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Outbreak Undead - FCF - Vol 046

This document provides answers to questions about an upcoming roleplaying game supplement called Outbreak: Undead.. 2nd Edition Primer. It explains that the primer introduces rules that will be adapted from Outbreak: Deep Space to provide mechanics for Outbreak: Undead.. Characters, combat, and some character options will carry over between the games. While the primer uses these adapted rules, the full second edition release will contain a complete standalone ruleset. The document also provides sample rules for tracking viral infections in characters as a mechanical representation of becoming infected opponents.

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Billy Mott
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© © All Rights Reserved
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0% found this document useful (0 votes)
395 views7 pages

Outbreak Undead - FCF - Vol 046

This document provides answers to questions about an upcoming roleplaying game supplement called Outbreak: Undead.. 2nd Edition Primer. It explains that the primer introduces rules that will be adapted from Outbreak: Deep Space to provide mechanics for Outbreak: Undead.. Characters, combat, and some character options will carry over between the games. While the primer uses these adapted rules, the full second edition release will contain a complete standalone ruleset. The document also provides sample rules for tracking viral infections in characters as a mechanical representation of becoming infected opponents.

Uploaded by

Billy Mott
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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introduction

Quick Q&A concerns that we get from player feedback between now
and when we publish, but there should be no mechanical
Q: Can I play this without a copy of Outbreak: Deep Space? difference between this book and the full version of
A: No. The two systems will be complementary and share Outbreak: Undead.. Second Edition.
the same mechanics. Outbreak: Deep Space has the benefit
of being done first, so that’s why you’re seeing it before our Q: Are you going to use that handwriting font again?
release of Outbreak: Undead.. 2nd Edition. We didn’t want we promise
A: Yes, but sparingly...
to leave our fans of the original game feeling as if we’re
moving on without revising Outbreak: Undead.. This short Q: Is that going to be the cover?
primer will allow the reader to know how we will apply the A: No. We are featuring a new model. And yes, she’s very
system presented in Outbreak: Deep Space to Outbreak: pretty... like last time.
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 what’s 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 Space to this book. We will call out any
references that are utilizing the Outbreak: Deep Space
rules. Many character Paradigms can also be utilized from
Outbreak: Deep Space to 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

4 introduction
opponents
SPEW Attribute becomes targeted. The combined bonus
horror traits of these two SPEW Attributes will be Viral needed for
Players that are utilizing the rules from Outbreak: Deep a character to Succumb. The remaining two SPEW
Space will be able to utilize the Horror Traits that are Attributes will get a +1 Bonus per Viral until a character
presented on pg.xxx. Since most Outbreak: Undead feature Succumbs. A character cannot claim an Eb for any check.
viral based opponents, the symptoms themselves and the
accumulated Viral total that a character or the opponents Mutation - Mobility, Projectile, Regeneration, Resistance
have present an entirely new range of possible opponents. (damage type), Strength (1 new mutation per 2 Viral
points), OBM (S)
viral
Outbreak: Undead.. presents different options (symptoms) Rage
for multiple types of viral infections. If the Viral total The virus suppresses the functions of the Frontal Lobe
is greater than the Tens digit (or Bonus) of the SPEW and will cause a character to become irrational and full
stat it effects, then the character succumbs to the Virus of blinding rage, gradually forgetting ties such as kinship
and becomes an opponent with all the Horror Traits of or friendship. Each Viral point adds 1 Difficulty to all skill
the standard opponent of the outbreak scenario. If the checks with Emp as a primary attribute and will not allow
Virus does not alter a SPEW stat, then the virus will any Eb to be claimed for any other checks.
simply damage a character until the virus is somehow
removed or the character is killed. The following are Vicious or Advanced Weaponry - Melee (S), Indiscriminate
a list of ‘Symptoms’ that work like Horror Traits that Targeting(4), Endurance (6), Toughness (8), Rage (S)
apply specifically to the Virus that serve as penalties to
characters who are infected: Necrosis
The virus will kill and rot the cells of the body and erode the
symptoms muscle tissue of the character and/or the Motor Cortex of
the brain. Each point of Viral adds 1 Difficulty to all skill
Name of Symptom checks with Str as a primary attribute and will not allow
Effect of Symptom any Sb to be claimed for any other checks.

Manifested Horror Traits (Viral Total Needed). An (S) Endurance (S), Tough (5), Undead (7)
indicates that the Horror Trait manifests once the infected
finally succumb to the virus. Delirium
The virus damages or suppresses the operation of the
Outbreak Scenarios that feature a virus with a particular Cerebellum. Each Viral point adds 1 Difficulty to all skill
symptom that manifests at (S) will automatically apply to checks with Willpower as a primary attribute and will not
the Standard “Infected” opponent. allow any Wb to be claimed for any other checks.

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


The virus wreaks havoc on the Occipital Lobe and Visual
Cortex. Each Viral point adds 1 Difficulty to all checks Hemorrhagic
with Per as a primary attribute and will not allow any Pb When healing damage during Natural Healing, prevent the
to be claimed for any other checks. Healing of 1 damage per Viral point. No Sb can be claimed
to see how much damage is healed during natural healing.
Advanced Weaponry - Ranged (S), Disoriented (4),
Indiscriminate Attacker (7) Vicious (S), Hematophagy (4)

Mutation/Invasive Growth Nausea/Diarrhea


This virus causes rapid mutation or invasive growths that A character is constantly nauseous and will vomit up
is fueled by consuming biomass. The resulting monster whatever they attempt to eat or drink. Each point of Viral
may barely be recognizable as once being human and be will require that a character ingest an additional Food or
capable of terrifying strength or other unnatural abilities. they will begin to starve.This lack of nutrition will sap the
The mutation will actually augment their abilities until Strength of a character, so all skill checks with Str as a
the mutation becomes rampant. Empathy and one other primary attribute will have +1 to the required Moments

48
per Viral point. Intravenous nutrition solutions and other Virus has a combination of symptoms that overlap in what
medicines can prevent this to a certain degree. A character sort of Horror Trait results, always use the lowest Viral
afflicted with this will also reduce the amount of Labor total to determine when such a Horror Trait will manifest.
they produce in an amount equal to the Viral total. It is possible for Horror Traits to manifest before a character
‘Succumbs’. They will take the form as handicaps or some
Evacuation (5) other penalty. This situation arises if a character’s Viral is
high enough to manifest a Horror Trait, but they have not
Photosensitivity yet Succumbed.
A character is easily disoriented and dazzled by bright If a character manages to be strong enough or medicated
lights. While in normal or brightly lit areas, a character heavily enough to prevent Succumbing at a Viral total that
will add +1 to the required Moments for all Actions per normally indicates a Horror Trait manifests, the Horror
Viral point to all checks with Per as a primary attribute. Trait is ignored until a character actually ‘Succumbs’,
although the other Symptoms will get noticeably more
Photophobia (7) violent.
If opponents in an Encounter are randomly generated, a
Septic GM can automatically increase the Viral of the character’s
Each period of Time, characters take 1 damage per Viral opponents by up to the current OL for purposes of
point and any Environmental Modifiers for ‘Unsanitary’. determining what Horror Traits can be manifested without
A Toughness check will reduce this damage by 1 per DoS. any Risk cost.
Antiseptic medicine and {AMed, FAid} can also contribute The Biologically Alive opponents that were once humans
DoS to prevent this damage. or animals that succumb to the Virus no longer suffer
the debilitation that the Virus infected. They will become
Highly Infectious (7) what opponent is considered ‘Standard’ along with any
Horror Traits the Virus causes based on its Symptoms. The
succumbing corresponding Horror Trait can be found on Table X.X.
Succumbing will require that the Viral total is equal to or
greater than the SPEW attribute bonus the Virus affects the undead
based on its symptoms. If no attribute is affected, then the xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
character will require they reach 0 - 1 Health points until xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
they succumb. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

INFECTED
Note: There are some Abilities or gear in the form of
vaccines that can artificially increase the threshold where
an afflicted character will Succumb. The rank and file zombie, the undead serve as a baseline
opponent that most characters face. They can vary
tremendously by the morphology of the infected host, but
A Symptom may be determined by, or give insight into
the Horror Traits that result from infection, for instance, they all have additional versatility based on the symptoms of
Nausea/Diarrhea may indicate the early stages of the the virus they carry. They have another important feature in
Virus that gives the standard zombie their ‘Evacuation’ common: they are very very deadly, especially in greater
Horror Trait. numbers.
A ‘Symptom’ will be a negative status affliction against
characters that are infected and will serve as Horror Opponent - (Zombie)
Traits to those opponents that have succumbed or turned. Size: 1
In the Horror Traits section will be a section dedicated to Strength: 25
‘Symptoms’ of the Virus. Perception: 20
Some Horror Traits will not manifest unless the opponent Empathy: 0
is suitably infected. For instance, should a Virus have Willpower: special
symptoms that have Endurance (S), and Undead (6), Movement: 10’
that means that upon succumbing, the opponent has the Speed: 2d6 Moments
‘Endurance’ Horror Trait, but only after the Viral: 6 is Skill Checks {SC%}/Attacks
reached will the opponent count as being ‘Undead’. If the {Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 30% [1d6

49
Bl]} Special
Fear - Grotesque will allow the ‘Fear’ Hazard to the GMs.
Vitality
Health - (1) Drowned
Defense - 5 (5 Risk - 1 per ‘Aquatic’ Environmental Modifier)
DT - 12 Special
Viral - 3 + OL Waterlogged - Difficulty to make {Spt/Li} to avoid
Symptoms - Necrosis, Rage, Nausea/Diarrhea Encounters with this opponent is increased by 1.
Dragged to the Depths - This zombie can attack characters
Special that are making a {Swim%} check. The Drowned will only
Bite - [1d6 Sl] per DoS in a Grapple check. Each DoS in a get a single attack and the GM must pay 5 Risk - 1 per DoF
Save Throw can convert 1 DoS worth of Bite Attack into in the {Swim%}.
Unarmed attack. Evacuation -
Unarmed - [1d6 Bl] per DoS in a Brawl check. Minimum
1 damage per Size. Familiar Face
Undead (10 Risk + 5 per OL)
Special
Infected Upgrades All actions against this opponent by one character will take
+4d6 Moments. This can be reduced by the character’s
Armored Wb and DoS in a {Cmps%} save throw.
(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
Special
Multiple 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

50
Fear GLUTTON
(Risk = Combined Wb of all characters in Encounter)
Affected targets must make a {Cmps%} check. Characters
Some humans are incredibly obese and unhealthy. This
that fail this check will ‘Panic’. This can be triggered at the
strained physiology and their obvious susceptibility to being
start of any phase. Using Fear requires that the number of
affected targets be declared as the Risk cost is paid. The early victims of zombies means that the virus progresses in
available targets are as follows: All opponents in melee or them in a very different fashion and for a longer period
grapple range, all targets in an encounter. of time than most zombies. The larger zombies have the
ability to shove smaller ones out of the way as they feed
Frozen on corpses, which in turn makes them even larger still.
(5 Risk - 1 per ‘Cold’ Environmental Modifier) Those incredible specimens called Gluttons are so full
DT - 20 of masticated flesh and bone shards that their actual
Special stomach has long since ruptured and has filled almost the
Thaw - Bane [Th] entirety of their body cavities. Their crushing weight and
Frozen - Does not increase Viral with a ‘Bite’ attack their ability to regurgitate the indiscriminately consumed
contents of their stomach makes them unbelievably hard
Husk
(and disgusting) target to kill in close quarters.
(5 Risk - 1 per ‘Arid’ Environmental Modifier)
DT - 10
Opponent - (Zombie)
Special
Size: 2
Brittle - Bane [Bl]
Strength: 35
Fear - Husk will allow the ‘Fear’ Hazard to the GMs.
Perception: 20
Empathy: 0
Infectious
Willpower: special
(1 Risk per Viral)
Movement: 10’
This infected opponent is further along in their infection
Speed: 3d6 Moments
than others. This opponent has 1 higher Viral than normal.
Skill Checks {SC%}/Attacks
This may manifest additional Horror Traits based upon
{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 30% [1d6
whatever Symptoms the Virus indicates. It also increases
Bl]}
the Difficulty of Save Throws versus [Vi] damage by 1.
Vitality
Sleeper
Health: (1)
(5 Risk)
Defense: 5
Special
DT: 15
Awaken - Characters must identify corpses as Sleepers by
Viral: 3 + OL
making a {Spt/Li%} check or the Infected get a surprise
Symptoms: Necrosis, Rage, Nausea/Diarrhea
round and can be deployed without minimum distance
restrictions.
Special
Bite - [2d6 Sl] per DoS in a Grapple check. Each DoS in a
Urchin
Save Throw can convert 1 DoS worth of Bite Attack into
(1 Risk)
Unarmed attack.
Size: 0
Disembowel - Any Melee Attack that deals [Sl] damage
Strength: 10
but fails to inflict a Health point worth of damage will
burst open the contents of the Glutton’s body. The attacker
Special
and all other characters in Melee range will count as
Child Abuse - Characters whose Intent is attacking an
having been ‘Evacuated’ upon as if the Glutton had won by
Urchin must pass a {Cmps%}. Failing to do this will force
1d6 DoS. The Glutton can no longer perform Evacuation
a character to roll an extra Speed Die and increase the
attacks.
Difficulty by 1.
Evacuation - A Glutton has an Evacuation that triggers on
any successful {Grpl%}.
----------------------------------------------------------------------
Fear - Infected will grant the ‘Fear’ Hazard to GMs if these

51
Opponents outnumber characters in an encounter. Rat King
Huge - The Glutton automatically passes a {Bal%} (15 Risk)
check save throws against attacks made by Size 1 or less The glutton is little more than a mobile rat nest, its gigantic
attackers. body host to hundreds of infected rats. The Rat King no
Clumsy - The Glutton will add +1 Difficulty to attack any longer has an Evacuation attack, but attacking the Rat
Size 1 targets, they will add +2 Difficulty to attack any King in Melee or Grapple range will provoke the swarm of
Size 0 targets. ‘Vermin’ to attack.
Squishy - The Glutton has +10 Defense against {Bl} damage.
Unarmed - {2d6 Bl} per DoS in a Brawl check. Minimum ----------------------------------------------------------------------
1 damage per Size.
Undead BANSHEE

Glutton Upgrades/Abilities A Banshee is a zombie that has some resilience to the


necrotic effects of the virus, but is very prone to the
Lord of the Flies psychological effects. As a result, their bodies look
(15 Risk) relatively normal, but their minds are just as far gone as
The Glutton is so putrid that they are followed at all times any other zombie, but in a different fashion. Their frayed
by a buzzing swarm of biting flies. This obscures it from frontal lobes still remember fragments of sentences,
immediate view. The ‘Ranged’ Descriptor cannot be used phrases and words. Some even preserve a shred of
to generate any bonus against the Lord of the Flies. sentience, but are nonetheless incurable. They are hyper-
sensitive to light and sound and react to any sudden changes
in their environment with primal screams. These screams
vary tremendously in their coherency, and some examples
are even convincing enough to be easily mistaken for cries
for help.

Opponent - (Zombie)
Size: 1
Strength: 20
Perception: 30
Empathy: 0
Willpower: special
Movement: 10’
Speed: 2d6 Moments
Skill Checks {SC%}/Attacks
{Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 20% [1d6
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 by
means of a {Snk%, Hide%} will be able to avoid the Shriek
rule, as they only Shriek when they detect characters.

Banshee Upgrades/Abilities

52
Alarm Scream
(1 Risk) The dreaded feeder is one that maintains an incredible
3d6 Moments amount of intellect, except they have become willing
The Banshee screams, alerting nearby zombies. Alarm cannibals. Unlike other kinds of opponents, the feeder is
Scream is a Sustained Action. Each Moment this Action is one that is still biologically alive and very alert. They feel
maintained will add 1 Risk per OL. little pain and are averse to many things that a normal,
uninfected human can tolerate without problem. So there
Battlecry are exploitable advantages that one can take to defend
(5 Risk) against these otherwise very formidable opponents.
All ‘Opponents - Zombie’ in an Encounter can reduce the
Moments required by all their Actions equal to their Viral Opponent - (Living), Dark
total. This is a Sustained Action. Size: 1
Strength: 30
Shriek Perception: 30
(5 Risk) Empathy: 0
A Banshee shrieks with such an ear-piercing noise will Willpower: special
it will both stun nearby characters and draw more Movement: 15’
attention to the fight. All characters in an Encounter Speed: 1d6
with a Banshee roll a Speed Die and add it to their Skill Checks {SC%}/Attacks
current Initiative roll. Add +d6 Risk. The Risk cost can {Bal 30%, Do 25%, Grpl 25% [1d6 Sl], Brl 20% [1d6
be ignored if a character fails a {Snk%, Hide%} check Bl]}
to avoid the Banshee.
Vitality
Siren Health: 3
(10 Risk) Defense: 5
The Banshee is not shrieking incoherently. It has every DT: 10
indication that it is a victim of attack needing help. The Viral: 3 + OL
Banshee cannot be targeted unless the attacker makes a Symptoms: Hemorrhagic, Rage
Save Throw that is either {Cmps%, D-DM%, RDip%}.
Characters not able to do either of these will not be able Special
to target the Banshee with any attack. All Actions not Nocturnal - The Feeder is extremely repulsed by light.
dedicated to attempting to help the Banshee will take a Being forced to attack while being subjected to ultraviolet
penalty of requiring an additional Speed Die to be rolled. light will reduce their Perception to 10 and they will not be
Another character can make a {D-Cd%} check to snap able to claim Pb on any other checks. Their Speed will also
another character out of it. be decreased to 4d6.

Sobbing Feeder Upgrades


(5 Risk)
Characters can hear a Banshee wail as they approach. Hematopagy
Characters must make a {Spt/Li%} check or the Banshee (10 Risk -2 per OL)
gets a surprise round and can and use any Ability that The feeder is one that feeds on blood specifically. This will
requires up to 10 Risk for free during this round. increase their Perception by 10.

Wail Weak Spot - A feeder will be incredibly resistant to damage,


(10 Risk) but has a very exploitable weakness. The Feeder has only
The Banshee unleashes an unexpectedly specific torment 1 Health point, but they have +10 DT and +5 Defense. A
on a character in Close Range. This character must make character knowing this weakness can make a ‘Called Shot‘
a {RDip%, Cmps%} check or lose 1 Morale. Tactic against it, overriding the DT and Defense bonus, but
the Attack has +3 Difficulty.
----------------------------------------------------------------------
----------------------------------------------------------------------
FEEDER

53

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