TEXT: 1
  A SURVIVOR’S GUIDE
  TO RISEN AMERICA
  VOLUME ONE: NORTHWEST TEXAS
  Somebody’s got to do it. The whole fuckin 
  world’s gone down the Goddamn terlit, and 
  everyone left alive is hangin onta the bowl. I 
  was working at Crooked L ranch for the last few 
  years, and I sat with the other ranchhands and 
  watched on the Dallas TV stations as the dead 
  got back up and feasted on the living. After a 
  few weeks, it was obvious we were losing, and 
  soon afterwards, the networks cut out.
  No radio, no television, no power. The ranch 
  had no problems with that, and even though 
  we didn’t see none of them dead guys walking 
  around, we ﬁgured that we oughtta know what 
  was going on out there.
  So we took a vote, and I volunteered, so 
  here I am, standing inside the ruins of an 
  old bunkhouse, loading a sawed off shotgun 
  while “Pancho” nuzzles the last of his grain, a 
  modern sixgun on my hip and a modern riﬂe 
  on my back. I’m expendable, so it’s up to me to 
  go out and see what’s out there. Ain’t no hard 
  feelings, the cancer and TB got me by the neck, 
  I ain’t gonna last too much longer no way.
  My name is Marion Samuel Lefferts. Mah 
  Daddy named me after the man who made the 
  Colt. And I am a true son of a gun. Modern 
  medicine could no more ﬁx mah lungs than it 
  could discover how to put the walking dead 
  back into hell enmasse. Like many things, 
  sometimes it takes the bad old ways to handle 
  things, and them Risen are one of em.
  A bullet to the head will cure all your ills, 
  according to William Bonney, and it will 
  certainly put them walking corpses right back 
  in Ol’ Scratch’s waiting room quick enuff. I ran 
  into two of them on my way to Highway 87. 
  They’re slow, pretty stupid, and more or less 
  blind as a bat. They kept bumping into me until 
  I handled them right quick.
  The news was right. A cut throat doesn’t 
  bother em, and a 12 gauge to the stomach 
  don’t phase em none neither. A single bullet 
  to the head puts em down mighty ﬁne though. 
  The second one got a mite agitated when I shot 
  his buddy, looks like they know what gunﬁre 
  means. Living people. Food. Another pistol 
  shot, and I nudged Pancho back into a walk.
  Pancho’s the name a mah horse. Named 
  him after thet Messikin fella, cause he’s a wily 
  bastard, and his fur’s as black as thet Mex’s 
  moustache. But like me he’s gettin old, got 
  plenty of white showin through his muzzle. 
  Guess that makes him expendible too.
  By nightfall I’d reached the 87, an headed 
  south on it for aways. Let me warn you now, 
  it only took a month before the roads started 
  gettin bad. Of course, it might have a mite to 
  do with all the cars strewn haphazardly around. 
  More than a few of em had deaders in em. The 
  deaders I saw usually had bite marks on their 
  arms or faces, and usually had a back seat full 
  of food.
  I did ﬁnd one of them there Army trucks. 
  There wasn’t any deaders outside of their cars 
  nearby, so I mosey’d over for a look see.
  The battery was dead, but there was a couple 
  of canteens of tepid water that I poured out, 
  some meals in brown plastic bags, a hot shit 
  riﬂe I picked up, and a nice pistol on the seat. 
  I scared up what ammunition I could, and left 
  the rest of the Army gear for the next hombre 
  that might come along. I had my own trail mix, 
  and I don’t eat out of no Goddamn bag.
  As the sun was settin, I saw an old house. 
  Beaten and rundown, it looked to be long 
  abandoned. I nudged Pancho off the road and 
  across the ﬁeld, crossing the fence where a big 
  old Caddilac had run over the fencing.
  
  2
  It may look abandoned, but Mama Marion 
  didn’t raise no fool. I tied Pancho to a bush, 
  grabbed the Army riﬂe, and moved up quiet like 
  to the side of the house. I could hear shufﬂing 
  inside, and the moaning that the deaders 
  make. That low, sad, almost pained moan that 
  they make when they’re torpid, like they know 
  they’re dead.
  I creep pretty good, so I took a deep breath 
  to make sure I wouldn’t start coughing, and 
  moved up to the back door. From the other side 
  of the door, I could hear metal bein banged 
  around. Fairly rhythmic, and I could hear the 
  same moaning as I heard from the side of the 
  house.
  I pushed open the door, that led to a kitchen, 
  and there stood an old lady, her dress torn and 
  bloody, banging an iron skillet on the old stove. 
  She didn’t turn round toward me or show me any 
  of the aggressiveness the deaders on the TV 
  had displayed. As I stepped inside and closed 
  the door with my heel, she turned toward me 
  and moaned softly. I brought up the Army Riﬂe, 
  but she moaned again and returned to banging 
  the skillet on the stove.
  I moved pass the harmless old woman, and 
  into the front room. The sun was settin, and I 
  was losin light fast. The entire front room was 
  fulla shadows, and I moved through carefully. 
  I wasn’t watching close enough, when I went 
  to draw the shades to hide any light I might be 
  needing, one of them deaders lunged up from 
  behind the couch and grabbed my arm.
  I’d seen what should’ve happened next, I’d 
  seen it dozens of times on the idiot box. That 
  dead ol’ boy shoulda bitten a hunk right outta 
  my arm. Instead he squeezed, moaned like he’d 
  went to grab some ol’ gals breast and grabbed 
  a man’s crotch instead, then he slowly let go 
  and slumped back down behind the couch.
  Took me a moment to control my breathing, 
  and keep from coughing again. The dead ol’ boy 
  curled up in a ball, and I backed away shaking. 
  I’d come close, and for some reason, he didn’t 
  act like I was alive. Counting my blessings, I 
  drew my knife and pushed it through his ear, 
  then went in the kitchen and laid the old dame 
  to rest too. It ain’t right for a man or woman to 
  be lahk that.
  I brought Pancho inside, even though a horse 
  don’t belong inside, drug the two deaders into 
  the tornado cellar, and set up for the night.
  * * * * *
  The next mornin I headed out with Pancho, 
  after spraypaintin a blue X on the door in case 
  someone came after me. It was a perfect 
  blue sky, no jet lines, no clouds, nothin. I paid 
  attention in the dawn, lookin for any traces of 
  a grass ﬁre on the horizon. I’d seen one when 
  I was workin down in West Texas, and knew it 
  could outrun a man, even one on a horse, and 
  would burn me right up like the ﬁres of Hell.
  Along about noon, I’d gotten used to ignorin 
  the cars with deaders in em. I didn’t feel like 
  tussling with no hungry corpse for any goodies 
  that might have survived the Texas spring 
  heat. Clouds had sprung up, but they didn’t 
  look right for a twister, but the air smelled like 
  rain. I ﬁgured I’d best ﬁnd some shelter, just in 
  case of hail, and right quick.
  Up ahead was an old tumbled down wreck of 
  a buildin that looked to have a good roof, so I 
  nudged Pancho over toward it. I tied him off to 
  a beam jutting from the worst of the wreckage, 
  and began picking my way about, lookin for 
  anythin that might be of help.
  Whatever had ruined the buildin had done 
  it probably early in this whole mess. It was a 
  right shithole, reekin of human urine, vomit, 
  and surprisinly, stale beer.
  Turns out the inhabitants hadn’t gone too far, 
  and weren’t as sneaky as they ﬁgured. The 
  sounds of their sneakers on the rocks alerted 
  me to their presence.
  My long dormant skills came bubblin up, my 
  left hand sweepin aside my trenchoat, my right 
  hand ﬂuidly pulling that hot shit pistol outta my 
  holster and swingin it in line with the two men 
  crouching just outside the tumbled down wall.
  They were human, and still alive, I could tell 
  by their charnel breath. I’ve smelled better 
  things in the Fulsom heads back in the 70’s 
  than these two. They reeked of a nasty smell 
  of rust, BO, rotten beef. They reminded me of 
  the time I found a dead steer.
  “The horse..” one of them slurred, bloody froth 
  coming from his mouth. I knew what he was 
  gonna say next, the piece of glass wrapped 
  
  3
  with duct tape on one end in his hand, and the 
  broken knife in the other’s hand spoke volumes 
  of their intentions.
  I pulled the trigger on that fancy ass Army 
  pistol, and quickly noticed two things. First, a 
  red dot appeared right where I was aimin when 
  I put pressure on the trigger. Second, the pistol 
  made less noise than my wheezin lungs were 
  makin at that noise.
  Headshots, both of them. The one with the 
  glass knife kicked and scrabbled a bit, but I was 
  already lookin closely at the pistol. “HK MK-23 
  USSOCOM .45 CAL” was written on the side. 
  By twistin the lens on the underside piece, it 
  provided a nifty little penlight, and apparently 
  it had a laser and silencer in there too. Them 
  Army boys gots some nice hardware, I gotta 
  admit.
  I led Pancho into the dubious shelter of the 
  wreckage, and we sat there and waited out the 
  inevitable hailstorm. Some of them were egg 
  sized, and probably woulda knocked Mama 
  Marion’s brown eyed boy stupid.
  Pancho and I left at a trot, the shards of ice 
  steaming in the afternoon sun. I kept looking 
  at the pistol. It was a nice little thing, reminded 
  me of the old Colt .45 the ofﬁcers and shore 
  patrol of the Missouri wore. It was nice to be on 
  the opposite side of the barrel for once.
  A few afters of amblin, and we came across 
  what I guess had been a military barricade. 
  There was some more of them Army trucks, a 
  couple big tank lookin things with treads and 
  guns, and lots of razor wire. There were quite 
  a few of the Army guys still hangin around, but 
  they ignored me as I rode forward to look in 
  the trucks. One was sitting in the seat tuggin 
  on the steerin wheel like he was heading to the 
  bar, but it wasn’t like the truck was runnin.
  Yup, the deaders were dumber than hell.
  I tied Pancho to one of the treads on a big 
  ass tank thing, and went through the vehicles 
  right quick,tossin ammunition in Pancho’s 
  saddlebags, and grabbin a couple more of the 
  canteens.
  Diggin around in one of them Army trucks that 
  looked like Mr. Westerton’s big Hummer, only 
  lower, an kinda meaner, I found paperwork that 
  basically ordered all these soldiers to barricade 
  off Lubbock. The date was about two weeks 
  back, and all the soldier boys were dead. I 
  ﬁgured Lubbock being off limits was pretty 
  much no bother nowdays, so once I ﬁnished 
  gatherin up them bullets, dividing the stash in 
  half, and takin my share, we headed off South 
  again.
  A little before nightfall, Lubbock was spread 
  out in front of me. No longer a handful of 
  precious gems tossed out on an inky cloth, it 
  looked leperous, diseased somehow. I could 
  hear gunﬁre, and amazinly enough, the moanin 
  of deaders even from outside the city.
  Still, people need to know what’s goin on in 
  the rest of the US of A, and I’d volunteered. 
  Come morning, Pancho and I’d go take a look 
  at Lubbock.
  --In God’s Humble Grace;
  M.. Samuel Lefferts
  
  4
  Random Findings
  As Marion found out, many cars stalled by the 
  side of the freeways, highways, and interstates 
  of the United States when their drivers 
  succumbed to injuries or infection. Many of 
  these cars have valuable supplies in the back, 
  providing the temperature extremes they have 
  been exposed to do not ruin them.
  Table 1 is random list of vehicle types, the 
  percentage chance of there being Risers 
  trapped within them, the die type to determine 
  the number of Risen, what percentage that the 
  vehicle contains actual loot, and ﬁnally, the 
  percent chance of the vehicle being in ready to 
  run condition.
  Vehicle Type:
  Vehicle type is important when ﬁguring out 
  what might be inside, as well as how many of 
  the Risen may be outside attempting to get 
  into it..
  Semi-Tractor: This category also covers 
  school/ public transportation buses in addition 
  to semi’s. A semi-tractor has an 80% chance of 
  having a trailer.
  If the trailer is present, also roll underneath the 
  Semi-Trailer entry. Semi-tractors have a 45% of 
  having 2d6 Risers around them, banging upon 
  them, banging their heads on the fenders, or 
  curled up in some dim satisfaction underneath 
  them.
  Possible Loot: MP3 player, CB radio, 1d4 
  extra sets of clothing, jacket, small caliber 
  pistol, sawed off shotgun, pep-pills, sleeping 
  Table 1: Type of Vehicle Encountered
  Roll
  Vehicle Type
  % Chance
  of Risers
  Number
  % Chance
  of Loot
  % Chance
  Of Working
  01-03
  Semi-Tractor
  45
  1d2
  65
  80
  04-07
  Military Transport
  65
  1d4/1d10
  45
  15
  08-35
  Compact
  45
  1d4
  25
  25
  36-65
  Sedan
  55
  1d4
  35
  30
  66-85
  Pickup Truck
  25
  1d2
  45
  55
  86-95
  Coupe
  10
  1d2
  15
  10
  96-99
  Semi-Trailer
  01
  4d10
  30
  80
  00
  Military Vehicle
  80
  1d4/3d8
  65
  10
  bag, DVD player, DVD’s.
  Military Transport: This will usually be a 
  standard hummvee, or any type of personnel 
  carrier. For the most part these are destroyed, 
  but occasionally they may be found abandoned, 
  most of the time out of fuel. The Risen around 
  these vehicles may very well be the vehicles 
  crew or their comrades. Transports can be 
  dangerous to approach.
  Possible Loot: M-16’s, 5.56mm ammunition, 
  MRE’s, rucksacks, boots, uniforms, helmets, 
  Interceptor Body Armor, radios, 2-quart 
  canteens, bottled water, grenades, ﬁrst 
  aid kits, Kevlar vests, cans of soda, toolkit, 
  NVG’s.
  Compact: These 
  i n e x p e n s i v e 
  cars were often 
  the last hope of 
  many ﬂeeing the 
  city. 
  Droves 
  of 
  them stolen from 
  unguarded 
  sale 
  points during the 
  worst part of the 
  Rising, most of the 
  people who got 
  ahold of one were 
  bitten while taking it, leading to thousands of 
  these on the road.
  Possible Loot: Disposable diapers, bottled 
  water, energy drinks, nutrition shakes, 
  blankets, ﬁrst aid kits, emergency repair kit, 
  spare tire, cans of gasoline, extra clothing, 
  small caliber pistol, road ﬂares, camping 
  gear, canned food.
  Sedan: This covers everything from Cadillacs 
  to Lexus, and usually carry a family.
  Possible Loot: Disposable diapers, bottled 
  water, energy drinks, nutrition shakes, 
  blankets, ﬁrst aid kits, emergency repair kit, 
  spare tire, cans of gasoline, extra clothing, 
  handgun, road ﬂares, camping gear, canned 
  food,
  Pickup Truck: In addition to standard pickup 
  
  5
  trucks, this also can cover SUV’s, mini-vans, 
  and civilian “Hummers”
  Possible Loot: 1d4-1 Riﬂes, 1d4-1 shotguns, 
  pistols, ammunition, bottled water, canned 
  food, camping gear, tent, ﬁrst aid kit, 
  toolkit, spare tire, crowbar, axe, pickaxe, 
  sledgehammer, blankets, sleeping bags, 
  cans of gasoline, cans of motor oil, toolbox, 
  bedcover, welding kit.
  Coupe: For the rich or sporty, a fast sportscar 
  was a quick way out, but heir sleek body and/
  or convertible status led to the Rising being 
  able to mob and stop the vehicle through sheer 
  press of ﬂesh or by attacking through the cloth 
  top.
  Possible Loot: Clothing, canned food, 
  blankets, handgun. 
  Semi-Trailer: When this is rolled, it assumes 
  that there is no semi-tractor with it. These 
  cargo containers may have been dropped 
  where they were by panicked drivers, or used 
  in an attempt to form a barricade.
  Possible Loot: A semitrailer can contain 
  anything from 70” plasma televisions to 
  laptops. Of luck for scavengers, the metal 
  frame and innate electrical grounding of a 
  semi-trailer has a 70% chance of protecting 
  some or all of the cargo from an EMP 
  pulse.
  (Tim’s Note: Make them work for it, baby!)
  Military Vehicle: Commonly M1A1’s, Bradley
  Armored 
  Fighting 
  Vehicles, 
  armored 
  Hummvees, if the Total War Option was 
  used, this can also be Chinese or Russian 
  equipment crewed by nothing but the dead. 
  Military vehicles are usually badly damaged if 
  they have been abandoned. Rarely they are 
  simply out of fuel, and the crew was killed or 
  abandoned the vehicle.
  Possible Loot: M-16’s, 5.56mm ammunition, 
  MRE’s, rucksacks, boots, uniforms, helmets, 
  Interceptor Body Armor, radios, 2-quart 
  canteens, bottled water, grenades, ﬁrst 
  aid kits, Kevlar vests, cans of soda, toolkit, 
  AT-4, C-4, NVG’s, maps, large caliber 
  ammunition.
  % Chance of Risers
  This is the chance that the vehicle has Risers 
  within it. In the case of military vehicles, the 
  second number is the additional number of 
  Risen around it, most of them soldiers whose 
  last driving urge was to reach the vehicle in 
  question.
  Number
  This is the number of Risers that could be 
  inside the vehicle. Every third Riser will be a 
  Child Zombie, and there is a 20% chance that 
  any zombie within a vehicle will enter a frenzy 
  upon seeing a living person.
  % Chance of Loot
  This is fairly simple, and is the chance of there 
  being anything usable within the vehicle.
  % Chance of Working
  If the vehicle works, there is an 80% chance of 
  the keys being inside if there are Risers within, 
  and 30% chance of their being keys if no Riser 
  is present. 
  Those that don’t run may have the following 
  random problem from Table 2.
  Lubbock Crazies
  Marion also ran into crazies, people whose 
  brains have been damaged from chemical 
  exposure, radiation, fallout, food poisoning, 
  high fever from infection, bad falls, and any 
  kind of other hazard that can injure a person’s 
  brain.
  The following are the type of crazies found 
  Table 2: Vehicle Problem
  Roll
  Problem
  01-10
  Blown Engine
  11-25
  EMP Disabled
  26-50
  Dead Battery
  51-75
  Out of Gas
  76-85
  Blown Transmission
  86-95
  Blown Electrical System
  96-00
  Bullet Ridden (Roll 3x)
  
  6
  North of Lubbock, whose brains were damaged 
  by drinking contaminated drinking water during 
  the ﬁrst week of the Rising. This has reduced 
  their intelligence, wisdom, and charisma nearly 
  to animal levels. They can speak, but it is badly 
  slurred, distorted, and spaced out.
  They ﬁght constantly with the Risen, and 
  number in the thousands.
  Tough Crazy (Tough Ordinary 3): CR 3; Mediumsize 
  humanoid; HD 3d10+6; HP 23; Mas 14; Init +1; Spd 30 
  ft; Defense 13, touch 13, ﬂatfooted 12 (+0 size, +1 Dex, 
  +2 class); BAB +2; Grap +4; Atk +4 melee (1d3+2/19-
  20, Glass Knife), or +3 ranged (1d3+0, Rock); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ ; AL None; SV Fort +4, Ref +2, 
  Will +0; AP 1; Rep +1; Str 15, Dex 13, Con 14, Int 6, 
  Wis 8, Cha 8.
  Occupation: Blue Collar (Craft [structural], Drive, 
  Repair)
  Skills: Hide +3, Intimidate +2, Listen +1, Move Silently 
  +3, Spot +4
  Feats: Alertness, Dodge, Simple Weapons Proﬁciency, 
  Stealthy
  Possessions: Glass Knife, Rock
  Fast Crazy (Fast Ordinary 3): CR 3; Medium-size 
  humanoid; HD 3d8+6; HP 20; Mas 14; Init +2; Spd 
  30 ft; Defense 16, touch 16, ﬂatfooted 14 (+0 size, 
  +2 Dex, +4 class); BAB +2; Grap +3; Atk +4 melee 
  (1d6+1, Hatchet), or +5 ranged (1d6+0, Hatchet); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL None; SV Fort +3, Ref 
  +4, Will +0; AP 1; Rep +1; Str 13, Dex 15, Con 14, Int 
  6, Wis 8, Cha 4.
  Occupation: Blue Collar (Craft [mechanical], Drive, 
  Repair)
  Skills: Balance +5, Hide +8, Listen +1, Move Silently 
  +8, Spot +1, Tumble +5
  Feats: Alertness, Dodge, Simple Weapons Proﬁciency, 
  Weapon Focus
  Possessions: Hatchet, Hatchet
  Strong Crazy (Strong Ordinary 3): CR 3; Medium-
  size humanoid; HD 3d8+6; HP 20; Mas 14; Init +1; 
  Spd 30 ft; Defense 13, touch 13, ﬂatfooted 12 (+0 size, 
  +1 Dex, +2 class); BAB +3; Grap +5; Atk +5 melee 
  (1d6+2/19-20, Knife), or +4 ranged (1d3+0, Rock); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL None; SV Fort +4, Ref 
  +2, Will +0; AP 1; Rep +0; Str 15, Dex 13, Con 14, Int 
  4, Wis 8, Cha 6. 
  Occupation: Blue Collar (Craft [structural], Drive, 
  Repair)
  Skills: Hide +3, Listen +1, Move Silently +3, Spot +1
  Feats: Alertness, Dodge, Simple Weapons Proﬁciency, 
  Stealthy
  Possessions: Knife, Rock
  (Reprinted 
  from 
  Independence 
  Day 
  Massacre)
  Zombies
  Marion ran into only standard zombies on his 
  trek toward Lubbock, Texas, in addition to a 
  pair of crazies.
  The following is provided for the GM to use 
  quickly and easily for random encounters.
  Standard Zombie (Strong Ordinary 1) CR 1/2; 
  Mediumsize humanoid; HD 2d12; HP 19; Mas --; Init 
  +1; Spd 20 ft; Defense 13, touch 13, ﬂatfooted 12 (+0 
  size, +1 Dex, +2 Natural Armor); BAB +2; Grap +6; Full 
  Atk +4 melee (1d6+2, 2 slams), or +3 melee (1d4+1, 
  bite and zombie infection); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ Damage Immunity, Damage Reduction 5/-, Feeding 
  Frenzy, Location Vulnerability, Break Through, Killing 
  Bite, Move or Attack Option Only, Not the Face, Run 
  Through Dining, Undead Traits; AL none; SV Fort +3, 
  Ref +1, Will +0; AP 2; Rep +0; Str 15 (+2), Dex 13 (+1), 
  Con --, Int 3 (-4), Wis 10 (+0), Cha 2 (-4).
  Occupation: Rural (Handle Animal, Repair)
  Skills: Handle Animal -3, Hide +5, Listen +2, Move 
  Silently +5, Search +2, Spot +2, Repair -3
  Feats: Multi-Attack, Toughness, Weapon Focus (Bite)
  Standard Zombie (Tough Ordinary 1) CR 1/2; 
  Mediumsize humanoid; HD 2d12; HP 21; Mas --; Init 
  -1; Spd 20 ft; Defense 10, touch 10, ﬂatfooted 11 (+0 
  size, -1 Dex, +1 class); BAB +2; Grap +7; Full Atk 
  +5 melee (1d6+3, 2 slams), or +4 melee (1d4+1 and 
  zombie infection, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Damage Immunity, Damage Reduction 5/-, Feeding 
  Frenzy, Location Vulnerability, Break Through, Killing 
  Bite, Move or Attack Option Only, Not the Face, Run 
  Through Dining, Undead Traits; AL none; SV Fort +3, 
  Ref -1, Will +0; AP 3; Rep +0; Str 16 (+3), Dex 9 (-1), 
  Con --, Int 3 (-4), Wis 10, Cha 2 (-4).
  Occupation: Blue Collar (Craft [structural], Drive, 
  Repair)
  Skills: Craft (structural) -2, Drive +2, Repair -2
  Feats: Multi-Attack, Toughness, Weapon Focus (Bite)
  Standard Zombie (Smart Ordinary 1) CR 1/2; 
  Mediumsize humanoid; HD 2d12; HP 13; Mas --; Init 
  +0; Spd 20 ft; Defense 12, touch 12, ﬂatfooted 12 (+0 
  size, +0 Dex, +2 Natural Armor); BAB +2; Grap +7; Full 
  Atk +5 melee (1d6+3, 2 slams) and +4 melee (1d4+1 
  and zombie infection, bite); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ Damage Immunity, Damage Reduction 5/-, Feeding 
  Frenzy, Location Vulnerability, Break Through, Killing 
  Bite, Move or Attack Option Only, Not the Face, Run 
  Through Dining, Undead Traits; AL none; SV Fort +3, 
  Ref +0, Will +0; AP 3; Rep +0; Str 16 (+3), Dex 11 
  
  7
  (+0), Con --, Int 3 (-4), Wis 10 (+0), Cha 2 (-4).
  Occupation: Student (Computer Use, Knowledge
  [Current Events], Research)
  Skills: Computer Use -2, Hide +4, Knowledge (Current 
  Events) -2, Listen +2, Move Silently +4, Research -2, 
  Search +2, Spot +2
  Feats: Multi-Attack, Toughness, Weapon Focus (Bite)
  Sprinter Zombie (Strong Ordinary 1) CR 4; 
  Mediumsize humanoid; HD 2d12; HP 20; Mas --; Init 
  +9; Spd 120 ft; Defense 18, touch 18, ﬂatfooted 13 
  (+0 size, +5 Dex, +1 class, +2 Natural Armor); BAB 
  +2; Grap +8; Atk +4 melee (1d6+2, slam), or +3 melee 
  (1d4+2 and zombie infection, bite); Full Atk +4 melee 
  (1d6+2, 2 slams) and +3 melee (1d4+1 and zombie 
  infection, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ Damage 
  Immunity, Damage Reduction 5/-, Feeding Frenzy, 
  Location Vulnerability, Break Through, Run Through 
  Dining, Killing Bite, Not the Face; AL none; SV Fort +3, 
  Ref +5, Will +0; AP 3; Rep +0; Str 15 (+2), Dex 21 (+5), 
  Con --, Int 3 (-4), Wis 10, Cha 2 (-4).
  Occupation: Rural (Handle Animal, Repair)
  Skills: Handle Animal -2, Hide +9, Listen +4, Move 
  Silently +9, Search +2, Spot +4, Repair -2
  Feats: 
  Alertness, 
  Improved 
  Initiative, 
  Pounce, 
  Toughness, Weapon Focus (Bite)
  Sprinter Zombie (Tough Ordinary 1) CR 4; 
  Mediumsize humanoid; HD 2d12; HP 25; Mas --; Init 
  +7; Spd 120 ft; Defense 12, touch 12, ﬂatfooted 11 
  (+0 size, +1 Dex, +1 class); BAB +2; Grap +9; Atk +5 
  melee (1d6+3, slam), or +4 melee (1d4+1 plus zombie 
  infection, bite); Full Atk +5 melee (1d6+3, 2 slams) and 
  +4 melee (1d4+1 plus zombie infection, bite); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ Damage Immunity, Damage 
  Reduction 5/-, Feeding Frenzy, Location Vulnerability, 
  Break Through, Run Through Dining, Killing Bite, Not 
  the Face; AL none; SV Fort +3, Ref +3, Will +0; AP 4; 
  Rep +0; Str 16 (+3), Dex 17 (+3), Con --, Int 3 (-4), Wis 
  10, Cha 1 (-5).
  Occupation: Blue Collar (Drive, Craft [structural], 
  Repair)
  Skills: Craft (structural) -2, Drive +5, Hide +7, Listen 
  +4, Move Silently +7, Search +2, Spot +4, Repair -2
  Feats: 
  Alertness, 
  Improved 
  Initiative, 
  Pounce, 
  Toughness, Weapon Focus (Bite)
  Sprinter Zombie (Smart Ordinary 1) CR 4; 
  Mediumsize humanoid; HD 2d12; HP 16; Mas --; Init 
  +8; Spd 120 ft; Defense 12, touch 12, ﬂatfooted 10 
  (+0 size, +2 Dex, +0 class); BAB +2; Grap +9; Atk +5 
  melee (1d6+3, slam), or +4 melee (1d4+1 and zombie 
  infection, bite); Full Atk +5 melee (1d6+3, 2 slams) and 
  +4 melee (1d4+1 and zombie infection, bite) FS 5 ft 
  by 5 ft; Reach 5 ft; SQ Damage Immunity, Damage 
  Reduction 5/-, Feeding Frenzy, Location Vulnerability, 
  Break Through, Run Through Dining, Killing Bite, Not 
  the Face; AL none; SV Fort +3, Ref +4, Will +0; AP 4;  
  Rep +1; Str 16 (+3), Dex 19 (+4), Con --, Int 3 (-4) Wis 
  10, Cha 1 (-5).
  Occupation: Student (Computer Use, Knowledge 
  [Current Events], Research)
  Skills: Computer Use -2, Hide +7, Knowledge (Current 
  Events) -2, Listen +4, Move Silently +7, Research -2, 
  Search +2, Spot +4
  Feats: 
  Alertness, 
  Improved 
  Initiative, 
  Pounce, 
  Toughness, Weapon Focus (Bite)
  Child Zombie 1 CR 4; Small-size humanoid; HD 
  2d12; HP 13; Mas 12; Init +7; Spd 30 ft; Defense 14, 
  touch 14, ﬂatfooted 13 (+1 size, +1 Dex, +2 Natural 
  Armor); BAB +2; Grap +6; Atk +2 melee (1d4, slam), 
  or +1 melee (1d2 plus zombie infection, bite); Full 
  Atk +2 melee (1d4, 2 slams) and +1 melee (1d2 plus 
  zombie infection, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Damage Immunity, Damage Reduction 5/-, Location 
  Vulnerability, Sucker-Bite, Break Through, Killing bite, 
  Not the Face; AL none; SV Fort +0, Ref +6, Will +0; AP 
  6; Rep +0; Str 10 (+0), Dex 17 (+3), Con --, Int 4 (-3), 
  Wis 10 (+0), Cha 6 (-2)
  Skills: Hide +15, Listen + 6, Move Silently + 15, Search 
  +4, Spot +6
  Feats: Alertness, Improved Initiative, Pounce, Stealthy, 
  Weapon Focus (Bite)
  Child Zombie 2 CR 4; Small-size humanoid; HD 
  2d12; HP 13; Mas 11; Init +5; Spd 30 ft; Defense 14, 
  touch 14, ﬂatfooted 13 (+1 size, +1 Dex, +2 Natural 
  Armor); BAB +2; Grap +6; Atk +2 melee (1d4, slam), 
  or +1 melee (1d2 plus zombie infection, bite); Full 
  Atk +2 melee (1d4, 2 slams) and +1 melee (1d2 plus 
  zombie infection, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Damage Immunity, Damage Reduction 5/-, Location 
  Vulnerability, Sucker-Bite, Break Through, Killing bite, 
  Not the Face; AL none; SV Fort +0, Ref +4, Will +0; AP 
  4; Rep +0; Str 10 (+0), Dex 11 (+1), Con -, Int 4 (-3), 
  Wis 10 (+0), Cha 3 (-5).
  Skills: Hide +11, Listen + 6, Move Silently + 11, Search 
  +4, Spot +6
  Feats: Alertness, Improved Initiative, Pounce, Stealthy, 
  Weapon Focus (Bite)
  Child Zombie 3 CR 4; Small-size humanoid; HD 
  2d12; HP 13; Mas 10; Init +7; Spd 30 ft; Defense 16, 
  touch 16, ﬂatfooted 13 (+1 size, +3 Dex, +2 Natural 
  Armor); BAB +2; Grap +6; Atk +2 melee (1d4, slam), 
  or +1 melee (1d2 plus zombie infection, bite); Full 
  Atk +2 melee (1d4, 2 slams) and +1 melee (1d2 plus 
  zombie infection, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Damage Immunity, Damage Reduction 5/-, Location 
  Vulnerability, Sucker-Bite, Break Through, Killing bite, 
  Not the Face; AL none; SV Fort +0, Ref +6, Will +0; AP 
  5; Rep +0; Str 10 (+0), Dex 17 (+3), Con -, Int 4 (-3), 
  Wis 10 (+0), Cha 4 (-3).
  Skills: Hide +13, Listen + 6, Move Silently + 13, Search 
  +4, Spot +6
  
  8
  Feats: Alertness, Improved Initiative, Pounce, Stealthy, 
  Weapon Focus (Bite)
  Frenzied Zombie (Strong Ordinary 1) CR 3; 
  Mediumsize humanoid; HD 2d12; HP 17; Mas --; Init 
  +8; Spd 30 ft; Defense 17, touch 17, ﬂatfooted 13 (+0 
  size, +4 Dex, +1 class, +2 Natural Armor); BAB +2; 
  Grap +10; Atk +6 melee (1d6+4, slam), or +5 melee 
  (1d4+2 plus zombie disease, bite); Full Atk +6 melee 
  (1d6+4, 2 slams) and +5 melee (1d4+2 plus zombie 
  infection, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ Damage 
  Immunity, Feeding Frenzy, Locational Vulnerability, 
  Break Through, Killing Bite, Not the Face; AL none; SV 
  Fort +0, Ref +7, Will +0; AP 5; Rep +0; Str 19 (+4), Dex 
  19 (+4), Con --, Int 3 (-4), Wis 10, Cha 2 (-4).
  Occupation: Rural (Handle Animal, Repair)
  Skills: Handle Animal -2, Hide +8, Listen +4, Move 
  Silently +8, Repair -1, Search +2, Spot +4
  Feats: Alertness, Improved Initiative, Toughness, 
  Weapon Focus (bite)
  Frenzied Zombie (Tough Ordinary 1) CR 3; 
  Mediumsize humanoid; HD 1d12; HP 22; Mas --; Init 
  +7; Spd 30 ft; Defense 15, touch 15, ﬂatfooted 13 (+0 
  size, +2 Dex, +1 class, +2 Natural Armor); BAB +2; 
  Grap +11; Atk +7 melee (1d6+5, slam), or +6 (1d4+2 
  plus zombie disease, bite); Full Atk +7 melee (1d6+5, 
  2 slams) and +6 melee (1d4+2 plus zombie disease, 
  bite); FS 5 ft by 5 ft; Reach 5 ft; SQ Damage Immunity, 
  Feeding Frenzy, Locational Vulnerability, Break 
  Through, Killing Bite, Not the Face; AL none; SV Fort 
  +0, Ref +5, Will +0; AP 3; Rep +0; Str 20 (+5), Dex 15 
  (+2), Con --, Int 3 (-4), Wis 10, Cha 1 (-5).
  Occupation: Blue Collar (Craft [structural], Drive, 
  Repair)
  Skills: Craft (structural) -2, Drive +4, Hide +4, Listen 
  +4, Move Silently +4, Repair -2, Search +2, Spot +4
  Feats: Alertness, Improved Initiative, Toughness, 
  Weapon Focus (bite)
  Frienzied Zombie (Smart Ordinary 1) CR 3; 
  Mediumsize humanoid; HD 1d12; HP 13; Mas --; Init 
  +7; Spd 30 ft; Defense 15, touch 15, ﬂatfooted 12 (+0 
  size, +2 Dex, +2 Natural Armor); BAB +2; Grap +11; 
  Atk +7 melee (1d6+5, slam), or +6 (1d4+2 plus zombie 
  disease, bite); Full Atk +7 melee (1d6+5, 2 slams) and 
  +6 melee (1d4+2 plus zombie disease, bite); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ Damage Immunity, Feeding 
  Frenzy, Locational Vulnerability, Break Through, Killing 
  Bite, Not the Face; AL none; SV Fort +0, Ref +6, Will 
  +0; AP 4; Rep +1; Str 20 (+5), Dex 17 (+3), Con --, Int 
  3 (-4), Wis 10, Cha 1 (- 5).
  Occupation: Student (Computer Use, Knowledge 
  [Current Events], Research)
  Skills: Computer Use -3, Hide +7, Knowledge (Current 
  Events) -3, Listen +4, Move Silently +7, Research -3, 
  Search +4, Spot +4
  Feats: Alertness, Improved Initiative, Toughness, 
  Weapon Focus (bite)
  RANDOM ZOMBIE
  APPEARANCE
  Random Zombie Wounds
  Provided here is a quick and easy method for 
  determining zombie injuries/damage, allowing 
  the PC’s to tell possibly how they died, or 
  perhaps that it is a zombie rather than a living 
  person.
  Table 3: Injury
  Roll (d8)
  Injury
  1
  Broken Bone (1-2 Compound, bone ex-
  posed, 3-6 internal)
  2
  Amputation (in the case of head/neck, sub-
  stitute missing eye, lower jaw, ear or other 
  catastrophic facial damage)
  3
  Gunshot wound
  4
  Bite
  5
  Bite
  6
  Stab wound
  7
  Scrape
  8
  Burn
  Table 4: Location
  Roll (d6)
  Location
  1
  Head
  2
  Neck
  3
  Right arm (1-2 shoulder, 2-4 biceps, 5-6 
  elbow, 7-8 forearm, 9-10 wrist, 11-12 and/ 
  ﬁngers)
  4
  Torso/Back
  5
  Groin/Buttocks
  6
  Legs (1-2 thigh, 3-4 knee, 5-6 calf, 7-8 foot/
  toes)
  Table 5: Severity
  Roll (d6)
  Severity
  1
  Critical: These wounds are the most com-
  monly thought of. Amputation, blackened 
  burns over 50-75% of the body, missing 
  limbs, exposed ribs, evisceration.
  2
  Severe: This includes 20-30% covering 
  in blackened ﬂesh, amputation of a limb, 
  a major bone broken and jutting from the 
  skin, gunshot wounds that blew away sec-
  tions of the body
  
  9
  Table 5: Severity (cont)
  Roll (d6)
  Severity
  3
  Minor: These are superﬁcial wounds, such 
  as tooth marks, minor reddening of the 
  skin, a shallow cut, or a graze with a ﬁre-
  arm.
  4
  Moderate: These are slightly serious 
  wounds, but nothing too horrible, such as 
  minor blackening of the skin from a burn, 
  a bullet wound with no exit wound, a stab, 
  or a small chunk bitten out. A broken limb 
  may be twisted, but still useable.
  5
  Major: These wounds are obviously fa-
  tal/incapacitating. Such wounds include: 
  Multiple gunshots to the torso, a gunshot 
  wound with exit wounds, stab wounds with 
  the knife left in, a twisted, unusable broken 
  limb, missing eye or ﬁngers
  6
  Catastrophic: The person is not only dead, 
  but the horriﬁc appearance/ damage im-
  poses a +1 circumstance penalty to the 
  Horror DC. Catastrophic damage would 
  be such things as dragging the intestines 
  behind, half of the torso blown away by a 
  shotgun, both legs missing, lower jawand 
  nose missing.
  Random Zombie 
  Belongings
  Tables 6 & 7 present a rapid method to 
  determine what a zombie is wearing and 
  carrying.
  Table 6: Clothes
  Roll 
  (d12)
  Clothes
  1
  Military Battle Dress Uniform
  2
  Jeans, Tanktop/Skort, Tanktop
  3
  Jeans and T-Shirt/Short skirt, T-shirt
  4
  Jogging Suit
  5
  Badly torn up business suit
  6
  Swimming Trunks/Bikini
  7
  Overalls and hat/Jeans and hoody
  8
  Slacks and dress shirt/Dress
  9
  Police Uniform
  10
  Fire Department Uniform
  11
  Military Uniform
  12
  Nude
  ZOMBIE ACTIONS
  Some zombies retain odd skills, such as 
  Knowledge (Current Events), albeit at lower 
  ranks. Others seem as if they would be capable 
  drivers, with Drive scores at about 4-8, but this 
  is hardly the case. While the knowledge may 
  be there, or the muscle memory reﬂex still in 
  existence, zombies are rarely able to use it.
  Things such as Knowledge (Current Events) 
  show what the zombie may be drawn to, where 
  they may have been going, and what objects 
  they may ﬁnd interesting.
  A zombie with a high current events score 
  would undoubtedly be heading for a relief 
  shelter and require major distraction, or could 
  even be followed to one of the relief stations if 
  the character was careful.
  Those with such skills as Craft, Repair or 
  Handle Animals will merely show fascination 
  with the object they dealt with in life, often 
  carrying around objects that were important to 
  Table 7: Possessions
  Roll 
  (d20)
  Possessions
  1
  Wallet/Purse
  2
  Keys to nearby vehicle
  3
  Keys to house and vehicle
  4
  Cash in amount less than $100
  5
  MP3 Player/iPod
  6
  Receipts
  7
  Knife
  8
  Cell phone
  9
  Gum/Candy
  10
  Cigarettes/Lighter
  11
  Condom/Makeup
  12
  Medication
  13
  Wristwatch
  14
  Camera phone
  15
  Cash, $100-$500
  16
  Palm pilot/Laptop
  17
  Credit card
  18
  Scrawled note
  19
  Assorted coins
  20
  Pager
  
  10
  the skill. It would not be uncommon for a zombie 
  with the Repair skill remaining to be carrying a 
  socket wrench, or perhaps an impact wrench, 
  in it’s hands.
  Drive, however, is a special case. These 
  zombies like to get into cars and try to drive. 
  ALL actions involving the cars have a base 
  DC of 20, and success does not mean they 
  drive to the store, the success is for a SINGLE 
  action, such as turning on the windshield 
  wipers, turning off the stereo, starting the car 
  and then ﬂooding it, or something like that. For 
  quick reference, here is a quick random chart 
  of actions a zombie may perform in a car.
  If the zombie does manage to start the car, 
  put it in gear, and hit the accelerator without 
  killing the car, simply use the grenade scatter 
  diagram to determine where it’s trying to go, 
  and always assume that the car will move/
  brake at maximum.
  Table 8: Zombie Driving Actions
  Roll 
  (d10)
  Action
  1
  Start car
  2
  Turn on headlight/wipers
  3
  Turn on radio
  4
  Chew on steering wheel
  5
  Put car in gear
  6
  Turn steering wheel randomly
  7
  Stomp on brakes
  8
  Operate power windows/beat on dash
  9
  Beat head on steering wheel/dash
  10
  Press on accelerator
  Marion Samuel 
  Laffets
  Notes: Marion is afﬂicted with tuberculosis 
  and lung cancer, as well as some gross motor 
  skill damage from an unspeciﬁed source. His 
  Constitution of 9 is reﬂected in his Fortitude 
  Save, but his hit points and massive damage 
  threshhold are not affected.
  Appearance: Marion is slightly built man, 
  seemingly weak and frail, with a persistant, 
  wracking cough that often brings up blood. 
  Marion Samuel Laffets (Fast Hero 7/Gunslinger 8/
  Tough Hero 3): CR 18; Medium-size humanoid; HD 
  7d8+14 plus 8d10+16 plus 3d10+6; HP 129; Mas 15; 
  Init +4; Spd 30 ft; Defense 27, touch 26, ﬂatfooted 23 
  (+0 size, +4 Dex, +12 class, +1 equipment); BAB +13; 
  Grap +14; Atk +14 melee (1d6+1/19-20, Bowie Knife), 
  or +19 ranged (2d6+0, M-23 SOCOM .45); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL None; SV Fort +5, Ref +15, Will 
  +9; AP 9; Rep +5; Str 12, Dex 18, Con 9 (15), Int 12, 
  Wis 14, Cha 15.
  Occupation: Adventurer (Spot, Survival)
  Skills: Balance +8, Bluff +4, Climb +3, Craft 
  (mechanical) +7, Craft (structural) +3, Demolitions 
  +3, Drive +9, Escape Artist +10, Hide +10, Intimidate 
  +12, Knowledge (Current Events) +3, Knowledge 
  (Streetwise) +7, Listen +8, Move Silently +14, Read/
  Write Language +1 (English, Spanish), Ride +12, 
  Sleight of Hand +10, Speak Language +1 (English, 
  Spanish), Spot +19, Survival +16, Tumble +14
  Feats: Advanced Firearms Proﬁciency, Alertness, Burst 
  Fire, Dodge, Double Tap, Frightful Presence, Mobility, 
  Mounted Combat, Personal Firearms Proﬁciency, 
  Point Blank Shot, Precise Shot, Quick Draw, Quick 
  Reload, Shot on the Run, Simple Weapons Proﬁciency, 
  Weapon Focus
  Talents (Fast Hero): Evasion, Uncanny Dodge 1, 
  Defensive Roll, Opportunist
  Talents (Gunslinger): Close Combat Shot, Weapon 
  Focus, Defensive Position, Lightning Reﬂexes, Sharp-
  Shooting, Greater Weapon Focus
  Talents (Tough Hero): Remain Conscious, Damage 
  Reduction 1/—
  Possessions: Leather Jacket, Bowie Knife, M-23 
  SOCOM .45, 8 clips of .45 ammunition, M-4 with 
  SOPMOD kit, 15 30-round clips of 5.56mm, 2 weeks 
  of trail rations, spurs, boots, saddle, tack, saddlebags, 
  sleeping roll, 3 Claymore Land Mines, 2 hand 
  grenades, 3 2-quart canteens, compass, AAA Map 
  Atlas, felt pens, 2 cans of red spraypaint, 1 can of blue 
  spraypaint, 1-man tent, iodine tablets, ﬁrst aid kit.
  
  11
  However, Marion is made of barbed wire 
  and rawhide, and is one tough son of a 
  bitch. Standing 5’ 5”, and weighing in at 105 
  lbs, with unruly brown hair, he is tanned and 
  weatherbeaten, looking to be in his late 40’s to 
  early 60’s. His eyes are clear and focused, often 
  hard and cold. He moves somewhat spasticly 
  due to gross motor control damage sometime 
  in his past. On his right biceps is a tattoo of an 
  anchor and chain that is old and blurred with 
  age. His voice is raspy and phlegmy, and he 
  speaks with a thick Texas accent. He wears 
  a tattered and stained black trenchcoat with 
  silver threadwork at the cuffs, cowboy boots, 
  an unadorned black cowboy hat, a silver tooled 
  fast draw pistol rig, and a white undershirt. The 
  fact that he looks like he stepped from the 
  Old West and into the Rising does not seem 
  to concern him, although he carries modern 
  weaponry rather than any period weaponry. 
  He carries both an M-4 Carbine and a sawed 
  off 12 guage across his back, and often has 
  the riﬂe in his hands when riding his broken 
  down looking horse.
  Tactics: Marion relies on his blinding fast-
  draw, speed, and mobility when facing foes. 
  He seeks cover in a long range ﬁght, moving 
  from spot to spot, and gets in close with his 
  razor sharp Bowie knife for close in ﬁghts. 
  He’s not afraid to retreat and seek a better 
  tactical advantage, and is a crack shot with his 
  weapons. His ability to remain unseen by the 
  Risen allows him to move through a crowd of 
  them, using them for cover, until he can reach 
  a more advantageous position.
  
  12
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  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on origi-
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  Modern System Reference Document Copyright 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Wil-
  liams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker.
  Year of the Zombie Copyright 2005, UKG Publishing, Author Tim Wil-
  lard
  Independance Day Massacre Copyright 2005, UKG Publishing, Au-
  thor Tim Willard
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Year of the Zombie, Survivors Guide to Risen America
  All rules are designated open game content, however all characters, 
  NPC’s and Flavour Text are copyright UKG Publishing: Author, Tim 
  Willard & John Picot
  CREDITS
  Authors: Tim Willard and John Picot
  Interior Art: John Picot & John Milner
  Cover Art: John Milner
  Layout: John Milner
  Copyright 2006 UKG Publishing.
  http://www.ukg-publishing.co.uk/
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/UKG Publishing/Year of the Zombie/A Survivors Guide to Risen America/Print/A Survivors Guide to Risen America, Issue 0 (print).pdf