GORE Zombie survival theme

For discussion of the Generic Old-school Roleplaying Engine.

GORE Zombie survival theme

Postby SMAY63 » Mon Apr 18, 2011 7:34 pm

Here are some ideas for a modern day zombie survival theme:

A basic zombie profile:
Zombies: STR: 3D6x1.5 (15-17), CON: 3D6x1.5 (15-17), SIZ: 2D6+6 (13), INT: 6 (6),
POW: 1, DEX: 2D6 (7), APP: 1D6 (3-4). MOVE: 6. Hit Points: 14-16. Armour: none.
Weapons: Bite: 35% 1D3+half DB (bleeding). Claw: 30%-35% 1D3+DB (bleeding).
Grapple: 35%, special. SKILLS: Sense: 50%

Zombie dog: STR: 2D6+6 (13-15), CON: 3D6 (10-12), SIZ: 2D6+1 (8), POW: 3D6 (10-11),
DEX: 2D6+6 (13). MOVE: 11. Hit Points: 9-10. Armour: none
Weapons: Bite: 35%-45% 1D8.
SKILLS: Spot Hidden: 55%, Track by smell: 60%

Impaling weapons do half damage. Fire, slashing, & crushing weapons do full damage.

WEAPONS:
9mmP Pistol: Base Skill: Guns (HG), DAM: 1D10, RNG (Yds): 20, Attk#: 3, Mag: 15,
Item HP: 8, Malf: 98

.44 Revolver: Base Skill: Guns (HG), DAM: 1D10+2, RNG (Yds): 30, Attk#: 1,
Mag: 6, Item HP: 12, Malf: 00

.45 Automatic: Base Skill: Guns (HG), DAM: 1D10+2, RNG (Yds): 15, Attk#: 1,
Mag: 7, Item HP: 8, Malf: 00

.38 Automatic: Base Skill: Guns (HG), DAM: 1D10, RNG (Yds): 15, Attk#: 2,
Mag: 6, Item HP: 8, Malf: 99

RIFLES:
AK47: Base Skill: Guns (Rifle), DAM: 2D6+1, RNG (Yds): 90, Attk#: 2/burst,
Mag: 30, Item HP: 12, Malf: 97

M16A2: Base Skill: Guns (Rifle), DAM: 2D8, RNG (Yds): 130, Attk#: 1/burst,
Mag: 30, Item HP: 11, Malf: 97

SMGs:
UZI: Base Skill: Guns (SMG), DAM: 1D10, RNG (Yds): 40, Attk#: 2/burst,
Mag: 32, Item HP: 8, Malf: 98

H&K MP5: Base Skill: Guns (SMG), DAM: 1D10, RNG (Yds): 45, Attk#: 2/burst,
Mag: 30, Item HP: 10, Malf: 97

Skorpion SMG: Base Skill: Guns (SMG), DAM: 1D8, RNG (Yds): 20, Attk#: 3/burst,
Mag: 20, Item HP: 6, Malf: 96

SHOTGUNS:
12 gauge (2 barrel): Base Skill: Guns (Shotgun), DAM: 4D6/2D6/1D6, RNG (Yds): 10/22/50,
Attk#: 1 or 2, Mag: 2, Item HP: 12, Malf: 00

12 gauge pump: Base Skill: Guns (Shotgun), DAM: 4D6/2D6/1D6, RNG (Yds): 10/22/50,
Attk#: 1, Mag: 8, Item HP: 10, Malf: 00

12 gauge semi-auto: Base Skill: Guns (Shotgun), DAM: 4D6/2D6/1D6, RNG (Yds): 10/22/50,
Attk#: 2, Mag: 8, Item HP: 10, Malf: 00

12 gauge slug does 1D10+6 damage.

ARMOUR: Kevlar vest: AP: 8, covers: abdomen, chest.
Military helmet: AP: 5, covers: head. Military armour: AP: 12, covers: all but head.
Maybe other types of protective gear have been found in museums, sports shops, etc:
Motorbike helmet: AP4. Motorbike leathers (all but head): AP2.

Chainmail: AP5 (all but head). Scalemail: AP4 (all but head).
Ringmail: AP3 (all but head).

ITEMS:
Backpack (0.2Kg), Bedroll (0.3Kg), Candle (lasts 1 hour), Climbing Kit: (3Kg),
Craft tools (3Kg), Crowbar (1Kg), First aid kit (0.5Kg), Grappling hook (2Kg),
Hammer (1Kg), Rope (30Ft, 4Kg), Spade (2Kg), Torch (.5Kg), Water bottle (0.5Kg)
These are just sample items.
In this setting, money has no use. Trade & bargaining is used.

SETTING: a virus has been accidentally unleashed, causing zombie type mutants to be created.
The virus seems to kill the subject and 'revives' the subject later, altered into a savage flesh eating killer. Also, the recently dead have become revived by the virus.

Police & the military are trying to contain the outbreak, but too many people have been infected.
Civilians and ex military/police are grouping together into barricaded locations.
Some civilians are nothing more than bandits/marauders, looting and killing innocent people for food, water, etc.
The players/characters are survivors either trying to find a way out to safety or find a safe location.

This is just a small sample.
More could be added: mutants, vehicles (cars, HMMWVs, trucks, etc).

Melee weapons:
Axe: DAM: 1D6, Rng (Yds): 20, Impale/Parry: yes/no, Attk#: 1, STR/DEX: 9/11, Item HP: 15
Weapon Group: K
Club: DAM: 1D6, Reach: Medium, Impale/Parry: no/yes, STR/DEX: 7/7, HANDS: 2,
Item HP: 15. Weapon Group: E
Chainsaw: DAM: 2D8, Reach: Medium, Impale/Parry: yes, STR/DEX: 9/9, HANDS: 2,
Item HP: 20. Weapon Group: chainsaw
Page 46-47 of GORE gives other melee weapons that might be found.
Last edited by SMAY63 on Sat May 05, 2012 9:49 am, edited 2 times in total.
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Re: GORE Zombie survival theme

Postby malbane » Tue Apr 19, 2011 3:07 am

Last October I ran a one shot Walking Dead style game using GORE, over all I think it worked rather well. I posted my game notes on my blog at the following link.

http://themildmanneredgamer.blogspot.com/2010/10/walking-dead-old-school.html

I like the inclusion of zombie dogs in your post, wish I had remembered them for my game.
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Re: GORE Zombie survival theme

Postby SMAY63 » Tue Apr 19, 2011 6:09 pm

Visited the site you gave.
Rather good.
Slightly different rules for the zombies, but still good.

Also read The Dead by Kreg mosier: Seems ok.

Might also create mutants of some sort as seen in Resident Evil & Left for Dead video games.

Was also thinking of doing a Nazi zombies theme (after watching Dead Snow & playing Call of Duty: World at War).
Might have to list some WWII weapons.
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GORE Zombie survival theme - mutants/antidote

Postby SMAY63 » Tue Apr 10, 2012 5:27 pm

GORE: ZOMBIE THEME – MUTANTS:

Mutant Type#1 (claws)
STR: 19
SIZ: 19
CON: 19
DEX: 1D6+16 (17-22)
INT: 2D6+2 (8-14)
POW: 2D6+6 (8-12)
APP/CHA: 1D6

HP: 19
Damage Bonus (DB): +1D6

ARMOUR: 1 leather-like hard skin that covers the whole body.

ATTACKS: 2 x Claw: 55%, Damage: 1D4+1D6 (DB).
Bite: 55%, Damage: 1D3+1D6 (DB).

SKILLS: Climb: 55%, Conceal: 60%, Dodge: 34-40%, Hide: 55%, Jump: 55%,
Move Silently: 60%

This humanoid like mutant is very tall, very strong, with an abnormally large mouth full of sharp dagger like teeth.
Its fingers have become elongated into long dagger-like claws.
This mutant is a very stealthy hunter, stalking its prey silently, until it chooses the right moment to pounce, biting and clawing its prey savagely.

Mutant Type#2 (reaper)
STR: 20
SIZ: 20
CON: 20
DEX: 1D6+11 (12-17)
INT: 2D6 (8-12)
POW: 2D6+6 (8-12)
APP/CHA: 1D6

HP: 20
Damage Bonus (DB): +1D6

ARMOUR: 2: hard leather-like hard skin that covers the whole body.

ATTACKS: 2 x large Claw: 55%, Damage: 1D6+2 + DB: (1D6).
Bite: 55%, Damage: 1D3+1D6 (DB).

SKILLS: Conceal: 45%, Dodge: 24-34%, Hide: 45%, Jump: 45%,
Move Silently: 45%.

This mutant has a long sharp ‘blade’ protruding from each arm.
It charges its target, and slices with both of its blade-like protrusions, slicing & dicing its target. Charge: P.28 (GORE), +1D4 damage if attack successful.

Mutant Type#3 (hulk or tank)
STR: 21
SIZ: 21
CON: 23
DEX: 1D4+10 (11-14)
INT: 2D6 (8-12)
POW: 2D6+6 (8-12)
APP/CHA: 1D6

HP: 22
Damage Bonus (DB): +1D8

ARMOUR: 5: scale-like hard skin that covers the whole body.

ATTACKS: 2 x large fists: 55%, Damage: 1D3+1 + DB: (1D8).

SKILLS: Dodge: 22-28%, Hide: 40%, Jump: 45%, Move Silently: 40%.

This overly large mutant looks like it has taken a bucket of steroids and exploded in a very muscular way.
It has 2 very large fists covered in a tough bony scale.
It charges its target (Charge: P.28 (GORE), +1D4 damage if attack successful), and pummels it into mush with its 2 massive fists.


OPTIONAL RULE:
If mutant type 1 or 2 or even a zombie bites a living person then the ‘infection’ has begun.
The target has to roll equal to or under CON x 3 or the target falls unconscious and starts to transform into the same type of mutant/zombie within 36 hours.

Antidote/anti-virus: The infected person can also be given an anti-virus/antidote to stop the infection.
The antidote can be found on various government people (dead or otherwise).
It can look like a small glass or plastic capsule that is inserted into a small pistol-like ‘injector’.
Once injected into the infected person, the infection begins to stop within 30 seconds.

The government people can be laboratory personnel, police, soldiers, etc.
When starting as a group, the GM can give one dose of antidote per two people.
The players will then probably want to search every body or building, etc they come across, searching for more antidote (as well as the usual food, weapons, ammo, etc).
Last edited by SMAY63 on Sat May 05, 2012 9:50 am, edited 1 time in total.
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Re: GORE Zombie survival theme

Postby SMAY63 » Tue Apr 10, 2012 6:17 pm

GORE – ZOMBIE SURVIVAL THEME: SKILLS LIST:

Boating (base 15%), Climb (base 35%), Computers (base 05%),
Conceal (base 20%), Craft (base 05%), Demolitions (base 00%),
Disguise (base 05%), Dodge (base DEX x 2), Driving (base 25%),
Driving Heavy Vehicle (base 00%), Electrician (base 05%),
Electronics (base 00%), Engineering (base 05%), Evaluate (base 20%),
Fast Talk (base 10%), First Aid (base 30%), Haggle (base 10%),
Hear (base 30%), Hide (base 15%), Jump (base 20%),
Language – Other (base 00%), Law (base 05%), Locksmith (base 00%),
Martial Arts (base 00%), Mechanics (base 20%), Move Silently (base 15%),
Navigate (base 10%), Notice (base 25%), Piloting (base 00%),
Research (base 25%), Riding (base 10%), SCUBA (base 00%),

Science (Biology: 05%), (Botany: 05%), (Chemistry: 00%),
(Forensic Pathology: 00%), (Geology: 00%), (Medical: 05%),
(Pharmacy: 00%), (Physics: 00%), (Surgery: 00%), (Zoology: 05%).

Social Science (Anthropology: 05%), (Archaeology: 00%), (Criminology: 00%), (Military Science: 05%), (Political Science: 05%), (Psychology: 05%).

Ship Handling (base 00%), Streetwise (base 10%), Survival (base 15%),
Swimming (base 25%), Throwing (base 25%), Tracking (base 05%),
Unarmed (base 50%), Wrestle (base 25%).

Hand Weapon (any melee weapon: baseball bat, axe, etc) - (base 10%).
Guns – Pistol (base 15%), Rifle (rifles, assault rifles, shotguns) – (base 20%),
Heavy (machineguns, grenade launchers, rocket launchers) – (base 15%).

The above are a list of skills from P.9-16 (GORE).
P.17 lists some professions that might be suitable: Physician, Engineer, Computer Programmer/Hacker, Police Officer, Pilot, Soldier, Sailor.
Other professions: Mechanic, electrical/electronic engineer, carpenter, baker, sales person (shop), locksmith, metal worker (blacksmith), leather worker.
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Re: GORE Zombie survival theme

Postby SMAY63 » Wed Jun 21, 2017 11:53 am

I've made a correction for the AK-47 (7.62S): 2D6+1 at 180 Yards. This was done for the modern weapons file/data in this GORE section.
As stated in that section:
I decreased the damage past a certain range, as the 7.62S is OK at close and medium ranges, but 'tumbles' at longer ranges.
I wanted to put that 'trait' into the 7.62S weapon data.

90 Yards (for some assault rifles for example) is 270 Feet, so 180 Yards equals 540 Feet?
That's if the GM & players want modern weapons to go double range (which also halves the weapon skill: P32 Range, GORE).

Another way, is to drop the damage from 2D6+4 to 2D6+1 at 80-90 Yards; or maybe 75-90 Yards.
This later choice might be a better option, but that's just my 2 Pence/2 Cents.
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