0% found this document useful (0 votes)
127 views21 pages

Generic Zombie Apocalypse

The world is facing an apocalyptic zombie pandemic of unknown origin. The document describes several possible causes for the outbreak, including a virus, parasite, or chemical agent. It also provides options for how far the pandemic has progressed, from the early signs of outbreaks to a post-apocalyptic world where few humans remain. Additional details are given about conspiracy theories that have emerged to explain the pandemic.

Uploaded by

tvo770
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
127 views21 pages

Generic Zombie Apocalypse

The world is facing an apocalyptic zombie pandemic of unknown origin. The document describes several possible causes for the outbreak, including a virus, parasite, or chemical agent. It also provides options for how far the pandemic has progressed, from the early signs of outbreaks to a post-apocalyptic world where few humans remain. Additional details are given about conspiracy theories that have emerged to explain the pandemic.

Uploaded by

tvo770
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

Generic Zombie Apocalypse

Sorry to be the bearer of bad news, but the world is dying.

I know, I know, you just got here and it's not fair - but that's just the way it has to be.

The world is sick. The leading authorities aren't sure why it's happening, if the cause is viral,
bacterial, or something more sinister. Those religious nuts will tell you this is our divine
punishment. Preposterous. As if God would allow this kind of suffering. We have no answers.

This illness, this plague, whatever we're dealing with - it's like nothing our world has seen
before. People get sick and they die; if only it ended there. Loved ones, neighbours, coworkers -
it didn't matter what they were before they turned. They weren't like us anymore.

They were something new, something worse, something dead.

But still they walked.

You'll walk too, for the next ten years, provided you can survive them.

Budget
+1000 CP (Choice Points)
You won't be placed here without a chance though. You'll have these choice points, useful for
familiarizing yourself with the old world, picking up helpful new skills and abilities, or taking
new items to help ensure your survival. You keep everything from previous adventures, so spend
every point wisely.

Pandemic Causes
This world is either on the fast track to an apocalypse or is already there. But what is it that
drove humanity to this point? What kind of monsters are out there that can threaten to replace
humans as the next top of the food chain?

You may choose freely or roll 1d8 to gain 100 CP.


1. Pathogen
Viruses are common and changing, with this one being particularly hard to pin down. Though
technically still alive, the infected you will face have been irreversably changed into little more
than rabid beasts by pathogen they're infected with. Due to their still living state, these are
naturally the most lively of the zombie varieties. They're more than capable of chasing down a
survivor at high speeds like the hungry predator they've become. This also tends to spread quite
quickly.

2. Parasite
Due to it's larger size, the parasite is more difficult to pass on than other causes. Hosts are
driven to extreme aggression when it's time for the parasite to reproduce and they hijack their
host's nervous system. With above human level speed and strength, zombies can typically
restrain healthy victims while they transfer the new larvae into them. Usually attacking in
groups and picking the vulnerable in the early stages, the parasite may escape notice until it's
too late. Hosts are fully aware of the creature in them, but can do nothing to resist.

3. Chemical
It is easy to discover the origin of zombies created by serums, radiation or toxins. It is
impossible to cure them sadly, since individual cells have all absorbed the dangerous material.
Some are reputed to retain an ability to speak and lure people into ambushes. Others gain
additional, increasingly fearsome mutations as a result of different doses or unique genetic
quirks interacting with the contaminant they were exposed to. Supposedly, these zombies are
fond of brains, but they're content to give you a contagious bite anywhere.

4. Fungal
The fungal infected are terrifying in their twitchy, inhuman movements, their ability to track by
heat, the ease in which they infect, and the way zombification begins to take hold long before
the host is lost. Some hosts struggle for hours or days as they lose more and more control,
feeling the new organism taking control of movements and jerking their limbs around in ways
they were not designed to bend. Severed body parts remain completely functional
independently. The zombie fungus shies away from the cold and is inactive in winter.

5. Black Magic
More sinister foes command zombie armies using their unspeakable dark arts. With some
relying on voodoo, you may be forced to combat innocent living humans who are simply being
compelled against their will to do you harm. Others still rely on classical necromancy to bolster
their forces, raising incredibly endurant and truly undead servants. Not all is grim here however,
there is a chance that by defeating individual practitioners, you will be able to free those under
their control and allow the dead to find peace.

6. Divine Retribution
We're not sure which religion is to blame, but all of the spokespeople seem to be taking credit
on behalf of their god. Even those formerly areligious have taken to putting the blame on
Mother Earth. It certainly seems that the damage humans formerly did to the planet have turned
back on us, and Earth seems all the greener for it. Even the undead fail to rot, looking as eerily
pristine as the moment they died. In this scenario, every single dead body will rise from the
grave.

7. Hivemind
Something far greater than zombies is the threat here. These zombies are controlled by some
higher being, spreading its malevolent influence with dark energy or incomprehensible
technology. Such tainted humans cannot be saved, nor can the process be stopped. One small
blessing is that you are one of the few with complete immunity to this corruption. The hordes
function as tactical units under the guidance of their unfathomable master. Whatever it is, one
thing is clear: free living humans are not part of its final plan for Earth.

8. Free Choice
Looks like it's your lucky day. You can choose to face whichever of the seven options you feel
suits you best.

Group At Fault
You can choose one of three groups to be at fault.

The Folly of Man


People purposely designed this as a weapon in order to use it against their enemies. Some might
say we got what we deserved. Some might also worry about what other bioweapons they have
stashed away somewhere.

Nature
Mankind's disrespect for the Earth and constant pollution have either corrupted the natural
world to create this abomination or forced the spirit of the planet to seek aid from mystic forces.
Until the world is as unpolluted as before the industrial era, nature will not relent.
Consumerism
Mankind's inherent greed and gluttony have spawned this horror into existence. As long as
humans still live in pursuit of the material, situations will be unable to improve.

Pandemic Phase
So now you know what you're dealing with, and have a vague idea as to what's causing it. Next
up, we'll figure out how far into this mess you are. Depending on your contagion, things could
progress very quickly after Phase Zero.

You may choose freely or roll 1d8 to gain 100 CP.

1. Pre-Apocalypse
Zombies are a thing of fiction, regarded as little more than the subject of scary films. Most
people go about their daily lives and only focus on issues that affect them. A large number of
madmen seem to be getting vocal lately, cropping up, forecasting the end times as something
soon to come. Only two months left.

2. Phase Zero
Humans have developed symptoms of the new mystery ailment frequently enough that it
warrants investigation by health authorities worldwide. Efforts are made to study the effects of
the ailment and catalogue them. The cause of the condition is still unknown and it is uncertain
how it transmits.

3. Phase One
Several outbreaks occur within a single region. A frightening first experience with the potential
death toll if the condition is not contained is apparent. Martial law may be used in a desperate
effort to stem the spread. Many of the 'lunatics' that predicted the apocalypse begin retreating
to the prepared shelters.

4. Phase Two
Outbreaks are occurring in multiple countries and it has truly reached pandemic status. The
condition spreads from region to region rapidly. World governments frantically mount offensive
plans with their remaining military forces, however many soldiers have defected for the safety of
their families back home.
5. End As We Know It
The civilized world has been devastated by the zombie menace. Most people have had personal
experiences with the condition, though there are still isolated places untouched by the horror
that is to come. Pre-Apocalypse ravings have come to be accepted as the reason for the
apocalypse in many circles.

6. Apocalypse
Worldwide saturation of the pandemic. None are unaware of the danger that the zombies pose
to the survival of humanity. Pockets of survivors remain, some searching for the fabled last
bastion of safety. This state may last decades, either leading slowly to recovery or having the
human race dwindle further.

7. Beyond the End


Practically no living people remain on the Earth. Zombies may be thinning out as the ravages of
time take their toll, but the condition makes an attempt to combat this as it adapts to infect
previously immune people. There is unlikely to be enough survivors to allow humanity to survive
as a race.

8. Free Choice
Luck is on your side. You may begin at any of the available options for progression of the
pandemic, with the earliest Pre-Apocalypse starting time being a full year before Phase Zero.
You can also designate the widely believed conspiracy theory for the world, and are not
restricted to the below 3 choices.

Conspiracy Theory
You may choose a conspiracy theory for the loonies. This is just an (un)popular theory about the
cause of the contagion. It won't do you much good unless you're trying to form a
post-apocalyptic cult.

Nazis
Another of the secret Nazi ventures into the supernatural, this was one of their most dangerous
weapons. Hitler intended to use it against the world, but only managed to infect himself. The
contagion spread because Zombie Hitler escaped a secret facility and now wanders the Earth
once more.
Comet
The passing of Comet Lovejoy in early January 2015 was actually an alien device sent past Earth
to spread the zombie contagion onto the human population. It was invited here by special deep
space probes sent up by a rogue division of NASA. Once everyone is infected the aliens will
return to raise humans as pets.

Second Coming
The events unfolding in the world are exactly as the original biblical prophecy foretold. The
bible we have now is a fake planted by dinosaurs. If one has the courage to delve into the
pyramids where the dinosaurs hid the first bible, they can learn who is the next incarnation of
Jesus and end the apocalypse.

Location
Now that we have got the when and why of it covered, it is time to figure out where in this
messy world you are going to be left in. You can choose to explore the rest of the world and pick
the specific location of your starting location, as long as you remain within description limits.

You may choose freely or roll 1d8 to gain 100 CP.

1. Cabin in the Woods


A cozy scenic abode on the fringe of society. It is stocked with enough food for two months.
Though small, it manages space for two separate bedrooms and even has a modern well for
producing its own running water in the humble kitchen and bathroom. It has some solar power
to make energy, but little defenses.

2. Small Town
This town still boasts plenty of character despite its small size. Compared to bigger cities it has
friendly people and lower crime. If you were raised here before the contagion spread there is a
good chance you can at least recognize most folks on sight. People are much more trusting here,
and things often unlocked.

3. Suburbia
Life in the suburbs! Most of the houses look nearly identical so even the braindead can spot
little differences like a dark home compared to a candle-lit one. Still, they are relatively spacious
places to stay and tend to offer a variety of scavengeable resources nearby.
4. Mega Mall
Located in a big city, this place offers all the shopping you could need and is a veritable fortress
in many a zombie apocalypse - as long as you can be sure that shatterproof windows remain
intact and any hostile forces inside are taken care of. It has tons of resources and potential on
the rooftop for growing food.

5. Urban Underground
Whether it is the subway or sewer system, you will find there are not a lot of choices in which
direction to go from here. At least you can usually hear an enemy coming before you see them.
The tight space offers little chances to run away and you could easily be cornered in a crisis.

6. Isolated Wilderness
There is not much nearby except for a crashed ambulance. You are a bit bruised, but otherwise
perfectly alright. It seems you are here alone, despite plenty of evidence there were others in the
vehicle before the crash. You might be able to follow the tracks back to a road after a few hours
walk. A selection of fine medical supplies!

7. Major City Hospital


With news of the outbreak spreading, this place is either going to be packed with the sick or
packed with the walking dead. The population of the surrounding city will likely fare no better,
and your best option here is to find a way out. This particular hospital housed one of the first
human cases of the contagion.

8. Free Choice
Luck is on your side. You may begin at any of the given options or select somewhere completely
different. Hunting store? Liquor store? Maybe you are just looking to ride out the apocalypse in
a candy shop, or on the open road (and that is fine too).

Danger Warning
You can choose one of the danger warning options below for a heads up on when zombies will
attack.

Growl
Before a zombie makes an attack, it will let out a fearsome growl upon seeing a target. This will
give you an idea of where it is, as long as you are nearby. If a zombie lacks the physical ability to
make the noise, it will remain quiet.
Lights
The walking dead seem to have a curious effect on radios and electronics when they gather. Any
buildings with a large number of infected will show signs by making devices flicker in and out of
usefulness. You will need to clear out the undead to stop this effect from slowly taking a toll on
your electronics.

None
You do not want to end up relying on cheap gimmicks to let things spot your enemies for you.
That only leads to being caught off guard when you cannot rely on the trick. With this, zombies
behave as normal and have no effect on the nearby electronics.

Background
With the world figured out all you have left is to decide your place in it. Maybe you do not know
who you were, in which you will gain no new memories of the world. But if you want to be more
than just a survivor, you will get a whole dose of familiarity with this world. These memories
come with a whole new personality, with as much sway over your opinions and habits as the
original you.

You may choose your age freely or roll 2d8+16 to gain 100 CP.

You may choose your gender freely or you may stay the same gender as you were before you
arrived in this world to gain 100 CP.

Survivor
You wake up in a bed or on a stretcher and discover a few machines attached to you presumably
meant to keep you alive. You do not need them now that you are awake, but you cannot help but
feel something strange about the whole situation. Perhaps it will pass. You have no
identification, nor any new memories of who you are in this world. That may be for the best,
since you would not have to face any new personality conflicting with your decisions or sense of
self. Unfortunately, this lack of history also means you do not have a home to return to or any
friends in this world. Good luck making it out there on your own without any knowledge of the
world to guide you.

Doctor
You have a solid grasp of mundane diseases and their treatments - very useful knowledge for
when the festering dead are walking the Earth. You are also quite competent when it comes to
actually healing physical injuries. Medical ethics technically require a physician to show
consideration and benevolence for their patients - but you feel sometimes there just is not time
for that in an emergency. You are far more dedicated to the work of physically improving the
body than ensuring your patients feel good about their treatment. You do not necessarily need
to have formerly worked as a general practitioner, but you have completed medical school and
likely hold a position in medicine or a related field.

Authority
Your pre-apocalypse career could have been one in the military or police work, even some less
violent like firefighting. Regardless, you have spent a lifetime being an everyday hero facing
danger and saving lives (or at least look like it). You may not have been the one in charge before
the end times, but now that they are here the only rules you have to follow are your own. Though
you have no one to answer to, others will take notice of your confidence and look to you to lead
them through the dark days that lay ahead. You are very healthy and fit, with a resilience to the
initial terror other survivors experience.

Tradesman
Like a doctor, the tradesman has an invaluable skill that sets them apart from the rest of the
people who are just struggling to survive this world. You can fix things. You might not be able to
fix the whole world, but you can keep a small part of it running almost as comfortably as it was
before the zombies came and ruined everything. Though not necessarily a master craftsman, it is
always useful to have someone around who can reinforce defenses and keep the hot water
running. With all the people lost, many people will see a novice as someone just as helpful as an
expert anyway. Basic construction is easily in your grasp but you have a fondness for improving
things beyond the basic.

Clergy
When the end came, you turned to religion for the answer, much as you did throughout your life.
The religion is your choice, though it is up to you to decide, it must be something openly
practiced in the modern world. With the apocalypse upon you, you can decide to keep to the
original teachings or adjust them to fit with end-of-the-world values. People who share in your
religion will naturally tend to see you as more trustworthy than the faithless masses, and even
they will see you as a person of morality. The new world is a dark place though, and you should
take care not to allow those that follow you to become cult-like in their ways. Unless you want
something like that.

Doomsday Prepper
While everyone else was caught unprepared when the zombie apocalypse arrived, you always
knew it would come to this. Though you still understand the lunatic's claims as nothing but
fantasy, you were able to tie and link together events and had time to ready yourself. You have
stashed approximately two years worth of food to keep yourself fed for the emergency - a long
enough time for the military to come in and clean up the situation or for you to start harvesting
your own home-grown food. You are incredibly cautious, verging on paranoid when dealing
with others. It is not to say you would not help others, just that you prepare for them to be out to
harm you. Better to be safe than sorry, after all.

Skills and Abilities


For most people, the zombie apocalypse is a decidedly fun-free place. But just because there is
less entertainment does not mean you cannot get something out of the experience. These perks
could be something you possessed before the end of the world, but they are even more honed
now.

If you are a trademan, clergy, or crazy bunker dweller, don't worry. Though under-represented in
media, you will have plenty of pleasant options here to make your stay in the zombie wasteland
all the more survivable and possibly even enjoyable. Unless you found the threat of zombies fun
on its own...

Discounts are 50% off for the indicated backgrounds.

Survivor

When There Is No More Room In Hell (100 CP, Free for Survivor)
You will need to learn to make do with the space you have. You have a great ability to pick out
the most secure shelters, and finding nooks and crannies that within that structure that will
make ever safer places to rest.

Good Eats (200 CP, Discounted for Survivor)


You would think that supplies tend to go rotten if left unattended too long. That appears to be
completely overblown. Visiting locations that would have had food before the apocalypse you
will always manage to find at least a meal's worth of something untainted for your party.

Check This Out (200 CP, Discounted for Survivor)


It is no surprise that in a zombie apocalypse, sometimes other people need to drop things
precious in the heat of the moment to escape with their life. You have a knack for stumbling
across useful weapons, tools, supplies, and dramatic final messages scrawled on napkins.
Not See Zombies (400 CP, Discounted for Survivor)
Where are all the nasty creatures? You seem to avoid most wandering monsters out of sheer
luck, and the undead seem to have more difficulty grabbing hold of you at close range. You can
still look for trouble or cause enemies to end up hunting you though.

Over Here (600 CP, Discounted for Survivor)


Your path crosses with other friendly, living people frequently. Often they may ask something
from you for help, but it just as frequent they will have something useful to offer you. Helping
each other in tight situations could have lasting benefits.

Doctor

Disease Resistance (100 CP, Free for Doctor)


Perhaps it is from spending too much time around sick folks in hospitals, or maybe you just live
a healthy lifestyle; either way it takes more for you to get sick than others. Even a zombie
scratch might not pass on infection - just be sure to watch out for those teeth.

Emergency Surgery (200 CP, Discounted for Doctor)


You can perform surgery with inferior supplies while ensuring minimal blood loss and chance of
infection. Your surgeries have the power to prevent a person from becoming a zombie if done
shortly after serious exposure, though it will require a sacrifice on their part.

Radiation Resistance (200 CP, Discounted for Doctor)


You are better at identifying airborne contaminants of all kinds before they would put you in
danger. If forced to enter such areas you are naturally resistant, and you are superior when it
comes to administering follow-up care to purge unhealthy material.

Dreadfully Virulent (400 CP, Discounted for Doctor)


An absolute master of the science of virology, you have an incredibly understanding of all
pathogens. Due to your work engineering viruses and counter-viruses, you have become truly
and frighteningly skilled when it comes to engineering a more potent pathogen.

Zombification Immunity (600 CP, Discounted for Doctor)


Looks like you hit the jackpot when it came to genetics or perhaps you were part of whatever
nasty scheme brought this plague to the world. Regardless, you cannot be infected. Even if there
were other ways to turn a person into a zombie, you would be immune to those too!
Authority

Cardio (100 CP, Free for Authority)


All that time at the gym paid off. You are the pinnacle of health, and thanks to frequent zombie
attacks you are going to have to stay that way. You can push yourself harder, running faster and
for a longer time than others.

Prince God Damn Charming (200 CP, Discounted for Authority)


When you save a person from danger or otherwise come to their rescue, you become more
attractive and desirable to them. This boost depends on the event in question; saving their life
will have a significantly higher effect than offering to fill in for a bailed carpool.

No Grimes (200 CP, Discounted for Authority)


The world might be crumbling around you, but with the ashes of civilization surrounding you,
still you manage to keep looking your best. Most filth seems to roll off you, and at worst the stuff
that does not will only make you appear more rugged or powerful.

Double Tap (400 CP, Discounted for Authority)


Weapons you use deal secondary damage to targets, a moment after the strike is inflicted. The
secondary damage is equal to the first shot and takes effect in approximately the same place on
the target.

Rush (600 CP, Discounted for Authority)


Danger gets your blood pumping and you can feel the benefits in everything you do. You can
reliably trigger your fight-or-flight response every twelve hours. The adrenaline gives you a truly
spectacular boost to physical strength, pain resistance, and speed. You suffer no drawbacks from
frequent adrenaline use.

Tradesman

Repairman (100 CP, Free for Tradesman)


You have got great skill working with your hands. Basic woodwork and metalwork are easily
within your grasp, and before this whole end of the world thing your friends found you to be
quite handy.
Vehicular Skills (200 CP, Discounted for Tradesman)
In addition to being a frankly amazing mechanic, you are also great behind the wheel. You can
avoid any avoidable accidents. You are quite apt at upgrading vehicles to turn them into mobile
death machines.

Master of the Craft (200 CP, Discounted for Tradesman)


Why settle for just being great at one type of skilled work? You are the master of a mundane
craft of your choice (something like locksmithing, stonemasonry, or glassmaking). As a true
master craftsman, you are sure to impress others with your work.

Brush Guard (400 CP, Discounted for Tradesman)


Your equipment or vehicles will never be damaged or have its functionality impaired due to
being used as a weapon against organic targets.

Impervious Craftsmanship (600 CP, Discounted for Tradesman)


The items made by your hand may as well be forged from diamond. If you nail a board into place
you can be sure it is going to stay there. A statue you have sculpted will stand the test of aeons.
The only problem being, this doesn't work on items with moving parts.

Clergy

Glimmer of Hope (100 CP, Free for Clergy)


You can always see the light at the end of the journey and will never fall to despair. You can also
share this gift of conviction with others by providing them with a few motivational words.

Decidedly Inhuman (200 CP, Discounted for Clergy)


To your eyes, those tainted with zombification, possession, or unsettling evils can be spotted
more easily. They look a bit grotesque, but you will not mistake a normal healthy person for a
monster again. You can help people see the underlying evil in others.

Ticket to Paradise (200 CP, Discounted for Clergy)


Those who acknowledge you as their absolute leader will happily lay down their lives at your
command for the 'greater good', though not for clearly frivolous tasks. If convinced they are
doing the righteous thing, they will march to their death for you.

Razz All Ghouls (400 CP, Discounted for Clergy)


You have a peculiar knack with the mindless undead. When you are present for the 'birth' of a
new zombie or similar creature, you can assert your control over it, and are able to direct its
behaviour after that point. Without you nearby to guide it, it will act as a normal zombie. Only
annoys sentient undead.

The Flock (600 CP, Discounted for Clergy)


You draw those too frightened to fend for themselves to you. They are looking for someone to
lead them, and your words, whatever they might be, pierce their hearts and make them want to
believe in your message. They will gain courage and hope, but remain under your influence.

Doomsday Prepper

Forewarned (100 CP, Free for Doomsday Prepper)


It was no accident you were prepared for this apocalypse before it arrived. Whatever the cause of
this outbreak, you are very knowledgeable on the subject. You could be an expert on fungi,
extradimensional horrors, or religious prophecies.

Anticipation (200 CP, Discounted for Doomsday Prepper)


You are not surprised or caught off guard by even the most outlandish events. In fact, you
expected them all along. When something shocking occurs, you immediately recall all that you
know which proves that it was about to happen. This calmness and sudden insight may make
the situation easier to deal with.

Aggressive Loner (200 CP, Discounted for Doomsday Prepper)


You do not require any social interaction with others to keep your mood up. You are perfectly
capable of just talking to yourself to gain all the social fulfillment you need.

Awareness (400 CP, Discounted for Doomsday Prepper)


You are always observant of your surroundings and able to keep track of areas that could pose
danger of ambush or make for good escapes. You will not lose track of your travelling partners
when you are out together to accomplish a task.

Bunker Down (600 CP, Discounted for Doomsday Prepper)


You know when something big is coming and what form it will take so you can best prepare for
it. This talent does not rely on any evidence, but you can immediately connect ideas that support
your theory. You require only half as much food, water, and sleep to keep yourself healthy.
Supplies
Zombies are dangerous, but for the most part incapable of working human tools. Here is where
you can gain an upper hand over the horde. There are plenty of items below to choose from that
will certainly help out in a pinch, or just make life without luxury just a little bit more bearable.

Discounts are 50% off for the indicated backgrounds.

General

Analgesic (50 CP)


A bottle of pain-relief pills can go a long way, especially when the world goes to hell and
traditional money has no value. Even if you are not in pain or looking to trade, it does not hurt
to have a bit of morphine lying around.

Metallic Cylinder (300 CP)


What is in this metal container with a biohazard symbol on it? I think you already know the
answer. Whatever zombie apocalypse you are suffering here, what is inside this has the potential
to unleash it again, if only someone removes the lid. May contain a virus, or an eldritch entity,
depending on the cause of this apocalypse.

Survivor

Found Footage (100 CP, Free for Survivor)


The scariest type of horror film is one that is not just based on a true story, it is one. You have a
(rather lengthy) tape of an early outbreak to educate yourself, and will also find film records of
others' stories of survival as time goes on.

Machine Gun Leg (200 CP, Discounted for Survivor)


Some people are good with their tools, but only a few can boast the ability to hide a fully
automatic weapon inside of a limb. You have a built-in assault rifle as the lower half of a limb or
disguise the weapon within that limb. Do not question this, it just works.

Doctor
Disinfectant (100 CP, Free for Doctor)
An aerosol spray that purifies the entirety of an enclosed area no larger than 100 meters when
used. Any dangerous contaminants will be rendered harmless in this zone. This does not destroy
zombies or monsters at all, but will temporarily make them safer to touch.

Hazardous Material Suit (200 CP, Discounted for Doctor)


They say there is no risk of airborne spread, but do you really want to risk your life on FEMA's
advice? This will keep out dangerous biological and chemical agents, and is a bit more resistant
to physical harm. It can automatically seal one breach a day before allowing contaminants
inside.

Authority

Boomstick (100 CP, Free for Authority)


This lovely sawed-off shotgun is not much good at range, but will do devastating harm to
anything fired on point blank. You can easily reload it with one hand and seem to always have
more shells up your sleeve.

Silent Chainsaw (200 CP, Discounted for Authority)


Ever wanted to mown down hordes with a chainsaw without having to deal with all that noise?
No more worries, this chainsaw cuts through flesh like air and you never need to worry about it
attracting attention while the silent switch is activated.

Tradesman

Workin' Truck (100 CP, Free for Tradesman)


Getting around for your job used to seem important, though now you might be wishing for a
vehicle with more spacious group seating. The vehicle can bear a lot of weight and carries your
handy basic tools from place to place.

Workshop (200 CP, Discounted for Tradesman)


You are the proud owner of a successful shop that manufactures goods of your chosen craft. You
have all the finest tools and specialized machinery required to create the absolute best products
possible, limited only by your ability to use them and your imagination. All the equipment can
be taken with you to new worlds.
Clergy

Winchester Model 1894 (100 CP, Free for Clergy)


A perfectly balanced lever-action repeating rifle and a box of twenty .30-.30 round. The gun is
easily used in the hands of even a novice, and the rounds can carve into bone effortlessly. The
bullet do not leave as easily though.

Non-Zombie Dead Bits (200 CP, Discounted for Clergy)


These four bits of flesh have supposedly come from a saint. You are not sure how true that is,
but they have a noted effect on the undead. They ward away evil creatures from entrances when
hung there, and monsters will not willingly bite anyone who carries one.

Doomsday Prepper

Canned Goods (100 CP, Free for Doomsday Prepper)


Dozens of cans of assorted preserved food products, with curious powers. Whatever you store
inside them will never spoil and they can be resealed without tools.

Steel-Reinforced Concrete (200 CP, Discounted for Doomsday Prepper)


You can upgrade a current recurring shelter you own to have an exterior impenetrable to a
common person and guarantee the property will be a safe distance from civilization in future
worlds. If you have no homes, a small sturdy shelter will be provided.

Companions
Dawn of the Deputies (50 CP/200 CP)
You may import a companion to fight by your side, giving them a history in this world. They
receive a background and the freebies tied to that background. Alternatively, you may design a
new human companion to keep you company on future journeys.

You may import or create eight companions for 200 CP.

Drawbacks
This is going to be a tough ten years, and now you have the chance to make it even harder. The
challenge will provide some benefit though: each drawback you take adds to your budgeted
points by the indicated amount. The drawbacks are lost after ten years, but you keep all else
bought.

Setting Toggle (+0 CP)


If you wish to visit a setting that has zombies as a main focus in the setting, you may use this as
a toggle to visit it. If the setting has a jump already, you may use this as a supplement with all
the typical rules that apply, such as keeping the choice points separate.

3652 Days of Night (+100 CP)


Your entire time here, you will not see a trace of sunlight. Everything seems able to somehow
survive with just the moonlight, but it is still dark and foreboding, deeply unsettling to other
survivors. Lighting systems frequently fail and often clouds block the little light from above.

Cross-Species (+100 CP)


Instead of dealing with only humans, you will have plenty of infected animals to deal with.
Birds, rodents, insects, even large predators will turn. The only things that seem to resist
infection are sharks and crocodiles, but they are still pretty eager to eat fresh meat.

Boned (+100 CP)


You have heard of destroying the brain? Turns out we were not entirely correct about that. You
actually need to smash the whole skull, otherwise a darn skeleton will pop right out of that
fleshy shell and continue fighting with far more fervor than the zombies ever did.

Zombies Versus (+100 CP)


The zombies (and their potential masters) are not the only concern the world faces. There is
something else just as dangerous to humanity. Thankfully because they share the same food
source, the two sometimes get into fights that reduce one groups' numbers. See the Zombies
Versus section provided.

Beacon to Carrion (+200 CP)


Maybe you were extra-heretical, maybe you pissed off a necromancer at some point, or maybe
you just taste that good. Either way, all zombies within 500 meters know your position and
target you exclusively, ignoring all others to get their rotten paws on your damn, delicious flesh.
Zombies gain a sixth sense for someone to walk into their path.
Crouching Dead, Hidden Dead (+200 CP)
They do not all shamble around. In fact, almost all of them seem to have a knack for staying
perfectly out of sight, either under a thin layer of dirt, obscured by murky water, or simply just
lying in wait around a corner for someone to walk into their path.

Psychopaths (+200 CP)


The humans here are frail of mental stability, and this whole apocalypse thing seems to have
broken more than a few minds. Many remaining humans are thoroughly deranged, happier to
hunt down survivor than work towards their own survival.

No Rest For the Wicked (+200 CP)


It seems almost impossible to kill the walking dead, even a little bit. They are no stronger than
before, but severed limbs or bits continue living even once detached. They also grow
horrifyingly more vocal, usually moaning for release from their eternal torment.

Airborne (+300 CP)


The illness spreads on the wind instead of just contact with bodily fluids. It will spread rapidly
through the world infecting all in its path. You are going to want to be immune for this, or at
least carrying a heaping supply of environmental suits and cleaning solutions.

Carrier (+300 CP)


So, it seems like you are infected. No worries though, because it is not going to do you any harm.
It will however put a damper on your relationship with everyone you interact with. Touching or
breathing onto others will spread the plague onto them in no time, and safeguards you use will
often fail without warning.

Sickly (+300 CP)


You are not well, not a bit. It is not the zombie thing, thank goodness, but it easily could be if
you are not careful. You are more susceptible to illness than others and are constantly feeling
under the weather. If one of the walking dead so much as drools on you, it could be an
emergency.

Land of the Dead (+300 CP)


It is not just humans, it is not even just living things. Plants and inanimate objects corrupt when
infected, some even becoming semi-mobile zombie objects! The very planet itself seems to
contract the taint and it spreads over the globe. Merely touch would not infect you, but don't get
undead earth or food in your system.
The Ending
Go Home

Stay Here

Next Jump

Zombies Versus
All these foes have a big advantage over normal humans in their strength and willingness to
commit violence. None will ever be willing to work with humans; the most you can hope for is
not to be immediately targeted. Enjoy fighting your apocalypse on two fronts.

All monsters (including the nerd's robots) can contract the zombie plague when bitten or
otherwise harmfully exposed, and are no less dangerous in this state. They may prove more of a
problem, since they will show no hostility towards zombies once they are among them.

You can take the Zombies Versus drawback as many times as you want. You can only gain a
maximum of 200 CP from taking the drawback however, additional monster factions offer no
point benefits. If you roll duplicate monsters, just roll again.

Skeletons who are bitten slowly regrow their outer zombie layer and return to fighting alongside
their zombie brothers. Skeletons will normally wage a battle against the zombies if given the
chance (but not if they have the opportunity to attack the living).

You may choose freely or roll 1d8 to gain 100 CP.

1. Unicorns
Unicorns may not sound terribly threatening to those who have never tried to fight a horse. Now
imagine a horse that can gallop across rainbows, has a weapon built into its head, and hates all
men and non-virgins with a burning intensity. Their regenerative blood makes them very hard
to kill, but not impossible to zombify.

2. Werewolves
When the moon rises so does a beastly energy within some men. In this transformed state, these
humans slaughter their fellow man to sate their bloodlust and hunger, with little memory of
their normal selves. They are eager to fight the undead as well, but they can only get a satisfying
meal from non-zombified life.

3. Vampires
More undead! Vampires cannot handle the sunlight, but they are deadly foes at night. They can
enthrall others to do their dirty work during the day regardless. They are exceptionally fast and
strong, and mortals find them supernaturally alluring. They feed on blood.

4. Nerds
Intelligent and unappreciated before the world went to hell, these self-proclaimed nerds have
banded together to take their revenge on what is left of the world. They create powerful robots
to act through, remotely controlling them to exterminate zombies, survivors, and anything else
standing in their way. Pretty men die first.

5. Plants
Zombies and plants are natural foes, and with the rise of zombies the plants have grown sentient
and gained minor mobility. Their preferred nourishment comes from the fresher humans, but
they will not say no to any living things that wander in range of their roots either.

6. Aliens
We are not alone in the universe. That revelation has come a bit late for some. Aliens are making
a rush to collect as many untainted samples as they can from the safety of their ships. What
happens once a person is aboard is unknown but it certainly is not good. Sometimes explorers
drop down in their own brand of shielded suits.

7. Dragons
Big dragons, small dragons - all you need to know is they breathe fire and do not like anyone but
other dragons. Actually there is more you should know: they have very tough hides, many of
them are capable of flight, and they are just as smart (or smarter) than people. These proud
beings will not tolerate any other creatures.

8. Free Choice
Luck favours you. You may choose any creature to face in this world. You may choose from the
listed options or determine your own monster, but bear in mind they must be more dangerous
than the zombies and will be hostile towards humanity. Evil catgirl armies allowed.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy