Generic Zombie Apocalypse
Generic Zombie Apocalypse
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.
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?
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.
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.
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.
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.
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!
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.
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...
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.
Doctor
Tradesman
Clergy
Doomsday Prepper
General
Survivor
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.
Authority
Tradesman
Doomsday Prepper
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.
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.
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).
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.