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Kickstarter Backers:
Jordan Cunningham, Matt Luckett, Adam Rosenblum, Tyrone ''r3d tiger'' Tigger Queensborough, Daniel Huck-
abone, Mach_5, Scott Butler, Rick "Doppelbock" Westbrock, Matthew Cautrell, Wayne Gilbert, Matthew Tracy,
Matt "Payback" Wilkinson, Rodney J Kelly, Michael O., Richard Grabow, CPT Jake, Shannon Keith McPaul ( Raptor
Baptist ), Francis A. Thibert Jr, Johnathan L Bingham, Armiesarmy, Zach Puckett, John C. Hanlon, Jeff Becker, Byte,
Mike Emrick, Arman Baughman, Christian Torrent, Lord Siwoc, Pier & Sca, Dave Violago, Neo117, Dana "madroot"
Fox, Jose Torres aka. Atomico, Burt Silva, Kenny Turman, Mark Stewart, Kian Alden, Angelo D., Mike Chappell,
Kevin J.R. Holland, Philip Hagan, Phil Brown, Craig "feast 4 crows" Johnson, James W. Keller, Richard M., Chris
Steel, Giorgio G. / PEDRAZZI / Rhannon, Timothy Wolford, Erika E.G., Joshua Weiss, Rick Black, Darren Moroney,
Andrew "Barloq" Cowie, Matt Keller, Scott Maynard, Matthew Berard, David Blood, Mike Jones, Richi Paskell, Em-
manuel Tng, Lindemann, Simon Hunter, Bob Nolan, aka Varagon, Chris Rose, Lars-Inge Lindbom, Sannop2, Lon A.
Porter, Jr., Leonardo Poni, Mohammad Nur Adli, Victor Bugg, Adam Tierney,David Wright, Dawfydd Kelly, Tay Rain-
bow, Robert Brown, Kristin Leigh Johansen, Jeremy Smith, Cody Ruth, Samuel Munilla, Daniel Hallifield,
Joel Logan, Colm O'Hara, Florian Luckyfer Stumpf,, Ray Wingrove, Raffaele Passarelli, Kyngic Vaults Team, Paul F,
Marcelo Ferrari, Karl Jepson, Stephen G. Roy, Hyacinth Games, Galen Teschendorf, Jason Ellis, Jon Morin, Christo-
pher Schroeder, Anthony S, Warlord Olaf, Jason Martin, Gareth Jenkins, Paul M. M. D. Jacobus, Devin Night, C.S.
Barnhart, Matthew Ledgerwood, Moylerj, Dave Polhill, Chris Snyder, Mary Murphy, and Cori Thompson.
Funded With
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Character Creation Basics . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter One: Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter Two: Statistics & Traits . . . . . . . . . . . . . . . . . . . . . .
Chapter Three: Skillsets .. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter Four: Equipment & Gear . . . . . . . . . . . . . . . . . . . .
Chapter Five: Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter Six: Adventuring . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter Seven: Other Rules . . . . . . . . . . . . . . . . . . . . . . . . .
1
Authors
Paul Murphy
Joel Logan
Co-Authors
Christopher Barnhart
Editing
Paul Murphy
Joel Logan
Christopher Barnhart
Bart Turpin
Game Design
Paul Murphy
Joel Logan
Garth Anderson
Jay F. Kemberling
Bart Turpin
Paul Egbert
Andrew Cox
Play Testers
Bart Turpin
Colton Turpin
Alex Logan
Andrew Cox
Paul Egbert
Artwork
Commissioned Artwork by
Jericho
serathus.deviantart.com
Spot Illustrations by both
Jericho and Frances Byrd
Other Major Supporters
Francis Thibert
Project Zeke Miniatures
Steven Eserin
Revell Models Used Under
Permission of Revell US,
Inc.”
Countless Unnamed
Contributors You know
who you are!
CREDITS
TABLE OF CONTENTS
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zombie master friend has prepared.
RPGs are an extended version of cowboys and Indians,
playing house or playing with combat action figures but
with some rules that guide your actions and events so you
can really determine who shot who first or just how good
that imaginary tea is. As a player the zombie master will
describe to you the situation and events and locations
surrounding your character and he will be prepared for a
myriad of possible actions or reactions you decide to have
your character make, but he will never be ready for every-
thing. When you run into a challenge that cannot simply
Introduction:
Welcome to the world of Bio Syndrome RPG: Modern
Edition. Bio Syndrome is a fan funded modular game
system which is the creation of Paul Murphy and many
countless contributors through both the web and kick-
starter. Bio Syndrome is both a war game and a role
playing game (RPG) system. This particular book is de-
signed for playing the role playing game version of Bio
Syndrome set in modern times. Though the intended
setting for this book is the zombie apocalypse you can
use it for any modern or postmodern setting you wish.
Bio Syndrome is a fun easy to learn role playing game.
The action and combat sequences are very fast.
Even though Bio Syndrome has it’s own detailed world
(see chapter six), you can use this rule book to create
your own unique world or even recreate your favorite
movies or television shows set in the zombie apoca-
lypse.
ROLE PLAYING
A common question asked in the introduction of Role
Playing Games is what is a Role Playing Game? Simply
put, a Role Playing game is an exercise in the imagina-
tion. A player takes on the role of a character within a
game and interacts with other players and plays out
their role in the story that is unfolding. This story is told
by another player, generally called a Game Master, but
in this game referred to as the Zombie Master. This ex-
tra player sets up stories, encounters, non-player char-
acters for players to interact with and hosts the story
for the rest of the group. The group participates in a
series of questions and answers that move along the
story that the zombie master is telling.
Now here is the tricky part, the story isn’t set. Certain
events may be predetermined but the interaction within
the story that the players take can alter the course of
events dramatically. While watching a movie or reading a
book you may say to yourself or a friend that you would do
this or that action instead of the action the character takes
in the story you are engrossed with. In a Role Playing game
you get to make those exact decisions and these decisions,
along with the abilities of your
character and the actions of your
fellow players and the rolls of the
dice will dictate and determine
the outcome of the story your
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Creation Basics section will act as a master guide for cre-
ating your first character and point you to the various
chapters containing the information you will need. Sec-
ondly, you will need a designated “Zombie Master” (Or
game master if your game does not involve zombies) who
will lead you through your adventure that has been pre-
pared beforehand. You will require some additional items
in order to play which include but are not limited to:
A few friends
A few D4, D6, D8, and D10 for Percentile
Scratch paper and a good pencil or two with an eraser
Miniatures
Lots of snacks - Free time
be decided by saying “I do this” or “I do that” dice rolling
will determine for you and the actions of the NPCs run by
the zombie master and the characters used by other players
will interact with your character’s actions, speech and sto-
ries.
A role playing game is one part acting, one part writing, one
part improve, one part game, and all parts fun. So sit back,
chase a zombie, club your friend with a hockey stick (but
only in the game) and let the zombie master ruin your char-
acter’s plans while you ruin his zombies!
Surviving the Apocalypse
The world has changed, and not for the better. The world is
now a rough place. You will need food and water to survive
period! Zombies are not the only thing that can mean
death even for an experienced party of player characters.
Many commodities we enjoy today are extremely scarce
and are not being produced on a mass level anymore. Most
of the basic things we take for granted do not exist any-
more. Where many fantasy games focus on the player char-
acters acquiring gold and treasure, in Bio Syndrome the
acquisition of food, water, and basic needed items to sur-
vive are the treasure.
In the Bio Syndrome RPG: Modern Edition you will encoun-
ter many opportunities to “scavenge” the many structures
and vehicles left abandoned throughout the Bio Syndrome
universe. In Chapter Four Equipment & Gear you will find
many tables that will help you randomly determine what
you will find in your quest to
survive. Will you find food and
nourishment, ammunition for
your weapons, a sub machine
gun, a structure full of zom-
bies, or nothing at all?
What Do I Need To Play?
The first thing you will need is
a character who will represent
you in the Bio Syndrome uni-
verse. Each player will have a
character sheet that represents
their character. The Character
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statistics until you have your final numbers at the end of
character creation to record on your character sheet.
You will now want to spend points on your Accuracy Bal-
listics (AB) which is how well you shoot, Accuracy Weap-
ons (AW) which is how well you fight with melee weap-
ons, and Health Resistance (HR) which is your ability to
resist the virus. Review chapter two to better understand
what each statistic represents. Think about what you want
to be good at in Bio Syndrome. Do you want to be a good
shot with a firearm, a master of melee weapons, good at
fixing things, etc..? Bio Syndrome uses primarily a d8 sys-
tem to determine the outcome of ranged (AB), hand to
hand combat (AW), health resistance checks (HR) and nu-
merous other actions and events. The range for your
starting statistics is from 8+ to 5+. 2+ is the best a statistic
can ever be in Bio Syndrome but during this step you can-
not purchase more than a 5+ statistic which is three ranks.
However, skillsets may be purchased that will increase
your statistic better than a 5+ at character creation. Re-
view Table 2-1 to calculate how many points rank pur-
chases will cost.
4. Assign Fate Points: All characters
begin with three fate points. Fate
points represent your heroic destiny
in this new apocalyptic nightmare
and set you apart from other NPCs
and antagonists. Fate points are
used to cancel out the first three
times you take damage of any kind
during a game session or at the zom-
bie master’s discretion may be used
to complete a critical life saving or
important story advancing action .
Players regain their fate points at
the beginning of each game session.
The purpose of the fate system in
the Bio Syndrome RPG is to give
your character a greater chance of
survival while also making your char-
acter a more important part of the
story your zombie master is telling
through the adventure and you. If you wade into or
through a horde of zombies this system will not make
you indestructible but it does keep you from becoming
infected by the first interaction you ever have with a
walker.
Character Creation
Basics
***Players begin with 30 experience points to purchase
their class, skillsets and starting equipment. Follow the be-
low steps and you will be well on your way to fighting off
the zombie hordes!
0. Check with your Zombie Master. Players will design their
character using the experience point buy system prior to
playing in a campaign. All characters will be reviewed by the
zombie master before playing. Additionally, zombie masters
have the final discretion if certain classes, skillsets and
equipment are available at the start of a game or if allowed
in the game at all.
1. Choose your Class. The first thing you will spend your 30
experience points on is your chosen class. You may choose
from Civilian(8), Doctor(13), Mechanic(15), Pilot(13), Police
Officer(17), Scientist(11), Soldier
(20), or Technician(13) as your
class. Please review Chapter
One: Classes to see more detail
about each class. Subtract the
cost for each class from 30 so
you know how many points you
have left to spend on character
creation.
2. Choose your Trait. Traits are
dependent upon which class
you chose. You can only have
one trait and it must be chosen
at character creation. Please
review chapter two to see more
details about each trait.
3. Assign and Adjust your Sta-
tistics. Your starting class will
determine the Armor Save (AS),
Health Points (HP), Hand to
Hand (HH), and Movement (MV)
statis-
tics of your character. Go ahead
and record these four statistics.
Until you finish your character
creation you may want to use a
scratch piece of paper for your
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es to statistics. For innovative ideas the discretion of
points earned is up to the zombie master. Generally if the
idea has a small impact 1 point will be earned, if the idea
has a much greater impact the zombie master must de-
cide a fitting bonus. Please note that zombie masters do
not always have to give experience for rewards. Food,
ammo, equipment and other items are usually a much
better and more needed option. Characters will not sur-
vive without them!
Zombie masters are encouraged to also reward players
with immediate additional temporary fate points in each
game session for heroic or selfless acts in Bio Syndrome.
Chapter One: Classes
Players will use their starting experience to purchase a
base class for their respective characters. Base classes
define some of the player character’s base statistics, a
starting skillset, basic starting equipment, and a creation
point for their background story. Remaining points may be
spent on additional equipment, additional starting skill-
sets, and ranks in statistics. Starting class skillset bonuses
have NOT been applied to the statistic scores; so make
sure to add any bonus the starting skill set provides to
your statistic line scores AFTER buying your base statistic
scores. (for example, first you purchase your AB, AW, and
HR scores, then if you choose soldier apply your +1 bonus
to your AB and AW stats). If you bought a 6+ AB and a 6+
AW, both scores than become a 5+ due to your military
training.
5. Assign and Adjust your Skillsets: Each class grants at
least one free skillset. Review your chosen class page in
chapter one to see which skillsets you get for free. Record
your ranks for the skillset under the skillsets section of
your character sheet or scratch sheet. If you have enough
points you should purchase additional skillsets but they
must fit your background and be approved by the zombie
master. NOTE: Some skillsets are class specific and can only
be taken at character creation.
6. Select and Record Your Equipment & Gear: Review
chapter one to see what starting equipment your class
grants you. Record this equipment on your character
sheet. OPTIONALLY your zombie master may have you roll
on the scavenging tables to determine your starting weap-
ons and equipment depending on the adventure or cam-
paign.
Take the time to fill out all the weapon information on
your character sheet columns so you don’t have to con-
stantly look up all the details of your weapon. If you have
remaining points left you can trade them in for additional
equipment with the zombie master. Because there is no
longer a monetary system in the Bio Syndrome universe
this will be a negotiation process with your zombie master
depending on the usefulness and rarity of the item.
NOTE: Bio Syndrome also comes with an optional card
system you can use to track your weapons, items, and ar-
mor. Look for it as a separate file you can download.
***A Note on the Bio Syndrome Experience Point System
Players begin with 30 experience points to purchase their
class, skillsets and starting equipment. All left over points
will be discarded (use all your points)! There are no tradi-
tional levels for characters in this game. Instead earned
experience points can be used to purchase character up-
grades during a campaign’s gameplay. This gives players a
feel that their characters are learning and growing as they
travel, not increasing in ability all at once unexplained.
Characters will earn experience as they travel throughout
the post apocalypse. At the end of a gaming session, surviv-
ing characters will each earn 2 experience points for group
participation and regain all of their fate points.
Additional experience is earned while playing immediately
after killing antagonists, executing a genuinely innovative
idea, and successfully using a skillset. Only certain skillsets
can earn experience, while other skillsets give other bonus-
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Civilian Class
Many players from real life would translate into the civilian
class in the Bio Syndrome RPG: Modern. Civilians typically
have no notable job skills, and adapt well to all situations.
All Civilians start with the following equipment or choice
there of:
Semi-Automatic Pistol w/ 1 magazine
Knife
A zippo lighter
Backpack
Crowbar
2 bottles of water, 1 day worth
2 days worth of food
Doctor Class
Doctors are trained physicians skilled in the arts of healing. In the Bio Syndrome universe there are few medical doctors still
living who survived the global pandemic.
All Doctors start with the following equipment or choice there of:
Semi-Automatic Pistol w/ 1 magazine, Knife
Doctors medical kit
2 first aid kits
2 bottles of water, 1 day worth
2 days worth of food
OPTIONAL Hazmat Suit (Up to Zombie Master)
Civilian
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
x x 8+ x d4 6’ 1 Survivor Level 1 Lucky, Scavenger 8
Doctor
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
x x 8+ x d4 6’ 1 Medic Level 4 (Advanced) Medical Guru, CBRN 13
“The human body experiences a powerful gravitational pull in the direction of hope. That is
why the patient's hopes are the physician's secret weapon. They are the hidden ingredients
in any prescription.” Norman Cousins
“But the one who endures to the end will be saved” Matt. 24:13
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Mechanic Class
If you plan on driving in your campaign a mechanic is an important class to have in your group. Mechanics can repair automo-
tive and machinery that involves internal combustion engines and basic computer systems. A mechanic would not have the
same abilities and knowledge as the technician class when it comes to repair of something such as a computer network or a
municipal water system plant. Mechanics also have a slight advantage in hand to hand combat.
All Mechanics start with the following equipment or choice there of:
Shotgun w/ 6 shells
Backpack
Knife
Mechanical repair kit
2 bottles of water, 1 day worth
2 days worth of food
Pilot Class
A player who chooses the pilot class should consult the zombie master before choosing the pilot class. In the Bio Syndrome
universe it is not only difficult to find a chopper or plane that is operational, but it is even more rare to find the specialized fuel
they require.
All Pilots start with the following equipment or choice there of:
High Caliber Pistol w/2 magazines
Backpack
Combat Knife
2 bottles of water, 1 day worth
1 day worth of food
Mechanic
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
x x 8+ X D6 6’ 2 Motorhead 4, Techy 1, Trucker 1, Road Warrior 1
Mr. Fixit, Scrapper, Shotty! 15
Pilot
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
x x 8+ x d4 6’ 1 Flyboy 4 Mr.Fixit, Shotty! 13
“You have to look for teachers. If you want to be a mechanic, go
hang out with mechanics.” Robert Kiyosaki
“Fighter pilots have ice in their veins. They don't have emotions.
They think, anticipate. They know that fear and other concerns
cloud your mind from what's going on and what you should be
involved in.” Buzz Aldrin
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Police Officer Class
The police officer class represents an officer of the law who has some tactical training. Though
not a fully trained soldier, the police officer has training and resources a civilian would not.
All Police Officers start with the following equipment or choice there of:
Semi-Automatic Pistol /w 2 Police Magazines
Knife
Backpack
Police baton
Tactical body armor
Handheld radio
Handcuffs
2 bottles of water, 1 day worth
1 day worth of food
Scientist Class
If you are playing a campaign where you are looking for or trying to develop a cure for the B10 virus then this class is crucial for
your party. Scientist characters are smart… very smart indeed. They are probably the only people who can find a cure. Consult
your zombie master before playing this class.
All Scientists start with the following equipment or choice there of:
Semi-Automatic Pistol w/1 magazine
Backpack
Knife
2 bottles of water, 1 days worth
1 day worth of food
OPTIONAL Hazmat Suit (Up to Zombie Master)
Police Officer
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
x x 6+ x D6 6’ 2 Diplomacy, Road Warrior 2, Eagle Eye 2
Officer, Tactical Training 17
Scientist
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
x x 8+ x d4 6’ 1 Savant, Techy 1 CBRN, Electronic Expert, Medical Guru
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“Most people say that it is the intellect which makes a great scien-
tist. They are wrong: it is character.” Albert Einstein
“We have an incredible warrior class in this country - people
in law enforcement, intelligence - and I thank God every
night we have them standing fast to protect us from the tre-
mendous amount of evil that exists in the world.” Brad Thor
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