Sunday, August 14, 2011

MSHRPG Collective World Building

After wrapping up the introductory adventure I was left with a bit of a problem.  See the campaign I was outlining and the style of adventures I was thinking of were for heroes with a certain level power.  I was thinking of having gangs and spontaneous mutant growth drugs take a center display for the campaign focus with a bit of organized crime as well.  These types of adventures are suitable for both the virtual capability and theme-wise of characters like Spiderman, Daredevil, Powerman & Luke Cage, Batman, Static Shock.  Unfortunately due to quite a few freak rolls my players had rolled up characters on par with the Fantastic Four or the Avengers, and petty criminals should be below their radar (and rightly so!).  I suppose the problem was the premise of the campaign expected heroes but what I got were superheroes.

Rather than knee-jerk nerf them to oblivion I brought up the problem with the players in the next session.  Sure while there were a few hiccups and even there superpowered characters were on the ropes a few times, I did not think that would be indicative of the rest of the game.  Instead those minor quibble were the players still getting the hang of their characters (and the new system).  So since I was a little stumped on how to adapt what I was thinking of to match their superpowered abilities I had them try out collective world building for the first time.  For those unfamiliar this is where the campaign setting is decided by consensus rather than whatever the Judge/DM/Storyteller can hastily throw together on the spot.

Rather than start off with choice of setting we worked on a few other issues until we could all agree on a common ground.  First up was the issue of how the game would progress, the players unanimously agreed that they would like to start off small and work their ways up to fame and glory.  Next up we talked about what kind of enemies and villains they'd like to square off against since I felt gangsters weren't up to par.  We went through a few ideas, starting with villain teams ala legion of doom or brotherhood of evil mutants, steampunk nazi zombies (Sucker Punch is a favorite in our group), and mutant hunters.  Surprisingly they also related that they really wanted to have gangsters as a main antagonist as they really liked the mutant drug plot point.  So from there we had to decide how we wanted these gangsters to be a culpable threat.  To do that we had to talk about setting and we all agreed that a fair bit of sci-fi and cyberpunk would up the ante and make dangerous foes for their superpowered shenanigans.

While we were brainstorming I had taken down a lot of notes on what they wanted such as dystopian futuristic cities but also apocalyptic wastelands (and of course zombies) then jotted down a few ideas on how to link it there and retain the few plot points we already had.  Here are my notes verbatim:

Campaign Settings
The zombie apocalypse was averted by nuking most of the living world.  The fallout left behind an irradiated waste and a staggering amount of mutations.  The wasteland is still incredibly radioactive but it a minor issue for those already transformed (all mutants have a slight degree of rad resistance).  Though the cleansing fire reached many corners of the world there are still a few pockets of zombie and ghouls roaming the wastes so many people rarely leave shelter.

This is contrasted with city-state metropolises, bubble cities.  The cities are largely unscathed due to their protective domes and remain high tech wonders.  Technology has advanced far enough to allow for cybernetics, robotics and genetic manipulation to come about.  Although due to fuel constraints, aerial travel between bubble cities is all but non-existent. 


The mass genetic mutations has resulted in two classes of citizens.  Those that are normal or the pure and those that are abnormals, mutants.  The normals control the city and the science and sequester the mutants to barely sheltered slums.  Mutant fights were a popular sport for a time but were outlawed after enough mutants gained enough money and fame to move out of their social stratum.  They have since been replaced with robot fights.  Mutants are not normally allowed to walk the high cities streets after daylight which has created a shadow running life for many a mutant.  The perils of night include anti-mutant watches, robotic sentinels, and of course well equipped law enforcement that are allowed to shoot on sight.  It is a harsh life but it is still better than living in the wasteland. 
 
Since the cities are very low on space the population density is very high.  No longer are there individual apartments and houses.  Instead people live in communal floors with few walls in large many storied buildings with rooftop hydroponic agriculture. 

Mutants in the wasteland are legends and have not been confirmed yet.  Morlocks live in the sewers under the highcity scavenging the few valuable commodities and resources that are not recycled.  Resistance groups exist since mutants have the ability and power to fight back against the technologically superior forces.

The bubble cities are technocracies where the scientifically inclined dictate living conditions both the banal and the eye opening, something akin to Logan's Run.  Even though this scientific mecca sounds somewhat nice on paper they are still as fallible as your regular congresscritter and organized crime has it's hands in many a cookie jar.  Though horrifically illegal and counter to societal views these mobsters have been experimenting with genetic manipulation to create a drug which will temporarily give the user superpowers but without the nastier side effects. 

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The players really enjoyed the idea of mutant apartheid but wondered why mutants were so disliked and furthermore why they didn't outnumber and overwhelm the regular folk.  Here is my hastily thought explanation to keep this ramshackle setting of glue and popsickle sticks held together.

"Why are mutants so disliked?
In general abnormals are about 95% likely to be infertile thus rendering them useless for the rebuilding of the human races.  Also, their wide variety of uncontrollable powers automatically makes them more than eligible for causing political unrest undermining the order that will supposedly pull these bubble societies up by their bootstraps and back into a golden era."

 Overall it was a pretty good attempt trying to tie all the ideas and themes together into one coherent setting.   Of course players being players, two sessions later they left the infinitely intriguing bubble cities (their most requested feature) to wander the wastes and never turned back.  C'est la vie.

Saturday, July 30, 2011

MSHRPG Session # 1.5

As it had gotten into the wee hours of the morning I thought it best to split the introductory session in two.  Where we last left off Dolphin Ladd found himself waist deep in a fishy conspiracy while Rocco the Rockem Sockem robot found himself battling a juggernaut of twice his weight class.  Now we continue with Chameleoraptor.

Nightfalls and the morlocks emerge from a nearby manhole and track Eelman under cover of night to a large warehouse connected to a nightclub.  Wasting no time Chameleoraptor let loose a wash of acid on the bay doors eating through the steel alloy in mere moments.  The morlocks rush in to a completely flabbergasted room of henchman loading aquatic tanks onto large freighter trucks.  Not worried about impending karma loss the Morlocks immediately set into a melee and the thugs are soon reduced to melted puddles.

Meanwhile, Dolphin Ladd takes the unconscious fishy men and looks for an escape route.  Heading towards the back he hears gun fire and the screams of many below so he quickly heads back to the front where he came in.  Before heading out he has the brilliant idea to use his water manipulation to send water hurtling out of the sprinkler system.  Much to his dismay, the club owner had fake ones installed.  After all, who would want water raining down onto their electrified fighting ring.  Speaking of fighting rings..

Rocco was on the receiving end of three tons of hydraulic force battering him into the corner.  Fortunately his electricial absorption provided him a brief respite rather than shocking him into submission as his foe wanted.  Spring back into action he used his lighter frame and remarkable agility to leap onto the Crushinators shoulders, toppling him and proceeding to wail into him but due to the thick armor his blows had little effect.  The crushinator took the opportunity to throw Rocco into the spiked ceiling above but after botching the roll sending Rocco only most of the way up, Rocco decided to increase his density and crush the crushinator underfoot.  The crowd is stunned and he and his owner are compensated heavily.  Hoping to use this as the perfect time to burst the pipes Dolphin is dismayed to notice the pipes being hollow.  Before heading back in the secret laboratory to regroup and re-plan he sees a pair of thugs with Dragon Tatoos from earlier follow Rocco and his trainer out.

Dismayed Dolphin Ladd heads back to see if the fighting quieted down but doesn't hear the henchman behind him until just as their stun batons turn on.  He wakes up strapped down to an operating table with the Club Boss hovering over him tapping his diamond crusted cane onto the floor.  Looking around he sees the dissected results of failed experiments and hears the plan of the Club Boss to create a temporary superpower drug.  Before revealing who his benefactor is the door gets kicked in and the lights go out.  The vengeful morlocks storm in and wreak havoc in the place.  They grab the their fishy friends strapped to the table and that strange guy in tights too.  They quickly escape into the sewers.

Meanwhile, Rocco and his trainer Stewart on their way home talking about the fight and how Rocco had to activate his density manipulation so early in his career.  Stewart is disappointed he's having this much trouble already before they're interrupted by the Dragon tattooed thugs.  Stewart tells him to split up and run and meet back at the rendezvous point, a train station.  Hours later as dawn broke, Rocco quietly left the train station knowing that a robot cannot be unaccompanied in daylight.  He returns to the scene of the crime to see a charred corpse.  Taking the body of his presumed trainer he drops into the nearest sewer vent only to fall into the middle of a morlock raiding party.  After some tense moments they agree to discuss the particulars in the safety of their watery abode.

Thursday, July 21, 2011

MSRPG Session Summary #1

Now that I've reached the tail end of my internship I've found some time to catch-up and work through my ever increasing backlog of session summaries.  I've resolved to try and put up a new post every day (M-F) to try and get back into the swing of things.  That being said the posts will hopefully be shorter and less verbose.  That's a good thing right!

Let's get started.


I did a quick intro adventure directly after character creation since everyone was itching to play.  The adventure was meant to be setting neutral and broad enough to lure everyones diverse character concepts into one story path.  Here is what I went with.

Dolphin Ladd is looking to make a quick buck to fund a new save the estuaries fund.  He decides to compete in the Superhero brawl with his newfound powers.  Alas, when he goes to the ring/club he finds out from the owner that Superhero brawl has been deemed illegal, now the new rage is robot fights which sadly he isn’t qualified for.  He spots a surprisingly small robot training with a human amidst the sea of over-sized crushinator 9000’s bots.  The owner of this seedy bar/fighting club lets him know that he is on the lookout for some ‘exotic’ aquatic species and will pay handsomely for it.  Sensing some fishy business Dolphin Ladd dons his tights and waits for nightfall for some super-sleuthing. 

Chameloraptor is exploring the remote areas of the sewers with a fellow morlock.  He comes to an abandoned station with the power mysteriously restored.  He comes to a locked utility closet and hears a pair of men arguing over a bad deal inside.  Using his innate blending ability and corrosive spit he makes it past the locked door and begins eavesdropping.  Unfortunately he botches his agility check and everyone inside is alerted to his presence.  A pair of dragon tattooed thugs emerge with flame guns and chase him out.  Choosing flight over fight Chameloraptor ran down the nearest side tunnel and loses his pursuers although slightly singed as a result.  Back at the rendevouz point he is saddened to learn that his fellow morlock Eelman has gone missing.  Following the trail he finds that Eelman has been taken to the surface and to a nearby warehouse.  Bringing the news back to the morlock colony their warmongering leader demands a night raid to spill the brazen surface dwellers blood.

Night falls and fight night begins.  Stuart offers some last minute advice to Rocco about his opponent's top heaviness.  Rocco the Robot steps into the electrified ring to face his his opponent Iron Kong fully twice his size.  The owner pulls a cord and spikes descend from the ceiling merely 10 ft from the ring.  With the odds stacked against him this was going to be an interesting fight.  The initial blows are traded and Rocco feels he may have bitten off more than he could chew.

With the patrons engrossed in the fight, Dolphin Ladd slips in unnoticed through a ceiling light onto the catwalk below where the owner's office is located.  Spotting a number of armed thugs out front he decides to take the subtler approach and makes his way towards the end of the catwalk where he sees a door labeled "Authorized personnel only".  Using his superb reasoning he quickly bypasses the electronic lock and makes his way inside.  Startled he is surprised to see numerous fish tanks holding incredibly rare aquatic life, many on the endangered species list.  Even more startling are the two humanoid fish like creatures in the last two tanks.  One a slug like man moving in a circuit from the floor to the wall to the ceiling and then back to the floor, apparently oblivious to the outside world.  The other resembles a bipedal eel that is bizarrely being electrified by his own body in the pool of water he was placed in.

Wasting no time Dolphin Ladd uses his mastery of water to remove the water from the tank at sufficient electrified risk to himself.  The eel man is free but unconscious from the ordeal.  Dolphin Ladd uses the respite to hack into the computer system and see what kind of bizarre experiments were done here.  It seems that the owner here is taking extracts from exotic aquatic specimens and more recently mutants in an attempt to create a drug granting temporary superpowers.  No stranger to this game of fishy fusion Dolphin Ladd resolves to put an end to this! 

Monday, July 18, 2011

D&D Cinema the 80's

After the recent Netflix price hike announcement I've been much more motivated to work my way through my Netflix queue, both instant and otherwise.  Today I watched both Conan the Destroyer and LadyHawke two D&D-esque films from the 80's.  They fall into a similar piecemeal genre so I felt apt to compare them.  Don't expect anything detailed this is merely a personal opinion of mine.

I was rather disappointed with Conan, it was much more lame than I remember as a youth.  Aside from the Conan-laying-waste-to-minions scenes I found it very difficult to pay attention. Much of the plot and plot reveals were largely forgettable.  LadyHawke on the other hand was actually quite impressive.  Well, when you move past the cheesy special effects, low production values and 80's synth heavy tracks.  Then again Conan's special effects weren't much better, but hey, it was the 80's.

While Conan fits the bill of the Swords and Sorcery genre that D&D draws heavily from, Lady Hawke felt more D&D to me.  Witty thieves, stoic knights on a quest of vengeance in medieval europe with a touch of supernatural provided a much more attractive milieu than mirror wizards and unicorn fish gods.

Also, that double crossbow was kickass.

Saturday, June 11, 2011

Marvel Super Heroes RPG

While I had wanted to write up a few more posts on my Labyrinth Lord game and potentially a session summary or two I haven't had the time and in the meantime my players and I have switched gears to another game.  After watching X-men First Class and (surprisingly) enjoying it, I felt some inspiration to run a super powered game.  TSR's Marvel Super Heroes RPG had always been a favorite of mine, I recall seeing it on my father's bookshelf for the first time while I was still a wee lad and wondering what that tiny box contained.  Of course my father strictly followed the ages 10 and up (or was it 12?) warning and I wasn't able to look at it until I was older.  When I was finally able to I was charmed by the simplicity of the system.  Abilities that were numerical but most importantly were on a power scale.  Random generation of your number and sort of powers.  I had a heck of a time rolling percentiles all day to see what kind of weird creatures the dice gods would bestow upon me.

My players found the system interesting and were even good sports about random generation.  One wanted to do entirely random and the rest decided "Hey, why not?".  All attributes, powers and talents were determined randomly.  I gave them one free reroll if they got something that they seriously disliked or didn't fit with what they had rolled so far, and each of them got to pick their origin.  With some interesting rolls and some player ingenuity here's what they came up with.

Dolphin Lad
Altered Human
Fighting: Incredible
Agility: Incredible
Strength: Excellent
Endurance: Incredible
Reason: Amazing
Intuition: Excellent
Psyche: Typical

Popularity: Good
Resources: Poor

Powers
Water Manipulation:  Amazing (Limitation: Close proximity (Touch))
Sound Generation: Amazing
Swimming
Resistance: Cold

Talents
Biology (Marine)
Genetics
Martial Arts D

Contacts
None =(

Weakness: Fire

Dolphin Lad is a graduate student who was studying the effects of radioactive contamination on marine fish life.  His professor became obsessed with rapid mutations after reading the papers of renowned geneticists.  His obsession led him down dark roads as Dolphin Lad would soon discover.  Students in the research program began 'dropping out' suddenly and rapidly.  His suspicions were put to the test when his college sweetheart 'dropped out' without a word.  He confronted his professor only to find her in an experiment involving splicing the DNA of a dolphin with a human.  He leapt in the way of the beam knocking her out of the way and having his body spliced with that of a dolphin.

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

I'm not too big on Mutant's getting an extra power since when I think Mutants I think of anything relating to the X-men which typically means a single super powerful superpower.  i.e. Optic Blasts, Telepathy, Weather Control, Titanium/Osmiun skin, Teleportation.  While many mutants do have a few auxiliery 'powers' such as prehensile tails, they typically have one power that trumps all others.  To that end I swapped out the +1 power with +1 CS of any power, and it gains free experience each issue.

(I should note that the next two characters rolled absurdly well, consistently)

Chameleoraptor
Mutant (Morlock)
Fighting: Incredible
Agility: Amazing
Strength: Excellent
Endurance: Incredible
Reason: Poor
Intuition: Incredible
Psyche: Poor

Resources: Poor
Popularity: Zero

Powers
Animal Transformation Others (With a bite he turns others into jurassic creatures)
Corrosive Spit: Monstrous
Blending: Amazing
Body Alteration: Prehensile Tail

Talents:
Urban Survival
Contacts:
Other Morlocks

Chamelon was abandoned as a child when it's scales and reptilian tail and eyes first appeared.  Chamelon was rescued by the morlocks and lived in the sewers ever since, embracing a peaceful existance and making do with what was available.  This wouldn't last forever as Chameleon would be pulled to the surface when it's friends started mysteriously disappearing near the abandoned subway station.

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Rocco the Rockem Sockem Robot
Robot
Fighting: Amazing
Agility: Remarkable
Strength: Remarkable
Endurance: Monstrous
Reason: Good
Intuition: Excellent
Psyche: Typical

Resources: Poor
Popularity: Zero

Powers
Extra Arms (And Attacks)
Absorption (Electricity) Excellent
Light Manipulation: Remarkable, (Laser Blast - Remarkable, inorganic only)
Density Manipulation: Incredible

Weakness: Water

Talents:
Martial Arts B (Boxing)
Wrestling

Contacts:
Sparky the Mechanic
Stuart Radcliffe - Scientist/Trainer/Creator

(The player greatly dislikes the upcoming Real Steel movie so we jokingly came up with a backstory that mirrors it as closely as possible)
Rocco was rescued from the garbage pile by Stuart and his son Jack.  Together, they started training for the Robot fighting league.  A popular sport after the super hero arena was shutdown.

Saturday, June 4, 2011

Serpent Sovereigns

I've been kicking around an idea for a Labyrinth Lord game since March and I was finally able to run a test-run last month.  My players like it enough that we're continuing to play it to this day.  Here's the gist of it.

Background:
In ages long past a war of magic finally culminated in a catastrophe that tore the continent apart, wiped clean every mage on it and sunk the southern kingdom into the murky abyss.  The remaining kingdoms agreed to an armistice after witnessing the devastation they had caused.   The people seeing the folly of man took it a step further.  They overthrew their leaders and installed another, one that was no man.  Legends depicted Dragons as the early protectors of mankind, the watchful elder that took pains to protect them but allow them room to grow.  The people put a Serpent on the throne.  Unfortunately, like in all things, absolute power corrupts absolutely.  The benevolent dragons of the past eventually became the hated all-powerful despots of today.

Focus:
The player characters are members of a rebel organization known as Dragon Slayers.  Their ultimate goal is to depose the Tyrant Lizards and bring the power back to the people.  They are currently lacking any and all resources to do so and like any group of ne'er-do-wells they have many conflicting viewpoints on how to go about their business and what to do once the deed has been done.

Gameplay will be a mix of old school dungeon crawling as the PC's descend into the depths of ancient undisturbed ruins to retrieve magical scrolls that will give them the firepower they need as well as a healthy dash of shadowrunning as they make their way into bigger cities.  Their goal is to avoid drawing attention until they are finally ready to make their move. 

Along the way the PC's will try and recruit talented blacksmiths, sages and alchemist as well as courting wealthy merchants for funds to advance their operations.  They shall seek material resources to improve the paltry weapons and armor they being with.  They seek allies to increase their ranks and their skill sets.  Most importantly they must carry the will of the people with them .  There's no point in a coup if everyone is satisfied with the status quo. 


Setup
Following the events of the war of magic all magic-users were vaporized so there is no magic-user class. Instead the widespread mage fallout over the land has granted anybody with the knack to cast spells.  There is however, the unfortunate fact that magic has been banned in every kingdom.  So while anyone can cast magic they can also get themselves into heaps of trouble for doing so.

Starting classes are Fighter, Thief, and Cleric with other classes becoming available as the PC's strike bargains and form alliances with neighboring barbarian tribes, monastic orders, rebellious elves, enlightened dwarves and recluse rangers and druids.  Clerics come in two varieties:  priests that worship the forgotten old gods that most of the population forsook after the war of magic devastated the country and shrike cultists that believe in a prophecy that the Pain Lord will one day return traveling through time to destroy everyone and everything (How nice!).

I've given all the classes an ability at level 1 that either grows with them in level or greatly bolsters their effectiveness in a team setting.  They are as follows:

Fighter:
Starting HD: 2d6.
Gain a specialization at level one (expect a weapon specialization post later).
Also gain the Master of Battle ability.  The fighter can attack a number of hit dice equal to his level.
 So a 5th level fighter can attack a 3HD and 2HD creature with one attack, or two 2HD creatures and 1HD creature, or five 1HD creatures, etc.  Basically a simpler and more broader take on the <1HD ability Fighters gained in AD&D.
Optional:  Naked Warrior Challenge:  An idea I loved then adapted from Aeons & Augauries.
Any Fighter going into battle unarmored with not more than a helmet and loin cloth (and shield if they like) receives double combat experience.  They may also attempt to woo the opposite sex as an immediate reaction.

Thief:
Stunt - Anytime the Thief viscerally describes some crazed stunt they'd like to perform such as swinging across chandeliers, using a silver platter as an impromptu shield, riding an enraged stag by the horns, or jumping out windows in their best Bruce Cambell impression they receive a stunt bonus to the die roll equal to 1 + half their level.  This bonus can be applied to just about any roll involving a d20 (attacks, saves, skill/ability checks) as well as for damage rolls and reaction rolls.
(Since my players are complete neophytes to old school roleplaying I created this ability with the intention of teaching them to describe their actions rather than "I attack, 14, hit?" or "The priestess asks you to chase the fleeing fiend into the portal he ripped open in the town square.  Do you accept?   Player: Diplomacy, 17, give us money."  The incentive seems to be working decently so far.)

Cleric:
Priest of the Old Gods 
Blessings - At the end of combat allies can roll 2d6 and take the higher roll when regaining hit points.
The priest can also spontaneously turn any memorized spell in a cure spell of the appropriate level.
(Normally I use the old Judge's Guild optional rule of regaining a d3 of HP at the end of an encounter but I had planned on it being the classes Hit Die rather than a simple d3.  Since I've decided to avoid variable damage and hit dice for a change they instead regain a d6.)

Shrike Cultist
The Cultist forgoes the use of weapons and instead uses the spines they crafted into their armor to better resemble their imaginary Deity.  It is treated as an unarmed strike that gets progressively better as their armor improves.  Additionally anyone attacking a Shrike Cultist in full Painlord gear takes retributive damage from their spiky armor equal to (10-AC).  The Shrike Cultist must reverse any and all reversible spells but can spontaneously turn any memorized spell into a harm or slow spell of the appropriate level.

Entropic Adjustment: - When rolling initiative enemy groups must roll twice and take the lower result.  Note: I use group initiative and have it rolled at the start of each round.  So far this has been the player's most cherished ability.

That's all for now.  Expect later posts dealing with weapons and armor, specializations, spells, new classes, heroic bloodlines, and session summaries.

Tuesday, April 5, 2011

Zombie Run

Feeling some fatigue after finishing up a story arc in a giant fighting robot game I'm running I proposed something different for us to play.  A basic Zombie survival game I had cooked up in a moment of inspiration some weeks past.  Lacking imagination at 2 in the morning the game started off in the house we were playing 2 days after the zombie outbreak.  The players grabbed what supplies they could and bolted once zombies started crawling into the garage.  They escaped into the next house where two of the players spent a few moments bickering over whether or not to use the measly ammo they had while the third survivor walked up and started braining zombies whose faces were planted firmly in yesterdays mashed potatoes.

Unfortunately one of them got a lucky shot in and bit the offending survivor killing him.  At which point the remaining two players opened fire and fled into the garage finding the newly rolled character ineffectually huffing carbon monoxide in his still running car.  They slapped him to his senses and sped off into the night.  First stopping by a nearby gas station to siphon gas and then down the road to find shelter in the motel with the least amount of shambling walkers.  They ascended the stairs and wiped out any zeds on the top floor and summarily passed out ending the session.

The system itself is pretty basic. If you've played Shadowrun then this should certainly feel familiar.  It's designed for character creation to take about 5 minutes since the life of a survivor is generally a short one.  The nature of setting allows players to drop in and out almost at will since there's always a zombie somewhere just ready to eat your character or a dark hallway for your panicking character to flee down presumably dieing off camera. When a new player enters the game it shouldn't be too hard to incorporate finding a survivor.  When in doubt use a hero closet!

Without further adieu here is the basic bare bones system we played with.

--------------------------------
Zombie Run

Dice: d6's. 
A roll of 5 or 6 is considered a success.  A roll of 6 allows you to keep the success and reroll the die to try and gain another.  If you roll more 1's than successes the result is considered a critical failure where the GM cooks up something terrible to happen either immediately or in the near future.

When the player proposes an action the Game Master (GM) calls for the player to roll their die pool equal to the sum of a  relevant attribute and skill as determined by the GM.  Some are fairly obvious, Physique modifies Fighting and Coordination modifies Shooting.  At other times the attribute used depends on the situation.  As an example driving down the freeway the GM may initially call for Awareness + Driving to see the runaway car veering towards them to allow them to safely get out of the way.  Failing that the GM may then call for a Reaction + Driving to swerve out of the way before being hit.  If that check fails as well then the GM may then ask for Coordination + Driving to maintain control of the car as the cars collide.

Attributes
Physique: Represents your physical well being and your ability to dole out punishment in a melee.
Coordination: Represents your hand eye coordination and manual dexterity.  Useful for shooting zeds.
Knowledge: The catch all attribute where one's mental capacities are needed.
Awareness: Useful for finding hidden stashes of canned goods and noticing the dead shambling towards you.
Reaction: Used for when you need to get out of dodge and determining who goes first in a round.

Skills
Breaking & Entering: Unlocking doors, breaking glass without hurting yourself and knowing where valuables are stored.
Driving: Used primarily when the living dead are crawling all over your escaping vehicle.
Fighting:  Covers everything from throwing a punch to swinging a bat to throwing rocks.
Mechanics: Ranges from repairing mechanical objects to jury rigging vehicles and assembling effective barricades.
Medicine: Ranges from first aid to field surgery; digging out lead from less than friendly survivors.
Science: If what you're proposing involves volatile chemicals, trajectories or electrified golf clubs this is the skill you're looking for.
Scrounging: Finding hidden caches of ammunition and canned goods.  Hopefully a can opener too.
Shooting: Slightly more advanced than a point and click interface.
Sneaking:  Anywhere from moving silently to not drawing attention to yourself.  Invaluable if you're not looking for a fight.
Survival:  Ability to live off the land and find food, water and shelter.

Traits 
Panic
Panic is added to a d6 you roll the first time your character encounters a zombie in a scene.  A roll of 1 or lower indicates you stand frozen with fear.  A roll of 2-4 indicates you flee in any direction that doesn't visibly have zombies.  A roll of 5-6 lets you stand your ground.  A roll greater than 6 lets you rally your comrades letting anyone that would normally flee stand their ground as well.  You can rally a number of comrades equal to your roll minus 6.  Anyone frozen or fleeing gets to roll panic again at the start of their turn to see if matters change.  This trait ranges from -5 to 5 and starts at 0.
Luck
Luck is added to the players to the 2d6 the player rolls to determine starting equipment.  Additonally:
Positive luck gives a survivor points they can spend each scene that can either counts all 5's as 6's for one roll or have fortune smile on them letting the keys to the car be in the sun visor or finding a resting place with a backup generator.
Negative luck gives the GM points they can spend each scene that allows them to force the survivor to reroll all dice greater than 1 or to have something in the scenery fail nearby the survivor such as a catwalk collapsing, a car refusing to start or a gun jamming.
This trait ranges from -5 to 5 and starts at 0.

Character Creation
Any starting character begins with 25 points. 
Attributes start at rank 1 and cost 3 points to increase in rank.
Skills start at 0 and cost 1 point to increase in rank.
The max rank for either an attribute or skill is 5.
At character creation both abilities and skills are capped at 3.  Choose one attribute to have a max rank of 5 and  two skills to have a max rank of 4.

Trait's start at zero and can be improved to a maximum of five at a one to one ratio.  Alternatively, you can assign negative values to these traits to gain bonus points at a one to one ratio.
A character can withstand a number of wounds equal to 10 plus their Physique before being incapacitated.

Starting Equipment Table
Roll 2d6 and add your Luck Trait.  Don't add your Luck if you are rerolling (Result 13+).  Consult the following list to see what you got! 
X<2 = A thermos filled with salt water
2 = Can of beans
3 = More Canned Goods
4 = Soap Bars
5 = Cowboy Hat - +1 Bad Assery
6 = Cool Shirt -  Rating: Awesome
7 = Crossbow, two bolts
8 = Double Barrel Shotgun, but only one shell!
9 = Hunting Rifle, comes with a scope but sadly no ammo
10 = Sweet Ride (Just above E)
11 = Horde of batteries, gasoline or ammo: roll a d6 for each type (AA, 9V/Bullets, Shells)/ # of gallons
12 = Utility Belt complete with Bat-Anti-Shark Spray
13 = Roll Twice: Choose one.
14 = Roll Thrice: Choose one.
15 = Roll Twice: Take both
16 = Roll Thrice: Take two.
17 = Roll Thrice: Take all three.

Combat  
Mowing down Zombies:
Since zombies don't dodge all that matters is whether or not the survivor can hit. Physique + Fighting is used for melee weapons, Coordination + Shooting is used for ranged weapons, Coordination + Fighting is used for thrown weapons and in the event the players secure a machine gun turret or rocket launcher Physique + Shooting is the die pool they use.

There's only one way to kill a zombie: destroy the brain.  A roll of 6 on a weapon's damage roll is counted as a head shot killing the zombie instantly.  If no 6's are rolled then the number of successes are counted and added to the zombies wounds.  The number of wounds a zombie can have depends on the condition they are in but an average walker has 7 wounds, a more decrepit zombie has a d6 of wounds.  Once a zombie sustains too many wounds it falls feebly to the ground where it will continue to crawl towards a survivor and bite their ankles.  Some zombies may fall over instantly the moment they take a wound and will stand up the next round.  If the GM is feeling devious they can spends a player's negative luck point and the zombie(s) will get back up whenever the survivor's have forgotten about them.

Melee weapon's do not have damage pools, instead any 6 rolled on the attack roll is considered a blow to the head killing the zombie instantly.  If no 6's are rolled the zombie is instead pushed down for the round.

On your turn you may elect to split up your die pool allocating a set amount of dice for each attack made.  You cannot have more sub die pools than your relevant attribute score.  For example a character with coordination of 2  and shooting 3 could only take 2 shots.  Multiple attacks with a projectile weapon will use up that much ammo accordingly.

Survivors have a speed of 5 plus their physique which lets them move that many feet each round.  A wounded survivor has their movement reduce by 1 for each wound they have, although their minimum speed is 1.
When not in danger survivors can use either Knowledge + Medicine (what to use to treat a wound) or Coordination + Medicine (wrapping bandages and stitching up wounds) to heal any wounds they have received at a 1:1 ratio for successes to wounds.  Pain killers can be used to temporarily ignore wounds.

Weapons
 Each weapon has a damage pool which is used if the survivor manages to hit and a clip size indicating how many attacks the weapon can make before needing to reload.  Lastly each weapon indicates what ranges they function at.  In case you're wondering close means the zombie is primed and ready to eat your face.  All other ranges are determined by hand waving.

Ammo type: Bullets.  Count 5's as 6's for head shotting purposes up to short range.
Pistol - d6 ; Clip 10 + d6. Up to Long
Magnum - 2d6 ; Clip 6. Close, Short, Medium

Ammo type: Arrows/bolts.
Crossbow - 2d6 ; Clip 1. Up to Medium. No noise, reusable ammo.
Compound Bow - 3d6 ; Clip 1. Up to Medium. No noise, reusable ammo.

Ammo type: Magazine.  Cannot headshot when splitting die pools.  Bonus d6 when firing at close range.
Submachine Gun - 2d6 ; Clip 10. Close, Short, Medium.  Can split your die pool an additional time.
Machine Gun - 4d6 ; Clip 5. Close, Short, Medium. Can split your die pool two additional times.

 Ammo type: Cartridge/Shell.  Count 5s as 6s for the purpose of headshots in close range.
Carbine - 3d6, Clip 6. Close. One hand, Shotgun.
Pump action Shotgun - 4d6, Clip 8. Close, Sohrt. Halve your coordination when using multiple die pools
Double Barrel Shotgun - 4d6, Close, One barrel for Short, another for Medium Range.  Clip 2
Sawed off Shotgun - 6d6, Clip 2 Close.
Automatic Shotgun - 4d6, Clip 10. Close, Short

Ammo type: High caliber bullet.  Count 4's as successes to hit when not in immediate and impending danger.
Rifle - 3d6 ; Clip 1. Medium, Long
Sniper Rifle - 5d6 ; Clip 1. Medium, Long, Far.
Assault Rifle - Burst 3d6 ; Clip 8. Up to Long.
Spray 4d6 ; Uses 3 shots. Up to Medium. Can split your die pool an additional time.

Eating Survivors:
Survivors are slow, tired and most importantly frightened. Eating them isn't the problem, getting to them is. On their turn zombies either shamble 3 feet towards the living and/or loud noises or take a bite out of a nearby survivor. Simply being within biting range of a survivor is enough to deal one wound to that survivor at the start of a zombies turn.

Biting survivors is somewhat more difficult since the player gets to roll Reaction to see if they get out of the way of the Z's gnashing teeth.  Zombies attack as a ground and the GM has an attack die pool equal to the number of zombies clustered around the survivor.  If he has more successes than the players reaction successes then the survivor is bitten and takes a d6 of wounds.

Depending on the game the survivor is either immediately infected and will soon turn into another of the living dead.  Otherwise the survivor has a 50% chance of survival and the GM rolls a d6 in secret.  An even roll indicates that the virus did not take hold and a roll of 6 indicates immunity.  An odd roll indicates the virus has taken hold and in a number of hours the transformation will be complete.  A roll of 1 indicates system shock and the survivor falls limply to the ground, another meal in the zombie apocalypse.

GM Tips:  Close quarters is your friend, zombie's are swiss cheese out in the open.  Hordes of zombies are a good way to lower the survivor's ammo supplies.  When in doubt throw more zombies at them, roll a d6 each turn they make loud noises or otherwise attract attention.  That number is how many zombies have shambled into view.

Experience
Living survivors at the end of an episode gain a d6 of experience points per scene to improve their skills.  Learning a new skill costs 5 experience and improving a skill costs experience equal to it's current rank.
Raising an attribute costs experience equal to three times it's current rank.

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Thoughts, ideas, and criticisms are welcome!