Outbreak Undead - Gamemaster's Companion
Outbreak Undead - Gamemaster's Companion
i
by christopher j. de la rosa
Credits
Written by
Christopher J. De La Rosa
Cover Art
“On Butterfly Wings”
Photography by Elizabeth Hessom
Painting and Design by Christopher J. De La Rosa
Photography
Brian MacElvaine, Elizabeth Hessom, Christopher J. De La Rosa
Edited by
Robert B. Watts, Ivan Van Norman
Proofreader
Robert B. Watts
ISBN: 978-0-9833179-3-7
1st Printing
Printed in the USA
© 2012, Hunters Books and Apparel, All Rights Reserved.
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Table of Contents
Introduction 1
Scenario/Survival Points and Objectives 1
Rewards 2
Outbreak Level 2
Campaign Scale 3
Scenario Construction Methods 4
General Objectives 5
Stronghold Upgrade/Resource Accumulation Objectives 7
Diplomatic Objectives 9
Combat Objectives 10
Hazards 12
Hazard-Specific Descriptor 13
Random Objective Table 19
Random Hazard Table 19
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Outbreak: Undead.. tracking a campaign’s progress. Scenario/Survival Points (SP)
Gamemaster’s The missions in the Outbreak: in order to enter into a ‘Finale’
Companion Undead.. Core Rulebook scenario and/or claim victory.
correspond to the benchmarks in a
So, you’ve gone online and campaign that mark this progress, Objectives are divided
taken the SPEW-AI, you’ve each granting a certain SP reward into ‘Primary Objectives’
created your characters and for their completion. and ‘Secondary Objectives’.
you’ve picked your standard A ‘Primary Objective’ will
zombie type. Now it’s a matter of Almost as crucial, the factor award a greater amount of SP
deciding what kind of game you of Risk is further expanded as upon completion due to their
want to run. Playing a zombie well! A GM no longer has to wait importance in the campaign. A
survival simulation creates to spend Risk on rolling Trailing ‘Primary Objective’ will either
a unique set of challenges, Zombies rolls. There is now a be set by the GM, determined
given our examples in popular whole new host of threats called randomly or be detailed in
culture. Nearly every single ‘Hazards’ a GM can spend Risk on campaign notes. A GM may
zombie outbreak scenario we as their own resource to find new or may not reveal what these
have been presented has the and exciting ways to confound ‘Primary Objectives’ are,
scope of the outbreak entirely the player characters in their although they should be fairly
beyond the control of the desperate bid for survival. Like obvious ones, which is one
characters. Zombies become the Objectives mentioned earlier, of the reasons they are so
less like monsters in encounters these ‘Hazards’ will reference important. Other ‘Primary
like other role playing games the Outbreak: Undead.. Core Objectives’ may not be as
(opponents that simply must Rulebook, so you can use these immediately obvious, but
be defeated), and more like an as-is or you can use them as can be made more clear by
unstoppable force of nature inspiration for Hazards of your means of clues or hints should
the characters are forced to very own! Subsequent publications the players look for them.
contend with. With such an will expand upon this guide and Any ‘Primary Objective’ that
invincible threat, the means provide even more material. For should be made known to the
of constructing an effective these reasons, this essential players as public knowledge
scenario becomes less clear. guide is truly the Gamemaster’s will be indicated as such.
Sure, you can design one where Companion! Otherwise, it is GM discretion
the players kill all the zombies as to whether or not players
are told outright what their
and they’re home free (such as What This Guide Is ‘Primary Objectives’ are. In the
a small town, or isolated camp
in the woods), but more often terms of the Core Rulebook,
This guide is intended to be a the ‘Primary Objectives’ are
than not, they are just trying companion piece to the Outbreak: ‘Victory Conditions’ and the
to survive, and when your goal Undead.. Core Rulebook. All
is survival, what constitutes a ‘Secondary Objectives’ are
of the Objectives and Hazards ‘Victory Sub-Conditions’.
‘victory’ becomes pretty hazy. presented in this guide can be
When one bite is enough to seal referred directly to what can be
a character’s fate, finding what A ‘Secondary Objective’
found in the Outbreak: Undead.. will be an Objective that
makes a satisfying victory is Core Rulebook. It also serves as
difficult. the characters decide to
a framework by which to construct undertake, under their own
your very own Objectives and volition, in order to determine
For this reason, we are Hazards, unique to your campaign. what might be helpful to the
highlighting a way that GM’s
can incorporate vignettes as overall completion of the
part of a character’s survival Scenario/Survival Points campaign. While this creative
story, helping formulate it into an and Objectives flexibility is crucial and
exciting campaign. Not only can encouraged, the SP reward
players reach attainable goals An Outbreak Scenario can use is typically much smaller.
that have exciting conclusions, Scenario Points to track progress A typical use of ‘Secondary
but disastrous scenarios can throughout the campaign. There Objectives’ is to represent the
be made more re-playable. In are many options for how a player consequences the characters
this guide, we have expanded can complete a campaign and must face to make up for
the concept of the Scenario these take the form of ‘Objectives’. failing a ‘Primary Objective’;
Point (SP) as a means of Each Objective will reward the scrambling to accomplish
players with a certain number of several lesser objectives in
1
order to make up for failing an the ultimate goal is dictated by Outbreak Level 0 (OL 0)
important one. what sort of Primary Objectives
and SP totals are necessary in Some Objectives can be
Rewards order to claim it. Many Objectives claimed at ‘OL 0’. This means
can even be a Finale mission that characters who qualify
Most Objectives produce in-and-of themselves, although for the Objective before the
an intangible SP reward for some lend themselves to more events of a zombie outbreak
their completion, although dramatic conclusions than can claim the SP rewards as
some Objectives may reward others. Guidelines for making an a Primary Objective, even
‘Resource’, information, or some Objective into a Finale will be if it was taken at their own
other bonus for completion. An listed in the entries themselves volition, and not assigned
example of a typical bonus is where appropriate, otherwise it’s or randomly determined,
the one provided by ‘Search up to the GM to create their own, as a campaign Objective.
and Rescue’ missions, which or utilize the ones available in this This is to reward whatever
not only grant SP rewards, but manual. advantages a character based
increase Stronghold Population on a player might have from
(Pop) as well. Such tangible An important note to make is real-world preparedness and
rewards will be a part of a that players can tackle multiple skill. Objectives claimed at
mission’s entry in the Outbreak: Objectives at once. It is entirely OL 0 are almost exclusively
Undead Core Rulebook. possible that in the process of the right of characters based
claiming a ‘Primary Objective’ on players, although under
Mixing and Matching that they accomplish multiple some circumstances, Template
‘Secondary Objectives’. Therefore Characters may claim them
Objectives a ‘Primary Objective’ may earn as well. Some discretion
many more SP than the entry itself may be needed to determine
What is important for states. if an Objective that can be
one campaign may not be claimed at OL 0 would benefit
as important to another. Any Outbreak Level (OL) a character in the current
Objective can have the potential campaign. If it wouldn’t, then
to be a Primary or a Secondary Some Objectives award SP a character may not claim
Objective, depending upon based on, or have requirements that Objective’s reward at
what the ultimate goal is. This that are modified by Outbreak OL 0. Most Objectives with
provides multiple avenues for Level (OL). These represent the the ‘Preparedness’ or the
both storytelling and victory. A increase in difficulty of some ‘Accumulation’ descriptor can
few ‘Scenario Objective Trees’ of the Objectives, as well as qualify for being claimed at OL
will be provided in order to detail weighing the potential reward for 0, although some discretion is
how you can string together accomplishing them. to be used as to what a player
Primary Objectives in different has that can be retroactively
ways, even if the ultimate converted Resource, Food,
goal is the same. Typically Fuel ,etc. that the Objective
requires.
2
Campaign Scale
The type of game you wish to run can finish, this may leave something to be
vary wildly in scale and scope. It can involve desired. This is why we’ve included several
entire cities or can take place within a single ‘Finale’ Objectives that have the required SP
building. It depends upon the length of time in order to trigger the events they represent.
your players wish to play. Quick games have
the benefit of having fast resolutions and Keep in mind, as with anything we
being rapidly paced, exciting events. Longer present here, these numbers are merely a
campaigns are more story-driven, complete framework. A GM can structure a campaign
with character arcs and plot twists and can in such a way that the amount of SP that
build up to dramatic finales. A gauge for could cause a victory to have a higher or
determining how large to make your game lower SP total to trigger. The estimates here
is how many SP your players need to earn. are just to give a GM an idea as to how
Now, the risk is that just getting a certain many Objectives’ worth of SP they need to
amount of points is not exactly the most factor into the campaign construction.
narrative way to accomplish this, and for
those looking for an appropriately dramatic
3
Scenario Construction characters can accumulate SP normally,
Method or “Modes” but characters can decide to ‘Bank’ it if they
rest or are at a Stronghold. This SP cannot
There are multiple ways to construct a be spent or penalized by normal means.
scenario for Outbreak: Undead. In a world Banked SP can only be spent on triggering
overrun with zombies, when death is such Finale scenarios or penalized by Hazards
an ever-present threat, it is often difficult with a ‘Catastrophe’ descriptor. There is a
to determine what sort of scenario you, as limit to how much SP characters can bank
a GM, can run that will prove challenging in this way. At a Stronghold, the amount is
and provide a satisfying conclusion. For equal to the Stronghold Level. Outside of a
this reason, we have provided four different Stronghold, is generally up to GM discretion,
frameworks that can be used to utilize the but it helps to use: Structure + DoS in a
many scenario options presented in the ‘Survival, Hide, Sneak, or Endurance’ check
Outbreak: Undead Core Rulebook and its as a framework. This limit is how much they
supplements. are able to bank at a time, not how much
they can have banked total.
Story
Random
In this method, a game is a narrative This method is exciting for both players
tale about a few survivors pitted against and GMs as it leaves scenario construction
impossible odds in order to survive the largely up to chance. Table (1.1) can be used
undead. The GM picks a Primary Objective to generate random Primary Objectives.
and is given absolute liberty to weave an It is up to the GM to take these random
exciting tale where the players are a cast of objectives and weave them together into
characters in said story. There is little in the a coherent narrative. The GM is better
way of structure, but it more than makes up off keeping these objectives a secret and
for it in narrative potential. reveal them as the events unfold. As a way
to compensate for not being able to pick
Finale objectives, a GM is allowed access to the full
catalog of Hazards a region will allow. The
This method sticks closely to this players will be constantly on their toes and
particular guide. It uses a ‘Finale’ that is will never know what to expect next.
the endgame scenario that characters
can trigger once they’ve earned enough
SP. It helps to choose the Finale first and
determine what objectives best fit reaching
such a goal. These are called ‘Primary
Objectives’. Supplementary objectives
(called Secondary Objectives) can be
taken upon player initiative in order to add
some variety, as well as to allow them a
means to make up for failing any Primary
Objectives or just because it gives them
some breathing room by giving them a little
extra SP here and there. A GM has their few
chosen Primary Objectives and they but they
are encouraged to have their campaign’s
potential Hazards purchases determined
randomly.
SP as a Bankable Resource
Another option of using SP that is similar
to using SP as a Victory Condition is using
it as a bankable resource that characters
accumulate and strategically store. This is
done in order to spend them on a specific
Finale. In this method of play, a party of
4
General Objectives for must obtain a vehicle with 5 success is 15% per CU of Fuel
Outbreak: Undead.. Structure or more. used - 5% per Structure.
Primary: +25 SP Primary: +25 SP
These are Objectives that Secondary: +10 SP Secondary: +5 SP
strike a good balance between
action and preparedness. There Arson Bait/Noisemaker
is a decent amount of these Demolition, Fire Construction, Zombie
that can be claimed before Characters find out what
Characters must set ablaze one
the characters even begin the distracts the attention of
building. This requires Time to
campaign to reward a player’s zombies and exploit this
set the fire as well as several
real-life preparedness. Most knowledge by manufacturing
CU worth of Fuel. The chance of
of them require the completion equipment that disorients
of missions as described in
the Outbreak: Undead Core
Rulebook in order to claim
the SP rewards. Others add
additional flair to existing
missions and encounters. These
Objectives are the most flexible
and ubiquitous, as they can
be included as an additional
Objective to nearly any mission
the characters undertake.
As a Gamemaster’s tool,
these Objectives are extremely
useful as narrative milestones
that characters can reach. The
fluid nature of these Objectives,
and the ability of so many
to be taken as both ‘Primary
Objectives’ and ‘Secondary
Objectives’ means that using
them as storytelling tools
for campaign progression is
extremely simple.
Armored Transport
Construction, Vehicle
Characters must successfully
accomplish a ‘Reinforce Vehicle’
mission as detailed in the Core
Rulebook (pg. 409) OR they
5
them. Complete a ‘ Bait/ accomplish an ‘Escape’ mission as Travel to a destination that is
Noisemaker’ mission as described in the Core Rulebook. 10 miles away per OL without
described in the Core Rulebook As a Finale, either an exceptional using established roads.
(pg. 445). distance or a means of transport Typically this is added to
Primary: +10 SP must be made available. For this the requirements of another
Secondary: +3 SP reason, a GM can combine the Objective, but this can be an
requirements for the ‘Transport’ Objective all its own. This
Beacon Objective and either the typically represents either
Construction, Electronics ‘Pathfinder’ Objective or ‘Ultima treks through the wilderness or
Thule’ Objective. requiring to take a road that is
The only way that people will
Primary: +15 SP so off the beaten path because
know that there are other
Secondary: +5 SP all main roads are choked with
survivors is to construct a
baracades, abandoned cars
beacon to lead them to you.
Characters must construct a Fortify (or worse).
Construction, Stronghold, Primary: +25 SP
‘Beacon’ as described in the
Structure Secondary: +10 SP
Core Rulebook (pg. 384).
Primary: +35 SP
Secondary: +15 SP
Complete a ‘Fortify’ Stronghold Research
Upgrade as described in the Core Research, Zombies
Rulebook (pg. 390).
Documenting Primary: +10 SP The characters must
Survival, Zombie Secondary: +5 SP accomplish a ‘We Know This
Much’ mission as described
A character must make a
Perception check to document Hallowed Ground in the Core Rulebook (pg.
Construction, Morale 399). This Objective can
the outbreak. This will require
be claimed multiple times
the use of a camera or a video A safe place to rest the weary soul earning SP, each time a ‘We
camera (applying Degradation must be constructed. Characters Know This Much’ mission is
with each attempt at this must construct a ‘Sanctuary’ accomplished.
mission). Artist/Photographer/ Stronghold Upgrade as described Primary: +15 SP
Writer/Videographer types may in the Core Rulebook (pg. 398). Secondary: +5 SP
add their Type bonus to see if Primary: +15 SP
this mission is successful. This
mission can be taken multiple
Secondary: +10 SP Rescue
Finale
times, but must apply to different Lay of the Land
subject matter. This is subject to Navigation, Survival The characters catch wind
interpretation by the GM. of a rescue that will come if
Primary: +10 SP Characters must accomplish 3x OL they can survive long enough.
Secondary: +2 SP Scout missions as detailed in the Characters get 1 SP per Time.
Core Rulebook (pg. 375). These The amount of SP required
Enemy of my Enemy missions can be piggybacked for a Rescue is based on
Diplomacy, Survival on each other or be taken the length and scale of the
independently. campaign.
Even a dangerous group of Primary: +30 SP
Vigilantes can eventually be
brought to reason. In these
Secondary: +10 SP Running Out of Time!
Finale
harsh times, the survivors can On the Offensive
take every ally they can get. Combat, Survival The time for action is now!
Characters must successfully Characters only have a
use ‘Emp - Diplomacy’ to The characters must complete limited window to act before
persuade a Vigilante group to an ‘On the Offensive’ mission their chance of success has
leave the characters alone. against either zombie or Vigilante passed. Characters lose (1d6
Primary: +40 SP opponents as detailed in the Core SP -1 per OL). This puts extra
Secondary: +25 SP Rulebook (pg. 372). urgency on OL 1 and OL 2
Primary: +30 SP scenarios which are generally
Escape Secondary: +15 SP zombie-light. Typically this
Survival, Travel/Navigation is feature that is paired with
Pathfinder another Objective. By giving
Characters must successfully Travel/Navigation an ordinary Objective a Time
6
constraint, it becomes a Finale Partial Credit
scenario. If the characters ever Survivor
reach 0 SP, the Objective that Survival Unlike other Objectives
this Finale is paired with will presented in this guide,
automatically fail and Morale will Survive for 25xOL consecutive Resource Accumulation
be reduced by d6. periods of Time outside of a
Objectives have the benefit
Stronghold.
of being cashed in early for
Search and Rescue Primary: +25 SP
partial credit if characters feel
Survival Secondary: +10 SP
they have enough gathered to
progress. This may be true, as
Accomplish a ‘Search and Silent and Deadly having some things is certainly
Rescue’ mission as detailed in Combat, Survival
the Core Rulebook (pg. 377). better than having nothing,
Instead of rescuing people Accomplish a mission without and getting partially there
that will eventually become generating any Noise. will still allow some benefit. If
Population, characters can Primary: +25 SP the characters have gathered
rescue specific individuals if it Secondary: +10 SP or reached half (rounding
better helps the narrative of a up) of whatever it is that the
story. Objective requires, they may
Primary: +25 SP turn in the Objective and claim
Secondary: +10 SP half of the SP reward.
7
Alarm System Objective cannot be taken as Food Pantry Raid
Construction will alrerady be readily available. Accumulation, Preparedness
Primary: +5 SP per Food
Installing an early warning Accumulate 50 Food. This can
Secondary: +1 SP per Food
system allows for better be claimed by players at OL 0.
defense. Characters are Primary: +100 SP
required to construct ‘Tripwire
Fortress Secondary: +50 SP
Stronghold
Alarms’ as described in the
Core Rulebook (pg. 396). Since Reinforce any Location or Weapons Cache
layers of security are beneficial, Stronghold to Structure 10. This Accumulation, Preparedness
this Objective can be claimed can be claimed by players at OL 0.
Accumulate 20 CU worth of
multiple times. Primary: +50 SP
firearms with a combined total
Primary: +10 SP Secondary: +10 SP
Lethality of 500 (use highest
Secondary: +3 SP
Lethality for each individual
Fuel Dump firearm). Compound hunting
Ammo Dump Stronghold
bows and crossbows can also
Stronghold
A Stronghold must have the ability count in addition to firearms
Gathering stockpiles of Ammo to store large amounts of Fuel towards this total. This can be
is now even more crucial than safely. Each unit of Fuel gathered claimed by players at OL 0.
before. Each CU of Ammo will grant an SP reward based on Primary: +100 SP
gathered will grant an SP reward whether the Objective is Primary Secondary: +50 SP
based on whether the Objective or Secondary. Gathering 100
is Primary or Secondary. Only Fuel in this fashion will grant an
ammo that can be used in additional 500 SP.
firearms a character actually has Primary: +3 SP per Fuel
will count towards this Objective. Secondary: +1 SP per Fuel
Stockpiling 100 CU of Ammo will
grant an additional 500 SP.
Primary: +3 SP per CU of Ammo
Secondary: +1 SP per CU of
Ammo
Emergency Supplies
Accumulation, Survival
Gather 5 Food and have 3 CU of
Generic Resource per character
and Stronghold Population.
Backpacks and other Cargo-
carrying gear will also be
required. This can be claimed
by players at OL 0 if they have
access to the supplies when OL
1 hits.
Primary: +50 SP
Secondary: +25 SP
Food Supply
Stronghold
Gathering Food will grant an SP
Reward based upon whether
this is a Primary or a Secondary
Objective. To take this as a
Secondary Objective, Food must
be in fairly short supply already.
As a Primary Objective, it means
Food and water are in very short
supply. If a location has ‘Viablity’
of 4 or more, chances are, this
8
Diplomatic Objectives a similar fashion, completing
Establish such missions could add
These are Objectives for Communication bonuses to the required ‘Emp
more advanced Gamemasters to Diplomacy, Electronics - Diplomacy’ check for this
utilize, as they deal extensively Characters must establish Objective.
with human interaction. a means of mid to long- Primary: +30 SP
Encounters with Vigilantes distance communication with Secondary: +10 SP
and Survivors is one thing, other Strongholds or outside
but these Objectives assume organizations. This is typically Peacekeepers
there is not just a random done by means of a telegraph Diplomacy - Any
scattering of surviving humans signal using Morse Code or radio Keeping the peace is a crucial
trying to get by; but other, transmission, although more exotic part of your survival. You are
organized groups like those or elaborate means are possible, surrounded by terrified people
of the player characters that such as bringing a cell phone who are at their wit’s end.
operate independently of the tower on line. This may require Each successful Diplomacy
player characters. These other special equipment or a ‘Repair - check will grant SP based on
social groups have cultivated Electronics’ mission. whether or not this Objective is
their own cultural identity and Primary: +40 SP Primary or Secondary.
carved for themselves their own Secondary: +20 SP Primary: +1d3 SP per DoS
existence from the shattered Secondary: +1 SP per DoS
ruins of human civilization. A Peace Treaty
Gamemaster is encouraged to Diplomacy - Coax
spend more time writing such
By means of ‘Emp - Diplomacy’,
a campaign by creating other
establish a good relationship
Strongholds populated by non-
with another Stronghold or
player characters who have their
organization. This may be
own agenda. While a realistic
contingent upon completing
and exciting element, creating
another Objective with a Mission
such a large campaign can be a
requirement as a prerequisite. In
daunting one. For this reason,
it is recommended that first-
time or newer Gamemasters
not utilize these Objectives until
they and their players have a
stronger grasp on the rules and
flow of gameplay.
9
Combat Objectives Birds of a Feather
Combat, Beast Keeper of the Keys
The most dangerous and Combat, Zombie
exciting Objectives are those Defeat a swarm of Raptors with
a combined Size equal to 5xOL. Defeat a Chamberlain zombie.
earned in combat. They require
If this is a Primary Objective, If this is a ‘Primary Objective’,
the destruction of the player’s
then the ‘Raptors’ Hazard is now then the ‘Chamberlain’ Hazard
enemies or a very specific
available to GMs. is now available to GMs.
kind of enemy. Many combat-
Primary: +10 SP Primary: +5 SP, +d3 DoS for
related missions are also
Secondary: +3 SP next ‘Per - Search’ check
part of this category. These
Secondary: +3 SP, +1 DoS for
missions are without a doubt
the most flexible as ‘Secondary Dust to Dust next ‘Per - Search’ check
Objectives’, allowing players to Arid, Combat, Zombie
earn SP during the course of
Keelhauled
Defeat 10xOL Husk zombies. If Aquatic, Combat, Zombie
virtually any other Objective. this is a ‘Primary Objective’, then
The only problem is that the ‘Husk’ Hazard is now available Defeat 10xOL Drowned
prolonged combat is never to GMs. zombies. If this is a ‘Primary
a good strategy, so the SP Primary: +5 SP Objective’, then the ‘Drowned’
rewards are disproportionately Secondary: +3 SP Hazard is now available to
small, save for the most crucial GMs.
and dangerous of opponents. Hunter Primary: +5 SP
While it seems advantageous Combat, Zombie Secondary: +3 SP
to have these as ‘Primary
Objectives’, most of them grant You make it your goal to go Legendary
the Gamemaster the ability out of your way to eradicate Combat, Night, Zombie
to deploy more dangerous as many threats as possible.
Each opponent slain will grant Defeat 10xOL Vampire
opponents more frequently,
SP equal to (Size x opponent zombies. If this is a ‘Primary
hence the importance of their
Perception Level). This cannot be Objective’, then the ‘Vampire’
destruction.
a Secondary Objective. Hazard is now available to
Primary: special GMs.
Combat objectives can be
Secondary: n/a Primary: +5 SP
claimed multiple times.
Secondary: +3 SP
Bell the Cat The Iceman Goeth
Combat, Construction, Strategy, Cold, Combat, Zombie Liposuction
Combat, Zombie
OBM Defeat 10xOL Frozen zombies.
If this is a ‘Primary Objective’, Defeat a Glutton zombie. If this
A terrifying threat has been
then the ‘Frozen’ Hazard is now is a ‘Primary Objective’, then
stalking the survivors. It is
available to GMs. This can only be the ‘Glutton’ Hazard is now
dangerous, but thankfully, not
in regions or locations that have available to GMs.
self-aware. Attaching a noise-
Primary: +5 SP
making device will go a long way the ‘Cold’ environmental feature.
Primary: +5 SP Secondary: +3 SP
towards avoiding a potentially
life-threatening encounter. Secondary: +3 SP
Characters must complete
a ‘Bell the Cat’ mission as
described in the Core Rulebook
(pg. 369).
Primary: +25 SP
Secondary: +5 SP
10
If this is a ‘Primary Objective’,
Night Hunter then the ‘Familiar’ Hazard is now Ursa
Combat, Night available to GMs. Beast, Combat, Zombie
Survive or win 10xOL Primary: +5 SP Defeat an Ursa.
Encounters taking place during Secondary: +3 SP Primary: +30
Night periods of Time. Night Secondary: +15
periods of Time between 4, 5 Road Warrior
and 6 will count as 2 Encounters Combat, The Living, Vigilante, Zombie Horde
for the purposes of tracking the Travel/Navigation Zombie
progress of this Objective. If the Successfully defeat Vigilantes Defeat Zombies during a
time of the month is during a while travelling either on a road continuous encounter with a
new moon, then this is increased or through territory controlled by total combined Size of 10xOL.
to counting as 3 Encounters. known Vigilante groups. These zombies can have
Primary: +15 SP Primary: +40 SP arrived after initial deployment
Secondary: +5 SP Secondary: +15 SP and can be of any kind of
zombie.
Peace and Quiet Rude Awakening Primary: +25 SP
Combat, Morale Combat, Zombie Secondary: +10 SP
Defeat a Banshee zombie or Defeat 10xOL Sleeper zombies.
5xOL ‘Chatterbox’ zombies. If If this is a ‘Primary Objective’, Zombies
this is a ‘Primary Objective’, then the ‘Sleeper’ Hazard is now Combat, Zombie
then the ‘Banshee’ or available to GMs. Defeat 25 Standard Zombies.
‘Chatterbox’ Hazard become Primary: +SP This Objective can be claimed
available to GMs. (Chatterbox Secondary: +3 SP multiple times. If this is a
zombies can be found in
Primary Objective, the required
Outbreak: Undead Annual vol.1) Save the Children? number of Standard Zombies
Primary: +5 SP Combat, Morale, Zombie to defeat is multiplied by the
Secondary: +3 SP
Defeat 10xOL Urchin zombies. Outbreak Level.
Primary: +25 SP
Put to Sleep If this is a ‘Primary Objective’,
Secondary: +1 SPxOL
Beast, Combat then the ‘Urchin’ Hazard is now
available to GMs.
Survive 3xOL Encounters Primary: +5 SP
with Hellhound and/or Hellcat Secondary: +3 SP
Beasts. If this is a ‘Primary
Objective’, then the ‘Wolf Pack’ To Slay the Beast
and/or ‘Hunting Cat’ Hazard is Combat, OBM, Zombie
now available to GMs.
Primary: +10 SP Defeat the One Big Monster. Not
Secondary: +3 SP having to avoid such a dangerous
monster will make surviving much
Rage easier, so more effort can be
Combat, Zombie focused elsewhere.
Primary: +40 SP
Defeat 10xOL Ghoul zombies. Secondary: +25 SP
If this is a ‘Primary Objective’,
then the ‘Ghoul’ Hazard is now Titan
available to GMs. If the Ghoul Beast, Combat, Zombie
zombie is the one determined to
be ‘Standard’ for this scenario, Defeat a Titan.
then the Primary SP reward is Primary: +50 SP
25 SP and the Secondary SP Secondary: +25 SP
reward is 1 SP per OL.
Primary: +5 SP
Secondary: +3 SP
Rest in Peace
Combat, Morale, Zombie
Defeat a Familiar Face zombie.
11
Hazards the Risk cost of certain kinds of
Hazards that are ‘One Use Only’. Spending SP to
Hazards are a new feature Reduce Risk
that allow a GM to utilize Risk If a Hazard and an objective
in different ways other than just are in contradiction, the GM can Players have the option
using it for Trailing Zombies either roll a new Objective or a of sacrificing some of their
rolls. It allows them to throw any new Hazard. progress to make a dent
number of obstacles in the way in the Risk pool of a GM to
of the players. Some Hazards Some Hazards offer a hopefully prevent some larger
remain in play and allow a GM chance at avoiding a penalty, catastrophe. At the end of each
to deploy Special zombies or a small obstacle, or just add period of Time, after an E% is
add Templates to opponents in Difficulty, however, some have made, characters can spend
an Encounter by spending Risk. an unavoidable consequence 1 SP in order to reduce Risk
It adds a tremendous variety to having been encountered. These by 1 per DoS in either a ‘Per -
scenarios and allows players consequences will be in italics Search, Survival, Navigation,
to face new challenges. They underneath the description. Hide or Sneak’ check. This
can also alter the landscape of Those Hazards that remain in is a dangerous gamble, but
the Encounter. Some Hazards play throughout the campaign if it keeps a GM from being
are so intense that they can will be labeled as such. These able to play the most deadly
alter the scope of the outbreak landscape-altering Hazards often of Hazards, the cost is often
require enormous amounts of Risk worth it. Failing this check
itself, but those typically require
a tremendous amount of Risk to be used, but the danger they will add additional Risk equal
to be paid, but their effects represent certainly requires it. The to 1 per DoF. For narrative
can sometimes plague the “R” entry is the amount of Risk purposes, it helps to have the
characters for days. that must be deducted in order players who are undertaking
to trigger the event. If no such this describe what sort of
Some Hazards are labeled entry exists, then it can be played strategy they are attempting
as ‘One Use Only’ in which whenever appropriate. in order to accomplish this.
case, they represent one-time Being unable to come up with
effects that come into play. The Logic of Risk a decent explanation as to
Once such a Hazard is played, what they are attempting to
then a new Hazard is chosen The idea behind Risk is do and how, should disqualify
to replace it. This can either sometimes difficult to wrap your them from being able to take
be done randomly or it can be mind around. This is especially this option. For instance, if a
picked from the list. The same the case when Risk is used to character wishes to ‘Hide’ from
Hazard that was once used can spend on Hazards that can best a particular threat represented
be selected again if chosen be described as an “Act of God”. by a Hazard, force the players
randomly, but if picking from the What this is supposed to represent to tell the GM where and how.
larger list, it is recommended is not that a GM is able to dole out
that a GM choose a different one these Hazards as some vengeful Zombie Deployment
to replace it with before picking deity. It represents that characters,
the same one again. A general being forced into actions, must Some Hazards will allow
rule of thumb is that a GM can perform their missions in less for Special zombies to be
pay 1 Risk to retain a ‘One Use favorable conditions. Even if these deployed. Under the Outbreak:
Only’ Hazard, unless it states conditions are clearly beyond Undead Core Rulebook’s
otherwise in the entry. This cost the character’s or GM’s control normal rules, Special and
can be cumulative for each time or power, a character would Template zombies are played
a GM wishes to retain it instead normally have the option of finding with certain amounts of
of discarding it for a new one ways around them under ideal DoS in an Encounter check
after use. Some landscape- circumstances. Risk is basically a (E%). When using SP and
altering Hazards and location debt paid due to lack of strategy Risk, a GM has the option
features can allow certain that is only redeemed by making of strategically deploying
‘One Use Only’ Hazards to be certain sacrifices that put them them whenever appropriate
retained without requiring extra more at the whims of the forces of as Hazards. When using SP,
Risk to be spent. Such features nature or other dangers. any Encounter can potentially
and Hazards can also alter have Special zombies, but
each Special zombie is
deployed by spending 5
12
Risk - 1 Risk per DoS in the Horror Trait - This functions like zombies if they do not flee the
Encounter check they are to the Horror Traits as listed in the encounter.
be deployed in. This means “Zombies” chapter, only they
that it is often advantageous to typically only apply to only one Balancing Act - 4R
wait until you get an E% with or a few of the opponents in the Hazard - Challenge,
enough DoS to make deploying encounter as opposed to a blanket Navigation
a dangerous Special zombie trait that all the opponent share
Play when E% is made at 4
cheap. The existing E% table throughout the campaign.
DoS or greater
can be used as-is and the
DoS in an E% can simply be Region/Location/Environmental Zombies can only be avoided
the threshold that will allow a Feature - This Hazard can only be by walking along the edge of
GM to make such purchases played if characters are currently a fence or wall or shimmying
with their pool of Risk, but it is at a certain location or region with from one point to the next by
sometimes advantageous of the proper Environmental Feature. means of a wire or rope, as
players to allow GMs to play The entry will not say “Region/ all other methods to avoid
them whenever appropriate. If Location”, it will instead be the the zombies are too risky.
a GM wastes too much Risk on descriptor required in order for the Characters can only evade
deploying Special zombies, then Hazard to have any effect. this encounter by making a
the characters will often be in ‘Per - Balance’ or ‘Str - Climb’
better shape, then again, certain check. Failing this will trigger
Hazards make playing specific List of Hazards a Zombie Encounter with the
kinds of Special zombies much characters that fail the checks,
cheaper. Thankfully, the Hazards Armed - 2R which the other characters who
themselves often require a hefty Hazard - Zombie, Horror Trait passed can voluntarily enter.
Risk cost to even play, and Play when E% is made with The zombies get a surprise
even then, it is only for a certain enough DoS to play a Template round and characters get -10
duration of Time or within the zombie SP.
confines of a specific area.
One zombie is clutching a gore- One Use Only
Hazard-Specific covered Melee weapon that they
Descriptor have managed to retain just Banshee - 10R
enough sentience in order to use. Hazard - Zombie, Morale
Some descriptors are One Standard zombie per 2R
spent on the cost in this encounter Add ‘Banshee’ to the available
not shared with Objectives
has the ‘Advanced Weaponry’ Special zombies. They can be
or Skills. They are strictly
Horror Trait and will be armed. deployed for 1 less Risk.
for GM reference and have
additional special rules, unlike Special and Unique zombies can
most descriptors which merely have them too, but the Risk cost is Barricades - 1R
multiplied by their Size. Hazard - Challenge
describe what category the
Objective or Skill falls under. One location requires that
Armored - 2R characters breach through
Challenge - A ‘Challenge’ Hazard - Zombie, Horror Trait
barricades in order to perform
descriptor indicates that a Play when E% is made with any ‘Search’ checks. This
Hazard forces a specific kind enough DoS to play a Template process will likely generate
of check to avoid the effects Zombie Noise, depending upon what
that are listed in the Hazard’s tool is used to attempt a
entry. Either that, or it somehow One Standard Zombie has the Breach. This will also add +1
increases the Difficulty of a remnants of protective gear Difficulty to a subsequent ‘Per
check the characters are already strapped to them which regrettably - Search’ check made at that
taking. includes a helmet and/or bullet location.
proof vest. That zombie counts as
Encounter - An ‘Encounter’ having +3 Defense. This can apply This can also be used to
will alter what is encountered to other Standard zombies in the increase the Difficulty of a ‘Per
with an E% by either upgrading same Encounter if the GM pays an - Navigation’ check by 1.
opponents or even going as additional 2R apiece. Characters
far as to add new opponents to get +1 Resource for killing such -d6 SP
the E% table. Those Hazards One Use Only
often come with the heftiest Risk
price, however.
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Biohazard - (special) additional Risk (1R for first, 2R Play in Any Interior Location
Hazard - Zombie for second, 3R for third, etc). This
This building was used as a
Play after any successful All Out Hazard can be played for free if
Defense mission. players perform an action during makeshift storage for corpses
a period of Time that is nowhere before being abandoned. With
Reduce Stronghold Viability near convential wisdom dictating reeking bodies stacked several
by 1. The zombie corpses as being a wise decision. high, the muffled moans of
now litter your Stronghold and zombies, rendered immobile
some now occupy vital areas Chain Link Fence - 2R from the weight of the other
and threaten the health of your Hazard - Challenge, Urban bodies piled on top of them
population (such as in crops or can be faintly heard. Going
in water supplies). A Disposal Play after a failed ‘Per -
through these buildings is very
mission must be accomplished. Navigation’ check
risky. A Zombie Encounter will
Proper disposal requires 1 Unless all the characters pass result in twice the number of
Time per Viral of the zombies a ‘Str - Climb’ check, or one of Standard zombies. Passing
in the last encounter. Resource the characters has ‘Bolt Cutters’, through without a successful
can be spent to reduce this the characters are slowed E% will require the characters
Time requirement by 1d3 per considerably as they are now in to make a ‘Willpower’ check or
Resource spent. The Risk between a chain link fence and a lose 1 Morale as they survey
cost is equal to 10 - current horde of pursuing zombies. Failing the corpses piled on the floor
Stronghold Viability. the required check or failing to that is slick with gore.
have the proper gear, another E%
Carelessness - must be made immediately and One Use Only
(Special) the characters get -5 SP. The Risk
Hazard - Challenge cost is reduced to 1R in ‘Biome - Creeping Death - 1R
Urban’ locations. Hazard - Zombie
A Gamemaster may make an
additional E% during the same Deploy one zombie as a
period of Time by spending 1 Charnel House - 5R ‘Crawler’. It can be deployed
Risk. This can be repeated, Hazard - Morale normally as per ‘Crawler’ rules
but each attempt will cost an or can replace any zombie that
was killed in a previous round.
Zombies killed by ‘Headshots’
cannot be replaced in this way.
Deus Ex Machina -
Special
Hazard - Special, Catastrophe
Play after any ‘Catastrophe’
This is the reverse of the
ability of SP to ‘Reduce Risk’.
The Risk cost of this Hazard
is special. It can reduce SP
equal to the Risk paid to play
this Hazard. However, this
represents the characters
relying upon luck instead of
planning, so the ‘Catastrophe’
rolled in order to play this
Hazard will instead count
as a ‘Headshot’ by some
extraordinary means that will
be beyond the character’s
control (as implied by the
name of this Hazard).
15
cannot repeat it and the GM Nightmare - 15R cannot be used in any
makes an E% check. Hazard - Zombie, Beast region that has the ‘Arid’
Environmental Feature.
Killing Fields - 5R Add ‘Nightmare’ to the available
One Use Per Environmental
Hazard - Zombie, Morale Special zombies. They can be
deployed for 1 less Risk. Modifier
This location is full of carnage,
undisposed of zombies mingle One Big Monster - Raptors - 5R
with inanimate corpses and (special) Hazard - Zombie, Beast,
those that twitch sporadically. Hazard - Special Challenge
Going through these grounds is
very risky. A Zombie Encounter Add the One Big Monster template A flock of Raptors begins to
will result in twice the number to any available zombie or zombie ‘Pursue’ the characters as
of Standard zombies. Passing subtype. The Risk cost is a base described in their entry in
through without a successful 15R, but add 2x the base Risk the Outbreak: Undead Core
E% will require the characters to cost of a Special zombie or Beast Rulebook (pg. 180).
make a ‘Willpower’ check or lose zombie if adding an OBM template
1 Morale as they survey the sea to it instead of adding it to a Roadblock - 5R
of dead and gore. Standard zombie. Hazard - Challenge,
Navigation
One Use Only One Horse Town - 8R
Hazard - Zombie, Beast Any Urban Location or Biome
More Difficult Than it that has an Environmental
Looks - (Special) Deploy one ‘Nightmare’ in an Modifier of +2 or more
Hazard - Challenge Encounter. Travel using vehicles greater
One Use Only than Size 3 is impossible past
Any check can be increased in
this location. Encountering this
Difficulty by 1 before a check
is made. The cost of this is a Pestilence - 1R per Hazard in while in a vehicle of
cumulative 1R for each point zombie Size 3 or greater will penalize
Hazard - Zombie, Horror Trait the characters 5 SP per Size
of Difficulty to increase. A
of the vehicle above 2. Riding
Gamemaster may substitute any
This particular group of zombies animals are exempt from this
Hazard generated randomly for
has maintained heat, enough Hazard.
this one and it can be retained
without paying any to have their bodies become a
breeding ground for disease and One Use Only
additional Risk.
flies. All zombies in this encounter
Sociopath - 10R
More Than You Can have +1 Viral. ‘Biologically Alive’
Hazard - The Living, Vigilante
Chew (Special) and Gluttons can have this played
on them for no additional Risk
Hazard - Zombie One Vigilante group is
Play after characters decide to cost. particularly deranged, utterly
stay and fight zombies uncaring about others. They
Rain Check - 3R count ‘Diplomacy - Coax/Plea’
A zombie encounter is far Hazard - Challenge, Rain as “n/a” and have +4d6 Attack.
more threatening than initially Play when characters attempt
thought. A GM can deploy more ‘Stronghold Upgrade’ missions Storm Brewing - 10R
Standard zombies as if a new Hazard - Challenge, Rain,
zombie encounter has taken Foul weather plagues the
characters. It should be Wind
place. If characters destroy all
the zombies before this effect appropriate for the season and A storm begins to hit and rain
comes into play, then this hemisphere as to what that and wind are now something
hazard has no effect and the condition might be. Characters the Survivors need to contend
Risk spent is wasted. The cost must add the Environmental with. This will remain in play
to play this Hazard is 5R - 1R Modifiers to not only the Objective for 10 Time per Environmental
per round delayed before this checks for their Stronghold Modifier and all Hazards with
comes into effect to a minimum Upgrade missions, but the ‘Rain’ and ‘Wind’ descriptors
of 1R. required Time for their completion are free of cost for the duration
is increased by Environmental of the Storm and can be
Modifiers as well. This Hazard retained for free.
16
Vermin - 1R per
Trailing Zombies - Unstoppable Force - n/a Stronghold Viability
(special) Hazard - Special Hazard - Zombie, Beast,
Hazard - Zombie Challenge
Characters are facing a danger
Whenever characters return they cannot hope to stop or Vermin have overrun your
to a Stronghold or fail a ‘Per - prevent. It is only a matter of Stronghold. They devour
Survival’ check, a Gamemaster time. If characters are facing 1d6 Food and reduce either
may trigger an immediate such a peril, then each Time will Stronghold Structure by 1 (in
Encounter with 1d6 Standard add 1d3 Risk per OL. A GM is the case of termites or some
zombies per R spent on this also allowed to choose a Finale similar pest) or they reduce
Hazard which follows the objective and a Hazard that costs Viability by 1. For 10R, Vermin
rules of an ‘All Out Defense’. 25 Risk or greater if they haven’t can be added to the available
A Gamemaster may play this yet already to represent what Special zombies and can be
Hazard on characters that ‘Unstoppable Force’ is threatening deployed for 1 less Risk.
succeed a ‘Per - Survival’ check, the characters.
but the Risk cost is equal to Vigilantes - 15R
the DoS in the ‘Per - Survival’ Ursa - 20R Hazard - The Living, Vigilante
check. Gamemasters will still Hazard - Zombie, Beast
have to reduce their Risk to 0 Your actions have alerted
as per normal Stronghold rules Add ‘Ursa’ to the available Special ruthless Vigilantes nearby.
once the characters survive Zombies. Only one example of this Add ‘Vigilantes’ to the E%
a resulting ‘All Out Defense’ Beast will be available at a time table. Their position on the
mission. This Hazard will always unless the GM pays an additional Encounter table can be
be available to the Gamemaster, 20R. upgraded by 1 DoS per 15R
regardless of the scenario. spent.
Vampire - 15R
Tensions Flare - 5R Hazard - Zombie, Night Wall of Mourning -
Hazard - Diplomacy Add ‘Vampire’ to the available
4R
Hazard - Morale, Urban
Special Zombies. They can be
There is strife in the Stronghold. Biome - Urban
deployed for 1 less Risk inside
Make an ‘Emp - Diplomacy’
buildings and interior locations, The characters pass an old
check in order to calm the
but cannot be deployed outside barricade, building or wall
Population or lose 1d3 Morale
during Day periods of Time. During that is literally wallpapered
and no Population can become
periods of Time at Night, they can with “Missing” posters and
a Mobilized Work Force. The
replace Standard Zombies on an abandoned shrines with wilted
Risk cost of this is reduced to 0
E% table for free. flowers and candles burned
if any Population died during an
‘All Out Defense’ or any player down to the stump. Characters
characters died in the previous
mission.
Trapped! - 1R
Hazard - Challenge
Characters attempting to flee an
Encounter add +1 Difficulty to
the required subsequent ‘Per -
Navigation’ check. Despite being
‘One Use Only’ this Hazard can
be reclaimed after being played
by paying 1 Risk per DoS in the
‘Per - Navigation’ check this
alters. If this reduces the Risk
cost to 0 or less, then the GM
can reclaim it for free and play it
again in subsequent turns.
One Use Only
17
must either fail an Empathy a zombie encounter by 1 Turn,
check or pass a Willpower check should they normally be able. If
or lose 1 Morale. during this extra turn, zombies
One Use Only are positioned in such a way as to
prevent the players from ‘Fleeing’,
Zombie Wall - 5R then the characters will still be
Hazard - Zombie unable to Flee, but the GM will not
Play any time during a Zombie need to spend Risk in order to do
Encounter so (as normal rules will prevent
the characters from ‘Fleeing’).
The advancing undead form a
wall, preventing easy escape.
The E% that must be made
after the characters flee a
Zombie Encounter counts as
being automatically successful
with 1 DoS per OL. Characters
may attempt to avoid this new
Encounter normally.
18
Table 1.1
Random Objective Table
Stronghold Lv.
d% General d% Combat d% Resource Acc.
1-5 Armed and Dangerous 1-5 Bell the Cat 1-2 Alarm System
6-10 Armored Transport 6-10 Birds of a Feather 2-12 Ammo Dump
11-15 Arson 11-15 To Slay the Beast 13-25 Emergency Supplies
16-20 Bait/Noisemaker 16-20 Hunter 26-40 Food Supply
21-25 Beacon 21-25 Legendary 41-60 Fortress
26-30 Documenting 26-30 Liposuction 61-70 Fuel Dump
31-35 Enemy of My Enemy 31-35 Night Hunter 71-85 Pantry Raid
36-40 Escape or Fortify 36-40 Peace and Quiet 86-100 Weapons Cache
41-45 Hallowed Ground 41-45 Put to Sleep
46-50 Lay of the Land 46-50 Rage
51-55 On the Offensive 51-55 Rest in Peace d% Diplomatic
56-60 Pathfinder 56-60 Road Warrior 1-35 Establish Comm.
61-65 Research or Rescue 61-65 Rude Awakening 36-65 Peace Treaty
66-70 Running Out of Time! 66-70 Save the Children? 66-100 Peacekeeper
71-75 Search and Rescue 71-75 Titan or Ursa
75-80 Sentimental Value 75-80 Dust to Dust, Keelhauled,
81-85 Supply Raid or The Iceman Goeth*
86-90 Transport 81-85 Keeper of the Keys
91-95 Silent and Deadly 86-90 Zombie Horde
95-100 Survivor 91-100 Zombies
Table 1.2
Random Hazard Table
d% Hazards d% d%
1-2 Armed 31-32 Familiar Face 61-62 Rain Ceck
3-4 Armored 33-34 Frozen 63-64 Raptors
5-6 Balancing Act 35-36 Ghoul 65-66 Roadblock
7-8 Banshee 37-38 Glutton 67-68 Sociopath
9-10 Barricades 39-40 Grotesque 69-70 Storm Brewing
11-12 Biohazard 41-42 Husk 71-72 Trailing Zombies
13-14 Carelessness 43-44 Hunting Cat 73-74 Tensions Flare
15-16 Chain Link Fence 45-46 Interruption 75-76 Ursa
17-18 Charnel House 47-48 Killing Fields 77-78 Vampire
19-20 Creeping Death 49-50 More Difficult than it Looks 79-80 Vermin
21-22 Deus Ex Machina 51-52 More Than You Can Chew 81-82 Vigilantes
23-24 Down, Not Out 53-54 Nightmare 83-84 Wall of Mourning
25-26 Drowned 55-56 One Big Monster 85-86 Zombie Wall
27-28 Endless Horde 57-58 One Horse Town 87+ Roll Twice More**
29-30 Escalation 59-60 Pestilence
**Ignore further results from this
19
20
the gamemaster’s companion
This guide assists Gamemasters in setting up Scenario Point constructed campaigns,
which give players goal-oriented objectives and easily trackable progress for a campaign
of any scale. Included is a detailed guide to structuring missions, multiple sample Victory
Conditions and Victory Sub-Conditions, as well as entirely new ways to spend Risk points
on new ‘Hazards’ that GM’s can utilize to create new challenges for players and thwart their
best made plans.
The element of chance and surprise is now possible for both Gamemasters and Players, as
a scenario’s objectives can now be generated at random, while still allowing tremendous
narrative and storytelling flexibility!
This guide is a perfect companion piece to the Outbreak: Undead.. Core Rulebook. It
gives Gamemasters a whole new arsenal of scenario constructing tools that more fully
utilize the concepts presented in your other Outbreak: Undead books!
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