Outbreak Undead - FCF - Vol 046

Embed Size (px)

DESCRIPTION

Free Content Friday #29 for the RPG series Outbreak Undead.

Citation preview

  • 4 introduction

    Quick Q&A

    Q: Can I play this without a copy of Outbreak: Deep Space?A: No. The two systems will be complementary and share the same mechanics. Outbreak: Deep Space has the benefit of being done first, so thats why youre seeing it before our release of Outbreak: Undead.. 2nd Edition. We didnt want to leave our fans of the original game feeling as if were moving on without revising Outbreak: Undead.. This short primer will allow the reader to know how we will apply the system presented in Outbreak: Deep Space to Outbreak: Undead..

    Q: Is the book going to be in full color and hardcover? Because this primer is neither of those.A: Yes on both counts. The full version is going to be full color and hardcover.

    Q: Will I be able to play the full release of Outbreak: Undead.. 2nd Edition without a copy of Outbreak: Deep Space?A: Yes. The full 2nd Edition release will have the complete ruleset contained within. This primer is just to introduce those who want to play whats newest with Outbreak: Undead.. by adapting Outbreak: Deep Space.

    Q: What crosses over from Outbreak: Deep Space to this book?A: Character creation, the Encounter sequence and the mechanics of combat are what fully cross over from Outbreak: Deep Space to this book. We will call out any references that are utilizing the Outbreak: Deep Space rules. Many character Paradigms can also be utilized from Outbreak: Deep Space to Outbreak: Undead.. 2nd Editon.

    Q: What is unique to the Outbreak: Undead.. 2nd Edition Primer?A: The kind of gear a character has access to as well as the nature of the opponents and setting. All of those differences will be covered in this primer.

    Q: How close are the rules going to be to the actual release of Outbreak: Undead 2nd Edition?A: Very close.

    Q: Is the full version of Outbreak: Undead.. Second Edition going to be printed in color?A: Yes... stop asking.

    Q: Will this be outdated when the Outbreak: Undead.. 2nd Edition book comes out?A: Not really. We will obviously address any problems or

    concerns that we get from player feedback between now and when we publish, but there should be no mechanical difference between this book and the full version of Outbreak: Undead.. Second Edition.

    Q: Are you going to use that handwriting font again?A: Yes, but sparingly... we promiseQ: Is that going to be the cover?A: No. We are featuring a new model. And yes, shes very pretty... like last time.

    introduction

  • 48

    horror traitsPlayers that are utilizing the rules from Outbreak: Deep Space will be able to utilize the Horror Traits that are presented on pg.xxx. Since most Outbreak: Undead feature viral based opponents, the symptoms themselves and the accumulated Viral total that a character or the opponents have present an entirely new range of possible opponents.

    viralOutbreak: Undead.. presents different options (symptoms) for multiple types of viral infections. If the Viral total is greater than the Tens digit (or Bonus) of the SPEW stat it effects, then the character succumbs to the Virus and becomes an opponent with all the Horror Traits of the standard opponent of the outbreak scenario. If the Virus does not alter a SPEW stat, then the virus will simply damage a character until the virus is somehow removed or the character is killed. The following are a list of Symptoms that work like Horror Traits that apply specifically to the Virus that serve as penalties to characters who are infected:

    symptoms

    Name of SymptomEffect of Symptom

    Manifested Horror Traits (Viral Total Needed). An (S) indicates that the Horror Trait manifests once the infected finally succumb to the virus.

    Outbreak Scenarios that feature a virus with a particular symptom that manifests at (S) will automatically apply to the Standard Infected opponent.

    HallucinationThe virus wreaks havoc on the Occipital Lobe and Visual Cortex. Each Viral point adds 1 Difficulty to all checks with Per as a primary attribute and will not allow any Pb to be claimed for any other checks.

    Advanced Weaponry - Ranged (S), Disoriented (4), Indiscriminate Attacker (7)

    Mutation/Invasive Growth This virus causes rapid mutation or invasive growths that is fueled by consuming biomass. The resulting monster may barely be recognizable as once being human and be capable of terrifying strength or other unnatural abilities. The mutation will actually augment their abilities until the mutation becomes rampant. Empathy and one other

    SPEW Attribute becomes targeted. The combined bonus of these two SPEW Attributes will be Viral needed for a character to Succumb. The remaining two SPEW Attributes will get a +1 Bonus per Viral until a character Succumbs. A character cannot claim an Eb for any check.

    Mutation - Mobility, Projectile, Regeneration, Resistance (damage type), Strength (1 new mutation per 2 Viral points), OBM (S)

    RageThe virus suppresses the functions of the Frontal Lobe and will cause a character to become irrational and full of blinding rage, gradually forgetting ties such as kinship or friendship. Each Viral point adds 1 Difficulty to all skill checks with Emp as a primary attribute and will not allow any Eb to be claimed for any other checks.

    Vicious or Advanced Weaponry - Melee (S), Indiscriminate Targeting(4), Endurance (6), Toughness (8), Rage (S)

    NecrosisThe virus will kill and rot the cells of the body and erode the muscle tissue of the character and/or the Motor Cortex of the brain. Each point of Viral adds 1 Difficulty to all skill checks with Str as a primary attribute and will not allow any Sb to be claimed for any other checks.

    Endurance (S), Tough (5), Undead (7)

    DeliriumThe virus damages or suppresses the operation of the Cerebellum. Each Viral point adds 1 Difficulty to all skill checks with Willpower as a primary attribute and will not allow any Wb to be claimed for any other checks.

    Advanced Weaponry (S), Panicked (4), Enthralled (6)

    HemorrhagicWhen healing damage during Natural Healing, prevent the Healing of 1 damage per Viral point. No Sb can be claimed to see how much damage is healed during natural healing.

    Vicious (S), Hematophagy (4)

    Nausea/DiarrheaA character is constantly nauseous and will vomit up whatever they attempt to eat or drink. Each point of Viral will require that a character ingest an additional Food or they will begin to starve.This lack of nutrition will sap the Strength of a character, so all skill checks with Str as a primary attribute will have +1 to the required Moments

    opponents

  • 49

    per Viral point. Intravenous nutrition solutions and other medicines can prevent this to a certain degree. A character afflicted with this will also reduce the amount of Labor they produce in an amount equal to the Viral total.

    Evacuation (5)

    PhotosensitivityA character is easily disoriented and dazzled by bright lights. While in normal or brightly lit areas, a character will add +1 to the required Moments for all Actions per Viral point to all checks with Per as a primary attribute.

    Photophobia (7)

    SepticEach period of Time, characters take 1 damage per Viral point and any Environmental Modifiers for Unsanitary. A Toughness check will reduce this damage by 1 per DoS. Antiseptic medicine and {AMed, FAid} can also contribute DoS to prevent this damage.

    Highly Infectious (7)

    succumbingSuccumbing will require that the Viral total is equal to or greater than the SPEW attribute bonus the Virus affects based on its symptoms. If no attribute is affected, then the character will require they reach 0 - 1 Health points until they succumb.

    Note: There are some Abilities or gear in the form of vaccines that can artificially increase the threshold where an afflicted character will Succumb.

    A Symptom may be determined by, or give insight into the Horror Traits that result from infection, for instance, Nausea/Diarrhea may indicate the early stages of the Virus that gives the standard zombie their Evacuation Horror Trait.A Symptom will be a negative status affliction against characters that are infected and will serve as Horror Traits to those opponents that have succumbed or turned. In the Horror Traits section will be a section dedicated to Symptoms of the Virus.Some Horror Traits will not manifest unless the opponent is suitably infected. For instance, should a Virus have symptoms that have Endurance (S), and Undead (6), that means that upon succumbing, the opponent has the Endurance Horror Trait, but only after the Viral: 6 is reached will the opponent count as being Undead. If the

    Virus has a combination of symptoms that overlap in what sort of Horror Trait results, always use the lowest Viral total to determine when such a Horror Trait will manifest.It is possible for Horror Traits to manifest before a character Succumbs. They will take the form as handicaps or some other penalty. This situation arises if a characters Viral is high enough to manifest a Horror Trait, but they have not yet Succumbed.If a character manages to be strong enough or medicated heavily enough to prevent Succumbing at a Viral total that normally indicates a Horror Trait manifests, the Horror Trait is ignored until a character actually Succumbs, although the other Symptoms will get noticeably more violent.If opponents in an Encounter are randomly generated, a GM can automatically increase the Viral of the characters opponents by up to the current OL for purposes of determining what Horror Traits can be manifested without any Risk cost.The Biologically Alive opponents that were once humans or animals that succumb to the Virus no longer suffer the debilitation that the Virus infected. They will become what opponent is considered Standard along with any Horror Traits the Virus causes based on its Symptoms. The corresponding Horror Trait can be found on Table X.X.

    the undeadxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    INFECTED

    The rank and file zombie, the undead serve as a baseline opponent that most characters face. They can vary tremendously by the morphology of the infected host, but they all have additional versatility based on the symptoms of the virus they carry. They have another important feature in common: they are very very deadly, especially in greater numbers.

    Opponent - (Zombie)Size: 1Strength: 25Perception: 20Empathy: 0Willpower: specialMovement: 10Speed: 2d6 MomentsSkill Checks {SC%}/Attacks{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 30% [1d6

  • 50

    Bl]}

    VitalityHealth - (1)Defense - 5DT - 12Viral - 3 + OLSymptoms - Necrosis, Rage, Nausea/Diarrhea

    SpecialBite - [1d6 Sl] per DoS in a Grapple check. Each DoS in a Save Throw can convert 1 DoS worth of Bite Attack into Unarmed attack.Unarmed - [1d6 Bl] per DoS in a Brawl check. Minimum 1 damage per Size.Undead

    Infected Upgrades

    Armored(2 Risk)Speed: +1 MomentSpecialDefense +1Multiple Upgrades - This upgrade can be taken multiple times up to a maximum of +5 Defense.

    Brute(5 Risk)+10 StrengthSpecialMultiple Upgrades - This upgrade can be taken multiple times up to a maximum of +50 Strength.

    Crawler(0 Risk)-10 StrengthSpeed: 3d6 MomentsSpecialCrawl - Crawlers can move by crawling, so get +1 Structure for cover when Ranged Attacks are made against them. They can also be deployed without any minimum distance restrictions.

    Ghoul(10 Risk -2 per OL)+10 Strength. Attacks have Deadly: 1.Speed: 1d6 Moments

    Grotesque (5 Risk)- 10 Strength

    SpecialFear - Grotesque will allow the Fear Hazard to the GMs.

    Drowned(5 Risk - 1 per Aquatic Environmental Modifi er)SpecialWaterlogged - Diffi culty to make {Spt/Li} to avoid Encounters with this opponent is increased by 1.Dragged to the Depths - This zombie can attack characters that are making a {Swim%} check. The Drowned will only get a single attack and the GM must pay 5 Risk - 1 per DoF in the {Swim%}.Evacuation -

    Familiar Face(10 Risk + 5 per OL)SpecialAll actions against this opponent by one character will take +4d6 Moments. This can be reduced by the characters Wb and DoS in a {Cmps%} save throw.

  • 51

    Fear(Risk = Combined Wb of all characters in Encounter)Affected targets must make a {Cmps%} check. Characters that fail this check will Panic. This can be triggered at the start of any phase. Using Fear requires that the number of affected targets be declared as the Risk cost is paid. The available targets are as follows: All opponents in melee or grapple range, all targets in an encounter.

    Frozen(5 Risk - 1 per Cold Environmental Modifier)DT - 20SpecialThaw - Bane [Th]Frozen - Does not increase Viral with a Bite attack

    Husk(5 Risk - 1 per Arid Environmental Modifier)DT - 10SpecialBrittle - Bane [Bl]Fear - Husk will allow the Fear Hazard to the GMs.

    Infectious(1 Risk per Viral)This infected opponent is further along in their infection than others. This opponent has 1 higher Viral than normal. This may manifest additional Horror Traits based upon whatever Symptoms the Virus indicates. It also increases the Difficulty of Save Throws versus [Vi] damage by 1.

    Sleeper(5 Risk)SpecialAwaken - Characters must identify corpses as Sleepers by making a {Spt/Li%} check or the Infected get a surprise round and can be deployed without minimum distance restrictions.

    Urchin(1 Risk)Size: 0Strength: 10

    SpecialChild Abuse - Characters whose Intent is attacking an Urchin must pass a {Cmps%}. Failing to do this will force a character to roll an extra Speed Die and increase the Difficulty by 1.

    ----------------------------------------------------------------------

    GLUTTON

    Some humans are incredibly obese and unhealthy. This strained physiology and their obvious susceptibility to being early victims of zombies means that the virus progresses in them in a very different fashion and for a longer period of time than most zombies. The larger zombies have the ability to shove smaller ones out of the way as they feed on corpses, which in turn makes them even larger still. Those incredible specimens called Gluttons are so full of masticated flesh and bone shards that their actual stomach has long since ruptured and has filled almost the entirety of their body cavities. Their crushing weight and their ability to regurgitate the indiscriminately consumed contents of their stomach makes them unbelievably hard (and disgusting) target to kill in close quarters.

    Opponent - (Zombie)Size: 2Strength: 35Perception: 20Empathy: 0Willpower: specialMovement: 10Speed: 3d6 MomentsSkill Checks {SC%}/Attacks{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 30% [1d6 Bl]}

    VitalityHealth: (1)Defense: 5DT: 15Viral: 3 + OLSymptoms: Necrosis, Rage, Nausea/Diarrhea

    SpecialBite - [2d6 Sl] per DoS in a Grapple check. Each DoS in a Save Throw can convert 1 DoS worth of Bite Attack into Unarmed attack.Disembowel - Any Melee Attack that deals [Sl] damage but fails to inflict a Health point worth of damage will burst open the contents of the Gluttons body. The attacker and all other characters in Melee range will count as having been Evacuated upon as if the Glutton had won by 1d6 DoS. The Glutton can no longer perform Evacuation attacks.Evacuation - A Glutton has an Evacuation that triggers on any successful {Grpl%}.Fear - Infected will grant the Fear Hazard to GMs if these

  • 52

    Opponents outnumber characters in an encounter.Huge - The Glutton automatically passes a {Bal%} check save throws against attacks made by Size 1 or less attackers. Clumsy - The Glutton will add +1 Difficulty to attack any Size 1 targets, they will add +2 Difficulty to attack any Size 0 targets.Squishy - The Glutton has +10 Defense against {Bl} damage.Unarmed - {2d6 Bl} per DoS in a Brawl check. Minimum 1 damage per Size.Undead

    Glutton Upgrades/Abilities

    Lord of the Flies(15 Risk)The Glutton is so putrid that they are followed at all times by a buzzing swarm of biting flies. This obscures it from immediate view. The Ranged Descriptor cannot be used to generate any bonus against the Lord of the Flies.

    Rat King(15 Risk)The glutton is little more than a mobile rat nest, its gigantic body host to hundreds of infected rats. The Rat King no longer has an Evacuation attack, but attacking the Rat King in Melee or Grapple range will provoke the swarm of Vermin to attack.

    ----------------------------------------------------------------------

    BANSHEE

    A Banshee is a zombie that has some resilience to the necrotic effects of the virus, but is very prone to the psychological effects. As a result, their bodies look relatively normal, but their minds are just as far gone as any other zombie, but in a different fashion. Their frayed frontal lobes still remember fragments of sentences, phrases and words. Some even preserve a shred of sentience, but are nonetheless incurable. They are hyper-sensitive to light and sound and react to any sudden changes in their environment with primal screams. These screams vary tremendously in their coherency, and some examples are even convincing enough to be easily mistaken for cries for help.

    Opponent - (Zombie)Size: 1Strength: 20Perception: 30Empathy: 0Willpower: specialMovement: 10Speed: 2d6 MomentsSkill Checks {SC%}/Attacks{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 20% [1d6 Bl]}

    VitalityHealth: (1)Defense: 5DT: 15Viral: 3 + OLSymptoms - Delirium, Hallucination, Rage

    SpecialSneak - Characters that avoid being seen by a Banshee by means of a {Snk%, Hide%} will be able to avoid the Shriek rule, as they only Shriek when they detect characters.

    Banshee Upgrades/Abilities

  • 53

    Alarm Scream(1 Risk)3d6 MomentsThe Banshee screams, alerting nearby zombies. Alarm Scream is a Sustained Action. Each Moment this Action is maintained will add 1 Risk per OL.

    Battlecry(5 Risk)All Opponents - Zombie in an Encounter can reduce the Moments required by all their Actions equal to their Viral total. This is a Sustained Action.

    Shriek(5 Risk)A Banshee shrieks with such an ear-piercing noise will it will both stun nearby characters and draw more attention to the fight. All characters in an Encounter with a Banshee roll a Speed Die and add it to their current Initiative roll. Add +d6 Risk. The Risk cost can be ignored if a character fails a {Snk%, Hide%} check to avoid the Banshee.

    Siren(10 Risk)The Banshee is not shrieking incoherently. It has every indication that it is a victim of attack needing help. The Banshee cannot be targeted unless the attacker makes a Save Throw that is either {Cmps%, D-DM%, RDip%}. Characters not able to do either of these will not be able to target the Banshee with any attack. All Actions not dedicated to attempting to help the Banshee will take a penalty of requiring an additional Speed Die to be rolled. Another character can make a {D-Cd%} check to snap another character out of it.

    Sobbing(5 Risk)Characters can hear a Banshee wail as they approach. Characters must make a {Spt/Li%} check or the Banshee gets a surprise round and can and use any Ability that requires up to 10 Risk for free during this round.

    Wail(10 Risk)The Banshee unleashes an unexpectedly specific torment on a character in Close Range. This character must make a {RDip%, Cmps%} check or lose 1 Morale.

    ----------------------------------------------------------------------

    FEEDER

    The dreaded feeder is one that maintains an incredible amount of intellect, except they have become willing cannibals. Unlike other kinds of opponents, the feeder is one that is still biologically alive and very alert. They feel little pain and are averse to many things that a normal, uninfected human can tolerate without problem. So there are exploitable advantages that one can take to defend against these otherwise very formidable opponents.

    Opponent - (Living), DarkSize: 1Strength: 30Perception: 30Empathy: 0Willpower: specialMovement: 15Speed: 1d6Skill Checks {SC%}/Attacks{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 20% [1d6 Bl]}

    VitalityHealth: 3Defense: 5DT: 10Viral: 3 + OLSymptoms: Hemorrhagic, Rage

    SpecialNocturnal - The Feeder is extremely repulsed by light. Being forced to attack while being subjected to ultraviolet light will reduce their Perception to 10 and they will not be able to claim Pb on any other checks. Their Speed will also be decreased to 4d6.

    Feeder Upgrades

    Hematopagy (10 Risk -2 per OL)The feeder is one that feeds on blood specifically. This will increase their Perception by 10. Weak Spot - A feeder will be incredibly resistant to damage, but has a very exploitable weakness. The Feeder has only 1 Health point, but they have +10 DT and +5 Defense. A character knowing this weakness can make a Called Shot Tactic against it, overriding the DT and Defense bonus, but the Attack has +3 Difficulty.

    ----------------------------------------------------------------------

    Pages from OutbreakUndead_2ndEd-Primer-2Pages from OutbreakUndead_2ndEd-Primer