Each Monster is
described by a variety of stats which the GM uses to help
determine
their effectiveness in the game, including how fast they move, any
bonuses (or penalties) they may receive to their “To Hit” and
“Damage” rolls, and any special attacks or abilities they may
have.
Name of Monster:
The name of the monster
Number
Appearing: the typical number of zombies encountered
Move: Speed of the zombies (in hexes, each hex is 6').
Attack Range: The range at which the zombies can engage in combat
To Hit: What the zombie typically needs to roll on a d6 “to hit” the Player Character
Special: Any special attacks or tricks the monster may have
Description: A brief description of the monster
Move: Speed of the zombies (in hexes, each hex is 6').
Attack Range: The range at which the zombies can engage in combat
To Hit: What the zombie typically needs to roll on a d6 “to hit” the Player Character
Special: Any special attacks or tricks the monster may have
Description: A brief description of the monster
THE
UNDEAD
The most common foes
the Player Characters will face in the game will be zombies. These
undead ghouls range from the common, “basic” undead to more
esoteric foes such as gigantic “Titan” zombies or the disgusting
Pus zombies. All of them have several characteristics in common. The
first is an unrelenting hatred and hunger for the Living. Any zombie
that detects a Living foe will automatically begin to shamble (or in
some cases, run) towards the Survivors, with the ultimate goal of
killing and eating them. If a zombie rolls a 6 on its Perception
roll, it automatically detects the Living, regardless of any
penalties from Difficulty or Injury. However, the undead tend to be
clumsy, mindless foes; most can do little more than walk slowly
towards their prey and even simple obstacles can temporarily confound
them. Even tasks such as pulling open a door can slow down the ghouls
and many tasks are beyond their ability. If forced to perform a Skill
Check, most zombies only succeed on a roll of 5 or 6 (as opposed to
the 4, 5 or 6 that is required for the Living). Nonetheless, their
sheer strength and great numbers allow them to either batter their
way through or eventually find a way around, as implacable in their
approach as an encroaching tide. Zombies traditionally can only be
killed by destroying the head or brain, although this may vary
depending on the GM (if this is the case, any Damage rolls of 6 –
indicating a kill – made against a zombie will automatically hit
the head of the ghoul).
With the exception of the Lurker Zombie – and then only for the initial surprise attack – the Living always go first in Combat. Once in combat, the undead never retreat and or stop attacking so long as the Living are in range, and if their prey retreats the ghouls will follow. The zombies chief advantage, however, is its numbers; many travel in herds of 10 or greater, and there are always more lurking nearby. If any Survivors encounter one group of zombies, one or more other herds will likely be drawn in by the noise. When not attacking or chasing the Living, zombies tend to mill about, either walking slowly in random directions or just sitting or lying down on the ground.
The origins of zombies
is left up to the GM. They may be supernatural creatures, raised by
black magic. Perhaps they are the result of some radioactive
accident. They may not even be truly undead, but instead are just
mindless creatures driven to a rabid frenzy by some disease. There
are three general sub-divisions of zombies: the Shamblers, the
Runners, and the Grotesques. Shamblers tend to be slow and mindless,
depending almost entirely on their vast numbers. They include the
“basic” zombies, Strong zombies, or walkers, and Grabbers.
Runners are faster and more agile, sometimes almost lifelike in their
movements; their chief advantages are their speed and ferocity. These
include the eponymous Runners, or fast zombies, as well as Creeper
and Leapers. Finally, the Grotesques are usually larger and deformed,
and include monstrosities such as the Titans, Screechers, Pus and Feral
zombies. They have a variety of special abilities that make them
exceptionally dangerous in combat. These divisions are merely
descriptive, however, and any combination can be used against the
Living in an adventure. However, it is strongly recommended that the
most common foe the Players face off against be the Basic Zombie,
with the more esoteric varieties saved for special encounters or in
final, climatic battles.
Basic Zombie
(Shambler)
Number
appearing: 6-30 (or more)
Move: 3
Attack Range: melee
To hit: normal
Move: 3
Attack Range: melee
To hit: normal
Damage:
normal
Special: +1 "to hit" for every three zombies attacking same character
Description: Your regular run-of-the-mill zombie. Slow, stupid and indomitable, they overwhelm by sheer numbers.
Special: +1 "to hit" for every three zombies attacking same character
Description: Your regular run-of-the-mill zombie. Slow, stupid and indomitable, they overwhelm by sheer numbers.
Strong Zombie
(Walker)
Number
appearing: 6-12 (or more)
Move: 3
Attack Range: melee
To hit: normal
Move: 3
Attack Range: melee
To hit: normal
Damage:
normal
Special: +1 to Perception, +1 to all skill rolls involving physical or dextrous actions, and battering
Special: +1 to Perception, +1 to all skill rolls involving physical or dextrous actions, and battering
Description: Similar to the common zombie, these monsters are
stronger and more aggressive. Although no more effective in combat,
with all other actions they are usually more successful. So while the
common zombie may be blocked by a glass door, the strong zombie is
more likely to bash his way through it.
Grabber Zombie
Number
Appearing: 4-12 (or more)
Move: 0
Attack Range: melee
To hit: normal
Move: 0
Attack Range: melee
To hit: normal
Damage:
-1
Special: immobile, cannot kill victim (any roll of 6 is considered an Injury)
Description: The undead equivalent of land mines, these creatures are the broken remains of zombies who have fought and lost against humans. Lying in wait on the ground, their prey may think them dead husks but should the prey attempt to cross their fields, the Grabbers will reach up and claw at their legs and bodies. Fortunately, their broken bodies cannot do much damage so they are more inconvenience than deadly threat.
Special: immobile, cannot kill victim (any roll of 6 is considered an Injury)
Description: The undead equivalent of land mines, these creatures are the broken remains of zombies who have fought and lost against humans. Lying in wait on the ground, their prey may think them dead husks but should the prey attempt to cross their fields, the Grabbers will reach up and claw at their legs and bodies. Fortunately, their broken bodies cannot do much damage so they are more inconvenience than deadly threat.
Runner Zombie
Number
Appearing: 2-6
Move: 7
Attack Range: melee
To hit: -1
Move: 7
Attack Range: melee
To hit: -1
Damage:
normal
Special: Can attack if in melee range at end of move
Note: Easily killed; +1 bonus on damage roll for players
Description: Slight, limber and most of all, fast-moving, these zombies can sprint towards their prey at alarming speeds. Worse, they can maintain these speeds for far longer than the living they pursue. Fortunately, these speedsters are fragile and any successful attack made on them is more likely to or kill them.
Special: Can attack if in melee range at end of move
Note: Easily killed; +1 bonus on damage roll for players
Description: Slight, limber and most of all, fast-moving, these zombies can sprint towards their prey at alarming speeds. Worse, they can maintain these speeds for far longer than the living they pursue. Fortunately, these speedsters are fragile and any successful attack made on them is more likely to or kill them.
Creeper Zombie
Number
Appearing: 1-4
Move: 2
Attack Range: melee
To hit: normal
Move: 2
Attack Range: melee
To hit: normal
Damage:
normal
Special: can hang, move, climb, attack, etc. from walls or ceiling
Description: Although slower than its average cousin, the Creeper zombie can reach areas its ordinary brethren cannot, as it clambers up walls and hangs from ceilings. It can even attack from these positions, holding on with its legs and swiping with a free hand. Known to clamber down chimneys and through duct-work, or hide in trees, no position is secure when the creeper zombie is around.
Special: can hang, move, climb, attack, etc. from walls or ceiling
Description: Although slower than its average cousin, the Creeper zombie can reach areas its ordinary brethren cannot, as it clambers up walls and hangs from ceilings. It can even attack from these positions, holding on with its legs and swiping with a free hand. Known to clamber down chimneys and through duct-work, or hide in trees, no position is secure when the creeper zombie is around.
Leaper Zombie
Number
Appearing: 1
Move: 3 (5 with leap)
Attack Range: melee (leap)
To hit: normal (+1 with leap)
Move: 3 (5 with leap)
Attack Range: melee (leap)
To hit: normal (+1 with leap)
Damage:
normal
Special: when attacking, can leap 6 hexes at player; to-hit on 1-2). Cannot leap if adjacent to target
Description: The husky Leaper likes to jump and pounce on its prey, tearing at its surprised victim with unexpected ferocity. Its sudden spring gives it an increased chance to hit and it has even been known to leap over other zombies standing between it and its prey. However, it cannot pounce at an enemy immediately adjacent to it, needing some room to make the jump.
Special: when attacking, can leap 6 hexes at player; to-hit on 1-2). Cannot leap if adjacent to target
Description: The husky Leaper likes to jump and pounce on its prey, tearing at its surprised victim with unexpected ferocity. Its sudden spring gives it an increased chance to hit and it has even been known to leap over other zombies standing between it and its prey. However, it cannot pounce at an enemy immediately adjacent to it, needing some room to make the jump.
Screecher Zombie
Number
Appearing: 1-2
Move: 2
Attack Range: melee
To hit: -1
Move: 2
Attack Range: melee
To hit: -1
Damage:
normal
Special: On successful Perception roll, zombie stops and shrieks, attracting all nearby zombies to its vicinity. All other zombies must then make a Perception roll each round to notice the Player Characters. The Screecher will continue to howl as long as it sees the Player Characters, and for 1-6 rounds thereafter. Attracted Zombies moving towards shriekers that encounter PCs on the way will always attack.
Note: Easily killed; +1 bonus on damage roll for players.
Description: Similar in appearance to a regular zombie except for its large, gaping mouth, this undead monstrosity tends to hang back from combat. Instead of attacking, it will screech, yell or bellow loudly, attracting more undead to the area. Left unchecked, it can attract an unstoppable horde. The only good thing about it is that it is more easily killed than most of its brethren.
Special: On successful Perception roll, zombie stops and shrieks, attracting all nearby zombies to its vicinity. All other zombies must then make a Perception roll each round to notice the Player Characters. The Screecher will continue to howl as long as it sees the Player Characters, and for 1-6 rounds thereafter. Attracted Zombies moving towards shriekers that encounter PCs on the way will always attack.
Note: Easily killed; +1 bonus on damage roll for players.
Description: Similar in appearance to a regular zombie except for its large, gaping mouth, this undead monstrosity tends to hang back from combat. Instead of attacking, it will screech, yell or bellow loudly, attracting more undead to the area. Left unchecked, it can attract an unstoppable horde. The only good thing about it is that it is more easily killed than most of its brethren.
Thrower Zombie
Number
Appearing: 1-4
Move: 3
Attack Range: melee, short
To hit: -1
Move: 3
Attack Range: melee, short
To hit: -1
Damage:
normal
Special: can throw objects up to three hexes. Requires two rounds searching ground to find new object before it can throw again (no other action allowed)
Description: The artillery of the zombie corp, these monsters can throw objects with great force but – luckily – not particularly good aim or range. Dumb and slow moving, it takes them two full rounds to find and pick up some new object to throw, limiting their threat.
Special: can throw objects up to three hexes. Requires two rounds searching ground to find new object before it can throw again (no other action allowed)
Description: The artillery of the zombie corp, these monsters can throw objects with great force but – luckily – not particularly good aim or range. Dumb and slow moving, it takes them two full rounds to find and pick up some new object to throw, limiting their threat.
Lurker Zombie
Number
Appearing: 1
Move: 1
Attack Range: melee
To hit: normal / +1 with surprise
Move: 1
Attack Range: melee
To hit: normal / +1 with surprise
Damage:
normal
Special: can make surprise attack if party not already engaged in combat, attacking before the players can react. Gives the player -2 penalty to any Perception rolls.
Description: Most zombies shuffle about slowly and obviously, moaning and gurgling with the smell of rotting meat hanging about them, making it difficult for them to surprise the living. The Lurker, on the other hand, finds itself a dark corner to hide in and springs out at passing victims for a dangerous surprise attack.
Special: can make surprise attack if party not already engaged in combat, attacking before the players can react. Gives the player -2 penalty to any Perception rolls.
Description: Most zombies shuffle about slowly and obviously, moaning and gurgling with the smell of rotting meat hanging about them, making it difficult for them to surprise the living. The Lurker, on the other hand, finds itself a dark corner to hide in and springs out at passing victims for a dangerous surprise attack.
Pus Zombie
Number
Appearing: 1-3
Move: 3
Attack Range: melee
To hit: normal
Move: 3
Attack Range: melee
To hit: normal
Damage:
normal
Special: any attack that Wounds (4-5 on damage roll) instantly Infects the target without needing to roll the usual 1 on d6
Description: Dripping with spit, pus and other noxious bodily fluids, this disgusting example of undead isn't any more effective in combat than its regular cousin, but its deadly drippings have a greater than usual chance of getting into a person's wounds, Infecting them and starting them onto the slow road to Undeath.
Special: any attack that Wounds (4-5 on damage roll) instantly Infects the target without needing to roll the usual 1 on d6
Description: Dripping with spit, pus and other noxious bodily fluids, this disgusting example of undead isn't any more effective in combat than its regular cousin, but its deadly drippings have a greater than usual chance of getting into a person's wounds, Infecting them and starting them onto the slow road to Undeath.
Stench Zombies
Number appearing: 1-2
Move: 2
Attack Range: melee
To hit: normal
Move: 2
Attack Range: melee
To hit: normal
Damage: normal
Special: +1 bonus to any “To Hit” attacks made against it; +2 to Perception for any monsters to detect any target that it Injures.
Description: A rotting mass of dead human tissue, the Stench zombie takes its name from its most obvious feature. Otherwise similar to Shamblers, anyone attacked by a Stench takes on some of its odor, and this hideous smell makes them more obvious to nearby zombies. Anyone attempting to hide while under this foul influence will find it far more difficult to escape their attention. Fortunately, the smell wears off after 1-2 hours.
Special: +1 bonus to any “To Hit” attacks made against it; +2 to Perception for any monsters to detect any target that it Injures.
Description: A rotting mass of dead human tissue, the Stench zombie takes its name from its most obvious feature. Otherwise similar to Shamblers, anyone attacked by a Stench takes on some of its odor, and this hideous smell makes them more obvious to nearby zombies. Anyone attempting to hide while under this foul influence will find it far more difficult to escape their attention. Fortunately, the smell wears off after 1-2 hours.
Titan Zombie
Number
appearing: 1-2
Move: 3 (5 when within 5 Hex of target)
Attack Range: melee
To hit: normal
Move: 3 (5 when within 5 Hex of target)
Attack Range: melee
To hit: normal
Damage:
+2
Special: +3 bonus to any Rolls involving physical strength, such as lifting or battering.
Description: Giant masses of undead flesh; muscle and rage combined into a near unstoppable killing machine. Normally slow moving, when they get close to the Living they break into a surprisingly fast charge. They move faster than regular zombies, are more likely to make contact with their pounding fists, and even more likely to land a killing blow. Fortunately they are very rare. Titans are harder to injure and any attacks against them use a modified Damage roll, as follows: 1: no damage, 2-4: Staggered, 5: Injured, 6: Killed
Special: +3 bonus to any Rolls involving physical strength, such as lifting or battering.
Description: Giant masses of undead flesh; muscle and rage combined into a near unstoppable killing machine. Normally slow moving, when they get close to the Living they break into a surprisingly fast charge. They move faster than regular zombies, are more likely to make contact with their pounding fists, and even more likely to land a killing blow. Fortunately they are very rare. Titans are harder to injure and any attacks against them use a modified Damage roll, as follows: 1: no damage, 2-4: Staggered, 5: Injured, 6: Killed
Feral Zombie
Number
Appearing: 1
Move: 4
Attack Range: melee
To hit: normal
Move: 4
Attack Range: melee
To hit: normal
Damage:
+1
Special: 2 attacks per round
Description: Gaunt and quivery, the Feral zombie will rush at its intended victim with deadly intent and uncommonly fierce attacks. Its one vulnerability is that it will focus entirely on one victim, completely ignore all others. As soon as its victim dies, it will wander off, even if attacked.
Special: 2 attacks per round
Description: Gaunt and quivery, the Feral zombie will rush at its intended victim with deadly intent and uncommonly fierce attacks. Its one vulnerability is that it will focus entirely on one victim, completely ignore all others. As soon as its victim dies, it will wander off, even if attacked.
THE
LIVING
The players may also
encounter human foes, fellow survivors who are trying to make their
own way in the undead hell that the world has become. Although fewer
in number, they can be even more deadly because they can match the
player characters in ability. These survivors are not necessarily
hostile and not every encounter will result in combat, and the two
groups may in fact part peaceably or even join forces. Living foes
can use any weapon, can engage in ranged combat, move as quickly as
the players, and may have invested points in Skills, just like the
player characters!
Generic Survivor
Number
appearing: 1-4
Move: 6
Attack
Range: varies by weapon
To
hit: 4-6, varies by weapon and skill
Weapon:
varies, usually shotgun or melee
Special:
may have any skill. Survivors have a 50% (4-6 on d6) chance of being
injured and thus suffer the same penalties as player characters
Description:
Generic Policeman
Number
appearing: 1-2
Move: 6
Attack
Range: varies by weapon
To
hit: 4-6, varies by weapon or skill
Weapon:
varies, usually pistol or melee
Special:
may have any skill but usually have Weapon(Pistol) or Driving
(Automobile)
Description:
Generic Soldier
Number
appearing: 1-3
Move: 6
Attack
Range: varies by range (typically encountered at range)
To
hit: 4-6, varies by weapon and skill
Weapon:
varies, usually automatic rifle
Special:
may have any skill, but Weapon(Automatic Rifle) is most common
Description:
ANIMALS
Equally caught up in the conflict between Survivors and Undead are
the animals of the world. For some, the world After is little changed
from Before and – with the disappearance of Man – may even be
improved. For others, especially those that lived closely with
Mankind, his disappearance presaged great changes. Many house pets
died or went feral; farm animals were forced to forge their own
destinies rather than depend on handouts. Regardless, most animals
remember Mankind's dominance over them and keep their distance from
both the Living and the Dead. Even if forced to attack, most animals
attempt to retreat from battle upon receiving their first Injury.
Most zombies similarly ignore animals, although sometimes in cases of
extreme hunger or rage they have been known to give chase or eat the
flesh of animals. Animals usually do not get Infected, and rumors as
to zombie wolves or tigers are likely just the delusions of panicked
Survivors.
Dog/Wolf
Number
appearing: 2-6
Move: 8
Attack
Range: melee
To
hit: normal
Weapon:
bite
Special:
+1 to Damage for every three dogs attacking target
Description:
Man's Best Friend now runs wild, his erstwhile loyalties forgotten
due to the overriding pressures to survive. More deadly when
attacking as a pack, they are sometimes used by Survivors to defend
themselves against the Undead... or the other Living.
Rats
(swarm)
Number
appearing: 2-4 swarms
Move: 3
Attack
Range: melee
To
hit: normal
Weapon:
bite (-2 to Damage)
Special:
-1 Penalty “To Hit” to any attackers
Description:
Swarms of rats roam the abandoned tunnels and streets, scrounging for
food. With swarms including anywhere from 12 to 26 rats, they are
fearless andhave been known to attack isolated Survivors if they
appear weak. Although its members are individually weak, en masse
they can severely injure even a full grown man, and even with his
more powerful weapons it can be difficult to disperse the horde.
Bear
Number
appearing: 1
Move: 6
Attack
Range: melee
To
hit: normal
Weapon:
slash or bite (+1 Damage)
Special:
ignores (no penalty from) first Injury
Description:
Gigantic but shy, most bears shy away from Man. However, should they
be pressed into conflict, they can be deadly. Strong and robust, the
can attack with crushing swipes of long-clawed paws or with their
befanged mouths. Attacking them often seems to do nothing more than
enrage the beasts.
Monkey
Number
appearing: 1-6
Move: 5
Attack
Range: melee
To
hit: normal
Weapon:
bite (-1 to Damage)
Special:
Agile, can climb, -1 “To Hit” from attackers
Description:
One of Man's closest relatives, most monkeys encountered have escaped
either from zoos or from experimental laboratories. Nimble little
beasts, they can climb and swing about with impressive dexterity, and
can appear and disappear so quickly it is often difficult to keep
track of them. Experimental animals may carry diseases that they can
transmit to anyone they attack.
Notice 1
ZOMBIEPOCALYPSE is still in development. Although playable, the system is not complete. Not all the rules have been written and those that have been are subject to change at any time. And editing for clarity and readability is low priority. Despite being made available to the public on this website, ZOMBIEPOCALYPSE is still considered to be in beta form. You have been warned.Notice 2
The Roleplaying Game System currently known as ZOMBIEPOCALYPSE is being made available to the public for free for their enjoyment and use. However, the author maintains all rights towards its distribution and development. You are free to view or download the rules and make use of them in any game sessions for the personal use of you and your friends. You are not free to redistribute the rules in any way, nor are you allowed to make any derivative works from it.
In English, this means you are free to download this game and play it amongst friends. You are not allowed to give the rules away to anyone else (redirect them to this website instead), nor can you take these rules and create a derivative work from them.
For more complete licensing information, please see our License page.
(c) 2013 Spalls Hurgenson
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