MONSTERS

Any characters not controlled by the Players are considered Monsters. Monsters are controlled by the GameMaster, and include the eponymous zombies as well as any other Survivors or animals they may encounter. Although they are referred to as Monsters, the Non-Player Characters (NPCs) are not all monstrous nor – at least in the case of the Living – necessarily hostile to the Player Characters. There are three main types of Monsters: the Undead (the Zombies), the Living (Survivors), and Animals.

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


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
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.

Strong Zombie (Walker)
Number appearing: 6-12 (or more)
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
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
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.

Runner Zombie
Number Appearing: 2-6
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.

Creeper Zombie
Number Appearing: 1-4
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.

Leaper Zombie
Number Appearing: 1
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.

Screecher Zombie
Number Appearing: 1-2
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.

Thrower Zombie
Number Appearing: 1-4
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.

Lurker Zombie
Number Appearing: 1
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.

Pus Zombie
Number Appearing: 1-3
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.

Stench Zombies
Number appearing: 1-2
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.

Titan Zombie
Number appearing: 1-2
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

Feral Zombie
Number Appearing: 1
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.


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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