Zombie RPG / D&D Style Game Answered
I've been in the zombie hype for awhile, (about a year ago,) and after finishing a couple of Zplans, I decide it would be fun to kill some zombies with dice and statistics. Alas, this is quite the beta, and it generally uses d6's, as well as some skewed grammar and stats.
First things first. You are not a specified character. You have no character sheet, you have no special abilites. The following few paragraph will explain a few confusing things, and give hints on how your location will affect your game. Then, there will basic weapon stats. Later, there will be about how zombies affect you, and what kinds of zombies there are, and their health. You will also learn how you can scrounge for stuff from bodies.
Subdivide means to roll for what section it is applicable for. Say your about to go into a room, you would roll for SURVIVOR and ZACH Room check. Say you get a four(4). That means there is something in the room. You would then decide if it was locked. (Unnecessary, but for extra gameplay, most are going to be locked. Hit the lock with something, and roll for it's regular attack. If the attack is successful, you broke the lock. If not, well, you may have to literally blow up the door, or say that you cannot go into the room.) Let's say no lock for times sake. Now, you know something/someone is in there. Subdivide by rolling what it is. Second line of Survivor and Zach Room Check shows this. Luckily, you roll a one(1). That means a Military person is in the room. They can have Assault Rifles, Submachine Guns, Rifles with Scoped subclass, And Scatterguns with the Breacher Barrel subclass. You can only find them in Military bases, Start Variable Location:Warzone, or ALERTNESS Yellow or higher.
When moving through a house, roll for room encounters. You may roll for how many rooms you must go through,( If I roll 5, I need to go through 5 rooms before getting out, or to destination around/in house) so you must roll for encounters/room searches while in those rooms.(You would roll 5 times in this case for People and Zach Room check rolls.) In a house, you may roll for RUN, so 1-2 success, and go to the next room. 4-6, unsuccessful, roll for Scratch. (1-3 Scratched, 4-6 safe.)ALERTNESS is just a guide for what zombies are available to kill. The ALERTNESS bar is unnecessary; however it adds another angle to the game. It is at the back of this guide.
Ideas, Tips and Otherwise: Tanks, APCs, Pickups, convenience stores, Molotov Cocktail, Improvised weapons, have some fun, and add to this game! Make up some weapons, apply variable splash damage, and just make sure you kill some Zach!Your start variables should be placed on a separate sheet, for reference. Say for location you picked rainforest/jungle, (your geography, weather, and season fits that description.) you will need/want to roll for Scratches more. (For realism, generally, there will be more crawlers, same with Aristriked Urban.) Same for Urban, and Airstriked-Urban, (Broken buildings, rubble, etc.) or Warzone. (More military personnel. Tanks? Have some fun! :)
START VARIABLES (At the top of the game sheet.)
Alertness Level (Y/N):
Leg Break (Y/N):
Travel Days (Y/N):
Supplies is a form of food, ammunition, and other necessary items for a single day. Each survivor in your current group takes 1 supply per day. Supplies can be found by subdividing if your preceding ROOM SEARCH roll is 1-2.
If Travel Days is active/applicable, your group takes only 4 supplies per day, individual people in your group do not take any supplies, and you cannot be attacked by Z's. Travel Days are good if you have more than 4 people in your group, and have low health, or need to get somewhere.
BITES are fatal, you take 3 supplies when bitten, then the following day you become a Z. Your group can take your weapons.
SCRATCH'S are non-fatal; you take 2 supplies for 3 days. (7supplies, because of the one you took the day you were bitten, then the 6 you will take for the following days.)
For all melee attacks, roll for bone breaks. 1-2 break, 3-5 Scratched, 6 safe.
Scratch disables RANGED and FIREARMS attacks.
For disabled, or failed melee attacks, 1-2 = arms, or arm, 3-4 =legs, or leg, 5-6 = chest or neck break.
A Neck Break Disable turns Zach melee attacks to 2 bitten, 1 and 3 scratched, 4-6 safe.
Arms/Legs breaks decreases that zombies fighting ability to 2 bitten, 1 and 3 scratched, 4-5 safe, 6 breaks leg of human. When a human has a leg broken, he/she takes two supplies per day, and halves the amount of current PTD. (Play Time per Day)
To determine the time a day takes to complete, roll for the PTD, or Play Time per Day. This is found by rolling a 6 sided dice, then multiplying the number on the dice by 3. This is approximately how long a "day" is in the ZRPG, in minutes. You will need a watch or timer to play this game, if you want to apply PTD.
Scattergun(Shotgun) = 1-3 hit, 4-6 miss, Melee 1-4 hit, 5-6 disabled. RANGE:3 This affects a maximum of 3 Zs. Roll for 1-2 1 Zach affected, 3-4 2 Zach affected, 5-6 3 Zach affected.
Sub-Class: Breacher Barrel, 1-2 hit, instant death upon Z's, breaches locked doors/drywall (Apartments, this happens if you like to shoot stuff, or the lock you just suck at opening wont unlock,).
Pistol = 1-4 hit, 5-6 miss. RANGE: 4 Melee 1-3 hit, 4-6 failed, if failed, roll for scratches, Z is disabled if successful hit. Subdivide for disable type. RANGE: 1
Sub-Class: Laser, 1-5 hit, 6 miss. RANGE: 5
Rifle = 1-4 hit, 5-6 miss. RANGE: 10 Melee 1-2 hit, instant kill, 3-5 disabled, 6 scratched. RANGE: 2
Sub-Class: Sighting-Laser, 1-4 hit, 5 miss, 6 disable. RANGE: 12. Bayonet, see knife attack roll. Scope, 1-9 successful on 12 sided die. RANGE: 16
Assault Rifle = 1-4 hit, 5 miss, 6 instant kill or disable, you pick. RANGE: 14
Sub-Class: Grenade Launcher, 1-4, instant 4 Z's kill, when applicable. 5-6 miss Blows open walls/doors, when you fail assault rifle as a prerequisite to use a grenade launcher.
Sub-Machine gun: 1-4 hit, 5-6 miss. Has a three round burst, you can hit a Z 3 times, or 3 Z’s 1 time each, or any combination thereof.
Crowbar = 1-4 hit, 5-6 miss.
2x4 = 1-4 hit, 5-6 miss.
Sub-Class: Additional Spike/Nail 1-4 hit, 5-6 miss, roll for instant kill, or instant disable. Sheet Metal Tipped, instant disable 1-4, 5-6 miss.
Bat = 2-5 hit, 1 and 6 miss.
Sub-Class:Aluminum Bat, 1-3 and 6 hit, 4 bat bends (You cannot use the bat anymore) 5 miss, instant disable if hit is successful.
Steel Bat 2-5 hit, 1 and 6 miss, instant kill if hit is true.
Sledgehammer = 1-3 hit, 4-6 miss, roll for Scratch if hit is false, insant disable/kill, subdivide for odd/even. You cannot attack next round, but you can use a secondary.
Sub-Class: Industrial size, 1-5 hit, 6 miss, instant kill, Scratch if miss. You can only use this once per battle, however at the cost of a Scratch, you may use it again.SHARPS
Axe = 1-2 hit, 3-6 miss, instant kill. You can only use this once per battle, however at the cost of a Scratch, you may use it again.
Sub-Class:Double Sided axe, 1-3 hit, kills 2 Z's. You may use this twice on your turn, You can only use this once per battle, however at the cost of a Scratch, you may use it again.
Hatchet = Melee, 1-4 hit, 5-6 miss, Thrown, 1-2 hit, 3-6 miss, if hit, roll = 1-3, disabled, 4-6 instant kill
Sword = 1-3 hit, 4-6 miss. Instant disable, or roll for instant kill, 1 and 6 instant kill, 2-5 disable.
Knife =1-2 eye stab, instant kill. 3-4 disable. 5-6 miss. If miss, roll for 1-4 scratched, 5-6 bitten. Thrown 1-4 hit, instant disable. 5-6 miss. When you successfully instant kill or disable a zombie, you lose your knife.
Sub-Class: Improvised weapon w/ rifle. 1-4 instant kill, 5-6 disable.RANGED
Bow and Arrow =1-3 hit, 5-4 disabled, 6 miss.
Sub-Class: Bomb Arrows,1-4 instant death. Fire Arrows 1-4 hit, roll again, 1-3 immolates Z's, 4-6 damages torso. See Molotov Cocktail effects.
Molotov Cocktail = 1-5 hit, 6 immolated, dies 3 days. Buildings burn 3 days.
Sub-Class:Alcohol Bomb, 1-6 hit, no misses. 2 Alcohol Bombs kill a Z, 2 days. Starts building fire.
Room Search Rolls:
WEAPON SEARCH: 1 = FIREARMS, Subdivide for type, pistols and scatters only 2-4 = SHARP,
5 = BLUNT,
6 = RANGED, no Crossbows/Archers Bow.
ITEM SEARCH: 1-2 = Supplies, when applicable. This is probably CVS's Walgreens,
SURVIVOR and ZACH ROOM CHECK:
For a room check, use a d20. 1-4 Z-Encounter, 6-9 survivor, 10-15 nothing, 16-20 supplies. If you roll 16-20, roll a d6. You gain supplies equal to the number on the d6. For a zombie encounter, roll a d6 for number of Z'sAWARENESS LEVELS
L. Green = Near None Civilian Known Only
Green = Slight Civilian Known Only, possible Police help.
D. Green = LOW Slight Media Coverup,
L.Yellow = Less than medium More Media, Local Police Intervention
Yellow = MEDIUM Full Media, Government Denying
D. Yellow = Less than HIGH Supressed Media By Government
L. Orange = slightly less than HIGH National Crisis
Orange = HIGH Class 4 Outbreak, Zero Government, nearly full world infected.
Black = Finished game The world is destroyed and there are zero humans left on earth. Zombies are the dominant species now. They will walk the earth, scrounging, trying to fill the hole that can never be filled. Good job, how could you let this happen?
Z's or Zach Types
These zombies are put where applicable. Normal Zachs, and Fat Zachs are found everywhere.
If you miss while attacking a Z, subdivide if they hit you. If you are hit by a Z, you become one in 1 day. You take 3 supplies for that day, if applicable. 1-4 Z bites you, 5 they Scratch you, 6 is miss.
Normal Zach’s = 1 hits to kill apply infection normally.(Found in AWARENESS level: Near none)
Fat Zach’s = 2 hits to kill, lower bite rolls to 1 bitten, 2-6 safe.(Found in AWARENESS level: near none)
Mil Zach’s = 4 hits with FIREARMS and RANGED, 3 hits melee. (Found in AWARENESS level: Less than medium)
Martyrdom Zach’s = 2 hits to kill, only found in churches, monasteries, temples, etc. (You may pickup pistols and knives only from these. Subdivide, 1-4 none, 5 pistol, 6 knife)
Quislings = 2 hits kill, if bitten, do NOT roll for infection! If you are hit by a Quisling, you use 2 supplies for 1 week.
PD(Police)Zombies = 4 hits kill, You may pick up Pistols and Scatterguns from them Subdivide, 1-3 pistol, 4 none, 5-6 scattergun.