between the truck and the front door of the store. Both door and window are hand-lettered in red, yellow and black to looking for / 35% to encounter another scrounger. The Rise/After 90 Days -- OL 3 & 4: The building is completely read: Campbell’s Hardware. The paint job was done many years ago by Connor and is now quite faded. The property shows empty with broken and looted shelving units lying in heaps around the floor. many signs of deterioration as Sam has done only the legally required maintenance since his dad’s death. The sides of the block building, once clean and painted bright red, are now faded Outbreak: Undead Stronghold Stats and host numerous pieces of graffiti. Some of the graffiti is ten Viability 0 Population 0 years old. In the back is a small elevated loading dock with a Science 5 Culture 0 roll-up garage door and a steel security door. Structure Class 2 Morale 0

Juan Ignacio Rodriguez (Order #11233541) 35 Castle Boat Rental Character(s) This is the stronghold of Willie Radd and his most loyal core of Sundowners. Most of the Sundowners stay with the rescued women and children in the Mortiston City Water Plant, but the planning for what the Sundowners will do comes from here.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Andy X

Gaiten Kids X

KZED Folks X

Background Michael X Castle Boat Rental was established in 1990 at the same time the park opened to the public. Henry Castle was a local man who lived adjacent to the park and was instrumental in getting the Resources local support for the park project out to the polls. As soon as the Castle Boat Rental is a fairly decent stronghold. It sits 150 yards referendum passed, Henry submitted his business plan. It was down the pier from the shoreline of Spring Lake. Even before Z- promptly accepted and Henry Castle went from rags to riches. Day, Sundowner Park and Castle Boat Rental were in the loose Even though Castle Boat Rental was a vastly prosperous control of Willie Radd and the Sundowners. While leaving business, Henry Castle enjoyed working there every day until his absolute specifics to the GM, here is a list of the special items death, two days before Z-Day. Henry’s son, David, planned to that might be found at Castle Boat Rental: sell the business and move out of Mortiston. David was never a very lucky guy. • A heavy-duty, solid state CB radio base station. • A small electric outboard motor used to attach to a Description paddleboat for towing other boats. Castle Boat Rental is in the middle of the pier leading out over • Five paddle-boats and 15 canoes available to rent Spring Lake in Sundowner Park. It is constructed out of the • Oars, life vests, tools for working on the boats, etc. same wooden beams as the pier. It has two walk-up windows on • Cases of soda and snack foods. the landward side of the pier and a single door on the opposite • A small, but complete kitchen capable of preparing side of the building. The remaining two walls are solid. This little simple food for 100 or more people. wooden bunker has a storeroom, through which one must enter, • A small generator scavenged from a nearby house a short hallway with a door on both sides and a doorway to the snack bar. The total interior space is about 1,000 sq. ft. The door which powers everything in the building. on the left, when facing towards the snack bar, is a bathroom. • A functioning computer in the office. The door on the right is an office. This was the snack bar manager’s office prior to Z-Day and Willie Radd’s command On Z-day and after: Castle Boat Rental is 100% stocked, but center after Z-Day. only the Sundowners and their allies see any of the goods, original or scavenged, that are kept in Castle Boat Rental. The snack bar itself has, from back to front in a fairly compact . space, a dish washing area and mop sink, a food prep area, a Outbreak: Undead Stronghold Stats commercial stove top grill, a cash register/order taking area and Viability 1 Population 3 a food delivery area. Small under-counter refrigerators are used Science 1 Culture 2 to store prepped food items, while the majority of the food will be Structure Class 3 Morale 4 stored in the large refrigerator or chest freezer in the storeroom. Outside of Castle Boat Rental are two 7 ft. X 5 ft. X 4 ft. deep upright storage lockers made of heavy-duty all weather plastic. These lockers are used to store life preservers, paddles and other items for the rentals. Hanging around the outside of Castle Boat Rental, on all four walls, are displays of t-shirts, hats, balloons, pennants and other souvenir items available for purchase at the window.

Juan Ignacio Rodriguez (Order #11233541) 36 Columbus Memorial Library books and at the rear wall are four study cells with heavy wood doors and heavy glass windows for sound proofing.

The third floor has limited access with only one unblocked staircase (out of four) leading from the back left corner of the second floor. The third floor is where non-circulating reference books, special collections / restorations and the copy center are found. The basement houses archives, periodicals, microfiche and newspaper stacks.

Character(s) The only living person inside the library is The Bookwyrm. He has managed to lure and trap a few zombies inside the library, which he is using as “monsters” to stock his “dungeon”. He has managed some pretty deadly traps on in the basement, first and second floors, designed to kill or cripple inexperienced adventurers.

Relationships to other groups Perhaps there is a spell over the Columbus Memorial Library or perhaps survivors are just practical people. Whatever the case, every faction in Mortiston views the Columbus Memorial Library favorably on Z-Day. Background The Columbus Memorial Library was built in 1932 just after the Resources fifth birthday of James Delemorte II. It was a combined effort by The Columbus Memorial Library is the place to go for books. the Gaiten and Delemorte families to bring into Mortiston a world- While leaving the absolute specifics to the GM, here is a list of class library. The Columbus Memorial Library is modeled after some special items to be found at the Columbus Memorial the original Chicago Library and even in 1932 it boasted over Library: 200,000 volumes in nine different languages. Now, there are over 500,000 volumes contained within the library’s walls. The • Full set of auto/light truck repair manuals from 1976 – Special Collections area contains over 500 rare volumes, some 2005. of them on papyrus and skin. • A special display room of D-Day: Omaha Beach artifacts include a M1A1 .45 cal Thompson SMG. Description • A complete set of medical and surgical journals The Columbus Memorial Library is a three-story block building • An old Civil Defense office with first aid supplies, with a basement, taking up two city blocks downtown. It has a canned goods, two helmets and lots of pamphlets. scenic lawn and old oak trees with benches, picnic tables and a • A snack area in the copy center with machines rigged to statue of Columbus on the left side of the building and parking on dispense items w/o money. the right. There is a large semi-circle drive in front of the Library • A functioning nine station wireless network. with a little fountain and curved concrete benches around it. Scarred grass through the semi-circle lawn area shows the path On Z-day and before, the Columbus Memorial Library is 100% of the sports car that crashed into the fountain. Water pours out stocked. of the broken pond as long as there is power to pump it. The Burn/First 5 Days - OL 1: During this time, The Bookwyrm is working to secure the library. He will attempt to remain hidden. The Library is very traditional and has an established, long There is a 60% chance to meet a scavenger. You will be 70% standing look about it. The front entry to the building is a likely to find information you are looking for at this time. columned landing atop a large open stairway. The first thing The Dying/Next 90 Days -- OL 2: The Bookwyrm controls the visible upon entering the foyer of the Columbus Memorial Library library. He plays with many who enter, but he is willing to barter is the list of rules carved into marble right next to the double for food. There will be a 60% chance with Bookwyrm’s help that doors labeled enter and exit. (If the party is observant, they may you will find info. The chance falls to 15% without his help, as he notice the exit door has no handle on the outside; there is no has hidden many items. handle on the inside of the entry door, either). Two night drop The Rise/After 90 Days -- OL 3&4: The Bookwyrm is a mad book returns are built into one wall. The lobby has a counter man with no real survival plan. It is unlikely he will be alive after immediately to the left side of the door with a walk through 90 days unless someone is keeping him fed for some reason, security scanner to scan each patron as they exit the library. The which is the GM's decision. first floor has the paperback books, video library, juvenile library and class room/activity center, as well as tables and computer Outbreak: Undead Stronghold Stats stations in the center. Viability 0 Population 1 Science 1 Culture 2 The second floor is essentially a large balcony that wraps Structure Class 5 Morale 1 around and overlooks the tables below with rows of books like fingers extending from the front and side perimeter walls. On the back side of the balcony are a few tables, some more rows of

Juan Ignacio Rodriguez (Order #11233541) 37 Delemorte Mortuary and Memorial Gardens Character(s) James Delemorte IV (or Jimmy D, as he calls himself now) has gone crazy. He never wanted to be a part of the family business, but suffered through the schooling anyway because it was his “family duty”. When Z-Day came, Jimmy D lost it and murdered his aging mother and her sister. Afterwards, Jimmy D threw a party for “all of his friends” to celebrate his newfound freedom. The problem is that James Delemorte IV doesn’t have any living friends, only undead ones. The very interesting thing is Jimmy D does not provoke any attacks from the zombies. He moves among them as if he were one of them. It might be the years of working with the dead or it might be something in the new embalming chemicals. It might be a biological element only found in the Delemorte bloodline or it may be a supernatural curse. Whatever is going on with Jimmy D is left up to the GM to decide, but he is certainly hosting one heck of a party.

Relationships to other groups Before Z-Day, no groups had any real relationship with the Delemorte Mortuary and Memorial Gardens, but people still have opinions. Both the Reservation Native Americans and Andy’s Braves shun Delemorte’s because of what it is. The Pythons and Kill-Kill’s crews believe Delemorte’s is for snooty, rich people. Background Gaiten Academy and the VFW see Delemorte’s as a cornerstone The Delemorte Mortuary and Memorial Gardens was established in the community. All have some ideas of the resources to be in 1954 by James Delemorte II. Prior to this, the mortuary was had at the mansion. on the river and across the street from the Library. Now that property is only used for storage by the Delemorte’s; it has sat Resources empty, but well-maintained, since 1954. The Delemorte family Delemorte Mortuary and Memorial Gardens is not a place that helped to establish Mortiston. Their small mortuary was once the most might think to check out. The house is a modern marvel. only place in town to prepare the dead for burial. The While leaving absolute specifics to the GM, here is a general list Delemorte’s have always provided the community with this of locations and some special items to be found at Delemorte valuable service at a reasonable price (often free during the Mortuary and Memorial Gardens: hardest of economic times for those who could not afford it) and have been generous donors and benefactors for many local • Three acres of Lawn and Gardens with a 2BR/1BA charity organizations. If the well-to-do and reclusive Delemorte “Gardener’s House”. family has any deep dark secrets, they are a mystery known only • Olympic-sized, heated, salt-water pool with 1BR/1BA to a select few. Another mystery is why the Delemorte house “Pool House”. seems to be having a party during the current disaster. • Main home is over 65,000 sq. ft. (6 BR/18 BA) and has a helipad (whether there is a helicopter here, as well, is Description up to the GM). Delemorte Mortuary and Memorial Gardens is a large, old three- • One of the four kitchens is a 1000 sq. ft. professional story house with a gabled roof, sitting on a hill at the back of the catering kitchen with walk-in cooler and freezer. property. A long, winding, tree-lined drive leads from the ornate • Basement and first floor are a 25,000 sq. ft. full service, iron gates at the front of the property through a small roundabout, modern mortuary. which gives access in four directions to the 75 acres that make • Garage is a stand-alone structure (2,500 sq. ft.) up the Memorial Gardens, on the way to the main house. There containing three hearses (including a 1957 Cadillac in are over 7,000 graves in the cemetery with the oldest ones dating perfect condition), two pickup trucks and five golf carts. back to 1954. There are about 150 aboveground tombs, 75 • In the “trophy room” are a 17th century Japanese walk-in mausoleums and hundreds of pieces of statuary. The katana, a .45 caliber pistol and an M1 Garand carbine. cemetery is large and wooded with very few unique landmarks. If There are 50 rounds for each gun. one strays off the roads, they will most likely become turned • The house has a backup generator capable of around and lost, especially at night. completely powering it.

The main house of the Delemorte Mortuary and Memorial None of the Resources here really matter unless the PC’s are Gardens appears to be very old. This illusion, however, is only capable of defeating hundreds of ravenous zombies who have a for those that visit the first floor where the mortuary receives hidden human helper. Delemorte Mortuary and Memorial guests. The basement is a completely modern processing facility Gardens is a brightly lit, music-pumping deathtrap for PC’s. for the recently dead, just as the top floors rival the Playboy mansion in terms of “modern conveniences”. Lights and sounds Outbreak: Undead Stronghold Stats indicate there is one “helluva” party going on at the mansion. Viability 7 Population 1 Science 6 Culture 1 Structure Class 5 Morale 1

Juan Ignacio Rodriguez (Order #11233541) 38 Diane’s Lock Box Resources Diane’s Lock Box is too small a place to have much inventory, but here is a general list of the items available within the small shop: • All manner of cabinet locks, door locks, padlocks, digital locks, security locks and most other domestically used lock you can think of. • Three different key towers with all kinds of key blanks for cars, trucks, forklifts, houses, businesses, etc. • Two key-cutting machines for making keys. • Small section of books on lock picking, including a complete DVD tutorial for beginners who want to get into the business. • Technical schematics and file information for a number of complex locks and security systems installed throughout Mortiston. • Hidden under the counter are two small key cabinets full of Master Keys and Digital Lock codes for a number of the businesses in Mortiston. • Two full (54 key) sets of Determinators for re-keying cars and trucks. • A small leather roll of well-used lock picks are in the small desk wedged behind the counter. Background • A hard case containing 84 tools of the trade, including Diane’s Lock Box was built in 1977 and opened for business on numerous hand picks, a pistol pick, an electronic pick it’s own just a couple of months after Foster’s Pharmacy opened. gun and a set of warded padlock picks is tucked in the Diane Foster put her husband, Carl, through college by practicing foot well of the desk. the trade of a locksmith. She was taught by her father, who worked as a locksmith in her hometown of Milwaukee. After Carl On Z-day and before, Diane’s is 100% stocked, but is not open. had graduated and could run his own pharmacy, he got a loan Diane and Carl planned to return from their vacation 2 days after (secured on Diane’s business) to buy the building for Foster’s Z-Day. Unfortunately, they never return from Banoi. Pharmacy. At first, Diane continued to run her locksmith The Burn/First 5 Days - OL 1: 85% to find what you are looking business from the pharmacy, but this led to a vicious fight for / 15% to encounter another scrounger. between the Fosters. The end result was a separation between The Dying/Next 90 Days -- OL 2: 50% to find what you are Carl and Diane and the construction of Diane’s Lock Box. The looking for / 35% to encounter another scrounger. Fosters eventually reconciled their differences and now have The Rise/After 90 Days -- OL 3&4: Michael and his war-band children and grandchildren. The Fosters have recently sold their have no interest in the contents of Diane’s Lock Box. Michael thriving businesses and are enjoying the vacation of a lifetime on might see the location as a great place to put a lookout for the the South Pacific island of Banoi. drug store without Meatballs or the Pythons knowing it.

Description Outbreak: Undead Stronghold Stats Diane’s Lock Box is a small (12 ft. X 12 ft.) building with a single Viability 0 Population 0 glass storefront door, two half-walls topped with plate glass Science 1 Culture 0 windows and a fourth wall of concrete block. It offers very little in Structure Class 1 Morale 0 the way of protection. It sits almost directly on the corner of 5th and Elm, sharing the parking lot with Foster’s Pharmacy. Diane’s Lock Box is not a safe or securable location.

Character(s) There is no one inside Diane’s Lock Box. There is a sign on the door that says: Closed for Vacation

Relationships to other groups Diane’s Lock Box is neutral to all groups in Mortiston.

Juan Ignacio Rodriguez (Order #11233541) 39 Fire Station #29 Relationships to other groups Besides the Sheriff, some of the KZED folks and the Gaiten Kids, no one really knows about Fire Station #29. This could change based on the actions of any survivors the GM decides to put in this location.

Resources Fire Station #29 is mostly a garbage dump for old fire equipment and files the city and county don’t know what to deal with. Most of the stuff here is useless, but some of the items are now worth their weight in gold, for example the ONLY working fire truck in Mortiston since the nuke took out everything else. While leaving absolute specifics to the GM, here is a list of some special items found at Fire Station #29:

• Fully Restored 1954 Mack Pipe/Pumper Fire Truck. • 1960 Cadillac Meteor Ambulance with restored interior, but without engine. • 1939 Ladder Truck that is mostly a rusting hulk. • One 40’ extension ladder, two 10’ stepladders, three 8’ stepladders. • A wide assortment of fire fighting gear from the 1950’s through the 1980’s. Background • Literally tons of paper files dating back to 1922. Fire Station #29 was the Gaiten Volunteer Fire Department from 1922 until 1972 when the Mortiston Fire Department absorbed On Z-day and before, Fire Station #29 is 100% stocked. the fire fighting responsibilities for the Gaiten District. The The Burn/First 5 Days -- OL 1: 50% to find what you are looking building sat empty until 1999 when the Mortiston Fire Department for / 20% to encounter another scrounger. suddenly remembered they owned it and decided to tear down The Dying/Next 90 Days -- OL 2: 20% to find what you are the old firehouse to build a warehousing facility in its place. The looking for. 55% to encounter another scrounger or residents Gaiten Community was up in arms about this decision and after using the building as a stronghold against the undead. pressure from the VFW and a petition drive by the students at The Rise/After 90 Days -- OL 3&4: On Z-Day +185, Michael Gaiten Academy, the fire department was persuaded to change and his war-band will move to control Fire Station #29 and all of its mind. Fire Station #29 is now a warehousing and storage its resources. facility for the Mortiston Fire Department manned by a volunteer fire company that does charity work, parades and educational Outbreak: Undead Stronghold Stats demonstrations with antique fire fighting equipment, in addition to Viability 0 Population 0 keeping the warehouse. Science 2 Culture 0 Structure Class 4 Morale 0 Description Fire Station #29 is a three-story stone building with a fenced-in lot in the back that takes up almost half a city block. There are three entrances on the ground floor: two in the front and one in the back. A large garage door opens into the truck garage that holds three antique fire engines and one antique ambulance. A metal door in front beside the garage door leads to a small reception area and stairs up to the other two floors. There are a couple of offices there, but it’s mostly rows and rows of file cabinets and old junk stored where the firemen used to eat, sleep and play when not fighting fires. Those that worked here try to keep the place as neat and clean as possible. They hope someday to make Fire Station #29 into a museum. It is their diligence that preserves the only fire fighting equipment left in the Gaiten District.

Character(s) As the fire at the school burns and the news spreads, through official (and not so official) channels, that it was a potential terrorist attack, the crew of Fire Station #29 finds a way to get out of the office and closer to the action. Bad news for them, but potentially great news for someone needing a good, sturdy stone building. There are no NPC’s in Fire Station #29 on Z-Day.

Juan Ignacio Rodriguez (Order #11233541) 40 Fort Robert J. Quinn (National Guard Armory) he plans to excel at his duty. It keeps him going. Capt. Niccotero has disabled the remaining vehicles, set the bar locks on the tool boxes in the motor pool, locked the door to the munitions bunker and removed the firing mechanisms from the remaining firearms, hiding them and the keys next to the generator in the basement of the main building. After the first five days, Capt. Niccotero, Sheriff Anderson and the survivors with them fight for their lives trying to hold out against both zombies and marauders from Sundowner Park.

See the entry for Z-Day+1 in the Post Z-Day Timeline for details on how Capt. Niccotero handles the refugees coming to the Armory. Relationships to other groups

Foe Cold Neutral Warm Friend

Pythons X

KILL-KILL X

Sundowners X Background Fort Robert J. Quinn was established in 1919 just after the Andy X first World War. Robert Quinn was a decorated doughboy from Mortiston who died “over there” and the post was named Gaiten Kids X after him. In the 90 odd years that Fort Robert J. Quinn has stood on the banks of the Minnewakan River, the troops have only KZED Folks X been activated five times: twice for forest fires, twice for tornadoes and once for a train derailment. The last time the Michael X National Guard was called up at Fort Robert J. Quinn was in 1981, two years before Colonel Nick Steele took command of the unit. Col. Steele is an uncompromising disciplinarian and OCD Resources: neatness freak. He has been eager for the call to action since he Fort Robert J. Quinn is a half-empty National Guard training took command, but in the meantime has managed to make depot. Most of the standard equipment went out with the three everyone under his command hate him. partial companies that answered the call-in. While leaving absolute specifics to the GM, here is a list of the sections and Description some special items to be found at Fort Robert J. Quinn: Fort Robert J. Quinn was designed and built according to • Administration -- Computers, office supplies. standards from the late 19th century that put forth that a building • Unit Support Area -- Showers, toilets, locker rooms, should resemble its purpose. The original armory was a two-story gear storage, laundry, training manuals, training alabaster stone building with six three-story towers, three on equipment, small arms range. each side, front and back, set between two double-door • Assembly Area -- Vast, mostly empty area for mustering entrances into both sides. In 1936, Fort Robert J. Quinn had to and inspections. be enlarged because more space was required to house the • Maintenance Area -- Plumbing, electrical, data closet, modern soldier’s equipment. The back wall of the original armory security cameras. was removed and a vast four-story hanger-like building with a • Armory -- 22 M16A4 rifles, 2 M231 Port Weapons. curved roof was attached to it. The facade wall from the backside • Motor Pool -- Tools, two generator trailers, one M2 of the old armory is now part of a large interactive modern art Bradley IFV, one HMMWV, 1000 gal. diesel fuel. piece in Sundowner Park. Fort Robert J. Quinn has grown many times over the years and is now a small complex with the main On Z-day and before, the depot is 100% stocked. building, a stand-alone parking garage / warehouse area, a The Burn/First 5 Days - OL 1: 40% to find what you are looking separate garage area and a small block building with a flat roof, for / 100% to encounter Capt. Niccotero. one door and no windows. The Dying/Next 90 Days -- OL 2: This is a stronghold for the Powers that Were. See Faction Notes. Character(s) The Rise/After 90 Days -- OL 3&4: See What Will Michael Do? If the characters start as National Guard or displaced Military regulars, they deal directly with Capt. Niccotero. After Z-Day +2, Outbreak: Undead Stronghold Stats Sheriff Anderson or Coach Leroy deals with the refugees coming Viability 1 Population 3 to the Armory. Science 6 Culture 2 Structure Class 6 Morale 2 Fort Robert J. Quinn is Captain Niccotero’s first real command. Even though he really doesn’t have anything to personally live for

Juan Ignacio Rodriguez (Order #11233541) 41 Foster’s Pharmacy They have food, water, medicine and supplies. They have even pulled their motorcycles into the back bay for safety. The bikers intend to hold what they have, but they are not unreasonable. They have three AK-47s, five shotguns and 27 handguns between them.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

KILL-KILL X

Sundowners X

Andy X

Gaiten Kids X

KZED Folks X

Background Michael X Foster’s Pharmacy was opened in 1963 by Jack Foster. Jack, whose father had been a gentleman’s gentleman to the eccentric James Delemorte II, had strong financial ties to the Delemorte’s Resources and together they created a traditional American soda shop drug Foster’s Pharmacy is a resource bonanza. There is over 500 store. It was the place to hang out in the ‘60’s and 70’s, but the gallons of drinking water alone, without even considering the hard economic times of the 1980’s forced a remodel into a more loads of sundry items (batteries, etc.), the over-the-counter modern convenience drug store. A small section of the original medications or the higher-class pharmaceuticals. In the end, the store remains. In one corner, roped off, is a single soda shop GM must make the determination as to the exact contents of the table with two metal chairs, all sitting on a section of the original store, but quite frankly, if the PC’s don’t control Foster’s terrazzo floor. Few know why this one section remains because Pharmacy before Day 5, it is very unlikely they ever take this Jack Foster died suddenly. When his son took over the business place from the Pythons. Here are some special items that can be he didn’t change anything, out of respect for his father. It is found inside Foster’s Pharmacy: rumored that James Delemorte III visits this spot after hours once each year, but there are many rumors in Mortiston. These days, • A fully stocked pharmacy, complete with small standard Ty Foster owns the place and Zack Parker is the pharmacist and pharmaceutical lab for creation of standard custom store manager. short-lived prescriptions. • On a shelf in house wares, there is a stack of Description homemade quilts. The front doors of the pharmacy are at the northwest corner set • In the pharmacy area there is a paramedics bag and a in at an angle with glass on either side of the sliding glass doors portable defibrillator. for in and out. The whole glass front entry is covered by an over- • Improvised weapons makings: cans of hair spray, glass head metal roll-down security door, which can be locked in-place containers of lamp oil, six medium propane tanks, 12 by a padlock on the outside. There is a metal door and a small small propane tanks, a case of nails, duct tape and loading bay with a locking garage door in the back. lighters, just name a few things.

Inside the store are five 30 ft. aisles full of over-the-counter On Z-day and before, Foster’s is 100% stocked. medications, a few stationary items, a cosmetics area, a few The Burn/First 5 Days - OL 1: 90% to find what you are looking grocery items and other various and sundry items. Beyond the for / 100% to encounter the Pythons inside. last aisle is the pharmacy with a small waiting room and two The Dying/Next 90 Days -- OL 2: 45% to find what you are vending machines. looking for / 100% to encounter the Pythons inside. The Rise/After 90 Days -- OL 3&4: See What Will Michael Do? Character(s) It really depends on what day the character arrive. If they arrive Outbreak: Undead Stronghold Stats early enough on Z-Day, they meet Zack Parker and learn that he Viability 0 Population 3 plans to propose to Rebecca King today. If they stay to see Science 4 Culture 2 Becky come in, they become caught up in The Pythons robbing Structure Class 4 Morale 2 the place and then, fasten your seatbelts, the next stop is chaos.

If it’s after the first five days, a group of about 30 bikers from the Pythons Motorcycle Club are in the pharmacy. They own it now.

Juan Ignacio Rodriguez (Order #11233541) 42 Gaiten Academy Character(s) Robert Saunders of the Outkasts stepped neatly into the power vacuum, as most of the students are willing to listen to anyone that has a plan, and Takashi Miyamoto definitely is the man with the plan. Given that Takashi killed the first zombie to get over the Gaiten Academy walls, saving the life of Mrs. Ying the chemistry teacher, the Outkasts establish a firm control over the survivors at the school. Gaiten is a possible starting position for a group of PC’s.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

KILL-KILL X

Sundowners X

Andy X

Background Pythons X Gaiten Academy was established in 1942 after Thomas Gaiten II, then Mortiston County Schools Superintendent, began tutoring KZED Folks X high school students who were having difficulties in math and science in his home. By 1946, the stone walls, gardens and Michael X multiple buildings that had been the Gaiten family estate were completely converted into a private school with Mr. Gaiten as its first Dean and President. Gaiten Academy has been a landmark Resources in the community ever since. Gaiten Academy has many resources and a large population using those resources. Realistically, scavenging those resources It is rumored that both Thomas Gaiten II and his son, T.G. III, would have to be an inside job. It is unlikely that any group will misappropriated millions of dollars from the Mortiston County take control away from the Outkasts just because of the Public School System to fund and stock their private school, defensive nature of the grounds and the knowledge of Takashi whose unspoken motto has always been “Only the Best for the Miyamoto. While leaving absolute specifics to the GM, here is a Best.” general list of some special items to be found at Gaiten Academy: Description • Freshwater wells. Gaiten Academy is a moderate-sized private school with 12 • Food for approximately 1,000 people for three weeks. major buildings including dormitories, a 50 stall horse stable, • 35 well-broken riding horses of various sizes and class room buildings, a vast gymnasium and two large dining everything to care for them for six months. halls, all enclosed within a 10 ft. high stone wall. Most of the • A bio-diesel generator and solar panels to power almost buildings are clustered around a central quad at the north end of a third of the campus. the campus. Beyond the lower classman dorms, on the south • Untold resources in the form of textbooks for wood side of the quad, are the stables. Most of the south end of the shop, home economics, and agriculture, etc. walled-in campus is a vast, empty field. There are areas set up • 28 various cars and trucks, most of which are blocking for Soccer, Badminton, Polo, Track and Field and Croquet. Even off the quad as a secondary wall. with these areas set up there is plenty of room for horseback

riding. A small road leads from the front of the Administration On Z-day and before, Gaiten Academy is 100% stocked. Building on the southeast side of the quad to the main gates of The Burn/First 5 Days - OL 1: 50% that you will be allowed into the school. The road runs along the edge of the eastern and the school by the guards to meet with Robert. southern wall and is tree-lined on the field side. The Dying/Next 90 Days -- OL 2: 20% that you will be allowed

into the school by the guards to meet with Robert. On Z-Day, Gaiten Academy has about 150 of its 516 students The Rise/After 90 Days -- OL 3&4: Unless the PC”S stop within the walls of the school grounds. The majority of the Michael, he and his war-band will control Gaiten Academy and all remaining students are at the opening of the new Regina of its resources after Z-day +191. Observatory and Skate Park. Most of is at the opening, leaving an uncertain power vacuum in a crisis situation. Enter the Outkasts, serving in-school detention for breaking the Outbreak: Undead Stronghold Stats rules. Viability 9 Population 10 Science 5 Culture 6 Structure Class 5 Morale 10

Juan Ignacio Rodriguez (Order #11233541) 43 Kaufman’s Killer Khicken Kitchen Relationships to other groups Everybody loves Kaufman’s Killer Khicken Kitchen.

Resources Kaufman’s Killer Khicken Kitchen is a good place to go for food. The Kaufman family has always believed that the freshest ingredients make the best food. Unlike some restaurants, this is more than a marketing slogan. Very early each morning, the cook staff of Kaufman’s Killer Khicken Kitchen receives a daily delivery from the farmers market and updates the inventory in the store. On Z-Day the restaurant has the following supplies:

• 250 full, bone-in chickens for frying. • 500 assorted and various chicken pieces. • 150 chicken tenders. • 25 heads of lettuce. • Various fresh vegetables including nearly 300 half-ears of corn on the cob. • Numerous cases of various canned vegetables. • A commercial kitchen capable of preparing food for about 100 people at a time, if powered with a generator. Background • Everything else you would expect at a restaurant: Kaufman’s Killer Khicken Kitchen opened in 1970. Captain Jack plates, silverware, cooking utensils, cash register, Kaufman, a hero in an unpopular war, opened the business after straws, cups, napkins, etc. returning from Viet Nam. Jack hoped he could become as popular as a well-known Kentucky Colonel who sold chicken, but On Z-day and before: Kaufman’s Killer Khicken Kitchen is he never really had much luck at franchising the business. When 100% stocked. Jack finally retired at age 80, there were only two open The Burn/First 5 Days - OL 1: 60% to find what you are looking franchises. The one in Mortiston is the largest and certainly the for / 40% to encounter another scrounger. most popular. The Dying/Next 90 Days -- OL 2: 20% to find what you are The food at Kaufman’s Killer Khicken Kitchen is very good. It is a looking for / 30% to encounter another scrounger. family-style restaurant where everything is brought to the table in The Rise/After 90 Days -- OL 3&4: After 90 days, if there has large bowls and platters, just like you were eating a home cooked been no power for refrigeration and no one has occupied the meal. Kaufman’s Killer Khicken Kitchen is one of the travel restaurant, then there will be very little that has not already been highlights in the town. Given the number of locals, as well as looted, just simply spoiled or been devoured by bugs. people from out of town that enjoy the restaurant, it seems bizarre that the franchises never had any success. Kaufman’s Killer Khicken Kitchen has no value to Michael.

Description Outbreak: Undead Stronghold Stats Kaufman’s Killer Khicken Kitchen is a stand-alone building with Viability 0 Population 0 almost 75% of it covered in plate-glass. Three walls of the Science 1 Culture 0 restaurant are plate-glass window and the interior design is much Structure Class 1 Morale 0 more like a diner than a comfortable family restaurant. The building has most of its parking in front with a small area for deliveries and employee parking in the rear against a solid block wall. There are two plate-glass doors on either side of the building, but one of the doors is blocked off and never used. There is a single, steel door in the back that leads to the kitchen. The majority of Kaufman’s Killer Khicken Kitchen is not defensible, but the kitchen area could be barricaded to make a small and limited stronghold for a few people. What it may lack in other amenities, Kaufman’s Killer Khicken Kitchen certainly makes up for in food supplies.

Character(s) When Jack died, his family planned to close the restaurant, but there was such a public outcry concerning this possibility that those plans were scrapped. Instead, the family opted to keep the restaurant open, but serving only dinner. Because the Z-Day disaster happened during the day, there was no one inside Kaufman’s Killer Khicken Kitchen at the beginning of the outbreak.

Juan Ignacio Rodriguez (Order #11233541) 44 KGON TV Channel 9 one else, he turned the gun on himself. What a shame; it would have made a great news story.

Description KGON TV Channel 9 is a stand-alone facility on the hilltop just south of Radio Station KZED. After 9/11, the owners of KGON TV Channel 9 needed to do a security upgrade to their old building downtown, but managed to duck the issue until the Sundowner Park project came up, forcing them out of the original building downtown. The new building is very secure with two generators, roll-down security shutters, card-lock doors and closed-circuit security cameras to monitor every area in the building and grounds.

KGON TV Channel 9 is a large place. On the ground floor there are two studios with a large “green room” in between them and storage rooms off hallways on both sides. On the second floor are sales offices, accounting offices, production offices and the two controls rooms, one overlooking each studio. On the third floor are the executive offices and stairs up to the observation deck/helipad. In the basement is a cafeteria and small manufacturing area for producing sets and storing all that OLD stuff brought from the original station before it was torn down as Background part of the Sundowner Park project. KGON TV Channel 9 was one of the first TV stations in the country. It first went on the air as a Central Broadcasting affiliate KGON TV Channel 9 is a special place because it is the highest in 1954. For almost 20 years, KGON was the only station that ground around Mortiston. Michael Sparks wants to scout, take could be picked up in Mortiston. Anyone older will certainly and secure this location as a first priority; it overlooks everything remember Farmer Ross’ Play Barn, an afternoon kid’s show that in the valley below it. It is here, perhaps, that the PC’s should mostly showed cartoons and was hosted by a funny farmer. At start. Whether they start here or not, if they don’t want to live like least everyone thought he was funny until “Farmer Ross” was slaves under Michael’s rule, it will end here. The canvas is left arrested for pedophilia and child pornography. The “Farmer blank for the GM to fill in the details for this location. Ross Scandal”, as the episode came to be called, was the worst event involving KGON TV Channel 9 staff before Z-Day. Character(s) There are no living characters in this location, but there are a lot On Z-Day, Kurt Jackson, the KGON TV Channel 9 weather of stinking dead bodies. Any KGON TV Channel 9 employees person, had finally gotten up the nerve to ask his lover, Thomas who managed to flee from Kurt went down the hill to KZED Radio Craig, the KGON TV Channel 9 traffic helicopter pilot, to marry Station him. Kurt had planned to pop the question over lunch, unfortunately the developing news story at the Mortiston All Relationships to other groups School kept the traffic helicopter in the air and reporting the news No one in Mortison has any relationships, good or bad, with until the suitcase nuke went off. While the helicopter was not KGON TV Channel 9. caught in the blast, the shock wave caused it to crash explosively into the ground at McClellan’s SuperPawn. Kurt did not see the Resources crash, he only saw the monitors showing the crazy spinning There could be almost anything in this location because the camera view being broadcast from the helicopter. Before he station has been around since the 1950’s. There are crates of could make it to the parking lot, the love of his life was dead - stuff from the old TV station building in the basement. The GM trapped in the burning wreckage of the helicopter miles from must decide the absolute specifics. anyone who could put out a fire. On Z-day and before, KGON TV Channel 9 is 100% stocked. Kurt was standing outside just after the blast and watched as the The Burn/First 5 Days - OL 1: KGON TV Channel 9 is 100% small mushroom cloud developed and the first two thermo- stocked / 05% to encounter another scrounger (from KZED). cyclones set down. It was all too much for him to process and The Dying/Next 90 Days -- OL 2: Unless the characters take after a few minutes, Kurt just snapped. Completely lost in his something, KGON TV Channel 9 is still 100% stocked and filled pain and suffering, and aware of what he judged to be nuclear with overflow from KZED Radio. war, Kurt went to his car, got his 9mm Beretta out of the glove The Rise/After 90 Days -- OL 3&4: GM's decision. box and walked back into KGON TV Channel 9. He walked throughout the facility and shot absolutely everyone he could Outbreak: Undead Stronghold Stats find, apologizing to them as he pulled the trigger again and again. He only wanted to spare them the pain and suffering that he now Viability 0 Population 0 knew and believed everyone would know. For 19 minutes, Kurt Science 1 Culture 0 Jackson was mercy incarnate, walking throughout the building Structure Class 4 Morale 0 and killing every employee he could find. When he could find no

Juan Ignacio Rodriguez (Order #11233541) 45 KZED Radio Character(s) KZED Radio is home to about 50 survivors because of its ideal location and DJ Grant Jazzy’s morning, noon and sunset radio programs. While DJ Grant Jazzy is the de facto leader of this stronghold, he insists that everything be done by equal democratic vote by all survivors. This is another location the player characters may call “home”.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Andy X

Background Gaiten Kids X KZED Radio was first licensed by the FCC to broadcast on both the AM and FM bands in the Mortiston area in 1947; that much is Michael X certainly true. After that the story gets confusing. Some say that John Blue-Man, one of the Blackhorse people, was the first to apply for the license, but the government wouldn’t give the Resources license to Native American so Thomas Gaiten had to step in to “vouch” for the fellow, and that's how it started. Others say that KZED Radio is a place in desperate need of resources. Most of young master Gaiten had an affair with John Blue-Man’s the survivors that show up here come with nothing. While some daughter and the radio station was “the price of silence”. refugees do show up with supplies, there are never enough of Whatever the case, KZED Radio has been simulcasting its the basics. The GM must decide the specifics of what is hometown programming on both AM and FM bands for over 60 available in this location beyond the equipment of the radio years. Many old timers love the radio station because of its station. It is unlikely that KZED Radio will be looted, unless it is format mix of golden oldies and old time rock and roll, but most taken over by Michael Sparks. Here are some special items around town just listen for the local news, weather and farm found at KZED Radio: reports. • Diesel generator capable of powering the radio station Description with enough fuel to last two weeks. KZED Radio sits on a terrace just below the hilltop on the • Three 55 Gallon drums of diesel fuel (see above). southwest edge of the town. The small radio station consists of a • Radio equipment from modern to antiques, some of it fenced-in gravel lot containing two buildings, a mobile home and dating back to the 1940’s. the radio tower. The fence is eight-feet tall and topped with • KZED T-shirts, Bumper Stickers, Hats, Buttons and tons Texas-standard barbed wire. Closest to the antenna is the low of other marketing paraphernalia, including concert block building that houses the radio equipment and two small tickets and new CD’s. sound studios. Just a little east of the studio “blockhouse” is a • Anything that the KZED fans who came here might have corrugated metal building that houses the administration, brought with them (GM’s decision). marketing and sales department. The two buildings are connected by an aluminum awning walkway. Set apart from the On Z-day and before, KZED Radio is 100% stocked. two buildings is a doublewide mobile home with a screened The Burn/First 5 Days - OL 1: 50% to find what you are looking porch. The mobile home is used mostly as a place to host VIP’s for / 100% to encounter survivors. and important meetings. Its secondary function is storage of The Dying/Next 90 Days -- OL 2: 20% to find what you are marketing and promotional materials. The entire KZED Radio looking for/ 100% to encounter survivors. compound overlooks the town of Mortiston and there is only one The Rise/After 90 Days -- OL 3&4: See What Will Michael road that leads out of town up to both KZED Radio and the Do? KGON TV Station. As the days progress, the parking lot becomes more and more full as survivors hear DJ Grant Jazzy’s Outbreak: Undead Stronghold Stats broadcast and make their way to the station. Viability 0 Population 5 Science 1 Culture 3 Structure Class 3 Morale 5

Juan Ignacio Rodriguez (Order #11233541) 46 Lionel’s Lawn and Garden Andy and Bleeding Badger set up some rescued survivors here who seem uncomfortable with the two Native Americans being in charge. Fred agrees to help them by being the “de facto” leader in this location.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Gaiten Kids X

KZED Folks X

Michael X Background Lionel’s Lawn and Garden is another deteriorating business in Mortiston. Lionel Green started the business in the 80’s, but instead of thriving it has barely survived. Lionel’s Lawn and Resources Garden has been plagued by a series of bad business decisions, Lionel’s Lawn and Garden is the place to go for tools. Pretty hard economic times and superstore competition. Lionel was much any non-powered, common garden tool can be found in sure this season things would take a turn for him and his this store. There are 1d6 two-handed tools of any given type business. Always the optimist, he never would have believed it under the above restrictions. There are 2d6 of any given one- would be a turn for the worse. Lionel is a dead zombie now and handed tools. While leaving absolute specifics to the GM, here is it doesn’t get much worse than that. a list of some special items found at Lionel’s:

Description • Clippers, shovels, axes, rakes, hoes, pick axes, Lionel’s Lawn and Garden was once a beautiful and active plant sledgehammers, trimmers and even scythes. nursery and outdoor tools store, but years of bad sales and • N-P-K ratio fertilizers ranging from balanced 6-6-6 and declining profits have robbed the place of its former glory. Now 10-10-10, through growth types and even specialty Lionel’s is little more than a small one-story concrete building balances like 0-0-60. (about 500 sq. ft.) with tiny windows, a garage door and a small • Various pest control chemicals and sprayers. metal door. It is set in the middle of a fenced-in area just off the • Various wheelbarrows and garden carts, including the road on one side and just off the railroad tracks on the other. “looter’s friend”: The Narrow Barrow. ™ Outside of Lionel’s Lawn and Garden are bags of rocks, sand, • Outdoor power equipment including wood chippers. grass seed, mulch, manure, fertilizer and topsoil stacked around the building, as well as a scattering of outdoor plants. Inside are On Z-day and before, Lionel’s is 100% stocked. an assortment of lawn and garden tools, small houseplants, The Burn/First 5 Days - OL 1: 70% to find what you are looking garden decorations, landscaping items (benches, birdbaths, for / 100% to encounter another scrounger. paving stones, small statues), pest control chemicals and a line The Dying/Next 90 Days -- OL 2: Very early in this time frame, of gardening apparel items called “happy daisy brand”, which Andy Bearstalker and Bleeding Badger clear the vicinity of was apparently designed for the heavily-medicated that love the zombies and set up survivors in this location. After that point, the colors yellow and green in combination. remaining resources belong to them. The Rise/After 90 days – OL 3&4 GM's Decision At a desk behind the counter is a scattered mess of miscellaneous “get-rich-quick” schemes, self-help books, Outbreak: Undead Stronghold Stats unopened mail and fast food wrappers. Underneath the desk, Viability 0 Population 1 covered by a tarp, is the dead body of zombie Lionel. It was just Science 0 Culture 0 his luck to have only two customers today: the first one bit him Structure Class 4 Morale 1 and the second one shot him in the head. It was the second busiest day this week.

Character(s) The only character initially in this location is Fred the Surveyor, but he won’t be alone for long. Within the first week, Fred is rescued by Andy Bearstalker and his “braves”. Shortly after that,

Juan Ignacio Rodriguez (Order #11233541) 47 McClellan’s SuperPawn wreck of the KGON Channel 9 traffic copter sprayed burning av- gas into the parking lot. Whatever was there before, it isn’t likely to be there now.

Character(s) There are no characters inside McClellan’s SuperPawn.

Relationships to other groups Relationships hardly matter when the location is now an uninhabitable, irradiated slag pile.

Resources McClellan’s SuperPawn has absolutely nothing of value left in it. Whatever the fire did not destroy was looted by the people who put the fire out. McClellan’s SuperPawn exists as a lure to get PC’s out of the safety of their strongholds and into the streets where zombies can kill them. While leaving absolute specifics to the GM, here is a list of some special items found at McClellan’s SuperPawn:

• Nothing. • Slag. • Unidentifiable smoking hot metal parts. Background • Embedded in the telephone pole in front of McClellan’s McClellan’s Pawn Shop was established in 1959 and is one of is the helicopter pilot’s Arrow ink pen. It still writes. the oldest businesses in Mortiston. When Angus McClellan first added the drive thru in 1982 saying, “Well if McDonald is doing it, On Z-day, McClellan’s SuperPawn is on fire. so is McClellan”, people thought he was crazy. Even the sheriff The Burn/First 5 Days - OL 1: 70% to find that McClellan’s at the time warned him that he might be setting himself up for SuperPawn is still on fire. drive-through robberies. Angus continued anyway and that The Dying/Next 90 Days -- OL 2: After this point, McClellan’s innovation increased his business dramatically. Within five SuperPawn will be completely looted out. That’s right, there years, McClellan’s SuperPawn was born and by 1995 it had won’t even be any slag left. eliminated nearly every other pawnshop in the area. No other The Rise/After 90 Days – OL 3&4: See above. pawnbroker could compete with the inventory, the clean, family- friendly and brightly lit shopping area or the drive-thru window Outbreak: Undead Stronghold Stats that allowed fast processing of property loans with privacy. Viability 0 Population 0 Science 0 Culture 0 Although Angus McClellan’s shop took in all of the standard Structure Class 0 Morale 0 pawn items, fate would have it that he seemed to collect more guns than anything else. It was such a local joke that even Burt Sparks would say that if he was looking for a gun then he would shop at McClellan’s SuperPawn. Angus passed on early in 2010. Folks say Angus never recovered from the news that one of the guns he sold to someone killed Burt Sparks. The shop passed to his daughter, who sold it to an enterprising outsider. Although McClellan’s SuperPawn hasn’t changed its name, it seems as if the shop itself started withering as soon as Old Man McClellan died. It doesn’t matter though, because the events of Z-Day have eliminated the concern for customers.

Description McClellan’s SuperPawn is a stand-alone, one-story, brick and wood building with about 3500 sq ft of interior space. It was once filled with treasures unimaginable and perhaps more guns than Burt’s Shooting Sports. Now it is filled with rubble. During the early events of Z-Day, there was a very small atomic explosion that destroyed Mortiston All School and about four blocks around it. The explosion did not destroy McClellan’s SuperPawn, but it did knock the KGON Channel 9 traffic copter out of the sky. The helicopter, barely outside the fireball, could not escape the shock wave. Despite the heroic efforts of the pilot, the helicopter crashed inside McClellan’s SuperPawn. All of the store front display glass shattered explosively as the wooden and brick structure burned, with nearly all of its contents, while the gyrating

Juan Ignacio Rodriguez (Order #11233541) 48 My Dog Fido (Pet Grooming Salon) Character(s) Gas and Dog sometimes stay here overnight. It is more convenient for Gas to stop in every couple of days than it is for him to scrounge up (and carry around) the food for Dog. When Gas is staying in My Dog Fido, he sets a tripwire in the doorway and booby-traps the back door to set off a flash-bang grenade if either is disturbed. The grenade serves the dual purpose of confusing his enemies and waking him and Dog.

Relationships to other groups No groups begin with any relationships with My Dog Fido. This may change, however, once anyone discovers that Gas and Dog frequently stay here.

Resources My Dog Fido does not have a lot of resources. Most of the things available here are listed in the description of the location. While leaving absolute specifics to the GM, here is a list of some noteworthy items found at My Dog Fido:

• A book on training and caring for Rottweilers. • 114 - 8” long rubber bones with the store logo. • Two cases of pet shampoo. Background • Four 50lb bags of kibble, oneopen and partially used. Antoinette Moore opened My Dog Fido in 1984. She was only • Three 48 can cases of canned dog food. 19 at the time. She was so successful through the 80’s that she • Three pet first aid kits for treating injuries to clients. was voted Mortiston’s Young Business Owner in 1987. The • Two boxes of 12 round, chocolate-iced, creme-filled success of My Dog Fido continued into the early 90’s, but by the snack cakes (Ha-Ha’s). One is mostly empty. end of the 90’s, the rich times were gone. For the last 10 years, • Numerous leashes, chains, collars and other forms of Antoinette has seen a steady decline in business, but she still restraint. loves her job and it continues to pay the bills. For now, that is enough. Antoinette is currently out of town visiting cousins in On Z-day and before, My Dog Fido is 100% stocked. Raccoon County. The Burn/First 5 Days - OL 1: 95% to find what you are looking for / 05% to encounter another scrounger. Description The Dying/Next 90 Days -- OL 2: 80% to find what you are My Dog Fido is one store in a small, unnamed strip mall. There looking for / 15% to encounter another scrounger. are two empty storefronts and one glass door that reads, Steve The Rise/After 90 Days -- OL 3&4: After day 90, My Dog Fido is Nakamura, CPA, but it too seems to be empty and unfurnished. deserted and all of the edible consumables are gone as long as My Dog Fido has a plate-glass front and glass door. The place Gas and Dog are still alive. looks completely deserted and there are no signs that any zombies have been in here. Upon walking in, it is approximately Outbreak: Undead Stronghold Stats 15 feet to the counter that runs across the store with a hinged Viability 0 Population 1 section for entry. On the counter are a phone, order pads, two Science 0 Culture 1 leashes, bowls of kitty and doggy treats and a cash register. On Structure Class 1 Morale 1 display shelves in front of the counter are various sizes of travel kennels, leashes, collars, novelty name tags, pet magazines and books on the care and feeding of many common breeds of dogs and cats.

Behind the counter is a curtain concealing a doorway back to two grooming rooms. Each of them has a sink, grooming table, animal nail clippers, fur clippers, trimmers, scissors, finger nail polish, finger nail polish remover, cotton balls, sturdy nail/claw files, a standing dryer and razor blades.

The end of the hall opens into the kennels. This large room has rows of cages that extend from the walls on either side. None of the cages are occupied with dogs and cats waiting to be groomed or being boarded while their loved ones are away. Also stored in this room are bags and cans of various types of pet food. It takes a keen eye to spot that someone has been making their way in and out of one of the large cages.

Juan Ignacio Rodriguez (Order #11233541) 49 Phillips Quality Auto Repair The small parking area is paved and open to the street. Phillip’s Quality Auto Repair is deserted except for a lone mechanic who has decided it is safer here than going anywhere else.

Character(s) The only character in this location is Susanna “Suzy Q” Cassell. She has a problem. She expected Meatballs and some of the other Pythons to come pick her up. As things got crazier and crazier, she believed the Pythons would be there soon. Now Suzy Q believes it would be best to stay here because it is fairly secure (she has sealed herself in the garage) and the Pythons have to be along soon.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X Sundowners X Andy X

Gaiten Kids X Background KZED Folks X Back in 1993, Phillip Night was desperately trying to get some work done on his laptop in the waiting room of Muffy’s Auto Care. Michael X As he sat there working on his accounting homework trying not to get a grease stain on his clothes, inhaling the reek of new tire Resources rubber and enduring the whines of a bored toddler, Phillip was Phillip’s Quality Auto Repair is the place to go for a lot of things. struck by an idea. What if there was an auto repair place that PC’s are able to find tools, coffee, computers and toys all in the had a waiting room like a spa and a kids’ play area that was same place. Pretty much any non-electronic, common hand tool glassed in, a separate room for tires as well so no customers for working on cars and light trucks is here five times over. There would have to put up with their smell. The waiting area would be is one set of top-of-the-line computer diagnostic tools shared by clean and have a big screen TV, cable, the whole nine yards. In all techs. Leaving absolute specifics to the GM, here is a list of 2007, Phillip bought Muffy’s Auto Care and the lot next door. Six special items at Phillip’s Quality Auto Repair: months later he opened Phillip’s Quality Auto Repair. One year

later, Phillip’s Quality Auto Repair was the only mechanic left in • Supercharged 1963 V8 Corvette ready for pickup the Gaiten District. • 2012 Land Rover Diesel/Electric Hybrid, in the middle of Description a tune up. Phillip’s Quality Auto Repair is a large, two-story, concrete, • Robert Saunder’s 2010 Cadillac CTS RallySport ready to get a supercharger installed, not started. stand-alone building with a small glass display window and a glass shop door on the left side of the long building. Fifteen feet • Full commercial workshop including CNC Tool maker. to the right of the glass shop door is the first of five large garage doors. On Z-day and before, Phillip’s Quality Auto Repair is 100% stocked. Inside the customer area, about 10’ to the right of the door, is a The Burn/First 5 Days - OL 1: 90% to find what you are looking three-foot tall concrete block wall that runs about 50 feet straight for / 100% to encounter Susanna “Suzy Q” Cassell back into the building before turning to the right. On top of the The Dying/Next 90 Days -- OL 2: 50% to find what you are blocks is a 6” thick Plexiglas wall that extends to the ceiling. On looking for / 50% to encounter “Suzy Q” or other Pythons the other side of the Plexiglas wall is the work area of the garage. The Rise/After 90 Days -- OL 3&4: GM's Decision

In the non-garage area there is an office, a set of stairs leading Outbreak: Undead Stronghold Stats to an upstairs waiting area that overlooks the garage, a children’s Viability 0 Population 1 play area, two restrooms, a small coffee bar, a small enclosed Science 4 Culture 1 tire and customs shop and an enclosed business center Structure Class 1 (3) Morale 1 providing printing, copying and computer rentals, as well as free Wi-Fi for the building.

Juan Ignacio Rodriguez (Order #11233541) 50 Savinni’s Motor Sports control in Frank’s possession or some VERY GOOD alarm detection and disable skills) will result in a silent alarm to the Mortiston Sheriff’s office. Attempting to cut or climb over the fence without Frank to give the “safe” word to Donder and Blitzen will result in being torn limb from limb by a pair of very pissed-off Rottweilers.

Character(s) Donder and Blitzen are the types of dogs that dog-lovers call “lovable monsters” and any other sane person would call a “hound from hell”. They both stand about 34 in. tall and weigh about 120 lbs. They are nothing but muscle, teeth and blind aggression unless their master is there to calm them and make everything OK.

Relationships to other groups Frank is very well-liked in the community and his business sense means he has not alienated many people. However, no one is universally liked -- the local street gang (the Sundowners) hates Frank because of his dogs. Frank got the dogs just after he moved into the building when he saw one of the gang bangers tag a sign across the railroad tracks from his store.

Background Resources Francis “Frank the Tank” Savinni is a daredevil and stunt rider Savinni’s Motor Sports is a gold mine in terms of small vehicles who has made a fair living performing stunts and selling various (both two-wheeled and four-wheeled), parts, tools, motor oil, items at county fairs and motocross events for the last eight gasoline and junk food. While leaving absolute specifics to the years. He recently parlayed that into a large business selling GM, here is a general list of the items found at Savinni’s: motorcycles and ATVs. Frank is quite smart; even though he is built like a gorilla and seems to have no common sense about • Seven used motorcycles (street bikes and dirt bikes) the safety of things, like jumping a motorcycle through a 10 ft. ranging from 2004 - 2010 and three Brand New bikes. burning ring. He is a true daredevil. • Two used ATV’s and six Brand New ATV’s (four Sport/Racing models and two Sport/Utility models). Frank only opened the store a year ago and, since he lives alone • Enough pieces/parts of motorcycles and ATV’s that a and is quite frugal, he sometimes closes the store when he takes skilled mechanic (with enough time) could build at least his show and wares on the road to one big motocross event or five more working vehicles. another within 200 miles. Because Frank sometimes leaves • The tools of a professional racing mechanic. town for several days on a predictable schedule, his building is • 95 gallons of 115 octane racing fuel. one of the most secure private properties in town. Frank was out • Eight cases of various grades of motor oil. of town when the zombie outbreak first occurred and so his shop • 23 cases of various “junk food” (candy bars, snack is locked unless he has returned. (This is left up to the GM). chips, crackers, gum, cans of soda, etc.). One of Frank’s side businesses is vending machines. Description • One very old topographical map of Mortiston County Savinni’s Motor Sports is located right next to the railroad tracks. showing riding trails marked in red ink. This is quite convenient for shipping purposes and one of the • 200 lbs of “large dog” dog food. reasons Frank chose the location. The building is one-story, constructed out of reinforced concrete block. When it is open, On Z-day and before, Savinni’s is 100% stocked. the building has four visible doors: one recessed steel door and The Burn/First 5 Days - OL 1: Savinni’s is 100% stocked until one recessed roll-up garage door on both the front side and back the dogs are dead (or bypassed). Once that occurs, what is side of the building. On the front side there are also two large taken is up to the GM display windows. However, when the shop is closed, large roll- The Dying/Next 90 Days -- OL 2: 35% to find items if found down steel security shutters cover all the doors and windows. after the dogs are dead/ 50% to encounter survivors. There are two wireless security cameras on each corner of the The Rise/After 90 Days -- OL 3&4: GM's Decision. building. All of the cameras are lo-light and thermal capable, even though there are also flood lights on each side of the Outbreak: Undead Stronghold Stats building. The cameras tie into a DVR Security system hooked up Viability 0 Population 0 in Frank’s office. The gravel parking area, along with the rest of Science 2 Culture 0 the property, is fenced in with an eight-foot tall heavy-duty chain- Structure Class 5 Morale 0 link fence topped with razor wire. There are two gates in this fence: one at the entrance to the parking area and one behind the store on the railroad track side. Inside the fence are Frank’s “kids”: Donder and Blitzen, a pair of 120 lb. Rottweilers. Attempting to open the roll-up shutters in any way without disarming the alarm (which must be done with a radio remote

Juan Ignacio Rodriguez (Order #11233541) 51 Scrying Eye Games With the exception of Michael Sparks, 365ZED is the most dangerous thing in Mortiston. Other than 365ZED, here are no characters in this location.

Relationships to other groups No groups in Mortiston have any relationship with this building.

Resources Scrying Eye Games doesn’t really have anything in terms of “survival resources”; it is a game store. The GM is free to rule that there are more useful things here, but in general, here is what is found at Scrying Eye Games:

• Board games section with about 50 unique titles ranging from abstract through family games, euros and ameritrash. • RPG section with about 75 unique titles ranging through every genre imaginable. • Miniatures area with 12 separate tables of differing terrain and about 1500 figures of all sorts (although ironically hundreds seem to be “nazi zombies”) • Hundreds of all sizes, colors and shapes of dice. • A bathroom, a snack machine, a soda machine, a cash Background register, etc. All the normal “store stuff”. Scrying Eye Games moved into the plaza a couple of months • Behind the counter, tucked up underneath the cash ago. It had become a haven for those who like to play miniatures register is an AA-12 12 ga. automatic shotgun with a 20 games, strategy games, role-playing games, card games and round drum. 365ZED will only go for this weapon if he pretty much any other type of game that does NOT go beep or truly feels threatened. boop. Now it is a home for something else; something that shouldn't be disturbed. Until 365ZED is dead, Scrying Eye Games is 100% stocked. After that, it is left to the GM to determine what spoils the group Description may pull from this location. Scrying Eye Games is actually one shop in a little strip mall with six other shops. In order from left to right in the unnamed strip: Outbreak: Undead Stronghold Stats Friendly Insurance (deserted), Mike’s Sports Shoes (deserted), Viability 0 Population 0 empty storefront with a “For Lease” sign, Scrying Eye Games Science 1 Culture 0 (apparently deserted), Wong’s Way Nail Salon and another Structure Class 1 Morale 0 empty storefront with a “For Lease” sign. The strip mall backs on a small blacktop back lot for employee parking and trash dumpsters. The parking area in front is paved and open to the street. All of the storefronts are display glass windows and glass doors.

Character(s) Scrying Eye Games is inhabited by a behemoth of a zombie. He is 7 ft. tall and weighs probably 600 lbs. He is wearing a pair of ragged jeans and a black t-shirt that reads 365ZED. When discovered, he is sitting on the floor of the shop with an Antoine Bauza game spread out before him, rolling dice and moving plastic figures around the board. This guy seems too preoccupied to notice anyone. He stays occupied as long as he is not disturbed. Once someone interrupts his game however, he becomes a HUGE menace. 365ZED is a special zombie. For some reason, not all of the reasoning and upper brain functions have deteriorated in this huge zed. Thus, he has his strength, his bulk and the remnants of his 175 IQ to pit against those who dare to interrupt him. While he is not capable of leading other zombies in complex formations, he is more than capable of locating and luring a hoard of standard zombies to assault a stronghold, while he evaluates weaknesses in the defenders and their stronghold. He is even capable of speech, but maintains as much mystery about his abilities as he can, feeding off the terror that he causes in those he stalks. 365ZED definitely enjoys playing with his food.

Juan Ignacio Rodriguez (Order #11233541) 52 Selena’s Living Dred Girl Character(s) Selena’s Living Dred Girl is another place Gas sometimes calls home. He came here originally after he and Dog swam across the river because he knew there would be a towel here. In addition to the towel, Gas and Dog found Elizabeth Moriarty. She was hiding in the bathroom when “all that horrible stuff started”. Gas told Elizabeth he is a special soldier, like a SEAL, and will make sure she gets rescued. She has to hide from the “monsters” for now and he will bring her food and stuff to do when he comes back. At first his thought was simply to abandon her, but once he saw how Elizabeth and Dog got along, Gas decided Elizabeth was now a part of their family. He and Dog spend most of their non-scavenging time here with Elizabeth. If Gas finds a large group of survivors in a good stronghold, he moves Elizabeth there. If, however, Gas finds no friendly, well- protected group, he protects Elizabeth as best he can. Gas does this by trying to keep Elizabeth from being discovered.

Relationships to other groups No group in town has any connections with Selena’s Living Dred Girl prior to Z-Day. After Z-Day, it depends upon whom Gas befriends and whom he alienates. It is possible that scroungers from other groups discover Elizabeth after she has been found by Background Gas, but before the Sundowners discover her. They are very Selena Monroe was born with a drive to succeed. Her mother, interested to hear about the “special soldier, like a SEAL but with Debra, had done nothing to encourage the poor girl. In fact, she a dog” that Elizabeth has met. It is up to the GM how it all plays had the opposite by telling Selena she will fail no matter what she out; perhaps another group rescues Elizabeth from her fate does because she is just not fill-in-the-blank (smart, pretty, before it is too late. strong, etc.) enough to succeed. In spite of a single parent that never believed in her, Selena put herself through business school Resources and opened her salon. She is currently out of town enjoying a Selena’s Living Dred Girl is pretty much useless in terms of fabulous vacation with her mother in the South Pacific islands. supplies and resources. While leaving absolute specifics to the Selena left her assistant, Victor, in charge. GM, here is a list of some of the items found at Selena’s Living Dred Girl: Description Selena’s Living Dred Girl is a full service salon that specializes in • Six rolling carts. dreadlocks, extensions, weaves and body piercings. The salon • Scissors, clippers, blow dryers, curling irons, curlers, has a glass front with a few artfully placed posters of beautiful combs, bobby pins, curler clips, weave needles, thread, people with beautiful hair and some kind of piercing (i.e., nose, weave glue, cans of hair spray, spray bottles of water, eyebrow, lower lip). The entry door is at the right corner of the shampoo and conditioner. salon; the door is not locked. A line of eight chairs sit with their • The last station on the right also has studs, tubes, posts, backs against the glass for waiting customers to the left of the a piercing gun, alcohol and cotton balls. door. There is a soda machine and shelves of beauty care • The drawer below the counter holds a wallet, a partial products on the far wall. The chairs face the counter, centered pack of cigarettes, a lighter, a set of keys with a happy so customers can go around it on either end. On the counter are bunny key chain and a cell phone, a pen, paperclips, a the cash register, credit card machine and phone. The glass few rubber bands and an empty bank deposit bag. below the counter has hair and beauty products for sale (shampoo, conditioner, extensions, beads, etc.) There are six On Z-day and before, the salon is 100% stocked. mirrored beauty stations (three on each side). A foot pedal The Burn/First 5 Days - OL 1: 90% to find what you are looking hydraulic chair is mounted to the floor at each station with a for / 10% to encounter another scrounger. rolling cart beside each chair. Next are two shampoo stations on The Dying/Next 90 Days -- OL 2: 50% to find what you are either side. The shampoo stations are separated from farther looking for / 35% to encounter another scrounger. (See Z- back where the storeroom is. In the storeroom are bulk Day+53 in Post Z-Day Timeline, if the players do not intervene containers of dye, bleach, straightener, stripper, the mop bucket, in time.) broom and trashcan. There are two doors: the first to the single- The Rise/After 90 Days -- OL 3&4: Selena’s Living Dred Girl is occupant unisex bathroom and the second outside to the back of abandoned and empty. the plaza/strip mall to the dumpsters.

In the main room, slumped against the soda machine, is Victor; at least that’s what his nametag reads. Victor is clutching an empty 9mm Glock. He has apparently put the last round through his own head. He has been partially eaten. There are also three dead zombies on the floor between the lift chairs.

Juan Ignacio Rodriguez (Order #11233541) 53 St. Thomas’ Home for Children Character(s) The St. Thomas’ Home for Children is once again the home of Kevin Edwards. Kevin, or KILL-KILL as most of the kids call him, is the leader of a street gang-like council of older kids, remaining staff members and true gang-bangers that rule over the survivors at the St. Thomas’ Home for Children. All told there are 59 survivors inside the orphanage, but only 45 are combat effective. Resources are tight and scavenging the town for food and supplies is a daily activity for those living here.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

Sundowners X

Andy X

Background Gaiten Kids X St. Thomas’ Home for Children was established by Thomas Gaiten I as an orphanage and state-sheltered workhouse to KZED Folks X produce munitions for WWI. By using child laborers that the state was paying him to house in the first place, and by dodging Michael X nearly every safety regulation in the book, Gaiten Industries was able to provide ammunition to both sides (through nefarious dealings, of course) at a cut-rate price. This made the Resources moderately wealthy Thomas Gaiten incredibly wealthy. After the war, Thomas Gaiten moved into other businesses, but always St. Thomas’ Home for Children has a lot of resources, but they maintained St. Thomas’ Home for Children. He claimed it was are mostly industrial and tool-related. There is food, but the named after “doubting” Thomas, but most people believe he kitchen at St. Thomas is far from good. While leaving absolute named it after himself. specifics to the GM, here are some special items found at St. Thomas’ Home for Children: Though many years have passed, nothing is really much different today at St. Thomas’ Home for Children than it was in • Simple food (beans, rice, flour, canned meats) for 60 1916 when the doors were first opened. The orphans still work at people for 30 days. odd, piecework manufacturing jobs in the first floor workshops. It • A large workshop with automotive, metal machining and is hot in the summer, cold in the winter and grueling all year wood shop tools of all sorts. round. Most people would judge St. Thomas’ Home for Children • A small store of paint, glue, nails, screws, bolts and a cruel and wicked place that should be closed down, but the other common hardware. boys and girls who grow up here just call it home. • An engine hoist capable of hoisting a truck motor. • An industrial sewing area with 12 machines, needles, Description thread and material for doing canvas. St. Thomas’ Home for Children is a multi-floored complex that • Bunk beds, sheets, pillows, towels, etc. for 75. takes up an entire city block across the street from the Columbus Memorial Library. The bottom floor has one main, double glass On Z-day and before, St. Thomas’ Home for Children is 100% door entrance that leads to the reception foyer and a number of stocked. single steel doors, most of which are locked or permanently shut The Burn/First 5 Days - OL 1: 50% to find what you are looking from within the manufacturing area. The reception area is bright for / 100% to encounter one of KILL-KILL’s people and colorful. It has a reception desk, two small offices, a The Dying/Next 90 Days -- OL 2: 20% to find what you are waiting/play area, a door leading into the manufacturing areas, looking for / 100% to encounter one of KILL-KILL’s people plus an elevator and stairs leading up to the residential floors. The Rise/After 90 Days -- OL 3&4: See What Will Michael The residential areas are separated by sex and age. They are Do? GM's decision. essentially row after row of bunk beds and footlockers. Imagine a German P.O.W. camp, but take out the fun parts: this Outbreak: Undead Stronghold Stats effectively describes St. Thomas’ Home for Children. Viability 0 Population 4 Science 5 Culture 2 Structure Class 5 Morale 3

Juan Ignacio Rodriguez (Order #11233541) 54 Sundowner Park presented against them. If the majority feels the rule(s) have indeed been broken, the unfortunate is thrown into the racquetball court with the hungry zombies. Everyone else is forced to watch through the Plexiglas wall as “justice is served” in the court of “Judge” Radd.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Andy X

Gaiten Kids X

KZED Folks X

Background Michael X Sundowner Park was created by a city beautification referendum passed by the city council in 1987 amid much protest. Construction began in 1987 and was completed in 1990. Until Resources then, there was simply a 12 ft. fence around Spring Lake and the Any and all resources in or around Sundowner Park belong to city water processing that draws from it. Sundowner Park was a Willie Radd and the Sundowners. The inner city gang problem in very controversial addition to Mortiston, as many believed it was Mortiston has grown rapidly in the lean years of the early 21st the “wrong kind” (read gang-infested decaying urban nightmare) century and was nearly out of control before Z-Day because of a neighborhood to build a park in. Most people believed the Willie Radd was building an army. Now that Z-Day has park would end up the home of gang bangers and other happened, it takes skillful negotiating or a phenomenal amount of dangerous elements; they have no idea how right they were. firepower for the Sundowners to give up what they have taken.

After the craziness of Z-Day, here is what the Sundowners have: Description Sundowner Park offers amenities for every member of the • 35 well-armed, hardened street gang soldiers family: street hockey courts, open tennis courts, enclosed • Spring Lake, a 27 acre spring-fed lake racquetball courts, trails, picnic shelters, a fishing pier, canoe and • Mortiston City Water Processing Plant paddleboat rentals, fitness stations, a community center, a snack bar and more. Nestled in downtown Mortiston along scenic I-32, • Everything in Castle’s Boat Rental Sundowner Park is 132 acres of rolling green with stands of oak • A vast amount of food scavenged via home invasions and pine hammocks surrounding crystal clear Spring Lake. during the insanity of Z-Day itself Nature trails crisscross the park. Castle Boat Rental is available in the middle of the pier for canoe and paddleboat rental as well On Z-day and before, Sundowner Park is 100% stocked. as fishing supplies, rain gear, souvenirs, snacks and drinks. The Burn/First 5 Days - OL 1: 50% of the homes adjacent to the park have been completely looted out. Unfortunately, none of the amenities of Sundowner Park could The Dying/Next 90 Days -- OL 2: 90% of the homes adjacent to change the fact that it was built in an area of urban blight. From the park have been completely looted out/Willie Radd is the opening of the park until Z-Day, if it was after dark, you had unshakably the leader in this location. better either be a Sundowner or have been given a pass by the The Rise/After 90 Days -- OL 3&4: GM Decision. See What gang. Otherwise you could probably expect to be robbed and Will Michael Do? beaten badly enough to need a doctor. Things haven’t changed that much, except that now you will be robbed and probably Outbreak: Undead Stronghold Stats killed. Viability 2 Population 3 Science 0 Culture 1 Character(s) Structure Class * see below Morale 1 Willie Radd and the Sundowners gang run this park and own all of the resources in it. The Sundowners are a loosely organized * Buildings in the park range from SC 0 to SC 3 group consisting of many different inner-city street gangs and Willie Radd rules over them like a warlord. He and the crew most loyal to him have blocked off one of the racquetball courts and filled it with zombies. When someone breaks the rules Willie has set forth, that person is brought before the group and evidence is

Juan Ignacio Rodriguez (Order #11233541) 55 VFW Local Post 100168 are three NPC’s inside the VFW: Coach Leroy, who is unwounded but 84 years old, Sheriff Anderson, who has a bullet wound in the shoulder, and Lester Johnson, who fired the MP-42 and caught a stray round from one of the Pythons and has a sucking chest wound. On Z-Day+1 there are only two NPC’s alive because Lester dies from his wound.

Relationships to other groups This chart is for the time Sheriff Anderson and Coach Leroy occupy this location. Otherwise the location is neutral.

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Andy X Background The history of VFW Local Post 100168 is very interesting. Gaiten Kids X Veterans began meeting unofficially in Mortiston in 1932. Riots broke out when the U.S. government sent light tanks, tear gas KZED Folks X and police armed with sabers to break up peaceful veteran demonstrations that turned ugly after the U.S. Congress denied a promised bonus to those troopers who returned home from WWI. Michael X The veterans wanted a meeting hall to organize against the treachery of the government, but James Delemorte I and Thomas Resources Gaiten II were occupied building the Columbus Memorial Library. VFW Local Post 100168 really doesn’t have much in the way of Nevertheless, they promised the veterans space within the library resources, as it is mostly just a clubhouse that “boys” use to in perpetuity. But this is not the end. escape their wives and families. There are a few items of interest, listed below, but for the most part this is just an empty In 1946, James Delemorte II funded the construction of the block building with only two doors. It could make an excellent simple block building mostly with money out of his own pocket stronghold. While leaving absolute specifics to the GM, here is a and a few anonymous donations. James had desperately list of the special items found at VFW Local Post 100168: wanted to serve his country in WW2 against the evil of the Nazis, but his father would not allow it. The establishment of VFW Local • A working German MP-42 machine gun, but no ammo. Post 100168 was the closest James Delemorte II ever got to • A full liquor bar with 3 kegs on tap and 2 more in stores. serving his country, but the Delemortes are still highly regarded • A P.A. / Stereo System, Stage Lighting, Various by the VFW. Costumes, Bingo and other games and numerous fliers,

Description pamphlets and other papers. • A Japanese Samurai sword from the Taisho period. VFW Local Post 100168 is a one-story, 3,500 sq. ft. block • A Viet Nam era Ghillie Suit. building with a fireplace and chimney in the middle of the 50 ft.

northern wall. There are two entrances. One is a heavy glass On Z-day and before, VFW Local Post 100168 is 100% stocked. door in the middle of the western wall that serves as the main The Burn/First 5 Days - OL 1: 90% to find what you are looking entrance. The second is a steel door in the middle of the eastern for / See timeline for possible encounter with Sheriff Anderson wall with a fire door / alarm handle. and Coach Leroy.

The Dying/Next 90 Days -- OL 2: 50% to find what you are Roughly 1,800 sq. ft. of VFW Local Post 100168 is a large open looking for / 35% to encounter another scrounger. room filled with tables and chairs. This room has the fireplace. On the south (right side) of the entrance door is the door to an The Rise/After 90 Days -- OL 3&4: 20% to find what you are looking for / 25% to encounter another scrounger. office. Just past the office, continuing across the meeting hall

toward the eastern door, is a small bar area that leads south into a hallway that leads to a kitchen and ends in two bathrooms. Outbreak: Undead Stronghold Stats Viability 0 Population 2 Character(s) Science 0 Culture 1 Structure Class 4 Morale 2 There was going to be a meeting of the VFW on Z-Day, but the crazy events at Foster’s Pharmacy across the street and the rest of the events on Z-Day effectively cancelled it. On Z-Day, there

Juan Ignacio Rodriguez (Order #11233541) 56 West Memorial Medical Center (that’s up to you), but that may not be important because of what happens next.

On the third day (Z-Day +2), members of the Sundowners gang clean out the medical center of zombies and most of its supplies. After that the place sits empty for six days before being reoccupied by the Sundowners for a most nefarious purpose. See The Trap section in GM Notes.

Relationships to other groups This chart is for the few days that the Sundowners control this location. After that, it will be Neutral for everyone.

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X Background West Memorial Medical Center is a relatively new feature in Andy X Mortiston; it was opened in a deteriorating brownstone in 1995 between old Main Street and the Spring Lake area. It is a walk-in Gaiten Kids X clinic opened by Dr. Norbert West - dismissed for unnamed reasons from both Mortiston General Hospital and his group KZED Folks X private practice in 1995. Dr. West is a close friend of the Delemorte family and thus West Memorial Medical Center was born. The memorial in the name is for Norbert’s father, who had Michael X been one of the private physicians to the Delemorte family, but died many years ago. The West Memorial Medical Center is Resources primarily a walk-in care clinic, or that’s what it was. Now it is a West Memorial Medical Center is just a shell the Sundowners trap for unwary survivors seeking aid. use to take items from hopeful survivors and feed the unwary, stupid and useless to the zombies, all while maintaining an eye Description on old Main Street. While leaving absolute specifics to the GM, West Memorial Medical Center is a two-story brownstone house here are some special items found at West Memorial Medical that once was divided for duplexes, but is now combined. There Center: is a central courtyard in the middle of the building separated from the downstairs treatment area by a buzz lock door. The lobby • Basic medical supplies (bandages, stethoscope, and reception desk take up the front third of the first floor. The thermometer, blood pressure cuff, iodine, peroxide). remainder of the first floor is split between treatment area, file • A miscellaneous assortment of weapons and other room, storage and the doctor’s private office. Upstairs are six items taken from those fed to Dr. Zed. small cells with heavily reinforced doors, each with a small • Food Storage for the Sundowners: i.e. tons of window. The outside of each door has two hasps to accept scavenged food items. padlocks: one at two feet from the top of the door and the other one foot below the knob. The first four doors are labeled “3 On Z-day and before, West Memorial Medical Center is 100% Months”, “6 Months”, “9 Months” and “1 Year”. What is behind stocked and very busy. them is up to the GM, but it is unlikely the doors are opened The Burn/First 5 Days - OL 1: 50% to find what you are looking before the PC’s investigate them. for / 50% to encounter another survivor or scrounger. The Dying/Next 90 Days -- OL 2: 10% to find what you are Character(s) looking for / 100% to encounter one of the Sundowners before Z- The NPC’s in this location depend on when the PC’s investigate Day+18. it. On Z-Day, West Memorial Medical Center is a total mess. The Rise/After 90 Days -- OL 3&4: GM's Decision Within the first few hours the walk-in clinic is torn apart from the inside as bite victims transformed both in the treatment area and Outbreak: Undead Stronghold Stats in the waiting room within seconds of one another. Viability 0 Population 1 Science 4 Culture 1 For the first couple of days, the place remains a home for Structure Class 4 Morale 1 terminally stupid zombies and Dr. West, who locked himself in the central courtyard to escape the zombies. Dr. West is a mad scientist. He may even be the cause of the zombie outbreak

Juan Ignacio Rodriguez (Order #11233541) 57 Wong’s Way Nail Salon one of the invading groups, the zombies or their own despair. It is left to the GM to determine their fate.

Character(s) There are no named characters in this location. However there are some drug-addicted chemists, members of the Pythons, who succeed in holding the place for a while, but fall either to one of their former friends or by committing suicide. They don’t have what it takes to survive.

Relationships to other groups

Foe Cold Neutral Warm Friend

Sheriff X

Pythons X

KILL-KILL X

Sundowners X

Andy X

Background Gaiten Kids X Wong’s Way Nail Salon is in a small strip plaza with no name KZED Folks X right next to Scrying Eye Games. This is not really a nail salon. It is a small crystal meth lab set up by some of the Pythons who Michael X were well-armed, but otherwise unprepared for the events of Z- Day. Resources Description Wong’s Way Nail Salon is pretty much useless in terms of Wong’s Way Nail Salon is a full service nail salon that supplies and resources. Leaving absolute specifics to the GM, specialized in manicures, pedicures, false nails and tattoos. The are some of some items found at Wong’s Way Nail Salon: salon has a glass front with a few artfully placed posters of beautiful women with tattoos, piercings and fabulously sculpted • Two cases of cold medicine. nails. The entry door is at the right corner of the salon; the door is • 10 gallons of acetone. not locked. A line of six chairs sit with their backs against the • Acetone soaked rags EVERYWHERE. glass for waiting customers to the left of the door. There is a • Small towels, nail polish, clippers, emery boards, cuticle soda machine and a table full of beauty magazines sitting against sticks, etc. the left wall in front of the counter. The chairs face the counter, • Two lbs of crystal meth ready for distribution. centered so customers can go around it on either end. On the • Laughing Buddha statue. counter are a computer/cash register, credit card machine and • MAC-10 SMG with 2 full clips of ammo. phone. The glass below the counter has nail polish, nail art and • Tranquilizer pistol marked Property of Mortiston City other beauty products for sale. There are six extended nail Zoo. stations (three on each side). A foot pedal hydraulic chair is • Three 9mm Pistols and two 45 cal Pistols, loaded but no mounted to the floor at the last nail station on each side for doing extra ammo. pedicures. At the very back of the shop on either side is a large sink for customers to wash their hands. Between these two wash • A lot of stinking corpses. For some reason even the stations is the door to the back. zombies won’t touch them.

Behind the door is a short hallway with a door on both sides and On Z-day and before, the salon is 100% stocked. a doorway opening into a storeroom containing bulk containers of The Burn/First 5 Days - OL 1: 90% to find what you are looking acetone, bleach, muriatic acid, lantern fuel and iodine. On the for / 100% to encounter defending chemists. shelves are boxes of diet pills, extra-strength cold and allergy The Dying/Next 90 Days -- OL 2: 50% to find what you are medications and three 1-gallon jugs of anti-freeze. There are two looking for / 25% to encounter another scrounger. doors: the first leads to a single-occupant unisex bathroom and The Rise/After 90 Days -- OL 3&4: After Day 95, Wong’s Way the second to a small laboratory. On the far side of the shelves Nail Salon is burned out, abandoned and empty. in back is a door to the back of the strip mall to the dumpsters. Outbreak: Undead Stronghold Stats In the main room, slumped against the soda machine, is the Viability 0 Population 3 dead body of a male heroin addict who has committed suicide Science 1 Culture 1 with his needle. Otherwise the scene depends upon when the Structure Class 1 Morale 1 characters arrive. For the first nine days, the chemists will manage to hold the place secure, after that they either lose to

Juan Ignacio Rodriguez (Order #11233541) 58 ZeRo’s Statuary Character(s) There are no characters in this location.

Relationships to other groups ZeRo’s Statuary doesn’t have any enemies. Probably the only people who know about the place are from the Southside District, the Gaiten District and Delemorte Island. Because there are a lot of resources for fortifying an area here, this place won’t be overlooked forever.

Resources ZeRo’s Statuary doesn’t have much in the way of survival resources. What little there might have been in the office trailer is taken within the first few days. The statues eventually become graffiti-covered and destroyed. While leaving absolute specifics to the GM, here are some special items found at ZeRo’s Statuary:

• Angels, Saints, Reapers, Dolphins, Unicorns, Dragons, etc. Any statue you could imagine. • Generator and barrels of gasoline for the office. • Both the office and truck have working CB radios. • A propane-powered forklift with pallet forks and two Background spare propane tanks (one empty). ZeRo’s Statuary was established in 1994 by Zeke Mullins. While • A stack of 22 empty wooden pallets. he was slacking off in high school, Zeke’s parents told him he • Various hammers, chisels, grinders, sanders, pry bars, would never amount to anything. He knew they were right, but shovels and other tools for lifting, loading and mounting he just didn’t care until he met Roe. Zeke was so captivated by statuary for display. the smart new girl from Atlanta that he completely turned himself • Three 5’ X 5’ X 6’ tall storage sheds filled with around. They were such an item by their senior year that they sandbags, concrete mix and lime. were always together; people started calling them “ZeRo”. Both the name and the relationship stuck. After they graduated high On Z-day and before, ZeRo’s Statuary is 100% stocked. school, Zeke put himself through school while Roe, a Gaiten The Burn/First 5 Days - OL 1: 80% to find what you are looking District princess, attended on a full ticket paid for by her parents. for / 10% to encounter another scrounger. After university, Zeke proposed marriage to Roe and a business The Dying/Next 90 Days -- OL 2: 20% to find what you are to Roe’s father. Both proposals were accepted. Zeke and Roe looking for / 25% to encounter another scrounger. are visiting her parents, who moved back to Atlanta, and are The Rise/After 90 Days -- OL 3&4: 5% to find what you are missing the current excitement in Mortiston. The property is looking for / 10% to encounter another scrounger. deserted. Outbreak: Undead Stronghold Stats Description Viability 0 Population 0 ZeRo’s Statuary consists of a fenced in field with a 20 ft. Box Science 2 Culture 0 Truck, a mobile home trailer, two pallets of cement mix, a forklift, Structure Class 2 Morale 0 a mixer, molds and almost 300 pieces of concrete statuary, columns, pedestals, planters, bird-feeders and lawn ornaments. As the area is unlit, this is one creepy place at night. This was true even before Z-Day because the reaper is one of the more common statues done by ZeRo’s Statuary. It is popular not only for gravesites, but also because every year the seniors at Gaiten Academy usually prank the town by replacing one of the municipal statues with a concrete reaper.

Outside of the mobile home trailer are the mixer and molds for the lawn ornaments and statues. The concrete mixer is a huge industrial model with many different mixing speeds, water controls and heating elements. It is complex enough that a layman or a weekend handy man would find it difficult to make this monster work.

Inside the mobile home is a small waiting area with a Dutch door to an office reception area with three other doors. Two of those doors lead to offices and the last to a bathroom.

Juan Ignacio Rodriguez (Order #11233541) 59 The Factions of Mortiston

Mortiston, USA is a complex setting in which much of the story detail for the player characters depends completely upon their interactions with the NPC’s and the world that you want to share with them. The product was envisioned as a zombie apocalypse campaign setting in which the players (and GM’s) could choose what they wanted to do and how they wanted to explore the town and its various locations.

Each faction has its own beliefs about what happened on Z- Day, as well as its own idea of how things must be handled now. All of the factions are fairly close knit; these people have all survived something horrible and it has helped to bind them together. Yet, this is a small town and most folks are sheltered in with people they know, so pre Z-Day opinions apply in most cases. The GM should use common sense, but in general the old attitudes prevail: criminals hate the law, poor people hate rich people, bigots hate other races, Gaiten Kids hate “Townie Kids”, etc. The one big rule is this; if you are not from this area then you will have to do serious work to get someone to trust you. In times as trying as these, “You ain’t from around here…” can become an instant death sentence.

1) The Powers that Were This group includes Sheriff Anderson (and any of his deputies the GM deems are alive), Capt. Niccotero (and any National Guard still alive), Simon Tool (and Dog), some VFW members and the survivors who sought shelter at Fort Robert J. Quinn. The group intends to see the previous status quo returned and is working on the assumption that the current state may last six months to a year, but after that the government will arrive with a cure or a vaccine and save everyone and life will go back to normal. These people have true faith in the system and see much of what is going on in Mortiston post Z-Day as “criminal anarchy”. About 30 people are here, less than half are capable of combat. Enemies with the Sundowners and the Pythons and cold towards KILL-KILL and the orphans.

2) The Pythons The Pythons Motorcycle Club is the largest bike gang in the region. Before Z-Day the Pythons were into protection rackets and drug running in addition to general mayhem and chaos. Membership in the club (with hangers on) prior to Z-Day was just shy of 150, but only a few (40 or so) were in town. How large the group is now, the GM must decide. Meatballs, the leader of the Pythons, never wants things to go back to the way they were. He considers himself a post-apocalypse Viking king and champion of “racial purity”. Meatballs wants to gather surviving members of The Pythons to consolidate their power over the area. The Pythons follow that old credo -- Live free or die. Enemies with the Sundowners, the Sheriff and the KZED Folks. cold towards the Gaiten Kids and Andy’s Braves.

3) KILL-KILL’s boys Kevin Edwards (KILL-KILL) has awesome street cred because he grew up in St. Thomas’ Home for Children and Willie Radd of the Sundowners is his friend. Kevin only really cares about the kids looking to him for protection and guidance. Counting the kids and the staff, as well as a few other survivors, there are about 60 people associated with this group. KILL-KILL and the others that share the responsibility of leadership want the best for the children and blame the police / military / old world order for

Juan Ignacio Rodriguez (Order #11233541) 60 messing things up so badly to begin with. 7) The KZED folks Enemies with no one, cold towards all except The Most of the survivors at KZED Radio are “hands-on”, “git-r- Sundowners. done”, self-sufficient types, like farmers from along the river near the Blackhorse Reservation and others living near the radio 4) The Sundowners station on Mount Rogers, south of town. Most of the folks came Willie Radd is actually a criminal warlord who has been hiding here because they heard DJ Grant Jazzy either on KZED Radio out in Mortiston. After the horrors of Z-Day, Willie used his or on CB Channel 9. These folks would like things to return to leadership skills to seize control of the shattered Sundowners normal, but don’t believe the government or military will swoop in gang. He saved as many of the survivors coming out of the burn with a solution, such as the people at Fort Robert J. Quinn towards the park as he could. However, he experienced issues believe. The survivors at KZED Radio follow the credo “The Lord obtaining the resources necessary to support all those people helps those who help themselves.” Like Andy and his braves, and became ruthless in turning away all newcomers. Willie they believe it is foolish to wait for someone to “come save them”; began organizing The Sundowners into scavenging and raiding they believe a new future can be built if they stand together and groups on Z-Day+1. The Sundowners see Z-Day as a reversal of work hard. This is one of the most combat capable groups. fortune that was long overdue and they intend to be the masters Almost half of the 50 or so folks here know how to use a weapon. of this new world. The Sundowners have no intention of letting Enemies with the Sundowners and the Pythons. the old ways return. There could be as many as 120 people in Sundowner Park, but less than a third are gang members. Most 8) Michael Sparks and Reverend Thompson are family and friends of the gang members, some are slaves. Michael Sparks is a very disturbed man raised by an abusive Enemies with the Sheriff, Andy’s Braves and the Gaiten (but loving) father. Reverend Thompson is a con man that Kids. Cold towards the Pythons and the KZED Folks. convinced a homicidal maniac with delusions of grandeur that “God has a very special plan” for him. Once Reverend 5) Andy’s Braves Thompson was aware that Michael was a madman, it was too In the aftermath of Z-Day, Andy Bearstalker and the young late to go back. people who follow him are just trying to survive and help others to do the same. This is a small, but very active group that grows After they locked the fall-out shelter, Michael explained his slowly, but steadily in the days after the bomb. Once Bleeding vision to the Reverend, Trudi and Annette. After the bomb went Badger and Alice join with Andy, the group has a real chance at off, God sent Michael’s brother, the Archangel Gabriel, to tell survival given their combined knowledge. Those who are at Michael that his exile from Heaven was nearly complete. God Andy’s Hunting Emporium believe it is ridiculous to hope for only requires Michael to perform two small tasks before returning someone on the outside to come “save” everyone. They are to his Heavenly Glory. God has sent a plague to punish the planning on long-term survival from Z-Day +1. Initially Andy and wicked, godless inhabitants of Earth, but Satan had agents his followers are only a handful, but as the days go on, more and hidden among the humans for many eons. The agents of Satan more people join as they are rescued. By the end of the first are all immune to God’s plague and that’s how you find them. week, Andy’s Hunting Emporium is home to about 20. They still look human. Unfortunately, some of the Righteous are among the demons of Satan, but they will recognize a true About ten or so additional people are barricaded in at Lionel’s Champion of God and join his cause. Lawn and Garden. These people were rescued by Andy and his braves, but they are clearly not comfortable being around Native The tasks Michael believes he must accomplish are Americans. This subgroup is under Fred the surveyor, whose 1) Destroy the Agents of Satan, and loyalty is to Andy for saving his life and changing his mind, a little, 2) Save the Righteous, especially the children. about the Blackhorse People. Enemies with the Pythons and the Sundowners. Gabriel also told Michael the plague must be allowed three full cycles of the moon to do its work before he can begin his tasks. 6) The Gaiten Kids Although the Reverend and Annette both believe that Michael is Robert Saunders is the son of a state senator; Takashi crazy, they would never say so -- they fear him far too much. Miyamoto is the (disowned) son of a powerful Japanese Trudi believes in Michael with all her heart as she too believes executive. In this area, one of the hallmarks of a “proper” she is an angel. She is completely loyal to Michael and wrapped upbringing is a Gaiten Academy education. Many alumni of up in his delusion. Michael’s plans are detailed in the next Gaiten have gone on to Ivy League schools. This group is section. comprised of the faculty of Gaiten Academy, its privileged, “silver spoon” students and their families. This is the largest group with Enemies: Everyone, they just don’t know it yet. In terms of a the best resources and starting location, but the least ability to faction, Michael and his marauders are the most dangerous as defend those resources against an organized attack. There are they seek to systematically destroy every other group within about 250 people within the walls of Gaiten Academy, but the Mortiston and they have the firepower to do it. If the PC’s don’t overwhelming majority is incapable of fighting any kind of battle. manage to thwart Michael’s plans, then his group of marauders Most are middle and high school aged students. The people at will grow larger and larger as the leadership of each faction is Gaiten Academy hope Z-Day and its changes to the world are removed and Michael purges the “agents of Satan”. only temporary and things will eventually return to “normal”. However, unlike those at the Fort Robert J. Quinn who are waiting to be “saved”, the Gaiten Kids are planning for the future. Their overwhelming attitude can be summed up simply as “hope for the best, but plan for the worst.” Enemies with The Sundowners and The Pythons

Juan Ignacio Rodriguez (Order #11233541) 61 Post Z-Day Timeline of Mortiston Z-Day+1: Between the sounds of the motorcycles and the gunfire from rescuing the besieged Suzy Q from Phillip’s, Meatballs and his crew must hold up in Phillip’s Quality Auto Repair to survive Here is the timeline for what happens after Z-Day. Much of what the massive numbers of undead they called to their location. happens is intended to be influenced and/or altered by the They are besieged and fighting for their lives. players. Many of the important NPC’s die unless the players Z-Day+1: Willie Radd directs the Sundowners in a systematic intervene. How much this timeline is altered by the players is up looting of the houses surrounding Sundowner Park. If anyone to the GM, but the original intent is that the players may act to found in any building resists, they are ruthlessly tortured and “save the day” as much as possible. killed without hesitation. Each house is looted and burned before they move on to the next house. Survivors in the Park are Z-Day+1: The firestorms in northern Mortiston continue to rage unaware of this activity. By afternoon they have gathered a few out of control. They burn, spread, grow and shrink over the next weeks worth of food, but must retreat because a horde of undead five days. Finally they burn out on Z-Day+5. This entire time is is moving towards the park. called The Burn. During The Burn visibility is reduced to less than Z-Day+1.5: At Gaiten Academy, the majority decides that it is 20 feet due to smoke from the fires and thick fog from the best to take out the bridges leading into the Gaiten District to weather. Most groups stay in during this time, besieged by keep “undesirables” from crossing. zombies. Z-Day+1.5: Sheriff Anderson and Coach Leroy finally arrive at Z-Day+1: The adults inside the Regina Observatory realize that Fort Robert J Quinn. Capt. Niccotero immediately appoint Sheriff there will be no rescue mission any time soon to help anyone Anderson his second in command and chief of zed defense for stranded at their location. They move the contents of the NatSys the Fort. The pair spends the rest of the day defending and Foodservices truck inside, extending them to a total of eight days fortifying Fort Robert J Quinn from attacks. of supplies. Z-Day+1.7: Sheriff Anderson uses CB Channel 9 to call for help Z-Day+1: DJ Grant Jazzy and the crew at KZED Radio broadcast to give support to Fort Robert J Quinn so it doesn’t fall to the messages of survival and hope to anyone who can hear them. hoards. Several brave supporters from the KZED Folk lend aid, Only a few zombies have made it to Mount Rodgers so the KZED but ultimately lure the horde across the old east bridge and onto folks spend the days scavenging and fortifying their stronghold at Mount Rogers. the station. Z-Day+2: A massive horde of the dead besieges KZED Radio. In Z-Day+1: Zombies hammering at the doors of St. Thomas Home a fight for their lives, the KZED Folk call for help and no one for Children finally get inside. It takes all day for KILL - KILL and comes to their aid. Gaiten Academy sends their regret at not three other brave souls to trap and kill all of them, repair being able to help and Fort Robert J Quinn, licking its wounds damages and reinforce the barricades. from the same horde, answers that they can spare no one either. Z-Day+1: Simon Tool and Dog wake up and follow Capt. Z-Day+2: Andy Bearstalker drives his group to the Blackhorse Niccotero’s orders to investigate the extent of the radiation and Reservation, camps outside it and attempts to get the tribal damage from the bomb. It takes him all day to carefully move and elders to take the young people in. Andy is here until Z-Day+4, scout the southern half of the fallout line. While scouting, he but the elders do NOT relent and the entire group goes back to passes by Campbell’s Hardware, Kaufman’s Killer Khicken Andy’s Hunting Emporium. They fortify and take in other Kitchen, McClellan’s SuperPawn and the Mortiston Metroplex survivors, knowing the only hope is to band together. Mall. He ends the day being rescued by Andy Bearstalker and his Z-Day+2: Simon Tool (Gas and Dog) agrees to stay at Andy’s group. He sleeps at Andy’s Hunting Emporium. Hunting Emporium with the non-tribal survivors until Andy Z-Day+1: Lester Johnson dies of his wounds. Sheriff Anderson Bearstalker returns. and Coach Leroy lay his body out and cover him with an Z-Day+3: A mounted patrol from Gaiten Academy clears the American flag. They then sneak out of VFW Local Post 100168 zombies from the outside of Phillip’s Quality Auto Repair and and push start Lester’s VW Bug. They follow along River Street escorts Meatballs, Suzy Q and the Pythons from the Gaiten heading towards Fort Robert J Quinn, but the trip takes several District at gunpoint advising them to never return. hours because they have to slip by the patrolling Meatballs and Z-Day+3: Life grows more and more savage and intolerable for other Pythons, who are trying to find them. the survivors under Willie Radd and the Sundowners as the Z-Day+1: Meatballs and three other Pythons, covered in various gang’s savage behaviors become known in the park. Willie Radd perfumes, colognes and body sprays, sneak out of Foster’s manages to spin the ugly mood and direct it towards the Gaiten Pharmacy on foot to move past the zombies and sneak up on the District and Delemorte Island, “Where the RICH people still have defenders of Gaiten Bridge. They discover all of the defenders power and throw parties!” are now either dead or zombies. Meatballs returns to Foster’s Z-Day+3.5: Meatballs gathers the remaining Pythons he can find, Pharmacy to get the bikes and notices the VW is missing from clears out Wong’s Way Nail Salon and descends upon the VFW parking lot. He sends two Pythons to search for the VW, Sundowner Park with the full strength of the Pythons. Meatballs leaves two more guarding Foster’s Pharmacy and takes the other meets with Willie Radd and they form an uneasy alliance, united three with him to get Suzy Q at Phillip’s Quality Auto Repair. Z- in their hatred of “The Man”. Day+3 before Meatballs, Suzy Q and the other Pythons leave this Z-Day+4: Alice realizes Gaiten Academy will become location. During this time, Suzy Q modifies the bikes to make less isolationists to protect themselves from infection and to conserve noise and Meatballs learns to use melee weapons instead of its resources. Bleeding Badger contacts Andy to discuss plans guns as a preference to reduce noise. on moving Alice’s resources to Andy’s location, where they can Z-Day+1: Capt. Greg Niccotero spends the day organizing the be shared with everyone. survivors inside Fort Robert J Quinn into work details, fortifying Z-Day+5: The Burn ends and The Dying begins. During this 90 defenses and using his radio to attempt communications with day time period, all conveniences and utilities cease, resources anyone local or distant. At day’s end, he takes reports from his diminish, factions interact with one another, massive numbers of department heads: the quartermaster, chief medical officer, chief the undead move south out of the destroyed northern section of of Zed defense, head of the research group, chief of town and survivors begin to die. Strangely, spotty local cell communications and the survivors’ representative. phone service returns, but is not be discovered for several days.

Juan Ignacio Rodriguez (Order #11233541) 62 Z-Day+5: The Pythons escort unhappy (and potentially infected) River into the Gaiten District in inflatable boats. survivors from Sundowner Park to the Gaiten Bridge under a flag Z-Day+38: One of KILL-KILL’s lieutenants breaks down publicly of truce. The survivors beg to be allowed onto Gaiten Island and after a defense of the stronghold against the undead and kills “camp” in a house near the bridge waiting for the assembly at himself in front of the children. No one mourns him. Gaiten Academy to decide their fate. The Gaiten Assembly Z-Day+40: Inside the walls of Gaiten Academy a craft fair is decides it will accept children only -- no adults. Some children go being held to promote the learning of new, post Z-Day skills. across the bridge, but the affair ends in a gunfight. Both sides There are several categories and first, second and third place flee as the zeds pour into the area. The Pythons return to ribbons for the winners. Both cake and pie are available for Foster’s Pharmacy. dessert after the grueling competition. Z-Day +5: The Blackhorse Tribal Shaman has a dream of the Z-Day+43: In Sundowner Park, naked gladiators fight zombies terrible times to come and realizes the Great Spirit will shun the and each other for food and other perks given by Willie Radd. Blackhorse People in these times because they have themselves Z-Day+48: Meatballs and the Pythons roll in force to shunned others. He sees the only way the children of the Fort Robert J Quinn. Meatballs calls out Sheriff Anderson for a Blackhorse People can be saved is if the children of the Mortiston fast draw showdown. The Sheriff answers the challenge and people are saved. Meatballs guns him down in the street. The Pythons go crazy in Z-Day+5: The Sundowners and KILL - KILL at St. Thomas Home celebration. for Children finally manage to hook up, bringing resources and Z-Day+50: Insects, Rats and other vermin have eaten or workers together for the two united factions. destroyed nearly all of the unprotected food in Mortiston County. Z-Day+5: Alice and Bleeding Badger begin moving everything of Only canned goods, MRE’s and well-stored dry goods are still value from Alice’s Eatery to Andy’s Hunting Emporium, with the edible. help of the Braves. Z-Day+53: Sundowners find Elizabeth Moriarty hidden as Z-Day+6: The Blackhorse Tribal Shaman convinces the tribal directed by Gas. They use her to lure Simon Tool and Dog into a elder council that Andy Bearstalker has shamed them all by trap. Simon is forced to watch Elizabeth and Dog tortured and acting in the manner they should have acted. The elders agree killed before Willie Radd finally kills him three days later. that the Blackhorse People must save the children of Mortiston. Z-Day+67: The last of the LP gas is used at Gaiten Academy -- However, only the people from the Observatory on Mount no more hot water, no more cooking with the gas appliances in Eisenberg are saved. They refuse to take any of the adults from the school’s kitchen. Gasp! No More Cake! the city for fear of the radiation and illness they bring. Z-Day+69: Lack of resources leads to a fight at Andy’s Hunting Z-Day+7: Members of the Tribal Sheriff’s office leave the Emporium. Andy Bearstalker is stabbed fatally attempting to reservation on ATV's and take back-mountain paths to places break up the fight. where they can climb (on foot) to the north side of Mount Z-Day+70: Andy’s Braves disbands and the survivors all go their Eisenberg and reach the Observatory. By Z-Day +10, the rescue separate ways. In three days, none are alive. is complete with minimal walker encounters and no children lost. Z-Day+83: A massive horde of zeds attacks KZED Radio. Z-Day+8: Water ceases to flow from the tap in Mortiston County Z-Day+85: The sewers of Mortiston are completely backed up due to a failure of the backup generators at the Spring Lake and the stench is everywhere. This slowly causes severe water tower. fatigue, cholera, hepatitis and a host of gastrointestinal problems Z-Day+8.5: James Delemorte IV is killed by a scavenging group for anyone in the downtown area. from KZED Radio, who mistake him for a zombie. Ironically, in a Z-Day+95: The Rise of the Warlord begins. See the chapter bizarre “gold fever” incident, they also kill each other. What Would Michael Do? Z-Day+10: Rats openly appear on the streets all over Mortiston Z-Day+111: A mounted patrol from Gaiten Academy is County, especially near the river. They come out of the sewers ambushed by zed and Takashi Miyamoto is thrown from his in droves. It is unclear if the reason the rats have been driven horse. He is taken back to Gaiten Academy, but lacking a above ground is from hunger or fear. trained doctor and surgeon, he dies from complications of Z-Day+12: Zombies begin coming out of the Naldalooshi River internal injuries on Z-Day +129. at Mount Rodgers Trailer Court. Those still within the area have to fight off a hoard of the undead. Each day the river brings more zombies downstream to exit the river here. Any zombies that can’t get out of the river at this point continue on out of town, as the rest of the river in town has retaining walls to keep down erosion or for boat docks. Z-Day+15: The Sundowners, pretending to be Dr. West, call KZED Radio and offer free medical service to anyone coming to West Memorial Medical Center. It is a trap to strip items from survivors and take slaves (or feed the zombies if the survivor doesn’t look like a useful slave). Z-Day+18: Meatballs and the Pythons roll in force to West Memorial Medical Center intent upon taking the doctor prisoner. When he finds out what is going on, Meatballs has the remaining Sundowners shot in the legs, so they cannot stand, and then stomped to death. Z-Day+18: A horde of the undead attack KZED Radio. Z-Day+20: Willie Radd discovers Meatballs’ message to him and the alliance between the Sundowners and the Pythons ends. Z-Day+25: Sundowners raiders begin crossing the Naldalooshi

Juan Ignacio Rodriguez (Order #11233541) 63 Behind the Veil: Gamemaster’s Notes The fourth stage of the apocalypse is The Rise of the Warlord. This is the final stage and if there are no PC’s, then it lasts until Z-Day 191. During this time, Michael Sparks and Reverend Welcome to Mortiston, USA is a complex setting in which Thompson work together to divide and conquer the surviving much of the story detail for the player characters depends factions in Mortiston County. During The Rise of the Warlord, completely upon their interactions with the NPC’s and the world radiation levels continue to drop, the weather is normal, and that you want to share with them. This product was envisioned as zombie activity lessens. However, basic supplies are in critical a zombie apocalypse campaign setting in which the players (and demand by all groups. The end goal of Michael Sparks and GM’s) choose what they want to do and how they want to explore Reverend Thompson is to take over the surviving factions, one the town and its locations. by one, eventually leading an army of the disenchanted and In this section, more details about Mortiston, USA are provided. disenfranchised against the “privileged elite” of Gaiten Academy. Because of the nature of the information in this section, it should See the section What Will Michael Do for more information. only be read by the game master. Discussed in this section are the Stages of Outbreak, Utilities, Neighborhoods, Special Locations and Weather to be found in Mortiston County. Utilities and Communications

Additionally, there are Special Notes, answers to questions Electric regarding what is really happening, some tables, and much more. Mortiston County is provided electricity by the Three Pines A webliography on the www.Mortiston.com webisite gives GM’s a Nuclear Power Plant. The reactor is 68 miles west of Mortiston head start on researching some of the things discussed in up the Naldalooshi River. The plant is isolated and almost Welcome to Mortiston, USA. completely automated. It provides power down the high Stages of the Apocalypse transmission lines to the electrical relay step step-down substation just west of Mortiston. That substation powers Mount There are four significant stages to the development of the Rogers, Delemorte Island and the Gaiten District. Neither of the apocalypse occurring in Mortiston County. Those stages are Z- other two substations is functional due to the blast and Day, The Burn, The Dying and The Rise of the Warlord. During firestorms. The Three Pines Nuclear Power Plant continues to each of these stages, events happen that ultimately make things function for four days after Z-Day, after which it goes offline and worse in Mortiston County until finally, Michael Sparks comes out power ceases to flow through the electric lines in Mortiston. of his underground bunker and begin his “holy work”. Water The first stage of the apocalypse is Z-Day. This stage lasts one There are two sides to pubic water: drinking water (i.e. water to day and is the one with the most violent changes. On Z-Day, the tap) and wastewater (i.e. used water from drains and toilets). everything goes from normal to post-apocalyptic within 24 hours. The drinking water side is supplied through the Spring Lake Some of the events of Z-Day are recorded in the Timeline for Z- Water Tower at the edge of Spring Lake. The lake, fed by Day section. On Z-Day, radiation is at its highest levels, weather freshwater spring, is the town’s water supply. The wastewater is bad enough to keep most people indoors, the beginnings of a from the town’s sewers flows towards Spring Lake into the massive firestorm begins to destroy the northern section of town Mortiston County Water Treatment Plant. The plant is completely and between 12:03 PM and 11:59 PM, an increasing number of automated and designed to keep working even in a disaster, at zombie attacks and mass hysteria occur. least for a while. The plant has two large diesel generators to provide emergency power if it should drop off the electrical grid The second stage of the apocalypse is The Burn. This stage (like on Z-Day). The generators have enough fuel to last five lasts for five days and drives a wedge of fear that separates the days at the reduced level of water consumption that Mortiston factions in Mortiston County. During The Burn, radiation levels has after Z-Day. At the end of those five days, the pumps no will are still very high, the weather is a bit better, but the smoke longer pump water out of Spring Lake into the water tower. from the raging firestorm and the increasing number of zombies Water pressure at the taps falls throughout Mortiston as the and panicked survivors makes it impossible to survive without a water in the tower is consumed. After two or three days, no more fortified stronghold and a night-time watch to protect sleepers. It water flows from the taps. Additionally, when the generators is very unsafe to go outside during these five days due to the stop, the Mortiston County Water Treatment Plant and sewage limited visibility and breath-ability of the thick smoke from the begin to back up into the sewers. After about 90 days, the reek fires burning in the industrial district of Mortiston. DJ Grant Jazzy of raw sewage is a real problem to those still living in the town. broadcasts warnings to stay inside along with information the Many places outside the town (Andy’s Hunting Emporium for KZED Folks discover about the zombies and the state of the example) have private wells and septic fields. Also, Gaiten world at large. These details are left to the GM. Academy has its own water tower and large septic system which is unaffected by the failure of the municipal water system. The third stage of the apocalypse is The Dying. This stage lasts 90 days and during this time insects, vermin, decay and Gas numerous deaths add to the plague of the undead menacing the There are no gas pipelines or plumbing in Mortiston County. few survivors in Mortiston. During The Dying, radiation levels However many people do have gas appliances (Gaiten slowly begin to drop and the fires burning uncontrollably in the Academy and St. Thomas’ Home for Children are two examples) north side of town finally begin to burn out (leaving many hot that are powered by liquid propane (LP) tanks. Due to local fire spots behind). Weather begins to stabilize allowing for folks to ordinances, the amount of LP gas allowed to be stored by most venture out of their strongholds, but the better weather also people in the urban Mortiston area lasts about 30 days. After causes an increase in zombie activity and the formation of that it becomes necessary to scrounge up more. How much LP massive undead hoards moving out of the Burn (i.e. the north gas is available in the Mortiston area is left up to the GM. end of town). See the Timeline for more information on The Burn and The Dying. Telephone There are two types of telephone services to be dealt with in Mortiston: landline and cellular. All landline telephone service in

Juan Ignacio Rodriguez (Order #11233541) 64 Mortiston ends at 12:04 PM (see the timeline). After that time, monitors, R/C toys, walkie-talkies, AM/FM radios, CB radios, the switching equipment has been destroyed and local phone Ham radios, Satellite radios, Wireless computer networks, Police service ceases to exist. Cell phones initially stop working at radios and GPS receivers. In addition to the radio devices listed 12:03 PM (see the timeline). This is due (depending upon your above, everyone in Mortiston County with an AM/FM or CB radio location) to EMP destroying the device, or high levels of radiation can hear the broadcasts of DJ Grant Jazzy from KZED Radio. in the air disrupting the radio signals to the cell towers. Both of These radio broadcasts are the only really unifying thing going on the town’s cell towers remain intact. One is at the KGON TV in Mortiston County. Nearly all of the factions, KILL-KILL and Station and the other is on the top of Mount Eisenberg near the Andy’s Braves being the only exceptions, use DJ Grant Jazzy’s Regina Observatory and Skate Park. In the second case, cell broadcasts as a kind of community message board to pass phones work again in an extremely spotty fashion after Z-Day+5. information and arrange meetings and trades. Of course, the This is only if the cell phone tower is NOT more than one block problem is that everyone can hear the details so all of the groups north of the Naldalooshi River at 12:03 PM on Z-Day. If it is, then that use DJ Grant Jazzy to help them communicate, use the it is destroyed by the EMP and does not function in any way. “service” sparingly. The people of Mortiston County have trust Because of the fallout and radiation, cell phone calls cannot issues these days. cross The Burn. Service after Z-Day+5 is local only and extremely spotty. The first ringing cell phone, perhaps while the Neighborhoods in Mortiston, USA PC’s are scrounging, will probably freak them out BIG TIME. There are eight distinct neighborhoods in Mortiston. Each has Cable TV its own history and character. Below is a little background on All cable TV service in the Mortiston area is handled by each area and an example of some of the types of buildings Lighthouse Cable. Unfortunately, their main offices and cable found in each area. Though not specifically listed below, it is distribution hub is north of I-32 and by the morning of Z-Day+1, assumed one can find a gas station in every neighborhood. Lighthouse Cable has burned to the ground. In the short time that cable TV is available, it unfortunately can provide no real Industrial District answers to the nature of the crisis at hand. Live news channels The northwest section of Mortiston is the Industrial District. are either too static-filled to watch or simply aren’t available. Nearly all of this area is destroyed by the end of Z-Day. The Some stations with automated programming continue without types of buildings one might find here include: problems showing re-runs of old sitcoms, game shows, old horror 1 Empty Lot movies, etc. as the GM feels is appropriate. 2 Warehouse Satellite TV 3 Shipping Facility TVDish Satellite Network is the provider of subscription satellite television. Commercial satellite TV ends at 12:03 PM on Z-Day 4 Manufacturing Plant because the offices of TVDish Satellite Network, where the 5 Office descrambling codes for subscribers are broadcast from, are completely destroyed by the suitcase nuke. This does not, 6 Deserted Building

however, end satellite TV because anyone with a dish and a Northside District modicum of electronics skill can easily use the satellite dish to The northeast section of Mortiston is the Northside District. hunt for “wild feeds”. A wild feed is an unannounced TV Nearly all of this area is destroyed by the end of The Burn. The transmission via the C-Band or K-Band satellites. These can types of buildings one might find here include: provide sporting events, foreign programming, news, and even syndicated television. After Z-Day, wild feeds are the only kind of 1 Vacant Lot broadcasts that happen. The GM should use them sparingly as 2 Lower Income House hope, news of the rest of the world, or false hope to be shattered later by harsh reality. 3 Lower Income Apartment 4 Mini-Mart / Corner Store Internet Lighthouse Cable also provides most of the Internet service for 5 Medium Income House Mortiston County, but certainly not all as one can connect to the 6 Abandoned House Internet in a variety of ways. Thus the Internet has not completely ceased to exist, but the number of available sites has Downtown / Merchant District been reduced from millions to merely a handful. Connection The area south of I-32, west of Spring Lake and north of the speeds have dropped from lightning fast to painfully slow. Naldalooshi River is the Merchant District, including Downtown. Additionally, maintaining a connection long enough to benefit Almost the entire northern half of this area is too irradiated to from searching the Internet makes it much more of a frivolous enter after Z-Day. The types of buildings one might find here luxury than the useful tool it once was. GM’s should use the include: Internet availability as they see fit to provide help, hope or 1 Parking Garage useless information. 2 Fast Food Radio 3 Offices This is probably the most important service/technology left to the survivors of Z-Day. There are many forms of radio left around 4 City Building Mortiston County, despite the devastation of the EMP pulse from 5 Department Store the suitcase nuke. Some examples of radio devices still found around the Mortiston area are: garage door openers, baby 6 Construction Site

Juan Ignacio Rodriguez (Order #11233541) 65 Southside District area is not safe and no one lives here. The types of buildings The area south of I-32, east of Spring Lake and north of the one might find here include: Naldalooshi River is the Southside District. This area is mostly 1 Empty Lot unaffected by the Z-Day blast. The types of buildings one might 2 Crumbling Industrial Ruin find here include: 1 Parking Lot 3 Low Income House 2 Fast Food 4 Abandoned Warehouse 3 Middle Income House 5 Deserted Offices Closed Mining Building / Rusting 4 Middle Income Apartments 6 Equipment 5 Mini-Mall / Strip Mall

6 Park Special Locations in Mortiston

Mount Rodgers There are numerous locations in Mortiston County that are not The area south of the Naldalooshi River, west of Delemorte detailed in Welcome to Mortiston, USA. Some of those locations Island is Mount Rodgers. This area is spared many of the are mentioned below with a few details to guide the GM. Most of ravages of Z-Day. The types of buildings one might find here these places are either destroyed or the PC’s will want to destroy include: them if they ever go there. 1 Empty Lot Mortiston County Sheriff’s Office 2 Low Income House The Sheriff’s Office is located in the Downtown area destroyed 3 Middle Income House by the blast on Z-Day. It contains the 911 call center and EMS 4 Trailer Park dispatch for Mortiston County.

5 Mini-Mart / Neighborhood Store Mortiston County Court House 6 Small Farm The Court House is located in the Downtown area destroyed by the blast on Z-Day. Delemorte Island The island in the Naldalooshi River, west of the Gaiten District is Mercy Hospital Delemorte Island. This area is the oldest and most touristy area Mortiston’s main hospital is located in the Northside District of town. The majority of the island is dominated by the destroyed by the firestorms early in the afternoon on Z-Day. Delemorte Mortuary and Memorial Gardens. The types of buildings one might find here include: Mortiston All-School 1 Small Park The Mortiston All-School is ground zero for the blast on Z-Day and completely destroyed. Given the school was very much like 2 Upper Class Apartment a prison, it won’t be missed much. Because of the planned field 3 Boutique / Tourist Shop trip, there was no staff at the school when it was attacked.

4 Cafe / Deli Regina Observatory and Skate Park 5 Upper Class House The Regina Observatory and Skate Park is a sweet deal for Tyler Logging Service. Tax subsidies over ten years will more 6 Museum / Monument than pay for the construction of the park and by using a cleared Gaiten District timber site for a concrete public park, TLS, Inc. doesn’t have to The area south of the Naldalooshi River, east of Delemorte replant any trees. Island is the Gaiten District. This area is spared many of the ravages of Z-Day. The types of buildings one might find here Blackhorse Tribal Reservation include: Just to the west of Mortiston is the Blackhorse Tribal 1 Park / Monument Reservation. The people of Mortiston and the people of the Blackhorse Tribe have never really been friends; uneasy 2 Upper Class Apartment neighbors at best. In the past few years the relationship has 3 Upper Class House soured. The current problems with Tyler Logging Service, Inc. prompted the people of the Blackhorse Reservation to shut their 4 Specialty Store gates and separate themselves completely from the people of 5 Mansion Mortiston, whom most consider enemies. Post Z-Day, relations go from bad to worse as the members of the tribe shoot first 6 Gardens / Stables when anyone approaches the reservation.

Mine Town Mortiston City Zoo The area south of the Naldalooshi River, west of the Gaiten On the eastern side of the Southside District is the Mortiston City District is Mine Town. This area was abandoned many years ago Zoo. Recognized by Happy Kids magazine as the best zoo in the when the area became unstable due to a burning mine fire. This USA in 2010, the Mortiston City Zoo offers over 1,500 animals living in natural settings on over 50 acres of natural habitats. This

Juan Ignacio Rodriguez (Order #11233541) 66 includes many species endangered or threatened in the wild from the same to untrained eye is causing many of the deaths in habitats similar to Mortiston like Africa, Asia, Australia, and Mortiston. The PC’s should never be sure whether or not Central and South America. The zoo is truly a wonder, but now someone has it. The virus could have an airborne strain that may not be the best time to go. anyone could catch.

Weather in Mortiston, USA Radio Broadcasts from DJ Grant Jazzy After the burn is mostly complete (Z-Day + 5), the weather in Post Z-Day, most survivors in Mortiston County rely upon the Mortiston can be figured based on the following charts. Roll 1d6 music, news, survival tips and community information spread by three times, once for each column. If you roll all moderate DJ Grant Jazzy and the other folks at KZED Radio. The format results, then you have a weather pattern that will last for two - and staff of the radio station are completely up to the GM; use seven days. Roll 1d6+1 to determine the length of the weather whatever fits with your campaign. DJ Grant Jazzy is trying to pattern and then re-roll the initial three rolls to determine its redeem himself for his past and as such has no fear to speak the nature. truth. DJ Grant Jazzy is the only radio station DJ with a powerful signal and a “high ground” position for looking over the city. This gives the crew at KZED Radio a lot of power to shift how things Precipitation Wind Temp. are going and the GM must decide how best to use this media 1 Drought Calm Cold outlet. 2 Sprinkles Breezy Cool (Please note that the FCC assigns “K” as the first letter to all stations broadcasting west of the Mississippi River. If your 3 Moderate Moderate Moderate campaign is set east of the Mississippi, the two stations would be 4 Moderate Moderate Moderate WZED and WGON.)

5 Wet Gusty Warm Why don’t people just leave? 6 Drenched Windstorm Hot HA HA HA. It wouldn’t be called “death town” if people could just leave. Mortiston is a medium-sized American town meant to be at least 50 miles in any direction from another civilized area. Spring +1 Precipitation, +1 Wind, -1 Temp The terrain around Mortiston County is not easy to travel in the Summer +2 Precipitation, +2 Temp best of times. Mount Rogers to the south of town has a sheer Fall +1 Wind, -1 Temp rock face on its southern side. The town is framed by Mount Winter -1 Precipitation, -2 Temp Eisenberg and the Ackerman Mountain Range to the north and east. Weyland Pass through the Ackerman range to the north Special Notes for Mortiston, USA and west is blocked by the 9908 Silver Zephyr train derailment. The I-32 bridge over the Naldalooshi River at the south of town The West Memorial Medical Center Trap is jam packed with cars and structurally unstable. If the PC’s try By Z-Day+10, the Sundowners control West Memorial Medical to cross it, it will collapse. Center. Willie Radd is amazed that so many people managed to The Naldalooshi River has zombies in it; although the muddy survive on their own, believing someone will help them. He has river bottom keeps them held at first. Eventually there will be some of his most bloodthirsty gang members housed at West enough zeds in the river for the ones on the bottom to help the Memorial Medical Center. The Sundowners claim the survivors others to cross. Directly to the east of Mortiston is the can see the doctor and to bring as much as they can to trade for Portmanteaux National Forest; directly to the west is the the service, plus as much information about where they are Blackhorse Reservation. Both of these regions require very staying, how they have survived and who else they may know. difficult outdoor survival tests to survive day to day. While After collecting as much as they can, including blood (for tests Mortiston may not be the best place to try to survive, no one can and to “add to the doctor’s medical stock for others in need”), the leave the area except by foot due to the terrain. Plus, the PC’s assistants show the patient to a treatment room and tell them to either came to Mortiston from someplace else and barely wait for the doctor. The patient is then fed to the doctor, who is a reached their goal or they are from here and know how far away zombie released from another room. Willie Radd knows that any REAL civilization is. trading on people’s hopes will get him more than trading on their fears. What is really going on in Mortiston?

Room #7 This game world is intended for YOU to choose the exact “how” Room #7 of Big Mama’s Motel and Cafe can be accessed and “why” of what is happening in Mortiston. We give you mines, through a hidden crawlspace in the ceiling of the manager’s loggers on ancient burial grounds, radioactive blasts in a tank office. The room has no motel furnishings, instead appearing to farm, astrological events being watched at the observatory, even be some sort of occult ritual room. There is a summoning circle occultists in a bricked up room! Alter the cause and the beasts it on the floor and a circle of protection. The circle of protection is breeds to suit your own game world. not complete and the room smells of ozone and blood. There is However, this is how we are playing it, so use it as you see fit. dried / scorched blood all over the room. It is up the GM to complete the scene. Nazis, Cover-ups and Dead Flies

Notes on Radiation Sickness The trouble in Mortiston actually started in Germany during WW2. Hitler’s obsession with the occult is widely known and the Nearly everyone in Mortiston, north of the Naldalooshi River, secret that killed Mortiston was born in one of his alchemical acquires mild radiation sickness in the days following the blast. laboratories seeking to produce the Übermensch. The project, Due to the symptoms of radiation sickness and the symptoms of referred to in Nazi communications as Die Särge, was in mid- the zombie transformation, from a bite or scratch, looking exactly production run when first discovered by the US squad led by Sgt.

Juan Ignacio Rodriguez (Order #11233541) 67 Leroy Allen from Mortiston. Only it wasn’t making super soldiers; there are far too many more important places that need them. It it was making zombies. There were few survivors and the US is up to the GM whether or not Fort Robert J. Quinn receives an government covered up the whole affair. Soon the Nazi’s were emergency airdrop and what it might contain, but it should be defeated and the remnants of Die Särge became the genesis of limited at best. the super top secret Project Omega. Unfortunately, some months ago an accident occurred in relation to the project that Special Characters in Mortiston: 354ZED led to an escape of one of the test subjects. (We all know it only takes one.) Doubling down on the unfortunate, the subject that Outbreak: Undead escaped was the most successful the project had created to Type: Unique; Size: 2; Attack: 5; Strength: 10d6+7(35); Damage: 1d6; date: intelligent, strong, nearly indestructible and capable of Defense: G-3/R-1; Virus 1; Speed: medium (Lvl 3); Perception: very high creating his own army. The mental instability of the subject, (Lvl 5); Sense V/H/L; ZE%: Unique however, would insure that at least the project would be revealed Special Abilities: all Glutton traits except Evacuation; Tactics and at worst a worldwide zombie apocalypse. Scrambling not to be saddled with the blame for the walking Savage Worlds dead, the US Intelligence Services decided to engineer an event AGILITY: d6 SMARTS: d12 SPIRIT d4 STRENGTH d10 VIGOR d8 of domestic terrorism in hometown America to destroy all of the CHARISMA: 0 PACE 3 PARRY 5 TOUGH 10 evidence linking the US government to the disaster in one fell Skills: Fighting d6; Intimidation d10+2; Knowledge: Tactics d6; Notice d6; Taunt d8+2; swoop. All of Mortiston should have been destroyed by the 5- Abilities: Strong-Willed; Claws (STR); Fearless; Infection; Undead; megaton suitcase bomb blast, along with the train and the only Weakness (head); Size +2; Fear –3 living man who had seen the Die Särge incident. If only a typographical snafu caused by a dead fly gumming up a Modern Path computer keyboard hadn’t changed the order to a .5-megaton CL: 10, Ghoul 2/Modern Hero 8, HP: 41 Saves: FORT-2, bomb instead of the intended 5-megaton bomb, no one in REFLX+3,WILL+7, INT+1 MELEE +9, RANGED +9, DEF 13, Crit Def +5, Mortiston would have had to suffer at all. CMB +9, CMD 20 Align: NE, Spd: 30 Skills: Bluff-5, Climb-7, Intidate-7, Investigate-1, Knowledge (Culture)-8, What's going on in the Rest of the World Knowledge (Religion)-8, Knowledge (Tactics)-12, Knowledge (all others)- 5, Perception-23, Profession (Super Soldier)-7, Sense Motive-14, Stealth- 10, Swim-13, Three countries KNOW about the Die Särge project of the Nazis: Feats: Alertness, Archaic Weapons Prof, Blind-Fight, Combat Martial Russia, Israel and the U.S. When the intelligence agencies of Arts, Combat Reflexes (2 AoO/round), Martial Weapon Proficiency, the U.S. lost track of their Project Omega test subject in the U.S. Firearms Proficiency, , Simple Weapon Prof, Tracker desert, they knew that loose ends would have to be tied up. Talents/Abilities: Undead Traits, Channel Resistance +2, Darkvision (60 What they did not know is that the Russian government was in a feet), Disease (DC 11) (Su), Fearless +2 (Ex), Heroics Bonus (Ex), similar situation as, officially, an unknown viral illness had Heroics: Strength (Ex), Paralysis (1d4+1 rounds, elves are immune) (DC consumed one of their research hospitals and the surrounding 11), Plan (DC 18) area. Unofficially, one of their own test subjects from Спроектируйте Зимний Ветер (Project Winter Wind) escaped OGL Modern the research level of the hospital and began to spread the CR 10; Large-size humanoid; HD 9d10+63; hp 112; Mas 33; Init +1; Spd 30 ft.; Defense 19, touch 11, flat-footed 18 (+1 Dex, +3 natural, +5 class); zombie-love to staff, patients and visitors alike. For weeks BAB +6; Grap +9; Atk +11 melee (1d8+3 nonlethal, unarmed strike); Full leading up to Z-Day, the Russians were spending more energy Atk +11 melee (1d8+3 nonlethal, unarmed strike) or +9 melee (by suppressing news of the outbreak than they spent suppressing weapon) or +7 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ death’s door, fast zombies. The Israelis have kept quiet about both outbreaks, but healing 5, immunities; AL evil; SV Fort +13, Ref +4, Will +5; AP 5; Rep have prepared to shelter and protect their population as best they +3; Str 16, Dex 12, Con 24, Int 18, Wis 14, Cha 3 can by sending out advance military medical teams to prepare for Skills: Hide +7, Intimidate +13, Listen +8, Move Silently +4, Read/Write biological warfare. For perhaps two or three days leading up to English, Speak English, Tactics. Z-Day, international news stories have focused on rioting in Feats: Archaic Weapons Proficiency, Armor Proficiency (light), Blind- Fight, Brawl, Endurance, Great Fortitude, Improved Brawl, Improved Europe, a pandemic sweeping through Africa that is leaving Damage Threshold (×3), Power Attack. thousands dead and the preparations of the Israelis to counter Talents: Damage reduction 1/—, robust, stamina. that plague. On Z-Day itself, the most striking international story is the complete closing off of Vatican City to the public by the Rotworld Swiss Guard acting upon the orders of His Holiness. National STR: 6 (90) DEX: 4 (50) AGL: 4 (60) PER: NA news covers overnight rioting and mob violence that has sprung WPR: NA PCN: 1 (15)/6 (90) LCK: NA STA: 70 up in and around major airports in almost all major metropolitan Penetration Bonus: +20 Unskilled Melee: 75 regions. Throughout the morning of Z-Day, there might be hints Wounds: 20 mv: 15/25/75/150/0/0 as to what is going on around the world available via the Internet, Skills: LBG (60/S/75) Living Visage (60/s/75) Rattling Moan (90/S/1050) but no one in Mortiston really knows if the reports and videos are Whisper Sweetly (900/s/105)

a hoax or real until it is too late. How to work this information into the campaign depends completely upon the GM. Equipment Clothes: Tshirt, jeans and sneakers After Z-Day, the entire world is in decline and collapse, as Weapons: Beretta M3P, 12 gauge shells (x10) mankind struggles to beat off an extinction-level event. Ham Equipment: None radios, Military radios and perhaps even CB's (on a good night with skip) will be able to pick-up broadcasts from other places in the world. The military promises Captain Niccotero that he will get reinforcements and aid. The reinforcements never come, as

Juan Ignacio Rodriguez (Order #11233541) 68 Area of Effect of Nuke and Firestorm Damage All information given here is based on factual data available on the Internet. For the best Local maps of the Industrial District of Mortiston, source of information on specific effects, check USA, detailing the effects of the pocket nuke on the Webography links page on our website the area surrounding Mortiston All School, are www.mortiston.com. The specific information shown below. Note that the resulting firestorm these maps were based on can be found at expands northeast against the wind due to the www.carloslabs.com, where you can find Ground massive explosions in the Romero Tank Farms. Zero Tool and Missile Range Map Tool.

Juan Ignacio Rodriguez (Order #11233541) 69 What Will Michael Do?

The following passages give the GM some idea of what Michael Sparks and Reverend Thompson is truly capable of together. They also provide some of Michael’s plans. How things will truly go with the PC’s in your campaign is something only you can decide.

Michael Sparks is a very broken young man. Raised by an abusive father to believe he would never be good enough for anything, Michael was desperate to believe he mattered despite his father’s nearly-constant berating. After Michael murdered his father, he was desperate to prove to himself he had done the “right” thing. This is why he fell so easily for “Reverend” Thompson’s con. Yet Michael’s madness and the events of Z- Day twisted the Reverend’s simple message that “God has a special plan for him.” into a full-blown, dis-associative psychosis.

Michael Sparks is meant to be the GM’s ultimate monster in this campaign. He was raised by his father to be “the perfect Marine”; even though Burt Sparks never believed Michael would succeed at anything. He relentlessly trained his son so that when Michael failed, he believed it was his fault. Training, designed for Michael to fail, in tactics, survival, silent quick kills and scrounging were provided over and over again until Michael finally decided he had failed his last test. Michael Sparks was raised with all of the skills an insane warlord needs. He is a sociopath caught up in his own, self-perpetuating delusion of grandeur. Though he is crazy, Michael is far from suicidal. Every move he makes will be calculated and weighed heavily against the teachings of Sun Tsu. Beyond Sun Tsu, Michael studies and refers to Caesar, Napoleon, Von Clausewitz and the USMC Field Manual library when he is looking for answers to a problem.

Michael Sparks believes he was visited by the Archangel Gabriel several times, starting 90 days before Z-Day. Gabriel tells Michael he is not human, but rather the Archangel Michael, who was banished to the Earth for angering God. Michael’s punishment is nearly done and he must prepare to earn his way back into Heaven. God has decided to bring the apocalypse to wipe the wicked from the Earth. God is going to give Michael one last chance to earn his way back into the Heavenly Host. Michael must prove himself by two tasks: 1) He must find, capture and crucify the seven demons that lead others astray, and 2) He must gather all of the children in the town because they are the innocent before God and forge them into an army. Michael Sparks “knows” he is God’s chosen avenger sent to earth to prove himself. He truly believes that when he succeeds, he will assume his true form and ascend with the wings and fury of an Archangel to take his proper place leading the armies of Heaven in the Final War.

At first, Reverend Thompson and the two ladies he brought with are completely terrified. After a few days locked in the vault with Michael, all of their opinions begin to change. Reverend Thompson began begins to believe he can manipulate Michael Sparks to his benefit by feeding his “delusions”. Trudi begins to fall in love with Michael Sparks and follows him down the “path of madness”. Annette keeps quiet and respectful, but recognizes Michael Sparks’ complete madness waits for the day they will leave the bomb shelter and she will finally have an opportunity to escape.

What happens in the bomb shelter during the first 90 days depends upon the events occurring in Mortiston. Michael has

Juan Ignacio Rodriguez (Order #11233541) 70 cameras, listening devices, and other electronics shielded from warfare breaks out between the factions. the EMP pulse by being stored in a bomb shelter. He has a radio scanner that allows him to listen to all local CB and ham The faction at Fort Robert J. Quinn mounts a surprise attack frequencies. Even though Michael is buried under Mortiston, he against Michael and his group. The attacks are very damaging is nearly as informed as DJ Grant Jazzy. and appear to leave Michael dead. Victory is short-lived as Michael survives and Reverend Thompson spins an “unprovoked Michael Sparks would be little more than the threat of a well- attack” story over the radio that damages the trustworthiness of trained mad man if it weren’t for Reverend Thompson. The those at Fort Robert J. Quinn. In fact, Reverend Thompson’s “good” reverend is anything but. Jimmy Clarke (the reverend’s preaching is so good that people begin to believe there may be real name) is a self-serving, greedy thief with incredible charisma something supernatural about Michael Sparks. The cult of and con-man skills. Reverend Thompson quickly realizes Michael begins to grow as people latch on to Michael’s Michael is “mad as a hatter”, but the 90 days locked in the bomb “mythology” as a possible outcome to all of the destruction and shelter, monitoring the radio broadcasts, demonstrates the world death of the past months. Hope, even false hope, springs eternal is crazy now, too. Reverend Thompson believes he can walk the in some. fine lines of Michael’s delusion and serve as a sort of religious councilor and herald / communicator for Michael. Michael Sparks and Reverend Thompson destroy Fort Robert J. Quinn with hope. Michael and three handpicked followers don Working together, Michael Sparks and Reverend Thompson surplus USMC uniforms and pretend to be the remnants of a make a formidable team; a spiked gauntlet and a velvet glove. USMC scouting team moving through the area. The reverend What Michael lacks in people skills, the reverend has in spades. puts rumors and false reports across the radio waves to support What the reverend lacks in post-apocalypse survival skills, this lie. As commander of the detail, Michael eventually asks to Michael more than covers. In the end, what Michael and the speak to Capt. Greg Niccotero alone. Once Michael gets the Lt. reverend do is the GM’s decision, but remember, these are alone behind a closed door, he kills him. All of Michael’s followers careful and calculating men who do not take big risks unless the know this is the plan and they take out the command group at reward for doing so is equally big. What follows is a timeline for Fort Robert J. Quinn with just as much surprise when Michael what would happen if there were no PC’s in Mortiston County. comes back into the room.

Z-Day +95 is the beginning of the final stage of the apocalypse, Thompson makes a deal with Nicodeimos the Bookwyrm for a The Rise of the Warlord. What occurs during this stage is left virgin sacrifice every year on the Dragon’s birthday (Z-Day), if completely to the GM, as it is impossible to predict events when Nicodeimos will teach his magic to Michael. While this sounds the PC’s have likely changed the timeline as it is presented like one crazy stroking another, Michael gathers every book in herein. Provided below are some of the strategies and moves the Columbus Memorial Library on occult and stage magic. He that Michael Sparks and Reverend Thompson employ to take oversees the burning of the occult books while Reverend over Mortiston. Thompson uses the stage magic books to make Michael an even more convincing “angelic avenger”. Like cult leader Joseph Kony, Michael and Thompson know that child soldiers are easier to train, easier to control and more Michael and Thompson make peace with the Sundowners and demoralizing for your opponents to fight. They eat and drink less the Pythons by offering an equal split of the spoils from both Fort than full-grown soldiers and are often times more hard and cruel Quinn and Gaiten Academy. It takes time to build the trust, but than their adult counterparts. It strokes Michael’s madness to eventually the three groups move against the perceived elitists of see himself as the angelic leader of an army of children bringing Gaiten. On day 191 after Z-Day, Michael utilizes Sun Tsu's down the unrighteous, one crucifixion at a time. Michael Sparks principle of appearing strong when being weak. Michael has only and Reverend Thompson’s first target is KILL-KILL and the St. a few mortars and grenades, plus he knows the alliance with the Thomas Home for Children. Sundowners and the Pythons will be short lived. The siege for Gaiten Academy lasts for only a couple of hours. Michael leads Once Michael and Thompson have the children, they train and the assault by shelling them with mortars and bombing them with indoctrinate them to hate the “safe people on the mountain”. (Did grenades via remote control drones built from the toys from they EVER come help you? They could have, you know. But they Campbell’s Hardware. After an hour, Michael ceases firing and think you aren’t important enough to save. They think you should Reverend Thompson begins speaking to those inside Gaiten be zed food.) After two weeks, the kids are ready. Academy via loudspeaker and radio. Thompson convinces the survivors they have one hour to surrender. He convinces them Reverend Thompson contacts DJ Grant Jazzy and uses the that if they do not surrender, then Michael will renew the assault orphanage kids and a completely fabricated survival story to and many more will die needlessly. The initial shelling injures worm his way into the trust of the KZED Radio crowd. Once he many of the Outkasts and kills Robert Saunders. The survivors has their trust, he arranges to have the kids visit the station so at Gaiten Academy surrender to the combined forces of Michael, they can tour it and be interviewed (you know, like in the old the Sundowners and the Pythons at the end of the hour, given days. Before all of this. . .). Michael Sparks and three of his most that they have no one left to lead them in repelling the siege. vicious child soldiers go to work and in less than three minutes, Michael Sparks and Reverend Thompson control KZED Radio. DJ Grant Jazzy is the second crucifixion. The first is Annette Gunderson after she is caught telling the children that Michael is crazy. It is Michael’s three young prodigies that do the lion share of the work in both crucifixions. After Michael Sparks and Reverend Thompson take control of the radio station, open

Juan Ignacio Rodriguez (Order #11233541) 71

Juan Ignacio Rodriguez (Order #11233541) 72 OPEN GAME LICENSE Version 1.0a Mortiston: Where do we go next? The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. This part isn’t about the game world, this is about what we, Scrying Eye Games, is going to do with it from here. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, “Welcome to Mortiston, USA!” Is more than the single book that correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in you are holding in your hands. It is part of an ongoing world that which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open will expand further into the depths of zombies, horror and the Game Content" means the game mechanic and includes the methods, procedures, processes and apocalypse. The backers at Kickstarter have made it us feel that routines to the extent such content does not embody the Product Identity and is an enhancement we’re on the right track, and Mark and I will strive to keep it all over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative coming. works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, The Electronic Expansion Packages (aka: The EEP!) We artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, have well over a year’s worth of EEP! Installments, and that’s photographic and other visual or audio representations; names and descriptions of characters, spells, putting it mildly. Just the Kickstarter’s entries to Mortiston will enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or expand to two or three EEPs alone. Each EEP will contain new graphic designs; and any other trademark or registered trademark clearly identified as Product NPC’s, locations, custom tables for use with Inspiration Pad Pro identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a (available for free at www.nbos.com) and props. We’ve got more Contributor to identify itself or its products or the associated products contributed to the Open characters and locations that we could ever fit into a single book, Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, with character sheets and Hero Lab files for them when format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. applicable. Examples of the props will be the page from the Mortiston City Directory, the “Welcome to Mortiston, USA” tourist 2. The License: This License applies to any Open Game Content that contains a notice indicating brochure, Historic Mortiston postcards to use as a reason to lure that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted your players to Mortiston, oversized “gas station map” of the city from this License except as described by the License itself. No other terms or conditions may be you can have printed at the local shop for use in your game, and applied to any Open Game Content distributed using this License.

much more. The IPP tables will include things like random 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the encounters or specialized search tables for scrounging in the terms of this License. different sections of Mortiston. There will also be occasional 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant game maps for use with the new locations. And at the end of You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License each year, we’ll wrap them all up in the Annual Mortiston All to Use, the Open Game Content. School Yearbook. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have Licenses for new game systems. We just added two more sufficient rights to grant the rights conveyed by this License.

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Maps. Lots of maps. Scrying Eye Games specializes in 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of maps; it’s what we love. We already have the first two Roads-2- each element of that Product Identity. You agree not to indicate compatibility or co-adaptability Nowhere sets done, and there are another 20 sets in the with any Trademark or Registered Trademark in conjunction with a work containing Open Game pipeline. Matt is currently working on The Cabin In The Woods, Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does which will be the first of the Modern Horror sets. The real biggie not constitute a challenge to the ownership of that Product Identity. The owner of any Product here is that we intend on making maps for every single location in Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. this book and everything else that comes out in the EEP. That’ll keep us busy for a while. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Expansions to other game worlds. Mortiston is so rich with 9. Updating the License: Wizards or its designated Agents may publish updated versions of this possibilities that you could do anything there. Everything here License. You may use any authorized version of this License to copy, modify and distribute any could easily be ported into other game worlds; such as Elder Open Game Content originally distributed under any version of this License.

Gods or alien invasions. We already have the working title for 10 Copy of this License: You MUST include a copy of this License with every copy of the Open our ORIGINS 2013 release, “Mortiston: Darkened Gates”. It Game Content You Distribute.

could be used for any modern setting that only requires everyone 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the in town to hate someone else. Again, more on that as it name of any Contributor unless You have written permission from the Contributor to do so. develops. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental In all, we have a two-year plan to expand the book that you are regulation then You may not Use any Open Game Material so affected.

looking at. After that, who knows, but we hope that the contents 13 Termination: This License will terminate automatically if You fail to comply with all terms of this unhappy little place we call Mortiston should live on long herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses after we’re all gone… shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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Juan Ignacio Rodriguez (Order #11233541) 75