TEXT: BY MICHAEL TRESCA
  FOR MY DAD, A TRUE ZOMBIE.
  From Michael: I’d like to thank Shane O’Connor for his 
  original critique of the ﬁrst version of this document.
  Visit our Website:
  www.RPGObjects.com
  COVER ART 
  JEREMY SIMMONS
  INTERIOR ART
  JOHN LONGENBAUGH 
  LAYOUT
  CHRIS DAVIS
  EDITING
  ANDY RAU
  Requires the use of the d20 Modern Roleplaying Game and the 
  Urban Arcana Campaign Setting, published by Wizards of the 
  Coast, Inc
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks 
  owned by Wizards of the Coast and are used according to the 
  terms of the d20 System License version 1.0a. A copy of this 
  License can be found at www.wizards.com. 
  “d20 Modern, Dungeons & Dragons, and Wizards of the Coast 
  are trademarks of Wizards of the Coast, Inc. in the United States 
  and other countries and are used with permission.
  Copyright 2004 © RPG Objects.  All rights Reserved.
  Visit our web site at www.RPGObjects.com.
  
  About the Author:  Michael Tresca
  Michael “Talien” Tresca is a writer, communicator, speaker, artist, gamer, and secret member of the 
  National Center for Reanimation Prevention and Control (NCRPC).  
  Oops.
  Michael “Talien” Tresca is a writer, communicator, speaker, artist, gamer, and he was just kidding about 
  that whole zombie hunting thing.  He has an 11-year-old D&D role-playing campaign, Welstar, which is one 
  of the six worlds in RetroMUD and where many of his short stories take place. Michael has published three 
  D20 modules: “Tsar Rising,” “All the King’s Men,” and “The Dancing Hut” from MonkeyGod Enterprises. 
  He has written numerous supplements, including “Frost and Fur” and “Abyss,” also from MonkeyGod 
  Enterprises, “Mercenaries: Born of Blood” from Otherworld Creations, and “Combat Missions” from 
  Paradigm Concepts. Michael has also contributed to “Relics” from AEG and “The Iron Kingdoms 
  Campaign Guide” from Privateer Press. Michael has also written magazine articles for Spectre Press’ 
  Survival Kit series, Dragon Magazine, Scrollworks, and D20 Weekly. He has written a multitude of reviews 
  of role-playing and computer games for RPG.net, Gamers.com, Allgame.com, and Talien and Maleﬁcent’s 
  Bazaar. Michael has presented at various panels, including Dragon*Con, I-Con, and Bakuretsucon. 
  When he’s not writing, Michael can be found as his alter ego, Talien, on RetroMUD as an administrator. 
  Michael kills zombies in Connecticut with his wife, who is a sexy zombie slayer, and his zombie cat, who 
  eats brains but everyone still thinks is too cute to slay.
  TABLE OF CONTENTS
  INTRODUCTION 
  3
  CHAPTER 1: CHARACTERS 
  6
  OCCUPATIONS 
  6
  BOY SCOUT 
  6
  CHEERLEADER 
  6
  JOCK 
  6
  MENTAL PATIENT 
  6
  NCRPC EMPLOYEE 
  7
  NERD 
  7
  PREP 
  8
  SCREAM QUEEN 
  8
  STONER 
  8
  Y-MART EMPLOYEE 
  8
  ADVANCED CLASSES 
  8
  BOKOR  
  8
  MAD SCIENTIST 
  10
  NECROMANCER  
  11
  PSYCHOKINETIC 
  14
  ZOMBIE HUNER 
  17
  FEATS 
  17
  BACKHAND SLASH  
  18
  BRING IT ON  
  18
  CHAINSAW IMPALE  
  18
  COOL  
  18
  FIRST IMPRESSION  
  18
  HARDWARE  
  19
  IMPROVISED IMPLEMENTS  
  19
  IMPROVISED WEAPONS  
  19
  IMPROVISED WEAPON DAMAGE  
  19
  OVER THE SHOULDER  
  19
  RIFLE SPIN  
  19
  SLAPSTICK  
  19
  STUD  
  20
  SUCK ON THIS  
  20
  VIRGIN  
  20
  WHATEVER  
  20
  CHAPTER 2: ZOMBIE HUNTING 21
  TOOLS OF THE TRADE 
  21
  COMBAT TECHNIQUES 
  27
  SHOTGUNS 
  27
  SUPPRESSIVE FIRE 
  28
  CRITICAL DAMAGE TO UNDEAD 
  28
  FEAR AND LOATHING 
  28
  MADNESS 
  30
  TRUST 
  32
  CHAPTER THREE: ZOMBIE FX 33
  SPELLCASTING & MAGIC DEVICES 
  33
  NEW POWERS 
  33
  NEW SPELLS 
  34
  FX ITEMS 
  47
  CHAPTER FOUR: FIELD GUIDE 49
  BLOODSUCKING WIND 
  49
  CREEP 
  49
  HSING-SING 
  50
  KYOSHI 
  51
  SUMATRAN RAT MONKEY 
  52
  TRILLIAN  
  52
  ZOMBIE 
  53
  ZOMBIE, ATOMIC 
  58
  ZOMBIE, ASTRO 
  58
  ZOMBIE, BLOODSUCKING 
  58
  ZOMBIE, BLUE 
  59
  ZOMBIE, BRAINLESS 
  59
  ZOMBIE, CREEP 
  60
  ZOMBIE, CRYONOID 
  60
  ZOMBIE, DEMONIC 
  60
  ZOMBIE, FOG  
  61
  ZOMBIE, FORMALDEH YDE  
  61
  ZOMBIE, KYOSHI SPAWN 
  61
  ZOMBIE LORD 
  61
  ZOMBIE, NAZI  
  62
  ZOMBIE, OKOKIYAT 
  63
  ZOMBIE, PROTOZOAN 
  63
  ZOMBIE, RADIATION 
  63
  ZOMBIE, REVENANT 
  64
  ZOMBIE, TEMPLAR 
  64
  ZOMBIE, TOXIC 
  65
  ZOMBIE, ULTRASONIC  
  65
  ZOMBIE, VIDEO 
  65
  
  INTRODUCTION
  So you want to hunt zombies, eh?
  Zombie hunting is a bit different 
  than other types of hunting.  Nobody 
  complains if you kill (or perhaps that’s 
  “re-kill”) a zombie.  Nobody likes zombies.  
  Not even other zombies.
  Perhaps it’s that zombies ate someone you 
  like.  That’s fair, we can understand.  Killing 
  zombies is deﬁnitely a noble task.  Unless, 
  of course, someone you like has become 
  a zombie. Then there’s a lot of crying and 
  weeping and angst before you blow its head off.  
  Or maybe it’s that you’re really bored and want to 
  shoot people without getting arrested.  Zombies are 
  about as close to moving targets as you can get.  Just 
  make sure everyone knows that it’s a zombie’s brains 
  you just spattered across your backyard fence.  
  Or maybe the world just went down the crapper and 
  you’re the last person alive.  May as well take out a 
  few zombies on the way down, right?
  The Zombie Hunter’s Guide is a rules supplement 
  for d20 games.  For more information on the 
  d20 system, see Section 15 of the Open Gaming 
  License.  Our professionals at the National Center 
  for Reanimation Prevention and Control (NCRPC) 
  have done all the hard work so you don’t have 
  to—chopping, hacking, chainsawing, and blasting 
  the bloody gibbets off of the shambling undead, all to 
  make your life a little easier.  If you’ve got a case of 
  the zombie blues, this book’s the cure.
  WHAT THE HELL IS IT?
  What is a zombie, precisely?
  Short answer: dead people who don’t stay dead.
  But that answer could encompass vampires, ghouls, 
  ghosts, and a lot of other things, so let’s dig a little 
  deeper, shall we?
  The dictionary has several deﬁnitions of the word 
  “zombie”: 
  Zombie (ZOM-bee): 1. A snake god of voodoo 
  cults in West Africa, Haiti, and the southern United 
  States. 2. A supernatural power or spell that according 
  to voodoo belief can enter into and reanimate a corpse. 
  3. One who looks or behaves like an automaton. 4. A 
  tall mixed drink made of various rums, liqueur, and 
  fruit juice.
  Tales from Reality… One Man’s Encounter with 
  Zombie Deﬁnition #4
  A sailor,* while on shore leave somewhere in 
  Latin America, decided to prove to his buddies 
  just how tough he really was.  They went to the 
  local bar, where he promptly downed not one, not 
  two, but THREE ZOMBIES in a span of a few 
  minutes.  
  “See?” He said triumphantly.  “No problem at 
  all.”
  His friends were amazed.  The conversation 
  continued while the sailor sat there, his palm 
  propping up his face.  
  Eventually, the other sailors noticed that their 
  drinking buddy hadn’t said anything in a while.
  “You okay?” one of them asked.
  When the sailor attempted to speak, his 
  tongue dangled from his mouth like a worm on a 
  ﬁshhook.  He sputtered “ThHBBHTHHTHTH” 
  and promptly collapsed onto the ﬂoor.
  One hospital trip later, the sailor understood 
  that liquid zombies are the most dangerous 
  zombies of all.
  *Any resemblance to family members of 
  the author is most assuredly due to a zombie 
  conspiracy.
  HARDWARE MAN
  Billy kicked the chair out from under his feet, causing 
  the rope around his neck to tighten as his full weight 
  ﬁnally, blessedly, made it possible to hang himself.
  Hanging from the center of the room, Billy could 
  feel the blood swirl around the inside of his head.  All 
  his eyes could focus on was the clock.  Its hands inched 
  along, slower and slower.  Or was that his heartbeat?  
  He couldn’t tell.
  Tick.  
  The clock didn’t tock.  It just ticked.  Stupid clock, 
  thought Billy.  Nothing works around this damn place. 
  He hoped it would stop.  A century passed between 
  the ticks.  It occurred to Billy that there were many, 
  many moments within a second.  There was a lot of 
  stuff you could do in that space of time.  
  For God’s sake, why can’t I kill myself quickly?  
  The highest roof in his mom’s house was in the 
  basement.  Which was ﬁne, because Billy lived there.  
  He was 30 and still living with his mom.  Why God 
  hadn’t stricken him down already out of sheer disgust 
  at his pathetic existence, Billy wasn’t sure.  But he was 
  going to ﬁx that little problem.  Just another…
  Tick.
  Good, thought Billy.  I’ll be dead any second now.  
  The last straw had been the Killer Robotz 
  competition. Billy, with his pal Gerald—whom 
  everyone nicknamed “Goofus” because he was such 
  a goof—had created the Spatulomatic Supreme, 
  a whirling bot of doom with spatulas for hands.  
  Sharpened spatulas.  
  It had seemed like a good idea at the time.
  It had seemed like a great idea, actually, up until 
  the unimaginatively named “Hackster” hacked 
  Spatulamatic up into tiny metal shards.  The crowd 
  cheered.  Billy was crushed.  Two years.  Two goddamn 
  years and he…
  Why the hell aren’t I dead yet?
  Tick.
  Three seconds.  Come on!
  He was descending.  For a second, Billy postulated 
  that this was what death felt like.  Maybe he was going 
  to hell.  Cool.
  
  “Zombie” is possibly derived from a Caribbean 
  French and English Creole word, “zumbi,” which 
  refers to a ghost or departed spirit. That word in turn 
  has its roots in the Congo word “nzambi,” which also 
  means “spirit of a dead person.” 
  The word “zombie” came into use by 1830 and was 
  used in the vernacular by 1929, after the publication 
  of William B. Seabrook’s The Magic Island.  Or 
  maybe a wave of zombies descended upon the Earth at 
  about that time, making the term much more common. 
  Zombies ﬁrst appeared in 1920s media as typical 
  voodoo undead.  They didn’t spread their condition, 
  they didn’t moan or stumble around, and for the most 
  part they pretty much did what they were told.  In 
  essence, they could have been standard onscreen 
  thugs, except for the fact that early movie zombies 
  usually had glazed looks on their faces.  At this stage, 
  zombies weren’t really dead so much as dazed.
  In the 1950s, everything changed.  Zombies were 
  no longer mindless and drugged-up natives from a 
  foreign land. The enemy was us—corporate zombies 
  in suits and ties.  Recently discovered nuclear 
  technology became the new excuse for zombies. 
  Zombies were not contagious, but they were powered 
  by strange and unique power sources: atomic energy, 
  mad scientists, and aliens.
  In the 70s, zombies began to take on the modern 
  characteristics we know and hate.  It was only 
  then that zombies began to show signs of rot (TV 
  censorship will do that to you).  Now they were truly 
  the living dead.  
  With their new attributes came one vulnerability 
  and one horrible side effect.  As everyone knows, 
  piercing a zombie’s brain supposedly kills it.
  Let us, the zombie hunting experts, go on record 
  stating that this is not always true.  Sometimes, a 
  zombie hunter hits a zombie in the head so hard 
  that it goes down—but then, if you hit anything 
  hard enough (like, say, with a bazooka), it will stop 
  moving.  Sometimes, zombies like to pretend they’re 
  dead… and then get back up.  And sometimes it really 
  is true (see the blue zombie in the Monsters chapter).  
  Zombie hunters who assume things about the undead 
  make a zombie “ass” out of “u” and… oh forget it, 
  you get the idea.
  This one, rare zombie vulnerability came at a 
  terrible price.  Fear about sexually transmitted 
  diseases in the 80s carried over to zombie infestations.  
  Not only might a zombie eat you, it could “get zombie 
  on you.”
  With the number of zombies in the world, and the 
  amount of communicable diseases you can catch from 
  playing with corpses as well as other human beings, 
  it’s not hard to understand why nobody likes zombies.  
  WHO THE HELL ARE YOU?
  You are the last hope of mankind.  
  Only you know just how fragile the borders 
  between our reality and hell are.  Only you know the 
  sort of thing that lurks in the dark.  And only you are 
  mad enough to level a shotgun at said monstrosity and 
  blow its screeching head off.
  If you’re fond of doing this sort of thing, you’re 
  probably more than a little crazy. After looking into 
  the pulsating, pustule-ridden heart of evil, how can 
  anyone stay sane?  
  And yet zombie hunters battle on.  Insanity is 
  common—zombie hunters are likely to be pushed to 
  the brink of madness just by dealing with the forces 
  of evil.  Then they fall off the edge, smash into the 
  bottom of the gorge, and the cliff falls on top of them.  
  And they still keep ﬁghting.
  For all their eccentricities, zombie hunters are just 
  normal Joes. They make bad decisions, run screaming 
  in the face of Ultimate Evil, and get cocky when 
  loaded down with a lot of ﬁrepower.  Zombie hunters 
  don’t always do the right thing, don’t always cast the 
  right spell, and sometimes miss the bad guys even 
  with carefully aimed shotgun blasts.  But they do what 
  they have to, because nobody else will.  
  There was a horrible creak as the beam over Billy’s 
  head ﬁnally gave up the struggle to bear his entire 
  258 pounds.  With a shriek of defeat, it snapped in 
  half, dumping dust, rat droppings, and the rope Billy 
  had made out of the remaining wires of Spatulamatic 
  unceremoniously into a pile of pasty limbs and 
  electrical parts.
  Billy lay there for a while.  Maybe he would just die. 
  He’d heard stories about people who thought they were 
  dead and then really died because they believed it so 
  strongly.  
  It became apparent after a few minutes that that 
  wasn’t going to happen.  Billy swore and rose up out 
  of the pile, a phoenix rising from the ashes—if the 
  phoenix was a fat, pale-skinned man in a stained shirt 
  that read “Team Spatulamatic” on the back.
  “Hey!” shouted Goofus from the open basement 
  window.  “Hey, hey!”
  Billy took a deep breath and kicked some of the 
  debris out of the way.  He didn’t want to hurt Goofus’ 
  feelings, but he was beginning to even hate Goofus.  
  His only friend, and he hated him.  Billy wanted to kill 
  himself even more.
  Goofus was rail thin, a trait that wasn’t lost on the 
  few eligible women still in their small town. Especially 
  when the two friends stood next to each other. Billy 
  was the fat one.  It was a veritable plethora of comedy 
  material.
  Goofus used his incredibly emaciated body to 
  good effect, slipping in doors, sliding through open 
  windows, “hiding” in lockers.  Goofus pretended he did 
  the last “because it was funny.”
  He slid in through the window, landing on his feet.  
  Despite his smooth landing, he stumbled backward and 
  smacked his head into the unpainted cement wall of the 
  basement.
  “Hey,” he said, rubbing the back of his head, “you 
  know that vacant lot right beside the gas station?”
  Billy picked up the glasses he’d left on the table next 
  to his computer.  The table wasn’t very far from his 
  bed.  Actually, everything was in immediate reach.  
  “Yeah?” he said, noncommittally. That particular 
  spot had long since been paved over.  Billy’s dad used 
  
  If you’ve ever screamed, “Why don’t you get a gun 
  and SHOOT IT!” at the pathetic victims of any horror 
  movie… this is the game for you.
  WHERE THE HELL ARE 
  WE?
  The Zombie Hunter’s Guide is a frenetic, action-
  packed battle with the forces of the dead that never 
  lets up.  A zombie hunting campaign can be macabre 
  and terrifying or darkly comic. Zombies never give 
  up—they keep coming and coming and coming until 
  somebody drops (and then rises up again as another 
  zombie).  
  Zombie hunting is disgusting.  These are zombies 
  we’re talking about.  Eyeballs ﬂy, guts spew, blood 
  gushes, and heads explode.  People get their eyes 
  smashed in, hands chopped off, and throats slashed.  
  Zombie hunting has a high body count.
  But zombie hunting has another side. Zombie 
  hunting doesn’t always take itself too seriously.  How 
  could anyone take the living dead seriously when they 
  moan, shufﬂe, stumble, and bump into each other?
  The level of zombie threat varies depending on 
  the kind of campaign you’re playing.  There are four 
  levels of zombie encounters:
  Level One: This is the one-off zombie menace, 
  often featuring zombies who cannot transmit their 
  undead condition or who were recently animated from 
  a local graveyard.  In these situations, the undead 
  rarely number more than 20 or so zombies, usually 
  less.  These kinds of outbreaks are easily covered 
  up by local ofﬁcials and are manageable by citizens 
  with the right tools.  If the zombies are capable of 
  transmitting their condition, it’s not long before it 
  becomes…
  Level Two: This is an outbreak in a populated area.  
  The zombies can number up to 100 or more.  The 
  incidence of infection is generally high due to the 
  density of the nearby population. If the zombie plague 
  strikes a rural area, it can be quite a while before 
  anyone with heavy ﬁrepower shows up.  Therefore, 
  zombie hunters are advised to go on the defensive 
  rather than the offensive—the zombie population 
  density means that the infection rate is simply too high 
  for anyone without serious ﬁrepower to effectively 
  stop.
  Level Three: By the time a zombie plague hits 
  Level Three, the world is beginning to go down the 
  toilet.  The zombie population has spread as far as it 
  can; the infected area can range from an entire city 
  to a whole continent.  When zombie levels become 
  this high, government ofﬁcials and the military take 
  notice.  And since zombies don’t contribute (much) 
  to any political coffers, said military and government 
  ofﬁcials react with extreme prejudice.  When they’re 
  not sending in tanks, ﬂamethrowers, or grenades, they 
  drop nuclear weapons to “clean out the infection.”  
  For a zombie hunter on the same side as the military, 
  it’s a wet dream; for a zombie hunter who happens to 
  be in the wrong place at the wrong time… it’s a really 
  bad place to be.
  Level Four: If the government wasn’t able to take 
  out the zombies at Level Three, this is what happens 
  next: All Zombies, All the Time!  At this point, 
  humanity is outnumbered; zombies rule the world.  
  For zombie hunters with the technology, ﬂeeing into 
  outer space is advisable.  For zombie hunters who 
  can’t… save one bullet for yourself.
  to work at the factory there.  Billy didn’t visit that gas 
  station.  Ever.  (It helped that he didn’t have a car.)  
  Goofus hadn’t made the connection.  Goofus had a 
  very short-term memory—it was why he was always 
  so excited about things that any sane human would be 
  jaded and bitter about.
  “Well, somebody bought it.  They’re gonna build a 
  shop where we can go buy bolts and screws!”
  Billy took his glasses off and cleaned them on his 
  shirt, a nervous habit.  “Don’t fool with me today, 
  Goofus.  That’s not funny.”
  “No man, I’m serious! Where were you, anyway?  
  I’ve been trying to call you all morning. I know 
  today’s—well, I know today’s the anniversary of your 
  dad’s… uh…”
  “You can say it,” Billy snapped at him, a little more 
  vehemently than he meant to.  “He died.”
  Billy’s dad had been a cryogeneticist, specializing 
  in preserving bodies.  He’d won a Noble Prize for it.  
  Those were the good old days, when his parents were 
  happy.  Five years seemed like ﬁve millennia, back 
  when humanity was ﬁguring out the secret of ﬁre. 
  Instead, one man was concocting something awful 
  in a laboratory.  Cryogenix said it was an accident, but 
  Billy’s family didn’t believe them.  His family knew 
  that their pride and joy, the smartest one in the family, 
  could never have made a mistake like that.  
  The accident was so bad that Cryogenix claimed 
  there was no body for the funeral.
  “Yeah.  Look, I’m sorry.  And maybe this isn’t 
  appropriate, but I thought you’d like the news.”
  Billy looked down at the pile of debris.  Goofus 
  looked up at the place where the broken beam had once 
  been.  He put one hand on Billy’s shoulder.
  “Dude.  You gotta stop trying to do pull-ups.  You’re 
  too heavy.”
  Billy shrugged.  That was in the past.  There was a 
  hardware store coming into town.  
  To the average person, a hardware store was an 
  orange and white symbol of civilization.  Mystical 
  things happened there.  From its loins, houses were 
  built.  With tools from the depths of its many aisles, 
  pipes were mended, walls were painted, and structures 
  
  CHAPTER 1: CHARACTERS
  CHAPTER ONE: 
  CHARACTERS
  This chapter examines the backgrounds, 
  classes and occupations of those who would 
  ﬁght zombies—or if they’re unlucky, wind 
  up as zombies themselves.  Additionally, it 
  details the National Center for Reanimation 
  Prevention and Control (NCRPC), the code 
  name for America’s daring, highly trained 
  special mission force. Its purpose: to defend human 
  freedom against ZOMBIE, an evil organization 
  determined...
  Oh wait, that’s somebody else.  NCRPC pretty 
  much just kills zombies and then covers it up.
  OCCUPATIONS
  BOY SCOUT
  Boy scouts are trained to survive in any situation.  
  Their knowledge of mushrooms and how to use them 
  in creative ways makes for interesting den meetings.
  Prerequisite: Age 18-.
  Skills: Choose three of the following skills as 
  permanent class skills.  If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.  Climb, Craft (pharmaceutical), 
  Jump, Knowledge (earth and life sciences), Navigate, 
  Survival, Swim, Treat Injury.
  Bonus Feat: Select one of the following: Athletic, 
  Guide, or Medical Expert. 
  CHEERLEADER
  Cheerleaders are known for their good looks, loose 
  morals, and tight-ﬁtting clothes.  On the ﬁeld, they 
  are known for their acrobatics and the ability to shout 
  phrases at the top of their lungs.  In the bedroom, 
  they are known for their acrobatics and the ability to 
  shout phrases at the top of their lungs.  And oh yeah—
  cheerleaders are hot.
  Prerequisite: Age 18-, female.
  Skills: Choose one of the following skills as a 
  permanent class skill. If the skill the character selects 
  is already a class skill, she receives a +1 competence 
  bonus on checks using that skill.  Bluff, Craft (visual 
  art), Diplomacy, Disguise, Perform (act, dance, or 
  sing).
  Reputation Bonus Increase: +2.
  JOCK
  Jocks are exceptionally good at one sport, and that’s 
  about it—unless you count abusing their girlfriends 
  or having sex as sports.  They have physical prowess 
  in their favor, but as everyone knows, that’s useless 
  against zombies.
  Prerequisite: Age 18-, Strength 13 or Dexterity 13, 
  male.
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill the character selects 
  is already a class skill, he receives a +1 competence 
  bonus on checks using that skill.  Balance, Climb, 
  Drive, Jump, Ride, Swim, Tumble.
  Reputation Bonus Increase: +1.
  Bonus Feat: Athletic.
  MENTAL PATIENT
  Being a mental patient sucks.  It especially sucks 
  when nobody believes that a psychotic zombie in 
  a hockey mask was the real killer.  Even the other 
  mental patients make fun of you for your lack of 
  originality.  Most mental patients eventually escape, 
  which explains their propensity for criminal skills.  
  Prerequisite: Age 18-.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the character 
  selects is already a class skill, he or she receives a 
  were built up and torn down.  It was a place where 
  man-made things went to die and be reborn. 
  To Billy and Goofus, it was the Holiest of Holies.  
  Within were the magician’s tools of their craft.  And 
  they weren’t just tools—they were kickass tools, 
  with turbofans and heavy-duty grips and steel cores 
  attached.  To two guys who dreamed of killing other 
  robots with spatulas, being able to buy a chainsaw and 
  a nail gun at the same store was… orgasmic.  And they 
  hadn’t experienced that without self-prompting in a 
  long time.
  Billy looked over at Goofus, who looked a little too 
  happy for his taste. He smacked him.
  “Dude, I’m in the room.  Get your hand away from 
  your crotch.”
  Goofus blushed furiously.  Goofus blushed at the 
  slightest mention of sex.  “Whatever—I was not!  I’m 
  just so juiced about this store, man—you know what 
  this means, right?”
  Billy cocked his head sideways.  “What?”
  “Jobs!  Finally, this crappy economy can kiss my 
  ass!”  With all the enthusiasm of a preacher in a pulpit, 
  Goofus proclaimed his independence from the malaise 
  that had been haunting the town.  He also managed to 
  use two instances of bathroom humor in one sentence.  
  Goofus tended to do that.
  It wasn’t that he was an idiot; he was just very 
  single-minded.  Goofus would say things like, “I got so 
  hammered last night that I nailed that chick.”  Only that 
  would be in the alternate universe where Goofus was 
  actually cool.
  There was a creak over their heads.
  “Say,” Goofus said, pointing and gawking at the 
  ceiling.  “Wasn’t that a load-bearing beam?”
  There was a loud crack and two large buttock-sized 
  imprints bump-bumped their way through the ceiling, 
  accompanied by a long screech that Billy correctly 
  interpreted as his mother coming to the sudden 
  realization that her grossly overweight form had 
  become too much for inanimate objects to bear.
  Goofus edged back towards the window.  “That’s my 
  cue.  There’s going to be a lot of people tomorrow, so 
  you know we’re going to have to get there early.”
  CONTINUED ON PAGE 13 
  
  CHAPTER 1: CHARACTERS
  +1 competence bonus on checks using that skill.  
  Disable Device, Disguise, Forgery, Hide, Knowledge 
  (streetwise), Move Silently, Sleight of Hand.
  Bonus Feat: Select either Brawl or Stealthy.
  NCRPC EMPLOYEE
  National Center for Reanimation Prevention and 
  Control employees are survivalists; they know how 
  to live on their own in the worst conditions and are 
  rarely fazed by much of anything—not even the 
  walking dead.  Each and every NCRPC employee 
  shares this attitude and conﬁdence; even desk clerks 
  are trained to employ the most extreme tactics should 
  overview
  The Center for Disease Control and Prevention (CDC) is 
  recognized as the leading federal agency for protecting the health 
  and safety of citizens at home and abroad.  The CDC provides 
  reliable information to those making important health decisions, 
  and works tirelessly to promote good health through strong 
  partnerships. The CDC serves as the national focus for developing 
  and applying disease prevention and control, environmental health, 
  and health promotion and education activities designed to improve 
  the health of the people of the United States.
  The 12 centers, institutes, and ofﬁces of the CDC are well 
  known.  What is not common knowledge is the existence of a 
  13th center—the National Center for Reanimation Prevention and 
  Control (NCRPC).  The NCRPC prevents death and reanimation 
  caused by infectious diseases in the United States and around 
  the world. The NCRPC is often referred to by its much easier-to-
  pronounce nickname, the Zombie Squad.
  To accomplish its goal, NCRPC staff members work in 
  partnership with other federal agencies, with reanimation experts 
  from academic and clinical practices, and with international 
  and public service organizations. They pursue their mission 
  by conducting surveillance, specialized training, epidemic 
  investigations, epidemiological and laboratory research, and other 
  clandestine programs intended to develop, evaluate, and promote 
  prevention and control strategies for reanimation.
  Uncontrolled reanimation has the ability to destroy lives, strain 
  community resources, and even threaten nations. In today’s global 
  environment, reanimation contagions have the potential to spread 
  across the world in a matter of days or even hours, making early 
  detection and action more important than ever. The NCRPC plays 
  a critical role in controlling these reanimations, traveling at a 
  moment’s notice to investigate and suppress outbreaks abroad or 
  at home.
  motto
  The NCRPC motto is “First, Fast, and Final.”  
  core values
  The NCRPC strives for excellence in all aspects of its control and 
  prevention activities. In pursuing this vision, the NCRPC and its 
  employees exemplify the following core values:
  • 
  Personal and organizational integrity
  • 
  Teamwork throughout the NCRPC and with other government 
  organizations
  • 
  Fast, effective response to all reanimation outbreaks
   
  headquarters
  NCRPC Headquarters is currently located in Holbrooklyn, NJ. The 
  Special Agents and support personnel who work at Headquarters 
  organize and coordinate NCRPC activities around the world. 
  Headquarters personnel determine investigative priorities, oversee 
  major cases, and manage the organization’s resources, technology, 
  and personnel. Headquarters also has a role in gathering and 
  distributing information. If a Special Agent in Detroit has 
  information that would help an Agent in New York City solve a 
  case, Headquarters is responsible for making sure the information 
  gets from Detroit to New York. 
  Headquarters plays a key role in ﬁghting reanimation outbreaks. 
  It is the focal point for intelligence not only from around the 
  United States, but from other countries as well. Headquarters 
  analyzes the intelligence information it collects and sends it to ﬁeld 
  ofﬁces, state and municipal police departments, and other federal 
  agencies such as the Department of Homeland Security. 
  international offices
  In addition to its ﬁeld ofﬁces across the United States, the NCRPC 
  has 45 ofﬁces known as Legal Attachés or “Legats” located around 
  the world. Legats are the ﬁrst line of defense outside U.S. borders. 
  Their goal is simple—to identify and stop reanimation outbreaks as 
  far from American shores as possible.
  To accomplish this goal, each Legat works with law 
  enforcement and security agencies in their host country to 
  coordinate investigations of interest to both countries. Some Legats 
  are responsible for coordination with law enforcement personnel 
  in several countries in the same geographic region. The purpose of 
  these Legats is strictly coordination; they do not conduct foreign 
  intelligence gathering or counterintelligence investigations. The 
  rules for joint activities and information sharing are generally 
  spelled out in formal agreements between the United States and the 
  Legat’s host country. A Special Agent in Charge located at NCRPC 
  Headquarters oversees the entire worldwide Legat program.
  national center for reanimation prevention and control
  a facility be overrun by zombies.
  Prerequisite: Age 18+.
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the character 
  selects is already a class skill, he or she receives a 
  +1 competence bonus on checks using that skill.  
  Computer Use, Demolitions, Drive, Investigate, 
  Knowledge (behavioral sciences, civics, earth and life 
  sciences, or streetwise), Navigate, Pilot, Research, 
  Survival.
  Bonus Feat: Select one of the following: Armor 
  Proﬁciency (light), Brawl, Combat Martial Arts, or 
  Personal Firearms Proﬁciency.
  Wealth Bonus Increase: +1.
  NERD
  Nerds are students who have difﬁculty ﬁtting in with 
  everyone else.  They also happen to be the most well-
  read of zombie victims, which sometimes gives them 
  an edge.  Sometimes. They are particularly fond of 
  role-playing games, which is like a homing beacon for 
  zombies looking to hack them up into little dice-sized 
  pieces.  Hey, wait a minute…
  Prerequisite: Age 18-.
  Skills: Choose three of the following skills 
  as permanent class skills. If a skill the character 
  selects is already a class skill, he or she receives a 
  +1 competence bonus on checks using that skill.  
  
  CHAPTER 1: CHARACTERS
  Computer Use, Craft (writing), Decipher Script, 
  Gather Information, Knowledge (arcane lore, art, 
  behavioral sciences, business, civics, current events, 
  earth and life sciences, history, physical sciences, 
  popular culture, tactics, technology, or theology and 
  philosophy), Research, or add a new Read/Write 
  Language or a new Speak Language.
  Bonus Feat: Studious.
  PREP
  Preps, or preppies, are rich.  They’re popular because 
  they’re the only ones who can afford the beer.  Preps 
  make a point of dressing in a way that indicates they 
  have lots of money. They’re usually quite obnoxious, 
  which is why nobody feels bad when zombies kill 
  them. 
  Prerequisite: Age 18-.
  Skills: Choose one of the following skills as 
  a permanent class skill. If the skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill. Gamble, 
  Intimidate, Knowledge (current events or popular 
  culture), Ride, or add a new Speak Language.
  Reputation Bonus Increase: +1.
  Wealth Bonus Increase: +3.
  SCREAM QUEEN
  Scream queens have it tough.  They are faithful 
  to their boyfriends, traumatized by the murder of 
  family members, and never quite ﬁt in despite their 
  hot bodies and tight-ﬁtting clothes.  Some horrible 
  incident in their past has scarred them for life but 
  made them true survivors, capable of withstanding 
  even zombies (for at least one or two sequels, 
  anyway).
  Prerequisite: Age 18-, female, must have 
  experienced personal trauma.
  Skills: Choose one of the following skills as a 
  permanent class skill. If the skill the character selects 
  is already a class skill, she receives a +1 competence 
  bonus on checks using that skill.  Computer Use, 
  Gather Information, Investigate, Knowledge 
  (streetwise), Research, Search, Sense Motive.
  Bonus Feats: Select either Iron Will or Run.
  STONER
  Stoners are dudes who know how to have a good time.  
  And by that, we don’t mean sex; we mean the other 
  good time: drugs.  Be it pot or ecstasy or whatever 
  kids take to get high these days, stoners do it all.  
  They’re popular because they bring the fun stuff to 
  parties. Unfortunately, their favorite hobby makes 
  them useless in a crisis.  In their favor, stoners rarely 
  freak out when faced with the supernatural.  
  Prerequisite: Age 18-
  Skills: Choose one of the following skills as 
  a permanent class skill. If the skill the character 
  selects is already a class skill, he or she receives a +1 
  competence bonus on checks using that skill.  Bluff, 
  Knowledge (streetwise), Sleight of Hand.
  Reputation Bonus Increase: +1.
  Y-MART EMPLOYEE
  Being a Y-Mart employee is something to be proud 
  of.  Y-Mart produces some of the hardiest, most self-
  sufﬁcient employees this side of your local hardware 
  store.  
  Prerequisite: Age 18+.
  Skills: Choose three of the following skills as 
  permanent class skills.  If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.  Craft (electronic, mechanical, 
  or structural), Disable Device, Drive, Repair.
  Bonus Feat: Select one of the following: Builder, 
  Cautious, or Hardware.
  ADVANCED CLASSES
  Despite the seemingly endless variety of zombie types 
  already at large, there’s always some crazy fool who 
  wants to create his very own zombie.  Some do it for 
  power, some do it for revenge, and some do it because 
  they need to get out more.  This section might also 
  be called “Zombies and the Men Who Love Them,” 
  except for the Zombie Hunter class, which most 
  deﬁnitely does not love the undead.
  BOKOR 
  Bokors are spellcasters who have chosen to associate 
  themselves with Zombi, the ﬁendish Loa of 
  serpents and the undead.  These evil cultists give up 
  advancement in their former callings in exchange for 
  TABLE 1-1: THE BOKOR
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Create Zombi
  +1
  +1
  2nd
  +1
  +0
  +0
  +3
  Zombie powder
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  Rebuke undead
  +2
  +1
  4th
  +2
  +1
  +1
  +4
  Extra domain
  +2
  +2
  5th
  +2
  +1
  +1
  +4
  Zombi mastery x3
  +3
  +2
  6th
  +3
  +2
  +2
  +5
  Eyes of Zombi
  +3
  +2
  7th
  +3
  +2
  +2
  +5
  Extra domain
  +4
  +3
  8th
  +4
  +2
  +2
  +6
  Scales of Zombi
  +4
  +3
  9th
  +4
  +3
  +3
  +6
  Fangs of Zombi
  +5
  +3
  10th
  +5
  +3
  +3
  +7
  Zombi mastery x4
  +5
  +4
  
  CHAPTER 1: CHARACTERS
  the ability to gain complete mastery over true zombies 
  (although a few study arcane magic instead of zombie 
  lore).
  Requirements
  To qualify to become a Bokor, a character must fulﬁll 
  the following criteria.
  Allegiance: Evil.
  Skills: Knowledge (theology and philosophy) 6 
  ranks, Listen 6 ranks, Sense Motive 6 ranks.
  Special: Must kill a loved one for the sole purpose 
  of animating that person as an Okokiyat zombie.
  Class Information
  The following information pertains to the Bokor 
  advanced class.
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the Bokor attains a new 
  level in this class.
  Class Skills
  The Bokor’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Disguise (Cha), Intimidate (Cha), Knowledge 
  (all) (Int), Sense Motive (Wis), and Spellcraft (Int).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following features pertain to the Bokor advanced 
  class.
  Weapon and Armor Proﬁciency: The Bokor is not 
  proﬁcient in any sort of weapon, armor, or shield. 
  Spellcasting: A Bokor gains the ability to cast 
  divine spells.  To cast a spell, the Bokor must have a 
  Wisdom score of at least 10 + the spell’s level.  Bokor 
  bonus spells are based on Wisdom and saving throws 
  against these spells have a DC of 10 + spell level + 
  Wisdom modiﬁer.  A Bokor prepares and casts spells 
  as a divine caster, though the Bokor does not gain any 
  of the other special abilities of a divine 
  caster.  Spells listed in italics are from  
  Arcana; spells in bold italics are new 
  spells (see the FX chapter for more 
  details).
  0-level Bokor Spells: Depression, 
  Gloom, Inﬂict Minor Wounds, Ray Of 
  Clumsiness, Ray Of Weakness
  1st-level Bokor Spells: Bane, Cause 
  Fear, Curse Water, Deathwatch, 
  Detect Zombie, Doom, Inﬂict 
  Light Wounds
  2nd-level Bokor Spells: 
  Curse Water, Create 
  Okokiyat, Darkness, Death 
  Knell, Inﬂict Moderate 
  Wounds 
  3rd-level Bokor Spells: Animate 
  Dead, Bestow Curse, Inﬂict Serious 
  Wounds, Speak With Dead, Status, 
  Toxicity
  4th-level Bokor Spells: Crawling 
  Carpet, Death Ward, Inﬂict Critical 
  Wounds, Phantasmal Killer, 
  Unholy Blight, Via Negativa 
  5th-level Bokor Spells: Create 
  Zombie, Inﬂict Light 
  Wounds (Mass), Insect 
  Plague, Nightmare, 
  Possess Zombie, Slay 
  Living, Zombie Blight
  Create Zombi: When casting 
  animate dead, the Bokor can choose 
  to create Okokiyat zombies instead of normal 
  zombies.  The Bokor can also cast animate dead 
  spontaneously, trading any prepared spell or spell slot 
  of equivalent level or higher for it.
  Zombie Powder: At 2nd level, a Bokor can create 
  zombie powder, plague powder, or zombie cucumber at 
  ½ the usual XP cost and ½ the usual DC.  The Bokor 
  must still meet the prerequisites for creating the items.
  Rebuke Undead: At 3rd level, a Bokor gains the 
  abilities Rebuke Undead, Command Undead, Dispel 
  Turning and Bolster Undead as a divine caster of 
  a level equal to two less than his Bokor level.  If 
  the Bokor already has these abilities from another 
  
  CHAPTER 1: CHARACTERS
  class, all relevant levels stack when determining the 
  effectiveness of this ability.
  Extra Domain: At 4th level and again at 7th level, 
  a Bokor gains access to a domain from the following 
  list: Death, Evil, Trickery.  If the Bokor already has 
  access to one of these domains, then he gains a new 
  domain power and the ability to choose domain spells 
  from the new domain in addition to the other domains 
  he already knows.  If he does not already have use of 
  these domains, then he gains the listed domain ability 
  and the ability to substitute one domain spell for one 
  prepared spell or spell slot of the indicated level.
  Zombi Mastery: At 5th level, a Bokor can control 
  up to triple his level in Hit Dice of Okokiyat zombies 
  or normal zombies when casting animate dead or 
  create okokiyat, rather than only double his level.  At 
  10th level, this increases to quadruple his level.
  Eyes of Zombi: At 6th level, the Bokor gains the 
  Blindsight ability with a range of 30 feet, allowing 
  him to sense others through the body heat they emit.  
  The Bokor is unable to use the Blindsight to target any 
  creature that doesn’t radiate body heat (including most 
  undead and constructs and certain elementals).
  Scales of Zombi: At 8th level, the Bokor begins to 
  take on some of Zombi’s reptilian appearance.  The 
  Bokor develops scales that provide a +2 natural bonus 
  to AC.  These scales never cover the face or hands and 
  can be hidden under clothing.
  Fangs of Zombi: At 9th level, the Bokor develops 
  poisonous fangs.  These fangs can be folded back 
  when not in use and are not readily apparent.  The 
  Bokor can deliver a poisonous bite attack for 1d4 
  points of damage.  In addition, the fangs deliver a 
  poison that inﬂicts 1d6 points of primary Strength 
  damage and 1d6 points of secondary Strength damage.  
  The DC for the Fortitude save is 15 + the Bokor’s 
  Constitution bonus.  This attack is subject to all the 
  usual rules affecting natural weaponry.
  MAD SCIENTIST
  Mad Scientists ﬁll the role of necromancers in modern 
  societies.  They put things in bodies that don’t belong 
  there, take things out of bodies that they need, and 
  play with corpses way more than anyone should.  
  Most mad scientists are rarely identiﬁed by their Mad 
  Scientist Credit Cards™—but heck, they’re all nutty 
  as squirrels, so some of them probably have those 
  cards.  If that doesn’t give them away, the cackling, 
  giggling, chortling, prancing, bug-eyed behavior 
  probably will.
  Requirements
  To qualify to become a Mad Scientist, a character 
  must fulﬁll the following criteria.
  Skills: 6 ranks in Research plus 6 ranks each in 
  any two of the following: Craft (chemical), Craft 
  (electronic), Knowledge (physical sciences) and 
  Knowledge (technology).
  Class Information
  The following information pertains to the Mad 
  Scientist advanced class.
  Hit Die: 1d8.
  Action Points: 6 + one-half character level, 
  rounded down, every time the Mad Scientist attains a 
  new level in this class.
  Class Skills: The Mad Scientist’s class skills 
  (and the key ability for each skill) are: Computer 
  Use (Int), Craft (chemical, electronic, mechanical, 
  pharmaceutical) (Int), Decipher Script (Int), 
  Demolitions (Int), Disable Device (Int), Drive (Dex), 
  Investigate (Int), Knowledge (behavioral sciences, 
  earth and life sciences, physical sciences, technology) 
  (Int), Navigate (Int), Pilot (Dex), Occupation (Wis), 
  Repair (Int), Read/Write Language (none), Research 
  (Int), Search (Int), Speak Language (none).
  Skill Points at Each Level: 7 + Int modiﬁer.
  TABLE 1-2: BOKOR SPELLCASTING 
  Bokor Level
  Spells per Day by Spell Level
  0
  1
  2
  3
  4
  5
  1st
  3
  2
  —
  —
  —
  —
  2nd
  4
  3
  —
  —
  —
  —
  3rd
  4
  3
  2
  —
  —
  —
  4th
  5
  4
  3
  —
  —
  —
  5th
  5
  4
  3
  2
  —
  —
  6th
  5
  4
  4
  3
  —
  —
  7th
  6
  5
  4
  3
  2
  —
  8th
  6
  5
  4
  4
  3
  —
  9th
  6
  5
  5
  4
  3
  2
  10th
  6
  5
  5
  4
  4
  3
  TABLE 1-3: BOKOR BONUS SPELLS
  Wisdom
  Bonus Spells by Spell Level
  0
  1
  2
  3
  4
  5
  12–13
  —
  1
  —
  —
  —
  —
  14–15
  —
  1
  1
  —
  —
  —
  16–17
  —
  1
  1
  1
  —
  —
  18–19
  —
  1
  1
  1
  1
  —
  20–21
  —
  2
  1
  1
  1
  1
  22–23
  —
  2
  2
  1
  1
  1
  
  CHAPTER 1: CHARACTERS
  Class Features
  The following features pertain to the Mad Scientist 
  advanced class.
  Smart Defense: A Mad Scientist applies both his 
  Intelligence and Dexterity bonuses to his Defense. 
  Any situation that would deny the Mad Scientist 
  his Dexterity bonus to Defense also denies the 
  Intelligence bonus.
  Mad Science: A Mad Scientist can create just 
  about anything he can conceive; unfortunately, what 
  he conceives usually involves reanimating the dead.  
  After drafting his mad plan, the mad Scientist spends 
  1 action point and makes the appropriate Knowledge 
  check (DC 15). If the Mad Scientist does not have a 
  Knowledge skill directly related to the task at hand, 
  the DC is 20. A failed check means the scientist 
  cannot attempt to create another gadget for the rest of 
  the day.  A natural roll of “1” means the Mad Scientist 
  gains 1 point of Madness (see chapter 2 for more 
  information on Madness).
  If the check is successful, the Mad Scientist can 
  now create the item.  For every ﬁve points of Madness 
  he has, the Mad Scientist receives a +1 bonus to 
  the check.  He makes the appropriate Craft check 
  against the device’s relative DC, determined by the 
  Gamemaster. If the roll is successful, the item is built 
  in the time indicated.  For every 5 points rolled over 
  the DC, the construction time is halved.  
  Bonus Feats: At 3rd, 6th, and 9th level, the Mad 
  Scientist gets a bonus feat. The bonus feat must be 
  selected from the following list, and the Mad Scientist 
  must meet all the prerequisites of the feat to select it. 
  Archaic Weapons Proﬁciency, Attentive, Cautious, 
  Combat Expertise, Educated, Gearhead, Personal 
  Firearms Proﬁciency, Point Blank Shot, Renown, 
  Studious.
  Skill Mastery: At 4th level, a Mad Scientist selects 
  a number of skills from his or her class list equal to 
  3 + his or her Intelligence modiﬁer. When making a 
  skill check using one of these skills, the Mad Scientist 
  may take 10 even if stress and distractions would 
  normally prevent him from doing so. 
  Jury Rig: The Mad Scientist gets a +2 competence 
  bonus on Repair checks to perform temporary repairs 
  on gadgets or other technological gear.  This bonus 
  only applies to Craft checks to repair existing devices 
  of a mechanical nature; it does not assist him in 
  actually building gadgets and gizmos.  It increases to 
  +4 at 10th level.
  Smart Survival: A Mad Scientist of 7th level or 
  higher can spend 1 action point to reduce the damage 
  dealt by a single attack or effect by 5 points.
  Smart Offense: At 8th level, the Mad Scientist 
  selects one weapon that he is proﬁcient in and can 
  use with one hand. With the selected weapon, the 
  Mad Scientist can use his or her Intelligence modiﬁer 
  instead of Strength or Dexterity modiﬁer on attack 
  rolls.
  NECROMANCER 
  If the Mad Scientist uses technology to mess with 
  dead people, the Necromancer uses good old-
  fashioned superstition and a lot of ill will.  While Mad 
  Scientists tend to be white-coated, surgical glove-
  wearing freaks, Necromancers are painfully trendy 
  types in black trench coats, black eye makeup, and 
  black everything else.  Did we mention Necromancers 
  wear black?
  They may not be vampires, but it never hurts to 
  check with a well-placed shotgun blast.
  TABLE 1-5: MAD SCIENCE
  DC
  Description
  Item
  Base Time
  10
  Repair device
  Fix a jammed shotgun
  10-60 minutes
  15
  Slight improvement
  Soup up a car
  1-5 hours
  20
  Major improvement
  Dart gun that ﬁres zombie antibodies 
  1-10 hours
  29
  Animate ultrasonic zombie
  1-10 hours
  30
  New use of cutting edge technology
  Animate atomic zombie
  1-6 days
  31
  Animate blue zombie
  1-6 days
  32
  Animate astro zombie, formaldehyde zombie
  1-6 days
  36
  Animate Nazi zombie
  1-6 days
  40
  New technology that ﬂaunts logic
  Zombie potion
  1-4 weeks
  50
  New technology that deﬁes natural laws
  Zombie ray
  1-6 months
  TABLE 1-4: THE MAD SCIENTIST
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Smart defense
  +0
  +0
  2nd
  +1
  +0
  +0
  +3
  Mad Science
  +1
  +0
  3rd
  +2
  +1
  +1
  +3
  Bonus feat
  +1
  +1
  4th
  +3
  +1
  +1
  +4
  Skill mastery
  +1
  +1
  5th
  +3
  +1
  +1
  +4
  Jury rig +2
  +2
  +1
  6th
  +4
  +2
  +2
  +5
  Bonus feat
  +2
  +2
  7th
  +5
  +2
  +2
  +5
  Smart survival
  +2
  +2
  8th
  +6
  +2
  +2
  +6
  Smart offense
  +3
  +2
  9th
  +6
  +3
  +3
  +6
  Bonus feat
  +3
  +3
  10th
  +7
  +3
  +3
  +7
  Jury rig +4
  +3
  +3
  
  CHAPTER 1: CHARACTERS
  Requirements
  To qualify to become a Necromancer, a character must 
  fulﬁll the following criteria.
  Allegiance: Any evil.
  Skills: Craft (chemical) 6 ranks, Decipher Script 6 
  ranks, Knowledge (arcane lore) 6 ranks, Research 6 
  ranks.
  Special: Must possess a book of spells.
  Class Information
  The following information pertains to the 
  Necromancer advanced class.
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the Necromancer attains a 
  new level in this class.
  Class Skills: The Necromancer’s class skills (and 
  the key ability for each skill) are Computer Use (Int), 
  Concentration (Con), Craft (chemical) (Int), Craft 
  (pharmaceutical) (Int), Craft (visual arts) (Int), Craft 
  (writing) (Int), Decipher Script (Int), Investigate (Int), 
  Knowledge (arcane lore, art, current events, earth 
  and life sciences, physical sciences, popular culture, 
  technology) (Int), Profession (Wis), Read/Write 
  Language (none), Research (Int), Speak Language 
  (none), Spellcraft (Int).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following features pertain to the Necromancer 
  advanced class.
  Weapon and Armor Proﬁciency: The 
  Necromancer is not proﬁcient in any sort of weapon, 
  armor, or shield. 
  Spellcasting: A Necromancer gains the ability to 
  cast arcane spells.  To cast a spell, the Necromancer 
  must have an Intelligence score of at least 10 + the 
  spell’s level.  Necromancer bonus spells are based 
  on Intelligence and saving throws against these 
  spells have a DC of 10 + spell level + Intelligence 
  modiﬁer.  A Necromancer has access to 
  any necromancy spell on the arcane 
  spells list.  A Necromancer prepares and 
  casts spells as an arcane caster.  Spells 
  listed in italics are from  Arcana; spells 
  in bold italics are new spells (see the FX 
  chapter for more details).
  0-level Necromancer Spells: Daze, Mage Hand, Ray 
  Of Boils, Touch Of Fatigue
  1st-level Necromancer Spells: Cause Fear, Clammy 
  Touch, Detect Zombie, Ray Of Enfeeblement, Ray Of 
  Fatigue
  2nd-level Necromancer Spells: Blindness/deafness, 
  Command Zombie, Darkvision, False Life
  TABLE 1-6: THE NECROMANCER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Command undead
  +1
  +1
  2nd
  +1
  +0
  +0
  +3
  Increased control
  +1
  +1
  3rd
  +1
  +1
  +1
  +3
  Increased animation
  +2
  +1
  4th
  +2
  +1
  +1
  +4
  +2
  +2
  5th
  +2
  +1
  +1
  +4
  +3
  +2
  6th
  +3
  +2
  +2
  +5
  Bolster undead
  +3
  +2
  7th
  +3
  +2
  +2
  +5
  Faster animation
  +4
  +3
  8th
  +4
  +2
  +2
  +6
  +4
  +3
  9th
  +4
  +3
  +3
  +6
  Mass animation
  +5
  +3
  10th
  +5
  +3
  +3
  +7
  +5
  +4
  
  CHAPTER 1: CHARACTERS
  3rd-level Necromancer Spells: Gentle Repose, 
  Grayﬁre, Halt Undead, Ray Of Exhaustion, Zombie 
  Belch, Zombie Touch
  4th-level Necromancer Spells: Animate Dead, 
  Bestow Curse, Enervation, Fear, Zombie Belch, 
  Zombie Fever
  5th-level Necromancer Spells: Blight, Control 
  Zombie, Create Zombie, Magic Jar, Waves Of 
  Fatigue
  Command Undead: The Necromancer can 
  command undead as an evil divine caster equal to his 
  Necromancer level.
  Increased Control: With each level a character 
  takes in the Necromancer advanced class, he can 
  control more HD of undead.  At 2nd level and 
  thereafter, a Necromancer can control a number of 
  undead equal to 2 HD of undead per caster level 
  multiplied by his Necromancer level. For example, a 
  15th level character who has 5 levels in Necromancer 
  can control 75 HD of undead. 
  Increased Animation: The Necromancer can 
  create one extra HD of undead for each level he has 
  in Necromancer when he casts animate dead.  For 
  example, a 30th level character with 10 levels in 
  Necromancer can animate 40 HD of undead in total 
  with a single casting of animate dead. 
  Bolster Undead: The Necromancer can bolster 
  undead (but not dispel turning) as an evil divine caster 
  equal to the Necromancer’s level.
  Faster Animation: The Necromancer can cast 
  create zombie in 10 minutes rather than an hour.
  Mass Animation: Beginning at 9th level, the 
  Necromancer can cast multiple undead animation 
  spells with a single casting. The Necromancer can 
  cast any undead animation spells (create greater 
  zombie, create zombie, and animate undead) 
  simultaneously, with combined spell levels equaling 
  the Necromancer’s level multiplied by 2.  For 
  Billy strained to hear him over the shrieking, 
  “What?”
  “We’re going to have to Star Wars it.”
  “I am so not doing that for a job.  I…” Billy trailed 
  off as his mother stopped screaming to suck another 
  massive bellyful of air into her lungs. Goofus climbed 
  out the window.  He’d gotten better at exiting after he 
  learned that sticking around usually got him arrested by 
  the police.
  The shrieking started again.  Goofus stuck his head 
  back in the window.
  “Coming?”
  Billy reached over, grabbed his sleeping bag, and 
  stumped up the stairs and out of his mother’s house.
  Maria adjusted her hair one more time, smacked her 
  perfectly applied lipstick, tugged her skirt down and 
  then on second thought hiked it up a little bit more.  
  She glanced over at her cameraman.
  “Beautiful, Maria,” said Biggs, from behind the 
  camera.  “The skirt thing’s a nice trick.”
  Maria smiled a sparkling white smile that was 
  impossible to achieve by natural means.  “I’m 
  appealing to my core demographic.”
  “Dirty old men?”
  Weston, the boom-man, started to have one of his 
  giggle ﬁts, but Maria shot him a look and he quieted 
  down.
  “And we’re on in ﬁve, four, three,” Weston 
  pantomimed “two, one.”
  Maria tossed her hair back in just the right way.  
  “Welcome to this morning’s news at nine.  Today’s 
  top story: Will the New Y-Mart Produce Jobs or Freeze 
  Us Out?”
  She gestured to the Y-Mart behind her.  It was a 
  sprawling blue and white structure with a big yellow 
  sign that screamed “Y-MART!”
  “I’m standing in front of the local Y-Mart, the ﬁrst 
  of its kind in this small town.  With its arrival comes 
  the hope of new jobs.  Unemployment is at an all-time 
  high.”
  She turned to look at the Y-Mart, and then did a 
  double take. Below the camera’s view, Maria gestured 
  TABLE 1-7: NECROMANCER SPELLCASTING 
  Necromancer 
  Level
  Spells per Day by Spell Level
  0
  1
  2
  3
  4
  5
  1st
  3
  1
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  3rd
  4
  2
  1
  —
  —
  —
  4th
  4
  3
  2
  —
  —
  —
  5th
  4
  3
  2
  1
  —
  —
  6th
  4
  3
  3
  2
  —
  —
  7th
  4
  4
  3
  2
  1
  —
  8th
  4
  4
  3
  3
  2
  —
  9th
  4
  4
  4
  3
  2
  1
  10th
  4
  4
  4
  3
  3
  2
  TABLE 1-8: NECROMANCER BONUS SPELLS
  Intelligence
  Bonus Spells by Spell Level
  0
  1
  2
  3
  4
  5
  12–13
  —
  1
  —
  —
  —
  —
  14–15
  —
  1
  1
  —
  —
  —
  16–17
  —
  1
  1
  1
  —
  —
  18–19
  —
  1
  1
  1
  1
  —
  20–21
  —
  2
  1
  1
  1
  1
  22–23
  —
  2
  2
  1
  1
  1
  
  CHAPTER 1: CHARACTERS
  example, a 10th level Necromancer could cast four 
  animate dead (at 5th level each, for a total of 20 levels) 
  simultaneously.  The spells are otherwise cast as 
  normal and disappear from the Necromancer’s spell 
  allotment for the day.
  PSYCHOKINETIC
  Psychokinetics are rare human beings who tap into 
  their raw psychic potential. Psychokinetics are usually 
  young women in their teens that are struggling with 
  feelings of isolation and with the existence of their 
  awesome powers.  Although often uncertain and 
  hesitant in social situations, psychokinetics can be 
  truly fearsome opponents when enraged.
  Requirements
  To qualify to become a Psychokinetic, a character 
  must fulﬁll the following criteria.
  Occupation: Scream Queen.
  Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather 
  Information 6 ranks.
  Feat: Wild Talent.
  Class Information
  The following information pertains to the 
  Psychokinetic advanced class.
  Hit Die: 1d4. 
  Action Points: 6 + one-half character level, 
  rounded down, every time the Psychokinetic attains a 
  new level in this class.
  Class Skills: The Psychokinetic’s class skills (and 
  the key ability for each skill) are: Autohypnosis (Wis), 
  Bluff (Cha), Concentration (Con), Diplomacy (Cha), 
  Gather Information (Cha), Knowledge (behavioral 
  sciences, current events, popular culture, philosophy 
  and theology) (Int), Profession (Wis), Psicraft (Int), 
  Read/Write Language (none), Sense Motive (Wis), 
  Speak Language (none).
  Skill Points at Each Level: 4 + Int modiﬁer.
  Class Features
  The following features pertain to the Psychokinetic 
  advanced class.
  Psionic skills: At 1st level, the Psychokinetic 
  gains access to the Autohypnosis, Concentration, and 
  Psicraft skills.
  Psionic powers: The Psychokinetic’s key talent is 
  her ability to use psionic powers.  A psionic power 
  is a one-time psionic effect.  Psionic powers require 
  power points to use. Unlike arcane spellcasters, 
  Psychokinetics don’t have spellbooks and they don’t 
  prepare powers ahead of time.  A Psychokinetic’s 
  level limits the number of power points available 
  for manifesting powers. In addition, a Psychokinetic 
  must have a key ability score equal to at least 10 
  + the power’s level to manifest a particular power.  
  Each Psychokinetic specializes in a primary psionic 
  discipline, which is chosen at 1st level.
  At 1st level, the Psychokinetic acquires two 0-level 
  powers (also called talents) and zero 1st-level powers.  
  In addition, she receives one extra power per power 
  level, provided that this extra power is chosen from 
  the character’s primary discipline.  At each level, the 
  Psychokinetic discovers one or more previously latent 
  powers and increases the number of power points 
  available to her per day, as indicated on the table 
  below.
  The DC for saving throws to resist a 
  Psychokinetic’s powers is 1d20 + the power’s level 
  + the Psychokinetic’s Charisma modiﬁer. The 1d20 
  roll is made by the attacking Psychokinetic when the 
  power is manifested.
  A Psychokinetic can manifest a certain number 
  of powers per day based on her available power 
  points. She just pays the power point cost of a power 
  to manifest it, no preparation necessary. The base 
  number of power points available per day is shown on 
  the table 1-11. This number can be increased by bonus 
  points determined by the Psychokinetic’s Charisma 
  score, as shown on the table below.
  at Biggs.  He knew that the signal meant she wanted 
  him to zoom in on something.
  The camera zoomed in and focused on two guys 
  rolled up in sleeping bags out in front of the store.
  “Even now, the homeless are using the new store’s 
  awning as a shelter.  When did things get this bad? 
  Most residents know exactly when: ﬁve years ago, 
  when a fatal accident killed one Jonathan Wizzley.  
  Although the Wizzley family wouldn’t talk to us on 
  camera, we’ve pieced together the tragic story that 
  precipitated the beginning of the end for this humble 
  town.”
  Biggs rolled a tape that Maria had prepared 
  separately for the story. A picture of the cryogenics lab 
  ﬁve years ago ﬂickered into each of the 538 households 
  in the area that had the TV on.
  “The cryogenics company known as Cyrogenix 
  Labs catered to the rich; here in this small Arizona 
  town, those with enough money could be cryogenically 
  preserved after death. Although one might assume 
  the Arizona sun would be a detriment to the process 
  of freezing the corpses of the fabulously wealthy, 
  Arizona’s low incidence of storms and earthquakes 
  actually makes it one of the safest places in America 
  for such procedures.
  “It was a growing business.  Local labor was used 
  throughout the construction of the complex, from 
  building an underground power generator to mixing the 
  coolant tanks.  For a while, the town prospered.
  “But ﬁve years ago on October 4, Jonathan Wizzley, 
  a longtime resident of the town and father of one, was 
  killed in a chemical spill.  The ensuing lawsuit raised 
  questions about how Cyrogenix handled their client’s 
  bodies.  When relatives of the frozen corpses decided 
  to sue, Cryogenix folded.
  “Mrs. Wizzley’s story is typical of what happened 
  next. Although she received some money from the 
  settlement, the money would not last forever.”  More 
  footage, taken the day before, showed the police at the 
  Wizzley house.
  “After Cryogenix’ collapse, a gas station chain 
  opened on the site.  Its owner’s vision was to take 
  advantage of the massive storage tanks buried deep 
  
  CHAPTER 1: CHARACTERS
  Note: A Psychokinetic may choose to discover 
  a lower-level power in place of a higher-level 
  power normally granted by level advancement. If a 
  Psychokinetic chooses to learn a lower-level power 
  instead of her ﬁrst discipline power for a particular 
  power level, the substitute lower-level power must be 
  in the Psychokinetic’s primary discipline.
  Below are listed the powers available to 
  Psychokinetic characters.  Powers listed in italics can 
  be found in the Arcana. Powers listed in  bold italics 
  are new powers and are described in FX Chapter of 
  this book.
  0-level Psychokinetic Powers (Talents): Daze, Far 
  Hand, Far Punch, Missive.
  1st-level Psychokinetic Powers: Combat 
  Precognition, Control Object, Create Sound, Identify, 
  Lesser Mindlink, Object Reading, 
  2nd-level Psychokinetic Powers: Clairaudience/
  clairvoyance, Combat Prescience, Concussion, 
  Sensitivity To Psychic Impressions, Sever The Tie
  3rd-level Psychokinetic Powers: False Sensory 
  Input, Mindlink, Undead Sense
  4th-level Psychokinetic Powers: Fate Of One, Force 
  Mindlink, Inertial Barrier, Telekinesis 
  5th-level Psychokinetic Powers: Awaken The Dead, 
  Mind Probe, Sending
  Zombie Hunter 
  Zombie Hunters are the coolest, smartest, fastest 
  killing machines around.  They hack zombies up 
  with style, can hit targets from 100 feet away while 
  blindfolded, and are great in bed.  If you’re a hot babe 
  who’s looking for a real stud, hook up with a Zombie 
  beneath the town… but there were problems.”
  A bucktoothed guy in a red trucker’s cap squinted 
  at the camera.  “Well, I tried to get the pumps cleaned 
  out, but it never worked right.  You know, they’d just 
  sealed the thing up in a hurry.  They didn’t even clean 
  out the lab.”
  “You mean” —Maria’s voice, off camera—”the 
  rumors that foul play involving clients’ bodies led to 
  Cryogenix’ hasty exit are true?”
  The man squinted in Maria’s direction.  “Wot?”
  The footage ended and they were rolling again.  
  Maria tossed her hair, just right.
  “Was Mr. Wizzley’s death due to foul play?  
  Although the police ruled it an accident, rumors 
  persist that Wizzley discovered illegal research being 
  conducted in—” 
  “Now that is just a load of horse-BEEP!” shouted 
  a gentleman in a ten-gallon hat, cowboy boots, and a 
  black duster.  He was stalking towards Maria.
  She whirled.  “This must be Jeffrey T. Cootes, the 
  owner of this franchise.  Mr. Cootes, do you care to 
  comment on the history of this place and why you 
  chose this particular spot for a Y-Mart?”
  Cootes took off his hat and wiped the sweat from 
  his balding pate.  “That is the most ridiculous thing I 
  have ever heard.  This is prime real estate. It took a lot 
  of power tah freeze people, and all of them tax dollars 
  are ﬁnally bein’ put tah use in a way that beneﬁts 
  taxpayers.”
  “Taxpayers,” the camera swung over to the vagrants, 
  “like these homeless people sleeping on your front 
  door?”
  Cootes stalked over to the two men wrapped in 
  sleeping bags.  “Now git!  Both of you, this ain’t a bus 
  station.  Get—”
  He suddenly remembered the camera.  Cootes’ six-
  foot frame crouched down on his heels. 
  “Son, you have to get out of here,” he said in kinder 
  tones.  “And try not to embarrass me on camera.”
  Billy blinked.  “Wha?  Who?”
  Goofus rolled over and moaned, “Tomorrow, baby.”
  Billy shook his head and sat bolt upright.  “Is it time 
  yet?”
  TABLE 1-9: THE PSYCHOKINETIC
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Psionic skills, Psionic powers
  +1
  +0
  2nd
  +1
  +0
  +0
  +3
  +1
  +0
  3rd
  +1
  +1
  +1
  +3
  +2
  +1
  4th
  +2
  +1
  +1
  +4
  +2
  +1
  5th
  +2
  +1
  +1
  +4
  +3
  +1
  6th
  +3
  +2
  +2
  +5
  +3
  +2
  7th
  +3
  +2
  +2
  +5
  +4
  +2
  8th
  +4
  +2
  +2
  +6
  +4
  +2
  9th
  +4
  +3
  +3
  +6
  +5
  +3
  10th
  +5
  +3
  +3
  +7
  +5
  +3
  TABLE 1-10: PSYCHOKINETIC POWERS
  Psychokinetic 
  Level
  Powers Discovered by Level 
  Pts/Day
  0
  1
  2
  3
  4
  5
  1st
  2
  3
  1
  —
  —
  —
  —
  2nd
  3
  3
  2
  —
  —
  —
  —
  3rd
  4
  3
  3
  —
  —
  —
  —
  4th
  7
  4
  3
  1
  —
  —
  —
  5th
  10
  4
  3
  2
  —
  —
  —
  6th
  15
  4
  3
  2
  1
  —
  —
  7th
  20
  5
  4
  3
  2
  —
  —
  8th
  27
  5
  4
  3
  2
  1
  —
  9th
  34
  5
  4
  3
  3
  2
  —
  10th
  43
  6
  4
  3
  3
  2
  1
  TABLE 1-11: BONUS POWER POINTS
  Cha Score
  Bonus Power Points per Day
  12–13
  1
  14–15
  3
  16–17
  5
  18–19
  7
  20–21
  9
  22–23
  11
  
  CHAPTER 1: CHARACTERS
  Hunter today.  If you’re not, then give the next 
  Zombie Hunter you meet your wallet.*
  *We’re not biased.  Really.
  Requirements
  To qualify to become a Zombie Hunter, a character 
  must fulﬁll the following criteria.
  Base Attack Bonus: +2.
  Skill: Investigate 6 ranks, Listen 6 ranks, Survival 
  6 ranks.
  Feat: Track.
  Class Information
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains a new 
  level in this class.
  Class Skills
  The Zombie Hunter’s class skills (and the key 
  ability for each skill) are: Bluff (Cha), Computer Use 
  (Int), Disable Device (Dex), Drive (Dex), Forgery 
  (Int), Gather Information (Cha), Intimidate (Cha), 
  Investigate (Int), Knowledge (behavioral sciences, 
  civics, current events, streetwise) (Int), Listen (Wis), 
  Occupation (Wis), Read/Write Language (none), 
  Research (Int), Search (Int), Sense Motive (Wis), 
  Speak Language (none), Spellcraft (Int), Spot (Wis), 
  Use Magic Device (Cha).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following features pertain to the Zombie Hunter 
  advanced class.
  Zombie Hunting (Ex): At 1st level, the Zombie 
  Hunter receives a +1 bonus to Bluff, Listen, Sense 
  Motive, Spot, and Survival checks against undead.  
  This bonus also applies to damage rolls, though 
  ranged attacks only gain the bonus when the Zombie 
  Hunter is within 30 feet of the target.  This ability 
  stacks with similar abilities.  At 5th and 10th level, this 
  bonus increases to +2 and +3 respectively.
  Improved Track (Ex/Su): Zombie Hunters are 
  accomplished trackers and receive several bonuses 
  to their tracking ability.  At 1st level, they receive 
  a +1 competence bonus to all Track checks.  At 3rd 
  level, they receive an additional +1 bonus to all Track 
  rolls and gain the scent special quality when tracking 
  undead.  Scent grants a +10 synergy bonus to all Track 
  rolls; this scent bonus is reduced by –2 for every hour 
  after the trail grows cold and an additional –2 per 
  hour of rain.  At 6th level, Zombie Hunters receive an 
  additional +1 bonus to all Track rolls and the penalty 
  for tracking while moving at full speed drops to –2 
  when tracking undead.  At 9th level, Zombie Hunters 
  Cootes blinked.  He looked over his shoulder, noted 
  the camera still rolling a few feet away.  He smiled and 
  waved a “don’t worry I know what I’m doing” wave.
  Then he turned back to Billy and Goofus with barely 
  restrained rage.
  “I don’t know what kind of joke you boys are 
  pulling, but—”
  “The interview,” Billy blurted out.  He wiped drool 
  off one cheek.  “We’re in line for jobs.”
  “What?  Boy, do you know what day it is?”
  Billy looked down at his wrist.  He’d forgotten his 
  watch in his haste to kill himself.  “Tues—” he looked 
  at Cootes’ expression, “Thurs—”  Realizing that the 
  expression wasn’t going to change no matter what he 
  said, he played it safe: “A day when we shouldn’t be 
  here?”
  “That’s right, you damn fool!” Cootes hissed.  “It’s 
  Sunday.  Now if you just—”
  Maria was talking to the camera.  “Will Y-Mart 
  bring back the economy?  Not if this is any indication.  
  It looks like Mr. Cootes is already turning away two 
  homeless men looking for jobs…”
  Cootes sprung back to his feet.  “Now, now, Miss, 
  there’s no reason to jump to conclusions.”
  In the background, Billy shook Goofus awake.
  “These two boys are my new store managers.  They 
  got here early,” said Cootes.
  Goofus shoved Billy back.  Billy pointed at the 
  camera.  
  “They didn’t have the key to open the store.”
  Goofus gawked.
  “They’re such dedicated workers,” said Cootes, “that 
  they decided to wait here until I could show up.”
  Goofus began blowing grandiose kisses and 
  mouthing, “I love you all!”
  “That’s the Y-mart way!”
  Maria managed to stop staring at the spectacle 
  behind him and return her attention to Cootes.  “We’d 
  like to take a look around inside—”
  Cootes laughed nervously.  “Sorry, can’t do that,” he 
  walked briskly over to Billy and Goofus.  “We’ve got 
  a…” he fumbled with his keys as he unlocked the door, 
  “busy… day… ahead of us.”
  TABLE 1-12: THE ZOMBIE HUNTER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +1
  +1
  Zombie hunting +1, improved track +1
  +1
  +1
  2nd
  +1
  +0
  +2
  +2
  +1
  +1
  3rd
  +2
  +1
  +2
  +2
  Bonus feat, improved track +2/scent
  +2
  +1
  4th
  +3
  +1
  +2
  +2
  Penetrating blow +1d4+1
  +2
  +2
  5th
  +3
  +1
  +3
  +3
  Zombie hunting +2
  +3
  +2
  6th
  +4
  +2
  +3
  +3
  Bonus feat, improved track +3/-2 full speed
  +3
  +2
  7th
  +5
  +2
  +4
  +4
  Fearless
  +4
  +3
  8th
  +6
  +2
  +4
  +4
  Penetrating blow +1d6+2
  +4
  +3
  9th
  +6
  +3
  +4
  +4
  Bonus feat, improved track +4/immunity
  +5
  +3
  10th
  +7
  +3
  +5
  +5
  Zombie hunting +3
  +5
  +4
  
  CHAPTER 1: CHARACTERS
  receive an additional +1 bonus to tracking and are 
  no longer affected by special abilities that conceal an 
  undead’s trail.  This counts as a supernatural ability.
  Bonus Feats: At 3rd, 6th, and 9th level, the Zombie 
  Hunter gains a bonus feat. The bonus feat must be 
  selected from the following list, and the Zombie 
  Hunter must meet all the prerequisites of the feat to 
  select it. Feats listed in bold are new feats described 
  in the Feats chapter of this book.
  Advanced Firearms Proﬁciency, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Brawl, 
  Defensive Martial Arts, Dodge, Double Tap, 
  Educated, Improvised Implements, Improvised 
  Weapon Damage, Knockout Punch, Personal 
  Firearms Proﬁciency, Point Blank Shot.
  Penetrating Blow (Ex): When ﬁghting an undead, 
  the Zombie Hunter may make a strike that exploits the 
  zombie’s weaknesses, 
  causing extra damage.  At 
  4th level, this ability adds 
  1d4+1 damage; at 8th level, 
  the extra damage rises to 
  1d6+2.  This ability only affects one 
  melee attack per round, and the Zombie 
  Hunter must declare that he is using this 
  ability before the attack roll is made.  If the attack 
  misses, the penetrating blow cannot be used again 
  until the next round.
  Fearless (Ex): At 7th level, a Zombie Hunter is no 
  longer affected by certain extraordinary, supernatural, 
  or spell-like abilities that invoke fear.  Any such fear-
  invoking abilities that are used by creatures with a 
  CR equal to or less than twice the character’s Zombie 
  Hunter levels have no effect on the Zombie Hunter.  
  Zombie Hunters are still affected normally by fear-
  causing spells.
  FEATS
  Any damn fool can pick up a weapon and clock a 
  zombie. But it takes a special kind of fool to be able 
  to do it with style.  In this section lie the tricks of the 
  trade—all the zombie-hunting techniques that the cool 
  kids use to kill zombies.
  Billy and Goofus, who had stumbled to their feet, 
  found themselves being shoved past the sliding doors.  
  The doors whistled shut behind them like something 
  out of a science ﬁction serial.
  ---
  Two glistening white ghosts, reﬂected in the 
  glistening Y-Mart ﬂoor tiles, stared wide-eyed back at 
  the original forms that gave them life, awed at their 
  very presence in this paradise.  The reﬂected shades 
  glanced at each other, blinked, and looked back out at 
  the endless stretch of tiles extending on as far as the 
  eye could see.
  All around them were aisles upon aisles of hardware.  
  Hardware of all shapes and sizes.  Hardware that built 
  things, hardware that destroyed things, hardware that 
  whirred and clicked and ratcheted and turned and spun 
  and cut and buzzed.  They were the tools of man. They 
  were the tools of creation.  
  The goofy-looking reﬂection turned to the fat one.  
  “I think I wet myself,” it whispered.
  Cootes’ shout broke the spell.  Billy looked up 
  from his reﬂection.  He’d never seen a ﬂoor that clean 
  before.
  “You boys caused me a lot of trouble.  Git over here. 
  C’mon now.  GIT!”
  Cootes looked like he might kick them.  His boots 
  were tipped with polished steel, so Billy leapt to his 
  feet and dragged Goofus, still in mid-gawk, with him.
  Cootes was standing in front of a frosted glass-paned 
  ofﬁce.  His hand gripped the doorknob so tightly that 
  his knuckles turned white.  “Over here.  And don’t you 
  dare stop smiling—them movie cameras are still on 
  us.”
  Billy looked over his shoulder.  Sure enough, Maria 
  and her camera crew were still rolling, carefully 
  watching the exchange.  Maria was narrating while the 
  camera peered over her shoulder at the three ﬁgures 
  inside the Y-Mart. 
  Goofus waved.  Billy elbowed him in the ribs and 
  dragged him into the ofﬁce.
  Cootes slowly, ever so slowly, closed the door 
  behind him.  It was the gesture of a man trying very 
  hard not to lose his temper.  He sat down at his desk 
  
  CHAPTER 1: CHARACTERS
  BACKHAND SLASH 
  You can attack an opponent behind you with a 
  slashing weapon.
  Prerequisites: Dexterity 13+, Combat Reﬂexes.
  Beneﬁt: If an opponent is behind and adjacent to 
  you and you are wielding a slashing weapon, you can 
  immediately make a free attack of opportunity against 
  that opponent. You can’t take a 5-foot step before 
  making this extra attack. 
  BRING IT ON 
  You’re so crazy, you’re sane.  Or to put it another 
  way: somewhere along the line your sanity-meter has 
  gone tilt.  You’ve seen so much blood, guts, zombies, 
  and horror that you’re no longer fazed by any of it.
  Prerequisites: Cool, First Impression, Iron Will.
  Beneﬁt: All Madness Rating increases suffered are 
  halved (round down).
  CHAINSAW IMPALE 
  You can impale your foes on the end of your chainsaw 
  and lift them off the ground as it churns up their guts.  
  Yum!
  Prerequisite: Str 15+, Power Attack.
  Beneﬁt: When you inﬂict a critical hit against a 
  corporeal creature while wielding a chainsaw, you can 
  shove it deep into your target’s body (this feat affects 
  creatures that are normally immune to critical hits).  
  Each round that it is kept planted in your foe, the 
  chainsaw automatically inﬂicts normal (non-critical) 
  damage unless your opponent makes a successful 
  opposed Strength check against your Strength.  The 
  impaled creature can attempt this Strength check each 
  round; success indicates that the chainsaw is pulled 
  out, but the victim suffers normal damage in the 
  process.  A victim skewered by the saw is considered 
  entangled until it manages to free itself.  You may 
  take no other actions apart from holding the chainsaw 
  in place in order to keep the victim skewered.  If you 
  break your hold, the chainsaw comes free and inﬂicts 
  normal damage as it is removed.
  COOL 
  You are able to perform calmly under pressure.
  Prerequisite: Iron Will.
  Beneﬁt: You receive a +4 competence bonus to 
  Concentration checks.  
  FIRST IMPRESSION 
  You can impress primitives with your shotgun by 
  ﬁring it into the air.
  Prerequisites: Personal Firearms Proﬁciency, 
  Intimidate 9 ranks.
  Beneﬁt: When the character ﬁres a shotgun into the 
  air, all opponents within 10 feet who have fewer levels 
  than the character does must make a Will save (DC 10 
  + ½ the character’s level + the character’s Charisma 
  modiﬁer). An opponent who fails his or her save is 
  shaken, suffering a –2 penalty on attack rolls, saving 
  throws, and skill checks for a number of rounds equal 
  to 1d6 + the character’s Charisma modiﬁer. The 
  character can use this feat once per round as a free 
  action. A successful save indicates that the opponent is 
  immune to the character’s use of this feat for 24 hours. 
  This feat does not affect creatures with an Intelligence 
  of 3 or lower. If the character has the Renown feat, the 
  DC of the Will saving throw increases by 5.
  HARDWARE 
  When you’re not spattering zombie brains across the 
  wall, you have a day job.  And that day job is in the 
  hardware department.  You work hard to keep prices 
  low.  Always.
  Prerequisites: Builder, Madness Rating 5+, Craft 
  (mechanical) 9 ranks. 
  with a huff.  “This is a ﬁne mess you’ve gone and 
  gotten us into.”  He leaned forward, palms down on his 
  desk.  “What in tarnation were you boys doing in front 
  of my store?”
  Goofus shrugged.  “We wanted to beat the lines.”
  Cootes tilted his head as if he had heard someone 
  calling his name in the distance.  “Lines?”
  “Yeah,” Goofus said in his irritating matter-of-fact 
  manner.  “We knew there’d be a lot of people lining 
  up to work at the Y-Mart, and we wanted to be ﬁrst in 
  line.”
  Cootes looked from Billy to Goofus, then back to 
  Goofus.  “You’re serious.”
  Billy nodded.  “We’re here for a job.”  He gulped as 
  Cootes stared him down.  “…sir.”
  Cootes leaned back into his leather chair.  It creaked 
  as he riﬂed through his desk drawer, pulled something 
  out and stuck it between his teeth.  He began chewing 
  on the toothpick thoughtfully.
  “So let me get this straight.”  He planted two booted 
  heels up on the desk.  “You two came here on a 
  Saturday night.  You brought your sleeping bags.  You 
  camped out in front of my store in the freezing cold”—
  Arizona nights could drop up to 30 degrees below 
  daytime temperatures—”all because you want jobs at a 
  hardware store?”
  “Yep,” said Billy.
  Cootes shook his head in disbelief.  “Do you know 
  who I am, boys?”
  Billy thought hard.  “Well, I’d guess you’re the 
  owner of this store.”
  “Very good.  You’re right.  And let me tell you 
  something—EVEN I DON’T WANT TO WORK 
  HERE THAT BADLY!”
  His face had turned red.  The camera lens outside the 
  front door turned to focus on their conference.  
  Cootes wiped one hand over his face.  It was an 
  amazing transformation—by the time his hand reached 
  his chin, Cootes had regained his composure.
  “I should just kick your stupid asses to the curb 
  for all the trouble you’ve caused me this morning,” 
  he snapped.  Billy felt something hard drop into the 
  bottom of his stomach and threaten to blow through his 
  
  CHAPTER 1: CHARACTERS
  Beneﬁt: All Craft (mechanical) check DCs are 
  reduced by a number equal to your character level, 
  and the time required to create a mechanical item from 
  scratch is reduced by one-half.  
  IMPROVISED IMPLEMENTS 
  You wield a mean fork.
  Beneﬁt: You suffer no penalties for using skills 
  without the proper tools. You can perform surgery 
  with a pocketknife and a ballpoint pen. However, all 
  skill checks made without the proper tools take twice 
  as long.
  Normal: If you try to use skills that require tools 
  without the proper equipment, you suffer a -4 penalty 
  to your skill check (-2 if impromptu tools are used).
  IMPROVISED WEAPONS 
  You are a walking disaster area.  In a ﬁght, you can 
  use anything you touch as a weapon.
  Prerequisite:  Brawl.
  Beneﬁt:  You can use any improvised weapon in 
  combat with no penalty to your attack roll.  You must 
  still learn how to use items designed as weapons in the 
  normal way.
  Normal: Using an improvised weapon incurs a -4 
  penalty to your attack roll.
  IMPROVISED WEAPON DAMAGE 
  You can kill a man with a credit card.  Or a feather 
  duster.
  Prerequisites: Improvised Implements, Improvised 
  Weapons.
  Beneﬁt: The character’s attacks with improvised 
  weapons deal more damage. Improvised weapons 
  used in this way are treated as one size category larger 
  than their actual size for the purpose of determining 
  the damage dealt.
  OVER THE SHOULDER 
  You’re so good with a shotgun that you can ﬁre it over 
  your shoulder at bad guys behind you without even 
  looking.
  Prerequisites: Wisdom 13, Dead Aim, Far Shot.
  Beneﬁt: When ﬁring over your shoulder, if you 
  miss your target due to concealment, you can reroll 
  the concealment miss chance once to see if you 
  actually hit.
  Normal: Targets behind you have total 
  concealment, and ranged attacks directed against them 
  have a 50% chance of missing.
  RIFLE SPIN 
  You can cock a riﬂe one-handed as a free action.
  Prerequisites: Dexterity 13+, Personal Firearms 
  Proﬁciency.
  Beneﬁt: You can cock a lever-action riﬂe one-
  handed as a free action without having to make a 
  Reﬂex save.
  Normal: Cocking a riﬂe one-handed is a move-
  equivalent action and provokes an attack of 
  opportunity. Cocking a lever-action riﬂe usually 
  requires two hands to cock as a free action.  You can 
  cock a lever-action riﬂe one-handed as a free action 
  with a successful Dexterity check (DC 15). If the 
  check fails by more than 5, you drop the riﬂe.
  SLAPSTICK 
  You know all sorts of dirty tricks to use in a knock-
  down-drag-out brawl.  Whether it’s throwing dirt in 
  an opponent’s eyes, biting his ear, yanking his hair, or 
  kicking him in the crotch, you’ll do it. 
  Prerequisites: Combat Martial Arts, Base Attack 
  Bonus +1.
  Beneﬁt: Anytime you use the full attack option 
  in hand-to-hand combat while unarmed or during a 
  grappling attack, you inﬂict an additional 1d4 points 
  of damage (real or nonlethal). In addition, the target 
  intestines.  
  “But,” Cootes said, his lips moving as if his face was 
  ﬁghting what he was going to say next.  “I just told 
  that nice news lady outside that you’re working for me.  
  So—”
  Goofus grinned his crazy grin.  It was much too big 
  for his thin face.  “You’re going to hire us.”
  Cootes looked as if someone had just run over his 
  dog.  With a lawnmower. 
  “Tell me you have sales experience.”
  Billy shook his head.  Goofus thought for a moment 
  and then shook his head.
  “Register experience?”
  No response.
  “Ever work in a hardware store before?”
  “Uhm, no?”
  Cootes’ faced was starting to turn red again, “Do you 
  know… anything?”
  “We have passion,” said Goofus.  
  “We built killer robots in the Killer Robotz 
  competition and lost.”
  Cootes buried his face in his hands.  A long moment 
  of uncomfortable silence followed.  Eventually, he 
  came up for air.
  “Alright.  This is what we’re gonna do.  You’re 
  gonna work for me as night stockers, just in case little 
  Miss Priss over there decides to drop by for another 
  photo shoot.”
  Goofus and Billy high-ﬁved each other.  
  “But if you screw up, you’re out.  After a couple of 
  weeks, if you’ve actually managed to do a good job, I 
  might let you continue working here.”  
  His expression said “I can’t wait to ﬁre both of you,” 
  but Billy chose to ignore it.
  “Report at 7 a.m. tomorrow for orientation.  We’ve 
  got to train you boys to do something useful.”
  “Yes sir!” they exclaimed simultaneously.
  “You’ll be working the night shift.  It doesn’t pay 
  much.  Nobody wants that shift.  You’ll be working 
  with the most pathetic, irritable, idiotic group of losers 
  this side of…” suddenly Cootes seemed to remember 
  who he was talking to.  “You’ll do ﬁne.”
  Billy and Goofus sprang up.  Cootes sniffed at Billy.
  
  CHAPTER 1: CHARACTERS
  must make a Fortitude save (DC equals 10 plus the 
  damage inﬂicted).  If he fails, the victim suffers a –4 
  penalty to his attack roll on his next action.  This feat 
  only works against living creatures with discernable 
  anatomies.
  STUD 
  Men are jealous of you, women adore you.  Your 
  personal charisma is difﬁcult to resist, especially after 
  you’ve spattered a zombie across the wall.
  Prerequisites: First Impression, Charisma 13+.
  Beneﬁt: Any member of the opposite sex who 
  witnesses you kill a zombie or outsider must make a 
  successful Will save (DC equal to your level) or have 
  his or her attitude shifted to Helpful.  This feat does 
  not affect onlookers who already have an attitude of 
  Unfriendly or lower.
  SUCK ON THIS 
  You can shove a shotgun directly into a zombie’s face 
  and let the rest come naturally.
  Prerequisites: Personal Firearms Proﬁciency, Point 
  Blank Shot.
  Beneﬁt: When wielding a shotgun against a zombie 
  in melee combat, you can deliver a coup de grace, 
  even if the zombie is immune to critical hits.
  Normal: You can only deliver a coup de grace to a 
  helpless target, and cannot attempt it on a creature that 
  is immune to critical hits.
  VIRGIN 
  So long as you’re pure, you have a real chance at 
  surviving.
  Prerequisites: If you don’t know, ask your parents.
  Beneﬁt: So long as the character retains his or 
  her virginity, he receives a +2 morale bonus to all 
  saving throws. Characters who lose their virginity 
  immediately lose this feat… and become zombie bait. 
  WHATEVER 
  You’ve seen it all—nothing fazes you.  As a result, 
  frightening or other potentially debilitating conditions 
  have less effect on you. 
  Prerequisite: Cool, Iron Will.
  Beneﬁt: When you would normally be panicked, 
  you are only frightened instead.  When you would be 
  frightened, you are only shaken.  When you would be 
  shaken, you are unaffected.  
  “Jesus, you smell like cat piss.  Be sure to take a 
  shower tomorrow.”
  “I told you to move the litter box further away from 
  your bed, dude!” whispered Goofus, far too loudly.
  They started to leave.
  “What are your names, anyway?”
  “He’s Billy,” said Goofus, jabbing a thumb into 
  Billy’s considerable gut. “And me?  I’m Goofus.”
  Cootes leaned on his desk again, tilting his head.  
  “Say what?”
  Goofus enunciated more slowly and loudly: “Goof… 
  us?” 
  Cootes suddenly stood up.  “What the—what’s your 
  real name, boy?”
  Goofus blanched. “Gerald, sir.”
  Cootes nodded.  “That’s more like it.  All right, 
  Gerald, Billy,” he put his hand out, “welcome to Y-
  Mart.”
  Billy looked at the extended hand in awe.  No man 
  had offered to shake his hand before.  He grabbed it, 
  pumped it softly.
  “You shake hands like a girl,” Cootes spat in disgust.  
  He grabbed Billy’s hand again, “When you shake it, ya 
  SHAKE it like ya MEAN it.”  He pumped Billy’s hand 
  twice, hard enough that it throbbed.
  When it was Goofus’ turn, he put both hands on 
  Cootes’ scaly paw and pumped it three times for good 
  measure.
  Cootes leaned on the door to his ofﬁce as Billy and 
  Goofus perambulated towards the now camera-less 
  entrance.
  “You boys have a lot of enthusiasm.  You hold onto 
  that and you might just survive the Y-Mart experience.”
  They ﬂashed smiles back at him.  The doors whisked 
  shut behind them again, this time with a note of ﬁnality.
  Billy turned to Goofus, “Did he say ‘survive?’”
  The sound echoed its way across the white-tiled 
  ﬂoors of the Y-Mart.  The light of the rising sun 
  illuminated windows that stretched the length of the 
  store. A large, rotund shadow hobbled across a long 
  row of nervous employees.
  Click, thump.  Click, thump.  
  
  CHAPTER 2: ZOMBIE HUNTING
  CHAPTER 
  TWO: ZOMBIE 
  HUNTING
  TOOLS OF THE TRADE
  Okay, so you’ve got the training and the 
  moves to take out zombies.  But do you 
  have the ﬁrepower?  Nine out of ten zombie 
  hunting expeditions fail because the zombie hunters 
  forgot to carry enough ammunition.  Whether your 
  weapon of choice is a ﬂamethrower, a chainsaw, or 
  a shotgun, this section describes how to get it, use 
  it, and abuse zombies with it. And if you should 
  happen to lose a limb to zombie hunting (a common 
  occurrence), it also details what you can put on your 
  shiny new stump.
  ASSAULT RIFLE
  Assault riﬂes are like bolt-action riﬂes on steroids.  
  Although bulkier than submachine guns, they’re a lot 
  more lethal and a lot more hyperactive.  Switch the 
  riﬂe to “puree” and spray yourself a zombie-clear path 
  to freedom.
  This weapon features a three-round burst setting. 
  When used with the Burst Fire feat, it ﬁres only three 
  bullets instead of ﬁve and can be used with only three 
  bullets in the weapon. This setting does not grant the 
  ability to make burst ﬁre attacks without the Burst Fire 
  feat; if a character uses this setting without the feat, he 
  or she makes a normal attack and the extra two bullets 
  are wasted.
  BUZZSAW
  Sort of like a chainsaw, except it’s a spinning wheel 
  rather than an oval-shaped blade.  Buzzsaws spin 
  faster and inﬂict more damage as a result.  The 
  chainsaw’s still cooler—they didn’t call it the 
  “Buzzsaw Massacre,” did they?
  CHAINSAW
  Every Y-Mart employee knows a chainsaw can be 
  used to cut down cumbersome tree branches, chop 
  up ﬁrewood, and decapitate charging zombies in 
  slow motion.  What—you didn’t know that?  That’s 
  right, chainsaws are messy, but they get the job done 
  fast and effectively.  Just remember to keep the thing 
  gassed up.
  CLUB
  Zombies are like piñatas—hit them hard enough and 
  all kinds of treats pop out.  So it’s no surprise that 
  your average baseball bat does for zombies what 
  mallets do to whacking moles: hit it on the head 
  hard enough and the zombie stops popping up.  
  Sometimes.  At a minimum, a bone-crushing smash 
  to the ribs usually slows a zombie down long 
  enough to run away.
  COMPOUND BOW
  Bow hunting is hard.  Theoretically, zombie bow 
  hunting is easier.  However, zombies don’t run when 
  shot at; they’ll gleefully stand still as arrow after 
  arrow thuds into them.  And what do you have then?  
  One pissed off zombie coat rack. Bows do make 
  excellent delivery systems for ﬁre and explosives, 
  however—few zombies have the wherewithal to 
  remove arrows from their body. 
  A character’s Strength modiﬁer 
  applies to damage rolls made 
  when using this weapon.
  CROSSBOW
  Crossbows are useful because even 
  wimpy zombie hunters who aren’t manly 
  
  CHAPTER 2: ZOMBIE HUNTING
  TABLE 2-1: WEAPONS
  Weapon
  Damage
  Crit
  Type
  Range
  ROF
  Magazine
  Size
  Weight
  DC
  Archaic Melee  (require the Archaic Melee Weapon Proﬁciency)
  Hatchet
  1d6
  20
  Slashing
  10 ft.
  —
  —
  Small
  4 lb.
  4
  Machete
  1d6
  19–20
  Slashing
  —
  —
  —
  Small
  2 lb.
  5
  Sickle
  1d6
  20
  Slashing
  —
  —
  —
  Small
  3 lb.
  4
  Trench Spike
  1d6
  19-20
  Piercing
  —
  —
  —
  Small
  4 lb.
  11
  Archaic Ranged (require the Archaic Melee Weapon Proﬁciency)
  Compound Bow
  1d8
  20
  Piercing
  40 ft.
  1
  —
  Large
  3 lb.
  10
  Exotic Melee (each requires a speciﬁc Exotic Melee Weapon Proﬁciency)
  Buzzsaw
  5d6
  20
  Slashing
  —
  —
  —
  Large
  10 lb.
  18
  Chainsaw
  3d6
  20
  Slashing
  —
  —
  —
  Large
  10 lb.
  9
  Shaolin Spade
  1d8
  19-20
  Pierce/Slash
  —
  —
  —
  Large
  9 lb.
  15
  Explosive
  Dynamite
  2d6
  —
  Concussion
  10 ft.
  1
  —
  Tiny
  1 lb.
  12
  Molotov Cocktail
  1d6
  20
  Fire
  10 ft.
  1
  —
  Small
  1 lb.
  6
  Handgun (require the Personal Firearms Proﬁciency)
  Handgun
  2d6
  20
  Ballistic
  30 ft.
  S
  8 box
  Tiny
  2 lb.
  15
  Heavy Ranged (each requires a speciﬁc Exotic Firearms Proﬁciency)
  Launcher
  Varies
  —
  —
  70 ft.
  1
  1 int.
  Large
  7 lb.
  14
  Gatling Gun
  2d6+1
  19-20
  Ballistic
  30 ft.
  A
  12 box
  Med.
  5 lb.
  20
  Longarm (require the Personal Firearms Proﬁciency)
  Assault Riﬂe, Ak-47
  2d8
  20
  Ballistic
  70 ft.
  S, A
  30 box
  Large
  10 lb.
  15
  Riﬂe, Winchester 94
  2d10
  20
  Ballistic
  90 ft.
  S
  6 int.
  Large
  7 lb.
  15
  Shotgun, Remington 700
  2d10
  20
  Ballistic
  80 ft.
  Single
  5 int.
  Large
  8 lb.
  17
  Submachine Gun, Hk Mp5
  2d6
  20
  Ballistic
  50 ft.
  S, A
  30 box
  Large
  7 lb.
  20
  Other Ranged
  Flamethrower (none)
  1d6/shot
  —
  Fire
  Spec.
  1
  1 int.
  Med.
  25 lb.
  17
  Crossbow (simple)
  1d10
  19–20
  Piercing
  40 ft.
  1
  1 int.
  Med
  7 lb.
  9
  Simple Melee (require the Simple Melee Weapon Proﬁciency)
  Club
  1d6
  20
  Bludgeoning
  10 ft.
  —
  —
  Med
  3 lb.
  4
  Crowbar
  1d6
  19-20
  Blud/Pierce
  —
  —
  —
  Med
  4 lb.
  5
  Knife
  1d4
  19–20
  Piercing
  10 ft.
  —
  —
  Tiny
  1 lb.
  5
  Metal Baton
  1d6
  19–20
  Bludgeoning
  —
  —
  —
  Med
  2 lb.
  8
  Pistol Whip
  1d4
  20
  Bludgeoning
  —
  —
  —
  Small
  —
  —
  Riﬂe Butt
  1d6
  20
  Bludgeoning
  —
  —
  —
  Large
  —
  —
  Shovel
  1d6
  20
  Bludgeoning
  —
  —
  —
  Large
  6 lb.
  4
  “Welcome to the ﬁrst day of the rest of your lives,” 
  said the gruff, mostly masculine voice of former 
  sergeant Fran “The Man” McGallister.  “I suppose most 
  of you think that you’ve got what it takes to work at 
  Y-Mart.”
  She continued to ramble on.  Goofus whispered out 
  of the side of his mouth to Billy, “Ohmygod I think that 
  mole on her neck winked at me.”
  Billy hushed him.
  “Dontlookatit, dontlookatit, dontlook—here she 
  comes!” Goofus hissed.
  Click, thump.  Click, thump.  Click, thump-thump.  
  The false foot afﬁxed to Fran’s left leg wasn’t exactly 
  the pinnacle of structural engineering.  
  “…I work my people hard here.  I like to think of 
  myself as tough but fair.  You keep your noses clean 
  and you’ll do all right.  You screw up, and you’re out.  
  There’s no second chances here.  At Y-Mart, we hire 
  only the best.”
  She paused to stare Goofus straight in the eyes.  
  “And then, we make the best cry like babies and 
  sort out the women from the wimps.  What is SO 
  FUNNY…” she looked down at Goofus’ nametag, 
  “Mick?”
  Goofus had ﬁlled out his nametag as “Mick E. 
  Maus.”  It should have been obvious, but nobody 
  caught it because the ﬁrst name, “Mick,” was written 
  in huge letters with the “E. Maus” in microscopic print 
  beneath it.  
  Goofus struggled to stretch his lips together over his 
  considerable chompers.  “Just excited about the job,” 
  he coughed, “ma’am?”
  Fran glared at him for a long moment.  Goofus’ 
  expression didn’t change.  He was the kind of guy 
  whose head could be on ﬁre and his smarmy expression 
  wouldn’t change.  
  “Stand over here,” she pointed at a spot 
  uncomfortably close to her.  In proﬁle, Fran looked like 
  spit on a string. 
  Goofus complied.
  “I’m an impatient mother who’s never been in a 
  hardware store before.  You!”—she pointed at Billy—
  ”Stand next to me and whine like a baby.”
  
  CHAPTER 2: ZOMBIE HUNTING
  enough to pull a bow can still shoot bolts of death at 
  the living dead.  Still, nothing beats a riﬂe. 
  A crossbow requires two hands to use. Pulling a 
  lever draws the bow. Loading a crossbow is a move 
  action that provokes attacks of opportunity.
  CROWBAR
  Crowbars have all sorts of uses.  They can pry open 
  doors.  They can break through windows.  They can 
  stab right through the eye of the shambling dead. This 
  doesn’t usually do much, unless the zombie stops 
  functioning when its brain is “sharply massaged” (as 
  the professionals in the industry call it).  We like to 
  call it “leveraging best practices.” 
  Crowbars bestow a +2 bonus to all Strength-
  based checks when the crowbar’s leverage can be 
  appropriately utilized.
  DYNAMITE
  One of the most common and straightforward 
  explosives, dynamite is very stable under normal 
  conditions. 
  A stick of dynamite requires a fuse or detonator to 
  set it off. Additional sticks can be set off at the same 
  time if they are within the burst radius of the ﬁrst stick 
  (5 ft.), increasing the damage and burst radius of the 
  explosion. Each additional stick increases the damage 
  by +1d6 (maximum 10d6) and the burst radius by 5 
  feet (maximum 20 feet). It’s possible to wire together 
  several sticks of dynamite for even greater explosive 
  effect. Doing so requires a Demolitions check (DC 10 
  + 1 per stick). If the check is successful, the damage 
  or the burst radius of the explosion increases by 50% 
  (character’s choice).
  Dynamite is sold in boxes of 12 sticks, and is 
  considered a simple explosive for the purpose of using 
  a Craft (chemical) check to manufacture it. To set 
  off dynamite using a fuse, the fuse must ﬁrst be lit, 
  requiring a move action (and a lighter or other source 
  of ﬂame). The amount of time until the dynamite 
  explodes depends on the length of the fuse—a fuse 
  can be cut short enough for the dynamite to detonate 
  in the same round (allowing it to be used much like 
  a grenade), or long enough to take several minutes to 
  detonate. Cutting the fuse to the appropriate length 
  requires a move action.
  FLAMETHROWER
  We love the smell of burning zombie in the morning, 
  and you will too after you’ve tried out this highly 
  child-unsafe toy.  However, ﬂamethrowers are not all 
  they’re cracked up to be, or else everyone would be 
  running around with one.  They’re hard to purchase, 
  harder to use, and they blow up real good if someone 
  happens to shoot them.  Lucky for you, zombies are 
  bad shots.  Most of them, anyway.
  The ﬂamethrower’s galvanized fuel tank is ﬁlled 
  with alcohol stored under high pressure.  When the 
  trigger of the stock is pulled, the alcohol shoots out 
  and is lit by a ﬂint and steel. When ﬁlled with alcohol, 
  a ﬂamethrower has 30 “shots” in its holding tank.  
  Every time the user depresses the trigger, he ﬁres 1 to 
  6 shots (character’s choice).  It shoots a 15-foot-wide, 
  60-foot long cone of ﬂame that deals 1d10 points of 
  ﬁre damage (multiplied by the number of shots used) 
  to all creatures and objects in its path. An attack roll is 
  necessary for every target in the cone’s path.
  GATLING GUN
  A gatling gun can be reloaded with a special speed-
  load cylinder manufactured speciﬁcally for it. 
  Because it is an automatic weapon, it can be used 
  to create suppressive ﬁre. The gatling gun requires the 
  Advanced Firearms Proﬁciency to use and is always 
  considered to be set on autoﬁre. 
  HANDGUN
  It’s rare that the good guys get their hands on a 
  weapon like a handgun.  This is due at least in part to 
  Billy blinked. 
  “What?”
  “You heard me, Chuckles.  Move it!”
  Billy took two halting steps over to her.  Much to his 
  dismay, his shadow signiﬁcantly overshadowed hers.  
  Damn.  There were female employees here he was 
  hoping to impress—or failing that, he hoped at least to 
  not cause them to run screaming in horror.
  The hooked nose swung back to face Goofus, 
  whose smarminess was actually radiating off of him 
  in physical waves.  He lifted his chin in a gesture of 
  affability.  
  “How can I help you, ma’am?”
  “I’ve decided to build a bunk bed for my two 
  sons.”  She grabbed Billy by the ear and yanked hard, 
  “OWWW!” he wailed. Fran approved.  “And I don’t 
  know how to put it together. What do I do?”
  For the ﬁrst time in his life, Goofus thought for a 
  moment before he said anything.  “What kind of tools 
  do you have?”
  Fran blinked.  The vast warehouse that was Y-Mart 
  was silent except for a cool breeze that made the hairs 
  on Fran’s chin gently sway to and fro.  Billy was torn 
  between staring at the hypnotic motion of her chin hairs 
  and wailing in pain like a baby.
  “Not much,” Fran replied.  “I’m pretty handy.  I’ve 
  built a sauna and a deck before.”
  Goofus stuck out his lower lip and nodded.  “I see.  
  Yes, well, for a basic model, you’ll need a circular saw, 
  a drill, and a socket.  We have plans you can purchase 
  here, and we’re running a sale on cordless drills, if 
  you’re interested.”
  Fran’s jaw dropped open, granting Goofus a view 
  no dentist alive had ever witnessed.  She turned to 
  the endless army of new employees who stared on in 
  shock.
  Click, thump.
  “Now this,” Fran said, her voice ﬁlled with 
  something Billy strongly suspected was respect, 
  “is how you should address a customer. Notice that 
  Mick asked a question ﬁrst before answering.  He 
  accommodated my needs without making me feel 
  inadequate.  He even recommended another item we 
  
  CHAPTER 2: ZOMBIE HUNTING
  the fact that handguns ﬁre wussy bullets that tend to 
  make squishy meaty sounds in zombies but otherwise 
  have little effect.
  HATCHET
  This light axe is a chopping tool that deals slashing 
  damage when employed as a weapon. Remember, the 
  only way to stop some zombies is to dismember them.  
  So make like Washington, pronto.
  KNIFE
  This category of weapon includes hunting knives, 
  butterﬂy or “balisong” knives, switchblades, and 
  bayonets (when not attached to riﬂes).  A character 
  can select the Weapon Finesse feat to apply his or her 
  Dexterity modiﬁer instead of Strength modiﬁer to 
  attack rolls with a knife. 
  LAUNCHER
  This simple weapon is a single-shot launcher that can 
  ﬁre dynamite or Molotov cocktails. 
  Attacking with a launcher is identical to throwing 
  an explosive: you make a ranged attack against a 
  speciﬁc 5-foot square (instead of targeting a person or 
  creature). The differences between using the launcher 
  and throwing an explosive lie in the range of the 
  weapon (which far exceeds the distance an explosive 
  can be thrown) and the fact that the launcher requires 
  a weapon proﬁciency to operate without penalty. The 
  Exotic Firearms Proﬁciency (launcher) feat applies to 
  this weapon.
  MACHETE
  When pressed closely together, zombie limbs are a lot 
  like thick foliage.  Need we say more?
  METAL BATON
  There’s nothing quite like taking out your frustrations 
  on somebody by beating the living piss out of them.  
  That’s why God invented metal batons and police 
  ofﬁcers.  Put these two babies together, stand back, 
  and watch the magic happen.  Now you too can re-
  enact infamous beatings with this shiny extendable 
  baton.  Use it on a zombie today—beat all you want, 
  we’ll make more.
  MOLOTOV COCKTAIL
  A Molotov cocktail is a ﬂask containing a ﬂammable 
  liquid, plugged with a rag. 
  A Molotov cocktail is easily made by hand (Craft 
  [chemical] check DC 10 or Intelligence check DC 15). 
  To use it, the rag must ﬁrst be lit, requiring a move 
  action (and a lighter or other source of ﬂame). The 
  cocktail detonates in 2 rounds or on impact with a 
  solid object, whichever comes ﬁrst. A target that takes 
  a direct hit is dealt an additional 1d6 points of ﬁre 
  damage in the following round and risks catching on 
  ﬁre.
  PISTOL WHIP
  Using a handgun as a melee weapon can deal greater 
  damage than attacking unarmed. No weight or 
  purchase DC is given for this weapon, since both vary 
  depending on the handgun used.
  RIFLE BUTT
  The butt of a riﬂe can be used as an impromptu club.
  RIFLE, WINCHESTER 94
  The Winchester Model 94 Big Bore is a lever-action 
  riﬂe typical of big-bore hunting riﬂes found around 
  the world. Shotguns are more impressive, but a big 
  ‘ole hunting riﬂe does the job in a pinch.
  have on sale.”
  She still hadn’t let go of Billy’s ear.  He had stopped 
  wailing and was now waiting patiently, hunched over.
  “And most importantly,” Fran said in a deep voice, 
  “he never talked down to me because I was a woman.”
  Billy shot a glance over at Goofus.  He mouthed, 
  “What?” Goofus shrugged and smiled.
  “Excellent.  Back in line, boys.”
  They stumbled back into line.  She resumed her 
  slow march in front of her troops. Click, thump.  Click, 
  thump.
  “You follow Mick’s example and you’ll go far.  
  Remember, at Y-Mart, we believe that customers 
  shouldn’t waste their money on over-priced items at 
  other stores when Y-Mart offers the same or similar 
  items for less.”
  Fran lifted one hand, pointing a gloved ﬁnger into 
  the air.  She was the Napoleon of hardware stores. 
  “What’s our motto?”
  “Shop Y-Mart!” shouted the assembled employees in 
  unison, “Because… y-not?”
  Fran hobbled off out of earshot.  
  Billy stared at Goofus in disgust.  “Stop looking so 
  smug with yourself.”
  Goofus tilted his head in mock sympathy.  “Aw, 
  don’t be so mad—you made a great baby.”
  Billy poked Goofus in the ribs with his elbow, still 
  facing forward.  “Very funny.  Was she looking?”
  “Who?”
  “Was SHE looking?  You know who I’m talking 
  about.”
  Goofus bent over to stretch his considerable upper 
  torso out.  He craned his neck left, then right.
  “Oh yeah, there she is!”
  “SHHHH!” Billy whispered.
  “Jill’s over there,” Goofus whispered.  “Man, is it 
  just me or does she get hotter over time?”
  Jill Metz, the object of Billy’s affection, stood 
  at attention, her wide doe eyes looking up in a 
  combination of awe and terror at Fran. She was petite, 
  with a pert nose, perfect makeup, and long, sandy 
  blonde hair tied up in a ponytail.  Her vacuous stare 
  made it clear that, despite his brilliant performance, 
  
  CHAPTER 2: ZOMBIE HUNTING
  SHAOLIN SPADE
  The ancestor of the modern zombie hunter is the 
  Shaolin Monk.  Shaolin Monks were so good at 
  dealing with the undead that they turned this six-foot 
  agricultural tool into a de-zombifying weapon.  It has 
  a ﬂat-bell-shaped blade on one end and a crescent 
  blade on the other.  The crescent blade can pierce 
  zombies to keep them at bay while the bell-shaped 
  blade is great for decapitation. 
  A Shaolin spade can be used to strike opponents 10 
  feet away, but can’t be used against an adjacent foe. A 
  character can ﬁght with a Shaolin spade as if ﬁghting 
  with two weapons, but if he or she does, all the normal 
  attack penalties associated with ﬁghting with two 
  weapons apply, as if the character was using a one-
  handed weapon and a light weapon.
  SHOTGUN, REMINGTON 700
  A bolt-action riﬂe with a reputation for accuracy, the 
  Remington 700 has been popular with hunters and 
  target shooters since its introduction in the 1940s. 
  Whether it’s zombies, doors, or more zombies, 
  shotguns get the job done.  They blow through 
  everything, make a lot of noise, and are especially 
  useful for silencing a room.  Shotguns: the last word 
  in witty repartee.
  SHOVEL
  So you’ve just hacked up your zombie girlfriend.  
  Now what, hotshot?  Bury her, of course.  But what 
  are you gonna bury her with, hmm?  We’ve got your 
  answer right here.  And just in case she, say, happens 
  to come back as a pirouetting corpse of zombie 
  goodness, the shovel can remove ﬁve pounds of ugly 
  ex-girlfriend head. Digging graves, decapitation—
  there’s nothing a good Y-Mart shovel can’t do.
  SICKLE
  This weapon is like a farmer’s sickle, but is 
  strengthened for use as a weapon. You might have 
  heard some rumor that sickles are for cutting grain or 
  tall grass.  Don’t listen to that crazy talk—sickles were 
  made for slicing up zombie like ﬁne ham.   
  SUBMACHINE GUN, HK MP5
  While the gatling gun certainly has its appeal, there’s 
  something to be said for ﬁring thousands of bullets 
  into shambling zombies at close range. Since zombies 
  tend to swarm, this is a Good Thing™. It may not 
  have much ﬁnesse, but the submachine gun gets the 
  job done.
  Due to its high quality of manufacture, the HK 
  MP5 is always considered a mastercraft weapon. As 
  such, it grants a +1 bonus on attack rolls. This weapon 
  features a three-round burst setting. When used with 
  the Burst Fire feat, it ﬁres only three bullets instead 
  of ﬁve and can be used with only three bullets in the 
  weapon. This setting does not grant the ability to 
  make burst ﬁre attacks without the Burst Fire feat; if 
  a character uses the setting without the feat, he or she 
  makes a normal attack, and the extra two bullets are 
  wasted.
  TRENCH SPIKE
  Trench spikes are aptly named, practical weapons.  
  A trench spike is a set of brass knuckles topped by a 
  seven-inch steel spike at the top.  It originally saw use 
  in World War I, when soldiers struggled in the muck 
  of the trenches and needed to dispatch the enemy with 
  a quick blow to a helmeted head.  What’s that?  Not 
  sure what to do with a trench spike?  Here’s a hint: 
  most zombies don’t wear helmets. 
  Trench spikes allow the wielder to deal lethal 
  damage with an unarmed strike (instead of nonlethal). 
  A strike with a trench spike is otherwise considered 
  a normal unarmed attack.  When used by a character 
  with the Brawl feat, trench spikes increase the base 
  damage dealt by an unarmed strike by +1d6 and turn 
  the damage into lethal damage.
  Billy had never actually entered her mind.  She was 
  an actress.  Billy had, at the height of his romantic 
  aspirations, been a member of the special effects crew 
  in high school.
  It had been a strange dichotomy.  Both groups were 
  on stage, but only one was visible.  In such a small 
  town, the actors were preened over like Hollywood 
  stars.  The special effects crew was virtually ignored 
  and consisted of pyromaniacs, science geeks, and 
  creeps who tried to peek at the actresses undressing just 
  off stage.  They had conducted a dozen plays, including 
  “Dance of the Werewolves” and “Ripper’s Bad Day,” 
  but through them all, Jill had never noticed Billy.
  “Dude,” said Goofus, “she didn’t notice.  Your 
  reputation is saved.  And she wasn’t talking about you 
  in the yearbook either.”
  Billy didn’t believe him.  Jill had written a poem in 
  her yearbook.  It read “Sometimes a strong wind must 
  blow to remove the fog for us to see clearly.”
  Billy was in charge of the fog special effects.  And 
  he was sure, with a sweaty, unshakable conviction, that 
  SHE. MEANT. HIM.
  Goofus snapped his ﬁngers in front of Billy. “The 
  only time she noticed you was when she bumped into 
  you that one time—”
  “On June 17, 1987, 7:18 p.m., Mountain time,” Billy 
  blurted out automatically.
  Goofus took a deep, sympathetic breath.  “Just 
  follow my lead and I’ll try to make you look cool.”
  Before Billy could brutally smack the crap out of 
  Goofus, a shout interrupted their conversation.
  “Hey!” shouted Fran from somewhere out of sight at 
  the far end of the line of employees. “Chatty Cathies!  
  Front and center!  You two get the night shift with me. 
  Stand over with your team leader.”
  Billy realized that Fran was behind them.  He 
  swiveled his head around.  “That’s right…” she 
  squinted at Billy’s nametag and then gave up.  “Mick, 
  get your buddy over here.”
  Goofus offered his arm to Billy.  Billy shoved him as 
  they made their way over to stand behind Fran, which 
  was almost as much fun as facing her front. She was 
  rattling off names and pointing employees in different 
  
  CHAPTER 2: ZOMBIE HUNTING
  AMMUNITION
  ARMOR PIERCING 
  Armor piercing rounds increase the damage of a 
  weapon by +1.  This damage cannot be reduced by 
  armor.
  EX PLOSIVE
  Explosive rounds increase the damage of a weapon by 
  +3.
  INCENDIARY
  Incendiary rounds shatter on impact and ignite, 
  spreading ﬁre over any target.  Incendiary rounds deal 
  an additional 1d6 points of ﬁre damage when they 
  strike a target.  The ﬁre damage has an area effect of 5 
  feet and continues to burn for 1d6 rounds, causing an 
  additional 1d6 points of ﬁre damage every round until 
  extinguished.
  SHRAPNEL 
  Shrapnel rounds can only be used in a shotgun and 
  increases the damage of the weapon by +2.  
    
  PROSTHETICS
  Okay, so you screwed up. A zombie took a chunk out 
  of you.  The part of your body connected to that chunk 
  took on a mind of its own.  So you did what any 
  reasonable person would do… you hacked it off.
  The downside is that you’ll probably go into shock 
  and bleed to death.  The upside is that if you survive 
  the experience, you can fashion yourself a really 
  keen set of attachments ﬁlled with zombie-slaying 
  goodness.
  If the remaining hand is your “off” hand, you can 
  apply only one-half of your Strength bonus to your 
  damage rolls.  
  So what do you put on top of that nasty stump?  
  Glad you asked!
  CAP
  A leather cap or something like it covers the stump at 
  the wrist.  
  You cannot use any tools or weapons requiring two 
  hands, although you can strike opponents with your 
  stump as if it were a ﬁst.  Reloading time for all guns 
  is doubled, due to the difﬁculty of manipulating the 
  weapon and holding it ﬁrmly in place (see the Feats 
  section for how to get around this problem).  Climb 
  and Swim checks suffer a –4 penalty. 
  HOOK
  Arr matey!  So ye wants a hook like the pirates, do 
  ye?  Okay freak, ﬁne.  
  Hooks are considered exotic melee weapons that 
  inﬂict 1d6 points of piercing damage (x2 damage 
  on a critical hit).  You can use a two-handed hafted 
  weapon (but not a sword) at a –4 penalty.  Reloading 
  time for all guns is doubled, due to the difﬁculty of 
  manipulating the weapon and holding it ﬁrmly in 
  place (see the Feats section for how to get around this 
  problem).  Climb checks suffer a –2 penalty and Swim 
  checks suffer a –4 penalty. 
  directions.  Billy recognized some of the names.
  “Terence Jameson!” He had made fun of Billy in 
  elementary school and slammed him up against a 
  locker once for no discernable reason.
  “Jeremy Dreggs!” Dreggs was a burnout from high 
  school who had tripped Billy one day in the hall.
  “Robert Riley!” Robert was a punk.  The only signs 
  of his remaining punkness were the multiple earrings 
  in his ears.  Robert had played a mean trick on Billy 
  once—sending him ﬂowers from Jill.  Fortunately, 
  Goofus had discovered it was fake before Billy really 
  embarrassed himself.  
  “Jesus,” Goofus whispered, “and I thought we were 
  the only losers in town.”
  “Jill Metz!”
  Goofus did a little dance, spun on his heel, and made 
  a gesture as if to high-ﬁve his friend.  Billy didn’t 
  respond, but he did nearly lose control of his bowels.  
  Jill sauntered over warily to her motley crew of 
  comrades. 
  Goofus grinned a shark’s grin at the much smaller 
  Jill.  “Hi Jill!” he practically shouted.  
  “Hi,” she said, glancing at his nametag, “Mick.”
  He put his arms around Jill and Billy’s shoulders.  “I 
  can’t wait for us all to be working together!”
  Jill and Billy both looked at him in dismay.
  Sniff’s whiskers twitched as he padded out onto the 
  waxy surface of his old hunting grounds.  The loud, 
  smelly things were gone.  It was time for his usual 
  midnight feast.
  The little white mouse darted to and fro in a zigzag 
  pattern meant to deter pursuers.  It was an unnecessary 
  precaution, as there was no one present to catch him in 
  the act of eating chips.  Sniff had come to rely on the 
  employees’ absence at the same time every night.  His 
  routine was perfectly timed, so much so that he would 
  dart out mere seconds after they had all run off to do 
  whatever loud, smelly things do.
  Sniff sniffed the air, his pink eyes scanning the 
  lowest shelf.  Children always left behind the most 
  tender morsels, and the cleaning staff tended to sweep 
  things underneath the shelf rather than actually bend 
  TABLE 2-2: AMMUNITION
  Type (Quantity)
  Purchase DC
  Armor Piercing (20)
  5
  Explosive (20)
  8
  Incendiary (20)
  10
  Shrapnel (20)
  6
  TABLE 2-3: PROSTHETICS
  Prosthetic
  Hit Points
  Hardness
  Hook
  30
  10
  Metal hand*
  50
  10
  
  CHAPTER 2: ZOMBIE HUNTING
  INTERCHANGEABLE
  The best kind of prosthesis—indeed, interchangeable 
  attachments are the reason it’s worth hacking your 
  hand off.  With a convenient hole bored into the 
  covering of the stump, a series of attachments can be 
  mounted and locked with a twist.  
  Creating an interchangeable prosthesis requires 
  a Craft (mechanical) check (DC 20).  Once the 
  prosthetic is completed, you can use just about any 
  tool or one-handed weapon that has been modiﬁed to 
  mount onto the stump. This modiﬁcation adds 50% to 
  the cost of the tool or weapon.  Because you still don’t 
  have the use of your wrist, most tools and all non-
  missile weapons suffer a –2 penalty to use.
  METAL HAND
  On a successful Craft (mechanical) check (DC 30), 
  you can create a fully functional hand made of metal.  
  The hand is sturdier than a normal hand and can be 
  used to block weapons, grab hot objects, and punch 
  zombie faces inside out.  It inﬂicts lethal instead of 
  nonlethal damage in combat, has 50 hit points and a 
  hardness of 10, and can be used to block weapons by 
  adding a +1 bonus to the character’s Defense as if it 
  were a shield.
  COMBAT TECHNIQUES
  It’s one thing to be able to ﬁre a gun.  It’s entirely 
  another to unload a full round of ammunition into a 
  zombie’s head one-handed and blindfolded.  These 
  rules won’t help you do any of that, but they’ll give 
  your Gamemaster some guidelines for discouraging 
  your foolhardy zombie slaying antics.
  Except for the Critical Damage to Undead table.  
  We’re pretty sure that table actually encourages 
  people to lay the smackdown on the living impaired.
  RELOADING, ONE-HANDED
  Cocking a riﬂe one-handed is a move-equivalent 
  action and provokes an attack of opportunity. Cocking 
  a lever-action riﬂe usually requires two hands to cock 
  as a free action.  You can cock a lever-action riﬂe one-
  handed as a free action with a successful Dexterity 
  check (DC 15). If the check fails by more than 5, you 
  drop the riﬂe.
  SHOTGUNS
  Shotguns and sawed-off shotguns ﬁre a shell that 
  contains a dozen or so .32 caliber bullets.  This shot 
  spreads out rapidly as it leaves the barrel, covering a 
  larger area the further from the barrel the shot travels. 
  A character ﬁring a shotgun gains a +1 bonus to his 
  ranged attack roll and an additional +1 for each range 
  increment beyond the ﬁrst, to a maximum bonus of 
  +3.  This represents the widening spread of the shot 
  pattern.  Normal range modiﬁers still apply, although 
  the shotgun’s spread pattern bonus can help to offset 
  range penalties.
  However, a shotgun’s damage is reduced the further 
  from the barrel the target is.   
  Range
  Damage
  Attack Bonus
  Touching
  4d6
  0
  First increment
  3d6
  +1
  Second increment
  2d6
  +2
  Third increment and beyond
  1d6
  +3
  Due to the spread of the shot, a shotgun is 
  ineffective beyond six range increments. Because of 
  the nature of the spreading shot, the Far Shot feat does 
  not provide any bonus to a character ﬁring a shotgun 
  loaded with buckshot.
  SHOTGUNS, DOUBLE-BARRELED
  Double-barreled shotguns have two barrels (that’s why 
  they call it “double” barreled, get it?).  Each barrel 
  is loaded with a single shell, with a separate trigger 
  over to pick them up.
  Finally, his little mousey head focused on a 
  particularly juicy ﬁnd—a large chip the size of his 
  head.  He chattered with delight and took one step 
  forward…
  He stopped.  Something in the air felt wrong.  
  “Ah ha!” shouted Fran as she brought her heel down 
  hard in the spot where the mouse had been only a split 
  second before. 
  Sniff took off, resuming his zigzag pattern, scurrying 
  as fast as his little legs would carry him.  Like some 
  kind of mad, lumbering ogress, Fran ka-klumped 
  behind him in hot pursuit.
  “Mick!  Jill!” she bellowed, suspecting that there 
  was no one within earshot.  “Where the hell are you, 
  you little snot-weasels?  We’ve got mice in here!” 
  Fran pulled an attachment from her belt.  “This calls 
  for the Stomper,” she said, ﬁddling with what looked 
  like a shovel that was bent at its neck. 
  “I swear to God, I come in here trying to save these 
  idiots from the storm of the century and they’re off 
  doing who-knows-what,” Fran mumbled as she lurched 
  after the mouse.
  She hopped on one foot, still in pursuit, and 
  disconnected her normal peg leg.  In an instant, the 
  Stomper was in place.
  “Now come to MAMA!” she chortled as her click, 
  thumps turned into WHAM! thump, WHAM! thump, 
  WHAM!
  She turned a corner.  The wide aisles of Y-Mart were 
  empty.  Not a creature was stirring, not even a mouse.
  Fran’s head swung left, all of her senses bent on 
  detecting the elusive vermin.  “When I get a hold of the 
  night managers, they are so ﬁred.”
  A strange sound echoed to the right.  Her head 
  snapped in that direction.  It sounded like a party.  
  Fran knew that sound. It was the sound of a crowd 
  cheering. She turned to listen.  
  Sniff had been waiting for the horrible noises to stop.  
  Before him lay the vast desert of ﬂoor, its mismatched 
  checkered pattern tempting the tiny white mouse to 
  expose himself.  On the other side of the expanse 
  was safety and The Room.  It was risky, but anything 
  
  CHAPTER 2: ZOMBIE HUNTING
  and hammer for each barrel.  A character can ﬁre both 
  barrels in one attack, inﬂicting double damage against 
  a single target.  A character with two or more attacks 
  per round may attack two separate targets by ﬁring 
  one barrel at each.
  SHOOTING, ONE-HANDED
  Any attempt to shoot a riﬂe or full-sized shotgun one-
  handed causes a –4 penalty to attack rolls.  Sawed-off 
  shotguns are a little easier to control with one hand, 
  so they only incur a –2 attack penalty. Loading any 
  ﬁrearm one-handed doubles the normal reloading 
  time for that gun and requires a Reﬂex save (DC 10); 
  on a failed save, the shooter drops his weapon and 
  ammunition.
  SHOOTING, OVER THE SHOULDER
  You can ﬁre over your shoulder at a target directly 
  behind you without looking.  Targets behind you are 
  considered to have total concealment, and thus ranged 
  attacks directed against them have a 50% chance of 
  missing.  This tactic is most often used when a zombie 
  is at point-blank range and right behind you.
  SUPPRESSIVE FIRE
  Suppressive ﬁre doesn’t work on zombies—they’re 
  too stupid to dodge, too mean to duck, and too 
  numb to feel the bullets.  Zombies just keep coming 
  (although they jerk around like meaty marionettes 
  when hit by automatic ﬁre).
  CRITICAL DAMAGE TO UNDEAD
  Yeah, yeah, we know: undead are immune to critical 
  hits.  But everybody knows that’s not true—they 
  know it when they bash a zombie’s head right off with 
  a shovel or when they blow a zombie’s face off with a 
  shotgun.  
  Is the zombie in pain?  No.  
  Will the zombie be modeling for the latest in jeans 
  fashion?  Deﬁnitely not.  
  So critical hits do, in fact, affect zombies and other 
  undead.  Upon a critical hit against the living dead, 
  instead of resolving critical hit damage normally, roll 
  1d100 and use the table 2-4 to see what’s left of the 
  zombie.  After determining the d100 result, roll again 
  on the indicated sub-table (1d4, 1d6, 1d8, or 1d10 as 
  appropriate) to ﬁnd the speciﬁc critical damage effect.  
  On a roll of 100, the zombie’s head is obliterated and 
  (depending on the zombie) the creature is instantly 
  destroyed.
  Any critical hit roll over 40 indicates a spurt of 
  blood from the zombie.  Depending on the type of 
  zombie, this may spread the infection.  To dodge the 
  zombie’s spurt of blood, anyone within 10 feet of 
  the zombie must make a Reﬂex save (DC 10 + CR 
  of zombie).  Failure means the subject gets spattered 
  with zombie blood (which may require additional 
  saving throws or have no effect, depending on the 
  type of zombie).  The results indicated on this critical 
  hit chart are used instead of the normal effects of a 
  critical hit.
  Alternately, the Gamemaster can decide that a 
  zombie continues to be animated until it is at 0 hit 
  points.  For every point of damage below 0, the 
  Gamemaster checks the below table.
  For example, if a zombie suffers enough damage to 
  put it at –10 hit points; the Gamemaster consults the 
  table and rolls 1d4.  The zombie suffers a damaged 
  knee (-4 Dexterity and –30 speed). 
  The zombie will continue to take damage until an 
  attacker achieves a critical hit with a piercing weapon 
  or it suffers over 100 points of damage – in game 
  terms, that’s a terminal blow to the zombie’s head.  
  FEAR AND LOATHING
  The zombie hunter who tells you he’s not afraid is a 
  big, fat, stinky liar.  Zombie hunters who survive learn 
  to master their fear, but they’re still afraid.  The ones 
  who don’t get a handle on their fear begin to fall apart 
  was better than the clashing, smashing thing that was 
  stalking him.
  He went for it just as Fran’s mighty head swiveled 
  back to scan her surroundings.  
  A shout of “AH HA!” was immediately followed 
  by the clanging smash of Fran’s pursuit.  The mouse 
  turned a corner and, to Fran’s amazement, went right 
  through the wall ahead of her.
  Y-Mart was big—real big.  It was easy to get lost; 
  on more than one occasion Fran had found coworkers 
  “in ﬂagrante,” too secure in the knowledge that no one 
  would ﬁnd them.  But Fran knew her store inside and 
  out.  And she had never noticed any holes, especially 
  smack in the middle of the wall she now faced.
  Fran grabbed a ﬂashlight from her belt and scanned 
  the wall.  The hole was actually a small chip in a larger 
  seam running along the wall’s surface.
  She beamed the light up the wall’s length, 
  illuminating the anomaly.  It was a large door, painted 
  over countless times.  From the looks of the rectangular 
  dirt marks on the ﬂoor, a shelf had stood in front of it 
  for a long time.  
  Fran sniffed.  It was bad enough that her employees 
  were gooﬁng off.  Now she had found a door that 
  wasn’t supposed to be there. She had stumbled 
  upon two other hidden rooms in the past, and on 
  both occasions had regretted it—dust, papers, old 
  computers, and moldy donuts, all from the Place 
  That Was Before.  And nests of mice.  That’s how the 
  buggers propagated.
  Well, she would ﬁx that.
  Fran lifted her leg and swung it in a wicked arc 
  towards the seam.  It connected with a dull thud, 
  rending the gyp board into an avalanche of ﬂakes.  
  Fran followed up the assault with a shoulder ram.  As 
  she slammed into it, the door gave way unexpectedly, 
  spilling her into darkness.
  Billy grinned like a maniac as his new Spatulator 
  3000 whirled into action.  With an upside-down 
  lawnmower engine mounted on its dorsal side, it spun 
  the spatulas at such speed that they became a single 
  disc of whistling death. 
  
  CHAPTER 2: ZOMBIE HUNTING
  TABLE 2-4: CRITICAL HITS
  D100
  Sub-Table
  Description
  Effect
  01-10
  1
  Damaged leg tendons
  -1 Dexterity, -10 Speed
  2
  Damaged ankle
  -2 Dexterity, -20 Speed
  3
  Spinal damage bends torso
  -3 Dexterity, -40 Speed
  4
  Damaged knee
  -4 Dexterity, -30 Speed
  11-20
  1-2
  Nose damaged
  -3 Charisma
  3-4
  Eye damaged
  -2 Charisma
  5-6
  Head wound
  +1d4 damage, stunned and ﬂat-footed for 1d4 rounds
  21-30
  1-2
  Hand damage
  -1 Strength, -1 Dexterity
  3-4
  Arm damaged
  +1d4 points of damage, -4 attack penalty to all rolls made with wounded arm for 1d6 rounds unless healed.  Immediately drop anything held in that 
  arm
  5-6
  Thigh damaged
  +1d4 damage, base speed is halved, -4 to Climb and Swim checks for 1d6 hours
  7-8
  Spine damage
  -3 Dexterity
  9-10
  Fingers damaged
  -2 Dexterity
  31-40
  1-2
  Deep stomach wound
  +1d4 damage, suffer an additional 1d6 damage every half hour for 5d6 hours unless healed
  3-4
  Intestinal wound
  Staggered, may only take partial actions for 1d6 rounds unless healed
  5-6
  Damaged throat
  +1d6 damage, stunned and ﬂat-footed; attacker must make Fort save (DC damage inﬂicted) or suffer a –4 penalty to avoid blood spurt
  41-50
  1
  Concussion
  -2 Wisdom
  2
  Head wound
  Concentration check required to use any Int-based skill
  3
  Depth perception damaged
  -2 penalty to ranged attacks
  4
  Multiple cuts to face
  -2 Charisma
  51-60
  1
  Leg severed
  –4 penalty to Balance, Climb, Escape Artist, Jump, Move Silently, Ride, Swim, Tumble, Use Rope checks, Reﬂex saving throws, and Dexterity checks, 
  speed reduced by 2/3 
  2
  Broken ankle bones cause limping
  -4 Dexterity, -20 Speed
  3
  Spinal damage
  -6 Dexterity, -40 Speed
  4
  Shattered knee that cannot bend
  -8 Dexterity, -30 Speed
  61-70
  1-2
  Nose sliced away
  -6 Charisma
  3-4
  Lose eye
  –4 Charisma
  5-6
  Ear severed
  -2 to Listen checks, initiative checks
  71-80
  1-2
  Hand severed
  -2 Strength, -2 Dexterity
  3-4
  Slab of arm muscle cut away
  -4 Strength
  5-6
  Chunk hewn from thigh
  -4 Strength, -4 Dexterity
  7-8
  Spinal nerve damage
  -6 Dexterity
  9-10
  Fingers severed
  -4 Dexterity
  81-90
  1-2
  Punctured lungs
  -6 Charisma
  3-4
  Deep stomach wound
  -8 Charisma
  5-6
  Intestinal wound
  -10 Charisma
  7-8
  Punctured kidneys
  -2 Charisma
  9-10
  Punctured liver
  -4 Charisma
  91-92
  Vocal-cord severed
  Mute, no verbal casting, use Bluff to speak through sign language
  93-94
  Nerve damage
  -3 Dexterity in one arm
  95-96
  Severed arm
  -6 Dexterity
  97-98
  Nerve damage to both arms
  -4 Dexterity in both arms
  99
  Awful mutilation
  -3 Charisma, -3 Dexterity
  100
  Head destroyed
  Destroyed, or at -4 Charisma, -4 Dexterity, -4 Strength if the zombie has Damage Reduction 10/Piercing
  
  CHAPTER 2: ZOMBIE HUNTING
  at the seams, piece by piece, until they go loco and 
  start shooting everybody.  After all, a living human is 
  just a “zombie that ain’t happened yet.”  Sanity and 
  trust: two precious commodities in a mad, mad world.
  MADNESS
  Sometimes, the people you have to worry about most 
  aren’t the ones who are stumbling around moaning.  
  It’s the hyperactive guy with a belt full of dangling 
  grenades and one AK-47 in each arm that hasn’t had 
  any sleep for the past three days.  Zombies tend to be 
  slow and, well, dead.  The warm-blooded folks with 
  the itchy trigger ﬁngers are often not above shooting 
  everything with two arms and legs, “just to be sure.” 
  It’s enough to make a man go mad.  These rules will 
  just make things worse. 
  All characters begin with a Madness Rating (MR) 
  of 25 minus their Wisdom.  When a character’s 
  Madness Rating (MR) reaches 25, the character 
  goes insane.  A rating of 0 is a normal, well-adjusted 
  person.  
  A character must make a Madness Check anytime 
  one of the following happens:
  Injury: Whenever a character loses 50% or more of 
  his hit points to a single attack.
  Death: Any time a character witnesses the death of 
  a party member or loved one.
  Supernatural: Any time a character sees an FX 
  used or encounters a monster.
  The Gamemaster may also call for a Madness Check 
  anytime the character witnesses a horrifying or 
  disturbing sight or event, or if the character suffers an 
  experience that has the potential to rattle or unhinge 
  his or her sanity (such as being trapped in a pitch-
  black closet for hours while hungry zombies outside 
  moan and hammer on the door).  Each event that 
  triggers a Madness Check is given a Madness Rating 
  that reﬂects the severity of the horrifying experience; 
  if the character fails the Madness Check, the event’s 
  Madness Rating is added to the character’s own 
  Madness Rating.  An event with a Madness Rating of 
  1 might be a mildly frightening or scary experience, 
  whereas a Madness Rating of 10 represents a truly 
  mind-shattering, sanity-shaking nightmare.  There 
  are plenty of opportunities to make a character go 
  bonkers, and unfortunately zombies are just chock 
  full of mind-snapping goodness.  Below are just a few 
  examples of events that can trigger a Madness Check, 
  along with their Madness Ratings:
  Watching a friend or loved one eaten by a zombie 
  (GM's option, typically 1 to 5 MR).
  Watching a friend or loved one become a zombie 
  (GM's option, typically 5 to 10 MR).
  Listening to zombie moaning (+1 MR/hour).
  A Madness Check consists of a Will save (DC 6 + MR 
  modiﬁers).  This roll is modiﬁed by circumstances and 
  the character’s current Madness Rating, as detailed 
  in the table 2-6.  A character who fails his Madness 
  Check is pushed closer to the edge of insanity and 
  goes temporarily mad; he adds the triggering event’s 
  Madness Rating to his own Madness Rating and 
  rolls 1d100 on the Madness Effect table 2-5 below 
  to determine the type and effect of his temporary 
  madness.
  The effects of madness can be quite severe.  If a 
  character’s Madness Rating ever reaches 25, or if his 
  Dexterity, Constitution, or Charisma is reduced to 0, 
  he goes completely insane; at that point, control of the 
  insane character reverts to the Gamemaster.  Similarly, 
  if a character’s Wisdom ever drops to 0 or below as a 
  result of madness-related ability loss, he has lost all 
  perspective and will to live, and immediately commits 
  suicide with the nearest weapon.  Madness Effects and 
  related ability losses are cumulative.
  Fortunately, this madness is not permanent.  A 
  character’s Madness Rating decreases over time.  For 
  every hour that a character spends in relative peace 
  and quiet (that is, without having to make any further 
  Billy ﬂipped a switch on the remote and the 
  Spatulator lurched forward on small, rickety wheels 
  towards its mechanical opponent. Jeremy, who had 
  taken a keen interest in Billy’s lifelong passion, piloted 
  a hammer-armed monstrosity called MC. His bots 
  were not quite up to the deadly capabilities of those 
  crafted by Goofus and Billy, but they made for good 
  competition.
  The arena was a carefully constructed series of 
  shelves, all of them bordered by impenetrable crates.  
  It had taken them months, but Goofus and Billy had 
  managed to direct the night staff to stack boxes and 
  maneuver shelves in such a way as to create a large, 
  square arena.  Because the Y-Mart warehouse was 
  so large, it was nearly impossible to determine the 
  exact width and depth of any one particular aisle.  It 
  had become their secret, and it made their abusive 
  employment tolerable.  Even Jill watched with an 
  expression of only mild distaste, swinging her legs 
  from her favorite crate.
  There was a loud boom.  The two combatants were 
  far too enthralled with their mindless automatons to 
  take note of the sound, but Goofus looked up.  
  The boom thundered again.  A few other employees 
  glanced skywards.  Then came the clatter of what 
  sounded like a thousand forks and spoons bouncing off 
  the roof. 
  “Must be a storm,” Goofus said dismissively. 
  Billy waved him away.  “This place is like a 
  fortress,” he said absentmindedly as he spun the 
  Spatulator into a deadly arc that severed the antenna of 
  MC.  “But still…”
  Goofus stood up on another crate.  “Loser has to go 
  on leak patrol!”
  The crowd went wild.  Billy looked up, distracted, 
  and MC took the opportunity to hammer the Spatulator 
  with a blow that warped its blade.
  “Dammit!” shouted Billy as he yanked down hard 
  on the controls.  “Now look what you did,” he shouted 
  sideways at Goofus, his eyes still on his robot, which 
  was lumbering unsteadily along in the middle of the 
  arena.  “You broke my—”
  There was a loud pop and the air was abruptly 
  
  CHAPTER 2: ZOMBIE HUNTING
  Madness Checks), 
  his Madness Rating 
  decreases by 1.  For 
  every 3 points that 
  his Madness Rating 
  decreases in this 
  manner, the character 
  regains 1d4 ability 
  points lost to madness 
  and can remove his 
  most recent Madness 
  Effect.  The character’s 
  Madness Rating can 
  never drop below 
  his starting Madness 
  Rating.  Characters 
  whose Madness 
  Ratings are reduced 
  to their starting levels recover any remaining ability 
  losses at the rate of one point per full day of rest.  A 
  character with a Madness Rating of 25 or higher is 
  hopelessly insane and cannot reduce his Madness 
  Rating by resting; nothing short of a miracle (like 
  powerful magic or divine intervention) can bring him 
  back from the depths of true insanity.
  suffused with the taste of ozone.  The lights went out.
  “—concentration?” Billy said in the hush that 
  followed.
  There was a heart-stopping second when Fran 
  thought she had smashed into a switchbox and was the 
  cause of the blackout.  But then she heard the backup 
  generator kick in.  The lights would be back on soon.
  She blinked, her eyes slowly adjusting to the 
  darkness.  The only thing she could make out was a 
  single blinking red dot near the top of the ceiling. 
  Fran squinted.  She theorized that an emergency 
  spotlight had probably malfunctioned; maybe she could 
  turn it on.  All thoughts of the mouse forgotten, Fran 
  thudded closer to the light.
  There was a strange breeze from her right.  “Multiple 
  corridors,” Fran muttered. “Huh.” 
  Ka-THOOM.
  Fran’s head snapped up.  That was the lights clicking 
  on row by row. 
  Ka-THOOM.  A light at the end of the side corridor 
  went on, illuminating someone beneath it. The ﬁgure 
  was walking slowly and the light caught the back end 
  of oily, coifed hair.
  Fran peered into the darkness in front of the sharply 
  illuminated circle.  For a second there it looked like… 
  nah, impossible.
  Ka-THOOM.  Another light went on in front of the 
  ﬁrst one.  This time she got a glimpse of tinted glasses 
  and a white velour suit.  
  “What the… well I’ll be.  I knew you weren’t dea—”
  Ka-THOOM.  The light over Fran highlighted her 
  from above, making her look even more disturbing 
  than usual.  She put one hand in front of her eyes and 
  looked down to let her vision adjust.
  Several things happened at once.  Looking down, 
  Fran saw her forgotten quarry.  The mouse was 
  darting in the direction of the red blinking light. 
  Simultaneously, a strange tittering came from the far 
  end of the corridor, from near the red light.  It was 
  a series of mechanical, high-pitched beeps in rapid 
  succession.  
  The room was suffused with ﬂickering hellﬁre as the 
  TABLE 2-5: MADNESS EFFECTS
  D100
  Madness
  Ability Drain
  Effect
  01-10
  Combat Shock
  --
  The character must make a Will save (DC current MR) when under stress or be Dazed 
  for 1d4 rounds.
  11-30
  Hysteria
  -1d4 Wisdom
  The character must make a Will save (DC current MR) when under stress or begin 
  laughing hysterically as the hideous laughter spell.
  31-50
  Hemophobia
  -1d4 Wisdom
  The character must make a Will save (DC current MR) at the sight of blood or run 
  screaming for 1d4 rounds in a random direction.
  51-55
  Delusions
  -1d4 Charisma
  The character is randomly affected by ﬁgments, as per the illusion spell.
  56-60
  Withdrawal
  -1d4 Charisma
  The character must make a Will save (DC current MR) when under stress or Cower 
  for 1d4 rounds.
  61-70
  No Sleep
  -1d4 Constitution
  The character must make a Will save (DC current MR) each day or be Fatigued
  71-75
  Mental Exhaustion
  -1d4 Dexterity
  The character must make a Will save (DC current MR) each day or be Exhausted.
  76-85
  Lethargy
  -1d4 Dexterity
  The character must make a Will save (DC current MR) or immediately go to Sleep.
  86-90
  Panic
  -1d4 Wisdom
  The character must make a Will save (DC current MR) during stressful situations or 
  act as per the confusion spell for one round.
  91-95
  Mania
  -1d4 Charisma
  The character must make a Will save (DC current MR) during stressful situations or 
  lash out at the nearest victim in a rage as per the barbarian rage ability.
  96-100
  Catatonia
  -1d4 Charisma
  The character must make a Will save (DC current MR) or immediately become 
  Unconscious.
  TABLE 2-6: MADNESS MODIFIERS
  Condition
  Madness DC Modiﬁer
  Character has recently killed a zombie or other monster
  -1/CR of monster
  Character has recently acquired a weapon
  -Max damage/2
  Character leaves area that triggered check
  -5
  Character Madness Rating: 0-2
  +4
  Madness Rating: 3-5
  +2
  Madness Rating: 6-8
  +1
  Madness Rating: 9-10
  0
  Madness Rating: 11-12
  -2
  Madness Rating: 13-14
  -4
  Madness Rating: 15-17
  -6
  Madness Rating: 17-19
  -8
  Madness Rating: 20-21
  -10
  Madness Rating: 22-24
  -12
  Madness Rating: 25+
  N/A
  Monster
  +1/CR of monster
  FX
  +1/FX level
  
  CHAPTER 2: ZOMBIE HUNTING
  TRUST
  Zombies are ultimately us—just slower, smellier, and 
  a lot less conversational.  When a zombie contagion is 
  about, it becomes increasingly difﬁcult to distinguish 
  the good guys from the brain-slurping bad guys.  
  That’s when trust comes into play.
  Normally, it’s assumed that all party members and 
  allied NPCs trust each other.  After all, they have no 
  reason not to.  But when word gets out that anyone 
  could turn into a zombie once they’ve been bitten or 
  sneezed at, trust starts to break down. Allies begin to 
  wonder if their buddy is hiding a zombie bite… or if 
  maybe you can contract zombie fever just by touching 
  them!
  Diplomacy can be used to inﬂuence an 
  NPC’s trust. The GM chooses the NPC’s 
  initial trust level based on the immediate 
  circumstances and the way the PCs present 
  themselves. Most of the time, the people the 
  heroes meet are indifferent toward them, but 
  a speciﬁc situation may call for a different 
  initial level of trust. The accompanying table 
  2-7 describes the ﬁve basic levels of trust that 
  dictate an NPC’s attitude towards the PCs.  
  If a character attempts to improve an NPC’s 
  trust level, he must succeed at a Diplomacy 
  check using the DC listed for the NPC’s 
  current trust level.  If the Diplomacy check 
  succeeds, the NPC’s trust increases by one 
  level (e.g. from “hostile” to “unfriendly,” 
  or “friendly to helpful”).  If the check fails, the 
  NPC is unmoved; failure by 5 or more may (at the 
  Gamemaster’s discretion) actually decrease the NPC’s 
  trust level.
  Certain actions and circumstances, such as those 
  listed on Table 2-8, can modify Diplomacy checks 
  made to inﬂuence an NPC’s trust level.
  muzzle of a snub-nosed machine gun lit up, ﬁring hot 
  death in a sparking line right towards Fran.  She yelped 
  and dove into the side corridor where she had seen the 
  stranger.
  The mouse was gone, obliterated.  There was a 
  smoking hole where Sniff had once been.  If there was 
  any blood, Fran couldn’t see it.  
  “Jesus!” Fran put one hand out behind her, peering 
  around the corner at the wall-mounted machinegun.  
  The sensor blinked ominously, but the gun had resumed 
  its previous position.
  “Don’t step out into the corridor, mister, or that 
  thing’ll blow you back to Graceland.”
  There was a soft shufﬂing behind her.  “Hey,” Fran 
  said as she turned around, “you hear me?”
  Two icy-cold hands wrapped around her throat in 
  response.
  Given that the robot battles taking place in Y-
  Mart were of a highly unofﬁcial nature, the normal 
  regulations that ensured the constructed monstrosities 
  were kept within destructive boundaries were relaxed.
  Thus “Buzzkill,” a buzzsaw-chucking little bot that 
  had necessitated the construction of Plexiglas shields 
  around the arena.  Given the impromptu spirit of the 
  staff, the “shield” consisted of two large pieces of 
  Plexiglas propped up against crates.
  It was from the sanctuary behind this protective 
  shield that the crowd cheered as the storm raged on 
  outside. The sudden blackout had caused the last match 
  to end in a draw, so Billy’s Spatulator was once again 
  defending its title against Buzzkill.  There were three 
  buzzsaw blades embedded in various crates and sheets 
  of Plexiglas around the arena, but none in Spatulator.
  Goofus was going head-to-head against Billy, a fact 
  that was difﬁcult to ignore because Goofus gyrated, 
  screeched, and hopped around like a maniac when he 
  was piloting his bot.  He was more animated than the 
  bots themselves—Goofus had actually managed to 
  twist his ankle by overexerting himself during a robot 
  battle.  This was why Billy made Goofus build the bots 
  while Billy stuck to piloting them in the Killer Robotz 
  Competition.
  TABLE 2-7: TRUST
  Trust
  Means
  Possible Actions
  Hostile
  Will take risks to hurt or avoid you
  Attack, interfere, berate, ﬂee
  Unfriendly
  Wishes you ill
  Mislead, gossip, avoid, watch suspiciously, insult
  Indifferent
  Doesn’t much care
  Act as socially expected
  Friendly
  Wishes you well
  Chat, advise, offer limited help, advocate
  Helpful
  Will take risks to help you
  Protect, back up, heal, aid
  TABLE 2-8: TRUST MODIFIERS
  Modiﬁer
  Action
  +1
  Give ammunition to an NPC
  +2
  Heal NPC
  +3
  NPC witnesses PC attack a hostile zombie
  +4
  NPC witnesses blood test
  +max damage Give weapon to NPC
  +CR
  Kill a zombie
  -1
  During an attack with an enemy, PC fails to take part
  -2
  PC accidentally harms an ally during combat
  -3
  Take an NPC’s weapon away from him
  -4
  Use a taser on an NPC to calm him down
  -5
  Force an NPC to do something through coercion
  -6
  PC intentionally harms an ally.
  -7
  NPC witnesses an ally intentionally murdered
  
  CHAPTER 3: ZOMBIE FX
  CHAPTER 
  THREE: 
  ZOMBIE FX
  Necromancers, bokors, and psychokinetics 
  all have a knack for animating the dead.  
  These spells and powers are how they do 
  it. And if you don’t happen to be any of the 
  above but ﬁgure you can cast spells anyway… 
  hey, knock yourself out.  But don’t come crying to us 
  when you turn all your neighbors into zombies…
  SPELLCASTING & MAGIC 
  DEVICES
  Spellcasting is a complex task.  It’s not something 
  the uninitiated should enter into lightly.  Those guys 
  casting ﬁreballs are professionals, kids, so don’t try 
  this at home.
  But of course, you’re going to try anyway.  And you 
  won’t have a clue what to do with the spell you’re 
  reading out loud, or exactly how to pronounce the 
  words.  That’s okay, “neckie” or “niktoo,” it’s all the 
  same, right?
  Wrong.  While a normal Joe is welcome to try 
  casting a spell by reciting an incantation or reading 
  from a spellbook, the consequences for failure can be 
  painful at best.  
  A non-spellcaster can attempt to cast a spell by 
  using the Spellcraft skill to cast a spell with verbal 
  components only.  Since only spellcasting classes can 
  actually buy ranks in the Spellcraft skill, this skill is 
  used untrained.  Alternatively, a non-spellcaster can 
  also read from a spell or spellbook by making an 
  untrained Use Magic Device skill check.
  Failing either check by 5 or more causes the 
  character to suffer a backlash of glowing red magical 
  bolts of energy.  Although he is not harmed, he’s 
  stunned for one round, and the spell isn’t cast.
  Failing the check by 10 means the spell has a 
  negative, unintended effect.  It’s usually something 
  opposite to the intended effect, except in an instance 
  where the caster might beneﬁt from such a mishap.  In 
  the latter case, it’s some other awful effect that occurs.  
  The sky’s the limit with what can happen.
  NEW POWERS
  Each time the manifester uses one of the powers 
  described below, his Madness Rating increases by a 
  number equal to the level of the power manifested.  
  At the manifester’s discretion, he can choose to make 
  a Madness Check instead to avoid the increase in 
  MR. Success means he suffers no Madness Rating 
  increase or other ill effects; failure means he gains the 
  appropriate MR and a randomly rolled insanity (see 
  the chapter 2 for more details on insanity).
  Some powers automatically require a Madness 
  Check on the part of the manifester or the victim, in 
  addition to the Madness Rating increase described 
  above.
  AWAKEN THE DEAD
  Psychokinesis (Con)
  Level: Psychokinetic 5
  Display: Visual
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One dead creature
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  This power allows the manifester to animate the dead. 
  The manifester can animate one HD of an undead 
  “You are so dead!” Goofus shouted at the top of his 
  lungs as lightning crackled in an ominous but well-
  timed moment above him, illuminating the arena in a 
  pastiche of black and gray. 
  Taking the atmospherics as his cue, Goofus ﬂipped 
  a red switch and another buzzsaw began spinning 
  madly in place above Buzzkill’s tiny wheels.  Goofus 
  theorized that the blade spun at over 100 miles per 
  hour, but nobody cared enough to actually test it.
  Just then, Elvis walked in.
  Goofus started, in a way that made him look like 
  he’d been hit in the face with a baseball bat.  He took 
  a few steps back and pointed, raising the other hand to 
  his mouth.
  There stood Elvis.  He was looking a little leaner, but 
  his white velour suit was intact.  His skin had a bluish 
  tinge to it, but that could have been the lighting. He 
  wore his tinted sunglasses—it was not Young Elvis.
  “Ohmygod!” someone shouted.
  Buzzkill’s buzzsaw blades continued to rotate, 
  passing the 50 MPH mark.
  “We are so dead,” someone else muttered.
  The buzzsaw blades hit their maximum speed, 
  whistling as they went sonic.
  “I knew he wasn’t dead!” said Jill, her suspicions 
  ﬁnally conﬁrmed.
  There was a whistling sound. Elvis leaned forward 
  as if nodding his approval of the grand spectacle of 
  battling robots and employee apathy before him.  But 
  then his head kept going and slid clean off, shattering 
  on the ground as it exploded into a thousand little 
  pieces.
  Behind the headless Elvis, a single buzzsaw blade 
  was buried inches deep in a wooden shelf. 
  For a few moments, the only sound was the 
  WUBBA-WUBBA-ing of the buzzsaw blade. Then that 
  too ﬁnally stopped.
  “Well,” Billy said quietly, “he’s dead now.”
  Fran dragged herself into the dark room and 
  slammed the door shut behind her.  She fumbled for the 
  lock, found it, locked it, and slumped against the door. 
  They were beating their ﬁsts against the door.  She 
  
  CHAPTER 3: ZOMBIE FX
  corpse per manifester level.  If the targeted being 
  has no body, it reanimates as a ghost.  If it has only 
  bones, it reanimates as a skeleton.  If it has ﬂesh, it 
  reanimates as a zombie.
  If an undead being was killed but its corpse is still 
  intact, this power reanimates the undead being and 
  restores it to full strength. Created undead are not 
  automatically under the control of their animator. If 
  the manifester is capable of commanding undead, 
  the manifester may attempt to command the undead 
  creature as it forms.
  Using this power requires a Madness Check on the 
  part of the manifester.
  SEVER THE TIE
  Psychokinesis (Con)
  Level: Psychokinetic 5
  Display: Audible
  Manifestation Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: All undead creatures within a 10-ft.-radius 
  burst
  Duration: Instantaneous
  Saving Throw: Will half
  Power Resistance: Yes
  Power Points: 3 
  This power disrupts an undead creature’s tie to the 
  Negative Energy Plane, damaging or destroying the 
  creature. Sever the Tie deals 3d8 points of damage to 
  all undead within the targeted area. Undead that are 
  brought to 0 hit points or below by use of the power 
  fall limply and molder into dust (if corporeal), or 
  slowly disperse (if incorporeal).
  UNDEAD SENSE
  Clairsentience (Wis)
  Level: Psychokinetic 3
  Display: Visual
  Manifestation Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Spread of 25-ft.-radius + 5 ft./2 levels, 
  centered on you
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  The manifester senses the presence of undead. While 
  the duration lasts, the manifester becomes aware of 
  the presence and general location of undead within the 
  affected space. The type of undead is not revealed, but 
  numbers are.
  NEW SPELLS
  These new spells work like the new powers—each 
  time the caster casts one of the below spells, his 
  Madness Rating increases by a number equal to the 
  level of the spell cast.  At the caster’s discretion, he 
  can choose to make a Madness Check instead to avoid 
  the increase in MR. Success means he suffers no ill 
  effects; failure means he gains the appropriate MR 
  and a randomly rolled insanity (see the chapter 2 for 
  more details on insanity). 
  Some spells automatically require a Madness Check 
  on the part of the caster or the victim, in addition to 
  the Madness Rating increase described above.
  BLIGHT
  Necromancy
  Level: Arcane 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Duration: Instantaneous
  Saving Throw: Fortitude half; see text
  Spell Resistance: Yes
  could feel the thrumming on the other side, just barely.  
  It was a thick door.
  Fran rubbed her throat as she looked around, her 
  eyes adjusting to the darkness.  Some of the machines 
  had just come back up from the lightning strike.  In a 
  corner, a large monitor was whirring louder and louder.
  Fran dragged herself over the machine.  If it was 
  going to explode, she didn’t want to be too far away 
  from it.
  The machine’s whirring reached a fever pitch.  It 
  clicked loud enough to make her ﬂinch.
  “Video tape,” Fran muttered, rubbing the back of 
  her head.  She found a chair and reclined into it as the 
  screen above the tape recorder ﬂickered to life.
  The icy blue words, “WELCOME TO CRYOGENIX 
  LABS,” ﬂew across the screen. 
  “Welcome to Cryogenix Labs, where your 
  reanimation is our business.”
  The scene shifted to a series of scientists in lab coats 
  preparing a body for… something. 
  “Cryogenix Labs is located in one of the most 
  geographically stable sites in the U.S.—the Arizona 
  desert.”
  A picture-perfect landscape of an Arizona desert 
  appeared. 
  “You might not think of the desert as a great place 
  to stay cool, but Arizona has a very low incidence of 
  earthquakes and severe storms—”
  Thunder crashed somewhere above the Y-Mart. 
  “—all an important part of keeping you safely 
  cryogenically frozen to wake up to Your Future.”
  A scene of a town leveled by an earthquake slid by.
  “But we go one step further.  Cryogenix Labs 
  specializes in making you the special human being you 
  know you are.  Who wants to wake up to their future 
  great-great grandchildren looking like this?”
  The camera zoomed in for a close-up of a frozen 
  man’s face, bald and encased in silver foil.  He looked 
  like some kind of modern-day mummy. 
  “Not us, and not you either!  Why not be reanimated 
  the way YOU want to?  They say you never get a 
  second chance to make a ﬁrst impression, and that’s 
  never been truer in the world of cryogenics.”
  
  CHAPTER 3: ZOMBIE FX
  This spell withers a single plant of any size. An 
  affected plant creature takes 1d6 points of damage 
  per caster level (maximum 15d6) and may attempt a 
  Fortitude saving throw for half damage. A plant that 
  isn’t a creature doesn’t receive a save and immediately 
  withers and dies.
  This spell has no effect on the soil or surrounding 
  plant life.
  BLINDNESS/ DEAFNESS
  Necromancy
  Level: Arcane 2
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Permanent (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You call upon the powers of unlife to render the 
  subject blind or deaf (your choice).
  CLAMMY TOUCH
  Necromancy
  Level: Arcane 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Creature or creatures touched (up to one/
  level)
  Duration: Instantaneous
  Saving Throw: Fortitude partial or Will negates; 
  see text
  Spell Resistance: Yes
  A touch from your hand, which glows with blue 
  energy, disrupts the life force of living creatures. 
  Each touch channels negative energy that deals 1d6 
  points of damage. The touched creature also takes 1 
  point of Strength damage unless it makes a successful 
  Fortitude saving throw. You can use this melee touch 
  attack up to once per level.
  An undead creature you touch takes no damage of 
  either sort, but it must make a successful Will saving 
  throw or ﬂee as if panicked for 1d4 rounds +1 round 
  per caster level.
  A living creature that dies from this spell’s damage 
  rises as a cryonoid zombie 1d6 rounds later.  It is not 
  under the control of the caster but can be controlled 
  through spells or the command undead ability.
  COMMAND ZOMBIE
  Necromancy
  Level: Arcane 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One zombie
  Duration: One day/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell allows you some degree of control over 
  a zombie. Assuming the zombie is intelligent, 
  it perceives your words and actions in the most 
  favorable way (treat its attitude as friendly). It will 
  not attack you while the spell lasts. You can try to 
  give the zombie orders, but you must win an opposed 
  Charisma check to convince it to do anything it 
  wouldn’t ordinarily do. (Retries are not allowed.) An 
  intelligent commanded zombie never obeys suicidal or 
  obviously harmful orders, but it might be convinced 
  that something very dangerous is worth doing.
  A non-intelligent zombie gets no saving throw 
  against this spell. When you control a mindless 
  zombie, you can communicate only basic commands, 
  such as “come here,” “go there,” “ﬁght,” “stand 
  still,” and so on. Non-intelligent zombies won’t resist 
  suicidal or obviously harmful orders.
  Fran’s attention was diverted to another monitor 
  adjacent to the screen.  It was a black and white 
  security cam. It displayed a lone ﬁgure, shufﬂing its 
  way down the corridor.  The camera was mounted on 
  the machine gun that guarded the corridor.  
  “Fat lot of good that thing does,” she spat. She 
  trained her attention back on the screen.
  The screen was now ﬁlled with hundreds of tiny 
  squares, each ﬁlled with a famous star singing and 
  dancing, and one that looked suspiciously like a porn 
  movie.
  “…you can be preserved in whatever fashion you 
  like,” continued the husky feminine voice. “Or if you 
  can’t decide, we can choose one for you.  Choose from 
  a wide variety of celebrity impersonations…”
  Suddenly, there was a lot of banging outside the 
  door, loud enough to drown out the video.  A ﬂashing 
  red screen on the other side of the room caught her 
  attention.  She rolled over to it.
  There was a low, insistent beeping coming from the 
  monitor.  Flashing text on the screen read, “Cryogenics 
  breach!”  Below the blinking warning message, in the 
  bottom right corner of the screen, was a button labeled 
  “More.”
  Fran pushed the button. The screen pulled back and 
  listed more breaches, as many as it could ﬁt on the 
  monitor—she ﬁgured at least 100.  Another “More” 
  ﬂashed insistently at the bottom right corner.
  Fran turned back to the security monitor. It showed 
  three more ﬁgures outside in the hallway.  Then ﬁve.  
  Then 12.  Then they ﬁlled the corridor, a veritable 
  crush of people, all dressed in costume.  
  “Jesus, it’s like Mardi Gras out there!” 
  There was no sound from the monitor, but their 
  mouths moved.  Still, Fran could hear their low 
  moaning, like the sound of someone vacuuming in the 
  adjacent room.  
  Behind Fran, door hinges protested, shrieking their 
  rage at so many people pushing on them at once. 
  “Oh my God, you killed Elvis!”
  That was from Billy, who was stabbing an accusing 
  ﬁnger at Goofus.  Goofus looked down at his controller 
  
  CHAPTER 3: ZOMBIE FX
  Any act by you or your apparent allies that threatens 
  the commanded zombie (regardless of its Intelligence) 
  breaks the spell.
  Your commands are not telepathic. The zombie 
  must be able to hear you.
  Material Component: A shred of raw meat and a 
  splinter of bone.
  CONTROL ZOMBIE
  Necromancy
  Level: Arcane 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to 2 HD/level of zombies, no two of 
  which can be more than 30 ft. apart
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell enables you to command zombies for a 
  short period of time. You command them by voice and 
  they understand you, no matter what language you 
  speak. Even if vocal communication is impossible, the 
  controlled zombies do not attack you. At the end of 
  the spell, the subjects revert to their normal behavior.
  Intelligent zombies remember that you controlled 
  them.
  Material Component: A shred of raw meat and a 
  splinter of bone.
  CREATE GREATER ZOMBIE
  Necromancy [Evil]
  Level: Arcane 5, Divine 5
  Components: V, S, M
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One corpse
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Much more potent than animate dead, this evil spell 
  allows you to create more powerful sorts of zombies. 
  The type (or types) of undead you can create is based 
  on your caster level, as shown on the table below.
  Caster Level
  Zombie Created
  11th or lower
  Templar Zombie
  12th–14th
  Fog Zombie
  15th–17th
  Revenant Zombie
  18th or higher
  Zombie Lord
  You may create less powerful zombies than your 
  level would allow if you choose. Created zombies are 
  not automatically under the control of their animator. 
  If you are capable of commanding zombies, you may 
  attempt to command the zombie as it forms. This spell 
  must be cast at night.
  Casting this spell requires a Madness Check on the 
  part of the caster.
  Material Component: A clay pot ﬁlled with grave 
  dirt and another ﬁlled with brackish water. The spell 
  must be cast on a dead body. You must place a black 
  onyx gem (purchase DC 15 + 1 per 1 HD of the 
  zombie to be created) into the mouth or eye socket of 
  each corpse. The magic of the spell turns these gems 
  into worthless shells.
  CREATE OKOKIYAT
  Necromancy [Evil]
  Level: Divine 2
  Components: V, S, M
  Casting Time: Attack action
  Range: Touch
  Target: One or more corpses touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  and then at Buzzkill, which sat ominously nearby with 
  a blade at the ready.
  Goofus dropped the remote.
  “It was an accident!” he squeaked.  “It’s not like I’m 
  just sitting here waiting for Elvis to walk in so I can 
  chop his head off!”
  Jill was leaning over Elvis’ remains, curiously 
  undaunted by the chips of gore that were slowly 
  defrosting on the slick Y-Mart tiles. 
  “Since when does Elvis’ skull shatter?” she asked no 
  one in particular.
  “When a killer robot ﬁres its payload through his 
  face, that’s when!” shouted Billy.
  Jill looked up at him with her big, beautiful eyes, 
  narrowed slightly to express her contempt for his tone.  
  Billy coughed and tried to calm down.
  “Okay, that is weird. But we’ve got a death on our 
  hands.  We need to call the police.”
  “Tried that,” said Terence, waving his cell phone.  
  “Storm is messing with the reception.  We have to get 
  to a land line.”
  There was dead silence as the rest of the employees 
  looked at each other.  They turned to Billy.
  “What?”
  “You’re a manager,” said Goofus.  “So manage or 
  something.”
  Jill cleared her throat and rose up to her full ﬁve feet.  
  “I’m a manager too, you know.”
  Goofus’ eyes got wide and he pursed his lips, but he 
  refused to say anything else.
  Jill looked around.  “Look.  Elvis came from 
  somewhere.  The building’s locked, so someone should 
  ﬁnd out how he got in here.  The other group should get 
  to a phone,”
  Billy nodded. “Let’s split up into two groups. My 
  team, we’re going to make it to the phone line.  Jill, 
  you take the other team and see if you can ﬁnd out 
  where Elvis came from.  And Goofus,” he shot Goofus 
  a glare, “you take care of the body.”
  “What?!” Goofus took a step back.  “What the hell 
  do you want me to do with it?  It’s a dead body, man!  I 
  don’t handle dead bodies… I don’t… oh my god.”
  Goofus slowly sank down onto a crate. “OH. MY. 
  
  CHAPTER 3: ZOMBIE FX
  This spell turns the bodies of dead creatures into 
  okokiyat zombies that follow the caster’s spoken 
  commands. The okokiyat zombies can follow the 
  caster, or can remain in a speciﬁed area and attack any 
  creature (or just a speciﬁc type of creature) entering 
  the place. The okokiyat zombies remain animated 
  until they are destroyed. (A destroyed okokiyat 
  zombie can’t be animated again.)
  A single casting of create okokiyat can’t create more 
  HD of okokiyat zombies than twice the caster’s level.
  The okokiyat zombies created by this spell remain 
  under caster’s control indeﬁnitely. No matter how 
  many times the caster uses this spell, however, he 
  or she can control only 4 HD worth of okokiyat 
  zombies per caster level. If the caster exceeds this 
  number, all the newly created okokiyat zombies fall 
  under his or her control, and any excess okokiyat 
  zombies from previous castings become uncontrolled 
  (the caster chooses which okokiyat zombies are 
  released).  Okokiyat zombies the character commands 
  through other means (if the character has the ability to 
  command or rebuke undead) do not count toward the 
  limit.
  Casting this spell requires a Madness Check on the 
  part of the caster.
  Material Component: Purchase DC 15 + 1 per 2 
  HD of the undead. This item manifests itself as an 
  ouanga—if it is destroyed, the zombie is destroyed.
  CURSE WATER
  Necromancy [Evil]
  Level: Divine 1
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Target: Flask of water touched
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell imbues a ﬂask (1 pint) of water with 
  negative energy, turning it into unholy water. Unholy 
  water damages good outsiders in the same way holy 
  water damages undead and evil outsiders.
  Material Component: 5 pounds of powdered silver 
  (purchase DC 5).
  DEATH KNELL
  Necromancy [Death, Evil]
  Level: Divine 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous/10 minutes per HD of 
  subject; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  You draw forth the ebbing life force of a creature and 
  use it to fuel your own power. Upon casting this spell, 
  you touch a living creature that has –1 or fewer hit 
  points. If the subject fails its saving throw, it dies, and 
  you gain 1d8 temporary hit points and a +2 bonus to 
  Strength. Additionally, your effective caster level goes 
  up by +1, improving spell effects dependent on caster 
  level. (This increase in effective caster level does not 
  grant you access to more spells.) These effects last for 
  10 minutes per HD of the subject creature.
  Using this spell requires the caster to make a 
  Madness Check.
  DEATH WATCH
  Necromancy [Evil]
  Level: Divine 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped emanation
  GOD.”
  “What?” said Billy in irritation.  
  “I can see the headlines right now,” said Goofus, 
  “’Y-Mart Employee Kills Elvis In Illegal Robot Death 
  Match.’ We are all so ﬁred.”
  Everyone went silent.  Thunder boomed above them 
  as the rain continued its mad pitter-pattering on the 
  roof.
  “Well,” said Billy. “The world still thinks he’s dead, 
  right?”
  Somebody coughed.  Billy and Goofus exchanged 
  knowing glances.
  “Okay, someone get a tarp.”
  Goofus and Robert were halfway towards the 
  dumpster when they noticed Cher.
  She was dressed in her skimpiest outﬁt from one of 
  her tours.  Only she wasn’t quite able to pull it off—not 
  that many people could.  Indeed, the person who was 
  supposed to be Cher looked distinctly un-Cher-like.
  Goofus dropped his jaw as well as his end of the 
  tarp.  There was a sickening crunch and bits of red ice 
  spattered out from beneath the tarp.  
  “Rob,” Goofus said, his eyes ﬁxated on Cher, “I 
  think that’s a man.”
  But Robert couldn’t hear him.  He was too busy 
  screaming at the top of his lungs and running away.  
  Goofus took a step back.
  “Hey, uh… lady,” he said hesitantly.  “I don’t know 
  what you’re doing here, and I don’t want to know what 
  you had to do with Elvis, but uhm…” he looked down 
  at the tarp, “let’s just say Elvis has left the building.”
  Cher moaned, and not in a good way.  Goofus 
  couldn’t help but notice that Cher had a 12-o’clock 
  shadow.  She stumbled towards him with open arms. 
  Goofus turned to run, only to face a crowd of 
  personalities.  Everyone was there: astronauts, 
  cavemen, cowboys, pirates, ninjas, and somebody who 
  looked like Abraham Lincoln.
  He angled again, nearly slipping as he turned at a 90-
  degree angle to run back towards the arena. 
  “ZAAAAAAAAAHHHHHMMM—” he screamed.
  
  CHAPTER 3: ZOMBIE FX
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  Using the foul sight granted by the powers of unlife, 
  you can determine the condition of creatures near 
  death within the spell’s range. You instantly know 
  whether each creature within the area is dead, fragile 
  (alive and wounded, with 3 or fewer hit points left), 
  ﬁghting off death (alive with 4 or more hit points), 
  undead, or neither alive nor dead (such as a construct).
  Deathwatch sees through any spell or ability that 
  allows creatures to feign death.
  DEPRESSION
  Necromancy
  Level: Arcane 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One person
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes 
  This cantrip causes the target to fall into a momentary 
  depression. A depressed creature suffers a –1 penalty 
  to Will saves for 1 minute. 
  DETECT ZOMBIE
  Divination
  Level: Arcane 1, Divine 1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 minute/ level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect the aura that surrounds zombies. The 
  amount of information revealed depends on how long 
  you study a particular area.
  1st Round: Presence or absence of zombies.
  2nd Round: Number of zombies in the area and the 
  strength of the strongest zombie present. 
  3rd Round: The strength and location of each 
  zombie aura. If an aura is outside your line of sight, 
  then you discern its direction but not its exact location.
  Aura Strength: The strength of a zombie’s aura is 
  determined by the HD of the zombie, as given on the 
  following table:
  HD
  Strength
  1 or lower
  Faint
  2–4
  Moderate
  5–10
  Strong
  11 or higher
  Overwhelming
  Lingering Aura: A zombie aura lingers after its 
  original source is destroyed. If detect zombie is cast 
  and directed at such a location, the spell indicates an 
  aura strength of dim (even weaker than a faint aura). 
  How long the aura lingers at this dim level depends on 
  its original power:
  Original Strength
  Duration of Lingering Aura
  Faint
  1d6 rounds
  Moderate
  1d6 minutes
  Strong
  1d6x10 minutes
  Overwhelming
  1d6 days
  Each round, you can turn to detect zombies in a new 
  area. The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of lead, or 
  3 feet of wood or dirt blocks it.
  Arcane Material Component: A bit of earth from a 
  grave.
  “BEEEEEEEEEEES!” was all that anyone heard 
  as Goofus booked past them.  He ran through the 
  entryway to the makeshift arena.
  There was a series of squeaks as Goofus’ shoes 
  struggled to maintain purchase.  He slid back into view 
  of the other employees in the arena.
  “ZOMBIES!  They’re everywhere!”
  Jill stepped forward, “What?”
  “ZOMBIES!  True blue shambling brain-dead 
  zombies!” Goofus slapped his hands to his skull. “They 
  can smell your brains!  Cover your oriﬁces!”
  Billy rolled his eyes.  “Oh, for crying out loud, what 
  did you see?  Another vagrant?  Another Elvis? Maybe 
  it was a fan.”
  “NonononononononononoNO!” Goofus said, 
  glancing back over his shoulder.  “I know zombies.  
  Their skin is blue.  They moan.  They drool.  They want 
  hugs.  They’re zombies for sure,” he paused, “and one 
  of them is Cher.  Or at least, it’s a man who’s dressed 
  like Cher.”
  “We don’t call those people zombies,” said Jill.  “We 
  call them trans-VEST-ites.”
  Goofus took a deep breath.  “Look.  I’m getting the 
  hell out of here.  There’s too many to count.  We can’t 
  take them—”
  Just then, the barely audible moaning reached their 
  ears.  It was a low, ululating wave of sound that washed 
  over the patter of the rain high above them.  
  “That’s it, I’m outta here,” said Terence.
  “Dude, me too.  They don’t pay me enough to mess 
  with zombies,” said Robert.
  “WE DON’T EVEN KNOW THEY’RE 
  ZOMBIES!” shouted Billy. The shouting had less 
  effect as the sounds of zombies got louder. He looked 
  to Jill for support.
  Jill bit her lip and said nothing.
  “Look,” Billy said, pufﬁng up his chest.  “I’m not 
  good at a whole lot of things.  I’ve missed a lot of 
  opportunities in my life,” he looked everywhere but at 
  Jill. “Pathetic though it may sound, I think of this place 
  as my second home.  Sure, the pay is bad and the hours 
  suck.  But I’m a manager here, damn it, and I’m going 
  to manage.”
  
  CHAPTER 3: ZOMBIE FX
  DOOM
  Necromancy [Fear, Mind-Affecting]
  Level: Divine 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell ﬁlls a single subject with a feeling of 
  horrible dread that causes it to become shaken.
  ENERVATION
  Necromancy
  Level: Arcane 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray of negative energy
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell releases a black ray of crackling negative 
  energy that suppresses the life force of any living 
  creature it strikes. You must make a ranged touch 
  attack to hit. If the attack succeeds, the subject gains 
  1d4 negative levels. Enervation is cast by pointing 
  your ﬁnger in the desired direction and uttering the 
  incantation.
  If a subject struck by the ray has at least as many 
  negative levels as HD, it dies. Each negative level 
  incurs a –1 penalty on attack rolls, saving throws, 
  skill checks, ability checks, and effective level (for 
  determining the power, duration, DC, and other details 
  of spells or special abilities).
  Additionally, a spellcaster loses one spell or spell 
  slot from his or her highest available level for each 
  negative level suffered. Negative levels stack.
  Assuming the subject survives, it loses the negative 
  levels after a number of hours equal to your caster 
  level (maximum 15 hours). Usually, negative levels 
  have a chance of permanently reducing the victim’s 
  level, but the negative levels from enervation don’t 
  last long enough to do so.
  An undead creature struck by the ray gains 1d4x5 
  temporary hit points for 1 hour.
  FALSE LIFE
  Necromancy
  Level: Arcane 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged; see text
  You harness the power of unlife to grant yourself a 
  limited ability to avoid death. While this spell is in 
  effect, you gain temporary hit points equal to 1d10 +1 
  hit point per caster level (maximum +10).
  Material Component: A small amount of alcohol or 
  distilled spirits, which you use to trace certain sigils 
  on your body during casting. These sigils cannot be 
  seen once the alcohol or spirits evaporate.
  GENTLE REPOSE
  Necromancy
  Level: Arcane 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Corpse touched
  Duration: One day/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Billy paced, hands behind his back, looking wistfully 
  up at the ceiling. “I’m not leaving—this is my ship, and 
  I’ll be damned if a bunch of costumed blue-skinned 
  freaks are going to kick me off it!”
  “Are you with me?”
  Finally, Billy turned around.  His fellow employees 
  were nowhere to be found. A bunch of blue-skinned 
  zombies stood at the only way in or out of the arena.  
  “Oh,” said Billy.
  The zombies shufﬂed forward.
  With a whoop of “yeeeeHAW!” a forklift smashed 
  into the zombies in front of the arena.  They fell down 
  like store mannequins, limbs skittering off in different 
  directions. Goofus grinned from his perch on the 
  forklift.  Somehow, he had acquired a cowboy hat.  
  “Hop on, we’ve got some zombies to corral!”
  “We’ve got enough forklifts to block the entrance,” 
  said Jill, looking surprisingly authoritative from her 
  seat on the Y-Mart crane.  “The side and front exits are 
  blocked.  But they still seem to be coming after us.”
  Billy was standing next to her watching the ﬁgures 
  mill about at the corridors, where wooden skids had 
  been placed to block the zombies.  “How long do you 
  think those barriers will hold?”
  “Not long,” Jill said, heaving a sigh.  Billy’s 
  attention wandered. “They’re starting to climb over 
  each other, and we can only pile the barriers so high.”
  Billy looked down at his feet.  “Hey Jill.  Can I ask 
  you something?”
  She looked back at him, her face a study in carefully 
  controlled interest.  “Yes?’
  “When you wrote ‘Sometimes a strong wind must 
  blow to remove the fog for us to see clearly,’ was that 
  for me?”
  Jill blinked.  “What?”
  “In the yearbook.  I used to work in the special 
  effects department.  Was that a reference to me?  I had 
  a crush on you in high school and I thought you knew.”
  “Oh,” she said quietly.  There was a pause that lasted 
  an eternity. “Yes,” she said.
  Billy turned to face her, causing the crane to rock 
  slightly.  “Are you saying that because you think I 
  
  CHAPTER 3: ZOMBIE FX
  You preserve the remains of a dead creature so that 
  they do not decay. Doing so effectively extends the 
  time limit on raising that creature from the dead (see 
  raise dead). Days spent under the inﬂuence of this 
  spell don’t count against the time limit. Additionally, 
  this spell makes transporting a fallen comrade more 
  pleasant.
  The spell also works on severed body parts and the 
  like.
  Arcane Material Component: A pinch of salt, and a 
  copper piece for each eye the corpse has (or had).
  GLOOM
  Necromancy
  Level: Arcane 0
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Drawing upon the power of shadow, this cantrip 
  pulls shadows closer to the subject.  It grants an 
  enhancement bonus of +4 to all Hide checks for the 
  duration of the spell.
  GRAYFIRE
  Conjuration (Creation) [Fire]
  Level: Arcane 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets or Effect: One grayﬁre bolt/four levels
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  This spell shoots colorless bolts of ﬂame at enemies. 
  The caster must succeed at a ranged touch attack roll 
  to hit. The bolt deals 4d6 points of ﬁre damage (Reﬂex 
  save for half damage). If the caster creates more than 
  one bolt (at 8th level or higher), all bolts must be 
  aimed at enemies that are all within 30 feet of each 
  other. The bolts do not set anything on ﬁre.  If the bolt 
  strikes an undead creature, the creature receives 4 
  temporary hit points per four caster levels (maximum 
  24 temporary hit points).
  MAGIC JAR
  Necromancy
  Level: Arcane 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 hour/level or until you return to your 
  body
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  By casting magic jar, you place your soul in a gem or 
  large crystal (known as the magic jar), leaving your 
  body lifeless. You can then attempt to take control 
  of a nearby body, forcing its soul into the magic jar. 
  You may return to the jar at will (thereby returning 
  any soul trapped therein to its body) and attempt to 
  possess another body. The spell ends when you return 
  your soul to your own body, leaving the receptacle 
  empty.
  To cast the spell, the object you intend to serve as 
  the magic jar must be within spell range and you must 
  know where it is, though you do not need line of sight 
  or line of effect to it. When you transfer your soul 
  upon casting, your body is, as near as anyone can tell, 
  dead. 
  While in the magic jar, you can sense and attack any 
  life force within 10 feet per caster level (and on the 
  might die and you want to give me some hope in the 
  last minutes of my short, pathetic life?”
  Jill blushed furiously.  “Yeah.”
  Billy sighed.  
  “I wrote that because everyone was writing poems in 
  my drama class, so I wanted to leave something deep—
  actually, my boyfriend wrote it and I used it,” she said.  
  “But I never really knew you.  Now that I do—”
  There was a high-pitched squeal over the Y-Mart 
  intercom. 
  “Alright maggots, listen up,” rasped Fran’s voice. 
  “I’m trapped in some sort of control room, but I can see 
  the monitors and I’m piped into the audio comms. Oh 
  wait, hold on a sec, I need to beat off some zombies…”
  The audio squealed again and then the pleasant tune 
  of “Girl from Ipanema” ﬁlled the air.
  “What the hell is she doing here?” blurted Billy.
  Jill was looking at him curiously.  “You ever think of 
  joining a gym?”
  Before Billy could respond, a squeal heralded Fran’s 
  return to her command of the microphone.  
  “Sorry about that.  Okay, the zombies are coming 
  from a cryogenics chamber, but it’s guarded by some 
  kind of defense system.  It nearly blew me to pieces.  
  Hell, it’s so accurate it POWDERED a mouse right in 
  front of me.  But it doesn’t seem to notice the zombies.  
  We need to get beyond that corridor and shut it down 
  before more zombies wake up.”
  “Wake up?” Billy said in shock.
  “Yes, I said ‘wake up,’ Mick,” crackled Fran’s 
  voice. “I can’t hear you, but I can see you well enough, 
  especially since you’re ﬁve feet from one of the 
  security cameras.”
  Billy glanced around and sure enough, the black lens 
  of a security camera ogled him.  
  “You and your girlfriend need to come up with a 
  plan to get me the hell out of here.  I don’t know how 
  long I can hold these bastards off—” then the audio 
  went dead.
  Jill looked at Billy.  “Now what?”
  Billy jutted out his chin, the word “girlfriend” 
  echoing over and over in his mind.  “I have a plan.”
  
  CHAPTER 3: ZOMBIE FX
  same plane of existence). You do need line of effect 
  from the jar to the creatures. You cannot determine the 
  exact creature types or positions of these creatures; 
  you can only sense the presence of life forces. If 
  more than one life force is present, you can sense a 
  difference of 4 or more Hit Dice between one creature 
  and another and can determine whether a life force 
  is powered by positive or negative energy. (Undead 
  creatures are powered by negative energy. Only 
  sentient undead creatures have, or are, souls.)  You 
  can choose to take over either a stronger or a weaker 
  creature, but in the event that multiple creatures 
  share the same strength, which particular stronger or 
  weaker creature you attempt to possess is determined 
  randomly.
  Attempting to possess a body is a full-round action. 
  You possess the body and force the creature’s soul into 
  the magic jar unless the subject succeeds on a Will 
  save. Possession attempts are blocked by protection 
  from evil or similar wards. Failure to possess the host 
  leaves your life force in the magic jar, and the target 
  automatically succeeds on saving throws against 
  future possession attempts by the same caster.
  If the possession is successful, your life force 
  occupies the host body, and the host’s life force 
  is imprisoned in the magic jar. You keep your 
  Intelligence, Wisdom, Charisma, level, class, base 
  attack bonus, base save bonuses, alignment, and 
  mental abilities. The body retains its Strength, 
  Dexterity, Constitution, hit points, natural abilities, 
  and automatic abilities. Possessing a body with extra 
  limbs does not allow you to make more attacks (or 
  more advantageous two-weapon attacks) than normal. 
  You can’t choose to activate the body’s extraordinary 
  or supernatural abilities. The creature’s spells and 
  spell-like abilities do not stay with the body.
  As a standard action, you can shift freely from a 
  host to the magic jar if within spell range, sending the 
  trapped soul back to its body. The spell ends when you 
  shift from the jar back to your own body.
  If the host body is slain, you return to the magic jar 
  if within range, and the life force of the host departs 
  (it is dead). If the host body is slain beyond the 
  range of the spell, both you and the host die. Any life 
  force with no original body to which it can return is 
  considered slain.
  If the spell ends while you are in the magic jar, you 
  return to your body (or die, if your body is out of spell 
  range or has been destroyed). If the spell ends while 
  you are in a host, you return to your body (or die), and 
  the soul in the magic jar returns to its body (or dies if 
  it is out of range). Destroying the receptacle ends the 
  spell, and the spell can be dispelled at either the magic 
  jar or at the host’s location.
  Use of this spell requires a Madness Check on the 
  part of both the caster and the recipient.
  Focus: A gem or crystal (purchase DC 10).
  NIGHTMARE
  Illusion (Phantasm) [Mind-Affecting, Evil]
  Level: Divine 5
  Components: V, S
  Casting Time: 10 minutes
  Range: Unlimited
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You send a hideous and unsettling phantasmal vision 
  to a speciﬁc creature that you name or otherwise 
  speciﬁcally designate.
  The nightmare prevents restful sleep and causes 
  1d10 points of damage. The nightmare leaves the 
  subject fatigued and unable to regain arcane spells for 
  the next 24 hours. It also triggers a Madness Check on 
  the part of the recipient.
  The subject can make a Will save to negate 
  nightmare’s effects; the difﬁculty of the save depends 
  on how well you know the subject and what sort of 
  “I call it… the Goofusmobile!”
  And with that, Goofus disappeared around a corner.  
  What had once been a forklift came into view.  It was 
  covered with what looked like two garage doors that 
  were welded together at the top.  Two mesh cages 
  covered the front and back.
  Billy and Jill looked at each other in dismay.  “That’s 
  what’s going to get us in there?”
  Goofus wheeled the Goofusmobile painfully around, 
  the doors screeching along the ﬂoor as it moved, so he 
  could face the two managers.  “Not us.  Me and Billy.  
  It can only,” he struggled for words as he avoided 
  looking at Billy, “FIT two of us.  And I’m the only one 
  who knows how to drive the Goofusmobile.”
  Terence rolled his eyes.  “Just because he’s got the 
  forklift driver’s certiﬁcation he thinks he’s the bomb.”
  Goofus jabbed a ﬁnger through the cage at Terence, 
  a gesture that was supposed to be menacing but ended 
  up looking a lot like a pink mole rat poking its head 
  out of a hole. “Do you wanna drive in there with all the 
  moaning and the grabbing?”
  Robert put his hands up.  “Hell no.  You go in there 
  and play zombie janitor for all I care.” He hefted a 
  nailgun.  “I got perimeter.”
  Billy nodded.  “Right.  Jeremy, Robert, you two are 
  going to hold the perimeter—if they come over the 
  walls, you take out as many as you can. Terence, Jill, 
  you’re lookout in the two cranes.  If things go down 
  the crapper, get the hell out of here and call for help. 
  Everyone clear?”
  They all nodded.  Jill leaned over to him and gave 
  him a kiss on the cheek.  “Be careful,” she whispered 
  just to him.
  Billy stood, transﬁxed. Goofus coughed.
  Remembering where he was and what he was about 
  to do, Billy picked up Spatulator 3000.
  “Whaddaya gonna do with that?” Goofus asked as 
  Billy stepped into the Goofusmobile.
  “I got a hunch,” was all Billy said.
  “Alright,” said Goofus as he stepped on the gas.  
  “Things are about to get messy.  I’m going to push 
  
  CHAPTER 3: ZOMBIE FX
  physical connection (if any) you have to that creature.  
  The following charts list the bonuses or penalties to be 
  applied to the subject’s saving throw.
  Knowledge
   Save Modiﬁer
  None1
  +10
  Secondhand (you have heard of the 
  subject)
  +5
  Firsthand (you have met the subject)
  +0
  Familiar (you know the subject well)
  –5
  1 You must have some sort of connection to a creature you have no knowledge of.
  Connection
  Save Modiﬁer
  Likeness or picture
  –2
  Possession or garment
  –4
  Body part, lock of hair, bit of nail, etc.
  –10
  Dispel evil cast on the subject while you are casting 
  the spell dispels the nightmare and causes you to be 
  stunned for 10 minutes per caster level of the dispel 
  evil caster.
  If the recipient is awake when the spell begins, 
  you can choose to cease casting (ending the spell) 
  or to enter a trance until the recipient goes to sleep, 
  whereupon you become alert again and complete the 
  casting. If you are disturbed during the trance, you 
  must succeed at a Concentration check as if you were 
  in the midst of casting a spell or the spell ends.
  If you choose to enter a trance, you are not aware 
  of your surroundings or activities around you while in 
  the trance. You are defenseless, both physically and 
  mentally, while in the trance (you automatically fail 
  any saving throw, for example).
  Creatures who don’t sleep (such as elves, but not 
  half-elves) or dream are immune to this spell.
  PHANTASMAL KILLER
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Divine 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with), 
  then Fortitude partial; see text
  Spell Resistance: Yes
  You create a phantasmal image of the most fearsome 
  creature imaginable to the subject by forming the fears 
  of the subject’s subconscious mind into an illusionary 
  monster that its conscious mind can perceive. Only the 
  spell’s subject can see the phantasmal killer; the caster 
  sees only a vague shape. When phantasmal killer 
  is cast, the target gets a Will save to recognize that 
  the image is unreal. If that save fails, the phantasm 
  touches the subject, and the subject must succeed at a 
  Fortitude save or die from fear. Even if the Fortitude 
  save is successful, the subject takes 3d6 points of 
  damage. The victim must make a Madness Check.
  If the subject of a phantasmal killer attack succeeds 
  in disbelieving and is wearing a helm of telepathy, 
  the beast can be turned upon you. You must then 
  disbelieve it or become subject to its deadly fear 
  attack.
  POSSESS ZOMBIE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Divine 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One zombie of Medium-size or smaller
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster’s body is transformed into a magical 
  essence that ﬂies into the animated corpse of a 
  Medium-size or smaller zombie. The caster possesses 
  the zombie and forces the undead’s essence out of its 
  this puppy up to top speed and then ram those zombie 
  suckers for all they’re worth!”
  Billy looked over his shoulder as the Goofusmobile 
  chugged along.  “How fast is that?”
  “Hmm.  Well 10 miles per hour, but since we’re 
  carrying some… uh, weight it’s going to be more like,” 
  he looked down at the dash, “seven miles per hour.”
  “Great,” Billy said as they approached the perimeter.  
  The zombies were massed behind it in great human 
  piles.
  “Pull the wall!” shouted Billy.
  “Pulling the wall!” Jill shouted back.
  The ropes attached to the wooden skids that 
  constituted the makeshift wall were abruptly yanked 
  aside.  Goofus sped the Goofusmobile as fast as it 
  would go towards the crowd of zombies.
  “Jeremy! Robert!  Take ‘em down!”
  There was a cry of “YEEHAW!” as the two 
  nightshift employees who couldn’t be bothered to 
  show up to work on time leapt out from the sides of the 
  aisle, ﬁring metal death into the icy cold corpses of the 
  unliving. 
  An astronaut went down.  Then a few gymnasts.  
  Then something that may have been a clown.
  The hail of nailgun ﬁre rang out behind Goofus 
  and Billy.  SPTANG!  Something ricocheted close to 
  Billy’s head, even within the protected conﬁnes of the 
  Goofusmobile.
  The zombie masses were slightly thinned out.  It 
  was a gamble—if the two nailgunmen were unable to 
  take out enough zombies, the makeshift forklift/fortress 
  would never be able to smash its way through. 
  Goofus lifted the front end of the forklift up so the 
  two tines of the forklift were at chest level as it tore 
  through the zombie ranks.  Shattered limbs bounced off 
  the sides of the Goofusmobile.
  Jill shouted, “They’re through!  Restore the 
  perimeter!”
  Behind them, Billy knew that the walls were being 
  pushed back up again with a second forklift.  There was 
  no going back.
  The zombie ranks thinned as the Goofusmobile 
  barreled along.  Even as it passed, zombies grabbed 
  
  CHAPTER 3: ZOMBIE FX
  body unless the zombie succeeds at a Will save.  If 
  the zombie fails its Will save, the caster’s life force 
  occupies the corpse. 
  The caster keeps his or her Intelligence, Wisdom, 
  Charisma, level, class, base attack bonus, base 
  save bonuses, alignment, and mental abilities.  The 
  body retains its Strength, Dexterity, hit points, and 
  natural and mental abilities (such as regeneration).  
  Possession of a body with extra limbs does not 
  allow the caster to make more attacks (or more 
  advantageous two-weapon attacks) than normal.  
  The caster can’t choose to activate the body’s 
  extraordinary or supernatural abilities.  The zombie’s 
  spells and spell-like abilities do not stay with the body. 
  When the spell ends, the caster’s body bursts out 
  of the zombie, wherever it may be, destroying the 
  zombie completely. Casting this spell requires the 
  caster to make a Madness Check.
  RAY OF BOILS
  Necromancy
  Level: Arcane 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A ray springs from the character’s hand. The character 
  must succeed at a ranged touch attack to strike a 
  target. The subject suffers a –1 enhancement penalty 
  to Charisma. The subject’s Charisma score cannot 
  drop below 1.
  RAY OF CLUMSINESS
  Necromancy
  Level: Arcane 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A ray springs from the caster’s hand. The caster must 
  succeed at a ranged touch attack to strike a target. The 
  subject suffers a –1 enhancement penalty to Dexterity. 
  The subject’s Dexterity score cannot drop below 1.
  RAY OF ENFEEBLEMENT
  Necromancy
  Level: Arcane 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  A coruscating ray springs from the caster’s hand. The 
  caster must succeed at a ranged touch attack to strike 
  a target. The subject takes a penalty to Strength equal 
  to 1d6+1 per two caster levels (maximum 1d6+5). The 
  subject’s Strength score cannot drop below 1.
  RAY OF EXHAUSTION
  Necromancy
  Level: Arcane 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  on to it, dragging along behind.  The forklift’s engine 
  groaned.
  “Hold on… I see it!” shouted Goofus.
  They were chugging towards a broken wall.  Billy 
  didn’t get a chance to make it out, because Goofus 
  drove their armored transportation right through it.  
  Plaster ﬂaked all around them as the Goofusmobile 
  ground to a halt.  With its extra armor, it was incapable 
  of navigating the corridor.  The debris on the ﬂoor 
  didn’t help.
  “GOGOGOGOGO!” shouted Goofus.
  Billy started to edge his way out of the vehicle when 
  a strange mechanical tweeting echoed at the other end 
  of the darkened hallway.  A trail of withering gunﬁre 
  streaked towards the front of the forklift.
  “BACKBACKBACKBACKBACK!” shouted 
  Goofus.
  “Whoa!” Billy shouted.  “What the hell is that?”
  “Defense system my ass!” Goofus shouted.  “Jesus, 
  how about ‘there’s a big honking machine gun in the 
  hallway’!”
  The forklift rocked.  The zombies were grabbing at it 
  and tugging on the grill. 
  “Dude, we better think of something fast—the 
  zombies aren’t going to wait.”
  Billy shook his head to clear the cobwebs.  “What 
  was it Fran said before about the defenses?”
  “Something about a mouse?” Goofus said, panic 
  rising in his voice.  
  Billy snapped his ﬁngers.  “That’s right!  The 
  defenses killed the mouse but not the zombies.  What’s 
  the difference between the two?”
  Goofus looked at Billy in disbelief.  “Zombies are… 
  bigger?”
  “No, that can’t be it.  This defense system is meant 
  to keep people OUT.  I think it’s a heat seeker.”
  A zombie moaned loudly behind them.
  Billy placed the Spatulator 3000 on the ground.  
  “This is your chance, little buddy,” he whispered, half 
  to himself.  He noticed a blackened mark that must 
  have been the mouse.  “If not—well, it’ll be over 
  quick.”
  He ﬂipped the switch on his remote control and 
  
  CHAPTER 3: ZOMBIE FX
  A black ray projects from the caster’s pointing ﬁnger. 
  The caster must succeed at a ranged touch attack with 
  the ray to strike a target. The subject is immediately 
  exhausted for the spell’s duration. A successful 
  Fortitude save means the creature is only fatigued. 
  A character that is already fatigued instead becomes 
  exhausted.
  This spell has no effect on a creature that is already 
  exhausted. Unlike normal exhaustion or fatigue, the 
  effect ends as soon as the spell’s duration expires.
  Material Component: A drop of sweat.
  RAY OF WEAKNESS
  Necromancy
  Level: Arcane 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A ray springs from the caster’s hand. The caster must 
  succeed at a ranged touch attack to strike a target. The 
  subject suffers a –1 enhancement penalty to Strength. 
  The subject’s Strength score cannot drop below 1.
  SLAY LIVING
  Necromancy [Death]
  Level: Divine 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You can slay any one living creature. You must 
  succeed at a melee touch attack to touch the subject, 
  and it can avoid death with a successful Fortitude 
  save. If it succeeds at its save, it instead takes 3d6 
  points of damage +1 point per caster level.
  SPEAK WITH DEAD
  Necromancy [Language-Dependent]
  Level: Divine 3
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: 10 ft.
  Target: One dead creature
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Spell Resistance: No
  You grant the semblance of life and intellect to a 
  corpse, allowing it to answer several questions that 
  you put to it. You may ask one question per two caster 
  levels. Unasked questions are wasted if the spell 
  duration expires. The corpse’s knowledge is limited 
  to what the creature knew during life, including the 
  languages it spoke (if any). Answers are usually brief, 
  cryptic, or repetitive. If the creature’s alignment was 
  different from yours, the corpse gets a Will save to 
  resist the spell as if it were alive.
  Casting this spell triggers a Madness Check in 
  everyone who witnesses the conversation, including 
  the caster.
  If the corpse has been subject to speak with dead 
  within the past week, the spell automatically fails. You 
  can cast this spell on a corpse that has been deceased 
  for any amount of time, but the body must be mostly 
  intact to be able to respond. A damaged corpse may 
  be able to give partial answers or partially correct 
  answers, but it must at least have a mouth in order to 
  speak at all. 
  This spell does not let you actually speak to the 
  person (whose soul has departed). It instead draws 
  eased the Spatulator out into the open.  
  Nothing happened.
  “I don’t mean to pressure you or anything,” 
  whispered Goofus, “but could you GO A LITTLE 
  FASTER PLEASE!”
  Billy winced but kept his eyes on the Spatulator.  Its 
  RC-engine kicked into high gear, zig-zagging crazily 
  as Billy navigated through zombie arms and legs.  Fran 
  had taken out more than a few zombies herself before 
  she reached the control room.
  “What are you going to do with that thing, exactly?” 
  said Goofus, crawling closer to the front of the forklift 
  as the whole thing began to rock from the force of 
  zombie frustration.
  “Well, that thing’s got to have a heat sensor.  It’s a 
  variant of the electronic security cameras we have in 
  the Y-Mart.”
  The Spatulator zipped up within feet of the gun 
  emplacement, then rolled backwards into position.  “So 
  if I can just—”
  The Spatulator’s spatula-throwing armed 
  reared backwards.  FWANG! A sharpened spatula 
  blade whistled through the air and stuck into the 
  machinegun’s bubble.
  The forklift started to trundle forward, propelled by 
  the force of zombies behind it. 
  “Billy…” Goofus said, his voice raising an octave.
  Billy hit the red ﬁring button as fast as he could.  
  One after another, cartwheeling spatulas of death 
  tumbled through the air into the machinegun’s perch.  
  They all landed just below the gun itself.
  “You totally missed!” Goofus shrieked.
  Billy cracked the hatch of the Goofusmobile.  
  “What are you doing?  Are you insane?” shouted 
  Goofus.
  Billy gave Goofus a bear hug.  Then he turned and 
  stepped out into the hallway with his eyes closed.
  Nothing happened.
  “YES!” Billy shouted. “C’mon Goofus!”
  Goofus stumbled out of the front of the forklift even 
  as the whole wall started to collapse, zombies and 
  plasterboard falling everywhere.
  “How…?” was all Goofus got out as he jogged 
  
  CHAPTER 3: ZOMBIE FX
  on the imprinted knowledge stored in the corpse. The 
  partially animated body retains the imprint of the 
  soul that once inhabited it, and thus it can speak with 
  all the knowledge that the creature had while alive. 
  The corpse, however, cannot learn new information. 
  Indeed, it can’t even remember being questioned.
  This spell does not affect a corpse that has been 
  turned into an undead creature.
  TOUCH OF FATIGUE
  Necromancy
  Level: Arcane 0
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You channel negative energy through your touch, 
  fatiguing the target. You must succeed on a touch 
  attack to strike a target. The subject is immediately 
  fatigued for the spell’s duration.
  This spell has no effect on a creature that is already 
  fatigued. Unlike with normal fatigue, the effect ends 
  as soon as the spell’s duration expires.
  Material Component: A drop of sweat.
  TOXICITY
  Necromancy
  Level: Divine 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  Calling upon the venomous powers of natural 
  predators, you infect the subject with a horrible poison 
  by making a successful melee touch attack. The 
  poison deals 1d10 points of temporary Constitution 
  damage immediately and another 1d10 points of 
  temporary Constitution damage 1 minute later. Each 
  instance of damage can be negated by a Fortitude save 
  (DC 10 + 1/2 caster level + caster’s Wis modiﬁer).
  A living creature that dies from this spell’s damage 
  rises as a toxic zombie 1d6 rounds later.  It is not 
  under the control of the caster but can be controlled 
  through spells or the command undead ability.
  UNHALLOW
  Evocation [Evil]
  Level: Divine 5
  Components: V, S, M
  Casting Time: 24 hours
  Range: Touch
  Area: 40-ft. radius emanating from the touched 
  point
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: See text
  Unhallow makes a particular site, building, or 
  structure an unholy site. This has two major effects.
  First, all checks made to turn undead suffer a –4 
  penalty, and checks made to rebuke undead gain a +4 
  profane bonus. Spell resistance does not apply to this 
  effect.
  Second, you may choose to ﬁx a single spell effect 
  to the unhallowed site. The spell effect lasts for 
  one year and functions throughout the entire site, 
  regardless of its normal duration and area or effect. 
  You may designate whether the effect applies to all 
  creatures, creatures that share your faith or alignment, 
  or creatures that adhere to another faith or alignment. 
  At the end of the year, the chosen effect lapses, but 
  it can be renewed or replaced simply by casting 
  towards the side corridor.
  “Easy,” Billy said triumphantly.  “I just blocked the 
  heat sensors. They’re just below the gun.” He turned 
  around to face Goofus.  “I made a calculated guess,” 
  he said with a smug look on his face, “but it turns out I 
  was right—”
  Then a ﬁst connected with Billy’s jaw and 
  everything went dark.
  A large, ugly thing with hair in all the wrong 
  places fuzzed into sight. At ﬁrst Billy thought it was 
  someone’s face.  Then he recognized it as Fran’s mole.  
  One of them, anyway.
  “—the hell was I supposed to think, been zombies 
  stumbling in and out of here all night!” she was 
  shouting at Goofus. 
  Billy struggled to his feet.  
  “Oh, look, sleeping beauty ﬁnally woke up,” Fran 
  said with a sneer.
  Billy got a good look at his surroundings.  They were 
  in a large, cavernous room ﬁlled with what seemed like 
  an endless row of large, pill-shaped chambers, each 
  connected by a cobweb of ribbed cords and twinkling 
  devices.  All of the chambers were numbered, from 1 to 
  over 300.  Many of them yawned open like clamshells, 
  their contents voided into the chilly air. In others, 
  vaguely humanoid ﬁgures were visible beneath the 
  frosted panes.
  A door behind them, made of thin steel, buckled 
  from the pressure of hundreds of ﬁsts.
  “Uh, I don’t think that door’s going to hold for very 
  long,” said Goofus.
  Billy rubbed the back of his head. “What is this 
  place?
  “Cryogenics,” said Fran.  “Would ya believe the 
  lightning strike reset the system?  The clock reset to the 
  year 3000, when they’re all due to wake up,” she said 
  with a sneer. 
  “Y3K,” said Goofus in awe.
  “I ﬁgured out how to stop the system breaches,” said 
  Fran, “but that’s not going to tuck the other trick-or-
  treaters back in bed.”  
  Billy walked over to a table along one wall.  It was 
  
  CHAPTER 3: ZOMBIE FX
  unhallow again.
  Spell effects that may be tied to an unhallowed site 
  include aid, bane, bless, cause fear, darkness, detect 
  magical aura, discern lies, dispel magic, freedom 
  of movement, invisibility remove fear, resist energy, 
  silence, tongues, and zone of truth.
  Saving throws and spell resistance might apply 
  to these spells’ effects. (See the individual spell 
  descriptions for details.)
  An area can receive only one unhallow spell (and its 
  associated spell effect) at a time. 
  Material Component: Herbs, oils, and incense 
  (purchase DC 20 + 1 per level of the spell to be tied to 
  the unhallowed area).
  WAVES OF FATIGUE
  Necromancy
  Level: Arcane 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: Yes
  Waves of negative energy render all living creatures in 
  the spell’s area fatigued. This spell has no effect on a 
  creature that is already fatigued.
  ZOMBIE BELCH
  Conjuration (Creation) [Death]
  Level: Arcane 4
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Cone
  Duration: Instantaneous
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  A bank of yellowish green poisonous gas billows out 
  from the caster’s mouth or other oriﬁce. The cone’s 
  vapors kill any living creature with 3 or fewer HD 
  (no save) and cause creatures with 4 to 6 HD to make 
  Fortitude saving throws or die. Living creatures above 
  6 HD, and creatures of 4 to 6 HD who make their 
  saving throws, are nauseated (Fortitude negates), 
  making them unable to attack, cast spells, concentrate 
  on spells, and so on. The only action a nauseated 
  character can take is a single move (or move-
  equivalent action) per turn.  
  ZOMBIE BLIGHT
  Evocation [Evil]
  Level: Divine 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. radius spread
  Duration: Instantaneous (1d4 rounds); see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  You call up unholy power to smite your enemies. The 
  power takes the form of a cold, cloying miasma of 
  greasy darkness.
  Only good and neutral (not evil) creatures are 
  harmed by the spell.
  The spell deals 1d8 points of damage per two caster 
  levels (maximum 5d8) to a good creature (or 1d6 per 
  caster level, maximum 10d6, to a good outsider) and 
  causes it to be sickened for 1d4 rounds. A successful 
  Will save reduces damage to half and negates the 
  sickened effect. The effects cannot be negated by 
  remove disease or heal, but remove curse is effective.
  The spell deals only half damage to creatures that 
  are neither evil nor good, and they are not sickened. 
  Such a creature can reduce the damage in half again 
  (down to one-quarter) with a successful Will save.
  covered with diagrams and notes.  
  WHAM!  The door creaked on its hinges. 
  “You’d think they’d build a place like this a little 
  better,” said Fran. “These things are meant to withstand 
  a nuclear attack, but the door can’t stave off a couple of 
  mooks.”
  Billy picked up a piece of paper.  At the bottom was 
  the name “J. Wizzley #351”
  “Dad?” Billy whispered to himself.
  “The machinegun’s a pretty good deterrent, I think,” 
  Goofus was saying. “Can you get to the intercom?  
  Maybe we can tell Jill to call for help.”
  Fran shook her head.  “Not from this room.”
  “What?  You were on the intercom before!”
  “Hey!” shouted Fran. “The Y-Mart builders took 
  shortcuts and just piggy-backed off of the systems that 
  were already here. I think we can assume, tiger lily, that 
  they didn’t realize this was a cryogenics facility!” 
  Billy looked up.  “That’s it!”
  All three of them looked up.  Billy pointed at the 
  sprinkler system. 
  “If the builders were lazy enough to use the electrical 
  system, maybe they were stupid enough to tap into the 
  sprinkler system too.”
  Goofus glanced at Billy sideways.  “So we’re going 
  to… drown them?”
  “No,” Fran said, her jaw set.  “I see where he’s 
  going with this.” She pointed at the mess of tubing that 
  connected the chambers. 
  “He means to freeze ‘em.”
  Terence stumbled around the corner of aisle ﬁve.  He 
  practically tripped over Jill.
  “It’s time to go!” he shouted, and resumed running.
  Jeremy slide into view seconds afterwards. 
  “Zombies,” he said, panting.  “Broke through.  Wall.  
  Leaving!”
  Then he took off, running for the front door.
  Jill backed away slowly from the aisle, passing the 
  registers.  “I’m so sorry, Billy,” she whispered, tears in 
  her eyes.
  Just then, the sprinklers turned on.  Shocked from 
  the freezing cold and the sudden downpour, Jill didn’t 
  
  CHAPTER 3: ZOMBIE FX
  ZOMBIE DRAIN
  Necromancy
  Level: Arcane 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous/1 hour; see text
  Saving Throw: None
  Spell Resistance: Yes
  Your touch deals 1d6 points of damage per two caster 
  levels (maximum 10d6).  If you succeed at a melee 
  touch attack, you gain temporary hit points equal to 
  the damage you deal. However, you can’t gain more 
  than the subject’s current hit points +10, which is 
  enough to kill the subject. The temporary hit points 
  disappear 1 hour later.
  ZOMBIE FEVER
  Necromancy [Evil]
  Level: Arcane 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject contracts zombie fever, which strikes 
  immediately (no incubation period). The DC noted is 
  for the subsequent saves (use zombie fever’s normal 
  save DC for the initial saving throw).
  An afﬂicted humanoid must make subsequent 
  Fortitude saves (DC 12) to resist further damage 
  (secondary damage 1d3 Con and 1d3 Dex) per the 
  normal disease rules.  If the subject dies of zombie 
  fever, it rises as a zombie at the next midnight. It is 
  not under the control of the caster (unless controlled 
  with a spell or other ability), but it hungers for the 
  brains of the living.
  FX ITEMS
  Magic occasionally sticks around in The Real by 
  manifesting itself in common items.  Some of these 
  items are used to mop up zombie hordes; others are 
  used to create them.  The shotgun of zombie slaying 
  and the chainsaw of sharpness are the holiest of 
  holies, the most sacred items that every zombie hunter 
  hopes to one day claim. 
  And then sell on the Internet for millions of dollars.  
  Hey, nobody ever said zombie hunting was proﬁtable.
  SHOTGUN OF ZOMBIE SLAYING
  This +1 shotgun is the bane of all zombies. Any 
  zombie damaged by this weapon must succeed at a 
  Fortitude save (DC 14) or be destroyed.
  Type: Weapon (magic); Caster Level: 10th; 
  Purchase DC: 25; Weight: 8 lb.
  CHAINSAW OF SHARPNESS
  This +3 chainsaw threatens a critical hit on a natural 
  roll of 19 or 20 (a normal chainsaw has a threat range 
  of 20).
  Type: Weapon (magic); Caster Level: 10th; 
  Purchase DC: 39; Weight: 10 lb.
  PLAGUE POWDER
  Made from a variety of ﬁlthy substances, this black 
  powder infects those who breathe it with a sickening 
  disease.  Plague powder is not consumed by the user 
  but is released into the air for others to breathe.  It 
  creates a 5-foot-radius cloud either directly in front of 
  the user (if blown at a target) or at the point of impact 
  (if thrown).  Using plague powder is dangerous 
  and requires a Concentration check (DC 5) to avoid 
  react at ﬁrst.
  Something was wrong.  The water was too cold and 
  it had a chemical, slimy feel to it.  Jill ran for the door.
  Jill joined the rest of the staff outside, freezing in 
  the cold Arizona nights.  In the distance, the sound of 
  sirens echoed across town.  
  They stood, shivering, waiting for the zombies to 
  reach the front of the Y-Mart.  
  A roughly humanoid form limped towards the glass 
  doors.  It was ugly.  It was horrifying.  It was…
  “Fran?” Jill shouted in shock.  Fran grinned as she 
  ka-klumped along with the assistance of Goofus.
  “Where’s…”
  Billy slowly walked out, a sledgehammer in his 
  hands.  
  “This Y-Mart,” he said as the lights of the police cars 
  and ﬁre engines began to dance across the sheen of the 
  Y-Mart’s glass, “is closed!”
  “Oh Billy!” Jill said, throwing her arms around him.  
  “I thought you were dead!”
  Fran looked over, one eyebrow arched.  “Who’s 
  Billy?”
  Cootes leaned forward on his ponderous mahogany 
  desk.  Two competing interests possessed him: the 
  desire to strangle Billy and Goofus, and the need to not 
  further irritate his lawyer, who sat passively but alertly 
  to his left.  
  The lawyer, in turn, was further restrained by Goofus 
  and Billy’s lawyer, who sat, equally passive, on their 
  right.
  “Now,” Cootes said, swallowing a few times, “let 
  me get this straight. You were running an illegal robot-
  ﬁghting ring on company time?”
  “Y-Mart can ﬁre you for breaking company policy,” 
  said Cootes’ lawyer.  “You were hired At Will, you 
  know.”
  “Except,” Billy’s lawyer broke in, “for the fact that 
  you were conducting work in an unsafe environment.”
  “That’s not our fault!” barked Cootes.  “I didn’t 
  know the construction company piggy-backed off the 
  pre-existing power lines!”
  “Oh no?” said Billy’s lawyer.  “We have you on tape 
  CONTINUED ON PAGE 63 
  
  CHAPTER 3: ZOMBIE FX
  inhaling it. Plague powder can be created to hold any 
  disease.  Any living being exposed to plague powder 
  must immediately make a Fortitude save vs. the DC 
  listed for the disease or contract it immediately.
  Type: Potion (magic); Caster Level: 5th; Purchase 
  DC: 25; Weight: 0 lb.
  ZOMBIE POWDER
  Bokors go through a complicated process to create 
  zombies.  Living zombies are created by the ingestion 
  of a particular kind of poison—zombie powder—that 
  puts the victim into torpor, following which the 
  bokor administers a zombie cucumber (see below) to 
  complete the zombiﬁcation process.  The ingredients 
  for zombie powder include:
  Secretions of a bouga toad (bufogenin and 
  bufotoxin)
  Ground millipedes
  Ground tarantulas
  Skin of poison white tree frogs
  Four types of puffer ﬁsh
  Tcha-tcha seeds from the albizzia lebbeck tree
  Consigne seeds from a mahogany tree
  Leaves from the pomme cajou
  Leaves from the bresillet tree
  Maman guepes and mashasa
  Dieffenbachia seguine needles
  Upon ingesting the powder, the victim must make 
  a Fortitude save (DC 20) or begin suffering the below 
  effects, one each round.  On a successful save, the 
  victim suffers 3d6+10 points of damage but no other 
  ill effects.
  1. 
  The victim becomes dazed and experiences pallor, 
  dizziness, malaise, and numbness. He can take no 
  actions, but has no penalty to AC. He loses 2d6 
  Dexterity points.
  2. 
  The victim begins to salivate uncontrollably and 
  experiences fatigue. He can neither run nor charge and 
  takes a –2 penalty to Strength and Dexterity. 
  3. 
  The victim begins to sweat, suffer exhaustion, and 
  experiences headache and chills. Exhausted victims 
  move at half speed and suffer a –6 penalty to Strength 
  and Dexterity. 
  4. 
  The victim’s blood pressure decreases and his pulse 
  becomes weak and rapid. He loses an additional 1d4 
  Constitution.
  5. 
  The victim begins to experience nausea, vomiting, 
  diarrhea, and gastric pain. He is unable to attack, 
  cast spells, concentrate on spells, or do anything else 
  requiring attention. The only action such a character 
  can take is a single move action per turn.
  6. 
  The victim’s pupils constrict, then dilate, and then lose 
  all control. He cannot see. He takes a –2 penalty to 
  Defense, loses his Dexterity bonus to Defense (if any), 
  moves at half speed, and takes a –4 penalty on Search 
  checks and on most Strength- and Dexterity-based skill 
  checks. All checks and activities that rely on vision 
  (such as reading and Spot checks) automatically fail. 
  All opponents are considered to have total concealment 
  (50% miss chance). 
  7. 
  The victim’s lungs slow down to an almost 
  imperceptible rhythm. Lose 1d4 Constitution.
  8. 
  The victim’s lips, extremities and entire body turn blue. 
  Lose 1d4 Constitution.
  9. 
  The victim twitches crazily, then becomes completely 
  paralyzed. He has effective Dexterity and Strength 
  scores of 0 and is helpless, but can take purely mental 
  actions. 
  10. The victim’s eyes glaze over and he falls into a coma, 
  helpless. A helpless target is treated as having a 
  Dexterity of 0 (–5 modiﬁer). Melee attacks against a 
  helpless target get a +4 bonus (equivalent to attacking a 
  prone target). As a full-round action, an enemy can use 
  a melee weapon to deliver a coup de grace to a helpless 
  foe. The attacker automatically hits and scores a critical 
  hit. If the defender survives, he must make a Fortitude 
  save (DC 10 + damage dealt) or die.  Delivering a coup 
  de grace provokes attacks of opportunity. 
  For all intents and purposes, the victim appears 
  dead.  A Heal/Treat Injury check (DC 30) is necessary 
  to recognize that he is in a coma.  Otherwise, the 
  victim will be treated as if he were dead by the 
  locals—fear those cultures that burn their dead! The 
  victim is conscious and aware of everything the entire 
  time, from his funeral to his burial.  The effects last 
  for 1d4+10 hours.
  Of course, if the victim isn’t particularly sturdy to 
  begin with, he may just die anyway, bumming out 
  bokors everywhere who go through a lot of trouble to 
  make sure their zombies rise up again.
  Type: Potion (magic); Caster Level: 9th; 
  Prerequisites: animate dead, slay living, 1 rank in 
  Knowledge (nature); Purchase DC: 30; Weight: 0 lb.
  ZOMBIE CUCUMBER
  While the victim is still interred, the bokor returns 
  to dig him up and administer a hallucinogenic 
  known as a “zombie cucumber.”  Zombie cucumber 
  is actually datura stramonium (AKA thorn apple 
  and jimson weed). Datura causes delusions, mental 
  confusion, disorientation, amnesia (loss of memory) 
  and an impenetrable stupor, all typical characteristics 
  of zombies. Datura needs to be continuously 
  administered to the zombie to maintain its zombie 
  status.  A zombie created through this method is 
  usually easily controlled and directed by the bokor.
  Type: Potion (magic); Caster Level: 5th; 
  Prerequisites: animate dead, 1 rank in Knowledge 
  (nature); Purchase DC: 15; Weight: 0 lb.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  CHAPTER 
  FOUR: ZOMBIE 
  HUNTER’S 
  FIELD GUIDE
  On the surface, one moaning, shambling 
  corpse may look just like all the others.  But 
  the truth of the matter is that there are all kinds of 
  zombies, ranging from the fast and dangerous to the 
  slow and really dumb.  A good zombie hunter knows 
  his zombies and reaches for the shotgun at the ﬁrst 
  sign of zombie-ness.
  It’s important to note that zombies come in all 
  shapes and sizes—some aren’t even actually even 
  animated corpses.  And don’t be fooled by the old 
  “shoot them in the head” chestnut—that’s just one 
  kind of zombie.
  BLOODSUCKING WIND
  Huge Outsider (Air, Native)
  Hit Dice: 24d8+96 (204 hp)
  Initiative: +15
  Speed: Fly 100 ft. (perfect) (20 squares)
  Defense: 27 (–2 size, +11 Dex, +8 natural), touch 
  19, ﬂat-footed 16
  Base Attack/Grapple: +18/+32
  Attack: Slam +27 melee (2d8+6)
  Full Attack: 2 slams +27 melee (2d8+6)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Air mastery, create spawn, energy 
  drain
  Special Qualities: Damage reduction 10/–, 
  darkvision 60 ft., invisibility
  Saves: Fort +18, Ref +25, Will +16
  Abilities: Str 22, Dex 33, Con 18, Int 10, Wis 11, 
  Cha 11
  Skills: Listen +29, Spot +29
  Feats: Alertness, Blind-ﬁght, Cleave, Combat 
  Reﬂexes, Flyby Attack, Improved InitiativeB, Iron 
  Will, Mobility, Power Attack, Spring Attack, Weapon 
  FinesseB
  Organization: Solitary
  Challenge Rating: 11
  Allegiance: Chaos
  Advancement: 25–48 HD (Huge)
  Level Adjustment: —
  The air is ﬁlled with a rustling hiss; an inhuman 
  screeching that seems to come from everywhere and 
  nowhere at once.
  A bloodsucking wind sucks blood and is windy.  
  It comes from outer space.  It has a death wish but 
  cannot easily experience death, so it drains the life 
  out of human beings and then enjoys the act of dying 
  vicariously.  Then, to spread some more death around, 
  the bloodsucking wind sends its undead victims out to 
  kill more people so that it can continue to experience 
  more death, ad inﬁnitum.
  Combat
  Bloodsucking winds don’t waste time engaging in 
  melee and prefer to send their minions after their 
  opponents, instead remaining invisible most of 
  the time. Their thirst for the experience of death is 
  boundless and most bloodsucking winds welcome any 
  creature that can actually destroy them once and for 
  all.  Pitiful creatures, really.
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a bloodsucking wind’s energy 
  drain rises as a bloodsucking zombie (see the 
  Bloodsucking Zombie entry) 1d4 days after burial. 
  The new bloodsucking zombie is under the command 
  of the bloodsucking wind that created it and remains 
  enslaved until its master’s destruction. At any given 
  time, a bloodsucking wind may have enslaved 
  bloodsucking zombies totaling no more than twice 
  its own Hit Dice; any bloodsucking zombie it creates 
  that would exceed this limit is created as a free-willed 
  bloodsucking zombie. 
  Energy Drain (Su): Living creatures hit by a 
  bloodsucking wind’s slam attack gain two negative 
  levels. For each negative level bestowed, the 
  bloodsucking wind gains 5 temporary hit points. A 
  bloodsucking wind can use its energy drain ability 
  once per round.
  Invisibility (Su): Bloodsucking winds are always 
  invisible and have all the beneﬁts associated with 
  invisibility.
  Air Mastery (Ex): Airborne creatures suffer a 
  –1 penalty on attack and damage rolls against a 
  bloodsucking wind.
  CREEP
  Fine Vermin 
  Hit Dice: 1/4d8 (1 hp) 
  Initiative: +1 (Dex) 
  Speed: 5 ft
  Defense: 18 (+8 size) 
  Attacks: Slam +4 melee
  Damage: Slam 0 
  Face/Reach: 1/2 ft by 1/2 ft/0 ft
  Special Attacks: Burrow, leap
  Special Qualities: Vermin, tremorsense
  Saves: Fort +2, Ref +0, Will +0 
  Abilities: Str 2, Dex 10, Con 10, Int —, Wis 10, 
  Cha 1 
  Skills: Jump +3, Hide +19
  Organization: Swarm (5-20) 
  Challenge Rating: 1/10
  Allegiance: None
  Advancement Range: 1 HD (Fine)
  Level Adjustment: —
  This long, black worm undulates slightly as if it were 
  being brushed by an invisible wind.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Creeps are 1-inch long alien vermin from beyond 
  space. They are known throughout the universe as 
  a horrible plague, except on Earth, where they are 
  generally ignored until zombies start popping up.
  Combat
  Creeps immediately head for the brain of any victim 
  and attempt to inhabit it so they can breed.  They are 
  also capable of animating corpses in this fashion. 
  They have a short life cycle—approximately 24 
  hours.  They take over the brain’s functions, turning 
  the victim into a creep zombie with the sole purpose 
  of spreading its contagion by spitting creeps into other 
  bodies.
  Leap (Ex): A creep can leap up to 10 feet and 
  attack at its full attack bonus in the same round.
  Burrow (Ex): A creep infests its victims in one of 
  two ways: it either attacks and burrows into a target, 
  or is spit into a victim’s mouth by a creep zombie.  
  Regardless of the infestation method, once inside, 
  it begins to burrow. A burrowing creep deals 2d6 
  points of temporary Constitution damage each round. 
  At Constitution 0, the victim dies and becomes a 
  creep zombie. The creeping zombie then animates 
  and moves to the nearest populated area, where its 
  head explodes and releases more creeps. During the 
  ﬁrst two rounds of infestation, a burrowing creep 
  can be killed by applying ﬁre to the infested skin or 
  by cutting open the infested skin with any slashing 
  weapon. Either method deals 2d6 points of damage 
  to the victim, but kills the creeps. After the second 
  round, only remove disease can kill the creeps as 
  they burrow to the victim’s brain and devour it (still 
  dealing 2d6 points of temporary Constitution damage 
  each round).
  Tremorsense (Ex): Creeps can automatically 
  sense the location of anything within 20 feet that is in 
  contact with the ground.
  Vermin: Creeps are immune to all mind-inﬂuencing 
  effects.
  HSING-SING
  Large Magical Beast (Cold)
  Hit Dice: 5d8+13 (35 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 15 ft.
  Defense: 15 (–1 size, +2 Dex, +4 natural), touch 11, 
  ﬂat-footed 13
  Base Attack/Grapple: +3/+13
  Attack: Claw +8 melee (1d6+6)
  Full Attack: 2 claws +8 melee (1d6+6) and bite +3 
  melee (1d8+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Intelligence drain, malevolence, 
  psionics, rend
  Special Qualities: Low-light vision, cold subtype, 
  scent
  Saves: Fort +3, Ref +6, Will +5
  Abilities: Str 22, Dex 15, Con 14, Int 20, Wis 12, 
  Cha 7
  Skills: Climb +14, Listen +5, Move Silently +4, 
  Spot +6
  Feats: Alertness, Toughness
  Organization: Solitary
  Challenge Rating: 5
  Allegiance: Evil
  Advancement: 6–15 HD (Large)
  Level Adjustment: —
  This large, ape-like beast has vaguely human 
  features.  It is covered in long, stringy hair.  Hateful 
  red eyes peer out from beneath its tresses.
  Hsing-sings were once peaceful ape-like beasts 
  that lived alone in the Himalayas.  Their peaceful 
  existence was abruptly ended when a parasitic alien 
  life form infected the entire race.  Hsing-sings stand 
  about 9 feet tall and weigh between 800 and 1,200 
  pounds.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Combat
  Hsing-sings attack other beings with their 
  intelligence drain ability, attempting to discover a 
  means of escaping the planet.  Unfortunately, not 
  many astronauts dig up frozen apes.
  Intelligence Drain (Su): This special attack drains 
  1d6 Intelligence, range 30 feet, Fortitude save (DC 
  15) negates. Humanoids who die from this attack are 
  transformed into brainless zombies 1d4 rounds after 
  death (see the Brainless Zombie entry). The save DC 
  is Charisma-based.
  Psionics (Sp): At will—detect thoughts (DC 
  15), awaken the dead, mind probe. Effective caster 
  level 8th.  Save DCs made to resist these powers are 
  Charisma-based.
  Rend (Ex): A hsing-sing that hits with both claw 
  attacks latches onto its opponent’s body and tears 
  into its ﬂesh. This attack automatically deals an extra 
  2d6+12 points of damage.
  Malevolence (Su): Once per round, a hsing-sing 
  can leave its body and attempt to merge its essence 
  with a creature on the Material Plane. This ability 
  is similar to the magic jar spell (caster level 10th 
  or the hsing-sing’s Hit Dice, whichever is higher), 
  except that it does not require a receptacle. To 
  use this ability, the hsing-sing must be adjacent 
  to the target. The target can resist the attack with 
  a successful Will save (DC 15 + hsing-sing’s Cha 
  modiﬁer). A creature that successfully saves is 
  immune to that same hsing-sing’s malevolence for 
  24 hours. If the save fails, the hsing-sing’s essence 
  possesses the target’s body and its original body falls 
  to the ground dead.
  Skills: Hsing-sings have a +8 racial bonus to Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
  KYOSHI
  Small Outsider (Evil, Extraplanar)
  Hit Dice: 4d10+3 (22 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Defense: 18 (+3 Dex, +1 size, +4 natural), touch 
  13, ﬂat-footed 15
  Base Attack/Grapple: +2/+5
  Attack: Bite +8 melee (1d8+3)
  Full Attack: Bite +8 melee (1d8+3) and 2 claws +3 
  melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: kyoshi fever, improved grab
  Special Qualities: +2 turn resistance, darkvision
  Saves: Fort +4, Ref +7, Will +6
  Abilities: Str 17, Dex 17, Con 10, Int 13, Wis 14, 
  Cha 6 
  Skills: Balance +7, Climb +9, Hide +8, Jump +9, 
  Move Silently +8, Spot +8
  Feats: Multiattack, Toughness
  Organization: Solitary or gang (2–4)
  Challenge Rating: 3
  Allegiance: Chaos, evil
  Advancement: 5–8 HD (Medium)
  Level Adjustment: —
  This diminutive creature is hunched over and naked, 
  covered only by its black, slimy skin.  It hisses and 
  squeals like a delighted child as its mouth and claws 
  twitch in anticipation of biting into a fresh victim.
  Kyoshi are little demonic children who enjoy 
  biting people.  They see the zombies they create as 
  big dolls and are fond of playing house with them.  
  Utterly warped and completely malign, they’re very 
  dangerous when accompanied by “play dates” in 
  groups of two or more.
  Combat
  Kyoshi try to attack with surprise whenever possible. 
  They strike from behind tombstones and burst from 
  shallow graves.
  Kyoshi Fever (Su): Disease—bite, Fortitude DC 
  12, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. An afﬂicted 
  humanoid that dies of kyoshi fever rises as a kyoshi 
  spawn at the next midnight. A humanoid that becomes 
  a kyoshi spawn in this way retains none of the abilities 
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  it possessed in life. It is not under the control of any 
  other kyoshis, but it hungers for the ﬂesh of the living. 
  Slaying a Kyoshi: Reducing a kyoshi’s hit points to 
  0 or lower incapacitates it, but doesn’t always destroy 
  it. However, certain attacks can slay kyoshis. Driving 
  a wooden stake through a kyoshi’s heart instantly 
  slays the monster. 
  SUMATRAN RAT MONKEY
  Tiny Animal
  Hit Dice: 1d8 (4 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 30 ft.
  Defense: 14 (+2 size, +2 Dex), touch 14, ﬂat-footed 
  12
  Base Attack/Grapple: +0/–12
  Attack: Bite +4 melee (1d3–4)
  Full Attack: Bite +4 melee (1d3–4)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Rat-monkey fever
  Special Qualities: Low-light vision, scent
  Saves: Fort +2, Ref +4, Will +1
  Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 
  5
  Skills: Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10
  Feats: Weapon Finesse
  Organization: Solitary
  Challenge Rating: 1/6
  Allegiance: Evil
  Advancement: 2–3 HD (Small)
  Level Adjustment: —
  This bizarre, ugly animal looks like a cross between a 
  rat and a monkey.  It has the head and overall shape of a 
  rat, but closer inspection reveals it has opposable thumbs 
  and monkey-like legs.
  Rat monkeys are nature’s way of telling the rest of 
  the world to ﬂip off.  A twisted combination of one 
  of the most intelligent wild animals with one of the 
  most disgusting, the rat monkey embodies everything 
  that sucks about rats and monkeys.  (If you’re unsure 
  about whether or not monkeys deserve a bad rap, ask 
  yourself: have you ever seen a monkey ﬂing poo?)
  Combat
  Rat-monkeys are angry little beasts that bite at the 
  slightest provocation.
  Rat-Monkey Fever (Su): Disease—bite, Fortitude 
  DC 12, incubation period 1 day, damage 1d3 Con 
  and 1d3 Dex. The save DC is Charisma-based. An 
  afﬂicted humanoid that dies of rat-monkey fever rises 
  as a zombie in 1d6 rounds. A humanoid that becomes 
  a zombie in this way retains none of the abilities it 
  possessed in life. It is not under the control of the rat-
  monkey, but it hungers for the ﬂesh of the living. 
  Skills: Rat-monkeys have a +4 racial bonus on Hide 
  and Move Silently checks, and a +8 racial bonus on 
  Balance, Climb and Swim checks. They can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened. They use their Dexterity modiﬁer 
  instead of their Strength modiﬁer for Climb and Swim 
  checks. A rat-monkey has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.
  TRILLIAN 
  Medium Outsider (Native)
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Defense: 21 (+2 Dex, +9 natural), touch 12, ﬂat-
  footed 19
  Base Attack/Grapple: +7/+8
  Attack: Claw +8 melee (1d4+1)
  Full Attack: 2 claws +8 melee (1d4+1) and bite +3 
  melee (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Gas ray, destructive harmonics
  Special Qualities: Sonic resistance, damage 
  reduction 15/ piercing, darkvision 60 ft., spell 
  resistance 27, create ultrasonic zombie
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Saves: Fort +8, Ref +7, Will +6
  Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, 
  Cha 17
  Skills: Bluff +17*, Concentration +13, Diplomacy 
  +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen 
  +13, Move Silently +13, Perform (oratory) +13, Sense 
  Motive +11, Spellcraft +11, Spot +11
  Feats: Alertness, Combat Casting, Dodge
  Organization: Solitary
  Challenge Rating: 10
  Allegiance: Law, evil
  Advancement: By character class
  Level Adjustment: +7
  The being before you is only vaguely humanoid.  It 
  wears a dirty-yellow jumpsuit with large, bulky boots.  
  Its oversized head is encased in polished metal with 
  strange protrusions and vague slits that might indicate 
  eyes. 
  Trillians are aliens from beyond who take over other 
  worlds for their own inscrutable reasons.  
  Combat
  Trillians attack using gas warfare to kill all living 
  beings in the target area, then reanimate the corpses 
  with sonics.
  Gas Ray (Su): Trillians can emit a 10-foot cone 
  of corrosive gas from their ﬁngertips once every 2d4 
  rounds.  It inﬂicts 2d6 acid damage, Reﬂex DC 13 for 
  half damage. The save DC is Constitution-based.
  Sonic Resistance (Su): Trillians are immune to 
  sonic damage.
  Destructive Harmonics (Su): A Trillian can blast 
  sonic energy in a cone up to 80 feet long from its 
  hands. Alternatively, it can use this attack to affect 
  any creatures or objects within a 30-foot radius. It can 
  tune the harmonics of this destructive power to affect 
  different types of targets as described below. All save 
  DCs are Charisma-based. 
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the 
  area (Reﬂex DC 15 half).
  Nerves: A Trillian can focus its harmonics to knock 
  out foes rather than slay them. This attack deals 6d6 
  points of nonlethal damage to all within the area 
  (Reﬂex DC 15 half).
  Material: When using this form of harmonics, a 
  Trillian chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 15 Fortitude save or shatter. Objects 
  (or portions of objects) that have less than 30 hit 
  points are potentially affected by this attack.
  Create Ultrasonic Zombie (Su): Any victim killed 
  by a Trillian’s gas ray can be animated by the Trillian 
  at will as an ultrasonic zombie.
  ZOMBIE
  Template Traits
   “Zombie” is a template that can be added to any 
  corporeal creature other than an undead (referred to 
  hereafter as the base creature). It uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Hit Dice: Drop any Hit Dice gained from 
  experience, double the number of Hit Dice left, and 
  raise them to Hit Dice appropriate to its type.
  Speed: If the base creature could ﬂy, its 
  maneuverability rating as a zombie drops to clumsy.
  Defense: A zombie’s natural armor bonus to 
  Defense increases to a value based on the zombie’s 
  size (but use the base creature’s natural armor bonus, 
  if it’s higher): Tiny or smaller +0, Small +1, Medium-
  size +2, Large +3, Huge +4, Gargantuan +7, Colossal 
  +11.
  Attacks: The zombie retains all the natural attacks, 
  manufactured weapons, and weapon proﬁciencies of 
  the base creature. A zombie also gains a slam attack.
  Damage: Natural and manufactured weapons 
  deal damage normally. A slam attack deals damage 
  depending on the zombie’s size (but use the base 
  creature’s slam damage if it’s greater): Fine 1, 
  Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 
  1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 
  4d6. For purposes of Strength bonuses to damage, a 
  slam attack is considered a two-handed attack.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Table 4-1: Zombie Attributes
  D100
  Type
  CR
  Description
  01-10
  Normal
  0
  The zombie has the same type that it had in life.
  11-80
  Undead
  +2 The zombie is a member of the living dead.
  81-95
  Construct
  +1 The zombie is a patchwork construct similar to a ﬂesh golem.
  96-100
  Plant
  +1 The zombie is actually a form of plant life that has formed around bones and animated them.
  Senses
  01-40
  Normal
  0
  The zombie has the same senses that it had in life.
  41-70
  Scent (Ex)
  +1
  The zombie can smell brains. This special quality allows a zombie to detect living enemies, sniff out hidden foes, and track by sense of smell. Zombies with 
  the scent ability can identify familiar odors just as humans do familiar sights. The zombie can detect living opponents within 30 feet by sense of smell. If 
  the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. The zombie can take a move action to note the direction of the scent. 
  Whenever the zombie comes within 5 feet of the source, the zombie pinpoints the source’s location. A zombie with the Track feat and the scent ability can follow 
  tracks by smell, making a Wisdom (or Survival) check to ﬁnd or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the 
  scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of living creatures, and the age of the trail. For each hour 
  that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Zombies tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  71-90
  Lifesense (Su)
  +1 The zombie notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also automatically senses the strength of their life 
  force, as if it had cast deathwatch.
  91-100
  Tremorsense (Ex)
  +1 The zombie is blind.  However, it is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the 
  ground up to 60 feet away.
  D100
  Defenses
  CR
  Description
  1-10
  Normal
  0
  The zombie has the same defenses it had in life.
  11-30
  Damage Reduction (10/piercing)
  +1
  The zombie is immune to most damage.  The only way to really harm it is to use piercing weapons. Bludgeoning doesn’t do much to zombies—they bounce 
  around like blow-up dolls.  Slashing cuts them up, but the zombie remains animated until the brain is pierced. Firearms and piercing weapons must penetrate the 
  brain case to truly de-animate a zombie. At the GM’s option, zombies can be de-animated with a critical hit to the head (see the Combat Techniques chapter for 
  more information).
  31-40
  Damage Reduction (10/silver)
  +1 The zombie is immune to most damage.  The only way to really harm it is to use silver-tipped weapons.
  41-50
  Immune to Acid
  +2 The zombie is immune to acid damage.
  51-60
  Immune to Cold
  +2 The zombie is immune to cold damage.
  61-70
  Immune to Electrical
  +2 The zombie is immune to electrical damage.
  71-80
  Immune to Fire
  +2 The zombie is immune to ﬁre damage.
  81-90
  Immune to Sonic
  +2 The zombie is immune to sonic damage.
  91-94
  Resistant to Turning
  +1 The zombie is considered to be double its Hit Dice for the purposes of turning.
  95-100
  Roll Twice
  D100
  Movement
  CR
  Description
  01-20
  Normal
  0
  The zombie retains the normal movement it had in life.
  21-50
  Shamble (Ex)
  -2
  The zombie has poor reﬂexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same 
  round, but only if it attempts a charge.
  51-60
  Burrow (Su)
  +1 The zombie can tunnel through dirt at 30 feet per round, but not through rock. Zombies cannot charge or run while burrowing.
  61-70
  Hop (Su)
  +1
  The zombie can hop vertically or horizontally up to 30 feet per round without making Jump checks. It has a +8 racial bonus on any Jump check to perform some 
  special action or avoid a hazard. The zombie can always choose to take 10 on a Jump check, even if distracted or endangered. The zombie can use the run action 
  while jumping, provided it jumps in a straight line.
  71-80
  Swim (Ex)
  0
  The zombie can move through water at 30 feet per round without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special 
  action or avoid a hazard. The zombie can always choose to take 10 on a Swim check, even if distracted or endangered. The zombie can use the run action while 
  swimming, provided it swims in a straight line. 
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  81-85
  Silent (Su)
  +1
  The zombie can move at 30 feet per round without making Move Silently checks. It has a +8 racial bonus on any Move Silently check to perform some special 
  action or avoid a hazard. The zombie can always choose to take 10 on a Move Silently check, even if distracted or endangered. The zombie can use the run 
  action while Moving Silently, provided it moves in a straight line.
  86-95
  Fly (Su)
  +1 The zombie can ﬂy supernaturally at 30 feet per round with a maneuverability of clumsy.
  96-97
  TV Travel (Su)
  +2
  The zombie can travel through TV sets that are turned on, entering “TV land.” For every minute the zombie spends moving through TV, it can re-emerge into 
  the real world through another TV up to ﬁve miles away. Thus, a zombie can use this power to travel rapidly by physically entering the TV world, moving the 
  desired distance, and then stepping back into the real world through another TV. The zombie knows where it will emerge in the real world. It cannot enter or exit 
  a TV set that isn’t turned on.
  98
  Fog Form (Su)
  +2 Most of the time a zombie is solid, but it can assume fog form at will. It can switch forms once per round as a free action and can spend up to 20 rounds per day 
  in fog form. A zombie in fog form can ﬂy at a speed of 50 feet (perfect). This ability is otherwise similar to a gaseous form spell (caster level 7th).
  99
  Roll Twice
  100
  Roll Thrice
  D100
  Hunger
  CR
  Description
  01-30
  None
  The zombie isn’t hungry at all and doesn’t feed on anything.
  31-60
  Brains (Ex)
  +2
  The zombie craves brains.  On a successful grapple check, the zombie can attempt to crush and crack open the victim’s skull. The victim must succeed at a 
  Fortitude save (DC 15) to avoid this attack. If the victim fails his or her save, the zombie then spends 1 round munching on the victim’s brain (an activity that is 
  usually fatal to the victim).
  61-80
  Blood Drain (Ex)
  +1 The zombie can suck blood from a living victim by making a successful grapple check. If it pins its foe, it drains blood, dealing 1d4 points of Constitution drain 
  each round. On each such successful drain attack, the zombie gains 5 temporary hit pints.
  81-90
  Life Force (Su)
  +2
  A zombie with this ability can sap a living opponent’s vital energy with a successful melee attack. A successful melee attack automatically drains energy from 
  the victim,  bestowing one negative level. If an attack that includes an energy drain scores a critical hit, it bestows two negative levels. The zombie gains 5 
  temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a 
  –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or 
  calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; 
  this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. 
  If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 zombie’s racial HD + zombie’s 
  Cha modiﬁer). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also 
  reduced by one. A separate saving throw is required for each negative level.
  91-100
  Fear (Su)
  +1
  The zombie is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within a 60-foot radius of the zombie that look at it must succeed at a 
  Will save or be affected as though by a fear spell from a sorcerer of the zombie’s level. A creature that successfully saves cannot be affected again by the same 
  zombie’s fear aura for 24 hours.
  D100
  Vulnerability
  CR
  Description
  1-10
  Normal
  The zombie has the same vulnerabilities it had in life.
  11-20
  Daylight Powerlessness (Ex)
  -2
  The zombie is utterly powerless in natural sunlight (not merely a daylight spell) and ﬂees from it. 
  21-30
  Darkness Powerlessness (Ex)
  -2
  The zombie is utterly powerless in darkness (natural or magical) and ﬂees from it. 
  31-40
  Vulnerable to Acid
  -2
  The zombie takes half again as much (+50%) damage as normal from acid, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  41-50
  Vulnerable to Cold
  -2
  The zombie takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  51-60
  Vulnerable to Electrical
  -2
  The zombie takes half again as much (+50%) damage as normal from electrical attacks, regardless of whether a saving throw is allowed, or if the save is a 
  success or failure.
  61-80
  Vulnerable to Fire
  -2
  The zombie takes half again as much (+50%) damage as normal from ﬁre, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  81-85
  Vulnerable to Holy Water
  -1
  The zombie takes half again as much (+50%) damage as normal from holy water (4d4 points of damage).
  86-90
  Vulnerable to Sonic
  -2
  The zombie takes half again as much (+50%) damage as normal from sonic attacks, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure.
  91-95
  Fear of Mirrors (Ex)
  -1
  The zombie cannot tolerate mirrors and will not knowingly enter an area with a mirror in it. Mirrors don’t harm the zombie; they merely keep it at bay by 
  causing it to recoil in fear. A recoiling zombie must stay at least 5 feet away from a creature holding the mirror and cannot touch or make melee attacks against 
  the creature holding the mirror as long as the creatures wields the mirror. Holding a zombie at bay with a mirror is a standard action.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  96-99
  Memories of Past Life (Ex)
  -1
  The zombie is driven into a rage by the fear and loathing inevitably directed toward it by the living.  If a living humanoid treats the zombie like a normal person 
  with a successful Bluff check (DC 20), the zombie takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent.
  100
  Roll Twice
  D100
  Hardiness
  CR
  Description
  01-50
  Normal
  0
  The zombie is just as hardy as it was when it was alive.
  51-75
  Regeneration (Su)
  +2
  Damage dealt to the zombie is treated as nonlethal damage. The zombie automatically heals nonlethal damage at a rate of 5 hit points per round. Fire and acid 
  deal lethal damage to the zombie, which can’t be regenerated.  Attacks that don’t deal hit point damage ignore regeneration. Regenerating zombies can regrow 
  lost portions of their bodies and can reattach severed limbs or body parts. 
  75-95
  Ouanga (Su)
  +1 The ouanga is a small voodoo doll that stores the zombie’s life force. The only way to get rid of a zombie with this power is to destroy its ouanga. Unless its 
  ouanga is located and destroyed, the zombie reappears 1d10 days after its apparent death.
  96-100
  Gigantism (Su)
  0
  The zombie bloats up to two size levels larger than its original size.
  High Ability
  01-30
  Normal
  0
  The zombie’s attributes remain the same.
  31-70
  Strong
  +1 The zombie’s Strength increases by +2.
  71-85
  Alert
  +1 The zombie’s Wisdom increases by +2
  86-90
  Fast
  +1 The zombie’s Dexterity increases by +2.
  91-95
  Cold Beauty
  +1 The zombie’s Charisma increases by +2.
  96-100
  Roll Twice
  D100
  Low Ability
  CR
  Description
  1-20
  Normal
  0
  The zombie’s attributes remain the same.
  21-50
  Mindless
  -2
  The zombie has no Intelligence score. The zombie loses all skills and feats.
  51-70
  Slow
  -1
  The zombie’s Dexterity decreases by –2.
  71-85
  Horriﬁc
  -2
  The zombie’s Charisma decreases to 1.
  86-90
  Unobservant
  -1
  The zombie’s Wisdom decreases by –2.
  91-95
  Weak
  -1
  The zombie’s Strength decreases by –2.
  95-100
  Roll Twice
  D100
  Special Attack
  CR
  Description
  01-20
  Normal
  0
  The zombie has no special attacks other than what it had in life.
  31-60
  Improved Grab (Ex)
  +1 When the zombie hits with its claws, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict.
  61-90
  Constrict
  +1 The zombie deals 1d6+2 on a successful grapple check, in addition to the zombie’s normal claw damage.
  91-98
  Rage (Ex)
  +1
  The zombie ﬂies into a berserk rage after a certain trigger (speciﬁed by the Gamemaster) sets it off.  On the turn after becoming enraged, the zombie begins 
  clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Defense. The zombie cannot end its rage 
  voluntarily.
  99
  Corrosive Touch (Su)
  +1
  The zombie’s touch is corrosive.  A zombie deals 1d6 points of acid damage to any creature or object it touches.  If making an unarmed attack, this damage is 
  in addition to any other damage the zombie deals.  If the zombie successfully grapples or pins a foe, the grasp deals 2d6 points of acid damage.  If the zombie 
  can entirely enclose an object (or a very small creature) in the grip of both of its hands, it deals 3d6 points of acid damage.  The acid denatures 1 round after use, 
  losing all efﬁcacy and the ability to deal damage.
  100
  Roll Twice
  D100
  Contagion
  CR
  Description
  01-20
  Not Contagious
  21-80
  Zombie Fever (Su)
  +1 Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afﬂicted humanoid that dies of 
  zombie fever rises as a zombie at the next midnight. It is not under the control of the zombie that created it, but it hungers for the brains of the living. 
  81-90
  Blood (Ex)
  +2
  A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reﬂex save (DC 13) or be sprayed 
  with the zombie’s infectious blood.  Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution 
  based. An afﬂicted humanoid that dies of zombie fever rises as a zombie at the next midnight. It is not under the control of the zombie that created it, but it 
  hungers for the brains of the living.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  91-94
  Radiation (Ex)
  +2
  The zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The 
  save DC is Constitution-based. An afﬂicted humanoid that dies of radiation rises as a zombie at the next midnight. It is not under the control of the zombie that 
  created it, but it hungers for the ﬂesh of the living.
  95-99
  Death Kiss (Ex)
  +1
  A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth.  The victim can evade this attempt with a successful 
  Reﬂex save (DC 15) or have a worm spit into the victim’s mouth.  It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in 
  it. See the “creep” entry for an example of this contagion.
  100
  Explode (Ex)
  +1
  The zombie can cause itself to explode, usually in a populated area.  This attack spews worms at every living being within 30 feet.  A living target caught 
  within this radius must make a Reﬂex save (DC 10) to avoid having a particularly well-aimed worm enter an oriﬁce. See the “creep” entry for an example of this 
  contagion.
  D100
  Origin
  CR
  Description
  01-10
  Aliens
  Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead.  A few rays of 
  extraplanar energy later and VOILA! Instant zombies.
  11-15
  Cursed Ground
  An ancient curse causes all those on a particular spot of ground to turn into zombies.
  16-25
  Hell
  For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead.
  26-30
  Lightning
  Lightning hits at just the right time, inexplicably reanimating the zombie.  Nobody knows why this happens.
  31-35
  Love
  The zombie comes back because he’s really in love with somebody still alive.  
  36-40
  Meteor
  A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies.
  41-50
  Necromancy
  An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding.
  51-55
  Parasite
  A strange parasite reanimates corpses as vehicles to ﬁnd and infect more hosts.
  56-60
  Plague
  Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself.  
  61-65
  Psychic Powers
  Through mental willpower alone, the dead are dragged back into life. 
  66-70
  Revenge
  The zombie in question gets really mad and comes back to avenge its killer(s).
  71-80
  Science
  Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science.  Nazis are fond of creating 
  undead super-soldiers. 
  81-85
  Toxic Spill
  Toxic chemicals dumped into a river overﬂow into the nearest graveyard, animating the dead.
  86-90
  Video
  Too much TV and videogames turns kids into zombies.  No really.
  91-100
  Voodoo
  A malicious bokor reanimates the dead for his own purposes.
  (2d8+13, bite), or +12 melee (1d6+13, tail slap); Full 
  Atk +12 melee (2d8+13, bite), or +12 melee (1d6+13, 
  tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ undead, 
  move or attack action only, aquatic, improved grab, 
  low-light vision; AL none or creator; SV Fort +9, Ref 
  +6, Will +3; AP 0; Rep +0; Str 29, Dex 10, Con —, Int 
  —, Wis 10, Cha 1. Skills: None. Feats: Toughness.
  Designing a Zombie
  Zombies come in many different shapes and 
  sizes; the chart below describes in detail the 
  types, vulnerabilities, attacks, origins, and other 
  characteristics of the zombies detailed elsewhere in 
  this chapter.  Alternatively, if you’d prefer to design 
  Ability Scores: A zombie has no Constitution score.
  Human Zombie: CR 1/2; Medium-size undead; 
  HD 2d12 plus 3 (Toughness feat); hp 16; Init –1; Spd 
  30 ft.; Defense 11, touch 9, ﬂat-footed 11 (–1 Dex, 
  +2 natural); BAB +0; Grap +1; Atk +1 melee (1d6+1, 
  slam); Full Atk +1 melee (1d6+1, slam); FS 5 ft. by 
  5 ft.; Reach 5 ft.; SQ undead, move or attack action 
  only; AL none or creator; SV Fort +0, Ref –1, Will +3; 
  AP 0; Rep +0; Str 13, Dex 8, Con —, Int —, Wis 10, 
  Cha 1. Skills: None. Feats: Toughness. Possessions: 
  Burial clothes.
  Huge Crocodile Zombie: CR 6; Huge undead; HD 
  14d12 plus 3 (Toughness feat); hp 94; Init +0; Spd 20 
  ft., swim 30 ft.; Defense 15, touch 8, ﬂat-footed 15 (–2 
  size, +7 natural); BAB +5; Grap +22; Atk +12 melee 
  Special Qualities: A zombie loses all of the base 
  creature’s supernatural and spell-like qualities except 
  for immunity or resistance to speciﬁc energy types. 
  A zombie may retain any or all of the base creature’s 
  extraordinary abilities, at the GM’s discretion. 
  Allegiances: A zombie loses any previous 
  allegiances. 
  Saves: A zombie’s saving throw modiﬁers are based 
  on Hit Dice and given in Table 8–2: Creature Saves 
  and Base Attack Bonuses in D20 Modern, p. 217.
  Action Points: A zombie does not acquire or amass 
  action points. It loses any action points gained by the 
  base creature.
  Reputation Bonus: A zombie has a +0 Reputation 
  bonus.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  a new type of zombie from scratch (or customize 
  an existing zombie type), you can use table 4-1 to 
  determine the zombie’s characteristics and abilities, 
  rolling 1d100 for each zombie aspect or selecting 
  from the available options.  Except where particular 
  attributes contradict each other, a zombie can have as 
  many or as few of these attributes as the Gamemaster 
  deems appropriate.  Gamemasters are encouraged to 
  come up with new zombie attributes with which to 
  surprise and horrify players, using the ones listed here 
  as examples.
  ZOMBIE, ATOMIC
  Type: Construct
  Senses: None
  Defenses: Damage Reduction (10/Piercing)
  Movement: Normal
  Hunger: None
  Vulnerability: None
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: 0 Int, -2 Dex
  Special Attack: None
  Contagion: None
  Origin: Science
  CR: +0
  This well-dressed zombie wears a suit and tie.  It 
  moves mechanically and stares straight ahead.  Only 
  the suture across its forehead betrays its origins.
  Atomic zombies are reanimated with a brain 
  implant and replacement of bodily ﬂuids with 
  radioactive chemicals.  They are powered by radium 
  and must be recharged with it once a day.  Their brains 
  eventually disintegrate; atomic zombies are only 
  animated for a week. 
  Atomic zombies are the poor mad scientist’s astro 
  zombie: not nearly as powerful, but still capable of 
  clubbing your enemies to death.
   
  Combat
  Atomic zombies kill whoever they’re told to kill, like 
  good zombies.
  ZOMBIE, ASTRO
  Type: Construct
  Senses: None
  Defenses: Damage Reduction (10/Piercing)
  Movement: Normal
  Hunger: None
  Vulnerability: Darkness Powerlessness
  Hardiness: Regeneration
  High Ability: +2 Dex, +2 Wis
  Low Ability: 0 Int
  Special Attack: None
  Contagion: None
  Origin: Science
  CR: +2
  You see a humanoid wearing a skull-faced mask and 
  dressed in a black bodysuit. 
  Astro zombies are formerly living humans who 
  have had their minds wiped.  Their cells are then 
  reactivated electronically, creating a semi-living but 
  highly malleable servant that is susceptible to thought 
  waves.  The skin and vital organs are augmented by 
  cybernetics to make them exceptionally tough. Astro 
  zombies are alert and move quickly, unlike typical 
  zombies. 
  Combat
  Astro zombies are just one step below actual robots.  
  They act like robots too, even in combat. Which 
  amounts to them lumbering around and not hitting 
  much.
  ZOMBIE, BLOODSUCKING
  Type: Undead
  Senses: None
  Defenses: Damage Reduction (10/Piercing)
  Movement: Normal
  Hunger: Blood Drain
  Vulnerability: None
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Hardiness: Normal
  High Ability: +2 Str, +2 Dex
  Low Ability: 0 Int
  Special Attack: None
  Contagion: None
  Origin: Alien
  CR: +4
  This shambling undead is hunched over, with glazed 
  eyes and a feral sneer on its lips.
  Created by the bloodsucking wind, these zombies 
  move quickly when they wish.  They can speak and 
  are fully interactive—interactive enough that they 
  enjoy drinking the blood of the living. 
  Combat
  Bloodsucking zombies run around at high speed, 
  eager to drink whatever slow-moving, blood-ﬁlled 
  creature they can get their hands on.
  ZOMBIE, BLUE
  Type: Undead
  Senses: Scent
  Defenses: Damage Reduction (10/Piercing)
  Movement: Shamble
  Hunger: Brains
  Vulnerability: Fire
  Hardiness: Normal
  High Ability: +2 Str, +2 Dex
  Low Ability: 0 Int
  Special Attack: None
  Contagion: Zombie Fever
  Origin: Science
  CR: +1
  This shufﬂing, groaning undead has skin 
  tinted with a bluish hue.
  Your standard modern zombie, these 
  undead are really slow and difﬁcult to get 
  rid of.  There’s just one way to do it: a piercing blow, 
  preferably to the head. They last around 10 years 
  before the brain ﬁnally just collapses.  They crave 
  brains.  Delicious, spicy brains. But hey, who doesn’t?
  Usually, it’s a weird military gas that makes blue 
  zombies.  In any case, they have no allegiance to 
  anyone and very little memory of their former lives.
  Combat
  Blue zombies like brains and will walk in a straight 
  line towards the nearest brains they can smell.
  ZOMBIE, BRAINLESS
  Type: Undead
  Senses: Normal
  Defenses: Cold
  Movement: Shamble
  Hunger: None
  Vulnerability: Fire
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: 0 Int, -2 Wis
  Special Attack: None
  Contagion: None
  Origin: Alien
  CR: 0
  This shambling corpse has white pupils, and blood 
  drips from the corners of its eyes.
  Brainless zombies are not particularly intelligent 
  (they’re brainless, get it?).  An autopsy performed on 
  a destroyed brainless zombie reveals that their brains 
  are completely smooth.  
  Combat
  Brainless zombies act at the behest of the hsing-sing 
  that created them, and thus only attack enemies of 
  their master.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  ZOMBIE, CREEP
  Type: Undead
  Senses: Normal
  Defenses: None
  Movement: Shamble
  Hunger: None
  Vulnerability: None
  Hardiness: Normal
  High Ability: +2 Str, -2 Dex
  Low Ability: 0 Int
  Special Attack: Improved Grab
  Contagion: Spit Worm, Explode
  Origin: Alien
  CR: +3
  This animated corpse stumbles about wildly.  
  Something pulses in its mouth, as if the zombie’s 
  tongue had a life of its own.
  Creep zombies contain creeps in their brains, 
  and are especially adept at spitting them into other 
  peoples’ mouths.  Isn’t that delicious?  
  Other creeps create creep zombies, which accounts 
  for more kissing than takes place at most make-out 
  sessions in parents’ basements.
  Combat
  Creep zombies are less combatants than they are 
  physical delivery systems for explosive infestations of 
  creeps.  If you see one, it’s already too late.
  ZOMBIE, CRYONOID
  Type: Undead
  Senses: Normal
  Defenses: Immune to Electrical
  Movement: Shamble
  Hunger: None
  Vulnerability: Cold
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: 0 Int
  Special Attack: None
  Contagion: None
  Origin: Lightning
  CR: -1
  This bald zombie suffers from grievous wounds, has 
  glowing white eyes, and wears a thin, silvery bodysuit.
  These zombies are the result of cryogenics gone 
  wrong.  When lightning strikes, the zombies are 
  animated.  
  The circumstances required to create cryonoid 
  zombies are rare—the subject must be dead, 
  cryogenically preserved, and then electrocuted with 
  the strength of a lightning bolt.  
  Combat
  Cryonoid zombies attack everything in sight in 
  revenge for being really cold for a really long time.
  ZOMBIE, DEMONIC
  Type: Undead
  Senses: Normal
  Defenses: Damage Reduction (10/Piercing)
  Movement: Fly
  Hunger: None
  Vulnerability: Daylight Powerlessness
  Hardiness: Normal
  High Ability: +2 Str, +2 Dex
  Low Ability: 1 Cha
  Special Attack: Improved Grab
  Contagion: Zombie Fever
  Origin: Hell
  CR: +4
  This humanoid ﬂoats like a demented marionette, 
  its limbs hanging in awkward positions.  Its eyes 
  are covered over with white mucus and its skin is 
  translucent, with blue veins pulsing everywhere.
  The problem with demonic zombies is that they’re 
  not slow, shambling morons.  They’re fast and smart 
  and bitter about life.  In fact, they never shut up.  
  Combat
  Demonic zombies ﬂy like drunken fools, hurling 
  themselves at their nearest foes so they can eat them.  
  They enjoy biting but will use anything they can get 
  their hands on as a weapon.  Aim for the head—it may 
  not kill them, but it will stop the endless taunts.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  ZOMBIE, FOG 
  Type: Undead
  Senses: Normal
  Defenses: Immune to Fire
  Movement: Fog Form, Silent
  Hunger: None
  Vulnerability: None
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: None
  Contagion: None
  Origin: Revenge
  CR: +7
  Out of the fog steps a red-eyed leprous corpse, bloated 
  from its year spent at the bottom of the ocean. 
  Fog zombies are the victims of a curse.  They 
  return to wreak havoc on the ancestors of those who 
  wronged them.  
  Combat
  Fog zombies are fond of wielding instruments of 
  death typically associated with the sea—belaying pins, 
  ﬁshing hooks, etc.
  ZOMBIE, FORMALDEH YDE 
  Type: Undead
  Senses: Normal
  Defenses: Immune to Acid, Damage Reduction 
  (10/Piercing)
  Movement: Shamble
  Hunger: None
  Vulnerability: Holy Water
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex, 0 Int
  Special Attack: Improved Grab, Constrict
  Contagion: None
  Origin: Science
  CR: +2
  You see a pale, bloody corpse that trudges along in 
  hospital robes, twitching as it walks.
  Formaldehyde zombies are the result of patients 
  who died in clinical facilities and were reanimated 
  through a twisted embalming process. 
  Combat
  Formaldehyde zombies like brains much more than 
  do other zombies.  They crush skulls and pop out the 
  slippery brains to add to their collection.
  ZOMBIE, KYOSHI SPAWN
  Type: Undead
  Senses: Normal
  Defenses: Damage Reduction (10/Piercing)
  Movement: Shamble
  Hunger: None
  Vulnerability: None
  Hardiness: Gigantism
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: None
  Contagion: None
  Origin: Hell
  CR: +1
  This bizarre undead being has bulging eyes and a 
  massive, twisted form that strains with every step to 
  contain itself from bursting.
  Any living being that is killed by a kyoshi becomes 
  a kyoshi spawn.  Kyoshi spawn grow two size levels 
  and are mindless killing machines that hunger for 
  human ﬂesh.
  Combat
  Kyoshi spawn are killing machines.  There’s nothing 
  they won’t kill, stomp, eat, mulch, and did we mention 
  that they eat everything in their path?
  ZOMBIE LORD
  Type: Undead
  Senses: Lifesense
  Defenses: Damage Reduction (10/Silver)
  Movement: Silent
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Hunger: Life Force
  Vulnerability: None
  Hardiness: Regeneration
  High Ability: +2 Str, +2 Wis
  Low Ability: 1 Cha
  Special Attack: Improved Grab, Constrict
  Contagion: Zombie Fever
  Origin: Voodoo
  CR: +12
  This zombie looks just like it did in life, save that its 
  skin has turned the pale gray of death and its ﬂesh has 
  begun to rot and decay. The odor of vile corruption 
  and rotting meat hangs about it; carrion-feeding 
  insects buzz about, dining on the bits of ﬂesh and 
  ichor that drop from its body.
  The zombie lord is a living creature that has taken 
  on the foul powers and abilities of the undead. 
  The zombie lord seeks out places of death as lairs. 
  Often, they live in old graveyards or on the site of a 
  tremendous battle—any place where there are many 
  bodies to animate and feast upon. The mind of a 
  zombie lord tends to focus on death and the creation 
  of more zombies (go ﬁgure). The regions around their 
  lairs are often littered with the decaying bodies—often 
  half-eaten—of those who have tried to confront the 
  foul creature. They seldom devise grandiose schemes, 
  but will frequently plan to take over a small town and 
  turn its entire populace into living corpses.
  Combat
  Zombie lords make other zombies do their bidding.  
  Many of them are necromancers or bokors themselves.
  ZOMBIE, NAZI 
  Type: Undead
  Senses: Normal
  Defenses: Immune to Fire, Damage Reduction (10/
  Piercing)
  Movement: Swim
  Hunger: None
  Vulnerability: None
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: Rage
  Contagion: None
  Origin: Science
  CR: +6
  Beyond its anachronistic Nazi uniform, this zombie’s 
  most noteworthy features are its white pupils and the 
  strips of ﬂesh hanging from its face.  
  Mad scientists—mad Nazi scientists, to be 
  precise—created Nazi zombies to be the ultimate 
  soldiers, capable of surviving in any environment 
  (especially U-boats). Unfortunately, they are also all 
  quite psychotic, as only the most violent psychopaths 
  were selected for the experiment.  
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Nazi zombies were (and are) created using “Gamma 
  Gas.”  There’s an obvious joke here, but in a rare 
  show of restraint, we will not use it.
  Combat
  Nazi zombies are cannibalistic and enjoy eating the 
  ﬂesh of the living. They are also smart enough to use 
  military tactics.  
  ZOMBIE, OKOKIYAT
  Type: Undead
  Senses: Normal
  Defenses: Damage Reduction (10/Piercing)
  Movement: Shamble
  Hunger: None
  Vulnerability: Fire
  Hardiness: Ouanga
  High Ability: +2 Str
  Low Ability: -2 Dex, 0 Int
  Special Attack: None
  Contagion: None
  Origin: Voodoo
  CR: -2
  This shufﬂing zombie is a moldy corpse devoid of any 
  signs of intelligence.
  Okokiyat zombies are created through voodoo 
  magic by sculpting an efﬁgy (an ouanga) out of wax 
  or some other substance.  The ouanga is then placed in 
  a cofﬁn or some other place of conﬁnement, where the 
  bokor uses it to control the okokiyat zombie.  
  Combat
  Okokiyat zombies don’t really ﬁght—they stumble 
  and trip into people.  Only the strategic mind of a 
  bokor can put them to effective use.
  ZOMBIE, PROTOZOAN
  Type: Plant
  Senses: Tremorsense
  Defenses: Damage Reduction (10/Piercing)
  Movement: Swim
  Hunger: None
  Vulnerability: Fire
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex, 0 Int
  Special Attack: None
  Contagion: None
  Origin: Toxic
  CR: -1
  This goggle-eyed, reptilian ﬁsh-man has green, slimy 
  skin and sharp claws.
  Spawned from radioactive waste, these strange 
  zombies aren’t typical undead.  They are in fact 
  protozoan colonies that have grown on and around 
  the bones of human skeletons, animating them as 
  protozoan zombies.  In essence, they’re plant people.  
  The average protozoan zombie stands 5 feet tall and 
  weighs 175 pounds.
  Combat
  Protozoan zombies attack in waves in an attempt 
  to overwhelm their opponents, drag them back into 
  the water, and cleanse their bones for use in creating 
  future protozoan zombies.
  ZOMBIE, RADIATION
  Type: Undead
  Senses: Normal
  Defenses: Damage Reduction (10/Piercing)
  Movement: Shamble
  Hunger: None
  Vulnerability: None
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: None
  indicating that you most deﬁnitely did know.”
  “We’re suing the construction company,” said 
  Cootes’ lawyer.
  “We’re suing you for irresponsible hiring practices!” 
  said Billy’s lawyer.
  “Well, YOU’RE being sued in a class action suit 
  by the families of the cryogenically interred corpses,” 
  responded Cootes’ lawyer.
  “You mean zombies,” said Goofus.
  “Shh!” hissed Billy’s lawyer, who was technically 
  also Goofus’ lawyer, but everyone ignored Goofus 
  anyway.
  “No,” said Cootes, “you beat to death—shattered, 
  actually—a bunch of mentally deﬁcient people who 
  were in shock.  You’re lucky you’re not up on murder 
  charges.”
  “Look,” said Billy’s lawyer, leaning forward with all 
  the menace his suited form could muster, “Y-Mart is a 
  sweatshop, and when this hits the fan, you’re going to 
  lose the franchise.  You’re better off settling.”
  “Settle?” said Cootes’ lawyer.  “How about we 
  sue you for inappropriate use of a sprinkler system, 
  over ten thousand dollars in damaged equipment, 
  endangering the life of several employees—”
  “—unlicensed generator,” Billy’s lawyer shouted, 
  “dangerous chemical storage, complete lack of any site 
  inspection—”
  The shouting escalated until neither side could hear 
  the other anymore.
  “Killer Robotz will sue you for copyright 
  infringement!”
  “The National Association of Vegas Impersonators 
  will sue you for casting their organization in an 
  unfavorable light!”
  “The Presley family will sue you for defamation!”
  “The families of the zombies will—now you got me 
  saying it!”
  That last was from Cootes.  He took out a blue and 
  white handkerchief from his back pocket and wiped his 
  face.
  “Okay, how about the lawyers leave the room and 
  we talk mano-a-mano.” He stood up.  
  “I advise against this,” both lawyers said in unison.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  Contagion: Radiation
  Origin: Meteor
  CR: +3
  This living dead being has splotched and mottled skin, 
  vacant eyes, and sores all over its body as if it was 
  recently cooked.  Its eyes glow a sickly bright green.
  Radiation zombies are a modern phenomenon that 
  is spawned by large doses of radiation.  This radiation 
  can spring from government experiments, a meteor, a 
  nuclear meltdown, or eating too many Twinkies.
  Combat
  Radiation zombies are usually too fried to have any 
  real combat tactics.  Instead, they rely on the hostile 
  nature of their environment and their own radiation 
  auras to bring foes low.  
  ZOMBIE, REVENANT
  Type: Undead
  Senses: Lifesense
  Defenses: Damage Reduction (10/Piercing)
  Movement: Silent
  Hunger: None
  Vulnerability: Memories of Past Life
  Hardiness: Regeneration
  High Ability: +2 Str, +2 Dex
  Low Ability: None
  Special Attack: None
  Contagion: None
  Origin: Revenge
  CR: +8
  This zombie’s face is pale white, a mannequin mask of 
  vengeance.
  Revenant zombies reanimated themselves through 
  sheer force of will. They have but one goal: the death 
  of their murderers.
  Combat
  Revenant zombies are as capable as they were in life, 
  only more difﬁcult to destroy.  They take advantage of 
  the tactics of the living and may even try to blend into 
  normal society for a time, before their wounds become 
  egregious.
  ZOMBIE, TEMPLAR
  Type: Undead
  Senses: Tremorsense
  Defenses: Damage Reduction (10/Piercing)
  Movement: Silent
  Hunger: Blood Drain
  Vulnerability: Memories of Past Life, Fear of 
  Mirrors
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: None
  Contagion: None
  Origin: Curse
  CR: +4
  You face gray-hooded warrior monks wearing white 
  tunics decorated with blood-red ankhs.  Beneath the 
  mantle you see leathery ﬂesh and wisps of a beard.
  The Templars that returned from the Crusades 
  turned out to be as every bit as heretical as the 
  Inquisition accused them of being.  They forsook 
  the cross for the ankh and sacriﬁced victims to a 
  malignant deity.  The local villagers eventually 
  retaliated by stringing them up.  Crows plucked out 
  their eyes, leaving them blind even in death.
  Combat
  Templar zombies are elite combatants and still wield 
  their swords.  They also ride zombie horses. No, 
  really.
  
  CHAPTER 4: ZOMBIE HUNTER’S FIELD GUIDE
  ZOMBIE, TOXIC
  Type: Undead
  Senses: Normal
  Defenses: Immune to Acid
  Movement: Shamble
  Hunger: Normal
  Vulnerability: None
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: Corrosive Touch
  Contagion: None
  Origin: Toxic Spill
  CR: +3
  This mottled zombie is covered in pustules.  Its ﬂesh 
  is rubbery and wet and looks as if it could fall off the 
  skeleton it’s attached to at any moment.
  Toxic zombies are combative, violent, and bitter 
  about their lot in life.  They often try to resume their 
  old lives with little success.
  Combat
  Toxic zombies are fond of tossing opponents into the 
  same toxic goo that created them.
  ZOMBIE, ULTRASONIC 
  Type: Undead
  Senses: Normal
  Defenses: Damage Reduction (10/Piercing)
  Movement: Shamble
  Hunger: Normal
  Vulnerability: Sonic
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: None
  Contagion: None
  Origin: Science
  CR: -1
  This humanoid has cracked, parchment-like skin and a 
  blank expression.
  Ultrasonic zombies are raised from the dead 
  through… well, ultrasonics.  A mad scientist can 
  control ultrasonic zombies via sound waves.
  Combat
  Like many other zombies, ultrasonic zombies rely on 
  strangling their victims.
  ZOMBIE, VIDEO
  Type: Undead
  Senses: Normal
  Defenses: Damage Reduction (10/Piercing)
  Movement: TV Travel
  Hunger: Fear
  Vulnerability: Memories of Past Life, Fear of 
  Mirrors
  Hardiness: Normal
  High Ability: +2 Str
  Low Ability: -2 Dex
  Special Attack: Rage
  Contagion: None
  Origin: Video
  CR: +5
  This strange zombie ﬂickers in and out of reality as if 
  it was a bad transmission from a TV show.
  Video zombies manifest from televisions that play 
  far too many crappy horror movies.  We told you TV 
  is bad for you!
  Combat
  Video zombies are mostly likely to appear in malls 
  and other places with lots of televisions.  
  Billy and Cootes waved them off.  Thwarted, the two 
  lawyers huffed out of Cootes’ ofﬁce.
  “Look,” said Cootes after he was sure the lawyers 
  were out of earshot. “We could sue each other for years 
  and not see a single cent.  So how about this: I pay both 
  lawyers off and I give you royalties on a book deal and 
  a speaking tour on my new venture.”
  Billy looked at Goofus.
  Cootes’ face was straining to look optimistic.  It 
  didn’t suit him.  “I’m going to demolish this place and 
  build a museum dedicated to…” he leaned forward and 
  whispered conspiratorially, “…zombies. Deal?”
  Billy and Goofus looked at each other.  
  “We want a yearly grant for our entries in the Killer 
  Robotz contests in Las Vegas,” said Goofus.
  Cootes frowned.  “Fine.”
  “And unlimited membership at the local gym.”  Billy 
  said, looking straight ahead.
  Cootes blinked.  “Fine.  Deal?”
  Billy shook his head.  “One last thing…”
  A nondescript white van pulled up to the Y-Mart 
  even as a huge wrecking ball jockeyed into position. 
  Two men stepped out in environmental containment 
  suits and walked into the barbed-wire-enclosed 
  construction zone.  
  The foreman on site stopped them from proceeding 
  further. After a brief conversation, he jogged over to 
  Cootes, who was looking over the demolition of the old 
  Y-Mart building, clipboard in hand.
  “Mr. Cootes,” said the foremen, “we’ve got two men 
  who claim to be with the NCRPC.  They’re here to pick 
  up something?  They wouldn’t say what it was.”
  Cootes nodded.  “Let ‘em through, boys—they’re 
  here to pick up a very special package.”
  Twenty minutes later, they rolled out a white, pill-
  shaped chamber. On its side, printed in blue letters, 
  were the numbers “351.”
  The men loaded it into the van and drove off into the 
  setting Arizona sun.
  THE END
  
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