1-Post Zombie Massacre Mini-Game
Can you and your fellow cast of PC's survive a Zombie Massacre? Will they survive to the inevitable sequel?
Players get 7 points to build a character. Put pts in each score.
Cool- Ability to keep it together and not freak out
Run- How fast you are
Shoot- how well one shoots guns and hits with other ranged attacks
Brawl- how well one fights in hand-to-hand combat
Brains- how clever, smart and perceptive one is
HP- players have 2dice worth of hit points + per point of Cool and Brawl. When damaged you lose HP, when HP reach 0 a player character is dead.
DF- defense factor = 2+ Run + Brawl
when a player character tries to do something and the GM isn't sure if it would be immediately successful the player rolls 2 dice + the relevant ability score and tries to roll over the DS (difficulty score) set by the GM. (usually a score from 7 to 12)
players attack zombies by trying to roll over a zombies DF. 2dice + shoot to hit something with a gun. 2dice+ brawl to hit something in Hand to hand combat. 2dice+ Brains to hit something with a clever trap or gimmick.
when players are hit by zombies they suffer 1dice or more damage. If a 6 is ever rolled the PC is infected and will become helpless in 1dice scenes from fever and then Zombify in 1dice-1 scenes after that. (the GM makes these rolls in secret)
Zombies don't usually have HP like players do. Zombies have a Body score. Any time a die of damage equals or beat the body score roll on the zombie hit chart to see the effect of the damage. only check once for an attack except for explosives.
1- Eyes Hit - zombie is blind, can't attack but can still be trouble
2- Zombie Disemboweled- everyone but PC making hit must make a Freakout check 1st time they see this.
3- Zombie cut in half- everyone must make a Freakout check 1st time they see this.
4- Arm ripped off -3 to attacks
5- Leg ripped off -1 to speed.
6- Head Hit- Zombie destroyed
Whenever something really gross or spooky happens a player has to check against freaking out. This is a Coll check of 7 or higher. on failure roll on chart--
2, Scream -(could attract extra zombies)
3,4 Stagger/Jump Backwards (could be dangerous, GM discretion)
5,6 Drop Things in Hand
7 Hesitate (no actions for 1 turn)
8,9 Start Shaking (-2 to all actions for 1dice scenes)
10,11- Panic (must flee from all zombies for 1dice turns)
12- Lose -it/Collapse- you are useless and must be dragged about for 1dice-1 scenes.
Players start with equipment appropriate to the scenario set by the GM.
Only 1 piece of equipment will be available to a player in a sequel per level.
Players can sensibly collect equipment during a feature as it unfolds.
Punch 1 die HTH
Knife 2 dice HTH
Bat 3 dice HTH
Machete/Sword/Axe 4 dice HTH
Chainsaw- 5 dice HTH
Low Calibre gun, thrown weapon 1 die
Med Calibre gun, Bow 2 dice
High Calibre gun 3 dice
Shotgun 4 dice
dynamite stick 2 dice
grenade 3 dice
plastic explosive 5 dice
Features,Scenes and Turns-
A Feature is a Zombie Massacre adventure. A sequel is a new feature with new and surviving characters. A Feature should be playable in an evening but can stretch into 2 or 3 if player and GM are willing to do so.
A Feature can progress like a film or open RPG session as the GM feels is appropriate.
A scene is an encounter or situation in an extended encounter set up by player actions or GM decision. A scene has multiple turns and can have a clear objective such as "The Players have to run from the car into the house".
A turn is when the player get to do something it's usually a single action sometimes more can be done, sometimes an action can tie a PC up for the rest of the scene.
If players try to flee Zombies before an encounter they must roll 2dice + Run vs the zombies rolling 1 die + speed to get away. This is usually only done once a scene.
Escaping from hand to hand combat without suffering any attacks from zombies requires a roll of 2 dice +Brawl vs 2 dice + speed for zombies.
Avoiding a Surprise attack from a zombie is 2dice+Brains vs 1dice+ Speed of zombie.
Levels and Experience-
Every 10 kills a Player gains a level and gets to add a point to an ability score. A multi kill of 2 or more zombies in a single attack is only counted as 2 kills towards experience. A Pc can only level up in the beginning of a scene they are active during.
Some Types of Zombies-
Shambler- Defense 4, Body 3, Speed 1, React- 0
Squishy- Defense 5, Body 2, Speed 2, React- 0
Groaner- Defense 5, Body 3, Speed 2, React 1 (noisy undead a bunch can freak PCs out)
Bloat- Defense 4, Body 2, speed 1, react 0 (destruction causes toxic bile to spray all nearby , PCs must save on DS-6 Brains check or become infected)
Ghoul- Defense 7, Body 4, Speed 3, react 3 (can taunt: must make freak-out check DF-6)
Chaser- Defense 4, Body 4, Speed 4, react 3
Hulk- Defense 6, Body 6, Speed 2, react 1 (rolls 2 dice of damage)
Vampire- Defense 8, Body 5, speed 4, react 5 (can direct attacks of other zombies, can taunt: must make freak-out check DF-7)
Revenant- Defense 9, speed 3 , react 6 (fully reanimated dead person. They have 2dice +12 HP (same rules as PC wounds) and can use weapons, control nearby zombies and taunt.)
The scene after a player is hurt they can use bandages/medicine to recover 1/2dice worth of lost hit points after DS-6 Brains check . Resting for a scene restores 1 HP. No resting while nearby zombies are groaning or taunting.
Roll 2dice+react score for Zombies encountered unless the GM has designed a special encounter.
2 or less ..... The zombies seem oddly distracted by something else and don't pay you any attention this scene
3-4 ... The zombies seem confused by the stimulus of fresh meat (roll again next turn)
5-6 ... the zombies are surprised by the walking talking meat before them, they stand there for a turn salivating (roll again next turn)
7-11... The zombies stumble onward ready to attack
12+ ... The undead are thrilled to see the PCs, they howl, scream, moan, groan or murmur "brains"as appropriate to draw more of their ilk to the oncoming feast before they attack.