Sunday, November 27, 2011

A Double Helping of BRAINS

Hey! Happy Thanksgiving to everyone out there in the blogosphere. Now that I'm back from my short vacation, here are some more rules and things to get you through the zombie apocalypse.


Consumables

Heroes in zombie apocalypse stories are largely motivated by the need to replenish their supplies and stay one step ahead of the walking dead. Because of this, heroes are required to keep careful track of food, medicine, repair parts, and ammunition; to keep the hassle to a minimum, all such consumables are broken into abstract units.

Ammunition: While it is important for heroes to keep track of their ammo, the process of holding on to it is abstracted for a Dead Reign campaign. Ammunition is found in “units”; one unit of ammo is equal to 10 small bullets, 5 medium bullets, or 1 large bullet, decided by the survivor when he receives the ammo unit. The GM can instead give specific kinds of ammunition to heroes, but when found as units, the player characters get to choose.

Components: Weapons and gear break down all the time, but under normal conditions a character could just go to the store and buy parts or even a new gadget. In the harsh landscape of the zombie apocalypse, such objects are few and far between. Repair components are needed for every use of the Repair skill, such as fixing a damaged or broken weapon, building a new weapon out of spare parts, or cobbling together a useful item. Components are divided up into mechanical components, electronic components, and chemical components. See the scavenging rules for more about what a survivor can do with various kinds of components.

Food: Each character consumes 1 unit of food per day to operate as normal. A survivor can go on short rations, requiring only half a unit of food each day. A character on short rations must make a Vigor roll each day. Failure means the character gains a Fatigue level. Not eating at all forces a character to make a Vigor roll at –2 for every 12 hours without food after the first day (see the core book rules on Hunger). Survival rolls made to find food and water require a card draw (see below, under Scavenging).

Medicine: Each use of the Healing skill requires 1 unit of medicine. Not using any medicine units imposes a –2 penalty on the Healing roll. A character that is undergoing natural healing also uses 1 unit of medicine each week while recovering. Not being given any medicine during this time imposes a –2 penalty on the natural healing roll. Being given 2 units of medicine counts as +1 medical attention, while 3 units counts as +2 medical attention.


Now I know what you're thinking. Units? Consumables? How do I get some of those? Well, in the next installment I'll give you the skinny on scavenging through the ruins of the post-apocalyptic zombie wasteland. Stay tuned!

Friday, November 18, 2011

Black Bottom Hollow

I'm taking another brief break from RPG work to promote my first novel, Black Bottom Hollow! It's being funded through Kickstarter. Stop by the site, take a look at the project, and maybe throw a couple of bucks my way. At the very least, I'd appreciate it if my few blog followers would spread the word through your own blogs, Facebook, and what have you. Thanks for any help you can give!

Thursday, November 10, 2011

Zombies!!!

To continue with the previous post's theme, here are some zombie stats! The common zombie is a little changed from the core rulebook one, and some of the others are based on the stats I did for my adventure "Playground of the Damned." A few you might recognize from some popular four-player zombie video games of late. Are there any more that you would like to see come your way?



Zombie, Common
Sometimes called “shamblers” or “walkers,” these are the most typical undead fiends encountered by survivors. They hunger for the flesh of the living, but they aren’t particularly quick. The greatest advantage possessed by the living over these relentless monsters is their base stupidity—common zombies are less intelligent than animals and are easily distracted.

Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d4, Notice d4, Shooting d4
Pace: 4; Parry: 4; Toughness: 7

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.

Variant—Smart Zombie: Even zombies that have retained some basic cognition aren’t very bright—but they’re bright enough to open doors, go around barricades, and use simple tools. A few even seem to be able to understand simple words, though not to speak. A smart zombie has Smarts d4 and Shooting d4.


Zombie, Quick
No one knows why some zombies reanimate with greater speed and agility than others. Such creatures are far more lethal than their slow cousins, especially considering that it is virtually impossible to tell them apart before they start running. They also demonstrate some greater amount of cunning, roughly equal to that of a smart dog.

Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.

Variant—Fast Zombie: Some zombies aren’t just quick—they’re downright fast. These zombies have a running die of d10 and discard initiative cards of 5 or lower.


Zombie, Child
Children succumbed to the zombie plague in droves in its early days when it was airborne, though few children survive an attack intact enough to rise again. Those that do are a source of terrible despair to survivors.

Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d4, Notice d4
Pace: 4; Parry: 4; Toughness: 6

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Size –1: Child zombies are smaller than common zombies.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Tough
Sometimes called “thugs” or “heavies” by survivors, these zombies have experienced a dramatic increase in muscle density from the zombie plague. They experience a sudden upswing in body mass and often literally rip their clothes from the size increase. Just as slow as common zombies, they seem to have a far more vicious demeanor. Survivors have reported behavior from these creatures that might be considered vindictive or even vengeful.

Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d4
Pace: 4; Parry: 6; Toughness: 9

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Powerful Blows: A tough zombie’s attacks are so strong that a survivor is likely to be knocked off his feet by them. After being Shaken or Wounded by a tough zombie’s slam attack, a survivor must attempt a Strength check or be knocked prone.
• Size +1: Tough zombies are somewhat larger than common zombies, roughly on the upper end of human normal.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Belcher
These hideous monstrosities are so mutated and deformed that they barely look human anymore. Some are horribly bloated, while others have distended or entirely missing lower jaws. These adaptations serve to allow the zombie to project its stomach juices—a vile combination of decomposed tissue, strong acids, and flesh-eating bacteria—long distances at their prey. Survivors sometimes call these wretches “spitters” or “pukers.”

Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Pace: 5; Parry: 5; Toughness: 8

Special Abilities:
• Fearless: Zombies are immune to Fear and Intimidation.
• Slam: Str.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Vomit: Belchers have a special ability to project a stream of vomit at their targets. This stinking, caustic fluid clings to human flesh and burns like acid. This acts as a Shooting attack with a range of 5/10/15. On a successful hit, the vomit deals 2d6 damage. After using this attack, a belcher makes a Vigor check at the beginning of its turn; until it succeeds, it cannot use this attack again. A creature that suffers any damage from a vomit attack grants zombies a +2 to Notice checks made against him until he spends an hour cleaning off.
• Weakness (Head): Called shots to a zombie’s head are +2 damage.
Variant—Mighty Belcher: Some belchers put out truly copious amounts of vomit. Instead of a single-target Shooting attack, such variant belchers emit a Cone Template of vomit. Creatures in the cone must attempt an Agility roll to avoid the damage.

Variant—Exploding Belcher: A few rare belchers are so swollen with the vomit they hold that they literally burst like a tick upon being killed. These belchers gain a +2 bonus to Vigor checks made to recover their vomit ability, as well as +1 Toughness and –1 Pace from their obesity. When an exploding belcher is killed, anyone adjacent to it suffers 2d6 damage; anyone further away than that but within a Medium Burst Template can attempt an Agility roll to avoid the damage.


Zombie, Fury (Wild Card)
Resembling gaunt men or women dressed in the rags of their former clothes, these viciously clawed zombies are another form of horrible mutation brought on by the zombie plague. Unlike common zombies, who emit a low moan when attacking prey, these zombies actually shriek loudly enough to be heard nearly a mile off. Their sudden attack often catches survivors completely off-guard—to their sorrow. The one advantage survivors have against furies is that they’re not very attentive; they often totally ignore the living unless someone walks right on top of them.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Stealth d6
Pace: 6; Parry: 6; Toughness: 8

Special Abilities:
• Claws: Str+d4. Furies do not bite on a raise, so they do not risk transmitting zombie plague.
• Fear: When a fury attacks, those witnessing the brutality of the attack must make Fear checks.
• Fearless: Zombies are immune to Fear and Intimidation.
• Frenzy: A fury can attack twice with its claws in one round.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Called shots to a zombie’s head are +2 damage.

Monday, November 7, 2011

Zombie Apocalypse

As some of you might know, I'm a big fan of zombies. It's one of the reasons I enjoy Savage Worlds so much--how could I not like a game whose examples of play inevitably include zombies? I've been playing a lot of Dead Island lately, and celebrating the premiere of the new season of The Walking Dead.

Because of that, I went and picked up War of the Dead, a fairly good adventure path style campaign set from Daring Entertainment. While I would recommend the adventures for people interested in running a zombie campaign, I find the infection rules a little harsh. Yes, I agree that genre emulation calls for a fairly lethal zombie plague, but fun is a higher concern than genre emulation--and seeing at least one PC die every fight isn't all that fun.

Since a lot of video games now posit the idea of player characters as immune to the zombie plague, here's some setting rules and material for a Savage Worlds zombie campaign to back that up.


Setting Rule:
Zombie Plague


All zombies, unless otherwise noted, are infectious. The disease commonly called zombie plague is blood-borne, spread through direct blood contact with a zombie. Just getting splashed with a zombie’s blood isn’t enough to spread the disease to wild card characters (usually), but since a zombie’s saliva has been replaced by blood, getting bitten is a surefire way to catch this terrible plague.

Most zombies attack with a slam--simply bashing their prey with fists and flailing limbs. With a raise on a slam attack, the zombie does not get the usual damage bonus; instead, the zombie has bitten a hero rather than bashed him. With two raises, the zombie gets both the bite and the +1d6 damage for a raise. If a character suffers a Wound from a bite attack, the character must make a Vigor roll at –2. On a failed roll, the character has become Infected.

Once a character becomes infected from a zombie bite, the rate of death and transformation depends on the seriousness of the wound. In Savage Worlds, this is indicated by the number of wounds the character received during the attack that made him Infected.

One Wound: If the character only received a single wound, the bite isn’t usually deep. The character begins to suffer from the infection after 2d10 days.

Two Wounds: When a character receives 2 wounds from a zombie’s bite, the injury is usually enough that the virus has entered the bloodstream directly. The character begins to suffer from the infection after 2d6 hours.

Three Wounds: If a character receives at least 3 wounds from a single bite, the depth of the wound pours infected blood into the character's body at a prodigious rate. The character begins to suffer from the infection after 1d6 minutes.

Once the infection begins to affect him, the hero gains a level of Fatigue as the fever starts. This Fatigue does not go away from the character resting. Every day, hour, or minute (depending on the severity above), the character must attempt a Vigor roll to avoid gaining a new level of Fatigue. When a character infected with zombie plague dies, he rises again as one of the undead in 1d6 minutes (unless the head is destroyed before then).


New Edges

Boom! Headshot! [Combat Edge]
Requirements:
Seasoned, Agility d8+, Fighting d8+ or Shooting d8+
When your character makes a called shot against a zombie’s head, you only suffer –2 to the roll rather than –4. When your character takes this Edge, it applies only to the combat skill used to qualify for it (Fighting or Shooting). If the character has (or later gains) d8+ in the other skill, it applies equally to that skill as well.

Immune Survivor [Background Edge]
Requirements:
Novice, Vigor d6+
For whatever reason, a few rare people are naturally immune to zombie plague. Your character has already gone through his first exposure to the dreaded disease and come out the other side unscathed. The hero suffers no special effect from a zombie’s bite (other than taking damage, of course).