Showing posts with label Survivors. Show all posts
Showing posts with label Survivors. Show all posts

Sunday, October 7, 2018

Zombie Apocalypse d6 Generator

Time Period of Apocalypse
[1] Few days before it begins. Shadowy rumors of weird cannibal murders.
[2] The night where it goes down. Have to kill your neighbors.
[3] One week after. Government holdouts still active, trying to create safe zones.
[4] Full collapse. Lawless wasteland. Tiny survivor groups try their best to survive.
[5] Years later. Nature overtaking the cities. Many survivors born after the fall.
[6] Reclamation. Zombies only exist as boogeymen in “haunted” places, new societies growing.

Technology & Resources
[1] The gas and water have kept running- survivors manufacture their own weapons.
[2] Propane and fossil fuels are extracted commonly. Cars are pretty common, travel along roads.
[3] Most infrastructure is destroyed; all parts must be scavenged, canned food is usually eaten cold.
[4] Only one or two groups of scientists left trying to cure the plague. Getting guns is a challenge.
[5] Almost all resources and food was destroyed during the plague; nature's bounty must provide.
[6] The world is a wasteland. Zombie virus killing off plants and animals; fresh water is rare.

Survivor Groups
[1] Small family units, roaming the world and creating strongholds.
[2] Groups of gangs prowl to steal or enslave anyone who can't fight them off.
[3] Live on communes and the wilderness- use a pony express deliver mail.
[4] Organized along the road to a safe or better place; most sell or trade, some steal.
[5] Tons of prepper loners in basements and crazies- they're all that survive this long.
[6] Large, complete neighborhoods organize search parties and scavenging missions.

The Infection
[1] Zombies release spores; spending more then 15 minutes breathing spores at once will turn you.
[2] Everyone is already infected; everyone turns 6 hours after death from any cause.
[3] Can turn any large carnivore & omnivore mammals; zombie wolves, pigs, bears, and dogs.
[4] Zombies bite once, then release. You turn within a minute.
[5] All zombie fluids can cause infection; 1 in 4 chance after getting bitten, scratched, or spit on.
[6] If you get bit, you'll turn into a zombie in 3 days. Amputate limb immediately; 50% chance to stop the infection. You'll turn even if you were killed afterwards; must destroy brain to stop this.

Zombie Aggression & Hunting Zombies
[1] Survivors often capture zombies to fight them in pits for fun. Buckets on head will blind them.
[2] Few scattered walkers aren't scary at all; just smash and move on. Hoards are dangerous.
[3] Zombies instinctively gather in groups and are attracted to noise. Gunshots may attract more.
[4] Zombies flood in at the sight of movement, but don't get trapped.
[5] Survivors leave out traps and bait for zombies; set up diversions so they can safely pass areas.
[6] Zombies have seeming 6th sense to find survivors. Speaking above a whisper can get you killed.

Special Infected Type Frequency
[1] None. All undead are basically the same.
[2] There's exactly one; patient zero. Different from other zombies somehow.
[3] One type; rare. Usually in the center of zombie hoards.
[4] A few kinds; come from uncommon humans who were turned (pregnant, morbidly obese, etc.)
[5] Common. Zombies mutate all the time, even randomly. Evolution in death.
[6] The rule, not the exception. Every zombie is a little unique; Necromorph style body horror.

Zombies Quirk
[1] Zombies very sensitive to smell. Dump out bottles of perfume to make a decoy; bathe often.
[2] Driven by hunger, mostly. Well fed zombies will watch you just pass by, but don't get too close.
[3] Zombies occasionally pick up weapons to use. Cannot operate firearms.
[4] Seem to follow “leader” zombies; usually special infected or the biggest, strongest undead. Zombies will become confused and aimless if leader is killed for a few minutes afterwards.
[5] Creepy remnants of humanity. May repeat actions or try to enter buildings they knew in life. Zombie stares at a faded billboard showing a smiling family. Sometimes; they knock.
[6] They puke, sweat, and gather in damp places. Prefer to keep their skin as moist as possible. Float facedown in pools; still capable of jumping up and attacking you.

Thursday, March 22, 2018

The world isn't ours

Once, there was a war between Gods. All the mortal races of the world fought in it as their servants and soldiers; the greatest monsters and dragons awoke to fight in the war, picking sides based purely on what they could offer or from ancient alliances and pacts. The winner would be the true God- the one who would cast out all others into the abyss and reign supreme.

From this victory; the true God could reshape the land and distribute among their followers, to bring peace and prosperity and happiness to all their people. This is not us. This is not man.

Mankind lost the war, or more accurately, our Gods did. The Lords of Light were beaten by the Red God; horny red-hot lustful Evil. The Father of all monsters, who could so lay with animals to create beastmen, and who released his seed into lakes and rivers to create the monsters that dwell there, and even he who took the most loathsome parts of all the most loathsome animals, filled its belly with fire to keep it warm, and so fucked the first dragon into being just to create something he found attractive. These monster races won the war, and their God was declared king over all.

In the hearts of the valleys and on the long plains there is great fertility and peace. The trees drop fruits down from the snap of a finger, the fish of the river corral themselves into nets, and the ground itself spits out its gold and jewels. The beasts of the land will gladly be used as a burden until they collapse from exhaustion, and then present their necks to be slaughtered and made into supper without complaint or resistance. We don't live here.

Humans live in the caves, in the swamps, in the border places between the fertile lands and valleys. Humans still have territory, the good mortals still exist, but in some places our lands are only as wide as a tiny trail through the unfriendly forests. Those same docile beasts turn to murderous rage if they so much as smell a human, most birds caw and circle around any humans they spot, to draw monsters to us for easy slaughter. Even though they've grown fat and stupid, the monster races still despise humans and make it a sport to kill every last one of us, but they can take their time.

The good races still exist yes, but living however we can. Our warriors fashion weapons and armor with bones and pilfered steel, while the armies stride with legions of mithril. Our magicians must write with chalk and begin flaming spells with flint and tinder, while theirs have the pilfered and ancient libraries and scrolls of golden thread. We farm snails and slugs and mushrooms on tiny patches of dirt, while they waste food away by tossing it to dogs fatter then our Kings.

One day, we're going to take it.

Wednesday, August 23, 2017

Zombie Scavenging Location Generator

Every small town, borough, or section of a large city has a few useful locations for zombie survivors to scavenge from. Roll once on each table to generate a location and its dangers. Roll a scavenging roll every hour spent searching the location while making a wandering monster roll that adds the zombie danger. If you roll a 1 you encounter the special infected at that location. Areas with low/no cover grant disadvantage on random encounters, since zombies can see you skulking around.

Flounder zombie [7]
Location – 1d10
[1] Warehouse. x2 luxury items, ½ all other supplies.
[2] Apartments. x3 food items, increase zombie danger by +1
[3] Public Pool. Can find 1d6 chemical units here, ½ all other supplies.
[4] Gas Station. x2 fuel, little cover from zombies.
[5] Construction Site. x2 building materials, 1d6 power tools. 1 extra special infected.
[6] Hospital. x2 medical supplies. increase zombie danger by +2
[7] Movie Theater. x2 food and luxury items, reduce zombie danger by -1.
[8] Bank. x5 luxury items in locked safe. If alarm triggered alerts zombie hoard.
[9] Police Station. x2 weapons, increase zombie danger by +1 AND 1 extra special infected.
[10] Car Dealership. x2 chance of having a working vehicle, ½ other supplies, no cover.

Scavenging – 1d8
[1] Food stash, 2d6 rations.
[2] Luxury items. Gold, money, toilet paper, music players, pillows, etc.
[3] Weapons. Firearm OR firearm ammo, never both at the same time.
[4] Fuel. 1d6 gallons of gas.
[5] Building Materials. Can make 2 barricades with the amount here.
[6] Vehicle in good shape. 1 in 6 chance to be working, otherwise can be scavenged for parts.
[7] Chemicals. One chemical unit that can be used to make a bomb, healing items, acid, etc.
[8] Medical Supplies. 1d4 medkits or antibiotics.

Zombie Danger – 1d6
[1] Deserted. +0 to wandering encounters.
[2] Thin. +1 to wandering encounters.
[3] Pack. +2 to wandering encounters.
[4] Many. +4 to wandering encounters.
[5] Hoard. +6 to wandering encounters.
[6] as Hoard, +1 extra special infected wandering around.

Special Infected – 1d8
[1] Satyr. Horns, legs end in hard bone caps. Kicks people to death, runs as fast as a car.
[2] Basilisk. Creepy eyes deal 1d6 damage to any survivor who meets them. If you die from this, you turn into a zombie in 1d6 turns.
[3] Air-Sac. Floating zombie. Roars if it sees survivors, alerts other zombies. Must be shot down.
[4] Clowncar. Fat zombie, releases several tiny zombies hiding inside its flesh on death.
[5] Bag. Seemingly hollow, resistant to bullets. Can swallow explosives and spit them back.
[6] Oiler. Drips foul smelling black oil shit it sweats from every pore, doesn't actually have a mouth but likes to drip on people, smell attracts other zombies. Impossible to wash out.
[7] Flounder. Lays on the ground, tries to bite people's ankles. Flat as a carpet.
[8] Squeaker. Joints rotted to bones, can turn arms and legs backwards. Climbs walls, folds into sewers grates, etc. Named because you can hear their bones squeaking together when they chase after you.

Monday, July 31, 2017

4 second Zombie-Apocalypse Survivor Generator

Roll 4d6 and write each number down in order. Then roll 1d20. Congratulations, you've made a zombie apocalypse survivor in 4 seconds. 25,920 combinations.

Physical State
[1] Bone thin, wiry. Anemic but can squeeze into tight spaces.
[2] Body-builderesque. Can carry much more and very strong with melee weapons.
[3] Somehow still overweight. Bad cardio but +2 hitpoints.
[4] Old. Bad vision and hearing, but can feel a pain in their knees when zombies are coming.
[5] Missing an arm or leg. Immune to the disease.
[6] Average build. Has a weird birthmark or heterochromia.

Mental State
[1] Hyper-Focused. Seems to notice everything, on the verge of collapse.
[2] Paranoid. Gets to always go first in combat.
[3] Scientific and detached, coping mechanism. Knows a useful fact about machines or zombies.
[4] Doting and self-sacrificing. Heals others +1 HP when using health kits.
[5] Arrogant, Selfish. Wants to be “leader”. Can intimidate bandits and raiders.
[6] Depressed. Mopey, will kill self if bitten. 1 in 20 chance they become a hero at just the right time.

Weapon
[1] Semi-Automatic handgun. Can reload on the move.
[2] Powertools. Can be used to build fortifications as well.
[3] Chainsaw. Massive damage, but needs gasoline.
[4] Fucking samurai sword. Breaks on an attack roll of 1.
[5] Makeshift shotgun made out of metal pipe. Can be used as bludgeon.
[6] Entire box of molotov cocktails.

Useful Item
[1] First aid kit.
[2] Gallon of gasoline.
[3] Box of ammo for the most convenient firearm.
[4] Flare gun.
[5] Medicine. Can be used to cure one normal disease or slow zombie virus for 1d6 days.
[6] Solar-powered pair of walkie-talkies.

Background
[1] Hunting Enthusiast. Hunting Rifle with 2d6 bullets, can butcher and skin animals.
[2] Librarian or Lawyer. Has gold pocket watch, could be used for trade.
[3] Free Runner. Can lose anyone in chases and move quick through urban areas.
[4] Cop. Has bulletproof vest, pistol, and fighting skill. Convict gang wants them dead.
[5] Student. Fully charged laptop and phone.
[6] College dropout or hippie. Has magic mushrooms or marijuana & bong. Enough for 4 doses.
[7] Cashier. Gets +1 to reaction checks with other survivors.
[8] Rock-climber. Has lots of rope, climbing gloves, and no fear of heights.
[9] Motorcycle tough guy. Leather jacket gives +1 AC, switchblade. Motorcycle is ruined.
[10] Cowboy. Can tie things up at a distance and can break in wild horses as mounts.
[11] Janitor. Has a makeshift bomb made of cleaning supplies.
[12] Professional chef. Can make almost anything taste good, has a big ass cleaver.
[13] Hiker. Has a tent, bedroll, and can go for a long time without rest.
[14] Drunk bastard. Heals 1 hp the first drink he has each day.
[15] Greasemonkey. Good at fixing cars.
[16] Government official. Can flash ID to avoid getting killed by roving government death squads.
[17] Suburban stay at home parent. Can stitch up clothes.
[18] Creepy weirdo. If he rolls a 1 for damage against a zombie, he can reroll it.
[19] Zoo Keeper. 1 in 20 chance huge ass lion from zoo he treated nicely appears to save him.
[20] Fisherman. Can produce a ration from fishing and can drive boats.