Outbreak undead pdf download






















It covers the basics of prepping and how to survive a full blown apocalypse. If you have children, even if they are older then the courses may still give them valuable experience that they can pass on to younger siblings or cousins.

This zombie apocalypse graphic novel is about a group of college students who band together after a horrible viral outbreak wipes out most of humanity. They must then fight their way to safety as the undead try to consume them.

The Outbreak series is organized into two intertwined but distinct lines: the original line and the Catalyst line. The original line contains the events that begin the story arc. In this series, a small group of uninfected humans band together to survive after a zombie outbreak overtakes the world.

Learning Life escapes the Zombie Apocalypse and finds refuge at a college campus. The life he knew and loved is no more and the world will never be the same. Please advice. Thank you. They are not completely the same, but they are similar. The GM Companion is great for getting games up and running now. Just a heads-up that your "modes of play" graphic has a bit of a typo: Weekend Warror. Harold C. Its so beautifully put together.

Fantastic game as well, but be warned, its a really in-depth system. Nathan P. I purchased this book digitally as well as a hardcopy at GenCon. Not only is the game incredibly realistic and unforgiving but the layers of complexity actually add quite a bit to the experience. Its easy to get lost in the complexity of Survival mod [ Justin F. I'm unabashedly in love with this game. What I like: [ Daniel J. I've played many systems and this is definetly at the top for zombie survival use.

See All Ratings and Reviews. Browse Categories. Wolfenoot Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops.

STL 3D Model. Hunters Entertainment. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Have your characters learn the value of teamwork by using these special Formations for party-wide benefits so they can better survive the hordes of undead! This deck of cards contains 15 Formations and instructions in how they are used in gameplay.

You helped us to revive this community favorite Free Content Friday content line through outstanding support on Kickstarter.

You actively participated in the revival by submitting your own creations alongside those of industry veterans and our own development team. You've collected the free versions bit by bit From alien parasites, to black magic, to engineered viral infections, Outbreak: Undead.. ZOMBV , the first entry of the Strain Series , is world book exploring opponents, a unique virus, locations, and rules to immediately A deranged mastermind whose dangerous trials have meant the end of many.

Can you survive his twisted game?! The Chainsaw Maniac Now with upgrades for twisted cohorts of terrifying sculpted flesh! The Butcher Containing House on the Hill 2nd Edition The undead have ravaged the world. Now, for you and your group, each day is a fight to survive. Supplies are getting harder and harder to come by, forcing you to venture further from the safety of your Stronghold and into the isolation of the rural landscape.

While out one day, you stumbled on a horde of infected, who immediately started to pursue you. The horde of hungry dead have set They are printed front and back with different denominations so a running total is easy to manage. Note that these are not branded for use in Pandemic Play, although a GM may prefer to use these cards to keep track of fluctuating totals before letting their players Healthy Str 35, Will 35 3rd Tier A lot of people would call themselves healthy, but to qualify for this skill, you must eat right and must be on a strict exercise regiment.

The character also gets 2 bonus Gestalt Dice for use in Strength skills only. The strongest weapon and the thickest walls will only protect the unhealthy body for so long. Heroic Will 30, Emp 30 5th Tier Only the most seless of individuals will have even a chance of qualifying for this skill.

If a character has demonstrated the capacity for caring about the safety of strangers in the same way they would care for their own children then they could possibly take this skill.

Increase Empathy and Will by 10 when encountering the Living who require rescue or during Rescue missions. This bonus also applies when a character with this skill is ecorting Population during All-Out Defense missions. This bonus lasts as long as there are people under his or her protection or are in need of help. Tertiary: Any successful mission that increases Stronghold population grants an additional point of Morale to the Stronghold.

Hide Will 35, Per 35, must not be taller than 6' or weigh more than lbs 1st Tier Characters with this skill are able to hide in tight spots and remain motionless and make very little noise. The bonuses also apply to Will if ever they are forced to make checks while hiding. Knife Fighter Str 30, Per 30 3rd Tier This is not a common skill as it is difcult to practice this skill effectively in a humane fashion. Basically, having this skill means that a person has no problem using a knife in ways that will deliver nothing short of lethal blows without hesitation.

It takes an additional degree of failure for a knife or slashing weapon to be subject to 'Dulling'. When ghting in formation with this character taking point, the formation is far less likely to lose their nerve.

Note that if another person takes charge and plans the formation then this bonus is not used. This skill combines with the bonus added to Police or Military types when interacting with civilians or people of lesser rank. Gestalt Dice cannot be used to increase this skill. Lone Wolf Emp of no more than 20 1st Tier The rugged individualist will often opt to work independently even when among others.

The lone wolf is very much aware of their own ability and limitations, enough so that they often know what to do while others may be bogged down with group dynamics. While part of a marching order, they can perform any kind of action but will not get any benet to taking any position. If the character wishes to take this as a 2nd Tier skill, then they also have the added benet of not being counted as having participated in a mission when determining the Risk of a mission.

Generating Noise and doing other Risk-increasing activities still count, however. Gestalt Dice can be used to increase this skill, but they only increase Perception or Will by d3 instead of d6.

If a character ever decides to take missions by themselves, then they reduce the Perception level of zombies by 1, but they take 2 Time as opposed to 1 for Per - Search checks. Marksman Will 30, Per 35 or be military or police 4th Tier The marksman is someone who spends hours upon hours on shooting ranges and who has repeatedly proved themselves in competitions. The Marksman skill can only be used with rearms.

This ability can be combined with other bonuses from skills or equipment i. This can be taken with the Sniper skill without taking up an additional skill choice if you have the prerequisites for both and are not restricted by Tier. Also, a character armed with either a semi or fully-automatic pistol or rie who does not move can re multiple shots at a single target without penalties for making multiple shots.

The number of 'wasted' shots are also reduced by half rounding up. Martial Artist Str 30, Per 30, or any military, police ofcer or combat personnel. Any Tier There are many styles of martial arts that one can study for self defense.

Each of them allows a person to defend themselves from attack. The character always counts as having used defensive weapons when Grappling. Unarmed attacks are also more effective. This skill is also a springboard for many combat skills by allowing reduced Tier requirements.

If this benet exists, then a skill can be taken at the lowered Tier. If a skill grants benets based upon Tier, then the Skill will count as being taken at the lowered Tier. A good navig ato mean the dif r can sometimes fer and death w ence between life hen dark alley f faced with a illed with zo mbies.

Melee Fighter Str 35, Per 20 2nd Tier This is someone who generally picks ghts and is adept at using weapons of opportunity. Unfortunately, this is frequently coupled with a violent temper.

Increase Lethalities of bludgeoning, piercing and slashing weapons by 5 when used by characters with this skill. Mountain Goat Per 20, Will 20 1st Tier Someone who excels at feats of balance, having no fear of heights and navigating treacherous paths at high altitude can be considered a mountain goat.

Increase Will by the same amount when making 'Will - Resist Panic' checks in high places. This can be combined with bonuses that are granted by the Climb skill. Increase maximum carrying capacity by 2CU. Navigator Will 30, Per 30 3rd Tier A navigator is able to get around from place to place with relative ease due to either intuitive direction, general geographic know-how or a combinaton of the two. Increase Perception by 10 when making a 'Per-Navigation' check in a specically named environment or region forest, ocean, desert, urban, etc.

Subsequent regions may be taken as additional skills with a reduced cost of 1 Tier if the region is similar, 2 Tiers if the regions are very different. Night Owl Will 35 1st Tier Someone whose operation is best at the late hours of the evening is considered a night owl. A character with this skill can make 'Str - Endurance' checks without penalty due to darkness or night. Offroad Per 30 3rd Tier. A person who has lots of off-road experience will develop a feel for the terrain and they are able to avoid hazards that many novice drivers might not.

Vehicles driven off-road will count as having a 'Size' one less than normal when determining difculty of required 'Per - Drive class ' checks. Pack Rat Per 30 1st Tier This character has a collection of odd foreign candy wrappers that they've tried, spent ammo casings from their trips to the ring range and other small knick-knacks they've collected over the years.

Characters can store up to 3 items with a CU of the individual items being no greater than 1 CU that do not count as taking up any space for purposes of maximum Cargo capacity. Items stored in this way cannot be immediately accessed. It is as if they were always carrying around a container that had 3 CU of storage space that cannot be accessed immediately. Parry Per 35, Str 25 3rd Tier Those who take the defensive positions in sports and make tough opponents in sparring matches will know how to defend themselves appropriately.

Characters also have no natural maximum for Defense for attacks made against them in Melee and Grapple range. Resourceful Per 30, outdoors experience, survival training 2nd Tier Being able to make the most use out of what is available to them, a resourceful person will use what is at their disposal to their absolute fullest potential.

When rolling d6 for Degredation, characters with this skill may instead roll 2d6 and pick the more favorable result. Search Per 30 Any Tier Those who rarely lose anything and who know how to nd things in a hurry or who are trained to search as part of their profession will be able to effectively nd people or objects in locations quickly. A character with this skill that takes Point or Rear in a formation can also make 'Per - Search' checks. The degree of training for this skill includes moving targets and extreme distance accuracy.

Characters using rie weapons ring a single shot without moving will always use a target's Grappling Defense as opposed to the Ranged Defense. Increase Ranged Attack by 10 when using rie type weapons which can be combined with other skill and equipment bonuses. This can be taken with the Marksman skill without using up an additional skill choice if you have the prerequisites for both and are not restricted by Tier. Steady Shot Per 35, Will 30 or have background in the military, must weigh more than pounds 3rd Tier If you have enough training with a gun and enough weight behind you to absorb recoil then you have the ability to place several shots accurately into one target.

You do not take penalties for ring multiple shots at one target when using semi or fullyautomatic rearms. This cannot be used with rearms that use 'heavy' or 'massive' cartridges unless the character has a Strength of 40 or weighs over pounds. Also, the number of wasted shots from rearms with 'Firing Mode - Semi Automatic' are reduced by half rounding up.

Zombies will count as having the 'Listen' sense of one level lower than normal. This bonus can apply to multiple characters so long as the 'Stealthy' character takes the Point position in the marching order and all other characters have Per 30 or more.

For some groups like gangs, this ability is vital to survival. Characters with the Lone Wolf skill can take this skill without having the prerequisite Empathy of Stunt Driver class Per 35, Will 30 3rd Tier This skill indicates someone is intimately familiar with roads and how vehicles drive on them.

If to a character, a speed limit of 65 means 80 then they may qualify. They can also reduce or increase the 'Size' of a vehicle they drive by 1 when determining the Difculty of any 'Per - Drive class ' checks that need to be made.

This skill can only apply to checks made with a single class of vehicle, so this skill is actually several skills: Stunt Driver Bike , Stunt Driver Light Truck etc. Survivalist Will 35, Per 35 4th Tier The main feature of this skill is that rugged independence and simplicity of lifestyle are mandatory, as well as experience being away from civilization for long periods of time.

The character has increased ability to survive for prolonged periods of time using basic tools. Once a safe place or regular food supply is found, you do not have to roll checks to nd it again unless you are sidetracked or disoriented somehow.

Note that this skill only extends to a single biome, and not all 'Per - Survival' checks they make, so a character must choose a specic biome when selecting this skill. Also, the Degradation rate of '10 Essentials' equipment is reduced by half. The Training Time and prerequistite Tier is reduced for taking additional biomes as additional Survivalist skills.

This represents a character having the fundamentals of survival to a reex level of understanding. Subsequent biomes count as 1st Tier instead of 4th Tier. This bonus only extends the rst time the skill is taken, not for subsequent biomes. Switch Hitter Per 30, Str 30 2nd Tier A switch hitter is a baseball player who is able to hit on either side of the plate.

This kind of dexterity serves a player well against zombies as they are able to make use of weapons regardless of the stance they are in. They can even make use of cumbersome or complex weapons to their maximum efciency. If a character can make multiple attacks with a complex weapon where one of the weapon's types is bludgeon i. This is only allowed if the FC of the weapon allows for multiple attacks within the same turn. Knowledge of proper maintenance is also a requirement for this skill.

You may discount up to 1 degree of failure when determining damage to the weapon due to 'dulling'. Tactician Will 30, Empathy 30 5th Tier Someone who extensively plans raids in paintball or laser tag is not a bad indicator of tactical expertise, but training with lives actually on the line, such as in the military or police, is the best kind of tactical experience. If another character takes Point position in a formation, then these bonuses are not applied.

If the characters have trained in a formation that conicts with this skill's bonuses, then the trained formation takes precedence over this skill. Tough Strength 30, Will 35 1st Tier A tough person is someone who has participated freely in contact sports, knows how to take a punch, has a job as a bouncer, in construction, logging, commercial shing, mining or some similar profession that is inherently dangerous.

The character has a natural Defense of up to 7 instead of 5 and all 'Will - Resist Pain' checks are reduced in Difculty by 2. Trigger Discipline Per 30, Will 30 Any Tier A trained marksman will also have good trigger discipline so that rounds are not red off carelessly or dangerously.

A character with this skill is able to reduce 'Wasted shots' from weapons that have 'Firing Mode - Semi-Automatic' and 'Firing Mode - Fully Automatic' and excess shots red due to Panic. The number of Wasted shots reduced is equal to the Tiers in this skill. The unused rounds are not wasted. This person leads by example by fearlessly and foolishly at times charging headlong into conict with reckless disregard for personal safety.

Characters like these are typically those who have lost everything and want nothing more than to die taking down as many zombies as they can. If the character with this skill dies, then the formation is automatically broken and all in formation must make a Willpower check to resist Panic. All characters in this formation can automatically go 'Death or Glory' if the player desires as opposed to at a GM's discretion.

Actual experience using weapons for self-defense will allow learning on how a weapon is best used. This skill does not need to be chosen, nor does it occupy a Tier. It can also be taken multiple times, with each subsequent 10 zombie kills increasing the appropriate Attack value by 1. This can be combined with other similar bonuses.

The weapon must be practiced with to maintain this skill. Note that any object used to kill a zombie counts as a weapon. This means that it's entirely possible to have this bonus apply to vehicles or other oddball objects used to kill zombies.

Weapon Tinker Weapon Training with melee weapon to be modied, Perception Driving railroad spikes through a baseball bat is an example of tinkering with basic weaponry. A character with this skill is able to modify melee weapons with a greater chance of success. Practicing can allow characters to determine their strengths and weaknesses with their weapon and they can improve with this knowledge.

All attacks made with a chosen weapon will grant a bonus to the appropriate 'Attack' as described in the 'Practice Makes Perfect' mission pg. This skill can be taken multiple times and using the same weapon. Woodsman Str 30, Per 20 3rd Tier You are probably no lumberjack, but extensive use of an axe and a strong arm can make up for it. Also, hatchets can be used 'defensively' if a character has this skill. Handicaps A handicap can add another dimension of realism to a character.

These can either be chosen based on the player's actual handicaps if their character is based on them, or can be chosen randomly if the character is completely fabricated. If your outbreak scenario deems that you play as yourself, you owe it to yourself to be as accurate as possible.

Being dishonest about your disadvantages ultimately does you no good when determining your ability to survive a zombie outbreak. Addiction, Mild The character suffers from an addiction that the events of a zombie outbreak have done nothing to lessen. Each time a character with an addiction has the opportunity to 'purchase' items, they must pass a Willpower check with a Difculty of 1 per day 20 Time having not indulged the addiction.

If they fail this check, the character will be forced to spend 1 Resource on indulging their addiction. This has no other effect within the game, so the Resource spent in this way is essentially wasted. Addiction, Serious The character has a long history of addiction to a particular substance or item. When they have the opportunity to 'purchase' items, they will always require that they spend 1d3 Resource indulging their addiction. The Resource spent in this way has no other effect within the game, so the resource spent in this way is essentially wasted.

This can be prevented with the 'Holding Cell' stronghold upgrade. Several weeks of detox as well as treatment will reduce a serious addiction to a mild one, but they will relapse if they fail their Willpower check for mild addiction twice in a row.

Allergies, Airborne The character will have all Difculties for Perception-based checks increased by 1 including melee and ranged attacks unless characters are in a place relatively free of airborne pollens, dust and dander, such as near the ocean. This is frequently seasonal. Allergies, Food or Drug The character will count as being 'Poisoned' if they eat food that they are allergic to. This also applies to drugs such as penicillin. Characters that are exposed to their allergen will require a 'Will - Resist Pain' check every Time after exposure.

This will last for 5d10 Time. The more fatal varieties are rare, as people with this severe an allergy are usually well aware of it.

Unless treated, this will last for 5d10 Time. Allergies, Severe Characters that have a severe allergy will require 'Will - Resist Pain' checks every Time after exposure or take damage from Poison.

This will continue for 10d10 Time. Asthma The character cannot run nor do any strenuous activity for prolonged periods of time. Difculty to maintain any 'doubletime' or 'all out sprint' speeds is increased by d6. Failing 'Str Endurance' checks will require an additional Time of rest. Cannot Drive Stick The character is unable to drive a stick shift and cannot operate such vehicles without tremendous difculty, if at all.

Climate Shock The character is unable to take environmental extremes when making 'Per - Survival' checks to survive in either very hot or very cold environments. Increase the Difculty of 'Per - Survival' checks by 1d6. Claustrophobic The character will be extremely adverse to tight places, even such areas as compact cars will cause a person with this phobia to be uneasy.

If forced to make a 'Will - Resist Panic' check while inside or indoors, increase the Difculty by d6. Clumsy The character is prone to being very bumbling at inopportune times. The character has to have defensive weapons equipped to use them during Grapple checks simply being accessible is. Computer Illiterate The character is unable to use sophisticated computer systems other than perhaps a word processor or e-mail.

Increase Difculty for checks to use such items by d6. Items that use such technology are completely unusable by someone in any amount of duress, such as during an Encounter. Dietary Specicity The character is unable or extremely unwilling to eat a certain kind of food. For instance a vegetarian will only eat meat under the direst circumstances, and someone who is diabetic is highly sensitive to the sugar content of foods. For this reason, getting food for them counts as having an 'Uncommon' descriptor when purchasing them with Resource.

Dour The character suffers from a chronic lack of positivism. Their presence will cause the drain of 1 additional Morale from the Stronghold for a failed mission whenever the mission failure indicates a loss of Morale. Gun Shy The character has extremely limited, if any, experience with rearms of any kind, or is extremely startled by gun reports. As a result, a character using a rearm will have their Attack reduced to 0 and the FC of the weapon is reduced by 1 or 2 GM's discretion to a minimum of 1.

Also, a character will always shoot at the rearms highest rate of re as if they were 'Panicked' even though they are not. If ever panicked, they will not be able to re the weapon effectively, but will waste ammunition every turn equal to the FC of the weapon. An alternative to this handicap is that a character may not be experienced with certain kinds of rearms as opposed to all rearms.

In this case, this handicap only extends to specic classes or models of rearm. Unless the mechanism is fantastically simple, they will also be unable to clear jams and will have to make a check for Panic if the weapon does jam.

A character with this handicap will double the amount of any wasted ammunition from re modes that generate wasted shots. Hemophiliac All wounds suffered count as being able to cause Open Wounds, regardless of the amount of damage inicted or the type of damage it is. For example, Impact Wounds can cause internal bleeding, which is often far more dangerous.

High Strung. Increase the difculty of all 'Will - Resist Panic' checks by d3. Low Blood Tolerance The character is extremely disturbed by the sight of blood and must take a Willpower check to go anywhere near it. Any checks required from zombies due to gore such as a 'grotesque' will have the Difculty of the required check increased by 1d3.

Low Needle Tolerance The character is adverse to hypodermic or intravenous needles and must pass a Willpower check in order to gain benet from anything using these. Characters are unable to use needles on themselves. Pacist The character is very unwilling to ght save from extreme cases of self-defense.

A character cannot use 'Intimidation' as a Diplomacy method. Rare Blood Type The character has a hard time nding a match for their blood type. A successful 'Perception -. Purchasing 'Blood Units' for this character counts as 'Rare' items. Stubborn A character will always try to Adrenaline Boost through actions. A character can avoid doing this if they pass a 'Will - Calm Self' check.

Vice A character has a certain vice that they feel the need to occasionally indulge. A cigarette every now and then, a glass of wine etc. When that character has the opportunity to 'purchase' equipment, they must pass a Willpower check with a Difculty of 1 or they must spend 1 Resource on indulging their vice. This vice has no other effect in game terms, so the Resource is essentially wasted.

What was at rst described best by the macabre, tongue-in-cheek title of the zombie apocalypse has yet to nd a better description of the events that have unfolded since January Tri County especially has. A turn will represent what would generally happen in about 5 seconds of real time. This only makes a difference when players encounter zombies or vigilantes, or are in dangerous situations when seconds of time would make a difference.

It is not required that a player declares what they want to do every turn when there is little to no threat. During a turn a character may make one move and may perform one other action. Typical actions include: - Firing a weapon firing multiple shots if desired - see the Weapons section - Grappling even if involuntary, this takes an entire action - Searching - Climbing - Retrieving objects from a duffel bag - Calling for help - Hold - Run see the movement section Generally, a character will take the initiative.

The zombies are the ones reacting to the actions of the characters. However, this is not always the case. A 'Turn' is different than 'Time'. Turns represent about 5 seconds whereas a unit of 'Time' will be roughly a span of time between forty five to ninety minutes. A turn is broken down into 'Phases'.

Each phase represents a window of time within the turn. No player can move to the next phase until all players have completed the current phase. The reason for this is that all the actions take place roughly at the same time. Normally, the order of phases is as follows: 1- Surprise Phase. This represents the time before any cognitive decisions have been made and actions are strictly reactionary.

Players or zombies make any 'surprise' moves they are allowed and resolve Grapple checks for characters that begin the turn grappling. Surprise Phases can happen at any time during the turn sequence. A player who decided to 2- Intent Phase.

This is the cognitive stage of 'Hold' their previous turn may make both their a player's decision making process where they intent phase and check decide what it is they are to do throughout phase during any other the turn. All players declare their actions phase in the following turn, simultaneously in the same phase. As long as or during a later phase of the same turn requires a their characters can communicate in-game, a 'Will - Hold' check player may change what their intent is, even after other players have declared their intent.

Players can continue to do this until checks have been rolled. All players make checks to determine the success or failure of their Intent. A GM can, and should, 4- Resolution. Resolve the turn based on the success place a limit to how or failure of checks. If any zombie at this time is long players can confer in this way and can even still alive and active in melee range of a character, impose penalties for the zombie will attempt to grapple.

If no zombie delaying the game. Make and resolve Grapple checks. Either way, a failure will force a character to take Damage during the Damage Phase. Subtract Health points due to wounds and any bleeding out inuries for 'Open Wounds' or damage from Poison if applicable.



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