Fight for Survival in a World Gone to Rotters

By Daniel Proctor

Goblinoid Games www.goblinoidgames.com

FOREWORD and I go way back. One of my earliest memories as a child is on a Halloween night; I'm counting my trick-or- treat haul and the old black and white Night of the Living Dead is playing on TV. I think I was too young to really "get it" as I watched a gnaw on a leg, but a few years later I'd see Michael Jackson's Thriller and it would scare the hell out of me. Later it was Return of the Living Dead (I and II), and my zombie interest blossomed in the wake of terrifying nightmares that I was being chased by zombies. But I loved it. Strangely, I didn't even know about George A. Romero's Dawn of the Dead and Day of the Dead until my good friend Ryan (coauthor of Mutant Future) turned me on to them many years ago. The Holy Trinity of zombie movies are Night, Dawn and Day. If you're just beginning your journey into zombie those are the three movies to start with. ROTWORLD is the first new game released using the Action Table system since Pacesetter went out of business in the 1980s. When I recently bought the game line, I saw the opportunity to revive this system by implementing it in new ways. The Action Table system is elegant and innovative even by today's standards, so I'm delighted to bring it to you again. Hopefully, through ROTWORLD and future games using this system it can occupy a space in your gaming repertoire. People familiar with Goblinoid Games and the "old-school revival" know that I am a big supporter of classic fantasy games. However, I also feel that "old-school" occupies a lot of breadth, and other genres and systems should also be embraced. One of the great things about the 1980's was the proliferation of so many game systems and genres attached to them. Some of the games were more generic in genre, some were idiosyncratic and quirky. But all of them offered us a menu of options we could turn to when we were looking for something a little different. That's part of my mission as a publisher. I want to provide a menu of options. We're not always hungry for the same thing every day. Well, unless you're a zombie. May you fight off the hordes of rotting dead without getting bitten. If you see Barbara, tell her I said hi. Dan Proctor October 2011

Writing: Daniel Proctor Editing: Daniel Proctor and Ryan Denison Cover and interior illustrations: Mark Allen Cartography: Daniel Cruger Thanks go to Ryan Denison for suggestions and feedback. Special thanks go to the original Pacesetter crew, Mark Acres, Troy Denning, , John Ricketts, Gali Sanchez, Carl Smith, , Stephan D. Sullivan, and Michael Williams. It is an honor to take the torch and keep running with it. ROTWORLD, ROTWORLD logo, TIMEMASTER, Labyrinth Lord, and Mutant Future are trademarks of Daniel Proctor. Copyright 2011, Daniel Proctor. Some interior illustrations Copyright 2011, Mark Allen, used under license.

TABLE OF CONTENTS TABLE OF CONTENTS...... 3 Called Shots in Combat ...... 28 CHAPTER 1: THE GAME ...... 5 Helpless Defenders ...... 28 INTRODUCTION ...... 5 LEARNING THE SEQUENCE OF PLAY ...... 28 WHAT IS A ROLE-PLAYING GAME? ...... 5 DECLARATION ...... 28 USING DICE ...... 5 WHO GOES FIRST?...... 29 THE CM ...... 6 Within Each Round: Initiative ...... 29 THE CHARACTERS ...... 6 Within Each Step ...... 29 ABILITIES, SKILLS, AND TALENTS ...... 6 PARANORMAL TALENTS IN COMBAT ...... 29 SCORES ...... 6 Willpower Loss ...... 29 CHECKS ...... 6 General Checks ...... 6 Specific Checks on the Action Table ...... 6 USING MAPS ...... 7 LEARNING TO PLAY ...... 7 EXAMPLE OF PLAY ...... 7 CHAPTER 2: CHARACTERS ...... 8 THE CHARACTER SHEET ...... 8 HOW TO CREATE A CHARACTER ...... 8 THE EIGHT BASIC ABILITIES ...... 10 ABILITY CHECKS ...... 11 ABILITY CHECK RESULTS KEY ...... 11 BACKGROUND NOTES ...... 12 CHARACTER ADVANCEMENT ...... 12 Using Experience Points ...... 12 CHAPTER 3: SKILLS ...... 13 MISSILE COMBAT ...... 30 SKILL LEVELS ...... 13 Skilled vs. Unskilled Attacks...... 30 SKILL SCORES ...... 13 Sighting ...... 30 WILLPOWER AND STAMINA ...... 13 Missile Attack Modifiers ...... 30 SKILL CHECKS ...... 13 Defensive Missile Attacks ...... 32 EXCLUSIVE SKILLS ...... 13 Missiles into Melee ...... 32 Knowledge and Research Skills ...... 13 Automatic Rifles ...... 32 Knowledge Checks ...... 13 Shotguns ...... 32 Research Checks ...... 13 Hand Grenades ...... 32 SKILL List ...... 14 Miscellaneous Thrown Weapons ...... 33 Combat Skills ...... 14 MOVEMENT ...... 33 NON-COMBAT SKILLS ...... 14 Keeping Track of Movement ...... 33 UNARMED MELEE SKILLS ...... 14 Movement Rates ...... 33 ARMED MELEE SKILLS ...... 15 Hindered Movement ...... 33 SPECIAL WEAPONS SKILLS ...... 16 Multiple Characters in One Space ...... 34 MOUNTED SKILLS ...... 16 Leaping and Jumping ...... 34 MISSILE WEAPON SKILLS ...... 16 MELEE ...... 34 NON-COMBAT SKILLS: THE STUFF OF LIFE ...... 17 Skilled Melee ...... 34 CHAPTER 4: PARANORMAL TALENTS ...... 23 Unskilled Melee ...... 34 WILLPOWER AND PTs...... 23 Melee Modifiers ...... 34 TALENT Descriptions ...... 23 Escaping from Melee ...... 34 CHAPTER 5: BASIC ACTION ...... 26 Melee Restrictions ...... 35 GAME TIME ...... 26 DAMAGE FROM COMBAT ...... 35 FEAR (Optional Rule) ...... 26 Effects of Damage ...... 35 Fear Results ...... 26 Critical Wounds ...... 36 SURPRISE ...... 26 RECOVERY AND HEALING ...... 36 Surprise Checks...... 26 Recovering Stamina ...... 36 FIELD OF VISION ...... 27 Healing Wounds ...... 36 Light Sources ...... 27 SPECIAL DAMAGE ...... 36 Watching Behind ...... 27 Fire ...... 36 SEQUENCE OF PLAY DURING A ROUND ...... 27 Falling ...... 36 The Sequence of Play...... 27 Catastrophes ...... 36 COMBAT PROCEDURE ...... 27 Exposure ...... 36 Combat Procedure...... 27 Crazy Stunts ...... 36

POISONS ...... 37 CHAPTER 8: ZOMBOLOGY ...... 52 Poison General Check ...... 37 ZOMBIE CONSTRUCTION ...... 52 Poison Specific Check ...... 37 Abilities ...... 52 SICKNESS and DISEASE ...... 37 Movement ...... 52 Disease General Check ...... 37 Attacks ...... 52 Disease Specific Check ...... 37 Attack Damage ...... 53 RADIATION ...... 37 Weaknesses and Damage ...... 53 Radiation General Check ...... 37 Hunger Pains ...... 53 Radiation Specific Check ...... 37 Zombie Abilities ...... 53 ARMOR IN COMBAT ...... 38 Zombie Intelligence ...... 54 How Armor Works ...... 38 Zombie Talents ...... 54 Crumpled Armor ...... 39 ZOMBIES AND DECOMPOSITION ...... 55 Penetration Bonuses ...... 39 Body Changes ...... 55 Hits to the Arm or Hand ...... 39 Decomposition Stages ...... 56 Hits to the Head ...... 39 Decay Rate ...... 56 Called Shots Against Armor ...... 39 For Every Season ...... 56 Shields ...... 39 ZOMBIES AND EXPERIENCE ...... 56 Stamina Costs of Armor ...... 39 CHAPTER 9: CORPSE MASTER TOOLS ...... 57 VEHICLES IN ACTION ...... 39 Random Encounters ...... 57 Driving Capability ...... 40 Number Encountered ...... 57 Accidents ...... 40 Food Scarcity Effect ...... 57 VEHICLES AND COMBAT ...... 40 SCAVENGING ...... 57 Vehicles ...... 40 EQUIPMENT ...... 57 Heavy Weapons ...... 41 FOOD ...... 57 Vehicle Targets ...... 42 GAS ...... 57 VEHICLE FIRE RESULTS ...... 42 GUNS...... 58 Vehicle Destruction Checks ...... 42 ZOMBIE FEATURES ...... 58 Firing Mortars ...... 42 PLACES OF REFUGE ...... 59 Optional Tank HE Fire ...... 42 CORNER GROCERY ...... 59 Flamethrower Fire ...... 42 REPAIR SHOP ...... 59 Melee Against Vehicles ...... 42 COUNTY AIRPORT ...... 60 HORSES IN ACTION ...... 43 SHOPPING MALL ...... 61 Obstacles to Mounted Movement...... 43 ACTION TABLE ...... 62 Fighting on Horseback ...... 43 CHARACTER SHEET ...... 63 CHAPTER 6: PEOPLE YOU MEET...... 44 MAJOR AND MINOR NPCS ...... 44 NPC STATISTICS ...... 44 Status Ratings ...... 44 NPC REACTIONS ...... 45 Situation Checks ...... 45 Direct Action Checks ...... 46 DIRECT ACTION RESULTS ...... 46 BRIBERY ...... 46 CHAPTER 7: THE DEAD RISE ...... 47 YOUR WORST ENEMY: THE LIVING ...... 47 SCIENCE OF THE OUTBREAK ...... 47 Chemicals or Toxic Waste ...... 48 Bacteria or Virus ...... 48 Mutation or Genetic Engineering...... 48 Radiation...... 48 Supernatural ...... 48 Communicability and Onset Time ...... 48 TIMELINE TO COLLAPSE ...... 49 Emergency Services ...... 50 Federal Government ...... 50 Gas Stations ...... 50 Grocery Stores ...... 50 Gun Stores ...... 50 Local Government ...... 50 News Services ...... 51 Power ...... 51

THE GAME CHAPTER 1 CHAPTER 1: THE GAME INTRODUCTION societal collapse. Maybe it's a chance newcomers. Role-playing games are to start over, or the perception that similar to acting in a play. As a player Sometimes the dead won't stay dead. we could take back control of our you take the role of a character Maybe this time it's radiation from an lives. There may also be distrust of (usually of your own design) and exotic comet, or a super-virus gone authority in the equation. Some pretend that you are that character in feral. The reason doesn't really people, particularly survivalist types, a different (make-believe) world. The matter, because the dead are have become ever more alienated by action takes place in your mind and scratching at your doors, pounding at government. They may ask, how sometimes with the aid of small your windows. Right now all that many more regulations over our food figures and maps to track your matters is barricading yourself in. should we tolerate? Why should we movement. ROTWORLD is a role-playing game be zapped with radiation in order to This behavior is likely reminiscent of survival during a zombie get on a plane? Many zombie rise of games of make-believe from your apocalypse. scenarios are the result of a childhood. One way a role-playing Zombies, as depicted in film, owe government mess-up. A killer virus game differs is that there are a set of much to The Last Man on Earth gets loose, or a chemical developed rules governing many actions, such as (1963), which was based on the for war escapes to expose the fighting, and another type of player Richard Matheson story, I am Legend. populace to unintended side effects. who referees activities and designs George A. Romero was primarily What do zombies add to the mix? the fictional world and its events, the inspired by this film when he The most obvious answer is that they Corpse Master. designed the appearance and give us an enemy. There's a face to behavior of his zombies in Night of those who would harm us, and it's the Living Dead, which established filled with maggots. But zombies the baseline for depicting zombies in don't just want to hurt us, they have a film and literature ever since. hunger to consume us. Some of them The idea of a may be our loved ones, come back as USING DICE appeals to us on several levels. One something else. level is the survivalist aspect. Zombies are monsters, but they The dice used in ROTWORLD have Particularly for those of us in the are also us, or at least what we will ten sides. Each side has a number U.S., there is a "survivalist" mindset become. At some level most of us fear ranging from "0" to "9." Ten-sided somewhere below the surface of death, or at least are repulsed by what dice are used in several different society. It comes closer to the edge of nature does to our bodies after death. ways. consciousness at certain times more Zombies are in-your-face evidence of Take a second to roll a die. The than others, but it's always there. our mortality, and that while at this number that comes up on top is the For example, relevant at the time moment we are vibrant, living beings, number you’ve rolled. If the number this book is being written, the this event called death can turn us rolled is a "0," read it as "10" instead. downturn in the economy that into puss-bags in a matter of days. So Now roll two or three dice and occurred a few years ago has brought zombies are what we will be, and add them together. Remember that this survivalist mentality back to the they represent a death that is quite any roll of "0" counts as "10," so forefront in a way that we haven't literally trying to consume us. rolling a "5," a "0," and a "2" would seen on a large scale since the Y2K These are some of the feelings produce a result of 17 (5+10+2=17). frenzy. People are creating "bugout wrapped into zombie survival horror. These types of rolls are called rolls of kits," usually a backpack or As you go forward to create your own d10. The small letter "d" stands for something similar filled with supplies world where the dead rise, you'll have "dice," and the "10" indicates that ten- and gear in case they have to take off to decide what appeals most to you sided dice are being rolled. to fend for themselves as the result of and your players about the genre. By Often, the rules will require you to societal collapse. There is a move by following some of the advice later in roll "1d10," or "2d10" or "3d10." many to stockpile food, with this book, you'll be able to design the These abbreviations mean to roll one, companies selling bulk dehydrated situation of the rise and the two, or three dice and add the results food in installments so that for the characteristics of your zombies. together to get your final result. cost of several thousand dollars you WHAT IS A ROLE-PLAYING The dice can also be used to roll can have a few year's worth of food in percents; that is, to roll numbers the basement. GAME? between 1 and 100. This is The way we so readily take to this Most people reading this are role- represented as d00 or d%. When mentality seems to suggest that some playing game veterans. Nonetheless, percents are being rolled, only two dark part of us not-so-secretly desires a few words are said here for dice are used and the dice are read 5

CHAPTER 1 THE GAME differently: one is read as the "tens" Chapter 3 for more information on something difficult. It gives yes or no die and the other die is read as the skills. answers: yes, she does it; no, she "ones." Rolls of "0" are read as "0," not Player characters in this game doesn't. All general checks work like "10." If both dice come up "0," the may, if the CM allows, have this: if the percent roll is higher than result is read as "100." paranormal talents—special talents of the score being checked, the character THE CM the mind that go far beyond the fails. If the roll is lower than or equal ordinary. "Ignore Pain" and "Corpse to the score, the character succeeds. In every group of players, one player Visage" are two examples. Characters Let's say Mira wants to walk across a must separate himself from the come by some talents automatically; narrow beam—an action that requires others and play a very special role in others they have to learn. See Chapter Agility. The CM thinks that's hard to the game. This player is called the 4 for more information on talents. do, so he or she asks the player to "CM," which stands for "Corpse SCORES make a general check against the Master." During a game, the CM does character's Agility score. The player not pretend to be one character, as In the real world, people differ; makes a percent roll. If the player the other players do. Instead, the CM certain qualities are strong, others rolls a number equal to or less than gets to play all the people, animals, may be weak. They perform some the character's Agility score, the and (of course) zombies that the skills like an expert, others merely character can walk across the beam. If other players meet in their roles as "well enough." In ROTWORLD, the player rolls a number higher than survivors. The CM also acts as referee; characters differ, too. They have a the character's Agility score, the he or she applies the rules of the score for each Ability, which tells how character cannot walk across the game and guides the other players strong that Ability is. They also have beam; she falls off! through the adventures. In effect, the scores for skills and talents, which SPECIFIC CHECKS ON THE ACTION CM "runs" the game. show how well the character can use THE CHARACTERS them. Most scores range from about TABLE 20 to 100. Sometimes players need to find a very Every person in ROTWORLD is called CHECKS specific result—such as how much a character. The characters portrayed injury an attack causes, or how many by each player except the CM are During the game, characters put their clues a character notices. In these called player characters—PCs for Abilities, skills, and talents to use. cases, a general check is not enough, short. Characters played by the CM Some things, they can do and players must make a specific are called non-player characters— automatically, no matter how low check to find results. Specific checks NPCs for short. their scores may be. But characters use the ROTWORLD Action Table to Player characters are people from can't do everything they try find the exact outcome of an action. all walks of life. Police officers, fire automatically; if they did, the game Take a look at the table in the back of fighters, professors, Super-mart would be no fun. So when Mira the book. Then read the steps below cashiers, or anyone else a player wants to leap across a ravine, or find to learn how to make a specific check. desires for a PC. They may have very a needle in a haystack, she must put 1. The player rolls a percent and different backgrounds, but they bring her scores to the test, and make a compares it to a score—just as if he varying skills to a group of PCs, and "check" with the dice. Checks are were making a general check. at least one thing they all have in percent rolls that determine how an 2. If the dice roll is higher than the common is the need to survive action turns out, when the outcome is score, the character fails. If it's equal during the zombie uprising. in doubt. to or lower than the score, the Here's where scores come in ABILITIES, SKILLS, AND character succeeds, and the player handy. Jumping across a ravine? That TALENTS goes on to Step 3. requires Agility. Mira's player rolls the 3. The player subtracts the Every character in ROTWORLD has dice, and compares the result to number rolled on the dice from the eight Basic Abilities: Strength, Mira's Agility score: she makes an value of the score being checked. Dexterity, Agility, Personality, "Agility check." Finding a needle in a Then the player finds the difference Willpower, Perception, Luck, and haystack? That requires Perception. on the Action Table, in the ranges Stamina. These eight Abilities are the Mira's player rolls the dice, and listed under "Attack Margin." The row core of every character; like human compares the result to Mira's that lies across from the appropriate qualities, they tell us what the Perception score; she makes a range will show the result of the character is all about. Chapter 2 tells "Perception check." Obviously, dice check. more about the Basic Abilities. rolls are important here, so be sure 4. To find out the exact result of In addition to Basic Abilities, you've read the section above called the check, the player must find the characters have skills. Abilities come "Using the Dice." appropriate defense column. The naturally, but skills must be acquired. GENERAL CHECKS game rules will always tell you which Examples include Martial Arts, column to use, depending on the Investigation, and Disguise. See A general check is a percent roll to find out whether a character can do 6 THE GAME CHAPTER 1 check. Checks against Ability scores start playing as soon as possible! If ANN: Okay, I'll go. You've got that are usually on Column 2. you're the CM, read through the book nasty bite on your leg and I'll be 5. The player "cross-indexes" the first to start to become familiar with faster. Open the door and I'll dash attack row with the defense column. the rules. You should understand out, just be sure to let me back in! This means that the player follows what you're reading, but there's no CM: (to ANN) You have a clear the row found in Step 3 until he need to memorize everything all at path to the shed. Most of the rotters reaches the column found in Step 5. once. Read it through again, and see are still sniffing around Henry's body The letter code that lies in the box how the game rules apply. Then near the car. shared by each one shows the result you're ready to play! If you don't ANN: Okay, I run as fast as I can of the attack. remember a rule just be sure you to the door of the shed and go inside. 6. Finally, the CM finds the know where to look it up. CM: The door is slightly ajar, not meaning of the letter code, using one Players who are playing PCs don't closed or locked, and when you enter of the "result keys" in the game. The need to know the rules quite as well it is almost pitch black since there are rules explain which one. as the CM. They should concentrate no windows and the sun is almost Example: Bob, throws a rock at a on Chapters 2, 3, and 4. Next, they down. zombie. The CM asks Bob to make a should concentrate on having fun ANN: I turn on my flashlight and specific check against his Dexterity playing their characters, and quit look around. score to find out what happens. Bob's worrying about the rules! CM: As soon as you switch on the Dexterity score is 72. EXAMPLE OF PLAY light you see a lumbering shape to First, Bob's player makes a percent your right. Make a surprise check, roll with the dice, and rolls 52. The During play, a ROTWORLD game is a which is a general check against CM subtracts 52 from 72, and finds continuous conversation between the perception. the difference—20—under the CM and the players. The CM tells the ANN: (rolls 87 on d%) I failed! heading marked "Attack Margin." The players what their characters can see, My perception is 64. result of the attack lies on the 10-29 hear, and sense, and plays the roles of CM: You are surprised this round row. the "supporting cast." In return, the as the zombie lunges at you, teeth According to the game rules, this players tell the CM what their own gnashing (rolls an attack with d%, the kind of an attack calls for the characters say and do. An outsider result is 70). He hits you with a defender to roll 1d10 to find the might think he was watching margin of 7 (consults the Action defense column, so the CM rolls improvisational theater, except that Table), that's an "H" result, (rolls 1d10. He rolls a 5, so the result lies in players rarely get up and do what 3d10x2) you lose 36 points of the defense column underneath the their characters do. Still, if the current stamina and one wound box. "5." outsider only listened, he might The zombie sunk his teeth in your The CM cross-indexes the 10-29 believe he was hearing a play... arm! row with defense column 5, and finds CM: Okay. When we left off last ANN: Ahhh! I run back to the an "M" on the Action Table. In this week, your characters had finished house! example, the CM would look for the hammering lumber over the CM: Roll 1d10 for initiative (CM "M" in the Armed Combat Results windows. You took the food and rolls a 7) Key, and apply the results for a water you scavenged at the ANN: (rolls an 8) I won! I flee! "Medium Wound." Don't worry about convenience store to the basement in CM: You escape the shed and run using the keys just yet; for now, you case you have to retreat there. back to the house. only need to understand the basic BOB: Right. We're ransacking the BOB: I'm still watching out the procedure: rolling a specific check house to see if there are any weapons, window; when she comes up to the and finding the letter code result on or any other supplies we might have porch I open the door. the Action Table. missed. CM: Ann makes it up to the door, USING MAPS CM: You locate some dry goods and gets inside. and canned food in a pantry, but you BOB: I shut the door! The maps in ROTWORLD typically find no weapons other than kitchen CM: Done. use squares. On maps these will often knives. ANN: How does my arm look? have a scale of 1 square = 10 feet. If JOE: I peek outside between the CM: It looks a lot like Bob's leg using miniature figures to track boards over a window. How many wound, but less progressed. It looks character movement, squares will rotters can I see lurking about? like a green tinge has already have a scale of 1 square = 5 feet. CM: The sun is setting, but you developed. LEARNING TO PLAY can make out about a half dozen. BOB: We need some antiseptic, I'll BOB: (to ANN) Should one of us look in the bathroom. You don't have to memorize make a run for the shed? We haven't CM: (to Bob) as you look around everything in this book to learn how looked at what supplies might be out in the bathroom, you're starting to to play: the best way to learn is to there. feel hungry... 7

CHAPTER 2 CHARACTERS CHAPTER 2: CHARACTERS All of the people (and for that matter, same. Current Stamina may never Starting Skills the zombies) in ROTWORLD are exceed the original Stamina Ability Roll d10 Number of Skills called characters. Characters being score. 1-3 3 played by the players are called player Recovery rate: This tells how fast 4-6 4 characters, or PCs for short. All the characters can regain Stamina by 7-9 5 other characters in the game are resting. 10 6 called non-player characters, or Current Willpower: Like Stamina, NPCs. Usually, the CM plays all NPC Willpower may rise and fall during Paranormal Talents: Paranormal roles. NPCs include minor characters, the game. The "current" Willpower talents (PT) are special powers of the major villains, and anyone else that score shows the correct level at any mind, and are entirely optional in the the PCs meet. given moment. Characters lose game. Consult the CM as to whether In Chapter 1, we touched briefly Willpower points temporarily when these powers are allowed or exist in on what it takes to make a character: they use certain paranormal talents, his world. A character may choose a Basic Abilities, paranormal talents, or suffer a paranormal attack. The number of paranormal talents if he and skills. This chapter explains how original Willpower Ability score stays meets the PCN and WIL requirements to put all these things together—and the same during the adventure, below. more—to create your own character. marking the character's maximum The character must meet both The eight Basic Abilities are explained level of Willpower. requirements to qualify for the in detail, as are character background Unskilled Melee Score: This score corresponding number of PTs, or the and appearance. Skills and equals a character's base percent number of PTs will correspond to the paranormal talents are explained in chance to attack successfully in hand- lower of the two. For example, if a later chapters. to-hand fighting, when he has no character has a PCN of 61 and WIL THE CHARACTER SHEET skill for that kind of fight. 80, the character may only choose Penetration Bonus: Strong one PT. If he has PCN 74 and WIL 66 During the game, each player keeps characters get a bonus to penetrate he may choose 2 PTs. If the CM track of his or her character on a armor when they're using their hands allows, characters that start with "character sheet." A blank sheet is to strike with or throw a weapon. See paranormal talents may acquire more provided at the end of this book, Chapter 5 for more information. later by spending experience points. which you may copy to use during Wounds: In ROTWORLD, PCN WIL PTs play. The character sheet is a good wounds are serious injuries. Every 60-69 50-59 1 tool for learning about characters, character has a certain number of since it shows what you need to 70-79 60-69 2 wound boxes, to show the number of 80+ 70+ 3 know during an adventure. wounds he or she can receive before Player: That's you. Record your dying. The exact number is based on Experience Points: Players record own name on the sheet to help Stamina. During the game, players experience points (XP) earned everyone keep track of "who's who." must mark wound boxes to keep through play. More is said about XP Character: Record the name of track of how many wounds their and how it is used for character your character here—the survivor characters suffer. When the players advancement later in this chapter. you're going to play. run out of wound boxes to mark, the HOW TO CREATE A Background: This includes a characters die. Fortunately, characters CHARACTER number of things: birth date, sex, etc. can heal wounds with bed rest—if Refer to the upcoming section called they get to bed in time. Players then Follow the steps below to create a "Background Notes" for more erase the marks in the boxes, to show character: information. that the wounds have healed. See 1. Assemble the necessary Basic Statistics: These include the Damage and Healing, Chapter 4. equipment: a pencil, a piece of eight Basic Abilities, plus a few Skills: Characters begin with a scratch paper, three ten-sided dice, special scores: number of skills at the beginning and a copy of the character sheet. Current Stamina: During the (specialist) level, determined by Write your name on the sheet next to game, characters lose Stamina points rolling on the table below. Note that "player." due to fatigue or minor injuries. With a character may sacrifice one skill in 2. Decide upon your character's a little rest, they can regain lost order to take another skill up to background, using the guidelines points. Stamina points are subtracted expert level. Starting skills may never near the end of this chapter. and added to the "current Stamina" be taken at the master level. score—the Ability score stays the

8 CHARACTERS CHAPTER 2

3. Choose skills. The number of number you write down by each the ranges on top of the Action Table. skills a character has are determined Basic Ability on the character sheet is The number of the column below randomly as discussed above. If your your character's score in that Ability. equals the number of Stamina points character has a profession, one skill You may assign the eight numbers to the character can recover per round must relate to it. the Basic Abilities as you choose. of rest. See Chapter 5 for more 4. To determine your character's Notice that Ability scores affect your information. Basic Ability scores, repeat this skill scores, so choose accordingly. 9. Use your character's Stamina process eight times: First, roll 3d10 6. Add your character's Strength score and the chart below to and add the results together. Then and Agility scores together, divide this determine the number of wounds he multiply the sum by 2. Finally, add sum by 2, and round up any fraction. can sustain before being killed: 20 to this product. Your final result Write the result on the character sheet will be a number between 26 and 80. as the character's Unskilled Melee Stamina Score No. of Wounds Jot this number down on your score. 26-36 11 scratch paper. Repeat until you have 7. Use your character's Strength 37-47 12 eight numbers. If you have three score and the chart below to find 48-58 13 scores of 40 or less, the CM may your character's Penetration Bonus: 59-69 14 allow you to roll all such scores 70-80 15 Strength Score Penetration Bonus again. Your character might be There are 15 wound boxes on the 0-49 0 considered "hopeless" with three character sheet. Each box 50-59 +5 scores that low. On the other hand, corresponds to one wound. If your 60-69 +10 playing a character with low abilities character should have fewer than 15 70-79 +15 can be viewed as a worthwhile wounds (according to the chart 80 +20 challenge. above), draw a line through the extra 5. Assign one of the eight 8. Fill in the character's Stamina boxes. You must ignore them during numbers obtained in Step 4 to each recovery rate. To determine the rate, play. of the eight Basic Abilities. The find the character's Stamina score in 9

CHAPTER 2 CHARACTERS

10. Choose paranormal talents if Armor Penetration: A character's Deception: A character's PCN and WIL are high enough and if Strength score helps determine Personality score is his or her base allowed by the CM. Using the whether he or she receives a bonus to percent chance to deceive, mislead, or formula for each talent, find your penetrate armor when using a otherwise use distortions of the truth character's scores. weapon in hand-to-hand fighting. to influence an NPC's behavior. 11. Find the character's base See the table in Step 7 of "How to Willpower (WPR) scores for each skill, using the Create a Character." formulas that you jotted down in Dexterity (DEX) Willpower is a character's mental Step 3. fortitude. It shows his or her "staying 12. Find the character's actual Dexterity is a character's hand-eye power" in the face of pain, and affects scores for each skill by adding 15 to coordination and nimbleness with the use of paranormal talents. the base score obtained in Step 11. his or her fingers. It is used in the Willpower is used in the game in the 13. Give your character a name. following ways in the game: following ways: Fresh Meat may be accurate, but it Throwing and Firing: A character's Running on Empty: A character's isn't unique! Dexterity score is his or her base Willpower score is the character's THE EIGHT BASIC ABILITIES percent chance to hit a target when base percent chance to continue firing or throwing a weapon. (If the action in combat after being critically Every character has eight Basic character has a skill with that wounded. Abilities: Strength, Dexterity, Agility, weapon, however, his or her skill Current Willpower: A character's Personality, Willpower, Perception, score equals the base chance.) current Willpower score is Luck, and Stamina. Each Ability has a Hand-eye Coordination: A temporarily reduced when the score. For normal human characters, character’s Dexterity score is the character uses paranormal talents. In Basic Ability scores range from a low character’s base percent chance to addition, characters may temporarily of 26 to a high of 80. These scores perform some action that depends lose Willpower points due to have many uses: they help determine upon good hand-eye coordination— paranormal attacks that zombies how well a character performs, how catching a ball, for instance. make against them. good his skills are, and—sometimes— Agility (AGL) Paranormal Talents Defense whether he lives or dies. Column: A character's Willpower Strength (STR) Agility is a character's ability to score determines which defense control the overall movement of his column on the ROTWORLD Action Strength is a character's physical or her body. It is used in the game in Table shows the results of muscle power. As a general rule of the following ways: paranormal attacks against the thumb, the CM should assume that a Nimbleness and Balance: A character. human character can lift a maximum character’s Agility score is the Paranormal Talent Scores: A weight in pounds equal to five times character's base percent chance to player character's Willpower score is a that character's Strength score. That perform some difficult or unusual major factor in determining his doesn't mean that anything less than movement, such as leaping a wall, paranormal talent scores. See Step 10 maximum weight is easy; it just climbing a sheer surface, or swinging of "How To Create A Character." means it's possible. on a chandelier into a fistfight! Strength is used in the following Unskilled Melee score = Perception (PCN) ways in the game: (Agility+Strength)/2: A character's Perception is a character's ability to Feats of Strength: A character's Agility score is averaged with his or notice things in the environment Strength score is his or her base her Strength score to produce that around him. It is used in the game in percent chance to perform some character’s Unskilled Melee score. the following ways: action depending on physical Personality (PER) Sleuthing: A character's Perception strength, such as lifting or moving a score is his or her base chance to boulder, or shouldering down a door. Personality is a character's ability to notice small clues or hidden items. Usually, a general Strength check get along with and influence the For example. Perception would be should be required any time a opinions and behavior of others. It is used to find out if the character character tries to lift over 100 used in the game in the following notices a few drops of blood on an pounds. Remember that no character ways: NPC's clothes, or two shoes barely can lift more than five times his Dynamo or Dud?: A character's visible below a curtain. Strength score in pounds. Personality score is that character's Judge of Character: A character's Unskilled Melee Score = base percent chance to obtain a Perception score equals his or her (Strength+Agility)/2: A character's favorable reaction from an NPC base chance to judge characters—e.g., Strength score is averaged with his or when requesting assistance or tell when they're lying or afraid. her Agility score to produce that generally trying to establish a friendly Avoiding Surprise: A character's character’s Unskilled Melee score. relationship. Perception score is his or her base

10 CHARACTERS CHAPTER 2 percent chance to avoid surprise in a that some small stroke of luck will take before dying. See the chart in combat situation. come about, offering a second Step 9 of "How to Create a Character." Luck (LUCK) chance. In these cases, the character Recovery Rate: A character's doesn't get what he asks for; he gets original Stamina score determines the Luck is the random factor which what the CM decides would be a rate at which the character can affects the lives of all player minimum lucky event. recover lost Stamina points. See Step characters. Only player characters For example, let's say Fred is 8 in "How To Create A Character." have a Luck score; NPCs do not. Luck fighting for survival in a gas station. ABILITY CHECKS is used in the game in the following He's critically wounded, and close to ways: death. His opponent lets out a moan, Ability checks can be either specific or Escaping Death: A character's Luck and gets ready to make one final bite general; they are called Ability checks score is the base percent chance that into Fred's flesh. But suddenly (the because the check is rolled against a the character is still alive when, CM rolls a successful general check Basic Ability score. according to all other rules of the against Fred's Luck score) another Like all checks, Ability checks are game, the character should be dead. survivor shouts at Fred's opponent, required whenever a character tries to For example, a character with a Luck distracting it. Fred now has a few do something that is clearly not a score of 36 has a 36% chance of still precious seconds of "free" time; what "sure thing." For example, let's say a being alive (although certainly in he does with it is his own decision. character named Mira is walking terrible shape) after falling off the top Coincidental Rolls: Whenever a across a narrow beam between of a skyscraper. player makes a percent roll (for any buildings, with a horde of hungry Reducing Damage: A character reason), and the result equals his or zombies waiting below. There is may "permanently" deplete his or her her Luck score exactly, something reasonable doubt that Mira can walk Luck score by one or two points moderately lucky will happen for the across the beam without losing during combat in an attempt to character. balance and falling, so the CM asks reduce the amount of damage from Example: Fred, a character, is Mira's player to roll a general check certain attacks (see Chapter 4). making a general Perception check against her Agility. If Mira fails the Lucky Breaks: The CM can use a during play. The dice roll equals his check, she falls off. character's Luck score to make checks Luck score. The CM decides that Fred A general Ability check can handle when the character wants a "lucky suddenly notices something hidden. most situations that arise during an break" and no other Basic Ability, Or if Fred were hungry, the CM might adventure. In Mira's case, either she paranormal talent, or skill score decide that Fred finds a bit of food; falls off the beam or she doesn't; we would apply to the situation. the CM can choose almost anything! don't need to know anything more. If For example, suppose a character the CM wants to add detail to the is being chased by zombies. The Stamina (STA) game, however, or is dealing with a player tells the CM his character is Stamina is a character's ability to complex situation, then he or she desperately looking up and down the sustain damage and undertake should use specific Ability checks, street for a place to hide. The CM sustained, strenuous activity. Stamina too. might decide to use the character’s is used in the game in the following Column 2 on the Action Table Luck score as the character's percent ways: applies to most specific Ability chance of finding a suitable place in Passing Out: A character's Stamina checks, though higher column time to get away from his enemies. score is the exact number of damage numbers may be chosen if the points that he or she can receive situation is particularly challenging. Optional Luck Uses before being knocked unconscious. Use the key below to interpret the In addition to the normal uses of During the game, players keep track Ability check results. Luck, the CM may, at his or her of damage with their character's ABILITY CHECK RESULTS discretion, decide to use Luck in current Stamina. In the beginning, either of the two ways below. At the KEY current Stamina equals the original start of an adventure, the CM must Stamina score. But when the L = Limited success: The character tell the players whether he or she character takes damage, his or her is barely able to perform the desired plans to use these options. The current Stamina drops. Damage is action. He or she may suffer damage decision stands until the adventure is never recorded against original if the action is dangerous. over; the CM can't change his or her Stamina; that score stays listed under M = Moderate success. The mind while the adventure is Basic Abilities to show the character's character can perform the desired underway. "normal" state. action moderately well. He or she The optional uses of Luck are: Wounds: A character's original may still suffer some damage if the Saved by the Bell: When a Stamina score determines the action is dangerous. character is about to be killed, his or number of wounds the character can H = High success: The character her Luck score equals the base chance completes the action very well. He or 11

CHAPTER 2 CHARACTERS she suffers only minor damage if the be doctors by profession. Characters can save them up or spend them right action is dangerous. can be fireman, police officers, away—it’s their choice. What can they C = Colossal success: The professors, truck drivers, lawyers, etc. buy? Higher skill scores, higher character does everything exactly Any profession is possible. Ability scores, brand-new skills, and right achieving exactly the desired Race and Nationality new paranormal talents. effects. He or she suffers no damage, The table below shows what the even if the action is dangerous. Player characters may be of any player character can buy with XP and K = Not applicable: "K" results race and nationality consistent with how much each item costs. don't apply to Ability checks; just the rest of their background and the Players should keep track of XP on ignore this code. setting, at the CM's discretion. their character sheets, adding and Use the combat results keys below Character History subtracting from the total as their the Action Table as a guide for characters earn and spend the points. assigning damage. See also "Damage" The player can write a brief history Characters may only "shop" at the in Chapter 4. for the character. It need not be long. end of an adventure. Specific Ability Check Example A paragraph or two is sufficient. A Notes: background can help solidify the 1. Basic Ability scores have a Mira is on a building roof trying character's personality and maximum value of 80; players may to leap across a 10-foot gap between preferences. Depending on the not raise scores above this limit. buildings. A specific ability check situation, it may be written in 2. Raising an Ability score may could be used to determine the conjunction with feedback from the cause another score to rise, too: check results. Mira gets a running start and CM to decide where the character was the formulas for skill scores, takes the leap, rolling 58 on d%. This when the dead began to rise, or paranormal talent scores, and the specific check is against her AGL of what's happened to the PC from then Unskilled Melee score. 72, so her success is by a margin of until the game begins. 3. New skills are bought at 14 (72-58=14). After consulting Height and Weight Specialist level. They cannot raise column 2 of the Action Table we see above that level until after the next she has a result of "H" on the Defense Players should choose the height adventure. Column. Since it is a High success she and weight of their PCs. Any values 4. A skill cannot be raised more will definitely make the leap. may be chosen in the normal human than one level after any given However, applying discretion we can range. adventure. There's no limit on how reason that a Colossal success would CHARACTER ADVANCEMENT many skills they raise, though. have gotten her there completely 5. PCs can buy any number of safely, while a limited success might Player characters advance by earning paranormal talents, and any number mean she didn't quite make it but and spending Experience Points (XP). of skills, after an adventure, if the CM landed so that she is hanging over the Characters may earn XP in two ways. allows it. The CM may have other edge of the building. That situation One way is by defeating zombies. For guidelines regarding PTs. would require an additional check, each zombie destroyed, a certain 6. XP may be spent on any skill, probably against STR with a penalty, number of XP are awarded to be even skills not related to a PC's say rolling on Column 4 instead of 2. divided by the number of characters profession. This reflects the character In our case, we will interpret a High in the group. The amount of XP being placed in new situations. success as meaning that she made the awarded per zombie will vary jump but will need to make another depending on the nature of the XP COST CHART AGL check on Column 2 to avoid zombie. Use SP cost stumbling when she lands, and Secondly, XP may be awarded for New skill 500 per skill falling down on the other rooftop. good play at the CM's discretion. New paranormal 750 per power BACKGROUND NOTES These bonus XPs will range from 5- talent 50, and can be awarded for clever Raise Basic Ability 500 per point This section offers guidelines for ideas, risking one's life for others, etc. Raise skill from 750 per skill choosing the background and These guidelines are intentionally Specialist to Expert appearance of your new character. vague so that each CM can decide Raise skill from 1,000 per skill Sex what action is worth extra XP and Expert to Master how much. Choose the sex of your character. Experience points can be used to Education and Profession raise Ability scores, or to improve and acquire skills and talents. Education and profession should be decided in a way that matches the USING EXPERIENCE POINTS character's skills. For example, Experience Points are like money in characters with the Medical skill will the bank for player characters. Players 12 SKILLS CHAPTER 3 CHAPTER 3: SKILLS In addition to Basic Abilities and SKILL LEVEL MODIFIERS Such skills are called exclusive. talents, each character in Specialist level: +15 Characters without exclusive skills ROTWORLD has skills: special Expert level: +30 may never, under any circumstances, abilities or bits of know-how that Master level: +55 attempt to perform actions that stem from training and experience. require these skills. Each newly created player These modifiers are not cumulative. KNOWLEDGE AND RESEARCH character has a number of skills. When a character advances to the SKILLS Characters can gain additional skills next skill level, he adds the modifier and improve their existing ones by to his base score, not his previous Some skills, particularly academic spending XP. score. (humanities, social sciences) or NPCs have skills, too. The NPC Example: Harry Adams has just scientific skills, involve knowledge of descriptions in published adventures acquired Sword skill. To obtain his broad areas or research. When these will include a list of skills these skill score, Harry adds his Strength skills are used, use the results for each characters have acquired. If the CM score, 58, to his Agility score, 64, for a category below: creates his or her own adventure, he total of 122. Next he divides this total KNOWLEDGE CHECKS or she should choose skills for the by 2, obtaining 61. Sixty-one is his NPCs to match their roles in the base score. Because Harry has just Knowledge checks are used to scenario. acquired this skill, he now adds the determine what a character currently SKILL LEVELS Specialist modifier to 61, and finds knows about a subject within his area that his skill score is 76(61 +15=76). of expertise. Not everyone who has a skill If Harry ever acquired Expert level in Failure = The facts or information performs in the same way: you may this skill, his score will be 61+30—91; completely escape the character. play tennis very well, but that doesn't and if he reaches Master level, his L = Limited: Only one relevant fact mean you're a match for the pro at score will be 61+55= 116. or detail is known. the local health club. In ROTWORLD, WILLPOWER AND STAMINA M = Moderate: Two relevant facts these differences in ability are or details are known. represented by three levels of skill: Several skills use either Willpower or H = High: Three relevant facts or Specialist, Expert, and Master. Stamina as part of their base score. details are known. Specialist is the lowest level; Master is Changes in a character's current C = Comprehensive: Detailed, the highest. When characters first ac- Stamina and Willpower scores do not expert knowledge is known. It is still quire a skill, they usually start at affect a character's skill scores, with possible that some information is Specialist level, and then work their the exception of the Distance outside the character's grasp, but it way up. (Practice makes perfect, Running and Swimming skills. would be highly specialized or secret. right?) SKILL CHECKS This new information could be SKILL SCORES Characters make skill checks to find learned from another . K results are ignored. Just as with Basic Abilities and talents, out how well they use a skill—just as RESEARCH CHECKS characters have a score for each of they make Ability checks. Skill checks their skills. Skill scores are based on can be general or specific, depending Research checks are conducted when Basic Abilities, plus the level of skill. on the skill; the rules below tell you an expert seeks to gain new Just follow these simple steps to which kind of check to make. The information, whether via reading figure out a character's skill score: Basic Action chapter will explain the more literature or conducting 1. Find the name of the skill on checks for combat skills. For non- scientific experiments. This check the Skills List. combat skills—which can be just as reflects both knowing how/where to 2. Follow the formula on the chart vital for survival—characters find the look for more knowledge and how to figure out the base score. This results of most specific checks on successful he is at obtaining it. always involves adding up a few Column 3 of the Action Table. Failure = The research is a Ability scores, and dividing the sum EXCLUSIVE SKILLS complete failure. No useful results are by the number of Abilities. Fractions Characters can use most weapons obtained. are rounded up. without having skills for those L = Limited: The character is able 3. Add the appropriate modifier weapons; they just use their Dexterity to obtain one new piece of for the character's level in the skill: or Unskilled Melee score as the base information after 8 hours of chance for success. Not all skills work research/experimentation. this way; many cannot be used unless M = Moderate: The character is characters actually have the skill. able to obtain up to two new pieces 13

CHAPTER 3 SKILLS of information after 4 hours of THROWN WEAPON SKILLS skill. In addition, if the Boxer obtains research/experimentation per item of Axe (Str+ Dex)/2 a "K" result, he forces the defender to information. Dagger/Knife (Str+ Dex)/2 make an immediate general check H = High: The character is able to Dart (Str+ Dex)/2 against current Stamina. If the obtain up to four new pieces of Javelin (Str+Dex)/2 defender fails the check, he is information after 2 hours of Spear (Str+Dex)/2 knocked out for 100 minutes (roll a research/experimentation per item of Grenade (Dex) percent). If the defender passes the information. NON-COMBAT SKILLS check, he's still knocked down, C = Comprehensive: The character according to the normal "K" result. is able to obtain a virtually unlimited Computers (Pcn+Luck)/2 amount of information after Demolitions (Pcn+Dex)/2 Wrestling spending at least 1 hour of Disguise (Pcn+Dex)/2 Exclusive: Yes research/experimentation per item of Distance Running (Current Sta) Base: (Str+Agl)/2 information. This can be carried on Electronics (Pcn+Dex+Luck)/3 Check: Specific until all useful information about the Forgery (Pcn+Dex)/2 When characters use Wrestling subject/research problem has been Gambling (Pcn+Luck)/2 skill, any "H" on the results key means gained. Humanities (Pcn+Wpr)/2 that the defender is pinned in a K results are ignored. Investigation (Pcn+Wpr+Per)/3 "hold." The defender can do nothing SKILL LIST Journalism (Per+Wil+Luck)/3 while he's pinned, except try to free Language (Pcn+Wil)/2 himself. The hold is broken if: 1) The Consult the following list of skills as Mechanics (Pcn+Dex)/2 defender wins initiative and passes a a quick reference. Skill descriptions Military (Str+Wpr+Per)/3 general Unskilled Melee check, follow. Medicine (Pcn+Wpr+Per+Luck)/4 Wrestling check, or Martial Arts COMBAT SKILLS Outdoor Survival (Pcn+Wpr+Luck)/3 check—all with a -20 modifier to his †Pilot (Pcn+Dex+Agl)/3 score; or, 2) a third party successfully UNARMED MELEE SKILLS Sciences (Pcn+Wpr)/2 attacks the Wrestler making the hold, †Boxing (Str+Dex+Agl)/3 Security Devices (Pcn+Dex+Luck)/3 using any combat form. †Wrestling (Str+Agl)/2 Social Sciences (Pcn+Wpr)/2 The Wrestler doesn't have to make †Martial Arts (Str+Dex+Agl+Wpr)/4 Stealth (Dex+Agl)/2 a check to maintain a hold; it's †Advanced Self-defense Stunt Driving (Pcn+Agl)/2 automatic each round until someone (Str+Dex+Agl+Wpr)/4 Swimming (Current Sta) breaks it. For every round that he's ARMED MELEE SKILLS Theft (Pcn+Dex+Wpr)/3 held, the defender receives normal Bayonet (Str+Agl)/2 Tracking (Pcn+Luck)/2 "H" unarmed combat damage. Blackjack (Str+Agl)/2 If a Wrestler obtains a "C" result † indicates an exclusive skill. †Bullwhip (Str+Dex+Agl)/3 when using this skill, he has managed * a skill that can't be acquired without a to make a stronger hold. The results Dagger/Knife (Str+Agl)/2 prerequisite skill. *Lance, horseman’s (Str+Agl)/2 UNARMED MELEE SKILLS are the same as "H" results, with two Polearm (Str+Agl)/2 exceptions: the held defender suffers Short handled weapons (Str+Agl)/2 Unarmed melee skills usually allow a a -40 modifier to his checks (rather Swords (Str+Agl)/2 character to make more than one than -20), and the damage inflicted *Florentine style (Str+Dex+Agl)/3 attack in a round. They reflect skill in each round is normal "C" result hand-to-hand fighting styles, unarmed combat damage. SPECIAL WEAPONS including two special kinds: Martial "K" results still apply normally. If a †Bola (Dex) Arts and Advanced Self-defense. Note "K" result occurs along with an "H" or †Lasso (Str+Agl)/2 that Martial Arts is a "cross-over" skill; "C" result, the defender is knocked †Net (Str+Dex+Agl)/3 it allows characters to make both down and held. The holding MOUNTED COMBAT SKILLS unarmed and armed attacks. character is also on the ground, Equestrian (Dex+Agl+Per)/3 maintaining the hold. *Mounted melee (Weapon skill) Boxing Characters using Wrestling skill *Mounted missile (Weapon skill) Exclusive: Yes may declare strangling as a called Base: (Str+Dex+Agl)/3 shot. A "C" result is applied as above, MISSILE WEAPON SKILLS Check: Specific in addition to the effects of strangling Sling (Dex) Characters using Boxing skill are described in Chapter 5. Crossbow (Dex) allowed one extra melee attack per Shortbow (Dex) round at Specialist level, two extra Martial Arts Longbow (Str+ Dex)/2 attacks at Expert level, and three extra Exclusive: Yes Automatic Rifle (Dex) attacks at Master level. Thus, a Master Base: (Str+Dex+Agl+Wpr)/4 Long barreled gun (Dex) Boxer would get four attacks in a Check: Specific Pistol (Dex) melee step when using his Boxing 14 SKILLS CHAPTER 3

Characters with Martial Arts skill In addition, characters with armed combat key. Second, the can also make more melee attacks per Advanced Self-defense skill shift one attacker can use it to tangle up his round: Specialists make two. Experts defense column to the right when opponent: the attacker strikes, and three, and Masters four. But that's not defending in melee—as long as their makes tangling a called shot. Any "C" all; the skill offers other advantages, opponent doesn't have this skill, too. result inflicts no damage, but too: Column 10 is the highest column indicates that the whip is wrapped 1. At Specialist level, a skilled possible. around the defender, pulling him character can "call a shot" to inflict up ARMED MELEE SKILLS immediately to the ground. to five wounds—using the armed Entangled defenders are helpless. combat results key. If the attack result All skills They can free themselves in two is a "C," the defender takes the Base: (Str+Agl)/2 (usual) rounds, as long as they take no other specified number of wounds. Check: Specific action during that time. 2. At Expert level, the skilled Armed melee skills are simply Lance, horseman's* character may enter combat armed skills with melee weapons. Most do Characters with this skill can use with nunchakus—lethal weapons that not offer extra attacks per round, but any type of cavalry lance as a melee consist of two sticks connected by a they increase a character's accuracy weapon, while they are riding on chain. Characters can attack with one (chance to hit) with the weapon. The horseback. A character must have nunchaku in each hand, if they'd like. Skills List has all the armed melee Expert level Equestrian skill before All attacks made with nunchakus are options. Many are self-explanatory they can acquire this skill. After all, considered armed melee attacks. (e.g. Dagger skill means you have what good would the lance do if you Characters without this skill may not skill with a dagger), so no further couldn't stay on the horse?. This is a use nunchakus. description is needed. Those that are special mounted melee skill; 3. At Master level, the Martial unusual in some way, or present an characters with this skill do not also Artist can use shurikens (sometimes exception to a rule, are listed in detail have to acquire Mounted Melee skill called "throwing stars") as thrown below. weapons up to a range of 30 feet. The with the lance (see below). Bayonet Master can throw this weapon during Polearms any missile fire step. Each shuriken Characters with this skill gain one Characters with this skill can wield counts as one missile attack. additional bayonet attack per round polearms and thrusting spears of all In Chapter 5, we explain that for each level of skill: Specialists can types—including pikes, awls, characters must choose one combat make two attacks, Experts, three; halberds, and other common form each round. Well, here's the Masters, four. European polearms. exception to the rule: Martial Arts Blackjack Masters can mix melee and missile Short-handled weapons A blackjack is a nasty weapon that attacks as they choose. The maximum Characters with this skill are resembles a short, heavy club, usually number of attacks is still four, so the particularly good at bashing and covered with leather. Characters with character might throw one shuriken chopping with any short weapon this weapon skill can sometimes as his first attack, throw another later, other than a sword, knife, or dagger. knock their opponents out, provided then kick twice, or... declare a kick, Examples of weapons for this skill they make it a called shot. The then turn around and throw three include the club, mace, axe, morning opponent must have his back turned, shurikens. It's up to the Artist to star, and the flail. decide. or be surprised. Then if the attacker makes the shot, the opponent's Sword Advanced Self-Defense* current Stamina score drops to zero This skill includes any type of Exclusive: Yes immediately, and he falls weapon with a blade at least 2 feet Base: (Str+Dex+Agl+Wpr)/4 unconscious. long. Examples include the short Check: Specific Bullwhip sword, long sword, two-handed Characters must be Masters in sword, broad sword, cutlass, scimitar, Exclusive: Yes either Boxing, Wrestling, or Martial and rapier. Arts before they can acquire this skill. Base: (Str+Dex+Agl)/3 Once they have Advanced Self- Check: Specific Florentine style* defense skill, however, they can use The base for this skill differs from Exclusive: Yes any of the unarmed melee skills at a most others of its kind, so be sure to Base: (Str+ Dex+Agl)/3 level equal to their level in Advanced use the formula given here. An Check: Specific Self-defense. Of course, if they attacker can use the bullwhip two Fighting Florentine style means already have a higher skill level in an ways: First, he can use it to strike an fighting with a rapier in one hand unarmed melee skill, they attack at opponent, although the maximum and a dagger in the other. The rapier that level, instead. damage it can cause is "M" on the is a light sword common in Europe in 15

CHAPTER 3 SKILLS the 16th and 17th centuries. further than 15 feet. No range Equestrian "defends" against this Florentine fighting is no easy feat; modifiers apply. melee attack by using the defense characters must have Sword skill at column lying beneath his skill score Master level before they can acquire Net (use the ranges at the top). this skill. They can still make only Exclusive: Yes one attack per round, but opponents Base: (Str+Dex+Agl)/3 Mounted Melee* must shift their "defense" on the Check: Specific Exclusive: Yes Action Table one column to the left Roman gladiators often used this Base: as weapon unless they have this skill themselves. weapon while fighting in "the games." Check: Specific At the CM's option, characters may The weapon has no effect except on a Characters with this skill make substitute any straight, one-handed "C" result. A "C" result indicates that good use of melee weapons while sword for the rapier when using this the defender is entangled in the net. they're riding. Characters without this skill. See the notes on the bola for the skill suffer a -40 modifier, as SPECIAL WEAPONS SKILLS defender's chance to free himself (or explained in Chapter 5. Characters be freed); the same rules apply. must have reached Expert level in the Bola As long as the defender is tangled Equestrian skill before they can Exclusive: Yes in the net, he must make a general acquire this skill. Mounted melee Base: Dex Agility check each round to remain attacks are made using the character's Check: Specific standing. If he fails the check, he skill score with the weapon being The bola is a thrown weapon that immediately falls down, and is used, or his Unskilled Melee score; no entangles its victims and causes considered "on the ground" until he modifiers for skill level apply to normal armed combat damage. stands up—which also requires a Mounted Melee itself. Characters with this skill may throw a general Agility check. The entangled Mounted Missile* bola to a distance of 100 feet. "C" defender may use no melee skill in Exclusive: Yes results indicate that the victim is attacking, and defends in melee on Base: as weapon tangled in the weapon and suffers Column 1 while entangled. Check: Specific damage; other successful results MOUNTED SKILLS Characters with this skill have simply indicate normal damage. received training to fire or throw Entangled de-fenders fall down, and Equestrian Skill weapons on horseback. (Some are bound and helpless for at least 2 Exclusive: Yes weapons are excepted; see the Missile rounds. The defender can free himself Base: (Dex+Agl+Per)/3 Weapons Table in Chapter 5.) in that time, provided he takes no Check: General, Specific Characters without this skill suffer a - other action. If a friend of the victim Any character without this skill 40 modifier, as described in Chapter has a knife or similar tool, he can cut can ride a horse under normal 5. A character must be an Expert (or through the bola in 1 round, and free circumstances. This skill allows the Master) Equestrian before acquiring the tangled character. character to stay in the saddle (and in this skill. There's no need to advance If players use the optional hit control) under more difficult circum- in this skill, since the base chance location system in Chapter 5, a stances: in melee, during high-speed always equals a missile-weapon skill character may cut himself free in 1 chases, and during dangerous leaps score. round if his arms and hands are not or stunts, for instance. entangled. The rider must make a general MISSILE WEAPON SKILLS check whenever he tries to do Missile weapon skills reflect training Lasso something on horseback that in the with any weapon that you can fire, Exclusive: Yes CM's judgment could cause him to sling, or throw. With the exception of Base: (Str+Dex)/2 fall off the horse. A successful check firearms, these skills do not offer Check: Specific indicates the character stays in the additional attacks per round, but they The lasso is a rope with a sliding saddle. increase a character's chance to hit noose at one end. It has no effect If characters use this skill to when using a particular missile unless the attacker gets a "C" result. A perform stunts—such as clinging to weapon. "C" result indicates that the attacker the side of a moving horse to use the has successfully entangled the animal for cover—they must make a Sling defender in the lasso. The entangled specific check. Only "C" results Exclusive: No defender is knocked down, bound, indicate success; everything else spells Base: Dex and helpless. See the Bola skill failure. Check: Specific description above for a character s It always seems to happen: you get The sling is simply a piece of ability to free himself (or be freed); up on a high horse, and someone leather or cloth bound by thongs. To the same rules apply. Characters with tries to knock you off. When an "load" the weapon, the attacker places Lasso skill can throw a lasso no opponent tries to push or pull a stones or rounded pieces of metal in skilled Equestrian from his horse, the the center of the sling. To "fire," the 16 SKILLS CHAPTER 3 attacker swings the sling over his Skill Level Rounds to Reload Computers head, releases one thong, and then Unskilled 4 Exclusive: Yes lets the contents fly toward the target. Specialist 3 Base: (Pcn+Luck)/2 Expert 2 Check: Specific (secret) Bow Skills: Master 1 Computer skill enables a character Exclusive: No to get information from these Base: Varies Beam Weapon Skills machines. The character can Check: Specific Exclusive: No reprogram a computer, too, if hackers There are three bow skills: Base: Dex have tampered with it. Shortbow: Base = Dex Check: Specific Before a character can interact Crossbow: Base = Dex Characters can acquire two with a computer, he must first find a Longbow: Base = (Str+Dex)/2 separate skills with beam weapons: terminal or some other In addition to increasing accuracy, Laser pistol and laser rifle. The CM communications link. Computer skill these skills increase the speed with may only allow these in sci-fi settings. does not help a character do this. which the skilled character can reload Once access has been gained, and be ready to shoot again. Thrown Weapon Skills though, this skill becomes useful. Characters cannot shoot any bow Exclusive: No Characters must overcome any more than once per round. Base: (Str+Dex)/2 security program the computer may Furthermore, they need several Check: Specific have before they can get information rounds to reload, as shown on the Five separate skills make up this or start programming. Computer skill following chart: group: Axe/Tomahawk, Dagger/ Knife, Dart, Javelin, and Spear. These assists them in overcoming security. BOW RELOADING skills simply increase a character's Finally, the character must find Rounds Required To accuracy when throwing these the information he is looking for in Reload weapons; they don't allow him to the computer's files, and/or Level Long- Short- Cross- throw more than one weapon per accomplish any reprogramming Unskilled 5 5 12 round. Dart skill refers to a special necessary. Computer skill also assists Specialist 4 4 10 small, thrown weapon used in a character in doing this. Characters Expert 3 3 8 Roman and Western Medieval can learn just about anything from a Master 2 2 6 cultures; it does not refer to the 20th- computer, as long as that information century leisure game. already lies in the machine. Firearms Skills Published adventures will specify Exclusive: No Grenade how much information a computer Base: Dex Exclusive: No contains, and the CM should decide Check: Specific Base: Dex this for his own scenarios, too, before All firearms skills allow a Check: Specific play begins. character to make one additional Characters with Grenade skill To get information from a missile attack per skill level, per don't just toss and take their chances; computer, characters must tell the round—up to the maximum rate of they've practiced to increase their CM exactly what they want to find fire for the weapon. There are three accuracy in throwing any type of out. They cannot ask for "everything specific firearms skills: hand grenade. the machine has about this guy"; Automatic Rifle - This skill NON-COMBAT SKILLS: THE instead, they must be specific. For includes the use of submachine guns, STUFF OF LIFE example, they might ask, "Can we all automatic rifles, and the photon find a record that says this person rifle (in sci-fi settings). Non-combat skills are simply non- deposited money in this bank last Long-barreled guns - This skill fighting skills. That doesn't mean week? What was the amount?" If they includes the use of the arquebus, these skills don't help a character ask, characters can also find out musket, dragoon musket, rifle and survive—they do! Skills often reflect a whether someone has reprogrammed shotgun. character's profession. Characters use the computer. Pistol - This skill includes the use non-combat skills to protect This skill requires a secret specific of hand guns of all types, including themselves, gather information, and check. Use the following key to derringers, revolvers, automatic succeed in their adventures. interpret the results: pistols, and flintlock pistols. When characters must make a L = Little success: the character Long-barreled gun skill enables a specific check for a non-combat skill, needs 1-100 hours (roll percent dice) character to reload a musket or the result always lies on Column 3 of to pass the security and get dragoon musket more rapidly than the Action Table. information (or reprogram it). an unskilled character. Here's how M = Moderate success: the long it takes to reload: character can get the desired data or

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CHAPTER 3 SKILLS do the reprogramming in 1d10 Disguise skill score. The column number hours, Exclusive: Yes below shows the speed in miles per H = High success: the character Base: (Per+Dex)/2 hour that the character can run, and can get the information or do the Check: General (secret) the number of hours the character reprogramming in 1d10/2, rounded Characters with this skill can use can continue to run before needing up, hours. clothing and make-up to change their eight hours of rest. C = Colossal success: the character appearance. They can also disguise Electronics can get the information or do the other people, if those people are Exclusive: Yes reprogramming in 1d10 minutes. willing. Base: (Pcn+Dex+Luck)/3 Ignore "K" results. Characters can use this skill to Check: Specific (secret) The CM may optionally allow change basic appearance and facial Successful use of this skill lets a characters to make a Luck check features; unskilled characters cannot character make field repairs of when using this skill. If they pass, the do this. However, this skill cannot electronic devices such as radios, characters stumble across extra change a character's apparent height televisions, communicators, information or clues, beyond the by more than six inches, nor his or calculators, and listening devices information they requested. her weight by more than 20 pounds. ("bugs"). If the character can find the Furthermore, Disguise skill does not Demolitions proper equipment and materials in enable a character to pass for a Exclusive: Yes the field, he or she can make these specific person. Base: (Pcn+Dex)/2 electronic devices, too. Characters Disguise skill requires only a Check: Specific (secret) must have an electronics tool kit to general check. The CM should roll Characters with this skill can use use this skill. this check secretly, letting the results explosives of all kinds, if they can get Characters make specific checks to become known during play. them. When a character uses this find out how well they use this skill. Success indicates that the skill, he must state exactly what he Read the key below to interpret the disguised characters are taken at face wishes to happen, including the Action Table results: value for at least 12 hours, unless radius of the area to be affected. The L = Limited success: repair or they do something which obviously CM treats all explosions as 100% construction takes 1d10 hours, and does not fit within the role they are catastrophic damage. the device will work for 2d10 hours. playing. Roll a new check every 12 Use of this skill requires a specific M = Moderate success: repair or hours, until the character removes the check—a secret one at that—rolled by construction takes 1d10/2, rounded disguise. the CM. The CM should use this key up, hours, and the device will If characters fail their Disguise to interpret the results: function for 3d10 hours. check, the first NPC who encounters L = Limited success. The explosion H = High success: repair or them and passes a secret general has the desired effect, but the blast construction takes 1d10/2, rounded Perception check (rolled by the CM) affects a radius 50 feet larger than up in hours, but the device will will realize that the disguised PCs are intended. function 2d10x2 hours. imposters. If the NPC already knows M = Moderate success. The C = Colossal success: repair or the disguised PCs' faces, he or she explosion has the desired effect, but construction takes 3d10x2 minutes; will recognize them. See Chapter 6 the blast affects a radius 25 feet larger the device will work normally as long for information on how this NPC than intended. as it has a power source. would react to uncovering such a H = High success. The explosion Failure of the check means the fraud. has the desired effect, but the blast character wastes 1d10 hours before affects a radius 10 feet larger than Distance Running he knows that he has failed. intended. Exclusive: Yes The CM should roll all of these C = Colossal success. The Base: Current Sta checks secretly and then let characters explosion has the desired effect in the Check: None begin their repair or construction intended area. Characters who do not have this work, not telling them the results If the specific check shows failure, skill are allowed to run no more than until the time indicated by the dice the CM should roll percent dice. A 30 minutes; they must then get a full has expired. Characters can always roll of 01-50 means the explosives eight hours' sleep before running any give up before the time runs out, but did not go off on schedule. They may further. This skill enables a character they have no chance for success if explode later, however; there's a 10% to run much longer and for greater they do. chance per round until the characters distances. To find out how long and Forgery leave the area. A roll of 51-00 means how far, add the character's skill-level Exclusive: Yes the characters used too much modifier to his or her current Base: (Pcn+Dex)/2 explosive; the blast radius is 100 feet Stamina to find the Distance Running Check: Specific (secret) larger than intended. score. Now find the column on the Characters with Forgery skill can Action Table corresponding to this produce hand-written and other 18 SKILLS CHAPTER 3 documents, given the correct In any game, characters play in any particular language. See the supplies, that look authentic. To forge "hand by hand." All participants in Language skill for knowing the document, the character must the game must first agree on the additional languages. have a sample of the handwriting or stakes: the amount to be wagered. Literature: This skill represents document type (as appropriate) he or Each participant then rolls percent knowledge of different kinds of she wants to copy. In the case of dice (the CM rolls for NPCs). High literature through time and in handwriting, the forger must have a roll wins the stakes multiplied by the different cultures. sample of at least 100 words. Then he number of players. Investigation or she must pass a specific check, Characters who cheat can increase Exclusive: Yes rolled secretly by the CM. The key the amount of their die roll. In order Base: (Pcn+Wpr+Per)/3 below describes the results: to cheat, the character must declare Check: Specific (secret) L = Limited success: Characters his intent before anyone rolls the This skill offers two options: who know the original handwriting dice. The player rolls a specific check 1. Questioning. A character can well can make a general Perception against his character's skill score. The use this skill score instead of his check to see if they notice the forgery. result lies on the defense column Personality score when he questions M = Moderate success: Same as "L" below the Perception score of the an NPC about a person or event. result, but characters make the "duped" character—the victim of the 2. General Investigation. A Perception check with a -20 modifier. cheat. If more than one NPC is character with this skill can gather H = High success: Same as "L" involved in the game, use the highest information from large groups of result, but characters make the Perception score. minor NPCs, provided he or she Perception check with -40 modifier. Use the key below to interpret the spends several hours canvassing a C = Colossal success: Characters result of the check. neighborhood, or working through a without Forgery skill cannot detect L = Limited success: the character crowd. This skill enables the character the forgery, even if they know the may add 10 to his or her percent roll. to ask questions that bring out original handwriting or document M = Moderate success: same as "L" hidden information. (Characters can type well. but add 15 to the roll. best use this skill when the CM has The CM should reveal the results H = High success: add 20 to the not prepared clues and witnesses who during the normal course of play—as roll. can be found in specific locations.) the characters themselves would C = Colossal success: add 40 to the In both cases, the Investigation make the discovery. Failure of a check roll. skill temporarily boosts the means the forgery is obvious; anyone Failure = The character gets character's Perception: when the who knows the genuine handwriting caught—with an Ace down his sock, character gathers information, he or will detect the forgery on sight, no or extra dice in his pocket. Use the she does so with a +20 bonus to his check required. guidelines in Chapter 6 to see how Perception score. Characters with Forgery skill can his victims react. This skill could be used to help detect forgeries as well as make them. Humanities track down someone in hiding. It can To detect a forgery, they must have a Exclusive: Yes also prove helpful if the PCs are in copy of the genuine handwriting or Base: (Pcn+Wpr+Per)/3 legal trouble. document type to which the forgery Check: Specific The CM rolls a secret specific can be compared. Detection still This is a broad category from check to determine how well requires a specific check. Characters which the player must choose a characters perform this skill. When succeed if they get a result equal to or specific humanity discipline. A list the character uses the skill to higher than the result earned by the and brief description of several question a specific NPC, use the forger (L, M, H, C; L is low, C is humanities follows. This list is not direct action check results in Chapter high). If the forger is unknown, or comprehensive, and the CM should 6. When the character uses this skill didn't make a check, then the CM add additional ones as the need to make general surveys, use the must specify the level of quality. arises. These skills require a specific following results key to find out how Gambling check from the Knowledge and well he does: Exclusive: Yes Research check results. L = Limited success: the character Base: (Pcn+Luck)/2 History: this skill covers uncovers one major lead or fact, or Check: Specific knowledge of historical places and one important witness in 1d10 hours. Characters who have this skill items. M = Moderate success: the know games of chance extremely Linguistics: This skill reflects character uncovers two major leads, well, so they can cheat to skew the knowledge of language, its structure facts, or witnesses in 1d10 hours. odds. Games of chance include and use, understanding of dialects, H = High success: the character poker, craps, and any other card or and the ability to distinguish accents. uncovers three leads, facts or wit- dice game. It does not necessarily grant fluency nesses in 1d10/2 (round up) hours. 19

CHAPTER 3 SKILLS

C = Colossal success: the character with no required skill check. military situation, either one category uncovers four leads, facts, or However, if reading or better or worse, as desired, in the witnesses, plus many minor details, communicating in a very technical results from a a Direct Action Check. in 1d10/2 (round up) hours. subject or when dealing with a Medical Skill Failure means the character different accent or dialect, a specific Exclusive: Yes spends 1d10 hours in investigation, skill check is required. This check Base: (Pcn+Wpr+Per+Luck)/4 but still learns nothing of value. shifts to column one when looking at Check: General This skill does not allow a results if the character also has the Characters with this skill are character to pull information out of Linguistics (Humanity) skill. See medical doctors. Doctors may use thin air. If no one's around to give below for interpreting results: their skill to do the following things: him clues, then not even a successful Failure: The character does not 1. Doctors can treat critically result will offer any useful understand. wounded characters during combat, information. And if no one witnessed L = Limited Understanding: The providing emergency bindings and a crime, then the Investigator simply character understands about 25% of pain-killers. Treatment takes two cannot gain information from a the meaning, but not any complete consecutive rounds. During that time, witness—no witness exists! ideas. neither doctor nor patient may take M = Moderate Understanding: The Journalism any other action or suffer an attack; if character understands about 50% of Exclusive: Yes either occurs, the treatment is void the meaning, with some but not all Base: (Pcn+Per)/2 that round. ideas understood. Check: General and Specific Characters who receive these H = High Understanding: The Characters with this skill have the "quick fix" treatments don't have to character understands about 75% of abilities of a professional journalist, make a Willpower check each round the meaning, with an understanding and may be affiliated with a to take action. They can keep on of some of the key points but missing television station, newspaper, or fighting, but the treatment does fundamental insight. other news source. In the course of nothing to protect them from further C = Complete Understanding: The developing this skill the character wounds or death. Doctors can treat character completely understands. becomes well traveled and themselves, too, but they must pass a knowledgeable about a variety of Mechanics general current Willpower check things and issues. This skill can be Exclusive: Yes before they try. used to know the proper contacts of Base: (Pcn+Dex)/2 2. If doctors care for wounded prominent businesses or Check: Specific (secret) characters daily, they double the rate governments. It may also be used to Characters can use this skill to at which the patients heal wounds. know about recent or old news. The build anything from small electrical 3. In scenarios involving poisons previous examples would require a motors to jet engines and spacecraft and disease, doctors can diagnose the general check of the Journalism skill. drives (in a sci-fi setting). As with the type of poisoning or disease and This skill may also be used to Electronics skill, characters must find administer the appropriate antidote investigate an issue, in a similar the proper materials in the field or cure/treatment. Antidotes save fashion to the skill Investigation. This before they can use Mechanics. The characters who would otherwise die is a specific skill check using the CM rolls a secret specific check when from the poisoning. results from the Investigation skill, characters use this skill. Use the key Doctors must pass a general check but the time it takes to gain the listed under "Electronics" to interpret every time they hope to use this skill knowledge is doubled to reflect the the results. successfully in the ways mentioned fact that a journalist has to track Military above. This skill may also be used in down and converse with sources in a specific check for a Knowledge and Exclusive: Yes order to attain information. Research check when trying to find Base: (Str+Wpr+Per)/3 the cure for an unknown disease or Language Check: Specific other medical situation. Exclusive: Yes Characters with the Military skill Base: (Pcn+Wpr)/2 are knowledgeable about military Outdoor Survival Check: Specific practices and strategies; they can Exclusive: Yes Characters are fluent in one native attempt to predict enemy behavior, Base: (Pcn+Wpr+Luck)/3 language automatically, but this skill from how they may attack to what Check: Specific may be taken to become fluent in one kinds of strategic placements of traps This skill enables characters to additional language per skill. This or troops the enemy may be likely to find food, water, and shelter when skill can be used both for living use. When used in this way the skill these things are in short supply. If languages and more obscure requires a specific check using the they find shelter, they can prevent languages that have fallen out of use. outcomes for Knowledge and exposure damage; see Chapter 5. Characters may engage in normal research checks. This skill may also Characters must make a specific conversation, reading, and writing be used to influence people in a check to use this skill, and they can 20 SKILLS CHAPTER 3 try only once per day. Use the key Chemistry: This area includes Social Sciences below to interpret results: knowledge of chemicals and Exclusive: Yes L = Limited success: the character chemical reactions. It is useful for Base: (Pcn+Wpr)/2 finds sufficient food, water, and constructing, identifying, or Check: Specific shelter to serve one character for one synthesizing substances. This is a broad category from day. Geology: This skill provides which the player must choose a M = Moderate success: the knowledge of physical planetary specific social science. A list and brief character finds sufficient food, water, processes like volcanism, plate description of several social sciences and shelter to serve two characters for tectonics, and erosion. This includes follows. This list is not one day. information about minerals, how to comprehensive, and the CM should H = High success: the character identify them, and how planetary add additional ones as the need finds sufficient food, water, and structures are formed. arises. These skills require a specific shelter to serve four characters for Physics: This skill provides check from the Knowledge and one day. knowledge of the physical properties Research check results. C = Colossal success: the character of the universe, from the law of Anthropology: This skill grants finds sufficient food, water, and gravity or thermodynamics to knowledge of different cultures and shelter to serve all desired characters quantum physics. cultural practices, from kinship to for one day. Security Devices religion and customs. It also grants Failure means that the character Exclusive: Yes information about human evolution doesn't turn up a thing: no water, no Base: (Pcn+Dex+Luck)/3 and knowledge of fossils and the food, no shelter. Check: Specific human skeleton. In addition, the character is versed with archaeology Pilot Use of this skill enables a and the techniques of excavation. Exclusive: Yes character to find and defeat security Geography: Characters with this Base: (Pcn+Dex+Agl)/3 devices, including locks, traps, skill understand the weather, flora, Check: General alarms, and electrical or electronic fauna, cultures, and land Characters with Pilot skill can fly gadgets. Each use of the skill requires characteristics of an area. This skill helicopters, aircraft and spacecraft a specific check, with results from the also grants knowledge of how to use (space shuttles or more advanced following key: and design maps. craft in a sci-fi setting), and fire any L = Limited success: the character Psychology: This skill provides weapons on those craft—though not successfully defeats any normal lock knowledge of psychological disorders necessarily at the same time. or combination lock, but fails to find and defeat electrical or electronic and individual behavior. This skill is Sciences alarm systems, which go off! useful for predicting behavior or Exclusive: Yes M = Moderate success: the gaining insight into motives, and Base: (Pcn+Wpr+Per)/3 character finds and defeats any lock diagnosing and counseling mental Check: Specific and electrical alarm system, but fails disorders or other psychological This is a broad category from to detect and defeat any electronic ailments. which the player must choose a system (such as "electric eyes." Sociology: This skill provides specific science. A list and brief pressure plates, etc.): the latter, insight into societal structure and description of several sciences unfortunately, go off. patterns of human behavior at the follows. This list is not H = High success: same as "M" population level, from crime rates to comprehensive, and the CM should result, but the character does find what variables influence specific add additional ones as the need electronic systems and realizes he trends. arises. These skills require a specific cannot defeat them before they go Stealth check from the Knowledge and off. Exclusive: Yes Research check results. C = Colossal success: the character Base: (Dex+Agl)/2 Biology: This is the study of all find and defeats all locks and alarms Check: Specific life, including plants, animals, and systems. Stealth is the ability to move fungi. Knowledge of animal behavior Failure indicates the character is silently and stay out of sight, using is part of this skill. This skill includes unable to deal with a given lock or darkness, doorways, or other natural expertise in physiology and genetics, system until he or she has gained one cover to remain hidden. Characters and can be used for identifying level in this skill. who use this skill successfully—that organisms. A biologist may attempt is, who escape detection—can surprise to find cures for disease or engage in their opponents by applying a -20% genetic engineering (given the proper to their Perception checks. Characters facilities). who use this skill must make a

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CHAPTER 3 SKILLS specific check each round. Read Swimming the highest Perception score of the results from this key: Exclusive: Yes victim or onlookers, as long as they L = Limited success: victims of the Base: Current Sta aren't distracted. Read results from "sneak" must make a general Check: None the following key: Perception check with a -20 modifier Swimming skill enables a L = Limited success: the character in order to see or hear the skilled character to swim distances of more gets the item desired, but someone character. ("Victims" include anyone than one mile. Characters without immediately notices that it is missing. whom the skilled character is trying this skill can only swim one mile M = Moderate success: for 1d10 to bypass or sneak up on.) before they are forced to rest. In minutes, no one discovers the theft. M = Moderate success: same as "L" addition, skilled characters can stay H = High success: for 1d10 hours, result but the Perception check in the water for up to 24 hours, and no one discovers the theft. modifier is -30. still make forward progress. Find the C = Colossal success: no one H = High success: same as "L" character's current Stamina score on discovers the theft for 24 hours, and result but the Perception check the ranges above the Action Table. no suspicion is directed toward the modifier is -40. Then multiply the number of the character who took it. C = Colossal success: same as "L" defense column below by 3. The Failure, or course, indicates that result but the Perception check result equals the number of miles the character is caught red-handed modifier is -60. that the character can cover while while attempting to take the item. Failure means the "victims" have swimming and floating for 24 hours. Tracking normal chances to spot the character Characters who use this skill must Exclusive: Yes using the skill; they must pass a make a general Luck check after 24 Base: (Pcn+Luck)/2 general Perception check, but suffer hours, unless they have reached land. Check: Specific (secret) no modifiers. Those who pass the Luck check find This skill allows a character to Stunt Driving some means of support in the water follow the tracks or trail of an animal Exclusive: Yes (a log, floating debris, etc.) that will or character outdoors. The skill Base: (Pcn+Agl)/2 enable them to stay afloat and keep requires a specific check when it is Check: General moving forward for another 24 first used, and a new check each time Characters with this skill can hours. Those who fail this Luck check the trail is interrupted and then perform dangerous "stunts" while can only float and drift for another found again. The CM should roll driving an automobile, pick-up truck, 24 hours, with no additional support. these checks secretly. Results are or any light motor vehicle— After 48 hours in the water, the interpreted on the following key: motorcycles included. Characters character must make a second general L = Limited success: the character may make "bootleg" turns with a car: Luck check. Success means the can follow the trail for one mile, at forcing the vehicle to turn 180 character is rescued, finds land, or which point it is interrupted. If the degrees at high speed in just one otherwise gets out of the water. character searches carefully, he or she round. They may also ram other Failure means the character drowns. will find the trail again in 1d10 vehicles, forcing the other driver to No character can swim for longer hours. make a driving check to stay in than one day without support M = Moderate success: Same as the control. These are just two of the (though he can still float or drift). "L" result, but the character can follow many possible stunts. Characters must rest on land for a full the original trail for 2 miles and find Characters can also use this skill day after swimming for 24 hours or the trail again in 1 to 5 hours. to throw another character off a car, more. H = High success. Same as the "L" when he's clinging to the roof or This skill also grants knowledge result, but the character can follow hood. The character being thrown and ability to use all gear associated the original trail for 10 miles and find must pass a general Agility check with with scuba diving. an interrupted trail in only 1d10 a -40 modifier to stay on the car. Theft minutes. Use of this skill requires a general Exclusive: Yes C = Colossal success. The check each round that it's used. The Base: (Pcn+Dex+Wpr)/3 character can follow the trail to its skill score is modified by -01 for Check: Specific (secret) ultimate end. every mile per hour of vehicle speed Theft allows a character to pick Failure of the check indicates the in excess of 50 miles per hour. If pockets, filch items in plain view character cannot find the trail. The drivers fail the check, they have an while standing in the middle of a CM may optionally rule at any time accident (see Chapter 5). crowd, and so on. Any character can that bad weather or other factors Characters can substitute their attempt to steal things when no one's cancel any result except a "C." Stunt Driving skill score for their around or looking, however. Each general Driving score in normal time the character uses the skill, the vehicle action (see Chapter 5). CM must make a secret specific check. The defense column matches 22 PARANORMAL TALENTS CHAPTER 4 CHAPTER 4: PARANORMAL TALENTS Paranormal talents (PTs) are special which kind of check the talent Characters can spend up to 20 mental powers that some people requires (general or specific). Specific extra Willpower points to use a talent, possess. Even some (intelligent) checks occur on Column 2 of the if they want to increase their chance zombies may have paranormal Action Table, unless otherwise noted. for success. Each extra Willpower talents. This chapter explains WILLPOWER AND PTS point temporarily raises the everything you need to know about character's PT score by 1 point; when talents: when they work, how they Most PTs cost a certain number of he uses the talent once, his score work, and how long the effects last. Willpower points to use, which are returns to "normal." Remember, no Characters can start with up to subtracted from the character's character can use paranormal talents three talents. Some talents take only a current Willpower score. when his Willpower score is below round to work, but some take longer. When characters use a talent that 21. All require complete concentration. costs Willpower, they subtract the All Willpower spent to use a PT is Whenever a character wants to use a points from their current Willpower lost immediately when spent, talent he or she can do nothing else. score during the declaration step, regardless of whether the PT succeeds Any successful attack against the before they actually use the talent. If a or fails. It's not lost forever, though; character will break his or her character's current Willpower falls sleep brings it back. All characters can concentration and cause the talent to below 21, he or she cannot use a recover 10 points of Willpower per fail. talent—in fact, the character refuses to hour of uninterrupted sleep—no A full description of each PT fight, and tries to run for safety (see matter how they lost the Willpower. follows in the next part of this Chapter 5, "Willpower Loss"). TALENT DESCRIPTIONS chapter. The descriptions tell you Obviously, you shouldn't declare the how to figure out a talent score use of a talent if the cost would bring Characters may begin with a few PTs (always round fractions up), and your Willpower score below 21. if the CM allows them in his game.

23

CHAPTER 4 PARANORMAL TALENTS

Characters can acquire more PTs by character has with the place Dream Walk spending Experience Points, as influences the results. See the table Base: (Wpr+Pcn+Per)/3 explained in Chapter 2. Again, this is below. Willpower Cost: 30 at the CM's discretion. Familiarity Check Column Check: General In the descriptions below, "Time Time Required: 30 minutes Required" tells how long the user Very 2 Moderately 3 Range: 100 yards must concentrate to make the talent Duration: Time of use work. "NA" means "Not Applicable." Weakly 4 Unfamiliar 5 A character with this PT may enter Corpse Visage the dreams of another person. Once Base: (Wpr+Pcn+Per)/3 Very: The character has been to there, he may observe the dream and Willpower Cost: 50 the location 5 or more times. interact with the dreamer. He may Check: Specific (secret) Moderately: The character has attempt to gain information or seek Time Required: 1 round been to the location 1-4 times. the answer to a question the dreamer Range: Unlimited Weakly: The character has never knows. Because of the nebulous and Duration: See below been to the location, or has seen it symbolic nature of dreams, the This PT may be used in one of two only once from a distance, or the character may only learn one fact or ways. The first way is that the location has been described by bit of useful information per use of character may appear as an ordinary someone who has been there. this PT. The dream walker must be (unanimated) corpse. To all Unfamiliar: The character has within 100 yards of the subject. He inspection the character will appear never been to the location and has must know the location of the dead. Even zombies will be fooled little idea what the place looks like. specific subject if the target needs to and will behave accordingly. See below for interpreting results: be specific, otherwise the character Secondly, the character may Failure: The character is unable to may enter the dreams of the nearest appear as a zombie. To all outside learn anything about the location. sleeping person. appearances, including to zombies, L = Limited information: The Empathy with Undead the character will look, move, smell, character gets a vague idea about the appearance and happenings of the Base: (Wpr+Pcn+Sta)/3 and act as a zombie. This could be Willpower Cost: 10 used to move safely among zombies location. The appearance will be general, with no specific people or Check: General for a period of time, for example. Time Required: 1 round A character feels all damage as objects identified. For example, the place is in darkness or lighted, people Range: Line of sight normal, and must still have access to Duration: Round of use oxygen and be in an environment are present (but no specific number, and unable to discern their nature), This unsettling ability allows the that supports life. character to "get in the head" of a Use the key below to determine the room is large, etc. M = Moderate information: As zombie within line of sight. The how long a character can maintain character can feel and understand the the guise. Note that the PC will not above, but specific room/location dimensions are known, and creatures emotions and thoughts, if know how long the guise will last. any, and its broad intentions. For Failure: The effect does not work. approximately 50% of the details of the location are understood. No example, if it is walking toward a However, the PC may not be aware of specific location this information will it until it's too late! specific identities are discernable but it is knowable if people are present be gained, or if it feels hate or is L = Limited duration: 1 minute thinking a specific thought in words. M = Moderate duration: 30 and zombies may be distinguished Precognition minutes from the living. H = High duration: 1 hour H = High information: As Base: (Wpr+Pcn)/2 C = Colossal duration: 12 hours moderate, but approximately 75% of Willpower Cost: 50 K = Not applicable. the details of the location are Check: General (secret) viewable. Time Required: d10 rounds Distance Viewing C = Comprehensive information: Range: Unlimited Base: (Wpr+Pcn+Luck)/3 The character can view the location Duration: Time of use Willpower Cost: 30 and perceive what is happening there Precognition allows a character to Check: Specific as if he were standing there. sense the outcome of a future event. Time Required: 10 minutes Limitations of visibility or light do When using this ability the player Range: Unlimited not hinder the viewing, but the must be specific in terms of what he Duration: Time of use viewer does perceive if the area is in or she is trying to see. For example, if This PT is used to view a place darkness, etc. he wants to know what will happen if from a distance. The specificity of the K = Not applicable. a companion attacks a zombie, the viewing depends on degree of CM may roll the attack dice secretly success. Any distance may be viewed, and reveal to the player what he is but the degree of familiarity the 24 PARANORMAL TALENTS CHAPTER 4 able to discern. Alternatively, the Successful use of this PT allows a necessarily specific rooms if in a player may be looking to see if the character to ignore physical pain. The building and the character is group will encounter zombies in a greater the result of the specific check, unfamiliar with the layout. period of time or as the result of an the longer he or she ignores the pain. Speak with (Un)Dead action, and the CM can roll a random A character who uses this PT Base: (Wpr+Pcn+Sta)/3 encounter check for a later time and successfully does not have to make a Willpower Cost: 10 reveal the result to the PC. The CM is Willpower check in order to take Check: Specific entitled to use full discretion in action after being critically wounded. Time Required: 5 minutes deciding how much information is Use this key to determine how Range: 10 feet learned. long a character can ignore pain: Duration: Time of use Note that the CM should roll the Failure: The character feels just as A character may use this PT to check for using this ability, and keep bad as before; the PT has no effect. communicate with the dead or a the results secret. If the check fails, L = Limited duration: 1 minute zombie within range. The head of the the PC receives false information. The M = Moderate duration: 30 dead person or zombie must be check will suffer a penalty depending minutes mostly intact. The subject does not on how far into the future the PC H = High duration: 1 hour actually speak out loud, but desires to see. Refer to the table C = Colossal duration: 12 hours communicates by the mind with the below. K = Not applicable. character. The amount of information Time Modifier Read Thoughts gained depends on the degree of Up to 1 day 0 Base: (Wpr+Pcn+Per)/3 success of the check and the stage of Up to 1 week -15 Willpower Cost: 10 decomposition of the body. The Up to 1 month -25 Check: General column used for the specific check Up to 1 year -35 Time Required: 1 round may be modified depending on Up to 5 years -45 Range: Line of sight decomposition. Note that the 5+ years -55 Duration: Round of use character cannot communicate with Note that there will always be a This PT is used to read the skeletonized bodies. See the table and minimum of a 5% chance of success thoughts of others. The thoughts read results key below. regardless of the modifier. are surface thoughts at the given Stage of Telepathic Sending moment only, not deeply buried Decomposition Check Column knowledge. The receiver may also Base: (Wpr+Pcn+Per)/3 Fresh 3 Willpower Cost: 5 assess general mood and disposition toward the sender and others in Early 4 Check: General Advanced 5 Time Required: 1 round proximity. Approximately the same Range: Unlimited information that can be spoken in Failure: No information is gained. Duration: Round of use one round may be received each L = Limited communication: The Characters can use this PT to round. If the subject is envisioning answer to one yes/no question may mentally communicate with others. mental images those may be be learned. Approximately the same information conveyed as well. The receiving M = Moderate communication: that can be spoken in one round may character may be any distance from The answer to a question that can be be conveyed each round, or mental the subject, but the subject must be answered in one short sentence may images may be transmitted. The within the receiver's line of sight. The be learned. receiving character may be any connection is broken if the subject is H = High communication: As distance from the sender, but the no longer in sight. Moderate, but two questions may be sender must know his location. The Sense Undead asked, or one question with a more receiver hears the message as if a Base: (Wpr+Pcn+Sta)/3 complicated answer of no more than voice begins speaking in his or her Willpower Cost: 10 three main points. mind—a "little" voice that matches the Check: General C = Colossal communication: The voice of the sender. Zombies or other Time Required: 1 round character has a detailed conversation undead may not be sent messages in Range: 100 yards with the dead, learning as much as this way. Duration: Round of use might be learned in 5 minutes of Ignore Pain A character may use this PT to conversation. Base: (Wpr+Per)/2 sense the presence of zombies within K = Not applicable. Willpower Cost: 50 range. Successful use of this PT will Check: Specific give the character knowledge of how Time Required: 1 round many are nearby, and in what Range: NA direction and at what distance within Duration: Variable range. Position only is indicated, not 25

CHAPTER 5 BASIC ACTION CHAPTER 5: BASIC ACTION GAME TIME at least some degree, an argument SURPRISE could be made that rules for fear are Just as time passes for people in the not appropriate. Therefore, the rules Whether the characters throw caution real world, so it passes for characters presented here are entirely optional, to the wind or plot their every move in a ROTWORLD game. The CM must and at the CM's discretion they may in detail, they can never control the keep track of two different kinds of be ignored, used, or modified as unexpected; sooner or later, time: real time and game time. Game needed. something will take them by surprise. time reflects time that passes for the On the other hand, maybe Surprise plays an important role in characters, while real time reflects the survivors can only take so much. this game, especially during a fight. It time that passes for the players. Simply seeing a zombie may no can stop players dead in their tracks, Often, the amount of real time longer instill complete panic, but and cause even the best of plans to that passes is different from the perhaps being confronted by a horde fail. amount of game time that passes. For does. Or perhaps a particularly SURPRISE CHECKS example, players may take 30 horrific encounter may induce fear. A A surprise check is simply a general minutes to plan their characters' fear check is a specific check versus check against Perception. It attack against a horde of zombies, current WIL. It is recommended that determines whether a character can and then to put that plan into action. a check be required in the following respond immediately to an But only a few minutes of game time situations, using the Defense Column unexpected situation, or whether he may pass for the characters during indicated: stands there gawking and frozen in the fight. 1. The character encounters a place. The CM controls the passage of zombie or zombies feasting on a Usually, characters only check for game time, depending upon what the victim. Because this may occur often, surprise in threatening situations; characters are doing. If they spend a it is suggested column 3 be used, or 4 they don't have to make a surprise rather eventless day (for example, if it is a particularly gruesome scene. check every time a stranger passes on gathering provisions or traveling at 2. A horde of zombies is the street! A character must make a sea) the CM can measure game time encountered equaling at least twice surprise check immediately in days or hours. When the action the number of characters in the whenever: gets tense, however, the CM has to group. Column 5 is recommended. 1. An unexpected person or measure game time very carefully— 3. A horde of zombies is animal suddenly comes into view, or breaking hours into minutes, and encountered equaling at least three is suddenly sensed by the character. minutes into rounds. times the number of characters in the 2. Someone—or something— A round of game time equals 5 group. Column 6 is recommended. ambushes the character, attacking seconds of time for the characters. 4. A horde of zombies is him from concealment. You must use rounds whenever the encountered equaling four times or 3. Unexpected circumstances characters fight something, and more the number of characters in the arise, and the CM decides they whenever they try to avoid fighting group. Column 7 is recommended. something that wants to fight them. FEAR RESULTS require a surprise check. In other words, use rounds to The CM should make sure that all measure time in any "fight or flight" Failure: As soon as the fear check surprise checks are made the instant situation. fails, the character loses 2d10 current any of the above conditions are met. At times, you might want to group WIL points and he runs away as fast Immediately, all actions must freeze. the rounds together into minutes, to as possible for one round. If the character must check for measure something less precisely Alternatively, at CM discretion, the surprise while he's moving, then he than you would measure combat. For character may not run but instead must stop moving until the surprise example, if characters are hot on the attempts to hide if it seems most check is resolved. If he passes the trail of an enemy, use minutes to logical in the situation. check, he finishes the movement as if handle the pursuit, and switch to S = Scared: As a failure, but the nothing had ever happened. If he rounds when they actually encounter character loses 1d10 current WIL fails the check, here's what occurs: him. One minute equals 12 rounds. points. 1. He "freezes" on the spot, FEAR (OPTIONAL RULE) L = Loathing: As a failure, but the remaining stationary in the location character subtracts 1d10/2 (round at which he failed the check. He can't Characters are routinely exposed to up) current WIL points. take any other action for the rest of horrific sights in ROTWORLD. M = Misgivings: As Loathing, but the round—that means no combat Because the entire premise of a the character does not run away. skills, no paranormal talents, no zombie apocalypse assumes those H, C = Heroism: All fear is running away, …nothing. people still around are able to cope to overcome. 26 BASIC ACTION CHAPTER 5

2. His Unskilled Melee score keep close watch of the world all 4. Side A (the side that wins becomes zero for the rest of the around them. Use a general initiative) uses paranormal talents. round. Surprised characters can, Perception check to resolve any 5. Side A throws or fires missiles. however, make use of defense rolls question of whether a character has a 6. Side A moves. during missile attack, and they can reason to watch behind: characters 7. Side B fires or throws missiles use Luck to modify that roll. You'll who pass the check can watch in defense. (To do so, they must have learn about all these things in a behind. declared missile combat in Step 1 or minute, when actual combat is SEQUENCE OF PLAY DURING 2.) explained. A ROUND 8. Side A melees. FIELD OF VISION 9. Side B uses paranormal talents. A lot can happen in a round: 10. Side B fires or throws missiles. In ROTWORLD game, your field of someone fires a weapon, someone 11. Side B moves. vision is defined as the area you can punches an enemy, characters flee, 12. Side A fires or throws missiles see under normal conditions without characters fall, and others stand in defense (To do so, they must have turning your body. It's important to dumbfounded in surprise—the list declared missile combat in step 1 or be clear about this for two reasons: can go on and on! Fortunately, the 2). First, if you can't see something, you rules of the game provide a system 13. Side B melees. can't fire or throw a weapon and hit for creating order from chaos: the 14. Stamina Loss and Recovery. it. Second, if that "something" Sequence of Play. suddenly jumps into your field of The Sequence of Play determines Note: Surprise checks may be made vision, you must check for surprise. the order in which events must take during any step of a round, as called Darkness can make it hard to see place in a round. If you follow the for by the situation. much of anything. The CM should Sequence of Play, you can determine COMBAT PROCEDURE use his or her discretion to determine the outcome of each action quickly, As you can see by looking at the list how much a character can see. and players can concentrate on the above, most of the Sequence of Play LIGHT SOURCES adventure instead of worrying about revolves around the three forms of the rules. Refer to the table below for light combat: paranormal, missile, and Three combat forms can take sources and their effective areas. melee. In any given round, a place in a round: paranormal, character may use only one form of Light Source Illumination missile, or melee. Paranormal combat combat, which must be specified Candle 30-foot radius just means the character uses a during the declaration step. Flashlight 100 feet paranormal talent. Missile combat Any time combat occurs, players Headlights 500 feet means throwing or firing a weapon, must follow combat procedure. The Lantern 60-foot radius and melee is hand-to-hand fighting. combat procedure doesn't change the Moonlight 300 feet Each player may choose one (and Sequence of Play; it expands it, Moonless Night Cloudy, 30 feet only one) of these to use in a round. allowing you to determine the Clear, 300 feet Once the player chooses one of these outcome of any attack as soon as it is Torch 60-foot radius three, his or her character cannot use made. The following steps make up WATCHING BEHIND any other combat form that round. the combat procedure: The rest of this chapter fully COMBAT PROCEDURE If (as a player) you say that your describes how the Sequence of Play character is "watching behind," you works. For now, look over the steps 1. Attack Declaration. This step can increase your character's field of below, and try to keep them in mind. only applies to characters who can vision to a full circle (360 degrees). If During play, you'll probably want to make more than one attack each your character is moving, he or she refer to the list on the back cover, round—firing more than one shot, has to slow down, since characters below the Action Table. punching more than once, etc. Only must essentially stop and turn around THE SEQUENCE OF PLAY skilled characters can make more to look behind themselves. than one attack. Every character's first Characters cannot run (or sprint) 1. CM declares NPC and animal attack is always specified during steps while watching behind, and if they're actions, including movement, combat 1 or 2 in the Sequence of Play. When walking, they must deduct 10 feet form, and first attack. the character is making a subsequent from the distance they can normally 2. Players declare their PCs' attack (including defensive missile cover each round. actions, including movement, combat fire), he or she declares it now. Be The CM should allow "watching form, and first attack. sure to specify your target. behind" only when characters (and 3. Both sides roll for initiative, to not just the players) have reason to determine who goes first.

27

CHAPTER 5 BASIC ACTION

DEFENSE COLUMN CHART actions to have. "C" results on the Attack Type Defense Column Action Table always indicate success. Missile Attack Defender Rolls 1d10 and adds any luck In missile and melee attacks, called spent to the die roll. Resulting number shots usually tell two things: 1) is number of the Defense Column (10 location ("I'd like to shoot him in the maximum). leg"), and 2) approximate amount of Melee Attack: Defender has Use column beneath the range of injury. This does not mean that declared use of a melee skill as numbers that contains the defender's attackers may say, "He should lose six action for the round. skill score. Stamina points and die." It only Melee Attack: Defender surprised. Use Column 1. means that attackers may request that Melee Attack: Defender doing Use column beneath the range of their attacks cause the damage listed none of the above. numbers that contains the defender's under "S," "L," "M," "H," or "C" on the Unskilled Melee score. results key. 2. Base Chance Determination. In points from his Luck score. The Here's an example: Let's say that this step, you must figure out the points will lessen the injury he or she Bob wants to stab a nasty NPC in the attacker's base chance to attack takes if the attack succeeds. Of course, leg, but he only wants to inflict "M" successfully—his chance before at this point, no one has rolled dice ("Medium") damage, not "C" damage. modifiers are applied. The base to see if the attack succeeds, so the He specifies all of this in his called chance depends upon the attack outcome is still in question. Even if shot. If the attack result is a "C" on the form: the attack fails, the Luck points are Action Table, then Bob's wish comes a. Paranormal Talent = PT gone. Step 5 explains how to use Luck true. He stabs the leg, and the CM score. points to reduce injury from a follows the instructions under the "M" b. Missile = Skill score or successful attack result to find out exactly how much Dexterity. If the attacker is 5. Roll to Strike. Roll a specific damage the stabbing caused. using a weapon skill, the base check against the attacker's strike Note: No character may make chance equals his skill score. If number. If the attack fails, combat called shots for paranormal attacks. the attacker doesn't have skill procedure is over. If the attack HELPLESS DEFENDERS with the weapon, use his succeeds, subtract the result of the Sometimes, a defender is totally Dexterity score. roll from the strike number, and find unable to defend himself: he is c. Melee Attacks = Skill or the difference on the Action Table, unconscious, bound, or otherwise Unskilled Melee score. As with under "Attack Margin." As with any helpless. In these cases, the attacker missile attacks, if the attacker is specific check, this determines which always succeeds with a missile or using a skill, his base chance row contains your combat result. The melee attack; no dice roll is needed. for success equals his score for defense column varies according to In this instance, and this instance that skill. If the character isn't the attack and how much Luck the only, characters may make "killing" a using a melee skill, however, defender spent in step 4. See the called shot. his base chance for success Defense Column Chart to figure out If the defender is a PC, he can equals his Unskilled Melee which defense column to read. make a Luck check, as explained later score. 6. Apply the Results. To find the in the section "Damage from 3. Strike Number Determination. result of the attack, cross-index the Combat." The strike number is the attacker's attack row with the defense column. exact chance for success. It is simply Then read the result on the LEARNING THE SEQUENCE OF the base chance with a few appropriate key. If the character PLAY adjustments to reflect the attack at attacked with a weapon, use the DECLARATION hand: how far the target is, whether Armed Combat Results Key. If he the target is moving, whether the attacked only with his body, use the Steps 1 and 2 in the Sequence of Play attacker is moving, etc. The upcoming Unarmed Combat Results Key. Both are called the "declaration steps" of sections list the modifiers for each of these keys are beneath the Action the round. Both the CM and players combat form, which you must Table. Keys for paranormal talents are must declare what movement and subtract from (or add to) the base listed in Chapter 4. After you find the combat action they plan to take even chance to figure out the strike result, apply the effects immediately, though they still have no idea which number. There are no modifiers for including wounds and damage. side will get to go first. After the CM paranormal talents. Wounds and damage are explained or a player declares an action, he 4. Defender Luck Use (for missile later in this chapter, after the cannot change his mind; characters attacks only). If the defender is a descriptions of each combat form. must make every effort to carry out player character, and a missile attack CALLED SHOTS IN COMBAT declared actions. Of course, an is in progress, the defender may opponent may make a declared now choose to "spend" up to 2 Luck When characters "call a shot," they say what outcome they'd like their 28 BASIC ACTION CHAPTER 5

action impossible later on—but then, who he's attacking, or which talent missile that step, then he or she must that's the nature of combat. he's using. fire them all before the other Follow the instructions below WHO GOES FIRST? character acts. The rules in this during every declaration phase. example apply to all three combat All players, including CM: Declare WITHIN EACH ROUND: INITIATIVE forms: the CM determines the order what movement, if any, your Initiative determines which side gets in which the PCs attack, and each PC character will make, and declare to go first during a round—the must finish his attacks in that step which combat form your character characters controlled by the players, before the next PC begins. will use, if any. Choose from or those controlled by the CM. PARANORMAL TALENTS IN paranormal, missile, or melee. To determine initiative, each side COMBAT Declare your first attack, and specify rolls 1d10. Players choose one "roller" the target. Many characters only get amongst themselves. The side rolling Paranormal combat is special one attack; but if they can make the highest number wins. In case of a because it requires total multiple attacks in a round, they can tie, roll again. In the Sequence of concentration; characters cannot do wait for the appropriate attack steps Play, the side that wins initiative is anything else during the round—they to choose and declare subsequent called Side A. The side that loses is cannot even move. Characters who attacks. If your first attack includes a called Side B. elect to use a paranormal talent called shot, you must declare the WITHIN EACH STEP during a round do not declare called shot now. movement. CM only: Follow the instructions During any given step of the round, WILLPOWER LOSS above, but describe only what the the CM determines who goes first. PCs will see, sense, or notice; don't For example, when the Sequence of Paranormal talents relate strongly to give the players information that their Play calls for Side A to resolve missile Willpower. Like Stamina, Willpower characters wouldn't have during combat and two players on Side A has a current value, which can rise combat. Make mental or written have declared missile combat for and fall during play. Characters must notes of anything you don't describe; their characters, then the CM decides spend Willpower points to use you still have to make a declaration the order in which the characters fire paranormal talents. Furthermore, and stick to it, even if part of your or throw their weapons. If a dispute some paranormal attacks cause the declaration is secret. If an opponent arises, the CM should declare that the defender to lose Willpower. Like makes a paranormal attack, tell the character with the highest Willpower Stamina, Willpower can be players that the opponent is standing score goes first. If any character is regenerated, but a severe loss of still, in a trancelike state. Don't say firing (or throwing) more than one 29

CHAPTER 5 BASIC ACTION

MISSILE ATTACK MODIFIERS Refer to Chapter 4, "Paranormal Target's Declared Action Attacker's Declared Actions or Talents," for more information on or Situation This Round Situation This Round how these talents work. Walking -10 Walking -10 MISSILE COMBAT Running -20 Running -20 Any time a character throws or fires a Sprinting -30 Sprinting -30 weapon at a target, he is attacking Falling/Diving -40 Falling/Diving -40 with a missile. Missiles include Going to -20 Going to cover -20 bullets, arrows, laser beams, rocks, cover javelins, and shurikens—just to name Behind cover -30 In slow vehicle -10 a few. In slow -10 In fast vehicle -30 vehicle SKILLED VS. UNSKILLED ATTACKS In fast vehicle -30 Charged or meleed this round -40 Unskilled characters may only make Prone -10 Getting up, and/or turning -20 one missile attack per round (the more than 60 degrees same applies to melee). Skilled Swimming -30 Drawing this round -20 characters can often make more Firing more than one weapon -20 missile attacks, each round, Aiming a single shot* +10 depending on their weapon and level Second shot in a round -10 of skill. For instance, characters with Third shot in a round -20 firearms skills gain one extra shot per Fourth shot in a round -30 level of skill, up to the maximum Unskilled riding -40 possible for the weapon. Skilled Range modifier Varies—see characters also have a better chance weapons chart to hit their targets; they use their skill * Applies only to characters skilled with the firearm, and who choose to fire only one score, while unskilled characters use shot this round. Dexterity. Notes: SIGHTING Falling/Diving: An attacker may fire only when leaping intentionally from a height of 10 feet or less; the attacker may not fire while unintentionally falling. In either case, Characters cannot make a successful the attacker suffers normal falling damage. missile attack against targets they Going to cover: A character is "going to cover" if he or she does not begin the round cannot see. It's that simple. During behind cover and ends the round behind cover, or moves from one covered location missile fire steps, characters can turn to another covered location and is fully visible at any point along the move. Use the to face targets that used to be outside modifier for running or sprinting instead of this modifier if the character runs or their fields of vision, with one sprints to go behind cover. Behind cover: Use this modifier if the target keeps at least half of its body behind provision: they must have a valid cover for the whole round. reason for turning. (Be careful, CM: In slow vehicle: Any vehicle moving 20 m.p.h. or less is a slow-moving vehicle. Note players may know where a target is, that a target in such a vehicle will probably also be behind cover. See "Vehicles in while their characters do not! Use a Action." general Perception check to resolve In fast vehicle: Any vehicle moving faster than 20 m.p.h. is a fast vehicle. Note that a any doubtful cases.) target in such a vehicle is probably also behind cover. See "Vehicles in Action." There is one exception to the "If Prone: This modifier applies only if the attacker is not 10 feet or more higher in you can't see it, you can't hit it" rule: elevation than the defender. Otherwise, the defender gains no benefit for being prone. hand grenades. Characters can throw Charged or melee attacked: Any character being charged or melee attacked this round, regardless of initiative or any other previous results, suffers this modifier on all hand grenades into an area where missile attacks during the round. they know an enemy is lurking, even Firing burst: A burst is a special type of fire from an automatic weapon. Bursts are if the enemy is currently hidden from explained in detail in the section "Automatic Rifles." view. In moving crowds or heavy traffic, Willpower means problems for the A character whose current characters may at best have fleeting character. Willpower drops to zero is glimpses of a target. Dense foliage Characters whose current completely confused. He or she can create the same effect. In these Willpower drops to 20 or below cannot fight or interact with other cases, the CM might wish to have the refuse to fight and try to move characters. He or she can't do character pass a general Luck check to immediately to the nearest place of anything at all without simple determine if the target is in view. safety. This reaction must occur; the directions from others which take no MISSILE ATTACK MODIFIERS CM should never allow players to more than one round to complete, An attacker's chance of using a break this rule. such as, "Get up," "Come over here," missile successfully equals a base or "Sit in this chair." score plus or minus certain modifiers. 30 BASIC ACTION CHAPTER 5

MISSILE WEAPONS Notes: Range Range modifiers for short-range weapons Modifier apply for every 10 feet of range beyond the Type (per 10 feet / Ammo ROF RL Mounted Use? first 10. To calculate the actual modifier, per 100 therefore, divide the range in feet by 10, yards) rounding up any fraction, and subtract 1. Multiply the number obtained by the SHORT RANGE WEAPONS modifier shown on the table. Long range weapons (and shotguns) have THROWN WEAPONS two modifiers separated by a slash. The Axe/Tomahawk -30 NA 1 NA Yes number to the left of the slash is for every 10 Dagger/Knife -20 NA 1NA Yes feet beyond the first 10. The number to the Javelin -05 NA 1 NA Yes right of the slash is the modifier for every 100 Shuriken -25 NA 4NA Yes yards when players are using maps with 10- Spear -20 NA 1 NA Yes yard or 100 yard-scales. These maps are Hand Grenade -30 NA 1NA Yes discussed in Chapter 5 and Chapter 6. SPECIAL WEAPONS Ammo - The number of rounds of Blowgun -20 1 1 NA No ammunition carried in the weapon. Do not confuse this with the number of rounds Bola -10 NA 1NA Yes carried by the person using the weapon, Sling -05 UL 1 NA No which can vary from scenario to scenario. SHORT RANGE FIREARMS ROF - Rate of Fire, the maximum number Antique Pistol -15 1 1 4 Yes of times the weapon can be fired in one Revolver -07 6 4 2* Yes round. Characters without skill with a Automatic -12 8 4 1 Yes weapon can fire the weapon only once per Pistol round (at most) regardless of the rate of fire. Shotgun -04/120 2 2 1 Yes RL - The number of rounds required to (double barrel) reload the weapon. Mounted Use - This column tells whether or Shotgun, pump -04/120 5 4 2 Yes not the weapon can be used while the LONG RANGE WEAPONS character is mounted on horseback. * - Can be reloaded with 3 bullets in one Arquebus -05/150 1 1 12 No round. Musket -02/50 1 1 +++ No ** - Rifles vary a great deal in the number Dragoon -05/120 1 1 +++ Yes of bullets carried in their clip and in their Musket maximum rates of fire. Specific values are Rifle -.5/15 1-10** 1-4** 1 Yes given in each adventure scenario for the types of rifles available in that scenario. An average Automatic Rifle -.5/15 1-20 4*** 1 Yes 20th Century World War II combat rifle had Photon Rifle -.5/10 1-50 4*** 1 No a clip of five bullets and a maximum ROF of BOWS AND ARROWS 4. Crossbow -02/50 1 1 ++ No *** - Automatic rifles and photon rifles can Shortbow -05/150 1 1 ++ Yes fire either a maximum of 4 single shots per Longbow -02/50 1 1 ++ No round or one automatic burst per round. A BEAM WEAPONS burst depletes the ammo of the weapon by Laser Pistol -05/150 20 4 1 Yes 10 rounds. Laser Rifle -.5/10 50 4 2 No ++ - Reload rates for these weapons vary with the skill of the user. See the Bow skills in Chapter 7: "Skills." +++ - Reload rates for these weapons vary with the skill of the user. See the Firearms skills in Chapter 7: "Skills." UL - Unlimited. NA - Not applicable. When applied to reload rates, this means the weapon can be used every round. Modifiers are numbers that show subtracted from the base chance, to modifiers that fit the missile attack at how the characters' actions in combat reflect the target's movement. hand. The modifiers are cumulative; affect their chances of success. For The table below lists all the if you find more than one that instance, if the target is moving, the modifiers for missile combat To applies, add (or subtract) all of them attacker's chance to hit it should figure out an attacker's Strike Number together. decrease. Therefore, a modifier is (Step 3 in Combat Procedure), look over this table and pick out the 31

CHAPTER 5 BASIC ACTION DEFENSIVE MISSILE ATTACKS Steps 7 and 12 in the Sequence of Play are reserved for defensive missile attacks. Characters who make attacks during these steps must have declared missile combat as their action for the round. They must also have at least one attack remaining. Unskilled characters, who are allowed only one attack in a round, may choose to hold that attack until their defensive missile attack step. Characters may make one, and only one, defensive missile attack, regardless of their skill or lack of one. This attack does count against the number of attacks they are allowed in a round.MISSILES INTO MELEE Melee is hand-to-hand fighting, which can occur when characters are within 5 feet of one another. Firing or throwing a weapon into that kind of scuffle is risky business; you can miss your target and hit another fighter characters with Master Level weapon When firing a shotgun, the who may be the one you want to skill can fire four. attacker uses the set of modifiers for help! A burst is a spray of 10 bullets. the character most likely to be hit Whenever an attacker fires into Characters can fire only one burst in (out of all possible targets in the melee, a "hit" on the Action Table a round, regardless of their skill level. spread pattern). indicates only that someone in the This attack receives a +30 modifier, An attacker who misses with a melee was hit—it doesn't tell who the and all modifiers listed on the Missile shotgun misses all targets in the victim is. Roll percent dice to Attack Modifiers Chart under the spread pattern. determine the victim: a roll of 0-50 heading "Target's Declared Action or There are two types of shotguns means it's the right target; 51-100 Situation This Round" are ignored. All commonly used: double barreled means it's the wrong one. If the other modifiers are applied normally. shotguns and pump action shotguns. wrong victim is indicated by the dice, A burst covers a 45° arc from the Any character, skilled or unskilled, and there is more than one wrong attacker. can fire both barrels of a double victim to choose from, the CM When firing a burst, the attacker barreled shotgun with one, single should assign an equal chance to rolls only once against his or her missile attack. The damage caused by each victim and roll to see which one strike number. If the attack is this attack is doubled. Pump action is hit. successful, each defender in the area shotguns fire one shell per attack, and Note: "C" results are handled covered by the burst makes his or her have a maximum rate of fire of 4 differently; the attacker can make own separate roll of 1d10 for a shots per round. hitting his target a called shot, in defense column. HAND GRENADES which case any "C" would indicate SHOTGUNS Hand grenades are small, hand- that he hit the correct target in whatever manner specified. Shotguns fire a spray of pellets which thrown explosive devices. Although can hit more than one target in an characters can acquire a skill for AUTOMATIC RIFLES area. A hit with a shotgun means all grenades, they don't need this skill to Automatic rifles (including characters in the spread have been throw one. As with all missile submachine guns and photon rifles) hit. The spread is 5 feet wide to 20 weapons, unskilled characters just have two modes of fire: single-shot feet, after which it is 15 feet wide for use their Dexterity score as their base and burst. Characters firing these its remaining range. chance for success. Thrown hand- rifles must declare which mode they Notice that a shotgun doesn't grenades hit their target on any are using in each round. distinguish between friends and foes. successful check result. If the Automatic rifles can fire one to Each character in the spread pattern character fails the check, the grenade four single shots per round: unskilled makes a separate defense roll, just as lands 1 to 5 (1d10/2, round up) characters can fire one shot; in the case of automatic rifle fire. squares beyond the target on a 5' 32 BASIC ACTION CHAPTER 5

HINDERED MOVEMENT your character stands—and where his Obstacle Effect on Walking Distance enemies stand, too. Normal Obstacles Experienced players may want to Doors, closed -10 feet use miniature figures instead of Stairs -10 feet per flight counters to represent their characters. Entering or leaving a vehicle -20 feet And, when playing scenarios of the Dangerous Obstacles* CM's own design, such players may Vehicles -15 feet want to use their figures on a tabletop Furniture -10 feet instead of a map, using any handy Placed Obstacle -10 feet items to stand for buildings, trees, * Modifiers do not apply if characters walk around the obstacle. If characters climb walls, and so on. When using over, or jump across, they need to make a general Agility check. If they fail, the miniatures, a scale of 1 inch = 5 feet is characters fall down. typical. Terrain Effect on Walking Distance MOVEMENT RATES Heavy Woods -10 feet Light Woods -5 feet Characters may have special mental Broken (rough terrain) -15 feet talents, but they are still bound by the Swamp -20 feet restrictions of their bodies. They can only move so far, so fast—and that's Action Effects/Comments it. The chart below shows the limits Firing firearm or throwing Deduct 5 feet from total walking movement to character movement during a missile for each missile fired or thrown before round, according to the type of movement. Deduct triple this amount from movement declared. running distance. Firing bow No movement allowed in same round. CHARACTER MOVEMENT Standing up Deduct 10 feet from total walking movement, IN ONE ROUND 30 feet from total running movement. Declared Distance Placing obstacle Deduct 5 feet from total walking movement, Move in feet 5’ Squares 15 feet from total running movement; limit Crawling 15 3 one obstacle per round. Walking 25 5 Watching behind Deduct 10 feet from total walking movement; Running 75 15 running and sprinting not allowed. Sprinting 150 30 Notes: Swimming 15 3 Placing obstacle: Quickly grabbing something (such as a chair) directly ahead and Climbing 51 flipping it behind to foil pursuit. Sprinting indicates all-out running. Its Watching Behind: Keeping a watch behind while moving forward. use costs the character 3 Stamina points scale. The CM may roll dice for the target with a miscellaneous thrown per round. Characters who sprint may take no other action. Characters in metal direction in which the grenade object at ranges of greater than 30 armor cannot sprint. misses, or simply assign it according feet. Swimming rates may vary if the CM to the circumstances. MOVEMENT wants to adjust them according to Regardless of where a hand currents, tides, etc. grenade lands, it causes 15% KEEPING TRACK OF MOVEMENT Climbing in the chart above refers to catastrophic damage to each Depending on the preferences of the mountains, cliffs, ladders, and ropes—not character within a 15' radius. (See CM and the players, maps can be stairways. "Special Damage" below.) used to keep track of everyone's HINDERED MOVEMENT MISCELLANEOUS THROWN WEAPONS location during combat. This Often, a character wants to take some becomes especially important during Resourceful characters can—and kind of action while moving: he the movement step of a round. No will—throw just about anything in throws garbage cans at the feet of his character likes to find out—too late— combat if they have to. Rocks, mugs, pursuer, or turns around from time to that the opponent he intended to lamps, small chairs,—all of these can time to fire his gun, for instance. punch is just beyond his reach, be missiles. To determine success, the Actions such as these slow sporting a gun and a grin. CM should use the character's movement. If maps are used, each character is Dexterity score as his base chance to Obstacles and terrain may slow a represented by a counter on the map. hit, and modify it for the bulk or character, too. Characters can't walk Just move the counters on the map clumsiness of the object use the up stairs or over furniture as quickly whenever the characters move. In this situation itself as guide. In general, as they cross the dance floor. And way, you will always be certain where characters should not be able to hit a they can't cross a swamp as fast as they cover flat ground. 33

CHAPTER 5 BASIC ACTION

The chart shows how actions and Chapter 3 for a complete list and or anything, scores a successful attack obstacles can hinder movement. Use description of skills.) Armed melee of any kind on the character the chart as a guideline to determine skills are usually defined by a maintaining the hold, the hold is a character's actual movement rate particular type of weapon; for automatically broken. The character during combat. instance, Dagger and Sword are two who lost his grip takes normal MULTIPLE CHARACTERS IN ONE SPACE different skills. Unarmed melee skills damage from the attack. reflect a particular class of fighting; Strangling When using a map with a 5-foot Boxing and Wrestling are also scale, it's best not to allow more than separate skills. Whenever a character Treat strangling as a special kind of two characters in one space. uses a skill in melee, his or her skill hold in which the attacker has the Characters engaged in melee can score is the base chance to strike an defender by the throat (see above). occupy adjacent 5-foot squares. opponent successfully. The results and rules are the same, Sometimes, special movements may UNSKILLED MELEE with one addition: at the end of every force opponents to be in the same round, the defender must pass a space, but that's uncommon. Characters don't need melee skills to general check against his current Any conscious character who isn't hold their own in hand-to-hand Stamina. If he fails the check, the held or helpless can automatically fighting. Nearly everyone can do defender falls unconscious and his force another character to stop upon something in a scuffle—kick, bite, current Stamina drops to zero entering his space (or coming within punch, scratch—even slash or club. immediately. 1 inch when using miniatures). No Such actions may be crude, but that Remember that the CM can dice roll or declaration is required. doesn't mean they're ineffective. Both declare called shots to be impossible, This rule only applies when players armed and unarmed attacks are if they're too far-fetched. This rule use the 5-foot scale. possible. could be applied whenever the LEAPING AND JUMPING Whenever a character uses un- character wants to strangle a large skilled melee, his base chance for animal. For instance, most characters When a character wants to leap over success equals his Unskilled Melee could strangle a monkey or a dog, but an obstacle or jump up and grab score. very few of them could strangle a something, his base chance to do so Unskilled Holds hippopotamus! equals his Agility score. Most humans MELEE MODIFIERS can't reach an object higher than 10 If a character without a Wrestling feet, and they can't make a running skill wants to secure his opponent in Melee modifiers are numbers which leap much over 15 feet without losing a hold, then he must declare that he are added to or subtracted from a their balance. As a general guideline, intends to grab or jump on his character's base chance to hit his subtract 25% from the character's opponent, and make the hold a opponent in melee. They work in Agility score for each foot over these called shot. A "C" result indicates a melee just like missile combat maximums the character is successful hold with normal "C" modifiers work in missile combat. To attempting to jump or leap. The damage possible. find a character's strike number for a check is a general Agility check. A defender who is held cannot do melee attack, go through the MELEE anything until he breaks the hold. To following list of melee modifiers and do so, the defender must gain add or subtract those that apply to Melee, or hand-to-hand fighting, initiative and make a successful the melee at hand. occurs in two forms: armed and melee attack in a subsequent round. unarmed. Melee with weapons—such ESCAPING FROM MELEE He cannot declare a called shot for as swords, clubs, and knives—is called the attack, but any successful attack The following rule applies when any armed melee. Melee without will break the hold and inflict normal characters start the round within 5 weapons—teeth (human), fists, and damage. feet of one another, and melee is feet, etc.—is called unarmed melee. The attacker doesn't have to make declared. If one of the characters says To engage in melee, the attacker must a check to maintain the hold; it's he intends to run instead of melee, be within 5 feet of his or her target at automatic from round to round, until then follow these rules: the beginning of the Melee step of the the defender breaks it. During the As long as the fleeing character round. first round, the hold inflicts normal was not fleeing in the previous Characters without a melee skill "C" damage on the defender, round, no attacker may run after him can make only one melee attack per according to the results for unarmed and engage in melee in the current round. Some, but not all, melee skills combat. In each subsequent round, round. The attacker can declare "I'm allow a character to make more than the hold inflicts 1d10 points of chasing," or "I'm hitting," but not one attack per round. Stamina damage. both. If the fleeing character wins SKILLED MELEE All of the above assumes that no initiative, all is well; he runs before the attacker can hit him. But if the Characters can acquire skills in one intervenes with the two wrestling fleeing character loses initiative, and both armed and unarmed melee. (See characters we've described. If anyone, 34 BASIC ACTION CHAPTER 5 the attacker declared melee, the MELEE ATTACK MODIFIERS attacker strikes before the defender Situation Modifier can move. Furthermore, the attacker Attacker on ground -40 strikes with two impressive modifiers: Attacker getting up -20 First, the attacker automatically adds Attacker moved to close this round -20 +10 to his base chance to hit, just for Attacker charging with long weapon +20 winning initiative against someone Attacker attacking from behind +20 who declared flight. Second, the Defender lost initiative and is fleeing +10 attacker adds +20 (for a total of +30) Charging on horseback +30 if the defender declared he was Mounted, charging against polearm -30 running away; this modifier is Notes: applied because the fleeing defender On ground: This modifier applies when the attacker begins the round on the ground is automatically being struck from and does not stand before making the attack. behind. As you can see, running from Getting up this round: This modifier applies when the attacker began the round on melee can be risky business. the ground and stands before making the attack. Moved to close this round: This modifier applies if the attacker did not begin the round MELEE RESTRICTIONS within 5 feet of the defender and the defender did not declare any movement for this 1. Multiple Attackers. No more round. Ignore this modifier if the attacker is charging with a long weapon. than three attackers can strike one Charging with long weapon: This modifier applies if the attacker moved at least 25 feet in the same round before attacking. The attacker must be armed with a spear, lance, human-sized defender during the polearm, rifle with a mounted bayonet, or other thrusting weapon at least 6 feet long. If same round. the defender won initiative and is fleeing faster than the attacker is charging, do not The CM must determine what's apply this modifier. Mounted characters use the modifier for "Charging on horseback" appropriate for defenders of other instead. sizes, but these examples should Attacking from behind: This modifier applies to any attack from behind the defender help: during a single round, up to six (The CM should resolve any questions about whether the attack comes from behind.) If humans can strike a horse, and up to the attacker wins initiative and begins the round next to a defender who declares he or a dozen rats can strike a human. she will flee, the attacker can automatically use this modifier. A defender who wins 2. Knockouts. Knockouts are not initiative can only be attacked from behind if surprised, or if trapped by two or more attackers. allowed as called shots in melee Defender lost initiative and is fleeing: This modifier applies when the defender unless the attacker is using Boxing or declares he or she will flee and loses initiative. Note that in many cases this modifier Blackjack skills. A defender does fall and the modifier for attacking from behind will both apply. unconscious, however, whenever his Unless specified otherwise, all melee attack modifiers are cumulative—added or current Stamina reaches zero. See subtracted together. "Damage and Healing." DAMAGE FROM COMBAT or "C" results). Both keys call for EFFECTS OF DAMAGE Stamina loss. In game terms, damage is physical Damage can lead to two things: injury to any character or animal. How to record Stamina loss: unconsciousness and death. When a Damage always causes the character's 1. Determine the amount of character's current Stamina drops to current Stamina to drop; that shows Stamina lost by rolling one or more zero, he passes out. When he has no that he's tired, and maybe bruised or ten-sided dice. The results key will tell wound boxes left to check off, he battered. If damage is more severe, you how many dice to roll. Add up dies. then the character may also have to the numbers rolled. (Many results Unconsciousness: As soon as a check a "wound box" on his character call for this sum to be multiplied by character's current Stamina drops to sheet; that shows that he's suffered two.) The result is the amount of zero, he passes out for 1d100 some kind of serious injury, too. So Stamina lost. minutes (the CM rolls a secret we know that damage results in two 2. Subtract the lost Stamina from percent). Unconscious characters things: Stamina loss and, sometimes, your current Stamina score—the cannot take any action. wounds. original Ability score for Stamina If someone douses an Notice there are two different stays intact. unconscious character with cold results keys below the Action Table: How to record wounds: water, or shakes him gently, the one for unarmed combat, and one 1. See how many wounds are character awakens immediately. As for armed combat. Weapons are indicated in the results key. There soon as the character comes to, he more dangerous than fists; may be none, or there may be as regains one current Stamina point consequently, the armed combat key many as five. Death: As soon as a character has always calls for wounds. The 2. Check off the appropriate taken all the wounds he can take (so unarmed combat key only calls for number of wound boxes on your that he has no wound boxes left to wounds in the most severe cases ("H" character sheet. mark on his character sheet), he dies. 35

CHAPTER 5 BASIC ACTION

Player characters can make a Luck A character can take no action during than "C" damage from falls of less check against death. A successful rounds of rest. If anyone attacks a than 100 feet. Unfortunately, falls check means the character falls into a character during a round, the from elevations of 100 feet or more coma instead of dying. The character character has not rested, even if the will always kill characters. (Luck may immediately erase one wound attack fails. Lost Stamina is checks still apply.) box to show that he has one wound regenerated at the end of every CATASTROPHES box left. He remains unconscious for round. 1d10 days (CM rolls secretly), with a HEALING WOUNDS Catastrophes include explosions, current Stamina of zero. While in a collapsing buildings, avalanches, coma, the character heals normally, It takes more time to heal wounds natural disasters, and the like. Follow but he does not awaken and cannot than it does to recover Stamina. The combat procedure, treating the be awakened. character must spend one day in bed catastrophe as a missile attack just as CRITICAL WOUNDS to heal two wounds. After a day of you would in a fall. The strike bed rest, the player can erase the number is calculated differently, Characters are critically wounded marks in two wound boxes on the however: use a base chance of 100, when they have three or fewer wound character sheet If a character with and add modifiers according to the boxes left to mark. As soon as they Medical skill treats the wounded guidelines below. reach this level of wound damage, character daily, then the character can Modifiers: Keep in mind that a they must make a general Willpower heal four wounds a day instead of strike number of 100 is likely to check. Those who fail the check can one. inflict heavy or crippling damage. If take no further action that round; the SPECIAL DAMAGE you think that characters have a pain is just too great. If they pass the reasonable chance of surviving, check, they can continue to fight. Most damage comes from combat— subtract a few points from the base Critically wounded characters but not all. Characters can be their chance. (A forest fire, for instance, must continue to make a general own worst enemies: like real people, could have a strike number of 95.) If Willpower check before the they fall off cliffs, fall asleep in bed characters have blundered into a declaration step of each round until: with a cigarette, or forget to run situation where death is highly 1) they receive 2 rounds of treatment before the bomb goes off. Mother probable, add some points to the from a character with Medical skill, or Nature can be even more dangerous: base chance. (For instance, if they're 2) they use the paranormal talent she brings on storms, zaps the earth standing on top of Hoover Dam "Ignore Pain" successfully, or 3) they with lightning, and causes the cities when it collapses, use a strike number heal wounds and have four boxes to shake. All of these things can of about 175.) unmarked. damage a character, just as combat EXPOSURE RECOVERY AND HEALING does. FIRE Characters without appropriate Characters heal damage in two ways. clothing or equipment suffer One, they must rest briefly to recover Fire causes two kinds of damage: exposure damage when they spend lost Stamina. And two, they must burns and smoke inhalation. When a 24 or more hours outside in very bad have bed rest to heal wounds. character catches on fire he takes weather or other harsh conditions, RECOVERING STAMINA three wounds per round until the such as desert heat. To determine the flames are extinguished. Characters exact amount of damage, roll a To recover lost Stamina, a catch on fire when exposed to open specific check against 99 (the strike character simply rests for a few flames for one round, or in other number), and use column 5 as the rounds—"taking a breather." To circumstances at the CM's discretion. defense column. Use the armed determine a character's recovery rate, If a character must breathe while in a combat key to read the results. Make find his original Stamina score in the smoke-filled area, he takes two one check for every 24-hour period ranges along the top of the Action wounds per round. spent outdoors. Outdoor Survival Table. The number of the defense FALLING skill can help characters avoid column below equals the number of exposure damage. Stamina points he can recover during Characters take damage if they fall CRAZY STUNTS each round of rest. (You should mark more than 10 feet. Follow combat that number on your character sheet, procedure to determine the amount Most characters can't resist trying next to "Recovery Rate.)" of damage, treating the fall as a stunts. Remember our man who For example, John's original missile attack against the character swung on a chandelier and crashed Stamina score is 70. That number (the character can spend Luck through the window in Chapter 3? In falls in the 61-75 range, above points). The strike number equals 90 cases such as these, the CM must use column 5. Therefore, John can plus the number of feet fallen. For his own discretion to apply damage. regenerate 5 points of current example, if the character fell 15 feet, The combat results keys and the Stamina for every round of rest. the strike number is 105; (90 + 15 = examples above should offer useful 105). Characters never suffer more guidelines. 36 BASIC ACTION CHAPTER 5

POISONS the situation, but only one method All ability losses are recovered when should be used per exposure to a the illness passes. In ROTWORLD, there are two particular illness. L = Limited: The victim loses methods for handling poisons. One 1d10 points of STA immediately. An method does not have to be chosen DISEASE GENERAL CHECK additional 1d10 STA are lost per day to the exclusion of the other in the Characters must make a general for 1d10 days. If the victim reaches 0 game, depending on the situation, at check against current STA when they STA, he falls unconscious for 1d10 the discretion of the CM. However, are exposed to a disease. A successful days. The victim suffers a daily only one method should be used per roll indicates that they are unaffected. cumulative penalty of 5 ability points instance of poisoning. If the check fails, they suffer other from STR, AGL, DEX, and PCN (up POISON GENERAL CHECK effects and/or damage as specified in until unconsciousness occurs). These the scenario. As with poisons, PCs All characters must make a general adjustments will affect skills that rely may still make a Luck check against check against current STA when they on these abilities. When the character death, and characters with Medical come in contact with a poison. If they awakens the illness has passed. skill can administer care that will pass the check, they're unaffected. If M = Moderate: The victim loses prevent loss of STA and/or possibly they fail the check, they die, or suffer 1d10 STA and may not regenerate mitigate other effects depending on other damage as specified in the STA for 1d10 days. Successful the symptoms defined by the CM. scenario. Player characters may still medical care can reduce this period of make a Luck check against death, and DISEASE SPECIFIC CHECK time by 50%. H = Harmless: The victim suffers characters with Medical skill may Diseases may be assigned a potency from symptoms of the illness (fever, administer an antidote to keep the from 1-10, with 10 being the most cough, aches and pains, etc.) but is victim alive if there is time. aggressive or virulent. The Disease otherwise able to perform as normal. POISON SPECIFIC CHECK Potency corresponds to the same C = Combated: The victim's body number on the Defense Column of Poison may be assigned a potency resists the disease and it has no effect. the Action Table. As with the General from 1-10, with 10 being the Check method, PCs may make a Luck RADIATION strongest. These numbers correspond check against death, and characters to the same number on the Defense Radiation exposure may occur with Medical skill can attempt to Column of the Action Table. As with particularly in worlds where the administer care to prevent loss of the General Check method, PCs may zombie uprising is due to terrestrial STA. make a Luck check against death, and or alien radiation. Radiation is Failure = The victim is rendered characters with Medical skill can handled almost exactly as Sickness incapacitated from the illness within attempt to administer an antidote to and Disease, with differences as 1d10 hours. He loses 3 wound boxes, keep the victim alive (time noted below. Either of the following and 4d10 points of STA immediately. permitting). methods may be used to resolve An additional 1d10 STA are lost per Failure = The poisoning results in radiation exposure, but only one day until he dies. Further, he suffers a death after 1d10 rounds. method should be chose per daily cumulative penalty of 5 ability S = Serious: The victim will die in exposure/situation. points from STR, AGL, DEX, and 1d10 minutes. RADIATION GENERAL CHECK PCN. These adjustments will affect L = Limited: The victim becomes skills that rely on these abilities. The Characters must make a general terribly sick and may not engage in illness will pass 2d10 days after the check against current STA when they any activity for 1d10 days. victim begins receiving medical care. are exposed to radiation. A successful M = Moderate: The poisoning All ability losses are recovered when roll indicates that they are unaffected. results in incapacitating illness for the illness passes. If the check fails, they suffer other 1d10 hours. S = Serious: The victim loses 1 effects and/or damage as specified in H = Harmless: The poisoning wound box, and 2d10 points of STA the scenario. As with poisons or results in incapacitating illness for immediately. An additional 1d10 STA disease, PCs may still make a Luck 1d10 minutes. are lost per day until he reaches 0. At check against death, and characters C = Combated: The victim's body 0, he will die in 1d10 minutes unless with Medical skill can administer care resists the poison and it has no effect. attended to by a character with the that will prevent loss of STA and/or SICKNESS AND DISEASE Medical skill. Further, he suffers a possibly mitigate other effects Sickness and disease is handled in a daily cumulative penalty of 5 ability depending on the symptoms defined similar fashion to poisons. There are points from STR, AGL, DEX, and by the CM. two methods that may be employed PCN. These adjustments will affect RADIATION SPECIFIC CHECK to resolve whether a character catches skills that rely on these abilities. The Radiation doses are assigned an a disease or other illness. Either illness will pass 1d10 days after the Exposure Severity of 1-10, with 10 method may be used, depending on victim begins receiving medical care. 37

CHAPTER 5 BASIC ACTION being the most harmful. These days. The victim suffers a daily succeeds, find the result as usual and numbers correspond to the same cumulative penalty of 5 ability points follow these steps to see if the armor number on the Defense Column of from all abilities. These adjustments protects the wearer: the Action Table. PCs may make a will affect skills that rely on these 1. First, find out where the blow Luck check against death, and abilities. When the character awakens (or shot) hit. Armor rarely covers the characters with Medical skill can the illness has passed. whole body, and it offers no attempt to administer care to prevent M = Moderate: The victim loses protection to areas that it doesn't loss of STA. However, with severe 1d10 STA and may not regenerate cover. If the attack result is a "C" or radiation exposure medical care is STA for 1d10 days. Successful "CK," and the attacker made a called not always helpful. medical care can reduce this period of shot against a particular spot, then Failure = Deadly radiation renders time by 50%. that's where the blow landed. If some the victim incapacitated within H = Harmless: The victim suffers other result occurs, roll dice and use 1d10x10 minutes. He loses 5 wound from mild symptoms of radiation the Hit Location Chart to find the hit boxes, and 6d10 points of STA sickness (fever, nausea, aches and location. immediately. An additional 1d10 STA pains, etc.) but is otherwise able to 2. Now you know where the blow are lost per day until he dies. Further, perform as normal. or shot struck. If the attacker hit a he suffers a daily cumulative penalty C = Circumvented: The victim's location that wasn't protected by of 5 ability points from all abilities. body either resists the radiation, or he armor, then the defender takes These adjustments will affect skills has been lucky and avoided the worst normal damage. If the attacker hit that rely on these abilities. of the exposure. armor, that's another story. If the Exposure Severity is 9 or 10, HIT LOCATIONS a failed check always eventually leads to death. In this case Medical care can Dice Roll Location Hit reduce STA loss by 50% per day, but 01-09 Head death is inevitable. If any ability 10-27 Upper torso reaches 0 before STA reaches 0, the 28-44 Abdomen/lower back victim dies. Otherwise, Medical care 45-53 Right leg can arrest STA loss and ability 54-62 Left leg penalties, and the character will 63-71 Right arm require 1d10 weeks of bed rest. If the 72-80 Left arm victim recovers, a random ability is 81-85 Right hand chosen and 2d10 points are 86-90 Left hand subtracted from the previous 91-95 Right foot maximum score permanently. 96-00 Left foot S = Serious: The victim loses 3 All armor protects characters wound boxes, and 3d10 points of against damage from unarmed STA immediately. He is completely attacks ("K" results—knockdowns— incapacitated 1d10 hours after still apply). Kicks and punches, for exposure. An additional 1d10 STA are example, do nothing against armor. lost per day until he reaches 0. At 0, Armed attacks may have an effect, he will die in 1d10 minutes unless however, if they can penetrate the attended to by a character with the armor. Medical skill. The victim also suffers a 3. To penetrate armor, an attack daily cumulative penalty of 5 ability must be "stronger" than that armor. points from all abilities These All armor has a value called the adjustments will affect skills that rely ARMOR IN COMBAT Armor Rating, or "AR." The higher the on these abilities. After medical care rating, the stronger the armor. The This section of the rules explains how is received, the victim will require table below lists the AR for general body armor affects basic combat. 2d10 days of bed rest. If the victim armor types and notes any exceptions recovers and the Exposure Severity HOW ARMOR WORKS to the penetration rules. was 8, 9, or 10, a random ability is Armor doesn't change how combat The strength of an attack equals chosen and 1d10 points are takes place, but it may change the the amount of Stamina loss called for subtracted from the previous outcome—how much damage a by the results key. Roll for Stamina maximum score permanently. character receives. When characters loss as usual. If the number of L = Limited: The victim loses fight in armor, follow normal combat Stamina points lost is equal to or 1d10 points of STA immediately. An procedure. If a strike against an higher than the Armor Rating, then additional 1d10 STA are lost per day armored character fails, then you can the attack penetrates the armor. The for 1d10 days. If the victim reaches 0 ignore the armor. If the strike defender takes full damage—wounds STA, he falls unconscious for 1d10 38 BASIC ACTION CHAPTER 5 and all. If the amount of Stamina HITS TO THE ARM OR HAND was to try to stab them with a dagger points lost is less than the Armor beneath the arm, where the dagger Characters may be in trouble if they Rating, then the attack has no effect could slip between the joints in the receive a wound in an arm or hand (see "Hits to the Head"). armor and penetrate the chest cavity. that carries a weapon: if the wound is GENERAL ARMOR GUIDE less than "crippling," (a "C" result SHIELDS Immunity according to the armed combat There are two categories of shields: Category AR Type results key) they must make an large and small. Characters who use a Leather 10 A immediate general Dexterity check. If small shield may shift their defense Studded Leather 15 A they fail the check, they drop the column one column to the right. If Mail 45 A weapon. If the wound is "crippling," they use a large shield, they can shift Metal Plates 60 B they must make a general Willpower it two columns to the right. For Helmet 30 B check to continue using the hand or example, a character who would Bulletproof vest 15 C arm at all. They must make a new normally defend in melee on column Combat suit 45 C Willpower check at the beginning of 4 and who is using a small shield each round until: 1) a character with would defend on column 5 instead Notes: Medical skill treats them for 2 With a large shield, he'd defend on AR: Armor Rating rounds; 2) they use the talent "Ignore column 6. A: withstands all sling-fired Pain" successfully; or 3) they heal one Restrictions: Shields only protect a missile attacks. wound box and are not critically character against two attacks per B: withstands all attacks from wounded. round; on the third attack, the victim slings, short bows, and thrown Note to the CM: You can use the defends normally. Like all metal missiles. Hit Locations Chart to add spice to armor, shields (whether medieval or C: withstands all missile attacks, regular combat, too. In missile modern riot shields) never offer but not beam or melee weapons. attacks, ignore the modifiers for protection against a firearm, or a Firearms automatically penetrate targets "behind cover." If the hit paranormal attack. However, heavier any type of armor except C. location is behind cover, the shot large or small ballistic shields will CRUMPLED ARMOR misses. block firearms. After armor is penetrated, it becomes HITS TO THE HEAD STAMINA COSTS OF ARMOR worthless against future attacks to the No armor offers full protection Most armor is heavy and same hit location. against blows to the head. When a cumbersome, so characters who wear PENETRATION BONUSES character is hit in this location, he it tend to tire more easily during takes normal Stamina damage, even Strong characters get special bonuses battle. For each round in which they if the blow doesn't penetrate his to penetrate armor when they attack melee, throw a missile, or run, they helmet. Many helmets only cover part with normal melee weapons or lose a few Stamina points. of the head, or leave the face thrown missiles. Look at the table To determine how many Stamina unshielded. If a hit against this type below, and add the correct bonus to points an armored character loses, of helmet occurs, roll a percent. 01- the Stamina damage before you find the Armor Rating for his heaviest 50 indicates that the attack struck the determine if a hit has penetrated. If attire in the ranges on top of the defender in an unshielded area; the the hit penetrates, drop the bonus Action Table. (Don't include helmets defender suffers full damage, and apply normal damage. The or shields.) The number of the including wounds. 51-00 indicates bonus makes it easier to penetrate, defense column below the that the blow struck the helmet; the but it does not change the amount of appropriate range equals the number defender suffers normal Stamina loss, damage that a successful hit inflicts. of Stamina points lost each round. but no wounds; if the attack was a Note: Penetration bonuses do not Note: Bodysuits and bulletproof vests zombie bite, the bite was apply to attacks with slings or fired do not cause Stamina loss. unsuccessful and no damage is weapons. Furthermore, characters cannot sprint inflicted. in metal armor. STRENGTH AND CALLED SHOTS AGAINST ARMOR VEHICLES IN ACTION PENETRATION BONUS Character’s Penetration Characters may make hitting an Not all characters fight their battles STR Bonus armored character in the head, or in a while standing in the open air; quite 50-59 +5 body location not protected by a few of them take to the road. When 60-69 +10 armor, a called shot. Characters in a character takes off in a vehicle 70-79 +15 melee may also call a shot to hit an traveling 10 mph or faster, use the 80 +20 armored character in a location table below to determine the distance where the armor is jointed; a favorite that he covers each round. tactic against heavily armored knights 39

CHAPTER 5 BASIC ACTION

VEHICLE SPEED CHART guidelines which apply in most time These truck-like armored vehicles Speed Ft/round 5’ Squares periods. can carry 20 people, excluding the 10 mph 75 15 3. The character receives more driver and another in the front. It has 20 mph 150 30 than one wound from a single attack. a mounted machine gun fired from the vehicle itself. 30 mph 225 45 SAFE VEHICLE SPEEDS 40 mph 300 60 Max. Safe 50 mph 375 75 Car (Armored) Condition Speed 60 mph 450 90 Melee Value: 50 Rush hour, or 20 mph 70 mph 525 105 Missile Value: 75 downtown 80 mph 600 120 Defense Bonus: 0 Moderate city traffic 30 mph 90 mph 675 135 Speed: 80 Sharp curves 40 mph 100 mph 750 150 Type: Soft Highway drive 60 mph 110 mph 825 175 Distance: 300 Light fog 40 mph-day, 120 mph 900 190 30 mph-night An armored car is a lightly 130 mph 975 205 Heavy fog 20 mph armored car that may be of the 140 mph 1050 220 Dense fog 10 mph civilian type typically used to 150 mph 1125 235 transport money and other valuables, When characters fail driving checks, or it may be the military type that can If a vehicle is traveling less than 10 use the situation at hand to also be mounted with heavy mph, it covers 1.5 hexes per round determine what kind of accident machineguns per mile per hour on a 5-foot-scale occurs. Perhaps the driver hits map. For example, let's say two another car, or swerves to miss it and characters are engaged in a "high- runs off the road. Or perhaps the Car (Civilian) speed" rickshaw chase through the driver runs into a building. Melee Value: NA crowded streets of Indonesia. The Regardless of the accident each Missile Value: NA vehicles are traveling 8 mph, so they character in the vehicle must check Defense Bonus: 0 move 12 five-foot hexes each round for damage as follows: Speed: 120 (8 x 1.5=12). 1. Roll a percent and subtract it Type: Soft DRIVING CAPABILITY from 100. This determines the attack Distance: 400-600 margin on the Action Table. Most NPCs can drive common land This represents a basic car. The 2. Use the speed of the vehicle to vehicles. Player characters can drive CM can alter the maximum speed for determine the defense column. most conventional transportation, different types as desired. A typical Column 10 is for 10 mph, 9 is for 20 including cars, pickup trucks, jeeps— car can seat up to 5. Cars will have mph, 8 is for 30 mph, and so on. but tanks or other armored vehicles different potential distances (Shift one column to the left for every will require a skill. A character's basic depending on gas mileage. 10 mph. This way, column 1 is for capability to drive a vehicle equals 100 mph and faster.) Helicopter the sum of his Perception and Agility 3. Find the result. Use the armed Melee Value: NA scores, divided by 2. Characters with combat results key to determine Missile Value: 75 the Stunt Driving skill have more damage. Defense Bonus: 0 exceptional talents behind the wheel. VEHICLES AND COMBAT Speed: 130 ACCIDENTS Type: Soft Vehicles will often be employed by Accidents do happen, especially in Distance: 300 survivors in ROTWORLD. Both shoot-outs and high-speed chases. civilian and military vehicles may be A helicopter may be civilian or The characters have accidents when available. This section presents military. A military helicopter may be they fail a driving check (against their different vehicle types, their mounted with a machinegun. basic capability or a Stunt Driving characteristics, and how heavy skill score). The CM should call for a Jeep (Civilian or Military) weapon combat is resolved. general check against a character's Melee Value: NA driving capability when: VEHICLES Missile Value: NA 1. The character fails a surprise Armored Personnel Carrier Defense Bonus: 0 check while operating a vehicle. Speed: 70 2. The character operates the (APC) Type: Soft vehicle at an unsafe speed (including Melee Value: NA Distance: 300 horse-drawn vehicles). Make one Missile Value: 75 check for every fifth round of unsafe Defense Bonus: 0 A jeep may carry up to 4 people if speed. See the chart below for speed Speed: 50 armed, and 5 if unarmed. Military Type: Soft jeeps may be armed with a heavy Distance: 300 machinegun. 40 BASIC ACTION CHAPTER 5

Military Truck Vehicle Listing Explanations Flamethrowers: Flamethrowers Melee Value: NA are special weapons carried by one Missile Value: NA Melee Value: The driver's or man and fired much like a rifle. They Defense Bonus: 0 weapon's percent chance to succeed shoot out streams of flame. Special Speed: 60 in melee combat. rules for using flamethrowers are Type: Soft Missile Value: The base percent explained later in this section. They Distance: 300 chance the driver or weapon has to will damage Hard vehicles. hit when using missile combat. This Military trucks carry up to 20 represents the average scores of a FIRING HEAVY WEAPONS people, excluding the driver and an vehicle's or heavy weapon's crew: PCs Heavy weapons are fired just like the assistant in the front. must use their own skill scores in the personal weapons already covered Motorcycle weapon when firing it. earlier in this chapter. The firing Defense Bonus: Added to the roll character declares a target, a strike Melee Value: NA of 1d10 used to determine the number is calculated by adding or Missile Value: NA defense column of the weapon when subtracting modifiers from the Defense Bonus: 0 attacked by missiles. Only armored character's skill score with the Speed: 150 vehicles like tanks have a defense weapon. Then a specific check is Type: Soft bonus. rolled, and the check is cross-indexed Distance: 200 Speed: This is the vehicles on the Action Table with the defense Motorcycles range in size from maximum speed in miles per hour. column indicated by the defender's one-person to two-person. Larger Type: The overall strength of the roll of 1d10 to determine a result. In motorcycles may have small storage vehicle. Hard weapons are usually the case of burst weapons, like compartments for gear. heavily armored and may only be machine guns, or weapons like harmed by certain weapons. Soft mortars, each defender caught by the Pickup vehicles are usually unarmored and fire rolls a separate 1d10 to Melee Value: NA lighter, and may be damaged by a determine the effect of the fire. Missile Value: NA wider variety of weapons. Heavy Weapons Modifiers Defense Bonus: 0 Distance: This is the distance in Speed: 110 miles a vehicle may typically travel on The modifiers used when heavy Type: Soft a tank full of gas. weapons are fired are not the normal Distance: 450 HEAVY WEAPONS missile combat modifiers given Pickups come in a range of sizes earlier. Instead, when heavy weapons Anti-tank guns (ATG): It takes 2 to are fired, the firing characters use the and may be customized by the CM. 4 people to man an anti-tank gun. The standard pickup may seat three heavy weapons modifiers on the Anti-tank guns can't move unless following chart. in the cab, but extended cabs may towed by a truck or tank. The guns seat up to 5. A pickup may carry a will damage Hard vehicles. Situation Modifier load of 1/2 ton to 1 ton. ATWs: These are antitank Vehicle firing -5 per 10 mph Tank weapons, like the bazooka, which are while moving of movement same round declared Melee Value: 65 carried by individual soldiers. This Target is vehicle -5 per 10 mph Missile Value: 85/100/125 weapon will damage Hard vehicles. moving same of movement Defense Bonus: +4 Machine guns: It takes two people round declared Speed: 30 to man a machine gun. These Defender in light -20 Type: Hard weapons fire bursts, just like woods at instant Distance: 300 automatic rifles. Machine guns can of fire A tank is a heavily armored only fire to their front unless they are Defender in heavy -30 vehicle. It carries a large gun in its on tanks, jeeps, armored cars, or woods or broken turret, and one machine gun as well. APCs. Machine guns on vehicles have terrain at instant Tanks have three grades—light a missile value of 80. of fire medium and heavy—distinguished by Mortars: Mortars are small, hand Defender in -40 their missile value. The tank can fire carried rocket launcher tubes which building either its main gun or its machine launch small bombs. The mortar has Firing machine +50 gun. Tanks have a 360 degree field of a two-man crew. Mortars fire in a gun fire with both weapons. special way explained later in this section. This weapon will damage Range As per Range Hard vehicles. Modifiers Table

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CHAPTER 5 BASIC ACTION

HEAVY WEAPONS SUMMARY TABLE affected by HE shells unless they are Range HE Min. within 20 feet of the impact area. Type . Radius Crew ROF RL Shots that miss the declared Machine gun -15 2 1 NA impact area still land and blow up Light tank, main gun -05 50 3 1 2 somewhere. To find out where, the Medium tank, main gun -04 75 4 1 3 CM rolls 1d10 and consults the Miss Heavy tank, main gun -03 120 4 1 4 Diagram to determine the direction Light ATG -05 2 2 NA in which the shot went astray, then Medium ATG -03 2 1 3 rolls 1d10x5 to find out how many Heavy ATG -02 4 1 5 feet in that direction the shell lands. Flamethrower -100 1 1 NA The resulting explosion on a miss ATWs -80 11 2 should always be treated as a "0" Light mortar -10 50 2 2 NA Attack Margin. Medium mortar -08 75 2 1 NA Heavy mortar -05 120 2 1 NA Notes: Range Mod. is the range modifier per 100 yards or fraction of 100 yards. At ranges less than 100 yards, the weapons suffer no modifier. HE Radius is the radius in feet affected by HE shells fired from the weapon. Min. crew is the minimum number of characters needed to operate the weapon normally. ROF is the maximum number of shots allowed in one round with the weapon. RL is the number of rounds required to reload the weapon before it can be fired again. NA means "not applicable"; when applied to reload times, it means the weapon can fire every round. Ammunition supply is not a factor; most of these weapons entered battle with sufficient ammo to last through any normal combat OPTIONAL TANK HE FIRE VEHICLE DESTRUCTION CHECKS If the firing player or CM chooses, VEHICLE TARGETS tanks may fire HE shells just like. A vehicle destruction check is a Fire against vehicle targets of any type FLAMETHROWER FIRE general check made by a vehicle is resolved by interpreting the results against its melee value. If a PC is the Any character hit by a shot from a of the fire on a different results key, driver or pilot, the check is either flamethrower is on fire and takes the Vehicle Fire Results Key. against the Pilot skill, Stunt Driving burning damage as explained earlier VEHICLE FIRE RESULTS skill, or general driving ability. This in this chapter S = Vehicle destruction check value may be modified, as shown in The flamethrower has several required. the Vehicle Fire Results Key. A failed drawbacks as a weapon: as shown on L = Vehicle destruction check check indicates the vehicle is the Heavy Weapons Summary Table, required with -10 modifier. destroyed. its range extends beyond 100 yards M = Vehicle destruction check FIRING MORTARS only in rare circumstances. required with -15 modifier. Furthermore, whenever a H = Vehicle destruction check Mortars can be fired at target hexes flamethrower is hit by gunfire, there required with -20 modifier. which the mortar crew cannot see. is a 50% chance that its tanks will C = Vehicle destruction check The crew, however, must be able to explode, causing 100% catastrophic required with -30 modifier. see or communicate with a character damage within 10 feet. To determine K = If the check is successful, the who can see the intended target hex. whether a tank is hit, if an attack target must move back 5 feet, still Mortars fire HE bombs, which have a strikes the upper torso or facing in the same direction. blast radius depending on caliber, abdomen/lower back there is a 50% Vehicles that fail the required light, medium, or heavy. Blast radius chance the tank was also hit. check are destroyed. NPC crews are can be 50 feet, 75 feet, or 120 feet. MELEE AGAINST VEHICLES destroyed with their vehicles. PCs and HE BLAST Characters can melee other characters important NPCs in a destroyed Each target in an affected area is aboard vehicles normally. In trucks, vehicle are not automatically killed; allowed a separate roll of 1d10 for its jeeps, and armored cars, the entire instead, they each check against own defense column. Results against crew can defend in melee. In trucks catastrophic damage with a rating of characters are normal armed combat carrying troops, and in armored 100%. See Catastrophes earlier in this results; results against vehicles are personnel carriers, it takes a few chapter. interpreted on the Vehicle Fire Results Key. rounds for any troops being carried Vehicles that have a defense to join the melee. The amount of bonus on their counter are not time is left to the CM's discretion, 42 BASIC ACTION CHAPTER 5 with a recommendation that the Horses in continuous combat action carried. Medium and Heavy horses troops begin to respond at a rate of for more than 20 minutes are winded may carry two unarmored riders. 1d10 troops every fourth round of and must rest for 30 minutes before "Wounds" is the number of wound melee. they can be used in combat again. boxes a horse can have checked off Characters attempting to melee OBSTACLES TO MOUNTED MOVEMENT before being killed. tank crews in their tanks can enter the Characters with Equestrian skill vehicle only one at a time; at least Numerous obstacles can impede and mounted combat skills fight two crew members are available to mounted movement: ditches, ravines, mounted as explained in those skill defend at all times. fences, walls low enough to jump, descriptions (see Chapter 3). Vehicles themselves do not rough terrain, and so on. Generally, Characters without these skills may normally melee. However, a vehicle horses cannot gallop over terrain that still attack from horseback, but do so may attempt to run over a hostile isn't flat, and thus they cannot charge with a -40 missile and melee modifier character. If this situation happens, over any type of obstruction. (in addition to all other modifiers). the character must make a general Horses can jump obstacles, but Losing your seat: Mounted Agility check to avoid being run their success is measured by the characters with Equestrian skill use down. Those who fail this check Equestrian skill of their rider, not the defense column that corresponds suffer 100% catastrophic damage if their own physical build. Normally, to their riding score when other the vehicle does not have a defense horses can jump over an obstacle up characters try to drag or push them to bonus, 130% catastrophic damage if to 5 feet high. For each foot over this the ground. (Look for the skill score it does. height, subtract 25 from the skill in the ranges above the column HORSES IN ACTION score of the rider. This means that no numbers.) If the mounted character horse—no matter how good his rider has no skill, he defends on column 1. All characters can ride horses at a is—can jump obstacles over 10 feet Characters on the ground can pull a basic level; their score equals Agility high. rider from his mount by making the divided by 2. Characters can also Horses can normally leap across action a called shot. acquire Equestrian skill, which gives ditches, ravines or chasms up to 10 Charging: Mounted characters are them many more advantages on feet wide. For each additional foot of charging when their horses gallop for horseback. width, subtract 25 from the riding at least 30 feet toward a target. Use the following table to score of the rider. Charging characters usually get a +30 determine movement for horses each Riders may sometimes be melee modifier. They lose this bonus round: surprised by the sudden appearance if another character wins initiative of obstacles. In such cases, their and charges them first. MOUNTED MOVEMENT horses will automatically balk, and Mounted characters suffer a -30 PER ROUND the riders must make a riding check. modifier when charging characters Type of Distance 5’ 25’ If they fail the check, they fall off. who face them with a polearm. Move in feet spaces spaces FIGHTING ON HORSEBACK Wounded riders: Characters who Walk 50 10 2 are wounded while fighting on Use the chart below whenever Trot 100 20 4 horseback must make a general horses are involved in active combat: Canter 175 35 7 riding check to keep from falling off Gallop 250 50 10 Horse Capacity Wounds the horse. Characters without Fatigue: Horses in combat can gallop Light AR 30; one rider 10 Equestrian skill must use their basic (move at charging speed) for no Medium AR 45 or 2 riders 13 riding score. more than 6 consecutive rounds. At Heavy AR 60 or 2 riders 15 the end of this time, they must slow Notes: AR refers to the Armor to at least a canter for 12 rounds. Rating of the rider which may be

43

CHAPTER 6 PEOPLE YOU MEET CHAPTER 6: PEOPLE YOU MEET Aside from zombies, non-player the people the PCs would expect to not have individual statistics. characters (NPCs) may feature in an find in a realistic setting, but who Sometimes, one set of statistics can adventure. Some have starring roles; have little to do with the actual plot cover several of these at once. If the others act in support. They are the of the adventure. CM decides to give them individual villains and their victims, the Sometimes, a minor NPC gets statistics later, he or she can roll up strangers on the street, the mysterious "promoted" to major status because their Basic Ability scores (in the way woman, the helpful police officer...in of something the characters do. For done for PCs) as they are needed short, everyone the PCs meet. The example, if the PCs befriend a person during play. In any case where a CM must breathe life into all these who initially tries to steal their food "quick" NPC is needed, the CM characters. He must give them or supplies, he may wind up fighting should assume that all human minor distinct personalities. This chapter by their side and helping them NPCs have a score of 50 in each Basic explains how the CM can keep track survive the zombie apocalypse! Ability. of the many NPCs in the world—and NPC STATISTICS Many skills and talents include how he can play them to the best Luck in their score formula. In these advantage. NPCs have the same Basic Abilities cases, you can use 50 for Luck, even MAJOR AND MINOR NPCS that PCs do, with one exception: though NPCs don't really have that Luck. Future published adventures Ability. Major NPCs are characters whose will give full descriptions of major STATUS RATINGS roles are essential to the plot of an NPCS: what their scores are, what adventure. They are the villains, or they look like—even how they act. NPCs who hold political, military, the important victims of those The numbers in this information are economic, or other forms of power villains. The PCs may interact with called "statistics," or "stats" for short. have a status rating. The ratings range these NPCs frequently. When the CM creates his or her own from 1 (least powerful) to 5 (most Minor NPCs include everyone else adventures, he or she should be sure powerful). NPCs who hold no official that the PCs meet: they are the people to make up the statistics for major power may still have a status rating if in the streets and shops, the servers at NPCs before play begins. they've got an influential family, or a restaurant, the cops on the beat…all Minor human NPCs may or may know the right "connections." Of

44 PEOPLE YOU MEET CHAPTER 6 course, the vast majority of NPCs SITUATION CHECK RESULTS have no status rating. Die Roll Result DAC Modifier Future published scenarios will 1 Angry and Hostile: The NPC is angry about being -20 provide status ratings for NPCs disturbed right now. whenever it's appropriate. The 2 Angry but not hostile: the NPC is angry about -15 following guidelines should help the something but is not necessarily angry at the PCs. CM create status ratings for NPCs in 3 Scornful: The NPC feels himself too important to -10 his or her own scenarios: waste time with the PCs. STATUS RATINGS 4 Hurried: the NPC will grant very little time to the -05 (Pre-apocalypse) PCs; he or she has more important matters at Position Rating hand. Head of State 5 5 Uninterested: The NPC will grant the PCs time, 0 Minister, cabinet member, 4 but is really not interested in what they have to high general, royal family say. Senator, counselor, high 3 6 Open: The NPC will be open and courteous with 0 bureaucrat, general, high the PCs. nobility, extremely wealthy 7 Curious: The NPC will be open, courteous, and 0 Feudal lord, wealthy, state 2 very curious about the PCs, asking lots of governor questions which may be embarrassing. Servants or associates of the 1 8 Friendly: The NPC will be initially friendly to the +5 above PCs, providing reasonable service or information. 9 Comradely: As Friendly, but may be willing to +10 After a zombie apocalypse is provide a service or information that puts underway, these status ratings may him/her out or is somewhat inconvenient. mean very little. Status within a 10 Eager: The NPC is eager to hear what the PCs +15 survivor group, or access to resource have to say and may put themselves to great stockpiles may mean more to status inconvenience to meet a request. than previous societal ranks. The should follow this guideline only if way, the CM can guess how an NPC chart below may be used if desired the other two seem inappropriate. would react to most situations. For once things have thoroughly Priority One: The adventure. In example, impulsive people react changed. most cases, the adventure itself will impulsively, while cowards put their STATUS RATINGS dictate the reactions of major NPCs. own safety above all else. (Post-apocalypse) Major NPCs are just like people; they Priority Three: Situation checks, Position Rating have their own plans, goals, and and direct action checks. Although it Leader of a survivor gang 5 feelings, which dictate their reactions. may be clear from a particular Second in command, relative 4 Sometimes these goals are one of the situation how an NPC will react, of the leader main driving forces of the adventure's sometimes the CM will want to use Trusted friend of the leader, 3 plot, other times they are the situation and direct action checks to proven himself in a tough backdrop to deciding how they will determine the character's behavior. situation react as the PCs interact with the This leaves some of the play to Average person, not highly 2 place or events in a scenario. For chance, which is a great way for a placed, possibly respected example, if a survivor of the zombie situation to unfold in ways no one Unproven people, possibly 1 rise has barricaded himself and his could have designed or predicted. have failed the group at some family in a house, he may be SITUATION CHECKS time determined not to let any living people in to better ensure his family's A situation check tells the CM how an NPC REACTIONS safety. Even if he is a good person NPC feels at any given moment. To In the worlds overrun by undead in generally, this goal may cause him to make the check, the CM secretly rolls ROTWORLD, it's not just who you react negatively to any overtures by 1d10 just before the PCs begin to talk meet that's important. It's what they the PCs. to or interact with the NPC. If the do when they meet you! Do they Priority Two: The personality (or NPC has a status rating, the CM help you, or try to kill you? The three position) of the character. The CM subtracts it from the result of the roll. guidelines below should help the CM should have a decent grasp of the Treat results less than "1" as “1”. The decide how NPCs react. The first one personality of NPCs. One way to do chart marked "Situation Check has top priority: the CM should this is to write down several Results" describes how to use the follow it above all others. The third personality traits to keep in mind result to discover the mood of an one has lowest priority: the CM when an interaction occurs. In this NPC. (Ignore the column marked "DAC Modifier" for now.) 45

CHAPTER 6 PEOPLE YOU MEET

DIRECT ACTION CHECKS DIRECT ACTION RESULTS can be used to determine personality, and the second their state of being. A direct action check is a specific S = Slight positive reaction: The One possible result could be check against a player character's NPC doesn't say "Yes" to the PC, but dishonest/secure, for an average Personality score. It shows how NPCs doesn't say "No" either. Further chance of being bribed of 53% react when the player character does discussion is in order. (round fractions up). This can reflect something that warrants a response: L = Limited positive reaction: The the fact that even a secure person may asks for help, makes a threat, NPC takes limited action as desired accept a bribe when he is content attempts a con, etc. by the PC, so long as such action with his life, but fundamentally Usually, the direct action check does not involve danger or harm, cost dishonest or greedy. immediately follows a situation the NPC money, or require much 2. If the NPC will accept a bribe, check. For instance, let's say a time. determine the minimum bribe the character approaches a stranger. The M = Moderate positive reaction: NPC will accept. The CM will need to CM rolls a situation check to find out The NPC helps the PC as long as no decide what is appropriate based on what kind of mood the stranger is in. risk is involved. the status rating of the NPC. It is Perhaps the two characters talk for a H = Highly positive reaction: The possible that the NPC has no status moment. Then the character asks for NPC gladly does exactly as the PC rating, in which case the CM will help, and the CM rolls a secret direct requests, within reason, as long as no decide the current circumstances of action check to find out what the risk is involved. the NPC. The guidelines below can be stranger does in response. C = Charmed: The NPC is quite used in making these determinations The Situation Check Results key taken with the PC (or quite in the zombie apocalypse, and may has a column marked "DAC frightened by a threat) and even takes be adjusted to fit the specific Modifier." That stands for "Direct some risks to help the PC. circumstances. When times are tough Action Check Modifier." When the K = Not applicable. a lower bribe may be accepted. This is CM makes a situation check, he notes The CM should adjust these also influenced by the scope of the the modifier indicated with the result reactions if they don't fit a given favor being asked. If he later makes a direct action check situation. for the same meeting, he adds or BRIBERY Status subtracts the modifier from the PC's Bribe Required Rank Personality score. There are times when a bribe seems Food or medical supplies for 1 Direct Action check results lie on like the only way to reach a goal. The 1d10 people. the defense column corresponding to PCs may follow the guidelines below As 1, including ammunition 2 one of the NPC's Basic Abilities (refer to resolve this kind of interaction. or weapons for a like number to the number ranges above the 1. Roll percent dice to determine of people. column number). The chart below whether the NPC is honest and Food for a month or medical 3 tells which Ability score to use, cannot be bribed. Under ordinary supplies and equipment, or depending on the PC's action. circumstances, most people who are ammunition and/or guns to honest cannot be bribed. But equip 2d10+10 people. DIRECT ACTION CHART desperation can make even the most NPC Ability A major haul of the supplies 4 honest person more agreeable to a mentioned above, or some PC Action (Defense Column) bribe. See the table below for the vital piece of equipment. Routine request Personality probability that an NPC can be A major favor, or some other 5 Request for aid, Personality bribed. The CM may roll to service/goods that increases no danger determine the NPC's current state. the safety of the group the Request for aid Personality leader maintains. in danger Roll Lying, conning Perception d10 Personality/State Chance 3. Roll a direct action check for Persuading Willpower 1-2 Honest/Secure 30% the player character making the bribe. Threatening Willpower 3-4 Reputable/Comfortable 35% Failure, of course, means the NPC 5-6 Reliable/Content 40% Failure of a direct action check means refuses the bribe totally; a touch of 7-8 Fraudulent/Discontent 50% honesty has overcome him or he the NPC reacts negatively. He or she 9-10 Dishonest/Desperate 75% decides his situation isn't so desperate refuses to help, or sees through a lie. If the PC has made a threat, the NPC Note that the CM should feel free after all. Only a "C" indicates that the NPC accepts the bribe; on any other may grow hostile, even violent, in to alter the die roll if randomly successful result, the NPC haggles for response. deciding the personality/state of an more, and the PC must make a better Direct Action check results are NPC, depending on current offer and try again. The CM may end interpreted on the following key: circumstances. In addition, the CM may choose to roll twice, averaging this haggling at any point, at his or the result. For example, the first roll her discretion.

46 THE DEAD RISE CHAPTER 7 CHAPTER 7: THE DEAD RISE Fans of zombie movies know that below may be chosen or rolled on as is loyal may not be loyal to you. The there are many different rationales the CM deems necessary when a new table below can be used to help for how and why the dead rise to NPC is introduced. determine an NPCs broader feast on the living. This chapter is motivations, and the CM is meant to be used in developing your Roll d10 General Personality encouraged to be creative in deciding world of zombie horror, with 1 Sadistic how that motivation mingles with discussion of typical themes and 2Cruel general personality. options for establishing the how and 3 Narcissistic SCIENCE OF THE OUTBREAK why of your zombie outbreak. 4Selfish Having said that, as the CM don't 5 Unkind This section includes a discussion of feel like you are under any obligation 6 Courteous different possibilities for the "how at all to explain why the dead rise in 7 Kind and why" behind a zombie outbreak. your game. Sometimes the fun is in 8 Generous The CM may roll to randomly decide not knowing. The "mystery" approach 9 Loyal or he may use these as inspiration. is particularly suited for one-shots or 10 Selfless Note that some of these scenarios short-term campaigns where the The CM is free to interpret these may be suggestive of certain "types" of focus is mostly on survival. On the broad personality traits depending on zombies. See Chapter 8 for additional other hand, knowing the cause of the the situation. Note that the discussion about zombie types. zombie outbreak can help for longer personality rolled above may or may Roll d10 Source of Outbreak campaigns as a plot device for not have anything to do with an developing scenarios. 1-2 Chemicals or Toxic Waste NPC's overall motivations. A cruel 3-4 Bacteria or Virus YOUR WORST ENEMY: THE person might be more likely to take 5-6 Mutation or Genetic LIVING all of your ammunition and run as Engineering the zombie horde closes in, but it's One of the common themes in 7-8 Radiation also possible that the same cruel 9-10 Supernatural zombie movies, particularly those by person is simply mean, not George A. Romero, is that the real murderous. Similarly, someone who danger in a zombie uprising is only secondarily the living dead. The living Roll d10 Motivation dead are, well, dead, and after the 1 Searching for a loved one who is (roll 1d10) 1-5, dead; 6-10 a initial shock of the outbreak those zombie. who survive begin to figure out the 2 Has a sick loved one hidden and is out looking for supplies. The nature of the zombies and how to kill loved one is (roll 1d10) 1-5, ill from infection, virus, other; 6-10, and/or avoid them. In other words, infected with the "zombie plague" and will become a zombie. the dead are predictable. 3 Looking for security and companionship. Wants to work as a team Not so the living. You understand to survive. the motives of the dead. Usually they 4 Is only interested in personal survival. Will betray in the short term want to eat your brains (or other tasty to get what he/she wants. morsels) and the dead are not good 5 Is mostly interested in personal survival. Will betray in the long liars or deceivers. They're pretty term to get what he/she wants. upfront about what they want. Living 6 Is a follower to a fault. Will take orders, but is not good at humans are messy and unpredictable. independent problem solving. Likely to make a mistake that hurts The best and worst of humanity can others. emerge in a crisis, and it's those of the 7 Wants to take charge to feel in control of something, but is an worst that you really have to keep an incompetent leader who tends to (roll 1d10) 1-3, put others in eye on. unnecessary danger to achieve a goal; 4-7, look out for his/her well- Therefore, it is important for the being ahead of those he/she leads; 8-10, rule with an CM to design the motivations of uncompromising militaristic hand; will kill to dominate or achieve NPCs just as closely as the abilities order. and nature of the undead. In addition 8 Can be a good leader but also gets along well with a group and can to the information in the previous take orders. chapter about how PCs interact with 9 Is broken inside. Will eventually do something to destroy himself NPCs, CMs may find it useful to and the group. assign general personalities and 10 Is a scout/spy for a rival gang of survivors; will betray at the earliest motivations to NPCs. The charts opportunity. 47

CHAPTER 7 THE DEAD RISE

CHEMICALS OR TOXIC WASTE Blood-borne: Only direct contact while in orbit, only to bring it back with blood or other sensitive bodily where it can spread. Possibly even a Chemicals or toxic waste causes the fluids will transmit the infection. device of alien origin causes the reanimation of dead flesh. The Airborne: Inhalation, and possibly outbreak from its strange emissions. military may have developed such an contact with the eyes if a pathogen is agent to create super-soldiers, as in SUPERNATURAL particularly infections, will transmit the movie Return of the Living Dead, the disease. As suggested in the original version of or as a way of regenerating flesh for a Fluids: Any bodily fluid exchange the movie Dawn of the Dead, maybe radical healing treatment. will transmit the illness, including there is "no more room in Hell, and Toxic waste from manufacturing means that are often benign, such as the dead walk the Earth". A divine may either reanimate flesh or cause a through saliva or mucus. curse or dark magic could also be mutation that creates zombies. MUTATION OR GENETIC ENGINEERING responsible. Maybe the rapture was Chemical agents may be infectious by completely misunderstood, and the following means: Mutation or genetic engineering when the End Times come those who Contact: Skin contact alone is conducted on a person(s) has caused are Good die a peaceful death, but sufficient for infection. the zombie outbreak. A random or others are doomed to a (near) Ingested: The agent must be intentional mutation could cause a eternity of suffering as a walking consumed orally, or by direct contact person to become a flesh-eater. corpse. to the bloodstream. Alternatively, genetic engineering, Another possibility is that the true Inhaled: The agent can be often by military organizations to cause of the zombie outbreak can be absorbed through the lungs or direct improve upon soldiers, has resulted explained scientifically (even if it to the bloodstream. in the creation of a monster. never actually is explained or Injected: The agent is only In order for this form of zombie discovered) but nonetheless most effective if introduced directly to the to reproduce, either the source of remaining humans believe the bloodstream. mutation is continually being applied outbreak to have supernatural BACTERIA OR VIRUS to new hosts, or the mutation has origins. This is no different than become infectious in some way. One some beliefs that weather or other Bacteria or a virus is responsible for possible means of infection can be events are divinely guided. This belief the rise of the dead. It may actually through exotic proteins transmitted could lead to any number of kill the host, bringing him back as an by a bite which reproduce the effect superstitions surrounding how to undead flesh-eater. Alternatively, the in a new host (like "Mad Cow" avoid being infected, or ideas about illness may not fully kill the victim, disease). Other possibilities include how zombies think or behave, and and he is still "technically" alive, if nanotechnology and retroviruses. why. murderously insane. The origins of such infectious agents may be any of RADIATION COMMUNICABILITY AND ONSET TIME the following: Radiation could be the original Whichever type of zombie outbreak Man-made: The agent has been source of the zombie outbreak, is chosen, the CM must decide how engineered or selectively bred for a possibly leading to some of the communicable it is and how long it purpose; the zombie outbreak is previous origins already mentioned. takes to have an effect once exposed. likely an unforeseen side-effect. The radiation can cause any of the In the zombie movies by George Natural Mutation: The infectious mutations mentioned above, or A. Romero (Night of the Living Dead, agent is a product of chance, a perhaps the radiation itself has a Dawn of the Dead, Day of the Dead, mutation with horrible unique "energizing" affect on necrotic and Land of the Dead), once consequences. A new kind of flu for tissue. Radiation will be either someone is bitten he progressively example, or a bacteria that ordinarily terrestrial in origin, or alien. sickens and dies within a short has some other affect or is otherwise Terrestrial: Terrestrial radiation period, soon to rise as a zombie. In benign. could include natural radiation addition, anyone who dies by any Alien Origin: The virus or bacteria sources, or man-made sources such other means will rise as a zombie has come from outer space. It may as that from nuclear power plants or soon after death. There are no have been brought from a planetary devices like X-ray machines. exceptions. Here we have a case of probe, or possibly shed from a comet Cosmic: This kind of radiation 100% communicability with a short as it passed near the Earth's would originate anywhere off Earth. but slightly variable onset time, atmosphere. Comets could contaminate Earth's depending on the means of death. Biological contaminants may be atmosphere with an alien radiation The communicability rate and contracted in the following ways: type, or crash to the surface to onset time can have implications for Contact/ingested: Just skin contaminate drinking water. how a zombie apocalypse unfolds. In contact, or contact through the Radiation might be brought back to the example above, the outbreak mouth transmits the illness. Earth from a probe, or astronauts happens fast because suddenly could be infected with radiation everyone who dies, everywhere, rises

48 THE DEAD RISE CHAPTER 7 as a zombie. In addition, everyone equal to or less than current STA, the must succeed in a current Willpower initially bitten becomes a zombie. character escapes infection. general check every 24 hours it is in The plague spreads incredibly fast The Specific Check Method proximity to the living (or when first before anyone realizes what's encountering a new person) to avoid happening. The above methods assume a plague attacking them. Even if this roll fails, On the other hand, if the outbreak in which you either have it or you the zombie may have another is slow, society may have a chance to don't. If the CM desires a plague with Willpower check each round to react and adjust. For example, in the gradations of infection, allowing regain control of itself. movie Fido the undead are enslaved everything from slightly craving C = Controlled: This zombie has by means of a restraining device that brains, for example, to full-on the mind of a (dead) human without makes them docile. Society has ravenous and out-of-control the flesh-eating tendencies, but it is survived, but zombies now form a cannibalism, then the STA check will trapped in a rotting undead body. It new (second) class of citizen. In the not simply be fail versus succeed. has no real cannibalistic impulses, or case of a slower rate of This method allows for different at least no desire to act on them. communicability, the zombie kinds of zombies using the same Onset Time outbreak may actually have a chance infection, and will have to be tailored of being stopped or controlled. by the CM to fit the situation. For The zombie plague should be In the movie Dance of the Dead, example, does greater control of assigned a degree of Onset Severity the dead only rise from direct impulses also imply more retention from 1-10 to reflect its onset time. A exposure to toxic radiation or via a of intelligence? Or is it just a well- 10 is a highly infectious agent with a bite. If a person dies by other means, behaved corpse? The plague must be short onset time, and a 1 has a longer he doesn't rise from the dead. In this assigned a Plague Severity ranging onset time. The degree of severity scenario the outbreak may be from 1-10, with 10 being the most corresponds to the Defense Column contained by eliminating the sources severe. These numbers correspond to of the Action Table. of infection. the Defense Column of the Action Once a character is infected, the There are two possible broad Table for a specific check against CM should roll a specific check environmental categories the CM current STA. The results are described versus base STA on the Action Table should consider when deciding how below. under the Defense Column for the the zombie plague is transmitted: S = Slavering: The character Onset Severity. The CM rolls this to Ubiquitous: The contaminant is becomes a full-on ghoul along with keep the onset a secret to the player everywhere; anyone who dies by any everything that implies, depending and group. means may potentially rise. on the type of zombie. S = The zombie rises 1 round after Direct Exposure: Only people L = Lusting: The resulting zombie death. directly exposed or in immediate is almost completely a monster, with L = The undead resurrection proximity to the infection might rise. only some small shred of humanity occurs 1d10 rounds after death. There are three primary ways to remaining. The zombie must succeed M = The zombie is animated 1d10 handle character exposure to the in a current Willpower general check minutes after death. zombie plague, and the different every round he is in proximity to the H = The zombie rises 1d10 x 6 methods can also be mixed and living to avoid attacking them. If he minutes after death. matched if some ways of contracting fails this check he will continue to C = The corpse becomes animated the plague behave different than attack until the combat is resolved. 1d10 hours after death. others. M = Manic: A manic zombie is TIMELINE TO COLLAPSE The Romero Method truly tortured, for he has enough humanity to understand that he is a Most games in ROTWORLD involve All exposure is 100% infectious. No monster, but nonetheless craves the the eventual collapse of society. The defense roll of any kind is allowed. cannibalistic delights of the flesh. speed with which society as we know Once a character is bitten, exposed to This zombie must succeed in a it ends depends on how fast the a chemical, or simply dies if the current willpower general check every zombie outbreak spreads. infection is ubiquitous, for example, minute (12 rounds) he is in Guidelines are presented below so the character will rise again as a proximity to the living to avoid that the CM can develop a timeline to zombie every time. attacking them. Failing this check collapse, and as the zombie The General Check Method means he will continue to attack until apocalypse unfolds the timeline will the combat is resolved. affect how events are structured in the The CM may allow a general check H = Harried: This zombie retains a game. against current Stamina to determine great deal of its humanity. In most If the spread is fast people will not whether a character is infected when situations it can control itself; it will be able to prepare. For example, in exposed to the zombie plague. The usually refrain from indulging its the 2004 remake of Dawn of the player rolls d00 and if the result is bloody impulses. But not always. It Dead, the zombie plague spreads fast. 49

CHAPTER 7 THE DEAD RISE

Essentially overnight society is 4+1d10 hours. Military will be still mobile. Gas can also be crippled, and within only a few days mobilized to protect important stockpiled for generators. there is complete collapse. figures, and those military personal In a Slow Spread we would expect In contrast, in The Last Man on in the U.S. will be sent to occupy to see this same behavior 1d10 days Earth the plague seems to spread cities to try to bring things under after it begins, and almost gradually. It begins in Europe and control. Martial Law will be immediately gas stations will be out eventually lands in the U.S. The established after 4+1d10 hours, or at of gas in major urban areas. There contagion takes time to spread, and the same time as high level officials still may be gas in underground gas even once it does people fall ill and go into hiding, whichever comes first. station tanks in rural areas where the over the course of several days to a All sign of any significant military population simply was not high week transform into zombie-like presence will disappear after 4+1d10 enough to drain it all. The vampires. In this scenario the plague days, and when present toward the repercussions of this for survivors is is spread only via the contagion, not end it will be primarily only in large that aside from the occasional gas by bite, and presumably when people urban centers. station tank with fuel, most fuel in die by other means they do not rise During a Slow Rise all of what has urban areas will need to be scavenged from the dead. been described above will come to from abandoned cars. When people can prepare and pass, but at a slower rate. In addition, In a Fast Spread people will start alter routines things like emergency some effort may be made to assemble hoarding gas 2+1d10 hours after it services and power can stay running research teams to try to find a cure for begins. However, because the zombie longer, though inefficiently. People the plague, which will be sent to plague is so abrupt people don't have prepare to be short-handed. This, isolated facilities after 7+1d10 days. time to bleed all gas stations dry. combined with a slower spread of the High level government officials will Survivors may scavenge gas from cars plague, will slow the collapse of seek refuge after 5+1d10 days, but and gas stations. society. martial law will be established after GROCERY STORES The guidelines below are divided 1+1d10 days. into two simple categories, Fast Whether the rise is slow or fast, it Behavior at grocery stores mirrors Spread and Slow Spread to describe is likely that government officials will that of gas stations. In a Slow Spread how fast the zombie plague is survive in bunkers for an extended most non-perishable food items will transmitted. They are approximations period. The time period depends a disappear from shelves after 1d10 for game purposes, and the CM great deal on the nature of the days. In a Fast Spread, shelves will be should feel free to alter these to fit the zombie rise. If the rise is caused by an heavily depleted 2d10 hours after the needs of the campaign. environmental element that is not rise begins, particularly in urban The underlying assumption is that ubiquitous, then the government areas, but there will usually be no matter how fast the spread of the may persist in hiding as long as the something to scavenge later. zombie plague, once society has CM finds it convenient for his game. GUN STORES collapsed the living population is a However, if the zombie plague is Use similar assumptions as for fraction of what it once was. ubiquitous, the frailty of the human grocery stores except in a Slow Spread psyche and the fear of those in the EMERGENCY SERVICES the shelves will be mostly cleared out next bunk rising as a zombie at any or picked over in 2d10 days. In a Fast This includes police, ambulance, time will cause a collapse of that last Spread, shelves are depleted but still hospital, and fire station services and island of civilization eventually. It is partly stocked after 3d10 hours. response. In a Slow Spread, these suggested that after 4+1d10 months services will restructure to account for the last remnants of government are LOCAL GOVERNMENT fewer hands, but as a consequence gone. Individual government officials Most people in local government some areas still may not receive may survive in groups just like other (city and county) will not enjoy the service due to high need. survivor groups, but organized protection of elite status, so will not Expect complete collapse of these government is over. be ferried away to isolated services after 5+1d10 days for a Slow GAS STATIONS compounds for protection. Some Spread, and after 4+2d10 hours for a people in state government may join Fast Spread. Anyone who has lived through the federal government people in threat of a natural disaster, such as a FEDERAL GOVERNMENT bunkers, but this only speeds up how hurricane, when given a few days quickly state government becomes The federal government may remain warning knows that people flock to ineffectual. in existence, no matter how skeletal, the gas pumps a day or two before Local government is assumed to for a long period of time after the the hurricane is due to hit. The crumble at the same time emergency zombie rise. But it will become totally reasoning is sound. The area may be surfaces collapse. In this situation ineffectual long before it's gone. In a without power for days, even weeks, emergency services are the real face of Fast Spread, key government officials and if there is gas in the car you are will be sent to remote bunkers within local government, and once they're gone so is local civilization. 50 THE DEAD RISE CHAPTER 7 NEWS SERVICES There are many different ways to consume news today, and each may have a different timeframe before it is no longer accessible. Television news may remain operational for 10+2d10 hours in a Fast Spread, but as long as 10+2d10 days in a slow spread. Note that for longer durations this assumes they are operating with power from generators, and people with televisions and no power must also have generators to pick up and watch the signal. However, even though television news may remain broadcasting for a relatively long period of time, it will become increasing inaccurate before it ceases. Facts will be out of date quickly, and any news about the nature of the zombie plague will be riddled with unsubstantiated rumors and panicked assertions or hypotheses. Toward the end of broadcasting, particularly if it has same time; these timeframes are set often be inaccessible due to failure of been maintained for a relatively long for when the last station stops the power infrastructure grid. duration, news casts become more broadcasting. We assume that as long as local and more rambling and repetitive. Finally, the internet is a major power is functioning there is a chance The CM decides what information source of news. Because of blogs and that local internet is still accessible. is accurate, and what information websites it can paradoxically be the The chance starts at 100% for both people have access to in the first source of the most detailed and Slow and Fast Spreads, but drops by place, but the table below can give a accurate new information, but also 5% per hour for a Fast Spread and by rough estimate of the probability that the worst and least accurate. The 10% per day for a Slow Spread. Once new information is accurate over a difficulty is in sorting the two apart. local power is lost, so is any chance period of time depending on the At the CMs discretion, PCs can use of internet access even if a survivor is timeframe of the spread. the Investigation or Journalism skills in a location with a generator. News Accuracy Over Time to help determine what seems POWER Fast Slow plausible or implausible. Spread Spread Percent Assuming PCs can sort mad There are many different variables (Hours) (Days) Accurate ramblings from those of people involved in how long it takes to lose 12-13 12-15 90% trying to convey accurate power. Most of the U.S. is powered 14-15 16-17 80% information, the same timeframe and by coal plants, with a smaller amount 16-17 18-19 70% accuracy probability presented above from nuclear, natural gas, and 18-19 20-21 60% may be used, but with +10% accuracy hydroelectric plants. Whether an area 20-21 22-23 50% (never over 95%). This reflects the retains power is not necessarily 22-23 24-25 40% fact that bloggers are posting some dependent on whether the local plant 24-25 26-27 30% information from firsthand accounts. remains functioning. The power grid 26-27 28 20% The accessibility of the internet is may fail, causing nearby areas to lose 28-29 29 10% a slave to the power supply. Because power. 30 30 5% different areas will lose power at In a Slow Spread people can different times, and not all servers prepare ahead of time to load coal Radio will follow an identical have backup power, there will be burning plants or set equipment to pattern to television news, with the many server outages as time goes on perform with little maintenance. In a same timeframe until it ceases before widespread power loss Slow Spread power will be lost after function in most areas. Use the same happens nationally. Even those 1d10 days. In a Fast Spread expect degree of accuracy over time. Not all servers with access to a generator will power to be lost after 2d10 hours. TV or radio stations will cease at the 51

CHAPTER 8 ZOMBOLOGY CHAPTER 8: ZOMBOLOGY No two zombie plagues are exactly MV: Movement, listed in the deal only so much damage, if bites alike. As discussed in Chapter 7, the following order: Crawling / transmit the zombie infection it only dead may rise for a variety of reasons, Walking / Running / Sprinting / takes a small bite to pass on the love. and pass the plague on in different Swimming / Climbing Zombies may attempt an unskilled ways. So too zombies from one The listings for abilities assume an hold, and if successful the subsequent plague to another may have different "average" zombie. Most abilities will damage (1d10 stamina) each round characteristics. This chapter presents a have two numbers listed, one is assumed to be bite damage. discussion of possibilities for zombie number followed by another in The CM may wish to alter the types, and how zombie anatomy and parenthesis. The first number is used standard assumptions when creating physiology may be affected by time if the CM wants to customize a the typical zombie. The following and decomposition. zombie. The number corresponds to sections may be consulted. In the world of zombie fandom the same number on the Defense ABILITIES there are several schools of thought Column of the Action Table. Each in terms of how zombies should Defense Column has a range of Zombie abilities reflect the behave. The "classic" school is in numbers associated with it. For assumptions of less-efficient necrotic favor of slow moving, mostly example, column 3 has 31-45 listed. tissue. However, the following unintelligent and rotting cannibals. The CM takes the lowest number in possibilities exist. Tool use, if any, would only be the the range, in this case 31, and adds Dead Meat: All abilities are as the most rudimentary. They are 2d10. The sum is the ability score. If basic zombie. dangerous primarily because there the CM prefers to save time (it takes a Lifelike: All abilities, possibly are so many of them. while to generate abilities for a including PER and WPR if intelligent Another school of thought holds horde...), the number in parentheses zombies are desired, initially are similar principles, but the ante is corresponds to the highest number in equal to when the zombie was living. raised by making the zombies fast- the range, in this case 45, and that Ability scores would follow those of a moving (lifelike) and possibly more number is used for the ability score. specific individual, or can be assigned cunning. There are probably as many Note that if abilities are customized, a low average of 3 (45) or higher "schools" as there are zombie stories, USM and WND will change average of 4 (60) for each ability. movies, and fans. accordingly. Necrohanced: The undead state The way zombies look and has enhanced the zombies' abilities, Zombie, Basic function may depend partly on who typically only physical abilities, but a is eligible for the transformation. In STR 3 (45)DEX 2 (30)AGL 2 (30) special kind of zombie could also be Return of the Living Dead, long-dead WPR NA PER NA PCN 1 (15) gifted with supernatural intelligence corpses exposed to the animation STA 6 (90)USM (33) WND 15 or cunning. All or some abilities may chemical will animate. Thus, they will ATT 1 MV 5/15/0/0/0/0 be enhanced, following any range vary in decomposition. In Night of above average: 5 (75), 6 (90), 7 the Living Dead, only the recently These zombies are assumed to be (105), 8 (120), 9 (135), or 10 dead will rise. Another contributing freshly dead. There is no significant (136+). factor is whether the undead decay, but dead flesh being what it is MOVEMENT resurrection includes enhancements they are not very bright, they're slow, Typical zombies are slow-moving to abilities or functions that you and a little clumsy. However, they creatures, moving at a slow walking otherwise wouldn't expect a have a great deal of STA as they can pace. Other possibilities include: decomposing body to have. keep walking, pounding at the door, ZOMBIE CONSTRUCTION etc. virtually indefinitely. They are Lifelike: Movement like the living. about as strong as your average MV: 15/25/75/150/15/5 It's useful to start constructing the person, but the CM could specific characteristics of your alternatively use the STR of the Necrogized: Death has provided zombies using a foundation, or set of person when he was alive. All-in-all, an unusual quickness. Necrogized assumptions, and building up from these are your typical walking dead. zombies should have a minimum there. Attacks dealt by these zombies are DEX and AGL of 3 (45). The template below uses the handled as unarmed combat on the MV: 25/75/150/250/25/15 standard ability abbreviations, with Action Table. However, they do not ATTACKS four additional ones. typically strike with their hands or Zombies will usually attack once each UMS: Unskilled melee feet, since they are single-minded in round with a bite. Zombies with WND: Wounds wanting to feast on flesh. They're not additional attack forms or those that ATT: Number of attacks per round interested in bludgeoning, only biting. Even though a human bite can are simply faster may be given 2 or 3 attacks per round. 52 ZOMBOLOGY CHAPTER 8

ATTACK DAMAGE attempt to bite anyone who picks it HUNGER PAINS up. Zombies receive the ordinary Zombies are here for the buffet. Decapitation: Only separating the bonuses to penetration due to high Whatever brought them back from head from the body will end a STR. The standard zombie attack is the grave instilled a hunger in them zombie's existence. Unfortunately, resolved as unarmed combat. The to feed upon the living. Their this is not easy to do in combat. following enhancements may be particular delicacy can vary. Below However, if a zombie is completely added. are some examples. Note that unless immobilized (tied up or otherwise Ferocious Bite: the zombies may the CM desires a brief zombie restrained) the head can have grown large fangs or may open apocalypse, the idiosyncratic automatically be removed from the their mouths wider than usual for a preferred diet should probably not body. stronger bite. Attacks and damage are correspond to the weak spot of the Dismemberment: Complete handled as for melee weapons. zombies. For example, if the zombies dismemberment will usually end the Beastlike Claws: The zombies may consume brains none of their victims threat of any zombie, even if the have actually grown claws, or their can rise if their weakness is the brain. body parts are still technically fingertips are deadly due to sharp and Blood: The zombies are not so animated. Severed from the main exposed finger bones. Attacks are interested in eating flesh as much as body, arms or hands have no leverage handled as melee attacks. If the they want to drink a victim's blood. and cannot be a threat, unless the CM zombies have additional attacks, they They may have claws or teeth is taking a more cinematic approach. may attack twice per round, either designed to do this, or they simply Exotic: Some zombies may only with two claws or one claw and a may bite and drink or lap up be harmed by specific materials, or bite, or three times with two claws whatever comes out. may be repelled by some substances. and one bite. Depending on the Brains: These zombies are only For example, maybe pure iron deals nature of the zombies all of these interested in brains. Although they permanent damage to current attacks may potentially be infectious. may grapple with characters, all of Stamina that can't be regenerated. their attacks will be called shots for WEAKNESSES AND DAMAGE Maybe the zombies are repelled by the head. The CM may want to the scent of a particular herb or the Many zombies have a weakness. combine the brain hunger with sight of fire. There may be a rational explanation Ferocious Bite, but it isn't necessary. None: There is no weak spot. The for the particulars, or none at all. Flesh: Give them flesh and lots of only way to stop these types of When considering how zombies may it; they're not picky. These zombies zombies is to immobilize and be killed, the default assumption is consume everything, like Romero's completely destroy them. that zombies only take damage from zombies. They'll bite at any exposed Incineration, strong acid, prolonged current Stamina, and have no wound body part. exposure to lime, all of these boxes. When a zombie reaches zero Fluids: The undead are interested methods may work. These are the stamina it will be inactive for 1d10 in some other bodily fluid aside from most dangerous zombies, because minutes, after which it will be blood. This could be bile from the ending them will almost always replenished to its full Stamina gallbladder, spinal or cerebral fluid, require close proximity and greater potential. Below are some examples vitreous humor from the eyes, etc. exposure to danger. of zombie weaknesses. Organ: The zombies crave a Organ: The heart, liver, or some Brain: This is the classic weak spot particular organ other than the brain. other internal organ is the weak spot of the zombies dreamed by George A. They will typically center attacks on for these zombies. Perhaps the heart Romero. If a character achieves a the chest or abdomen when possible, still circulates needed fluid, or it is the called shot to the head when using a but because their preferred treat is source of the electrical activity gun, crossbow, or bow (any well within the body cavity they are keeping the dead body running. penetrating projectile), the brain has pretty much going to need to kill a Maybe the liver has absorbed the been damaged enough to result in target before the feast begins. destruction regardless of current zombie chemical and is leaching it ZOMBIE ABILITIES Stamina. If bludgeon weapons are into the body to maintain the used, they must be directed against zombie's macabre animation. The following zombie abilities may the head as a called shot, and STA Similarly, the thyroid may be the new be added to the normal zombie bite damage inflicted in this way cannot center of life from the alien radiation and shamble repertoire. These be regenerated. Note that if this type it has absorbed. Follow the same abilities may reflect how the zombies of zombie is decapitated it may or rules as for the brain when trying to were animated, or they may be odd may not do the job depending on do a called shot to organs, but emergent properties that no one whether the brain can maintain piercing weapons may also do the job expected. control of the body from afar. In while blunt weapons will not. Acid Spittle: The zombies are able either case, the severed head will still to spew forth modified digestive fluids once every other round to 53

CHAPTER 8 ZOMBOLOGY inflict damage. The range is 10 feet, use tools regularly, and on the rare A zombie can use this horrific and the attack is treated as a melee occasion it does it will only be to use ability to absorb life energy from a attack. something as a bludgeon. They are victim in order to reverse its own Disease Carrier: The zombies carry incapable of figuring out the use of degenerated (rotted) condition. The disease that they can transmit devices, though they may be able to zombie must make physical contact through a bite or claw. The CM will figure out a door knob. with the victim by a successful hand- roll or assign a Disease Potency of 1- Medium Intelligence: These to-hand attack in the same round this 10. zombies may be as intelligent as your ZT is used. If successful in the attack Poisonous: The bite and/or claws average person. They retain a life-like and in the Base check, the zombie of the zombies are poisonous. The intellect. Unlike basic zombies, these absorbs 3d10 ability points from all CM may roll or assign a Poison zombies will have WPR and PER abilities of the victim, and a like Potency of 1-10. scores, and higher PCN. number are added to all abilities of Radioactive: The zombies are High Intelligence: These zombies the zombie. This may not raise the radioactive, and may expose have above average intelligence even zombies' abilities above its normal characters to radiation either via a for humans. Not only are they maximum. Depending on the successful attack or simply by being capable of human reasoning, but number of points leached from a in proximity to the living. If the latter, they can figure out any technology, victim, zombies will effectively a distance of within 10 feet is and maybe even design new "reverse decay." If any one of a suggested. The CM rolls or assigns an technology themselves! These are victim's abilities reaches zero, he dies. Exposure Severity of 1-10. cunning enemies, and if they exist in Victims recover 1 point from each ZOMBIE INTELLIGENCE great number living humans are ability per day. doomed. Living Visage Zombies usually don't have the same Genius: The reanimation process Base: (Wpr+Pcn+Per)/3 capabilities as the living. Therefore, has created super-intelligent geniuses Willpower (UV) Cost: 15 use of many mental abilities is with a sinister intellect. These Check: Specific inappropriate for low intelligence zombies are more than just flesh- Time Required: 1 round zombies. Zombies with Zombie eating hordes. They will have grander Range: Unlimited Talents (see below) and low goals. There may be many of them, or Duration: See below intelligence will have an additional perhaps just a few among hordes of This ZT may be used by a zombie ability called Undead Vitality (UV). unintelligent masses. They also have current UV points just ZOMBIE TALENTS to appear living. The zombie will as characters and zombies of higher look, move, and smell like a living intelligence have current Willpower If the CM allows a supernatural person. The deception may be more points. There is no need to use UV if component to the game, zombies or less convincing in some situations, the CM is not using Zombie Talents. may also be granted talents akin to since it grants no illusion of The UV of a zombie is dealt with Paranormal Talents, Zombie Talents personality. A mindless zombie still the same as any other ability. There (ZT). For zombies of Low behaves like a mindless-looking are four broad intelligence Intelligence, the Base will be equal to human. classifications presented below. Roll UV and Willpower cost will be UV Use the key below to determine or choose to determine the UV score cost. Since zombies do not sleep, they how long a character can maintain for low intelligence zombies. recover current UV or current the guise: Zombies with higher intelligence will Willpower at the rate of 10 per hour Failure: The effect does not work. have ability scores for Willpower, without the need to rest. L = Limited duration: 1 minute Personality, and Perception that are For more intelligent zombies, the M = Moderate duration: 30 higher than your basic zombie. Roll Base listed for ZTs is calculated minutes on the table below for each of those normally. At the CM's discretion, H = High duration: 1 hour abilities. intelligent zombies may also possess C = Colossal duration: 12 hours Paranormal Talents that are normally K = Not applicable. Intelligence or UV Roll restricted to PCs. Note that if the Rattling Moan Willpower (UV) cost is higher than d10 Low Med High Genius Base: (Wpr+Per)/2 1-5 1 (15) 2 (30) 4 (60) 7 (105) the pool available to a zombie, the ZT 6-8 1 (15) 2 (30) 5 (75) 8 (120) is unavailable to that zombie. Willpower (UV) Cost: 20 9-10 2 (30) 3 (45) 6 (90) 9 (135) Absorb Vitality Check: Specific Time Required: 1 round The Intelligence Categories above Base: (Wpr+Sta)/2 Range: 30 feet are loose classifications for how to Willpower (UV) Cost: 50 Duration: Round of use interpret zombie behavior. See below Check: General Successful use of Rattling Moan for general guidelines. Time Required: 1 round allows a zombie to emit a deafening Low Intelligence: This is your Range: Touch wail that sends shivers of agony. The classic mindless zombie. It does not Duration: Round of use 54 ZOMBOLOGY CHAPTER 8 victim must be within 30 feet of the on the column below his or her red. If zombies reanimate several zombie. Successful use requires a current Willpower score. Use the hours after death, blood will pool in specific check; the victim "defends" Unarmed Combat key to interpret the low areas of the body depending on on the column below his or her results, but current Willpower is lost the position of the body after death. current Willpower score. Use the instead of Stamina, and no wound These zombies may have red Unarmed Combat key to interpret the boxes are lost. splotches over their faces and other results. ZOMBIES AND areas to reflect this, when still fresh, Sense Living DECOMPOSITION but these areas will blacken as the zombie passes into the early Base: (Wpr+Pcn+Sta)/3 Dead bodies go through various decomposition phase. Willpower (UV) Cost: 10 processes that alter their appearance Rigor mortis: The natural chemical Check: General and substance. Discussion of these reaction that allows muscle to Time Required: 1 round processes follows, with notes on how contract and relax in life breaks down Range: 100 yards they affect zombies and how they can in the recently dead. This process, Duration: Round of use be incorporated in the way zombies rigor mortis, leads to an initial The zombie may use this ZT to are depicted. Also note that what stiffening of all muscles in the body sense the presence of living humans follows is a simplification, and is that is maintained for a period, and within range. Successful use of this presented in a way that makes it then gradually passes leaving the ZT grants different understanding workable for the game, not muscles progressively flexible again. depending on zombie intelligence. necessarily for real-life application. Small muscles lock up first (only Low Intelligence zombies just know because they have less muscle mass), there are living beings nearby and in BODY CHANGES which is particularly noted in the what direction or general area in The following changes occur in the face. Likewise, small muscles become range. Zombies of higher intelligence body relatively quickly. flexible again first. know how many humans are nearby, Algor mortis: This is the process of Rigor mortis is primarily of and in what direction and at what the body cooling after death until it interest for zombies in the way it may distance within range. Position only reaches ambient temperature. affect their ability to move. Before is indicated, not necessarily specific Determining the amount a body will rigor mortis has reached its "peak" of rooms if in a building and the cool in a given period of time is a stiffness, one can take an arm, for zombie is unfamiliar with the layout. notoriously inaccurate process due to example, and "break" the rigor, Whisper Sweetly many variables, but on average the forcing the joint loose, and after a Base: (Wpr+Per)/2 body will cool 1.6 degrees Fahrenheit time the muscle will stiffen again. If Willpower (UV) Cost: 20 per hour. The cooling process will the peak has already been reached, it Check: Specific have little functional effect on a will not stiffen again. Time Required: 1 round zombie. Possible repercussions could If an animate zombie is constantly Range: 50 feet be that if survivors have thermal moving around during this process it Duration: Round of use vision gear, zombies become less will experience no real stiffness that Successful use of Whisper Sweetly visible as they cool. will cause any penalties, since the allows the zombie a limited form of Livor mortis: After blood stiffness never has a chance to settle mental communication with the circulation ceases, blood pools in. However, if a zombie is living, not unlike telepathy. If the following gravity. Skin and other motionless for an hour or more while zombie is unintelligent, the tissues fill with blood, giving a red this process is underway (or becomes communication is meaningless stained appearance. This process is animated after the process has moans, whispers, and feelings, not livor mortis, and it may begin begun), there will be an initial period actual words. If the zombie is anywhere from 30 minutes to 4 of stiffness until its movements have intelligent, communication is more hours after death. Up until about 12 worked the muscles loose. This specific, and can be words and hours postmortem, the blood is not reduces movement to 1/3 normal, images. However, characters are "fixed" in its location, meaning that if and causes a penalty of -40% to STR unable to communicate back with the the skin were pressed, it would and AGL. These effects last for 1d10 zombie. momentarily turn white but would rounds. After that time if the zombie The zombie is communicating its refill. After this 12 hour period the remains motionless again for an hour longing and desperation to get at the blood may be pressed but will not or more these penalties are repeated. victim and consume his flesh (or rush back to fill the place again. Consult the table below to determine what-have-you). This an incredibly The effect this process has on the how long the process of rigor mortis horrific and demoralizing experience. undead will be largely cosmetic. If takes. The victim must be within 50 feet of zombies are mobile very soon after the zombie. Successful use requires a death, blood will pool primarily in specific check; the victim "defends" the feet and legs, making those areas 55

CHAPTER 8 ZOMBOLOGY

Stage Time tissues first. Maggot activity in general Normal: The zombies decay at the Onset 60 minutes +6d10 has increased and reaches its peak ordinary rate expected based on the minutes toward the end of this stage. This environment. Peak 6.5 hours +6d10 stage lasts 1d10 days from the end of Hindered: The undead decay at minutes Rigor Persists 20 hours +1d10 hours the Fresh stage. Because of tissue 75% percent of the normal rate. Rigor Passes 30 hours +2d10 hours degeneration, all abilities are at -15% Slowed: Zombies decay at 50% of in this stage. the normal rate. These timeframes can be used to Advanced: At this stage internal Delayed: Zombies decay at 25% of calculate the process for one zombie organs of the chest and abdomen are the normal rate. or many that may have died about gone. Skin is very loose, and most Arrested: The undead do not the same time. Note that all times hair will be absent. In many places discernibly decay beyond a particular should be interpreted as time the skeleton is exposed, but the stage. This could begin immediately postmortem. skeleton retains well over 50% of its at the fresh stage or later. DECOMPOSITION STAGES tissue. Since tissue is severely FOR EVERY SEASON deteriorated at this stage, all abilities The process of decomposition will are at -25%. This stage lasts 3d10 Based on the previous discussion, the affect zombie performance, and can days from the end of the Early stage. time of year can influence the course influence the path of a zombie Note that zombies with a weakness of the zombie apocalypse. Since dead outbreak. Decomposition takes place involving the internal organs of the flesh freezes readily, survivors may by two main processes. The body chest and abdomen will cease receive a respite from the hordes essentially digests itself from fluids, functioning at this stage. during winter months. It's possible chemical breakdown, and enzymes Skeltonized: At this stage over that when winter comes people may (autolysis), and outside 50% of the skeleton is exposed, and scavenge for supplies in relative microorganisms or organisms always tissue is severely decomposed. Most safety, and perhaps even hunt the present but no longer kept in check insect activity has ceased since there frozen dead to eliminate as many of begin consuming the body is little tissue left to scavenge. What their number as possible before the (putrefaction). In addition, insect tissue remains is mostly desiccated. thawing sun of spring revives them. activity (primarily maggots) can have The zombie will have no usable On the other hand, the CM may a significant affect in reducing a senses and for all intents and decide that there is just enough corpse to bone. purposes it will be immobile. warmth generated by the necrotic The following stages and Zombies in this stage are primarily feeders to prevent them from freezing timeframes are typical for jerking, quivering sacks of meat and in the winter. decomposition in a relatively warm bone; not even that if their weakness ZOMBIES AND EXPERIENCE and humid environment. Increase is the brain. This stage lasts 1d10 times by a multiple of 10 for a cold Experience points are awarded to months, after which all that is left is climate (but above freezing), and characters for zombies slain. Refer to bone that will gradually bleach and decrease times for a "hot" the table below for calculating XP for deteriorate in the environment. environment by dividing by 4. your zombies. Fresh: This stage begins DECAY RATE immediately after death. The body is Trait XP Zombies are dead flesh. A dead body Basic Zombie 300 (base) complete and shows little to no sign can go from fresh to skeletonized in a of decomposition. Insect activity may Abilities fairly short period of time. That can Lifelike +50 be starting toward the end of this be a bummer for the zombie stage but it is relatively minor, and Necrohanced +100 apocalypse, if all of the flesh eaters Movement focused around wounds or other are reduced to goop too quickly. moist areas like the eyes. This stage Lifelike +50 Therefore, it can be useful to Necrogized +100 lasts 1d10 hours. decide the decay rate of the zombies, Early: The body has become Intelligence which need not be as normal. The Medium +50 greenish, particularly in the strange energies, chemicals, or what- abdomen, from proliferation of High +100 have-you that animate the dead may Genius +200 bacteria, and the body its bloating. also slow the decomposition process. Tissues darken, and areas of livor Weakness -50 per weakness The CM can choose one of the Attacks +50 per additional mortis turn black. Skin may slip off as categories below to define how the fluids increase in the tissues from attack zombies perform in this way. It is Damage +50 if melee decomposition. Toward the end of also possible that the zombies decay this stage mold may appear and the Zombie +50 each at one rate until a certain stage, and Abilities/Talents face may become partially then at another rate after that. skeletonized around the mouth and eyes because maggots eat these soft

56 CORPSE MASTER TOOLS CHAPTER 9 CHAPTER 9: CORPSE MASTER TOOLS This chapter provides some final tips themselves. Firing a gun, yelling, presents some mechanics for and resources for the CM to help run hammering nails to barricade a determining what PCs are able to games in ROTWORLD. Many window, or similar activities may call scavenge. situations will arise for which the for an extra random encounter check. EQUIPMENT rules in this book don't cover—but The check is made by rolling a don't sweat it! Once you are d10. On a roll of 1-2 on 1d10, a Whether the rise is fast or slow, it is comfortable with the rule system and random encounter occurs. In likely that there will be a lot of basic genre of play, the rules in this game buildings or other structures, the camping equipment available in can be used as a guide for deciding zombies will be encountered stores. High demand items may be how to handle new situations. What (appear) 2d10x10 feet away, or more questionable. These items follows are some suggestions for how where it seems logical based on the include generators, dehydrated food, to deal with certain topics not already floor plan and situation. In the batteries, electric or gas lanterns, fuel, covered. wilderness or outside of town, they and other items for compensating RANDOM ENCOUNTERS will appear 3d10x10 yards away. when power is out. The CM may assign a flat 60% chance for each one As the PCs are rummaging around to NUMBER ENCOUNTERED of these items that they are available scavenge for food, or shooting a gun, in a particular location. Note that or generally making noise and being Once a random encounter is generators are loud and the CM may seen, it is useful to determine the determined, the CM must decide how make frequent Random Encounter chances that these activities will many walkers appear. When the PCs checks when one is running. attract zombies into the area. are in a building, 1d10 rotters are FOOD When the PCs are in a building or encountered. In a street, 3d10, and in in the streets of a town, check for a the wilderness or outside of town As discussed earlier, grocery store random encounter once each ten 2d10. shelves will be depleted differently in minutes of game time. This time FOOD SCARCITY EFFECT a Slow Spread versus a Fast Spread. period may be altered depending on For a large or well-stocked the situation. If the general density of This is an optional rule that the CM grocery, survivors will be able to find rotters is higher in this particular may include at his discretion. Just like 1d10 days of food for 1d10 people neighborhood, or it's in a big city deer will wander to lower ground in after a Fast Spread. After a Slow versus a small town, the check can be search of food in the winter, zombies Spread, reduce the results of these made every five minutes of game may begin to wander out of town in rolls by 50%, rounding down. Other time. search of fresh meat as the zombie sources like convenience stores will When outside of town this check apocalypse carries on. have 25% of the food available from may be made at less frequent It is suggested that each month for larger groceries. All of these intervals. See the table below. three months after the zombie rise, calculations assume dry, mostly the check interval be decreased by nonperishable foods. If power is still Encounters Outside Town 50% on the Encounters Outside on or was on recently enough for Miles from town Check Interval Town table. No check would become food not to spoil, increase available 1 1 per hour more frequent than twice per hour. food by 50%. It can take many days 3 1 per 2 hours For example, one month after the for frozen food to thaw, particularly 5 1 per 4 hours dead rise, a distance of three miles in enclosed freezers. If survivors 10 1 per 8 hours from town will be checked once per attempt to consume spoiled food, the 20 1 per 12 hours hour, and five miles will be checked CM may use the rules for poisons or 40 1 per 24 hours once per two hours. There will only disease, as appropriate. 60 1 per 2 days be so many zombies, so it is GAS suggested that these adjustments only Note that miles from town be applied out to three months to In a Slow Spread most gas stations in assumes the closest town is that simulate the fact that as the zombies large cities will already be bled dry. A distance away. Places that are spread out there density also percentage of 90% may be applied particularly remote may have very decreases. that any gas station is completely out long intervals between checks, at the SCAVENGING of gas, or 60% in small towns or CM's discretion. other rural areas. In addition to time intervals, the Broad guidelines were presented In a Fast Spread, there will be a CM should make a check anytime the earlier for determining the sequence 60% chance that gas stations are dry PCs do something that would of events that occur once the zombie in larger towns, or 30% in rural areas logically draw attention to apocalypse is underway. This section and small towns. The CM should feel 57

CHAPTER 9 CORPSE MASTER TOOLS free to adjust all of these odds as he thumb could be one bottle of gas certain unique specimens at sees fit. stabilizer may be applied to 20 important times. If a lot of random When gas is found, roll 2d10 to gallons of gas. However, stabilizer encounters occur, the CM may want determine how many gallons of gas is will only delay the chances of to offer a unique description, but left at a gas station. On a roll of 10 on spoilage for 1d10/2 years, rounding only so often and to help set the either die, roll an additional d10 and up. mood. Consult the tables below for add this to the sum. GUNS ideas. For scavenging gas from cars or other vehicles, there is a base 75% Guns are high demand items in the 1d10 Sex chance of finding gas. This value may worlds of walking rotters. In a Fast 1-5 Male be increased or decreased at the CM's Spread there is an 80% chance any 6-10 Female discretion. For example, a car particular gun store has guns and abandoned on a freeway 30 miles ammunition. In a Slow Spread this 2d10 Zombie Outfit outside of town may have a penalty probability is reduced to 50%. The 2 Naked of -60%. In the center of downtown CM may roll 2d10 to determine the 3 Nurse in a large city there might be a +15% number of guns, and 1d100x5 to 4 Police Officer chance there is gas in the tank. When determine how many rounds are 5 Firefighter gas is found in a car, roll 1d10 to found. Alternatively, if the CM wants 6Mail Carrier determine how many gallons are to break down rounds available for 7 Baseball uniform found. For a large pickup or truck roll each caliber or type (i.e. shotguns 8 Football uniform 2d10. versus hand guns) then 3d10 may be 9 Clown rolled for each type. The CM may roll 10 Swimsuit Gas Gone Bad on the table below to determine 11 Nightgown/Pajamas Gasoline only lasts so long before it specific types of guns found, if 12 Hospital gown evaporates some of its volatile desired. 13 Suit 14 Hawaiian shirt elements, oxidizes, or takes on water. Roll 2d10 Gun Type This can become very important as 15 Military uniform 2 Revolver, .22 the zombie apocalypse exits its early 16 Religious (Nun, Priest, etc.) 3 Revolver, .32 days and people are looking at long 17 Cheerleader 4 Revolver, .38 term survival. 18 Mascot (gorilla, chicken, 5Revolver, .357 Consult the table below to etc.) 6Revolver, .44 determine whether gas found from a 19 Fast-food uniform 7Revolver, .50 particular source (a car, a tank at a 20 Biker leather 8 Pistol, .22 gas station, etc.) has gone bad. Note 9 Pistol, 9 mm that this means the gas will not 2d10 Zombie Special Feature 10 Pistol, 10 mm efficiently burn at all inside a car, 2 Eyeball hanging from socket 11 Pistol, .40 generator, or what-have-you. As gas 3 Face full of maggots 12 Pistol, .45 ages it may become less efficient but 4 Hair slipping off 13 Rifle, .22 still burn, and the CM may apply 5 Tongue hanging out 14 Rifle, 9 mm penalties to gas mileage or burning 6Jaw missing 15 Rifle, 30-30 duration in generators at an equal 7 Throat ripped out 16 Rifle, .306 percentage to the percentage chance 8 Hand mangled 17 SKS the gas is spoiled, or at his discretion. 9 Arm missing 18 Shotgun, .410 10 Entrails dangling 19 Shotgun, 12 gauge Time Spoilage 11 Brain exposed 20 Shotgun, 10 gauge 2+ months 15% 12 Badly burned 6+ months 20% ZOMBIE FEATURES 13 Legs broken 1+ years 30% 14 Foot missing It might become tedious for the CM 2+ years 45% 15 Leg missing to attempt to describe every rotter in 3-5+ years 60% 16 Torso only detail. "Ho-hum, another maggot- 6+ years 75% 17 Severely bloated filled face." 7+ years 80% 18 Staples from autopsy When dealing with hordes of 8+ years 85% 19 Weapon protruding (knife, zombies not only would it become 9+ years 90% hatchet, etc.) tedious to describe them all, but it 10+ years 95% 20 Oozing fluid profusely would take a while. A hundred

Note that there are gas stabilizing walkers is a lot describe. Instead it is additives that may be mixed with gas suggested that the CM only describe to help reduce spoilage. A rule of

58 CORPSE MASTER TOOLS CHAPTER 9 PLACES OF REFUGE The following maps and brief descriptions can be used in gaming sessions. These locations may be the focus of an entire session where the PCs take refuge, or areas for looting, or the headquarters for rival survivor groups. The scale on all maps is 1 square = 10 feet, and the top of the page is north, the right side east, and so on. If these are drawn on a larger map for the use of figures, the scale should be doubled for 1" squares so that 1 square on the maps below is equal to 2 inches (2 squares) on larger maps.CORNER GROCERY This is your standard well-stocked corner grocery. It would have the most common foods, and would also serve as a neighborhood hangout for local kids, teenagers, and retired folks. 9) RECEIVING: This is the 2) BREAK ROOM: This room has 1) ENTRY: This is the entry into receiving area for items that arrive by a vending machine for chips, cookies, the store, with an area for shopping truck. candy, etc. There is a refrigerator, carts. 10) LOADING DOCK: This is the microwave, and a few nonperishable 2) LOUNGE: Local people can dock for unloading trucks. meals (dehydrated soups) in a hang out here to drink coffee, eat 11) DUMPSTERS: These cupboard. sandwiches, etc. dumpsters are accessible to the 3) OFFICE/WAITING ROOM: A 3) REGISTER: This area is the nearby stairs. desk is on the east side of the room register for paying, buying lottery REPAIR SHOP for doing paperwork and processing tickets, and so forth. payments. The west side of the room This shop is a typical repair shop that 4) MEAT CASE: A butcher is is a waiting area with a coffee table handles everything from oil changes normally on hand here to cut meat, and magazines (at least 3 months to engine overhauls. and several meat items are available old). 1) GARAGE: This large area is the in the case, including steaks, 4) STORAGE: This area is for workshop. There may be cars still sausages, lunch meat, and other storage of various auto parts. present. The walls are lined with items. A small selection of deli items 5) BATHROOMS: The male spare parts and tools. (sandwiches, potato salad, etc.) are bathroom is on the north side, the also available in the refrigerated case female bathroom is immediately immediately to the south. south. 5) REFRIGERATED WALK: This is the walk area for storing and restocking refrigerated goods behind the fridge case. Milk, beer, soda, and other items are found here. 6) SELF SERVE: This area has coffee, a microwave, soda fountain, hotdog rotisserie, and other quick food items. 7) BATHROOMS: The male bathroom is on the north wall, the female bathroom is immediately south. 8) STORAGE: This area is for storing extra stock of non-perishable grocery items. 59

CHAPTER 9 CORPSE MASTER TOOLS

COUNTY AIRPORT airport, and at the CM's discretion 11) SECURITY: This area is for there may be maps to tunnels under searching passengers in private, and This is a small regional airport that the runway if the CM wishes to may be used as a holding area for probably does not have international expand the map. suspects. flights, except possibly to Canada. 5) BAGGAGE CLAIM: All baggage 12) SECURITY OFFICE: This is Most flights are to major nearby from all flights is routed here. The primarily an office for the supervisor cities, with a few flights of high back room to the right is for at the checkpoint. volume to more distant large cities. unloading luggage, which would be 13) BATHROOMS: The women's There may be planes near the gates at placed on the conveyor. bathroom is in the left, the men's on the CM's discretion, either docked or 6) GIFT SHOPS: These shops have the right. sitting nearby. various trinkets, clothing, and snacks. 14) BAR & GRILL: This is a place 1) AIRPORT OFFICE: This is the 7) CAR RENTAL: These booths passengers will stop for drinks and a main office for airport management. will contain keys to cars that are meal before traveling. Locals come Airline supervisors may also be found waiting on a lot near the airport. here for drink specials. The kitchen is here. 8) COFFEE HOUSE: Coffee, to the left. 2) TICKETING: Each booth will snacks, and sandwiches can be 15) CHECKPOINT: This is the be a separate airline. obtained here. security checkpoint with x-ray 3) INFO BOOTH: General airport 9) SNACKS: This shop specializes machines and metal detectors. information, and information about in snacks, drinks, and reading 16) TERMINAL: This is the airport local hotels and other attractions is material. terminal. Each gate has a small booth found here. This booth will also have 10) WAITING AREA: This waiting for airline personnel to announce maps of the airport. area is for passengers who have not boarding, handle last minute seating, 4) AIRPORT POLICE: This is the yet gone through the checkpoint, or and deal with other passenger issues. police area. Keys to various airport for people waiting for the arrival of a doors may be found here, but there flight. will be no guns or ammunition. This area may also have maps of the

60 CORPSE MASTER TOOLS CHAPTER 9

SHOPPING MALL are larger department stores. The CM 8) MAINTENANCE: This room may choose an appropriate store. primarily contains cleaning supplies This is one of those older, small, Small unlabeled rooms will either be and equipment. rundown, low-traffic malls that are offices or additional storage. 9) INFORMATION: This booth across the country and have suffered 6a) RECEIVING: These areas have has a map of the mall, information from the construction of larger fancy a small dock for receiving trucks. about current sales, and coupons for malls. Some goods may be stored here stores. 1) MAIN ENTRANCE: This is the before sorting. 10) MALL SECURITY: This booth main mall entrance. 7) STORES: These are smaller mall is the central point for mall security. 2) SECOND ENTRANCE: This stores. The CM may choose the type Normally it would have one person secondary entrance to the mall leads or roll below. Note that sporting in attendance at all times while 2 (or directly to the food court. goods stores in malls will not 4 near the holidays) other security 3) FOOD COURT: This area has ordinarily carry guns or ammunition, people patrol the mall or respond to seating and a number of fast food though since they sometimes do in calls for security. restaurants. Rooms facing the food movies the CM can allow it at his 11) ESCALATOR: This escalator court are for serving and taking discretion. leads up to a second level of the orders. Secondary rooms are the department store. The CM may omit kitchens. 2d10 Store this and the elevator if he wants the 4) WINGS & BEER: This is a 2-3 Candy/Popcorn store to be one level. Otherwise the restaurant and sports bar. The smaller 4-5 Shoes top level will have the same layout, room to the left is the kitchen. A large 6-8 Men's clothing 9-11 Women's clothing minus exterior doors, as the lower flat screen TV is above the bar for 12 House wares level. The area that would be watching sporting events. 13 Art receiving becomes additional storage. 5) BATHROOMS: These areas are 14 Sporting goods bathrooms. The CM may choose 15 Toys which are for men and which are for 16-17 Books/Music/Movies women. 18-19 Coffee shop

6) DEPARTMENT STORES: These 20 Pet store

61

TM

Action Table Defense Column Ability Skill

Checks Checks Attack 1-15 16-30 31-45 46-60 61-75 76-90 91-105 106-120 121-135 136+ Margin 1 2 3 4 5 6 7 8 9 10 0 LK L L L L S S S S S 1-4 M M L LK L LK L S S S 5-9 H MK M L L L L L LK S 10-29 C H MK M M MLK L L L 30-49 C C H M MK M M MK L LK 50-69 CK CK C HHHM M M M 70-89 CK CK CK CK HHHH M M 90-94 CK CK CK CK CK HK HH HH 95-99 CK CK CK CK CK CK HK HK HH 100+ CK CK CK CK CK CK CK HK HK H ARMED COMBAT RESULTS UNARMED COMBAT RESULTS Code Result Code Result (Defender loses points from current STA) Scratch: Lose 1-2 points (see above), and Scant Damage: Lose 1-2 points (roll 1d10; 1-5=1, S mark one wound box. S 6-10=2). Light Wound: Lose 2-20 points (1d10x2), Light Damage: Lose 2-20 points (1d10x2). L and mark two wound boxes. L Medium Wound: Lose 4-40 points Medium Damage: Lose 4-40 points (2d10x2). M (2d10x2), and mark three wound boxes. M Heavy Wound: Lose 6-60 points (3d10x2), Harsh Damage: Lose 6-60 points (3d10x2), and H and mark four wound boxes. H mark one wound box. Crushing Damage: Lose 6-60 points (3d10x2), Crippling Wound: Lose 6-60 points and mark two wound boxes (or called shot, if C (3d10x2), and mark five wound boxes. C specified otherwise). Knockdown: Defender knocked down and back 5 feet; must make DEX check to hold Defender knocked down and back 5 feet; all K onto any hand-held items; all uncompleted K uncompleted actions this round are cancelled. actions this round are cancelled. COMBAT PROCEDURE Defender declares luck use (PCs, missile attacks Declare attack 1 4 only) Attacker rolls specific check against strike Determine base damage 2 5 number 3 Determine strike number 6 Apply results SEQUENCE OF PLAY FOR ONE ROUND 1 CM declaration 8 Side A melees 2 PC declaration 9 Side B uses paranormal talents 3 Initiative determination 10 Side B fires or throws missiles 4 Side A uses paranormal talents 11 Side B moves 5 Side A fires or throws missiles 12 Side A defensive missile fire 6 Side A moves 13 Side B melees 7 Side B defensive missile fire 14 Stamina loss and recovery Permission granted to photocopy this form for personal use. Copyright 1984, 2011 Daniel Proctor. ROTWORLD and ROTWORLD logos are trademarks of Daniel Proctor. TM

CHARACTER SHEET

Character: Player: BASIC STATISTICS BACKGROUND Strength (STR): Willpower (WPR): Date of Birth: Place of Birth: Dexterity (DEX): Perception (PCN): Profession: Age: Agility (AGL): Luck (LUCK): Education: Nationality: Personality (PER): Stamina (STA): Height: Sex: Penetration Bonus: Unskilled Melee: Weight: Eye Color: (STR+AGL)/2 Features: Hair Color: Current Stamina: Experience Points: WOUNDS Current Willpower: Stamina Recovery Rate: Armor: AR: Stamina Loss/Round: Items Worn:

SKILLS PARANORMAL TALENTS Name Base LevelScore Name Base Score

WEAPONS Range Name Mod. Base Gear/Notes:

Permission granted to photocopy this form for personal use. Copyright 2011, Daniel Proctor. ROTWORLD and ROTWORLD logos are trademarks of Daniel Proctor.