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The Stumbling Undead

A zombie rpg ala George Romero using LARA System from Experimental Playground Games. Made by Cilindro Cubico.

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0% found this document useful (0 votes)
130 views1 page

The Stumbling Undead

A zombie rpg ala George Romero using LARA System from Experimental Playground Games. Made by Cilindro Cubico.

Uploaded by

H V C
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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By Hiram Vazquez

WHAT DO YOU NEED? *Athlete: +1 to PHY rolls involving jumping, COMBAT


This PDF, some six sided dice (we call’em running, swimming and climbing. To determined initiative, each combatant rolls
d6), paper, pencils, friends and your *Slugger: +1 to melee attack roll. 1d6 + COM. The highest goes first. Any ties
imagination. *Marksman: +1 to ranged attack roll. will act simultaneously. When you turn arrive,
*Heavy Hitter: You deal +1 unarmed DMG. pick one of the options below:
CREATING A SURVIVOR *Locksmith: +1 to MEN rolls involving locks 1. Move & (or) Attack: A character may
Distribute 6 Character Points between the picking and identifying locks. move into melee range and engage a target,
abilities. The minimum points are 0 and the *Negotiator: +1 to SOC rolls. disengaged from a target, or move into cover
maximum is 3. *Strong: +1 to PHY rolls involving pushing, and (or) Attack a target with a weapon. Roll
pulling, carrying, etc. 2d6 and add COM ability trying to get an
Combat (COM): To do with combat, reflex, equal or higher number than the target’s
hand-eye coordination and overall athletic RESTING defense.
ability. Resting a full evening recovers full HP. 2. Other Action: This is for actions
Physical (PHY): To do with body’s health, Resting for an hour recovers 1d6 HP. surrounding picking locks, reloading a gun,
raw physical power, resisting the ailments and opening a window, using an item, etc.
infections. EQUIPMENT 3. Flee: To flee, combatant (must be in free
Mental (MEN): To do with problem solving, All survivors start with 2d6x10 Money ($). position) needs to make the Combat roll
logic, perception, science and knowledge. Weapons Range DMG $ against opponent with the highest DEF in
Social (SOC): To do with negotiation, Unarmed - 2 - combat.
interaction, influencing and bargain. Knife Melee 1d3* 1 Combat continues until one side is defeated.
Machete Melee 1d6 5
Hit Points (HP): 1d6 + PHY + 10 Bat etc ZOMBIE INFECTION!
Chainsaw# Melee 1d6+2 30 There isn’t a real zombie infection in this
DEFENSE CrossBow~ 10 1d6 12 game. Like in the original George Romero
Defense is a Target Number when dealing Pistol 10 1d6 25 films, you transform into a zombie when you
with attack. Your defense is 7 + PHY. SMG 15 1d6+1 40 die, but if you get bitten by a zombie the bite
Defense can be upgraded by armor. Shotgun 4 2d6 60 can get infected (a rotting corpse just bit you)
Assault 20 1d6+2 70 and turn you in dead meat in hours. Here’s a
DOING STUFFS Rifle premade zombie:
When in doubt, roll 2d6 roll plus appropriate
*A divided d6:
ability trying to get the A Stumbler (Zombie)
1/2=1, 3/4=2 & 5/6=3
Target Number (TN) or more to succeed. COM 3/ PHY 1/ MEN 0/ SOC 0.
#uses reloading rules, but instead of ammo,
Refer to difficulty table below: DEF 8 and 10 HP.
uses gas and reload takes 1 turn.
DIFFICULTY TN ~Reloads on next turn. Infectious bite: If a zombie attack succeed It
Very Easy 5 deals 1d6 damage (DMG), the target then
Easy 7 must make a PHY roll against TN 7, if
Item Description $
Normal 9 successful nothing happens, but if not he
Armor 1 +1 DEF 25
Hard 11 (she) gets infection. If the victim of Infectious
Armor 2 +2 DEF 50
Difficult 13 Bite doesn’t receive medical attention (not
Armor 3 +3 DEF 75 1st Aid) in 2d6 in game hours, he (she) will
Impossible 15 1st Aid kit Heal 1d6 DMG 5 transform into a flesh eating undead!
Ammo Reloads firearms 10
CRITICAL SUCCESS & FUMBLE Pack
You get a FUMBLE on a natural roll of 2 and ADVICE TO GAME MASTER
Gas Reloads chainsaw 6 This is a game with a lot of things to fill in. GM
a CRITICAL SUCCESS on a natural roll of Grenade Deals 2d6+4 DMG 25
12. A fumble is bad and a critical success is is free to do whatever he (she) likes in order
to anyone near. to make it easier or harder. The #1 rule for
good. In combat you automatically miss on a
fumble and automatically hit on a critical any RPG is to have fun!
RELOADING RULES
dealing a double damage.
If you roll doubles on your roll while using a NOTE
firearm (pistol, SMG, shotgun, or an assault Character concepts coming
SKILLS
rifle), you have to reload if you have an ammo soon!
Each character starts with 1 skill.
pack. If not, you may have to retreat or use
Skills with * can be picked twice (twice
melee weapons. Made with LARA System by
means: +2 to roll instead of +1) you indicate it
like this - i.e. Athlete (2), Marksman (2) EP Games

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