mmoonneeyy.info+End+Of+The+World +-+Zombie+mmoonneeyy.info Honestly, I wasn't feeling THoTW. WILLPOWER. 1d. 1d. 1d. 1d. 1d. 1d. 1d. 1d. 1d. 1w. 1w. 1w. 1w. 1w. 1w. 1w. 1w. 1w. 1m. 1m. 1m. 1m. 1m. 1m. 1m. 1m. 1m. Name: THE END OF THE WORLD. Journey straight to the apocalypse with The End of the World roleplaying line, four settings of horror and survival set amid humanity's last days: Zombie.
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The End of the World - Zombie Apocalypse - Download as PDF File .pdf), Text File .txt) or read online. The End of the World - Zombie Apocalypse. From publisher blurb: Enter the end times with Zombie Apocalypse, the first book in The End of the World roleplaying line! The dead rise and stalk the earth. The End Of The World: Zombie Apocalypse - Enter the end times with The pdf has only been available for a couple of days. they have had the.
Stress is an abstract level representing the damage you have accumulated from the adversity you have faced. They allow you to roll the dice, integrate the results into the story, and continue on with your narrative. Or would like to think so While goals can vary wildly from group to group.. I bought the hardback book I In the confusion of the initial ghoul attacks.
By picking up this book. The GM is also responsible for applying the rules of the game and making a decision when a question about the rules arises. While other games often feature adventures in which the PCs attempt to achieve some noteworthy goal.
One person in the group must assume the vaunted mantle of Game Master. An easy-to-learn. But they also might not all survive. A set of rules helps the players to determine the success of their various actions and decisions and hopefully helps them avoid the kinds of arguments they got into while playing pretend as kids.
Being the GM comes with more responsibility. PCs each have a set of numbers. Unlike other games. Although millions of words have been spent debating the answer to that question mostly on Internet forums. This first book deals with. Subsequent books will cover different threats and.
And while PCs do have a tendency to cause trouble. Rather than being heroic or anti-heroic characters with special skills and abilities based on a sci-fi or fantasy setting or a genre of fiction.
Depending on your group's preferences and play style. GMs can come up with their own takes on the zombie apocalypse to really keep players on their toes. The End of the World features a fast. The events of the game unfold in the players' town or city. The cumulative effects of stress and trauma help to reinforce the grim reality of being there when the world ends.
They're not going to be stopping the apocalypse—the PCs are regular people. Each scenario presents a different take on the zombie apocalypse. The same goes for the other actions PCs might attempt. In effect. And the game world isn't a far-off land or alternate universe: PCs with a lot of injuries or stress might decide it's better to hole up and wait for help rather than try to make it to some other destination.
PCs in this game aren't powerful heroes: Because of its theme. The End of the World is intended for shorter. In addition to these scenarios. We know more or less what we're capable of. Players use the same characters for all five scenarios—after all.
Whereas RPGs often focus on some goal or mission.
These scenarios include all the information the GM needs regarding what the zombies are. You don't want to get into a protracted back-and-forth fight with a zombie—you want to shoot or bash it in the head and keep moving.
If you get stuck in close with a zombie. Possibly the most unique aspect of the game is the nature of the Player Characters. Of course. PCs get worn down. The End of the World is really about putting the PCs in a difficult situation and seeing how they deal with it.
While tactical. In addition. That would spoil everything. Snazzy-looking character sheets and other play aids are not necessary. Although not necessary to play this game. This puts the players in the unusual situation of experiencing a similar situation. The Game Master—probably whoever bought this book—needs to become familiar with its contents. Zombie Apocalypse includes five different.
The GM should become familiar with the whole book. But they don't immediately know what kind of zombies they face. It includes plenty of useful advice on running Zombie Apocalypse. A big part of the players' fun is figuring out what kind of zombies their PCs are up against. It's not a bad idea for the players to read the rules as well.
The first few pages of Chapter III: Scenarios provide an overview of the different scenarios and the types of zombies in each. This keeps things fresh or appropriately putrid without requiring the players to learn new rules or a new setting.
It also includes lots of pictures so you don't get bored. Playing the Game and Chapter II: Running the Game for obvious reasons. The GM should be familiar with the rules but doesn't have to memorize them before playing.
Scenarios especially not the scenarios. The scenarios present different takes on the idea of the zombie apocalypse—and what happens after. It also explains how to create characters. The scenarios each include all the information the GM needs about how the zombies are created. Playing them all allows the players to see how different survival strategies work out and to explore different parts of their world during and after the apocalypse. Each one features a different kind of zombie.
You can photocopy them from the back of this book or download them from the Fantasy Flight Games website www. In particular. Maps of your town are available at your nearest convenience store.
Each scenario presents new surprises and challenges for players. What's in this Book? Zombie Apocalypse is divided into three chapters. You'll need the following to play Zombie Apocalypse: By no means. If you're the GM. These can be played in any order. Whether that's incorprorated for horror or shocking humor. If someone wants to play a more fictionalized version of themselves than the others. Just like death. It's not hard to relate to the survivors in a zombie story.
Zombies aren't real at least not yet. Before playing. This is a game. Zombies are the perfect manifestation of the end of the world. They represent the mistakes of the past and the doom of the future. Voodoo is real. They are among the only rational people left in the world. Why Zombie Apocalypse? On a practical level. If some players aren't comfortable with detailed descriptions of people they know being devoured by zombies. Mortality is our ultimate fear.
The important thing is that everyone has fun. And as far as metaphors go. Zombies represent all the worst aspects of humanity pushed to eleven: It might even be tempting to just give in and join them. Their knowledge of zombies could just save their characters' lives. They are truly death incarnate: So don't worry about that. And most importantly. For everything from drug-resistant superdiseases and environmental disasters to murderous ideologies.
Most such stories center on a small group of survivors. The events of a zombie apocalypse are pretty horrifying if taken literally. There's a good chance your players have even spent some time wondering how they might fare in the face of a zombie doomsday. And if you're not careful. If we can hole up.
The government will handle this. If you are the Game Master. You listen to the narrative presented by the Game Master GM and indicate how you react to the events as they unfold. In general. Note that the same task might require a test in one context but not in another.
For example. Running the Game. As a player. A test involves rolling several six-sided dice and interpreting the results to see whether you succeed at the task and if you suffer any stress as a result of your actions. In the end. To roll for a test at the table. Before the dice are rolled. Each environmental effect present that could make the task easier also adds a positive die to the pool. Each environmental effect present that could make the task more difficult or stressful also adds a negative die to the pool.
Adding positive dice greatly increases your chance of success and helps you avoid suffering stress from negative complications. Each additional character who assists you with the task adds a single positive die to the pool. Many different factors can add positive or negative dice to a pool. See page 44 for more specific guidance on adding negative dice due to danger or difficulty. Each trauma that currently affects your character and shares a category with the characteristic used for the test adds a single negative die to the pool.
STEP 1: Once you have specified your activity. Each negative feature on your character sheet that could hamper you in performing the task adds a single negative die to the pool. As with positive features.
The higher the task's probability of causing you physical. Contrasting colors. They allow you to roll the dice. The following elements can add negative dice to the pool: The innate danger or difficulty of the task can add one or more negative dice.
You and the GM then add a number of positive and negative dice to the pool. Positive dice represent training or circumstances that can help you complete a task. You are encouraged to come up with creative reasons to add additional dice. The following elements can add positive dice to the pool: Each positive feature on your character sheet that could help you perform the task adds a single positive die to the pool. Each piece of readily available equipment that can help you with the task adds a single positive die to the pool.
See the following sections for full details on each of the three steps. The test can also have effects beyond simple success or failure. Negative dice represent personal weaknesses or unfortunate circumstances that make the task more difficult or dangerous to complete. Once you have determined the task you are trying to accomplish. For every task you attempt.
This might be attempting to jump between two crumbling buildings. Once the test is finished. Negative dice have a chance of canceling positive dice results after rolling.
Once you remove these dice. Finding the door locked. If any negative die result matches the number on a positive die. The first step in resolving the pool is to remove matching negative and positive dice. You may do this only once per test. Upon concluding a test.
See Stress. Once all matching pairs of negative and positive results have been removed from the pool. To remove dice from the pool.
Milla has a Logic characteristic of 3. If you choose to push yourself when performing a test. The number of successes is primarily used to resolve attacks and opposed tests.
Note that the stress is equal to the number of dice—the results on those dice have no bearing on the amount of stress suffered. Each positive die left at the end of the test with a result equal to or lower than the chosen characteristic counts as one success. A negative die can remove only a single matching positive die.
Milla starts with the single positive die and then adds two additional positive dice: Milla rolls the dice.
In some cases. In these instances. Milla attempts to pick the lock quickly before the zombies reach the group. This stress is suffered in the category matching the characteristic used for the test.
An opposed test can be used for any task in which there are two or more competitors. Woody is elbow-to-elbow with another survivor as they both try to convince the soldier to give their respective groups the food. George calls for Woody to make an opposed test against the other survivor using Charisma a characteristic in which Woody has only a 2. With two more successes than Woody. If there absolutely must be a winner. George lets Woody add a positive die to his pool for his One of the Gang feature.
Both players roll their dice. If the result is a tie. If it is still a tie. The other survivor has a Charisma of 3. To perform an opposed test. George adds a negative die to Woody's pool because of the noise of the crowd around him. All participants make the appropriate test.
If at any point you don't know what to write down on your sheet. Vitality is your physical strength and toughness.
Playing as fictional characters gives you the opportunity to explore the apocalypse from a totally new perspective. Making this key decision beforehand allows for a more cohesive game experience. From determining whether someone is lying to predicting an adversary's next move. Empathy is your ability to understand and sympathize with others. They are numerical representations of your natural abilities. They are sure to have some good suggestions! Dexterity is your coordination and general motor skills.
Logic is the characteristic you are using. Willpower represents your memory and mental resilience. Determine Characteristics Your characteristics are the basic building blocks of your character. Character creation is a collaborative process that can be just as much fun as playing the game itself! Logic is your awareness of your surroundings and ability to think on your feet.
Try and be as true to your character concept as possible—your accountant probably wouldn't be carrying a chainsaw around the office! Once all of these steps are finished. Charisma is your general demeanor and social skills. The process outlined in this section allows you to work with your friends to create an accurate portrayal of yourself in the game.
It determines elements of your character ranging from how much weight you can lift to how well you resist disease and toxins. It is recommended that everyone in the group play the same way—either all making fictional characters or all playing as themselves. It governs how easily you can use words and actions to sway others. If you are hacking into a secure computer system or noticing an ambush. Your group should sit down together before the first session of play and decide what kind of characters you would like to use.
You could play as military personnel. This is totally fine and can result in a completely different game experience.
If you decide to play as fictional characters. Everything from resisting the horrors of the world to recalling specific information from years ago uses Willpower. If you exaggerate your abilities in a particular area. Each character undergoes three voting rounds. Based on the results of the vote. One of the two characteristics in the category should be raised.
If there are an equal number of positive and negative dice. To vote. Either add an additional negative feature in this category. Repeat the process for your other two categories. The two characteristics should stay the same. Either add an additional positive feature in this category. There are two different types of features: Make sure to record whether the group voted to raise or lower that category or keep it the same. When it is your turn. Choose Features Once you have determined your characteristics.
All features are subject to the GM's approval. Features represent important aspects of your character and can be far more detailed or specific than a general characteristic assigned a specific numeral.
Count up the total number of positive and negative dice. Once you know how many negative and positive features you have in each category. Once all of the votes have been collected. If there are more positive dice. Each point distributed to a characteristic raises it by one.
One at a time. No characteristic. Positive features represent strengths or special skills that can aid you. There are no formal limits on what your features may be. At character creation. One of the two characteristics should be lowered. Each feature is a word or phrase describing a strength. For more information on features. If there are more negative dice. VOTE Once all the players have distributed their points.
You can start with up to one trauma in each of your three categories. Since you are playing yourself and the apocalypse is starting immediately. The last step in creating your character is to record any traumas you currently have that could affect you in the coming apocalypse.
Remember that the aim of Zombie Apocalypse is to play a fictional version of oneself during an extreme situation for the sake of a fun couple of evenings. For more information on equipment and how it's used. Depending on what the GM has in store. GMs should make it clear to all players that they are not expected to include traumas they prefer to keep private or that would spoil their enjoyment of the game. Make sure not to leave out the details.
How much battery does your cell phone have left? How much money is in your wallet right now? Do you have a replacement for that pair of contacts you're wearing? Any and all of these details can and probably will come up. Maintaining supplies and outfitting oneself during the apocalypse is a hallmark of the survival horror genre. Traumas are physical.
In the equipment section of your character sheet. Do you have a twisted ankle you are still recovering from? Are you exhausted from too many late-night shifts at work?
Did you just suffer a bad breakup with your significant other? Any of these things could be represented as traumas you start with at the beginning of the game. Use only those traumas you feel comfortable discussing with other players and including as part of the game. The traumas you choose to start with should reflect real-world afflictions that currently affect you. Each of these starting traumas has a severity of 2 unless. For more information on traumas.
To this end. Record Equipment Step 4: Record Traumas Now that all of the intangible details of your character are on paper. Each stress track consists of nine boxes divided into three tiers of three. Each one has a descriptive name and is assigned a number between 1 and 5.
You have six different characteristics: Each feature. Categories All of the character aspects outlined below contain elements that fall into one of three categories: The severity. Each of these categories has a corresponding column on the character sheet.
Traumas represent the tangible repercussions of sustaining too much stress. Each trauma has two parts: If you are unsure which category is appropriate. When you perform a task related to a specific characteristic. When you undergo a certain amount of stress. Whenever you acquire a skill. You can record specific pieces of equipment under the categories in which they are most likely to help you for example.
They are physical. The name of a trauma describes its effects. When recording features.
It's a good idea to use a pencil rather than a pen when writing on your character sheet—you never know what might change about your character as you struggle to survive the apocalypse! The category under which a piece of gear is recorded should have no bearing on how you choose to use it. Not only do they describe something about you as a character.
For instance. Table 1: Positive Feature Examples offers a list of positive features to use as inspiration when creating your own features. Feel free to discuss with the GM how you feel your positive feature can help you complete the task or avoid unnecessary stress from performing it.
Whenever you make a test in the same category as a positive feature. Features define a character's strengths. When choosing your positive features. What skills. There are two types of features: These indicate more than just being very strong. TABLE 1: While characteristics exist to set the foundation for a character. They are not predetermined rules chosen from a list. Do not feel restricted to the features suggested here. The only limit to features is your own imagination.
Positive Features Positive features represent natural strengths. Your negative features should represent singular challenges you face in your day-to-day life. TABLE 2: Whenever you make a test in the same category as a negative feature. Once you list them. If it would spoil your ability to enjoy the game. As with traumas.
What weaknesses. Table 2: Negative Feature Examples presents a list of negative features to use as inspiration when determining your own features.
When choosing your negative features. Whether equipment most people carry on them every day such as cell phones or items that become more necessary as the world ends such as medical supplies.
Gear s You can track the equipment you are carrying in the equipment section of your character sheet. You are encouraged to find creative uses for any gear you find on your journey. As distribution breaks down and resources get increasingly scarce. In fact. While you should keep track of these and their locations. This section goes over some recommendations for common gear that is fairly likely to be found in a game of Zombie Apocalypse.
Things once commonplace in your daily life take on a new importance as travel becomes dangerous and access to replacements can no longer be taken for granted.
Things quickly packed up from your own home. It also covers some additional rules for handling the effects of weapons and armor. The possibilities for gear you might end up using in Zombie Apocalypse are nearly endless. If any of your items could realistically help with a test you are performing.
You will need all the help and positive dice you can get! Despite the nearly infinite variety of items you may end up using on your journey. Possessions beyond those you carry are allowed in the game. Table 3: Common Gear offers suggestions on different pieces of common gear a group of survivors might end up needing or using.
As a rough guideline. Table 4: As such. While some weapons are more difficult to use. To reflect this. Other things. Once the power grid goes out. Any and all uses of supplies you find on your journey are encouraged—do whatever you need to do to survive. These are simple and general recommendations for entire categories of weapons.
In these cases. Positive numbers increase the stress dealt to the target by the corresponding amount. Some common things the GM may have you track are: Weapons Protecting yourself is an important part of staying alive in Zombie Apocalypse.
This value is a positive or negative number that alters the amount of stress you deal to opponents when you attack them see Attacking. If you or the GM feel that a specific object or weapon doesn't fit into one of these categories.
Much like normal pieces of gear. Each weapon has a damage value. Don't feel restricted to the gear or uses suggested here. Because weapons have such an impact on your performance in combat. See Attacking. Items that get used up slowly and are tracked session-tosession should have quantities recorded in writing.
There are no strict rules regarding exactly how much different items weigh or how hard they are to carry. Whether or not your weapon has range to a target depends on the situation you are in and is up to the GM. Armor might not be actual medieval armor or bulletproof vests. This bonus is usually pretty small but can make a huge difference in the long run.
Table 5: Armor lists some examples of different armor types and the resistance bonuses they provide. Because of the narrative nature of Zombie Apocalypse's combat. When you are wearing any armor sturdy enough to protect you from physical harm. On the other hand. Physical stress represents cuts and bruises. That being said. Stress is tracked numerically in a set of boxes called the stress track. To reflect this constant strain and danger to your body. The more stress you endure in a category.
This stress is taken in the category matching that of the characteristic used for the test.
Mental stress represents psychological strain. Each stress track consists of nine boxes. Whenever you make a test. The other main causes of stress are traumatic events brought about by outside sources.
Stress Stress represents the damage and strain you undergo on a day-to-day basis in your three categories. Stress represents the damage you accumulate on a day-to-day basis from everything you do. If all nine boxes in a category are full. You will be injured. Perhaps the weight you were attempting to lift caused you to pull a muscle. Whenever you acquire points of stress. Examples include being attacked by an opponent with a weapon. Whenever you take points of stress. When such an event occurs, you immediately take points of stress.
This value could be determined by the game rules such as during attacks , or it could be dictated by the GM based on the situation. Regardless of what source deals you stress, reduce the amount you receive by your resistance in that category before you record the stress on the stress track.
Death Death is common in the Zombie Apocalypse. People perish all around you as you struggle to survive. Instead, it refers to several different ways your character can be retired from play.
When you sustain enough stress to fill a stress track, you die, but the kind of death you undergo depends on which category of stress causes you to die:. In general, stress cannot be readily healed. Stress is an abstract level representing the damage you have accumulated from the adversity you have faced. To reduce accumulated stress, you first need to diagnose the problem and realize how it is affecting you.
By spending a short time analyzing how it has affected you, you can convert your stress into a trauma. This removes your stress from that track, but gives you a trauma in the same category. Traumas can hurt your performance by adding negative dice to tasks you attempt. However, they can also be cured over time.
See Traumas on page 32 for further information. As you accumulate stress in a category, you become more inured to the related dangers. Someone whose sanity has been tested by witnessing death over and over no longer recoils as quickly at the sight of a corpse. Someone who has been betrayed by comrade after comrade is no longer surprised when betrayed again. After a person has been beaten into submission, another hit is just a drop in the bucket. This is represented by resistance.
Whenever you are dealt stress from any source, you reduce the amount of stress you receive by your resistance in the matching category. Your resistance is equal to the number of tiers in the matching stress track that have all three boxes filled in.
Thus, if you have three or more points of stress in a category, you have one point of resistance; if you have six or more points of stress in a category, you have two points of resistance. Other things, such as armor, can provide additional resistance in specific categories see page You fall into an inescapable catatonic state.
Your faith in humanity has utterly failed. Even your death is part of the ongoing narrative. However you end up being removed from the game, make it your own. Tailor it to your character and whatever caused you to suffer that last bit of fatal stress.
Deaths should be dramatic, unique, and memorable moments. But while deaths are important, you are a main character in the story, and you have a chance to cling to life, even at the end. Whenever you completely fill a stress track, you don't necessarily have to die, but can try to cling to life by making a test using the defensive stat from the category in which you suffered the stress. If you succeed at the test, you are still removed from play in the way appropriate to the category in which you acquired the stress, but you are removed only temporarily.
You immediately take a severity 3 trauma in the matching category and remove all stress from the top two tiers of the maxed-out stress track, leaving the three boxes in tier 1 filled in.
You remain removed from play until the end of the current encounter—either unconscious, insane, or unresponsive—but then you return once you have a chance to collect yourself.
If you already have three traumas of any severity level in the category and cannot take on additional traumas, you cannot cling to life, and have no choice but to die.
Bruce is having a bad day. He has accumulated 7 physical stress in an altercation with a hostile group of survivors and is now running for his life. He finds himself cornered on the roof of a one-story building, and he decides to jump rather than face his pursuers. He lands hard, suffering 3 physical stress from the impact. However, he already has two tiers of his physical stress track filled in due to his 7 stress, and so has two points of resistance.
He subtracts his 2 resistance from the stress sustained, reducing it to just 1. Now at 8 physical stress, Bruce is injured after the fall, but still alive! If you cling to life and have overflow stress, that overflow stress is recorded on your stress track after you remove the stress fr om the top two tiers.
You do not apply your resistance to this overflow stress, since your resistance was already applied to the Stress when it was originally dealt. While stress is a simple, numerical representation of the strain and damage you have sustained, traumas represent the tangible repercussions of that stress after it has built up. By taking some time to analyze the effects the stress has had on your body, mind, and spirit, you can convert that stress into a trauma.
This removes the stress from your stress track, but introduces a narrative effect that will weigh on you as you try to recover from it. There are two ways to acquire a trauma. Usually, you acquire one by converting your stress into a trauma, which relieves your stress and helps you start to recover from the damage you've taken. Alternatively, certain special enemies can cause you to automatically undergo a specific trauma.
The name of the trauma describes its effects on you. A trauma's severity, on the other hand, is a number between one and three, tracked in that trauma's three boxes, which are filled in from left to right. When you remove your stress to acquire a trauma, that trauma's severity is equal to the number of tiers in the stress track that had any boxes filled in.
The trauma's severity determines just how hard that trauma will be to heal. Traumas act a lot like negative features see Negative Features, page Whenever you make a test that could reasonably be hindered by trauma, you add a negative die to that test. Particularly severe traumas can add even more negative dice, at the GM's discretion. You can never have more than three traumas of any severity level in a category at once. If you ever suffer a fourth trauma in a category, you immediately die without any chance to cling to life see Death on page To convert your stress into a trauma, you have to have at least five minutes of downtime to spend analyzing how your stress has affected you.
This process could take the form of looking over your wounds after a battle to see what is hurt, meditating on the mental strain you've been under, or confronting your trust issues.
You can do this whenever you want, as long as you have the time. You can choose to remove your stress early and often, building up a large number of small traumas that are easy to heal but weigh on you. Alternatively you can ignore your injuries, avoiding immediate setbacks but risking their becoming even more severe before you have a chance to start dealing with them.
After spending the five minutes to look yourself over, you remove all of the stress in a single category. You then record a single trauma in that category with a severity equal to the number of tiers in that stress track that had any boxes filled in. Next, you determine the exact nature of the trauma and how it will affect you. This should be based on its severity and how you received the points of stress that were removed.
Table 6: Trauma Examples presents a list of traumas to use as inspiration when deciding what the nature of your trauma is. Do not feel restricted to the traumas suggested here; simply use them as a jumping-off point as you work with your GM to devise a trauma appropriate to your situation and character.
Fortunately, most traumas can be healed over time. How you go about healing your trauma depends on what category the trauma is in and its exact nature as determined when it was incurred. The treatment might be first aid and medicine for a physical trauma, relaxation and personal reflection for a mental trauma, or the help of people close to you for a social trauma.
The amount of time the treatment takes depends on the severity of the trauma, and whether or not it succeeds is determined by a test. When you decide to begin treating one of your traumas, specify to the GM what measures you are taking to do so. You then must undergo the treatment for the amount of time specified for a trauma of that severity, as listed below required treatment time is also marked in the severity boxes on the official character sheet: Some traumas, such as losing a limb, can never be fully healed.
The wound can heal over, and you can adapt to the disability, but your limb will never grow back. In extreme situations such as this, the GM may decide to add a negative feature to your character as the result of a specific trauma. For example, if you were to lose your arm, you could gain both a "Lost Arm" trauma and a "Lost Arm" negative feature. Over time, you could recover from the "Lost Arm" trauma, healing the wound fully, but you would never recover fully from the "Lost Arm" negative feature.
The GM should reserve the addition of negative features from an injury for truly exceptional circumstances. This time doesn't need to be one hundred percent committed to curing the trauma; you can do other things while you recuperate as long as they don't directly interfere with the treatment or make the trauma worse. For example, treating a broken leg might involve some form of cast or splint and refraining from putting too much weight on it for a month.
This treatment wouldn't be interrupted by going about your daily life, but it would if you removed the cast or tried to run on that leg. Once the entire treatment time has elapsed, you must make a test to see if the treatment succeeded. This test uses the defensive characteristic from the same category as the trauma Vitality for physical, Willpower for mental, or Empathy for social.
As with any test, this test gains positive and negative dice from any circumstances. For example, positive dice can be added due to helpful equipment or the assistance of allies, and negative dice due to interruptions or complications of the treatment.
If the test succeeds, reduce the severity of the trauma by one. If this reduces the severity of a trauma to zero, the trauma is healed and can be removed from your character sheet. If the test fails, or if the trauma still has a severity, you can continue treatment until it is fully removed.
At the GM's discretion, when the severity of a trauma is reduced due to treatment, you can alter the nature of the trauma based on the in-progress healing. This is usually enough time to move around a bit and then attempt a single task. For more guidance on exactly what you can fit into your turn. If you describe to the GM what you want to do with your turn. The first thing the GM must determine when the game enters structured time is which group has initiative—in other words. These turns can be taken in any order your group decides based on the situation.
One member of each group is nominated to take the test. Once all characters have taken their turns. This represents that character taking the lead in the situation.
Each character in the first group can take his or her turn in any order he or she chooses keeping in mind that each character can only take one turn per round. The GM then determines the order in which the groups act based on their representatives' performance on the test. In these situations. During your turn.
Each round represents about ten seconds of in-game time. Timing As soon as a conflict or any time-sensitive action scene breaks out. Once you describe what you are doing with your turn.
Once they have all finished their turns. This initiative order is determined based on the circumstances that started the conflict. This continues until the action has concluded. Once the GM has determined the order in which the various groups involved in the scene are acting.
During each round. Whether your group or the opposing group goes first is determined by which group has initiative at the start of the combat. If you and the other PCs end negotiations with another group of survivors by attacking them. This is something that requires the majority of your attention and some amount of skill or luck to pull off.
This might be ducking behind cover. On a failure. This minor task should be something that can be accomplished in a couple of seconds. On top of simply moving from one place to another.
This might mean slowly walking while you fire your gun. Some suggestions include: Should cost you no more then 4 bucks at any hobby store. For more in depth overview of how the game works please read the attached rule PDF bellow. But How it works is that for ever interaction that you as a play has, whether its fight off a zombie, bargaining for supply's or scavenging for food you will have to pass a test. Tests in Zombie Apocalypse require you to roll two different types of six-sided dice or d6s: To roll for a test at the table, you will need several d6s of two different colors.
Tests are designed to be quick, easy, and fun. They allow you to roll the dice, integrate the results into the story, and continue on with your narrative. Once you have determined the task you are trying to accomplish, the test takes three steps: Once the test is finished, the GM narrates the outcome of your actions based on the results of the roll.
The test can also have effects beyond simple success or failure, depending on what you are attempting. There's more to the game then this but you can read all about that in the rules section of the attached PDF.
Share Tweet Facebook Facebook. The online role playing game site. I'm still learning it myself but its a great tool for playing RPG with people who aren't in the same room. Alright, I am registered with Roll I have downloaded the PDF and the Character sheet I will have to get a few character sheets printed out This way I don't screw up and forget what the hell I have So I am voting Saint to be the GM I'm a player, not a GM Not even sure how that works But will be ready to roll and go after the 3rd of April Just need to pick up a few dice, but have to wait till paid day I would go ahead and make up the digital sheets, that way if we get more people wanting to play, we won't have to wait for them to get the sheet and do what they need to do to get it filled out The only main weapons I know I want are my Canik TP9sa 9mm semi-auto pistol with two mags and my marine style hunting knife Clothing, my black jeans, black button down dress shirt, my linemen boots and my black duster and my gambler's hat Gear, just a simple pack with a canteen, can opener, first aid kit and a space blanket Went to the premier of the new Romero movie.
The Canik would be on my side since it his my Conceal Carry weapon I have round magazines that will be on me at all times As for the knife, I'm cool Sounds good as a starter point to me Just finished the tutorial stuff and now will be reading the PDF files I downloaded to get the rules of the game Think I'm going to try and find some dice Think I'll go with red for Positive and Black for Negative Battery connections I'll give you your EDC but its gonna be in your car.
See that's where looking up who honors other states conceal carry before you leave to go to that state