zombie-world survival guide v1

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    Table of contents Zombie-World (into) 3Stats, Etc 3Moves – The Guts of The Game !asic Moves "Secondar# Moves $%la#in& Zombie-World 'leshin& ut *our Survivor +

    The Scout +The unner +"The Scra..er +$The Shooter +/The 0ero +1The i2er +'The 0unter The 4ife-Saver +The 4oose 5annon The Scaven&er 3

    Stuff Stuff 5ards "-3

    6ehicles 3+Moves for 6ehicles 3+

    6ehicle 5ards 33unnin& Zombie-World 3ZM Moves 35ustom Moves 3$utbrea7 vs, 8.ocal#.se 3$*our irst Session 3$ronts 9 Threats 315onnectin& ronts 9 Threats 3'Su..lies 9 Stuff :n 8 ront

    ront Wor7sheet +The ;ead 9 The ;amned Zombies !ad Gu#s Good Gu#s 3eadin& 8 Stat !loc7

    !asic Zombies "!asic !ad Gu#s $!asic Good Gu#s /

    e-S7innin& 1

    e-s7inned Zombies '-"e-s7inned !ad Gu#s "

    Tools "+Than7s "+:ns.irations "+

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    ZOMBIE-WORLD Zombie-World is a hac7 of  Apocalypse World 

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    regroup. *our fear  recedes to /.

    "OAD 

    0o< much #our Survivor  can carr#=

    0uns, eapons and items all have a load number that counts toardsthis limit. See the “$ighten $oad move belo.

    #hen you flesh out your Survivor% you start off ith a load  of &+body.

    SU**"I#S 

    *our Survivor's resources=

    "his number is an abstraction meant to represent everything from foodand ater, ammo, bandages, medicine, clothes, tools, matches, and +ust about anything a person might need to survive. Supplies are a resourcethat can be used in a variety of different circumstances.

    Depending on hat type of starting scenario the Z# has set up, youmay or not start out ith any supplies hen you flesh out your Survivor .

    I#S

    *our Survivor's bonds

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    BASI# MO$ES 

    There are some s.ecific instances or t#.es of mo)es that tend to come u.over and over a&ain in the &ame, the 7ind of stuff #ou al

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    later, there is no here left to run, no here left to hide, and thezombies or bad guys finally catch up ith the Survivors. t this point,the Survivors probably have a fight on their hands.

    "his move is triggered hen you engage a zombie or bad guy inmelee, e(change fire ith someone, or shoot at a moving target.

     ttacking a helpless, restrained or otherise oblivious target is not thesame. "he !& ill probably +ust have you deal damage outright.

     

    SA0# $# DAY

    When #ou tr# a defend or .rotect an all# from harm or dan&er, #ou are tr#in& tosa)e 1&e day+ ollgu1s + + +Fn a +, #ou someho< nullif# the threat, attac7 or dan&er, even if onl#tem.oraril#=Fn a /-', choose + = = =

    • *ou redirect the threat or attac7 to #ourself 

    • *ou reduce an# dama&e inflicted b# +

    *ou &ive the .erson an advanta&e= The# ta7e + for

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    Fn a /-', #ou re&ain consciousness and are at #our %les&'ounds threshold=but #ou can barel# move and s.ea7= *ouJre .robabl# stuc7 here until #ou healu. or someone comes to hel. #ou=Fn a $-, #ou die= :f #ou have an# in%ec1ion at all at the time, #ou

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    start to run out of supplies and are forced to go looking for resources,usually in creepy, previously une(plored places. $n honor of that,s!rounge is a basic move.

    "his move doesn't tell you hat you find. "hat's up to the !&. "hismove is more about ho efficient you are about searching a location."he longer it take, the better the chance that zombies or bad guysmight sho up.

    $UN 6 !ORAG#

    When #ou send about an hour so to &un1 and %orage at dus7 or da

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    advanced moves=

    #hen you gain enough e(perience you advance, hich means youbecome better at making a go of it in the zombie-apocalypse. >hoose ane move to reflect this.

    'la()n! ZOMBIE-*o+l 

    The moves section details the basic unit of rules in Zombie-World= :t e2.lainsthe &ame en&ine and ho< moves

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    take it out, but it isn@t the only ay to kill it. zombie is basicallya automation . . . you +ust have to do enough damage to it for itto break don and cease functioning.

    • I% you are illed by a 7ombie2 you8ll come bac as a 7ombie =

    . . assuming you aren@t completely devoured, of course.

    DA.AG#

    :n Zombie-World2 Sur)i)ors, ?ombies and bad &u#s all deal dama&e= Theamount of dama&e is t#.icall# determined b# the

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    DA.AG# !RO. .U"I*"# #N#.I#S

    :f multi.le creatures attac7 a sin&le Sur)i)or  at once, use hi&hest dama&eamon& them and add + dama&e for each enem# be#ond the first=

     s a general rule of thumb, you are probably looking at no more than3-C attackers ganging up on a single target at once. $n a firefight,hoever, there is no limit to ho many people attack a single target,

     provided they all have a clear shot and are ithin range.

    GRI#0OUS IN>URY

    :n the most unfortunate of instances, a Sur)i)or ma# suffer some sort of&rievous inur# that ust isn@t covered b# dama&e alone= ;ealin&

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    reHuire a s.ecific resource, then that is

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    ($OS# YOUR SARING .O0#S

    *ou automaticall# &et #our Signature #ove and #our choice of one of the t

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    stff 

    S1u%%  is

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    $eh)cles

    Sooner or later, the Sur)i)ors 

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    #ou=

    >ar chases are a staple of action films, but they do have a place inzombie movies. Be sure to compare vehicle tags to determine hat themodifier ould be. $f your car is fast, and your pursuer's isn't, you get a12 for e(ample.

    RA. ,#.

    When #ou ram ,em, rollgu1sFn a +, the other vehicle ta7es the brunt of the dama&e, and #ou come outunscathed=Fn a /-', choose + = = =

    • !oth vehicles ta7e dama&e=

    • *ou vehicle is unscathed, but the dama&e #our vehicle inflicts to theother is reduced b# =

    Fn a $-, #our vehicle ta7es the brunt of the dama&e=

     nother classic bit of theater is hen one vehicle rams another. sually both end up orse for ear, but you never kno for sure ho ill endup driving aay.

    Base damage is determined by vehicle typeG Dirt bikes and motorcyclesdo ;, most cars do /, pick-ups and minivans do 3, larger trucks C ormore.

    RUN ,#. DOWN

    When #ou run ,em do'n2 rollgri1Fn a +, #ou hit someone dead on and inflict base dama&e +Fn a /-', choose + = = =

    • *ou hit someone dead on and inflict base dama&e +, but #our vehicleta7es + dama&e=

    • *ou vehicle is unscathed, but #our ust &lance the tar&et= *ou inflictreduced dama&e (base-+)

    Fn a $-, #ou miss alto&ether= The ZM &ets to ma7e a move= Watch out=

    %loing through the dead ith a car is something straight off the thesilver screen. Depending on the scene and the size of your grill, youcould take out multiple targets ith one drive by.

    DRI0#

    When #ou dri)e a vehicle, #ou use u. fuel= or ever# tri. #ou ta7e, #ou mustreduce #our supplies accordin&l#=

    • Efficient vehicles use u. + su..lies

    • Gas-Gu??lers use u. 3 su..lies

    •  8ll others, use u. su..lies

      'trip' is e6ual to 2 hour of steady travel at moderate speed, give ortake. d+ust accordingly.

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    Rnn)n! ZOMBIE-*o+l 

    unnin& a &ame of Zombie-World (or .la#in& the .art of the Zombie-Master,or ZM) is .rett# eas#= Nust = = =

    I Stick to your agendaI Remember your principlesI &ake your moves

    Z. AG#NDA

    *our agenda is .rett# strai&htfor

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    IN!"I( DA.AG# ON $#.

    • "hey fall don the stairs and take ; damage

    • "heir car rolls over into the ditch, they take 3 damage

    I.*#D# OR $A.*#R $#.

    • "hey dislocate a shoulder and can't use to-handed eapons

    • "hey roll and ankle and can't run for it,

    • "hey are overhelmed ith nausea and take -2 ongoing for a hile

    .A/# $#. BURN DAY"IG$

    • "hey have to backtrack or get lost 

    • $t's takes longer to search a location than e(pected 

    • "he repair doesn't go as 6uickly as e(pected 

    US# AN #N#.Y .O0# OR AA(/

    • "he zombie grabs hold of them

    • "he zombie bites them

    •   bad guy shoots them

    •   group of good guys offers to +oin them

    (OUN#R $#IR A(ION

    • "hey try and push a zombie over the railing and the zombie pulls themith it 

    • "hey try and run the bad guys off the road so the bad guys ram themback 

    US# A (USO. .O0#

    • &ake up a custom move, create a fictional trigger and a fictionaloutcome

    US# U* $#IR SU**"I#S AND R#SOUR(#S

    "he batteries in the flashlight go dead • "he car runs out of gas

    • "heir ammo gets et 

    BR#A/ SO.#$ING

    • "heir baseball bat breaks in half 

    • "heir makeshift armor is ruined 

    • "hey a(le breaks

     

    .A/# $#. R#?UIR# SO.#$ING S*#(I!I(

    • "hey need insulin or glycerin pills

    • "hey need a ne radiator for the R? 

    S#*ARA# $#.

    • )ne of them falls behind

    • Some of them are captured by bad guys

    • "hey flee, but in different directions

    O!!#R $#. AN O**ORUNIY2 WI$ OR WI$OU SRINGSAA($#D

    •   n abandoned delivery truck sits in the middle of the street, full ofsupplies

    •  n old church ould make a perfect place ti hunker don . . . once it iscleared of zombies.

    *U $# *"AY#RS IN A OUG$ S*O

    •   helpless stranger is surrounded by zombies, do they help or ignore8

    • "hey can help an ally, but it means e(posing themselves to harm.

    GI0# $# *"AY#R,S A $ARD ($OI(#• "hey can grab the bag full of supplies or the shotgun, but not both

    • "hey can save the kid or they can save the doctor, it's one or theother . . .

    $R#A#N SO.#ON# OR SO.#$ING I.*ORAN O $#.

    • Bad guys capture an ally 

    • Someone in the group falls gravely ill  

    *ou'll notice that the player's basi!  and se!ondary  moves alreadyspell out hat happens hen a player rolls a H-I. $n effect, the

    decision as to hat the appropriate !& move to put in play in thosesituations has been made for you.

    *ou can stick to the script or if there are any !& moves that ouldseem to make more sense, you can go ith those instead. Austkeep in mind that any time you make a !& move, the severity of themove should reflect the unfolding fiction.

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    csto" "oves

    ne of #our Z. mo)es is to use a cus1om mo)e= (us1om mo)es allo< to#ou &et creative and .ut #our o

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    to

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    $t's +ust fine to start out ith the Survivors being completelysurrounded by a horde of brain-craving freaksM #ill they staybarricaded in their shelter until their supplies run out, or ill they tryand sneak out and make a run for it8 #ill they make a stand stand and try and slay every last zombie8 #ho ill survive and hat ill be left of them8 Remember your agendaG %lay to find out hat happensM

    )r, if starting out ith a bang isn't really your style, you can opt to go

    for the slo burn instead. &aybe the Survivors itness someominous signs of hat is to come before the dead actually sho up up.*ou kno, grainy broadcasts, frenzied nes bulletins, frantic cell

     phone calls from loved ones. nd then finally, an army of shamblingcorpses descending upon their locationM "hese are both e(amples of!& movesG Sho signs of an impending threat and Bring a threat tobearM

     8nd that@s .rett# the be&innin& of the end= Nust remember, that as the ZM,#our &oals for the first session are = = =

    • Ma7e thin&s e2citin& ri&ht off the bat

    • Establish and develo. the settin&• amiliari?e the .la#ers

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    e2t, ta7e a cou.le of minutes to describe i1 in a fe<

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    "he Survivors create a distraction and manage to sneak past thedead and make it to the mom-and-pop hardare store don thestreet.

    nfortunately, about half of zombies end up folloing the them totheir ne shelter. "he threat  hich began linked to one front hasmoved on to another.

    S//l)es 0 stff )n a f+ont 

    When the Sur)i)ors &o scourin& throu&h on of #our %ron1s loo7in& for su..liesand stuff, it@s u. to #ou as the ZM to tell them

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    The Dea 0 The Da"ne 

    :n Zombie-World, althou&h the Sur)i)ors are clearl# the stars of the sho

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    Bag guys come in three basic varietiesQ the Scum Bag, the Bad Ass and theGoon+

    BAG GUYS 6 NU.B#RS

    Most bad guys are smart enou&h to reali?e that there is stren&th in numbers=Therefore, the# tend to run in &rou.s, ust li7e the Sur)i)ors= Most &rou.s aresmall, consistin& of less than a do?en= 4ar&er &rou.s .robabl# do e2ist, but arerare= :t@s sim.l# too man# .eo.le to mana&e and too man# mouths to feed=

    :n addition to each mo1i)a1ion an individual bad guy mi&ht have, a &rou. ofbad guys usuall# has a collective goal of some sort= Goals ma# be achievedor abandoned over time and re.laced

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    abandoned over time and re.laced

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    Re-S2I%%I%G 

    Re-sinning is a term

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    Tools 

    Zombie-World 

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    6ersion +=

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