CREDITS Authors: Joseph Hooker, Kevin Golding, Kurtis Evans Editors: Kevin Golding, Kurtis Evans Playtesters: The Terminal Gamers – Lisa & David Green, Dylan Green, Al Yuhas, Jai Pawlak, Ryan Toper Art Credits: Klaus Shmidheister, Kurtis Evans, cover based on art from Street & Smith’s Wild West Weekly Cartography/Layout: Kurtis Evans, with train images blatantly stolen from Epic Gratitude: Kenzer & Company, particularly Steve Johansson and David Kenzer who gave us more than they ever needed to, including fonts, graphics, and especially including permission to make this supplement. Not to mention, they actually made Aces & Eights – the greatest Western RPG ever!

TABLE OF CONTENTS

Foreword ...... 1 CHAPTER 5: NEW PROFESSIONAL PATHS CHAPTER 1: THE RUNNING DEATH Having a Career in the Zombie Apocalypse ...... 18 Introduction ...... 2 Basic Timeline ...... 3 CHAPTER 6: GM STRATEGIES Bait & Tackle ...... 19 CHAPTER 2: RUNNING THE ZOMBIE HORDES Strategies & Tips ...... 20 Movement Action Rates ...... 5 Afflicted Attack Methods ...... 5 APPINDEX & ADDITIONAL MAPS Priors & Particulars ...... 6 Advanced Rules ...... 20 Physical Differences ...... 8 Afflicted Wound Severity Chart ...... 21 Goods & Gear on an Afflicted ...... 9 Afflicted Templates ...... 33 Starvation Rules ...... 10 Spread of the Running Death map ...... 35 Index ...... 36 CHAPTER 3: WEAPONS AGAINST THE RUNNING DEATH Table of Weapons ...... 10 ADVENTURE – DEATH AT FORT ALFERD Fire Damage ...... 11 Background & Adventure Hooks ...... 38 Throwing a Bottle ...... 12 Rumors, Adventure Overview, & Basic Timeline ...... 40 Dropping a Piano ...... 13 Afflicted Attack Strategies ...... 44 A Barrel of Gunpowder ...... 15 Fort Alferd Specifics & Common Fort Supplies ...... 46

General Store Items for Sale ...... 49 CHAPTER 4: INFECTION RULES & CONVERSION SPEED Generic NPCs; Men, Women & Children ...... 53 Instant Conversion rules ...... 15 Sample Flavor Text ...... 54 Wound & Conversion chart ...... 17 Sample Journal Entry ...... 56 Symptom chart ...... 17 Maps of Fort Alferd ...... 57

KENZER AND COMPANY 511 W. Greenwood Ave. Waukegan, IL 60087 TERMINAL STUDIOS YOUR GAME YOUR WAY, AT TERMINAL SPEED Questions. Comments. Product Orders? Phone: (847) 662-6600 email: [email protected] Fax: (847) 680-8950 Visit our website at email: [email protected] www.terminal-studios.com Visit our website at www.kenzerco.com

This book is protected under international treaties and copyright laws of the United States PUBLISHER’S NOTE: of America. No part of this product may be reproduced, without the express written This is a work of fiction. Names, characters, places and incidents are either the product of the consent of Kenzer and Company. Permission is granted to the acquirer of this product to authors’ imaginations or are used fictitiously, and any resemblance to actual persons, living or reproduce sections of this book for personal use only. Sale or trade of such dead, events or locales is entirely coincidental. reproductions is entirely prohibited. With respect to trademarks: Aces & Eights, the Aces & Eights logo, Showdown, Shot Clock and the Kenzer and Company logo are trademarks of Kenzer and Company. ©Copyright 2010 Kenzer & Company Inc. All Rights Reserved. Foreward

This supplement was first proposed to Kenzer & Company in July of 2010. I can’t remember exactly how we came up with it, but I’m pretty sure it occurred a few hours before my gaming group took their first stab at Jolly Blackburn’s excellent Aces & Eights adventure Trouble on the Sequoyah Star.

As Joe and I were getting ready for that night’s game, he was probably neck deep into explaining to me in epic detail how, when the Zombie Apocalypse comes, he’d be ready. “I’ve got 15 phone numbers on my cell,” he told me. “I push one button and boom, everybody springs into action.”

It reminded me of a post I’d read on the Kenzer & Company forums at some point in the past – somebody (I can’t remember who) was running an A&8’s campaign with Lovecraftian overtones. Even without knowing the details, it’s pretty obvious that a game like Aces & Eights – which has some of the most compelling, realistic combat mechanics ever – would be the perfect setting for a surrealistic adventure, like a battle with Lovecraft’s Old Ones. Or even better – the Shattered Frontier is perfect for a Zombie Apocalypse.

I wrote up the proposal the following week, and sent it off to the Kenzer staff. I still have that original document. I promised cool zombie mechanics, new weapons to fight the walking dead (such as the brass spittoon, always handy for bludgeoning), and perhaps a few other things that might compliment even the campaigns of those who’d want nothing to do with zombies (assuming such a mad man exists).

A few weeks later, I found myself in Indianapolis, Indiana, as 1 of more than 30,000 pilgrims who made the trek to GenCon 2010. I’d managed to talk my civilian wife into hitting up the greatest gaming con ever, and in the process I brought with me hundreds of copies of HackMastering Kalamar – a free supplement I’d written up as a way of supporting Kenzer & Company’s kick-ass fantasy game.

It was at this point that I had the opportunity to meet some of my gaming heroes, including the aforementioned Jolly Blackburn, creator of The Knights of the Dinner Table, and the rest of Kenzer & Company D-Team: Mark Plemmons, Dave Kenzer, and Steve Johansson (Brian Jelke was off in a European castle). As I was chatting with Jolly and Steve about gaming in general and Aces & Eights in particular, I misremembered Jolly as having implemented zombies into one of his A&8’s campaigns. “You’ve run zombies in Aces & Eights before, right?” I asked. Jolly denied this, but he seemed to recall that somebody had recently submitted an Aces & Eights: Zombie Apocalypse proposal. I meekly admitted that I was the one who’d done that.

Immediately, Steve Johansson’s eyes blazed as if somebody had set them on fire. “Zombies in the Shattered Frontier?” he mused. “NOT GONNA HAPPEN!!” He proceeded to describe the idea as being ludicrous, as Aces & Eights is separated from other, inferior Wild West games because it is steeped in the dirty waters of reality. “There’s no magic in Aces & Eights,” Steve said. “Not now, not ever!” (I may have paraphrased some of Steve’s words just now, but “NOT GONNA HAPPEN” is quoted verbatim.)

Later that night at the HackMaster Association’s annual get-together, I mentioned to Dave Kenzer how Steve’s shoot- down of my proposal was the highlight of my GenCon. He just snickered and said, “Well, it might not be a bad free product…”

Which brings us to where we are today. What you have before you is a labor of love, which never could have happened without the permission of Kenzer & Company and the incredible support that their staff (lead by Steve) gave us. We’ve poured hundreds of hours into making the Zombie Apocalypse a real threat to the Shattered Frontier. Hopefully you’ll find it fulfilling and fun – and even if you only ever use this supplement to figure out how much damage is dealt to somebody who gets a piano dropped on them from 30 feet, then we’ve done our job. In any case, game on!

Kurtis Evans

Lead Writer, Terminal Studios

P.S. And, Steve, if you’re reading this – don’t worry. These aren’t your run-of-the-mill Walking Dead zombies. The poor souls suffering from the Affliction may crave human flesh, even as their own hangs from their bodies like wet rags, but they aren’t dead. There’s no magic in The Running Death – instead, there’s just a hell of a lot of mayhem! can get up and run, those who fail to flee rarely live to stand another day.

At first it went unnoticed, even to the cunning and the keen- eyed. There were sick men everywhere in those days – you didn’t have to look far to find the walking dead, not in the time of Civil This supplement is designed to help you implement a sensible War. Even in the relatively small skirmishes of the war, bodies Zombie Apocalypse upon your players. But be warned! Once piled up high enough so that brave men with no Christianly the first bite is made, it is practically impossible to ever go back! convictions could easily use them as barricades, sheltering In initiating the Zombie Apocalypse in the Shattered Frontier, themselves from the rain of bullets brought upon them by the although you may spend months – if not years – of regular play in opposing side. There were rivers of blood – literally, ditches in surviving and escaping it, you are essentially hitting the Reset the fields of combat flowed freely with the blood of men – and Switch on your Aces & Eights campaign. entire bodies of water became stained red with the broken hopes of both the Union and Confederacy. However, you just might think it’s worth it, for this simple reason – if you can play your cards close to your chest, they’ll The few men with time enough to think would later recognize never see it coming. Imagine the surprise your players will feel that it probably started there, in one of those fields of battle. after the first zombie – perhaps a sickly old lady who they Perhaps it happened in Mechanicsville, or Gaines’s Mill, or even assumed was mere campaign dressing – buries her teeth into the Savage’s Station – nobody could say for sure. There were soft leather boot of one of your players. Imagine the horror whispers and tales, even then, of dead men rising up and bolting they’ll feel as the High Noon Duel becomes even more than toward not only foe, but even friend, with a pained, hungered another epic gunfight, as The Afflicted swarm the dueling look on their faces. . . men who could not be brought down with combatants. Imagine the thrill as your players battle for their gunfire alone. Men who lost all conviction, all care, save the survival. unrelenting desire to bury their broken teeth into the flesh of whomever stood before them. . . That is the Zombie Apocalypse, and this supplement will provide you with everything you need – from a timeline of how More than fifteen years passed. Stories spread, as is the fast The Running Death spreads to the length of time it takes to inclination of gossips everywhere. Tales were told of men turn once infected. Additionally, your players will have access to abandoning their comrades in the wilderness, leaving them to die several new Profession Paths, as well as several zombie-related after witnessing those friends go mad with hunger, but nobody Bait & Tackles. Lastly, this document will provide you with both seemed to meet these people. If these abandoners were real, a detailed list of non-traditional weapons that every zombie killer then they were rarely braggarts. And if their friends truly did needs for a better chance of staying alive and an adventure suffer from The Affliction, then they seemed to starve and die scenario which you can use to begin the fight for survival. before finding more victims for whom they spread their disease . . . And it’s totally free!

And yet, it is real. The Affliction, known also as The Running Death exists, and those who suffer from it are spreading. It creeps up on them, spread as a scratch, or a bite. Perhaps they swallow some infected blood. Maybe an innocent is able to kill an Afflicted man or woman but the spray of the tainted blood goes into the uninfected’s eye. In any case, it is often only a matter of time before their inner light fades, and their hidden monster emerges. Make no mistake. This is not some kind of magic, and prayer to neither God nor devil has any effect. Disease is a real threat in the Shattered Frontier – but this disease is a threat unlike any other. Doctors who have studied it – and few have the courage to do so – know little about it, save that it somehow spreads through the blood.

Theories abound as to who the First Case may have been, but many agree that the likeliest scenario is that, during one of the aforementioned battles of the Civil War (and the legendary blood- flow of Gaines’s Mill springs to mind the most often), a living man swallowed tainted blood and was changed somehow. However, there is no documented evidence of The Running Death before 1865, and most of these theories are seen as wild speculation by those who bother to have an opinion on the subject. In any case, The Running Death is a severe threat. Preachers who see it sing of the Apocalypse. Non-believers who survive it convert as quickly as they can, if only to damn God with sincere conviction. But one thing is certain – in a world where the dying

life in Region 0 remains at under 1%, while the Afflicted who Many Aces & Eights campaigns occur at different points in once roamed there have also dropped to less than 1%. time and in different places. Perhaps your game is taking place in -The United and Confederate States of America reach the final days of the 1860’s in the boomtown of Lazarus. Or an unprecedented accord of support and maybe you’re running in Judas Crossing and you’ve marked your communication. Soldiers and battalions who once game date as June, 1871. Or, you could even be basing your fought against each other on the fields of battle now campaign out of Fort Worth as you get ready to run your players serve under the solitary command of General Douglas through an exciting sequence on the Sequoyah Star! In any case, Curry, who formulates a desperate line of defense the Zombie Apocalypse is designed to occur over a span of spanning from Tallahassee, Florida to Chicago, Illinois several years. Wherever your players go, and whatever they do, encompassing all areas east. Massive armies of men they are in a battle against time itself to survive. gather in Crown Point, Indiana, Cincinnati, Ohio, Frankfort, Kentucky, Chatanooga, Tennessee and This timeline is designed to give you a basic concept of when Atlanta, Georgia, with the hopes of stopping the things happen. As the GM, it’s your call if they go a little onrushing hordes. differently. If your players are trying to make it to New York City to get out of dodge before Day 250 (or, in a last-ditch effort, Day Day 200 – The Afflicted begin to spread into the heavily fortified 350) it may build a sense of the dramatic if they miss the last ship area of the Combined United States. to go out, but hear of a final boat yet to sail farther north in -The first sightings of the Afflicted appear in areas east of Massachusetts. Play it based on your needs and your desire to the Dividing Line, including Columbia, South Carolina run a memorable game! and Wheeling, Kanawha. -The Afflicted have overrun all of Mexico and are now Day 0 – The first documented Afflicted attack occurs, either prevalent throughout all of Central America, where against a player or against somebody near him. While we realize normal human life falls below 10%. the epic unlikelihood of “Point Zero” occurring at the same location as your group of players, there’s something dramatic (and Day 250 – Their forces finally overrun, the remaining members intensely cruel) about them knowing that, had they merely done of General Curry’s army finally break, as they find themselves something different, then perhaps it could have been averted… battling the Afflicted from all sides. Casualties are catastrophic, -At the end of Day 0, Stagecoaches containing infected with nearly 90% of all combatants dead or infected. Normal people leave for the two nearest towns and cities human life in this region (Region 3) – which extends into Pennsylvania, drops to 15%. Normal human life in Region 2 Day 1 – The infection begins to spread in nearby towns drops to less than 1%. Normal human life in Region 1 drops to Day 2 – The location of Point Zero has been completely overrun less than 1%, while normal human life in Regions 1 and 0 are by the Afflicted. seemingly wiped out. -The Combined United States government flees with as Day 7 – Any town or city within a 25 mile radius of Point Zero is many uninfected as possible for Europe. Several people overrun by the Afflicted. hiding infections board the transport ships, but they are Day 14 – Any town or city within a 75 mile radius of Point Zero is quickly identified and disposed of. overrun by the Afflicted. Day 265 – A ship of Afflicted passengers lands in England. Day 30 – The Running Death overtakes the Region in which the Dozens are infected before the boat – and its passengers – are Affliction began (Region Zero). (ie, the area spanning the successfully destroyed.

Cauldron to Fort Worth is now heavily infested by zombies). Day 350 – After approximately one year from the first confirmed Normal human life in this region drops to 25%. case, the Afflicted have successfully overrun the whole of North Day 70 – All outward signs of human life in Region Zero are now America. While secluded settlements remain untouched by the non-existent. The Afflicted in this region now infest all areas malady, normal human life across the continent stands (Region 4) where humans once settled. However, simultaneously, with a lack at below 2%. All life within Region 3 stands at approximately 1%, of flesh to sustain them, the zombies also begin to die off. Those while no known humans now live within Regions 2, 1, or 0. infected with the disease have now spread it well beyond Region -Normal human life in South America falls to below Zero. Human life in the region spanning as far Northwest as 10%. Normal human life in Central America stands at Great Salt Lake City, Deseret, and as far Southeast as Beaumont, below 5%, with only secluded settlements avoiding the Republic of Texas (with all lands in-between) is overrun by the threat of Zombie Apocalypse. Afflicted. Normal human life in this area (Region 1) drops to -Up until this point, Europe has managed to contain the 65%. Affliction. Those who have been infected have been -The first sightings of the Afflicted appear in San dealt with accordingly. However, as “plague ships” Francisco, Chiuahua, Baton Rouge, Little Rock, and continue to stream out of North America, European Topeka. countries grow increasingly more antsy and have pledged -Despite wild rumors and dozens of confirmed sightings, to begin shooting ships out of the water without neither the governments in New York nor Richmond provocation.

take the threat seriously. Day 400 – The whole of London and the northern boroughs is Day 140 – The Afflicted have overrun all areas west of overrun by the Afflicted. Additionally, several dozen cases have Montgomery, and now reach as far North as Indianapolis, been reported in France and Germany. Indiana. Normal human life in this region (Region 2) drops to 25%. Normal human life in Region 1 falls to 1%. Normal human Day 500 – The country of England is overrun by the Afflicted. although by now those who have survived are very adept Only 1% of the English remain. Additionally, the majority of at killing before chance of infection. Scotland fights for its survival, with an 80% mortality to this point. Ireland also sees heavy casualties, with an increasing spread of the disease. -Western Europe takes a forceful stand against the Although the vast majority of survivors believe the Affliction to Afflicted. Adapting unlikely combat techniques (arming be some kind of magical Apocalyptic condemnation thrown down soldiers in platemail, giving men maces and clubs), they on them from the heavens, the Running Death is not supernatural, nor is it immediately terminal*. succeed in repelling many of the Afflicted invaders before they are finally overtaken by the sheer numbers There are very scientific causes to the Running Death. of the Zombie Hordes. Unfortunately, most are beyond a 19th century physician’s ability Day 550 – Reports of the Afflicted spread throughout Europe, to identify. Not to mention any doc dumb enough to cut into the with a mortality rate of higher than 60% to this point. Ireland and corpse of an Afflicted probably lacks the intelligence to identify Scotland fall to the Zombie Hordes. Sightings of the ravenous the key changes that the Running Death causes, and is unlikely to live long enough to report his findings! roamers are reported in North Africa. Day 650 – A mere 250 days after their arrival, the Afflicted A human being who’s been infected by the Affliction is, in succeed in overrunning all of Europe. Normal human life on the some ways, dramatically different from your average cowboy or continent falls to below 5%. Indian. For one thing, weapons – such as knives or guns – are of -The Afflicted now infest the bulk of Africa and the no use to him. The only thing he wants to hold with his hands is Middle East. African human life falls to below 50%. you, down on the ground, as he rips into your flesh with his -An insane incident (a cargo ship’s captain storing his hungry mouth! In other words, cowboy zombies don’t use guns or any kind of hand-held tool or weapon. Afflicted children in the hold) leads to the spread of the disease in India. As a human is being consumed, he becomes increasingly

Day 750 – India falls victim to the Running Death. The contaminated. While this information is given greater detail in population of unaffected humans in India falls to below 20%. Infection Rules & Conversion Charts, what you basically need to Additionally, infected travelers are identified in parts of Southern know is this: upon taking Physical Wounds from the Afflicted’s China. infectious attack equal to ½ the human’s current Hit Points, then -Life in Africa falls to below 25%. the consumed human no longer tastes palatable as he is fully contaminated. The Afflicted will not feed on him after this point Day 900 – The human population of India falls to below 1%. and the human himself also becomes a zombie. -The human population of China falls to below 10%. The infection is further spread to the upper plateau of Beyond their deadly biting, clawing, and blood cough attacks, Asia, as well as to the Malaysian Islands, Korea and the Afflicted differ from humans in several other ways. They Japan. never sleep, are able to run without tiring – it is called The -Normal human life in Africa falls to approximately 10%. Running Death, after all – and they do not suffer the same penalties from running into a solid object. For example, a DEX By Day 1000 – Across the globe, the Afflicted have spread to check is not required if an Afflicted runs into a human being (or nearly every nook and cranny imaginable. Only sparse wall) at full speed. However, he does suffer d6-4 points of settlements of humankind remains. Some Pacific Islands are damage while incurring a 10 count penalty, but the Afflicted does completely unaffected, while the continent of Australia manages not roll for Non-Weapon Injury Locations as he lacks the higher to survive unscathed. functions to acknowledge the physical ramifications of such a -The total remaining human population is approximately minimal amount of damage. 1% of what it was before the Running Death began its march. Fortunately for human kind, though, the hungry An Afflicted runs as fast as a non-infected human, unless he has pre-conversion leg wounds that he’s yet to heal from. hordes wither and die without human flesh to support them, and within 1200 days of their first confirmed sighting, the vast majority of the Inflicted die off.

By Day 1100 – For those who managed to survive, seeing another living human being is now an uncommon experience. People are able to walk for weeks at a time without encountering another living soul. (This may in part be due to the fact that most surviving humans have learned to stay hidden, even from those who appear normal). However, as more of the Afflicted die off, Also, it is possible to maim an Afflicted once he has been people begin to confidently interact with one another again. turned, but it is not possible to knock an Afflicted unconscious – Bouts of infection still occur, though, although none dare touch in fact, they never sleep (see Zombie Wound Charts on page 21 the decomposing corpses which now litter the once-populated for specifics on how the Afflicted respond to Severe Damage). areas of the world. -Although most Afflicted humans have died, it is possible Additionally, due to their aforementioned lack of higher brain for a zombie to survive without eating for a prolonged functions, the Afflicted is able to go “all out” while sprinting, and period of time (see “Running the Zombie Hordes” for may move 1 foot faster than humans per 5 Counts. However, due more details). Sightings are still reported on occasion, *It’s not terminal in the same way that getting stinkin’ drunk and robbing a heavily fortified bank’s not terminal. But getting shot up moments later by ornery lawmen might change that a bit. to an inability to adequately focus, the Afflicted is still only able to Damage. In other words, a zombie causes non-physical Infection sprint for 5 seconds max per hour. Damage equal to the physical damage it deals in an attack. Infection Damage is not counted as a wound and should be While an Afflicted may stumble and fall over, he would not tracked by the GM, not the player, in order to cause a sense of intentionally drop prone, sit/kneel from prone, kneel/sit from mystery as to when the “change” is going to occur. standing, stand from kneeling, pick up a dropped weapon, or operate a weapon in any way (See Table 2.1-1: Movement Action Rates of the Afflicted). The most common cause of an Afflicted’s blood spraying onto a human occurs when it has been bludgeoned in close quarters combat. Blood splatters in all directions if a player is TABLE 2.1-1: MOVEMENT ACTION RATES OF THE AFFLICTED battling with an Afflicted using a bludgeoning weapon and penetrates on his damage roll. To determine if the blood sprays Action Counts on the human, roll a d20 plus range modifiers. On a 25 or Crawl ...... 3 Count* higher, the infected blood impacts a vulnerable area on the player. Walk ...... 5 feet/10 Count Consult Table 2.3-1: Blood Spray in Close Combat to determine Jog ...... 5 feet/3 Count where the spray goes. Run ...... 5 feet/3 Count

Sprint ...... 11 feet/5 Count** TABLE 2.3-1: BLOOD SPRAY IN CLOSE COMBAT Halt run/sprint ...... 12 feet over a 10 Count

Change Facing (1 face) ...... 1 Count Roll (d100) Location of blood spray Chance of Infection Change Facing (2 faces) ...... 2 Count 01-20 ...... Eye ...... Save vs. CON Change Facing (3 faces) ...... 3 Count 21-50 ...... Mouth . . . . . Save vs. ½ CON Stand from sitting (ground) ...... 5 Count 51-94 ...... Open Wound** . . . . .Save vs. CON*

95-98 The blood flies into multiple locations. Roll twice more on this chart. *0 Count when combined with another move on this chart. 99-100 The blood flies into multiple locations. Roll three times on this **5 seconds max per hour chart.

*When blood sprays onto an open wound, the likelihood of

infection increases based on the severity of the wound. For

While cowboy zombies do not shoot bone bullets from their every point of damage in the wound, the player subtracts 1 guns (or any kind of bullet from any kind of gun), they do have from his CON for the purposes of the roll. some pretty nasty weapons – their bite, their hands, and even their **If there is no open wound, then the blood sprays harmlessly blood itself. And remember – when rolling bite damage with an onto the player’s clothing.

Afflicted, add Damage Modifier rounded down to the final score If there are multiple open wounds, use the Shotgun Clock and

(See Table 2.2-1: Afflicted Attack Methods). a Target Silhouette. Roll “To-Hit” and draw a card from the

Faro deck to determine the direction of the blood spray. For an Afflicted to make an attack in close quarter combat, Then consult the player’s Wound list to determine if the follow the Shooting Procedure outlined in the Aces & Eights: Shattered Frontier manual with one modification: Afflicted attacks blood spray lands on an open wound. With blood spray, the damage dealt to an open wound is are treated as being the same as thrusting attacks, and therefore minimal, but the likelihood of infection increases incrementally require the use of Target Silhouettes which are based on the based on the size of the wound. facing of the opponent (typically directly toward the zombie). For example, wounded and desperate, Billy Hill (who is All standard Accuracy modifiers apply, including those for suffering from a stab wound worth 8 hit points) fends off an wounds and range. (Accuracy is +8 for under 5 feet). Beyond Afflicted with a large club, smashing its head in with a particularly Accuracy modifiers, two additional modifiers apply to the brutal blow. Unfortunately, some of the Afflicted’s blood sprays attacker’s To-Hit roll: the attacker adds his DEX Accuracy toward Billy. With modifiers, the blood hits on a 25. After Modifier and deducts the defender’s DEX Accuracy Modifier. consulting Table 2.3-1, it is determined that the blood sprays into Billy’s stab wound, instantly dealing 1 point of damage and TABLE 2.2-1: AFFLICTED ATTACK METHODS turning it into a wound worth 9 hit points.

Billy must now roll against infection – and because his wound is so big, Billy must save against his CON-8. After subtracting 8,

SeeSee Table Table Billy’s CON drops from 14 to 6 for the purpose of the save, 2 . . . . . 22 ...... 22 ...... 11 2.3-2.31 -1 meaning that he has a frighteningly high chance of catching the

100% if penetrates Running Death. Fortunately, Billy’s player passes the check. If 2 . . . . . 00 ...... 22 . . . . . d2+DMG 50% if no he can avoid further attacks, he is able to heal away his 9 hit Mod penetration points of damage at the normal rate. . . 2 . . . . . 1 ...... 4/10*. 4/10 . . . .d 4+DMG 100% If blood flies into a character’s eye, he rolls a d4. 2 1 Mod . . . On a result of 1 or 3, the blood flew into the left eye. *An Afflicted requires 4 Counts of Recovery for a bite attack if On a result of a 2 or 4, the blood flew into the right eye. he misses his target, or 10 Counts if he succeeds (it takes a Any successful attack leads to a chance – or, often, a certainty A character who suffers from blindness is blinded for d4 second to chew and swallow the target’s flesh). – of infection through the Afflicted dealing Physical, Infectious minutes and has a -2 penalty to Accuracy with ranged weapons, and a -2 on To-Hit rolls when brawling or using melee weapons. d20+10 to his Observation skill. (ie., if his Observation was a 55, The penalty to Accuracy with ranged weapons doubles to -4 when and he rolls a 12+10, it is now a 33). firing a weapon in the arc which correlates with the blind eye. While an Afflicted is inclined to immediately run after any In order to determine how blood spray occurs from shooting, moving target, once they get within 100 feet of each other, two piercing, or stabbing attacks, consult Advanced Blood Spray Rules Afflicted recognize each other on sight and consider each other on page 20. Alternatively, blood spray occurs if an Afflicted has neither threat nor ally. They are then inclined to stop running suffered internal bleeding and coughs blood. These rules are also and continue to aimlessly wander. explained in detail on page 20. Afflicted are also strongly attracted to sound, gaining a d20+10 to their Listening skill. (ie., if an Afflicted’s Listening was a 49, and An Afflicted’s biting attack is potentially deadly, despite the he rolls a 15+10, it is now a 24). If an Afflicted is not actively minimal damage it actually deals. Before an Afflicted can take a targeting somebody (or something) else, then it immediately gives “second bite” out of its victim, it must chew and swallow the flesh attention to any noises it hears as it wanders about aimlessly – from the first bite. The act of chewing and swallowing takes 1 full even if that noise is made by other Afflicted who it cannot see. At second (10 Counts), which is reflected by the Recovery Speed of this point, it breaks into a run until it catches whatever – or the attack. whomever – caused the sound.

It’s extremely likely that any Afflicted your players encounter have been roaming the earth for quite some time in search of tasty protein. If you have the time, you can easily roll up a zombie from scratch using the Aces & Eights sourcebook – however, the easiest routes are to either use an NPC Afflicted Template (of which six are included in this supplement on page 33) or to use one of the hundreds of fully statted NPCs available in both Rustlers & Townsfolk supplements, available for purchase at

www.kenzerco.com.

Unlike even nature’s predators (such as bobcats), the Afflicted Once you have your NPC ready for conversion, consult the have no kind of predatory sense when preparing to feast off a Afflicted Priors & Particulars Tables to determine his present target. Instead, they simply hear or see, and then attack. If three state of, uh, being. characters are standing near each other in a field, and a pack of As the Running Death spreads across the world, a multitude Afflicted spot them, then the Hungry Horde will all focus on the of humans rapidly become infected, while even more die and a character who is closest to them – even if one is closer by only a scant few battle for survival. Consult Table 2.6-1 Spread Rate of matter of inches. the Running Death for specifics. However, when you correlate Once the Afflicted have successfully swarmed a target, they this chart with the Basic Timeline presented earlier, you may push each other violently to reach the feast. However, only so notice a few discrepancies. Both are merely designed to serve as many zombies are able to fit onto one human being – typically, guidelines – on average, any Region infested with Afflicted falls they work at a 1 Afflicted Per 30 Pounds of Person ratio, rounded within 10 weeks. In some cases, though, resistance is so staunch, down. If a character weighs 120 pounds, then he or she is or the human population is so spread out, that the numbers capable of supporting the hungry eating habits of 4 Afflicted “spread” a bit. Both the table and the Timeline are helpful, but (120/30=4). If a character is much bigger, weighing in at 250 are not meant to be irrefutable – use what feels right based on pounds, then he or she is able to support 8 Afflicted (250/30=8, your game’s scenarios. rounded down). As the diminished Afflicted population demonstrates, the Upon a character being swarmed by the maximum number of disease is not designed – if “designed” can even be an Afflicted, any zombies who remain disengaged immediately focus appropriately termed word for something so ravaging and their attentions on the next nearest human, and swarm him in a destructive – to allow for any kind of bizarre Zombie Kingdom to similar manner. exist once human society has been turned to ashes. In fact, while the Running Death spreads like a dark stain in cotton, it is too An Afflicted’s brain power is perhaps on the same level as a virulent to exist without flux. Shortly after human life is all-but- hill folk’s after three days of moonshine-enriched celebration. eliminated, the Afflicted quickly begin to starve and die off – and However, while a zombie might never quite figure out that the those who remain often “live” with the scars of the resistance best way to open a door is to turn the handle, they are they’ve faced. frighteningly adept at finding fresh prey. This is accomplished in two ways – hearing and seeing. For every week that passes in game, consult the appropriate column in Table 2.6-2: State of Afflicted to determine the likely If any living, non-Afflicted creature is spotted by an Afflicted, state of any Afflicted who the players stumble across. Simply roll then the likely result for that walking buffet is a dramatically a d100 and correlate the result with the appropriate week’s State shortened life-span. Upon seeing the living creature, the Afflicted of the Afflicted. does nothing but run that beast (or person) down – an easy task since any non-starved/crippled zombie can run without tiring.

Upon becoming a zombie, any former human immediately gains -

TABLE 2.6-1: SPREAD RATE OF THE RUNNING DEATH TABLE 2.6-2: STATE OF AFFLICTED (Roll d100)

01-50% 01-40% 01-30% 01-20% 01-10%

97% 01% 02% N/A 41-45% 31-40% 21-40% 11-40%

85% 10% 05% 51-90% 46-75% 41-65% 41-55% 41-45%

65% 20% 15% 91-95% 76-85% 66-80% 56-75% 46-70%

25% 50% 25% N/A 86-90% 81-83% 76-77% 71-72%

15% 40% 45%

7.5% 35% 55% N/A 91-92% 84-88% 78-92% 73-92%

3.5% 30% 62.5% 96-100% 93-98% 89-95% 93-95% 93-95% 02% 15% 81.5%

01% 07% 91% N/A 99-100% 96-100% 96-100% 96-100% 1% 05% 94%

1% 04% 95% If the Afflicted is starving, consult Table 2.6-3 to determine the 1% 03% 96% severity and consult Starvation Rules on page 9 for specifics on 1% 02% 97% how this damage is different from other kinds If the Afflicted is wounded, consult Table 2.6-4 to determine 1% 01% 99% the location and severity XXXIf the BEGIN Afflicted TABLE is crippled, 2.6-2: consult STATE Table OF 2.6AFFLICTED-5 to determine XXX the location and severity

TABLE 2.6-3: RANDOM STARVATION TABLE TABLE 2.6-4: RANDOM WOUND TABLE (Roll d100)

. . . 01-45 Left; 46-90 Right; 91-100 Both ...... d6 ...... d4 . . . 01-45 Left; 46-90 Right; 91-100 Both ...... d6 ...... d6 . . . 01-45 Left; 46-90 Right; 91-100 Both ...... d6 ...... 2d4 ...... 2d6 ...... N/A ...... d6 ...... 4d4 / ...... N/A ...... d6 ...... 3d6+2 ...... N/A ...... d6 ...... 6d4 ...... 5d6+2 ...... N/A ...... d6

( . . . 01-45 Left; 46-90 Right; 91-100 Both . . d6

Note: The Random Starvation table is designed for . . . 01-45 Left; 46-90 Right; 91-100 Both . . . . . d6 random encounters with the Afflicted. However, if . . . . . 01-45 Left; 46-90 Right; 91-100 Both . . . d6 players are engaged in repeat encounters with the same Afflicted, consult Starvation Rules on page 9 in order to ...... N/A ...... d6 determine how the zombie is affected by hunger ...... N/A ...... d6

. . . 01-50 Left; 51-100 Right ...... d6

TABLE 2.6-5: RANDOM CRIPPLING INJURY ...... N/A ...... d6

...... N/A ...... d6

...... N/A ...... d6 Lower Leg Injury – see Table 2.6-6 Roll twice on this table Thigh/Hip/Groin/Abdomen Injury – see Table 2.6-7 Arm Injury see Table 2.6-8 Roll Three times on this table

. . . Chest/Back/Shoulder/Neck/Head Injury – see Table 2.6-9 Note: Consult Zombie Injury Severity Tables on page 21 for ...... Roll Twice on Random Crippling Injury Table any impediments caused by an injury

TABLE 2.6-6: CRIPPLING LOWER LEG INJURIES Roll d100 – 01-50 left le g; 51-100 right leg

Roll (d100) Type of Inj ury Result 01-20 ...... Foot Severed ...... Afflicted may never sprint, run or jog again 21-40 ...... Leg Severed at Ankle ...... Afflicted cannot walk; drags itself with arms 41-60 ...... Leg Severed at Knee ...... Afflicted cannot walk; drags itself with arms 61-80...... Leg Mangled ...... Afflicted may never sprint, run or jog again 81-85...... Both Feet Severed ...... Afflicted cannot walk; drags itself with arms 86-90...... Both Feet Severed at Ankles ...... Afflicted cannot walk; drags itself with arms 91-95...... Both Feet Severed at Knees ...... Afflicted cannot walk; drags itself with arms 96-100...... Both Legs Mangled ...... Afflicted cannot walk; drags itself with arms

TABLE 2.6-7: CRIPPLING THIGH/HIP/GROIN/ABDOMEN INJURIES

Roll (d100) Location of Injury (d100 Roll) Typ e of Injury Result 01-20 . . . Thigh (01-50 left leg; 51-100 right leg) ...... Leg Severed ...... Afflicted cannot walk; drags itself with arms 21-40 . . . Thigh (01-50 left leg; 51-100 right leg) ...... Leg Mangled ...... Afflicted may never sprint, run or jog again 41-60 ...... Thigh ...... Both Legs Mangled . . . . . Afflicted cannot walk; drags itself with arms 61-70 ...... Hip/Buttock ...... Mangled ...... Afflicted may never sprint, run or jog again 71-80 ...... Groin ...... Neutered ...... Afflicted may never sprint or run again 81-100 ...... Abdomen ...... Sucking Gut Wound . . . Wound never fully heals; CON permanently -2

TABLE 2.6-8: CRIPPLING ARM INJURIES Roll d100 – 01-50 left arm ; 51-100 right arm

Roll (d100) Type of Injury Result 01-30 ...... Arm Mangled ...... Less able to hold prey; -2 to claw attacks; STR permanently -1 31-60 ...... Arm Severed at Elbow ...... Unable to hold prey; STR permanently -2 61-85 ...... Hand Severed at Wrist ...... Unable to hold prey; STR permanently -1 86-90...... Both Arms Mangled ...... Unable to hold prey; -4 to claw attacks; STR permanently -2 91-95...... Both Arms Severed at Elbow . . Unable to hold prey or to make claw attacks; STR permanently -4 96-100 ...... Both Arms Severed at Wrists. . . . Unable to hold prey or to make claw attacks; STR permanently -2

TABLE 2.6-9: CRIPPLING CHEST/BACK/SHOULDER/NECK/HEAD INJURIES

Roll (d100) Location of Injury (d100 Roll) Type o f Injury Result 01-20 ...... Chest ...... Sucking Chest Wound . . Wound never fully heals; STR permanently -3 21-40 ...... Back ...... Severed Spinal Cord . . . . . DEX permanently -4; STR permanently -2 41-60 . . . . Shoulder (01-50 right; 51-100 left) . . . Shoulder Mangled ...... STR & DEX permanently -3/-2 61-80 ...... Neck ...... Wrenched Neck ...... CON permanently -3 81-100 ...... Head ...... Crushed -In Skull ...... DEX permanently -3

replace themselves at an alarming rate. The catalyst of this Physiologically, there are several differences between the replication is human blood and living tissue. Once an infected corpse of an Afflicted and an uninfected dead human that are human becomes fully Afflicted, he becomes consumed with immediately noticeable (see The Journal of Col. Adam Collins on eating both the flesh of humans and all other animals that he can page 56 for an example that investigative players might find in- catch. game). Were a doctor to study the bones of an Afflicted (for example, First and foremost, while it is clear that the Running Death if Zombie Pete’s arm was hacked off in a fight), then he might also spreads like a virus through blood and other bodily fluids, the notice a change to the bone marrow itself. The bone marrow effect it has on a human being’s blood cells is not immediately becomes exceedingly liquid-like, and it freely pours from any identifiable – it’s the 19th century, after all. However, this tainted dissected bone. blood gradually darkens in color to the point where it is nearly black, and all affected bodily organs are also blackened in color and take on a sponge-like texture. This “blackened” sponge-like Since Afflicted do not tire, most animals have a fairly short life coating is actually a huge mass of living cells that replicate and span once preyed upon by the Hungry Hordes, although only humans “turn” from Infection.

When trying to determine the rate of consumption for non- human animals, use this formula: all animals have approximately 1 Hit Point per 10 pounds of weight. Therefore, a 400 pound cow has 40 hit points. To calculate how long it might take for an Afflicted to consume an animal, consider its ability to deal d4+ DMG Mod per attack. At an attack rate of one successful bite per every 10 Counts, on average it takes an Afflicted 4 flesh-filled bites – or 40 Counts, which is approximately 4 seconds – to kill its prey for every 100 pounds an animal weighs. An Afflicted feasts on any non-human until it expires, at which point it is no longer attracted to any remaining flesh (see Table 2.8-1: Consumption Speed of Non-Humans).

TABLE 2.1-8: CONSUMPTION SPEED OF NON HUMANS Weight of Hit Points Based Speed of Animal on Weight Consumption 100 Pounds ...... 10 HP ...... 40 Counts 200 Pounds ...... 20 HP ...... 80 Counts 300 Pounds ...... 30 HP ...... 120 Counts 400 Pounds ...... 40 HP ...... 160 Counts 500 Pounds ...... 50 HP ...... 200 Counts 600 Pounds ...... 60 HP ...... 240 Counts

While an Afflicted feeds on any non-human it can catch, it always chooses human flesh over that of any other animal. In other words, if a zombie sees a cow standing 10 feet away, and spots a human standing 50 feet away, it ignores the cow for the human. Furthermore, if an Afflicted sees or hears a human while feasting on an animal, it immediately stops, regardless of how much damage has been done to the animal, and commences to attack the human. However, a feasting zombie suffers a +20 to his TABLE 2.9-2 STARVATION EFFECTS ON THE AFFLICTED Observation and Listening checks. Hit Points Lost Effects 0-6 HP ...... No noticeable effects on movement/combat An Afflicted can die in many different ways – contrary to 7-10 HP ...... Afflicted cannot sprint. -2 STR, -2 CON stories of a zombie only dying from decapitation (or destruction of 11-13 HP ...... Afflicted cannot sprint or run. -2 DEX 14-16 HP ...... Afflicted cannot sprint, run or jog. the head), sufficient HP loss does the job. This loss can occur -4 STR, -4 CON from any number of means – shooting, beating, or even starvation 17-20 HP ...... Afflicted cannot sprint, run or jog, and his (See Table 2.9-1 Afflicted’s HP loss per day of starvation) walk speed is halved. -4 DEX

TABLE 2.9-1 AFFLICTED’S HP LOSS PER DAY OF STARVATION 21+ HP ...... Afflicted cannot sprint, run or job, and

his walk-speed is quartered. -6 STR, -6 CON, -6 DEX Days Without Eating Human Flesh HP Loss (per day) Days 1-10 ...... 1 Days 11-20 ...... 2 Days 21 until death ...... 3

Once an Afflicted has feasted on human or animal flesh, it regains all hit points lost from hunger equal to ½ the amount of damage dealt on a living creature through biting damage, rounded There is perhaps nothing more daunting than to suffer an down, effective within d100 Counts of having completed the attack at the hands of an Afflicted, only for your gun to run out of feasting of flesh. the very caliber of ammunition that the zombie has on his belt! It is generally safe to assume that any Afflicted who is based off a Any non-starvation wound heals at an accelerated rate. Rustler & Townsfolk is still carrying most of the items on his Wounds heal in hours instead of days – for example, a 12 point character sheet, although they may all be a bit worse for wear. wound requires 12 hours to heal into an 11 point wound, an 11 However, if you are generating random zombies for your players point wound requires 11 hours to heal into a 10 point wound, and to suffer through, then consult Table 2.10-1: Random Items on an so-on. These wounds heal even if an Afflicted is starving, but Afflicted for an idea as to what useful items they are carrying, starvation wounds only heal after an Afflicted has fed (See Table should your players be fortunate enough to kill them and be brave 2.9-2: Starvation Effects on the Afflicted). enough to scavenge their bodies.

Roll a d6+1 to determine the number of rolls on Table 2.10. TABLE 3.3-1: REPUTATION EFFECTS ON ZOMBIE ATTACKS

TABLE 2.10-1 RANDOM ITEMS ON AN AFFLICTED

Roll Dice (d20) Item 1 ...... Colt Dragoon + box of 100 lead balls 1+ ...... Immediately seeks to 2 ...... Colt Paterson, no ammo flee if possible 3 ...... box of 100 .38 cartridges 4 ...... Colt Flattop Target + box of 100 .45 3+ ...... Immediately seeks to cartridges flee if possible

5 ...... box of 100 .45 cartridges 5+ ...... Immediately seeks to

6 ...... box of 100 lead balls flee if possible

7 ...... S&W Russian, no ammo Any ...... May choose to flee

8 ...... box of 100 .44 cartridges or fight 9 ...... sleeping bag, blood stained Any ...... May never flee from 10 ...... Ring, plain set large / multiple combat diamonds 11 ...... watch, plain pocket Experience Modifiers 12 ...... watch, fancy pocket 13-15 ...... dynamite, d3 sticks 16 ...... wallet with 10d100 dollars (regional 0 (green) ...... 4 ...... -2 currency) 1 ...... 2 ...... 0

17 ...... brass knuckles 2-3 ...... 1 ...... 0 18 ...... toothbrush 4-6 ...... 0 ...... 1 19 ...... wig, ladies 7-10 ...... -1 ...... 2 20 ...... roll twice more on this table 11+ ...... -2 ...... 3

TABLE 3.1-2: WEAPONS WITH PUNCH WHEN IN A PINCH

Attack with Readied Thrusting Weapon ...... 2 Attack with Readied Swinging Weapon ...... 4 In a Zombie Apocalypse, even the best prepared players are Attack with Readied thrusting weapon ...... 4 in for a harsh lesson – sometimes, there just aren’t enough bullets in the world. Therefore, when the Afflicted have the players cornered somewhere, and the players are desperate to reach for Table leg 1-5 (d6-1) 2 4 something – anything! – that might serve as a weapon, they have options. (See Table 3.1-2: Weapons With Punch When In a Pool cue 1-4 (d4) 1 2 Pinch). Bottle of whiskey, full 1-6 (d6) 2 4

For a player to make an attack in close quarter combat using Bottle of whiskey, empty 1-5 (d6-1) 2 3 non-firearm weapons, follow the Shooting Procedure outlined in the Aces & Eights: Shattered Frontier manual with one Hatchet/tomahawk 2-8 (2d4) 1 3 modification: the Target Silhouette for the defender must be Hammer 1-8 (d8) 2 4 chosen based on the type of weapon and/or attack made. Thrusting weapons (poll cue) use the standard Target Silhouette Pickaxe 2-16 (2d8) 5 12 based on the facing of the opponent (typically directly toward Brass spittoon 2-12 (2d6) 4 8 you). To represent hacking weapons (table leg, pool cue again, bottle of whiskey, hatchet/tomahawk, hammer, pickaxe, or brass spittoon) use a target Silhouette turned 90 degrees (to the side

Flaming bar Bar towel Towel mostly likely). 1-* (d6+*) 2 4 in aa bottle Bottle of grogof Grog (1-* (d6+*) 2 4 All standard Accuracy modifiers apply, including those for wounds and range. (Accuracy is +8 for under 5 feet). Beyond Accuracy modifiers, two additional modifiers apply to the attacker’s To-Hit roll: the attacker adds his DEX Accuracy Piano,Piano, droppeddropped**** 21 21-40-40 per per 10 10 feet feet (d20+20) (d20+20) 50 50 10 10

Modifier and deducts the defender’s DEX Accuracy Modifier. 10 LB Barrel of gunpowder 1-*** **** ****

Additional negative modifiers: similar to a player’s first Horse kick Kick 2-162 -(162d8 )(2d8) 5 5 15 15 gunfight, using non-traditional weapons to fend off death in the *See Fire Damage to determine the amount of damage taken by a character Zombie Apocalypse requires both mettle and familiarity with the who is hit by a Flaming Bar Towel in a Bottle of Grog; and Chapter 3.3 to weapon of choice. Consult Table 3.1-1: Reputation Effects on determine how far this flaming death dealer can be tossed. Zombie Attacks and Experience Modifiers to determine how well **See Chapter 3.4 for full details on how to ruin a Zombie’s day with every Saloon’s favorite kind of music-maker a player survives his first bout with the Apocalypse. *** See Chapter 3.8 for gunpowder damage details ****If tossed, a barrel of gunpowder has a ready speed of 5 and a recovery speed of 6. Otherwise, if detonated by gunfire or ignited by flame, the ready and recovery speeds are contingent on the methods you use to cause an explosion.

If a character catches fire, he is dealt d4 damage instantaneously, plus additional damage as the fire blazes. (See Table 3.2-1: Staggered Fire Damage).

This damage is cumulative as the fire rages. In other words, if a player has the misfortune of catching fire, he rolls d4 damage immediately. As the fire grows, more damage is dealt every 10 Counts. However, if the blaze is extinguished before the next level of damage occurs, then the character still receives damage equal to the previous level’s total.

For example, after receiving the initial damage, the player then rolls another d4 on the 10 count (although if he extinguishes it before that point, he only takes an extra d4-2, with a minimum damage total of 1). At the 20 Count, the player rolls another 2d4. (However, if he has succeeded in extinguishing the flames before the 20 count, then he must only roll another d4.) Then, at the 30 Count, the player rolls 3d4 (or only 2d4 if he is able to extinguish it at any time between Counts 21-29). And so-on.

If the player catches fire on any extremity, it rapidly spreads over his or her body (See Table 3.2-2: Spread of Flames on a Human Body). Any such damage is treated as a single wound, and has a lasting impact on any character based on where the wound occurs. (See Severe Wounds – Burning).

All told, the maximum amount of time it takes a human body to completely catch fire is 75 Counts (150 Counts with no accelerant), with the minimum amount of time being 55 Counts (110 Counts with no accelerant).

TABLE 3.2-2: SPREAD OF FLAMES ON A HUMAN BODY

In the old west, fire is both the best friend and worst enemy you’ll ever have. Fire will keep you warm on cold nights, give you Count light to see, and keep away animals that may otherwise come Body Part Before Spreading Order of Spread a’huntin’ for you. Fire will also burn out your barn, destroy your Head 20 First to torso – then arms crops, and, if you’re really unlucky, kill you dead as you burn into & both legs simultaneously a cinder. Left Arm 20 First to torso – then head, Of course, in the Zombie Apocalypse, fire plays an even more right arm and both legs important part in living and dying. In a world where the Afflicted simultaneously roam, driven by hunger, not even fire repels them – but it does hurt them very badly. If your players want to expedite the “dead” Right Arm 20 First to torso – then head, part of “living and dying,” tossing a Flaming Bar Towel in a Bottle Left arm and both legs of Grog may just be the next fastest thing to unloading bullets at simultaneously those suffering from the Running Death. Torso 30 All other body parts simultaneously TABLE 3.2-1: STAGGERED FIRE DAMAGE Left Leg 25 First to torso – then head, Count Damage Dice arms and right leg 10 ...... d4 simultaneously 20 ...... +2d4 30 ...... +3d4 Right Leg 25 First to torso – then head, 40 ...... +4d4 arms, and left leg 50 ...... +5d4 simultaneously 60 ...... +6d4 70 ...... +7d4 Note: As with the Staggered Fire Damage table, the rapid spread of flames is contingent on the fire having been started Note: this damage is based on the fire being caused by an with an accelerant. If a player catches fire in another way – ie, accelerant. If a player catches fire through any other means – his trail partner jokingly lights his sleeve on fire – the spread of ie, falls into a campfire – all damage is rolled as written, then flames takes twice as many Counts. halved (rounded down).

- SEVERE WOUNDS – BURNING – - SEVERE WOUNDS – BURNING – (CONTINUED) Wound Wound Severity Human Afflicted Severity Human Afflicted

>02 *no additional effect *no additional effect 11 *Fall prone & drop all held *Fall prone items *Character may never 03 *Sprinting not possible *no additional effect *Character may never sprint again *CON check or fall prone sprint, run or jog again *Running and jogging not & drop all held items *Effective STR, DEX & possible *Effective STR -1 & DEX -1 CON -8 *Effective STR, DEX *LKS & CHA & CON -7 04 *Sprinting not possible *Sprinting not possible permanently -7/3 *LKS & CHA *½ CON check or fall *CON check or fall prone *STR, DEX & CON permanently -6/-3 prone & drop all held items *Effective STR & DEX -1 permanently -2 *STR, DEX & CON *Effective STR, DEX & permanently -1 CON -1 *LKS permanently -1 12+ *Fall prone & drop all held *Fall prone items *Character may never *Character may never sprint or run again 05 *Fall prone & drop all held *Sprinting not possible items *½ CON check or fall sprint, run or jog again *Jogging not possible *Sprinting & running not prone *Character can permanently *Effective STR, DEX possible *Effective STR, DEX & only walk at ½ speed & CON -7 *Effective STR, DEX & CON -1 *Effective STR, DEX & *LKS & CHA CON -2 *LKS permanently -1 CON -9 permanently -7/-3 *LKS permanently -1 *LKS & CHA *STR, DEX & CON permanently -8/4 permanently -2 06 *Fall prone & drop all held *Sprinting & running not *STR, DEX & CON items possible permanently -3 *Sprinting, running & jogging *Fall prone not possible *Effective STR, DEX & *Effective STR, DEX & CON -2 Similar to dynamite, ignited bottles of whiskey are an ideal CON -3 *LKS permanently -1 weapon in any battle with the Afflicted. However, the range on a *LKS & CHA permanently -2/- 1 bottle is much shorter and their effectiveness is entirely determined by whether or not they hit their target. (And missing 07 *Fall prone & drop all held *Fall prone the target for a curtain, carpet, or blanket? Bad mojo, hombre). items *Sprinting, & running A bottle can be tossed up to 50 feet at a speed of 5 feet/2 Counts, *Sprinting, running & not possible jogging not possible *Effective STR, DEX although there are varying effects which occur when trying to *Effective STR , DEX & & CON -3 chuck it at maximum distance (See Table 3.3-1 Bottle Distance CON -4 *LKS & CHA permanently From Target and Table 3.3-2: Hurled Bottle Distance Modifiers). *LKS & CHA permanently -2/-1 -3/-2 TABLE 3.3-1: BOTTLE DISTANCE FROM TARGET

08 *Fall prone & drop all held *Fall prone items *Sprinting, running & To-Hit Roll Increments Off Target *Sprinting, running & jogging not possible 25+ ...... 0 (direct hit) jogging not possible *Effective STR, DEX 24-20 ...... 1 *Effective STR, DEX & & CON -4 19 ...... 2 CON -5 *LKS & CHA 18 ...... 3 *LKS & CHA permanently permanently -3/-1 -4/2 17 ...... 4 16 ...... 5 09 *Fall prone & drop all held *Fall prone 15 ...... 6 items *Sprinting, running & to 15 ...... 7 *Character may never jogging not possible Note: Any player throwing a bottle at a target rolls a d20 to hit plus Sprint again *Effective STR, DEX *Running and jogging not & CON -5 accuracy bonuses with no range modifiers. possible *LKS & CHA *Effective STR, DEX & permanently -4/-2 CON -6 TABLE 3.3-2: HURLED BOTTLE DISTANCE MODIFIERS *LKS & CHA permanently -5/2 Range (feet) Distance Modifier (feet)

10 *Fall prone & drop all held *Fall prone to 5 ...... 0 items *Sprinting, running & 10 ...... ½ *Character may never jogging not possible 15 ...... d2 Sprint or run again *Effective STR, DEX 20 ...... d3 *Jogging not possible & CON -6 *Effective STR, DEX & *LKS & CHA 25 ...... d4 CON -7 permanently -5/-2 30 ...... d6 *LKS & CHA 35 ...... d8 permanently -6/3 40 ...... d10 *STR, DEX & CON Permanently -1 45 ...... d12 50 ...... d12

On anything below a direct hit, place the Shot Clock flat on Any group of players with those skills may make Difficult Skill the table and draw a card to determine in which direction the Checks (0% modifier) to attach the rope to the pulley – and the bottle flies off course. pulley to the ceiling – and heft the piano up to the second floor. In this case, only two people are needed to lift the piano, although both must pass STR checks. If no pulley is available, then the players may attempt to toss the rope over a beam, tie it to the piano, and lift it that way after passing a Very Difficult Skill Check for Rope Use (-10% modifier) and successful STR checks from two players.

In all cases, a piano is only a truly effective weapon from the second floor or higher, which is why, as the GM, you should never put one anywhere but on ground level. While the prudent player is probably most inclined to tuck tail and run rather than spend several exhausting minutes hefting a piano up a flight of stairs, should such an option be explored, damage is dealt to multiple targets and involves both direct hits and indirect hits, as well as shrapnel (See Table 3.5-1: Falling Piano Damage). Note that this description of events is also how a player Any player dropping a piano on a target rolls a d20 to hit plus resolves tossing other items, such as a barrel of gunpowder. accuracy bonuses with range modifiers. On anything below a direct hit, place the Shot Clock flat on the table and draw a card For all intents and purposes, the piano is the Holy Grail of to determine in which direction the piano falls. Remembering weapons against the Afflicted hordes. Successfully dropping that a Saloon Piano is approximately 5½ long, should the player everybody’s favorite tune-maker on a target is tantalizing, for the topple it toward a mass of the Inflicted and hit with a 19 or better, bragging rights alone, but the amount of preparation which goes then every enemy combatant within a 5½ by 4½ foot radius (with into it (and the inability to “reload and try again”) makes this a maximum of 5) is considered hit. Additionally, if a large group haymaker almost not worth throwing. Almost. Keep in mind, of the Afflicted are rushing toward a target (probably placed there though, that a standard Saloon Piano is 65x24x57 (that’s as bait), be sure to accurately represent them on the table in order approximately 5½ feet long by 2½ feet wide by 4¾ feet tall) and to determine if the maximum number of 5 are indeed close weighs 975 pounds. It requires a group of strong players with a together enough to all be struck by the tumbling piano. high combined lift ability to carry a Saloon Piano up a flight of Note: Any player or Afflicted fortunate enough to survive stairs, unless somebody in the party has a pulley (available in the being hit by a piano is knocked over for a 10 count penalty, at General Store for $1.75) and an Expert Level Rope Use and which point he must make a ½ CON check to get up again. If he Advanced Level Machine Operating/Repairing. fails, then he remains on the ground for 10 more Counts, at which point he may attempt 1 CON check every 10 Counts to get back

up.

TABLE 3.5-1: FALLING PIANO DAMAGE

To Hit Increments Maximum Number Damage Dealt to Target (d20 per 10 feet) + shrapnel Roll Off Target (in feet) of Hit Targets damage** (d2 per piece; per 10 feet), if applicable

25+ 0 5 5 targets hit for d20+20

24 0 5 4 targets hit for d20+20; 1 target hit for d20+10+shrapnel 23 0 5 3 targets hit for d20+20; 2 targets hit for d20+10+shrapnel

22 0 5 2 targets hit for d20+20; 2 targets hit for d20+10+shrapnel 1 target hit for d20+5+shrapnel 21 0 5 1 target hit for d20+20; 2 targets hit for d20+10+shrapnel 2 targets hit for d20+5+shrapnel

20 1* 4 1 target hit for d20+10; 2 targets hit for d20+5+shrapnel 1 target hit for d20+shrapnel

19 2* 3 1 target hit for d20+5; 2 targets hit for d20+shrapnel

18 3* 2 2 target hit for d20+shrapnel

17 4* 1 1 target hit for d20+shrapnel

16 5 miss shrapnel

15 6 miss shrapnel

14 7 miss shrapnel

to 13 8 miss miss

*On a blow of 17 or higher, the piano still hits the target, if only as a “grazing blow.” **All targets who do not suffer a “direct hit” (ie, maximum damage) that are within 7 feet are at risk of being hit by shrapnel.

Shrapnel damage is essentially a “second chance” to hit a TABLE 3.7-1: PIANO DAMAGE DISTRIBUTION target. Even on a miss, there remains a chance for bits and pieces If the player is aware that a piano is falling on him to fly into the body of people standing nearby. Rather than roll (Observation, Easy check) another To-hit, re-use the piano-dropping roll to determine how Damage Location Percentage of Damage successful you are in striking with shrapnel. Back ...... 30% Forearms ...... 20% total, (10% each forearm) However, for the purposes of dealing shrapnel damage, on Shoulders ...... 20% total, (10% each shoulder) top of any other bonuses, add a +1 on your To-hit total. In other Hands ...... 20% total, (10% each hand) words, if your roll to hit with the piano – including bonuses – was Head ...... 5% a 23, then your roll to hit with the shrapnel, including bonuses, is Neck ...... 5% a 24. Similarly, if you roll a 14 or 15 to hit with the piano, it Note: All damage is dispensed by percentage, rounded up. completely misses, while that same roll equates to a 15 or 16 To- This likely means that the player exhausts all available damage hit with shrapnel. before getting to his head and neck, as it is taken instead on his

By the time you are ready to deal Shrapnel damage, you back, forearms, shoulders, and hands. should’ve already declared a general target (ie, the person or zombie you were dropping the piano on top of). Once you’ve If the player is unaware that a piano is falling on him done that, place the center of the Shotgun Shot Clock over the (failure of Observation check) center of the Target Silhouette. Damage Location Percentage of Damage As you have already essentially rolled to hit when dropping Head ...... 40% the piano (or, in another case, detonating a barrel of gunpowder), Neck ...... 30% your next step is to draw a card to determine the center of the Shoulders ...... 20% total (%10 each shoulder) shrapnel impact. Don’t forget to correlate the To-hit roll with Back ...... 5% bonuses, including +8 if the piano exploded within 5 feet of the Chest ...... 5% target, or +4 if it exploded to 7 feet. Note: An Afflicted may notice the loud crashing sound of a

If your total To-hit roll was 24 or less, you’ll need to draw a piano falling from the rafters, but he does not care enough to card from a standard poker deck to determine the center of your shield his body from the impact. For all intents and purposes, shrapnel impact. As is standard, the closer you were to 25, the zombies remain blissfully unaware until the crushing end. closer to center the shrapnel center was; the poker card merely determines which direction the center of the shrapnel impact was located ( =high, =low, =left, =right). You next need to place the center of the Shotgun Shot Clock on the center of the shrapnel impact. The dispersal pattern originates from this point. Then, rotate the Shotgun Shot Clock. To do this, draw a card and rotate the Shotgun Shot Clock so that the edge of the Shot Clock that has the card drawn is pointing directly up. Make certain to keep the center of the dispersal pattern on the center spot as determined previously. At this point, roll a d20 and consult Table 3.6-1 to determine the appropriate color markers to use on the Shot Clock. Roll d2 damage per hit.

TABLE 3.6-1: TOTAL SHRAPNEL PIECES

Roll (d20) Color Markers

20+ ...... Black, Red, Blue, Green, Purple

15+ ...... Black, Red, Blue, Green 10+ ...... Black, Red, Blue

5+ ...... Black, Red

2+ ...... Black

1 ...... None

In most circumstances, taking 22 points of damage (the low- end damage total from a direct hit) is a death sentence, as most of the Severe Damage tables tend to offer “death” as a result of taking even 12 points or more of damage. However, being hit by a piano is, in many ways, a full body experience. If a player is struck by one, damage is distributed in one of two ways. Consult Table 3.7-1 Piano Damage Distribution) TABLE 3.8-1: HURLED EXPLOSIVE DISTANCE MODIFIERS

To-Hit Roll Increments Off Target

Gunpowder is the often-overlooked brethren of the more 25+ ...... 0 (direct hit) commonly-coveted dynamite. While it is unlikely to be found in 24-20 ...... 1 prodigious quantities, short of in forts, barreled gunpowder can be 19 ...... 2 an extremely useful weapon in the Zombie Apocalypse. 18 ...... 3 17 ...... 4 The standard formula for gunpowder is 75% saltpeter, 10% 16 ...... 5 sulfur, and 15% charcoal. A player with an Expert-level Mastery 15 ...... 6 of Chemistry faces a Difficult Skill Check to make gunpowder, if to 15 ...... 7 the proper materials are available in high enough quantity.

Most commonly, gunpowder is set off by either gunfire or flame (such as via a wick). Any player who doesn’t reek of TABLE 3.8-2: EXPLOSIVE DISTANCE desperation would be a fool to try and use a barrel of gunpowder FROM TARGET as a thrown weapon. After all, even if he is successful, he’ll likely fall within the outer periphery of the blast. But we all know that a Range (feet) Distance Modifier (feet) player who fails to do foolish things is a player who’s not really 5 ...... 1 trying – thus, we have prepared you for this inevitable act of 10 ...... d6 desperate stupidity. 15 ...... d8

To begin with, while gunpowder explodes at the slightest spark (including gunfire), it is very unlikely to combust from being TABLE 3.8-3 EXPLODING GUNPOWDER thrown. However, if it has been stored in a barrel with metal DAMAGE & EFFECTS bandings, there is a 10% chance that, when tossed, it sparks upon Distance landing and ignites. (Feet) Cards Damage Die Special to 3 ...... 10 ...... d10 ...... Deafen, Stun, Out Cold, Due to their immense weight (more than 15 pounds when the +shrapnel 25% hair catches on fire weight of the barrel itself is counted), a player is able to throw only 3 to 5 ...... 7...... d8 ...... Deafen, Stun, Out Cold, one barrel at a time, at a maximum of 15 feet. However, +shrapnel 15% hair catches on fire depending on your To-hit roll (Accuracy) these tosses are neither to 10 ...... 5 ...... d6 ...... Deafen, Stun, 5% hair accurate nor very practical (See Table 3.8-1 Hurled Explosive +shrapnel catches on fire Distance Modifiers and Table 3.8-2: Explosive Distance from to 15 ...... 3 ...... d4 ...... Deafen, 1% hair catches

Target), and the damage they do is likely to even impact the on fire thrower (See Table 3.8-3 Explosives Damage & Effects). to 20 ...... 2 ...... d3 to 25 ...... 1 ...... d3 Note: The speed of a hurled gunpowder barrel is 5 feet/3 Counts.

misnomer. The reality is, those who have the disease are very Seeing that shooting a barrel of gunpowder is probably the much so alive. However, it could be argued that they are no preferred way of causing an immediate explosion, it only makes longer human, as they lack the higher functions and faculties that sense that, sooner or later, a player is going to give it a “shot” (pun separate us from wild animals. intended). Note that damage dealt by somebody suffering from the Ignoring the fact that it’s almost certainly a suicidal act, it takes Running Death is not handled in the same manner – even if a crack shot to blow up a tossed barrel. You’ll need a 25 on your conversion didn’t occur after approximately 24 hours, it is not modified to-hit roll. Furthermore, if the barrel is in mid-flight possible, for instance, to heal from a contaminated wound that such as it’s being tossed toward you, that 25 To-hit roll is further has been made by an Afflicted. Likewise, it is almost impossible modified as if it were a target that’s running and dodging (so if it’s to avoid infection, especially from a bite. thrown directly at you, the running modifier won’t apply, but the dodging will). In any case, unless that barrel has a lit wick on it, a If an Afflicted bites, scratches, or contaminates a player’s open player’s best bet is to let it land and hope it doesn’t go off. wound or eyeball with blood, then the player runs a high risk of becoming infected (which is reflected on Table 2.2-1: Afflicted Attack Methods). However, there is some good news – if a wound is on an arm or leg, and the limb is removed above the wound’s location in 2d20+20 seconds or less (for a range of 22-60 seconds, or 220-600 counts), then the character avoids infection. (However, if the player happens to have been wounded on his head or torso, well, we’re sorry about your luck.)

If infection occurs, then the first change the player notices is a Those who suffer from the Affliction are commonly referred strange, coppery taste in his or her mouth. This symptom takes to as being victims of “The Running Death,” but that name is a place at the approximate moment that it becomes too late to avoid infection. At this point, he is running against the clock before he reaches his Infection Threshold, which is a number which and 100 Counts passes from the last Count in which he received a correlates with his maximum Hit Points. Physical, Infectious Wound, then his Instant Conversion number changes to reflect his remaining Hit Point total. While his body is Regardless of infection or its successful avoidance, the harsh constantly trying to fight off the infection (thus “resetting” his reality of it is this: anybody who is bitten has very little time left in Instant Infection Threshold to ½ his remaining Hit Points), he the world, as running around the Zombie Apocalypse minus an still only needs to take 4 more points of damage before turning. arm or a leg is hardly a winning strategy for survival – except perhaps for your friends, who may throw you to the Hungry If he is able to avoid the zombies, though, then he only works Hordes at the first opportune moment! against the original Infection Threshold clock, which is measured through taking non-physical Infection Damage, counted upwards every hour until it meets his Maximum HP. To become Afflicted, one must remain alive. Death, whether at the hands of a bullet or an overzealous zombie, is irreversible. Therefore, any character who suffers maximum HP loss doesn’t have to worry about craving human flesh – they’re as dead as a gutted fish. There are essentially two ways to be converted. The first is the aforementioned Infection Threshold – upon taking Physical Damage from being bitten, scratched or sprayed with Afflicted blood, the GM must roll to determine if the character has been infected.

If infection occurs, then the character takes non-physical Infection Damage equal to the amount of Physical Damage which was dealt (for sake of reference, Physical Damage that also deals Infection Damage is referred to as Physical, Infectious Damage). This damage is tracked separately from wound damage, and should be recorded only by the GM as a way of creating suspense regarding when the player “turns.” Infection Damage is tallied every hour until the player reaches his or her Infection Threshold. A player with an Infection Threshold of 26 (equal to his Maximum HP) who is infected from 1 point of damage, takes 25 hours to convert into an Afflicted (26-1, which represents Hour Zero: the point of infection). Additionally, if a player is again attacked by an Afflicted and takes additional Physical, Infectious Damage, then the rate of conversion increases from that point forward to reflect the higher amount of infection coursing through the player’s blood, equal to the amount of Infection Damage which has been taken.

The second form of conversion refers to instantaneous conversion due to suffering from too much Physical, Infectious Damage. A player can only take so many infected attacks (bites, scratches, or blood) before converting instantaneously – and since the zombies in the Shattered Frontier are not Undead, then that means that any character who converts can only do so if he or she does not reach 0 HP before reaching the Infection Threshold. (It is entirely possible for a non-infected player to have 1 HP remaining, only for an Afflicted to bite into him and kill him instantaneously). To Instantly Convert, a player need only take Physical, Infectious Damage (such as if a pack of zombies swarmed him and started eating) equal to ½ his remaining hit points within 100 Counts of suffering additional wounds in a scrape. Thus, if Buffalo Tom has 12 HP remaining, and is attacked by a zombie, then he need only be dealt 6 points of Physical, Infectious Damage to convert, regardless of whether or not he’d been previously infected.

However, if Buffalo Tom manages to escape after having only suffered 4 HP of damage (giving him a scant 8 HP remaining), WOUND & CONVERSION CHART

1 20 19 9 (½ of 19 rounded down) 19 (1 Infected Point per hour for 19 hours)

Furthermore, the progress of the infection may be tracked, as the the point of bleeding. The player suffers -1 player’s body experiences several significant changes through the LKS and -1 CHA. course of becoming Afflicted. These effects are cumulative. 2 – Body sweats. As the player’s body temperature fluctuates, he begins sweating When the Infection Threshold reaches various percentages, profusely regardless of the temperature. The certain physical events occur. Some occur without fail, which are player suffers -2 LKS and -2 CHA. typically difficult to notice by anybody observing the infected. 3 – Player experiences both possible symptoms. Others occur visibly, although there is only a chance that these 4-6 – Player shows no additional symptoms at physical symptoms occur based on the player’s rolls. At each this stage. Threshold Milestone (2ip, 6ip, 12ip, and 18ip) the player must roll a d6. Consult the Infection Threshold Chart to determine 12 Infection Points Taken what happens based on his roll. -Forgetfulness. As well as experiencing distractibility and racing mind, the player struggles 2 Infection Points Taken to focus enough to commit to any declared action. - Racing mind. The player feels as though he has He therefore must make two rolls for every Skill too many thoughts to contain in his head. INT-1, Check, with the worst of the two being the final WIS -1 due to his inability to focus. result. (ie., if a player attempts to Climb a building -Player rolls a d6 and experiences any physical and rolls a 91 and a 15, then he must accept the 15 symptom(s) which corresponds with his roll. as his roll). 1 – Constant chill. The player struggles to stay -Player rolls a d6 and experiences any physical warm, receives a -1 to “To-hit” modifier due symptom(s) which corresponds with his roll. Note: to unsteady hand. Any physical symptom experienced at the previous 2 – Back spasms. The player finds that regular threshold remains in effect. physical exertion results in cramps and tightness 1 – Weakened demeanor. As the changes of the muscles in his back. For any strenuous continue to occur within the player’s body, he action – including sprinting, running, jogging, as feels weak and unable to exert himself well as lifting any object within ½ of his completely. The player suffers -2 STR. maximum lift ability, spasms occur giving the 2 – Bleeder. As the changes continue to player a -2 to DEX for 5d20 Counts. transform the insides of the player’s body, he 3 – Player experiences both possible symptoms. begins to bleed from various orifices. Roll a d8. 4-6 – Player shows no symptoms at this stage. On a 1-2, he bleeds from his nose and mouth. 6 Infection Points Taken On a 3-4, he bleeds from his eyes. On a 5-6 he -Distractibility. As well as experiencing racing bleeds from his ears. And on a 7-8, he bleeds mind, the player has great difficulty in from his mouth, eyes, and ears simultaneously. concentrating. Blood loss results in d4-2 HP loss per hour No Observation checks with a Difficult or Very (this is Physical Damage, not Infection Difficult Skill Modifier may be made. Average Damage). The bouts of bleeding occur for Checks are made at a Very Difficult modifier, Easy d100 counts, and the infected loses 1hp for Checks are made at a Difficult modifier, and every 20 counts. Trivial Checks are made at an Average Modifier. 3 – Player experiences both possible symptoms. -Player rolls a d6 and experiences any physical 4-6 – Player shows no additional symptoms at symptom(s) which corresponds with his roll. Note: this stage. Any physical symptom experienced at the previous 18 Infection Points Taken threshold remains in effect. - Brain damage. As well as experiencing racing 1 – Cracked lips. Dehydration sets in. The mind, distractibility, and forgetfulness, the severe player’s lips become dry and start to crack to change of the player’s body temperature results in

brain damage. For the remainder of his time as an infected human, the player suffers a -2 to INT and If a player is not interested in following a traditional a -2 to WIS. Profession Path, he may attempt one of the many that have -Player Rolls a d6 and experiences any physical developed as a result of the Zombie Apocalypse. symptom(s) which correspond with this roll. Note: Note: A handful of these Profession Paths are extremely Any physical symptom experienced at the previous extensive and require a long period of gaming to achieve. threshold remains in effect. Remember that the various Objectives must be obtained in order, 1 – Cracked skin. The player’s skin and a player has choose one profession path to follow per gaming dries rapidly, cracks, and begins to emit blood session. and puss. This painful condition results in -2 CON and -2 LKS. Any other player with open wounds who is exposed to the puss or blood Scout out a dangerous area. Spend a day or two studying an emitted from the cracked skin risks a 5% infested area from a safe spot in order to identify any “safe” areas. chance of becoming infected. Award: 1 BP.

Transport a person. This act should involve moving a person 2 – Blood cough. The player develops a through an infected area to a pre-determined destination while wretched cough. This condition causes a -4 avoiding infection. Award: 1 BP. To-hit modifier, as well as a -2 to CON. Transport two-or-more people. Character must responsibly Furthermore, any other player who is coughed take two or more people through an infested area, to a pre- on must make a save vs. CON or runs the risk determined destination, without incurring any losses due to death of becoming infected. or infection. Award: 2 BP. 3 – Player experiences both possible symptoms. Shake down a client for more goods/perks. Threaten to leave

the client in the middle of an infected region for some kind of 4-6 – Player shows no additional symptoms at trade-off down the road (goods, services, etc.) Award: 2 BP. this stage. Transport five-or-more people. Lead a large group of people After time runs out (likely a family) to a pre-determined “safety point” somewhere -Player loses all sense of self and awakens 4d20 beyond a dangerously infested area. This Objective may only be Counts later as a Zombie (apply Zombie met if the people being transported suffer no losses. Award: 3 Template); gains d20+10 to Listen & d20+10 to BP. Observation skills Transport a person through a larger region. Sneak another -lost hit points begin to rapidly regenerate and all person through a large infested region – such as a city – which stat penalties from infection are removed requires multiple days of travel. This extremely dangerous

Objective, again, requires that the person being transported avoid (See page 21) infection. Award: 5 BP. Transport two-or-more people through a larger region. Sneak multiple people through a large, infested region which requires In the Shattered Frontier sourcebook, a number of multiple days of travel. Award: 10 BP.

Professions are listed, along with a multitude of Objectives which may be monitored by the GM and verified by other players. Create a lab. Identify a safe space where you are able to stock Remember – the Profession Path must be followed roughly in up on the various items you’ll need to test out the Affliction. order – no more than one Objective may be passed over without Award: 1 BP. completion. Equip a lab. Stock it with all necessary amenities (clean table; Even in the Zombie Apocalypse, it is possible for a player to surgeon’s table with straps; ether; razors; scalpel; thermometer; make a living. Although it is probably no longer possible to have microscope, professional; gloves, thick leather). Award: 5 BP a Profession Path in the traditional sense, there are still ways to Improve to 12% in relevant skill. Improve to 12% or better in gain BPs through setting – and meeting – a multitude of any of the following skills: Botany, Chemistry & Medicine. Objectives for the vast majority of Profession Paths in the Award: 10 BP per skill. Shattered Frontier sourcebook. Take on an apprentice/employee. Find another person (or people) with the appropriate high skill level necessary in Botany, Some of these Profession Paths – such as Apothecary – Chemistry, or Medicine. Award: 5 BP. require the player to set up a business, find a permanent location, Successfully dissect an Afflicted corpse. Cut into the corpse of and hire employees. This career is still a path which a player an Afflicted without becoming infected. Award: 2 BP. might follow after the Zombie Apocalypse, but it’s obviously not Intentionally infect a human to study the transformation. going to be easy for him to build a storefront! For that reason, Capture an uninfected human and test the speed of accommodations should be considered, and because of the transformation based on the severity of the infection. Award: 2 increased difficulty of Objectives which involve towns or other BP per experiment, although no BP are awarded for the same people, listed awards should be worth as much as twice the book- exact test (ie., you cannot repeatedly infect a person with 2 listed BPs, at the GM’s discretion. (After all, let’s be fair – some infection points of damage and expect the BP award). Note: this of these tasks, such as acquiring equipment to be a Book experiment must be completed a minimum of 10 times. Publisher, are going to be really, really difficult now that the world Test various solutions on infected blood. Develop potions, has ended!) tonics, and other concoctions from a variety of sources and test them on infected (and Afflicted) humans. Award: 5 BP. Note: this experiment must be completed a minimum of 10 times. Find a vaccination. Successfully complete both “infect” and Improve to 49% in relevant skill. Improve to 49% or better in “test” experiments 10 times each to develop a vaccine which Survival skill. Award: 3 BP. makes one immune to the affliction (but, alas, does not cure those Spot an Afflicted/human and conceal yourself before being who have already been infected). Award: 15 BP. noticed. Detect a “visitor” in your territory and conceal yourself before they notice you. Award: 3 BP. Spot an Afflicted/human and kill them before they notice you. Flee from an encounter with 1 Afflicted. Get away from an Detect a “visitor” in your territory and kill them before they bring Afflicted who is determined to eat your flesh. Award: 1 BP. unwanted attention to your settlement. Award: 5 BP. Improve to 49% in relevant skill. Improve to 49% or better in Survive Six Months without having to relocate. Through Escape Artist skill. Award: 3 BP. concealment and quick mercy deaths, avoid bringing unwanted Escape an encounter with up to 5 Afflicted. Successfully flee a attention to your settlement for six months. Award: 10 BP. seemingly hopeless situation in which you are outnumbered by Survive Twelve Months without having to relocate. Through the Hungry Hordes. Award: 5 BP. concealment and quick mercy deaths, avoid bringing unwanted Escape a town or village filled with dozens of Afflicted. Escape attention to your settlement for twelve months. Award: 15 BP. from a town brimming with those who’d eat your flesh. Award: 10 BP. Improve to 12% in relevant skill. Improve to 12% or better in Equip yourself. Acquire a gun and bullets, plus at least one Escape Artist skill. Award: 10 BP. kind of bludgeoning weapon (table leg, bottle of whiskey, etc.) Escape a city filled with hundreds of Afflicted. Successfully Award: 1 BP. get out of a city that is overrun by Afflicted while managing to Kill a zombie. Kill a person who is suffering from the avoid infection. Award: 15 BP. Affliction. Award: 2 BP. Save a human from a zombie. Prevent a human from being infected by killing an Afflicted. Award: 3 BP. Sneak past an Afflicted. Sneak past an Afflicted without being Kill a zombie in a unique way. Set up some kind of elaborate noticed. Award: 1 BP. trap to dispatch one-or-more Afflicted. Award: 5 BP. Improve to 49% in relevant skill. Improve to 49% or better in Wipe out an entire group of zombies (4+ Afflicted). Kill an Sneaking Skill. Award: 3 BP. entire pack of Afflicted without becoming infected. Award: 10 Infiltrate to plant. Sneak into an infested area to plant an BP. object – such as dynamite or gunpowder without being infected. Wipe out a large herd of zombies (6+Afflicted). Kill a large Award: 3 BP. pack of Afflicted without becoming infected. Award: 15 BP. Infiltrate to obtain. Sneak into an infested area and obtain a particular item without being infected. Award: 5 BP. Sneak past many Afflicted. Sneak past half a dozen Afflicted, or more. Award: 10 BP. There are numerous opportunities for springing the Zombie

Apocalypse on an unwitting player group. However, if you are looking for specific scenarios, then look no further. Group together with other uninfected. Form a group of 10 or more and agree to stay together for safety and survival. Award: 1 BP. Bait: In any campaign, players often encounter recurring Create a settlement. Identify an area as being your new NPCs who they come to trust. In this scenario, one of those “town,” and populate it with a 10 or more people. Build shelters friends approaches the players looking pale and sick. “I’ve taken – be they tents or shacks. Award: 3 BP. ill,” he says. “It started this mornin’. Some yella bastard who Increase your settlement’s population to 20. Travel to nearby must’ve been in a gun fight was coughin’ up a storm… he durn regions to identify others who are living alone and scavenging. coughed blood in my eye!” He asks the players to accompany Convince them to take up residence in your town. Award: 5 BP. him on an overnight journey to the nearest city, where, “Onna Build a Town Hall. Using real wood and nails, create a dem city docs can lookit me!” legitimate building as the center of your new town. Award: 5 BP. Tackle: You guessed it – their ol’ pal is infected with the Establish a town of 50 or more. Continue to grow your new Running Death. At some point in the evening (preferably when settlement by finding and inviting other survivors to reside in your it’s really inopportune), he goes into convulsions and apparently town. Award: 10 BP. dies. Then, before the players can figure out what to do next, he Create a new government in which you are elected the mayor. sits up, looks at them, and attacks the nearest player. With your new townsfolk, establish a judicial system, village The Other Tackle: Once the players have killed their pal, if elders, and successfully campaign to get yourself elected mayor by they head back to town they are quick to discover that it is being those who you’ve drawn to your town. Award: 15 BP. overrun by other flesh-hungry Afflicted… and they’re all people they once called friends.

Establish a residence in the wilderness. With no more than SETTING: On board a train (this B&T requires the Kenzer half a dozen others (and preferably less), leave the dangers of the & Company product Trouble on the Sequoyah Star) world behind and seek to avoid contact with all outsiders. Award: Bait: The players are travelling the rails – perhaps to deliver 1 BP. an item to a neighboring town, or to pick up a valuable good, it Successfully hunt without being hunted. Fortify your new doesn’t matter. However, while on the first day of the two-day wilderness settlement by successfully hunting for enough game to trek, strange things occur. Several people complain of feeling ill. feed you and anybody else who’s with you. Avoid running into Then, one stands up, staggers into one of the front cars, and the Afflicted or other humans. Award: 2 BP. shrieking is heard. An Afflicted has attacked a person on the Finally, some dice that penetrate use different penetration train. dice. The larger dice (d20, d100) penetrate with a d6 and d20 Tackle: The Pinkertons and employees of the train contain respectively. Examples of using larger dice include rolling To-hit, the initial outbreak and put everybody in quarantine. As they Ability Checks, and Skill Checks. attempt to identify those who are “sick” and to separate them from those who are healthy, things spiral quickly out of control… For advanced rules, Blood Spray occurs in several other instances. First, an Afflicted’s blood sprays as a direct result of In general, your players should not know for certain as to taking damage from gunshot, slashing, or piercing attacks. whether or not they have infected colleagues, unless those who In order to determine how blood sprays in these scenarios, are infected volunteer the information. In order to help infected you must determine the direction of the bullet or blade attack by players maintain their secret, consider some of these tips: placing the Shot Clock screen flat on the table. First, roll a d2 and *Do not share with your players the fact that everybody who divide that total against the amount of damage dealt in order to gets bitten converts. Leaving them with a little mystery may cause determine the number of feet that the blood flies from the body, them to act with just a touch of reluctance before they turn on then draw a card from the poker deck to determine where the their teammates. Blood Spray goes.

*Make sure every player has a copy of the symptoms tracking sheet. That way, an infected player can accommodate for his own negatives without the GM having to regularly remind him.

*Do not tell those who are infected just how bad-off they are. The mystery of The Change is one of your greatest assets.

*Award 10 BPs toward the next character creation of any player whose current character becomes infected, but manages to successfully conceal his symptoms. There’s nothing worse than allowing a trusted comrade to take watch duty, only to be woken up screaming in the middle of the night because he’s become a full-blown Afflicted and is busy devouring your intestines. Alternatively, if an Afflicted suffers a Severe Wound resulting *Use your best judgment. Surely there are scenarios and rules in internal bleeding, then he may cough blood at a human target. that we failed to consider. If you’re not sure, do what the Duke In general, the Afflicted do not suffer hit point loss from internal would’ve done – use your gut. And don’t be afraid to post your bleeding – primarily due to the mechanism which makes them thoughts, comments, and rules suggestions on the Kenzer & Afflicted (essentially, they heal very quickly) – however, if struck Company forums located at www.kenzerco.com. If they make in the abdomen, chest, or back, their infected blood (or Ichor) sense, we may even implement your ideas into the 2nd Edition of may pool in their stomach. As a result, the Ichor may be coughed this supplement (ah, the glories of a pdf release…) at inopportune moments.

It is essentially the GMs discretion as to why a wounded Afflicted may cough rather than claw or bite. However, typically There are two ways to use penetration rules in Aces & Eights, this attack should be reserved for when an Afflicted cannot quite as is detailed in the Shattered Frontier Sourcebook. The first – or reach a target, or when an Afflicted has a target held down but has Basic – way is this: Penetration Dice are used only in Scrapes, failed (for whatever reason) to successfully bite. whenever maximum damage is rolled on a damage die (e.g., d6, In order for an Afflicted to determine success with his To-hit, d4, etc.) the roller immediately re-rolls that die and adds the new the GM must roll a ranged attack, albeit a limited one. A blood die’s result total minus one to the previous result. cough can only travel a maximum of 4 feet. Therefore, an If you are playing with the Advanced Rules, then Penetration Afflicted receives Close Quarters modifiers To-hit, but must hit Dice are used for all rolls, not just damage. Aside from character with a 25 or higher in order to determine that the blood landed in creation, whenever you roll a maximum on a die (e.g., 8 on a d8, a vulnerable area. At this point, the GM should consult Table 6 on a d6, etc.) you immediately re-roll that die and add the new 2.3-1 in order to determine the area of the blood’s impact. die roll total minus one to the previous result. For more details in Internal Bleeding and other physical However, that’s not where Penetration Rules end. In the reactions an Afflicted suffers from taking wounds, consult the Advanced Rules, dice also penetrate downward. In other words, Severe Wounds table beginning on page 21. when you roll a minimum on a die (e.g., 1 on d6, 1 on d12, etc.), you immediately re-roll that die and deduct the new die roll total If a player or Rustler & Townsfolk is turned into an Afflicted, minus one from the previous result. This allows for damage a Zombie Template (Page 33) may be used to aid in tracking results of one or 0 (with no negative results) in any Close Quarter various attack types. Alternatively, six unique Zombie Templates Combat situation where the attacker has a STR damage bonus. are provided on Page 34 to help the GM with using multiple In other words, with Advanced Penetration Rules it is entirely Afflicted who have a variety of differences – from Attack Speed to possible for a weak zombie (i.e., one with no STR damage bonus) Damage Modifiers to Hit Points. to viciously sink his teeth into some helpless prey, only for him to fail to bite through the victim’s cotton shirt.

~LOWER LEG~

Wound Foot Ankle Knee Severity

<5 *No additional effect *No additional effect *No additional effect

6 Sprinting not possible *Sprinting not possible *Sprinting not possible

7 *Sprinting or Running *Sprinting or Running *Sprinting or Running not possible not possible not possible

8 *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or Jogging not possible Jogging not possible Jogging not possible *Afflicted must make DEX *Afflicted must make DEX *Afflicted must make DEX check or fall prone check or fall prone check or fall prone

9 *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or Jogging not possible Jogging not possible Jogging not possible *Afflicted must make ½ DEX *Afflicted must make ½ DEX *Afflicted must make ½ DEX check or fall prone check or fall prone check or fall prone *Afflicted can only Walk at *Afflicted can only Walk at *Afflicted can only Walk at ½ speed ½ speed ½ speed *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint again again again

10 *Foot mangled *Ankle mangled *Knee mangled *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Sprinting, running, or *Sprinting, running, or *Sprinting, running, jogging or jogging not possible or jogging not possible or walking not possible *Afflicted must make DEX *Afflicted must make DEX *Afflicted cannot stand, but check in order to stand check in order to stand may drag itself with arms *Afflicted can only walk at *Afflicted can only walk at *Afflicted may never Sprint or ¼ speed ¼ speed Run again *Any further DMG forces *Any further DMG forces DEX check or falls DEX check or fall *Afflicted may never Sprint *Afflicted may never Sprint or Run again or Run again

11 *Foot mangled *Ankle mangled *Knee mangled *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but may drag itself with arms may drag itself with arms may drag itself with arms *Afflicted may never Sprint, *Afflicted may never Sprint, *Afflicted may never Sprint, Run or Jog again Run or Jog again Run or Jog again

12+ *Foot Severed *Leg severed at ankle *Leg severed at knee *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but may drag itself with arms may drag itself with arms may drag itself with arms *Afflicted may never Sprint, *Afflicted may never Walk *Afflicted may never Walk Run, or Jog again again again *Once the wound has healed, Afflicted may hobble at ¼ speed

~THI GH~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound

<5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *No exit wound *Superficial cut *Clean puncture *No additional effect *Sprinting not possible *Sprinting not possible *Sprinting not possible

7 *No exit wound *Superficial cut *Clean puncture *Sprinting not possible *Sprinting or Running *Sprinting or Running *Sprinting or Running *STR check or fall prone not possible not possible not possible *STR check or fall prone *STR check or fall prone *STR check or fall prone 8 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Sprinting or Running *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or not possible Jogging not possible Jogging not possible Jogging not possible *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone

9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or Jogging not possible Jogging not possible Jogging not possible Jogging not possible *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted must make DEX *Afflicted must make DEX *Afflicted must make DEX *Afflicted must make DEX check in order to stand check in order to stand check in order to stand check in order to stand *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint again again again

10 Bullet tears flesh, see *Blade slashes flesh, see Blade pierces flesh, see *Sprinting, Running or Blood Spray Rules Blood Spray Rules Blood Spray Rules Jogging not possible *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or *Afflicted falls prone Jogging not possible Jogging not possible Jogging not possible *Afflicted must make DEX *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone check in order to stand *Afflicted must make DEX *Afflicted must make DEX *Afflicted must make DEX *Afflicted may never Sprint check in order to stand check in order to stand check in order to stand again *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint *Any further DMG forces or Run again or Run again or Run again DEX check or fall *Afflicted can only Walk at *Afflicted can only Walk at *Afflicted can only Walk at ½ speed ½ speed ½ speed *Any further DMG forces *Any further DMG forces *Any further DMG forces DEX check or falls DEX check or fall DEX check or fall

11 *Leg mangled – Afflicted may *Leg mangled – Afflicted may *Leg mangled – Afflicted may *Sprinting, Running or never Sprint, Run or Jog again never Sprint, Run or Jog again never Sprint, Run or Jog again Jogging not possible *Bullet passes through bone, *Blade slashes through bone, Blade pierces through bone, *Afflicted falls prone see Blood Spray Rules see Blood Spray Rules see Blood Spray Rules *Afflicted must make DEX *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but check in order to stand may crawl may crawl may crawl *Afflicted may never Sprint or Run again *Afflicted can only Walk at ½ speed *Any further DMG forces DEX check or fall

12+ *Leg severed at the thigh, *Leg severed at the thigh *Leg severed at the thigh *Leg mangled – Afflicted see Blood Spray Rules see Blood Spray Rules see Blood Spray Rules cannot stand, but may crawl *Afflicted may never stand *Afflicted may never stand *Afflicted may never stand *Afflicted may never Sprint, again but may crawl again but may crawl again but may crawl Run or Jog again *Once the wound has healed, Afflicted may hobble at ½ speed

~HIP/BU TTOCK~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound <5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *No exit wound *Superficial cut *clean puncture *No additional effect *Sprinting not possible *Sprinting not possible *Sprinting not possible *STR check or fall prone *STR check or fall prone *STR check or fall prone

7 *No exit wound *Superficial cut *Clean puncture *Sprinting not possible *Sprinting or Running *Sprinting or Running *Sprinting or Running *STR check or fall prone not possible not possible not possible *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone

8 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *½ STR check or fall prone *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Sprinting or Running *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or not possible Jogging not possible Jogging not possible Jogging not possible

9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or *Sprinting, Running or Jogging not possible Jogging not possible Jogging not possible Jogging not possible *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective STR -1 *Afflicted must make DEX *Afflicted must make DEX *Afflicted must make DEX check in order to stand check in order to stand check in order to stand *Effective STR -1 *Effective STR -1 *Effective STR -1

10 Bullet tears flesh, see *Blade slashes flesh, see Blade pierces flesh, see *Sprinting, Running or Blood Spray Rules Blood Spray Rules Blood Spray Rules Jogging not possible *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted falls prone may crawl may crawl may crawl *Afflicted must make DEX *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint check in order to stand again again again *Effective STR -2 *Effective STR-2 *Effective STR-2 *Effective STR-2

11 *Leg mangled – Afflicted may *Leg mangled – Afflicted may *Leg mangled – Afflicted may *Sprinting, Running or never Sprint or Run again never Sprint or Run again never Sprint or Run again Jogging not possible *Bullet passes through bone, *Blade slashes through bone, *Blade pierces through bone, *Afflicted cannot stand but see Blood Spray Rules see Blood Spray Rules see Blood Spray Rules may crawl *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted may never Sprint may crawl may crawl may crawl again *Effective STR -4 *Effective STR -4 *Effective STR -4 *Effective STR -4 *STR permanently -1 *STR permanently -1 *STR permanently -1 *STR permanently -1

12+ *Leg totally severed, see *Leg totally severed, see *Leg totally severed, see *Leg mangled – Afflicted Blood Spray Rules Blood Spray Rules Blood Spray Rules cannot stand, but may crawl *Afflicted may never stand *Afflicted may never stand *Afflicted may never stand *Afflicted may never Sprint again but may crawl again but may crawl again but may crawl or Run again *Effective STR-5 *Effective STR-5 *Effective STR-5 *Once the wound has healed, *STR permanently -2 *STR permanently -2 *STR permanently -2 Afflicted may hobble at ½ speed *Effective STR-5 *STR permanently -2

~GRO IN~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound

<5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *No exit wound *Superficial cut *clean puncture *Sprinting not possible *Sprinting not possible *Sprinting not possible *Sprinting not possible *CON check or fall prone *CON check or fall prone *CON check or fall prone 7 *No exit wound *Superficial cut *Clean puncture *Sprinting or Running not *Sprinting or Running *Sprinting or Running *Sprinting or Running possible not possible not possible not possible *CON check or fall prone *½ CON check or fall prone *½ CON check or fall prone *½ CON check or fall prone *Effective STR-1

8 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *½ CON check or fall prone *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Sprinting, Running, Jogging *Sprinting, Running, Jogging *Sprinting, Running, Jogging *Sprinting, Running, Jogging or Walking not possible or Walking not possible or Walking not possible or Walking not possible *Effective STR-2 *Effective STR-1 *Effective STR-1 *Effective STR-1

9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Sprinting, Running, Jogging *Afflicted cannot Walk *Afflicted cannot Walk *Afflicted cannot Walk or Walking not possible but may crawl but may crawl but may crawl *Effective STR -2/50 *Effective STR -2 *Effective STR -2 *Effective STR -2 10 Bullet tears flesh, see *Blade slashes flesh, see Blade pierces flesh, see *Sprinting, Running, Jogging Blood Spray Rules Blood Spray Rules Blood Spray Rules or Walking not possible *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but *Effective STR -4 may crawl may crawl may crawl *STR permanently -1 *Effective STR-4 *Effective STR-4 *Effective STR-4 *STR permanently -1 *STR permanently -1 *STR permanently -1

11 *Bullet passes through body, *Blade slashes through body, *Blade pierces through body, *Afflicted cannot stand but see Blood Spray Rules see Blood Spray Rules see Blood Spray Rules may drag itself with hands *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted may never Sprint may drag itself with hands may drag itself with hands may drag itself with hands again *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint again again again again *Effective STR -5 *Effective STR -5 *Effective STR -5 *Effective STR -5 *STR permanently -1 *STR permanently -1 *STR permanently -1 *STR permanently -1 12+ *Afflicted neutered, see *Afflicted neutered, see *Afflicted neutered, see *Afflicted neutered – Afflicted Blood Spray Rules Blood Spray Rules Blood Spray Rules cannot stand, but may drag itself *Afflicted cannot stand but *Afflicted cannot stand but *Afflicted cannot stand but with hands may drag itself with hands may drag itself with hands may drag itself with hands *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint *Afflicted may never Sprint or Run again or Run again or Run again or Run again *Effective STR -7 *Effective STR-6 *Effective STR-6 *Effective STR-6 *STR permanently -3 *STR permanently -2 *STR permanently -2 *STR permanently -2

~ABDO MEN~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound

<5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *No exit wound *Superficial cut *clean puncture *No additional effect *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone *CON check or internal bleeding

7 *No exit wound *Superficial cut *Clean puncture *½ STR check or Afflicted *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone falls prone *CON check or internal *CON check or internal *½ CON check or internal bleeding bleeding bleeding

8 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *½ CON check or internal *½ CON check or internal *Afflicted bleeds internally Bleeding bleeding 9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

10 Bullet tears flesh, see *Blade slashes flesh, see Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

11 *Bullet passes through body, *Blade slashes through body, *Blade pierces through body, *Afflicted falls prone see Blood Spray Rules see Blood Spray Rules see Blood Spray Rules *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *CON permanently *CON permanently *CON permanently lowered by 1 lowered by 1 lowered by 1 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

12+ *Afflicted suffers sucking *Afflicted suffers sucking *Afflicted suffers sucking *Afflicted falls prone gut wound. See Blood gut wound. See Blood gut wound. See Blood Spray Rules Spray Rules Spray Rules *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *CON permanently *CON permanently *CON permanently lowered by 2 lowered by 2 lowered by 2 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

~AR M~

Wound Arm (Upper) Forearm Hand Severity <5 *No additional effect *No additional effect *No additional effect

6 *STR check or fall prone *STR check or fall prone *STR check or fall prone 7 *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone

8 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *If shot, bullet lodged *If shot, bullet lodged *If shot, bullet lodged *Effective STR -1 *Effective STR -1 *Effective STR -1

9 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *If shot, bullet lodged *If shot, bullet lodged *If shot, bullet lodged *Broken bone *Broken bone *Broken bone *Effective STR -2 *Effective STR -2 *Effective STR -2

10 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Unless bludgeoned, consult *Unless bludgeoned, consult *Unless bludgeoned, consult Blood Spray Rules Blood Spray Rules Blood Spray Rules *Broken bone *Broken bone *Broken bone *Effective STR -3 *Effective STR -3 *Effective STR -3

11 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Unless bludgeoned, consult *Unless bludgeoned, consult *Unless bludgeoned, consult Blood Spray Rules Blood Spray Rules Blood Spray Rules *Arm mangled *Arm mangled *Hand mangled *Effective STR -4 *Effective STR -4 *Effective STR -4 *STR permanently -1 *STR permanently -1 *STR permanently -1 *-2 to claw attacks *-2 to claw attacks *-2 to claw attacks

12+ *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Unless bludgeoned, consult *Unless bludgeoned, consult *Unless bludgeoned, consult Blood Spray Rules Blood Spray Rules Blood Spray Rules *Arm severed at elbow *Arm severed at wrist *Hand severed (or severely mangled if bludgeoned) (or severely mangled if bludgeoned) (or severely mangled if bludgeoned) *Effective STR -6 *Effective STR -6 *Effective STR -6 *STR permanently -2 *STR permanently -2 *STR permanently -2 *Unable to hold prey *Unable to hold prey *Unable to hold prey

~CH EST~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound <5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *No exit wound *Superficial cut *clean puncture *Effective STR -2 *Effective STR -2 *Effective STR -2 *Effective STR -2 *CON check or fall prone *CON check or fall prone *CON check or fall prone *CON check or internal bleeding 7 *No exit wound *Superficial cut *Clean puncture *CON check or fall prone *Broken bone *CON check or fall prone *Broken bone *Effective STR -3 *CON check or fall prone *Effective STR -3 *CON check or fall prone *Rib cage audibly cracks *Effective STR -3 *CON check or internal *Effective STR -3 *CON check or internal bleeding * ½ CON check or internal bleeding bleeding

8 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *½ CON check or fall prone *Broken bone *½ CON check or fall prone *Broken bone *Effective STR -4 *½ CON check or fall prone *Effective STR -4 *½ CON check or fall prone *Rib cage audibly cracks *Effective STR -4 * ½ CON check or internal *Effective STR -4 * ½ CON check or internal bleeding *Afflicted bleeds internally bleeding 9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Afflicted falls prone *Broken bone *½ CON check or fall prone *Broken bone *Effective STR -5 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Rib cage audibly cracks *Effective STR -5 *Afflicted bleeds internally *Effective STR -5 *Afflicted bleeds internally *Afflicted bleeds internally

10 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR -7 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -1 *Effective STR -7 *Effective STR -7 *Effective STR -7 *Rib cage audibly breaks *STR permanently -1 *STR permanently -1 *STR permanently -1 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

11 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR -8 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -2 *Effective STR -8 *Effective STR -8 *Effective STR -8 *Rib cage audibly breaks *STR permanently -2 *STR permanently -2 *STR permanently -2 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

12+ *Bullet tears flesh, see *Blade slashes flesh, see Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR -9 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -3 *Afflicted suffers from *Afflicted suffers from *Afflicted suffers from *Rib cage crushed permanent “sucking permanent “sucking permanent “sucking *Collapsed chest chest wound” chest wound” chest wound” *Effective STR -9 *Effective STR -9 *Effective STR -9 *STR permanently -3 *STR permanently -3 *STR permanently -3 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

~BA CK~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound <5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *Bullet grazes flesh *Superficial cut *Clean puncture *STR check or fall prone *STR check or fall prone *STR check or fall prone *STR check or fall prone *CON check or internal bleeding

7 *No exit wound *Superficial cut *Clean puncture *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone *Effective STR -1 *Effective STR -1 *Effective STR -1 *Effective STR -1 *Rib cage audibly cracks *Effective DEX -1 *Effective DEX -1 *Effective DEX -1 *Effective DEX -1 *CON check or internal *CON check or internal * ½ CON check or internal bleeding bleeding bleeding

8 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective STR -1 *Effective STR -1 *Effective STR -1 *Effective STR -1 *Rib cage audibly cracks *Broken bone *Broken bone *Broken bone *Effective DEX -1 *Effective DEX -2 *Effective DEX -2 *Effective DEX -2 * ½ CON check or internal * ½ CON check or internal *Afflicted bleeds internally bleeding bleeding

9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective STR -1 *Effective STR -2 *Effective STR -2 *Effective STR -2 *Rib cage audibly cracks *Broken bone *Broken bone *Broken bone *Effective DEX -1 *Effective DEX -3 *Effective DEX -3 *Effective DEX -3 *DEX permanently -1 *DEX permanently -1 *DEX permanently -1 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

10 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR -2 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Rib cage audibly breaks *Effective STR -3 *Effective STR -3 *Effective STR -3 *Effective DEX -3 *STR permanently -1 *STR permanently -1 *STR permanently -1 *DEX permanently -1 *Effective DEX -5 *Effective DEX -5 *Effective DEX -5 *DEX permanently -2 *DEX permanently -2 *DEX permanently -2 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

11 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR -3 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -1 *Effective STR -4 *Effective STR -4 *Effective STR -4 *Rib cage audibly breaks *STR permanently -2 *STR permanently -2 *STR permanently -2 *Effective DEX -5 *Broken bone *Broken bone *Broken bone *DEX permanently -2 *Effective DEX -6 *Effective DEX -6 *Effective DEX -6 *DEX permanently -2 *DEX permanently -2 *DEX permanently -2 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

12+ *Bullet tears flesh, see *Blade severs spinal cord, see *Blade severs spinal cord, see *Weapon crushes spinal cord Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR -4 *Afflicted falls prone *Afflicted may no longer stand *Afflicted may no longer stand *STR permanently -2 *Effective STR -4 but may drag itself with arms but may drag itself with arms *Rib cage audibly breaks *STR permanently -2 *Effective STR -4 *Effective STR -4 *Afflicted may no longer stand *Broken bone *STR permanently -2 *STR permanently -2 but may drag itself with arms *Effective DEX -7 *Effective DEX -8 *Effective DEX -8 *Effective DEX -8 *DEX permanently -3 *DEX permanently -4 *DEX permanently -4 *DEX permanently -4 *Afflicted bleeds internally *Afflicted bleeds internally *Afflicted bleeds internally

~SHOU LDER~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound <5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *Bullet grazes flesh *Superficial cut *Clean puncture *STR check or fall prone *STR check or fall prone *STR check or fall prone *STR check or fall prone

7 *No exit wound *Superficial cut *Clean puncture *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone *Effective STR & DEX -1 *Effective STR & DEX -1 *Effective STR & DEX -1 *Effective STR & DEX -1

8 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective STR & DEX -2/-1 *Effective STR & DEX -2/-1 *Effective STR & DEX -2/-1 *Effective STR & DEX -2/-1

9 *Bullet lodged in bone *Blade lodged in bone *Blade lodged in bone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective STR & DEX -2 *Effective STR & DEX -2 *Effective STR & DEX -2 *Effective STR & DEX -2 *Broken bone

10 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR & DEX -3/-2 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -1 *Effective STR & DEX -3/-2 *Effective STR & DEX -3/-2 *Effective STR & DEX -3/-2 *Broken bone *STR permanently -1 *STR permanently -1 *STR permanently -1 *Broken bone *Broken bone *Broken bone

11 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR & DEX -4/-3 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -2 *Effective STR & DEX -4/-3 *Effective STR & DEX -4/-3 *Effective STR & DEX -4/-3 *DEX permanently -1 *STR permanently -2 *STR permanently -2 *STR permanently -2 *Broken bone *DEX permanently -1 *DEX permanently -1 *DEX permanently -1 *Broken bone *Broken bone *Broken bone

12+ *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective STR & DEX -5/-3 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *STR permanently -3 *Effective STR & DEX -5/-3 *Effective STR & DEX -5/-3 *Effective STR & DEX -5/-3 *DEX permanently -2 *STR permanently -3 *STR permanently -3 *STR permanently -3 *Shoulder joint shattered *DEX permanently -2 *DEX permanently -2 *DEX permanently -2 arm useless *Shoulder joint shattered *Arm severed at shoulder *Shoulder joint shattered arm useless arm useless

~NE CK~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound <5 *Bullet grazes flesh, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *No additional effect Blood Spray Rules Blood Spray Rules Blood Spray Rules *STR check or fall prone

7 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *½ STR check or fall prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective CON -2 *½ STR check or fall prone *½ STR check or fall prone *½ STR check or fall prone

8 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective CON -2 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone

9 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective CON -3 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *CON permanently -1 *Effective CON -1 *Blade carves pieces from *Blade carves pieces from neck; head permanently falls neck; head permanently falls to one side to one side *Effective CON -1 *Effective CON -1

10 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective CON -4 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *CON permanently -1 *Effective CON -2 *Blade carves pieces from *Blade carves pieces from neck; head permanently falls neck; head permanently falls to one side to one side *Effective CON -2 *Effective CON -2

11 *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective CON -5 *Afflicted rendered *Afflicted rendered *Afflicted rendered *CON permanently -2 quadriplegic quadriplegic quadriplegic

12+ *Bullet tears flesh, see *Blade slashes flesh, see *Blade pierces flesh, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Neck wrenched *Afflicted rendered *Afflicted decapitated *Afflicted decapitated *Effective CON -6 quadriplegic *CON permanently -3

~HE AD~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound

<5 *Bullet grazes head, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *Bullet grazes head *Superficial cut *Clean puncture *CON check or fall prone *Effective DEX -3 *Effective DEX -1 *Effective DEX -1 *Effective DEX -2

7 *Bullet blasts off ear *Blade slashes off ear *Blade punctures ear *½ CON check or fall prone *CON check or fall prone *CON check or fall prone *CON check or fall prone *Effective DEX -3 *Effective DEX -4 *Effective DEX -2 *Effective DEX -2

8 *Bullet lodged in skull *Blade lodged in skull *Blade lodged in skull *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective DEX -4 *Effective DEX -5 *Effective DEX -3 *Effective DEX -3

9 *Bullet lodged in skull *Blade lodged in skull *Blade lodged in skull *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *Effective DEX -5 *Effective DEX -6 *Effective DEX -4 *Effective DEX -4 *DEX permanently -1 *DEX permanently -1 *DEX permanently -1 *DEX permanently -1 10 *Bullet exits skull, see *Blade slashes skull, see *Blade pierces skull, see *Afflicted falls prone Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective DEX -7 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *DEX permanently -2 *Effective DEX -7 *Effective DEX -6 *Effective DEX -6 *DEX permanently -2 *DEX permanently -1 *DEX permanently -1

11 *Bullet exits skull, see *Blade slashes skull, see *Blade pierces skull, see *Afflicted’s skull crushed in Blood Spray Rules Blood Spray Rules Blood Spray Rules *Afflicted falls prone *Afflicted falls dead *Afflicted falls prone *Afflicted falls prone *Effective DEX -8 *Effective DEX -7 *Effective DEX -7 *DEX permanently -2 *DEX permanently -2 *DEX permanently -2

12+ *Bullet exits skull, see *Blade decapitates Afflicted, *Blade pierces skull, see *Afflicted’s skull crushed in Blood Spray Rules see Blood Spray Rules Blood Spray Rules *Afflicted falls prone *Afflicted falls dead *Afflicted falls dead *Afflicted falls prone *Effective DEX -9 *Effective DEX -8 *DEX permanently -3 *DEX permanently -2

~F A CE~

Wound Bludgeoning Gunshot Wound Slashing Wound Piercing Wound Blu Severity Wound <5 *Bullet grazes head, no *Superficial cut, no additional *Clean puncture, no additional *No additional effect additional effect effect effect

6 *Bullet grazes face *Superficial cut *Clean puncture *CON check or fall prone *Effective DEX -2 *Effective DEX -1 *Effective DEX -1 *Effective DEX -2

7 *Bullet blasts cheek *Blade slashes cheek *Blade punctures cheek *½ CON check or fall prone *CON check or fall prone *Effective DEX -2 *Effective DEX -2 *Effective DEX -3 *Effective DEX -3

8 *Bullet lodged in skull *Blade lodged in skull *Blade lodged in skull *½ CON check or fall prone *½ CON check or fall prone *CON check or fall prone *CON check or fall prone *Effective DEX -4 *Effective DEX -4 *Effective DEX -3 *Effective DEX -3

9 *Bullet lodged in skull *Blade lodged in skull *Blade lodged in skull *Afflicted falls prone *Afflicted falls prone * CON check or fall prone * CON check or fall prone *Effective DEX -5 *Effective DEX -5 *Effective DEX -4 *Effective DEX -4 *Skull audibly cracks

10 *Bullet passes through skull, *Blade slashes face, see *Blade pierces face, see *Afflicted falls prone see Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective DEX -7 *Afflicted falls prone *Afflicted falls prone *Afflicted falls prone *DEX permanently -2 *Effective DEX -7 *Effective DEX -6 *Effective DEX -6 *Skull audibly crushed *DEX permanently -2 *DEX permanently -1 *DEX permanently -1

11 *Bullet blows through skull, *Blade slashes face, see *Blade pierces face, see *Afflicted falls prone see Blood Spray Rules Blood Spray Rules Blood Spray Rules *Effective DEX -8 *Afflicted falls dead *Afflicted falls prone *Afflicted falls prone *DEX permanently -2/50 *Effective DEX -7 *Effective DEX -7 *Skull audibly crushed *DEX permanently -2 *DEX permanently -2

12+ *Bullet blows through skull, *Blade decapitates head, *Blade pierces face, see *Afflicted falls dead see Blood Spray Rules see Blood Spray Rules Blood Spray Rules *Afflicted falls dead *Afflicted falls dead *Afflicted falls dead

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxZombie Template Zombie Template Attack Counts to Ready Recovery Damage Priors & Attack Counts to Ready Recovery Damage Priors & Type Attack Speed Speed Dealt Particulars Type Attack Speed Speed Dealt Particulars Blood Blood Spray 2 2 2 1 Spray 2 2 2 1

Claw 2 0 2 d2+___ Claw 2 0 2 d2+___

Bite 2 1 4/10 d4+___ Bite 2 1 4/10 d4+___

Observation ___ Listen ___ Notes: Observation ___ Listen ___ Notes:

Zombie Template Zombie Template Attack Counts to Ready Recovery Damage Priors & Attack Counts to Ready Recovery Damage Priors & Type Attack Speed Speed Dealt Particulars Type Attack Speed Speed Dealt Particulars Blood Blood Spray 2 2 2 1 Spray 2 2 2 1

Claw 2 0 2 d2+___ Claw 2 0 2 d2+___

Bite 2 1 4/10 d4+___ Bite 2 1 4/10 d4+___

Observation ___ Listen ___ Notes: Observation ___ Listen ___ Notes:

Zombie Template Zombie Template Attack Counts to Ready Recovery Damage Priors & Attack Counts to Ready Recovery Damage Priors & Type Attack Speed Speed Dealt Particulars Type Attack Speed Speed Dealt Particulars Blood Blood Spray 2 2 2 1 Spray 2 2 2 1

Claw 2 0 2 d2+___ Claw 2 0 2 d2+___

Bite 2 1 4/10 d4+___ Bite 2 1 4/10 d4+___

Observation ___ Listen ___ Notes: Observation ___ Listen ___ Notes:

Zombie Template Zombie Template Attack Counts to Ready Recovery Damage Priors & Attack Counts to Ready Recovery Damage Priors & Type Attack Speed Speed Dealt Particulars Type Attack Speed Speed Dealt Particulars Blood Blood Spray 2 2 2 1 Spray 2 2 2 1

Claw 2 0 2 d2+___ Claw 2 0 2 d2+___

Bite 2 1 4/10 d4+___ Bite 2 1 4/10 d4+___

Observation ___ Listen ___ Notes: Observation ___ Listen ___ Notes:

Zombie Template Zombie Template Attack Counts to Ready Recovery Damage Priors & Attack Counts to Ready Recovery Damage Priors & Type Attack Speed Speed Dealt Particulars Type Attack Speed Speed Dealt Particulars Blood Blood Spray 2 2 2 1 Spray 2 2 2 1

Claw 2 0 2 d2+___ Claw 2 0 2 d2+___

Bite 2 1 4/10 d4+___ Bite 2 1 4/10 d4+___

Observation ___ Listen ___ Notes: Observation ___ Listen ___ Notes:

Observation 44 Afflicted NPC 1 HI T P OIN T S 28 points location hours to heal Listen 58 Attack Counts to Ready Recovery Damage Str 14.88 Priors & Particulars Dex 15.24 Type Attack Speed Speed Dealt

Con 12.44 Starvation Wounds: Blood 2 2 2 1 Looks 10.06 Crippling Injury: Spray Cha 08.81 Spray

Atk Spd 00 Random Wound: Accuracy 01 Claw 2 0 2 d2 +2 Random Wound 2: (blood spew) Bite 2 1 4/10 d4 +2 Dmg Mod +2 Random Wound 3: Bite 2 1 4/10 d4+2

Observation 61 Afflicted NPC 2 HI T P OIN T S 281 points location hours to heal Listen 32 Attack Counts to Ready Recovery Damage Str 06.88 Priors & Particulars Type Attack Speed Speed Dealt Dex 12.19

Con 08.59 Starvation Wounds: Blood 2 2 2 1 Blood 2 2 2 1 Looks 12.05 Spray Crippling Injury: Spray Cha 10.02

Atk Spd -03 Random Wound: Claw 2 0 2 d2 -2 Accuracy +04 Random Wound 2: (blood spew) Bite 2 1 4/10 d4 -2 Dmg Mod -2 Random Wound 3: Bite 2 1 4/10 d4+2

Observation 47 Afflicted NPC 3 HI T P OIN TS 2 3 points location hours to heal Listen 53 Str 10.09 Attack Counts to Ready Recovery Damage Priors & Particulars Dex 13.05 Type Attack Speed Speed Dealt

Con 11.08 Starvation Wounds: Blood 2 2 2 1 Looks 13.89 Blood 2 2 2 1 Crippling Injury: Spray Cha 12.08 Atk Spd -01 Random Wound: Accuracy 01 Claw 2 0 2 d2 +0 Random Wound 2: (blood spew) Bite 2 1 4/10 d4 +0 Dmg Mod 00 Random Wound 3: Bite 2 1 4/10 d4+2

Observation 71 Afflicted NPC 4 H IT P OIN TS 24 points location hours to heal Listen 60 Str 18.79 Attack Counts to Ready Recovery Damage Priors & Particulars Dex 14.39 Type Attack Speed Speed Dealt

Con 13.68 Starvation Wounds: Blood 2 2 2 1 Looks 09.79 Blood 2 2 2 1 Crippling Injury: SpraySpray Cha 05.10 Atk Spd +01 Random Wound: Accuracy 02 Claw 2 0 2 d2 +5 Random Wound 2: (blood spew) Bite 2 1 4/10 d4 +5 Dmg Mod +5 Random Wound 3: Bite 2 1 4/10 d4+2

Observation 28 Afflicted NPC 5 H IT POI NTS 31 points location hours to heal Listen 37 Str 07.31 Attack Counts to Ready Recovery Damage Dex 16.68 Priors & Particulars Type Attack Speed Speed Dealt

Con 18.90 Starvation Wounds: Blood 2 2 2 1 Blood 2 2 2 1 Looks 10.87 Spray Crippling Injury: Spray Cha 09.72 Atk Spd -02 Random Wound: Accuracy 03 Claw 2 0 2 d2 -2 Random Wound 2: (blood spew) Bite 2 1 4/10 d4 -2 Dmg Mod -2 Random Wound 3: Bite 2 1 4/10 d4+2

Afflicted NPC 6 Observation 65 H IT POI NTS 25 points location hours to heal Listen 49 Str 12.70 Attack Counts to Ready Recovery Damage Dex 12.26 Priors & Particulars Type Attack Speed Speed Dealt

Con 13.59 Starvation Wounds: Blood 2 2 2 1 Looks 11.59 Blood 2 2 2 1 Crippling Injury: Spray Cha 13.38 Atk Spd +02 Random Wound: Accuracy 01 Claw 2 0 2 d2 +1 Random Wound 2: (blood spew) Bite 2 1 4/10 d4 +1 Dmg Mod +1 Random Wound 3: Bite 2 1 4/10 d4+2

The odds of a group of players successfully escaping from the Affliction to the Gulf Coast, it is conceivable that they may Region Zero are extremely slim. However, there are many risky – leave the continent well ahead of the Running Death – although if not all-out bad -- choices which players may choose to attempt. they may find themselves quickly caught up in the Caribbean, Following through on these choices allows for many months of rather than onward straight for Europe. game-time in which all kinds of Apocalyptic Scenarios may occur. For the GM’s reference, a map of the Spread of Infection is This region is expansive as many humans still struggle to presented. Cities with large stars are points of fierce human accept that something so horrible is occurring. However, toward resistance and battle, while the arrows indicate the general the final week of human extinction in this region, the governing direction of the Running Death. A detailed timeline is presented bodies of both the United and Confederate States reach an on Page 3, which should serve as a basic outline for any GM understanding, and prepare to put the full weight of their military who’s planning an extended campaign of fight and flight. A few might against the Hungry Hordes. additional details are presented here.

In this case – and in all other cases – the Apex of Infection The vast majority of the remaining North American occurs at around roughly the fourth week following an outbreak in population falls over the span of these three months. Most each region. This means that if a group of players are able to wealthy people flee the continent – some stupidly head for survive a full month, then it becomes increasingly more likely that Europe, others attempt to seek salvation on small islands in the they will outlive the Afflicted who are hunting them. Caribbean and Atlantic. Few fail to escape. Region Zero should begin wherever the players are – perhaps in the Cauldron, or riding the Sequoyah Star, or anywhere in between. From there, the Affliction wildly spreads. If the players have any plans to flee the continent, making it out before Region Four is entirely overtaken may be their best bet. Beyond this point, civilization no longer exists in a way that This region is proportionately smaller than the next, in part permits for international travel. because fewer people live there. If the players are able to outrace Swarming a Target ...... 6 Afflicted as NPC Templates ...... 34 The Affliction ...... 4 Animal Consumption Speed by Afflicted ...... 9 Weapons Against Afflicted ...... 10 Attack Methods, Afflicted ...... 5 Zombie Templates ...... 20, 33 Blood Spray ...... 20 Bait & Tackle ...... 19 A Hungry Friend ...... 19 Afflicted – A person whose humanity has been overwhelmed and Death Train ...... 19 replaced by an insatiable hunger for flesh. An Afflicted does not need Barrel of Gunpowder as a Weapon ...... 15 sleep, heals remarkably fast, and is able to withstand a higher-than-usual Basic Timeline ...... 3 amount of damage from various kinds of attacks. Biting Attack ...... 6 Bottle Throwing ...... 12 Infected – A person who suffers from an Afflicted’s Ichor. An Infected Blood Spray, Basic Rules ...... 5 person retains much of his or her humanity, but is slowly, incurably Advanced Rules ...... 20 losing all sense of self and being. An infected becomes Afflicted typically Crippling Injuries Tables ...... 8 within a 24 hour window. Detection Methods, Afflicted ...... 6 Eating Habits of Afflicted ...... 8 Infection Damage – Unlike normal kinds of damage, Infection Damage Experience Modifier Effects on Zombie Attacks ...... 10 is not inherently physical. It instead represents the amount in which a Fire Damage ...... 11 person is infected, and increases at an alarming rate. When a person Fire Damage, Spread Rate ...... 11 takes Infection Damage equal to his maximum Hit Point total, he Goods & Gear on Afflicted ...... 9 becomes Afflicted. Healing Rate, Physical Wounds ...... 4 Infection Damage ...... 5, 16 Infection Threshold – This represents the point in which a person who is Infection Points ...... 16 infected loses all sense of self and becomes Afflicted. The Infection Infection Rules, Instant Conversion ...... 16 Threshold is represented by a person’s maximum total of Hit Points. Infection Threshold ...... 15 Symptoms of ...... 17 Instant Conversion – Instant Conversion occurs when a person has taken Infection Wound & Conversion Chart ...... 17 Physical, Infectious Damage equal to ½ his remaining Hit Points. The Map Spread of Running Death ...... 35 reason Instant Conversion occurs at this point is because the human’s Movement Action Rates ...... 5 body has suffered too much damage to fight off the spread of the Penetration Rules, Advanced & Basic ...... 20 infection. Physical Damage ...... 5, 16 Physical Differences of Afflicted ...... 8 Physical, Infectious Damage – When an Afflicted attacks a human, he is Physical, Infectious Damage ...... 5, 16 likely to deal both Physical and Infection Damage at the same time. Piano Damage Severe Wound Distribution ...... 14 Physical, Infectious Damage represents this, and helps clarify for the Piano as Weapon ...... 13 player the fact that he should be tallying both Physical Damage and Priors & Particulars, Afflicted ...... 6 Infection Damage. Profession Paths ...... 18 Coyote ...... 18 Cure Seeker ...... 18 Escapist ...... 18 Infiltrator ...... 19 Societal Rebuilder ...... 19 Survivalist ...... 19 Zombie Hunter ...... 19 Random Crippling Injury ...... 7 Random Starvation Table ...... 7 Random Wound Table ...... 7 Reputation Effects on Zombie Attacks ...... 10 Severe Wounds ...... 21 Fire Damage ...... 12 Lower Leg ...... 21 Thigh ...... 22 Hip/Buttock ...... 23 Groin ...... 24 Abdomen ...... 25 Arm ...... 26 Chest ...... 27 Back ...... 28 Shoulder ...... 29 Neck ...... 30 Head ...... 31 Face ...... 32 Shrapnel Damage ...... 14 Spread Rate of the Running Death ...... 7 Sprinting Speed ...... 5 Starvation Effects on Afflicted ...... 9 Starvation Rules ...... 9 State of Encountered Afflicted ...... 7

Not that there’s too much for Bob to worry about. While Alferd is heavy with the dreams of its residents, few focus their Death At Fort Alferd is an Aces & Eights: Shattered Frontier attention on where they are and what they are doing. Thus, if a adventure set to be placed at any convenient location in your gang of bank robbers happen to hole up for a spell in one of the campaign. Fort Alferd may be run as a new location in the many hotels located in the fort, they rarely think about Cauldron, it may be used as a stop along the Sequoyah Star, or it committing their crimes there. Instead, they look down the road, may be incorporated as a substitute for any other fort location to the larger Great Salt Lake City, or the more exciting Judas throughout the West (such as Fort Worth). Crossing. Crime in Fort Alferd is more of an accidental thing – something which happens when tempers flare. Besides, were a In addition to the adventure, we’ve provided several reference gang to attempt any sort of organized robbery, they’d run the risk maps and full game statistics for Non-Player Characters. Should of contending with the troops stationed at the fort – Gordon’s you wish to have the NPCs presented in single page format similar Hardnecks – not that any criminal would be implicitly aware of to those in Rustlers & Townsfolk (in the event that some may go the company’s general incompetence. on to become recurring encounters in the Zombie Apocalypse) you may download a blank R&T template as a PDFs on the The final authority at Fort Alferd is Lieutenant Colonel Kenzer and Company website (www.kenzerco.com). William Gordon, who heads the 25 soldiers stationed there. This authority is wasted on Gordon, however, who earned his post Even after the players finish the adventure, you can continue through gross nepotism rather than through flashy heroism. to use the supplemental materials available in this adventure, as Gordon does deceptively demonstrate one area of cunning, there are several tables and statistics which may prove useful however. Whenever trouble arises in the fort, he immediately information to both the player and GM in the Zombie seeks the council of Texican Bob. However, that is where Apocalypse. William Gordon’s intelligence falters – he may seek advice, but he is rarely inclined to take it.

In any event, Fort Alferd offers numerous campaign Fort Alferd represents a mixture of military fortification and opportunities, beginning with the incompetent Lt. Colonel western boomtown prosperity. It was built more than 30 years Gordon and his Hardnecks, the intimidating Canada Joe and the ago, back when the United States was more concerned about hardened bounty hunters who gather there, and the washed-out Indians than Southerners. Since then, the United States has Texican Bob and his many, many deputies. Even if you choose gotten on to have amicable terms with the Sequoyah Nation and not to immediately burden your players with a Zombie the frontier has moved farther west. In turn, what once was a Apocalypse, they should stay busy here. military station with 100 men ready to serve now contains only 25 troops, all of whom are well aware that they are manning a dead- end post under the command of a useless officer. Thus, Alferd’s A setting is only as detailed as the NPCs who reside there. military uses are now nominal, and instead it serves primarily as a For the sake of convenience, the vast majority of NPCs based in gateway between east and west. Fort Alferd are pre-existing NPCs who can be found in the Presently, the Fort is home to roughly 100 people (the Kenzer & Company product Rustlers & Townsfolk, available as a aforementioned soldiers and approximately 75 hopeful civilians). downloadable product at www.kenzerco.com. Additional NPCs The folk who live there consider Alferd to be only a temporary from Rustlers & Townsfolk: Judas Crossing and Trouble on the home, as most plan to push further west at first opportunity. Sequoyah Star are also used, although they are additionally “optional” as they are additions via train halfway through the first In the meantime, Fort Alferd serves in a multitude of day of the zombie infestation. capacities. It is an outpost prone to famous bounty hunters, many of whom gather there to collect bounties and share stories with These NPCs are fully statted out and carry with them colleagues and rivals. (Perhaps the most famous of these outlaw weapons, items, and life histories far beyond the standard RPG hunters is Canada Joe, who supposedly once brought 20 men to fare. However, several characters – specifically Canada Joe, law without so much as unholstering his gun*.) It is also a station Texican Bob, William Gordon and his soldiers – are new to Aces for the outbound rail – two trains pass through each day, one & Eights. Their basic stats are presented in this supplement, with headed east, the other headed west, both carrying an assorted more detailed R&T statistics to follow in the near future. mixture of people – hopeful and dejected – as well as goods, However, if you are too cheap to buy Rustlers & Townsfolk valuable and mundane. And, consequently, it is a trading post (and really, you’re only hurting yourself by not having it), brief used by merchants from nearby towns to both drop off and pick “general” NPC statistics are provided where necessary. up regular supplies.

Beyond serving as a military outpost for the United States, Fort Alferd is also home to a famous Sheriff, “Texican Bob” Fort Alferd is primarily designed as being an ideal mechanism Clemens. Texican Bob, who is best known for his penchant to for unleashing the Zombie Apocalypse upon your group of deputize entire towns during times of trouble, considers Alferd to hapless, unprepared players. Therefore, the adventure hooks be a “retirement post.” He is advanced in age and well past his provided in this section are designed for one purpose – to get prime, but he remains a cunning judge of character and has them into the Fort and to distract them from what’s really going successfully maintained law and order at Alferd ever since the fort on around them. But it should be mentioned once more that became part settlement more than ten years previous. Fort Alferd is an ideal location for any group of players, even if the Zombie Apocalypse is only some kind of bad dream that you have no intentions of using in your game. *It’s true, but most accounts fail to mention that they were already dead from Joe having dropped the front wall of a building on top of them If the players choose to accept Bob’s invitation, Fort Alferd is … located roughly 10 hours travel from their present location. Once The Premise: Whether your players are established in Judas they arrive there, Texican Bob explains the situation. Crossing, have recently completed Trouble on the Sequoyah Star, or are using the town of Lazarus as provided in the Shattered … Frontier Sourcebook, sooner or later they are probably going to The Premise: When you are ready to bring your group of stop trying to rob banks and start trying to establish businesses player-criminals to Fort Alferd, introduce them to an NPC called and lives. Once that happens, “Businessman’s Errands” makes “Snitchy.” (You may use any NPC template from Rustlers & for an ideal adventure hook. Townsfolk for this scenario, assuming the NPC you choose fits the profile of the kind of scummy person who might call himself On an ordinary day in whichever town the players are staying “Snitchy.”) at, the local owner of the General Store approaches them appearing rather desperate, with his hat in his hands. Snitchy aids the players in committing some kind of crime, but in the process of escaping, he is either shot by another NPC or, if “It seems that I’m in a mite of trouble,” he stammers. “My the players are too competent for their own good, Snitchy regular delivery failed to come and I got a loan coming due. I accidentally shoots himself in the stomach. expected I could pay it if I had some product to sell – in fact, I should be able to pay it easy. But that’s the problem, sirs, I got no In either case, as Snitchy lays dying, he tells the players the product! If somebody don’t head over to Fort Alferd about as story of Fort Alferd – a military outpost run by an incompetent fast as the wind carries them, I’ll have to shut my doors for good!” Lieutenant and policed by a dinosaur sheriff. He tells them of a train that is due to deliver more than $1,000 cash, as well as As payment for their help, the man promises them a full cut countless thousands more in jewels and gems. He informs the of the profits once he is able to earn enough money to meet his players that most criminals consider Fort Alferd to be too boring loan. He estimates this might be as much as $75 in a single week to case and rob, and as he dies he whispers, “Get rich for me, – a pretty penny for a two-day errand. fellas, will you?” Once the players accept, the Shop Keeper gives them a wagon If the players accept and arrive at Fort Alferd, they learn and mule and sends them on their way. From wherever the (through words whispered too loudly, and a general sense of players are beginning their journey, Fort Alferd is only about 10 tension) that a large shipment is indeed due to arrive the following hours away. day. … The Premise: While on a routine job, the players are startled to see a living legend apprehend their target. It’s Canada Joe, for whom songs have been written, brides have been promised, and criminals have committed suicide rather than square off against.

“I’m sorry to make off with your bounty,” Joe says, “but this one’s personal. This dirty dog took my sister’s purity some 10 years passed, and I’ve been lookin’ to round him up ever since! But I’ll make it up to ya . . . come to Fort Alferd in a couple of days. There are plenty of bounty hunters like us there, and I’ll give ya a real good payin’ job that I don’t got time for!” Assuming the players don’t try to gun it out with Canada Joe right then and there (a bad idea, as he has half a dozen allies hiding in the buckle brush), upon accepting they may begin to travel to Fort Alferd, which is only about 20 hours away from where they stand. Of course, once they arrive there, Joe won’t be so friendly . . .

… The Premise: If the players have established themselves as lawmen, they soon receive a letter written by none other than Texican Bob himself! Although heavily coded, the letter says the following: “I have heard great stories of your worth and valor. Please come to Fort Alferd before (GM’s NOTE: any date listed should be approximately one to two weeks from the current game time) so I can hear more about your legend in person. I should mention that we are expecting a very important delivery at around this time, and having men of your honor and expertise would go a great length toward easing my troubles about the event. Please telegraph to confirm your appointment, or lack of one, post haste.”

second as a way to monitor the general spread of the Affliction by waves with Fort Alferd broken up into four spacious sections. If you wish, you may use these rumors as flavor for the upcoming adventure. It is assumed that every NPC knows some of these rumors, and is likely to share what they know with any Once the players have arrived in Fort Alferd, introduce three player who engages them in good conversation. (Note: “good convergent plot points to essentially distract them from the true conversations” should not regularly involve pistol-whipping or purpose of the adventure. torture, although the threat of death is probably incentive enough 1. Sheriff “Texican Bob” Clemens strikes up a conversation for many NPCs with average-or-less honor to spill their guts.) with the players. At first, he seems to grill them on their business To determine which rumors are known by any NPC, Roll a in the Fort, then asking them such invasive questions as, “Have d8 and corroborate the result with the rumors list. you ever been in a gunfight,” “Would you be afraid to kill a wanted man,” and, “Are you good at staying awake on night 01 I done saw the strangest thing just earlier today. One of them shifts?” soldier-types had a real nasty lookin’ scratch on his hand, and he was all feverish! I hope it ain’t infected! (True – this NPC saw If the players pass these questions without saying anything too one of the first victims of the Running Death!) particularly damning, then Clemens takes them into his office and produces a number of deputy badges equal to the number of 02 Canada Joe must be slippin’ in his old age. I hear he’s passing players in the group. “I got a big shipment comin’ in,” he says. “I off bounties to other folks without any interest in a cut! (False – need ya to help watch my back from criminal-types. If’n you lend Canada Joe wants folks to believe that, but he’s not at all a hand, I might just put a good word in with the governor and see interested in sharing his bounties with anybody.) about makin’ you full time deputies!” (This scenario is 03 I hear Texican Bob is real sick. He don’t look it, but he ain’t particularly ironic if the players are criminals who have come to long for this world. (False – though he’s old and has perhaps lost Fort Alferd with the intent of robbing the shipment.) his edge a bit, Texican Bob is healthy as a horse!) 2. Famous bounty hunter Canada Joe accuses one of the 04 Rumor has it that there’s a deed to the whole of Northern players of being a well-known criminal. Even if they are able to California on that train comin’ through. Can you imagine ownin provide documentation that verifies the player is who he claims to that much land? (True – among the thousands of dollars being be, it’s not good enough for Joe who considers the denial of the transported on the passing train is a deed for nearly 100 square player to be an attack on his honor. He chooses to deal with this miles of Northern California, the value of which is perhaps tens of affront by challenging the player to a High Noon Duel on the thousands of dollars.) same day as the train’s arrival.

05 Did you know that Lieutenant Colonel Gordon got this post Engaging in a duel with Canada Joe should be an interesting because his old man back east is a General? I heard he don’t story angle for the players. He is likely to be the most famous even want to be a soldier, but he couldn’t tell his daddy no! (True NPC they’ve encountered in their travels, and they must be made – William Gordon wanted to be a photographer of nude models.) aware of the fact that killing him would cause a tremendous reputation boost. 06 I saw some folks out in the wilderness, lookin’ to raise all manner of hell! The fort is gonna get attacked! (False, 3. An aforementioned train is scheduled to arrive at technically. There are Indians out and about, but they have no approximately 12:05PM. This train, which is carrying a wide plans of attacking the Fort. The only threat of attack comes from variety of valuables and goods, should be the focus of the party. those who are suffering from the Affliction – and this attack is They will either wish to rob it, protect it from being robbed, or going to come from within the fort!) perhaps they’ll merely serve to unload goods and supplies for a businessman back home. 07 Roll twice on this table In any event, if you orchestrate these particular scenarios with 08 No rumors are known the proper amount of cunning and subtlety, then the players are almost certainly unlikely to realize that by the time High Noon comes, the train will be the least of their concerns!

Death At Fort Alferd should be an adventure run with a very subtle hand. If the players are aware going into it that they will be squaring off with flesh-hungry zombies, then they’ll have too good This timeline highlights general events which occur at a chance of not only surviving, but of actually averting the Zombie approximately the listed time. It is entirely possible, however, that Apocalypse! (Averting the Apocalypse is a good thing, and it the players alter some events and prevent others from ever should be possible, but it’d require fast actions and brutal occurring. Contingency scenarios are presented – ie, what certainty. Therefore, don’t make it easy for your players – failing happens if the listed event is prevented from occurring – but is part of the fun!) generally speaking, it should be very difficult for players to stop most of these events from happening. In order to aid in helping you determine the rate and spread of the Affliction, a timeline is present in this adventure. This This occurs the evening before the adventure begins. timeline should be followed closely, taking into account Once the players arrive in the fort, the previously mentioned story modifications based on your players’ actions. arcs begin to intersect. Texican Bob approaches the group with an offer of work. Canada Joe challenges a player – preferably one The timeline is presented in two ways – first as an overall who suffers from the Doppelganger Flaw – to a High Noon Duel. timeline, detailing key events leading up to the first outbreak, and As the players arrive at Fort Alferd, read or paraphrase Average Reputation, 32, Fame 8; Quirks: Lusty, Flaws: None; this text: Skills: Rope Use 50%, Tracking 58%, Listening 45%, Riding 51%, Observation 58%; Talents: Damage Bonus; Gunfights: 3; Valuables: $25.00, pipe, tobacco, pocket watch, common, Fort Alferd is a small but busy settlement located on the whiskey flask; Firearms: Colt SAA .45 (12” Barrel) + box of .45s; cusp of the Wild West. It carries with it a reputation as a Winchester 1866 Carbine (.40 cal) + box of .40 cals place few wish to be, as most travelers who stay there a spell desire to be elsewhere along the path, in either direction. Typical Soldier Given Names (d20): 1. Jonas 2. John 3. David Those who travel westward from here are often seen – or at 4. Caleb 5. Andrew 6. Jacob 7. Josiah 8. Peter 9. Kevin 10. James least see themselves – as brave adventurers seeking fame and 11. Paul 12. Jebediah 13. Michael 14. Samuel 15. Joseph 16. fortune in the wilds of the Shattered Frontier. Those Daniel 17. Isaac 18. Abraham 19. Simon 20. Jesse travelling east are typically failures whose only hope is to Typical Soldier Surnames (d20): 1. Smith 2. Johnson 3. escape the wake caused by their crushed hopes and broken Jackson 4. Adams 5. Kane 6. Samuels 7. James 8. Jones 9. Stone dreams. In other words, the settlement carries an air of 10. Sawyer 11. Young 12. Abrams 13. Matthews 14. Wilson 15. desperation, tinged with hope and sorrow in equal portions. Carthwright 16. Wood 17. Gardner 18. Montgomery 19. Phillips As you enter the settlement’s proper, you see an 20. Anderson assortment of folk. Some appear to be ordinary townspeople, Lt. Colonel William Gordon going about their business after another long day on the grind. Others appear to be street urchins, begging for coin, comfort, HP 26; Speed 2, Accuracy +3, Str 12/16, Int 17/09, Wis or both. 12/56, Dex 12/67, Con 13/85, Lks 13/74, Cha 15/61; Disreputable 5, Fame 2; Quirks: Hardcase, Flaws: None; Skills: And yet, while Alferd has perhaps earned its reputation of Photography 44%, Law 71%, Military Strategy/Tactics 70%, being “too boring” for crime, it is clear to you that there is Reading Comp./Pen. 51%, Listening 45%, Observation 62%, action to be had here. A group of military men – and a Riding 41%; Talents: Advanced Sighting; Gunfights: 0; Valuables: handful of civilians – who are coming in just ahead of you are $75.84, cigars, pocket watch, fancy, camera; Firearms: Lemat wounded and bleeding, as if having encountered some kind of Two-Barrel + box of cap & ball ammo

dangerous threat in the wilds beyond the tall wooden walls of Whatever the PCs choose to do (whether they are the fort. Even as you hear them muttering a comment about renting a room for the night or have decided to take advantage of “some crazy injun,” your gaze is pulled elsewhere, as you see Canada Joe’s generous offer), at this point Texican Bob finds proud-looking individual hauling a man, bound in chains, to a them.

local jail. Indeed, Alferd may be the last place anybody wants Current Affairs (Average) Check: With a successful skill to be, but those who are there make the most of it. check, the PC identifies Texican Bob as being a legend of the west who is surprisingly still alive, considering his advanced age and the kind of enemies he’s made. GM’s Note: The wounded soldiers and civilians are, in fact, the first infected. None are immediately at risk of turning – in fact, Texican Bob (Sheriff) they all complete the process of becoming Afflicted the following HP 24; Speed 0, Accuracy +6, Str 11/72, Int 15/01, Wis day. 13/65, Dex 15/76, Con 11/94, Lks 12/26, Cha 13/42; Rep 99, Current Affairs (Easy) Check: With a successful skill check, Fame 65; Quirks: chivalrous, late sleeper, prejudiced the PC identifies that the person hauling the man into jail is the (prospectors); Flaws: far-sighted, hard of hearing; Skills: culture famous bounty hunter Canada Joe. (Cherokee) 79%, current affairs 70%, diplomacy 57%, gambling 69%, glean information 52%, interrogation 75%, intimidation Canada Joe is in a jovial mood and, after he drops off his 72%, language (Cherokee) 81%, language (Spanish) 82%, law catch, he loudly declares, “Drinks are on Sheriff Clemens tonight, 80%, listening 72%, reading comp/pen 46%, riding 52%; Talents: boys!” He then steps into the saloon, but not before shooting a crack shot, courage, dead eye; Gunfights: 5; Valuables: $36.25, strange look to the PCs before disappears beyond the doors. gold pocket watch, solid gold framed spectacles; Firearms: Colt Canada Joe (Bounty Hunter) Dragoon (d4+1; +1 Spd) with gunbelt ammo for 12 shots

HP 26; Speed 0, Accuracy +5, Damage +5 Str 18/54, Int Texican Bob strikes up a conversation with the PCs, asking 17/12, Wis 10/89, Dex 17/27, Con 15/35, Lks 12/74, Cha 14/61; them about their journey to Fort Alferd, as well as about their Minor Celebrity 58, Average Notoriety -30; Quirks: hothead, business there. He then engages them in many of the questions selfish, Flaws: None; Skills: current affairs 37%, diplomacy 48%, referenced in the Adventure Overview on the previous page glean information 32%, intimidation 10%, interrogation 45%, law before inviting them to join him in his office for a drink. Once 64%, reading comp/pen 55%, slick talker 22%, tracking 10%, there, he presents them with an offer: “Help me make this hunting 44%, listening 29%, observation 44%; Talents: delivery, and I’ll make you deputies. Do a good enough job, and Endurance; Gunfights: 12; Valuables: $300, gold pocket watch; it might even become permanent!”

Firearms: S&W Schofield (d6+1 +1 draw speed 8 reload speed) Soon after the players finish speaking with Texican with gunbelt ammo for 18 more shots Bob, whether they return to the saloon or head to their rooms for Typical Soldier the night, Canada Joe approaches them while surrounded by more than a half dozen of his comrades. HP 23; Speed +0, Accuracy +3, Damage +3, Str 15/80, Int 10/92, Wis 10/84, Dex 16/61, Con 09/40, Lks 9/55, Cha 10/61; “I done thought I recognized you,” Joe says to one of the PCs. This day almost certainly determines the way the rest “You’re the Outlaw Jesse Kane! You’re wanted back east for of this adventure in general – and the Zombie Apocalypse in killin’, horse stealin’, statutory marriage, an’ all sorts of heinous particular – plays out. crimes I’d never mention in good company!” GM’s Note: If you do not have Rustlers & Townsfolk, consult Of course, the PC is not Jesse Kane, but Canada Joe is Chapter 3.3, Generic NPCs for the basic stats of NPCs who you convinced to the contrary! He continues, “It’s too bad you ain’t may use in this adventure. worth dirt out here, or I’d haul you in as quick as you could spit! But I’m still inclined to pacify you . . . and that’s what I’m gonna One of the sickened soldiers is suffering from do tomorrow. High noon, in the street. Bring your gun or leave many of the negative physical effects of the transformation. He town with a yella belly!” stumbles out of the barracks and coughs blood onto Bell Little, who’d been grifting on the streets (which in turn infects the her). GM’s Note: Despite the bad odds, some players might be inclined to engage Canada Joe in a gun duel at that moment. Texican Bob meets with the PCs to discuss their Remind them before any formative action is declared that a) they duties for the day. He informs them that the train should arrive at have a train to deal with tomorrow (and even if they shoot Canada approximately 5 minutes past Noon, at which point the people on Joe dead right now, they’ll be unlikely to see that train if they’re board will prepare to disembark. However, before any are looking at the inside of a jail cell) and b) there is high reputation permitted to leave, he and the other Deputies will step into a to be earned from defeating Joe in a one-on-one gun duel. private car at the front of the train and be led to a safe. Within that safe are several leather binders brimming with deeds, a Once Joe has challenged the PC to a High Noon duel, the satchel with more than $1,000 cash, and three cases filled with PCs may do what they wish without further direct conflict – they jewels. The other deliveries – General Store supplies, et al, are in may even drink with Joe (although he no longer is willing to pay a different car toward the back. for their drinks) or play cards with him. As a man of honor, Canada Joe does not instigate further conflicts for the remainder Within the military barracks, one of the four of the evening. soldiers who’d been infected turns into an Afflicted. It soon attacks its first target.

At this point, the target of the first Afflicted attack within Fort Alferd turns into an Afflicted. He shortly joints the first Afflicted in attacking – and consuming all the men within the barracks. The process of their consumption of the people in Building 14 takes approximately 20 minutes.

Finally, gunshots are heard going off. Texican Bob sends Scratch Ewell and Boots Starbuckle – two of his regular deputies – to investigate.

In Building 9.5 (the General Store Apartments), Travis Foley, who’d been out with the soldiers the previous day, turns. He proceeds to attack Alexandra Katherine Taylor, whom he turns in short order.

Three soldiers succeed in escaping from Building 13, but not before becoming infected. They quickly run to the Sheriff and inform him that men are losing their minds and violently attacking anybody they see.

The two Afflicted in the Building 9.5 Apartments infect five more people before they are killed. The newly infected include Jason Patrick Wells, James Francis Wilcox, Abe Pepper, Albert Wright, and Martino Garlati. The Afflicted – formerly Travis Foley and Alexandra Taylor – are killed by a table leg and gunshot wound to the head, respectively.

Meanwhile, Texican Bob hears these gunshots as well and sends Evan “Hardscrabble” Cross, his last remaining non-PC deputy to investigate.

At the same time, Scratch Ewell and Boots Starbuckle, the deputies who went to investigate the gunshots in the barracks, are quickly overwhelmed and consumed by more than a dozen of the Afflicted. They become Afflicted as well.

Canada Joe arrives on the scene and begins to prepare for his duel with the PC. As he marches to his place, Tyler Monroe Coffey, who’d also been out with the soldiers the previous evening, turns into an Afflicted and attacks him. Joe quickly dispatches Coffey, but not before suffering an Infectious Geoffrey Eustis Blaine, Michael Blaine, Danny Lee Kelly, Kate Wound. Haley and Jacob Allan Powers.

10 of the 18 Afflicted who overran the Building 13 Gerardi, Jennings, Haley, Kelly and Powers are traveling by Barracks (including Scratch Ewell and Boots Starbuckle) move one stage coach. James Patrick Wells is traveling by horseback, if onto the street and begin to attack whichever people are closest to the Afflicted have not killed all the horses within the fort. them (the remaining 6 from the building were killed in the Otherwise, he joins Daisy Lee Atkins, Maria Fuente, Michael zombie attack, while 8 more remain temporarily distracted within Blaine and Geoffrey Blaine on a second stagecoach. the building’s confines). At this point. NPCs Helen Fen, Ofelia The train crew work desperately to refuel the train, fighting off Gerardi, John Hope, Maggie May Greavy, Mathew Alewine, any Afflicted who may attempt to board the train while they are James Jennings, and Jacob Allan Powers are also infected. An loading coal, refilling the water, and performing other duties. It additional 3 NPCs are also turned fully Afflicted – they are will be more than 20 minutes before they have the minimal Francis Jose Montoya, Bell Little, and one of the soldiers who’d amount of water necessary to get to the next station. escaped to Texican Bob. As the train prepares to disembark, all surviving, Before more people can be turned, the Fort rallies and shoots remaining members of Building 14 attempt to flee the fort and the Afflicted dead in the street. At this point, Doctor Geoffrey some manage to successfully climb on board. If Sheriff Clemens Eustis Blaine becomes infected while examining an Afflicted’s is still alive, he forces the train from leaving as, by this point, he corpose. has seen ordinary people become Afflicted and his instincts tell Another wave of the 8 remaining Afflicted soldiers him to keep people close until he can figure out how and why the stream out of the barracks, swarming on Danby Trask and Parker change is happening.

Joe Daughtrey, quickly turning them into Afflicted. At this point, At this point the general timeline ends. In all likelihood, the the 10 Afflicted attack the streets, causing Sheriff Clemens to spread of the Affliction is slow, but occurs in spurts. It should be order an immediate quarantine of all citizens. Unless PC action is entirely possible for the PCs – or local townsfolk – to gun down quick and authoritative, Afflicted remain alive even as the streets Afflicted nearly as soon as they see them, with the risk of infection are quickly cleared of people. occurring from blood spray, scratch, or those who manage to To see where still-alive people hide within the Fort, consult avoid the bullets in time to bite. At the same time, nearly every the Fort Residence list. This list includes all people currently building is likely to have at least one infected NPC, whose living in the Fort – even those who have been turned into inclination is to hide his ailment from those around him. zombies, and especially those who are infected.

All townsfolk are now off the streets and hiding in Human beings are kind, compassionate people. Mankind is various houses, as represented by the lists beginning in Chapter 3. prone to acts of graciousness, sacrifice, and unrelenting kindness. Any Afflicted on the streets immediately find and feast on any Except when disaster strikes. Then, people start brandishing animals within the Fort, including the remaining horses in the pen weapons, hording supplies and killing threats real or imagined – behind Lieutenant Commander Gordon’s building. and that’s just the beginning!

The train arrives two minutes late. Sheriff As this adventure – and it may be properly titled a “scenario,” Clemens is too distracted to deal with the issue appropriately. as the only real objective is survival – plays out, consider what’s happening not just with your PCs but with your NPCs as well. The following NPCs disembark from the train before they Maybe the PCs are cleaning house outdoors, killing every realize that something is amiss: Elizabeth “Lizzy” Strider, Ulysses Afflicted they see. More likely, they are inclined to flee at all Shy, Callie Hobbs, Barnaby “Old Barn” Clanton and “Borracho” costs, or at least hide and fortify. In any case, while that is going Caval. If they are the only people out on the streets and Afflicted on NPCs are turning into Afflicted, they are feasting on their remain, then the zombies swarm them. To determine the former friends and family members, and the numbers of survivors likelihood of conversion, roll a d100 for each disembarking NPC. rapidly dwindles. The NPC who rolls the highest total is “first,” and is swarmed by the Afflicted. Consult Swarming Rules on Page 6, and, if you Therefore, if the PCs happen to move from one building to don’t want to roll an attack for every NPC, consult Table 2-2.4-3: another, or should they interact with one or more groups of NPC Infection Timetable to determine how long it takes for an surviving NPCs, it is unlikely – barring the possibility that a group NPC to instantaneously surpass their Infection Threshold and is lead by an NPC with extremely high reputation – that the NPCs become an Afflicted. welcome the PCs with open arms, offer them a share of supplies, and pledge to get out alive at all costs. Instead, each NPC is inclined to view the world with suspicion and hostility. Any new group of survivors they encounter is seen as a rival group who may try to take much-needed food. Any character with a visible wound is immediately viewed with suspicion and, if other signs of transformation appear evident, he’s likely to be killed (See Table 2-2.4-1: Likely NPC Response to Random Survivor Encounters).

In any event, consult Table 2-2.4-2: General NPC Time Table to determine what the NPCs are most inclined to do at various The following NPCs attempt to flee the fort, either by carriage points. Additionally, to determine how quickly the infected or horseback. Those in italics are infected: Ofelia Gerardi, James become Afflicted, consult Table 2-2.4-3: NPC Infection Time Jennings, Jason Patrick Wells, Daisy Lee Atkins, Maria Fuente, Tables. sight and sound. Therefore, the best way to avoid becoming a tasty, blood-soaked meal is to muffle your weeping as you hide Table 2-2.4-1 Likely NPC Response to Random from the monster that just ate your family. Survivor Encounters In a village, fort, town, or city setting, NPCs and PCs alike are almost certainly going to quickly figure out that they need to hide from the zombies that would otherwise eat them. However, the larger the group that’s hiding, the more likely they are to be found 1 ...... 1+ ...... 0 ...... Team Up out by roaming Afflicted. PCs and NPCs alike must make 1 ...... 1+ ...... Any ...... Hostile Reaction opposed rolls against the Observation and Listening skills of any (PC makes Diplomacy check, Difficult Modifier) nearby Afflicted. This roll is modified by two factors – the 2 ...... 1 ...... 0 ...... Team Up general size of the building and the number of characters hiding 2 ...... 1 ...... Any ...... Hostile Reaction within. (Consult Table 2.5-1: Hiding Factors for PCs). When all (PC makes Diplomacy check, Very Difficult Mod) factors are considered, the hiding group of players rolls two 2 ...... 2+ ...... 0 ...... Suspicious d100s, one for hiding and another for sneaking, with the aim of (PC makes Diplomacy check, Average Mod) rolling higher than their percentage. At the same time, on behalf 2 ...... 2+ ...... Any ...... Hostile Reaction of the Afflicted the GM also rolls a d100 with the aim of rolling (PC makes Diplomacy check, Difficult Modifier) higher than the zombie’s listening and observation skills. 3 ...... 1-3 ...... 0 ...... Team Up Whoever wins each roll by the largest total wins the opposed 3 ...... 4+ ...... 0 ...... Suspicious check. (PC makes Diplomacy check, Average Mod)

3 ...... 1+ ...... Any ...... Hostile Reaction Once the Afflicted observes or hears the PCs, he does

(PC makes Diplomacy check, Difficult Modifier) everything he can to get into the building they are hiding in. He

4 ...... 1-4 ...... 0 ...... Team Up attempts to break open the door – making an opposed STR

4 ...... 5+ ...... 0 ...... Suspicious check – and, if that fails, he begins moving around the building (PC makes Diplomacy check, Average Mod) while trying to force his way past a weakly fortified point of entry, 4 ...... 1+ ...... Any ...... Hostile Reaction such as a poorly boarded up window. (PC makes Diplomacy check, Difficult Modifier) 5+ ...... 1-5 ...... 0 ...... Team Up At the same time, the noise the Afflicted makes is likely to 5+ ...... 5+ ...... 0 ...... Suspicious attract other Afflicted. (Consult Table 2-2.5-2 Noise Modifiers to (PC makes Diplomacy check, Average Mod) Listen Checks.) 5+ ...... 1+ ...... Any ...... Hostile Reaction (PC makes Diplomacy check, Difficult Modifier)

Table 2-2.5-1 Hiding Factors for PCs

Table 2-2.4-2 General NPC Time Table

01 ...... 1 Story ...... +10% 01 ...... 2+ Story ...... +05% Hours 0-1 ...... Fight 02 ...... 1 Story ...... +20% Hours 2-6 ...... Hide/fortify 02 ...... 2+ Story ...... +10% Hours 7-12 ...... Escape the infested area 03 ...... 1 Story ...... +30% Hours 13-20 ...... Fitfully rest 03 ...... 2+ Story ...... +15% Hours 21+ ...... Resume moving 04 ...... 1 Story ...... +40% 04 ...... 2+ Story ...... +20% 05 ...... 1 Story ...... +50% Table 2-2.4-3 Infection Timetable 05 ...... 2+ Story ...... +25% 06 ...... 1 Story ...... +60% 06 ...... 2+ Story ...... +30% 07 ...... 1 Story ...... +70% 07 ...... 2+ Story ...... +35% 1 ...... d20+4 hours (5-24 hours) 08 ...... 1 Story ...... +80% 2 ...... d12+2 hours (3-14 hours) 08 ...... 2+ Story ...... +40% 3 ...... d4 hours (1-4 hours) 09 ...... 1 Story ...... +90% 4 ...... d100+100 counts (101-200 counts) 09 ...... 2+ Story ...... +45% 5 ...... d100 counts, -20 for every Afflicted 10 ...... 1 Story . . . +100% (Instant Detection) over the 5th (1-100 counts) 10 ...... 2+ Story ...... +50% 10+ ...... 1 Story ...... Instant Detection

10+ ...... 2+ Story ...... 50% +5% per person over 10 in the building Sooner or later, the streets are going to be emptied of human . . .20 ...... 2+ Story ...... +100% life and there are going to be Afflicted roaming about, looking for (Instant Detection) their next meal. As is mentioned earlier in the rules section of this book, zombies detect human presence through two means:

Table 2-2.5-2 Noise Modifiers to Listening Checks Once the PCs begin Death at Fort Alferd, they are likely to

experience rapid death. However, even if they are unable to kill

all the Afflicted and even should they fail to extinguish all the

infected humans, there is a possibility that the PCs live to fight Something is knocked over within a building ...... -10 another day. In Table 2.6-2 on page 6 of the Running Death Characters have hot dispute while hiding ...... -20 supplement, the physical conditions of the Afflicted is outlined for A physical scuffle occurs ...... -30 the GM’s convenience. However, that doesn’t tell you how many Somebody screams in horror ...... -40 Afflicted the PCs encounter, or how often. For that information, An Afflicted is outside a building, trying to get in . . -50 consult Table 2.6-1 Random Encounters. A gunshot goes off within a building ...... -80

Table 2-2.6-1 Random Afflicted Encounters

Week 1 1 20% d4

Week 2 2 20% d6

Week 3 3 25% d8

Week 4 4 30% d10

Week 5 4 25% d10

Week 6 4 25% d8

Week 7 3 20% d8 Week 8 2 20% d6

Week 9 1 20% d4

Week 10+ 1 10% d2

Note: This table is specifically for players who are on the

move. Consult Table 2.6-2 for “stationary encounters.”

Table 2-2.6-2 Stationary Afflicted Encounters

Week 1 1 10% d4

Week 2 1 10% d6

Week 3 2 15% d8

Week 4 3 20% d10

Week 5 3 20% d10

Week 6 3 15% d8

Week 7 2 10% d8

Week 8 1 10% d6

Week 9 1 10% d4

Week 10+ 1 10% d2

Note: This table is specifically for players who are on the

move. Consult Table 2.6-2 for “stationary encounters.”

Note: For any encounter, a non-Afflicted must pass opposed observe/listen rolls to avert detection.

While most groups may be inclined to take advantage of the stationary tables, it should be remembered that, in the Zombie

Apocalypse, supplies are in short order. Sooner or later, 16 ...... d2 Hat, fedora somebody will need to go for supplies. 17 ...... d4 Hat, ladies’ fancy 18 ...... d2 Overalls 19 ...... d4 Pants, men’s 20 ...... d8 Scarf, common Fort Alferd has been designed to serve, specifically, as a fully 21 ...... d2 Shirt, fancy detailed location in which PCs may battle it out against the 22 ...... d4 Shirt, plain Afflicted. Each building serves as host to a variety of NPCs, and 23 ...... d2 Shoes, fancy contains a number of items which may assist in preservation 24 ...... d2 Shoes, ladies’ dress against the assault of the Hungry Hordes. How co-operative these 25 ...... d2 Shoes, mens’ dress NPCs are – and how easy it is to acquire the supplies held within 26 ...... d4 Shoes, plain each building – should be based on a variety of in-game factors 27 ...... d2 Shoes, work and the GM’s discretion. 28 ...... d2 Skirt, ladies’ GM’s Note: The NPCs who populate Fort Alferd are 29 ...... d6 Socks, wool designed to serve a purpose of providing this adventure with 30 ...... d2 Stockings ladies’ silk proverbial “warm bodies.” They are loosely sorted to relate to 31 ...... d2 Suit one another – for example, if you wish to present Julia Frances 32 ...... d2 Suit, fancy Abernathy as the wife of Parker Joe Daughtrey, you need only 33 ...... d4 Tie, bow change her last name in-game. 34 ...... d4 Tie, neck 35 ...... d2 Travelling bag However, it is likely that your players will not find much time 36 ...... d2 Trousers, fancy to focus on the NPCs, their back-stories, or their relations to one 37 ...... d3 Umbrella another as, instead, they are more likely to be focused on averting 38 ...... d2 Underskirt, ladies’ the Afflicted who are trying to bite their faces off! 39 ...... d2 Underwear Common Supplies: Apartment Buildings – most apartments 40 ...... d2 Vest, hunting have common supplies as well as specific ones. If PCs search 41 ...... d2 Vest, men’s fancy silk various rooms, consult Section 2-3.2 Common Fort Supplies to 42 ...... d2 Vest, men’s leather determine what items are discovered, and in which quantity. 43 ...... d2 Wallet, leather 44 ...... d2 Wig, ladies’ All apartments and hotel rooms contain the following items: 45 ...... d2 Wig, mens’ (toupee) *Bed room suit, simple wooden 46 ...... d2 Flask *Chair, cloth easy 47 ...... d4 Lamp, plain oil *2 Chairs, wooden 48 ...... d6 Matches (Lucifer), box of 150 *Cutlery set (6 knives/forks/spoons) 49 ...... d2 Needle, sewing (1 dozen) *Desk, standing wooden office 50 ...... d2 Pan, frying (11 in.) *Dresser, simple wooden (three drawers) 51 ...... d6 Picture, framed *Mirror, large wooden framed plate (14 in x 24 in) 52 ...... d6 Pillow, feather *Table, wooden dining 53 ...... d2 Pot, coffee (8 ½ qt) *Trunk (36 in) 54 ...... d2 Sewing machine 55 ...... d4 Soap (one bar) Note: Each R&T NPC listed in this section who risks infection 56 ...... d2 Spittoon in the Basic Time-Table has his name italicized. Those who are 57 ...... d2 Tea set quickly turned have their names emboldened. For each 58 ...... d4 Canteen residence the PCs search, roll a d20+5. The result of this roll 59 ...... d4 Lantern correlates with the number of times the PCs roll on the Common 60 ...... d4 Sleeping bag Fort Supplies table. 61 ...... d2 Trunk 62 ...... d4 Fish hooks (box of 100) Roll (d100)...... Item 63 ...... d2 Fishing flies (dozen) 01 ...... d2 Belt, ladies 64 ...... d4 Fishing line (25 ft., cotton) 02 ...... d4 Belt, leather 65 ...... d2 Fishing reel (80 yd.) 03 ...... d2 Boots, fancy 66 ...... d2 Fishing rod, bamboo 04 ...... d4 Boots, riding leather 67 ...... d2 Tackle box 05 ...... d2 Cane, hickory 68 ...... d2 Trap, bear (spring, jaws, chain) 06 ...... d2 Chaps, leather 69 ...... d2 Bracelet, gold-filled 07 ...... d4 Coat, wool 70 ...... d2 Earrings (pair) 08 ...... d2 Corset, ladies’ 71 ...... d2 Ring, fancy set large/multiple diamonds 09 ...... d2 Dress, fancy 72 ...... d4 Ring, plain set small diamond 10 ...... d4 Dress, plain 73 ...... d2 Vest chain, gold plated 11 ...... d4 Gloves, buckskin 74 ...... d2 Watch charm, fancy 12 ...... d4 Gloves, ladies’ 75 ...... d2 Watch, fancy pocket 13 ...... d2 Grass suit (hunting camouflage) 76 ...... d4 Watch, plain pocket 14 ...... d10 Hankerchief, fancy brocade silk 77 ...... d2 Accordion 15 ...... d4 Hat, cowboy or sombrero (low crown) 78 ...... d2 Banjo 79 ...... d2 Baseball bat 80 ...... d4 Book Table 2-3.2-1 Armory Supplies (roll d6: 1 - banjo instruction; 2 – guitar instruction; 3 – piano Roll a d6 to determine the number of rolls on this table instruction; 4 – music folio; 5 – popular fiction; 6 – religious) 81 ...... d4 Dice d4 crates containing d6 Colt Pattersons and d10 boxes of 82 ...... d2 Drum, snare 1 . . . . 100 lead balls (for accurate quantity, roll for each crate) 83 ...... Encyclopedia Britannica (full set) d4 crates containing d6 Colt 1877 Lightnings and d10 boxes 84 ...... d2 Fiddle 85 ...... d2 Guitar 2 . . . . of 100 .38 cartridges (for accurate quantity, roll for each crate) 86 ...... d2 Guitar case d4 crates containing d12 Ballard-Creedmore Rifles and d20 87 ...... d4 Harmonica 88 ...... d6 Novel, pulp 3 . . . . . boxes of 100 .45-100 cartridges (for accurate quantity, roll for each crate) 89 ...... d4 Pipe d4 crates containing d12 Remington Revolving Rifles and 90 ...... d2 Pocket book 91 ...... d2 Poker chips (1000) 4 . . . . . d20 boxes of 100 lead balls (for accurate quantity, roll for each crate) 92 ...... d2 World Atlas d4 crates containing d6 Remington Rolling Blocks and d10 93 ...... d2 Hacksaw 5 . . . . . boxes of 100 .45-70 cartridges (for accurate quantity, roll for 94 ...... d4 Hatchet each crate) 95 ...... d2 Hammer, light

96 ...... d4 Nails, framing (4 pounds) d12 crates containing d12 Richmond Armory Muskets and

97 ...... d4 Rope (1 yd.) 6 . . . . . d20 boxes of 100 Minie balls (for accurate quantity, roll for 98 ...... Safe, steel combination, within which is 5d100 each crate) dollars of the national currency d4 crates containing d6 Sharps Combine Conversion Rifles 99 ...... Roll twice on this list 7 . . . . . and d20 boxes of 100 .50-.70 cartridges (for accurate 100 ...... Roll three times on this list quantity, roll for each crate) This two-storied building d2 crates containing d4 Sharps Long Range Rifles and d10 contains 11 hotel rooms plus a lobby. The only accessible way to 8 . . . . . boxes of 100 .45-.100 cartridges (for accurate quantity, roll the second floor is through the stairwell which was built on to the for each crate) outside of the building. The hotel supervisor is named Michael d10 crates containing d12 Spencer Carbine Rifles and d20 Waters (use Standard NPC template on page 53). 9 . . . . boxes of 100 56/50 rimfire cartridges (for accurate quantity, roll for each crate) Julia Frances Abernathy, Parker Joe d4 crates containing d6 Winchester 1866 Carbine Rifles and Daughtrey, Chick “Cactus” Devol, Helen Fen, Prissy Mae 10 . . . d10 boxes of 100 .45-.75 caliber cartridges (for accurate Hancock, Darby “Blue” Harper, Benjamin Abel Lighty, Colleen quantity, roll for each crate) Rebecca McGinty, Rose Helena Schneider, Danby “Big Dan” Trask, and 6 children (see “generic child templates” on page 54. d4 crates containing 2d20 knives, Bowie (for accurate 11 . . . quantity, roll for each crate)

The residents of the Kane Hotel are working men and women. Beyond the money and weapons on d4 crates containing d20 military uniforms of every standard their persons, few key items are located within the hotel. 12 . . . size (for accurate quantity, roll for each crate)

This d4 crates containing d20 canteens (for accurate quantity, roll 13 . . . for each crate) house was built later than most of the architecture within the fort. It consists of six rooms, and a flight of stairs built into the house. 14 . . . d2 crates containing d8 saddles (common, w/stirrups)

Lt. Colonel William Gordon, Ofelia Gerardi, and Isaac Samuel Gunderson d6 crates containing d20 bayonets (for accurate quantity, roll 15 . . . for each crate) Lt. Colonel Gordon has several d6 crates containing d12 gun belts (without holsters) (for unique items within his home. On his mantle are crossed 16 . . . accurate quantity, roll for each crate) scimitars (d6+1 damage, ready speed 1, recovery speed 3) and he keeps in his bedroom a pair of ivory-handled Colt Dragoons, d6 crates containing d20 scabbards, carbine (for accurate 17 . . . quantity, roll for each crate) although neither are loaded.

This one-story d6 crates containing d20 scabbards, rifle (for accurate 18 . . . quantity, roll for each crate) warehouse contains many crates and boxes filled to the brim with d4 crates containing 1 cannon and d20 12 pound shells (for weapons and other items found useful to any soldier. 19 . . . accurate quantity, roll for each crate) None, although at all times 1 of the 25 d4 crates containing 1 gatling gun, plus d4 crates containing soldiers stationed at the fort is on duty at the Armory’s entrance. d1000 rounds of ammunition (for accurate quantity, roll for 20 . . . each crate) The Fort Alferd Armory has all the supplies an army needs to win a minor war or a major skirmish. Consult Table 2-3.2-1 Amory Supplies.

/ The Sheriff’s office is Tyler “Monroe” Coffey, James “Three one story in height and contains a second room which serves as a Fingers” Larney, Penelope “Penny” Silver holding cell. Roll a d12. This result is equal to the None – the stables are run by Lt. number of rolls you must make on Table 2-3.2-3: Tailor Shop Colonel Gordon’s close friend Isaac Samuel Gunderson. Items. Regardless of the roll, the tailor’s shop contains the following items: The Blacksmith’s and stables contain d4 Shire horses, d20 mustangs, d4 anvils, d4 heavy hammers, d12 *d2 sewing machines mules, d100 lbs horseshoe nails, and d20 sets of 4 unfitted *d4 measuring tape, common (50 ft) horseshoes *2d20 thimbles *d100 needles, dozen The Sheriff’s office is one *d100 spools, thread story in height and contains a second room which serves as a holding cell. Table 2-3.2-3 Tailor Shop Supplies Texican Bob Clemens, Evan

“Hardscrabble” Cross, Wesley “Scratch” Ewell, Trent “Boots” 1 ...... d20 yards, fabric, denim Starbuckle; Miguel “The Rattler” Calderon (in the jail cell) 2 ...... d20 yards, fabric, flannel The Sheriff’s Office has several 3 ...... d20 yards, fabric, half wool pieces of equipment that may be of use to a PC. Consult Table 2- 4 ...... d20 yards, fabric, ribbon 3.2-2: Sheriff’s Office Supplies to determine which items are 5 ...... d20 yards, fabric, silk available to the PCs. 6 ...... d20 yards, fabric, velvet 7 ...... d20 yards, fabric, Spanish lace Table 2-3.2-2 Sheriff’s Office Supplies 8 ...... d20 yards, fabric, wool Roll 2d8 to determine the number of rolls on this table. Note that it is possible to roll the same item on multiple occasions. This shop is the second of two

d12 Remington Rolling Blocks and d10 located in the same building. Meat is butchered on a daily basis there and is cured in the back room. boxes of 100 .45-70 cartridges (for accurate 1 ...... quantity, roll for each crate) Michael “Trapper” Blaine, Moses 2 ...... d6 deputy’s badges “Buddy” Cochran, Kate “Stage Coach” Haley, Trace “Mick” 3 ...... d10 shackles, foot and hand McKenzie 4 ...... d6 bags, traveling 5 ...... d6 canteens Roll a d10. This result is equal to the 6 ...... d6 compass, surveyors’ number of rolls you must make on Table 3.1-5: Butcher Shop 7 ...... d6 lanterns Items. Regardless of the roll, the tailor’s shop contains the following items: 8 ...... d12 notebooks 9 ...... d6 mess kits *d12 butchers’ cleavers 10 ...... d6 sleeping bags *d12 cutting boards 11 ...... d2 telescopes, spy glass *d12 meat hooks 12 ...... d6 saddles, common (w/stirrups) Table 2-3.2-4 Butcher Shop Supplies

This two-storied building contains 7 hotel rooms plus a lobby. These rooms are 1 ...... d20 lbs of beef considered “deluxe” due to the fact that each rental unit has two 2 ...... d20 lbs of boneless ham rooms, and they typically serve as the residences of those whose 3 ...... d20 lbs of beef, dried stay in Fort Alferd is more long-term. The only staircase is built 4 ...... d20 lbs of bacon on outside of the building. 5 ...... d20 lbs of chicken 6 ...... d20 lbs of lamb Hilda “Dee” Avery, Jimano “Jimmy” Bertolucci, Michael “Feather” Falcon, Maggie Mae Greavy, Edward “Eddy” Haas, John “Straight Legs” Hope, Andrew The Holy Roller’s “Andy” Levi, Charity Elizabeth Trowbridge, and 4 children Chapel is a one room boxed building with pews, a pulpit, and Beyond the common items found little else. It serves the needs of the fort, but won’t be winning any within it, coupled with the weapons and other items carried by architectural contests anytime soon. those who reside there, the Sherwood Hotel has few supplies that Mary Dalene Alewine, Matthew may be particularly useful to PCs. Wesley Alewine, Makin Jay Smith

This shop is one of two The Holy Roller’s Chapel contains located in the same building. It has an extensive supply closet. the following items: d20 bibles; d100+20 hymn books; d20 crucifixes The General Store is a large, 31 ...... d12 shoes, mens’ dress two-storied building which serves many needs for the Fort. It sells 32 ...... d20 shoes, work (miners’, loggers’, etc.) basic amenities, groceries, and more. On the second floor is a 33 ...... d20 skirts, ladies’ one-room loft apartment which is where the owner of the store 34 ...... d100 socks, wool lives with his family. 35 ...... d20 stockings, ladies’ silk 36 ...... d12 suits Frank Abbot Auburn, William Allen 37 ...... d8 suits, fancy Brockway, Millard Adam Fen, Danny Lee Kelly, two children 38 ...... d10 suits, plain The General Store has a wide variety 39 ...... d20 suspenders, fancy silk of items. Consult the Goods & Services section of Aces & Eights: 40 ...... 2d20 suspenders, plain The Shattered Frontier in order to determine how much these 41 ...... 2d20 thimbles items cost. These items are only restocked once supplies run low 42 ...... 2d20 ties, bow (ie; only one or two remain in stock), and this occurs through 43 ...... 2d20 ties, neck delivery via train. 44 ...... 2d20 travelling bags 45 ...... d8 trousers, fancy In order to determine the likelihood of the item being in 46 ...... d20 trousers, work stock, make a percentage roll (d100). 47 ...... d12 umbrellas *For items that are stocked via a d4, they are only available on 48 ...... d20 underskirts, ladies’ a 25% roll or less. 49 ...... d20 pairs of underwear *For items stocked via a d6, they are available on a 33% roll 50 ...... d8 vests, hunting or less. 51 ...... d8 vests, mens’ fancy silk *Items stocked with a d8 are available on a 50% roll or less. 52 ...... d20 vests, mens’ leather *Items stocked with a d10 are available on a 65% or less. 53 ...... d20 wallets, leather *Items stocked with a d12 are available on a 75% roll or less, 54 ...... d6 wigs, ladies’ *Any item which requires greater than a d12 is guaranteed to 55 ...... d10 wigs, mens’ be in stock.

GM’s Note: Rolling for these items can be tedious. Rather Domestic Items for Sale than present the players with a pre-determined list, ask them what 1 ...... d4 barometers they’re looking for. They may be interested in some – or many – 2 ...... d20 baskets of these items; in any event you only need to roll for what they 3 ...... d10 bed room suits, simple wooden (includes want. bed, washstand and dresser) 4 ...... d12 beds, cast iron Common Apparel for Sale 5 ...... d20 beds, simple wooden 1 ...... d12 belts, ladies’ 6 ...... 2d20 blankets, bed (per pair) 2 ...... d12 belts, mens’ 7 ...... d10 book cases, wooden standing (4”11’ b. 32’ 3 ...... d10 boots, riding leather w: four adjustable shelves) 4 ...... d12 chaps, wool 8 ...... d8 bread boxes 5 ...... d12 coats, wool 9 ...... 2d20 brushes, hair 6 ...... 2d20 combs, mens’ or ladies 10 ...... d20 brushes, shaving 7 ...... d4 cuffs, linen 11 ...... d20 can openers 8 ...... d10 dusters, oilskin slicker 12 ...... 2d100 candles (box of 12) 9 ...... d4 dresses, fancy 13 ...... d12 carriages, baby 10 ...... d12 dresses, plain 14 ...... d6 chairs, cloth easy 11 ...... d20 gloves, buckskin 15 ...... d20 chairs, wooden 12 ...... d12 gloves, ladies 16 ...... d12 chairs, wooden rocking 13 ...... d8 grass suits 17 ...... d8 clocks, fancy wooden cabinet 14 ...... 3d20 handkerchiefs, plain linen 18 ...... d10 clocks, plain wooden 15 ...... d12 handkerchiefs, fancy brocade silk 19 ...... d4 cradles, rocking 16 ...... d10 hats, cavalry 20 ...... 2d100 cups 17 ...... d20 hats, cowboy or sombrero (low crown) 21 ...... d100 sets of cutlery 18 ...... d12 hats, derby 22 ...... d20 cutlery, silver plated 19 ...... d10 hats, fedora 23 ...... d6 desks, standing wooden office 20 ...... d8 hats, ladies’ fancy 24 ...... d12 dinner sets, 100 piece china 21 ...... d10 hat, sombreros (big crown) 25 ...... d10 dressers, simple wooden (three drawers) 22 ...... 2d20 hats, straw 26 ...... d10 flags, national 23 ...... d12 overalls 27 ...... d100 flasks (1 pt.) 24 ...... d20 pants, men’s 28 ...... 2d20 glassware, plain tumblers (per dozen) 25 ...... d20 scarves, common (any color) 29 ...... 2d20 glassware, plain water jugs (½ gallon) 26 ...... d12 scarves, silk (any color) 30 ...... d20 glassware, plain wine glasses (per dozen) 27 ...... d12 shirts, fancy 31 ...... d20 hammocks, Mexican woven sisal (6 ft. bed, 28 ...... 2d20 shirts, plain 12 ft. 6 in. total) 29 ...... d8 shoes, fancy 32 ...... d12 lamps, fancy oil 30 ...... d12 shoes, ladies’ dress 33 ...... d20 lamps, plain oil 34 ...... 2d100 matches (Lucifer), box of 150 3 ...... d10 neck chains, gold 35 ...... d20 mattresses, bed springs 4 ...... d20 perfumes, lilac blossom (4 oz. bottle) 36 ...... d12 mattresses, filled 5 ...... d20 rings, fancy set small semi-precious stone 37 ...... d10 mirrors, large wooden framed plate (14 in x 24 in) 6 ...... d20 rings, plain (14-kt gold-filled) 38 ...... d20 mirrors, small wooden framed plate (7 in. x 9 in) 7 ...... d10 vest chains, gold plated 39 ...... d10 mugs, shaving 8 ...... d4 watches, fancy pocket 40 ...... d100 needles, sewing (per dozen) 9 ...... d20 watches, plain pocket 41 ...... d20 pails, square dinner 42 ...... d20 pans, frying (11 in.) Leisure Items & Activities for Sale 43 ...... d20 pictures, framed 1 ...... d10 banjos 44 ...... d20 pillows, feather 2 ...... d10 banjo cases 45 ...... d20 pitchers, water (½ gallon) 3 ...... d20 baseballs 46 ...... d10 pots, coffee (8½ qt.) 4 ...... d10 baseball bats 47 ...... d6 sewing machines 5 ...... d20 baseball mitts 48 ...... d12 silverware, silver plated (per set) 6 ...... d4 books, banjo instruction 49 ...... d100 soaps (one bar) 7 ...... d4 books, guitar instruction 50 ...... d20 spittoons 8 ...... d4 books, music folio (96 songs) 51 ...... d4 stoves 9 ...... d4 books, piano instruction 52 ...... d6 tables, dining 10 ...... d20 books, popular fiction 53 ...... d8 tables, small parlor 11 ...... d20 books, religious 54 ...... d4 tea sets 12 ...... d10 bugles 55 ...... d12 thermometers, house 13 ...... 2d20 cards, fortune telling 56 ...... d100 threads (per spool) 14 ...... d4 cards, marked playing (1 deck) 57 ...... d100 toothbrushes 15 ...... 2d20 cards, playing (1 deck) 58 ...... d6 tubs, bath (4 ft. long, tin) 16 ...... d12 checkers (board and pieces) 59 ...... d6 tubs, bath (6 ft. long, tin) 17 ...... d10 chess (board and pieces) 60 ...... d20 tubs, wash (22 in. x 17.5 in. x 10.75 in.) 18 ...... 2d20 cigars, Havana (box of 50) 19 ...... d20 dice Field Gear for Sale 20 ...... d4 Encyclopedias Britanica (full set) 1 ...... d20 bags, traveling (16 in. leather) 21 ...... d6 fiddles 2 ...... d20 canteens 22 ...... d12 guitars 3 ...... d4 compasses, surveyors’ 23 ...... d12 guitar cases 4 ...... d10 field glasses 24 ...... 2d20 harmonicas 5 ...... d20 flints and steels 25 ...... d20 mouth organ (Jews’ harp) 6 ...... 2d20 lanterns 26 ...... d20 novel, pulp 7 ...... 2d20 mess kits 27 ...... d4 piano, upright (saloon) 8 ...... d100 note books (3 in. x 4.5 in. with pencil) 28 ...... 2d20 pipes 9 ...... 2d20 railroad lanterns 29 ...... 2d20 pocket books 10 ...... d20 sleeping bags 30 ...... d20 poker chips (1000) 11 ...... d20 suitcases 31 ...... d10 stereoscope 12 ...... d10 teat, miner’s 32 ...... d100 stereoscope pictures 13 ...... d4 teat, wall 33 ...... d20 stools, organ or piano 14 ...... d10 trunks (36 in.) 34 ...... d4 world atlases

Hunting & Fishing Gear for Sale Provisions and Food For Sale 1 ...... 2d100 fish hooks (box of 100) 1 ...... 2d20 apples 2 ...... 2d20 fishing flies (one dozen per) 2 ...... d20 lbs of beef jerky 3 ...... 2d100 fishing lines (25 ft. cotton) 3 ...... 2d20 tins of baking powder (4 oz.) 4 ...... 2d20 fishing reels (80 yd.) 4 ...... 2d20 tins of beans (3 lb tin) 5 ...... d20 fishing rods, bamboo 5 ...... d20 tins of blackberries (2 lb tin) 6 ...... d20 nets 6 ...... d12 lbs of chocolate creams, fancy 7 ...... d12 stock markers 7 ...... d12 tins of cocoa (2 lb tin) 8 ...... d12 tackle boxes 8 ...... d20 tins of coffee (1 lb tin) 9 ...... d12 traps, bear (spring, jaws, chin) 9 ...... d20 tins of corn (3 lb. tin) 10 ...... d20 traps, beaver (spring, jaws, chain) 10 ...... d20 tins of corned beef (1 lb tin) 11 ...... 2d20 traps, fox/mink (spring, jaws, chain) 11 ...... 2d20 lbs of flour 12 . . . . . d4 traps, grizzly bear, moose, cougar (spring, jaws, chain) 12 ...... d20 tins of ham (½ lb tin) 13 ...... d20 whistles, bird call 13 ...... d20 tins of milk, condensed (1 lb tin) 14 ...... d20 whistles, dog 14 ...... d12 jugs of mustard (1 qt jug) 15 ...... d20 tins of mustard powder (½ lb tin) Jewelry for Sale 16 ...... d20 tins of peas (3 lb tin) 1 ...... d20 cuff links (pair) 17 ...... d20 lbs of black pepper 2 ...... d20 earrings, plain (14-kt gold-filled, pair) 18 ...... d20 pts of pickles 19 ...... d20 tins of preserves, berry (1 lb tin) 9 ...... d6 saddle bags, fancy 20 ...... 2d20 bottles of root beer 10 ...... d8 saddle bags, plain 21 ...... d20 tins of salmon (1 lb tin) 11 ...... d20 saddle bags, used 22 ...... d20 cartons of table salt (3 lb carton) 12 ...... d20 saddle blankets 23 ...... d20 tins of soup, various (3 lb tin) 13 ...... d10 saddles, common (w/stirrups) 24 ...... d20 tins of strawberries (2 lb tin) 14 ...... d4 saddles, fancy (w/stirrups) 25 ...... d20 bags of chewing tobacco 15 ...... d20 saddles, Mexican (w/stirrups) 26 ...... d100 packages of smoking tobacco 16 ...... d20 saddles, used (w/stirrups) 27 ...... 2d20 qts of tonic water 17 ...... d20 spurs, fancy (pair) 28 ...... d20 bottles of common whiskey 18 ...... 2d20 spurs, plain (pair) 29 ...... d10 bottles of good whiskey 19 ...... d20 stirrups, leather covered steel 20 ...... d100 stirrups, wooden Tools & Other Hardware for Sale 21 ...... 2d20 whips, rawhide 1 ...... d4 anvils 22 ...... d4 bicycles 2 ...... d20 axes 3 ...... d6 bellows 4 ...... d6 bellows, blacksmithing 5 ...... d20 brushes, large paint 6 ...... d20 brushes, small paint 7 ...... 2d20 brushes, tiny paint 8 ...... d10 chisels 9 ...... d20 bundles of fence, barbed wire (100 lb bundle) 10 ...... d20 files Weaponry for Sale 11 ...... d12 glass cutters 1 ...... d20 American Arms Derringers (.41) 12 ...... d6 grindstones (with frame and crank) 2 ...... d12 Colt New Lines (.41) 13 ...... d20 hacksaws 3 ...... d20 Knuckleduster Revolvers (.22) 14 ...... 2d20 hammers, heavy 4 ...... d20 Marlin stonewall Derringers (.41) 15 ...... 2d20 hammers, light 5 ...... d10 Remington Derringers (.41) 16 ...... 2d20 handles, pick etc. 6 ...... d8 Colt 1877 Lightnings (.38) 17 ...... d20 hatchets 7 ...... d8 Colt 1877 Lightnings (.41) 18 ...... d8 hoes 8 ...... d8 Colt Bisleys (.44) 19 ...... 2d20 knives, farrier’s 9 ...... d12 Colt Navys (.36) 20 ...... 2d20 knives, pocket 10 ...... d10 Colt SAA (.44) 21 ...... d20 bottles, leather polish (8 oz) 11 ...... d6 Colt 1868s (12 gauge) 22 ...... d20 leather tool sets 12 ...... d4 Baker Drillings (12 gauge) 23 ...... d20 measuring tapes, common (50 ft.) 13 ...... d4 Parkers (12 gauge) 24 ...... d8 measuring tapes, surveyors’ linen (100 ft.) 14 ...... d8 Remingtons (12 gauge) 25 ...... d100 nails, framing (per pound) 15 ...... d6 Winchesters (12 gauge) 26 ...... d20 padlocks, wrought iron 16 ...... d4 Ballard Creedmores (.45) 27 ...... d20 cans of paint (2 oz) 17 ...... d10 Henrys (.44) 28 ...... 2d20 tubes of paint (1 oz) 18 ...... d12 Remington Revolving (.44) 29 ...... 2d20 pliers 19 ...... d10 Remington Rolling Blocks (.45) 30 ...... d6 plows 20 ...... d4 Sharps Long Range (.45) 40 ...... 10d100 ropes (1 yd.) 21 ...... d20 Spencer Springfield Rolling Blocks (.50) 41 ...... d4 safes, steel combination 22 ...... d20 Spencer Trapdoors (.45) 42 ...... d20 saws, buck 23 ...... d20 Winchester 1863 Carbines (.32) 43 ...... d12 saws, hand 24 ...... d12 Winchester 1866 Muskets (.40) 44 ...... d12 saws, two-man 25 ...... d20 Winchester 1866 Rifles (.40) 45 ...... 2d20 screwdrivers 46 ...... d20 sticks of sealing wax (4 oz) Ammunition for Sale 47 ...... d20 tongs 1 ...... 4d20 cartridges .41 caliber pistol (100 rounds) 48 ...... d10 wheelbarrows 2 ...... d20 cartridges .22 caliber pistol (100 rounds) 49 ...... d8 wire nettings (per bale; 330 ft. long, 22 in. wide) 3 ...... d20 cartridges .38 caliber pistol (100 rounds) 4 ...... d20 cap and balls .36 caliber (100 rounds) Transportation Items for Sale 5 ...... d20 cartridges .32-20 (100 rounds) 1 ...... d12 blankets, horse 6 ...... 2d20 cartridges .44-28 (100 rounds) 2 ...... d20 bridles bits 7 ...... 2d20 cartridges .44-40 (100 rounds) 3 ...... d10 bridles, leather (6 ft long) 8 ...... d20 cartridges .45-40 (100 rounds) 4 ...... 2d20 combs, horse 9 ...... d20 cartridges .45-70 (100 rounds) 5 ...... d100 horseshoe nails (per pound) 10 ...... d20 cartridges .45-75 (100 rounds) 6 ...... 2d20 sets of horseshoes, unfitted 11 ...... d20 cartridges .45-100 (100 rounds) 7 ...... d20 leather skins (1 lb, one sided) 12 ...... d20 cartridges .40-60 (100 rounds) 8 ...... d20 muzzles, horse 13 ...... d20 cartridges .50-70 (100 rounds) 14 ...... d20 cartridges .50-95 (100 rounds) The one-story physician’s office has three examination rooms, any of which may Firearms Accessories for Sale be used for surgery if necessary. 1 ...... d10 bayonets Geoffrey Eustis Blaine 2 ...... d20 gun belts (without holster) 3 ...... d100 tins of gun grease (4 oz tin) Within the physician’s office are a 4 ...... d10 holsters, hip shooting (without belt) variety of medical supplies. Roll a d12. This result is equal to the 5 ...... d10 holsters, quick draw (without belt) number of rolls you must make on Table 2-3.1-6: Tailor Shop 6 ...... d4 holsters, spring sleeve (without belt) Items. Regardless of the roll, the tailor’s shop contains the 7 ...... 2d20 holsters, standard (without belt) following items: 8 ...... d20 scabbards, carbine 9 ...... d20 scabbards, rifle *d2 bags, medical *d4 razors, straight Sundry Weapons for Sale *d6 scales, hand 1 ...... d12 knives, Bowie *d4 scales, prescription 2 ...... d20 knives, hunting/fighting *d4 scalpels *d2 thermometers, medical (w/case) 3 ...... d10 knives, throwing 4 ...... d20 lariats (50 ft, cotton) 5 ...... d4 saber Table 2-3.2-5 Physician’s Office Supplies

These two- 1 ...... d6 bottles of alcohol, chemical (8 oz.) room apartments are typically held by an occupant (or family of 2 ...... d6 bottles of chloroform (40 oz.) occupants) for one month or less. There are 8 apartments in 3 ...... d4 pairs of crutches total. The second story is accessible only through a staircase built 4 ...... d4 bottles of ether (1 lb) onto the side of the building. 5 ...... d4 bottles of laudanum (4 oz) 6 ...... d4 bottles of paregoric (4 oz) Grady “Goldy” Beckett, Ann Marie 7 ...... d4 tooth extractors Bertolucci, Donatello Bernardo Bertolucci, Jack Benjamin 8 ...... d4 bottles of toothache wax (1 oz) Brunner, Travis “Arab” Foley, Henry Marshall Gant, Martino

“Mar” Garlati, Winifred “Winnie” Headley, Bell Little, William “Three Yells Billy” Morgan, Abraham “Abe” Pepper, Theodore This two-storied “Teddy” Porter, Irving David Schneider, Alexandra Katherine building contains 9 rental units, which have 2 rooms each. The Taylor, Jason Patrick Wells, James Francis Wilcox, Albert Wright Grand Packer has been regularly occupied by bounty hunters and and 8 children other adventure-seeking types, and is accessible by stairs built into Beyond the common items found the hotel as well as by a second staircase built onto the side of the building. within it, coupled with the weapons and other items carried by those who reside there, the Sherwood Hotel has few supplies that Canada Joe, Captain Quentin James, may be particularly useful to PCs. James Lewis Jennings, Francisco Jose Montoya, Jessop “Crow” Nantan, Charles Patrick Penn, Jacob Allan Powers

The Grand Packer Hotel is home to some of the most famous residents of Fort Alferd. Located in various rooms, nooks, and crannies of the building are some extremely useful items. Roll a d6 to determine the appropriate number of rolls on Table 2-3.1-7: Grand Packer Items

Table 2-3.2-6 Grand Packer Hotel Supplies

1 ...... d6 barrels of gunpowder

2 ...... d6 sticks of dynamite

3 ...... d4 Baker Drillings w/ammo (12 gauge)

4 ...... d6 hand and foot shackles

This one floor warehouse contains enough barrels of gunpowder to blow the southwest corner of Fort Alferd sky high.

None, although at all times 1 of the 25 soldiers stationed at the fort is on duty at the Armory’s entrance.

Within this building are 2d20+10 10 lb. barrels of gunpowder. The Fort Alferd barracks has 28 rooms, for which more than 100 soldiers could fit If you do not own the Rustlers & Townsfolk supplement, then if necessary. The second story is accessible only through a there is a hole within you which you do not even know exists. Do staircase which is attached to the outside of the building. yourself and your gaming group a favor and immediately head to your local FLGS or the Kenzer & Company online store to buy it! 25 soldiers are stationed here. Consult the random name generator for names of the soldiers, should it If, however, you simply are not prepared to make the greatest become relevant to your campaign. decision of your gaming career, then do not worry – generic templates are available in this section that should fill all of your For the most part, soldiers rarely NPC needs for the Running Death. In this section, we have listed keep anything of interest within the barracks. While most men the basic stats of 5 male, 5 female, and 5 child NPCs. carry with them their primary weapons, secondary pieces are left in the armory. However, these men try to find entertainment Male NPC 1 HP 21; Speed 0, Accuracy 6; Str 9/15, Int 11/12, wherever possible. Located in various areas of the barracks are Wis 11/56, Dex 14/12, Con 10/22, Lks 10/33, Cha 16/58; Rep d20 racy magazines, d20 newspapers (each up to d8 days old), 16, Fame 22; Quirks chiseler, dud; Flaws none; Skills deception and 2d20 pulp novels. Additionally, there are d20 bottles of 74%, gambling 30%, gaming 67%, joke telling 74%, listening 55%, whiskey in the building. (To determine how full the bottles are, read comp/pen 60%, riding 88%; Talents quick thinking; roll a d4 – on a 1 it is 100% full, on a 2 it is 75% full, on a 3 it is Gunfights 0; $75.54; Firearms Colt SAA .45 (*7.5” barrel); Items 50% full, and on a 4 it is 25% full.) on hand fancy boots, Bowie Knife, deck of cards

Male NPC 2 HP 23; Speed 7, Accuracy 1; Str 13/66, Int The Thirsty Pussycat is two stories, with six occupancies which are 12/94, Wis 8/82, Dex 11/25, Con 10/77, Lks 9/84, Cha 8/19; Rep set aside for the owner and his whores. Its second story is 32, Fame 16; Quirks early riser, lynch lawman, touchy; Flaws accessible through both an outside staircase as well as through an none; Skills accounting 64%, administration 70%, language inside one. The is one room and reaches to the ceiling, with a (French) 55%, Listening 29%, reading comp/pen 77%, balcony overlooking it. observation 56%, riding 55%, rope use 59%; Talents sprinter; Gunfights 1, $101.22; Firearms Colt Flattop Target, box of 56 (.45 Daisy Lee Atkins, Dowdy “Doubting” cartridges); Items on hand: chewing tobacco, handkerchief Fagin, Marla Fuente, Katie Sue McKenzie, Earl “Hell Fire” Murphy, Randal Edgar Pettigrew Male NPC 3 HP 24; Speed 5, Accuracy 4; Str 11/53, Int 12/89, Wis 4/77, Dex 10/44, Con 13/72, Lks 9/12, Cha 12/98; Within the saloon are a variety of Rep -3, Fame 9; Quirks touchy; Flaws none; Skills engineering usable supplies. Consult the following list to determine what is design 79%, engineering (locomotive) 37%, intimidation 55%, available within the Thirsty Pussycat! language (Spanish) 08%, listening 59%, mathematics 41%, riding *1 saloon piano 39%; Talents fast healer, quick thinking; Gunfights 4; $12.11; Firearms Colt Bisley (.45) *d10 bottles of whiskey (8 oz) *d10 bottles of tequila (8 oz) Male NPC 4 HP 22; Speed 4, Accuracy 1; Str 14/10, Int 9/44, *2d20 bottles of beer (8 oz) Wis 12/99, Dex 8/34, Con 10/33, Lks 11/22, Cha 10/91; Rep 29, *d4 bottles of scotch (8 oz) Fame 4; Quirks none; Flaws near-sighted; Skills animal herding *d4 bottles of hell water (8 oz) 29%, bronc busting 22%, listening 55%, observation 72%, riding *d4 wooden kegs of beer (15.5 gallons) 3%, rope use 33%; Talents courage, quick thinking, rapid reload; Note: As with the bottles in the barracks, roll a d4 to Gunfights 10; $39.12; Firearms Colt Navy with 44 shots worth of determine how full the alcohol is in the saloon. ammo, percussion caps, and black powder

Male NPC 5 HP 22; Speed 2, Accuracy 3; Str 9/21, Int 16/22, The Fort Alferd Telegraph Office is located outside of Wis 15/88, Dex 13/77, Con 10/21, Lks 11/21, Cha 13/53; Rep the fort proper, down the rail toward where the locomotive rolls 35, Fame 5; Quirks none; Flaws none; Skills current affairs 39%, to a stop. An officer from the rail company is regularly on duty deception 12%, diplomacy 29%, disguise 9%, language (GM’s there, and uses his son to relay messages to those who reside choice) 33%, listening 29%, lock picking 65%, observation 55%, within the fort. Additionally, d4 generic Stage Coach drivers reading comp/pen (for language skill noted above) 33%, reading regularly loiter there waiting for train and travelers lips 33%, resist persuasion 24%, riding 40%, slick talker 71%, sneaking 65%; Talents courage, grit; Gunfights 1; $40.18; 2-5 Generic Fort Alferd NPCs & a Firearms Colt SAA (4 ¾”; .45 cal) box of 41 (.45) cartridges, Generic Fort Alferd child NPC Knuckleduster; box of 47 (.41) cartridges.

Within the telegraph office are the Female NPC 1 HP 20; Speed 8; Accuracy 2; Str 9/45, Int following items: 11/90, Wis 11/55, Dex 10/22, Con 8/70, Lks 10/40, Cha 12/82; *d10 telegraph batteries Rep 27, Fame 0; Quirks none; Flaws far sighted; Skills cooking *d6 telegraph keys, standard 10%, current affairs 65%, diplomacy 70%, gaming 66%, graceful *d6 telegraph relays, standard entrance/exit 39%, idle gossip 2%, intimidation 65%, listening *d6 telegraph sounders, standard 45%, mathematics 82%, nursing 80%, observation 78%, reading *d4 telegraph learner’s outfits (incl. sounder/key, batter, wire, comp/pen 55%, social etiquette 61%; Talents fast healer; chemicals, & instructions) Gunfights 0; $21.73; Firearms none *d4 stage coaches (corresponding with the number of stage Female NPC 2 HP 24; Speed 1, Accuracy 4; Str 13/82, Int coach drivers) 11/14, Wis 10/70, Dex 13/21, Con 11/35, Lks 10/21, Cha 8/86; Quirks racist; Flaws none; Skills fire-building extinguishing 65%; 37%, observation 40%, gambling 66%, rope use 66%, riding 80%; hiding 58%, hunting 43%, intimidation 58%, listening 75%, resist Talents grit; $11.61; Firearms none; Items on Hand Bowie knife persuasion 65%, riding 60%, sneaking 65%, survival 33%; Talents veteran gunfighter; Gunfights 6; $4.94; Firearms Colt SAA (.45), Springfield Trapdoor Rifle, box 50 (.45) cartridges Female NPC 3 HP 19; Speed 7, Accuracy -2; Str 9/10, Int There are a variety of situations in which flavor text may come 11/81, Wis 11/34, Dex 12/44, Con 8/32, Lks 12/79; Rep 22, in handy for a GM who wishes for his players to know just how Fame 11; Quirks late sleeper; Flaws none; Skills cooking 33%, badly their characters are having their faces bitten off. While we deception 65%, disguise 59%, fast talking 62%, gambling 31%, certainly can’t prepare you for every stomach-eviscerating gaming 55%, glean information 55%, nursing 23%, listening 59%, scenario, this chapter provides you with basic flavor text that should serve you in times of need. observation 44%, seduction (art of) 33%, social etiquette 73%; Talents hold your liquor, quick thinking; Gunfights 0; $89.11; Firearms American Arms derringer, small bag of 20 (.41) Depending on the appropriateness of the scenario, read or cartridges; Items on Hand deck of cards, gold ring, fancy hat paraphrase the proceeding text.

Female NPC 4 HP 21; Speed 4, Accuracy 1; Str 8/55, Int 10/81, Wis 15/45, Dex 9/90, Con 9/12, Lks 8/39, Cha 13/45; Rep 16, Fame 19; Quirks greedy; Flaws missing limb (lower left leg); As you open the door, you are almost overwhelmed by Skills appraisal (gems) 84%, deception 44%, gaming 66%, graceful the sight of blood. It seems to be everywhere! In the middle entrance/exit 67%, idle gossip 66%, listening 45%, prospecting of it all is one person, (his/her) tattered clothes stained red. 69%, reading comp/pen 70%, riding 53%; Talents fan firing, (He/she) appears almost in a trance, until the moment your forgettable face; Gunfights 2; $188.39; Firearms Remington presence is visible within the room. It is at this instant that derringer (.41), box of 35 (.51) cartridges; Items on Hand fancy (he/she) snaps back into focus, hisses at you, and pounces! boots, woman’s wig, cane, hickory

Female NPC 5 HP 21; Speed 5, Accuracy -1; Str 11/44, Int 9/98, Wis 10/12, Dex 14/88, Con 9/21, Lks 9/73, Cha 10/55; Rep You open the door and are confronted by a gruesome 35, Fame 0; Quirks lazy; Flaws none; Skills cooking 10%, scene. Lying on the ground is a (man/woman), apparently language (German) 12%, listening 33%, mathematics 70%; reading having a seizure! Above (him/her) is an Afflicted, its face comp/pen 80%, riding 43%; Talents guardian angel; Gunfights 0; stained red with blood. It sees you and attacks! $3.10; Firearms Colt Bisley (.45), box of 72 (.45 cartridges); Items on Hand banjo, gloves, ladies . . .

Child NPC 1 HP 21; Speed 1, Accuracy 2; Str 11/01, Int Moments after the convulsions settle, you hear an audible 15/91, Wis 13/09, Dex 14/18, Con 14/50, Lks 14/88, Cha 11/20; hiss as if (he/she) is expelling (his/her) final breath. Then its Rep 12, Fame 6; Quirks clean freak; Flaws none; Skills glean eyes snap open and it springs up, hungry for your flesh! information 57%, fast talking 55%, listening 45%, observation 70%, sneaking 49%; Talents sprinter; Gunfights 0; $2.11; Firearms none; Items on Hand knife As you walk into the room, you hear a startling crash! A person stands before you, (his/her) shirt soaked with blood, Child NPC 2 HP 26; Speed 0, Accuracy 2; Str 11/22, Int 8/33, having just bounded through what was a closed window! It Wis 14/70, Dex 14/98, Con 14/55, Lks 12/66, Cha 9/40; Rep 3, quickly spots you and charges! Fame 12; Quirks Indian giver, crude; Flaws none; Skills animal empathy 50%, animal lore 39%, animal mimicry (coyotes) 33%, hunting 50%, listening 44%, sneaking 35%, survival 65%, weather sense 59%; Talents endurance, fast healer; Gunfights 0; $0.94; Firearms none; Items on Hand straw hat

Child NPC 3 HP 18; Speed 3, Accuracy 0; Str 8/78, Int 16/21, Wis 14/91, Dex 10/15, Con 11/70, Lks 11/33, Cha 13/12; Rep 12, Fame 9; Quirks ear picker, claustrophobic, Flaws far-sighted, color blind; Skills listening 57%, observation 60%, idle gossip 66%, escape artist 44%, riding 80%; Talents guardian angel; $1.11; Firearms none; Items on Hand fancy shoes

Child NPC 4 HP 22; Speed -1; Accuracy 2; Str 10/55, Int 9/56, Wis 15/44, Dex 15/33, Con 9/12, Lks 14/44, Cha 11/98; Rep 14, Fame 14; Quirks high spirited, late sleeper; Flaws none; Skills listening 33%, observation 59%, lock picking 75%, sleight of hand 41%, hiding 59%, sneaking 43%; Firearms none; Items on hand fishing rod, bamboo

Child NPC 5 HP 19; Speed 3, Accuracy 0; Str 8/52, Int 16/45, Wis 14/61, Dex 10/33, Con 11/62, Lks 11/46, Cha 13/32; Rep 11, Fame 1; Quirks racist, jingoist, Flaws none; Skills listening Additionally, Fort Alferd is presented in epic detail. A Depending on the appropriateness of the scenario, read or smaller, one-paged map is included for the GM’s convenience, paraphrase the proceeding text. with each quadrant of the fort laid out in larger detail for the purposes of game play.

While this map has been designed to be printed out in black Suddenly, (character) screams in agony and falls to the and white, we recommend you head to the nearest Staples or ground! Just moments before, (he/she)’d been standing Kinkos and print it out in full, glorious color. For about 50 cents beside you, only now for (his/her) wounds to have overcome a page, you’ve never had such a cool looking and useful map – (him/her)! (He/she) convulses for more than half of an trust us. agonizing minute, before stopping, sighing, and then groaning as he/she lurches forward, teeth bared, hungry for your meat! Additionally, the scale of the map has been designed to basically duplicate the standard length of a 3.5 inch playing card. Hence the scale – 1 playing card = 35 feet in-game. As the Afflicted swarm (character), his gurgling screams quickly come to an abrupt stop! Then, almost as soon as Furthermore, keep an eye out on the Kenzer & Company they’d begun, the Afflicted suddenly stop, moving rapidly forums (www.kenzerco.com) and the Terminal Studios website away from the now-convulsing poor soul! Moments later, (www.terminal-studios.com) for additional materials designed to even as the Afflicted who’d attacked (him/her) sprint toward improve any Aces & Eights campaign which incorporates the the next nearest target, (character) violently sits up, (his/her) Running Death. At some point in the near future – probably by ear cocked, and quickly reaches (his/her) feet and joins in the the end of 2010 – extra material is going to be released in the chase! form of new train cars to further supplement a train adventure for the Zombie Apocalypse. (Here’s a hint of our plans – the new train cars are designed to essentially serve as a traveling medieval museum. Imagine the fun of fighting zombies in the west while wearing plate mail and wielding a mace or bastard sword!)

Depending on the appropriateness of the scenario, read or Lastly, if you wish to use parts of this adventure (or paraphrase the proceeding text. supplement in general) without unleashing flesh-eating monsters upon your players, do not fret. As it stands, Fort Alferd is designed to capably serve a role in any normal Aces & Eights As you walk down the street, you are startled to notice a campaign – and if you wish for a whole slew of Alferd NPCs, lecherous beggar suddenly stand up, stiff as a board. Then, back-stories, and Bait & Tackles, then look no further than to without warning, (he/she) reaches forward, grabs the nearest Kenzer & Company’s HackJournal! We plan to regularly publish person, and sinks (his/her) teeth into the flesh of the victim’s new, non-zombie Fort Alferd material in every issue until all of neck! the nooks, crannies, and nuances of the fort have been detailed! The victim screams in horror and pushes the beggar off, In other words, the adventures at Fort Alferd have just and as the Afflicted steps forward again, a man standing begun… nearby buries a dagger into its chest! At this moment, a spray

of its blood covers the dagger-wielder’s face, causing him to

scream in agony and yell out, “Laws, it burns!”

As several Afflicted sprint down the dusty street, people quickly scatter – but not quickly enough! Four Afflicted pounce upon one elderly lady, whose despairing scream quickly degrades into a hushed gargle!

The silence of the empty street is soon broken by the clump-clumping of running feet. You turn to see where the noise is coming from when, suddenly, an (entire horde of) Afflicted rounds the corner, hellbent on feasting upon your flesh!

In the proceeding pages, we have included a sample journal of a doctor who was perhaps the first to discover the Affliction. If it fits in with your adventure, and your PCs are perhaps curious to a few aspects of the Running Death, this small entry may provide several key clues.

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