All You Zombies: Inventory Score (Is)

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background.

The total rolled is 12 making the


ALL YOU ZOMBIES difference 2, so the Living Dead takes 2 points
of damage. An NPC 's DS is also their HP, so
now the Living Dead Zombie's DS is 8.

If the player's total roll had been 8, the


character would have taken 2 points of loss to
their HP.

INVENTORY SCORE (IS)


Your (IS) Inventory Score is how many items
you may carry without being overburdened. For
each item that exceeds your IS subtract 1 from
any Toughness rolls made.

DEATH
When a character's HP reaches zero they
fortunately die and no longer suffer in a post-
apocalyptic Zombie world.

ADVANCEMENT
You may level up after each game session. You
ACTION ROLL can raise one class score by 1 and either add 1
When an action's success is uncertain, roll 2d6 to your HP or Inventory.
and add one point for any applicable class and
one point per relevant items used.
HEALING (HEALTH POINTS) HP
After a complete night of rest, you regain all
If the total is greater than the action's Difficulty
lost HP.
Score (DS) you are successful.
You may also elect to have someone else in the
(D S) GUIDELINES party make a Savvy roll with a DS 10 and if
Easy-8 Moderate-10 Difficult-12 successful it will restore 1d6 HP to an injured
character. This may be used 1x daily on a
DANGEROUS ACTIONS character. The character rolling must have a
If the action has a risk of physical danger, the medical supplies bag in their inventory.
difference between the roll and the DS is the
amount of damage sustained.

Example: The character is fighting a Living


Dead Zombie with a DS 10. The player rolls 2d6
and ads 2 from their Toughness, 1 from their
knife, and 1 from their Occupation- Military
CHARACTER CREATION ZOMBIE FEVER (ZF)
Name You may elect after a combat scene to have
Occupation characters who sustained HP loss, make a ZF
Health Points begin at 10 roll by using 2d6+ Toughness against DS 10.
Inventory Score begins at 8
Distribute 4 points among these classes. (0-4) On a fail, the character becomes ill and reduces
their Toughness score by 1 for 2d6 days until
Toughness (physical, agility, overall healthiness) they are able to overcome the feverish state.
Stealth (sneaking, hiding, observing)
Savvy (intellect,wisdom, tinkering, repair) If the reduction should reduce the character's
Leverage (influence, debate, leadership) Toughness to below zero and a negative
modifier, they begin to transform to a Zombie
You may elect to have maximum of 2 points within 2d6 hours.
assigned to a class.

You may allow +1 to rolls using any Occupation CREATURE CODEX


related skill if applicable to the situation. Zombie (Crawlers) (DS 8)
Zombie (Runners) (DS 10)
EQUIPMENT (Inventory Slots) MAX 8 Zombie (Screamers) (DS 10)
Firearm (pistol or rifle) Zombie (Brute) (DS 12)
Ammo for firearm Zombie (Living Dead) (DS 8)
Other weapon (specify) Zombie (Leader) (DS 12)
Armor (see below) each piece counts 1 slot Animal, Rabid (DS 10)
Flashlight Animal, Regular (DS 8)
Lantern (battery, oil, or gas) Animal, Zombie (DS 10)
Occupation related item (specify) Human, Regular (DS 8)
Medical supplies bag Human, Leader (DS 10)
Net (fishing)
Rope 50ft.
Trap (animal) Created by:
Hand tool Tony A. Thompson
Cooking utensils outpostowlbear.blogspot.com
Walkie talkie
Binoculars

ARMOR
Any type of Body Armor, (Kevlar vest, home-
made, etc) will reduce overall damage taken by
1 point. A Shield will also reduce overall
damage taken by 1 point.
Image by Erik Reichenbach from Pixabay
The Armor & Shield items are not cumulative.

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