Often survival will require more than running and fighting; sometimes the best tactic for survival is simply not to be seen.
Assuming there is clear
line of sight, any zombies will notice any living characters who are
within 120' feet (12 hex) and immediately start heading in their
direction. Any zombies between 130 to 600 feet (13 to 60 hex) will
not notice the characters unless they attract attention to themselves
in some way (shouting, shooting guns or flashing lights, for
instance). To determine if a zombie has noticed a character, a
Perception roll is made and the following table is consulted. If the
distance between the undead and the characters is less than 120' but
there is no clear line of sight between the two, make a Perception
roll as you would were they 120' apart.
Perception Table
- Die RollEffect1-3Ignore4-5Alert6Aggressive
A result of Ignore
means the zombies do not detect the noise and continue with their
regular activities (or inactivity) as usual.
A result of Alert
indicates that the zombies have noticed the disturbance but have not
connected it with the presence of the living. Any future Perception
rolls are made with a +2 bonus for the zombies.
A result of Aggressive
means that the zombies have noticed the players and are moving at
their best speed towards the noise with intent to kill.
Like most rolls, the GM
may afford various Difficulty modifiers to the Perception Roll; for
instance, he may grant -3 penalty to the monster's Perception roll if
the players' characters are sneaking by in complete darkness. As with
any Difficulty modifiers, there is a maximum of +/-3 to the roll.
Unlike other rolls, a result of 6 always indicates that the
zombies have noticed the players, regardless of whether or not the
modifiers would have reduced this to a lower number.
The Living –
including the player characters – have the same chance of noticing
a foe as the zombies, with one crucial difference; rolling a natural
6 does not automatically mean they have noticed the enemies.
However, zombies – being malodorous, mumbling shufflers – never
attempt to hide and give the living a +1 bonus to all Perception
rolls.
Every additional 120
feet between the zombies and the players' characters adds an
additional level of Complexity to the check; that is, another
Perception roll is required, to a maximum of three. Thus, to detect a
character 260' away, the zombies would need to make three successful
Perception rolls.
Hiding
Any character can make
an attempt to hide at any time. By declaring that they are Sneaking,
the characters add additional modifiers to the monster's Perception
check. These stack on top of any other modifiers. Characters with the
Sneaking skill force a -1 penalty to the monster's Perception roll.
The GM may also take into consideration -and apply bonuses or
penalties based on this – what the characters are wearing or
carrying, whether there are any obstructions between the characters
and the monsters, and the current environment and light level. While
Sneaking, the characters move at 1/3 their normal speed and they
cannot perform any other action or attack (if they do either, they
lose their Sneaking bonus). The GM should make the Perception roll as
usual, but should not announce whether the characters were successful
or not (in order to maintain the drama, whether they are successful
or not should become obvious through the gameplay). There is
purposely no official listing of modifiers for Perception rolls in
order to keep the game from getting too bogged down with rules and
tables.
Surprise (Optional rule)
A properly executed ambush can give the attackers the upper hand by
allowing them to catch their opponents flatfooted. Characters caught
by surprise act as if Staggered for a single round, and cannot make
any attacks, actions or move. This advantage, however, only works
amongst the living; the undead can never be caught unaware in this
way. And with one exception – the Lurker zombie – can the undead
ever surprise the living.
In order to Surprise a character, the ambushers must obviously be
hidden prior to the attack. The GM should roll a Perception roll on
behalf of the ambushed prior to the start of combat; if the roll
indicates the attackers were hidden, then the attackers gain a full
round during which the ambushers cannot react. Surprise attacks
cannot be initiated while in combat.
Finding and collecting
supplies and equipment can be crucial to the Players' characters long
term survival. However, in a civilization ruined by the
Zombiepocalypse, it is not always easy to find that they are looking
for. In many cases, homes and businesses have been looted, burnt or
simply torn apart by rampaging undead. Usable equipment is often
hidden amongst the garbage and detritus. Locating food or weapons
requires more than simply pulling the item off the shelf; the
Players' characters will be required to scavenge.
Scavenging is generally
only necessary when the characters are searching an unfamiliar
location that has been looted or otherwise ravaged, or if they are
searching for one particular item amongst many. Finding a can of soup
amongst a shelf full of cans of soup does not require Scavenging; the
characters must only go up to the shelf and pick up the item.
Locating the last remaining unopened can buried on a shelf covered
with empties does. Similarly, Scavenging is usually something done
while under pressure, whether from time or impending attack. Hoping
to find some ammo or medkits in a closet before the zombies down the
hall finds the characters would require a Scavenging roll; searching
that same closet after ensuring the house is empty and secure would
not.
Simply looking around
in a very orderly room or for obvious items does not require a
Scavenging roll.
However, if the
Players' Characters are forced to search in a rush or while under
threat, a Scavenging roll will be required. Characters can search
one shelf, cabinet or backpack at a time. Each attempt to Scavenge
will require 6 rounds (36 seconds) of searching . Searching through
multiple shelves, cabinets, etc. would require multiple searches.
Success at Scavenging
is not always automatic; in their rush, the characters may miss
noticing the vital equipment. A die roll is used to determine the
success of their search; a roll of 4, 5 or 6 indicates success. A
successful search reveals one item on the shelf (e.g., a weapon, a
clip of ammo, a medkit, one ration of food, etc) has been located. If
there is more than one item to be found on the shelf, additional
attempts at Scavenging will be required. Located items are not
automatically added to Inventory.
Bonuses to the
Scavenging roll can be added by searching more slowly. A +1 bonus can
be added by doubling the time of the search.
Scavenge Results
Table
- Time SearchedBonus to Scavenge Roll6 Rounds (36 seconds)none12 Rounds (72 seconds)+124 Rounds (144 seconds)+248 Rounds (288 seconds)+3
Ten minutes of
scavenging will automatically reveal all items on a shelf or cabinet
without necessitating a roll or requiring multiple searches for that
location. Once searched, anyone aware of the shelf's contents will
not have to search again.
Penalties may be
applied as usual for things like darkness; bonuses if the shelf is
particularly orderly. If an item is purposely hidden it will also
force a -1 penalty to the roll.
Alternately, characters
can also Ransack a shelf or bag. This is a much faster, albeit
messier and louder search. This search only takes one round to
complete, but is only successful on a roll of 6. Any nearby monsters
must also make a Perception roll with a +1 bonus to determine if they
heard the characters. Furthermore, ransacked shelves, etc. will need
to be searched again if item is not immediately picked up.
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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