to operate in so all participants can have an of a penciled-in entry can be noted in the Upon finding it, the GM says that the gun is
equal chance to play. present in pen to make it official, for rusted and unusable, but salvageable because
instance the restoring of one of several lost a revolver is a robust design. Stephen would
DAY AND NIGHT Health points that a character is attempting need to find oil and other cleaning supplies
to heal over time. to clean the rust off and make it usable.
A 620 day is divided very roughly into
610 of day and 610 of night. Each has its Important Note:There is a difference between The GM determines that q25 is needed
how muchTime is “accounted for” and when
own rules, but operating during periods of something “takes place”. It will generally be and that a character can cross reference it
night often invites many dangers. pretty obvious which is which in the log, with their TrainingValue with the proper
It should be noted that each region, based as the event when something takes place
on their position on the earth and times would generally be very high and be within tools to see how much 6 it takes to clean.
of year will have more Time worth of the range ofTime indicated for that month. A character can count + in certain Skill
day or night. Such distinctions should be Notation as to how much Time something
accounted for by GMs. takes will be much smaller and is meant Checks as having spent a certain amount of
only to track how much of the allottedTime
CHARACTER LOG a character has used. 6 on the task. However, the task is simple,
Characters can be required to make a list EVENT NOTATION needing only a proper workspace, materi-
of their activities in a Character Log.This als and time.The GM tells Stephen’s player
will be especially helpful when a char- A character must make note of signifi-
acter is tracking the healing of Injuries cant events in the Character Log. It does that they can use 6 from theirWakingTime
and determining active periods of Time not always need to indicate the Time that
compared to Rest. A printable version of an event takes place, but it must be put and they can clean the gun sufficiently and
a Character Log can be found online. It into the Log in an order relevant to the
will be required to be signed by a referee sequence of other events. can decrease that amount by 61 per +
for Pandemic Play and entries must be For instance, a character spends a period
written in pen. of Time to make some improvised weap- in {Craft/Construct/Engineer -
Any Proxy cards that a character has access ons and armor. A player will not need to Firearms%}. A character attempts the
to or has in effect must note in the Char- note precisely which period of Time this skill check and fails, so they simply note
acter Log where and when the card was was done in. A character can simply note
given and how or why it applies to them. in their Log that one (or more) periods that 65 was spent cleaning the gun and
of Time was spent on making improvised
TIME NOTATION gear. A supervising GM should require a bringing it to working order.
player to make checks in attempting this or
The Character Log is a list of blank entries INJURY NOTATION
for Time. It does not have 6720 spaces to use some P, but success or fail, a charac-
notate what a character is doing during A character that takes an Injury must make
each period of Time throughout a game ter’s time spent doing this should be noted. a note of it in the Character Log. Like an
year. That would be ludicrous. Instead, Example of Event Notation Event notation, the exact Time is not
crucial if it happens within a window of
the 6 is listed by notable events as well Stephen is in a relief camp and has very few Time, especially during extensive activity.
friends. One person who spends time with It is assumed that until a character stops
as when things are done during a range of him on the margins is an older man named to Rest, that the Injury will not begin its
Time… for instance a large-scale event Greg.After months of small talk, Greg opens healing in any meaningful fashion, even if
that has a set Time requirement to allow up and confesses something dire. Before the efforts were made to treat it well before-
a character to have counted as part of the outbreak, he had murdered a friend of his. hand to prevent some serious side effect
event will count as a range of Time. He never says why but he was clearly feeling such as severe blood loss. For this reason,
A Time Log will indicate a month, so by very guilty.The outbreak went into full swing Injuries that occur note their Time as
before the police had a chance to investigate having happened before the first period
the end of the month, about 6560 should in any meaningful way. He says he buried of Time when a character stops to Rest
the murder weapon, a 45 caliber revolver, in after losing the Health Point.
be accounted for.The log can be divided a metal box in a nearby graveyard. Greg says
into weeks, but since some weeks will have that if Stephen delivers a letter of apology to REST NOTATION
more activity than others, this is often not his friend’s mother, he’ll tell Stephen exactly
necessary. where the gun is. Stephen obliges and upon A character that spends Time resting
Things can be penciled into another returning to Greg,he found that he has hung should indicate it in the Character Log. It
month’s Time Log in advance to indicate himself and left a map with instructions on will just indicate the amount ofTime spent
when a long-term effect or project is Stephen’s bed. Stephen sneaks out of the Resting. Note that this is rest that specifi-
complete. This is true of Injuries that camp to find the gun with a garden trawl cally is used to remove Fatigue.Time spent
are healing as well as ongoing projects he stole from the toolshed. Sleeping normally are already reflected in
that a character or Stronghold works on. the “Waking Hours” Time and does not
Penciled-in entries are not official, but any need to be tracked. A Long Rest is one
significant milestones to indicate progress that is taken outside of normal needs for
Sleep, so must be tracked, but only half of
the Time needs to beWaking Time.
SYMPTOM NOTATION
Characters suffering any kind of illness
must indicate when a Symptom manifests.
This is typically during a period of Rest,
as characters will likely not know what
disease has afflicted them or when they
contracted it. Characters will likely be sus-
050 – Running Games
pect if they manifest symptoms post-zombie Gameplay Suggestion
bite, but the nature of the disease could still For situations where a player character is attempting some-
be unknown to the players. Likewise, a less thing that can be done easily if only it is attempted long
serious disease may share a symptom with enough, a GM is encouraged to offer an option to sacrifice
the dreaded zombie virus.
6some of their to accomplish such tasks. Skill Checks are
LABOR NOTATION
made when there is a shortage of time or under duress, so
A character notes how much 6 is spent there should be an option to give even certain Skill Check
failures the benefit of a “Success” by instead penalizing
accomplishing various Objectives or taking
advantage of Safehouse or Stronghold fea- 6 +them 1 or more based on how many they would have needed.
tures that have 6 requirements. This is extremely useful in three particular cases:
1. When the coming of Night is a hazard
This notation is helpful when you are deter- 2. When a character is Piggybacking an additional Objec-
mining what a character is doing over long
spans of Time between sessions. 6tive that eats into their available to complete their
ADVANCEMENT NOTATION current mission.
3. When player characters are participating in Organized
A character must make note of when a
character advances a skill, learns a new Abil- 6Play which have a fixed amount of that they are allot-
ity, or increases/decreases Gestalt Level.
This is obviously not Time sensitive, but it ted for the year or specific events or campaigns.
must be noted regardless, as it is important
to track how much a character has changed Running Games – 051
since their initial creation and when that
change started to manifest.
STATIC ADVANCEMENT RATES
A character has the option of advancing at a
static rate as opposed to rolling dice.
nn An Unsupported skill can advance at
the rate of 2+ Advancement rate bonus
per Gestalt Level used to do so.
nn A Supported skill or Specialization can
advance at the rate of 4 + Advance-
ment rate bonus per Gestalt Level used
to do so.
MISSED SESSIONS
Occasionally players will be unable to
attend scheduled sessions.This is not the
worst problem to have.Thankfully, charac-
ters that are part of a Stronghold can make
themselves useful around the Stronghold
while the player is busy with real life. Char-
acters generally have an increased ability to
generate G with their skills over normal
Population as skilled laborers. Before the
first session of a month with their group, a
character with remainingTime in their pre-
vious Month can spend theirWaking Hours
on Objectives and Stronghold Features.This
can be used in the current Month, but only
during the first gaming session begins. Oth-
erwise, you run into timing issues with the
rest of the group.A GM who manages mul-
tiple groups can reach out to absent players
to get an idea ahead of time how much 6
is available to the Stronghold for upgrades,
maintenance and Civic missions.
STRONGHOLD AND specifically in a Stronghold or a Safehouse, Note that a GM would be recommended
SAFEHOUSE FEATURES they can instead choose to do more general
and useful things to help everyone out. In for something like this to take 61
Players who have settled in for what this case, it would be entirely scenario
dependent as to what sort of usefulness
would count as several periods of 6 will the player’s declared task is.
Here are some things and their associated
have a fairly general idea as to what their
characters are actually up to. If a character q requirements and possible results.
does not spend their 6 on features listed
“I want my character to…”
“...patrol the area”
(q5 per Size of the location) – Can result in a moderate reduction to the GM’s Risk Pool (no more than W5).The 6
requirement can be divvied up among multiple characters. Narrative options for story exploration and exposition abound
here, so don’t forget the many story hooks that can be introduced.
“...reinforce points of entry”
(q10 per Size of the location) – Generally for Safehouses only, since Strongholds are much larger and require a more
concerted effort.This has the practical effect of giving all points of entry “Barricade +1”.
“...clean their gear, bathe or change clothes”
(q5 per , ) – Most equipment and clothing should be cleaned routinely. Under most circumstances, this will have no
mechanical effect, but wearing clean clothes personal maintenance and cleaning equipment will prevent the Squalor status.
This can also include the feeling of control over their situation by maintaining their equipment. Note, that emphasis on
this is extremely rare in many role-playing games so it’s easy for a player to neglect it. It is recommended that you remind
characters of this, only because how their characters feel in this manner would not be an afterthought. Not bathing for
weeks on end would have a noticeable effect on characters and how they interact and feel. Neglecting this should come
with large J penalties, that will begin to have a severely detrimental effect on party cohesion.
“...clean firearms or sharpen blades”
(61 per . ) – Firearms should be cleaned and blades sharpened regularly to keep them in good working order. A
firearm that was cleaned recently will increase the cost of a “Jam” Hazard by W1 for the next couple days.This requires
a character to actually have a Gun Cleaning Kit (which may be a Component that takes up some of a Kit’s available space
for such add-ons. Sharpening requires something that can be used as a sharpening stone.
“...check on ( name of another Survivor )”
(61) – This little human touch of making sure another is ok will go miles in building team cohesion.This will grant a
bonus J +1 for any Formation the character is in the following day.
“...redress wounds”
(61 per Health Point lost) – By simply adding a DP to a character’s available First Aid or Medical supplies, a character can
prevent infection by redressing wounds.This can add +1 to the “Heal” value that a character can benefit from by Natural
Healing.This may be a necessity, based on the kind of Injury a character has.
“...Make or Repair ( Something )”
(6/q varies by material) –This falls under “Bushcraft” or other raw materials a character has at their disposal to utilize
a “Construct/Repair” objective. More advanced options require substantial upgrades and facilities to a Safehouse or (more
likely) a Stronghold.While it can vary from material to material, repairing something requires q10% of Construction
per Durability points the gear has lost.
“...Consult Maps or Guides”
(q varies on distance and quality of studied sources).This falls under the “Chart Course” parameters as outlined in the
Mission Briefing and varies by the quality of the “Reconnaissance Gear” the characters have. In the abstract, a player can
use it to add bonus Competence Points if the source studied is accurate.
052 – Running Games
THE TIMELINE GM perspective, it gives events they want resting, which is relevant to Fatigue and
to have transpire a position in time so they Natural Healing, especially since an Injury
Considering that Outbreak: Undead.. is can concentrate on the events at hand will take a certain amount of time before it
structured using periods ofTime, an effec- instead of worrying about the larger cam- can be healed. Plot specific notes can also
tive way to organize sessions and overar- paign. Scripted scenarios will often feature be made and such journaling is encouraged
ching campaigns is utilizing a “Timeline”. a Timeline that a GM can use directly or so players can go back and assess their sit-
Timelines can also pace a session and give a use as an inspiration for their own setting uation between sessions. Characters are
sense of progression within the day, where or adaptation of the scenario. required to maintain aTimeline as part of
periods of Night may invite greater ter- Characters can use Timelines too, so their character sheet for organized play,
rors for characters to face.This makes the they are able to track information that since each character only has so much
passage of time less arbitrary and some- is relevant to them, such as when they Time to utilize each season of play so that
thing the player characters can plan for and are injured, how much Time they spend the characters are fairly given a chance to
incorporate into their roleplaying. From a participate.
Sample Timelines
Depending on
how your game
is structured,
the Campaign
Timeline
may benefit
from using
an oversized
d20 to track
periods of
Time each day.
iaNsmoottrneagctkhtehaedt s. tehSeeasrsdeioisnhtsionwtcimtTieoimn e
woutihtthethhGeoMwspmheaacsn,iyftihEcencMCoiausmsnitpoeanr(isg%)n
tracks the progress of
ongoing projects in the
campaign and the Organized
Play timeline keeps track of
how much a player can play
in an ongoing campaign each
“season” of play.
Running Games – 053
Player Character Morale
One of the easiest features to ignore as a remaining, they will lose Morale as a party the gunners on the front line.The one at
GM is the psychological fortitude of the would as if they were still in Formation. If the front reaches forward and opens up the
a Formation and personal Morale is reduced door slowly.With a crack, the door flies open
player characters. Morale ( J) is actually to 0, the character should be mad with panic and three dogs tear through the front line,
and irrational in the extreme, except in their their panicked gunfire spattering the wall
one of the greatest tools a GM has at their desperate effort to get to safety. Although and splintering the wood of the door,driving
disposal when constructing a scenario.This their chosen means of doing so may be less bullets through the man at the front opening
becomes an especially potent tool when than sound in their reasoning. the door who falls the the ground howling
you construct a scenario that requires Worse still, characters can accrue points of in pain.The dogs bite, rip and tear through
characters to immediately abort a Mission Insanity if they no longer have Morale points the gunners firing line.The sheer number of
when their Morale is gone or will have to lose but are penalized by Morale loss. disastrous results blows through what Morale
a group cohesion problem manifest as a the party had left and the formation breaks
result of Morale dropping. Here are a few NO MAN LEFT BEHIND as people scramble to shoot off the dogs or
ways that Morale can be utilized as a key tend to the wounded.
element in running a Mission. A character may be forced to abandon a Characters that are a part of a formation
valued NPC or even a player character that is “Broken” must immediately find a
LOSS OF MORALE in order to flee. They may also leave way to flee the Encounter they are in. If
a vulnerable group they were looking they wish not to or are prevented from
These can be utilized as options when to rescue or aid in a perilous situation.
determining the purpose of Morale in Characters who have this factor may always doing so, all party members will lose J1
your scenario.This can also change from use {Composure%} as a Save Throw to
session to session. prevent the loss of Morale. of their own each Round until they flee or
the Encounter ends.
FLEE BROKEN FORMATION
TENSIONS FLARE
When either an individual’s Morale or Characters that were wise enough to form
a Formation will have a buffer in that the Most characters have a specific “Disadvantage”
when a party’s Morale reaches J0, the group will have a Morale total of its own which provides a ready way that characters
that can be penalized before a character’s can indulge a “Coping Mechanism” listed
collective will to proceed with the exist- own Morale is lost. A formation can be in order to prevent the loss of Morale.
ing Mission is no longer there. Characters Broken by having their collective Morale This cannot be done while a character is in
must choose new Objectives if they wish Formation (or it makes far less sense, rather).
to accomplish the same Mission or (if they reduced to J0 or by some special rule Having tensions flare, above all others,
have the option) they will fall back to their provides the greatest opportunities for a
Stronghold or Safehouse to reassess pri- where a Formation would be Broken under player to roleplay a conflict with the party
ority. specific circumstances. Being part of a or with an opponent even. Considering that
broken Formation will cause a character a scenario where a total loss of Morale means
Characters can press on with no Morale left, the party must flee and potentially abandon
if they really wish to, but they will be oper- to lose J1 from their own total, however. their Mission, a player character will likely
ating at massive disadvantages.The GM is welcome an option to keep themselves in the
encouraged to penalize all Skill Checks with This loss of Morale cannot be reduced or game by roleplaying out one of their “Coping
mitigated. Mechanisms”.
n or more.
Example:The group held their guns trained
If the Formation is broken and player char- on the entrance.Some in the back held flash-
acters have their own personal Morale totals lights to the door to free up the hands of
THE BUTCHER Gestalt Ability – Gallows Humor
Gestalt Level: 3
The published encounter with the One Big Monster “The This character maintains a dry, (occasionally sick) sense of humor.
Butcher” has him operating out of a literal human slaughter- They are able to quip about something that would otherwise be
dreadful, mitigating that situation of its emotional damage.
house. Each period ofTime spent within his ‘lair’ drains J1
Characters can use a + in an {Expression%} or P to
or more due to the constant exposure to the horror within prevent the loss of J1.This loss of J cannot be pre-
it.This is a very extreme example of an environment being a
dangerous place psychologically, because this is a feature that vented in context of a very recent NPC death. Player char-
is infrequent in normal scenarios; stumbling upon something acter death cannot be mitigated in this way.
unnerving one time, not draining Morale constantly. If char- Players are encouraged to actually crack wise in this
acters enter such a place to rescue someone, the characters’ manner at the table, especially if this is a character based
nerve may be lost before they have a chance to do so.The fear on the player... if the jokes don’t land or illicit a “Too soon”
of the characters overrides their willingness to come to the response, so much the better.
aid of someone in need.This factor highlights how important
Morale can be in scenario construction.
054 – Running Games
Example: Cy and Brian stare daggers across like this should strike fear in the players as the loss of Morale or bolstering starting
each other with the campfire between them. deeply as finding themselves with a phys- Morale. These tireless characters must
The two are not speaking but the rage that ically powerful monstrous mutated viral effectively find ways to psychologically
the two harbor is palpable.The one meager horror. shield themselves and others to keep the
can of food they’ve been able to scavenge is party focused and cohesive. This well
not even food, really… it is dog food.What Example: Trudging nearly waist-deep rounded party approach validates charac-
was meant to be a meal that could be enjoyed through the stinking swamp has proven ters who by virtue of chance or by pre-
as they tend their wounds is now a stomach almost too much for Clint. For days, he ferred means of roleplaying are less suited
turning chore.As the dog food churns and swatted swarms of mosquitoes and fighting for combat. Failing to address this party
bubbles in the can as it’s cooked, it boils over off poisonous snakes and only finding a role, player characters routinely find their
and falls into the fire.The two desperately modicum of comfort sleeping in mangrove Formations broken and their party mem-
lunge into the fire and after losing what trees or on the occasional raised ground that bers turning on each other and resorting to
amounts to food, finally come to blows.After manages to peek above the waterline.The a number of harmful “Coping Mechanisms”
inflicting damage on each other enough, the utter shock of seeing a cabin raised on stilts in order to desperately maintain sanity.
two calm down and contemplate what their above the water sent a wave of relief. Making
next step is to have a decent shot at a meal his way to the door, Clint peeks in and sees, SHOCK AND AWE
as they dress their new wounds. staring straight back at him was a young
girl, caked in dried blood with eyes black, Characters that blunder into a house of
MORALE ASSAULTS soulless and empty.As they lock eyes, Clint horrors or are exposed to a series of ter-
is frozen in place and cannot look away. rifying opponents that attack suddenly can
There are opponents whose primary The girl’s jaw opens wide, past the point erode party Morale.
danger is not their physical strength, but where a normal jaw would have broken and
their ability to attack the party’s Morale screams so loudly that anything from miles RESTORING MORALE
directly and shatter cohesion and sanity. around would hear. Clint falls backwards
Some opponents have various Triggered and scrambles away in terror only to fall off Since Morale is such a crucial part of sce-
Effects that will do just that or will have the balcony back into the swamp. nario construction, its restoration over
the loss of Morale as a result of merely An added benefit of the emphasis on time is also an important factor. Because
encountering them (if they are particu- Morale is that it validates the need of char- losing Morale takes such a psychological
larly horrifying). Some are incidental as acters that are not combat focused, but toll on the the player character, they must
by-products of their encounter. Regard- are focused on shielding the party from
less, even the idea of encountering a terror spend l100 - 10 perWb in order to get
a Morale point back without some extraor-
Running Games – 055
dinary means during normal gameplay. deemed consumable in some fashion (for dependence has overridden any benefit
There are other means to restore Morale, instance even a favored book has a finite the gear typically grants.This generally
number of pages).This can also describe an
but they require lots of 6, some extra increase in rations of food or food prepared coincides with a W cost.
exquisitely well. In this case the consum-
attention and description in order to jus- able elements are seasonings and other Example 3: Brian is down to his last couple
tify the restoration of Morale. cooking tools and the extra Depletion cigarettes. He chain smoked to handle
Points on food supplies as well. the stress of clean up after a particularly
MISSION ACCOMPLISHED savage Cleanse mission (preventing the loss
Example 1:Against all odds, Mike finds an of Morale as he scraped up dismembered
Even if the Mission notes don’t list it, a unopened bag of ground coffee in an office body parts). Now that he is nearly out of
successful Mission should always allow storage room. So long as this supply of coffee cigarettes and with the work done, another
a few points of Morale to be restored holds, characters can brew coffee to share to cigarette hangs at his lips,unlit as he surveys
give them a familiar comfort and a small the field and streets, still slick with blood
for free.This can be weighted by the l caffeine surge to give them the ability to and the piles of bodies now burning. He now
restore 1 Morale whenever they prepare food. flicks his lighter one more time to ignite his
reward the Mission grants, since ones with Example 2:Ben is a fan of Russian literature, cigarette in what is just another fire he set
LeoTolstoy in particular. Since the collapse, among many today to, at best, feel uncom-
high l rewards will logically be crucial, he has yet to find anything to occupy his fortably numb.
time that is not strictly hand-to-mouth sur-
and succeeding at such a Mission would vival. Lisa returns from a college campus she NARRATION
be a source of tremendous relief. A good raided and found an earmarked copy ofWar
gauge would be that every 100s digit of and Peace, which Ben eagerly trades for. Ben A player have options to facilitate the
then spends the next several days working restoration of Morale that is either
an l reward, a point of Morale can be through the voluminous work when he could invented or one that would make sense
restored without spending l or taking spare a moment. Each “Use” will have him go and also gives depth to the in-game
through a certain number of pages as per a world. Being open to such options will
other extraordinary measures. A reward “Read/Study” Mission (1 page in a chapter allow a GM to reciprocate the insightful
psychological insights into player’s own
of less than l50 is likely one that does = q1 to work through), each “Use” will characters with the restoration of Morale
in creative ways. A strict GM may even
not garner enough of a sense of accom- allow Ben to restore 1 lost Morale. require that this sort of narration is
plishment to restore Morale. mandatory if Morale is to be restored at
Note: Minimum q requirements for a all, as opposed to just taking for granted
LEVITY that mechanically you are simply allowed
single “Use” are often based on the length to do so.
During periods of Long Rest, a party of of a chapter, so a character cannot simply
characters can indulge in what would nor- crawl through a book in order to maximize Example: Mara and her companions have
mally be frivolous occasions of levity in how much Morale they can restore when made their way through a new section of
order to restore Morale.The restoration reading it. town, one largely gutted in the early days of
would be low, but it would be done for Characters whose indulgence is the same the outbreak. Consulting the map of places
free, but will likely require a meaning- as a Coping Mechanism do not get the they’ve searched, Maria’s player notices that
full benefit of this, as there is a measure one of the stores was a popular bath and
ful passage of Time (6) spent playing of psychological dependence that erodes body chain store. Largely unscathed by the
the effectiveness of luxuries. In this case, outbreak due to the ludicrous lack of neces-
card games, telling stories, playing some sity of what the store carries, Mara’s player
organized sport, singing or playing music, an indulgence will instead increase the l insists that her character has searched the
etc.This does not need to be roleplayed cost of restoring Morale by l100%. If place and brought back a “bath bomb” for
out, but simply possessing such items will her use in order to unwind.The colorful,
assume they are used during Long Rest to the Disadvantage that provides the coping floral-scented effervescent ball makes the
restore Morale. mechanism is severe, such as Tier 3 or refreshing but normally rote experience of a
Specific instances, such as recognized hol- higher (or is indicated as such in a Disad- bath much more relaxing.The GM allows this
idays or small celebrations like birthdays, vantage’s entry) then it cannot also be used and adds an item to the Resource Catalog
can also be a reason to increase Morale to indulge characters to actually Restore
incidentally if characters take the time Morale as opposed to it being used to pre- that Mara can purchase with l normally
to find a way to recognize the occasion vent the loss of Morale the way Coping
as special.This would often come with a Mechanisms typically do. Characters must that will allow her to use such a luxury
material cost such as additional Depletion in this case still indulge the luxury as if item to help restore Morale. If the scenario
Points on certain supplies or may require they were attempting to restore Morale, is purely narrative, then the Resource Cat-
special missions to retrieve something spe- but they will gain no additional benefit but alog can be eschewed entirely and it can be
cial to mark the occasion.The tradeoff in will Deplete supplies all the same. In addi- assumed that just discussing what the char-
this case is that the restoration of Morale is tion, being without it will allow a GM to acter does and why is sufficient.
typically much greater than what is normal instead reduce Morale as the character’s
for Levity.
DIVERSION
A character can indulge in a personal
luxury in order to bring some peace of
mind.This can be tied in with Levity above
or be a personal pleasure, such as a favorite
book or food or beverage or any number
of pastimes.This always requires a material
056 – Running Games
Insanity
Characters that lose all their Morale but continue to take Morale Derangement W5 perWb of the character
loss will accrue points of Insanity instead of losing more points
of Morale. Insanity is much like Injuries to the body in that it is A character encounters a stressor that pushes them over the edge.
extremely difficult to remove and often manifests in many terrible
hAasGaMccrseucerdetalnydrcoollnss1udlt5s!thPeerInInsasnanitiytyTapbolein.tTrtheaettaH†rgertescuhlatrsaacste0r.
ways. Having Insanity points will prevent the restoration of J. The various derangements on the table will manifest based on the
rules in the entries in the Outbreak: Undead.. Survivor’s Guide pg. 116.
For each point of Insanity a character has, a GM can roll a d5!
Note: Characters that have access to (and take) anti-psychotic medications
on the Insanity Table if they spend W5 perWb of the character. or have an unusually strong resistance to psychological stress due to Gestalt
The effect rolled will persist until the character has at least 1 Abilities may have an altered W cost to trigger this Hazard.Alternatively,
point of J restored. extremely potent medications can suppress the effects of Insanity points or
Derangements altogether.
A character will only have one manifested insanity at a time and
each new roll will displace the other if the roll is higher.
Note: It is not unreasonable that a point of Insanity be removed when-
ever the “Derangement” Hazards is used, since the abstract Insanity
point now has a manifestation in the character’s psyche.
InsanityTable 1d5! per Insanity Point
(1-3) Catatonic
(4-6) Delusions of Grandeur
(7-10) Extreme Panic
(11-13) Gone Native
(14-16) Hallucinations
(17-19) Homicidal Rage
(20-22) Mania
(23-25) Paranoia
(26-29) Suicidal
(30+) Thanatos
GUCnoundidseeualdtp.g.t.hS1eur1Ov6iuvtfoborrr’setahke:
entries for these various
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this one.
Running Games – 057
Chapter 3
GAME
RESOURCESame resources is a catch-all term A game resource can also be something
for the resources that both play- that is not “spent” in the sense the others
Gers and GM’s accumulate and use. are.Time (6) is one such resource.While
Players have access to some resources it is meant to denote the rough duration
(Survival Points, Competence Points and the session, it can be more open ended
even Time) they must manage carefully if and become a spendable resource, as the
they are to survive.These resources are a options in this section will explain.
reflection of a character’s experience and
knowledge and can be spent on multiple
beneficial advantages. Much like the play-
ers, GM’s also have a resource (Risk), they
manage during mission encounters.
Survival Points
AWARDING SURVIVAL has to reference the Objectives the char-
POINTS acters have met and the Missions they have
As a GM, one of your most crucial roles accomplished to fairly award l. Most of
them will have a set l reward for it and
is the awarding of Survival Points, or L
or l (the difference in appearance is due options for customization for increasing or
decreasing the total.
to legibility, the symbols otherwise mean
the same thing).The amount and frequency Characters must have accomplished at least
this is done will be largely based on the one Mission in order to convert Compe-
Missions a character or characters wish
to attempt.The resulting reward for their tence into l. Otherwise they must use it
to count as + in a “Labor”Triggered Effect
completion will earn l for them to use
towards the progress of one or more ongo-
as they please. Each Mission in this book ing tasks of their choosing.
has a recommended l amount for success. PENALTIES TO SURVIVAL POINT
REWARDS
This may be a formula or a flat number, but
either way is completely customizable by A character’s actions during the session can
the GM. Many tools can help a GM gauge
how to alter this further, such as different alter the amount of l they can take upon
Objectives a character attempts within the
scope of a larger Mission as well as vari- Mission completion.This can be positive in
ous Hazards that can pose additional chal- the form of characters accomplishing extra
Objectives within the Mission framework,
lenges or alter the l players can expect but there are numerous penalties that a
character can take as well when determin-
their players to get. ing their reward.
COMPETENCE POINT CONVERSION OVERBURDENED
Awarding l after a session is made much A character that takes far too much equip-
ment with them will find their lack of
easier because players have the ability to foresight hinders their campaign progress.
change their unspent Competence Points For this reason, any Kit or gear that is not
“Used” in an appropriate manner during a
into ld5! each. Competence Points are
campaign will penalize the character’s l
not only given at the beginning of the ses- reward by l10% per Mx of the unused
sion, they can be earned during sessions
as well. So by virtue of this, a GM only
gear. Gear that is deemed “Essential” by SPENDING SURVIVAL Common Survival Point Costs
either the entry or by GM decision can POINTS
ignore this. Scavenge Gear Purchase (Per ,)- l10
What a player character has access to spend Scavenge Gear Purchase (Per .) - l50
PYRRHIC VICTORY New Gestalt Level - l250
l on is actually a fairly large list (and the Restoring J1 - l100 - 10 perWb
Characters that blunder through a session Removing an Insanity Point - l200 - 10
and accrue a ton of Risk for the party will most common ones are detailed in the
find themselves in a worse off position, Outbreak: Undead.. Survivor’s Guide). Since per Wb
even if they technically succeeded in their so many different places draw from this
same resource, player characters have to be Extra P for an upcoming Mission - l25
Mission.A GM can penalize a l award by extremely careful as to how they manage
1% per W1 the party has accrued.This A good rule of thumb in regards to spend-
will resolve the Wat the end of the session the l earned from Missions.They are also
ing l on anything is that it is usually done
and will not carry over. encouraged to use it instead of hoarding
Characters that voluntarily Abort a mission it because the Injury and Death of other in between Encounters. or at the beginning
player characters will impact their total, or ends of sessions.
will have a reduced l penalty by decreas- sometimes dramatically depending upon The one exception to the above is that a
ing the GM’s Risk Pool to 50% of the W if a GM wishes to spend Risk when a char- GM can allow a player to purchase more
acter is Injured or Killed.
described in the Mission entry. P for their character during the session
COPING MECHANISMS (likely as an emergency). Under this
circumstance the GM cay increase the
Characters may have addictions or need
to indulge some non-essential material in l cost.
order to prevent the loss of J.This has
the practical effect of reducing the amount
of l a character earns.
Resource Catalog
A careful management of the availability Under most circumstances, this list they use as a base of operations. Since the
of gear will be crucial for maintaining takes the form of a Resource Catalog. A Resource remains abstracted, the entire
the proper scarcity of supplies necessary Resource Catalog is all the items that the offering of the Location could potentially
to maintain tension. It also gives players characters feasibly have access to based on be available, so all of the entries at the
a tangible goal to gain access to a wider places they’ve searched. Generally, this has appropriate “Resource Levels” success-
range of supplies. to be done deliberately, as looting locations fully Searched by characters are techni-
This is tied very closely to a character’s and taking gear from them directly leaves cally accessible, and are thus added to the
no mystery as to what the characters got, Resource Catalog.This process is not easy,
use of Survival Points, since l are what since they already know. because Resource often takes up a lot of
Characters that undertake “Search” type space and is sometimes very difficult to
characters spend in order to take new gear missions can bring generic Resource transport, but the flexibility of having
from a Resource Catalog. back to the Stronghold or some safe area access to a huge range of supplies are often
worth the effort.
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The photo to the at a
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example. store,
Game Resources – 059
ADDING TO A REDUNDANT ENTRIES LOOT CONTAINERS
STRONGHOLD RESOURCE
CATALOG The same kind of gear can have multiple Some cards are, in fact, containers that
entries on a Resource Catalog. This is have larger amounts of loot within them.
While the full range of purchase options because the same gear can be found at dif-
are available to loot at a Location, a char- ferent Locations and in different amounts, The containers generally have a larger l
acter or party may want to bring a range of resulting in different Capacities. Players
supplies back to the Stronghold in order to are encouraged to find ways to have useful cost to take; either that or the container
add it to their own Resource Catalog.The supplies with redundant entries because it
benefit of this is that characters can access becomes less likely that characters will be increases q if characters want to take it
the full range of purchase options from unexpectedly deprived of a useful item if or have a flat 6 requirement in order to
their own Stronghold. In order to do this it is found at multiple Locations.
though, characters must do the following : Any character can purchase from their crack it open (which may be a resource
Resource Catalog freely whenever they are a character cannot manage to generate
nn Search a Location enough to unlock 1 at their base of operation where all those or spare).The benefit is that the number
or more Resource Levels. supplies would feasibly be stored. It will of cards indicated on the artwork will be
a number of Equipment cards from the
nn Loot entire Resource Levels from cost l and the purchase adds a DP to the deck that a character can take for free,
a Resource Catalog.To do this, char-
entry and roll Depletion against the entry’s without having to spend additional l.
acters must haul . of “Resource” Capacity as normal after each purchase.
Upon rolling equal to or higher than the If drawing randomly for those free cards,
for any single Level of the Catalog entry’s Capacity, the entry is exhausted and any subsequent “Loot Container” cards are
of the character’s choosing. Addi- can no longer be purchased from. ignored and another card can be drawn to
tional Levels requiring incremental replace it.Any Hazard or Opponent cards
increases in the amount of Resource CARDS drawn are basically duds and count against
however many cards they are allowed, but
by +1 . per additional Level (so to A GM can utilize a deck of equipment and they will otherwise not harm a character
loot cards in order to randomize somewhat
haul all5 Levels of a Location would what a character finds at locations.This is unless a GM pays Wrequired to trigger a
especially useful in organized play where
take 1+2+3+4+5=15 . worth of the entire economy hinges upon what sort Hazard or deploy an Opponent (if it makes
of gear can be found and traded. Cards narrative sense).
Resource). The expectation is that facilitate this easily. They can represent If not using cards, you can simply count
carrying that much stuff back will usable pieces of gear or small scraps of a Loot Container as having added bonus
require a vehicle or specialized con- this and that which can be used to sell and Capacity to any item found or adding a
tainers.Without such things, hauling get more useful equipment. unique entry into the Resource Catalog
the Resource back on foot carries during the process of gameplay.
tremendous burdens. Characters car- The . and , will ultimately deter-
rying Resource will count as having ENCOUNTERS
their Hands and Back Body Slots mine what the l cost is to claim a gear
occupied. SoWorn Gear and normal Some cards in a deck will be smaller story
gear loadouts will likely count against card. Unlike a Resource Catalog, a card hooks that will allow a character to use
how much they can carry without that is not claimed is reshuffled back into
becoming Encumbered. whatever deck a GM is drawing from and some amount of 6 or some other cost to
This option is mutually exclusive with loot- cannot be purchased later.
ing on site. If characters purchase on site It will be a cost/benefit analysis of the take the reward indicated. Some will be
they may not convert the whole Resource player character to want to take trivial strings of short events that have their result
Level into Resource to be carried back to add items that turn up as a result of a draw indicated ultimately by a Skill Check. For
to a Stronghold Resource Catalog. of cards. example, hunting an animal that characters
Remaining Resource at the Location can be catch sight or find tracks of. In such a situ-
purchased from later if characters revisit it.
ation, characters need to sacrifice some 6
to track something and make Attack checks
with the weapon they have in order to see
if they bring down their prey. Likewise a
character can encounter a stranger and
this can lead down a series of minor events
that can potentially earn extra rewards (or
imperil characters if they trust the wrong
person).
Stronghold Resource Catalogs
A character can make purchases from a Stronghold Resource Catalog, which is like a
location’s Resource Catalog only it is added to by both the locations looted for
Resource by the player characters and also by the invisible hand of the Stronghold’s
industry. For this reason, the Stronghold will populate a Resource catalog based
on its relevant industries and instead of taking the things they loot directly,
Gcharacters instead claim rewards to buy from all that the Stronghold Resource
Catalog has to offer.
060 – Game Resources
Stronghold Economy
Characters that are a part of, or are visiting on mass and volume to physically take DEBIT, CREDIT AND CURRENCY
a functional Stronghold the characters it.This means that, for better or worse,
will encounter a functioning economy. the items are based on their ability to Due to the instability of post-outbreak
This means that instead of Survival Points society, it is not certain that characters
(which represents scavenging or crafting transport. In a market economy, the G will be able to have more portable means
gear), a character relies upon the market of storing value when they turn things in
forces of supply and demand that has cost can fluctuate greatly due to supply and to barter. It is likely that characters reliably
developed in this new society. How this is demand.This works well if characters have would be able to do this if they regularly
determined will be gone over much later, things to sell or barter with, but it could interact with a merchant or Rag and Bone
in the Stronghold section. leave them paying top dollar for things they Man who would keep a ledger of what the
Suffice to say, the resource characters would otherwise simply be able to pocket. characters have brought them to trade and
debit from their balance when they make
use instead of l to get gear is g Note, characters stealing things would pay purchases, or even extend characters lines
or G (the different symbols are for of credit if they have a good enough Rep-
the l price and not the g price... in utation with them.
legibility, they are otherwise the same).
The drawback of this market economy is addition to any other social cost the charac-
ters might pay if caught. It is safe to assume
that the l needed to get gear is based that in Strongholds with low Culture attri-
butes will have a very strong proclivity to
“frontier justice”.
As a GM, a merchant
provides a great
opportunity to introduce a
vital non-player character.
A trusted supplier of vital
gear can also dispense
information to the player
characters. This and more
suggestions and tips for
introducing NPCs will be
gone over on pg. 218)
Game Resources – 061
Gestalt Levels and Gestalt Abilities
Gestalt Abilities are special rules or back- Folk Medicine discern the nature of the behavior of that
ground info that players can purchase with The character is able to use home or tra- organization.The character can also make
Gestalt Levels to give their characters ditional remedies in lieu of, or in addition {Composure%} in order to interact with
added depth.This seems strictly like the to, medicine. A character can create folk members of the named organization in a
concern of player characters, but a GM manner that benefits the character.
can use Gestalt Abilities to allow charac- medicine that when used reduce E by
ters to have greater immersion into their nn Protocol, Bureaucracy
scenario. These are not included in the 1 when determining how much they can nn Protocol, Medical
Survivor’s Guide outside of a few basic restore by Natural Healing if they spend nn Protocol, Military
examples because while they are ultimately nn Protocol, “Name of Organization”
something the character will use, but the 61+1 per E gathering ingredients and nn Protocol, Science
allowing and introduction of options to The observant reader will notice that
have Gestalt Abilities are almost entirely preparing the natural remedy.This may be many Gestalt Abilities can and do serve
the GM’s purview. restricted by biome or geographic region. as Outbreak: Undead’s.. “Knowledge” or
“Intelligence” based skills and attributes.
Note:There are some Gestalt Abilities in the Native Since the stat as a core Attribute was
Survivor’s Guide so that players can under- The character is a native of the area and excluded because as a survival simulation,
stand how they work and to apply directly to as such is not easily turned around.The player knowledge and character knowledge
the occasionally esoteric skill sets necessary are largely the same thing. Using Gestalt
to utilize certain kinds of equipment.The character can spend P in order to count Levels to create ways for Competence
ones in that book are so generic that it seems as + + in a {Navigation%} instead of Points to be used more effectively in
unlikely that a GM would need to mediate the normal + . A GM can also eschew the right circumstances to represent
whether or not they apply to any particular the knowledge and intelligence of the
scenario; Language, for example. the use of {Navigation%} altogether for character is encouraged.
treks of sufficiently short distance and can
SAMPLE GESTALT ABILITIES navigate such locations without needing GESTALT ABILITIES AND
to consult a Map. The one drawback is NARRATION
Contact that a in a city or town, a Native charac-
The “Contact” variety of Gestalt Abilities ter also cannot take advantage of Maps of The ability to take Gestalt Abilities can
are probably the strongest narrative tools the region since they are already know the tie directly into the events of the story.
a GM has in regards to using the Gestalt streets, so no further benefit can be gained In fact, in scripted scenarios, the option
Levels of a character to drive a story for- by studying them. to take special Gestalt Abilities will be
ward. Some involve a material necessity If the character is ever in a region that is presented as an organic element to the
like contacting someone connected to a different than the one they have acclimated in-game world. This will either grant a
vital supply line. But it can just as easily be to with this Gestalt Ability they will count tremendous opportunity for a story hook
a story hook NPC or any number of inter- or can be a crucial skill that would lead to
esting people that the players can interact the E against them as 1 higher.This is great benefit.
with or an old friend of the Survivor’s who
would be willing to help. A Contact and increased to 2 higher if more than 4 Gestalt
several options for their use will be found Levels are spent on this Ability.
in their own section on pg. 212.
Protocol
The Protocol set of possible Gestalt Abil-
ities have the same basic effect. When
observing or interacting with the named
organization, the character can make a
{Determine Motives%} in order to
Gestalt Abilities and Crafting/Manufacturing/Engineering
A good way for a character to spend their Gestalt Levels are those characters that
wish to be very crafty and know how to make, manufacture and repair things.
Since Outbreak: Undead.. by design doesn’t feature an intelligence metric, the use
of Gestalt Levels to represent what a character knows or knows how to make is an
excellent way of incorporating player knowledge and allowing it to bridge the gap
into character knowledge.
When designing such Gestalt Abilities, consider the materials, the level of know-
how and the time necessary to master such a craft or area of expertise and apply a
Gestalt Level cost accordingly.
062 – Game Resources
Scott and Marla have entered an Gestalt Ability - Fungiculture Wide eyed with shock, Scott
old abandoned greenhouse, long Gestalt Level: 1 grabs the next jar over and
overgrown. A search produced The character has experience cultivating edible holds it and Marla’s jar up to
nothing but withered plants. mushrooms and can identify edible species in the light. The mason jars are
After a thorough search, it the wild. actually special spawn jars.
seems that only some small The character can use {Survival%, The mold’s white creeping
garden tools and a few seeds Search% or Spot/Listen%} (as appro- mass is actually the delicate
could be scavenged... but noth- priate to the situation) in order to identify mycelium of one of any number
ing edible. Marla opens a cup- edible mushrooms in the wild and is able to of edible mushrooms that can
board and sees six jars packed specialize in {Science - Fungiculture%} be easily cultivated with only
with mold. Her first reaction in order to undertake Missions that involve a few weeks of work. Even a
is revulsion but… producing crops of mushrooms. single jar could be used to
spawn mushrooms indefinitely
The GM reveals that there is having selected the by creating a whole industry
opportunity to use a Gestalt Gestalt Ability and having of fungiculture in trained
Level here. Marla’s player reduced Gestalt Level, hands. These jars turn out to
passes on the opportunity the following happens... be worth their weight in gold.
but Scott has several Gestalt
Levels and decides to take the
chance, and in so doing gets
the following:
Game Resources – 063
GESTALT LEVELS AND The “Mysterious Stranger” player character
BACKSTORY Doubtless, there may be a player who
is drawn towards quiet, and mysterious
The importance of Gestalt Levels to a char- characters, whose history is a mystery
acter’s backstory cannot be understated. to the other player characters. This is
In the previous section, Gestalt Levels and certainly doable by means of withholding
Narration, the GM is the instigator of a the use of their Gestalt Levels until
potential in-game benefit using Gestalt dramatically appropriate moments. There
Levels.With backstory, however, it is up is a serious drawback to this method of
to the creativity of the player to impart roleplaying, in that Outbreak: Undead.. is a
some new dimension to their character percentile system which is highly unforgiving
using Gestalt Levels. A GM’s only real of mistakes. Characters must often take
responsibility in this case is to determine any advantage they could get. And
whether or not a player’s story is credible withholding too many Gestalt Levels would
and to assign a Gestalt Level cost based on put a character at a severe mechanical
the extent of the story being told. disadvantage, despite the enormous
narrative advantage it gives the player. If
GESTALT LEVEL COST a player wishes to play a game like this, let
them know the risks of doing so.
With the more open-ended option of
players giving their characters backsto-
ries, the challenge becomes determining
a fair Gestalt Level price in order to take
advantage of the narrative and mechanical
benefit provided by a Gestalt Ability.While
it is difficult to standardize something so
open-ended, the following have been pro-
vided in order to assist the GM. In the end
though, it is up to the GM as to what sort
of Gestalt Abilities can result, if any, from
the backstory a player wishes to present
for their character.
**SAMPLE BACKSTORY**
A character can, and is encouraged to, concoct meaningful backstories for their characters by
using Gestalt Levels. Not only will this add to the narrative depth of the story overall, it will
often give characters much needed help in their times of need.
Example: Carmen and her fellow survivors have been on the run for days They are exhausted and
weary. Carmen decides that now is as good a time as any to reveal some personal information that
could benefit her fellow survivors. She petitions the GM that if she spent some Gestalt Levels,
that she could reveal helpful information. The GM allows this and Carmen’s player mentions the
following:
Carmen’s aunt and uncle lived on the fringes of this town and their home was a small ranch. The
ranch burned down ten years ago and the family moved to the city. But before the fire, Carmen and
her cousins will play in the hills behind the ranch. In the hills there was a valley where a small,
abandoned farmhouse was built. Carmen wasn’t even sure if her aunt and uncle knew about it. Nearby,
there was an overgrown orchard and wild berries would grow and a seasonal stream would run. Many
summers were spent there, and since it was so far removed, it was likely that it is uninhabited.
Impressed with the believability and thorough backstory, the GM decides that for 4 Gestalt Levels,
the story Carmen’s player told can be true. Carmen’s player agrees and the characters now have
a destination with rough shelter plenty of food and water and far away from population centers.
064 – Game Resources
GESTALT LEVEL GESTALT LEVEL COSTS
COST
DESCRIPTION
1 Gestalt Level
2 Gestalt Levels The player is presenting an incidental piece of knowledge based on some limited first hand experience
3 Gestalt Levels that has little application outside of the immediate instance they are referring to.They are referring
to something they did once and can demonstrate how that knowledge directly applies to the current
4 Gestalt Levels situation (and situations much like it).
5 Gestalt Levels The player is appealing to a career or life that they had left behind years ago, but demonstrated proficiency
6+ Gestalt Levels in back in the day when it was still relevant.This also covered experience learned from internships,
apprenticeships volunteer, and nonprofit work.The residual knowledge and muscle memory would
allow a character to still take advantage of that experience, and even over time gain their old proficiency
back, it is important to practice.
The player is referencing a useful skillset or fortuitous or affiliation that they have nurtured over the
years. Despite its usefulness, it is not at all unique to the character.They may be part of a club or organi-
zation that may have a restriction or two but are not so exclusive that others couldn’t easily be a part of
it somehow. Likewise, the skillset or experience they’re referencing is attainable by anyone who shared
the same interest. For instance, anyone can learn to build a computer, but a relative few know how to
do more than replace RAM, if that.
The player is able to reference relevant and personal information that is not just beneficial to the char-
acter personally, but to their party as well.This is either hard-earned from several years of experience
or by some very fortuitous circumstances. For instance, a childhood friend is now a helicopter pilot
and is known to operate out of a base nearby. A character might also have a skill that was seen as only
recreational pre-outbreak, but afterwards it proves extremely useful, such as horse training, writing and
deciphering codes or small boat sailing.
The player is able to reference some very recent experience that is extremely relevant and unique to
them. A player is also able to explain some very fortuitous options they might have in a situation given
the circumstances of the outbreak. For instance, having an uncle who was on vacation when the outbreak
hit, but had an impressive gun collection in his basement that he only told family about. Or a character
doing hunting and leatherworking as a hobby for several years.
The story the player presents strains credulity, but is still technically possible.This also represents what
would amount to decades of experience and specialized training. Generally speaking, most Gestalt
Levels would not come close to this price if it did not scale to this amount from a much lower level,
representing the more common levels of experience scaling to an extreme specialization within this
context. A character revealing that they, in fact, know how to fly and land a commercial aircraft, or
defuse a bomb, for instance.
Final note about Gestalt Abilities:
Although it should be obvious by now, actual Gestalt Abilities that we provide
in this book (and others) are provided contextually to a relevant section as
opposed to just a large list of Gestalt Abilities that a character can choose from
like any other character Trait.
The reason for this is that it is extremely important for world building that the
inclusion of Gestalt Abilities be done as organically as possible. Simply having a
massive list to choose from like a player would Traits from the Survivor’s Guide
actually inhibits a player’s ability to think contextually as to what a character’s
experience is in the world you, as a GM, are making.
Gestalt Abilities are perhaps the best narrative/mechanical bridge between a
character and the setting, so instead of treating it like just another aspect
of character creation, it’s better to consider them a crucial part of ongoing
character “ development ” instead.
Game Resources – 065
Time
While Time is gone over extensively in PROS TIME TOKENS AND ENVIRONMENTAL
other sections, it is good to explain how MODIFIERS
nn Gives players a feeling of greater con-
6 can become a spendable resource for trol A GM can deem it appropriate to only
have the environment penalize Time if it
a party. For GM reference, is still useful nn Gives a GM one less thing to track is caused by some specific Environmental
to go through the process of using a Mis- nn An abstract resource is made tangible Feature that would actually impede their
sion Brief and referencing player charac- progress, such as fog, rough terrain, rain,
terTrainingValues against the LaborValue. that gives players a sense of what’s etc. All of the examples of penalties due
The easiest way to turn this GM resource going on to the environment can, and should, be
into a spendable character resource is to circumvented by the right equipment and
literally useTokens for this purpose. Using CONS training (which is normal for reducing E
penalties, in the case of Survival Kits and
“TimeTokens” does not alter how 6 works nn Players may be lost in the minutiae of many articles ofWorn Gear).
time management
as described elsewhere, rather it changes It should also be noted that gear that
how Player Characters interact withTime nn Players may not want to manage
as a game resource. another in-game resource reduces E may only do so in specific
USING TIME TOKENS nn Time-sensitive events are less opaque, circumstances (for instance when it says
and thus less dramatic (if they can figure “for purposes of Natural Healing”) and
These do not have to be specific kind of out how they can accomplish something it would be up to GM discretion as to
token. Glass counters, scraps of paper, time-sensitive purely mathematically, whether or not this translates into Time.
poker chips and so on can be used. In this there is no tension when there often
method, all characters will get their own should be) TIME AND MORALE
pool ofTimeTokens, but will follow these
additional caveats: MODIFIERS TO TIME TOKENS For most Missions, a character is only able
All player characters spend the same
amount of Time Tokens on undertaking It is possible that there are some situations to underake them so long as their J score
Missions, even though they may start with where one or more characters will have holds. So if a character uses tokens for 6,
slightly different amounts. an abnormal sleep patterns, utilize stim-
Most session Activities will keep the party ulants like caffeine to have the practical then it will be a matter of which resource
together, but characters that splinter off they run out of first, since most Missions
from the group will resolve any Time effect of granting a few bonus 6 Tokens
Tokens separate from each other. will reduce Morale by J1 per 6 spent
The Session is over when all the players to demonstrate the increased productivity.
have spent all their Time Tokens, so make Likewise, characters that are disadvantaged on a Mission.
sure you have the appropriate amount allo- in some way or inclimate weather can
cated to players based on your prep time. WhenTime is represented by tokens, this
Before you consider converting Time as a reduce the amount of 6 that they have. may be the only instance where Morale
GM tool into a player resource consider If you are using 6 as a resource to spend could potentially be a resource as well,
the following: since the only thing Morale is actually
as opposed to a GM tool to track session spent on isTactics that are granted by For-
time, you can use the following modifiers mations. Otherwise, a party’s Morale is s
imply lost over the course of the Mission.
to starting 6 Tokens:
Ultimately, it is up to the GM if they want
nn -^1 per Environmental Modifier eitherTime or Morale be something play-
(represented commonly by a E )* ers keep track of in this way and there is
no method that is mutually exclusive to the
nn -1 per Health Point lost other. It is all a matter of what represents
nn +1 if a character can rest comfortably your Outbreak Scenario best.
when asleep
nn +1 if a character has access to abundant
food and water
We introduce
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bgtahrebeeougatontneeeerxntvodivcreehotarnapmiliteneinnrts
and locations.
066 – Game Resources
Competence Points
One of the most flexible resources a modate a common sense request weighed Mediating Disagreement
player character has at their disposal is a against the reality of the situation with A player may be thoroughly convinced of
Miguel being unusually large. their character’s efficacy in a certain situa-
Competence Point, represented by P tion where there is actually a good reason
or cp or simply abbreviated as CP (The Appeal to Character Experience to believe they are not. A character that
Some caution needs to be taken since is well within their experience, however,
variation is for legibility purposes, symbols appeals to experience is generally the may have failure be so outside the realm of
otherwise mean the same thing).As useful role of Gestalt Levels. A GM can create possibility that the need for a Skill Check
as they are to the player character, they are Gestalt Abilities (or a scenario can specify) is almost superfluous. A player character
just as useful to the GM.They are useful who fails a check that by all rights they
when mediating players narrating what that allow for instances where using a P should not have can appeal to the GM for
their character is doing. Many times, such a re-roll.A GM can grant re-rolls by asking
actions are appeals to common sense and will allow for a wider range of knowledge
while there is no skill check to represent within their defined Ability and general the player to surrender P.
roleplaying choices.
some things, spending a P or two on Note:This might seem redundant for a
Example: Monica’s character used to go resource that can literally be traded in for
something to give some gravitas to the hunting with her family and from a young
decision is helpful to weigh consequences age was taught proper gun maintenance and + , but keep in mind that using P to get
and make room for player ingenuity. has taken many Abilities and Gestalt Abili- bonus + does not eliminate - . It simply
ties to reflect this.When she finds a corroded adds + to what the player character has
NARRATION AND rifle in the hands of a corpse from early in to resolve and they still have to resolve -
COMPETENCE POINTS the outbreak (which at this point is years
in the past) she appeals to the GM for the generated.A re-roll due to mediation (or any
While it would be extremely lengthy to go ability to take this weapon and know what other reason) would displace the first result
into detail as to all the ways a Competence chemicals and process it would take to prop- altogether.
Point can be used narratively, here is a erly clean the weapon to bring it back into
useful guideline to how it can be done. working order.The GM agrees to this, but Natural Healing
While this is not necessary to implement
Common Sense Plan requires that she use P in order to be able as a part of Natural Healing, a GM can
A player is appealing to a measure of require a player character to surrender one
common sense that is devoid of a need of to use generic“Chemicals” drawn from a Loot
a serious skill check. Deck and common tools to clean the weapon, or more P in order to target themselves
which would normally require a dedicated
Example: Miguel was recently the unfor- Gun Cleaning kit of some sort… this task with them with the “Heal”Triggered Effect
tunate target of the vomitous attack of a would still have a LaborValue associated as per normal Natural Healing rules.This
Glutton which has covered him from head with bringing it to working order though. additional penalty can be a blanket house
to toe in reeking bile and semi-digested meat Appeal to Player Experience rule for all Natural Healing or during
and bone shards. He and his companions This is really only an option for characters times of Rest where characters being able
take residence in an abandoned house for the based on the players themselves. It to utilize Natural Healing would normally
night. Miguel wants to search the closets and is similar to an appeal to character be compromised.
dressers for a change of clothes that would experience. Instead of deferring to the
remove the “Squalor” status from him so he in-game knowledge of the existing Ability Example: Carleigh has injured herself while
can potentially restore some Morale with choices of the character that allows them trying to catch food.The injury is largely a
his rest. Since clothing is common and there flesh wound, but she is nowhere near her
are plenty of obvious places to search for it, to spend P on various things, a player is campsite, much less any safehouse or Strong-
the skill {Search%} seems to be overkill hold. She sees some yarrow flowers growing
since it is a pretty reliable fact that (unless instead relating their own knowledge of nearby and, since she has the Gestalt Ability
Miguel is picky with what he wears) he’ll a situation. In this sort of situation, it is “Herbal Medicine” she appeals to the GM
be able to find clothes that could fit him to important to be consistent. A character that she be allowed to utilize Natural Heal-
some degree.The GM requires that instead that is utilizing player knowledge directly ing in the field with a short rest normally.
of rolling {Search%} that he surrender She describes that she is using her knowledge
should spend P in order to weigh the to make a poultice of the yarrow’s leaves,
a P instead. which has antiseptic and styptic properties.
The P cost for this use can scale by how reality of the situation with the player’s
own professional or extensive personal The GM allows it but requires that each n
likely a character’s actions are to succeed experience. Once again, it is important
to consider scope, since appeal to past removed requires the surrender of a P in
by means of only spending P. So, in the experience is generally what Gestalt Levels
and Gestalt Abilities are for. It is best if this order to represent gathering and preparing
above example, if Miguel wanted to find is referencing a circumstantial familiarity the medicinal herbs during the Rest period
clothes, but was himself of a larger size with a situation rather than introducing an she intends to heal.
than average, then a GM may instead elaborate backstory or skillset previously Conversely, a character based on a player
unknown to the character.
require P2 or more to be used to accom- might ONLY need to spend P on Natural
Game Resources – 067
Healing if the player cannot adequately describe
what the character is doing in order to treat
whatever wounds they have. Deferring to
Natural Healing strictly as a mechanic might
warrant the use of P since you are deferring
to the character’s own in-game knowledge as
opposed to a player contributing their own to the
situation (see Appeal to Character Experience
and Appeal to Player Experience).
COMPETENCE POINT
CONVERSION
Awarding l after a session is made much easier
because players have the ability to change their
unspent Competence Points into Survival Points.
Competence Points are not only given at the
beginning of the session, they can be earned
during sessions as well. So by virtue of this, a
GM only has to reference the Objectives the
characters have met and the Missions they have
accomplished to fairly award l. Most of them
will have a set l reward for it and options for
customization for increasing or decreasing the
total.
Characters must have accomplished at least one
Mission in order to convert Competence into
l. Otherwise they must use it to count as + in
a “Labor”Triggered Effect towards the progress
of one or more ongoing tasks of their choosing.
COMPETENCE POINT TO SURVIVAL POINT
CONVERSION RATE
A GM can use the following chart when determining any
bonus l the characters get when they finish a session
with leftover P. In the case of “Survival Horror” play
styles, this is recommended as the only way by which a
character can earn l at all, but generally a GM should
allow more Factors that allow for a greater number of
starting P than normal.
P to l Conversion by Intended Difficulty
Very Easy: P 1 to l2d5!+Wb (10), h are 5
Easy: P 1 to l1d10+Wb (8)
Moderate: P 1 to l1d5!+Wb (6), h are 5
Hard: P 1 to l1d3+Wb (4)
Very Hard: P 1 to l1+Wb (3)
068 – Game Resources
Risk
A Gamemaster’s ability to customize an Note that a character can strategically use overcome the obstacle in order to prevent
Encounter or increase the level of chal- Noise making gear and weapons to actually
lenges against a party of characters is based reduce Risk. It has to be done strategically the l reward from being penalized by the
on a GM’s ability to use Risk, abbreviated and deliberately to do this.This is usually
done in conjunction with Missions that use “PyrrhicVictory” rule.
with the W symbol.You will see in the the “Lay Low” Mission Brief structure.
LOCATION HAZARDS
subsequent sections that Missions and HAZARDS
Locations will have some inherent Bonus These are Hazards that are specific to one
Risk when the characters embark upon Whenever a GM decides that they are Location and only occur because a specific
them or enter them.This will be the larg- to spend their Risk, the result is called a danger is common to this area.The scope
est pool of Risk that a GM will be able “Hazard”. Hazards are broken down into of the area can vary tremendously, but it is
to draw from. However, Risk can also be categories based upon the agent that this only within the borders of the Location are
generated by any number of “Risk Factors” Hazard uses in order to confound or harm the Hazards capable of harming the charac-
that are specific to the Outbreak Scenario. the players. ters. For instance, entering a construction
Many such factors include moving in large site will invite a multitude of areas where
groups, using loud weapons, making rash EVENT HAZARDS a character can fall or injure themselves,
decisions, etc. an area that is “Quarantined” will poten-
An Event Hazard is a non-Encounter, tially expose a character to some hazardous
RISK FACTORS non-Combat challenge that the charac- materials if the enter. So in both cases, an
ters must face. It generally represents appropriate Hazard can be used against
As a GM, what constitutes a Risk Factor is an event out of a character’s control, but the players. Outside of the construction
determined by the scenario. If the scenario within their ability to compensate for.Traf- site and Quarantine zone, such Hazards
is a published adventure, such Risk Factors fic jams, civil unrest, power outages and are far less likely.
the like make for the majority of Event With the mention of the scope of the area
and how much W they generate will be Hazards. Most Hazards a GM plays against being tremendous, it helps to have such
a Stronghold will fall under this category an example of that as well. For instance, a
listed. For a unique scenario of a GM’s as well. Generally, these will still occupy Location Hazard can be “Lightning Strike”
design, it is up to the GM to determine one or more periods of Time and require in which a character is literally struck by
what will constitute a situation or event some storytelling and some lucky dice rolls a bolt of lightning.This is extremely rare
so bad that it will actually generate Risk in order to address.These events offer the under most circumstances, however being
for the GM to use. most narrative potential. under a tree during a lightning storm or
Common Risk Factors climbing a tall mountain where a human
ENCOUNTER HAZARDS body is, by process of elimination, one of
Large Numbers: W1 per Character in the few conductors available, the lightning
a party per ^. An Encounter Hazard is one that triggers has a far greater chance of striking some-
DangerousTerritory: Win an amount an Encounter with an opponent. Either the one. In this case, the boundaries of the
nature of the opponent itself will not allow Location are where it is unsafe for a char-
indicated on a card or entry when entered its deployment unless a GM spends Risk, acter to be during lightning storms.The
by a party or a GM spends Risk enough to alter the Location referenced can be highly localized
nature of the Encounter in some fashion. (under a tree) or a range of many miles (a
Foolish Actions: W1 when a The most common Encounter Hazard is mountain range) when determining if a
Location Hazard can be utilized.
character takes any actions that are very one where a GM alters the number of +
contrary to common sense or are taken SPECIAL ATTACKS
when Panicked. in their Encounter Check.While it would
This can occur in conjunction with a mechanically be no different had the GM These represent one-time effects that allow
“Coping Mechanism”, as many require an opponent a special attack against the
a character to do something foolish in rolled that amount of + normally, by characters.These are generally an Action
and fall within the scope of how Actions
order to prevent the loss of J. virtue of spending Risk in order to alter are handled in turn sequence.These are
Alarm Raised: W2d5! When car the result, it will count it as a Hazard. done as part of an Intent or when oth-
erwise stated in the entry of the special
alarms or house alarms are tripped. FINALES attack itself. Special Attacks are often made
in conjunction withTriggered Effects. For
Careless Movement: Wd5! Making Some Encounter Hazards are designated instance, an out-of-bounds opponent with
as “Finales”.These can ONLY be used at a Long Range attack can allow a GM to
movement when detection is possible the end of a Session and generally only spend Risk in order for characters to be
without making even a narrative effort to targeted with such an attack. Likewise,
conceal one’s presence. a single one can be used. The Wcost some of the most lethal attacks an oppo-
Noisy Gear: W1 Using gear that has a to use such a Hazard will be fairly large nent has will also require Wto be spent
Wvalue listed. It’s rarely more than W and occasionally scale in intensity based
d5! on a variableW cost, but it is a way to
both give a final challenge for a session
as well as give players the opportunity to
Game Resources – 069
in addition to any other requirements of at all. Opponents that can be upgraded upgrades they can have, but cannot be used
are called “Templates”. Opponents that unless an E% result allows for Templates
+ , n or other such things. cannot be upgraded are called “Standard”. to be deployed.
An otherwise Standard Opponent can Occasionally, an opponent can be upgraded
OPPONENT UPGRADES to allow certain special attacks as described
be upgraded if enough + allow for a earlier.
These are upgrades to the opponents faced
during an Encounter.These Hazards can Template to be deployed, but Standard
only be used before deployment and often Opponents by default deploy strictly
as their profile indicates. Indeed, many
require multiple + in an Encounter Standard Opponents have a catalog of
check in order to allow such upgrades
Gestalt Ability - Daredevil RISK LIMITS
Gestalt Level(s): 4
This character seems to exhibit what appears to be remarkable It is ill advised (and in poor taste) for a GM to horde
luck that allows them to defy all odds to survive. In reality, they Risk to dump on characters all at once. For this reason,
are calculated risk takers but will run, not walk, towards a threat it is highly recommended that you follow these guidelines
they know they can overcome.This has all the appearance of
tremendous good fortune, but the reality is that the character can when determining how much Wa GM can spend at once.
visualize success so clearly, that the situational hazards hardly
seem a factor.The results for failing are no less dire, but this Risk Limits
character routinely exercises their courage so they can face even Only increasing the results of an {Encounter% or
horrifying odds with a moderate chance of success.
A character with this Ability has the following special rules: Breach%} by + + + per Outbreak Level
A maximum of W3 per E against a party not in
Daredevil: Every time a GM spends W in order to use a Encounters during any one period of Time (6).
Only one target for a period of 61, up to W1 per E
Hazard against this character or opponents, this character
+ Outbreak Level
gets a bonus + to any relevant {Save Throw%}.
W5 per Outbreak Level on Hazards targeting the whole
Unfortunately, they still need to roll and can still contend
party
with - they have to Resolve. However a GM resolving Only upgrading opponents that have been granted the
a - as Wto add to their own Risk Pool from that Save “Template” rule and even then only giving them a single
throw can double the amount of Wthey get. upgrade of any kind.
This suggestion is by far the one most flexible to its appli-
Lead from the Front: This “Daredevil” rule extends to cation. It is possible that a GM is only able to inspire fear
any character they are in Formation with, so long as the in their players by upgrading the Standard opponents to
Daredevil character is taking Point position, but each time an abnormally large degree.
this bonus is used by anyone (including the character in Finales have no real limit, as Finale Hazards often scale by
Point), it costs J1 from Formation Morale. how much Wis spent on them at the end of a Mission or
Gestalt Ability - Risk Averse scenario, so this is one area that is a bit of an exception.
Gestalt Level(s): 4
Characters that are risk averse do not take any action they have tatkFheTeeahsanMeitdnpuifsraloEasecrinctosmuvenaiatrlhtiBonienoLrnomwicMeeaiilnfinlts.itsoaatnihollstneer
not carefully considered and maintain a hyper-vigilance with
their surroundings, looking for any changes to their situation.This
approach can be informed by both practical experience in addition
to a theoretical mindset... or just good old-fashioned paranoia.
A character with this Ability has the following special rules:
Caution: All Wcosts of Hazards targeting this character
cost an extra W1
Careful Planning: If this character is Point in a Forma-
tion and they spend at least 63 planning, a GM reduces
their starting Risk Pool by W5. If a “Scout” style Mission
was accomplished in the past 620, then the reduction is
W10 instead of the normal W5.
070 – Game Resources
Stronghold Resources
This will be gone over in much greater poised to cause some great social, moral will depend largely on how the Mobilized
detail in the Stronghold section near or, material harm. Workforce is managed. If the GM is
the end of the book, but there are some managing this, then it’s really just a matter
resources that are specific to Strongholds. Note: In the Culture section of the of how much they want to manage the
If a scenario doesn’t involve detailed Stronghold guide there will be a reference to minutiae of a Stronghold beyond a general
Stronghold elements, this section can be “Subcultures,” which are the most convenient narrative overview.
largely ignored. But for those that wish ways to determine just how fractured a As it relates to mechanics, a Mobilized
to have all the possible advantages that Stronghold is. Any Civic upheavals that Workforce is treated like theTrainingValue
the Stronghold has, these will be useful result from spending of Unrest will likely of characters when determining the length
references. use a Subculture as a vector for this sort of of time certain undertakings will require.
social chaos.
GOVERNANCE As far as it relates to player charac- STRONGHOLD SUPPLIES
ters (especially those that do not have a
Governance is a neutral point system that Stronghold Overseer among the players The supplies of a Stronghold’s various
details how much a Stronghold’s govern- to manage the Stronghold), the unraveling facilities function exactly like Capacity does
ment needs to step in and involve itself in of the social fabric of their Stronghold will for gear with consumable components.
the affairs of its citizens. It is neutral in that likely mean little more than a disruption Each Use of a Stronghold asset will add a
it is not anything that is used against the in supplies they rely upon that are prod- Depletion Point and be rolled against the
Stronghold. It simply is a measure of how ucts of the Stronghold’s industry. It will Capacity of a facility’s supplies. Removing
much intervention is necessary. also cause it to become less likely that Depletion Points in this case is a matter
Every point of Governance that is not characters will find the kind of peace that of providing the Stronghold with items
addressed by some civic action becomes will allow them to become comfortable they find or procure through trade of the
various Industry Sectors as described in the
“Unrest” (U) which IS in fact a much enough to restore any J. At its utmost Survivors Guide: Chemical, Fabrication,
Farming/Ranching,Health Care,Home
more dangerous thing. extreme, characters will find themselves at Economics, Information, andTechnology.
odds with the population alt large to such This is narratively flexible as to what quan-
UNREST an extent that they may be pariahs or even tity and what kind of supply will satisfy the
outcasts.At the very worst, characters will removal of DP from a Stronghold Feature.
A population that feels neglected or is be associated with an enemy out-group or
actively oppressed in a desperate effort to subculture and will be guilty by event the
address rising discontent will become less believed association with them.
governable overall.This is called Unrest
MOBILIZED WORKFORCE
and is represented by a (U).This is like
The engine of a Stronghold’s productivity
Risk in that it is a resource spent against is the workforce skimmed from the most
the characters (or Stronghold) but it will skilled among the population. Engineers,
be specific to the Stronghold itself. It will gardeners, farmers, ranchers, electricians,
result in social decay, fractured unity, plumbers, health care workers and
decreased productivity or in general make so on make the Stronghold hum with
the population less at ease with each other productivity in the face of the deathly
and their leadership. silence outside the walls. Even those
They will increasingly seeks solutions who are unskilled or have a skillset that
outside of the status quo, not as great is hilariously unnecessary in the event
thinkers or problem solvers, but as 5th of the post apocalypse will often find
column revolutionaries, vandals and themselves apprenticed to tradesmen
thieves.They will also likely myopically to learn something that would be useful
(and often erroneously) attribute the cause and profitable to them personally. A
of all problems to a hated out-group and/ rudimentary system of guilds will arise and
or political rivals. This will all be done their efforts to educate and quality control
to correct some perceived imbalance their products makes for as efficient a
in justice or material prosperity the system as can be expected in the setting.
population feels themselves deprived. In For those characters who are in charge
the most extreme of cases, these people of the Stronghold or at the very least
will no longer understand nuance in a are influential within a subculture that
situation and will just as easily castigate, holds sway over the labor force somehow,
punish, steal from, harass or even murder this resource matters a great deal. The
anyone who is even tacitly involved with operations of the Stronghold, its material
the hated out-group. output, its security and its pubic stability
Much like Risk, the rising pool of Unrest
will be the Sword of Damocles that is
Game Resources – 071
Chapter 4
ENVIRONMENTSn environment is the physical An environment also (literally) adds atmo-
location of your Outbreak sphere to create the right mood for your
AScenario. In it, all your events game session. Rain, sleet and snow can
both large and small take place. It is provide real hindrances to what would
important not to overlook the particular normally be simple tasks, and even days
features and perils of certain environments of chirping birds and sunshine can have a
because they can add as much drama and touch of dread and foreboding. Even the
storytelling potential, if not more, than the amount of ‘working daylight’ should be
nature of the infection that set civilization considered when planning out your envi-
on its downward spiral. ronment.
Environmental Scale
The way Environments work in Outbreak: than a baseline unless the survivors are
Undead.. is that they scale, with larger braving the outdoors quite a bit or have
climate patterns and geography imprint so few options for shelter that they may as
their effects on all the locations within well be outside all of the time.
it. So the macro patterns of weather will
eventually impact the location where a REGION
Mission takes place.
The Environmental scale works in this A region is a boundary (natural or artificial)
order: within a larger Biome. It will likely share
Biome - Region - Location - Place many characteristics with the Biome but it
may feature things that are specific to one
BIOME part of the biome rather than the whole.A
distinctive mountain range, lake, river, or
A biome is a major system of geography and town perhaps would provide this additional
climate that has shared characteristics across factor. It is measurable by square miles or
the globe within the category.These are kilometers.
the largest potential factors for impacting
characters but they are often the first LOCATION
factors to be mitigated in any developed
region. So often this serves as little more This is a purely artificial distinction from a
Region. It will be any number of fabricated
structures to serve society in some fashion,
whether it be factories, suburbs, docks
and so on. A Location will be so specific
that it will often have a street address
and measurable by acres or hectares. A
Stronghold will fall into this category.
PLACE
This is literally quite easily measurable
by square footage. A place is almost
exclusively the domain of Strongholds
(which will be gone into later) where
a Stronghold or Safehouse will have a
set number of “Areas” which to make
improvements or have any sort of
dedicated space for a specific task.
AREA
In Strongholds in particular, an Area is
also part of the heirarchy of size and it
would fall right after “Place”. It is similar
to “Place” in that it’s readily measurable,
but unlike Place, an Area is easily stripped
down and repurposed for something
else, so the space it takes up is much less
consequential.
Environmental Modifiers
A region will be host to a number of Survivors will have access to many ways
features that the survivors will have to
contend with. Many of them are common, Eto reduce to make their situation
varying only in extremity. The gauge
of that extremity is the Environmental easier. Notably, Survival Gear will grant
Modifier, abbreviated E symbol.This Ea passive reduction to by 1 per Mx the
serves as a way to determine what, if any, gear provides. Specific Components often
factors come into play as the characters
struggle to survive.The extremity varies alter this further in specific Locations
from E0 (nonexistent factor) to E10 or certain Environmental Features.
(omnipresent factor). So for example...
An Environmental Modifier will do many
things, including the following: 1x 2x 3x
Reduce by Reduce by Reduce by
nn Add n to the Dice Pool of specific
E1 E2 E3
Skill Checks.
nn Increase the Labor Value (q) of cer-
tain Missions and Objectives
nn Serve as a gauge as to the strength of
Location Hazards
nn Determine the threshold at which
Location Features come into effect.
nn Alter the survivors’ ability to restore
Morale or utilize Natural Healing.
Environments – 073
Environmental Conditions
ALTITUDE Extreme DAY TO DAY TEMPERATURE
18,000+ feet (5,500+ meters)
Altitude can impact performance physi- Even with acclimatization, humans can For managing temperature on a day to day
cally, mentally, and emotionally. In game function only for short periods of time. basis the GM can elect to randomly deter-
terms it will constitute as an ‘Environmen- In game terms, it is essentially impossible mine this if the Scenario does not provide
tal Modifier’ at certain extremes. Certain to go to these altitudes without very spe- specifics. Roll a percentile (d100) where
specialized gear can offset these penalties cialized Gear... and even then this borders a result of 80 or below will equate to a
in addition to granting bonuses to certain on suicidal. minor temperature shift of 1d5! (if any,
Skill Checks. based on GM discretion) from the previous
TEMPERATURE day. A result of 81 or greater will equate
Low to a major shift in the temperature of 2d5!
Sea Level - 4,000 feet (Sea Level - 1,200 Temperature will serve as the basis of not from the previous day.To determine if this
meters) only general survivability, but will con- is an increase or decrease in temperature
stitute as an ‘Environmental Modifier’ at roll a second check with a result of 50
E0 certain extremes.Articles of cold weather or below equating to an increase, and 51
gear can offset these penalties in addition or greater equates to a decrease. If this
This is the range that most of the popu- to granting a bonus. reaches a seasonal high or low, then no
lation lives at, and presents no effects of longer alter temperature until the season
acute altitude exposure. Extreme Temperatures would dictate.
Temperatures lower than these are
Moderate considered unsurvivable: Very rarely will this factor into the sce-
4,000 - 7,870 feet (1,200 - 2,400 meters) nario unless you want to have a hands-off
nn -112 F / -80 C / 193 Kelvin - +E5 approach as to when negative weather will
E1 nn -94 F / -70 C / 203 Kelvin - +E4 alter the game. If this approach is taken,
nn -49 F / -45 C / 228 Kelvin - +E3 it is recommended that a GM roll out the
Altitude illness and performance detri- nn -22 F / -30 C / 243 Kelvin - +E2 temperature for a few days at a time before
ment may occur.When a character takes nn 32 F / 0 C / 237 Kelvin - +E1 the session begins to save time at the table.
a point of Fatigue at this elevation they will
be prone to these penalties. Characters can Temperatures higher than these are con-
use Air Canisters to mitigate these effects. sidered unsurvivable:
If they’ve lived at high altitudes (see the nn 120-125 F / 48-51 C / 323-326
‘Acclimated’ Ability), they may not need
it. Kelvin - +E5
High nn 115-119 F / 44-47 C / 319-322
7,870 - 13,125 feet (2,400 - 4,000 meters)
Kelvin - +E4
E2
nn 101-114 F / 38-43 C / 312-318
At this point altitude illness and perfor-
mance determinants are more common Kelvin - +E3
and greater in their intensity. Only Char-
acters with high Tiers in the ‘Acclimated’ nn 95-100 F / 35-37 C / 309-311 Kelvin
Ability can afford to go this high without
any additional air. - +E2
Very High nn 90-94 F / 32-34 C / 305-308 Kelvin
E3 - +E1
13,125 - 18,000 feet (4,000 - 5,500 An {Endurance%} check for extreme
meters) weather can prevent these Environmental
Altitude illness and performance detri- Modifiers from having any effect on any
ment is the rule. Even Characters with other check that the characters might have
the ‘Acclimated’Ability will typically find to take that would be negatively impacted
it difficult to function at these altitudes. by the Environmental Modifiers. Make this
check at the beginning of each Encounter
and every period of Time exposed to the
elements.
Note that appropriate gear or attire can
negate or greatly reduce the E of more
extreme temperatures.
074 – Environments
INTERNATIONAL SCALE OF Class IV
RIVER DIFFICULTY
+E4
River Difficulty reflects the intensity of the
currents and waves as well as the level of Long rapids; high, irregular waves; dan-
obstructions, and will constitute an ‘Envi- gerous rocks; boiling eddies; best passages
ronmental Modifier’ when attempting to difficult to scout; scouting mandatory first
cross or swim in the river. Certain types of time; powerful and precise maneuvering
Gear and Traits can offset these penalties required. Demands an expert boatman and
in addition to granting a bonus. an excellent boat with quality, well-main-
tained equipment.
Class I
ClassV
No Modifier or +E1
+E5
Small waves; passages clear; no serious
obstacles. Exceedingly difficult, long and violent
rapids, following each other almost with-
Class II out interruption; riverbed extremely
obstructed; big drops; violent current;
+E2 very steep gradient; close study essen-
tial but often difficult. Requires the best
Rapids of moderate difficulty with passages person, best boat, and best outfit specially
clear. Requires experience plus suitable suited to the situation.
outfit and boat.
ClassVI
Class III Not Possible
+E3 Formerly classified as “Unrunnable” by any
craft.This classification has now been rede-
Numerous high, irregular waves; rocks; fined as “unraftable” due to people having
eddies; rapids with narrow and clear pas- recently kayaked multiple ClassVIs around
sages that require expertise in maneuver- the world. In game terms, attempting a
ing; scouting usually needed. Requires a run of this class of river is on par with your
good operator and boat. character committing suicide.
Environments – 075
Biomes
ENVIRONMENTAL The reason why the rule applies may be Parched W10-1 per E
MODIFIERS IN BIOMES different, but the effects they produce can
be the same, so occasionally they will be Characters need an additional ration of
The rules presented here are made much organized into categories. water for the day.
more specific in the form of Biome Uni- Hazards associated with Features will
versal Special Rules.These rules dictate either have their own Risk cost or have the Caves
whether or not (and for what kinds of Risk Cost tied to some other factor (most
checks) Environmental Modifiers apply likely it will be Environmental Modifier). This biome features caves of varying size
to and what Hazards could result from the and depth.This can provide a natural shel-
feature being in place.The Biome entry Angling ter from the elements, but it is likely that
itself will dictate what sort of Environmen- The region has schools of food-fish that can any number of animals already have the
tal Features apply. Both of those will have be caught with a little effort and the right same idea. Many animals feature ‘Caves’
lists of what typical Features and Hazards gear... and perhaps some patience.‘Fishing’ in their ‘Habitat’ entry for this reason. For
are present. Missions can be attempted in regions with those characters that manage to find and
this biome feature. defend a cave and make it their Stronghold,
The higher the E the more extreme the they will get +5-25% to the base Structure
of the Stronghold.
climate or more deadly the surroundings.
This means that a special rule that states It Got Away W1 Ambush W1
that Environmental Modifiers are added
to {Search%} checks will vary in the Add a DP to any Survival Kit or whatever After an {Encounter%} is successful, this
Equipment with a Capacity that is used to Hazard will allow deployed opponents to
amount of n added based on the Envi- provide a Gear Bonus to fishing. take a Surprise Round.
ronmental Modifiers the region has if a Arid Fissure W5
Feature that causes this sort of penalty.
In addition to this, some special rules or The region is so dry and inhospitable to Characters need to {Climb%} to do any
Gear will add or negate Environmental plant life that the biodiversity of the area kind of Movement during an Encounter
Modifiers under specific circumstances or is to be highly specialized to that environ- or Travel.
for certain checks. Such distinctions will ment if it is to exist at all. In this case, it
be made in the entries themselves. is a safe assumption that humans have not Cold
adapted to this exceptionally dry region. This region is known for its dangerous
BIOME FEATURES Arid climates need not be hot, they can
also be arid and deathly cold (such as in drops in temperature. Apply the E
Global environments are not so atypical; the Gobi Desert). Arid regions have their
repeats of temperatures, climates and Viability reduced by 25% during all sea- modifiers for temperature on pg. 74.
geography are common across the world. sons and by 75% during the winter and
These Biome Universal Special Rules summer months. This also means that Exposure will have characters take [ n
reflect standard environmental modifiers Environmental Modifiers can be applied
or rulesets that affect a particular region. to {Survival%} checks. Th] during Short Rests and [ n per E
] during long rests. Characters that lose
a Health point due to taking damage in
this way must pass an {Endurance%}
Gestalt Ability - Contact,Regional Guide
Gestalt Level(s): varies
The character has an NPC contact that is a helpful
regional guide, having lived in the area and knowing
its ins and outs of wildlife and plant life extremely
well.They also know multiple trails and safe places.
The Gestalt Level cost is anywhere from 1-5.
Each Gestalt Level spent will allow a character
to reduce E within that region by 1 when-
ever they are accompanied by their companion
that is a regional guide.
A GM can also allow players to eschew the
needs for {Navigation%} when they are in
the company of a regional guide.
076 – Environments
or they are rendered unable move or
undertake any Missions. Characters that
are “Drenched” when exposed to cold in
this way must make an {Endurance%}
or die if the E modifier provided by the
temperature is greater than their current
Health point total.
Cold Snap W10 - 1 per E
All characters must seek shelter that
reduces the E to equal to or lower than
their Sb within 61. Failing to do this will
inflict [ n Th] per E above their Sb.Worn
Gear that prevents damage from Thermal
sources cannot provide any Defense against
this (as it is already factored into the E
reduction it provides).
Cold, Extreme (Season)
The Winter season in this biome will
almost certainly result in frostbite and
exposure for humans.
Frostbite W10 - 1 per E
Characters that are exposed to extreme
Cold or Heat for more than 65 per Sb
will take [ n Th] damage per E that
are currently affecting characters. Charac-
ters can use {Endurance%, Survival%}
as a save throw to mitigate E1 per + .
This can coincide with {Survival%} being
made to establish shelter from the cold or
heat as per a “Set Up Camp” Mission.
Worn Gear that prevents damage from Snare Diminishing Resources (Season)
Thermal sources cannot provide any See “Snare” in the Common Biome Hazard
Defense against this (as it is already fac- section on pg. 84. During certain seasons (normally summer
or winter), the food and water of the sur-
tored into the E reduction it provides). Desolate rounding region will become extremely
A predominant feature of this biome is the scarce.This scarcity can be to such a degree
Dense Plant Growth (Plant Type) tremendous lack of anything. Any region that predators and prey may share the same
Navigating through dense plant growth that suffers from this lack of biodiversity water hole at the same time. During this
is extremely difficult and occasionally and featureless terrain will have their time, the Risk generated by spendingTime
painful, even dangerous. Characters Environmental Modifier increased by 1 on any ‘Foraging’, ‘Fishing’ or ‘Hunting’
that declare they are going to use or more. Characters in this location who Mission will be increased by an additional
{Stealth%} during their Intent phase do not have the “Native” Gestalt Ability for
or are undertaking a Mission that has W1 per 6 during that mission.
{Stealth%} as one of the possible Skill it will lose an additional J1 per 61 they
Depletion W10-1 per E
Checks will get a bonus + when hiding spend undertaking Missions.
Slim Pickings The Resource Level gained from search-
in undergrowth. See “Slim Pickings” in the Common Biome ing a region for the appropriate amount of
Ambush Hazard section on pg. 84. Time have DP 1 added to all their entries.
See “Ambush” in the Common Biome Tedium
Hazard section on pg. 82. See “Tedium” in the Common Biome Disorienting
Flora, Irritating/Stinging Hazard section on pg. 84.
See “Flora, Irritating/Stinging” in the The terrain is either featureless and repet-
Common Biome Hazard section on pg. 83. itive, or is so dense and convoluted that
navigating it is much more difficult than
normal.This is a feature of Dunes, Dense
Jungle, Featureless Terrain
Environments – 077
Wrong Turn to provide a Gear Bonus to Missions that I Missed! W1
involve Hunting.
See “WrongTurn” in the Common Biome Add a DP to any Survival Kit or what-
Hazards section on pg. 85. Hard Soil ever weapon with a Capacity that is used
The ground is considered to be ‘Hard to provide a Gear Bonus to Missions that
Tedium Soil’ for the purposes of some Missions. involve Hunting.
Only pickaxes, or similar high durability
See “Tedium” in the Common Biome piercing equipment, or mechanical tools Stampede! W10
Hazard section on pg. 84. will be able to penetrate the ground for
the purposes of creating shelter or build- The herd adopts an aggressive position and
Exposed ing/anchoring structures without taking charges the characters.The characters will
Environmental Modifiers as a penalty. It
This Location or Biome leaves the char- will require tools that are designed for this take [ n n n n n Bl] unless they pass
acters out in the open with few places to an {Endurance% n n } or whatever
hide, making them much easier to notice, kind of soil, otherwise it will add q200%
even at great distance. other Skill Check the GM deems appropriate.
to any Stronghold Upgrade that involves
digging, tilling or excavation. Marshland
Slim Pickings
Ambush See “Slim Pickings” in the Common Biome The region has a dense vegetation as well
Hazard section on pg. 84. as a high water table and can feature Haz-
See “Ambush” in the Common Biome ards such as quicksand, which is rarely
Hazard section on pg.82. Hibernation deadly on its own depending on depth,
During the winter months, the largest and but leaves one stranded and vulnerable to
In the Open WSpecial potentially most dangerous animals are in the elements and predators. It is densely
hibernation and cannot be encountered populated by mosquitoes and can be inhab-
Any opponent that is Out of Bounds that normally with a successful {E%} check. ited by marshland predators.This natural
has a Long Range attack or ability that can When building or using an established impediment will reduce all movement
be made against deployed characters can Encounter table, the animals that hiber- through it to Crawling speed unless riding
use them by paying half the normal Risk. nate should be indicated in parenthesis in a vehicle that is built for travel through
after their entry. Large ‘Apex Predators’
Tedium will oftentimes be among the hibernating such areas.Add n to {Survival%, Nav-
animals, even if not specifically listed in a
See “Tedium” in the Common Biome Hibernation entry. igation%, and Pilot%*}
Hazard section on pg. 84. Migratory Animals (Type, Season)
The region is an important stop, or is the *Dedicated wetland vehicles like airboats
Extremely Hot (Season) ultimate destination of a large group of
migratory animals. This will prevent a don’t have any n penalties as described
biome’s Environmental Modifiers from
being added to hunt these animals during here.
the seasons they are present due to their
The Summer season in this biome is almost much higher than normal density. This Flood
unbearable to live in, let alone work in. parenthesis will indicate what kind of
During the peak times of the day when animal can be hunted in this fashion. It can See “Flood” in the Common Biome Hazard
it is the hottest (Time 4-6), players have be one or more of the following: Herd Ani- section on pg. 83.
to make a {Endurance%} check with mals, Game Birds, Spawning Fish.
the region’s Environmental Modifier to Quicksand
do anything other than ‘Rest’. Consult Herd Animals
theTemperature section for the complete The biome is host to herds of large game. See “Quicksand” in the Common Biome
rules regarding extreme temperature. They have evolved to stay in herds for pro- Hazard section on pg. 84.
tection.This will allow the ‘Hunting - Big
Parched W10-1 per E Game’ mission to take place. Some entries Rivers/Rapids
will go as far as to name the species of
Characters need an additional ration of animal that make up this description, but A river can be a minor inconvenience or
water for the day. this is not necessary for most scenarios or it can become a raging rapid, making
outside of narrative flavor or if the nature even the most athletic swimmer’s fate
Game Birds of the prey has some feature that needs almost certain death. Proper gear can
attention called to it. allow it to be ridden, but more advanced
The Biome is host to game birds which rapids would require experience in doing
allow the ‘Hunting - Game Birds’ mission so. Crossing rapids either requires a {Bal-
to take place. It can be either waterfowl or ance%} check in order to jump from
landfowl. Some entries will go as far as to rock to rock or proper rafting gear and a
name the species of bird that make up this {Pilot-Whitewater Raft%} check. All
description, but this is not necessary for checks made in regards to rapids are equal
most scenarios outside of narrative flavor.
in n to the ‘International Scale of River
I Missed! W1
Difficulty’ of the rapid. Consult the table
Add a DP to any Survival Kit or what- to see what class of river is encountered.
ever weapon with a Capacity that is used Class 1 being fairly easy with Class 6 being
next to impossible even with all the train-
ing and preparation possible. {Survival%}
078 – Environments
checks will need to be made each period
ofTime when moving faster than Crawling
speed, or whenever the GM feels it nec-
essary. It will restrict travel by requiring
+q100% per E for Missions that
require traveling through it.
Slim Pickings
See “Slim Pickings” in the Common Biome
Hazard section on pg. 84.
Rural
This environment is far from populated
areas.This means that stumbling upon the
place by accident is rare. A Stronghold in
this environment will allow a GM to make
{Encounter%} checks, but can only
deploy the Undead.Vigilantes will only
be deployed with the spending of Risk.
Snow
Snow is a soft surface which makes trav-
eling across it far more laborious than it
would on solid ground. It is also very cold,
so this feature will share many with Cold
and Cold, Extreme.
Snow Glare W1
The glare off the white snow makes it hard
to see. All Perception based checks will
have n for 63.
Snare
See “Snare” in the Common Biome Hazard
section on pg. 84.
Stranded
See “Stranded” in the Common Biome
Hazard section on pg. 84.
Wrong Turn
checks made in this region to find water Stranded See “WrongTurn” in the Common Biome
are automatically successful. Note that See “Stranded” in the Common Biome Hazards section on pg. 85.
some rivers/rapids may be seasonal, and Hazard section on pg. 84.
as a result would not provide any addi- Steep Slopes (Cliffs, Moulin)
tional special rules during the months it Rocky Terrain Encountering a region with this feature
is dried up. This biome is characterized by high, dan- requires that a character make the same
This feature will sometimes allow the gerous mountains and stony soil. {Bal- checks for crossing ‘RockyTerrain’ or fall.
‘Fishing’ Mission to be taken. ance%, Climb%} checks will become Characters have the option of circumvent-
Flood familiar checks to the players. Failing either ing it by finding another route, but this will
See “Flood” in the Common Biome Hazard of these will force a character to slide
section on pg. 83. down whatever surface they are climbing if require q10 per Environmental Modifier.
they are not secured properly. Sometimes
this is just a huge inconvenience, but more Stranded
often than not, it’s life-threatening.These See “Stranded” in the Common Biome
Hazard section on pg. 84.
Environments – 079
Strong Currents use stored oxygen, then they will not take Verdant (Season)
When making {Swim%}, add a n per penalties to checks due to the thin air. In The terrain is blessed with an abundance
Environmental Modifier to the Difficulty. addition, characters will find themselves of plant life. Sometimes this is year-round,
Flood but more often than not, it’s seasonal.
See “Flood” in the Common Biome Hazard slowed greatly, adding n to all Dice Pools Increase the normal base Viability of a
section on pg. 83. biome by 2x or greater during theVerdant
they build.This will likely remain even if seasons. A ‘Verdant’ biome will not add
Suburb/Small Town characters have supplemental oxygen to n penalties for Environmental Modifiers.
It’s away from the most densely populated Flora, Irritating/Stinging
areas, but is still within the city limits. A prevent the n per E as the bulk of See “Flora, Irritating/Stinging” in the
Suburb Stronghold will allow a GM to Common Biome Hazard section on pg. 83.
make E% checks as if the characters were the gear would still slow them down in
outside of the Stronghold. Characters are, this way regardless if their oxygen needs Wildfires (Season)
however, able to do ‘Foraging’ Missions for are met. These locations are highly susceptible to
food in neighborhood gardens with fruit fire and untrained or careless camping can
and nut trees and edible plants that were Urban easily set the location ablaze.This may only
tended by the former occupants. Characters in an urban environment will be a seasonal feature. Players that don’t
Slim Pickings have a severe a lack of natural resources. bother to call attention to the precau-
See “Slim Pickings” in the Common Biome Characters will have to aggressively and tions characters take when undertaking
Hazard section on pg. 84. routinely scrounge for packaged or stored “Setting up Camp” missions will allow a
food, as will any other survivors that are GM to use “Flash Fire” as described in the
Thin Air in the same area. Foraging Missions will Common Biome Hazard section by resolv-
All characters not using stored oxygen not be allowed in this environment.The
will find their ability to breathe greatly less astute undead will be easily outwit- ing - - - instead of spending Risk.
impaired. Consult the Altitude on pg. 74 ted with fire escapes, alternate escape
to see what kind of penalties exist at the routes, catwalks across buildings, subway Flash Fire
characters’ current altitude.This takes the tunnels, staircases, hallways and strate- See “Flash Fire” in the Common Biome
form of adding the n n to all Strength- gically erected barricades. A Stronghold Hazard section on pg. 83.
made in this environment allows for an
based checks per E If the characters E% to be made, but onlyVigilantes can be
deployed as a result. Undead will need to
be deployed by spending Risk if they are
to be deployed at all.
Slim Pickings
See “Slim Pickings” in the Common Biome
Hazard section on pg. 84.
080 – Environments
Environments – 081
BIOME HAZARDS Modifier.Any cost reduced to W0 can be Note that this Hazard may be specific to
one situation or opponent and the name
Biome Hazards will not likely have a used as a constant Environmental Feature “Disease” would be replaced with the specific
until the Environmental Modifier is altered disease inflicted.This would also feature a
static Wcost associated with them.The
such that Wneeds to be spent in order to more concrete Wcost to use.This will be
reason being is that they are available to
a GM with ease based upon the outbreak use it or some other special rule comes important in some cases as many diseases
scenario and the biome the in-game into effect that requires a GM to spend would share a symptom or two with the
events take place within.The effects of the deadly zombie virus and a misdiagnosis
Hazards are, however, generally consistent Won using such a feature or effect. could prove a fatal mistake.
regardless of where the characters are. Disease,Waterborne
So if you see an entry that has only the LIST OF COMMON BIOME HAZARDS While freshwater may be more drinkable
than salt water, even the most abundant
name of the Hazard and a Wcost in any Here are a list of common Biome Hazards. of freshwater streams, rivers or lakes can
You can cross reference these with the potentially contain water bacteria that may
scenario notes, then the entry is otherwise Environmental Features described in the cause discomfort, if not be potentially fatal
unchanged. earlier section or simply choose these as when consumed, especially considering
you feel appropriate. there may be the remnants of zombies
RISK COST AND BIOMES Ambush further upstream. When players drink
After an {Encounter%} is successful, this from a diseased water source the GM can
Many features of Biomes are dangerous Hazard will allow deployed opponents to make an {Endurance%} check in secret
or provide some hurdle to the characters’ take a Surprise Round.
progress. In this sense, they are essentially Avalanche on behalf of the character. Any - would
Hazards. Even though the environments Characters caught in an avalanche have
are generally very diverse, the kinds of a very low chance of survival, so from require characters to ingest that much
threats they pose can fall into categories. a storytelling perspective, this is best to water in order to compensate for the loss
The only difference from one biome to the be used sparingly as a feature of your of fluids that will accompany this kind of
next being how severe the kind of threat campaign. It will require the Biome has
is and how frequent it crops up. For this Snow and Mountains as features. An disease. A GM can resolve - - - in
reason, no Hazard that is an Environmental avalanche will be more of an event than
Feature has a static Risk cost unless the a one time, nearly always lethal, infliction the treatment’ to lead to a more serious
scenario is scripted and it is provided. of damage. Characters will be given a few type of waterborne disease. The most
The Risk cost will be based on frequency aural and visual cues before the full force common being giardia. Still water (non-
and the following table can be used as a of it hits the characters so they will have flowing water) is more likely to have this
reference: the ability to avoid some damage if they are
Frequency - Risk Cost - Examples able to get to cover or rapidly travel away Universal Special Rule, so add n or more
from the corridor the avalanche will travel.
Very Common: W0 (essentially a Characters undertake a Travel mission to the {Endurance%} check in this case.
Characters that spend the Time and take
constant feature of the setting, always in with q10 per E if Snow and Rocky appropriate measures to purify their water
effect) source in some way, such as boiling it or
“Cold” in the arctic, “Arid” in a desert Terrain are features. Characters make a using iodine tablets, will mitigate the
{Lift/Pull%, Climb%, Navigation%, need for this check or grant tremendous
Common/In Season: W1-5 Endurance%} as the situation dictates. bonuses to it.
Every Environmental Modifier that is Fauna, Carnivorous
Mosquitoes in the wetlands, rain in the not compensated for by the required This region is host to animals that have
rainforest little to no problem eating humans under
q10 will inflict [ n Bl] damage to the the right circumstances (piranhas, ant
Uncommon: W6-10 swarms, swarms of rats); however, they
character when the Avalanche hits. are not in a significant enough number
Rain in an arid region, indigenous Disease, (Strain) nor are they significant enough in size to
animals that are few in number A character is exposed to a disease.There warrant an actual Encounter. Instead, a
encountered are many things that can result in this
Rare or extreme event within Hazard being played against them. Eating GM can resolve any - in {Survival%,
food that hasn’t been cooked properly,
season/Out of Season: W11-15 drinking water that’s tainted, being bitten Navigation} to inflict [ 1 Po] against
by a diseased animal or being exposed
Rainstorm in the summer, tornado, apex to airborne contagions.The Risk cost is any character to represent inadvertently
predator directly related to the Disease itself and the settling down in a region full of small,
means of transmission.The effects of the carnivorous creatures.The region or specific
Freak Occurrence: W16+ disease itself will also vary tremendously. part of the region where such creatures live
A list of symptoms and severity is in the can be further detailed with parenthesis
Saltwater shark swimming up freshwater Vitality section. next to the ‘Fauna, Carnivorous’ entry in
inlet, lightning strike not during a storm the biome’s ‘Special’ section.
RISK COST AND ENVIRONMENTAL
MODIFIER
The Risk cost of any of the above features
can be reduced by W1 per Environmental
082 – Environments
Fauna, Poisonous Fauna, Stinging/Biting unlikely that any group of characters will
This region has small, but highly poisonous The region is host to any number of be at a location long enough to take advan-
creatures living within it.These stings and creatures that make life just a little more tage of the rebirth and restoration of its
bites go beyond mere pain and venture unbearable. Thankfully (deadly allergy natural Viability.
into the realm of being deadly, especially aside) these stings and bites are rarely Flood
considering the possible lack of proper fatal, but they produce a tremendous The area is prone to flash floods or is
medical treatment for sustaining such amount of pain.This will cause a character flooded.This makes {Swim%} or a boat
an injury at the hands of such dangerous to add n n to all Dice Pools until the or raft necessary for anyTravel made in the
sting or bite is treated. This can result region. A character may avoid this if they
creatures. A GM can resolve - - -
- - in a {Navigation%, Survival%} from a GM resolving - - - - any add 61 per E
check or a GM plays a “Poisoned” Hazard, {Navigation%, Survival%} check Flora, Irritating
then they are stung/bitten/exposed to or by playing an appropriate Hazard The plants of the region are stinging, are
the poison of a very deadly animal or have for encountering things like swarms of dense, featuring sharp thorns, or cause
ingested a poison from a poorly identified bees. The region or specific part of the severe itching either on contact or over
plant or fungus.The character will die if region where such creatures live can be time. Some examples are poison oak,
left untreated. Due to the severity of this further detailed with parenthesis next to stinging nettle and cacti. Add n to all
sort of hazard, it is important to detail the ‘Fauna, Stinging/Biting’ entry in the {Navigation%} checks if characters are
where in the biome such a creature exists, biome’s ‘Special’ section. not wearing protective clothing.
much less what kind of creature it is to Flash Fire Flora, Irritating/Stinging
begin with. Such distinctions (should they The fire has gotten out of control and Any kind of Travel or movement through
exist) can be further detailed in parenthesis will consume the location. This results such dense and prickly growth is extremely
after the ‘Fauna, Poisonous’ entry of the in temporarily reducing its Viability to irritating. While it generally causes no
biome’s ‘Special’ section. Some examples 0. During the fire, the Environmental harm, its lasting pain and scratches
of these tiny, but extremely deadly animals Modifier is increased by +5 for purposes will chafe the spirit as it does the skin.
are as follows: the poison arrow frog, coral of using fire and smoke based Hazards. If characters do not wear appropriate
snake, rattlesnake, stonefish, blue ringed When the blaze dies down, add +3 to the
octopus, box jellyfish, cone snail, scorpions Environmental Modifier of the Location protective clothing they will lose J1. For
(some varieties, i.e. deathstalker), and the to represent the life being scorched out.
Brazilian wandering spider. If there are buildings at this location, it Travel, this can be avoided if the character
Due to the exceptionally deadly nature is likely that everything in the Location
of this Hazard, there are options to save will be burned. Each Time the location adds n to their {Navigation%}.
oneself from its effects. Characters must is burning, add a DP to all entries in a Flora, Poisonous
make a “Detox” mission in order to prevent Location and make a Depletion check to
damage to themselves. see if all the supplies of that category are All ‘Foraging’ missions taking place in this
{Survival%} check allows a Save consumed in the fire. region will have the “Poisoned” Hazard
Throw or a {Endurance%} check Fire Ecology: There are “fire ecologies” allowed to the GM.The Risk cost is based
depending upon what is inflicting this where wildfires are part of a natural cycle. on the Environmental Modifier but can
poison.To metabolize the poison with a In such regions, the plants and animals also be increased by certain Abilities and
{Endurance%} check, a character is will rebound, stronger than before. It is useful gear such as field guides.
required to get + in the check equal
to 10.This is, under most circumstances,
impossible, but various Anti-Venoms can
assist in this (but not always).The character
will take 1d6 damage per + they failed to
meet with their {Endurance%} check.
Failing the {Endurance%} check will
also result in the taking of additional
damage equal to n per - in their
{Endurance%} check.
A {Survival%} check to recognize
the cues, markings, or territories of
the dangerous creature that lives in the
region (i.e. hearing a rattlesnake rattle,
recognizing the colorings or markings of
poisonous animals). Succeeding in this
check will avoid the effects of the poison,
but navigating around the location will
increase by an additional 61.
Environments – 083
Fog/Mist member of the party, even if theViability of nn Characters not in proper shelter will
The area is filled with heavy fog, which the region indicates that it could.
makes vision difficult. All {Spot/ Snare allow the GM to pay W10 - E
Listen%, Search%, Navigation%} has All movement is reduced to Crawling
speed when navigating through it and any to have the entire party be hit with
n per E to the Dice Pool. During Movement action during Encounters will flying debris, hail, lightning, etc.
Encounters outdoors, all Ranged attacks get n per E added to the Dice Pool. This will inflict n per E that
made using the Medium range Lethality
Any Stronghold that features this will can be allocated to the characters in
will get n added to the Dice Pool per any way they choose, obeying logic
add q10 per E to construct any as best as possible (i.e. distributing
Environmental Modifier. Long range evenly for hailstorms, concentrating
cannot be used. Stronghold Upgrade outside. it on a couple targets for a lightning
Quicksand Storms strike, etc.). For Damage that would
The groundwater in the area has caused Blizzard, Dust,Thunderstorm, Hail, be evenly distributed, then it is not
a suspension in the sandy soil, commonly Hurricane, Sandstorm,Tornado,Typhoon all concentrated on characters that
called quicksand. Any character failing The weather will begin to intensify as a
a {Spot/Listen%} will be pulled Storm approaches. The approach will are parts of smaller parties, some n
down to between waist and elbow level, be obvious and generally impossible to
resulting in the need to free themselves. ignore the warning signs. Because of this, would be discounted from Defense.
As the character begins to sink they characters being caught within it need nn The high winds and flying debris will
will need to pass a {Composure%} to to have made extreme compromises to
prevent sinking to the furthest depths.To common sense to their plans.This means allow a GM to roll n per E each
successfully escape from the quicksand will that it is very unlikely that characters 6 as Durability damage to cloth, tarp,
would be willing to imperil themselves
require a {Lift/Pull%} with n n n or the party by exposing themselves to mylar or some other flimsy material
the full effects of a Storm. Because of that is exposed.
if they passed the {Composure%} and Stranded
this, the W cost for a Storm of any kind Characters using vehicles will find that it is
n n n n n if they failed.This can unsuited for the terrain they are trying to
be reduced by n per individual assisting is generally very large. A general rule of navigate. Either that, or the terrain proves
too extreme for even a dedicated specialist
to free them with rope or some other thumb is that it can cost W50 - 5 per vehicle to handle (such as a snowmobile
appropriate gear. A GM can resolve E of any prerequisite Environmental or an airboat).This will render a vehicle
- - - in any check to assist by Feature a storm would require. Starting unusable unless characters spend 65+E
at the beginning of the campaign that a
having another character dragged into Storm of any kind is a feature, during each to free it… assuming it’s even possible. A
the quicksand. Assuming the quicksand is
not deep enough for a character to risk 6, make an {Encounter%}, to represent GM can double the W cost to make this
drowning, the character will eventually die
of starvation or dehydration at twice the the chance of the weather whipping up vehicle stuck beyond all reasonable effort
rate as normal, due to panic and exhaustion and causing additional environmental to free or otherwise bring to working
as they attempt to free themselves. order to be usable.
Rain modifiers, and slowing travel. Each +
The area is drenched in rain, making it will add W5 to the GM’s Risk Pool and Note that this will generally only apply to
uncomfortable, even dangerous at low will increase E by 1.A - will reduce vehicles that could possibly navigate the ter-
temperatures. Characters without some E by 1 to a minimum of 1. rain they are in. If a vehicle in all common
sense has no business even attempting to be
protection from the rain will have n Risk can be used on various Hazards that piloted through the region, then this Hazard
will result from theWeather.The following can be used for free.
added per Environmental Modifier to are in effect regardless of whether or not Tedium
any Skill Check made to “Set up Camp”. a GM uses any Hazards during the Storm.
In addition to this, characters without Characters cannot restore J without
protection from the rain must seek shelter nn Movement requires an additional n
some form of diversion or entertainment.
immediately until it passes or spend + per E during an Encounter This geographic isolation can also cause
other issues too, such as adding the
per Environmental Modifier to dry off nn {Spot/Listen%, Search%, Sur- Environmental Modifier to Empathy-
their gear and prevent hypothermia.The based checks, but that is up to the creative
extent of the risk of hypothermia is based vival%, Endurance%} adds n liberty of the GM to determine the extent
on whether or not the Cold Environmental of stress this sort of isolation puts on a
Feature is active. Even if hypothermia is per E group of survivors.
not a danger, the soaked characters will UnseasonalWarmth/Cold
nn Travel outside during a Storm will The region is struck with a heat wave or
lose J1. cold snap, both of which have the practical
generate an additional W1 per E
Slim Pickings effect of adding a n to {Survival%}.
The surrounding area does not have enough nn Risk cost for relevant Hazards are
wild food to gather or hunt to sustain any Unlike other Environmental Hazards,
reduced equal to the E during Risk cost to use this is not tied to E, as it
a Storm.
084 – Environments
reflects a chance occurrence within already Zombie
existing climate systems as opposed to a This is a subcategory of Fauna. In addition
feature that is endemic to it. to causing damage/stinging/poison, it will
Wrong Turn also inflictViral damage on a character that
encounters it. So, for instance, a school
Add n per Environmental Modifier to of infected piranha will have an entry
described as such: ‘Fauna - Carnivorous
all {Navigation%} checks made in this (River, Zombie)’. They will also get a
region. This penalty can potentially be 100% bonus to Damage Threshold and
offset by certain skills, the “Native” Gestalt will reduce their Health points to 1 or 2
for large animals.The opponent has all the
Ability and gear and spending some 6 and rules of “Undead” as described on pg. 160.
qto create Trail Markers.
Environments – 085
Biome Types
The following pages will be an important
reference for Gamemasters when creating
their Scenarios. It will have any relevant
information that a Gamemaster would
need to build a catalog of environmental
hazards and features.There is also a list
of potential plant and wildlife that could
be found in such a region. Of course,
additional research into what plants and
animals would be found there could yield
additional information that might be of
use.The reason being is that these biomes
are generalized across the entire planet,
and there’s far more biodiversity than what
could be found in the pages of this book.
Even though this
list provides a good
framework for most
games, some research
on your own would
add another layer
of richness to your
setting. For instance,
the list of possible
plant and animal life
is far from complete,
but are vital details if
your players plan on
hunting or foraging.
Entries will be presented like this: Possible Animal Life it is only possible with a very specific set
Name of Biome Possible animals that could be found at this of circumstances.
biome... zombie or otherwise. Biome Features
A brief summary of what typifies a biome Environmental Modifiers This entry lists the special rules that
which can provide additional information apply to this biome.They tell what kinds
that could be of use. (E) This denotes how extreme the of checks Environmental Modifiers are
Elevation added to as well as what other features
The typical elevation this biome is climate is. Any Environmental Feature the biomes have.
found at. Sometimes, biomes are not or Hazard that a biome has that states Hazards
elevation-specific. ‘add Environmental Modifiers’, this is the The Hazards that can be expected in this
Temperature modifier that is added to whatever check Biome. Simply listing the name means that
The extremes of Summer and Winter in the entry indicates. it is unchanged from the normal entry for
regards to temperature. Viability the Hazard.
Possible Plant Life The base Viability rating for places in this
Some of the possible plants that could be biome.This can be further altered by some
found at this biome. Biome Features, individual Locations, and
certain Stronghold Upgrade Missions.This
is only presented on Terrestrial Biomes,
although it is possible to live on the water,
086 – Environments
Alpine Biome Zombie Threat Level: Very Low
Although it can be different between Oubreak Scenarios,
in general, the less dexterous zombie will likely find such
harsh terrain unnavigable. Although many zombies that make
the attempt will sometimes find ways past the high mountain
peaks, this is unlikely. If any zombie is to be encountered,
it will either be a zombie beast from an animal evolved to
travel and live in such terrain, or it will be a place where
zombies have attempted to scale the rocky terrain and have
subsequently failed, and have found their way into chasms and
crevasses that prevent them from attempting another route,
or serve as a natural bottleneck for zombies as they attempt
to navigate the terrain.
TERRESTRIAL BIOMES Possible Plant Life Exposed
Lichens, Conifers (at lower altitudes) Migratory Animals (Herd Animals,
Alpine Possible Animal Life Small Game)
Derived from the Latin word for ‘high Alpaca,Alpine Marmot, Mountain Goats, Rivers
mountain’: ‘alpes’, the alpine biome is depending upon region:Tiger/Mountain Rocky Terrain
characteristically windy, cold and very high Lion/Cougar (Apex Predator, Migratory) Steep Slopes
in elevation, typically 10,000 feet above Environmental Modifiers Thin Air
sea level or higher.The low O2 and CO2
concentration at this altitude stagnates the Very High (E4-5 )
variety of plant and animal life typically
found in abundance in other biomes. As Viability
a result, the plants are typically perennial Very Low (0-15) during winter months.
ground cover at the uppermost extremes Increasing to Low (16-25) during spring
of the biome’s elevation. Lower elevations Biome Features
of this biome can feature hardy plants Angling
like conifers. The animals have adapted Caves
to the thin atmosphere and cold weather Cold, Extreme (Winter, Spring, Fall)
by evolving enlarged lungs and insulating
layers of fat and fur, as well as featuring
shorter legs and ears to prevent further
heat loss.They are also typically migratory,
venturing to other areas when the weather
makes the alpine regions inhospitable to
all but the hardiest of low-growing plant
life. There is typically no insect life at
this temperature and altitude. Indeed, all
animal life is quite literally by necessity
mammalian in this cold, dry region.
Elevation
10,000+ feet (3,048+ meters) above sea
level
Temperature
Summer: 50-59° F (10-15° C)
Winter: below freezing
Environments – 087
Chaparral
This coastal biome is almost entirely
unique to the state of California and Baja
peninsula, as well as the Fynbos of South
Africa and the Mediterranean islands
of Sardinia and Corsica. A chaparral is
characterized by dense scrub growth and
Mediterranean climate (mild, wet winters
and hot, dry summers).The ‘cismontane’
variety of chaparral are practically
unnavigable when mature, featuring not
only dense plant growth but steep hills that
are frequently ravaged by fires started by
lightning and by humans. Desert chaparral
aren’t as dense as cismontane, with less
dense ground cover, but the individual
shrubs do achieve a greater height, making
them less of a burden to navigate.
Elevation Viability Extremely Hot (Summer)
3500–4500 feet (1,066-1,372 meters) Low (16-25) Hard Soil
Temperature Biome Features Wildfires (Summer)
Summer: over 100° F (38° C) Dense Plant Growth (Scrub)
Winter: below freezing
Possible Plant Life
Drought-resistant scrubland
Possible Animal Life
Small/Medium sized Hunting Cats (Lynx
to Mountain Lions), Coyote, small birds
(Quail), Jackrabbits, Rattlesnakes
Environmental Modifiers
High (E3-4)
Chaparral Biome Zombie Threat Level: Low
A human zombie will have the exact same difficulty as a
living human when trying to make their way through the dense
scrubland of a chaparral. Although they will not fall victim to
heatstroke or dehydration, the first wave of zombies after
an outbreak is likely to be bogged down. A large number of
zombies, however, will be able to trample such growth by sheer
weight of numbers. In general though, avoiding a few zombies
in a chaparral should prove especially easy considering the
amount of noise they will make as they make their way through
the scrub. Zombie beasts will pose a unique threat as there
are a few predators that live in these regions that are quite
dangerous, notably the mountain lion, but in zombie form the
coyote is quite dangerous as well.
088 – Environments
Desert Temperature Environmental Modifiers
Covering1/5 of the planet’s dry land, Varies by sub-category Very High (E4-5)
deserts are characterized by hot, dry nn Hot and Dry/Semi-Arid:
summers and very low rainfall. This Summer: 110-120° F (43.5-49° C) Viability
stagnates the abundance of plant life that Winter: 0° F (-18° C) Very Low (0-15)
is usually required for a diverse ecosystem. Semi-Arid deserts have more rainfall but Biome Features
Yet, some plants and animals thrive in have similar temperatures to a hot and dry Arid
these otherwise inhospitable regions. desert.These climates can shave off the most Cold, Extreme (Cold Deserts)
Reptiles, small mammals and some birds extreme of the temperatures. Desolate
are adapted to the harsh climate. nn Coastal: Disorienting (Featureless)
The desert biome is broken down into Summer: 100° F (38° C) Exposed
4 subcategories: hot and dry, semi-arid, Winter: 41° F (5° C ) Extremely Hot (Hot and Dry, Semi-
coastal and cold.The hot and dry variety nn Cold: Arid and Coastal Deserts)
are the ones most iconic to the biome.The Summer: 86° F (30 °C ) Rocky Terrain (Cliffs, Canyons,
seasons are generally warm all year and Winter: -40 to 32° F (−40 to 0 °C) Mesas)
very hot in the summer with the winter Biome Hazards
bringing little rain. Semi-arid deserts Possible Plant Life Fauna, Poisonous (Snakes)
feature less harsh summers and moderate Cacti, hardy grasses, Scrub, Sage Fauna, Stinging/Biting
rainfall during the winter months. Many Possible Animal Life
plants also feature the means to gather Bat, Coyote, Hawk, Owl, Rattlesnake,
moisture during the night by condensation, Vulture
and many animals take advantage of the
cooler nights, and as a result are nocturnal
in order to escape the heat. Coastal deserts
have plants that take advantage of sudden,
heavy rainfall followed by long periods
of dry spells with either elaborate root
systems and/or broad, fleshy leaves that
retain moisture. Many animals have similar
adaptations that take advantage of such
sporadic rainfalls. Cold deserts are found
in the antarctic and arctic regions.They
share the sparse plant growth of their
hotter, drier desert types despite the
higher rainfall and colder climate.
Elevation
Varies
Desert Biome Zombie Threat Level: Medium
Assuming that the zombies are able to traverse the terrain in
significant enough numbers, there is little to physically impede
their progress. Plant life is sparse and while the terrain
provides a moderate obstacle, the distance and heat which
normally prevent pursuit are inconsequential to zombies. Their
bodies may become dried and sand blasted, which would make
them more brittle, but this weakness only partially offsets
the many benefits a zombie would have when making their
way across endless expanses of desert. Taking refuge in the
desert is difficult enough, but adding zombies to the mix makes
this inhospitable realm even more so.
Environments – 089
Glacier while a tundra can temporarily become Environmental Modifiers
Glaciers are the most powerful eroding a very habitable place, the glacier is an
forces on the planet.The massive wall of impenetrable wall of ice the entire year, Very High (E4-5)
ice can carve a valley out of solid rock and leaving no toe-hold for significant plant
deposits the eroded sediment as it recedes or animal life to develop a sustainable Viability
back until the next ice age.They are awe- population. Very Low (0-15)
inspiring and can be seen as pictured to Elevation Biome Features
the right as being a natural barricade that Varies Arid
fresh meltwater flows from, or it can be Temperature Cold, Extreme
a vast, seemingly unending sheet of ice Summer: 50-59° F (10-15° C) Disorienting (Featureless)
with spires of mountains (called nunataks) Winter: below freezing Steep Slopes (Moulin): These are ice
occasionally breaching the perfect sheet chutes created by meltwater that can drop
of white. Just knowing that the nunataks A glacier can get above freezing tempera- suddenly from the surface, sometimes hun-
are the very tops of mountains should give ture, but the ice will still be cold enough to dreds of feet. Falling into one will cause
the impression of just how thick and vast remain solid. Meltwater will flow through damage and will warrant a ‘Rescue’ mis-
a glacier can be.The glaciers themselves moulin, carving holes in the ice sion in order to be freed from it.
have virtually no plant life, which means Possible Plant Life Rocky Terrain (Cliffs, Canyons,
there is no animal life either, although an None Mesas)
expanse of ice can sometimes serve as a Possible Animal Life
natural transit across a deep valley for None
animals; it is rarely a place where animals
will stay due to the lack of food and the
extreme cold.
A glacier is categorized by its shape and
temperature.They vary in temperature and
whether or not they produce meltwater
or move, but each variant is at least
below freezing all year round. Although
the summer months may recede them
slightly, the overall temperature of the
glacier makes such seasonal losses almost
negligible except in Antarctica where the
glaciers sometimes triple in size during
the winter and recede in the summer
every year. The animals of the region
have learned to synchronize their mating
seasons with the accessibility provided by
this rapid and dramatic change in terrain.
Tundras are often found near glaciers, but
Chaparral Biome Zombie Threat Level: Low
A human zombie will have the exact same difficulty as a
living human when trying to make their way through the dense
scrubland of a chaparral. Although they will not fall victim to
heatstroke or dehydration, the first wave of zombies after
an outbreak is likely to be bogged down. A large number of
zombies, however, will be able to trample such growth by sheer
weight of numbers. In general though, avoiding a few zombies
in a chaparral should prove especially easy considering the
amount of noise they will make as they make their way through
the scrub. Zombie beasts will pose a unique threat as there
are a few predators that live in these regions that are quite
dangerous, notably the mountain lion, but in zombie form the
coyote is quite dangerous as well.
090 – Environments
Environments – 091
Rainforest Tiger,Toucan Fauna, Poison (Frogs, Scorpions)
Fauna, Stinging/Biting (Spiders)
The majority of these biological regions rest Environmental Modifiers
on or around the Equator. It is estimated
that over half of the world’s flora and fauna Very High (E4-5)
populations are found in this ecologically
diverse biome.The biodiversity here is so Viability
rich that over a quarter of modern medi- Moderate (26-40)
cines found their roots (quite literally) in Biome Features
the rainforest. They are also a hotbed of Dense Plant Growth
evolutionary warfare, where the plants and Disorienting (Thick Plant Growth)
animals have developed sophisticated and Disease,Waterborne
sometimes deadly adaptations in order to Marshland
survive. Even the tiniest insects and frogs Rivers/Rapids
can have painful and deadly venom, so it Small Game
is not a place where humans should tread Verdant
lightly.The three largest rainforests can be Biome Hazards
found in the Amazon River basin in South Fauna, Carnivorous (Piranha)
America, the Zaire Basin of Africa and the
Indo-Malaysian archipelago.They are char-
acterized by exceptionally heavy rainfall and
high humidity in addition to extremely
dense plant growth and biodiversity.
Elevation
Varies by Region
Temperature
Summer: ~93° F (~34 °C)
Winter: Rarely drops below 68° F (20°C)
Possible Plant Life
Canopy Trees, Ferns, Flowering Plants,
Palms,Vines
Possible Animal Life
Alligators, Crocodiles, Bats, Boa Constric-
tor, Eagles, Gibbons (lesser apes), Gorilla,
Insects, Panther, Parrot, Orangutan, Sloth,
Rainforest Biome Zombie Threat Level: Medium
The zombies attempting to make their way through a
rainforest will have the same problems that a human would
have attempting the same feat. However, most of the
threats that a human faces in this terrain are not of any
consequence to zombies. They will march through the dense
growth (the only actual impediment to their progress) without
any fear of predators or the numerous poisonous animals
and plants that live in this biome. Zombie beasts have an
even larger advantage as the dense plant growth provides
all of the concealment they would require to get the drop
on unsuspecting survivors. Only the considerable difficulty of
navigating the thick undergrowth is what keeps zombies from
total domination of this biome.
092 – Environments
Environments – 093
Savanna Biome Zombie Threat
Level: Medium
The Biome provides very
little hindrance for zombie
movement. Predators and plant
life provide no restriction to
their ability to get from place
to place. Heat and dehydration
are of no concern. A savanna
commonly has very little human
population occupying it. Animals
(and therefore Zombie beasts),
however, are prevalent.
Savannas near population
centers can pose a much
greater threat.
Savanna Possible Animal Life Gazelle, Impala, Zebra)
Savannas are grasslands with scattered Cape Buffalo, Cheetah, Elephant, Gazelle, Hard Soil (Rocky)
trees.They primarily are located in Africa Hippopotamus, Lion, Meerkat, Kangaroo, Biome Hazards
and contain almost one-half of the entire Rhinoceros, Saltwater Crocodile, Gliders, Fauna, Poisonous
continent’s ecosystems.They can also can Wallaby This refers to spiders, snakes, and scor-
be found in India, Australia, and South Environmental Modifiers pions.
America.They are a great environment Fauna, Stinging/Biting
for larger hoofed mammals to graze, and Very High (E4-5) This refers to bees, spiders, snakes, and
of course, the predators that often prey on scorpions.
them. It is a place of evolutionary extremes Viability Flooding (Winter)
in order to survive. Long-necked giraffes Low (16-35)
pick at the top branches of the sparse Biome Features
trees, giant elephants, hippos and rhinos, Arid
despite their size and massive food intake Extremely Hot
requirement, thrive on the sometimes Herd Animals (Buffalo, Elephants,
sparse resources available. Herds of herbiv-
orous, hoofed mammals like Cape Buffalo,
gazelles and zebra, also thrive in this hot
and dry climate.
Elevation
200-3,300 feet (61-1,006 meters)
Temperature
Summer: 118° F (48°C)
Winter: 82.5° F (28°C)
Possible Plant Life
Elephant Grass, Eucalyptus, Jackalberry
tree, Umbrella thorn acacia
094 – Environments
Taiga/Boreal Forest
Commonly referred to as the ‘Needleleaf
Forest’ biome. The word “Taiga” is the
Russian word for forest.The ecosystem
involved in each area of theTaiga can vary
greatly, however, it often exists south or
at the foot of most tundra biomes. The
winters are very cold, which leads many
animals to either hibernate or migrate as
the summers are often warm, and rainy.
It is also a place where Evergreens grow
thin and close to each other, making for
difficult travel over long periods through
the forests.
Elevation
Varies
Temperature
Summer: 59° F (15°C) Biome Features Migratory Animals (Game Birds,
Winter: -13° F (-25°C) Cold, Extreme (Winter) Herd Animals, Small Game)
Possible Plant Life Hibernation (Bears)
Pine,White Spruce, Douglas Fir.
Possible Animal Life
Bear, Elk, Owl,Wolf, Rabbit, Squirrel.
Environmental Modifiers
Varies (Winter E4, Summer E1)
Viability
Low (16-35)
Taiga / Boreal Forest Biome Zombie
Threat Level: High
A sizable population exists inside
and around the Taiga / Boreal
Forest parts of the world. The
sparse foliage makes it easy for
the undead to navigate, and the
tight evergreens can provide cover
for wandering hordes to the point
where survivors may not realize
the creatures are upon them until
too late. The variety in elevation
can provide useful vantage points,
however.
Environments – 095
Temperate Forest
Also described as “Deciduous Forest”,
this is a multilayer biome similar to the
rainforest, as both contain a ‘Canopy’ and
‘Forest Floor’ that provides abundant plant
and animal life. It has a very defined four
seasons, which most of the animals are
present for.They frequently hibernate for
the winter as it tends to be very cold. Most
prey animals migrate away or likewise
hibernate.Temperate forests usually have
pretty even rainfall throughout the year
which allows for a flourishing ecosystem,
even during the hottest months of the year.
Elevation
Varies greatly
Temperature
Summer: 82.5° F (28°C)
Winter: 5° F (-15°C)
Possible Plant Life
Conifers, Hickory, Huckleberry, Lichen,
Maple, Oak, Shrubs, Sweet Gum
Possible Animal Life
Black Bear, Coyote, Deer, Eagles, Mice,
Platypus,Wolves
Environmental Modifiers
Low (E2)
Viability
Moderate (26-40) Hibernation (Bear) Biome Hazards
Biome Features Rivers/Rapids Fauna - Stinging/Biting
Dense Plant Growth Small Game This refers to bees and ticks.
Cold, Extreme (Winter) Steep Slopes
Game Birds Verdant (Spring)
Herd Animals (Deer)
Temperate Forest Biome Zombie Threat Level: Very High
Large populations exist in areas around Temperate Forests, and
many of these biomes exist as state parks and recreational
areas. There is little restriction in movement (though it does
provide good warning as zombies walk through the shrubs).
Population centers in general are sometimes extremely close,
being no more than a few days’ journey by foot. It is precisely
why this region is given a Very High designation.
096 – Environments
Temperate Grassland Possible Plant Life Viability
Temperate Grasslands define most of the Flowering Plants, Grasses, Oak,Willow Moderate (26-40)
prairie of North America, as well as the Possible Animal Life Biome Features
Veldt of Africa and the Steppes of Russia. Eagles, Elephants, Fox, Hawks, Hogs, Cold, Extreme (Winter)
The temperature varies wildly and has a Hoofed Herd animals (Bison, Gazelle,Wil- Disorienting (Featureless)
very well defined four seasons that cause debeest,Yak), Horses, Lions, Ostrich, Prai- Exposed (Outdoors)
many animals to go into hibernation in rie dogs, Rabbits, Rhino, Skunks, Snakes, Extremely Hot (Summer)
the winter or be very migratory. Rainfall Wolves, Zebra
is seasonal, so drought can be common. Environmental Modifiers
However the soil is much richer, and allows
for a vibrant plant population to grow Moderate (E3)
especially rapid during the wet months.
Grasslands cover 1/4 of the earth, existing
where there is rain, but not enough to sus-
tain anything but grass.The central Asian
grassland extends 1/3 of the way around
the planet.TheTibet Plateau is the highest
and one of the driest on earth due to its
proximity to the Himalayas.This illustrates
the incredible diversity of climates that can
fall under this biome category.
Elevation
Varies
Temperature
Summer: 100.5° F (38°C)
Winter: -4° F (-20°C)
Temperate Grassland Biome Zombie Threat Level: Medium
Zombies can be spotted in grasslands without too much difficulty,
and the human density of population around these biomes aren’t
as heavily concentrated. However, the same can be said for
zombies spotting potential food. In general, encounters with
large numbers of zombies will be few and far between.
Environments – 097
Tundra
Tundra takes up about 20% of the world’s Tundra Biome Zombie Threat Level: Low/
land based terrain and is the coldest and Medium
driest biome. It is located in the northern
hemisphere, and exists between 55 and 75 The biome provides very little hindrance for
latitude north and the Antarctic.They are zombie movement. Predators and plant life
often treeless and cold. Life can be rich in provide no restriction to their ability to get
theTundra, but usually is stark and hidden. from place to place. Cold and dehydration
It is sometimes called the “snowy desert” are of no concern. Tundra has a limited
because despite all the water that exists human population occupying it, and the chance
in the form of snow around it, the air is of them wandering into the wilderness is
often dry and contains little moisture. unlikely.
During the summer months, the vast icy
plains of the arctic regions thaw, exposing a jutting upwards as the tops of mountains Cold, Extreme (Spring,Winter, Fall)
vast grassland that has been lying dormant (buried under ice in some places a mile Exposed
beneath the ice. During these few months deep).The end of the summer brings the Hard Soil (Permafrost)
of the year, the sun is strong enough to cut planet’s greatest seasonal shift and most Ice Holes (Frozen bodies of water
through the snow and allow the expan- animal life departs. Some animals, like only):The ice can be kept at bay in pock-
sive grasslands to grow. Migratory birds penguins, spend their entire lives there, ets of the ice sheets due to powerful cur-
flock there which supports some larger having adapted to the land ruled by ice.
predators, but few are of any significant Arctic: Unlike the Antarctic, the Arctic rents. Swimming in these has n added
size to harm a human. It is this ability to is connected to land masses with warmer
transform into a much more habitable temperatures that allow for a variety of to the Dice Pool for currents in addition
region that is what differentiates it from animals to take residence. Mammals, both to the cold.
the “Cold Deserts” described earlier in the predator and herbivore, reside there. How-
Deserts section. ever there are still a variety of migratory
Elevation birds that nest in the Arctic region.Among
10,000-15,000 feet (3,048-4,572 meters), the various larger animals are the polar
These can exist at sea level in the arctic/ bear and the musk ox.
antarctic regions
Temperature Arid
Summer: 50° F (10° C)
Winter: -58° F (-50° C)
Possible Plant Life
Shrubs, sedges, mosses, lichens, and
grasses.
Possible Animal Life
Arctic Fox, Arctic Wolf, Caribou, Ducks,
Elk, Rabbit, Oxen, Mice, Fox, Polar Bear,
Walrus
Environmental Modifiers
Very High (E4-5)
Viability
Very Low (0-15)
Biome Features
Antarctic: 90% of the world’s ice is
contained in the southernmost continent.
Most animals that live there are migratory
birds that nest on the bare rock,
098 – Environments
AQUATIC BIOMES
Coral Reef
Coral reefs supply entire ecosystems with
food and protection. Despite not existing
deeper than 150 meters (due to the lack of
sunlight for photosynthesis), they contain
over 25% of all marine life and are consid-
ered to be the rainforests of the sea.This is
an incredibly apt description, as the eco-
logical importance of such a region cannot
be overstated.The reef itself is made from
layers of the remains of sedentary plant and
animal life that gives the reef numerous
places for fish and underwater plant life
to live. the protective nooks and crannies
of the rocks have made most denizens of
the reef small in order to hide from larger
predators.The reef is also home to some of
the world’s deadliest marine animals such
as the great white shark and the highly poi-
sonous cone snail. Not to mention that the
reef itself is sharp and deep lacerations are
not uncommon to those who venture into
reefs that also feature violent tidal forces.
Temperature
Coral Reef Biome Zombie Threat Level: Low Ideal: 79-80.5° F (26–27° C)
Most zombies will have a great deal of Summer: 100.5° F (38° C) (absolute high)
trouble navigating through the coral reefs Winter: 55.5° F (13° C) (absolute low)
without either cutting themselves into ribbons Possible Plant Life
or getting stuck on the many tight and Algae, Kelp, Sea Grass
constricting rock faces where limbs and feet Possible Animal Life
can get caught. This does however provide Barracuda, Eel, Jellyfish, Ray, Shark,Turtle
a great environment for ‘sleepers’ to take Environmental Modifiers
form. Many of the creatures cannot travel
further then the wedged place they have Very High (E4-5)
put themselves in. The shallow waters will
allow for people to usually see any zombies Biome Features
coming. Exposed
Sharp Coral: Unless wearing appropriate
protection, the chance of cutting oneself
on coral is likely when navigating through
the shallow waters. Players must make a
{Swim%} check when navigating through
the reefs or suffer 1d6 slashing damage that
cannot be reduced by Defense. Boats are
not able to enter this Biome unless it is a
small rowboat or schooner, and even then
there is a strong chance that the coral will
breach the vessel.
Strong Currents
Environments – 099