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There are 5 new stats to represent a zombie survival aspect.

Hunger:
Thirst:
Exposure:
Fatigue:
Infection:

Hunger is obviously related to food intake, as you scavenge you will come across
food items, these items will lower your hunger score by a specified amount.

Thirst works like hunger but with liquid intake.

Exposure represents exposure to the elements whether it be extreme cold or heat. it


can be mitigated by correct cold weather clothing or sunscreen etc.

Fatigue represents levels of tiredness or physical exhaustion, can be lowered only


through sleep and temporarily via certain drugs and chemicals.

Game start, all scores start at 0.

Hunger increases by 10 every hour without food, at 50 hunger all skill rolls are
made at -5 and all attack rolls at -1, at 100 hunger those negatives are doubled.
Once at 100 hunger the character gains 20 fatigue every 12 24 hours without food
and will gain the negatives from fatigue on top of the negatives for hunger. once
both hunger and fatigue are at 100 then the character begins losing strength and
con at a rate of 2 per 24 hours, once the firt of those stats drops to 0 the
character is dead.

Thirst works exactly like hunger and stacks with it.

Fatigue , this will increase by 20 per 8 hours with no rest. at 60 fatigue your
skills gain a -5 modifier and your attack rolls gain a -1. at 80 fatigue this
modifier is doubled. at 100 fatigue that modifier is tripled. each hour after a
character reaches 100 fatigue they must roll a will save starting at a DC of 14, if
this is failed the characters body forces them to go to sleep. each hour this is
resisted the character's dc goes up by 2. If the character pushes themselves to
stay awake despite the odds for 3 days then they will die.

Exposure: Exposure will mainly be situational and dependent on the type of


exposure, but as a general rule each hour spent unprotected in an extreme heat
environment will result in gaining 10 exposure. If dressed in the proper gear, in
the shade, or wearing sunscreen the exposure gain from heat will be lowered or
eliminated. The general rule from extreme cold will be each hour unprotected will
raise exposure by 20. This can be mitigated by building fires, finding or building
shelter, or wearing cold weather gear. once exposure from a specific type reaches
60 the character must roll on the heat or cold exposure charts respectively. Once
exposure reaches 100 you will die unless immediate medical attention is available.

Heat Exposure Chart:


Roll 1d100
1 - 10 Heatstroke: High body temp, red, hot , dry skin, rapid pulse, throbbing
headache, dizziness,nausea,confusion,unconsciousness. Very severe - -10 to all
skills and -5 to hit, -5 to all saves. immediate medical assistance required, if
moved to the shade and attended to with heal rolls (two rolls at DC 15, +5 to rolls
is cool/immersed in cool water)will subside in one day with proper medical care. If
unprotected exposure continues within 20 minutes of rolling this result the
character will pass out and die in the sun.

11 - 20 Third degree sunburn: Fever, severe pain, fluid filled blisters - -5 to


dex and -10 to all skills, reduced by -1 and -2 each day respectively until gone.

21 - 50 Heat exahuastion: Sweating, paleness, cramps, tiredness,wwakness,diziness,


headache,nausea, fainting - same as heatstroke but less severe, -5 to all skills,
-2 to saves. goes away after an hour of rest in a shaded area, speeded up if
immeresed in cool water.

51 - 70 Heat Cramps: muscle spasms and pains in the abdomen, arms and legs - -2 to
hit and skills, goes away in an hour of rest out of the sun.

71 - 100 Heat Rash: red clusters of pimples or small blisters located on the neck,
upper chest,groin,under breasts, and elbow creases. minor severity, - -1 to hit,
goes away in a day out of the sun.

Cold Exposure Chart -


Roll d100

1-10 - Hypothermia - Very serious uncontrollable shivering, memory loss,


disorientation,
incoherence, slurred speech, drowsiness and apparent exhaustion
Character takes a temporary -5 to ALL stats and gains 20 points of fatigue.
Character must be tended to within 2 minutes of getting hypothermia, must be
immediately warmed in any way possible. If there is continued unprotected exposure
to cold for another 20 minutes after this result is rolled then the character will
die. Even if medical attention is recieved hypothermia will result in permanent
damage to the kidneys pancreas and or liver resulting in -1 to all physical stats
permanently.

11-55 - Frostnip - a minor version of frostbite, no penalties and goes away


relatively quickly.

56 - 100 - Frostbite - Extremities damaged by cold, - 5 to a skill or stat


depending on the extremity effected.
roll 1d4

Fingers = dex penalty


Ear lobes = perception penalty for hearing
Nose = Perception penalty for smell
Toes = dex penalty

This will go away with the problem area being slowly warmed up, warming it up too
quickly will result in permanent loss of the extremity effected. the effects wear
off in 30 minutes of proper treatment.

Infection - This is directly tied to the zombie virus. The only way this increases
is by being exposed to the virus by one of the following means Increases in
increments that are multiples of 5

Being bitten by a zombie or animal.


Eating the flesh of a zombie or animal.

Infection levels -

1-25 - no effect

26 - 55 - Slight flulike symptoms - -1 on skill checks and saves

56 - 75 - Major flu symptoms - increase previous negatives to -5

76 - 99 - character is comatose

100 - character dies and becomes a zombie.

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