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DEAD FLESH Solo Play Print (5.5 X 8.5 In) Zine 1st Draft

Dead Flesh is a solo RPG set in a zombie apocalypse, allowing players to navigate the horrors without a Game Master. It introduces unique mechanics like Contagion Points to track infection and survival, along with a simple Oracle system to guide decisions and outcomes. The game emphasizes fast-paced action and survival tactics while providing flexibility to integrate with other solo RPG systems.

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0% found this document useful (0 votes)
48 views24 pages

DEAD FLESH Solo Play Print (5.5 X 8.5 In) Zine 1st Draft

Dead Flesh is a solo RPG set in a zombie apocalypse, allowing players to navigate the horrors without a Game Master. It introduces unique mechanics like Contagion Points to track infection and survival, along with a simple Oracle system to guide decisions and outcomes. The game emphasizes fast-paced action and survival tactics while providing flexibility to integrate with other solo RPG systems.

Uploaded by

bsdgctrywj
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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DEAD FLESH The Rotten Zombie rpg

SOLO PLAY & ADVENTURE SPARKS

ocument
undead d
Draft
1st

THE ZOMBIE APOCALYPSE - QUICK


BRUTAL ACTION! NO GM NEEDED.
CONTENTS
Introduction to Dead Flesh
specific Solo Play Mechanics ...... Page 2
Contagion Points .................................... Pages 3-4
Easy Fast Solo Play Rules ........ Pages 5-7
Example Play ............................................... Pages 8-10
Hordes ............................................................ Pages 11-13
Companions .................................................. Pages 14-17
Adventure Sparks ............................. Pages 18-20
Did you die? (Rot Born) ................ Pages 21-22

Words - Dan Frederick


Images - Anthony Catillaz, or licensed through CANVA PRO.
The End Font licensed/purchased from LJ Design Studios.
DEAD FLESH is an independent production by Dan Frederick
& Gritdark Games and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License.
(c) 2025 Dan Frederick. All rights reserved.
gritdark.com
CHANGE THE RULES AS YOU SEE FIT! ENJOY!
Solo Play Rules for Dead Flesh
The Mork Borg community and other RPG
creators have developed fantastic solo play
systems, making it easier to experience
games without a Game Master (GM). This zine
presents a simple and fast set of rules
designed specifically for Dead Flesh,
allowing you to play alone while immersing
yourself in the horrors of the post-
apocalypse.

The mechanics introduced here are tailored


for Dead Flesh but are flexible enough to
be used with other Solo Play systems you
might already prefer. Integrate these into
your favorite solo RPG framework and
venture into the undead wasteland-alone-
or with a companion, but never truly safe.
Contagion Points
Solo Play: Contagion Points & Infection in Dead Flesh

In Solo Play, Contagion Points (CP) represent the slow erosion of your
humanity, marking your descent into The Rot. Without a GM to track
this, you—the player—must decide when to roll for infection and manage
your CP wisely.

You can track CP per character or for you and your companion,
depending on how you want to experience the creeping dread. As CP
increases, your body weakens, your mind frays, and you inch closer to
becoming a mindless husk of the undead.

Gaining Contagion Points

Infection isn't always instant, but exposure is a death sentence without


caution. Whenever you come into contact with undead, zombies, mutated
beasts, the Black Hoarfrost, or infected survivors, roll a d4 to determine if
you gain 1 CP. A roll of 1-2 no, on a roll of 3-4 you gain one Contagion
Point.

The player decides when to make this roll, but suggested moments
include:

When you're injured by an infected enemy (claws, bites, or blood


exposure).
After walking through heavily infested areas or wading through
tainted water.
When you loot a corpse or scavenge in places overrun by The Rot.
If you spend prolonged time near Black Hoarfrost without protection.

Effects of Contagion Points

0–2 CP: Carrier


You show no visible signs of infection. No penalties… yet.
3 CP: Weakened
The Rot gnaws at you. Strength tests & melee attacks are at +2 DR.

4–5 CP: Decayed


Your body weakens further.
Agility tests are at +2 DR.
Weakened condition persists.

6–7 CP: Twisted Form


Your body mirrors death: hollow eyes, decaying skin, clawed fingers.
Gain Claw Attack (d4+2) – can infect others.
Weakened & Decayed conditions persist.

8–9 CP: Unstable Horror


The infection tightens its grip, but something unnatural keeps you
standing.
Previous conditions are removed!
Claw attacks still deal d4+2 damage.

10–11 CP: Rapturous Corruption


You exist in the grotesque space between life and death.
All rolls are at -2 DR.
Roll d4 and gain one of the following mutations:
Unnatural Speed – Double movement.
Ferocious Claws – Claws deal d6+6 damage.
Enhanced Vitality – Gain +d6 HP.
Unnatural Resilience – Gain armor (-4 DR).

12+ CP: Final Transformation


In d4 rounds, you fully succumb to The Rot.
?
Gain 4 Grit as a last surge of life. cure rus
r e any al Laza shot.
Then, you die and become a zombie. h e gi n er
Is t the ori CP d4 p
o f c e
ors redu
Rum aim to
In solo play, you decide what happens next: l
mc
Seru
End the session, marking your character’s tragic fall.
Create a new survivor who stumbles upon the remains of your
former self.
Rise as the undead with the "Did You Die?" rules.
Solo Play Rules

Dead Flesh Solo Rules

When you’re exploring Dead Flesh alone, the name of the game is
survival. You’ve got to navigate this decayed world with just your
character sheet, a companion if you pick one, a set of questions, and a
2d6 Oracle to guide you. This system is simple and direct (and a little
different to the standard Dead Flesh rules), so you’re not buried in rules
or distracted from the mission.

Character Creation

There are three ways to create your Player Character (PC) in the main
book of Dead Flesh. Pick whichever you prefer or utilize the online
Character Generator at deadflesh.gritdark.com

Fast Play: A quick and simple setup for immediate gameplay (See
Front of Main Book).
Basic Survivor: Choose an Origin, which has a Perk, for a balanced
starting character. Play as Everyday Survivors with the option to
later take a Optional Character Class.
Optional Character Class: Gain unique abilities and exclusive
starting gear, ideal for specialized roles.

Next utilize the Oracle -


Keep it simple, keep moving,
ready for anything. Out he and stay
re, every question could me
or death. an life
The Dead Flesh Oracle: Your Fate in the Dice

In solo play, every question you ask is a moment of survival. The Dead
Flesh Oracle helps guide your journey with simple dice rolls, keeping the
tension high and every choice uncertain.

How It Works

Roll 2d6 for most questions, or 3d6 for more likely events.
Doubles? A big event—critical success or disaster.
Two evens? Things go your way.
Two odds? Bad news.
One even, one odd? A mixed result—it works, but there's a catch.

For 3d6 rolls (more likely outcomes):


Two or more evens? Success.
All odds? Trouble.
Doubles? Something major happens.

Dead Flesh Oracle (2d6) Results


Roll Result Outcome

Same Evens (6+6, 4+4, etc.) Critical Yes (+ unexpected event)

Different Evens (2+4, 6+3, etc.) Yes

One Even, One Odd (even is higher) Yes, but ...

One Even, One Odd (odd is higher) No, but ...

Different Odds (3+5, 1+3, etc.) No

Same Odds (3+3, 5+5, etc.) No (+unexpected event)

Double 1s (1+1) Critical No (+ disaster event)


For 3d6 rolls (when the odds seem in your favor):

Two or more evens, including doubles → Extremely Likely


Two or more evens → Likely
Two or more odds → Unlikely
Two or more odds, including doubles → Extremely Unlikely

Every question shapes your fate. Keep them direct:

“Is there shelter nearby?”


“Does this gun have bullets?”
“Is something following me?”
“Do I have enough time to escape?”

Then roll, and let the Oracle decide. It builds the world, responds to your actions,
and keeps every decision intense, reactive, and real.

Unexpected Events (d4 Table)


These occur on a Critical Yes (same evens) or No (same odds) result, adding a twist
to the situation—sometimes beneficial, sometimes just weird.
Hidden Cache – While scavenging, you stumble across a well-hidden supply
stash. Maybe someone left it behind in a rush… or maybe they’re coming back
for it.
Unseen Observer – You get the eerie feeling that someone (or something) is
watching you. A shadow moves in a nearby window, but when you look again,
it’s gone.
Unstable Ground – The floor beneath you creaks dangerously. It might hold,
or it might collapse into a basement full of surprises—good or bad.
Disturbance in the Horde – A distant explosion, a siren, or gunfire echoes
through the ruins. Zombies shift their attention… but where are they going?

Disaster Events (d4 Table)


Disasters strike when you roll Double 1s (Critical No)—things are about to get very
bad.
Collapse – The structure you’re in isn’t as stable as you thought. A wall caves
in, blocking your exit—or worse, burying you under rubble.
Swarmed – You weren’t as quiet as you thought. A nearby horde takes notice
and is now closing in from all directions. Hope you have an escape plan.
Infected Wound – You didn’t realize it at first, but you’ve been bitten or
exposed to the Rot. Roll for Contagion Points.
Ambushed – You aren’t alone. A hostile survivor (or group) has been tracking
you, waiting for the perfect moment to strike. They want what you have—
what are you going to do about it?
MPLE PLAY
EXAThe Dead Flesh Oracle in Action
Mission: "The Pharmacy Run"

Setting the Scene

You crouch in an alley, eyes locked on a rundown pharmacy.


The sun is dipping below the skyline, painting everything in
dying light. The street is empty—too empty. Could be a
goldmine of supplies, or a death trap. You need meds to keep
infection at bay. No other choice.

You tighten your grip on your crowbar, take a breath, and


ask:

“Is it safe to go inside?”


→ Roll 2d6 (5 + 4 = No, but...)

Oracle Says: It’s not entirely safe, but no immediate threat.


Something’s lurking, but it’s not on top of you.

Narrate It:
You move toward the entrance, heart pounding. A neon sign
flickers weakly—probably a dying generator. Nothing stirs
inside, but that prickling at the back of your neck won’t go
away. Something is off.

Step 1: Entry and Search


You step inside, boots crunching on loose glass. Dust swirls in
the dim light. First priority: find something useful.
“Can I find anything useful?”
→ Roll 2d6 (2 + 4 = Yes).

Oracle Says: You spot a shelf behind the counter. Not picked
clean. Possible jackpot.

Narrate It:
You slip behind the counter, scanning the shelves. Bingo. A
half-open box of painkillers and a roll of bandages. You reach
out, about to grab them when—
A noise.
Something shuffles in the backroom.

Step 2: Investigate or Run?


Your pulse quickens. That sound could mean more supplies... or
something worse.

“Do I risk checking the backroom?”


→ Roll 2d6 (6 + 2 = Yes).

Oracle Says: You decide to take a look. Could be worth it.


Narrate It:
You tighten your grip on your crowbar and nudge the door
open. A dim room filled with scattered shelves. And then you
see it—
A zombie.
Hunched over something. Gnawing. It hasn’t noticed you. Yet.

Step 3: Escape Plan


You have the meds. You could slip away before it spots you.

“Can I get out without it noticing?”


→ Roll 2d6 (4 + 3 = Yes, but...).
Oracle Says: You can escape, but something’s about to go
wrong.

Narrate It:
You ease the door shut and step backward—then your boot
knocks over a can.
CLATTER.
The zombie jerks its head up. A low groan rattles in its
throat. Shuffling steps follow.

Step 4: Run or Fight?


Your only option: run.

“Can I outrun it?”


→ Roll 2d6 (3 + 3 = No + Random Event).

Oracle Says: Not only can’t you outrun it, but there’s
something worse waiting.

Narrate It:
You bolt out of the pharmacy, but as you round the corner—
three more zombies block the alley.

Trapped.
Heart pounding, you raise your crowbar.
Looks like tonight’s gonna be a fight after all.

Let the Oracle Build Your Story. This is solo play at its best. You don’t
need to plan every detail—the Oracle guides you. Each roll shapes the
next scene, filling in the world as you play. Check out the "Setting the
Scene" jumpstart ideas.
HORDES
When facing a Horde alone, survival depends on tactics,
positioning, and the Oracle. Using the Solo Play rule set it comes
down to these six things:
1. Roll d6 to determine Horde size.
2. Roll d6 to set starting range.
3. Roll 2d6 (Oracle) to determine if they see you.
4. Fight using Presence (ranged) or Strength (melee).
5. If they close in, dodge (Agility vs. Dodge DR).
6. Survive, escape, or die.

Step 1: Size Up the Horde


Roll d6 to determine the Horde’s size:

d6 Roll Horde Size Zombies Present DR to Hit DR to Dodge


1-2 Small 6–10 zombies 12 14
3-4 Medium 11–20 zombies 10 16
5-6 Large 20+ zombies 8 18

A Horde’s HP equals its zombie count. Example: A Medium


Horde (15 zombies) has 15 HP.
The bigger the Horde, the easier they are to hit—but harder to
avoid.

Step 2: First Question—Did They See You?


Before the fight begins, ask the Oracle:
"Do they notice me?" → Roll 2d6
Yes – They see you. Time to fight.
Yes, but… – They’re distracted. You get a moment to act.
No – Slip by unnoticed.
No, but… – They’re focused on something else—for now.
Example: You roll 5+4 (No, but…) — You’re unseen, but a sound
could draw their attention if you’re not careful.
Step 3: Distance & Positioning
Roll d6 to determine your starting position:

d6 Roll Range Notes


1-2 Close (w/n 10 ft) Melee required. Horde attack next round. DR 10 Heatshots.
3-4 Distant (11-100 ft) Range or melee. DR 12 for ranged Headshots.
5-6 Far (101+ feet) Ranged only. DR 14 for ranged Headshots.

Step 4: Open Fire or Hold Your Ground


Ranged Attacks
Roll Presence vs. DR (based on range).
If successful:
Standard firearms: Kill 1d6 zombies per shot.
Autofire weapons: Kill 3d6 zombies per burst.
Melee Attacks
Roll Strength vs. DR 10 (only works at Close Range).
On a hit, kill 1 zombie per success.
Example:
You roll Presence vs. DR 12 and succeed with a 16.
You roll 1d6 = 5 and take down 5 zombies.
The Horde now has 10 HP left.

Step 5: Horde's Response


Use the Oracle to see how they react:
"Does the Horde advance?" → Roll 2d6
Yes – They rush you.
Yes, but… – They’re slowed (obstacles, debris).
No – They’re stuck, giving you time to act.
No, but… – A few break off and head your way.
If they close in, you must roll to dodge (Agility vs. Dodge DR).
Step 6: Survive the Swarm
If the Horde reaches melee range, they attack:

Horde Size Damage


Small d4+2
Medium d6+2
Large d8+2

Survival Check
After fighting a Horde, roll Toughness DR 12:
Fail? Gain 1 Contagion Point.

Step 7: Escape or Finish Them Off


Ask the Oracle:
"Can I find a chokepoint to slow them?"
"Is there a clear escape route?"
"Do zombies peel off as they chase me?"

If you're cornered, don’t for get you have Grit to spend!


Companions
Solo Play: Companions
These rules can easily be adapted for Dead Flesh in both solo and GM-run
games. They exist to give solo survivors a fighting chance in a world
collapsing into rot and ruin. Whether it’s a loyal animal at your side or an
undead servant following in your footsteps, a companion can mean the
difference between life and death.

g Companions
Livin
Step 1: Find Your Companion Roll 1d4 to see who walks beside you:

1-2. Dog – Fiercely loyal, sharp senses, and always ready to fight.
3-4. Large Cat – Silent, deadly, and built for ambush.

Dog (HP 12, Armor -d2, Bite d6) Large Cat (HP 14, Armor -d2,
Claws/
Pack Hunter: Gains Bite d8)
advantage attacking an Silent Stalker: Always surprises
enemy engaged with you. enemies when attacking from
Scent Tracker: Always hiding.
detects hidden threats. Pounce: Leaps to Near range
and
Protective Instinct: Can move forces enemy to TEST AGILIT
Y
to Near range instantly if you DR12 or lose their next action
.
take damage. Night Hunter: +2 on rolls in low
light/darkness.

Training Your Companion

After each session, you may attempt to train your animal. Spend time
teaching it and roll Presence DR12 (DR14 for advanced tricks).

Success: It learns a new trick.


Failure: Try again next session.
Critical Failure (1): Roll on the Malfunction Table.
Max Tricks: Your companion can learn 3 tricks beyond its starting
abilities.

Tricks Your Companion Can Learn


1. Fetch (Dog only) – Retrieves small objects up to Far range.
2. Guard Duty – Watches over you while you rest.
3. Silent Signal – Can be commanded to follow, distract, or stay hidden.
4. Distract – Causes enemies to suffer DR+2 on their next action.
5. Trip Attack (Dog only) – Forces an enemy to TEST AGILITY DR12 or
fall.
6. Climb & Pounce (Large Cat only) – Leaps from above for +2 damage.
7. Hunt & Retrieve – Tracks and kills small prey, increasing survival
chances.
8. Feral Rage – Once per long rest, gains +2 damage and DR-2 for d4
rounds.

Malfunction Table (Rolling a 1 on Training)

1-2. Stubborn – Roll d6 before a trick. On a 1, it refuses.


3-4. Instinct Over Training – Losing discipline, -1 HP per critical failure.
5. Aggressive Outbursts – Once per session, roll d6. On a 1, it attacks a
random creature (d4 damage).
6. Howl/Bloodlust – Once per session, its behavior attracts attention
(trigger an encounter).

Survival & Growth

Your animal companion learns and evolves alongside you:

When you improve, your companion may immediately attempt to


learn a new trick.
If two sessions pass without your advancement, it still gets a training
attempt.
If you die, it fights in a berserk rage for d6 rounds before falling, or
vanishes into the wild… waiting for another survivor.

In the dead world, you are never truly alone—as long as your companion
still stands.
ead Minions
Und

Step 1: Choose (or Find) Your Companion


Roll 1d4 to see what follows you from the grave:
1-2. Graveborn – A shambling, clawed corpse that hunts by scent.
3-4. Rot-Hound – A skeletal, undead beast driven by hunger and loyalty.

Graveborn (HP 10, Armor -d2, Rot-Hound (HP 12, Armor -d3,
Claws/Bite d6) Bite d6)
Twitching Reflexes – Can Unyielding – Reduces all
TEST AGILITY DR10 once per incoming damage by 1.
round to dodge. Pack Hunter – Gains
Hunger Frenzy – +2 damage advantage if attacking the
against creatures below half same enemy as the Deader.
HP. Death Grip – On a successful
Grave Scent – Detects fresh bite, target must TEST
corpses, wounded foes, and STRENGTH DR12 or be
the living within Near range. knocked prone.

Training Your Companion

Your minion is a fast learner—if you can control it. After each session,
you may attempt to train it. Spend time reinforcing commands, then roll
Presence DR12 (DR14 for advanced tricks).
Success: It learns a new trick.
Failure: Try again next session.
Critical Failure (1): Roll on the Undead Malfunction Table.
Max Tricks: Your minion can learn 3 tricks beyond its starting abilities.

Tricks Your Minion Can Learn

1. Carrion Fetch – Retrieves small objects (or body parts) from corpses.
2. Menacing Stare – Enemies hesitate, suffering DR+2 on their next attack.
3. Distraction Snarl – Draws attention, allowing the Deader to reposition.
4. Latch On – TEST STRENGTH DR12 to grapple an enemy, preventing
movement.
5. Surprise Lurch – Unexpectedly moves an extra range increment once per
combat.
6. Grave Strength – +2 on physical actions (breaking doors, lifting objects).
7. Unholy Endurance – Remains standing for one extra round after reaching 0
HP.
8. Reckless Charge – Gains advantage on the first attack after moving to an
enemy.
9. Nocturnal Stalker – +2 on tracking in darkness.
10. Festering Wounds – Successful attacks cause wounds that cannot be healed
naturally.

Malfunctions (Rolling a 1 on Training)

Your undead isn’t perfect—it’s falling apart or getting ideas of its own.
1-2. Bestial Instincts – Roll d6 before a trick. On a 1, it refuses.
3-4. Unstable Flesh – Its body deteriorates, permanently losing 1 HP per critical
failure.
5. Residual Hunger – It occasionally snaps at its master. Once per session, roll d6
—on a 1, it attacks the Deader for d4 damage.
6. Maddened Howl (Rot-Hound) / Moaning Echo (Graveborn) – Once per
session, it draws unwanted attention (trigger an encounter).

Solo Play Advancement

Your minion evolves as fast—or faster—than you:

When you improve, it may immediately attempt to learn a new trick.


If two sessions pass without an improvement, it still gets a training attempt.
If you die, it fights in a berserk rage for d6 rounds before collapsing… or it
lingers, waiting to rise again with a new master.
ture sparks
adven
Solo Play: Adventure Sparks (Roll 3d6)

These Jumpstart Setting the Scene ideas help kick off a solo
adventure in Dead Flesh. Roll 3d6 to choose a scenario or pick
one that fits your story.

3 – The Fenced Yard – A rusted shed sits behind a broken


fence. It looks untouched, but you’re nearly out of food, and
the fence won’t hold for long. If you’re going in, it’s now or
never.

4 – The Crashed Van – A van is wrecked on the roadside, one


door open, a backpack inside. A blood trail leads into the
bushes—was someone pulled out, or did they escape?

5 – The Basement Door – In the back of an old store, a


basement door hangs ajar. Cold air and the scent of metal
drift up from below. Supplies might be down there… but so
might something else.

6 – The Train Station – Overgrown tracks lead to a shattered


train station. Faint scratching echoes from inside—rats, or
something worse? Lost-and-found lockers might hold
something valuable.

7 – The Water Tower – The ladder’s broken halfway up, but


the view could reveal dangers ahead. Climbing means risk—
falling or being spotted—but what’s up there might be worth
it.

8 – The Hospital Hallway – You’re searching for medical


supplies, but the flickering lights and eerie silence mean this
place isn’t empty. The pharmacy is close… if you’re brave
enough.
9 – The Ransacked Camp – Torn tents and scattered supplies
mark a camp that was abandoned in a hurry—or by force.
Gear is left behind, but something or someone might still be
here.

10 – The Lighthouse – An old lighthouse flickers in the


distance. It could be shelter, or someone else’s stronghold. If
you need a place to rest, this is it—if you’re willing to risk it.

11 – The Gas Station – Something metallic glints through


shattered windows. Could be canned food, weapons, or just
junk. But you saw movement a few minutes ago—you’re not
alone.

12 – The Highway Overpass – A beat-up RV is half-hidden


under an overpass, surrounded by abandoned cars. Could be
a survivor’s hideout, could be a tomb. Do you check it out?

13 – The Supermarket Freezer – The supermarket is picked


clean, but the massive freezer in the back is still sealed.
What’s inside is either preserved… or rotten beyond saving.

14 – The School Gym – The gym doors creak open, revealing a


sunlit mess of broken bleachers and abandoned sports gear.
Schools were overrun early—there might be things left
behind, or worse.

15 – The Church Crypt – A ruined church stands silent, its


doors still intact. The crypt below could hold hidden supplies
—or something lurking in the dark. Once you go in, getting
out won’t be easy.

16 – The Abandoned Cabin – Deep in the woods, you find a


boarded-up cabin. It looks empty, but smoke still lingers
from the chimney. Someone was here—maybe still is. Friend
or foe?
17 – The Apartment Complex – A three-story apartment
building looms ahead, mostly intact. Food, weapons, or
survivors could be inside—but so could something waiting
behind those doors.

18 – The Warehouse – A massive warehouse stands on the


city’s edge. The only way in is a heavy metal door. What’s
inside—supplies, people, or something worse—is a mystery.
Enter at your own risk.
Did You Die?! Rot Born
Did You Die?!

[ ] No? Are you sure? You probably should’ve.


[ ] Yes? Oh... Well, this is awkward. If you died, read on!

In Dead Flesh, death isn’t the end—it’s a terrifying new


beginning! Welcome to your un-life as one of the Rot Born.

Becoming Rot Born

Follow these steps to adjust your character sheet and jump back
into the game:
Your new HP is Toughness Modifier + 10.
Natural Protection grants d4 armored skin (this doesn’t stack
with other armor). After taking damage, roll a d4 and subtract
the result from the damage total.
Clawed Attacks: Your new clawed fingers deal d6+2 damage.
Rot Born Traits:
Relentless: You do not suffer fatigue.
Immunity: Poison, disease, and suffocation no longer
affect you—you don’t need to breathe.

The Hunger

The undead hunger is relentless. Every day, roll a Presence DR 10


Test:
On failure, you lose control and attack the nearest living
creatures until you consume 8 HP worth of flesh.

Headshots
Your undead body is tough, but a blow to the head is final. If you
take 2+ HP of damage from a headshot (e.g., gunfire, stabbing, or
blunt force), you are permanently destroyed.
Getting Better (Leveling Up - As Rot Born)
Even in death, growth comes at a cost. As one of the Rot Born, leveling
up is more unpredictable and sinister.

Every time you Get Better, roll a d6 and apply the result:
The Rot Deepens: Lose d6 HP permanently, and one of your limbs
becomes unusable.
Example: A leg stiffens, reducing movement to Near only, or a
hand decays, preventing weapon use.
Flesh Fails: Lose d6 HP permanently, but gain a random mutation
(GM’s discretion or roll).
Examples: Glowing eyes (low-light vision), acidic blood
(attackers take d4 damage if they harm you), or hardened bone
spines (deal d4 damage to anyone grappling you).
The Hunger Evolves: Gain d6 HP, but the Presence DR to resist the
Hunger increases to 12.
The Rot Hardens: Gain d6 HP and +1 Natural Armor (your skin
becomes thicker and tougher).
Undead Strength: Gain d6 HP, and your claw attacks now deal d6+4
damage.
Dark Resilience: Gain d6 HP, and choose one:
Regenerate 1 HP at the start of every round.
Gain a one-time headshot immunity (the next headshot doesn’t
kill you).

The Rot Takes Its Toll


Every time you Get Better, your undead condition worsens.
After rolling for your level-up bonus, make a Toughness DR 10 Test:
Success: You stave off the creeping decay… for now.
Failure: Gain +1 Contagion Point (CP) as your body and mind rot
further.
Starting CP: When you’re Rot Born, your CP is set to 6.

When CP Reaches 12: Your undead body collapses into a heap of melted
flesh and bone, spreading Black Hoarfrost in your wake. The Hoarfrost
spreads to a Near radius over d6 hours, consuming everything it touches.
Your character is permanently destroyed, and the Hoarfrost may
become a new hazard for your next character.
Dead Flesh Solo Rules & adventure sparks df

When you’re exploring Dead Flesh alone, just you and a


d6 Oracle to guide you. This system is simple and direct.

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