zombie - the hunger

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    1

    A Roleplaying Game

    2012 by Eske Andersen

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    Table Of Contents

    The Zombie Circus .......................................... 3

    Playing the Game ....................................... 4Game Mechanics ............................................ 5

    The Nine Attributes .................................... 6Checks ........................................................ 8Traits based on attributes .......................... 9Rate of success ......................................... 10Player Actions ........................................... 12

    Player Character Generation ....................... 13Sample Character ..................................... 13

    Survivor Group Attributes ............................ 15Vigor, Teamwork and Morale .................. 15

    Group attributes ...................................... 15Group Protection ................................. 15Group Training ..................................... 16Group Supplies ..................................... 16

    Expanded Character Rules ........................... 18Social Conflicts ............................................. 19Combat ......................................................... 21

    Team Roles ............................................... 22Game Master Section .................................. 25

    So What Happened? ................................ 25Building a Story ........................................ 26Final Notes ............................................... 26

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    3

    The Zombie Circus

    The streets of New York City are empty. As he

    walks down Main Street, he remembers howbusy and noisy it used to be. Now, it is silent

    as a tomb. There is no one here, hasnt been

    for months. He walks alone. Everyone he used

    to know is dead. Or at least dead-ish.

    In the distance, he hears the familiar sound of

    low-pitched moaning. He knows he just has

    to turn the next corner to see the horror of his

    new reality. He has seen the walking dead

    many times before. But seeing hundreds ofcorpses walking around looking for human

    flesh is hard to get used to. He probably

    never will. Thats a problem, because the

    walking dead are the only ones left, and they

    are everywhere. Every-fucking-where

    Zombie: The Hunger is a role-playing game

    that deals with the aftermath of an

    apocalyptic zombie outbreak. Players take on

    the role of survivors, fighting for their lives.

    This book was created to facilitate fast and

    simple, yet entertaining, game-play in a

    fictional world where zombies have taken

    over and civilization has fallen. Character

    generation is fast, with only 9 attributes

    needed to make all checks in the game. The

    simplicity and ease of use is the strength of

    Zombie: The Hunger. A game session can run

    for a few hours, a single evening or over the

    course of several sessions; the point is, if you

    want to role-play an entertaining zombiestory, you can do so using the rules in this

    PDF. Whether you win or not is up to how

    well you do as a player. The Zombie Circus

    isnt Disneyland. Its gritty, dark and

    unforgiving.

    As mentioned, the rules are simple compared

    to other similar games. This is intentional.

    You dont have to read through hundreds of

    pages before you can play the game. The firststep in this game is enough for you to begin

    playing. Simply select attributes for your

    character and youre ready to play. If you

    want a deeper game, keep reading. The

    following chapters expand on how the game

    is played.

    Zombie: The Hunger emphasizes teamwork

    by using shared Group attributes. These

    attributes are shared stats that have an

    impact on the individual players condition

    and abilities. The Group attributes sheet is

    just as important as the player character

    sheet, and everyone in the group is affected

    by it. Players are dependant on each other,

    which makes for a game that focuses on the

    bonds between the player characters.

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    4

    Playing the Game

    Zombie: The Hunger is a game with many

    facets and various styles of game-play. Thegame can be story-driven with very little

    combat. This style is about the challenges

    your group faces, and how they deal with the

    fall of civilization. The psychology of living in

    a world where everything you used to take

    for granted is gone can make for some very

    interesting role-playing.

    The action-driven style has more combat

    encounters in a single session than story-

    driven games, and larger encounters can be

    played using a hex grid.

    This book should be used as you want to. If

    you dislike a rule or another aspect of the

    game, change or ignore it. The main goal

    here is to have fun and creating an exciting

    story.

    Playing a survivor character

    Playing a survivor means being part of a small

    group of at least 5 or more people who have

    survived the Zombie Apocalypse. If your

    group doesnt have 5 players, the remaining

    characters will be NPCs or players can control

    more than one character.

    So what is this game about? Survival, first of

    all. The world has become a very dangerous

    place, and zombies lurk around every corner.

    Your group faces immediate problems if they

    do not have a secure shelter or supplies.

    Getting those are your first priority.

    The main game-play will consist of fighting

    off mobs of zombies, improving your skills,

    gathering supplies and building defenses. Youusually fight zombies with handguns,

    shotguns and rifles, or more exotic weapons

    like golf clubs and hand grenades. There are

    so many zombies that killing them all is

    impossible; however, killing the ones that

    pose a direct threat to your group is

    pertinent. Being part of a group is an

    essential element of playing a survivorcharacter.

    The following chapters describe how you

    create and play a survivor character. Reading

    the game mechanics chapter will allow you to

    start playing right away. If you read on, you

    will learn how to implement the Group

    attributes, the rules for combat and what

    else to expect from the game when playing

    survivor characters. The more you read, the

    more depth is added.

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    5

    Game Mechanics

    Zombie: The Hunger uses 2 normal 6-sided

    dice to resolve all situations where theoutcome is uncertain. Everything players do

    in the game is resolved using checks, which

    consists of rolling 2d6 and adding two of the

    nine attributes. To make a check to see if you

    execute a task successfully, you add together

    the two appropriate attributes (determined

    by your game master see ) and roll 2d6. If

    the roll added to the attributes is 12 or

    above, your action is successful. Two sixes

    are an exceptional success, and the GameMaster may give an advantage to the player

    in question.

    Those are the basic game mechanics. Roll 2

    dice, add the 2 attributes needed - you

    succeed when the result is 12 or above. Want

    to fire your machine gun at a zombie that is

    getting a little too close for comfort? Roll

    2d6, add your Dexterity + Precision if the

    result is 12 or above, you succeed and thezombie gets a belly full of lead - depending

    on how high the result is, destroying its body

    to the point where it cant move. It doesnt

    die, mind you; a head shot is required to kill a

    zombie.

    When rolling the dice for a check, they

    sometimes come up with the same numbers,

    for example two 3s or two 5s. This causes

    different things depending on the context. Ifthe check was an attack, you gain a bonus

    die. Bonus Dice can be stored and used in

    situations where success is important. Using

    a bonus die simply means that instead of 2

    dice, you roll 3 dice for the check. Bonus Dice

    can also be used as Experience Points, which

    allows you to expand your characters

    abilities.

    The GM can also decide that unexpectedthings happen when pairs are rolled. For

    example, someone is trying to write a

    computer program. He rolls an Intellect +

    Intuition test and gets two 4s. Since his roll

    was successful, the program is enhanced so

    that it can seek out certain bits of

    information the players can use. On the other

    hand, if the roll was two 2s, the computer

    crashed and the character had not saved his

    progress. Two 1s (called Snake Eyes) is alwaysa failure, while two 6s (called Sixes) is always

    a success.

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    6

    The Nine Attributes

    The nine attributes for survivors are Strength, Dexterity, Speed, Precision, Intuition, Intellect,

    Senses, Willpower and Personality. The individual player character attributes are divided into 3categories: Physicalattributes, Mental attributes and Manipulation attributes. All attributes are

    equally important when playing the game. Each attribute has a value from 1 to 5. The higher the

    value, the better your character performs tasks that involve that particular attribute.

    Physical attributes are used when a task involves the characters physique. They describe your

    characters build and his shape.

    Mental attributes are used when a task involves a cerebral aspect. It also includes things like

    knowledge and wits.

    Manipulation attributes are used when a character uses, operates or interacts with objects or

    people.

    Attribute Definitions

    The following section describes each

    attribute and what it tells you about your

    character.

    Strength: a measure of your characters

    physical strength and stamina. Someone witha high score in Strength is physically healthy

    and can withstand more damage than others.

    Strength is important in hand-to-hand

    combat and situations where endurance is

    needed.

    Dexterity: How agile your character is and

    how fast his body reflexes are. Dexterity also

    covers handiness, which affects your ability

    to use tools and weapons.

    Speed: Determines how fast your character

    is. This covers both movement and how fast

    your character can perform physical tasks in

    general. When speed is a factor in a task,

    Speed often replaces one of the attributes

    needed to perform it. Your movement rate is

    based on Speed.

    Intuition: Your characters ability to know

    something without having all the facts.

    Intuition is what educated guesses are based

    on. It also affects how fast a learner he is.

    Intuition is involved in decision making and

    finding solutions to various problems.

    Performing new tasks are easier to do with a

    high intuition.

    Intellect: Your ability to think logically and

    plan ahead. It also implies the characters

    level of education, and indirectly his

    knowledge about academic and scientific

    concepts and its application. Intellect is used

    when many factors have to be structured in

    order to comprehend complex information

    quickly. Intellect also determines how much

    time you need to understand abstract andconcrete knowledge.

    Willpower: This attribute describes yourcharacters mental strength. It determines your

    characters drive and his will to go on despite

    overwhelming odds. Willpower is used when you

    want to accomplish something that requires self-

    control and self-discipline.

    Senses: How good your character senses and

    perception are. Senses are defined in two

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    ways; the bodily senses (sight, smell, etc) and

    the inward senses (how well the character

    integrates the information he perceives).

    Characters with a high Senses score tend to

    have excellent eye-sight and are usuallyobservant and alert.

    Precision: Your characters ability to perform

    tasks that involve physical precision. Tasks

    involving eye-hand coordination or fine

    motor skills are usually based on Precision.

    Personality: This attribute defines your

    characters behavioral traits. Personality

    determines his ability to function in social

    contexts and how well he works with others.

    The Personality attribute also covers qualitieslike likeability and charisma. Most

    importantly, it determines how much a

    character can contribute to the groups

    integrity and training.

    This table gives you a quick overview and divides the attributes into the 3 main attribute

    categories.

    Category

    Physical Attributes: Strength: 1-5 Dexterity 1-5 Speed 1-5

    Mental Attributes: Intuition: 1-5 Intellect 1-5 Willpower 1-5

    Manipulation Attributes: Personality: 1-5 Precision 1-5 Senses 1-5

    For more information on how to create your own survivor character, see page 13.

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    Checks

    A checkis performed when a character performs a task where the outcome is uncertain. Making a

    check means rolling 2d6, adding two attributes and any modifiers determined by the GM. A checkwith a final result of 12 or above is successful, while a result of 2-11 is a failure. Checks are at the

    core of the rules, since they determine the outcome of the players actions.

    SinceZombie: The Hungerdoes not use skills or other conventional descriptors, all checks must be

    resolved using two of the 9 attributes. This means that the GM must determine which attributes

    best describe the task at hand. Players are encouraged to discuss which attributes are relevant,

    since most actions can be performed in several ways. However, the GM has the final word on

    which attributes to use.

    Here are some examples that show how attributes can be used in different situations where acheck is required.

    Driving: Senses + Precision or Intuition +

    Precision check.

    Athletics: Strength and Dexterity.

    Stealth: Intuition and Dexterity.

    Empathy: Personality and Intuition.

    Socializing, formal: Intuition and Intellect.

    Socializing, informal: Intuition and

    Personality.

    Streetwise: Intuition and Personality.

    Intimidation, physical: Personality and

    Strength.

    Intimidation, mental: Personality andIntellect.

    Using a sniper rifle: Senses + Precision.

    Burst fire: Speed + Senses.

    First Aid: Intellect + Intuition or Intellect +

    Senses

    Punching a Zombie or other character:

    Strength + Dexterity

    Repairing a shelter: Senses + Strength

    Building defenses: Strength + Intellect

    Run away from a zombie mob: Speed +

    Dexterity.

    Sensing Danger: Intuition + Senses.

    Picking a Lock, mechanical: Precision +

    Intuition.

    Picking a lock, digital: Intellect + Intuition.

    Calming down a hysterical person: Intuition

    + Personality.

    Keeping your Cool while planning your next

    move: Willpower + Intellect

    Wrestle free from a zombies grip: Strength

    + Dexterity.

    Spotting hidden objects or people: Senses +

    Intuition

    Persuasion: Willpower + Intellect or Intellect

    + Intuition.

    Research: Intellect + Senses or Intuition,

    depending on the kind of research.

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    Understanding complex subjects: Intellect +

    intuition.

    Scientific tasks; Intellect + intuition.

    Knowledge: Intellect + Personality.

    Sneaking: Intuition + Dexterity.

    Recon: Senses + Intuition

    Planning a mission based on recon: Intellect

    + Intuition.

    Lying: Intuition + Personality.

    Resist extreme climates: Strength +

    Willpower.

    Politics: Intellect + Personality.

    Computers: Intellect + Intuition.

    Crafts: Dexterity and Intuition.

    OTHER USES OF ATTRIBUTES

    Similar checks can be based on different

    attributes, determined by the situation and

    context. If a zombie suddenly appears behind

    you, your game master might call for a Speed

    + Precision to test if you are fast enough to

    blow it to pieces with your shotgun before it

    attacks you. The players can also contribute

    by recommending a certain combination of

    attributes. If the GM finds the contribution

    adds to the game, you can use that attribute

    combination instead of another.

    There are some character traits that are

    derived from your attributes. Speed,

    Willpower and Personality are special

    attributes that are used to calculate other

    aspects of your character.

    Traits based on attributes

    Some traits are derived from your attributes.

    For example, you can move your Speed + 3

    meters (one hex) per round. Your Willpower

    + Strength determines how many Player

    Actions you have per day. Your Personality

    determines how well you are integrated in

    the group. The groups ability to work

    together is based on the Personality

    attribute. Working together is completely

    essential in order to survive.

    Other special traits derived from your

    attributes are how much damage you can

    take before you go unconscious or dies. To

    find that value, add 5 to your Strength. Some

    general checks that are used frequently, like

    perception checks and fear checks.

    To reiterate the derived traits, here is a list

    describing each one, including special checks

    that players face often.

    Moves per turn: This determines how many

    hexes you can move your character per

    round. It is Speed +3.

    Player Actions per day: Willpower +

    Strength.

    Health: The amount of damage you can

    sustain without dying. Health is Strength + 5.

    Perception check: This check is made to

    decide whether your character detects any

    relevant detail, hidden objects and hiding

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    enemies. The check is based on Senses +

    Intuition.

    Fear Check: You make this check when your

    character is ambushed or otherwise surprisedin a bad way. A Fear check is also made every

    night. The needed attributes are Willpower

    and Personality. Failing a Fear Check wreaks

    havoc on your characters concentration,

    which means he receives a minus 1 to all rolls

    during the current encounter or the next, if

    more appropriate (for example, theobligatory Night Fear check)

    Rate of success

    In many situations, it is important to know

    how successful or unsuccessful your action is.

    An attribute roll has a rate of success based

    on your checks final score. This is called the

    Success Rate. You get a success on your finalscore for every point above 11, since you

    need a score of 12 to succeed. For example, a

    character is shooting at an enemy. He bases

    his roll on Dexterity and Precision (3+3 =6)

    and rolls a 7. Adding these numbers gives a

    final score of 13, which in turn means a

    Success Rate of 2. This determines the shots

    damage to the enemy. For every success, thedamage increases (for more on combat, see

    the Combat chapter on pagep side 21).

    The following table shows you how to interpret the degree of success for any roll. Success Rate is

    abbreviated SR.

    SR 8+ (final result is 20+): A perfect

    execution of the task performed. The task is

    performed so well that the Game Master

    may give the player advantages during his

    next task if appropriate.

    SR 7 and 8 (Final result is 18-19): The

    successful task is executed with flair and

    competence.

    SR 5 and 6 (Final result is 16-17): The task is

    completed with very good results.

    SR 3 and 4 (Final result is 14-15):The task is

    completed with ease and finesse.

    SR 1 and 2 (Final result is 12-13): This is the

    limit for determining whether or not your

    task is successful. It always produces a

    successful outcome.

    Group Succes Rate

    Another use of the Success Rate is when your

    group tries to do something as a team. This is

    called the Group Success Rate. You take the

    Success Rate for each player participating in

    the groups effort, and add them together (or

    subtract them, in case of a negative Success

    Rate). Tactical training consists of each

    character making an attribute roll pertaining

    to the kind of training in question. For every

    score that is 12 or above, you count how

    many points above 11 your score is to get the

    Success Rate. This is repeated for all

    participating characters. When the training is

    over, all results are added together. Any

    negative Success Rates are detracted from

    this sum.

    Example: 4 player characters train to improve

    their team work. They each roll 2d6, adding

    their Personality and the attribute they are

    training. One players gets a final score of 13,

    the second player gets 12 and the last player

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    gets 10. The Success Rates of each character

    is 2 for the first player, 1 for the second player

    and -2 for the last player. Add these together

    to get the Group Success Rate, which in this

    case is 2 + 1 2; a final result of +1.

    This score determines how well the group

    effort worked out. How training works is

    explained in detail in a later chapter.

    Check Modifiers

    Different situations can have a positive or a negative impact on your characters roll. For example,

    if a character tries to shoot zombies in the dark without a flashlight, he would suffer a -2 modifier.

    The modifier can also be positive; trying to shoot the same zombie in the back head at close range

    in daylight may give you a +2 modifier to your roll. This kind of modifier is determined by the

    context and the situation, which is determined by your Game Master.

    Actions that require experience

    Things like driving a car, shooting an assault rifle or trying to get a short-wave radio working are

    dependant on having prior experience. If your character does not know how to drive a car but tries

    anyway, he will suffer a penalty to his roll. The more the task is dependant on experience, the

    larger the negative modifier gets. See this table to give you an idea about how this works.

    Modifier Description

    When the GM decides that a task is more difficult than usual, or that the task requires some level

    of experience to be performed, he assigns a modifier that is subtracted from the players roll.

    -1: The task can be performed with little

    extra effort.

    -2/-3: Some experience is needed to perform

    the task.

    -4/-5: This modifier signifies that the task is

    hard for the inexperienced.

    -6/-7: The task is so complex that it takes an

    enormous effort.

    -8: The task is all but impossible for the

    inexperienced to perform. Remember, Sixes

    (two 6s) are always successful.

    Inexperience turns into experience after completing the task successfully. Usually, for every

    successful check, your negative modifier goes down a notch. If you dont know how to drive a car,

    yet succeed on your roll with a -2 modifier, the next time you try driving, you will only have a -1

    modifer (only the Game Master can decide whether experience with a certain task can give

    positive modifiers).

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    Player Actions

    The number of encounters, missions and

    events that a player character can go throughper day without fatigue is determined by the

    Willpowerand Strength attributes. Add these

    together to get the number of actions you

    can partake in per day without experiencing

    fatigue. The minimum amount of Player

    Actions a character can have is 4. If your

    characters Strength and Willpower

    attributes add up to less than 4, you still get 4

    Player Actions per day. Once you pass that

    number of actions per day, you suffer apenalty to all your rolls, starting from -1

    going down to -5, corresponding to how

    many actions your perform beyond your

    Player Action score.

    Player Actions are the core of the game.

    Going on missions to get supplies, defending

    your shelter from zombies, tactical training

    with your team; these are all Player Actions.

    It is important to prioritize your actionsthroughout the day, and at some point, you

    will most likely find yourself in a situation

    where you will suffer from fatigue because of

    used up Player Actions.

    The following is a list of the most common

    Player Actions, some of which are everyday

    actions, while other are when-needed.

    Killing zombies: This is the most basic player

    Action a battle encounter. When the battleis large enough for it to be played out on a

    hex grid, it counts as a Player Action.

    Tactical Training: Whether youre working on

    your teamwork, morale or vigor, each player

    participating must use a Player Action.

    Travel: When you travel, every 4 hours of

    transition takes one Player Action. How you

    travel is not important.

    Building and Repairing your Shelter: For

    each part of your shelter that needs building

    or repairing, your player character must use

    one Player Action.

    Defending your shelter: This is basically a

    battle encounter, and as such takes one

    Player Action per encounter you face during

    the assault on your shelter.

    Recreational Time: Take a time-out from the

    horrors of the zombie apocalypse. Maybe

    youve found a cinema thats still in working

    order. Recreational time gives you time to

    roleplay and get to talk to the other group

    members. It also negates any failed Fear

    Checks the group members may have.

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    Player Character Generation

    To create a character for Zombie: The

    Hunger, you choose which category ofattributes is most important. You have pools

    of 3, 4 and 5 points that you can spend in

    each category. For example, you can spend 4

    points in the Physical Category (strength,

    Dexterity and Speed), 3 points in the Mental

    category (Intuition, Intellect, Willpower) and

    5 in the Manipulation category (Precision,

    Senses, Personality). You then distribute the

    points between the attributes in that

    category. For example, if you choose tospend 4 points in the Mental category, you

    could have 3 in Intellect, 2 in intuition and 2

    in Willpower. You do not pay for the first

    level of the attribute.

    The Game Master can also allow players to

    generate characters with different base

    points, for example using 5 points in each

    category. This means stronger characters,

    and is mostly done when the group part of

    the game will be downgraded.

    Any number of points can be used at

    character generation, as long as they aredivided into 3 pools for each category.

    However, the recommended starting pools

    are 3,4 and 5.

    Sample Character

    Meet Steven. Hes a survivor of the Zombie Apocalypse. Before that, h e was a police officer. The

    following table defines Steven as a character and is the basis for how well he performs various

    tasks.

    Category

    Physical Strength: 3 (+1) Dexterity 3 Speed 2 (+1)

    Mental Intuition: 3 Intellect 2 Willpower 3 (+1)

    Manipulation Personality: 2 Precision 3 Senses 3

    Group Modifier +1 0 +2

    Those are Stephens personal attributes. Because Stephen is in a group consisting of 5 like-minded

    survivors, he gets stronger and is safer. There is always safety in numbers. Here are the Group

    attributes. How they affect the individuals character will be explained below.

    Category Vigor Teamwork Morale

    Protection Defense 4 Secrecy 2 Safety 6

    Supplies Food 11 Weapons 4 Meds 12

    Experience Survival 1 Training 3 Social 3

    Score 16 9 20

    Attribute cateogry Physical +2 Manipulation 0 Mental +1

    There are three Group Bonuses: Vigor (affects Physical attributes) , Teamwork (affects

    Manipulation attributes) and Morale (affects Mental attributes). The modifiers from the Group

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    Bonus are added to an attribute of your choice in the corresponding category. For example,

    Stephen has a +2 bonus in physical attributes. Since he will need to be as fast as possible for his

    next mission and he will need more Strength, he puts 1 point in Speed, making the score 5, and 1

    point in Strength. Stephen still needs to allocate 1 points from his Morale attribute bonus. He can

    choose to use the +1 bonus on any of the tree attributes in the Mental category. Note that anattribute can receive no more than +1 until all attributes in that category have a +1 bonus. When

    all the attributes have a +1 and the group receives a high enough bonus, you can begin giving

    attributes a +2. For more information about the Group modifiers, see page 15).

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    Survivor Group Attributes

    In addition to your individual PC sheet, the group also has a number of stats that are important in

    order to survive. Group attributes describe the groups shelter, supplies and condition. Eachattribute has an impact on your characters attributes through Group Bonuses. There are three

    bonus types, each defined by 3 separate group attributes.

    Vigor, Teamwork and Morale

    This chapter defines how and why the three Group bonus categories morale, vigorand teamwork

    affects the individual characters. Let us start by defining each attribute.

    VIGOR: Describes the groups overall healthand vitality. A high Vigor bonus makes the

    group very strong. It is based on the Group

    attributes Defense, Food and Survival

    Training.

    TEAMWORK: Reflects how well the group

    acts as a unit. The score is based on the

    Group attributes Secrecy, weapons andCombat Training.

    MORALE: Reflects the groups determination

    and drive to survive. The score is based on

    the Group attributes Safety, Meds and

    Tactical Training.

    Group attributes

    A player group has nine attributes that describe their situation and how well they are doing. They

    differ from the character attributes in definition and how they are used. Each group attribute

    belongs to a category of group bonus (mentioned above). The group attributes are divided into 3

    categories: Group protection, Group Training and Group Supplies (described below). Each category

    has 3 attributes that relate to one of the three group bonuses.

    Group Protection

    Shelter Defense is a number determining

    how well protected your group base is.

    Survivors without a base receive no bonuses

    in Group Protection, so deciding on a shelter

    is important. A shelter can be anything from

    a shed to a hospital with reinforced doors.

    Shelter Defense can be improved by using

    Player Actions to build a better shelter.

    Shelter Strength provides Morale Bonuses.

    Shelter Safety is determined by type of

    shelter and amount of guards and spotters.

    Determines the quality of the shelters

    interior. Safety gives Vigor bonuses.

    Shelter Secrecy: The score determines how

    hard (or easy) your shelter is to find for the

    zombies. Determines risk of a Zombie Assault

    and how careful players have to be in order

    not to be found by zombies. Gives Teamwork

    bonuses.

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    Group Training

    These attributes are improved by actively

    training them. Note that all training involves

    the Personality attribute, making it essential

    if you want a group that is top notch. All

    training requires a Player Action to be spent,

    and lasts 2-4 hours. If your group roll is

    successful, you may add the success rate to

    the Group attribute you have trained.

    Survival Training: This training exercise helps

    the group to work together in different

    dangerous situations, such as moving safely

    in unknown territory and maneuveringefficiently. To train this exercise, a Group

    check is made based on the Physical attribute

    you wish to train plus each characters

    Personality. Gives a bonus to the groups

    Vigor attribute.

    Combat Training: A number determining how

    much combat training your group has. To do

    this exercise, a Group Check is made based

    on the Manipulation attribute you wish to

    train plus + Personality. It gives bonuses to

    the groups Teamwork attribute.

    Tactical Training: This score reflects how

    your group works as a unit and how much

    they trust each other. To increase this value,you must train by making a Group Roll based

    on on the Mental attribute you wish to train

    plus each characters Personalityscore. Gives

    a bonus to the groups Morale attribute.

    Group Supplies

    Generally, this category describes the groups

    inventory of the most essential items. When

    they reach 0 or below, they affect the

    corresponding Group Category negatively.

    Food: (number of days you can survive on

    your food stash. Food affects Vigor.

    Meds: Determines how many medical

    supplies the group has. When a player is

    healed at the group base, subtract 1 from

    this score. Affects the Teamwork bonus.

    Weapons: A score reflecting how well your

    group is armed, and how many combat

    encounters there are ammunition for. Affects

    the Morale bonus.

    Operating without supplies

    If the groups supplies begin to run out, the need for more becomes imperative. Without food,

    weapons and meds, the group will quickly face an abrupt end. For each day where a supply is at 0

    or lower, the group receives a penalty on their group benefits (the teamwork, morale and vigor

    attributes, see the next chapter).

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    Below is a chart showing the nine Group attributes and how they are categorized.

    Category Vigor Teamwork Morale

    Protection Defense 4 Secrecy 2 Safety 6

    Supplies Food 11 Weapons 4 Meds 12

    Training Survival 1 Combat 3 Tactical 3

    Score 16 9 20

    Group Modifier +1 0 +2

    How to use the Group Modifiers

    The three Group Modifiers correspond to the 3 Attribute Categories: Physical, Mental and

    Manipulation. A high Morale score means that you get a pool of points that you can spend tomake higher rolls in the Mental Category (Intuition, Intellect and Willpower). A high Teamwork

    score gives you points to use on Manipulation Attributes, and Vigor affects your Physical

    Attributes.

    To calculate the groups three bonus attributes Vigor, Morale and Teamwork, you add the

    relevant group attributes together and consult the table below to see your bonus.

    Example: Vigoris based on food, defense and survival training. Start by taking your Food attribute,

    in this example 7 days of rations, and add your shelters defense value, which is defined by your

    surroundings and any defenses you might have. Lets say its 6 in this example. Then add your

    Survival Training. Lets say the group has trained twice with a result of 3, resulting in a finalVigorscore of 16. Consult the table below to see your Vigorbonus. 16 gives the group a bonus of +1 to

    one attribute in the Physical category. If they get 4 more points in food, survival training or

    defenses, the bonus will go up +2.

    TABLE 3: Bonus modifiers for morale, teamworkand vigor. Find your score in any of these 3 and

    apply it to one attribute in the corresponding attribute category.

    BONUS TABLEScore Modifer Score Modifier Score Modifier

    1-9 0 30-39 +3 60-69 +6

    10-19 +1 40-49 +4 70-79 +7

    20-29 +2 50-59 +5 80-89 +8

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    Expanded Character Rules

    While the rules presented so far allows you to play the game fully, some players may wish to

    expand on their characters. This chapter gives you guide lines on how to give depth andbelievability to your character.

    Character Professions

    Your characters Intellect attribute determines what kind of profession your character had before

    the zombie apocalypse. Intellect determines the upper limit on jobs; a character can easily be a

    vagrant with a Intellect of 5, but a teacher must have at least 3 in Intellect. A job can expand what

    your character can do without suffering inexperience modifiers. For example, a medic may

    perform first aid and a M.D. may perform surgery with no negative modifiers.

    Intellect of 1: Vagrant, criminal, cleaner, bike messenger, boxer.

    Intellect of 2: Doorman, bartender, gas station attendant, hair-dresser.

    Intellect of 3: medic, nurse, firefighter, public school teacher, soldier, policeman.

    Intellect of 4: High-school teacher or assistant university teacher, junior lawyer, priest, medical

    doctor.

    Intellect of 5: Professor, big time lawyer, physicist, scientist, politician.

    Character Aspects

    Introducing aspects into the game will give your character the potential for as much depth as you

    like. The basic notion is that you write down any ideas and descriptions of aspects of your

    character that you see fit, either before or during the story. Creating aspects of your character as

    the story moves along gives your character a connection to its experiences.

    For example, your character meets another group of survivors. He gets into an argument over who

    gets the rights to an abandoned warehouse full of food. If your character bows down to any

    intimidation from the other group, you might give your character an aspect called caves intopressure when threatened. This might sound like a bad thing, but that is the way you get to know

    your character. Later on in the story, you might add to the aspect, knows when to stop before

    things get out of hand. The idea is that aspects are neither good nor bad; they simply describe

    your characters personality (not to be confused with the attribute of the same name). When you

    role-play an aspect in a way that fits your character, but is somehow detrimental to his situation,

    the GM awards you experience points. Experience points can be used to buy useful aspects like

    knows how to drive a truck or knows how to hack a computer system.

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    Social Conflicts

    Winning over a competing character in a

    social conflict is usually handled as aprolonged contest of Intellect and intuition.

    This can be accomplished through role-

    playing, but this chapter gives you a more

    abstract way of resolving disputes and similar

    situations where discussion and conflict is

    important.

    You can use the following rules to determine

    how well your character does in a social

    dispute. The opposing sides are calledDefender and Attacker. The system consists

    of a number of Objectives (called Arguments

    in most social contexts) that the Attacker will

    try to counter-argue.

    The Game Master decides on the number of

    Arguments, usually an uneven number. He

    then assigns a Complexity Level to each

    Argument, usually the same for all of them.

    The point is to win each Argument by putting

    enough points in it before your opponent.

    Attacker and Defender takes turns to assign

    points for each Argument by rolling an

    Intellect + Intuition check and assigning any

    Success Rates to an Argument. Once an

    Argument has reached the number of

    Success Rates needed (its Complexity Rating),

    it is won by the part that put in the most

    point. This continues until all Arguments have

    been won. The conflict is resolved by one

    side having won more Arguments than the

    other.

    Example: Maxwell tries to persuade an

    unwilling non-player character to join the

    group. The Game Master decides that the

    conflict consists of 3 Arguments, each having

    the Complexity Rating of 3. Maxwell rolls his

    Intellect + Intuition and gets 2 successes. He

    chooses to put them in Argument #1. He now

    only needs one more success to win

    Argument #1. The NPC then rolls her Intellect

    + Intuition and gets 1 success, which she putsin Argument #2. Back to Maxwell, who rolls

    again and gets 4 successes enough to win

    an argument immediately. He puts them into

    Argument #3, and the Game Master crosses

    that Argument off as won by Maxwell. The

    NPC rolls and gets 2 successes, enough to win

    Argument #2. She gets the needed 3

    successes for Argument #2 and wins it. Now

    Maxwell needs to get at least one success to

    win the conflict he has already put in 2points in the remaining Argument. He rolls

    and gets a Success Rate of -2, so he cannot do

    anything but wait while the NPC makes her

    roll. She gets 2 successes, making Argument

    #1 a tie, with both opponents having 2

    successes invested in it. Maxwell rolls again,

    this time with better luckhe gets a Success

    Rate of 2, one more than needed, and wins

    Argument #1. All Arguments have been won,

    and since Maxwell won 2 out of 3, he issuccessful in persuading the NPC to join the

    group.

    Note that any excess Success Rates go to

    waste. If the GM wants to add more complex

    dynamics to the conflict, he can rule that a

    player can use his excess Successes to detract

    from the opposing sides Argument points.

    Once an Argument is won, it is no longer part

    of the conflict and cannot be won back by

    detracting points using excess Successes.

    The above example is relatively simple, and

    was resolved quickly. Social conflicts can be

    very complicated affairs, and this system

    reflects that. The number of Arguments is in

    principle unlimited, as is their Complexity

    Rating. The GM must decide how much time

    is relevant for the social conflict and assign

    the number of Arguments and Complexity

    Ratings accordingly.

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    Since all the attributes are abstract in this

    context, they can all be used as the basis for

    an Argument. For example, a strength +

    personality roll can be valid if the Game

    Master decides that it is appropriate for anArgument. This is decided before the

    argument begins, and must be made clear by

    the Game Master.

    These rules can be applied to all situations

    where there is a sequenced conflict. Foe

    example, a character might try to hack a

    computer system to gain important

    information. To do this, he has to successfully

    bypass every firewall the system has one byone. Each firewall is handled as an Objective

    with a Complexity Value. The values for each

    Objective are determined by the Game

    Master as usual, and he rolls the dice for the

    system as if it were an NPC.

    The system can be used to emulate political

    debates and even war, where each Argument

    or Objective can represent a strategic battle

    ground. The challenge is to make the

    abstract concrete for the players. It isimportant that the Game Master describes

    what happens when an Argument is won.

    When the NPC won Argument #2 In the

    previous example, the Game Master might

    have said The girl has survived alone for a

    long time, and the idea of being part of a

    group of people she doesnt know scares

    her. Well prepared social conflicts can be

    very entertaining and profound; it all relies

    on how well the GM prepares or improvises,and how well he can transform the abstract

    rules into something concrete.

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    Combat

    Combat in Zombie: The Hunger is relatively

    simple. All attacks are executed just like anyother task, using two attributes determined

    by the situation. There are two kinds of

    attacks: Close combat and gunfire. Shooting

    at a target is a simple task like any other.

    Usually, it is Precision + Dexterity, although

    this depends on the situation. If you have to

    kill a large mob of zombies close to you, you

    can use Speed+Dexterity. Again, the Game

    Master determines what is appropriate.

    Close combat is dangerous, especially for

    survivors, since a single bite almost inevitably

    means infection with disease. Close combat

    involves both characters rolling Strength +

    Dexterity. The character with the highest

    successful result succeeds and damages his

    opponent. Most survivors carry a melee

    weapon, like a bat or a knife. These attacks

    can only be used when you are standing next

    to the enemy, and they are always aimed atthe zombies head. It does not carry the

    standard -3 penalty to hit, and one success

    means a successful blow that incapacitates

    the zombie. How this happens depends on

    the weapon used; golf clubs smashes heads

    in, while a long sharp object penetrates the

    skull and brain.

    Firearms

    When you use firearms, range is very

    important. For most firearms, any range

    above 10 meter gives a -1 modifier to your

    roll. Over 20 meters, its -2, and for over 30,

    its -3. Going above 40 is only for advanced

    shooters, giving a modifier of -5

    Success Rates determines damage, which

    makes combat simple. Your attack damage isequal to your Success Rate (see the Success

    Rates section). For every point above 11, you

    inflict extra damage. How much is

    determined by the weapon.

    Guns are divided into categories: 9mm, shot-

    guns, rifles and automatic weapons. Each

    type of gun deals different amounts of

    damage and has a maximum number of

    shots you can make per round.

    9mm handguns: These are the mainstay of all

    survivors. Its the default gun, and the

    category comprises all handguns of this

    caliber. Simplified, all 9mm handguns has

    clips of 12 rounds, meaning you have to

    reload after emptying it. Reloading takes a

    round and a successful Speed + Precision roll.

    If the roll fails, it takes one extra round to

    reload. The advantage of a handgun is its

    handiness. You can fire two shots per round

    with a damage of 1 per shot.

    Shotguns: More damage, slower firing rate.

    Only one shot per round, but it deals 2 points

    of damage per Success Rate. You can also use

    a shotgun to blast several zombies away at

    once. All zombies that stand in the hex next

    to the main target can be hit if the attack roll

    has a Success Rate of +1 for every zombie.

    This is called indirect fire, and only inflictshalf damage (2 for shotguns). A shotgun

    holds 8 rounds, and must be reloaded after

    they are used. Again, a successful Speed +

    Precision roll must be made. The shotgun can

    only be fired once per round.

    Rifles: This type of weapon is about

    precision and reliability. It deals 2 points of

    damage, but it also takes away the modifier

    of -2 when shooting at a zombies head. Rifle

    firing rate is usually 1 per round if you move,

    2 if you stand still. A rifle can hold up to 12

    rounds.

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    COMBAT TACTICS FOR SURVIVORS

    Players can employ certain actions that have

    special effects. They require certain

    conditions before they can be initiated, but

    the effects can be very useful.

    Aiming: To aim, you select a target and use

    your turn to increase your precision. You

    cannot move while aiming, but you get a +2

    to your shot in the next round. If your target

    is not visible to your character the following

    turn, your bonus is not applicable.

    Dual wielding: Handguns and close combat

    weapons can be dual wielded. You get a -2 to

    all attacks made with the extra weapon. To

    begin dual wielding, you will have to make a

    successful Dexterity + Intuition roll first. This

    takes a round for each attempt.

    Mow Down: Two or more players unleash a

    barrage of bullets on a group of zombies for

    one round. This tactic enables all the

    participating players to attack in each

    participating players round. To initiate this

    tactic, a Group Roll for Intellect + Personality

    roll must be successful. (add or subtract the

    Success Rate for each participating player to

    find the Group Success Rate). All characters

    must stand next to at least one other

    character.

    Fighting Retreat: All players move their run

    speed towards any edge of the map for 3

    rounds. Each round, the players get one

    attack (determined by the weapon used) to

    the zombie closest to them.

    Tactical Regroup: All players must make a

    Group Fear check and a Speed + Intellect

    check. If everybody succeeds, the group canmove their players up to 5 hexes away on the

    map in addition to their normal movement.

    All characters must move towards a single

    target hex.

    Team Roles

    When dealing with large numbers of zombies

    (called Zombie Circuses or Rot-fests), its vital

    that everybody in the group delivers his best.

    Players need to be very organized in order to

    survive. Assigning roles to player charactersraises your success level significantly. These

    roles are not permanent; they do not have to

    be used at all, and each character should

    choose the role most appropriate for the

    particular situation. Here are some roles that

    survivors use to designate each group

    members role in a skirmish.

    Supplies Guy: The character carrying extra

    ammo and meds. When the players run out

    of ammo, they must stand next to this

    character for 1 round. The Supplies Guy

    suffers a -2 on Speed and Dexterity. Usually,

    this role is given to an NPC.

    Runner: Runs through Zombie mobs to

    strategic locations or supplies and weapons.

    Main attributes: Physical.

    Mower: A in-their-face close combat

    character, usually equipped with a shotgun

    or an automatic weapon. Main attributes:

    Manipulation.

    Controller: Makes noises and taunts zombies

    in order to lure them away from vulnerable

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    players, usually Runners. Main attributes:

    Mental.

    NPC ROLES

    Sniper: Picks specific zombies and makes

    head shots from a distance.

    Scouts and spotters: Takes care of

    reconnaissance and early warnings.

    Bait: Lures zombies into a trap or away from

    locations.

    Damage

    Survivors and zombies have different rules for taking damage. The damage rules for survivors are

    based on your Willpower and Strength Attributes. The number of wounds a survivor can take

    before dying is 5 + your Strength attribute. How much damage a character takes from a single

    successful attack is determined by the attacks Success Rate. For each success, the damage

    increases by one.

    Since players often face many zombies at a time, it is crucial that the combat system makes it easy

    to keep track of how much damage a zombie has taken.

    The average zombie has 3 conditions that reflect the amount of damage it has taken. Zombies

    usually start the encounter as undamaged (corresponding to 6 Hit points). Your Success Rate for

    your attack determines how much damage you do. When an attack does 2 damage to a zombie, its

    status goes to damaged (4 HP). Further 2 points of damage makes the zombie severely damaged

    (2 HP), and the last stage is either death by headshot or massive body damage (0 HP).

    Head shot: instant death. -2 to attack roll for every 10 meters away the zombie is. If you stand 2hexes away from your target, the -2 penalty is removed.

    Massive Body damage (0 or less HP): The zombie's body is rendered unusable by damage. In

    effect, it is incapacitated - even though its limbs may still move. Dont stand too close, though.

    Immobilize: The Zombie's legs are damaged to such a degree that the zombie cannot walk.

    Immobilized zombies are easily killed after combat. When you roll Sixes, you automatically

    damage the zombie to this level.

    Zombie types

    There are 2 different types of zombies.

    Theres the classic mindless, rotting zombie

    that bangs its head against the same steel

    door for 3 days straight, and then there are

    Alphas. Alpha zombies are evolved zombies

    with special powers. They retain some of

    their mind during the transformation that

    occurs after infection, and this has profound

    effects on the zombie. An Alpha zombie is

    faster, stronger and scarier than normal

    zombies because of its powers. An Alpha

    zombie can take control of other zombies

    and move them strategically, in contrast to

    how zombies normally move motivated

    only by instinct and sensations, like sounds

    and the warmth of living flesh.

    Alpha zombies have a shared consciousness

    called The Legion Mind. It connects Alphas to

    each other within a distance of around a

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    kilometer. This shared consciousness allows

    the zombies to communicate and develop

    their mental powers and in turn, how much

    they can do with normal zombies. They can

    make a normal zombie move fast as if it was

    still alive, but only for a short while.

    Sometimes, that is all it takes for an

    otherwise safe and preplanned mission to go

    awry.

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    Game Master Section

    This section is for the game masters eyes only. It contains ways of creating situations and stories

    for the players to experience. It also gives you some answers about what actually happened; whythe world is swarming with the walking dead. This chapter relies on the notion that you know

    what a GMs job is, and how to create suspense in a role-playing game.

    So What Happened?

    Why did the dead rise? Why are people turning into undead monstrosities? Those are questions

    that need answering for both players and GM. However, the GM should think about how he

    delivers the answers, and how quickly he does it. Below is a short treatment on the facts that

    created the zombie apocalypse.

    The world was hit by a meteoroid that did considerable damage to the eastern hemisphere. While

    the immediate damage on Earth was under control, the event caused a worldwide crisis. Amidst

    this crisis, the first infected were discovered. Any link between the asteroid and the disease is

    unknown, although some speculate that the asteroid brought something into the Earths

    atmosphere. Something that started a chain of events that led to the downfall of much of western

    civilization. Widespread panic erupted in many cities over the world. Some fell because of the

    aftermath of the meteoroids landing and the resulting earthquakes, while others fell due to the

    disease. Global communication is still intact, but large areas on all continents are silent. It is

    believed that a combination of the natural disaster and the disease are the main culprits. Attempts

    at reconnecting with these areas are ongoing, but so far with little luck. Some cities have been

    found almost empty, the people being either dead, infected or simply disappeared.

    The infection spreads like a virus, but its nothing like any virus in any existing medical database.

    What little believable research that has been done on the infectious compound describes it as a

    hyper-complex semi-organic string of molecules that has some of a virus properties. It is not

    airborne, but the mutation rate of the compound is faster than anything seen before. It spreads

    through body fluids; blood and saliva being the main ways.

    There is no cure, but there is something akin to a vaccine. It is developed in the few functioning

    parts of the world with the resources needed. It is scarce and only lasts for 24 hours. If you areexposed to the meta-virus without being vaccinated means a 90% chance that you will be infected,

    and at that point, it is only a matter of hours before the transformation starts. The exact time is

    somewhere between 5 and 24 hours. There is no known way to stop it, except killing the patient.

    There have been a few documented cases of persons going through the transformation while still

    retaining some of their humanity and showing varying degrees of self-control. These are called

    Alphas, and have as of yet not been classified in terms of biological category. It is believed that

    some infected are part of society, either not knowing of their infection or choosing to hide it.

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    Building a Story

    A game story consists of a number of random

    or pre-planned encounters and situations. A

    short adventure can have 4 encounters, while

    longer adventures can have as many as you

    want.

    A story contains a number of different

    obstacles and tasks. It should deliver a

    number of diverse situations that usually

    come up in a zombie game.

    As a GM, you can create a story all of your

    own. But since this game is supposed to be

    light on preparation, there are tables that can

    structure a story randomly.

    RANDOM LOCATIONS

    Roll 1d6 twice to see where the adventure

    starts and ends.

    1. A capital (example: New York)2. A medium city (example: Portland)3. A small town (example: Augusta,

    Maine)

    4. Open Road (example: a desert gasstation)

    5. Tbe Wild (example: wild forest)6. Large building complex (examples: a

    mall, a skyscraper)

    Here are some random missions that the

    players may face. You can use this to build a

    plot as you go, or you can use it to sequence

    a number of events before the game starts.

    Each mission will have a number of

    Challenges, and all require at least on Player

    Action.

    1. Rescue mission: A group of survivorshave been located, and if the players

    rescue them, their supplies are added

    to the groups.

    2. Food Supply Run: A supply of food hasbeen found.

    3. Weapon Supply Run: A supply ofweapons has been found.

    4. Medical Supplies Run: A supply ofmedical supplies has been found.

    5. Building Supplies: The group locates apile of building material that can

    strengthen their Shelter.

    6. Shelter Located: A new shelter hasbeen located by the group.

    Using these tables can also inspire you to

    create your own stories. Remember, the

    main goal is to have fun with it; that is true

    for the GM as well.

    Final Notes

    Having read this book, you might be interested in the upcoming Zombie: The Hunger supplement

    that allows you to play as Alpha zombies.

    If you need to contact the author for any reason, the email is:[email protected].

    mailto:[email protected]:[email protected]:[email protected]:[email protected]