1
1 © 2013, Hunters Books and Apparel, All Rights Reserved. FREECONTENTFRIDAYVOL.038 4 Free Content Friday.. • Vol. 40 • December 2013 Holidays are often an occasion for happiness, bounty, and goodwill. Often however, it can only be reflected upon deeply enough during peaceful periods. Despite this, during war or great times of strife, Holidays can still serve of a symbol of of ‘what once was’, hope, or just a reason to be extra thankful for what little one still has left. With that said, it is often hard to keep track of dates once a few days have been missed on a calendar. A Sundial is often the most reliable way to keep track of how long time has passed using the consistency of the Sun. As a result, we are hoping to bring some extra cheer to your survivors with this month’s Free Content Friday. STRONGHOLD UPGRADES Christmas Tree Time: Determined by results of “Scout” mission Prerequisites Scout Mission to discover the location of the “perfect” tree. 2 Resource (Decorations), ‘Slashing’ style weapon or a Chainsaw, must be in a ‘Topiary’ class biome. Objective The purpose of this mission is one of pure morale. A ‘Per’ check is required with 10% added with each additional Mobilized Work Force added. While returning with the tree by foot, the players may only move at ‘Half-speed’. Success Raise Morale by 2 for the duration of the month. Failure Nobody can find a good tree or it was too difficult to bring back. Minus 1 morale once party returns to the Stronghold. Special Fake Tree - A characters can substitute an artificial tree for finding a real one. This will only raise Morale by 1. Sundial Time: 2 Prerequisites 2 Generic Resource, Science 2, and an Open area that has direct visibility to both horizons. Objective A PER-Check with 4 Difficulty. This can be removed by either having a manual of constructing a Sundail or additional attempts (-1 Difficulty each attempt) for trial and error purposes. Success Players can now keep track of the date, Raise Stronghold Culture by 1 Failure The Sundaile doesn’t work, and 1 of the Generic Resources are wasted. Catastrophe The Sundial is completed but is inaccurate. MISSIONS Gift Exchange Prerequisites Successful ‘Scout’ Mission Objective Players must perform a successful ‘Raid’ mission, but with only specialized Locations (Toy stores, Malls, Thrift Shops, Super Stores, etc). If successful, and in conjunction with the ‘Christmas Tree’ mission, this has a significant impact on the Morale of the Stronghold. Success Increase Morale by 1 and Culture by 1. If there is a ‘Christmas Tree’ Stronghold Upgrade present add an additional 1 Morale for the month. Failure No Morale is gained. Special Stronghold Gift Exchange - Characters can exchange gifts with other neighboring Strongholds that are nearby in a gesture of goodwill. If characters gift Resource or any gear with a Value to another Stronghold, then all Diplomacy checks in dealing with them is increased in their chance of success: 1-5 Res./Value = +10 Diplomacy 5-10 Res./Value = +15 Diplomacy 11-15 Res./Value = +20 Diplomacy 15+ Res./Value = +20 + d6 per Res.Value past 15. Diplomacy Characters doing this must make an immediate Diplomacy check (factoring in the bonus above). If this check passes, then the half of the bonus will apply to all Diplomacy checks made with that Stronghold’s occupants. Characters will get in return 1 Resource worth of gear per DoS that they can choose from the other Stronghold’s Resource Catalog. If the GM does not have a Resource Catalog, then a GM can allow characters to purchase from the characters’ own Stronghold Resource Catalog without having it count as a purchase for purposes of Depletion. Reason for the Season Time: Varies Prerequisites 2 Generic Resource (religious accoutrements or objects), Culture 5 Objective A location for religious observance and dedicating Time to do so (as determined by the religion’s requirements for the holiday, i.e. one full day for Christmas, a few periods of Time per day for 7 days for Hanukkah). No check is required, but neglect for spending Time will result in a Failure. Success Raise Stronghold Morale and Culture by 1 Failure Reduce Culture by 1 Special Obligation - For observant religious communities, neglecting this is not an option. If a Stronghold’s Culture is 7 or higher, then they must undertake this mission when the proper calendar date arrives.

Outbreak Undead - FCF - Vol 040

Embed Size (px)

DESCRIPTION

Free Content Friday #40 for the RPG series Outbreak Undead.

Citation preview

Page 1: Outbreak Undead - FCF - Vol 040

1

© 2013, Hunters Books and Apparel, All Rights Reserved.

FREE CONTENT FRIDAY VOL. 038

Free Content Friday.. • Vol. 038 • October 2013

patient ZERO What was the infection that started all infections? Whose unspeakable illness broke the bounds of life and death to occupy a horrible area in between? This unfortunate individual has been designated “Patient Zero”. This person has been subjected to a terror unlike the world has seen before, a terror so great that it infected the world around them.

Patient ZeroOBM template added to Survivor

Patient Zero is a tortured soul, unable to free themselves from the virus that shattered their mind. Few know what Patient Zero looks like or what they are capable of, but living with the virus for so long. It is not known why this person has survived or to what extent they have immunity, but the result has left them mentally unhinged and highly infectious.

Size: +3Strength: 10d6Viral: SpecialPerception: Very HighSpeed: Very HighDefense: 3/3

Special:

Rapid Mutation - Patient Zero is able to survive the virus by means of rapidly mutating to stay one step ahead of the necrotizing effects. This grants them the same resistances and immunities as zombies. They are, however, mortal and able to die via other means just like any other survivor.

Unstable Strength - Patient Zero has no control over his/her own power. Each time their Strength is used, they roll 10d6 and use the total number as their current Strength. Note this does include Breach checks to attempt an escape from imprisonment by characters. If this is the case, roll for Strength each period of Time.

Highly Infectious - Patient Zero will infl ict 1 Viral damage per DoS in their attack. Any character that takes more Viral damage than 4 in an Encounter, they turn immediately.

One of Us - Patient Zero may not be immediately apparent. Characters encountering Survivors on an Encounter table may allow Patient Zero to be among them.

Signs of infection - Patient Zero is always showing various stages of the infection, be it discoloration, scabs, vomiting, or whatever the Outbreak Scenario calls for. Patient Zero will always attempt to not make these signs obvious. A successful Perception Check using Patient Zero’s Defense as a Diffi culty is necessary to catch the signs. Characters granted bonuses due to medical background character Types may add any bonus they are allowed to such checks.

Lab Rat - Patient Zero may be used to Earn Scenario points if they have access to a Stronghold with at least a 6 Science. He will earn the players 20 SP in this case if he/she is used to study the infection.

Pity - A player wishing to confront Patient Zero may be allowed to make a Empathy - Diplomacy Check to have them confess the uniqueness of their situation. However, Patient Zero will try to escape during the next encounter.

Aggression - Characters failing any Empathy checks to get Patient Zero to willingly submit to testing will cause Patient Zero to go into a violent defense, engaging characters immediately and attempting to escape an Encounter when they are struck by 3 successful ZK%

4Free Content Friday.. • Vol. 40 • December 2013

Holidays are often an occasion for happiness, bounty, and goodwill. Often however, it can only be reflected upon deeply enough during peaceful periods. Despite this, during war or great times of strife, Holidays can still serve of a symbol of of ‘what once was’, hope, or just a reason to be extra thankful for what little one still has left. With that said, it is often hard to keep track of dates once a few days have been missed on a calendar. A Sundial is often the most reliable way to keep track of how long time has passed using the consistency of the Sun. As a result, we are hoping to bring some extra cheer to your survivors with this month’s Free Content Friday.

STRONGHOLD UPGRADES

Christmas Tree

Time: Determined by results of “Scout” mission

Prerequisites Scout Mission to discover the location of the “perfect” tree. 2 Resource (Decorations), ‘Slashing’ style weapon or a Chainsaw, must be in a ‘Topiary’ class biome.

ObjectiveThe purpose of this mission is one of pure morale. A ‘Per’ check is required with 10% added with each additional Mobilized Work Force added. While returning with the tree by foot, the players may only move at ‘Half-speed’.

Success Raise Morale by 2 for the duration of the month.

Failure Nobody can find a good tree or it was too difficult to bring back. Minus 1 morale once party returns to the Stronghold.

SpecialFake Tree - A characters can substitute an artificial tree for finding a real one. This will only raise Morale by 1.

Sundial

Time: 2

Prerequisites2 Generic Resource, Science 2, and an Open area that has direct visibility to both

horizons.

ObjectiveA PER-Check with 4 Difficulty. This can be removed by either having a manual of constructing a Sundail or additional attempts (-1 Difficulty each attempt) for trial and error purposes.

SuccessPlayers can now keep track of the date, Raise Stronghold Culture by 1

FailureThe Sundaile doesn’t work, and 1 of the Generic Resources are wasted.

CatastropheThe Sundial is completed but is inaccurate.

MISSIONS

Gift Exchange

PrerequisitesSuccessful ‘Scout’ Mission

ObjectivePlayers must perform a successful ‘Raid’ mission, but with only specialized Locations (Toy stores, Malls, Thrift Shops, Super Stores, etc). If successful, and in conjunction with the ‘Christmas Tree’ mission, this has a significant impact on the Morale of the Stronghold.

SuccessIncrease Morale by 1 and Culture by 1. If there is a ‘Christmas Tree’ Stronghold Upgrade present add an additional 1 Morale for the month.

FailureNo Morale is gained.

SpecialStronghold Gift Exchange - Characters can exchange gifts with other neighboring Strongholds that are nearby in a gesture of goodwill. If characters gift Resource or any gear with a Value to another Stronghold, then all Diplomacy checks in dealing with them is increased in their chance of success:

1-5 Res./Value = +10 Diplomacy5-10 Res./Value = +15 Diplomacy11-15 Res./Value = +20 Diplomacy15+ Res./Value = +20 + d6 per Res.Value past 15. Diplomacy

Characters doing this must make an immediate Diplomacy check (factoring in the bonus above). If this check passes, then the half of the bonus will apply to all Diplomacy checks made with that Stronghold’s occupants.

Characters will get in return 1 Resource worth of gear per DoS that they can choose from the other Stronghold’s Resource Catalog. If the GM does not have a Resource Catalog, then a GM can allow characters to purchase from the characters’ own Stronghold Resource Catalog without having it count as a purchase for purposes of Depletion.

Reason for the Season

Time: Varies

Prerequisites2 Generic Resource (religious accoutrements or objects), Culture 5

ObjectiveA location for religious observance and dedicating Time to do so (as determined by the religion’s requirements for the holiday, i.e. one full day for Christmas, a few periods of Time per day for 7 days for Hanukkah). No check is required, but neglect for spending Time will result in a Failure.

SuccessRaise Stronghold Morale and Culture by 1

FailureReduce Culture by 1

SpecialObligation - For observant religious communities, neglecting this is not an option. If a Stronghold’s Culture is 7 or higher, then they must undertake this mission when the proper calendar date arrives.