The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by angrybirds6908, 2022-06-17 11:15:05

Outbreak Undead 2e Gamemaster's Guide

Outbreak Undead 2e Gamemaster's Guide

Keywords: Zombies,TTRPG

Estuaries
Estuaries are the places where saltwater
merges with fresh.They usually are con-
tained in deltas leading out from major
rivers or streams to the ocean.The estu-
aries usually provide a unique form of life
because the creatures have to be able to
live in both salt and freshwater.There are
abundant numbers of birds and reptiles,
as they do not need to specialize in sur-
viving in fresh or salt water to the extent
an amphibian or fish would. Insects thrive
there for much the same reason.
Depth/Elevation
Sea Level
Temperature
Summer: 59° F (15 °C)
Winter: 41° F (5°C)
Possible Plant Life
Cattails, Saltgrass, Marshgrass, Mangroves
Possible Animal Life
Alligator/Crocodiles, Birds, Crustaceans,
Freshwater sharks. Fish
Environmental Modifiers

Moderate (E3)

Biome Features
Marshland
Biome Hazards
Fauna, Disease Carrying
Fauna, Stinging/Biting
Flooding

Estuary Biome Zombie Threat Level: High
Estuaries commonly are home to vast populations of humans as well
as animals, as it is commonly where trade and commerce stations
are. While Marsh lands and swamps provide inhibiting movement to
humans, the same cannot be said for zombies. In fact, more often
than not, these territories remove a huge advantage that people
have over the undead: mobility. The swamps and estuaries can also
be home for large predatory animals living right below the shallow
water as well.

100 – Environments

Freshwater
Freshwater simply covers all of the natural
(and man-made) water bodies in the world
that are not the ocean.As a result, the map
below would just be a system of lines and
blobs to represent rivers and lakes. Fresh-
water biomes are not localized to any
particular area in the world but there are
some places where they are more common
than others.
Depth/Elevation
Varies
Temperature
Varies
Possible Plant Life
Brine-Spike, Deerflower, False Ivy, Myrtle,
Swamp Frond, Tamarack, other shore
plants as determined by the biome
Possible Animal Life
Alligator/Crocodile, Freshwater Eel, Man-
atee, Muskrats, Minks, Otters.
Environmental Modifiers

Low (E +0 - +1)

Biome Features
River/Rapids
Biome Hazards
Disease,Waterborne

Freshwater Biome Zombie Threat Level: Medium
Freshwater can vary from the most remote to the most urban
populated centers. The ground itself provides very little cover and
often the water is not deep enough to fully hide the undead. This
can vary depending on the region that surrounds the freshwater.
Some freshwater lakes are extraordinary deep, which provides
a stable ecosystem to the surrounding region by providing constant
fresh water. This depth and could potentially hide and trap
zombies, slowly poisoning the water.

Environments – 101

Marine
The Marine biome is essentially all of the
world’s oceans.This covers nearly 71% of
Earth’s surface and contains most of the life
on the planet.We know more about deep
space than we know about the depths of
the ocean. Because of this, it is wild, vast,
and completely inhospitable to humans.
For this reason, this entry will largely refer
to living on the open ocean; a task that is
thought of to be impossible, but skilled
crew and advanced technology will require
that a vessel only head towards land for
supplies once in a great while. For stocked
nuclear subs, it can be almost a year.
Elevation
N/A
Temperature
Summer: 59° F (15°C) (shallow tropical
waters)
Winter: 32-38° F (0-3°C) (at the bottom)
Possible Plant Life
Algae, Kelp, Seaweed
Possible Animal Life
Fish, Dolphin, Jellyfish, Seal, Saltwater
Alligator/Crocodile, Shark, Squid,Walrus,
Whale
Environmental Modifiers

Very High (E4-5)

Biome Features
Arid (Seawater)
Strong Currents

Marine Biome Zombie Threat Level: Low
Except for zombie beasts, there is little chance (except for the
odd floating corpse or bottom dweller) to be intercepted out in
the open oceans. Flotsam and other wreckage as well as derelict
ships can provide such havens. The chance of pirates and
marauders is much more likely than a zombie encounter.

102 – Environments

Wetlands
The difference between wetlands and other
bodies of water is the fact that wetlands are
commonly shallow standing water that car-
ries large amounts of plant life above and
below the surface.The ground is usually
soft and easily manipulated and is usually
very humid. Freshwater and Saltwater wet-
lands only vary in some of the animal life
it supports and its concentration of salt.
Elevation
Varies
Temperature
Summer: 39° F (4°C)
Winter: 71.5° F (22°C)
Possible Plant Life
Algae, Brine-Spike, Cattails, Deerflower,
False Ivy, Myrtle, Swampfrond,Tamarack
Possible Animal Life
Crane, Duck, Fish, Goose, Muskrats,
Minks, Otters
Environmental Modifiers

High (E4)

Biome Features
Game Birds
Marshland
Biome Hazards
Disease,Waterborne
Fauna, Disease Carrying
Fauna, Poisonous
Fauna, Stinging/Biting

Freshwater Wetlands Biome Zombie Threat Level: Medium
Wetlands tend to be high enough to completely immerse a person
in water. The only difference is that often the water is disturbed
around such movement. With a boat, mobility is good, but it can be
capsized by underwater undead. The ground is often soft and can
be difficult and exhausting to travel for long periods. On a more
positive note, most of the time the tree cover is open enough one
can spot the undead from a distance.

Environments – 103

Locations

In Outbreak: Undead.., Locations are places section to appropriately assign a Wcost be added by paying the Wcost.This will
the characters can get to, hide in, and
search. Many of the Locations will have and play the Hazard as needed. force an Encounter.
unique Hazards and Features that can Beasts Infestation
come into play as well. Locations are also Animals have devoured a good portion of This area is completely overrun with
designed to play off of the Biome in which the food. Distribute +d5! Depletion Points the undead. Add 2d5! zombies to the
they are located, meaning that the rules for per E to all “Supplies–Sustenance” entries Encounter.They will have to pass Breach
Locations are layered onto the rules for at all Resource Levels. Characters can Checks in order to be deployed, but
Biomes.The GM must utilize Locations also encounter one kind of “Beast” as a characters will be aware of their imminent
where the characters are undertaking attack.These can be individually upgraded
Missions, engaging in Encounters, or Standard Opponent.The Wcost is equal
just passing through. If no Location toTemplates by paying the Wcost for the
seems applicable and you do not want to the deployment cost of the beast or
to craft your own, default to the details beasts that have taken up residence. upgrades.
provided by the Biome and treat it as the Darkness Looted
‘wilderness’.This may well be the case for Due to the value of supplies found here,
places once inhabited, that have long since Add n per Environmental Modifier to this Location is more prone to having
been reclaimed by the elements.
all checks with “Perception” as a Primary been previously looted. Add +q10 but
LOCATIONS AND Attribute.
ENCOUNTER% Make an {Encounter%} due to the also reduce Capacity of all items on the
visibility of the location to others. Carrying
Entering a new Location with a specific Resource Catalog by 1 per q10 added.
entry as described in the following section light source can reduce the E and as
will allow the GM to make an E% for free, This may have a more specific application,
even if one was already made during the a result can reduce or eliminate the n but unless stated otherwise, use what is
same period ofTime. Based on the Features stated in the rules here when someplace
available and the Hazards available to the penalty. is Looted.
GM, this can result in some particularly Dilapidated Looter
nasty consequences for the players if This Location serves as a poor shelter due This particular Location is prone to
they are not careful.They can literally be to extreme damage or disrepair. It can also frequent looting for items that are likely to
walking into an ambush or stumble into be a large breach in an otherwise sturdy make the looters willing to kill for. Deploy
a house of horrors, or any combination defense.This will reduce the Structure of aVigilante who is very hostile to the party.
of the two. Multiple Looters can be deployed if the
the Location by 1d5! each time the Wcost
LOCATION HAZARDS GM wishes to spend the Wto do so.
is paid.This is such an obvious disadvantage
Location Hazards will not likely have a that this can only apply to a Location that The Looter will allow the GM to use the
is chosen as shelter as a last resort, as there “Picked Clean” or “Looted” Hazard at the
static Wcost associated with them.The are likely defensible positions or some Location the characters encounter him.
other tactical advantage (line of sight) that Unless stated otherwise, the Hazard
reason being is that they are available to offsets the massive indefensibility of the will simply apply the “Picked Clean” or
a GM with ease based upon the outbreak structure… or the characters were just that “Looted” feature to the Location the
scenario and the place the in-game events desperate for shelter. Looter is found in. It may, however, have
take place at.The effects of the Hazards Elite
are, however, generally consistent All Opponents may take upgrades as if different Wcosts and it may only apply
regardless of where the characters are. they were Template Opponents by paying
So if you see an entry that has only the to certain kinds of gear that can be found
the Wcost. at the Location.The primary difference is
name of the Hazard and a Wcost in any that the characters have caught some of the
Hostile Survivor looters in the act, so there is a chance to
scenario notes, then the entry is otherwise One Survivor that is encountered is retrieve some things if they wish to fight
unchanged. them for it. Characters wishing to do this
In some cases the GM may also find hostile to characters. This Wcost is
themselves posed with a situation where will lose J1 and will have to frighten off,
it would be logical and realistic to play a equal to the Eb + Pb of the Survivor.This
Hazard at a Location that is not listed, and works best when using Survivor Cards as injure or kill the looter or looters.This will
a random game element. Otherwise, using change the Picked Clean status to Looted,
as such does not have a supplied Wcost “Vigilantes” is sufficient. as it is likely that there have been waves
Infected of looters that have already made off with
associated. In these cases you can use the The Location is prone to infestation by the supplies before the characters arrived.
guidelines presented in the Biome Hazards undead. Deploy 1 Infected.Additional may Makeshift Grave
Characters encounter a grisly mass grave.
They must make a {Composure%} check

104 – Environments

in order to resist the loss of Jd3. Rats while “Out of Bounds” will still apply.
Rats and mice have devoured a good “They’re Here!”
Odor of Rot portion of the food.Add +2d5! Depletion A frightening number of opponents have
Either as a result of discarded bodies, Points to all “Sustenance” Resource detected the characters, but there are
or the gradual decay of food and other Levels. Preserved foods, if specified as several barriers between them, buying the
supplies, this Location is likely to be filled such, would be spared this penalty. characters some time. Characters have one
with a terrible odor.Add n to all checks Reinforcements of two options:
due to the overwhelming odor of rot. One Standard Opponent makes its way 1.Treat an {Encounter%} as successful
What causes the odor may have additional towards the Encounter.This opponent will
in-game effects, but the smell will be begin the Encounter “Out of Bounds” and with + + + + but all opponents
known to the characters before they see must pass a Breach check to be actually
the source. If they persist in searching the deployed. Any rules or Actions the are “Out of Bounds” and characters get
Location, they lose 1 Morale and the GM opponent can take while Out of Bounds a Surprise Round as they ambush their
can be done normally in the meantime. pursuers.
may add Wd5! to their Risk Pool if the Standard Opponent 2. Make a series of {Stealth%,
Encounters here are very likely. Deploy Navigation%} checks to avoid the
GM knows the cause of the smell to be one Standard Opponent by paying their pursuing opponents (as narratively
something they ought to avoid. appropriate to the scenario.
All “Food, Raw” that exists on the normal Wcost. This is based on the particular Tragedy
Resource Catalog is removed, as it is this The location bears mute witness to an
that contributes to the overwhelming scenario. They can also be deployed by unspeakable tragedy. Its mere description
odor. In fact, the quantity of food rotted doesn’t do justice to what the characters
away can contribute to how bad it resolving a + from a GM’s Encounter must endure as the story unfolds in
smells. Each 10 in any Resource Level’s their minds as to what transpired in this
Check. area. It is a story written in blood stains
Capacity for “Food, Raw” will add n to Squatter and broken furniture, a story that the
the minimum of n . Large Locations can This Location is inhabited already. characters know could have easily been
Encounter the contents of 1 Survivor their own and may well be the ones of
compartmentalize this penalty to certain card, they do not start hostile but it those that they know and love but have
areas within the Location as opposed to could quickly turn that way based on the yet to hear from.All characters witnessing
the entire Location. roleplaying of the situation. A Survivor the results of the event lose 1 Morale.
If for whatever reason characters are card can also indicate a hostile attitude Characters can spare others the horror by
attempting Missions that require sanitary by default, which would take effect shielding them from it to prevent other
conditions, this location will expose normally. If no Survivor cards are used or characters’ loss of Morale. If the characters
the party to any rules for Unsanitary are available, then depoy d3 Survivors as are in Formation then the loss of Morale
conditions that might be a part of the per the rulebook entry. cannot be prevented by stopping other
Mission. This can also indicate that a once-secure or characters from seeing it.
Wearing gas masks, all-enclosing gear or hidden Safehouse used by the characters
having potent ointments or other things has become occupied in their absence. Note: it is important to know the threshold
to mask the smell may prevent this based Template Opponent of your group’s willingness to bear the kinds
on GM discretion The nature of this Location lends to greater of horror this feature is meant to represent.
Picked Clean diversity in the potential Encounters one It is meant to represent that which is truly
This Location is such a high profile might have. Upgrade any number of tragic to shake the faith and hope of the
target for looters that there is a distinct Standard Opponents with their available characters.This rule can still remain part of
chance that anything of value has been Upgrades in their entries by paying the the game, even if the players are not the kind
taken already. Nothing can be added to handle this sort of tragedy, being simply
to the Resource Catalog for searching Wcost. told that their characters see horrible things
this Location for supplies. This will be without going into lurid detail as to what
immediately apparent to characters upon “They’re Coming!” those things are.
entering.They may continue to search if Characters are able to hear opponents Trail of Gore
as they draw near, but they have not yet An obvious trail of gore leads to a
they wish, but add q100% per OL to any detected the characters. A GM can run a destination that the characters must
Stealth Encounter or the characters can traverse. Characters either face the danger
Mission to search for supplies there.A GM make {Stealth%} to avoid the opponents. regardless and the GM gets d6 extra
can say narratively that there is nothing and Any passive rules (ones that are not Encounter% to make during the Mission
have it be accurate if they don’t wish to see Triggered Effects) that the opponents get
players undertake the mission needlessly,
although they can penalize them by using
up some of their available Time if they
persist.

Environments – 105

or the Characters add 6d6 to the length Vigilantes

of time the Mission takes. Deploy Vigilantes by paying their W
Unsanitary
The Location is filthy and would need cost.They are neutral unless the GM pays
to be cleaned in order to make it a
more sterile environment. Any Natural additional Risk equal to their Wcost again.
Healing taking place in this Location will
be reduced by d5! unless a ‘Sanitation’ In which case, they are hostile.
Zombie Infestation
Mission is undertaken requiring q5 A location that was considered safe and
free from the infected has a serious breech
{Survival%} per Size of the Location that has been exploited. The infected
and the appropriate supplies to remove this now roam the area freely. Zombies can
Hazard. In addition to this, many Missions
will imperil characters or jeopardize now be deployed by resolving + in an
success by being attempted in unsanitary
conditions. For instance, surgery or food {Encounter%} if they were only able to
preparation. Characters simply passing
through such a location will suffer no be deployed by spending W before.
adverse effects, other than to be repulsed
by the lack of cleanliness they see.

106 – Environments

LOCATION TYPES Name of Location Size: Example ranges of the Size of
A brief summary of what typifies a
This section will provide information Location and can provide additional the Location. This is used to set q
that a Gamemaster would need to build information that could be of use.
a unique and realistic Location without requirements for some Missions and is
ever having been to the Location in reality. Labor: The amount of q requirement a factor on Stronghold Population limits
There is also a list of potential Hazards if used as a Stronghold. Known places
and Features that could be found in such added to any Mission undertaken at this should be customized using details for
a place, many of which could easily stack Location. determining Size on a Stronghold.
with or modify those presented by the Viability: The modification to Viability
Biome in which the Location resides.The Risk Pool: The bonus Wthe GM gets that the Location provides to the Biome
objective is to provide a solid framework it is in, if any. This is a core statistic of
for Gamemasters to use to create their when a party of characters enter this Strongholds and is used to provide for
own unique Locations, as there’s far more Location. Stronghold Population Sustenance needs.
diversity than what could be included here. Location Features
Entries will be presented like this: Survival Points: The bonus l that a Hazards and Features the GM has access to
when characters are in this Location. This
party of characters get by accomplishing is beyond what might be available based
a Mission at the Location. on the Biome, Scenario or GM discretion.
Structure: Example ranges of base Resource Levels
Structure for the Location.The building This entry lists the Resource Levels that
itself would provide the base Structure, but can be unlocked by Supply Run Missions or
some locations would be more fortified, something similar in the Location.They tell
etc. based on what they have and where what category of things can be found (or
they are and so can be modified based on specific items) and the available Capacity
this.This is used to establish Breach checks and Depletion Points for those categories.
and is a core statistic for Strongholds.
Places can be customized using the details
for determining Structure on a Stronghold.

Bookstore Lv.3 Book-Leisure (10), Book-Manuals (2) Infestation W25 - 5 per OL

The bookstore is easily overlooked, but Lv.4 Book-Leisure (10), Book-Manuals (1) Tragedy W25
an enterprising group of survivors can
find a wealth of information or possible Commercial Street Resource Levels
entertainment inside.
The bustle of this business district block Lv.1 Supplies-General (5)
Labor: +q20 has been replaced by a cacophony of
moans, crunching glass, and the rare cries Lv.2 Supplies-General (5), Supplies-Sur-
Risk Pool: +W5 per OL of terror and pain. Abandoned cars and vival (5)
refuse bins might contain some useful
Survival Points: +l25 - 5 per OL items still if one can search them out. Lv.3 Supplies-General (5), Supplies - First
Aid (5)
Structure: Low (5 to 10) Labor: +q40

Size: Small (1 to 2) Risk Pool: +W20 per OL Lv.4 Supplies - Recon (5)

Viability: Very Low (-10 to -15) Survival Points: +l40 - 10 per OL Convenience Store

Location Features Structure: Very Low (0 to 5) A convenience store makes up for a lack
of inventory with variety in what can be
Squatter W10 Size: Very Large (4 to 5+) found there. It is also easily searched.This
makes it a hot target for many struggling
Looted W20 Viability: Low (-5 to -10) to survive.

Resource Levels Location Features Labor: +q10

Lv.1 Book-Leisure (10), Book-Manuals (5), Standard Opponent W1 Risk Pool: +W5 per OL
Book-Classic Literature (8)
Template Opponent W3 Survival Points: +l20 - 5 per OL

Lv.2 Book-Leisure (10), Book-Manuals (2), Infected W15 - 5 per OL Structure: Very Low (0 to 10)
Books-Textbook (5)

Size: Small (1 to 2)

Environments – 107

Viability: Very Low (-10 to -15) OL2 or greater only. Size: Small (1 to 2)

Location Features Looted W5 - 2 per OL Viability: Low (-5 to -10)

Exposed W5 Standard Opponent W10 Location Features

Looted W10 - 5 per OL Rats W15 - 5 per OL Looter - W5

Looter W10 Template Opponent W15 Armed, Gunslingers - W10

Picked Clean W15 - 5 per OL Resource Levels The Survivors are armed with ranged
Lv.1 Supplies-General (10) weapons.They will have a variety of pistols,
Resource Levels Lv.2 Food, Non-Perishable (20) rifles, and/or shotguns interspersed among
Lv.3 Food, Raw (20) their group. They will add {Frm-P%,
Lv.1 Supplies-General (5), Sustenance (5) Lv.4 Water, Clean (20)
Lv.5 Supplies-General (10), Supplies- Frm-L%} [n Pi, Sl] to their available
Lv.2 Sustenance (5), Alcohol (5) Kitchen (10)
{SC%} and will inflict damage accordingly.
Gun Store
Lv.3 Supplies-Medicine (5), Cigarettes (5) The Gun Store is likely the best Looted W10
embodiment of high risk, high reward
Lv.4 Sustenance (5), Supplies-Survival (5) that one could possibly find. It is best to Tragedy W20
prepare in advance if you intend on having
Grocery Store and using firearms, as robbing a gun store Picked Clean W25
unarmed will likely end very poorly for
The grocery store is the most obvious stop you and waiting until the commotion Resource Levels
for food.This makes it a popular target for dies down will likely have nothing left to
looters...and vermin. scavenge. Lv.1 Supplies-Survival (10)

Labor: +q40 Labor: +q40 Lv.2 Firearms (10), Supplies - Firearms
Risk Pool: +W100 (15)
Survival Points: +l200 - 25 per OL
Risk Pool: +W20 per OL Lv.3 Supplies - Firearms (20), Firearms-
Structure: High (15 to 20) Pistols (5), Firearms-Long Gun (5)
Survival Points: +l80 - 5 per OL

Structure: Low (5 to 10) Lv.4 Firearms (25)

Size: Large (3 to 4) Hardware Store

Viability: Very Low (-10 to -15) Full of all sorts of useful odds and ends, and
a prime target for any group of survivors
Location Features looking to establish a Stronghold.With
the exception of the tools that double as
Odor of Rot W5 weapons and the difficulty it is to take any
large amount of construction materials,

108 – Environments

a well-outfitted group of survivors can Hospital Resource Levels
make productive runs for materials in an Lv.1 Supplies - First Aid (10)
emergency. Often ground zero, the hospital is quickly Lv.2 Supplies - First Aid (30), Sup-
packed to capacity and will, in short order, plies-Medical (10)
Labor: +q40 become overrun with the undead and is Lv.3 Supplies-Medical (10), Sustenance
rapidly picked clean of supplies unless (20),Tools - Surgery (10)
Risk Pool: +W20 per OL the tide of undead make such a venture Lv.4 Supplies-Medical (25), Drugs (15)
suicidal. In the best of situations, the
Survival Points: +l80 - 5 per OL hospital will have useful medical supplies, Mega-Mart
but will be guarded by a wall of undead. The pinnacle of modern consumerism,
Structure: Moderate (10 to 15) In the worst of situations, it will be picked the mega-mart has become a common
clean of any supplies and any undead that feature in most towns and cities. Featuring
Size: Large (3 to 4) turned there will have wandered out into a combination of groceries and other
the surrounding area. assorted goods ranging from clothing, to
Viability: Very Low (-10 to -15) electronics, to lawn and garden supplies
these are highly targeted locations once
Location Features Labor: +q100 looting begins.

Squatters W5 Risk Pool: +W15 per OL Labor: +q45
Risk Pool: +W25 per OL
OL2 or greater only. Survival Points: +l200 - 25 per OL Survival Points: +l90 - 5 per OL

Looted W5 Structure: High (15 to 20) Structure: Moderate (10 to 15)
Size: Large (3 to 4)
Picked Clean - W15-5 per OL Size: Very Large (4 to 5) Viability: Very Low (-10 to -15)

Resource Levels Viability: Low (-5 to -10)

Lv.1 Supplies-General (20), Stronghold Location Features
Resource (Economy) (25)
Infected W1
Lv.2 Tools-General (20), Supplies-Con-
struction (20) Infestation W10 - 1 per OL

Lv.3 Tools-Construction (20) Looter W5

Lv.4 Tools-Power (10) Picked Clean W25

Environments – 109

Location Features Lv.3 Supplies-Medical (10) Structure: Low (5 to 10)

Odor of Rot W5 Lv.4 Supplies-Medicine (30), Drugs (20) Size: Small (1 to 2)

OL2 or greater only. Police Precinct Viability: Moderate (+0)

Looted W6 - 2 per OL Headquarters for the law enforcement of Location Features
the county, the Police Precinct was likely Looted
Standard Opponent W10 the first to know about the incoming chaos OL2 or higher. W5
and it is likely that their full resources were Infected W10
Rats W15 - 5 per OL leveraged towards stemming (what they OL2 or higher. W10
thought to be) widespread rioting. This Squatters W15
Template Opponent W15 leaves very little to loot, even early on, OL2 or higher.
but a police station is known to be a hub Looter
Resource Levels of information and activity in regards to
organized rescue efforts.
Lv.1 Stronghold Resource, Economy (20),
Clothing (20), Containers (10) Labor: +q50
Risk Pool: +W150
Lv.2 Food, Raw (20),Tools-Survival (15),
Containers (5)

Lv.3 Food, Non-Perishable (20), Tools- Survival Points: +l200 - 25 per OL OL2 or higher.
Recon (10), Supplies-Medicine (10)
Structure: Very High (20 to 25) Tragedy W20

Lv.4 Water, Clean (10), Alcohol (10) Size: Moderate (2 to 3) OL2 or higher.

Lv.5 Supplies-General (10), Supplies- Viability: Low (-5 to -10) Infestation W25
Kitchen (10)

Pharmacy Location Features OL2 or higher.

A thoroughly scoured location early on, Armored W5 Disbanded W30
the pharmacy has a few supplies left behind
in haste.Thankfully, unless the mob is truly Upgrade one opponent with +1 Defense The camp was officially disbanded or
mindless, the truly valuable medications against [Bl, Pi, Sl] damage. otherwise stripped of all useful items.This
are under lock and key and whose real will apply the ‘Picked Clean’ Hazard to
usefulness is only known to those that take Looted W25 the Location to represent the team having
them or are trained in their use, so will packed up the equipment and vacated
likely be left behind.To the untrained eye, Resource Levels or the Location having been stripped of
they will just be walls of pills and rows of all supplies as normal. This only makes
bottles of medicine. Lv.1 Supplies-General (10) any sense as a Hazard if the characters
were counting upon this location being
Lv.2 Supplies - First Aid (15) operational or being a place where supplies
could be found. If they simply stumble
Labor: +q50 Lv.3 Supplies - Firearms (20) across this, then it is not something that
would be considered a Hazard, as much
Risk Pool: +W10 per OL Lv.4 Firearms (10) as it is narrative flair.

Survival Points: +l100 - 25 per OL Lv.5 Riot Gear (25)

Structure: Moderate (10 to 15) Relief Camp OL2 or higher.

Size: Moderate (2 to 3) In the wake of disasters, many Evac Center W0
governmental agencies are known to
Viability: Low (-5 to -10) establish relief camps in order to facilitate This Relief Camp is set up to transport
assisting the afflicted population. FEA, VIP or refugees either to other camps or
Location Features the CDC, and the OEP are all known to to mission hotspots. Characters that volun-
establish such camps, and in many cases teer themselves as supply runners or search
Looter W5 their functions are very similar (albeit with and rescue for the camp will be allowed to
some minor variations). utilize the established transport methods
Looted W25 of the Relief Camp. Military will rarely
allow such an arrangement, but civilian
Resource Levels Labor: +q35 run or non-militarized Relief Camps will
be willing to accept this help. Characters
Lv.1 Supplies-General (10) Risk Pool: +W5 per OL can start missions up to one day’s travel
from the camp, based on what modes of
Lv.2 Supplies - First Aid (30), Drugs (15), Survival Points: +l20 - 5 per OL
Containers (10)

110 – Environments

transport they have available. to protocol, or out of hard-earned Survival Points: +l20 - 5 per OL
skepticism of outside opinions, have
This is not a luxury; this is allowed on the become tyrannical. Characters either Structure: Moderate (10 to 15)
condition that characters make themselves willingly part of the relief camp or not,
useful to the Relief Camp. They are will not be allowed free passage and will Size: Moderate (2 to 3)
have every aspect of their life dictated to
required to contribute at least l25 per by harsh rules and curfews. It will require Viability: Moderate (+0)
characters to make a {Composure%}
character to the Stronghold Economy Location Features
with their Missions undertaken using every 620 or lose J1. Characters who
are reduced to J0 are either lost as player Hobby Farm: locations that are rural
Relief Camp resources. Any l earned enough to have backyard gardens, fruit
characters to the grinding oppression of trees or tool sheds with garden tools and
by “Supply Run,” “Scout” and “Search and the supervisors or they will be forced to raised beds can increase the Viability by
Rescue” Missions to rescue survivors can attempt to flee, no matter how suicidal +5 or more.
also contribute in this way. some options of doing so may be.
Resource Levels
Characters can also earn their passage Lv.1 Supplies-General (4) Infected W1
to safety in this fashion.The GM can set Lv.2 MREs (10)
Lv.3 Supplies-Survival (8), Survival Kit Squatters W1
an appropriate l goal to be met doing 1x (2)
Lv.4 Supplies-Medical (9), First Aid Kit Looted W5
various errands for the Relief Camp to 1x (3)
serve as a victory condition for a campaign
or stage within a campaign. Residential Home
Once someone’s home, it is now just
Overrun W15 - 5 per OL another source of potential resources to Picked Clean W10
would be looters and temporary residence
Characters arrive to see that the camp of squatters and transients. Tragedy W15
was overrun either by a faulty screening
process that allowed infected inside or Labor: +q25 Unsanitary W15
the weight of numbers overwhelming the Risk Pool: +W10
defenses. Either way, characters count- Homeward Bound W15
ing upon this as a destination will lose 1
Morale.This can be taken in addition to One house in the general area (or this
“Tragedy” Hazards, as the loss could be of house in particular) will have been the
graver personal significance than the loss former residence of one of the characters
of a potential roof over their heads. in the party.They will either insist upon
visiting it to retrieve some keepsake
Tyrannical W20 - 5 per OL (or inspect it for any surviving friends
or family). This will either sidetrack
The people running the Relief Camp
have, out of madness, rigid obedience characters 6 d5! or it will reduce J by

Environments – 111

d5!. Roll only a single d5! to determine Residential Street Homeward Bound W25
the results of both and allocate either loss
of Time or loss of Morale as appropriate A quiet suburban block is now even See entry in “Residential Home”.
to the narration of the scenario. quieter, going from peaceful to deathly
Characters that are the target of this still. The unsettling silence is only Tragedy W25
Hazard are able to purchase a Security interrupted by the rustling of wind
Blanket from the Resource Catalog. through the trees that line the street, the Resource Levels
No one else will be allowed to do so. It distant tinkling of broken glass and moans.
will be a normal object of its kind, but Lv.1 Supplies - General (20)
will have personal significance to the Labor: +q20
character as per Security Blanket rules. Lv.2 Supplies - Survival (10)
Due to familiarity, the location that was Risk Pool: +W10 per OL
the former residence will also have all of Lv.3 Supplies - First Aid (10)
its Resource Levels unlocked with no Survival Points: +l20 - 5 per OL
further need to search. Lv.4 Supplies - Recon (10)
The location can still have the “Picked Structure: Very Low (0 to 5)
Clean” hazard applied to it. Restaurant
Resource Levels Size: Very Large (4 to 5+)
Lv.1 Supplies-General (10), Clothing (20) A place where families used to sit together
Lv.2 Sustenance, Non-Perishable (12), Viability: Moderate (+0) for a meal out, it is now a vacant husk
Containers (10), Supplies-Kitchen (8) filled with a chilling silence and broken
Lv.3 Supplies - First Aid (8), Melee Location Features place settings with the wafting odor of
Weapon [Bl, Pi, Sl] (10) (hopefully what is only) rotting food.
Lv.4 Drugs (5) Hobby Farm: Among all the houses on
Lv.5 Firearms (5) the street, it’s very possible that all the Labor: +q30
fruit trees and edible plants that were
grown as a hobby will provide a bonus to Risk Pool: +W20 per OL
Viability of +10 or greater long after the
original occupants have fled. Survival Points: +l80 - 5 per OL

Standard Opponent W5 Structure: Low (5 to 10)

Template Opponent W10 Size: Large (3 to 4)

Viability: Low (-5 to -10)

112 – Environments

Location Features Sporting Goods Store Picked Clean W10 - 1 per OL

Odor of Rot W5 A good place to get some useful survival Resource Levels
gear. A popular looting target, especially Lv.1 Supplies-Survival (30),Athletic Gear
OL2 or greater only. because many carry firearms and (45)
ammunition as well as a wide range of Lv.2 Supplies - Firearms (10)
Looted W10 survival gear for camping. Lv.3 Tools-Survival (20)
Lv.4 Firearms - Long Gun (5)
Rats W15-5 per OL Labor: +q40

Resource Levels Risk Pool: +W20 per OL

Lv.1 Supplies-General (20), Containers Survival Points: +l80 - 5 per OL
(10)

Lv.2 Sustenance (30), Supplies-Kitchen Structure: Low (5 to 10)
(10)
Size: Large (3 to 4)

Lv.3 Food, Non-Perishable (20), Supplies- Viability: Very Low (-10 to -15)
Kitchen (20)
Location Features
Lv.4 Containers (5), Supplies-Kitchen (5)
Squatters W5

FINAL NOTES ABOUT description necessary to allow players and You can use the Gestalt Abilities here to
LOCATIONS GMs to turn the world they know into a give a sort of in-game consequence to
zombie infested nightmare. It is important their taking over the narration in this way,
Probably more than most areas in this to not lose sight of that extremely helpful but it is not necessary. The benefit of a
manual, the knowledge of the players and narrative potential. player who knows the surroundings well
the GMs will have the greatest bearing on It is a little nerve racking as a GM to describing it to other players is immense,
what a location is like and (more impor- surrender this kind of narrative control as it will often carry the proper emotional
tantly) what it has available. In-game reality as the players take over a modicum of weight and realism in the mind’s eye of
is still very much what the GM decides it the world building in this way, but the the players.
is but a large amount of appeal of Outbreak: potential payoff is nearly always worth it. So, in short: feel free to ignore all of this
Undead.. has always been taking what you Not only does it ground the scenario closer and just use what you know.You’ll be fine
know and making a game out of it. In fact, to reality, the immersion potential of in doing so.
the first edition of the game was this idea allowing this narrative indulgence cannot
almost elusively; giving only the barest be overstated.

Gestalt Ability - Location Familiarity to find a way into the Location, but once When the group got to the
Gestalt Level(s): 2 or 4 (or more) done, all but anything at Resource Lv.5 is old Spanish Mission at the
The character is appealing to an abundance of known to the party and can be treated as center of town, the doors
experience they have in a very specific location. if the characters had spent time Search- were all locked and being
This can be an old home, a previous place of ing to get to that level. Attaining the 5th made of heavy wooden
employment or some similar place where the Resource level will simply be a matter of beams at the top of a long
characters have previously been given access increasing the Labor Value as if they were staircase... so impossible to
and walked around freely within. looking for a single Resource Level (as break through.
Choose one very specific location. The Ken volunteered that
character that takes this Gestalt Ability per the Mission Parameters) or +q25, he was once an altar
is able to demonstrate their considerable boy at this church and
knowledge and experience there. This whichever is lower. remembering the push-
Gestalt Ability has two levels that represent The second cost indicates that not only button code, he got the
the level of access the character has at the does a player character know what is at group in quietly through
location identified. the location, but they have intimate knowl- the Sacristy in the back.
At the first (lower) cost, a player character edge of security protocols, codes, hidden
simply knows what is at a location with a keys or access points to get into the Loca-
large degree of certainty.They still have tion. It is expected that the characters who
take this Gestalt Ability at this level can
also treat all Resource Levels as being
accessed as if the characters had completed
a “Supply Run” Mission.

Environments – 113

Chapter 5

MISSIONS AND
OBJECTIVESMission is the general framework Characters undertake Missions composed

a GM can use to construct a sce- of Objectives to gain l and progress in

Anario. A GM can make their own the Scenario or get some other benefit.
Missions with their own Objectives and Regardless of the effect, the means of
combining existing Mission outlines to getting there follow the same structure.
create their own unique scenarios. Both Characters must spend a certain amount of
GMs and astute characters can also use 6 based on the q and appropriateTrain-
Objectives to modify any existing Mission ingValues of the characters to accomplish
in a way that better reflects the survival the Mission. How the q is determined
plan being implemented. depends upon the Mission, but it will be
described in the Mission Briefing.

This section is meant to be taken only as
literally as necessary for your scenario.
The bulk of this chapter, and the
mission structure in general is meant to
guide a GM in how they can run such a
session where the category of Mission is
being emphasized.
A GM who is interested in just telling
a story doesn’t need this section much
at all. For a GM treating their game as
more of a survival simulation, the bulk of
the chapter will be quite useful.
In either case, consider Missions,
Objectives and any rule regarding
locations, missions and so on as widgets
that you can take, use and modify as
appropriate to the kind of game you
want to run.

114 – Missions and Objectives

About Missions and Objectives

The structure of scenarios and campaigns scope of what characters can feasibly do. It’s NOTE ABOUT SCOUT MISSIONS AND
use two crucial building blocks, entirely possible to undertake more than PIGGYBACKING
“Objectives” and “Missions”. An Objective one Mission in a session though.
is a milestone that is possibly one of several Piggybacking is rarely a conscious choice by While this will be gone on in greater
that characters can take to accomplish their the players, but rather it’s a way for a GM to detail later, the “Scout” Mission in
overall goal. For this reason, Objectives can have some variety in the results of Missions particular lends itself to being easily made
be player character initiated in addition to without altering the familiar structure of into the catalyst for other Missions. For
GM instigated.They can even be entirely how scenarios are made and run. this reason, if you are playing completely
optional. The collective goal that these open ended or you have a few places
Objectives are intended to reach are The amount of 6 added as a penalty for where a scenario could go, a “Scout”
called “Missions”. Missions are strictly the Mission is probably your easiest way to
purview of the Gamemaster, as only they Piggybacking will be as follows: handle that sort of lack of decisiveness on
know the scope of the in-game world. the player’s part.
A player character can instigate any number 6 Penalty* - Reason for Piggybacking
of Objectives on their own if they believe 61d5! - F inding out some other course of EXAMPLES OF PIGGYBACKING
them to be the right course of action.
Setting Objectives together as a party is a action is a better idea Example 1:The party decides that demol-
crucial part of the roleplaying experience. ishing a bridge would be the best way to
For this reason, players have a range of 62d5! - Blundering into a better solution stop the onslaught of zombies who make
possible options they could choose from their way from the city. One NPC the
with a list of outcomes and a range of different than what was originally characters hired has a background in dem-
difficulties to expect.Whether or not this intended. olition. On their way there, the NPC took
effort translates into Mission progression to some serious injury and is no longer
is still up to the Gamemaster. 63d5! - Losing a crucial person or item able to proceed. Thinking quickly, the
characters redirect their efforts to having
PIGGYBACKING MISSION needed for Mission completion. the injured NPC radio in insturctions
OBJECTIVES from a place of safety where he can watch
64d5! - C hanging plans because the cur- with binoculars to observe the process.
An Objective that is “Piggybacked” is The mission now includes finding a safe
one that has tremendous crossover in a rent one was just too risky, having place with a clear view of the bridge.
character’s efforts, accomplishing multiple
goals with little change to plans, a two a high Risk Pool (W100 or more) Example 2:The characters are clearing an
birds with one stone situation, if you will. area for a new campsite to re-locate the
This is represented by allowing multiple is a good indicator. rest of their group to. As they do this, it
Objectives within a larger Mission at the is clear that the area is not as suitable as
same time. In this case, it’s easier for a 65d5! -T he original plan was such a once thought. Instead of losing daylight
party to pivot and change course with and going back, the characters decide to
new Objectives as the situation dictates, colossal comedy of errors that construct a pylon indicating where the
with the progression still working towards proceeding along its original lines party will go next in the search for shelter
overall Mission success. Technically, all is suicidal, at best. and proceed onward, hoping the rest of
Missions can be combined during a session the group will follow close behind.
by combining their Labor Values, but a * An h result counts as 0.
mission that is Piggybacked will not have PIGGYBACKING AND REWARDS Example 3: It was thought that leaving
an increased Labor Value, but would only supply drops hidden would be a good way
A party that piggybacks from one Mission for people to extend their treks into the
require a slight increase of 6 in order to to another will not be without some impact unknown. However, it is apparent that
on potential rewards. Only the Mission someone has caught on to their scheme,
reassess priority. In addition to being listed that is actually accomplished will be but only from time to time.While on a
as an Objective that can be Piggybacked, counted as a Success.Any Missions that are Mission, the characters catch the looter
the Piggybacked Objective must share Piggybacked from will not have any rewards in the act who flees.They had a consider-
either a common {SC%} or a common for the characters whatsoever.The benefit able head start and now the characters are
Training Value to cross reference against is that the Mission the characters reassessed torn as to whether or not they continue
the Labor Value and obey some common their priorities to accomplish was allowed or they track down who has been steal-
sense as well. ing from them and bring them to justice.
It should be noted that single Missions are to count the 6 needed to for the new They decide that long term, the thief may
often sufficient for a game session and that become more brazen if left alone, so the
piggybacking too many Missions during Mission as having been accomplished while characters decide to reassess priority and
a single session will likely be beyond the attempting the previous Mission. hunt down the thief.

PIGGYBACKING AND FAILURE

The general benefit of Piggybacking is that
while a character may not have been able
to accomplish the original Mission, the
original Mission does not count as a Failure
by default. So a party that Piggybacks a
Mission may avoid some serious disaster
with a quick change of plans.

Missions and Objectives – 115

Mission Construction

Outbreak:Undead.. is a survival horror RPG. gold fillings and jewelry.These could very known specifically but it is likely that
What this means for designing scenarios is well be taken from the undead, but there is what the government will see them fit
that resources are thin and problems that a chance that this person is involved with to be left with will leave the Stronghold
we would have no problem dealing with much darker schemes… characters of both starving and defenseless if they are
are now life-or-death struggles. weaker moral fiber might plot a robbery unwilling to leave with them as well. Is it
of their own. worth it to make such a dangerous enemy
OPENING STORY HOOKS to protect what is yours?
Boat Travel
A GM, as a storyteller, must have a The party’s business venture now requires Disappeared
compelling event to intrigue the players. them to seek out a boat captain so they can A trusted informant or Rag and Bone
Amidst the chaos of the Outbreak or get safe passage to where they need to go. Man has turned up missing.Their room
the uneasy calm that follows, something Boats are in short supply and are noto- or safehouse shows clear evidence of a
catches their attention to pursue further. riously expensive, even to hire let alone violent confrontation. Characters must
These situations are called Story Hooks buy outright. search for clues as to who the kidnappers
and a GM should have several in their were (if there is no obvious enemy) as well
back pocket to kickstart a session or to Broadcast as search for signs of life.
focus player attention into the situation A distress or rallying broadcast is on
that the GM is most prepared to run. repeat, giving a message that is either Distant Gunshots
Some may arise organically by virtue of a call for aid or the promise of shelter. After many days or weeks of relative
the overarching story, but here are a few Regardless if this is true, the energy output silence, characters hear the muffled crack
examples to draw the players in, regardless required to broadcast a radio signal would of gunshots in the distance. One. Two.
of scenario. also indicate the presence of electricity. Three. Silence. A brief assessment allows
for the characters to get a good idea of the
Aircraft Sweep Confiscation direction and possibly a rough distance.
Periodically, the area where characters The government, being well in over their It could be survivors, the military, or
take refuge is passed over by helicopter heads or having exhausted supplies are something much more nefarious. Is it
patrols or low flying aircraft. Depending confiscating food, water, medicine, guns worth the risk?
upon the Outbreak Level, this may come and ammunition from the populace.
as surprising and important information. The characters’ Stronghold being one of Lantern Lights
the more well prepared or well stocked Every night, the characters see lights in the
Blood Money provision centers becomes one of the distance.They do not have focused beams
Characters taking shelter with a trusted main targets for this aggression.The fate like flashlights or spotlights, but rather
NPC discover a secret trove of extracted of those that comply or resist are not they appear as lanterns, burning cold and

116 – Missions and Objectives

constant light, unlike, say, the flames of a that rotate in their location that are some Gestalt Ability – Morse Code
torch.They either indicate a methodical distance apart. Gestalt Level: 2
search night by night of the buildings or A character has knowledge of Morse
are in a constant place to serve as a beacon The Nemesis Code and is able to deduce what is being
of some kind. One opponent has done something said with Morse Code without needing a
particularly heinous to (hopefully) an primer or further instruction.
Labor Camp NPC.This nemesis has been beforehand
Whether by design or by slow protected by an army of bodyguards and
deterioration of the social order, a camp security measures. However, some valuable
is now unquestionably a forced labor camp. intel has been found that has a possible
Deliverance from this bondage might exploitable weakness to allow you to take
require the gradual smuggling of people revenge.
to freedom or an… “aggressive” change
in leadership. But the circumstances may Processing Depot
be more nuanced and characters risk The characters stumble across a remote,
causing more trouble than they intended yet well enclosed abandoned warehouse
by interrupting a labor of particularly dire near train tracks.The facility was overrun
need that would actually demand such early on it seems but the layers of fencing
effort as an absolute necessity. and coils of razor wire still remain.
Characters studying the configuration
Making Marks of the fence and the surrounding signs
Over the course of the week as the determine that this is likely one of the
characters endeavor in their normal government’s secret processing facilities.
routines they begin to notice new graffiti The warehouse is likely home to a
in the area.The marks are always consistent mountain of confiscated materials that
suggesting some sort of intent. Perhaps were taken from people before they were
there are other survivors in the area, or sent on trains to various destinations.
perhaps something more ominous is on
the horizon. Regardless, it would behoove Pylons
the characters to find out what is going on Characters stumble across newly made
in their territory. pylons.They were erected without much
Walls and Curtains - Chalk Drawings worry of the undead understanding them,
One of the signs of life that can be found but player characters understand that
are innocent sidewalk chalk drawings such markers are not made without the
clearly done by children.This is something expressed purpose of aiding navigation.
to consider with caution, as introducing
children (even as NPCs) will put the Ships in the Night
game group on edge. Children are one of Offshore, the characters see a boat (the size
the groups that no one wants to see harm of the boat can be proportional to the body
brought to, so using them as tool for a GM to of water it’s in).While initially it passes
give a story gravitas may not be appreciated. inspection, either lights on the boat or the
This can be used but diffused of tension boat’s ability to stay in one place despite
if this indicates the nearby location of a the tides and currents eventually draws
healthy population with a multitude of the attention of the characters that maybe
families that the characters will never there is something worth exploring should
interact with directly. It is still a topic to they be able to reach it.
approach with extreme sensitivity.

Morse Code

Every night, you can see a ship and a
building along the shore signaling each
other with flashing lights.You deduce that
it is Morse Code. Sadly, no one in your
party knows Morse Code but if they find a
primer on it, perhaps you can learn what is
being said. Note that landlocked campaigns
can feature this between two signal points

Missions and Objectives – 117

The Mission Brief

Most Missions will be described by a broad This sheet will allow a GM at a glance to within that Mission or players can take it
category of events that allow a lot of nar- see how difficult the Mission is, how long upon themselves to set their own Objec-
rative flexibility within it.This framework it could potentially take and what sort of tives, but they can only do so within the
can be summarized into what is called the Hazards and challenges the survivors could parameters set by the Mission or the GM.
“Mission Brief ” or simply the “Mission”. face. A GM can also add extra Objectives

The parts of a Mission Brief are as follows:

Name or Category of Mission extra Competence points or Risk. Success

This can be used directly or it can be used as Note:A GM can deem that a Crucial Skill This is what is earned by Mission Suc-
a framework for Missions of your own design. Check made during the Mission can have cess (having survived, spent the requi-
LaborValue the same effect as one taken at the Mis-
sion’s onset. site amount of 6 in the Mission, or by

accomplishing some other Objective)

(q) – The Labor Value used to cross Risk Factor(s) Failure
This is the result of Mission Failure.
reference with the characters’ related This is how the starting pool of Risk is
Training Values to determine Mission formed for use in this Mission and how Generally this is the addition of W
Duration.
more Wcan be generated during the but other effects could result. Note
Note that Mission Duration is largely that Aborting a Mission does not cause
to keep track on Timetables how long a course of the Mission. a Failure, because presumably that was
Mission take, but it also determines how the characters deciding to abandon their
many discretionary {Encounter%} a Hazards Mission before things got too bad before
GM can make during the narration of things went awry enough to warrant the
the session. The possible Hazards usable during the “Failure” in the entry.
TrainingValue(s) Mission.
The possible relevant categories ofTrain- iaFntlTeatahetankehrtdeeurastEeMchnptesiuvlsaaistrilchniooeefnLnoomrciMBnemainatrswittsoiaeiiniolollfsnn.
ingValues that can apply to this Mission. Name of Hazard WCost
Crucial Skill Check(s)
The possible range of Skill Checks that Effect of Hazard.
a character can make on the Mission’s
Special
onset. The + or - can be used to
alter the amount of 6 needed, gain Any additional rules that can apply to
the Mission.

The opponents that characters can face if the GM resolves + from an Encoun-
ter% or with W

ENCOUNTER TABLE - (NAME OF MISSION) It is possible that
characters can
COST ENCOUNTER SPECIAL/NOTES
take additional Skill
Cost of Encounter Name of Opponent Special rules that apply Checks from this entry
DURING the Mission.
This will be the breakdown (by Resource Level) as to how much Consult the Skill Check's
entry for Speed to
extra q is added to the LaborValue to locate everything that is at a see how frequently
characters can attempt
Location’s Resource Catalog. Skill Checks.

SCAVENGE RESOURCE CATALOG - (NAME OF MISSION)

RESOURCE LEVEL LABOR ADJUSTMENT

What level is The amount of q altered to allow for
scavenged.
this level to be scavenged from.

118 – Missions and Objectives

LABOR VALUE MISSION PROGRESS begin to worry about the waning daylight

LaborValue, represented by a q symbol, but they will not know how much 6 is
left. Moreover, depending upon the cir-
is the GM tool that allows them to mea- A GM does not need to reveal how much 6 cumstances, a GM may be allowed to make
sure out how much effort is needed to be
made based on the relative experience of a task needs to be accomplished. Especially Encounter% with each period of 6 that
the characters. Labor Value is cross-refer-
enced with the relevant Training Value of when the players roll - . So a GM can put passes, raising the stakes even higher.
the characters. The cross reference will
it to the characters if they want to see a task
indicate how muchTime (6) a task would through and afterwards you tell them how
much Time they spend on it. Generally, only a single Skill Check (or
take assuming the Training Value of the group of Skill Checks if it was a group
effort) was made to represent this longer
characters. The amount of 6 is further If they succeed, the characters need to
altered by + in certain kinds of checks undertaking over several periods of 6,
spend whatever 6 is left over after they
or with the use of certain kinds of gear. do all of their bonus 6 requirement since the same Skill Check is what applies
Conversely, Degrees of Failure will often to this entire undertaking.
Reductions based onTriggered Effects like
add additional 6 to what is needed. “Labor” and whatever specialized gear they
carry.The characters will be made aware EFFORT OVER TIME
LABOR MODIFIERS
of how much 6 they need to spend on the A character ultimately only needs enough
There are many modifiers to the base undertaking if they get at least + and they
can often spread that amount of 6 required 6 in order to accomplish most tasks by
amount of q a task has. Here is a list: using the Labor Value (q) a Mission or
out if they don’t want to (or can’t) do it all Objective has. Since q as a general matter
nn The nature of the Mission (as deter- at once. A GM will still be allowed to roll
mined in the Mission Brief) is only something that concerns the GM,
{Encounter%} each period of 6 under this will all be done behind the scenes or as
nn The Size of the location the Mission part of scenario construction.To determine
most normal circumstances.
takes place (generally q5 per Size). how much 6 a character could be expected
to sacrifice to do a task (sometimes without
nn Several Environmental Features as TICKING CLOCK requiring Skill Checks) consult the table
determined by Environmental Modifiers below.As a GM, it is encouraged to require
Not revealing the length of 6 needed a character to sacrifice one or more Com-
(generally q5 per E for appropri- petence Points in order to do this during
to complete the character’s task has the sessions.Around Strongholds during in-be-
ate features) opportunity to play mind games with tween sessions using Competence Points
nn Hazards the players to represent the tension. For is optional.
example, the characters only have a few
Note that the actual amount of q that extra hours before the sun sets and they Simply put, the “Time”
are busy searching a hotel for some des- needed is how long the
will be added varies by Environmental perately needed toiletries.Their rolls come
Feature and the nature of the Mission being up with several Degrees of Failure and the
undertaken. GM secretly notes that they need to spend Mission takes and how many
65 in order to accomplish their mission. discretionary Encounter%
Each 6, the GM can give them the option a GM gets to make.
Everything else can be just
to continue or to Abort. As the amount of narration.
Time begins to rack up, the players will

@/TRAINING MISSION DURATION
VALUE 1 2 3 4 5 6 7 8 9 10+

q5 61 61 * * * free free free free free
q10
q15 62 61 61 * * * free free free free
q20
q25 63 62 61 61 * * * free free free
q30
q35 64 63 62 61 61 * * * free free
q40
65 64 63 62 61 61 * * * free

66 65 64 63 62 61 61 * * *

67 66 65 64 63 62 61 61 * *

68 67 66 65 64 63 62 61 61 *

q45 69 68 67 66 65 64 63 62 61 61

q50 610 69 68 67 66 65 64 63 62 61

* A character can be allowed to accomplish a task at this TrainingValue/Labor by spending a P.

Missions and Objectives – 119

Anything greater than q50 would be a when the Labor Value is q100 or more, Size greater than 1 will also generate W1

task that cannot (or ought not to) be taken otherwise, the task being so small in scope perTime, but it will further be multiplied
passively in-game but can be chipped away would have characters falling over each by the Size of the object as well.
at by spending far more Time than what other and getting in each other’s way. Up
is represented in a game session, so it is SEVERELY INJURED CHARACTERS
instead ideal for long term projects and to 1 character per q25 will be allowed
other between-session activities. Characters that are Severely Injured will
to contribute a group’s Training Value for make running Missions with them very
LABOR IN EXCESS OF 50 large tasks. Many characters can contrib- dangerous. Not only do they draw atten-
tion with grunts of pain, their reduced
Each q5 beyond q50 will add about ute any + they roll to reduce 6 needed range of motion and speed will make
61 to determine how much 6 a task them liabilities.They will constantly favor
further, but only the skilled leaders will any wounded limb they have which may
will take.The chart is meant for a quick have theirTrainingValue factor against the slow them to a crawl. In addition to the
reference, but using this formula you can
q itself to see how much 6 is needed. generation of another W1 per 61, a
extrapolate how much 6 a task can take if
it is in excess of the q50 that is indicated SMALL, SINGLE TASKS GM has an additional option of having the
in the table. Each q5 beyond q50 will
increase 6 needed by 61. TrainingValue uses the highest among the starting Risk Pool increase by W1 per
characters attempting the task.This is done 6 in a mission’sTime requirement. If this
TRAINING VALUE BONUSES VS.
TRAINING VALUE TOTAL when the LaborValue is q99 or less OR option is taken, the player will not gener-

Training Value bonuses greater than 5 when Travelling. Generally speaking only ate W1 per 61 as described earlier for
are very rare in individuals, but it is very
common when it is added to the Primary two or three characters can allow their + being Severely Injured. Depending on the
Attribute Bonus.The important distinc- (and - ) to factor into the 6 the Mission nature of the Injury, they may also require
tion to be made here is thatTrainingValues
Totals (ones that add a Primary Attribute or Objective takes. additional 6 to complete.
Bonus to the Training Value Bonus) is
explicitly for determining the effectiveness MISSIONS AND RISK RISKY ACTIONS
of Equipment.What is being referred to in
this section is just theTrainingValue Bonus A Risk factor is any specific way that A GM can give some benefit to Mission
that is provided byTraits (or Paradigms, if Risk will be generated in a Scenario. In progress if characters forgo their normal
you are using Arcade Mode characters). published scenarios these are spelled out, caution. If a GM wishes, they can give a
The natural aptitude reflected by adding but a GM is encouraged to add their own player an option to take a “Risky Action”
the Primary Attribute bonus is nowhere as the scenario dictates. Noise is a common which will grant the reduction of one extra
near as important for determining Mission factor, but it is not always relevant. Every
Duration as actual training and experience Mission and Location will have a baseline 6 per + resolved with the “Labor”Trig-
is; which is what theTrainingValue Bonus Risk Factor, which combine with each gered Effect and will generate W1 per
reflects. other to determine how much Risk a GM + resolved in this way. However, a Risky
has when constructing a Mission at that
ASSISTANCE Location. Action will also grant a GM the ability to
A Risk factor is meant to guide a GM in
When using q, the question becomes how much Risk they should have access resolve a character’s - for W5 each. A
to in any given situation, but it is not a
“how many characters can contribute their hard and fast rule. Many things can poten- player must weigh this Faustian bargain
TrainingValue to cross reference with the tially alter a Risk factor further and many carefully, because as a GM this sort of
LaborValue of the Mission or Objective?”The items a character can use directly, alter the option should be presented when they
answer is that it is up to the GM, but here are amount of Risk a GM can use against them are desperate or hopeless. The choice
some ways to gauge which way works better during the course of a Mission. Of course, must result in an obvious increase in the
based on the reality of the situation. as anything in roleplaying games, describ- amount of danger a player is putting their
ing how things are used can add narrative characters in. A player cannot (or really
LARGE TASKS depth to the effort player characters are shouldn’t) be tricked into making a Risky
undertaking, so players are encouraged to Action.
Training Value can be combined among do so. Characters that are unable to explain
many characters since they can all pitch how they use equipment or how they are Example: Greg is presented with an option
in and help with a task to drastically reduce utilizing skills to alter Risk can have their to gain entry to a house he wants to search.
effort vetoed, or secretly made worse if However, most of the entrances are boarded
the 6 needed, but all characters contribut- the player demonstrates a complete lack up securely. Greg’s player asks the GM what
of sense in their efforts. Greg sees that could help.The Gamemaster
ing Training Value or making Skill Checks tells the player that Greg notices that one
PARTY SIZE window on the second floor is not boarded
on the group’s behalf must commit the 6 up, since the barricades were meant to keep
A large party will draw attention. Each out the infected,who can’t climb.Greg climbs
indicated based on their chosen Skill Check up the lattice to the roof and inspects the
(or Mission/Objective entry) and must character will generate W1 per 61 spent window.The GM warns the player that if
each use any Competence Points amount Greg used this access point, it’d count as a
indicated in the table if they are not making beyond the boundaries of a Stronghold Risky Action since he’d have to break the
Skill Checks.This is only recommended unless the party is in special Formations glass, which would obviously draw a lot of
that prevent the addition of Risk in this attention it the stillness of the abandoned
way. Any vehicle or riding animal with a suburb.

120 – Missions and Objectives

Some actions are considered “Risky Otherwise this remaining bonus Risk (as
Actions” even under ideal circumstances. determined by the Mission entry) is dis-
Such instances will be listed. carded if not used during the Mission.This
is what mainly factors into determining
ABORTING MISSIONS
the l reward the party gets, as they are
Characters that lose their nerve and Abort penalized l1% of their reward per Wthe

the mission before the 6 is up will suffer GM has to spend at the end of the session.
Some scripted scenarios may have
some penalties. In Narrative situations, additional rules for Aborting a Mission,
this means leaving prematurely before the but in absence of any special rule, then just
GM uses all of their available Encounter the retention of Risk is the only mechanical
result.
Checks based on the 6 needed for Mission

completion. Upon aborting the mission,
the characters’ Formation is immediately

broken and characters will lose J1.

All characters being reduced to J0 will

count as having “Aborted” the Mission.This
can have any number of narrative conse-
quences, but it will also allow a GM to
retain up to 25% per OL of the remain-

ing Wthat the Mission granted the GM.

Missions and Objectives – 121

Assess Person other (preferably) NPC that has wronged Contact: As part of Mission Success,
Characters have a chance encounter with one them in some fashion. It is likely that the Characters may have the option of choos-
or more survivors. It is uncertain as to what person asked for will be brought to some ing a “Contact” Gestalt Skill for 1 less
the nature of the encounter will be, but it is harm, so characters must fail a {Compo- Gestalt Level than normal. This can be
certainly a tense standoff with hands gripping sure%} check in order to surrender them. either the NPCs encountered themselves
weapons as each party nervously exchange If they pass, they will stubbornly refuse. or they can be a close acquaintance of the
glances and words. people who speak on your behalf.
LaborValue If this sort of subject matter is inappropri- Reputation: It is entirely possible that
ate for your group, then restrict demands the characters’ reputation precedes them
q5 perWb of target to strictly that of property. (for good or ill). Roll on the following
table to see if the characters’ exploits are
TrainingVAlue(s) Emissaries W25 known to the encountered people. Roll
a d10 and apply the following modifiers:
Crucial Skill Check(s) What comes as a great shock to the charac- nn Add +1 to the result per OL, as the
ters is that this encounter has much graver
{Diplomacy (any)%, Calm Other%, consequences.These are not autonomous dwindling number of survivors in gen-
Composure%} survivors.They are instead a scouting arm eral make it more likely the characters
of a much larger organization. If characters are known.
Risk Factor(s) cannot discern this, then the opponents nn Add +1 per Mx of Command Appara-
will report to their superiors about the tus the characters used, as the assump-
W5 per OL. encounter, regardless of how the encoun- tion of the characters’ authority will be
ter plays out. If characters figure this out, based on how they present themselves.
then they must either bribe them… or
eliminate them to the last man. nn Alter result by 1 per P the characters

Add an extra W5 for every Disadvantage Sociopath W30 wish to use in the process of interacting
with them.
that manifests anger, aggression, or para- The encountered survivor has, as a social
noia within your party. strategy, grown exceptionally good at nn Alter result by 1 per + in an
having every word they speak seem truth-
Hazard(s) ful and are utterly self-serving.This survi- {Expression%} check, either to hide
vor will quickly surrender and would make past exploits or help convey the charac-
Complex Personality W5 no motions that they would harm anyone ters’ past events accurately and reliably.
but at the first opportunity (or after biding d10 Result - Reputation
Add 61 to the 6 Requirement. their time carefully) will steal from the 1-3: “Never seen them before.”The other
characters and kill anyone who prevents people have no knowledge whatsoever of
Tensions Flare W10 them from doing so. the characters or their past doings.
4-5: Prejudicial Awareness. Assumed to
Characters must pass a {Composure%} Alternatively, the Sociopath can gradually be part of an in-group based almost strictly
or one of the party will be forced to lash sow doubt and disunity.This will reduce on appearance (unformed characters will
out at the opposing party with any available be assumed to be police/fire/military/
weapon (let narration dictate the reason). the starting J of any Formation the char- clergy/etc, characters dressed as thugs will
A character’s own party members can acters take by Jd3 so long as the Socio- be presumed violent gangsters and so on).
subdue them before any harm is done if 6-7: Incidental Awareness. Choose at
path has access to the player characters. least one incident that the player characters
they roll lower on the n dice and are were involved in that one of the encoun-
Play on deployed “Lone Survivor” only. tered survivors are aware of.
able to Grapple with them. 8: Known by Face. The characters are rec-
ognized by one or more of the encoun-
“You got something I want” W15 Special tered people (for better or worse).
9: Known by Name. The characters are
The opposing party makes a specific Barter: It is likely that characters will not known well, literally by name to the
demand. This is done in one of two sit- have near enough experience in coaxing encountered people.
uations: a group of survivors to trade their most 10: “We’ve been looking for you.” Not
valuable of wares. For this reason, char- only were the characters known by name
nn A position of power being exercised acters that honestly offer “Value” items to and exploits, they were actively sought by
over the party or the people they have ultimately encoun-
trade count as 61 per Mx towards nego- tered.
nn The opposing party has a legitimate
claim of ownership to what the char- tiations.They do not need to be actually
acters have. traded unless the desired item requires it,
it’s more that characters have to be willing
Walls and Curtains - HostageTaking to trade for such items to entice the others
to offer up their more valuable wares.

The opponent may want something other Bartering uses G and not l as one
than the property of the characters.They
may demand a recently rescued prisoner or would purchase from a Location Resource
Catalog.

122 – Missions and Objectives

Success

l25 per Character + l10 per remaining
P

The strength of the contact could result in
additional Stronghold Population or new
NPC party members.
Failure
Failure leads to a breakdown of talks or an
actual fight.The results of this new rivalry
have a purely narrative effect.

ENCOUNTER TABLE - ASSESS PERSON

COST ENCOUNTER SPECIAL/NOTES

+ d3 Survivors Barter, Reputation
++
“Lone Survivor” Subject to multiple Hazards to make this encounter more hostile

++ d3+ Survivors Barter, Reputation

+++ d6+2 Survivors Barter, Reputation

SCAVENGE RESOURCE CATALOG - ASSESS PERSON BARTER RESOURCE CATALOG - ASSESS PERSON

RESOURCE LABOR ADJUSTMENT RESOURCE LABOR ADJUSTMENT
LEVEL LEVEL

Lv.1 +q50% Lv.1 No Change to Labor

Lv.2 +q75% Lv.2 +q25%

Lv.3 +q100% Lv.3 +q50%

Lv.4 +q125% Lv.4 +q75%

Lv.5 +q150% Lv.5 +q100%

Note that this is for the resource catalog of the Location itself. For the people you encounter, use this chart for Resource Catalog to
determine if they’ll part with their most valued wares.

Missions and Objectives – 123

Clear Area Target Rich Environment W5 W10 (or more) to their Risk Pool to
An area of importance needs to have a serious
threat removed.This is probably the most inher- Opponents are so thick in number that represent the incredible ruckus that the
ently dangerous Mission possible since it carries they will pour in from all feasible direc- characters will need to make. In addition
with it the chance for several opponents to be tions. One {E%} made to see if reinforce- to this, all Non Player Characters encoun-
deployed extremely easily. ments arrive as well as any Breach checks tered will have their Hostility Level one
LaborValue will be successful automatically with 1 Level higher than normal (Blue to Orange
Standard opponent per OL being deployed or Orange to Red).
q10 x Size of the Location x Out- per point of entry.This cannot be done in Combat: A character cannot use bonus
a Stronghold unless it is severely compro- Competence Points purchased on the onset
break Level mised at Magnitude Lv. 2 or greater or
TrainingValue(s) has “Collapsed” (see Stronghold Section of this Mission with + on anything other
on pg. 203).
than Melee Attack, Ranged Attack and Save
Surprise Attack W5 Throws.
Resource Catalog
Any opponents deployed due to resolving
Characters have a vastly increased q need
+ or more gets a Surprise Round.
in order to scavenge the Location because
Encounter W5 looting is not the primary focus of the
Mission. However, if the GM wishes to
Crucial Skill Check(s) Roll another Encounter Check. piggyback another Mission’s parameters
Any Combat skill check can be used so into this, they will still use the Resource
long as it’s with the primary weapon of In over your heads W10 Catalog modifiers of this Mission.The one
the character. exception is “Supply Run” as described in
Increase the 6 requirement for this Mis- the Pillage rule.
sion by 61. Success

Risk Factors Special Characters earn l1 per q

10 x Outbreak Level + Number of Char- Aborted: Characters or a party who Failure
Formation is broken, all characters lose
acters. Add W3 per - resolved when Abort this Mission will lose J1 and
trying to reduce 6. grant the GM W1d5! per OL. J1.The GM gains 50% of remaining W

Hazards Pillage: Characters can Piggyback this
Mission with “Supply Run” which would
Increased Danger W1 effectively make it more of a pillage than
merely a cleanse of hostiles. Combining
Gain a bonus + to any Encounter Check these will, however give the GM a bonus

already rolled.

COST ENCOUNTER TABLE - CLEAR AREA SPECIAL/NOTES
ENCOUNTER
+ or W1
+ + or W2 1 Standard Opponent 1x Template that can be upgraded with spending W

+ + + + + or W5 d3+1 Standard Opponents 1x Template that can be upgraded with spending W

1 Unique Opponent Consult entry for special rules.

RESOURCE CATALOG - CLEAR AREA

RESOURCE LABOR ADJUSTMENT
LEVEL

Lv.1 +q50%

Lv.2 +q75%

Lv.3 +q100%

Lv.4 Resource Level inaccessible

Lv.5 Resource Level inaccessible

124 – Missions and Objectives

Foraging result that are native to the region of your Wild Honey: It is possible that this Mis-
Foraging is usually a temporary boost of nutri- scenario.Animal encounters, such as venom- sion could be used to gather honey from
tion that yields very little in the form of sus- ous snakes or dangerous apex predators will wild beehives. A difficult, often pain-
tenance that can be stored.The Sustenance often have their own deployment rules as ful (and occasionally deadly) task. If the
commonly comes in the form of nuts, berries, per their entries in the Opponents section “Bees!” Hazard is used on the characters,
edible plants, and sometimes even more unusual of this book. they can, instead of fleeing, attempt to har-
animals such as lizards and insects that could Encounter Table vest the hive. During which, the “Bees!”
be eaten.This allows a small group of charac- Use Location’s Encounter Table
ters to take care of the Sustenance needs of a Special Hazard will have a reduced Wcost to
larger group. Piggyback: A player may piggyback this W1. A wild beehive would exist at least
LaborValue on any Mission that has {Navigation%,
Spot/Listen% or Survival%} as a fea- Resource Level4. Honey is extremely ver-
q10 per E ture. satile and a highly valued commodity. A
Urban Foraging: It is entirely possible
TrainingValue(s) that this Mission is done in locations where •harvested hive will add “Wild Honey (4)
natural plant life is not in great abundance, ” to the character’s Resource Catalog.
Crucial Skill Check(s) such as a city. In this case, foraging takes Note: Obviously, honey is not available in
place in public parks or the yards of sub- every region,but you can use this template as
{Survival%, Search%} urban homes to see if any fruit trees or a way to insert into your scenario whatever
wild grown food or substance that is highly
Risk Factors plants survive. In this case, add n per OL useful or is a commodity in demand in a
Stronghold’s marketplace.
W5 per OL +1 per E to any {SC%} made to reduce 6 for the Success

Hazards Mision. On the positive side, all Hazards l25 + whatever Resource Levels were
a GM has will have an increased Risk cost
Brambles/Nettle W2 unlocked.
by W25% per OL. OR
The character must move through The party has access to these Triggered
extremely painful plants in order to get Note: It is possible that the inverse of the Effects:
at whatever they’re looking to get. Char- above may be true, and that the time from
OL0 to the time the scenario takes place Foraging. + : Gather enough wild
acters will lose J2. If they are wearing will mean that the reclamation by plant and
long, heavy clothes that provide an E wildlife may make foraging more possible growing food for 1 Ration.
than it ever was during the time of civili-
reduction of 2 or more, then they will only zation. Such distinctions will have to be the Gather Plant/Fungus. + :Take one
discretion of the GM, with some practical
lose J1. knowledge of the Biome the urban region is available Loot card that is Plant or Fungus
in, if realism is desired.
Bees! W5 Wild Animals: Consult the entries for without paying any l cost.The specific

The low drone of bees gives the characters the Biome and Location to see if any + or entry of the plant or fungus may have addi-
pause. If they continue, they will incite the Wcan be resolved in deploying dangerous tional criteria to take due to their rarity.
Failure
swarm and will take [n n Po] damage, animals or animals that can be trapped or
ignoring results higher than 1 . This hunted for food, pelts, bone and other Nothing of use is found. Lose J1.
useful materials.
Hazard can be used once per Round if they
are part of an Encounter. Circumnavigating RESOURCE CATALOG - FORAGING

the bees will add 61 to the character’s

Mission requirement.

Being stung will also reduce Morale by RESOURCE LABOR ADJUSTMENT
LEVEL
J1.

Note:Characters that are allergic to bees will Lv.1 No Change to Labor

only ignore results higher than 3 instead Lv.2 No Change to Labor
of the normal 1 .
Lv.3 No Change to Labor

Also Note: Bees are not native to every Lv.4 +q25%
region, although they are very common. Feel Lv.5 +q50%
free to substitute any swarm of stinging or
biting insect that could produce the same

Missions and Objectives – 125

Search and Rescue Other%} is usable. d6 Result - Psychopathy

A significant lead is found about potential sur- Under Siege W10 1-2: Madman. Deploy one “Shattered”
vivors or the characters get a message of distress opponent.
that is worth investigating. Characters find their targets under attack 3-4: Sociopath. Treat Hostility level as
LaborValue when they are found. Opponents must Red, but outward appearances are Orange,
be deployed outside of a Location with even Blue. Until an “Assess Person” mission
q50 + LaborValue of required Travel. Structure and need to make a {Breach%} reveals them as being dangerous, they will
check in order to reach the survivors.
TrainingValue(s) drain J1 from a Formation each 6 from
Kidnapped W15
any party that takes them in.

Crucial Skill Check(s) The characters need to rescue the sur- 5: Homicidal Maniac. The characters are
vivors from being harmed by vigilantes. recognized by one or more of the encoun-
{Search%, Navigation%, Calm When the Survivors are located, deploy tered people (for better or worse).
Other%, Diplomacy (Persuade)%} 6: Sadist. This psychopath will stalk the
Vigilantes as if + + + were rolled on characters as prey for reasons unknown.
Their goal is to inflict terror and ultimately
the Encounter Table in addition to any physical torture on those they capture.
other results that may occur from a normal While being stalked, the characters will
{Encounter%}.
lose an additional J1 whenever the GM
Risk Factor(s) Hidden BiteWound W25 spends W1 (max W3 per 61) to repre-

W10 x Outbreak Level + Number The characters are exposed to an infection. sent some psychological torment.
One of the targets have been bitten and a Note: Introducing a “Sadist” is a good way
of Characters character must make a {Spot/Listen%} to have a recurring villain take the place of
to notice it. Otherwise, the survivor turns some random encounter. Essentially, a sign of
Noise,Travel W1 per E per 6 on one of the characters at random and the villain’s “calling card” can be located and
must be killed during the next period of determined for the Morale draining effect.
Add W1 per - resolved when trying Rest (or whenever the GM wishes to for Gestalt Ability – Nemesis
to reduce 6. narrative purposes). In addition to the nar-
rative interplay between the NPCs and the Gestalt Level(s): 2
Hazard(s) The character has developed an under-
characters, the characters lose J1, even standable hatred for an individual that has
Ambush! W20 caused them or their close friends grief.
if the Mission is successful. One named target will be unable to use
This whole thing was a setup!The charac-
ters will be ambushed in the process of their Special any J drainingTriggered Effects or Haz-
rescue. Use the “Clear Area” Mission Brief
for reference as to how this can play out. Contact: As part of Mission Success, ards against this character.The character
Characters may have the option of choos-
Increased Danger W3 ing a “Contact” Gestalt Skill for 1 less will also not lose J each round when
Gestalt Level than normal. This can be
Gain a bonus + to any Encounter Check either the NPCs rescued themselves or fighting them.
they can be a grateful close acquaintance Formations that are Led by this character
already rolled. of the people you rescued.
will have a Starting Morale of +J2.
In Hiding W5
Success
The targets are well hidden. Increase Labor Loot Resource Catalog: Vigilantes
generally travel light but they will use up Characters earn l100. They may also
Value by q2d10.This can only be used what consumable gear they have as they
fight characters. Each Round, DP will be generate a “Contact” as per the Special
on the onset of the Mission. added to the Consumable gear they carry rules in this Mission Brief.
at various Resource Levels so that if they Failure
Complication W10 are eventually looted or they drop their Formation is broken, characters take a
gear for a more expedient escape, there
Increase 6 requirement by 6d3. This will be less as the Encounter with them penalty of Jd3.
drags on.
must correspond to a narrative obstacle
to the character’s plans.

Hostile W5 Psychopath: Opponents that are psycho-
paths are particularly dangerous.They may
The survivors being rescued are hostile not even present themselves as threatening,
when found (for any number of reasons). but they are utterly self-serving and occa-
They can be reasoned with, but characters sionally murderous.
must make a {Diplomacy (Intimida-
tion)%} if they are hostile because of their You can roll on the table to determine the
nature, and not from some misunderstand- nature of the psychopath:
ing or naked fear, in which case a {Calm

126 – Missions and Objectives

ENCOUNTER TABLE - SEARCH AND RESCUE

COST ENCOUNTER SPECIAL/NOTES

+ d3 Standard Opponents -
++
+++ d6+OL Standard Opponents 1x Template
+++
d6+OL Standard Opponents 3x Templates
++++
d3+OLVigilantes Use “Loot Resource Catalog”
d3+OLVigilantes Use “Loot Resource Catalog” and one Vigilante is a
“Psychopath”

SCAVENGE RESOURCE CATALOG - LOOT RESOURCE CATALOG - SEARCH AND RESCUE
SEARCH AND RESCUE
RESOURCE DP ADDED PER ROUND
RESOURCE LABOR ADJUSTMENT LEVEL
LEVEL
Lv.1 1 DP

Lv.1 +q75% Lv.2 1 DP

Lv.2 +q100% Lv.3 d3 DP

Lv.3 Resource Level inaccessible Lv.4 d3+1 DP
Lv.5 d6 DP
Lv.4 Resource Level inaccessible

Lv.5 Resource Level inaccessible
Note that this is for the resource catalog of the Location itself.

Missions and Objectives – 127

Supply Run LaborValue notes or shipping manifests that have been
The characters go on a much-needed run for intercepted. If this is the case, a GM can
supplies.The kind of supplies gathered will be q10 x Size of the Location x OL
determined by the Location.This has the highest add q3d5! to the Mission’s LaborValue.
possibility of return for populating a Resource TrainingValue(s)
Catalog, but there are many confounds that can Sentries: A Sentry is a Standard Oppo-
make the supply run a very dangerous affair. Crucial Skill Check(s) nent that is unaware of the characters’
OBJECTIVES - FETCH QUESTS presence.The characters must either evade
Gamers will undoubtedly be familiar with {Search%, Spot/Listen%} or defeat the opponent while generating
the “Fetch Quest” trope of mission struc- Risk Factor(s) no Noise or the Sentry will raise an alarm
ture. While searching for supplies will Noise, Environmental Modifiers (Rain,
likely be the central factor of any long Fog/Mist, Snow) and generate W10. “Undead” opponents
term scenario, fetch quests are rarely an Hazard(s)
interesting hook. It is assumed, even in cannot be Sentries in the truest sense.They
most role playing games that the material Under Lock and Key W5 can still be deployed, but characters do not
needs for day to day survival are a given, need to exercise the same kind of caution.
where this is rarely the case for most set- Add q10 to the starting LaborValue.This
tings of Outbreak: Undead.. Nonetheless, A GM may wish to run this as a “Stealth
making Supply Runs the narrative crux of can only be done at the beginning of the Encounter” as described in the Survivor’s
your scenario is an easy trap to fall into, when Mission, but can be determined in secret. Guide on pg. 47.
in fact it provides probably the least amount of Looter: A Looter is a (potential) oppo-
tension of any available structure. Guards W10 nent who is already in the process of plun-
A Fetch Quest can be used to serve a larger dering the Location’s contents. Characters
story, but the adventure hook of a fellow Add “ + = Sentry” to the Encounter can either wait to pick what’s left (see “Lay
survivor pulling you aside to say they need Low” Mission Brief to Piggyback off this
certain auto parts does not convey drama Table. Mission) or engage them and either trade
or convey tension in a way players expect or fight for what’s there.
out of a game. Instead, have that mission Heavily Armed Guards W15 See the “Assess Person” Mission Brief to
serve a larger overall purpose or goal so see how this interaction could play out if
that retrieving what amounts to a shopping All Standard Opponent can take W5 Piggybacked on this Mission.
list of supplies has some emotional weight The primary difference is that avoiding
and with potentially severe consequences worth of upgrades as if it were aTemplate them and using “Lay Low” will cause the
of failure. Searching for a much-needed opponent.
but rare medicine for the immediate need Location to have 1 DP per 6 added to
of a sick character is one example where a Security Measures, Heavy W15
narrative supports a “fetch quest” by tying every entry on Resource Level1. Each
the possibility of character death a proper Characters must disable a security
consequence for failure that would lend system with either a {Construction/ + in {Search%} the looters get will
the necessary emotional support. Engineer% or Digital Systems%}
It is preferable that any sort of “Fetch when they enter the Location. If this isn’t increase the Resource Level effected in
Quest” style mission be readily accom- this way by 1.
done, add W25.
plished with simply spending enough G THE MORAL GRAY - TRACKING
, 6, or l on it (or some combination of Security Measures, Minor W5
The Looters could be knownVigilantes that
them), making Skill Checks if only abso- Characters must sidestep some crude have made a reputation for causing violence
lutely necessary.These can be undertaken alarm or trap. This can be done with and stealing from those they meet. But they
between sessions or at the beginning or {Spot/Listen%}. If this is not done, could just as well be other Survivors trying
end of sessions from a small catalog of to get by. Sometimes, neither is known. It
optional Objectives.These Objectives can add W10. is possible that characters can utilize “Lay
have interesting story hooks or it can be Low” in order to have a follow up “Hunt/
as simple as spending someTime to gather It’s all gone! W25 Track” in order to find their hideout to
wild mushrooms, curing meat, working a gather intel or take the supplies they looted
bullet press to make some extra ammu- The entire Resource Catalog is plundered. when they are unaware.
nition or something to that effect. This There may be some evidence as to who Success
option has the caveat (especially in regards took everything and where they could be
going. Characters would need to Piggyback l100 - 10 per OL, All of the entries of
to 6) that characters have a finite amount a “Hunt/Track” Mission in order to locate
of 6 available to them per Session, so the the looted supplies. the Resource Levels of the Resource
Catalog.
decision has some weight. Failure

Formation is broken, characters lose J1.

Special

BreadcrumbTrail: Characters may have
heard of the location or supply cache by

128 – Missions and Objectives

SCAVENGE RESOURCE CATALOG - SUPPLY RUN

RESOURCE LABOR ADJUSTMENT
LEVEL

Lv.1 No Change to Labor

Lv.2 No Change to Labor

Lv.3 No Change to Labor

Lv.4 +q25%

Lv.5 +q50%

Note that this is for the resource catalog of the Location itself.

ENCOUNTER TABLE - SUPPLY RUN

COST ENCOUNTER SPECIAL/NOTES

+ d3 Sentries (unaware) Stealth Encounter
++
++ d3 Standard Opponents 1x Template
++
+++ 5 - 1 per OL Looter(s) “Looter”

+++ d3 Sentries Characters can engage as Stealth Encounter
d6 Standard Opponents, one of 1x Template
“Looter”
them is a Template.
2d6 - 1 per OL Looters

Missions and Objectives – 129

Travel Note:This can potentially reduce 6 to the 2-4. Hostile. The Hitchhiker attempts to
The characters pick up whatever they can carry, rob or attack a character.This opponent
load up their transports and make their way to point where this Hazard isn’t even a pen- is a Vigilante that is allowed Template
(hopefully) someplace better. alty.This is perfectly acceptable. It represents upgrades.
LaborValue characters going a more direct route that
involves climbing that will shave valuable 5-6. Tough Call. Characters add n to the
q5 per Mile hours or days from their travel time.
Empathy% check.The encounter is oth-
Risk Factor(s) Highwayman W10 erwise uneventful. Characters are given

W1 per E (Rain, Fog/Mist, Snow). Deploy d3 “Vigilantes” against the charac- G15 worth of supplies for their trouble.
Additional Wd6 per - in the SC% to ters.TheVigilantes get a Surprise Round.
reduce 6. 7-9. Grateful Passenger. The characters
Road Hazard W5 were lucky to get such a grateful passen-
TrainingValue(s) ger. After a short ride together, they part
The vehicle the characters are driving in
company and give the characters G50
takes n n damage.The driving character
worth of supplies for their trouble.
must pass a {Pilot%} check. Each + can 10. The least of these. This act of kind-
ness sets off a chain of events that will
reduce the damage by n . ultimately pay off in extraordinary ways.
Unknown to the characters, they get a
Crucial Skill Check(s) - can be resolved as an additional n of “Contact” for free that will come to the
{Navigation%, Spot/Listen%} character’s aid or otherwise benefit the
Hazard(s) damage against the vehicle. travelers sometime soon.
Ice and Snow: Characters that have
Special to traverse snow and ice may use their
Training Value with Athletic Gear if they
Road Blockage W5 Chart Course: Characters can Piggyback have skis, snowshoes and other such
a “Read/Study” Mission as a part of this things but would take massive penalties
The road has a large obstruction. The Mission.This is provided characters have with increased LaborValues without such
nature will obviously vary from Location access to the accurate maps or directions equipment.
to study. Open Road: Any travel done over long
to Location.Add 6d3 to navigate around it.
Graze: Characters riding animals will stretches of road will instead have q5 for
Impasse W10 not use the “Traveling Party” Formation.
Rather, the mount and rider have the every 10 miles.
“Animal Fellowship - Ride” Formation. Piggyback: This mission is easily Piggy-
backed with others andTravel can be done
The original route is impossible as-is. Hitchhiker: Possibly a dangerous pros- over several periods of non-consecutive
Either there are so many abandoned cars pect, characters in vehicles that pick up Time.
that the roads are virtually unusable for hitchhikers will roll on the following table Scale Surface: Characters deliberately
miles or some natural barricade has made to determine the nature of the Encounter. taking the option of climbing as a way to
passage impossible. Characters must either get to their destination faster, the party
abandon their current mode of travel to The GM rolls on the following table and may use theirTrainingValue with Climbing
continue, stop their journey in order to the characters MUST make an {Empa-
re-assess priority or double back to an thy%}. If they fail, they may not pick up Gear when determining the 6 require-
alternate route. If the characters wish to the Hitchhiker. If they pass it, they must
pick up the Hitchhiker. Multiple characters ment.
continue, they either add 610 and keep attempting this check will have whoever Siphon Fuel: Characters in vehicles will
their mode of transportation or add 6d5! need to frequently stop to find sources of
has the highest amount of + or - apply. fuel.
and abandon their mode of transportation. Swimming: Characters that are forced to
If characters are already on foot, then they Ties will be player choice. swim as part of their journey can use their
must consider this obstacle impassible TrainingValue with Swimming Gear when
without extraordinary means. d10 - Hitchhiker
determining the 6 requirement.
OnlyWay is Up W10 1. Nightmare. Picking up this hitchhiker
is the beginning of a nightmarish ordeal. Undead Wall: The Encounter result of
Characters on foot must add 61 per E Undead Wall requires the party to defeat
The GM gets W25 and can use it in any a large amount of undead (at least 4d6+3
to their journey but can add {Climb%} to deployed at Long Range) or the party will
their available {Skill Checks%} in order way they want.The Hitchhiker may not have to deal with an “Impasse” as per the
be the dangerous thing, but they are defi- Hazard entry.
to reduce 6.This can only be taken at the nitely the catalyst.This will result even if
the characters fail the {Empathy%} to
beginning of the Mission, but the reveal pick the hitchhiker. This will represent
of this obstacle can be a narrative one and the characters having to swerve and miss
characters can make their {Climb%} the hitchhiker, and pass a {Pilot%} or the
checks on the spot as opposed to at the vehicle crashes. Riding animals will buck
beginning of the Mission.
and lose Jd6.

130 – Missions and Objectives

Success SCAVENGE RESOURCE CATALOG - TRAVEL

l1 per 10 Miles (max. l250). Arrival RESOURCE LEVEL LABOR ADJUSTMENT

at target destination Lv.1 +q50%
Failure
Characters wind up somewhere on the Lv.2 +q100%
road to their destination, but are stranded.
They can press onwards, but it will require Lv.3 Resource Level inaccessible

q50% of what the original Labor Value Lv.4 Resource Level inaccessible

was. Lv.5 Resource Level inaccessible

Note that this is for the resource catalog of the Location itself.

ENCOUNTER TABLE - TRAVEL

COST ENCOUNTER SPECIAL/NOTES

++ d3Vigilantes “Highwayman”
+++
+++ d3 Survivors “Hitchhiker”

UndeadWall -

FORMATION - TRAVELING PARTY

Zeitgeist Formation
The trail can wear on characters rapidly, so
a group of determined people will make
the journey much more manageable.
Generally, characters can only travel so long
as this Formation is intact.The Formation
has the following Tactic:

Travel: J1 - Travel the distance allowed
by the mode of transportation for 61.

Missions and Objectives – 131

Lay Low Gear used in the encounter is confiscated ence.The characters must either evade or
A fight is too great to face head-on.Characters must defeat the opponent while generating no
find a quieter way around or face terrible odds.’ as is all gear. as is all gear that is . or Noise or the Sentry will raise an alarm
LaborValue greater in size. Gear that is up to ,,
Special and generate W10. Opponents with the
TrainingValue(s) in size can be concealed with a deliberate
effort and a successful {Expression%}. Undead special rule cannot be Sentries in
Crucial Skill Check(s) Special the truest sense.They can still be deployed,
{Spot/Listen%, Stealth%, Naviga- Cat Burglar: The characters that are but characters do not need to exercise the
tion%} undertaking this mission in order to steal same kind of caution.
Risk Factor(s) something both well guarded and specific, Advanced Sentries: An Advanced
Sentry is a Sentry that is highly aware or
W10 per Pb of Standard Opponent, the qValue is altered as follows: has improved senses.They can represent
W5 per Character in party, W3 per more vigilant guards or guard dogs or
Resource Level - Labor Adjustment some exotic viral strain.They will function
“Noise” as Sentries, but alerting them will auto-
Hazard(s) Lv.1. +q100%* matically cause a Mission Failure.
Lv.2. +q150%* O.B.M. Sentry: The characters actually
You hear something? W10 Lv.3. +q200% are sneaking past not a network of guards
Lv.4. +q250% and checkpoints, but a monstrous One
One Opponent must be killed or incapac- Lv.5. +q300% Big Monster, whose attention will bring
itated silently in a single Round. almost certain death.They will function
*Unchanged from normal rate for this Mission. like Advanced Sentries, only alerting
Bad Company W15 There is an additional requirement for
Mission Success in that the named item them will cause characters to lose J3 as
The location that is being hidden in has a must be stolen in order for the Mission to opposed to the normal J1 in addition
nasty surprise. Either the tight spot they be counted as a Success. Any other result
are in is shared by a “Stressor” of some will apply the effects of the Failure entry. to the obvious peril of whatever special
kind (spiders, rodents, human remains... attacks the O.B.M. may have.
take your pick).The character will need Labor: q10 per Pb of the Stan- Safehouse: Characters that have a desig-
to respond to the “Stressor” in any way nated “Safehouse” nearby can presumably
allowed by their Coping Mechanisms or dard Opponents in an Encounter x undertake this mission with either drasti-
roleplaying. number of Characters in the party. cally reduced Labor Values or some other
Stealth: Characters using {Stealth%} narrative benefit. A GM may require that
Very Bad Company W20 will need to avoid the results from a the Safehouse is only capable of allowing
number of {Encounter%} checks, 1 per characters to hide as danger passes by
This is the same as Bad Company above, unless some other extraordinary feature
but the hiding place is shared by some- 6 based on the q andTrainingValue nor- exists like easy access to tunnels, back
thing that can actually harm the characters alleys or networks of secure buildings.
somehow (possessing at least one Trig- mally. Once the GM makes that number of Success
{E%}, the characters can consider them-
gered Effect that will assign n or more selves in the clear. l100, safe passage through the danger-
Security Checkpoint: Laying Low
to a character).The characters will need past a manned security checkpoint can ous territory, patrolled area or checkpoint.
to contend with this threat silently or the allow {Expression%, Diplomacy%}
cover of the characters will be blown. to be used as a possible Skill Check and GM reduces Risk Pool by W10.
will allow Training Value from Command
Apparatus.Things like official paperwork Failure
The characters are found out and an
and proper identification can reduce the 6 Encounter can result normally. All char-

requirements by a set amount as per the acters lose P1 and J1.

Cover Blown W25 “Labor”Triggered Effect.Any remaining 6

Immediately run an Encounter.The Oppo- would be the security doing further due
diligence to verify the paperwork while the
nents get a Surprise Round. An extra W characters are in holding cells or whatnot
or the need for extra persuasive power by
25 can be spent on Opponents. means of {Expression%, Diplomacy%}
on the part of the characters.
Capture and Confiscation W 30 Sentries: A Sentry is a Standard Oppo-
nent that is unaware of the characters pres-
The characters are discovered and captured
if they did not manage to fight them off.All

132 – Missions and Objectives

SCAVENGE RESOURCE CATALOG - LAY LOW

RESOURCE LABOR ADJUSTMENT
LEVEL

Lv.1 +q100%

Lv.2 +q150%

Lv.3 Resource Level inaccessible

Lv.4 Resource Level inaccessible

Lv.5 Resource Level inaccessible

Note that this is for the resource catalog of the Location itself.

ENCOUNTER TABLE - LAY LOW

COST ENCOUNTER SPECIAL/NOTES

+ 1x Sentry Stealth
++
++++ 1x Advanced Sentry Could be highly trained or guard animals

O.B.M. Sentry See individual entry for special rules

Missions and Objectives – 133

We Know This Much... Resource Catalog Research Field: This may fall under the
In a moment of somber and sober reflection, the As Location. purview of a specific research field.This
characters are forced to reassess what it is that Special means that {Science%} specialties do not
they know about the nature of the threats they Combat: It is possible that “Called Shot, (or very rarely) cross over.
face. Headshot” or other such specialized Known Information: Characters cannot
This Mission structure is meant to be the most combat Triggered Effects may not be retread the same ground for new discov-
helpful for scenarios where the nature of the used until a weakness in an opponent is eries. Each piece of Known Information
zombie virus is a crucial plot point (or at the determined by means of a piece of “Known
very least of tremendous interest to the char- Information”. It is up to the GM as to will add q25 to use that information and
acters). whether or not aTriggered Effect unlocked
LaborValue in this way displaces the bonus otherwise discover something new.
provided by the “Known Information” rule.
q15 per OL + q25 (per Known Infor- Documentation: Characters that All characters will get a bonus P per
take pictures, video or notes during
mation) their Encounters may reduce the Time piece of “Known Information” whenever
TrainingValue(s) with the “Labor” Triggered Effect using encountering the subject of the research.
{Expression%}. Deliberately doing Literature Research:The character can
Research this is the only way that {Expression%} study a subject academically on the periph-
Crucial Skill Check(s) is usable as a Skill Check towards this eral of doing actual hands-on research.
{Spot/Listen%, Expression%*, Sci- Mission’s progress. Characters can Piggyback “Read/Study”
ence%} Mission as a part of this Mission.This is
Note: During most Outbreak Scenarios provided characters have access to the
Risk Factor(s) a cell phone is almost useless. However, accurate information to study.
None inherently. smartphones that can take pictures and
Hazard(s) video would remain one of the more useful Samples
functions of such devices and can be used Characters may need to be forced to gather
Conflicting Accounts/Data W10 in documenting as described in this entry. samples of some kind to get the answers
Finding a way to transmit or send such they seek.These samples will vary in size
The conflicting observations make extract- information or store it can be a part of the from tissue samples to an intact specimen.
mission as well. “Hunting/Tracking”can be Piggybacked into
ing the truth very difficult.Add 62d5! to Characters that take notes must be able this Mission.
to do so by means of a journal they carry If the specimen needed is not a living (or
the Time requirement. or by some paper they can write on.This motive, in the case of undead), then the
must be done during a period of Rest or sample needs to just be found. In which
False Positive W15 otherwise take time to write their obser- case, each relevant discovery would require
vations clearly. that something must be found at a specific
Resource Level at a location’s Resource
Catalog. In this case, instead of “Hunting/
Tracking” use “Supply Run” as a Mission to
Piggyback off of.

Characters inadvertently attribute a causal This can be done remotely if an observing Success
relationship where there is none.This will character is able to relay information to Gain another piece of information as
cause the Mission to immediately fail, others who are processing the information “Known Information”
but the characters will believe it to be for research purposes.
successful. Facilities: It is possible that extracting l25 +10 per all pieces of Known Infor-
meaningful data from what the characters
Two Steps Back W25 have gathered requires very specialized mation obtained so far.
facilities. For instance, characters in sce- Failure
Characters have made progress… narios where digital photography is not Characters do not get any benefit for their
somewhat.The characters do get greater common may need to have a darkroom to efforts researching.
knowledge, but it displaces something develop film (and the GM would almost
that was once considered true. Characters certainly require that knowledge of how
lose the benefit of one piece of “Known to do so is a Gestalt Ability). Likewise a
Information”, but the discovery needs to character that has to observe tissue sam-
have some narrative reveal. ples or other such scientific examination
will almost certainly require specialized
Encounter Table research equipment and/or a dedicated
laboratory.
None.

134 – Missions and Objectives

Scout Patrol W5 markings for later parties to use as guides.
The surrounding area needs to be patrolled. Natural substances such as tree branches
There is some expectation of danger, but it is a Characters cross paths with another patrol and stones can be used, but to gather such
necessary risk.This is probably the most common of survivors.The characters need to either
mission the characters can undertake without a Lay Low as per the Mission brief of the materials and use them will require 61.
significant story arc to lead them to a different same name or engage them in combat. It
set of objectives. is possible that the patrol is not hostile, but These markers will prevent the need for
This is probably as good a tool as any to intro- it is more likely than not. characters who are following the same path
duce any plot hooks that a GM has been plan- from requiring {Navigation%} and will
ning to use. Outpost W25 instead need only {Spot/Listen%} to
LaborValue find the markers in order to successfully
Characters stumble across an enemy follow in the Scouting party’s footsteps..
q10 per Size of a Location + q10 outpost. Characters are hopelessly Resource Catalog:The Resource Cata-
outgunned and outmanned but thankfully log can only be accessed if a location was
per Mile scouted. characters have a chance to evade them. scouted out. Passively scouting over long
TrainingValue(s) distances or for protracted periods will not
Special add any Entries to a Resource Catalog. So
piggybacking any mission with Scout will
Crucial Skill Check(s) Abort: If characters abort this mission, not allow the Resource Catalog Labor
{Spot/Listen%, Stealth%, it is generally without any serious con- Adjustments for Scout to apply to the
Navigation%} sequence. Unless the characters were character’s missions.
Risk Factor(s) piggybacking Missions with specific rules Scouting Party:The willingness to push
for aborting it, then the characters get no the boundaries of what the party knows
W10 per OL + W1 per E + W penalty for doing so for "Scout” Missions. to be (relatively) safe by venturing into
unknown territory will mean that each
1 per “Noise” Extended Scout Missions: A character
Hazards or party that undertakes Scout Missions 6 spent Scouting will drain an extra J1

with a total 6 requirement that is greater from any Formation characters adopt that
than 620 can Piggyback this Mission with isn’t specifically a “Scouting Party”.
Vehicles: Characters that are in Vehicles
“Set up Camp”. cannot add ot their Resource Catalog as a
result of their Scouting efforts and will add
Trouble Ahead W3 Piggyback: This Mission can easily be Hazards and rules for “Travel” Missions.
Piggybacked with “Travel”. It can also Success
Characters are forced to make a successful Piggyback with other kinds of Missions if
{Stealth%} in order to avoid an Encoun- the GM wishes to make it a story hook l1 per q Value.The GM also reduces
ter with a single Template Opponent. of sorts.This will often negate many of the Risk Pool by W5.
the rules specific to a Scout mission, but
Big Trouble W15 since they are so compatible the rules for Failure
Scout can apply to other Missions that they
Piggyback off of instead of negating them The GM can add W5 +1 per OL to their
as normal.
Risk Pool.
Same as "Trouble Ahead”, but with a Pylons/Markers: Characters can choose
Unique Opponent. to use any equipment they have to make

SCAVENGE RESOURCE CATALOG - SCOUT ENCOUNTER TABLE - SCOUT

RESOURCE LABOR ADJUSTMENT COST ENCOUNTER SPECIAL/NOTES
LEVEL
+ d3 Standard Opponents -
Lv.1 No Change to Labor ++
+++ d6+OL Standard Opponents 1x Template
Lv.2 No Change to Labor +++
d6+OL Standard Opponents 3x Templates
Lv.3 +q50%
d3+OLVigilantes -
Lv.4 +q100%

Lv.5 +q150%

Note that this is for the resource catalog of the Location itself.

Missions and Objectives – 135

Scout Missions are generally considered 2d6 Result - Encounter 6-7 - Vigilantes: Characters encounter
the default mission format since they don’t 2 - The Thing That Should Not Be: a scouting party of a rival Stronghold or
need to have a specific goal in mind when The characters witness first hand the recurring enemy of the characters.This is
undertaking it. A party that is indecisive waking nightmare that is the One Big largely a chance encounter, but the char-
or uncertain about how they are able to Monster. They are distracted by the acters have the opportunity to get the the
approach a given situation can fall back on corpses of the their recent victims before drop on them, assuming the nerve to fight
Scout Mission parameters. It is largely for leaving the characters dumbstruck.This at all is there.
this reason that the format is so forgiving event counts as a Stressor and it will 8-9 - It Looks Dangerous: The char-
in allowing a Mission to be Piggybacked introduce (or re-introduce, if one exists) acters stumble upon what appears to be a
off another Mission once another more a single opponent with an upgrade type of long abandoned depot or location where
relevant objective comes to the survivor’s “One Big Monster”. If one does not exist valuable supplies could be found. The
attention. in your campaign, you may create one for reason the location looks promising is that
That being said, there is an inherent free without using an Risk to do so. the characters easily notice that there is
danger that must be accounted for if 3-4 - The Horde Moves: The charac- a very obvious reason why the location
people are simply wandering around aim- ters crest a hill or glance out a window to was left alone. Either it’s swarming with
lessly hoping to stumble upon something see an impossibly large group of infected infected or some other disaster or feature
important. However careful they may say moving as a horde.The numbers are so makes it almost impossible to reach the
they are being in process, it is likely that great the the idea of killing all of them desired location. Attempting to raid this
they would be inviting trouble with this seems ludicrous without some exhaustive Location will allow the Hazards for Clear
approach. For this reason, a GM can and military campaign… which is obviously Area and Supply Run to be used and will
should impose some kind of penalty for beyond the character’s ability.They must
this general lack of planning.The penalty warn those who the horde is moving give a GM an additional W10 to add to
need not be mechanical but it can cer- towards or find a way to divert it.
tainly take this form. A recommendation 5 - Soul Shattering Discovery: The their Risk Pool.
characters encounter something that 10-11 - Seems Safe: The characters
would be a reduced W cost for Hazards breaks their collective spirit upon witness- stumble upon a location that looks like it’s
ing it. Even characters that are inured to worth exploring. It has the same parame-
played against characters that are under- this sort of tragedy would take pause for ters of “It Looks Dangerous” in what they
going a Scout mission. If a GM has a nar- a moment to collect their thoughts. All find but the GM doesn’t get any additional
rative series of events, additional Hazards characters will count as having encoun- Risk to the Risk Pool.
or reduced Risk cost would be somewhat tered a Stressor. Should the character lack 12 - Stroke of Luck: The characters
redundant and the characters would stumble upon an incredible find.This is
simply face down what a GM planned to a Coping Mechanism, they will lose J3 best done narratively, but in case you do
have them encounter anyway. instead of the normal J1. not have such a contingency, simply count
All this said, a Scout mission is still one the next Location the characters stum-
of the best ways to move a story forward Note:This should be, if at all possible, a ble upon as having all Resource Levels
especially it a narrative impasse is reached. payoff of a longer story arc that involves unlocked with no Depletion Points added
If the GM is still unsure as to what the searching for someone they are looking for to any entry.
characters can possibly encounter as a nar- or involving important NPCs.
rative hook to give them a more focused
set of objectives to follow, you can roll on
the following table:

136 – Missions and Objectives

Read/Study information and would generally be part aid in Skill Check advancements. They
The character takes time to read or of the referenced work’s entry. If no entry
research.This has any number of benefi- often carry with them tremendous q
cial effects including lending aid in other exists, it can provide a single P for use in
missions… or something to help pass the the next 620. Values which translates into huge amounts
time or learn something new.
LaborValue TrainingValue:TrainingValue with cer- of 6 to study the books thoroughly. Upon
Special tain gear only applies to the kinds of Kits
TrainingValue(s) that are used for missions that are Pig- completion, a character can add +1 to a
Special gybacked. So if this is Piggybacked with single Advancement Rate of a particular
Crucial Skill Check(s) “Travel” then “Reconnaissance Gear” will Skill Check if the character uses a Gestalt
None. be the kind of Kit that applies. Level to do so.
Risk Factor(s) If there is no Piggybacked Mission, then Characters that study books in this way do
None the Training Value would be (Base Wb +
Hazard(s) Tiers in Abilities that denote reading com- not need to spend all of the 6 necessary
prehension “Bookworm” and “Autodidact”
Outdated/Misinformation W15 for example). at once. It will likely be broken up over
Labor:The LaborValue for this Mission is several days (or longer). Conversely, events
The researched material is not accurate or based on the nature of what is being read of organized play, such as Pandemic Play,
representative of reality, unbeknownst to or studied. It also applies to the nature of a character can simply deduct the amount
the character.The character gets no bonus how such words are used.
from the “Success”. from their available 6 for that season to
nn Book, Literature. q1 per page.
Broken Information W5 nn Book, Simple Reference. q10 per use it immediately.
Piggyback: This Mission can be Piggy-
The material is physically damaged or + (max + + ). Basic Skill Checks backed with a “We Know This Much…”,
highly illegible in some fashion.The Labor and “Travel”. Other Missions can feasibly
only. be aided in this way provided that the
Value is increased by q50%. material the characters have access to is
nn Book, Specific Instruction. q15 per relevant. For instance, characters with a
SPECIFIC BOOKS/NOTES/MAPS/ + (max + + ). Basic or Trained Map can study it per this Mission and have
MATERIAL it apply to Travel.
Skill Checks only.
Scenarios may have specific maps, notes, Piggybacking will effectively allow 6 in
books, etc. be of crucial value.These will nn Book, Comprehensive Guide. q20
have specific results upon reading or study- per + (Max + + ). Any skill this Mission to qualify as progress in the
ing them.Such results will be listed in the entry. other Piggybacked Mission and vice versa.
Check Success
Encounter Table Characters take the benefit of having read
nn Map. q5-30 (5d6) or thoroughly studied the material being
referenced.This benefit may vary, but will
Note: Some guides may cover the ability to
add their bonus to multiple Skill Checks and generally be bonus + , restoring Morale,
some that are outside the range described
here.These unique and valuable references additional progress towards other Missions
will have their own unique LaborValues for or temporary Advancement Rate bonuses.
the specific Skill Checks they add bonuses to Failure
and any other effect it may have. This sort of mission doesn’t carry much
Textbooks/Training Manuals: Some in the way of Failure outside of just wast-
of the most valuable books are those that ing time on something that the characters
don’t finish or use for any practical ends.

None

Resource Catalog

None

Special

Reference: A source that is merely ref-
erenced and not thoroughly studied will

grant one or more bonus + for certain

Skill Checks that can be used immedi-
ately. Likewise, if this represents infor-
mation that will be useful at a later time,
a character can gain bonus Competence
Points.The number of competence points
is based on the quality of the referenced

Missions and Objectives – 137

Survival Missions

Survival is a difficult but rewarding ele- This series of missions involve hunting 6 needed might be enormous, which
ment of finding food, supplies, survivors and fishing.This is basically provoking an
and shelter out in the wild. It requires per- Encounter with animals that can be caught means that (outside of freak encounters)
sistence, patience, and a keen sense of per- or killed and eaten, and/or their parts only experienced trackers with high
ception.These will be the most common (hide, fur, bones) to be usable materials.
Missions characters undertake. Success at Training Values to offset the massive q
survival can vary wildly due to the circum- The 6 needed based on q and Training
stances, equipment available, and the time needs would ever have a chance of coming
of year. Many of these missions can’t even Value is the skill at tracking. For this across such an animal in a timely manner,
be completed without the right resources. much less have the skill to kill the animal
reason, the 6 needed is nearly always once they find it. Premium or specialized
bait or lures would also aid in this.
altered by Environmental Modifiers but

may require additional 6 due to the nature

of the prey. If they are rare or solitary, the

Bushcraft Special nn Shelter – Personal: q30-60 (10d6) +
Characters can construct some simple equipment 5 per E
with no moving parts or mechanisms or scrap Environmental Modifier: Each E
something for parts using bushcraft. Many prop- will add q5.This will represent either nn Shiv: q6-12 (2d6)
erties of simple gear, such as Durability, is based nn Sling: q6-12 (2d6)
upon the material it is made of. foul weather conditions or the inability to nn Spear/Javelin: q30-60 (10d6)
LaborValue scavenge the raw materials to create the nn Tomahawk: q30-60 (10d6)
Varies gear. nn Tool: q36-72 per . (12d6 per .)
TrainingValue(s) Labor: To see what sort of Labor Value nn Trap/Snare: q6-12 per Size of beast
the undertaking could have, consult the
Crucial Skill Check(s) following list: the trap or snare was designed to catch.
{Survival%,Construction/Engineer- Salvage: Destroy 1 item for parts to, gain
ing%} Consult the corresponding Bushcraft section
in the Outbreak: Undead.. Survivor’s Guide G5 per , and G25 per . that can
Risk Factor(s) to see what this gear actually does.
None be sold.This raw material can also be used
Hazard(s) nn Atlatl: q21-42 (7d6)
nn Armor – Heavy: q30-60 (10d6) to count as 61 per , and 65 per .
BadWeather W5 nn Armor – Light: q15-30 (5d6)
nn Arrows/Bolts: q18-36 (6d6) towards the construction of a similar piece
If building something outdoors or when nn Blade: q30-60 (10d6) of equipment.
otherwise exposed the elements, char- nn Bow: q180-360 (60d6) Not all items are worth this sort of thing
nn Camouflage: q3-6 per . (d6x . ) when scrapped, so some discretion should
acters can expect that the E to be nn Club: q6-12 (2d6) be made when determining whether
nn Dart: q 6-12 (2d6)
increased by 1 or more. Either that, or nn Fire: q6-12 (2d6) +5x E. scrapping something can result in G
apply the a kind of Environmental Modifier nn Gather: q 3-6 per E (d6 per E)
nn Jewelry/Art: q30-60 (10d6) for a character.
that otherwise wasn’t contributing to E nn MeleeWeapon (Mastercraft): q2x Success
nn Recreation: q Varies Construct the gear or other bushcraft.
nn Shelter – Large: q36-72 per charac- Failure
No usable gear is created.
ter (12d6 per character to accom-
Shoddy W15
modate) +10 per E
The gear is created, but it is barely work-
able.The created thing has either 1 less
Durability or Structure than normal.

138 – Missions and Objectives

Field Dressing/Cleaning Spoil W10 - E (Heat) animal can provide as soon as they spend
All caught animals will require field dressing
in order to remove the organs and preserve meat Ruin one “Yield” of the kill if the character the required amount of 6 doing so.
and hides. does not Field Dress it fast enough as per
LaborValue the “Time” Special rule. It is possible that Success
animals that are Size 1 or greater may still See the “Yield” Special Rule.
q 10 per Size (Minimum q 5). have some edible parts that did not spoil, Failure
so unless the GM pays the Risk cost of this Characters that fail only get a single “Yield”
See “Time” Special rule for additional Hazard once per Size, the remainingYields worth of materials. If an animal can only
modifiers. will be unaffected.. have a singleYield to begin with, then the
TrainingValue(s) Special
GM can pay W5 to make thatYield also
Tools (Hunting/Tracking) Time: The 6 a character has to field
Crucial Skill Check(s) unusable.
{Survival%,} dress is based on the Labor Value but has
Risk Factor(s)
the additional negative modifiers of E
W5 per OL +1 per E (Heat) positive modifiers of E (Cold).

Hazard(s) Failing to do it by this time will allow a
GM the ability to use the “Spoil” Hazard.

Routine: If the 6 needed based on the

characters’Training Value is less than the
“Time” to accomplish this Mission, then the
animal can be considered fully field dressed
without the need of any skill check, but the

6 based on the characters’Training Value

will still need to be spent on the task.

The Scent of Blood W5 Yield: Each + made before the end of
the 6 limit will grant the “Yield” of the
Characters that spend a Long Rest near animal to a maximum of one + per Size.
where they field dressed their kill, the
cost of any “Apex Predator” is reduced by Characters who can utilize the “Routine”
rule will get the full amount ofYield the
+ + + to a minimum of + .

Missions and Objectives – 139

Hunting/Trapping/Tracking characters. Due to the circumstances, by losing a Health point and at the end of
The characters may find themselves (or greatly the closest a character can get to the
prefer) to hunt, or trap their prey in order to prey is the Long Range value of their each Resolution phase. If they have J0,
gain food.This prolonged hunt will be against a
game animal that is native to the region. ranged weapon after they spend all the 6 the next Intent phase will have the animal
LaborValue attempt a retreat normally.
necessaryTracking. So characters only get Pack Hunters - Pack hunters will not
q10 per Pb of the animal x E a single attempt at successfully attacking
the target.The animal will flee out of range lose any J unless a member of their
Subsequent tracking efforts of the same immediately afterwards if the characters
animal (should they survive an Encounter do not injure or kill it. pack is killed. Each death will cause the
Encounter Table
with the characters) will only require q5 As per Location. loss of J1. If there is any pack that has
Resource Catalog
per Pb of the animal instead of the normal None an “Alpha” upgrade, then the death of the
Special
q10 per Pb. Bait: Bait can also be used to count as Alpha will cause the pack to lose J2.

Note: Some animals may have greater eva- bonus 6 towards the progress of this Most characters would not be able to
sive ability than their Pb indicates, such as identify the Alpha, however.
possessing highly developed senses or natural Mission (the amount of which will be in
camouflage. Feel free to increase the amount the entry or up to the GM). It will likely Big Game
also be specific to the prey and may endan- These are large animals, such as bison,
of q needed for such difficult prey or con- ger a character if they are carrying it. moose, elk and deer. Some are dangerous,
but all require a decent amount of
sult relevant entries. Encounter: If the 6 is spent on this firepower to bring down.
TrainingValue(s) See the entry of such animals in the
Mission, the opponent is tracked, but not “Beasts” section of the bestiary.
Tools (Hunting/Tracking) killed. The characters have to defeat it
Crucial Skill Check(s) with the weapons they have if they want Additional q to track: +q15 per E
{Navigation%, Survival%, Spot/
Listen%} to have hunted it successfully.The J of Aggressive - Larger animals count as

Risk Factor(s) the opponents will determine how long having +Jd3 and will fight in as many
they will remain in an Encounter before
W5 per OL +1 per E + W1 per they attempt to flee. For most prey, it will rounds as that will allow. Morale is lost
likely only be a single Round. Characters by losing a Health point and at the end of
“Noise” will likely get a Surprise Round to start
Hazard(s) the Encounter. each Resolution phase. If J0, the next
Piggyback: This mission can be Piggy-
I Missed W1 backed with “Clear Area”. “Supply Run” Intent phase will have the animal attempts
and “Travel” missions. a retreat.
Characters have taken shots at what they Prey: Here is a list of game and what See “Nightmare” in the Opponent section
thought were viable targets. Add 1DP to adjustments you can make to the narration for a list of Triggered Effects that such
the ammo supply of a character’s weapon. and rules to accommodate for these ani- animals have at their disposal.
No Depletion rolls are made. mals when encountered or when hunting
them specifically. Small Game
This can be used on Bow or Crossbows Small game are scarcely a meal and are
too, if only to see if their arrows or bolts Apex Predator hard to hit at any decent range.They are
are broken. These are predator species, lower value as also by nature very skittish.
food, but have a fair price on their heads Health: n/a
Spooked W5 for furs and as bounties for local ranchers. T1
Health: 1+1 per Size
The encountered animal is so startled by T 5 per Size Additional q to track: +q5 per E
the sudden presence of the characters that
it runs away from an Encounter as if their Additional q to track: +q20 per E Game Birds/Waterfowl
These are birds that spend most of their
Morale result was reduced to J0. Aggressive - Apex predators count as time near large bodies of water.
Health: n/a
Long Range W5 having +Jd3 and will fight in as many T3

The elusive prey has managed to keep a rounds as that will allow. Morale is lost Additional q to track: +q5 per E
healthy distance between itself and the
The Most Dangerous Prey… Man
This can also apply to tracking people
or groups. Apply the same template, but

140 – Missions and Objectives

substitute the rule where you only need Crucial Skill Check(s) Resource Catalog
one Round to kill the animal with an {Navigation%, Survival%, Spot/ None
ordinary Encounter rules with the player Listen%} Special
characters getting a Surprise Round. Risk Factor(s) Biomes: This requires, at the very least
Success ‘River/Rapids’ or ‘Angling’ Biome Fea-
Successfully accomplishing this will grant W5 per OL +1 per E tures, or any aquatic Biome
certain “Yields” of the animal if they Ice Fishing: Attempting this mission in
successfully “Field Dressing” the kill. Hazard(s) any biome that features the ‘Cold’ Biome
Animals that are Size 0 (which is most
animals hunted/trapped/fished in this The Ones that Got Away - or W5 Feature will also add n per Environmen-

manner) will only yield the food and l10. Add a DP to the gear used to fish as the tal Modifier.
tricky fish snatched bait, break lines and Speed Fishing: A character can use
The entire processed carcass can be other such things.
explosives to reduce 6 needed for this
brought to a Stronghold for G equivalent Lost Tackle W10
to the l earned in this way. Mission… there will be an obvious
Add 1 DP to the gear used to fish, with
Failure as a fish makes off with the hook and line. increase in Wfor doing so.
There is no encounter with the desired
prey. FouledWater W15 Shore Fishing: The character fishing
from these shore will be less likely to be
Fishing The characters must find a new fishing in serious danger.They will be immune to
For some, this is a relaxing pastime, but this may hole as the water is clearly fouled by dead, “Washed Away” Hazards.
be an efficient means of survival, provided the pollution or both. Trap: Fishing can benefit from the con-
waters are not fouled with pollution or choked struction of a trap. Each Trap will require
with dead. This will effectively add 6d5! or more
LaborValue q20 to construct (assuming the materials
to the Time needed to accomplish the
q10 per E (or whatever is indicated mission. are available) and will have a 50% - 10%

in the entry of a specific desired fish) Washed Away W10 chance per E that it results in 1 Per-
TrainingValue(s)
Characters are horrified to see that they ishable Sustenance (Raw).
Vehicle (Boat),Tools (Fishing) have been dragged out with the tides. Note: Reusable elements like nets can allow
Bodies of water that are not subject to
tidal forces cannot take advantage of this for a decreased q cost to set up.A fishing
Hazard.
trap can be set up on the shore and be used
Encounter Table
later.The trap itself will take up . until
None
set up.
Catch: Here is a list of fish and what
adjustments you can make to the narra-
tion and rules to accommodate for these
animals:

HUNTING/TRAPPING GESTALT If the character wishes, the cost to deploy Big Game Hunter, (Species)
ABILITIES Gestalt Level: 5
the opponents will cost an extra + with The character has a tremendous amount of
Tracker, (Animal) an {Encounter%} or an extra W3 if the experience hunting very large animals.
Gestalt Level: 3 When the named animal is the target, the
The character has a tremendous amount of character spots signs of the animal and
experience tracking a certain kind of animal. wishes to avoid it. 6 needed toTrack it is reduced by 6d5!.
When the named animal is the target, the
Trapper, (Animal) This Gestalt Skill can apply multiple times,
6 needed to Track it is reduced by 63. Gestalt Level: 2 but each time it applies to a different
The character knows how to set traps to catch a animal.To “Field Dress/Clean” the kill will
This Gestalt Skill can apply multiple times, certain kind or category of animal.
but each time it applies to a different Unless a character has taken this Gestalt also take 6d3 Less than normal.
animal. Subsequent times this is taken, it Skill, they will not know how to construct,
will only cost 1 Gestalt Level if the animal bait or deploy a trap against this kind of
shares the same general habitat, diet or animal. Characters can “Field Dress/Clean”
behavior. up to 3 additional small animals (Size: 0)

spending only 61.

Missions and Objectives – 141

Fish, Deep Sea Success GestaltAbility -Angler,(Fish Species)
These fish are large and require a boat and The party has access to this Triggered Gestalt Level: 3
several pieces of specialized tackle in order Effect that will allow them to catch such The character has a tremendous amount of
to have a chance of snagging one of these experience locating and catching certain kinds
prize catches. animals with + using {Survival%} or of fish.
Health: 1 When the named fish is the target (or
T4 some other related Skill Check:
potential catch), the 6 needed to Track
Additional q to fish: +q20 per E Fishing - + - Catch 1 fish or take one it is reduced by 63. This Gestalt Skill

Fish, Freshwater Loot card with “Fish” as a type without can apply multiple times, but each time
This category encompasses any bony fish it applies to a different kind of fish. To
small enough to be caught from shore or paying an l cost.The yield of food and take this for a different fish will only cost
docks or with traps. any q Value modification to acquire it 1 Gestalt Level if the fish shares the same
Health: n/a kind of body of water or general habitat
T n/a will vary by fish.Add 1 DP to the Survival of a fish for which they already have this
Gear or Bait used. Gestalt Skill.
Additional q to fish: +q10 per E A GM may randomize whether or not
they catch a sport fish, which would yield

additional G if the characters ever sold

the fish to a Stronghold.
Failure
No fish are caught.

142 – Missions and Objectives

Rain Catch/Solar Still Unattended W15 Rain from water supplies. Especially well
The characters construct simple devices designed built ones or after periods of heavy rain
to catch enough rainwater or distill water from If the device is unattended, characters this can be increased further.
contaminated sources.This requires a tarp, foil returning to check on the device will find Safehouse/Stronghold Feature:
or some other smooth, flat surface and a catch that it is wrecked, either by an animal This can be constructed as a larger
in order to hold the water in once caught or seeking water or by careless construction scale operation that services the needs
distilled. Even foliage can be use toe extract and placement. of a Safehouse or a Stronghold. See the
water from in this manner, but the quantity Stronghold Section to see what benefits
will not be much. Encounter Table this would have if it were a Feature.
LaborValue Survival: The character using
None
q10 per E {Survival%} does not reduce 6 to
Resource Catalog
TrainingValue(s) complete the mission, rather it increases
None the amount of water the rain catch and
solar still produces.
Special Water Source: This does not generate
water, it makes into drinkable water
Crucial Skill Check(s) Heat: Biomes with the Extremely Hot from sources that are already present but
{Survival%} feature will rarely allow for the rain catch contaminated. So Rain or any water source
Risk Factor(s) variety of this Mission.They must instead must be available.
None rely upon solar stills to make brackish or Success
Hazard(s) stagnant water drinkable. In this case, the Characters can remove a combined DP
intense heat is a valuable asset, as hotter of 1 per Viability of the region +1 DP
Faulty W10 weather will increase the demands of
water on a person, but will also increase removal per + in {Survival%} as per
The device was not built all that well, a the amount of water that is generated
character removes one less DP from water by a solar still. Each solar still will allow the Skill Check entry.
sources than normal. the removal of 1 DP on gear that carries Failure
water per Environmental Modifier for the No water is available from this source.
Extremely Hot feature.This is provided
they have enough water to purify in this
manner

Rain Catch:The Rain Catch variety will

automatically remove 1 DP per E for

Missions and Objectives – 143

Set up Camp InclementWeather W15 choice to an Injury if they are able instead
Characters need to settle in and find some shelter
from the elements and from those that seek to The weather is damp and unpleasant. of removing n . Features like improved
do them harm.
LaborValue Characters must add a n per E (Rain, camping gear, a campfire and other such

q10 per E per Character Cold) to the {Survival%}. features designed to reduce E assist in

TrainingValue(s) A GM can opt to instead to increase the6 making the removal of n easier by reduc-
of the Mission by 61 per E
ing the penalty E usually adds
Encounter Table
Tripwire Alarms: Characters may
As Location. increase the Capacity by 1 per Training
Value with Survival Gear of the Camp if
Special they set up such security measures.
Success
Crucial Skill Check(s) Aborted: Characters or a party that
{Survival%} Abort this Mission will suffer +1 Fatigue l50. Create a temporary shelter with the
Risk Factor(s)
and -J1 following profile:
W10 per OL + W1 per E + W
Camp Features: The Camp will have a Capacity: (5 – 1 per E + 1 per +
1 per “Noise” limited amount of Features available to
Hazard(s) it. Characters can take advantage of this resolved from {Survival%}
until the Depletion Roll reaches Capacity Failure
as normal. See the table below for what The camp is either non-functional or
those options are. proves to be far less effective against the
elements than the characters ought to.

Restless W5 Natural Healing: Natural healing will

The characters make camp, but it’s be done at the rate of Sb – E when
uncomfortable. Characters only remove
1 Fatigue and cannot do Natural Healing. determining “Heal” value for Natural Heal-
ing. If this reduces the total below 0, then

characters must Aggravate one n of their

SCAVENGE RESOURCE CATALOG - SET UP CAMP

RESOURCE LABOR ADJUSTMENT
LEVEL

Lv.1 q+100%

Lv.2 q+150%

Lv.3 Resource Level inaccessible

Lv.4 Resource Level inaccessible

Lv.5 Resource Level inaccessible

CAMP FEATURES

NAME COST EFFECT
Long Rest
Heal (2) 6 6+d3, +1 DP One character per available bed/
Personal Hygene bedroll can take a Long Rest

Lay Low 6 1 per Health One character is targeted with

Point lost., +1 DP [Heal 2 ]

6 1, +1 DP One chraracter can remove the
Squalor status or increase Morale
(6 1, +1 DP per
by J1
character
A GM may not make an {Encoun-

ter%} unless they pay Win order

to do so.This also decreases a

GM’s Risk Pool by W5 per 6 1

spent Laying Low.

144 – Missions and Objectives

Trail Marker of shelter, safety or food, etc.This effect Your Stronghold or Safehouse can negate
Characters construct a trail marker that can will be narrative, since the possible results the need for checks entirely, but Camps
assist them in navigating difficult terrain or of this can vary tremendously by message (being more mobile) will still require
create landmarks where there wasn’t one. It can and the events surrounding your Strong- {SC%} to navigate back to.
signal to others as to what path to take through hold. Failure
such regions with greatly diminished difficulty. Tagging: Gear like Spray Paint, brightly The markings are unclear or are unable to
However, this is not limited to signaling to colored streamers, etc can assist in this be found again.
friendly people, it can also be used by someone Mission, most of the time, enough to
tracking you down. lack the need for any {SC%} at all.These
LaborValue markings, however will not be able to
take advantage of the “Secret Marking”
q5 per E rule unless it’s a message in code with
paint that passes immediate inspection or
TrainingValue(s) something to that effect. Such codes may
include color coding, and some artistic
skill, so a GM can allow {Expression%}
as a {SC%} under these circumstances.

Crucial Skill Check(s) Success
{Survival%, Construction/
Engineering%} l25. Reduce all n penalties for the
Risk Factor(s)
“Disorienting” Environmental Feature
when navigating to or from the location
that uses the trail marked by the markers.

W5 per OL

Hazard(s)

Manhunters W10

Without telling the players, secretly
negate the “Secret Marking” rule and
add Vigilantes to the possible encounters

resulting from an {E%} at + + .

Unattended W15

If the device is unattended, characters
returning to check on the device will find
that it is wrecked, either by an animal
seeking water, force of nature, or by
careless construction and placement.

Encounter Table

As location.

Resource Catalog

None

Special

Secret Markings: Increase the q
requirement to 10 x E and this Mis-

sion will generate no Risk for the GM, as
great pains are taken to keep their mark-
ings visible, but only noticeable as markers
to those that know the signal.

Signal:This can be used to draw people to
your Stronghold specifically with promises

Missions and Objectives – 145

Medical Missions

Health and safety precautions are an reality of the situation is that eventually METAGAME HEALING
important, but sooner or later a character some serious time and care would need to
will find themselves in need of medical go into recovery and much of the recovery A character can opt to spend l to remove
attention.The focus of these Missions is happens in what would be considered out
on tending to the ailments of damage, of play game time between sessions. n from an Injury. This represents the
poison, and illness.The most serious of the If a character is part of a stable Stronghold,
conditions these Missions treat can rarely it is entirely possible that they have the character making different choices than
be attempted without the appropriate means to fully recover between sessions. the ones the player made, which resulted
medicines or medical apparatus. For beginner players and groups new to in the character not getting injured. It costs
Outbreak:Undead.. access to these amenities
REALITY CHECK - is recommended for this very reason. If l10x the Result on an n to remove the
RECOVERY TIME you are roleplaying day-to-day survival, n from an Injury. So it would take l30
then there will be several sessions in a
The nature of Outbreak: Undead.. is that row where a player must deal with the to remove a 3 from an Injury.This can be
there is an extremely easy chance for consequences of their character’s injuries,
serious character injury. For anyone which may be tedious and frustrating. As done at any time. Depending on the way
whose been unfortunate enough to suffer a GM it is important to consider how to the GM runs games, this might not be able
through the recovery of one of the injuries handle recovery time for this very reason. remove an Injury.
described in the Survivor’s Guide or through
some of the treatments described in this TIMETABLE AND RECOVERY Note that as a GM you can veto this option
section know that this is often extremely TIME if the Injury serves or becomes crucial to a
lengthy, invasive in day-to-day tasks and major story arc. It is possible that this option
even very painful.And these happen under If a character is playing in an organized
the ideal circumstances of a functioning play event or is playing a scripted scenario, is limited to only immediately after an n
society and established medical treatment there will almost certainly be aTimetable
at the hands of professionals. None of provided or at the very least an allotment is Aggravated to an Injury.
those are a sure thing in most Outbreak
Scenarios. of 6 that characters can spend on
This is perhaps where you can get some
excellent roleplaying and drama, where Missions, long distance travel and recovery.
characters band together to help an injured The Injury section of the Survivor’s Guide
teammate to safety through dangerous
territory. For all its dramatic potential, the will list how much 6 they must dedicate
to recovery to deduct from their overall 6

allotment for the season. It will be listed
here too for ease of reference.

INJURY INJURY RECOVERY TIME
Bone Injury RECOVERY TIME (PER LV. OF MAGNITUDE)

d3 weeks (6210)

Burn Injury* (First Degree) 1 Health Point: d6 Days. (670), (Second Degree) 2 Health Points: d6Weeks
(6420). (Third Degree) 3+ Health Points: d6 Months (61680)*
FleshWound 62d10
Infection
Poison d3 weeks (6210). Although some infections have no known treatment or cure.
Sepsis 1d3 days (640)
3-5 days (680)

* This injury does not scale by Injury Level of Magnitude.

146 – Missions and Objectives

Advanced Medicine - Treat Injury Encounter Table Injury). Delays as well as - resolved
The characters undertake a sometimes dan- None if this is done during what would be
gerous, invasive procedure in order to treat an considered a Long Rest. as “Complications” in {Advanced
injury so that it can heal properly with as low Resource Catalog Medicine%, First Aid%} can reduce
a chance of infection that the characters can None available Time drastically. Running out of
get away with. Special Time can cause a number of complications.
For most serious injuries, it is a race against the Labor: Labor is determined by the Treatment Time: The character being
clock to get a character treated before lasting Magnitude of the Injury and has little room
harm comes to the injured character for how skilled a character is to alter it treated has a certain amount of 6 they
LaborValue the time a character has to be treated, so
Special Training Values are not cross referenced need to have themselves treated since
TrainingValue(s) against a LaborValue to determine length acquiring the Injury. Failure to accom-
of Treatment Time.Training Value as well plish this will cause the injury to become
Crucial Skill Check(s) as the facilities the treating character chronic (or worse).
{First Aid%*, Advanced Medicine%, is using does give characters a wider Absent of any specific rules based on
Resist Pain%} opportunity to treat a patient, however. Injury, you can use the following refer-
Risk Factor(s) See “Training Value” here and “Infirmary” ence to see how long characters have to
Varies based on nature of injury and Loca- in the Stronghold section on pg.244. get their required number of “Treat Injury”
tion this is being attempted. TrainingValue:The character’sTraining Triggered Effects:
Hazard(s) Value will allow characters to make a cer-
tain number of free {Skill Checks%}, nn Injury Magnitude Lv.1 - 660
Infection W5 either {First Aid%} or {Advanced nn Injury Magnitude Lv.2 - 630
Medicine%} depending upon the nn Injury Magnitude Lv.3 - 615
The character develops an Infection that TrainingValue used.The additional {Skill nn Injury Magnitude Lv.4 - 65
Checks%} are used to see if the char- nn Injury Magnitude Lv.5 - 61
will add n to all {SC%} made to treat
acters can generate enough + for “Treat If the physician does not get enough
the wounded character’s Injuries. “Treat Injury”Triggered Effects based on
Injury”
Invasive W15 TrainingValue:Additional {SC%} the amount of 6 they have to do so, then
0: No change
The Mission has the “Surgery” special rule. 1: 1 additional {SC%} the character will have the “Pain” rule if they
2: 2 additional {SC%s} managed to survive and they will apply the
Very Invasive W25 3: 3 additional {SC%s} “Chronic” rule of the Injury. Depending upon
4: 4 additional {SC%s} how many Health Points they’ve lost, they
The Mission has the “Very Invasive Sur- 5: 5 additional {SC%s} may also have to test to see if they die from
gery” special rule. 6+: 6 additional {SC%s} their injuries.
Infirmary: Being at an Infirmary will
Painful W10 -1 Health point lost bring tremendous benefit to people being The “Treat Injury”Triggered Effect is most
treated.There will be many Features that commonly provided by {Advanced
Without painkillers or any kind of anes- can be used to either facilitate treatment.
thesia, the character must endure an Consult pg.244 to see what characters are Medicine%} or with multiple + in
extremely painful procedure.The treated able to do.
character makes a {Resist Pain%} and “Treat Injury”: The character must get {First Aid%}. Both of these Skill Checks
at least 1Treat InjuryTriggered Effect per will also have Triggered Effects that will
any - will decrease the window of “Treat- “Level of Magnitude” in any Injury before
ment Time” by 61. the Treatment Time runs out.in order to count as having used up 61 or more from
get Mission Success.The physician has a
Specialized Tool W20 a character’s available Treatment Time. So
limited amount of 6 in order to do this characters beware, attempting those skill
To properly treat the Injury, the physician checks and failing may cause the character
needs a tool that is unique to this kind (which will be based on the extent of the
of injury. Failing to acquire it will force to run out of 6 much faster.

improvisation which will add n n to all Also note that some incredibly desperate
options exist that grant the “Treat Injury”
{Advanced Medicine%, First Aid%}. Triggered Effect, but such options will
sometimes cause dire lasting consequences.
An example is “Amputation” which counts as
multipleTreat Injury results with a relatively

low + cost, but will result in the loss of the

affected limb.
Example:Walt has a shattered arm he needs
treated. He has an Injury Magnitude Lv2 (2
Health points lost). Despite the physician’s

best efforts he ran out of 6 and was only
able to get one + , which is only enough

to get a single “Treat Injury”Triggered Effect.
SinceWalt’s Strength Bonus is 3, he was not
in much a danger of dying from 2 Health

Missions and Objectives – 147

Points lost (see “Call It” rule), but he suffers So even if the character rolls several - , A character can spend P 1 in order to
a serious problem from the failure to treat so long as the 6 amount is not exceeded,
him.The GM decides that the result of this delay rolling a {Toughness%} in this way
the Injury is successfully “Treated” without
desperate surgery, that the + can be used long-term consequences. by 61.This can be done any number of
Very Invasive Surgery:While this Mis-
on “Amputation” which will count as mul- sion denotes Surgery of some kind, what times so long as a character has Compe-
tiple “Treat Injury” results, but requires that the characters are up against is highly tence Points remaining.
the lower part of his arm had to be ampu- invasive and highly dangerous.When a sur- Rare Blood Type: Having a Rare Blood
tated. So the Injured part of the body is now
no longer causing the character to lose a gery is “Very Invasive” then resolving a - Type will allow a GM to pay W10 to pre-
Health point, butWalt has essentially lost
his hand. But as far as life-saving methods when making {Advanced Medicine%} vent the use of an Infirmary.
go, the surgery can be considered successful Success
and apply the Success with the caveat of the will add 610 Instead of the normal 65. The character’s Injuries are counted as
loss of his hand. Treated.The Injury will not be fully healed
Surgery: Depending upon the injury, Note:This can be the case even if the wound
the nature of the treatment will necessi- wasn’t severe enough to lose many Health until the required amount of 6 has passed.
tate surgery. Generally this would be any points. It is the nature of the wound, not This 6 can simply be deducted from a
Injury that represents Injury Magnitude so much the category that determines what
Lv.3 or higher, but any differences would procedure is appropriate. character’s available Time for a season of
be noted in the Injury case. If this is the Sedatives: Characters that have access to organized play, or it can be roleplayed out
case, training Value with First Aid Kits sedatives will be able to alter theTreatment by being a passive burden the character
cannot be used to cross reference against Time requirement based on how strong has to deal with until they are fully healed.
LaborValue. Failure
Characters will have to treat the Injury in they are, generally a range of 61-5. The Injury is not Treated and the charac-
the window ofTime needed, based on the ter will likely have to roll on the “Chronic
severity and nature of the Injury. A GM Call it...: Characters that lose more than InjuryTable”. See the “Time” special rule to
their Sb worth of Health points and are not see if they suffer something for this failure.
can resolve - as having spent 65 on the
treated within the proper amount of 6 as
Injury.
described in the “TreatmentTime” special
rule, must take a {Toughness%} or die
from their injuries en route to or on the
operating table.

Gestalt Ability - Specialist Surgeon Gestalt Ability - Anesthesiologist

Gestalt Level: 5 Gestalt Level: 5

This character is a surgeon of a very specialized field. This character is an experienced anesthesiologist.This
Characters who are a surgical specialist will be means that given the right drugs, they can fully sedate
able to alter their “Labor” Triggered Effect as a patient.
follows: The character can double the effectiveness of
whatever Sedatives are used.This means the the
Labor - + - Increase “Treatment Time” by 63
amount of 6 a character has to have their Injuries
so long as a character is acting in their surgical
specialization. treated will be doubled once they are sedated
under the care of an anesthesiologist.
Complications - - - Reduce “Treatment
Time” by 61

148 – Missions and Objectives

Advanced Medicine - Treat Illness Special Viral: There is a lot of speculation as to
The characters treat an Illness by allowing some- Incubation: Any character that is how treatable the zombie virus. Conven-
one the ability for their body to fight back so treated properly before the Incubation tional wisdom is that once infected, it’s a
they can get healthy again. time has passed will be able to take rapid countdown to succumbing. For this
LaborValue several preventative measures, including reason, it’s entirely possible thatViral that
decreasing Duration of the Illness before is gained from the Infected is simply not
q10 xViral the character even suffers any Symptoms. treatable.This is a narrative suggestion.
Success
TrainingValue(s) Characters that reduce Duration to 60 Succeeding in this Mission will prevent a
character from gaining a point of Viral. If
Crucial Skill Check(s) as per the Success of this Mission (and this is ongoing treatment, then the charac-
{Advanced Medicine%} any natural healing) they effectively have ter will be able to remove a point ofViral.
Risk Factor(s) prevented the illness from inflicting any If a character is suffering from a disease
Symptoms on a character or causing any that has a “Duration”, you can shave off
Certain diseases may add Wto treat based further harm.
Natural Healing: A character that is 61d5! or more from it, depending on how
on its communicability. properly diagnosed and is being treated
Hazard(s) with this Mission is allowed to remove effective the treatment is.
While it’s far from a scientific measure,
Communication W10 61d5! from the disease’s Duration as a you an reduce the disease’s Duration by

One of the characters acting as physician Natural Healing option for Long Rest. 61d5!+1 per Symptom that is treated
will gain 1 Viral. This is only possible while they are still in
the “Incubation”Time of the disease.After every day of treatment. So treating two
Encounter Table the Incubation Time, this option reduces Symptoms will reduce Duration of the dis-

None to 6d3. ease by 61d5!+2 each time this Mission

Resource Catalog Supplies: Characters will often need spe- is Successful.
cial medicine to treat an Illness based on A particularly savage interpretation of this
the symptoms.These are gone over in the rule is that this the ONLY means by which
Symptoms section of this book on pg.183. any serious disease is treated.
This will largely be a narrative effort, since Failure
Stronghold Supplies as a concept are meant The disease is not treated.
to smooth over this sort of detail if you
don’t want to feature this in your Outbreak
Scenario.

None

To summarize all these interweaving factors to the
treatments of diseases:
1. See what the Duration is of the disease a

character has contracted.
2. The character suffers through the Incubation Time

without any serious symptoms... during this time
characters can begin treatment via this Mission if
they are accurately diagnosed.
3. By means of this Mission and Natural Healing, the
characters attempt to reduce the Duration of the
illness.
4. O nce the Incubation Time is passed, the character
suffers through the Symptoms of the disease for
however long the remaining Duration is.
Note that a lot of those values described can be
scaled by Viral if you wish.

Missions and Objectives – 149


Click to View FlipBook Version