Tuesday, October 13, 2015

New Zombie Rule Book

Okay this is the first of the new  series of RGP books "End Of the World" from Fantasy Flight Games http://fantasyflightgames.com/en/index/  "Zombie Apocalypse" the whole idea behind the series is to make a character that closely resembles one's self and try to survive the on coming apocalypses.



First book "Zombie Apocalypse" the second book not release as of yet is "Wrath of the Gods" which will be followed by the other two "Rise of the Machines" and "Alien Invasion".


First off the book's cover and it's bindings are very well done and should last you along time and the art work and graphic is done very well also.

The Rules are D6 base using positive and negative d6s. Characters get 6 characteristic abilities, Vitality, Dexterity, Charisma and so on, you as the player get 16 points to divide up between the six charactersitic of you character to pick and chose which are your strongest and weakest suit no one area can have less then 1 point or more then five points, then the playing group votes up or down each of these to get a character that best resembles you,

Now it doesn't end things there, what  you know or skills that you have can be added to your abilities as skills, this is a good thing for each single skill/ability that is applied to a task gives you one positive d6 to counteract the negative d6s, for example you have to get pass a magnet lock door and you have electrical skills and mechanical skills, If the GM applies 2d6 against you becaues it's a dark room and you are tired from lack of sleep.  You get 1d6 for attempting the task then you can apply both of those skills you have to give you an additional 2d6  apply to the task for a total of 3d6.

There are rules for dealing with stress, trauma and death.
Stress is the key factor, the stress you receive can kill you, if you never seem and dead body before and you see a dozen of them now this can add stress to you, now add someone shooting at you can add more stress and so fourth, but if you can recognize this stress and deal with it, you can turn it over into trauma, and time to rest is the only thing that can heal you from trauma. Trauma can slow you down or hamper you in getting task done using the example used above if you had a sprained wrist then the GM could have applied an additional d6 to the task you were attempting. Stress is broken down into three areas Physical, Mental and Social  and can hamper your character in all three of these areas, now there is some tracking of all of this but it seems from the rules and further reading all this can be tracked very well and easily followed. Now you can reduce gaining stress over time by building resistance in the three areas, like the area of Mental stress where seeing a dead body can be stressful over time it just part of the everyday life.

Movement is limited to maximum of 20 meters per turn.

There are guide lines to help run a good game and guide lines for running campaign games as well.

Rules for combat with zombies and other humans seem fairly straight forward. Rules about food, water, weapons and the amount of weight one can carry.

Weapons chart for most weapons and ranges, but you can do a good work around for additional weapons you wish to use easily,

Draw backs to the rule book;

There are no rules for vehicles, or vehicle movement.

There are no rules for using figures.

there are no rules for solo play

These short comings I feel can be worked around, by using rules from other game as to fill in the gaps in these areas. Or you can make your own house rules.

The book does have 5 scenarios for you to play out with players and NPCs with basic locations apartments hospitals and other locations alike, Plus plots to get you and your players involved in quickly

Each of the five scenarios has an apocalypse section covering from day one up to a couple of years to include time lines which are great for inserting as rumors or news headlines you can give your player to hear or see as News Flashes. The second half of each scenario is a post apocalypse situation for years later for which there are save havens for your players to work from and again a list of plot lines to work from with some additional applied rules.

Again each scenario has a list of plot line to try out but I can't see no reasons as to why you couldn't use some of them in different scenarios.

Scenario #1, A meteor brings all mammals back from the dead from mice to elephants not to mention the dearly departed. Basically their all ghouls that want to eat your brains!

Scenario #2. Only the humans come back from the dead. Basically "The Walking Dead"

Scenario #3. Again only the humans but the zombies are more like those from "28 Days Later" these guys can RUN, CLIMB and JUMP!

Scenario #4. You have to deal with Voodoo Zombies and deal with a clan of Voodoo Priest and their followers from around the world wanting to create a new world to rule over.

Scenario #5 Your group deals with Zombies that are much like the creature from "The Thing" the host is infected with a parasite that takes over and devours the host body from within, looking for new hosts, cutting off a limbs only make two threats to worry about now! Fire is a good tool to use!

Now I'm sure you could run any scenario with any zombie type you would like to use just replace the type of zombie you want to run out all the plot lines.

Over all it's a really good book one can have hours of fun with! I believe the other books will have many of the same rules but different rules for dealing with there different titles.


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