Outbreak Undead - Free Content Friday (6033189)

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    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 wantto 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 Spaceto this book. We will call out anyreferences that are utilizing the Outbreak: Deep Space

    rules. Many character Paradigms can also be utilized from

    Outbreak: Deep Spaceto 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    Q: Will this be outdated when the Outbreak: Undead.. 2nd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 no

    and when we publish, but there should be no mechanica

    difference between this book and the full version o

    Outbreak: Undead.. Second Edition.

    Q: Are you going to use that handwriting font again?

    A:Yes, but sparingly...we promise

    Q: Is that going to be the cover?

    A:No. We are featuring a new model. And yes, shes ver

    pretty... like last time.

    introduction

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    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: Undeadfeature

    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 area 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 Symptom

    Effect 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.

    Hallucination

    The 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 bonu

    of these two SPEW Attributes will be Viral needed fo

    a character to Succumb. The remaining two SPEW

    Attributes will get a +1 Bonus per Viral until a characte

    Succumbs. A character cannot claim an EBfor any chec

    Mutation - Mobility, Projectile, Regeneration, Resistanc

    (damage type), Strength (1 new mutation per 2 Vir

    points), OBM (S)

    Rage

    The virus suppresses the functions of the Frontal Lob

    and will cause a character to become irrational and fu

    of blinding rage, gradually forgetting ties such as kinsh

    or friendship. Each Viral point adds 1 Difficulty to all ski

    checks with Emp as a primary attribute and will not allo

    any EBto be claimed for any other checks.

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

    Necrosis

    The virus will kill and rot the cells of the body and erode th

    muscle tissue of the character and/or the Motor Cortex o

    the brain. Each point of Viral adds 1 Difficulty to all ski

    checks with Str as a primary attribute and will not allo

    any SBto be claimed for any other checks.

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

    DeliriumThe virus damages or suppresses the operation of th

    Cerebellum. Each Viral point adds 1 Difficulty to all ski

    checks with Willpower as a primary attribute and will no

    allow anyWBto be claimed for any other checks.

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

    Hemorrhagic

    When healing damage during Natural Healing, prevent th

    Healing of 1 damage per Viral point. NoSBcan be claime

    to see how much damage is healed during natural healin

    Vicious (S), Hematophagy (4)

    Nausea/Diarrhea

    A character is constantly nauseous and will vomit u

    whatever they attempt to eat or drink. Each point of Vir

    will require that a character ingest an additional Food o

    they will begin to starve.This lack of nutrition will sap th

    Strength of a character, so all skill checks with Str as

    primary attribute will have +1 to the required Momen

    opponents

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    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)

    Photosensitivity

    A 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)

    Septic

    Each 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

    sort of Horror Trait results, always use the lowest

    total to determine when such a Horror Trait will man

    It is possible for Horror Traits to manifest before a char

    Succumbs. They will take the form as handicaps or

    other penalty. This situation arises if a characters V

    high enough to manifest a Horror Trait, but they hav

    yet Succumbed.

    If a character manages to be strong enough or medi

    heavily enough to prevent Succumbing at a Viral tota

    normally indicates a Horror Trait manifests, the H

    Trait is ignored until a character actually Succu

    although the other Symptoms will get noticeably

    violent.

    If opponents in an Encounter are randomly generat

    GM can automatically increase the Viral of the chara

    opponents by up to the current OL for purpos

    determining what Horror Traits can be manifested w

    any Risk cost.The Biologically Alive opponents that were once hu

    or animals that succumb to the Virus no longer s

    the debilitation that the Virus infected. They will be

    what opponent is considered Standard along wit

    Horror Traits the Virus causes based on its Symptom

    corresponding Horror Trait can be found on Table X.

    the undeadxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    INFECTED

    The rank and file zombie, the undead serve as a ba

    opponent that most characters face. They can

    tremendously by the morphology of the infected hos

    they all have additional versatility based on the sympto

    the virus they carry. They have another important feat

    common: they are very very deadly, especially in g

    numbers.

    Opponent - (Zombie)Size: 1

    Strength: 25

    Perception: 20

    Empathy: 0

    Willpower: special

    Movement: 10

    Speed: 2d6 Moments

    Skill Checks {SC%}/Attacks

    {Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 30%

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    50

    Bl]}

    Vitality

    Health- (1)

    Defense- 5

    DT- 12

    Viral- 3 + OL

    Symptoms- Necrosis, Rage, Nausea/Diarrhea

    Special

    Bite- [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 Moment

    Special

    Defense +1

    Multiple Upgrades- This upgrade can be taken multiple times

    up to a maximum of +5 Defense.

    Brute

    (5 Risk)

    +10 Strength

    SpecialMultiple Upgrades- This upgrade can be taken multiple times

    up to a maximum of +50 Strength.

    Crawler

    (0 Risk)

    -10 Strength

    Speed: 3d6 Moments

    Special

    Crawl - 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

    Special

    Fear- Grotesque will allow the Fear Hazard to the GM

    Drowned

    (5 Risk - 1 per Aquatic Environmental Modifier)

    Special

    Waterlogged - Difficulty to make {Spt/Li} to avo

    Encounters with this opponent is increased by 1.

    Dragged to the Depths - This zombie can attack characte

    that are making a {Swim%} check. The Drowned will on

    get a single attack and the GM must pay 5 Risk - 1 per Do

    in the {Swim%}.

    Evacuation-

    Familiar Face

    (10 Risk + 5 per OL)

    Special

    All actions against this opponent by one character will tak

    +4d6 Moments. This can be reduced by the characterWBand DoS in a {Cmps%} save throw.

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    Fear

    (Risk = Combined WBof 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 - 20

    Special

    Thaw- Bane [Th]

    Frozen- Does not increase Viral with a Bite attack

    Husk

    (5 Risk - 1 per Arid Environmental Modifier)DT - 10

    Special

    Brittle- 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)

    Special

    Awaken- 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: 0

    Strength: 10

    Special

    Child 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

    strained physiology and their obvious susceptibility to

    early victims of zombies means that the virus progres

    them in a very different fashion and for a longer p

    of time than most zombies. The larger zombies ha

    ability to shove smaller ones out of the way as they

    on corpses, which in turn makes them even larger

    Those incredible specimens called Gluttons are s

    of masticated flesh and bone shards that their a

    stomach has long since ruptured and has filled almo

    entirety of their body cavities. Their crushing weigh

    their ability to regurgitate the indiscriminately cons

    contents of their stomach makes them unbelievably

    (and disgusting) target to kill in close quarters.

    Opponent - (Zombie)

    Size: 2

    Strength: 35

    Perception: 20

    Empathy: 0

    Willpower: special

    Movement: 10

    Speed: 3d6 Moments

    Skill Checks {SC%}/Attacks

    {Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 30%

    Bl]}

    Vitality

    Health: (1)

    Defense: 5

    DT: 15

    Viral: 3 + OL

    Symptoms: Necrosis, Rage, Nausea/Diarrhea

    Special

    Bite- [2d6 Sl] per DoS in a Grapple check. Each Do

    Save Throw can convert 1 DoS worth of Bite Attac

    Unarmed attack.Disembowel - Any Melee Attack that deals [Sl] da

    but fails to inflict a Health point worth of damag

    burst open the contents of the Gluttons body. The att

    and all other characters in Melee range will cou

    having been Evacuated upon as if the Glutton had w

    1d6 DoS. The Glutton can no longer perform Evacu

    attacks.

    Evacuation- A Glutton has an Evacuation that trigg

    any successful {Grpl%}.

    Fear- Infected will grant the Fear Hazard to GMs if

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    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 usedto generate any bonus against the Lord of the Flies.

    Rat King

    (15 Risk)

    The glutton is little more than a mobile rat nest, its gigant

    body host to hundreds of infected rats. The Rat King n

    longer has an Evacuation attack, but attacking the Ra

    King in Melee or Grapple range will provoke the swarm o

    Vermin to attack.

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

    BANSHEE

    A Banshee is a zombie that has some resilience to th

    necrotic effects of the virus, but is very prone to th

    psychological effects. As a result, their bodies loo

    relatively normal, but their minds are just as far gone a

    any other zombie, but in a different fashion. Their fraye

    frontal lobes still remember fragments of sentence

    phrases and words. Some even preserve a shred osentience, but are nonetheless incurable. They are hype

    sensitive to light and sound and react to any sudden change

    in their environment with primal screams. These scream

    vary tremendously in their coherency, and some example

    are even convincing enough to be easily mistaken for crie

    for help.

    Opponent - (Zombie)

    Size: 1

    Strength: 20

    Perception: 30

    Empathy: 0Willpower: special

    Movement: 10

    Speed: 2d6 Moments

    Skill Checks {SC%}/Attacks

    {Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 20% [1d

    Bl]}

    Vitality

    Health: (1)

    Defense: 5

    DT: 15

    Viral: 3 + OL

    Symptoms- Delirium, Hallucination, Rage

    Special

    Sneak - Characters that avoid being seen by a Banshee b

    means of a {Snk%, Hide%} will be able to avoid the Shrie

    rule, as they only Shriek when they detect characters.

    Banshee Upgrades/Abilities

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    Alarm Scream

    (1 Risk)

    3d6 Moments

    The 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 theircurrent 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 notdedicated 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 incre

    amount of intellect, except they have become w

    cannibals. Unlike other kinds of opponents, the fee

    one that is still biologically alive and very alert. The

    little pain and are averse to many things that a no

    uninfected human can tolerate without problem. So

    are exploitable advantages that one can take to d

    against these otherwise very formidable opponents.

    Opponent - (Living), Dark

    Size: 1

    Strength: 30

    Perception: 30

    Empathy: 0

    Willpower: special

    Movement: 15

    Speed: 1d6

    Skill Checks {SC%}/Attacks{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 20%

    Bl]}

    Vitality

    Health: 3

    Defense: 5

    DT: 10

    Viral: 3 + OL

    Symptoms: Hemorrhagic, Rage

    Special

    Nocturnal - The Feeder is extremely repulsed by Being forced to attack while being subjected to ultra

    light will reduce their Perception to 10 and they will n

    able to claim PBon any other checks. Their Speed wi

    be decreased to 4d6.

    Feeder Upgrades

    Hematopagy

    (10 Risk -2 per OL)

    The feeder is one that feeds on blood specifically. Th

    increase their Perception by 10.

    Weak Spot- A feeder will be incredibly resistant to dam

    but has a very exploitable weakness. The Feeder ha

    1 Health point, but they have +10 DT and +5 Defen

    character knowing this weakness can make a Called

    Tactic against it, overriding the DT and Defense bonu

    the Attack has +3 Difficulty.

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