TEXT: Alex Huilman
  zombie survival role playing game
  Supplement
  
  STRAIN SERIES
  Alex Huilman
  
  Outbreak: Undead.. Zombie Survival Role-Playing Game 2nd Edition 
  Strain Series: ZOMBV
  Written and Developed by: Alex Huilman 
  Additional Writing: Christopher J. De La Rosa, Lauren E. Mitchell, Cat Evans, Mim Huilman, Tom 
  Kolassa, Brian Greene
  Photography: Samanatha Huilman, Eric Anderson
  Art and Photo Compositing: Christopher J. De La Rosa
  Models: Alex Bitrevsky, Brittany Wheless, Tom Kolassa, Dakota Hayes, Jenny Hayes, Paul Peterson, Randy 
  Goke,  Alex Huilman, Jameson McDaniel, Doug Knox, Brett Lynam, Trish Ladd, Christian Shelton, 
  Justin Kyle Kunert
  Graphic Design & Layout: Alex Huilman, Christopher J. De La Rosa, Stephanie Gottesman
  Editor: Christian Shelton
  Marketing: Ivan Van Norman
  Playtesting: Alcuin Gersh, Jacob Kile, Olivia Adams, Samanatha Huilman, Dakota Hayes, Brian Greene,  
  Tom Kolassa, Brittany Wheless, Randy Goke, David Olwell, Zeb Black, Josh Coopman, Tom Toepfer,  
  Ty Toepfer, Jesse Hope, Richard Farris, James Sparks, Richard Drovillard, Joshua Morlog, Doug Becker, 
  Kevin Bronakoski, Charles Tuey, Jeff “Boinger” Vier, Matthew Kruse, Arlie Land, Juan Alvara,  
  Michael David Crenshaw, Marlon Hestetune, Richard H. DeBarby, Tim Felts, Marc Carozza, Nate Evans
  All text and artwork in this book are © 2020 Hunters Entertainment LLC, All rights reserved. 
   © 2020 Renegade Game Studios, All rights reserved.
  Additional photography was obtained for compositions from stock libraries Shutterstock and  
  Adobe Stock or are other images labeled fair use or fair use with modification.
  HUNTERS ENTERTAINMENT 
  BURBANK, CALIFORNIA 
  3727 Magnolia Boulevard #465 
  Burbank, CA 91505
  www.outbreakundead.com 
  www.huntersentertainment.com 
  facebook.com/HuntersEntertainment  
  @Hunters_Ent 
  @huntersentertainment
  RENEGADE GAME STUDIOS 
  SAN DIEGO, CALIFORNIA. 
  Manufacturer: 
  Renegade Games, LLC. 
  306N West El Norte Parkway #325, 
  Escondido CA 92026. 
  Importer: 
  Renegade France 
  52 avenue Pierre Semard 
  94200 Ivry sur Seine France 
  P:+33 (0)1 77 37 60 47
  www.renegadegames.com 
  facebook.com/PlayRGS  
  @PlayRenegade  
  @renegade_game_studios
  
  CONTENTS
  INTRODUCTION ..............................005
  What is The Strain Series .................................005
  What is ZOMBV? .............................................005
  Materials for Play ..............................................005 
  PLAYER RESOURCES ......................010
  Cast ....................................................................010
  Paul ....................................................................012
  Jennifer ...............................................................014
  Dakota................................................................016
  Brittany ..............................................................018
  Tom ....................................................................020
  Equipment .........................................................022 
  GAMEMASTER RESOURCES ............024
  Multiple Outbreak Levels .................................024
  Regional Outbreak Level ..................................024
  Global Outbreak Level ......................................025
  Using the Grid ..................................................025
  The Nature of the ZOMBV Strain ...................026
  Water Contamination .......................................027
  Virus ...................................................................027
  Purchasing Horror Traits ..................................028
  Vaccine and Cure ..............................................029
  Opponents .........................................................030
  Determining Standard Opponents ..................030
  Encounter Table .................................................030
  The Infected ......................................................031
  Beasts .................................................................032
  One Big Monster ...............................................034
  OUTBREAK TIMELINE .....................036
  Global Response ................................................036
  North America ..................................................037
  South America ...................................................044
  Europe ...............................................................047
  Australia .............................................................052
  Global Outbreak Level ......................................055
  Outbreak Level 0 ..............................................055
  Outbreak Level 1...............................................055
  Outbreak Level 2...............................................056
  Outbreak Level 3...............................................056
  Outbreak Level 4...............................................057 
  WORLD CRASHING DOWN .............058
  Overview ...........................................................058
  Biome Details ....................................................059
  Scenario 1: Seeking Relief ................................060
  Introduction ......................................................060
  Part 1: The First Fall .........................................060
  Part 2: Out the Door ........................................063
  Part 3: A Long Road ..........................................066
  Aftermath: One of the Family ..........................068
  Scenario 2: Broken Lines ..................................069
  Introduction ......................................................069
  Part 1: The Second Fall .....................................069
  Part 2: Make It Ours .........................................073
  Part 3: Home Sweet Home ...............................075
  Aftermath: Who Else Is Out There? .................076
  Scenario 3: Not All Monsters ...........................077
  Introduction ......................................................077
  Part 1: Not the Plan ..........................................077
  Part 2: Take a Stand ...........................................079
  Aftermath: Fruits of Our Labors .....................080 
  APPENDICES ...................................082
  Handout #1 ......................................................083
  Handout #2 ......................................................084
  Handout #3 ......................................................085
  Handout #4 ......................................................086
  
   004 – Introduction 
  
  What is The Strain Series
  Outbreak: Undead.. has historically been a ‘settingless sandbox’ 
  style of game, acting as a foundation upon which a Gamemaster 
  may create any kind of outbreak they desire. In this way it serves 
  as a toolkit capable of spanning the wider spectrum of the zombie 
  survival genre. This does, however, require that a Gamemaster apply 
  more effort in the preparation of a longer campaign by requiring 
  them to build up their own world in which to run their games (or 
  adapt as best they can from their personal fandoms).
  There are times when a Gamemaster would rather make use of an 
  existing setting and predefined opponents. Something that allows 
  them to weave in their own stories without the worldbuilding 
  normally required to present a believable environment that exists 
  beyond the characters themselves. Or perhaps they would appreci-
  ate a trove of details from which they can be inspired and further 
  cultivate their own vision.
  The Strain Series intends to provide that exactly.  Through this 
  supplemental series we will explore in detail different strains of 
  infected, and provide an assortment of potential settings and oppo-
  nents suitable as the basis for both one-shot scenarios and long 
  term campaigns.  Regardless of your preferred approach, these 
  books will present you with a framework on which you can craft 
  your tales of survival.
  WHAT IS ZOMBV?
  ZOMBV can serve as the backdrop for any number of scenarios, 
  both officially released by Hunters Entertainment or otherwise.  
  The Standard Infected presented in this setting are a unique varia-
  tion of biologically alive opponents, a theme that has become more 
  popular in modern zombie culture.  These Infected share a few 
  common threads with the “Feeder” type of Undead featured in 
  the Gamemaster’s Guide, which could serve as a good option for 
  a potential divergent Patient Zero strain of the primary virus fea-
  tured in this supplement should a Gamemaster desire to explore 
  this option.
  The background lore for how the world reacts and adapts to the 
  outbreak as it progresses in severity to the state of being a global 
  pandemic provides both story hooks for characters to pursue as 
  well as interesting consequences that would be outside the control 
  of most characters in such a situation. In this way Gamemasters can 
  inject a greater sense of scale into their games, allowing players to 
  feel a connection to the greater world around them.
  Ultimately this supplement should provide aspiring Gamemasters 
  with a sense of how the core rules of Outbreak: Undead.. 2nd 
  Edition can be shaped and molded into a unique and interesting 
  setting, and grant additional insights on how to build and  
  structure scenarios. Players shouldn’t feel left out, however, as much 
  of the content included within the early pages is still suitable for 
  them. A cast of new template characters as well as new gear options 
  will provide even more possibilities to those looking to enhance 
  their survival experience, in this or any other setting.
  It is our hope that everyone can find value in the information con-
  tained within this book.
  Materials for Play
  To make use of this supplement you will need the following items:
   
  n Outbreak: Undead.. 2nd Edition Survivor’s Guide and Game-
  master’s Guide (Core Rules)
   
  n A copy of Outbreak: Undead.. Strain Series: ZOMBV (this 
  book)
   
  n A selection of dice compatible with the d5! system
   
  n Pencils for taking notes and recording characters
   
  n Character sheets for all players, available for download at hunt-
  ersentertainment.com
  No additional content will be expressly required, though other 
  supplements, game resources, and accessories can provide added 
  depth if desired.
  INTRODUCTION
  Chapter 1
   Introduction – 005 
  
   006 – Introduction 
  
   Introduction – 007 
  
   008 – Introduction 
  
   Introduction – 009 
  
  PLAYER RESOURCES
  Chapter 2
  CAST
  The following Template Characters have been provided as 
  options for players who want to quickly jump into the setting, 
  or any other setting, and prefer not to use the “Create Yourself 
  as a Character” option (or to have as backup characters in 
  the likely event of their own terrible demise). Alternatively, 
  Gamemasters can make use of these Templates as NPCs in 
  their unfolding stories.
  T
  he following chapter provides a collec-
  tion of player resources that are viable not 
  just in the setting of the ZOMBV Pandemic, 
  but in any game of Outbreak: Undead.. equally. In this way 
  this chapter can be seen as an extension of the core rules pro-
  viding additional options for surviving through the outbreak. 
  While some entries featured throughout this Chapter will note 
  a specific relation to ZOMBV, these can generally be adapted 
  to work in the context of another setting with minimal effort.
  Sweetie, 
  If you are reading this you know we are gone. 
  Things were getting so bad here we had to leave. 
  It breaks my heart that we had to go without you. 
  We have gone to the camp in Chicago. Please, 
  please try to get there so we can all be moved 
  to a safer place and be together again! I will be 
  worrying about you until I see your face again. 
  You are my heart and we love you so much! 
  Stay safe! Loving you always, 
  Mom
   010 – Player Resources 
  
   Player Resources – 011 
  
  PAUL
  In the days preceding the fall Paul was the owner of his own company, 
  specializing in finishing carpentry in and around Ohio. He was also 
  an avid gun enthusiast and devoted to his family and loved ones, in 
  particular to his significant other Jennifer and her son Dakota. These 
  are all things that would come to serve him well once ZOMBV devas-
  tated the world. His primary concern is keeping the family he has with 
  him safe, and if at all possible tracking down any of the rest of his 
  loved ones in hopes that they may have survived the initial collapse.
  Age
  42 Years
  Traits
  Abilities: 
   
  n Animal Handling (Dog) - Tier 1 (Survivor’s Guide, pg. 38)
   
  n Concealment - Tier 1 (Survivor’s Guide, pg. 42)
   
  n Craftsman (Carpentry) - Tier 2 (Survivor’s Guide, pg. 42)
   
  n Damage Threshold - Tier 2 (Survivor’s Guide, pg. 43)
   
  n Gunslinger - Tier 1 (Survivor’s Guide, pg. 44)
   
  n Iron Will - Tier 2 (Survivor’s Guide, pg. 44)
   
  n Mule - Tier 3 (Survivor’s Guide, pg. 46)
   
  n Pugilist - Tier 2 (Survivor’s Guide, pg. 46)
   
  n Resourceful (Carpentry) - Tier 2 (Survivor’s Guide, pg. 46)
   
  n Training (Vehicle) - Tier 1 (Survivor’s Guide, pg. 50)
  Disadvantages:
   
  n Addiction (Tobacco) - Tier 2 (Survivor’s Guide, pg. 51)
  Supported Skill(s)
  {Brawl%, Calm Other%, Composure%, Construc-
  tion/Engineering (Carpentry)%, Pilot%, Ride%, 
  Stealth%}
  Gear
   
  n Clothes - Jeans and Shirt (Survivor’s Guide, pg. 185)
   
  n Boots, Work (Survivor’s Guide, pg. 185)
   
  n Heavy Coat (Survivor’s Guide, pg. 185)
   
  n Duffle Bag (Survivor’s Guide, pg. 185)
   
  n Multitool (Survivor’s Guide, pg. 161)
  STORY HOOKS
  Weapons Cache: While not always carrying them on his person, Paul 
  maintains a small collection of firearms at his home that can be acquired 
  with the investment of a “Supply Run” Mission with an additional Time 
  requirement of 61d5! and granting the GM an additional W
   W 10.  This 
  will provide the following additional firearms to the group - Beretta 
  9mm, Ruger 308 Rifle, Sig AR 556, Bursa 380, Browning Buck Mark 
  22lr.
  Missing My Girls: Paul has three daughters that were not with him 
  when the pandemic kicked off and he is highly invested in tracking down 
  his girls.  This can be accomplished by engaging in a “Search & Rescue” 
  Mission with an additional Time requirement of 62 and granting the 
  GM an additional W
   W 25.
   012 – Player Resources 
  
  Paul
  3
  0
  2
  7
  3
  2
  2
  9
  5
  5
  9
  5
  7
  2
  1
  4
  1
  Addiction (Tobacco) - Can 
  voluntarily indulge in addiction.
  4
  2
  Carpentry
  Automobile
  29
  32
  32
  32
  30
  32
  34
  32
  31
  32
  32
  32
  29
  29
  35
  6
  30
  34
  34
  34
  34
  35
  34
  29
  29
  5
  34
  29
  32
  32
  32
  29
  32
  30
  4
  16
  12
  2
  4
  20
  32
  5
  6
  10
  4
  4
  4
  5
  1
   Player Resources – 013 
  
  JENNIFER
  Always having been something of a people person with one of those 
  personalities that instantly makes you comfortable, Jennifer made a 
  career out of management in the technical industry. She is always 
  quick with a pun to break the tension, and can engage with almost 
  anyone. Once ZOMBV became public knowledge, Jennifer and her 
  significant other became focused on keeping their family safe and 
  together. They are trying to find any sign or news of their other loved 
  ones, including Dakota’s sibling and Paul’s daughters.
  Age
  40 Years
  Traits
  Abilities: 
   
  n Bookworm - Tier 3 (Survivor’s Guide, pg. 40)
   
  n Civilian (Profession) - Tier 3 (Survivor’s Guide, pg. 41)
   
  n Healthy - Tier 1 (Survivor’s Guide, pg. 44)
   
  n Pack Rat - Tier 2 (Survivor’s Guide, pg. 46)
   
  n Sharpshooter - Tier 1 (Survivor’s Guide, pg. 47)
   
  n Swimmer - Tier 1 (Survivor’s Guide, pg. 48)
   
  n Teacher - Tier 2 (Survivor’s Guide, pg. 48)
   
  n Training (Vehicle) - Tier 1 (Survivor’s Guide, pg. 50)
   
  n Volunteer - Tier 1 (Survivor’s Guide, pg. 50)
  Disadvantages:
   
  n Addiction (Tobacco) - Tier 2 (Survivor’s Guide, pg. 51)
  Supported Skill(s)
  {Digital Systems%, Diplomacy (Persuade)%, Endur-
  ance%, Expression%, Pilot (Automobile)%, Swim%}
  Gear
   
  n Clothes - Jeans and Shirt (Survivor’s Guide, pg. 185)
   
  n Boots, Hiking (Survivor’s Guide, pg. 185)
   
  n Heavy Coat (Survivor’s Guide, pg. 185)
   
  n Backpack, Medium (Survivor’s Guide, pg. 185)
   
  n Antihistamines (Survivor’s Guide, pg. 152)
  STORY HOOKS
  Wayward Daughter: While one of her children, Dakota, is with 
  her as the outbreak spirals out of control her daughter is not.  This can 
  be accomplished by engaging in a “Search & Rescue” Mission with an 
  additional Time requirement of 62 and granting the GM an additional 
  W 25.
  The Pen Is Mightier: Being an avid reader, Jennifer is altogether 
  aware that one of the crucial tools to survival is the preservation of the 
  accumulated knowledge of the human race - thankfully much of this 
  has been committed to the page already.  Acquiring the materials to 
  establish a library of useful information is something she is very invested 
  in, and will advocate doing a “Supply Run” Mission to a Library with an 
  additional Time requirement of 61d5!
   014 – Player Resources 
  
  Jennifer
  2
  9
  3
  0
  3
  3
  2
  8
  5
  4
  4
  5
  5
  2
  2
  1
  Addiction (Tobacco) - Can 
  voluntarily indulge in addiction.
  Automobile
  32
  32
  31
  34
  32
  38
  43
  31
  31
  32
  31
  30
  32
  36
  32
  4
  32
  35
  35
  38
  36
  35
  50
  40
  32
  6
  38
  32
  31
  31
  31
  32
  42
  32
  5
  2
  4
  5
  5
  7
  11
  5
  5
  5
  4
  3
  7
  7
  3
  14
  8
  11
   Player Resources – 015 
  
  DAKOTA
  Still just a young man at the time that ZOMBV changed everything, 
  Dakota is quite tech savvy. This proves to be an asset in various ways 
  during the course of the pandemic, from finding information in the 
  early days to setting up security systems within Strongholds once 
  things progress further along. Not to mention being familiar enough 
  with various gadgets that he is able to scrape together various odds 
  and ends that can go a long way to maintaining personal morale. 
  He has been with his mother, Jen, and her significant other Paul 
  since the very onset.
  Age
  23 Years
  Traits
  Abilities: 
   
  n BMX - Tier 2 (Survivor’s Guide, pg. 40)
   
  n Contractor (Profession) - Tier 1 (Survivor’s Guide, pg. 42)
   
  n Damage Threshold - Tier 1 (Survivor’s Guide, pg. 43)
   
  n Efficient - Tier 2 (Survivor’s Guide, pg. 43)
   
  n Stealthy - Tier 2 (Survivor’s Guide, pg. 47)
   
  n Teacher - Tier 2 (Survivor’s Guide, pg. 48)
   
  n Training (Melee Weapon) - Tier 2 (Survivor’s Guide, pg. 49)
  Disadvantages:
   
  n Phobia (Open Water) - Tier 2 (Survivor’s Guide, pg. 49)
  Supported Skill(s)
  {Melee Attack [Slashing]%, Stealth}
  Gear
   
  n Clothes - Jeans and Shirt (Survivor’s Guide, pg. 185)
   
  n Shoes, Sneakers (Survivor’s Guide, pg. 186)
   
  n Heavy Coat (Survivor’s Guide, pg. 185)
   
  n Backpack, Large (Survivor’s Guide, pg. 185)
   
  n 4x AA Batteries - Capacity: 30 (Survivor’s Guide, pg. 152)
  STORY HOOKS
  Our Safe Zone: Safety is a matter of controlled territory, and Dakota 
  would like to secure more than just a place to bunk down. Rather, he 
  wants to see his family protected by gaining back some ground in all 
  the chaos. This can be accomplished by doing an “Establish Stronghold” 
  Mission and then also getting at least two Safehouses up and running.
  Game Night: Morale is something in short supply now that the world 
  has fallen apart, but the periodic splash of simple things can go a long way 
  to keeping spirits up. Dakota wants to get a game night up and running, 
  which will require a “Supply Run” Mission with an added q20 due to 
  the specificity of the materials required.
   016 – Player Resources 
  
  Dakota
  2
  5
  3
  0
  2
  7
  3
  3
  5
  5
  7
  5
  5
  2
  1
  2
  Phobia (Open Water) - Add - -  
  to a check when confronted with 
  fear.
  2
  Bicycle
  33
  28
  28
  39
  32
  28
  30
  28
  36
  28
  28
  35
  33
  33
  39
  6
  32
  30
  30
  30
  30
  29
  30
  45
  33
  5
  33
  33
  28
  28
  33
  33
  28
  32
  6
  4
  12
  2
  4
  6
  5
  8
  12
  5
  6
  6
  5
   Player Resources – 017 
  
  BRITTANY
  A single mother of two, Brittany has worked hard since a young age to 
  provide for her and her children. Over the years, like many struggling 
  to make it in our modern economy, she has worked in numerous fields 
  acquiring a diverse set of skills. In the early days of the pandemic she 
  was quick to shelter down with her kids, but as the situation became 
  increasingly worse Brittany decided it would be best to have safety 
  in numbers. She has since been traveling with a small group of close 
  friends, hoping they might find others they care for.
  Age
  32 Years
  Traits
  Abilities: 
   
  n Animal Fellowship (Cat) - Tier 1 (Survivor’s Guide, pg. 38)
   
  n Basic First Aid - Tier 1 (Survivor’s Guide, pg. 39)
   
  n Bookworm - Tier 2 (Survivor’s Guide, pg. 40)
   
  n Charisma - Tier 2 (Survivor’s Guide, pg. 40)
   
  n Culinary Arts - Tier 2 (Survivor’s Guide, pg. 43)
   
  n Gunslinger - Tier 1 (Survivor’s Guide, pg. 44)
   
  n Leadership - Tier 2 (Survivor’s Guide, pg. 45)
   
  n Swimmer - Tier 1 (Survivor’s Guide, pg. 48)
   
  n Training, Pistol - Tier 2 (Survivor’s Guide, pg. 50)
  Disadvantages:
   
  n Mania - Tier 2 (Survivor’s Guide, pg. 52)
  Supported Skill(s)
  {Diplomacy (Command)%, Endurance%, Expres-
  sion%, Firearms (Pistol)%, First Aid%, Swim%}
  Gear
   
  n Clothes - Jeans and Shirt (Survivor’s Guide, pg. 185)
   
  n Shoes, Sneakers (Survivor’s Guide, pg. 186)
   
  n Heavy Coat (Survivor’s Guide, pg. 185)
   
  n Backpack, Small (Survivor’s Guide, pg. 185)
   
  n First Aid Kit, Small - Capacity: 10 (Survivor’s Guide, pg. 
  145)
  STORY HOOKS
  Birthday Bash: Brittany has always arranged some kind of party for 
  each of her kids, and with the pandemic in full swing this is looking 
  like a more and more difficult prospect as her eldests birthday is fast 
  approaching. She very much wants to try and celebrate, despite the 
  circumstances, and this can be accomplished by completing a “Supply 
  Run” Mission to secure gifts and food, then investing 61d5! for the 
  party itself.
  Social Networking: Always something of a social butterfly, it strikes 
  Brittany that if they ever want things to get back to normal they need 
  to establish communication with other groups. If nothing else, it will 
  give her more people to talk to.
   018 – Player Resources 
  
  Brittany
  3
  1
  3
  3
  3
  1
  3
  1
  5
  6
  6
  6
  6
  1
  3
  2
  2
  Mania - Trigger manic fit for 610 
  that adds n n  to checks with 
  Empathy or Willpower as primary.
  36
  34
  34
  34
  36
  40
  38
  34
  34
  34
  34
  38
  36
  36
  36
  4
  34
  34
  36
  48
  37
  34
  41
  36
  36
  12
  48
  41
  34
  34
  34
  36
  39
  36
  6
  7
  3
  14
  2
  6
  6
  6
  6
  6
  6
  6
  5
  5
  6
  4
   Player Resources – 019 
  
  TOM
  Like a lot of people did before the virus, Tom lived a life of dual lines 
  of work. By day he put in his time as an IT professional solving a 
  wide array of issues for business clients of all sizes, then by night he 
  plied his trade as a DJ with a proclivity to hardstyle. Generally he 
  is a pretty jovial sort, though he can be a bit antagonistic when he 
  feels like stirring the pot. In the end, he is always willing to pull 
  his own weight and come through for those he is closest to. Since the 
  fall he has relied on being a part of the group in order to survive 
  from day to day.
  Age
  33 Years
  Traits
  Abilities: 
   
  n Artistic (Musical) - Tier 2 (Survivor’s Guide, pg. 39)
   
  n Civilian (Profession) - Tier 3 (Survivor’s Guide, pg. 41)
   
  n Damage Threshold - Tier 1 (Survivor’s Guide, pg. 43)
   
  n Honor - Tier 1 (Survivor’s Guide, pg. 44)
   
  n Iron Will - Tier 2 (Survivor’s Guide, pg. 44)
   
  n Mule - Tier 2 (Survivor’s Guide, pg. 46)
  Disadvantages:
   
  n Monomania - Tier 2 (Survivor’s Guide, pg. 52)
  Supported Skill(s)
  {Calm Other%, Composure%, Digital Systems%, 
  Diplomacy (Command, Determine Motives, Per-
  suade)%, Expression%, Pilot (Automobile)%}
  Gear
   
  n Clothes - Jeans and Shirt (Survivor’s Guide, pg. 185)
   
  n Shoes, Sneakers (Survivor’s Guide, pg. 186)
   
  n Heavy Coat (Survivor’s Guide, pg. 185)
   
  n Backpack, Medium (Survivor’s Guide, pg. 185)
   
  n First Aid Kit  - (Survivor’s Guide, pg. 145)
  STORY HOOKS
  Got the Power: Just about all of the passions Tom has in life revolve 
  around functioning electricity, and now that things are breaking down 
  ensuring a constant stream of power is paramount to him. This can be 
  accomplished numerous ways, most directly by setting up a generator.
  Kolassal Beats: Music has a way of soothing the soul, and having 
  dabbled in DJing before the fall Tom knows how much benefit this can 
  provide to mental wellbeing. He would like to acquire some basic supplies 
  to be able to put on some small shows for his companions, which can be 
  accomplished with a “Supply Run” Mission requiring an additional q20.
   020 – Player Resources 
  
  Tom
  2
  9
  2
  8
  3
  3
  2
  8
  5
  4
  6
  5
  7
  3
  2
  3
  Monomania - Apply "Efficient 
  2” to one Kit for 610 and each n 
  affected adds 61.
  2
  2
  Automobile
  30
  31
  31
  36
  30
  31
  41
  31
  30
  31
  31
  30
  30
  30
  30
  6
  30
  41
  35
  41
  40
  35
  47
  46
  30
  5
  30
  30
  31
  31
  31
  30
  31
  30
  4
  16
  12
  2
  4
  4
  4
  6
  10
  5
  4
  4
  4
  6
  6
  6
   Player Resources – 021 
  
  EQUIPMENT
  Provided are some new options for gear that characters can make use 
  of in their efforts to survive, should they be able to find them of 
  course. These options are equally viable outside of this setting and can 
  be used with any Outbreak: Undead.. 2nd Edition products, though 
  some contain entries specific to ZOMBV that would be ignored 
  or require some modification to maintain outside of this setting.
  For additional details on Equipment and the associated statistics 
  see the Survivor’s Guide Chapter 5.
  Insulin
  CU: , (Loot:l10/Barter: G
   G 300)
  SC%: {Advanced Medicine%}
  Special
  Intravenous: This medication will require the use of a hypodermic 
  needle or infusion therapy unit to make use of.
  Prescription Reliance: This medication can be used by char-
  acters who have the Disadvantage of “Prescription Reliance” for a 
  condition. This is one example of many potential medications that 
  could qualify based on the character’s condition.
  Shelf Life: Most common forms of insulin only lasts several days 
  without refrigeration. This will restrict the locations it can be found 
  and how long it can be stored. You can represent this by having it 
  occupy Resource Level5 of any location it is feasible to be found it.
  Morphine
  CU: , (Loot:l10/Barter: G
   G 150)
  SC%: {Advanced Medicine%}
  Special
  Intravenous: This medication will require the use of a hypodermic 
  needle or infusion therapy unit to make use of.
  Pain Relief: Penalties due to Pain to restore Morale or remove 
  Damage Dice from the character is alleviated for 62d6 per Use. 
  This means multiple Uses may be required during a Long Rest 
  depending on how much 6 characters spend resting. A result of 
  H† on the check will be discarded. When used in conjunction with 
  First Aid Kits or Medical Supplies, this will allow the Kit Capacity 
  bonuses to still be used this turn.
  Pain Management: Use will also temporarily increase  T
   by 4 
  for the same duration of 6 that “Pain Relief ” is in effect.
  Addiction: Add a DP to be used as a “Coping Mechanism” for 
  someone with the “Addiction” Disadvantage for painkillers.
  Overdose: The strength of this medication is such that it can be 
  used to produce a lethal effect. Using it in this way will deal [ n 
  Po] as part of the Base Dice Pool on an {Advanced Medicine%} 
  check, and each + on the check can add an additional [ n  Po].
  Plastic Tub, Medium
  CU: . , (Loot:l60/Barter: G
   G 60)
  Cargo: . ,,,,
  Special
  Retrieval: Add n n
  n n to any Action that uses items stored in this 
  container.
  Power Drill
  CU: . ,,, (Loot:l80/Barter: G
   G 100)
  {SC%:} {Construction/Engineering%}
  Base Dice Pool: u 
   u n n
  n n
  Special
  Power Source: The Power Drill is reliant upon electricity and 
  often has a battery pack of varying Capacities, generally 10 to 20. 
  Intermittent Use.
  Misuse: Use as a weapon.
  Triggered Effect(s)
  Labor +  - Reduce Time requrement for Objectives by 61 when 
  using this as a tool properly
  Drill  + , Requires Power - [ n  Pi] Accuracy
  Stab  + +
  + +  - [ n  Pi] Accuracy
  Scalpel
  CU: ,, (Loot:l20/Barter: G
   G 20)
  {SC%}: {Advanced Medicine%}
  Base Dice Pool: u 
   u n n
  n n
  Special
  Misuse: Use as a weapon.
  Short Blade: No more than n can be allocated to any one target 
  in a Round
  1x
  2x/1x/0x
  2x
  10
  2x
  2x/1x/0x
  2x
  10
  1
  2x
  3x
  *
  0x
  0x
  2x
  3
   022 – Player Resources 
  
  Triggered Effect(s)
  Labor  +  Reduce Time requirement for Objectives by 61 when 
  using this as a tool properly
  Hit  + +
  + +  [ n  Sl, Pi] n
  VSV-EBOV
  CU: , (Loot:l10/Barter: G
   G 100)
  SC%: {Advanced Medicine%}
  Special
  Intravenous: This medication will require the use of a hypodermic 
  needle or infusion therapy unit to make use of.
  Vaccination: Add n to attempt vaccination of a character. Suc-
  cessful administration of the vaccine will require + in {Advanced 
  Medicine%} to get the appropriate dosage successfully applied to 
  a patient. The vaccine will take full effect within 1d5! days of admin-
  istration, and will provide the vaccinated character with immunity 
  to Ebola infection.
  ZOMBV Medication: While not effective in preventing the 
  spread of the Zombic virus, this vaccine has proven effective in 
  slowing the progression of the disease in trials. Characters who 
  have received this vaccination will increase their Succumb Threshold 
  for ZOMBV by 2 once the vaccine has taken full effect as per the 
  “Vaccination” rule. This will also increase the Mx for Value to x4 as 
  it can be used to effectively fight the zombie virus in this setting.
  DISADVANTAGE: PRESCRIPTION RELIANCE
  As the result of some medical condition you have come to rely upon 
  a consistent supply of certain prescription medications. Upon 
  the fall of society this proves to be a potentially life threatening 
  complication as production chains falter and such medications become 
  increasingly harder to obtain. Some even have strict requirements of how 
  to properly store them, or have a very short shelf-life that can leave those 
  in need unable to even possibly obtain their needed supply.
  Character Quirk: Select a particular medication that this character 
  requires for their survival. Should this medication become unavailable 
  to them for a number of days equal to their Sb then the character 
  will suffer a reduction to their Damage Threshold equal to the Tiers 
  in this Disadvantage. For characters with an extreme dependence 
  or suffering from additional ailments this can be potentially life 
  threatening. Should this reduction brings a character to +0 or 
  take them to a negative value the character will die.
  Each Tier will also add n to attempts to locate the medication 
  at Locations which feature Medical Supplies as an option on the 
  Resource Catalog. At Tier 3 or higher the medication will also have 
  a short shelf life and/or potentially require special storage such as 
  refrigeration in order to preserve it in a functional state. Specifics 
  can vary greatly from medication to medication, and players selecting 
  this Disadvantage should work out with the Gamemaster any  
  particulars of the medication in question that might further 
  complicate a characters efforts to obtain this.
  3x/1x/ -
  3x
  10
   Player Resources – 023 
  
  GAMEMASTER RESOURCES
  T
  he following pages contain information that is intended for 
  the Gamemaster’s eyes only. Players expecting to participate 
  in a scenario or campaign using ZOMBV should not 
  read any further. Doing so can spoil a lot of the enjoyment 
  of the experience. It is best for players to enter the game with 
  their own biases of what a zombie is, for better or worse, as 
  misconceptions can make for fascinating early story hooks or 
  moments of discovery as the outbreak unfolds around them.  
  Beyond the additional narrative context provided throughout this 
  chapter Gamemasters will also find some new gameplay mechanics 
  specifically designed for this setting but that can be easily adapted 
  to any other games of Outbreak: Undead.. 2nd Edition.
  Multiple Outbreak Levels
  As discussed in the core rules, the Outbreak Level can have a major 
  impact on a number of different facets of gameplay. In this setting 
  Gamemasters will need to become familiar with the concept of 
  Regional Outbreak Level versus Global Outbreak Level. Most games 
  of Outbreak: Undead.. do not need to distinguish between different 
  scales of Outbreak Level as the Gamemaster is generally only con-
  cerned with the local view of things. When entering into a global 
  setting that can be much further reaching in scope, a difference 
  needs to be established between individual regions and the world 
  as a whole.
  REGIONAL OUTBREAK LEVEL
  The “Regional Outbreak Level” is what will be used for most prac-
  tical applications of Outbreak Level as outlined in the core rules. 
  It can be raised and lowered over the course of gameplay based 
  on the actions of the characters and Gamemaster. In this way the 
  players may invest l into reducing the effective Outbreak Level 
  in their area, or the Gamemaster may spend 
   W  to increase the 
  Outbreak Level.
  Chapter 3
   024 – Gamemaster Resources 
  
  From this perspective the Regional Outbreak Level is something 
  that can and should be clearly communicated to the players so 
  that the can make meaningful decisions on how to best utilize the 
  l that they are acquiring over the course of play. It also allows 
  Gamemasters electing to run long term campaigns within the 
  setting to allow their players to make meaningful impacts within 
  their own survival stories while ensuring the rest of the world 
  continues to fall apart around them.
  GLOBAL OUTBREAK LEVEL
  The “Global Outbreak Level” is largely designed to be a narrative 
  tool for the setting, and is directly connected to the Pandemic 
  Timeline covered in Chapter 4. It is strictly adapted for events 
  and ongoings that will be largely outside of the control of the 
  players, but may still provide implications to their ongoing sur-
  vival and actions. 
  This means that unlike the Regional Outbreak Level the players do 
  not need to be concerned with the state of the Global Outbreak 
  Level from a numerical standpoint. Rather, the current Global 
  Outbreak Level is something that the Gamemaster should make 
  the occasional allusion to in order to provide a greater sense of 
  depth to the more day to day personal stories.
  Mechanically speaking, the Global Outbreak Level only has a bear-
  ing on the Viral Level of the Standard Infected. This is specifically 
  noted on the Standard Infected template located on pg. 31. All 
  other facets of the Outbreak Level as described in the Core Rules 
  are handled by the Regional Outbreak Level.
  Using the Grid
  Over the course of the Outbreak, the Gamemaster will likely wish 
  to modify the effectiveness of the Grid is various ways. Throughout 
  the course of the Scenarios featured in this supplement two sectors 
  of the Grid are tracked and utilized: Power and Communication.
  Both of these sectors can be placed into various states through the 
  course of a campaign or within a Scenario presented later. These 
  states are as follows:
  Stable: For the Power Grid characters needing to make use of 
  ‘Power’ for any Feature or Gear may do so freely. 6 requirements for 
  charging devices still apply. For the Communications Grid characters 
  will not have any penalties to use the internet or cellular networks.
  Unstable (X): For the Power Grid at any time the Gamemaster 
  may spend  W
   W 15 - 5 per value listed to have the power fail in the 
  Location the Characters are or  W
   W 50 - 10 per value listed to have 
  it fail in the surrounding area. This will prevent them from being able 
  to utilize ‘Power’ for 61d5! as it remains out unless using some form 
  of off grid power source like a generator. For the Communications 
  Grid characters attempting to use the internet or cellular networks 
  for online access, messaging, or phone calls will find interruptions 
  in service more frequent. All {Digital Systems%} made when 
  attempting these actions will be done at n per value. Dedicated 
  data and landlines will have the n required reduced by 1 to reflect 
  their inherent stability in comparison to digital networks.
  Restricted: This particular state only applies to the Communi-
  cations Grid, and indicated that all facets of this Grid have been 
  locked down for official use. This will require characters to make 
  use of specialized Gear in order to be able to make use of the Grid 
  itself, or to have any form of long range communication in general.
  Collapsed:  When either Grid has reached this state it is no longer 
  available through conventional means. Characters will have to come 
  up with some alternatives if they wish to make use of the benefits 
  that these Grids previously provided within society.
  MANIPULATING REGIONAL OUTBREAK LEVELS
  Both players and Gamemasters will have the ability to manipulate 
  the Regional Outbreak Level in their world through the investment 
   
  W  or the accumulation of l via successful Missions to reflect 
  the improvement or growing danger of the situation based on the 
  actions of the characters.
  Escalation:  W
   W 250 x OL - The Outbreak has gotten larger in scale 
  and becomes an even greater threat. Increase Regional Outbreak 
  Level by 1 to a maximum of 4. The 
   W  cost is the target Regional 
  Outbreak Level, not the current one.
  Stabilization: l500 x OL - The efforts to mitigate the impact of 
  the Outbreak have proven to be somewhat successful reducing the 
  local scale of the threat. Reduce Regional Outbreak Level by 1 
  to a minimum of 1. The l requirement is the current Regional 
  Outbreak Level, not the target Level. Characters do not actually 
  spend the l for this, rather they must accumulate the required 
  amount before the Regional Outbreak Level changes (at which 
  point they must start accumulating l again from scratch).
   Gamemaster Resources – 025 
  
  The Nature of the ZOMBV Strain
  Provided are more extensive details on the Zombic virus and those infected with it, intended to give a Gamemaster additional context 
  on which they can extrapolate to develop their own scenarios within the setting. Some of the information presented is extremely high 
  level details that will only be relevant to a small percentage of games, however the context can provide further inspiration with a bit of 
  research for those interested in exploring such details further. If nothing else, it provides a solid amount of pseudoscience nonsense that 
  one can spout off at their players if the situation presents itself.
   026 – Gamemaster Resources 
  
  WATER CONTAMINATION
  If the Gamemaster so desires, ZOMBV could be capable of 
  contaminating water supplies. If this approach is used, the 
  virus would be resistant to basic forms of water purification. 
  This rule can be utilized to increase the overall challenge of 
  surviving in the setting. It should be noted that with ZOMBV 
  being a strain of the Ebola virus, having it make such an impact 
  on water supplies is highly improbable. Additionally, one must 
  consider the sheer spike in difficulty this would actually pres-
  ent to players attempting to survive in such a world.
  If desired this option is explored further in Horror Traits 
  on pg. 29.
  VIRUS
  The dreaded Zombic virus, commonly called ZOMBV, is related 
  to the Ebola virus. Transmitted via contact of bodily fluids (blood, 
  bile, saliva), and can remain active in carrion and excrement for up 
  to 30 days. This means that infection does not require the classic 
  ‘zombie bite’ at all, though that is not to say bites are uncommon.
  Incubation: 620 to 660 (1 - 3 days)
  Treatment: Rehydration, Painkillers, and Rest
  Duration: Incurable, Viral Regression prohibited
  Succumb: Viral total is greater than Sb or Wb (whichever is higher). 
  Some medications can modify this value.
  Special
  Carrion: The virus is capable of surviving inside of dead tissue, 
  allowing carrion to remain infectious to handle for up to 30 days. 
  This makes incineration the most effective means for disposing of 
  the infected bodies safely.
  Doomed: Characters who realize they have contracted the Zombic 
  virus may very well be filled with an overwhelming sense of fore-
  boding and dread at their inevitable fate. Characters will lose an 
  additional J1 beyond what is potentially lost based on the Dis-
  ease and Symptoms Universal Rules at the moment of realization. 
  This loss can be prevented by passing a {Composure%} with 
  n n n n n
  n n n n n  due to the overwhelmingly certain outcome. 
  Other survivors wishing to morally support the infected character 
  during this moment of realization can do so by making a {Calm 
  Other%} with n n n
  n n n  where each +  they achieve will reduce 
  n  from the {Composure%} to a minimum of n .
  Succumbing: Once a character reaches the Succumb Threshold 
  for ZOMBV they will enter a type of coma. Characters with greatly 
  compromised immune systems, such as ages 12 and below or 75 
  and above will simply die at this point, though remain contagious 
  as per carrion. All others will rise from the coma in 6 equal to Sb 
  as a Standard Infected.
  VIRAL STAGES
  Non-Succumbed (Symptoms)
  Viral Points: Symptoms
   
  n 0 Viral: Uninfected. No symptoms.
   
  n 1 Viral: Pain (Headache)
   
  n 2 Viral: Fever, Nausea/Vomiting, Stiffness (joints)
   
  n 3 Viral: Dyspnea, Rage
   
  n 4 Viral: Delirium, Hemorrhagic
   
  n 5 Viral: Hallucination, Night Sweats
   
  n 6+ Viral: Loss of 1 Health Point
  All listed Symptoms are detailed in the Gamemaster’s Guide pages 183-
  185.
  Succumbed (Horror Traits)
  Viral Points: Horror Traits
   
  n 1 Viral: Highly Infectious, Moan
   
  n 2 Viral: Shamble, Retch
   
  n 3 Viral: Pursuit, Willpower and Empathy
   
  n 4 Viral: Resilience 1  (All)
   
  n 5-10 Viral:   The morphology of the ZOMBV strain will  
  be based on the additional Horror Traits added.  
  These are not predetermined in the same way  
  earlier Viral Levels are.
  Note that Viral Levels 1-4 are assumed to be static and are 
  included in the Standard Infected template on pg. 31. Depending 
   on Outbreak Level the Standard Infected may have up to Viral Level
  7 at Deployment. In this case the Gamemaster will have up to 3 Viral 
  worth of Horror Traits they may apply without spending the normally 
  required 
   W  which are then applied to the Standard Infected template 
  moving forward. Additional Horror Traits will be applied through the 
  expenditure of Risk.
   Gamemaster Resources – 027 
  
  HORROR TRAITS
  Just like creating your own virus, Gamemasters will have the option 
  of purchasing new Horror Traits to apply to the Standard Infected 
  as the Viral Level increases. These can also be applied through 
   W  
  on both a one-off Encounter or permanent basis. In this way the 
  Gamemaster can customize ZOMBV to their own tastes as they go, 
  or throw characters a sudden curve ball. 
  The following Horror Traits are applicable to the ZOMBV 
  strain:
  Accelerated Vurilence
  Viral: +2
  At the very onset of the outbreak the greatest weakness of the virus is the 
  amount of time that hosts spend in a coma before becoming one of the 
  Standard Infected. Over the course of the outbreak the virus has evolved 
  in such a way as to accelerate this process considerably.
  When characters Succumb to ZOMBV they will now transition 
  into a Standard Infected within 1d3 turns as opposed to requir-
  ing 6 for the transition. This makes no changes in the Incubation 
  period of the virus.
  Adaptive Hunting
  Viral: +2
  The infected have adopted more discrete hunting tactics, quietly stalking 
  prey or waiting in ambush as opposed to a more brute force approach.
  The infected get {Stealth 40%} added to their available {SC%} 
  options. Additionally the Gamemaster will be able to initiate an 
  Ambush attack by resolving + from a successful {Encounter%} 
  to trigger a Surprise Round in addition to Deployment choices.
  Advanced Weaponry (Melee or Firearms)
  Viral: +2
  The cerebral cortex and basal ganglia suffer less pronounced damage 
  during the course of the infection allowing for more fine motor control. 
  This allows the infected to make use of basic weapons of varied types.
  Infected can make an attack check as appropriate to the weapon 
  they carry, granting one of the following at 25%: {Melee Attack 
  (Any)%, Throw%, Firearms (Any)%, Bow%}. The Gamemas-
  ter can increase the percentage chance of the check by allowing 
  an advance of 4d5! (+10) per additional Viral point spent on this 
  upgrade.
  Improved Mobility
  Viral: +1
  The inflammation in and around the joints of the host is lessened due to 
  a slight mutation. The resulting effect is that the Infected are now able 
  to move around more quickly. 
  Reduce the base Speed by n per point of Viral to a minimum of 
  n. This will also reduce the n penalty to {Climb%, Jump/
  Leap%} by n per point of Viral.
  PURCHASING HORROR TRAITS
  Each new Horror Trait added to the Standard Infected will 
  cost W
   W 100  per Viral increase, making a “Patient Zero Strain” 
  of the virus. This will allow the Gamemaster to Deploy this 
  version of the Standard Infected in Encounters for + +
  + +  
  or W
   W 10  moving forward. If the characters do not conduct 
  a successful “Cleanse” Mission to address this new variant it 
  will replace the existing Standard Infected in 6100 per Viral 
  Increase of the new Strain (meaning all Standard Infected will 
  now feature these new Horror Traits and modified Viral Level 
  as the old Strain is displaced by the new one).
  It is intended that ZOMBV will evolve over the course of 
  the Outbreak as indicated in the increase of Viral per Global 
  Outbreak Level on the Standard Infected meaning that 
  Gamemasters will gain free Viral that they can use to apply 
  Horror Traits for the Standard Infected as time progresses. 
  To simulate this displacement over time these Opponents 
  should be Deployed in greater numbers during Encounters 
  as the 6 ticks down.
  For one-off Encounters, indicating some kind of quirk muta-
  tion as opposed to the emergence of a new Strain, it costs  
  W 1  per Viral to upgrade a single opponent with the Horror 
  Trait. If this method is used only a single Opponent in the 
  Encounter may be upgraded with any particular Horror Trait. 
  Characters can determine the difference between a new Strain 
  and a quirk mutation through a successful “We Know This 
  Much” Mission.
   028 – Gamemaster Resources 
  
  Rapid Incubation
  Viral: +2
  The virus has evolved to take far less time to successfully infect a host. This 
  increased incubation speed allows for hosts to start spreading the virus in 
  more rapid succession.
  The virus now spreads incredibly quickly, often in only a few 
  moments from exposure. Any character that has taken 1 or more 
  Viral due to exposure will need to make an {Endurance%} Save 
  Throw each turn or they will begin presenting Symptoms and soon 
  turn on their friends. If the virus is contracted during periods of 6 
  it is assumed that a character will be presenting Symptoms before 
  the next period of 6 passes.
  Simian Infection
  Viral: +1
  The virus has evolved to be capable of infecting Medium and Large Simians 
  (Small Simians will die). This is likely due to the virus having a relation 
  to the simian specific RESTV.
  For the cost of + + +
  + + +  on an {Encounter%} the Gamemas-
  ter can Deploy these Beasts with the ability to infect victims and 
  gaining the basic special rules that are allowed to Standard Infected 
  with ZOMBV. See the Opponents section on pg. 32 for additional 
  details on Simians.
  Vicious
  Viral: +1
  The affliction suppresses the functions of the frontal lobe causing the 
  infected to become overly aggressive leading to more lethal attacks.
  Add “Deadly: n ” that is applicable on any {Brawl%, Grapple%, 
  or Melee Attack%}. Only applicable for {Melee Attack%} if 
  the “Advanced Weaponry” Horror Trait was also taken.
  Water Contamination
  Viral: +3
  The virus has evolved to become waterborne, allowing it to be capable of 
  contaminating water supplies crucial to survival. It is also difficult to remove 
  from water supplies once it has contaminated them.
  A contaminated water supply in this instance requires purification 
  by means of chlorine, ozone, bromine, or iodination. This could be 
  reflected in multiple ways such as increased 6 requirements for 
  applicable Missions by 100%, or even special side Missions based 
  entirely around getting the materials required to properly purify 
  contaminated water.
  VACCINE AND CURE
  While no vaccine officially exists for ZOMBV at the onset of the 
  pandemic, the creation of one is in theory possible. This is, of 
  course, easier said than done. Additionally, having mutated from 
  RESTV, about 15.5 million people are naturally immune to the 
  ZOMBV virions (less than 1% of the global population). These 
  individuals could potentially aid in the research of a vaccine, how-
  ever they are still susceptible to being killed as a result of attacks 
  from the infected or any number of other means that humans can 
  potentially perish from.
  While ZOMBV may be a new species, as of 2014 there actually is 
  an effective vaccine for the Ebola virus genus generally speaking. 
  Known as VSV-EBOV vaccine, this could also be used as a basis 
  to try and develop an effective vaccine for this new species of the 
  genus. While this vaccine itself has proven ineffectual in combating 
  ZOMBV, it has been shown to slow the progression.
  A vaccine, however, would be a preventative measure for those 
  not already infected with the virus. For those unfortunate souls 
  who have already contracted the Zombic virus a cure would be 
  required. Of course this will prove much more difficult to engineer 
  than a possible vaccine. 
  The possibility of finding methods for prolonging treatment are 
  much more viable, attempting to keep those exposed to the virus 
  from turning for as long as possible.
  MECHANICAL APPLICATION
  Mechanically speaking, the introduction of a vaccine or cure for the 
  virus should be considered a major plot hook and used accordingly. 
  Needless to say, the effort required to actually accomplish this 
  will be considerable and could be the complete focus of an entire 
  Campaign in and of itself. Further, access to a cure or vaccine 
  will remove much of the tension from the ongoing survival of 
  the characters (and very likely the beginning of the end for the 
  pandemic). On top of all this, there are the pitfalls of introducing 
  even the concept of a cure or vaccine into the players minds and 
  the impact this can have on a scenario.
  Barring access to an effective cure or vaccine may seem to leave 
  characters with little hope, though as noted they may be able 
  to prolong the time that they have left with some effort. The 
  following options are available to survivors who become infected 
  with ZOMBV:
   
  n Antiviral Medication - Survivors who take a steady regimen of 
  antiviral medications as part of their treatment will be able 
  to better resist the effects of ZOMBV. Survivors may increase 
  their Succumb Threshold by 1 so long as they maintain taking 
  the medication on a daily (620) basis.
   
  n VSV-EBOV - Survivors who are able to acquire and take this 
  Ebolavirus vaccine will be able to sustain the Zombic virus 
  for an extended period. Survivors may increase their Succumb 
  Threshold by 2 after successfully administering the vaccine.
  Gamemasters are encouraged to explore additional options out-
  side of those described for allowing characters to attempt to 
  prolong their lives if or when they become infected. This can 
  actually make for compelling stories in its own right; seeking out 
  potential treatments, conducting research, doing field tests, and 
  so on. Essentially this gives you the best of both worlds, leaving 
  the tension in place while still providing similar stories one would 
  expect in the process of finding a cure or vaccine.
   Gamemaster Resources – 029 
  
  Opponents
  A full range of potential opponents are applicable within the setting 
  presented, many of which are covered in the core rules already. 
  However, in order to accommodate the realities of this particular 
  Strain some new Templates and Upgrades were required. Following 
  is an effective rundown of all the new options related to opponents 
  within the setting.
  DETERMINING STANDARD OPPONENTS
  The Standard Opponent for any given Encounter in this setting 
  is determined by the current Outbreak Level and the general 
  Environment. This is simply refined by deciding if the Standard 
  Opponent is Beast, Living, or Infected at any given Outbreak Level 
  within a respective Environment. The remaining options would then 
  become classified as an Alternate Opponent which can be deployed 
  into any Encounter for + +
  + + or W
   W 10 per Opponent.
  URBAN ENVIRONMENT
   
  n Regional Outbreak Level0-2: Living
   
  n Regional Outbreak Level3-4: Infected
  RURAL ENVIRONMENT
   
  n Regional Outbreak Level0-3: Living
   
  n Regional Outbreak Level4: Infected
  WILDERNESS ENVIRONMENT
   
  n Regional Outbreak Level0-4: Beast
  ENCOUNTER TABLE
  Provided is an Encounter Table that can be used within the setting 
  of the ZOMBV Pandemic, or even be retrofitted into any other 
  campaign setting a Gamemaster so desires. As the outbreak 
  progresses there is the potential that new options can be added to 
  this table, or changes can be made to existing options. As such this 
  can be viewed as the starting point of the Encounter Table to be 
  adjusted as the narrative dictates.
  GENERIC ENCOUNTER TABLE
  {E%}
  DEPLOYMENT
  +
  d3 Standard Opponents 
  + +
  + +
  Alternate Opponent, Template Opponent
  + + +
  + + +
  Unique Opponent
  THE LIVING
  All of the options presented in the Core Rules for Living and their 
  Template Upgrades remain available to the Gamemaster during the 
  course of the ZOMBV pandemic. In addition to those presented 
  in the Core Rules, the following are also available to Gamemasters 
  when they Deploy the Living in Encounters.
  ARCHETYPES
  The following is an additional Archetype that can be applied to NPC 
  survivors for increased diversity. This can work in other settings for 
  Outbreak: Undead.. rather than being exclusive to ZOMBV.
  Medical Archetype
  This would represent any number of individuals who work in the medical 
  profession that fall outside the scope of the CDC Archetype presented in 
  the Gamemaster’s Guide. This would include nurses, general physicians, 
  surgeons, and even some specialist practitioners. These individuals will be 
  wildly valuable over the course of the outbreak.
  Template Modifications
  SPEW: Two Attributes of 7d5! (28) and two Attributes of 8d5! (32)
  {SC%}/Attacks: {Composure +10%, Spot/Listen +10%, 
  Calm Other +5%}
  Vitality
  Health: 4
  ABILITIES/UPGRADES
  General Practitioner: This characters has some general background 
  in the medical industry and as a result has picked up at least some 
  basic knowledge for many practical situations. Add {First Aid 
  +15%} to the available {SC%} of the NPC. This will also provide 
  the following additional effects:
  Medical Supplies: This character will add “Medical Supplies-Gen-
  eral (3)” to their available Barter Catalog.
  Specialist:  l10  This character has some specialist knowledge 
  that makes them particularly suited to dealing with certain ailments 
  (or potentially inflicting various forms of harm if this is used in 
  a hostile manner via Risk). Add either {Advanced Medicine 
  +25%} or {Science +25%} to reflect this enhanced knowledge. 
  This can alos be aHazard
  HAZARDS
  The following additional Hazards are applicable in any Encounter 
  with the Living in the setting of ZOMBV. With minimal modification 
  these can be adapted to other settings where they fit the types of 
  infected being featured.
  Specialist 
   W
   W 5
  See “Specialist” Special Rule.
  Carrier  
   W
   W 5
  Upgrade one Living in the Encounter to a Carrier. This NPC has 
  a Viral Level of 1 but is somewhere in the Incubation period of 
  the Disease. They will soon begin presenting Symptoms and risk 
  spreading the infection, not to mention potentially turning on 
  the characters. These individuals are the prominent reason that 
  characters should institute a quarantine period of no less than 2 
  days (640) on encountering new survivors. For W
   W 25 the GM may 
   030 – Gamemaster Resources 
  
  deploy an “asymptomatic carrier,” infectious with no symptoms.
  Contagious 
    W
   W 5 per Viral
  Upgrade one Living in the Encounter to ‘Contagious’. This NPC is 
  presenting Symptoms of the dreaded Zombic virus correspondent to 
  their level of Viral. This will reduce the cost of the Carrier Upgrade 
  by W 1 per Viral of the Contagious NPC for other Living in the 
  Encounter. As a reminder, ZOMBV does not require a bite to be 
  transmitted, though characters may not realize this early on.
  THE INFECTED
  Those infected with ZOMBV will be of a very particular variety of 
  infected, one that is considered biologically alive rather than your 
  typical undead. They can vary a fair amount by the physiology of the 
  infected host, but they maintain consistent features based on the 
  virus they carry. They should be considered to be extremely deadly, 
  especially in great numbers.
  “Zombic” Host
  Opponent - Standard Infected
  Size: 1
  Strength: 35 
  Perception: 25 
  Empathy: Special 
  Willpower: Special
  Movement: 10’
  Speed: n n n n
  n n n n
  {SC%}: {Balance 35%, Brawl40%, Climb 45%, Dodge 28%, 
  Grapple 45%, Jump/Leap 37%, Spot/Listen 35%}
  Vitality
  Health: 3 
  Damage Threshold: T
   12
  Viral: 3 + Global Outbreak Level
  Special
  Biologically Alive: Those infected with ZOMBV are not actually 
  “Undead” and remain biologically alive. This results in greater 
  Health Points (noted in Vitality) and the ability to make use of the 
  “Accuracy” rule on some of their attacks.
  Horror Traits: The base template for the Infected presumes a 
  minimum Viral Level of 4. If the Infected features a higher Viral Level 
  the extra Viral may be used to acquire additional Horror Traits. See 
  “Horror Traits” on page 28 for additional details
  Highly Infectious: Add n  to Opponent Save Throws vs. [In]
  Splatter: Due to the nature of the virus spreading through various 
  bodily fluids, characters who engage the Infected within Grapple 
  or Melee Range and deal Damage must make a Save Throw with 
  {Dodge%}. Depending on the Damage Type inflicted the character 
  must add Difficulty to their Dice Pool.  [Bl] will require n , [Sl or 
  Pi] will require n n
  n n  to avoid splatter. Characters failing this Save 
  Throw will need to make an {Endurance%} to check for Infection 
  following the “Highly Infectious” Special Rule.
  Willpower and Empathy: The infected are lacking in compassion 
  and entirely single minded. They have 0 Empathy and 100 Willpower, 
  which is accounted for in the base template
  Moan: Each Infected will generate W 1 per round due to the 
  incomprehensible moans and groans they make once they have 
  detected a target
  Rigid: All {Climb%, Jump/Leap%} will have n n
  n n  added 
  due to swelling and stiffness in the joints.
  Resilience 1  (All): Remove all 1  dealt to the Infected at the 
  end of the Round if not enough Damage was inflicted during the 
  Round to cause the loss of a Health Point. Lost Health Points are 
  not restored in this way
  Pursuit: Fleeing an Encounter with these Infected will allow 
  a Gamemaster to make an {Encounter%} immediately 
  without paying any 
   W   to do so. Characters need to succeed 
  a {Composure%} Save Throw or they will lose J1. This 
  {Encounter%} gets a bonus + if there were any Opponents 
  that were in the previous Encounter but “Out of Bounds”
  Triggered Effect(s)
  Bash  +  [ n  Bl], Accuracy
  Slash  + +
  + +   [ n  Sl], Accuracy
  Retch  + +
  + +  d d
  d d  [ n n
  n n  In] n n
  n n . If this damage surpasses 
  the  T of the Target it will result in [+1 Viral], and if the character 
  has any other existing Injuries the n  are automatically Aggravated 
  to an “Injury - Infection” associated to the existing Injury. If the 
  character already has an “Injury - Infection” it can further gain 
  “Injury - Sepsis” at the Gamemaster’s discretion. Ignored if the Target 
  is wearing all-enclosing Gear. Applicable on {Grapple%} only
  Bite  + +
  + +  d d d
  d d d  - [ n n
  n n  Sl] n n
  n n . If this damage 
  surpasses the + of the Target it will result in [+1 Viral] in addition 
  to Injury. Applicable on {Grapple%} only
  TEMPLATE OPTIONS/HAZARDS
  Alternate Morphology 
   W
   W 1
  See pg. 161 of the Gamemaster’s Guide.
  Armored 
   W
   W 2
  See pg. 161 of the Gamemaster’s Guide.
  Brute 
   W
   W 5
  See pg. 161 of the Gamemaster’s Guide.
  Familiar Face 
   W
   W 5 + 5 per OL
  See pg. 161 of the Gamemaster’s Guide.
  Tough 
   W
   W 1
  See pg. 162 of the Gamemaster’s Guide.
   Gamemaster Resources – 031 
  
  BEASTS
  Animals play an interesting role within the context of the ZOMBV 
  outbreak in that they are another viable food source for the infected 
  and survivors alike, potentially infected themselves, or capable of 
  transmitting the virus as carrier species. In fact, the infected simply 
  target survivors over animals in most cases due to them being gener-
  ally easier to catch. Characters who attempt to breed and maintain 
  pens of animals may find them targets of infected seeking food if 
  proper precautions are not taken.
  In addition to the assorted templates provided in the Gamemaster’s 
  Guide, ZOMBV in particular has the potential to infect Simians 
  as well. Provided are template details for both living and infected 
  Simians that can be used in any other setting as well in a similar 
  fashion to those previously presented.
  Simians
  Primates of varied sizes exist all across the globe, and come in a variety of 
  species such as orangutans and chimpanzees. They range from scavengers 
  to outright predators depending on the exact species. They are noteworthy 
  for being strong and agile, though this can also vary considerably from 
  species to species with some favoring one trait more than the other. Many of 
  them are social animals, living together in moderate to large communities 
  meaning they will rarely be encountered alone. In some regions of the world 
  they are most commonly found in zoos, but during the course of a global 
  pandemic that begins to shift society these animals could be released out 
  into the wild in some circumstances.
  Opponent - Beast
  Size: 1
  Strength: 15 (+15 per Size) 
  Perception: 30 
  Empathy: 30 
  Willpower: 30
  Movement: 10’
  Speed: n n
  n n
  {SC%}: {Climb 70%, Grapple 60%, Lift/Pull50%}
  Vitality
  Health: 2 
  Damage Threshold: T
   12
  Special
  Agile: Simians are extremely agile, and are capable of grappling, 
  pinning, and subduing their opponents. A character will only be 
  able to use Firearms as a “Defensive” Weapon normally, all Melee 
  Weapons will require n  to be added to the dice pool.
  Elusive: See pg. 174 of the Gamemaster’s Guide.
  Skittish: Simians are opportunists and will quickly run if the odds 
  are not in their favor. Killing one or more of them will make them 
  flee the Encounter, but will be treated as though the survivors 
  themselves fled.
  Pack Hunters: See pg. 174 of the Gamemaster’s Guide.
  Yield: Meat 1x, Bone 1x
  Triggered Effect(s)
  Bite   +  [ n  Sl], Accuracy
  Pummel  + + +
  + + +  [ n  Bl per Size, Knock Prone], Accuracy
  TEMPLATE OPTIONS/HAZARDS
  Lesser Simian 
   W
   W 1
  Smaller species like lemurs and rhesus monkeys are usually much weaker 
  than their larger cousins, but often much more agile. Attacks from them 
  would rarely be fatal, but they could pass on an infection or be a general 
  nuisance. 
   032 – Gamemaster Resources 
  
  When characters Encounter a Lesser Simian choose one or more 
  of the following “Special” rules to apply where each option past the 
  first is at a cost of  W
   W 1 per choice. 
  Special
  Commotion: The screeching and hollering of the smaller apes 
  echoes throughout the area. They are quickly chased off, but gen-
  erate  W
   W 3 before they are.
  Theft: The smaller apes pester the survivors and get away with 
  taking something. An item the characters have on them that is . 
  or less is taken as they flee off into the trees.
  Scavenger: The smaller apes eat or render inedible . worth 
  of Sustenance, preferring perishable foods if they are available, 
  before disappearing back to the trees.
  Attack: The smaller apes may be aggressive and attack the survivors 
  before retreating. At Size 0, they have a base Strength of 15.
  Greater Simian 
   W
   W 10
   The great apes of the world, such as gorillas and mandrills, are large and 
  strong and among the rarest of all primates. They have powerful limbs 
  and opposable thumbs, which gives them a degree of dexterity. They are 
  also highly intelligent, even capable of communicating with humans given 
  enough training and time.
  Size: +1
  Speed: n n n
  n n n
  Health: 3
  Special
  Alpha: See pg. 174 of the Gamemaster’s Guide.
  Fearsome: Grappling with these massive primates will almost 
  certainly be instant death, and so a character will automatically lose 
  J1 if they spend more than one Round in Grapple Range with 
  one of these large creatures.
  Necropithecus  
   W
   W 10-1 per OL 
  From the Ancient Greek νεκρός nekrós “dead”, and πίθηκος pithekos “ape” 
  - these terrifying abominations are the product of infections that result in 
  the undead mixed with simians. A mix of immense physical strength with 
  an insatiable need to consume flesh. Either escaped from zoos or native 
  to a particular region, they are embodied nightmares for survivors who 
  encounter them.
  Size: +2
  The Simian has been infected, effectively making it “Undead”. Add 
  “Viral: 1” to Vitality and reduce Health by 1.
  Special
  Undead: See pg. 160 of the Gamemaster’s Guide.
  Note that for the ZOMBV Setting, the “Necropithecus” upgrade would 
  still leave the infected Simian as Biologically Alive and would not apply 
  all of the Undead Universal Rules, but would instead apply Horror 
  Traits according to ZOMBV.
  Swine
  These beasts, encompassing pigs, hogs, and boars of all varieties, are among 
  some of the most well-adapted on the planet. They are omnivorous and 
  have a rapid reproductive rate. Given the opportunity, they can also grow 
  to tremendous size. Wild hogs are territorial and ill-tempered. They are also 
  voracious eaters and are capable of consuming a tremendous amount of food.
  Opponent - Beast
  Size: 2
  Strength: 30 
  Perception: 40 
  Empathy: 30 
  Willpower: 20
  Movement: 10’
  Speed: n n
  n n
  {SC%}: {Brawl55%, Spot/Listen 50%}
  Vitality
  Health: 2 
  Defense: 1 
  Damage Threshold: T
   15
  Special
  Aggressive: See pg. 174 of the Gamemaster’s Guide.
  Thick Skinned: These beasts have extremely protective skin or 
   Gamemaster Resources – 033 
  
  hide. This is reflected in their increased Damage Threshold and 
  Defense rating.
  Yield: Meat 1x, Bone 1x
  Triggered Effect(s)
  Bash  +  [ n  Bl], Accuracy
  TEMPLATE OPTIONS/HAZARDS
  Small Swine  
   W
   W 1 
  Smaller species like domestic hogs fall into this category. They are generally 
  smaller than their wild brethren or cousin species. They were also bred to 
  be much more docile.
  Size: -1 
  Strength: -10
  Yield: Meat +1x
  Docile: Ignore the “Aggressive” Special Rule.
  Large Swine 
   W
   W 10
  This is representative of boars and warthogs. These massive swine can pose 
  a real threat to survivors and the infected alike, and are well suited to the 
  environments in which they are found such as forests, wetlands, and savannas. 
  Large Swine gain the following:
  Triggered Effect(s)
  Gore  + + +
  + + +   [ n  Sl, Pi per Size], Accuracy
  Calydonian 
    W
   W 10-1 per OL
  This horror shares a name with one of the monsters of Greek mythology that 
  had to be overcome by heroes of the Olympian age - a fitting comparison to 
  any survivor that has had the misfortune of crossing one. While flesh is their 
  preferred sustenance, these particular creatures seem willing to consume 
  nearly anything they can find with little regard.
  The Swine has been infected, effectively making it “Undead”. Add 
  “Viral: 1” to Vitality and reduce Health by 1.
  Special
  Undead: See pg. 160 of the Gamemaster’s Guide.
  Note that for the ZOMBV Setting, the “Calydonian” upgrade is not 
  applicable as it is specifically noted that swine are not capable of being 
  infected, however, they may make use of the “Carrier” Hazard available 
  for survivors in this setting.
  ONE BIG MONSTER
  There are some truly terrifying things that exist in the post outbreak 
  world beyond the throngs of infected and the scattered survivors 
  acting out in desperation. No, there are in fact true monsters that 
  exist out there now. Gamemasters are welcome to introduce any 
  of the One Big Monster splats that have been released in our other 
  supplements, ones of their own making, or make use of those pre-
  sented here. These are also equally applicable to be used in other 
  settings for Outbreak: Undead..
  Lords of the Wasteland - The Hammer
  In the days before the outbreak, individuals now known only as the ‘Lords 
  of the Wasteland’ were from any number of backgrounds, many coming from 
  the world of organized crime. Since the onset of chaos from the collapse, the 
  Lords of the Wasteland made the leap from regional terrors to tyrannical 
  warlords. Ruling by a combination of their sheer intimidation as well as 
  outright force carried out by their close circle of soldiers that are fiercely 
  loyal, and almost always kept drugged into a frenzy feeling neither fear 
  nor pain.
  The Lords of the Wasteland have many highly theatrical costumes, a notable 
  Lord of the Wasteland, The Hammer, dresses like a blacksmith with a heavy 
  leather apron, thick leather gloves, and heavy work boots caked in filth. 
  He wields some kind of massive hammer that he flails about, crushing 
  bodies of the infected and survivors alike with devastating effect. One of 
  his favorite things is taking victims to “The Kiln” so that he might forge 
  them into one of his gladiatorial monstrosities - grafting brutal weapons 
  and armor permanently to their bodies for the short time they have left to 
  live, hopped up on drugs to keep them going. But this is just one example 
  of the many deranged people who have found a strange, brutal harmony 
  with the ruin of civilization.
  One Big Monster - Living
  Size: 1
  Strength: 40 
  Perception: 30 
  Empathy: 7 
  Willpower: 29
  {SC%}: {Melee Attack-Bludgeoning75%, Diplomacy-
  Intimidate 70%, Brawl  70%, Diplomacy-Barter 45%}
  Vitality
  Health: 7 
  Damage Threshold: T
   12 
  Deployment: + + +
  + + +  or W
   W 15
  Special
  Deadly: Add [ n ] to the dice pool for any attack {SC%} made.
  Minions: The Hammer is always followed by a small gang of vig-
  ilante minions. Whenever deployed, they are always with 1d5! +1 
  additional minions (Militia Archetype) who will all be able to use 
  the “Armed, Gunslingers” upgrade for free.
  Highway Robbery: If the survivors are carrying gear with a 
  combined value of G
   G 100 + 15 per character in the Encounter 
  they will be able to attempt a {Diplomacy-Barter%} at n n
  n n 
  to negotiate an exchange of their material goods for their own 
  safety, any less gear value will result in immediate combat. You’re 
  lucky enough if you can just get them to talk to you. Characters 
  are not able to further negotiate the terms offered on the results of 
  the {SC%}, and any resistance is met with immediate combat. If 
  the survivors surrender the requisite gear, The Hammer and their 
  minions will let them pass until the next Encounter.
   
  n Just Walk Away: +  The Hammer will agree to let the sur-
  vivors pass on unharmed if they surrender ALL of their gear.
   034 – Gamemaster Resources 
  
   
  n To the Kiln: - - - - -
  - - - - -  - The survivors will suffer a 
  fate potentially worse than death; they are dragged back to the 
  Stronghold known as “The Kiln” where they are to be subjected 
  to The Hammer’s dark designs.
  Keep Them Jacked: The minions of The Hammer are constantly 
  in a drug induced frenzy. As a result they are immune to the effects 
  of Pain and will have a bonus of +15 to Strength and n penalty 
  to all Perception-based Skill Checks. They also gain “Resilience” 
  similar to the Infected, removing any 2  inflicted at the end of the 
  Round (unless enough has been done to reduce a Health Point) to 
  represent their complete inability to feel pain. The Hammer does 
  not indulge in the supply himself, preferring to be cognizant when 
  working his deranged craft.
  UPGRADES/HAZARDS
  Warlord 
    W
   W 5
  The Hammer is not so much a leader, but rather the most 
  warmongering among the vigilantes. Their savagery inspires their 
  minions to such similar feats of barbarity. Through paying the cost of 
  this upgrade any of the minions may gain a bonus +  to {Brawl%, 
  Firearms-Pistol%, Firearms-Long Gun%, Grapple%, Melee 
  Attack-Bludgeoning%, Melee Attack-Slashing%, Melee 
  Attack-Piercing%}. Additionally, the Stronghold of the Lord of 
  the Wasteland will use the Warlords template.
  Dramatic Entry 
    W
   W 25
  The Hammer will automatically pass any {Breach%} to be 
  deployed in the Encounter. They crash in screaming and smashing 
  anything in their path from walls to inanimate objects, and the 
  abrupt and threatening nature of it all causes Opponents to make 
  a {Composure%} where failure results in the loss of J1 from 
  the spectacle.
  “Survivor Bane” Weapon 
   W
   W 30
  The Hammer is deployed with their signature weapon, “Hammer 
  of Hephaestus” (see entry), and the signature abilities it grants as 
  a “Survivor Bane” Weapon. It is only The Hammer who can make 
  use of the “Survivor Bane” Weapon variation, should characters loot 
  the weapon from them once defeated they will receive the generic 
  variation of the item, a sledgehammer, but it will be distinctly 
  changed in appearance to better suit the deranged aesthetic 
  typical of the Lords of the Wasteland... which means carrying it 
  in the presence of a survivor or other Lord of the Wasteland will 
  immediately raise their ire... or earn their respect (who knows, 
  they’re crazy, after all).
  Hammer of Hephaestus (Sledgehammer)
  CU: .. ,, 
  {SC%}: {Melee Attack-Bludgeoning%, Construction/
  Engineering%}
  Base Dice Pool: u 
   u n n n
  n n n n
  Special
  Deadly: n  (noted in Base Dice Pool)
  Clumsy (2)
  Triggered Effect(s)
  Labor  +  Reduce 6 for Objectives by 61 when using this as a 
  tool properly
  Bash: +  - [ n n
  n n  Bl] n   Accuracy, Concussion
  Stun: +  - [ n ] Accuracy
  Human Stake: + + + +
  + + + +  d d d
  d d d  - This option is a special 
  selection for the “Survivor Bane” that requires the “Lord of the 
  Wasteland” to be within Grapple Range. He chokes the survivor with 
  the handle and kicks out their knees forcing them to the ground 
  before repeatedly driving the hammer down on their skull, killing 
  the target instantly in gruesome fashion.
  The Kiln
  The Kiln is barely what one would call a Stronghold, little more than a 
  retrofitted blacksmith shop lined with cages for housing the twisted creations 
  of the owner. They battle their creations in the yard out back, slicked with 
  blood in various states of coagulation.
  Structure: 35 
  Viability: 10 
  Science: 23 
  Culture: 25 
  Morale: 100 (Drug Induced)
  Size: 2 
  Population: 5
  Stronghold Upgrades
  Dojo/Gym  pg. 241 of the Gamemaster’s Guide
  Workshop pg. 246 of the Gamemaster’s Guide
  Bunkhouse pg. 240 of the Gamemaster’s Guide
  2x
  2x
  3
   Gamemaster Resources – 035 
  
  Chapter 4
  OUTBREAK TIMELINE
  T
  he following is a rough timeline of major events that transpire 
  across the pandemic. This will detail primarily things 
  that reside outside of the control of the characters, 
  but still have the potential to impact them in various ways. 
  Primarily speaking, this will provide Gamemasters with addi-
  tional perspective and context to the global situation which 
  may allow for story hooks and an interesting divergence from 
  their main story and plots.
  The events in this timeline follow an Outbreak Level progres-
  sion at the global scale. It is important to note, however, that 
  individual areas may have an Outbreak Level that varies from 
  the global value. In this way the characters can make efforts 
  to restore their ways of life (through accumulation of l over 
  time) and the Gamemaster can drive the pandemic forward 
  (making use of 
   W  like with Hazards).
  Global Response
  A general review of measures taken in some regions is provided, 
  though Gamemasters are encouraged to inject their own details 
  regarding these events. How any individual governmental body will 
  respond is much more nuanced than can be covered in a roleplaying 
  supplement, much less an analysis of all governmental bodies around 
  the globe. With that in mind, a few basic assumptions need to be 
  made when deciding how your own local government might respond:
   
  n All governments respond far too late to prevent the pandemic 
  from happening due to the nature of how the virus is able to 
  spread through the population. This is generally imperative 
  for any outbreak scenario, as quick and efficient response to 
  such threats will ensure they do not get out of control, though 
  efforts have been taken to provide a virus that spreads in a way 
  that makes this more plausible out of the gate.
   
  n All government efforts will at best slow the rate of the outbreak 
  in their regions. They will find themselves losing ground over 
  time due to the highly infectious nature of the virus combined 
  with the ease of transmission. In this way some semblance of 
  civil function may still exist in the early days of the outbreak, 
  but will quickly erode over time.
   
  n The majority of the population will initially react by entering a 
  state of panic and will quickly begin to indulge in acts of looting 
  and vigilantism, or become the victim of such acts themselves. 
  This chaos is the other part of the breeding ground that allows 
  the outbreak to grow to global pandemic proportions, as official 
  efforts to contain the spread of the disease are stymied.
   
  n By the end of the first year any semblance of the old ways of 
  life will be nothing but a memory. The ‘Global Outbreak Level’ 
  (see page 55) will have grown to Level4 leaving the world for-
  ever changed in the wake of the Zombic virus, though specific 
  Regions may still exhibit a lower ‘Regional Outbreak Level’ due 
  to the efforts of those still in the area.
  Assuming that these basic principles are applied, a Gamemaster 
  can establish any kind of response they like for their own localized 
  governmental system. This can enhance the realism of scenarios 
  you run within this setting as those native to a locality will be more 
  intimately aware of what response one could expect.
  With that said, the following is a brief overview of responses from 
  some world nations to the rise of ZOMBV. These exam-
  ples can help to inform Gamemasters in other regions of 
  the world on how to approach conveying the global response as it 
  progresses, as well as developing the response in their own region. 
  One might even simply absorb concepts presented here for use in 
  another locality.
   036 – Outbreak Timeline 
  
  NORTH AMERICA
  Out of all the nations of the world, the United States is quite possibly 
  one of the most heavily impacted by the outbreak from the very 
  onset. Nearly immediately Congress establishes a new administrative 
  body, the Outbreak Response and Containment Agency (ORCA), to 
  oversee and direct resources from the Centers of Disease Control 
  (CDC), the Federal Emergency Management Agency (FE MA), and 
  the Office of Emergency Preparedness (OEP) in partnership with 
  the United States Army Medical Research Institute of Infectious 
  Diseases (USAMRIID). ORCA immediately begins the dispatch of 
  allocated resources to major hubs in the infected areas, establishing 
  a presence in the capital of every State as well as a series of other 
  large profile cities around the country. As the pandemic progresses 
  the panic of the population and inadequate resources complicates the 
  efforts of ORCA to contain the outbreak within the United States.
  To the north and south, in Canada and Mexico respectively, things 
  are not much better, and proximity to the United States leaves 
  these nations vulnerable in the early days. In an effort to stem the 
  spread of the virus all air traffic is quickly grounded in all three 
  nations, and efforts are made to more stringently enforce the borders 
  as citizens from each country attempt to flee. Increased tensions 
  between the neighboring nations eventually leads to rioting at the 
  borders and casualties on all sides. This effectively results in crucial 
  resources and assets being embroiled in addressing the riots rather 
  than maintaining full focus on the greater threat.
  The pandemic is officially classified as a National Disaster and State 
  of Emergency in the United States. Due to the growing threat, 
  Martial Law is instituted including a nationwide curfew, and the 
  National Guard and Coast Guard are dispatched to reinforce ORCA 
  camps, protect key assets, and supplement local law enforcement 
  agencies via military checkpoints. Evacuations are then initiated in 
  many of the infected areas, with citizens being told to report to 
  ORCA camps to undergo a quarantine period and be evacuated to 
  Safe Zones being designated around the country.
   
  From here the situation escalates at an alarming rate. Much of the 
  communications grid in each of the nations is reserved for emergency 
  and military use, power grids begin to fail or are strategically disabled 
  to keep key tactical areas supported longer, and the societal systems 
  most completely rely upon peel away layer by layer. Officials within 
  multiple institutions are victims of the outbreak, further destabiliz-
  ing these countries and allowing the outbreak to continue spreading 
  nearly unchecked. Mexico City, Ottawa, and Washington D.C. are 
  little more than ghost towns and stone reminders of a world that 
  once was for those who find themselves in their ruins.
  By the end of the first year most major population centers already lay 
  in wasted ruin, any semblance of societal structure having essentially 
  eroded away. The formal governmental structures have ceased to 
  function, becoming all but defunct save for small pockets of VIPs still 
  operating in relative isolation - leaving other survivors to generally 
  fend for themselves. While there is little direct coordination between 
  these individual cells they have managed to hold a number of key 
  strategic locations throughout the continent. The largest of these 
  cells begin to prepare for a push to try and reclaim more area and 
  stem the spread of the infection.
  ORCA
  (Outbreak Response and Containment Agency)
  An administrative body formed in direct response to the pandemic 
  of ZOMBV in the United States, composed of the joint resources 
  and memberships of the CDC, FEA, and the OEP in partnership 
  with USAMRIID along with the FBI, CIA, and NSA.  While this 
  builds up a layer of bureaucratic red tape associated with the agency, 
  it also provides a staggering amount of access and authority to the 
  agency as they begin the process of information dissemination.  The 
  actual period of widespread premience is actually a short one, as 
  the later stages of the pandemic signify the failure of the US and 
  other world governments to contain and quell the outbreak.  At this 
  stage there will be little more the small holdouts of ORCA remnants 
  that operate more out of desperation for survival having long since 
  abandoned their normal procedures and protocols.
  Global Outbreak Level
   
  n OL1: At this stage, the organization does not yet exist.
   
  n OL2: In the opening days of this stage the administrative body of 
  the government is formed and resources begin to be dispatched 
  to impacted areas of the United States.  The military might avail-
  able via USAMRIID is not initially capitalized on, first focusing 
  efforts on contributing to the scientific efforts of the agency. 
  This is the period in which the agency is at its most effective.
   
  n OL3: This is the stage where military force will be deployed. The 
  administrative nature of the organization begins to break down 
  as the spread of the outbreak quickly spirals out of control across 
  the nation.  Numerous VIPs within the agency are compromised 
  during this time, intensifying the abrupt nature of the collapse.
   
  n OL4: By this stage it is clear that the containment of the out-
  break has failed, and what remains of the agency begins to splin-
  ter and fracture into isolated remnant cells.  These individual cells 
  do not all share a single common protocol, some having adapted 
  more to the initial goals of trying to safeguard the remaining 
  population while others take a more martial approach.  While 
  the future of the agency is technically uncertain, current trends 
  seem to indicate they are approaching complete collapse.
  Location
  While the primary governmental representatives are based out of 
  Fort Detrick, Maryland, most of their personnel are recruited from 
  other organizations. Rather than a series of standing bases, it makes 
  use of designated locations where it establishes makeshift forward 
  camps. These camps become home to the command structure and 
  the personnel, and feature all the equipment necessary for field 
  operations as well as the testing of the civilian population.  These 
  supplies are quickly pushed to, and in many cases beyond, their 
  intended limits.  They also often contain banks of generators to 
  PROPAGANDA CAMPAIGN
  The actual existence of “Safe Zones” in the United States is  
  something that is left to Gamemaster discretion. Should no 
  actual Safe Zones exist in your variation of the setting news  
  outlets should still be reporting that they are being established or 
  even implying they may already exist at this stage of the outbreak. 
  This would of course be nothing more than a propaganda campaign 
  being instituted by the government in an effort to quell the 
  rising panic of the civilian population. Regardless of the validity 
  of these reports, it will not bring about the desired complacency 
  nor will it prove to be effective on a large scale in the long term.
   Outbreak Timeline – 037 
  
  provide backup power for the camps needs if and when the grid 
  becomes compromised.  Optimal locations for the establishment 
  of these camps are large parks with on site facilities, sports arenas, 
  and schools, especially those near freeways or other major roadways.
  Notable Members
  Being more of an umbrella over a series of high level agencies, ORCA 
  cells are a unique combination of military and scientific capabilities.  
  This makes their staff among the most qualified, educaded, and 
  competent individuals you can hope for in such a situation.  Still, 
  there are a few members of particular note among them.
  COL. JOHN M. WHEELER PHD
  Currently the standing commander over USAMRIID, Col. John M. 
  Wheeler has a highly distinguished career as a trained Army phy-
  sician who served in Operation Iraqi Freedom in 2007.  His area 
  of expertise is in viral and rickettsial zoonotic diseases, science 
  management, and biodefense medical countermeasure development 
  (vaccines, therapies and diagnostics).  Before taking on the role of 
  command at USAMRIID he last served as the Chief of Internal Med-
  icine Service at Moncrief Army Community Hospital in Columbia, 
  South Carolina.  As an only child growing up he does not have any 
  currently living family members and has never been married, having 
  dedicated himself completely to his military career.
  Col. Wheeler does not actively go out into the field, instead located 
  on Fort Detrick, Maryland overseeing operations and monitoring 
  the global situation.  He serves as one of the Directors of ORCA 
  alongside Dr. Yvonne Elion, and while he is complacent in her desire 
  to get out into the field currently it is a source of considerable 
  agitation to him.
  CPT. CHARLES W. STONE
  While not a particularly massive or bulky man, Cpt. Charles W. Stone 
  has an absolutely commanding presence that demands immediate 
  respect. A small town Illinois farm boy, he would go on to be a vet-
  eran of Vietnam and The Gulf War in enlisted service.  He continued 
  to serve as an officer during Operation Iraqui Freedom.  Once the 
  pandemic begins to sweep across the globe he is assigned to ORCA 
  under USAMRIID coordinating the protection of VIPs in the agency 
  and reporting directly to Col. John M. Wheeler.  He is among the 
  unit assigned to Dr. Yvonne Elion and represents the primary means 
  for her to freely travel around the various field camps despite the 
  enhanced risk this poses.
  He is married and has four sons, three of whom also serve as enlisted 
  service, that have been relocated from their home in Wisconsin to 
  D.C.  He has not seen his family since the outbreak began and this 
  begins to weigh heavily on him, though he is unlikely to confide this 
  fact to anyone without considerable probing.
  DR. YVONNE ELION
  Dr. Yvonne Elion has made significant contributions to various 
  aspects of the field of virology, managing an illustrious career as a 
  lead researcher for the CDC specializing in the replication mecha-
  nisms in mononegavirales.  Her contributions into the understanding 
  of the VSV genome process of transcription and replication has 
  allowed for some significant advances in the capacity to fight these 
  viruses.  The year before the outbreak she became the third woman 
  to win the Nobel Prize for her research and 13th to win in the field 
  of Physiology or Medicine.  Leveraging these accolades, she goes 
  on to become a part of the public zeitgeist as a vocal advocate for 
  the involvement of women in science research.  As the outbreak 
  begins, Yvonne is head of the team who first classified ZOMBV 
  thrusting her to the forefront of the burgeoning new agency as an 
  Associate Director.
  Despite this new found position of administrative authority, Yvonne 
  still sees herself as a researcher first and foremost.  This has resulted 
  in her taking a more direct role in the outbreak than many other 
  high level officials in the organization, moving from camp to camp 
  in order to stay at the fore of all latest findings.
  PROF. RODNEY CALVERT
  Something of a “rock star” figure in the scientific community, Prof. 
  Rodney Calvert is a virologist specializing in the study of the influ-
  enza and Ebola viruses.  He previously worked in the Department 
  of Microbiology and Immunology at Columbia University’s Col-
  lege of Physicians and Surgeons, is the author of multiple books 
  and more than 350 scientific publications, and has been a frequent 
  guest of numerous television programs over his career.  Following 
  the West African Ebola virus epidemic of 2014 Calvert and his 
  team began development of an Ebola vaccine designated VSV-EBOV, 
  which would go on to see some success in clinical trials.  While he is 
  married his work has kept him from starting the family that he had 
  always wanted so far, and with the current outbreak of ZOMBV it 
  appears that those dreams may never come to be.
  Prof. Calvert is one of the early personnel acquisitions of ORCA 
  from outside of the initially gathered governmental agencies.  He is 
  familiar with Dr. Elion but finds her methodology reckless consider-
  ing the circumstances, and jockied his influence when being assigned 
  to ensure he did not end up on the field team she leads from camp 
  to camp.  Instead, he and his team operate out of the headquarters 
  at Fort Detrick where they endeavor to develop a vaccine, and 
  potentially a cure.  The destabilization of the organization as the 
  pandemic intensifies makes this a herculean task at best.
  Gestalt Ability - ORCA
  Though a considerably specialized agency, due to the broad spectrum 
  of individual organizations involved it is quite possible to have some 
  tangential relationship with the amalgamation of personnel or forces 
  that make up ORCA.
   
  n No Affiliation: You are treated as an average civilian, and will have 
  absolutely no civil liberties while under the protection of ORCA 
  operating under martial law.  You are expected to obey any com-
  mands without question.
   
  n Gestalt Level1: The character is related to members of the armed 
  forces.  This will allow an appeal10% of the time with any given 
  member of the organization, regardless of a character’s own 
  Empathy.  You can, at most, ask for minor favors or some infor-
  mation.
   
  n Gestalt Level3: The character is related to or acquainted with an 
  officer or scientist in ORCA. This will allow for the effects of 
  taking this at Gestalt Level1, and additionally the character can 
  use this contact and appeal to them with {Empathy%}.  You 
  can ask for major favors or information.
   
  n Gestalt Level5: The character is a member of ORCA or extremely 
  close to the leadership and high-ranking personnel. This will have 
  the same effect as taking this at Gestalt Level3, except that it will 
  grant a bonus + to any {Empathy%} the character makes.
   038 – Outbreak Timeline 
  
  Enduring Liberty Alliance
  Less a single organization or faction in and of itself, it is more a 
  collective of smaller factions banded together under a single banner 
  with only a loose connection between them.  Originating out of 
  Georgia initially through the banding together of two independent 
  regional militias, they quickly spread via broadband radio communi-
  cation gathering cells in states all across the nation as the pandemic 
  takes hold.  While the individual cells tend to operate under their 
  own rules and standards, those militias that have banded together 
  under this common banner indicate this allegiance by wearing a 
  red, white, and blue band on their right biceps.  These are fash-
  ioned in many ways, but still provides a clear enough indication to 
  other members should the cross paths when scouting for supplies 
  or defending their lands.
  Global Outbreak Level
   
  n OL1: At this stage, the organization does not yet exist, with all 
  eventual joining militias still operating in complete autonomy.
   
  n OL2: In the opening days of this stage is when the first two 
  militias in Georgia decide to form this alliance.  Having no faith 
  in the government to control the escalating situation they begin 
  sending out propagandist broadcasts in order to begin recruiting 
  others to their loosely defined cause.  It begins gathering traction 
  almost immediately.
   
  n OL3: By this phase the Alliance will view ORCA as an excessive 
  governmental overreach and violation of their constitutional 
  rights, declaring them an aggressor and marking them as an 
  enemy.  Skirmishes between military personnel and Alliance 
  members are not uncommon during this stage of the global 
  outbreak.
   
  n OL4: Once the outbreak reaches this stage the Alliance will be 
  at their strongest, with many militias across the nation having 
  adopted the band of Enduring Liberty.  During this time the 
  Allegiance will begin staging their own coordinated assaults in 
  an attempt to reclaim lost ground from the infected.
  Location
  As a loose conglomeration of isolated cells, there is no single central-
  ized location that can be viewed as an actual headquarters.  The 1st 
  Georgian Regiment, composed of the first militias to establish the 
  Allegiance, is the closest they have to a sense of central leadership. 
  Instead they operate out of previously established militia camps all 
  across the nation.  These are normally isolated locations,  designed to 
  be highly defensible through both geography and the construction of 
  the base camps themselves.  These are always fortified and patrolled 
  making them a proverbial nightmare to attempt to overtake.
  Notable Members
  Despite not being so much a cohesive union as they are a loose 
  collective, there are still some members of the Allegiance who have 
  achieved some level of esteem among the group.  Generally speaking, 
  these figures tend to represent the steadfast core ideals of personal 
  freedom that the Allegiance was founded on for better or worse.
  SGT. WILLIAM J. BRADY
  Retired from active military service, William J. Brady still makes 
  people address him with his rank of Sergeant.  He left the service as 
  the result of a medical discharge after two tours during Operation 
  Iraqui Freedom, though he generally doesn’t like to discuss the 
  matter being a seeming sore spot for him.  Whatever the details of 
  the discharge were, Sgt. William J. Brady became disillusioned with 
  the US government after he returned to civilian life often citing 
  that “we’ve lost our way” and nothing more.  He is rather large and 
  physically fit, with his near always stern expression giving him an 
  imposing presence.
  Despite his frustrations with the state of his country, the order and 
  discipline afforded him during his service was something he was 
  quite fond of.  This would lead him to joining up with a local militia 
  group that would go on to be one of the founding cells of the Alli-
  ance.  William himself would become something of a regional legend 
  as the pandemic snowballs, becoming a cold and ruthless force.
   Outbreak Timeline – 039 
  
  ROLAND SMITH
  One might describe Roland Smith as a patriot, though he would 
  describe himself as a steadfast individualist.  Growing up in the 
  far north of Wisconsin his world experience is extremely limited 
  having never really stepped out of his bubble.  Working in the timber 
  industry as a logger he is no stranger to intense manual labor, and 
  prior to the pandemic would spend much of his spare time hunting 
  or drinking with his buddies when he wasn’t putting in time at the 
  local militia compound, which was common, as it was one of the 
  more active social groups in the region.  Roland joined the militia at 
  the young age of 16, following in the footsteps of his older brother 
  and in the prevailing years has since started a family with his wife 
  Elizabeth who has come to embrace this lifestyle.  Together they have 
  four children, two of which are too young to be involved or even 
  have true comprehension of what is presently transpiring, but take 
  comfort in the security with other families that took up residence 
  in the compound as the events of the outbreak spiral out of control.
  Once the pandemic has come to the point of public awareness 
  Roland moves his extended family to the militia compound in north-
  ern Oconto county where they took jobs as laborers or fellow militia. 
  His two eldest children, Roland Jr. at 19 and Marybeth at 16, have 
  both recently started training with the rest of the militia.
  JACOB MILNER
  Once an auto mechanic in a small town in West Texas, Jacob Milner 
  has since moved south to be with his sister and brother in law on 
  their ranch outside Brownfield in order to help during the initial 
  chaos of the outbreak and to work with their local militia in their 
  ad-hoc motorpool. Jacob will not fully divulge the events that trans-
  pired (nor does he understand the tragic series of events that caused 
  it) but, his sister and brother in law were killed under circumstances 
  that made Jacob’s nascent distrust of others to metastasize into 
  a full blown hateful paranoia. The same event also cost the lives 
  of many in their town, including the leadership of the militia of 
  which Jacob’s brother in law was a respected member. The town’s 
  remnants gathered what they could and moved on with Jacob at the 
  helm. Jacob’s form of leadership has become more erratic over time, 
  grasping wildly at civics, religious fervor or whatever ideology he can 
  think of to spur his militia to action. He has attracted like-minded 
  others, but regardless of who they were, where they came from, 
  or what they looked like, they were put under his intense scrutiny 
  before being admitted into the ranks of his militia. Eventually, this 
  group became absorbed (in a very loose sense of the word) by an 
  even larger militia, the Enduring Liberty Alliance, but Jacob and his 
  followers remain an intractable subculture within its ranks.
  Jacob’s ascendancy was not due to his leadership, per se, but his 
  articulation of the nascent rage that resonated with his disillusioned 
  militia and has spread even to those who have joined the ranks who 
  were not once citizens of the Brownfield. Even his form of intense 
  scrutiny of new recruits inadvertently inspired more loyalty than he 
  would normally deserve, as the vetting process took on elements of 
  a hazing ritual. While no one in his group buys into Milner’s point 
  of view completely, his rage speaks to them in at least one fashion 
  (assuming they were not fellow survivors of the razing of Brown-
  field); such that they are willing to overlook Jacob’s more heinous 
  extremes in others. In this way, Jacob maintains his ad-hoc leadership 
  role by inadvertently playing one extreme against another.
  Despite all of this, the Alliance welcomes Milner and his force into 
  their numbers - those that disagree with him electing to look the 
  other way rather than taking a principled stand.  Some see his arrival 
  into the Allegiance as the beginning of the end, others just view him 
  as a symptom of a more systemic corruption through to the heart 
  of the faction, with some seeing him as an anomaly that will burn 
  itself out sooner rather than later. Most distressingly, it is possible 
  that between Jacob’s rantings and bile there exists some uncomfort-
  able truths that they cannot bear to admit to themselves, and that 
  his proclamations, while vile, have a hard-boiled pragmatism that 
  is difficult to dismiss out of hand. Like it or not, Jacob’s followers 
  may well serve the distasteful but necessary role of gatekeepers and 
  watchdogs for their organization.
  AGENT ROBERT AMES
  Before the pandemic consumed the world Agent Robert Ames of 
  the CIA was on undercover assignment in the militia cell that is 
  now run by Jacob Milner, operating as a plant in an attempt to 
  provoke the group into committing some kind of crime.  The objec-
  tive being to take the group out of commission, but so far Jacob 
  hasn’t played into the government’s hand, Jacob’s bluster and rage 
  being (thankfully) more talk than anything else. This situation would 
  become increasingly complicated by the outbreak, leaving Robert 
  trapped inside of the militia with no extraction contingency. He 
  now finds himself having to keep playing along and riding the line 
  if he hopes to be able to survive. He barely survived the riots that 
  brought Brownfield to ruin and took from Jacob his entire family. 
  In no uncertain terms, Robert Ames owes the militia his life. Far 
  from “going native” and losing himself to the militia’s cause, he still 
  sought a way out, although he has since redirected his efforts from 
  attempting to disrupt the militia from within to drawing away from 
  harm those who were, in his eyes, somehow “redeemable” people.
  In his time with the militia Robert has come to realize that most do 
  not fully subscribe to the ideals that Milner espouses, only hanging 
  on to one or two aspects of his rhetoric… most commonly what 
  they have in common is paranoia about the government, which 
  they are ironically all quite willing to share with Ames, a literal 
  government spy.  As things continue to spiral out of control, Agent 
  Ames comes to the conclusion that his best hope is to attempt to 
  work on ousting Jacob Milner while trying to hide the fact that their 
  initial fears about the federal government are completely justified 
  by virtue of his own presence there.  Robert also understands that 
  the order of rule and law has started to fall, and now is considering 
  taking a more vigilante justice approach to the situation if he can 
  amass the support he will need. At this stage, Robert is unsure if 
  his ultimate goal is to escape or to steer the militia into a direction 
  that is more amenable to survival. As the events of the outbreak 
  unfold, it seems that the difference between these choices matters 
  less with each passing day.
   040 – Outbreak Timeline 
  
  Gestalt Ability - Enduring Liberty Alliance
  As a result of being mostly a loose affiliation and being widespread 
  across the whole of the nation it is distinctly possible for a character 
  to have some form of contact with the faction, or potential insights 
  into their operational procedures from past experience with non 
  Alliance militias or early membership before the faction becomes 
  completely corrupted.
   
  n No Affiliation: You are seen as an outsider, and will be viewed 
  with suspicion and potentially even hostility depending on the 
  cell.  Interactions will typically be tense and standoffish at best.
   
  n Gestalt Level1: The character either had past affiliations with a 
  militia of some kind, or maybe even has had some encounters 
  with the Alliance directly.  While their exact methods and pro-
  cedures are not known to you, you can still navigate amongst 
  them at earlier Outbreak Levels. A character can treat Enduring 
  Liberty Alliance as any other survivor group at Outbreak Level
  1-2. After this, the character gets a free P to use during any 
  Encounter with Enduring Liberty Alliance.
   
  n Gestalt Level3: The character is or is related to a member of the 
  splinter groups of the Enduring Liberty Alliance, or possibly even 
  escaped having been a prisoner of them. Characters will get P 
  2 for free during any Encounter with Enduring Liberty Alliance.
   
  n Gestalt Level5: The character was among those who first founded 
  the Alliance, back when the purpose may have had some sense 
  of purity to it. For whatever reason, they saw the growing cor-
  ruption and degeneration of the Alliance and were able to break 
  away before it would imperil them to do so. A character is able 
  to wander freely in and out of a Stronghold of the Enduring 
  Liberty Alliance during OL1 and 2, and in later Outbreak Levels 
  get a bonus P 3 to use during any Encounter with them. It is 
  assumed that the characters did not share the long term vision 
  of the Alliance and wish to have no further association, but is 
  familiar with their practices nonetheless.
  Plague Bearers
  This faction, if you could really call it that, is more a loosely con-
  nected cult than a true organization with a deep and codified pur-
  pose.  Instead, it is composed of individuals who are asymptomatic 
  carriers of ZOMBV who have a nihilistic bent to them in that they 
  see humanity as the true plague that needs to be eradicated through 
  the Zombic virus.  These individuals will move from group to group 
  hoping to infect, destabilize, and in the end eliminate those among 
  them.  Should they find another like themselves among their num-
  bers, they will attempt to convince them to take up the cause - kill-
  ing any who might resist the call acting as the final rite of passage 
  for any new acolytes before they ultimately move on to the next 
  group to infiltrate.  It is in this way that the Plague Bearers, as they 
  have come to be known by outsiders having no form of internal 
  naming, have spread across the nation over time.
  Global Outbreak Level
   
  n OL1: At this stage, the organization does not yet exist.
   
  n OL2: The first of the Plague Bearers becomes active in Missouri 
  during this stage of the outbreak, managing to discover two 
  others in their time whom they manage to convert to the call.  
  From these two more and more begin to splinter off as they all 
  set off around the nation.
   
  n OL3: By this stage of the outbreak there are now Plague Bearers 
  in many Midwestern States.  They continue their cause with 
  steadfast diligence, seeing the continued fall as validation to their 
  twisted ideals.
   
  n OL4: Once the pandemic reaches this stage globally the spread 
  of the Plague Bearers becomes more and more impactful on local 
  populations.  As the numbers of non-infected humans begins 
  to dwindle across the globe the potential for one of them to 
  come across your own group grows, as does their ability to 
  convert those whom have become broken and are able to carry 
  the burden.
  Location
  The greatest threat of the Plague Bearers is perhaps their com-
  plete lack of centralized leadership or direction.  By being more 
  of a movement or an ideal they remain shielded from those who 
  might wish to see them stamped out.  Each member is essentially 
  a transient, moving from Stronghold to Stronghold in an attempt 
  to see an eda to the age of humanity.
  Notable Members
  While one might think a faction with the compositional makeup 
  of the Plague Bearers would not be able to support the concept of 
  notable members, there are still stories that set some individuals 
  apart from the rest of the congregation.  The following members 
  have earned a sense of recognition among devotees for their per-
  ceived legendary ability to spread the disease.
  REGINALD MONTGOMERY
  The very first of the Plague Bearers, Reginald Montgomery had been 
  on a downward spiral leading up to the spread of the pandemic. 
  Betrayed by his business partner, the company which he had spent 
  his life building from the ground up was taken from him, his wife 
  and two children leaving him shortly thereafter, and he turned to 
  the bottle in order to drown his sorrows - until it became more of 
  a crutch.  Through all of this he began to develop a dark outlook, 
  but he didn’t want to simply end it.  No, he felt that the world had 
  let him down and so they all needed to pay.
  Once the pandemic had been disclosed to the public Reginald saw 
  it as a blessing rather than a curse.  It would be some time before he 
  would realize that he had contracted the disease from a trist with a 
  prostitute, and that while he could spread the virus he didn’t appear 
  to show any symptoms of it himself.  But upon putting the pieces 
  together it seemed to him that everything was so crystal clear.  He 
  had been provided the means to exact his vengeance on the world, 
  and help to usher in the end of humanity.
  It is hard to say just how many people Reginald Montogomery has 
  managed to infect in his travels, if the stories can be believed it is 
  numbering in the tens of thousands.  Though he hasn’t converted 
  many to the cause himself, he has since begun a relationship with 
  a young woman by the name of Michelle Winters whom he did 
  manage to bring into his growing flock.  Together they are known 
  as the Plague Father and his Plague Bride, both being revered by 
  their converts.
  MICHELLE WINTERS
  Small, unimposing, and easy to forget would all be accurate descrip-
  tions of Michelle Winters.  Suffering from self-image issues for all 
  of her life, Michelle has been struggling with severe depression, 
   Outbreak Timeline – 041 
  
  anxiety, and paranoia for most of her adult years.  She always found 
  it difficult to hold down a job or form any kind of meaningful rela-
  tionships with her peers or even her own family.  It wasn’t that she 
  didn’t understand people, quite the contrary as she observed them 
  as an outsider for so long she came to know them too well.  On the 
  verge of giving up, feeling left behind by a world that she was never 
  really a part of, she would have a chance encounter with a man by 
  the name of Reginald Montgomery.
  Rather than trying to help the young woman, however, Reginald saw 
  an opportunity to feed the insecurities of this poor lost soul and 
  in doing so established a sense of common bond with her.  While 
  this was clearly a false and highly tainted relationship, Michelle was 
  vulnerable to his advances and soon came to feel as though she loved 
  him - a form of Stockholm Syndrome.  Never-the-less, Michelle 
  would come to embrace these feelings and devote herself to both 
  Reginald and his cause.
  For weeks at a time the pair will split and seek out groups to infil-
  trate, and it is in these periods where Michelle has proven to be most 
  useful to Reginald’s growing movement.  It is believed that since 
  the pandemic started and the Plague Bearers came to be no one 
  has converted more to the cause than Michelle. Manipulative to the 
  core, she plays on the sensibilities and insecurities of those she comes 
  into contact with poisoning their minds just like was done to her.
  Gestalt Ability - Plague Bearers
  The devotees of the Plague Bearers will undoubtedly be the villains 
  of most encounters in which they are featured. However there is 
  a chance a character can have more than passing familiarity with 
  these cultists, possibly having lost loved ones to their practices or 
  to their cause.
   
  n No Affiliation: You are an outsider, one of the masses to be culled 
  from the face of the earth.  It is unlikely they would ever divulge 
  their beliefs to this character.
   
  n Gestalt Level1: The character has either survived through contact 
  with one of the devotees, or they have lost a loved one to the 
  flock.  The character gets a free P to use during any Encoun-
  ter with Plague Bearers for the purposes of identifying their 
  suspicious behavior as they attempt to cause infection to spread.
   
  n Gestalt Level3: The character has become invested in knowledge 
  of this cult, and has strived to gather what information they can 
  from both direct contact and from stories heard. This will allow 
  for the effects of taking this at Gestalt Level1, and additionally 
  the character can use this to appeal to a member of the cult with 
  {Empathy} with n n
  n n  to get them to abandon the practice.
   
  n Gestalt Level5: The character has made addressing the cult a 
  personal mission of theirs and have dedicated significant time 
  to understanding their ways. This will have the same effect as 
  taking this at Gestalt Level3, except that it will grant P 2 for 
  the purposes of identifying a Plague Bearer in an Encounter.
  Cosa Nostra
  (Our Thing)
  Crime is prevalent throughout the world, and the pandemic serves 
  to provide those inclined to this lifestyle a unique opportunity where 
  they can practice their trade with next to no fear of repercussions. 
  On the American West Coast in particular is home to both street 
  gangs and organized crime, the later of which is primarily Eurasian 
  criminal networks specialized in white-collar crime, fraud, prostitu-
  tion and human trafficking.  Eventually the most prevalent of these 
  organizations, Cosa Nostra - commonly known as the Mafia, quickly 
  decimates the other major competition in the region.  Soon after 
  they begin to subsume many street gangs and gain a stranglehold 
  on the region, and from there they begin to try and spread East.
  Global Outbreak Level
   
  n OL1: At this stage, the organization functions in a pre-pandemic 
  manner.  They operate in business as usual fashion.
   
  n OL2: As the outbreak progresses to this stage the assorted fac-
  tions in the region begin to war with one another.  Violence 
  increases drastically, but at the same time Cosa Nostra also enacts 
  a series of “public services” such as protection from rival gangs 
  and providing relief supplies like food and medicine through 
  established safe houses.  This goes a long way to winning them-
  selves the good will of the public in the region.
   
  n OL3: As the outbreak becomes a global pandemic is when Cosa 
  Nostra has stamped out the major competition.  At this time 
  they shift their focus to prostitution, human trafficking, and 
  arms dealing.
   
  n OL4: A few days into this stage of the pandemic Cosa Nostra 
  begins to absorb the local street gang population, at least those 
  who are not executed in the skirmishes over territory.  The fac-
  tion will continue to grow in strength and numbers during this 
  time, securing a firm hold on much of the American West Coast.
  Location
  The primary base of operations for the faction is the West Coast 
  rather broadly.  More specifically the heads of Cosa Nostra operate 
  out of the ruins of San Francisco, though they have a series of 
  Strongholds dotted along the California coastline.  In the late stages 
  of the first year they will begin to gain some ground in Northern 
  Mexico as well as starting their push East.  They come into regular 
  conflict with ORCA remnants during this time, often seeking to 
  raid their medical supplies and munitions.
  Notable Members
  While there are easily hundreds of not thousands of individual foot 
  soldiers and regional lieutenants, the most noteworthy members 
  of the faction are that of it’s leadership as well as one widely feared 
  heavy.  These individuals pose a significant threat as they have access 
  to long range transportation options not readily available to many 
  other groups.
  LUCA MARINO
  During the onset of the outbreak Luca Marino was a lieutenant in 
  Cosa Nostra, but made a bid to take control of the organization on 
  the West Coast in the rising chaos and initial conflicts between the 
  local crime families.  This coup is successful and allows him to nego-
  tiate the induction of local street gangs, something his predecessor 
  would never have been willing to do.  Many believe it is for this 
  reason that Cosa Nostra wasn’t simply eradicated like many other 
  major players in the region before the pandemic.  Some, however, 
  see him as something of a traitor who has abandoned tradition out 
  of weakness.
  Luca is a brilliant strategist considering his young age of 28, but in 
  his short time he has experienced more than most will in a lifetime.  
  It is through his expertise that Cosa Nostra is able to absorb the 
   042 – Outbreak Timeline 
  
  local street gangs as early on in the pandemic as they do.  Despite 
  this he is also a devoted family man, highly protective of his young 
  daughter who he actively tries to shield from the life he lives and 
  the state of the world as the pandemic spreads and grows in severity. 
  Oddly, like many criminals surprisingly are, he is a devoted religious 
  practitioner - in this case of the Catholic faith.
  ADRIANU RUSSO
  As the newly appointed lieutenant replacing Luca in the chain due 
  to his new found seat of power, Adrianu Russo has been a lifelong 
  friend of his boss.  Both have spent the better part of their lives in 
  Cosa Nostra, he himself having been born into this life and bringing 
  his friend into the lifestyle while he was in Junior High.  They both 
  ascended through the ranks together, with Adrianu always watching 
  out for his best friend.
  It is this fact that leads to the guarded jealousy Adrianu harbors for 
  Luca once he assumes power in the faction.  In his own estimation 
  there are many people who would have been better suited to carry 
  Cosa Nostra forward, himself included of course, and that Luca has 
  lost his way by aligning them with the common street thugs they 
  now harbor as foot soldiers.  For now he is unable to bring himself 
  to take direct action against his friend, but should a non-violent 
  opportunity present itself he is unlikely to simply let it pass.
  GIULIA ROSSI
  Daughter of the late Giuseppe Rossi, formerly head of Cosa Nostra 
  on the American West Coast, Giulia Rossi directly conspired against 
  her father with Luca Marino whom she is engaged in a relationship 
  with to allow him to usurp control of the faction in the early days of 
  the pandemic.  In truth, this plan was put into motion well before 
  the outbreak became public knowledge, this simply moved up the 
  timetable.  Giulia had resented her father for most of her life, and 
  having grown up in the environment she did became a cold and 
  calculating woman.  For now she is the woman behind the man in 
  charge, but the reality is that this is just for now.
  Giulia has other plans of course, and Luca is nothing more than a 
  tool in her belt which will allow her to accomplish her ultimate 
  goal - taking control herself.  Tired of the proverbial “boys club” that 
  Cosa Nostra has been throughout the years, the pandemic presented 
  her with a means to affect such a shift.  Recently she has become 
  aware of Adrianu’s growing resentment for Luca and plans to use 
  this to her advantage, as someone of her stature simply doesn’t get 
  their own hands dirty.
  ANGELO DE LA MUERTE
  The premiere enforcer and hitman operating on the American West 
  Coast, he is known only by his moniker which translates simply 
  to the “Angel of Death”.  He is an imposing figure standing at 6’7” 
  with broad shoulders and athletic frame.  Most often he is seen 
  in a black suit and necktie, a black trenchcoat, and black fedora 
  with a white accent band.  The stories say that he is notorious for 
  eliminating his victims with his bare hands, enjoying the personal 
  nature of such killings.
  In the coming power struggle that is brewing in the faction he is 
  possibly the greatest wild card on the table.  His loyalty has always 
  seemingly been to Cosa Nostra and nothing more, and it is not 
  known if he has any personal sentiment or stake in the coming 
  internal war.  That said, he did work for Giuseppe Rossi for over 
  two decades which might just tip the scales in the favor of Giulia - 
  assuming he doesn’t learn of her role in her father’s death.  That is 
  assuming he isn’t simply loyal to whomever sits at the head of the 
  table at any given time.
  Gestalt Ability - Cosa Nostra
  Though a criminal organization is not something one would generally 
  want to be associated with, as the pandemic rages the number of 
  options become increasingly smaller.  In this way some characters 
  may elect to interact with or perhaps even directly work with or 
  for such a faction.
   
  n No Affiliation: You are not a part of the family and will be treated 
  according to whim and potential profit.  At best the character is 
  seen as a prospective client, at worst they are seen as perspective 
  merchandise.
   
  n Gestalt Level1: The character has previously done business with 
  Cosa Nostra.  This will allow an appeal10% of the time with any 
  given member of the organization, regardless of a character’s 
  own Empathy.  You can, at most, ask for minor favors or some 
  information and be seen as a client.
   
  n Gestalt Level3: The character is related to or acquainted with a 
  member of the syndicate. This will allow for the effects of taking 
  this at Gestalt Level1, and additionally the character can use 
  this contact and appeal to them with {Empathy}.  You can ask 
  for major favors or information, and may even be treated like a 
  probationary member.
   
  n Gestalt Level5: The character is actually a member of Cosa Nostra 
  or is extremely close to the leadership or high-ranking members. 
  This will have the same effect as taking this at Gestalt Level3, 
  except that it will grant a bonus +  to any {Empathy} the 
  character makes.
   Outbreak Timeline – 043 
  
  SOUTH AMERICA
  The situation throughout much of South America is similar in nature 
  to the rest of the world, with the notable exception of the Republic 
  of Chile which manages to stem off the outbreak through much 
  of the first year.  To accomplish this the nation closes down their 
  borders very early on, and until later into the pandemic they do not 
  take much in the lines of meaningful steps to assist other nations 
  in the region.  By the time they are prepared to attempt any sort 
  of action they are confronted by the spread of the infection into 
  their own borders.  This quickly brings to a halt any aid that might 
  have been possible.
  Throughout the rest of the continent the infection spreads by 
  primarily coming in through tourist hotspots, and begins to web 
  outward from these locales.  Brazil, Peru, Ecuador, Venezuela, and 
  Bolivia in particular are heavily devastated by the raging spread of 
  the virus due to some of their more iconic destinations drawing in 
  people from around the world in the early days.  The prominence 
  of viral contamination via air travel makes this a perfect storm of 
  spread.  The citizens of Chile should consider themselves lucky the 
  government had the forethought to see that disaster was brewing.
  Elsewhere on the continent the virus finds some trouble passing 
  along, specifically many of the indigenous tribes of the Amazon and 
  other regions avoid contact with the outbreak until much further 
  into the pandemic.  Much of this is simply due to the lack of direct 
  contact with the greater population centers where the virus has 
  the best chances of propagating coupled with the fact that these 
  individuals are not reliant on the grid like so many who live within 
  the confines of modern civilization.  Once the infection does reach 
  these populations in the late days of the first year it quickly begins 
  to decimate these populations.  The distinct lack of modern medical 
  capabilities allows for the virus to move from host to host with 
  relative ease.
  Another portion of the population in this region that does relatively 
  well all things considered are the various cartels that permeate the 
  area.  This is, of course, more to do with their ability to circumvent 
  basic human rights in comparison to many regional governmental 
  bodies than their skills at surviving a disaster.  Their access to fire-
  power certainly doesn’t hurt matters either, giving them the force 
  required to be able to forcibly take and maintain territory.
  O Primeiro Família
  (The First Family)
  Rio de Janeiro and São Paulo are places not unfamiliar with orga-
  nized crime syndicates, and once founded O Primeiro Família 
  becomes a nearly unstoppable force in the region.  In the first days 
  it formed through the unification of Comando Vermelho (Red Com-
  mand) and splinter gang Terceiro Comando (Third Command), both 
  operating out of Rio de Janeiro, with rivals Primeiro Comando da 
  Capital (First Command of the Capital) out of São Paulo.  Locking 
  down the arms and drug markets in the region, they exert their 
  combined might to take control of the cities.  In time, the syndicate 
  begins to branch out into the rest of the country.
  Global Outbreak Level
   
  n OL1: At this stage, the faction is still composed of individual 
  cartels with no sense of unification.
   
  n OL2: As the reach of the outbreak permeates the public con-
  sciousness the cartels in the region begin working out a formal 
  truce and alliance.  They see the writing on the walls early enough 
  to mobilize their own forces.
   
  n OL3: During this stage of the pandemic the first of the regional 
  cartels will have formalized into the early form of O Primeiro 
  Família.  The combined might of the initial three cartels proves 
  to be insurmountable for all competition.  Many begin the pro-
  cess of integration.
   
  n OL4: Within a few weeks of entering this phase the newly 
  formed super cartel is able to begin spreading out from Rio de 
  Janeiro and São Paulo into the rest of the fallen nation.  Survivors 
  who are unable to vacate the region are left to negotiate for their 
  very lives with those who always sought to circumvent the social 
  systems even before they began to crumble away.
  Location
  The faction makes a headquarters out of their initial homes at the 
  start of it all, Rio de Janeiro and São Paulo.  While they have many 
  Strongholds and outposts across the whole of Brazil by the later 
  stages of the pandemic, those in power within the organization live 
  lavish lifestyles in large villas - something many would find unthink-
  able considering the broader circumstances.
  Notable Members
  As a syndicate formed from the unification of three major regional 
  cartels they are now headed by the three former leaders of these 
  respective factions.  Each oversees a separate facet of the empire, 
  with one handling weapons, one over drugs, and the last keeping 
  record of their personnel and land holdings.
  TIAGO ALMEDA
  The Comando Vermelho serves as one of three cartels that make up 
  O Primeiro Família.  The organization was a collection of indepen-
  dent cells rather than having a strict hierarchy, however prominent 
  bosses included Tiago Almeda who would go on to become part of 
  the Triângulo - the ruling council of O Primeiro Família.  When he 
  was just 18, Tiago was arrested for theft, having stolen weapons from 
  the Army and sold them to Rio de Janeiro dealers.  After completing 
  his sentence, at the age of 22, he became one of the “heads” of the 
  Commando Vermelho. He was believed to be one of the largest arms 
  and drug dealers in Latin America.
  As the pandemic becomes known around the globe, Tiago sees the 
  writing on the walls.  Rather than going to war with his rivals like 
  many of his counterparts Tiago looks to form allegiances.  As a wildly 
  charming individual he would prove instrumental in efforts to bring 
  together O Primeiro Família.  A man who is able to see opportunity 
  in nearly any circumstance, he now works to guide the young cartel 
  and direct it towards assimilating as much of the region as possible. 
  He oversees an impressive network of operatives allowing little to 
  escape his attention within the syndicate’s area of interest.
  SANTIAGO CARTOZA
  Terceiro Comando featured no sole leader during their time, instead 
  operating as a horizontal reciprocity based network helping mem-
  ber-gangs in different favelas attempting to acquire drugs and guns. 
  Santiago Cartoza was prominent in this network, having been one of 
  the originating members when they originally split from Comando 
   044 – Outbreak Timeline 
  
  Vermelho in the early 1980s as a young man.  He would also serve 
  as the man who would once again unite these two factions when he 
  would meet with Tiago Almeda, coming to terms in uniting their 
  respective cells under O Primeiro Família during the time of the 
  pandemic.
  Santiago is now entering his waning years, but is still an incredibly fit 
  man despite his age and station.  He is viewed, much like his coun-
  terpart Tiago, as something of a local hero bringing protection and 
  aid to those less fortunate.  Now they represent the more public face 
  of the Triângulo, with Santiago’s own area of control being narcotics.
  MARTIM FERREIRA
  The final member of the Triângulo, Martim Ferreira represents 
  Primeiro Comando da Capital during the formation of O Primeiro 
  Família.  As one of the largest criminal syndicates in the country, as 
  well as some initial reach into Paraguay and Bolivia, they bring to the 
  table a distribution chain beyond what the other two cartels could 
  hope to provide alone.  Martim is not a particularly attractive or 
  personable individual, preferring to allow his associates to act as the 
  faces of their interests.  His primary area of interest is armaments 
  and the direction of their own standing forces.  
  His decision to enter this union, however, is not one that is entirely 
  uncontested within the ranks.  There are those who believe that 
  Santiago and Tiago have no real place in all of this, and that Primeiro 
  Comando da Capital has lost sight of their original ideals in partic-
  ipating in this union.  This tension lacks a figurehead to direct and 
  guide it, leaving those in contention impotent in their frustrations.
  Gestalt Ability - O Primeiro Família
  As the syndicate is vast and expansive, with reach expanding 
  throughout the surrounding region, many have had some form of 
  contact with the faction if not having worked for them outright.
   
  n No Affiliation: You are treated like any other outsider.  You may be 
  able to negotiate trade, but will be watched closely.
   
  n Gestalt Level1: The character has previously worked as a courier 
  for the cartel, and did well enough they could continue to do 
  so.  This will allow the character to undertake a Delivery Mis-
  sion with q10 per Mile required for the delivery.  Doing this 
  will grant the character G10 per Mile in supplies of Drugs or 
  Firearms.
   
  n Gestalt Level3: The character is related to or acquainted with a 
  regional lieutenant in O Primeiro Família. This will allow for the 
  character to use this contact and appeal to them with {Empa-
  thy}.  You can ask for major favors or information.
   
  n Gestalt Level5: The character is actually a member of O Primeiro 
  Família or is extremely close to the leadership and high-ranking 
  personnel. This will have the same effect as taking this at Gestalt 
  Level3, except that it will grant a bonus +  to any {Empathy} 
  the character makes.
  República de Chile
  (Republic of Chile)
  A South American country between the Andes to the east and the 
  Pacific Ocean to the west, giving it a unique geographic configu-
  ration that allows the region to lock down early enough to stem 
  the pandemic for longer than most - a similar situation as seen in 
  Australia.  Among South America’s most economically and socially 
  stable nations, with a widely diverse ecology contained within their 
  borders, the population is able to carry forward for much of the first 
  year with only minor detriments to the standard of living.  Things 
  do eventually begin to break down for the nation in the later stages 
  of the global outbreak, all coming down to one soldier covering 
  up that they had been splattered with blood in an altercation with 
  some refugees from Bolivia.  Carelessness, incompetence, hubris, 
  or fear; the reason really is inconsequential once the illness makes 
  it into the borders.
  Global Outbreak Level
   
  n OL1: At this stage, the organization is operating as normal.
   
  n OL2: Once the outbreak has reached this stage the borders of 
  the nation are locked down, sealing the whole of the República 
  de Chile off from the rest of the world.  Military checkpoints 
  are established across gaps in the natural borders, with patrols 
  becoming frequent sightings along all borders of the nation. 
  Mandatory health checks are initiated for all citizens as a general 
  precaution to the growing global pandemic.
   
  n OL3: In this stage of the global pandemic, while some changes 
  to daily life have become common, things in the nation are still 
  generally stable.  There have been no reports of infection within 
  the national borders, though there are concerns about the fall-
  ing out of communications with other nations across the globe.
   
  n OL4: Within just a few weeks of this stage kicking off the first 
  infection within the borders of the country happens.  This soldier 
  passes the infection to multiple members of their unit as well 
  as to their family.  These in turn pass it on to many others, and 
  the process of the fall begins for Chile as well.  The rest of the 
  world represents a far too likely future for those in this area.
  Location
  As this represents the government primarily, the primary head-
  quarters of the faction would be out of Santiago.  Through much 
  of the first year of the pandemic the rest of the nation, which falls 
  under the purview of the government, functions normally despite 
  some increased military presence.  Chilean territory also includes 
  numerous islands, including some in Oceania, though these are 
  generally left to operate internally once the pandemic goes into full 
  force.  Some even become directly involved in the chain of events in 
  that portion of the world apart from their parent nation.
  Notable Members
  Being a general stroke of the political and military presence within 
  the República de Chile there are a series of diverse individuals 
  who are of some prominence within the faction.  As the situation 
  escalates, those listed here will be found with increasing levels of 
  protection whenever they happen to be encountered.
  PRESIDENTA VERÓNICA FROILÁN
  At the onset of the outbreak Verónica Froilán is the standing elected 
  leader of Chile, serving her first term in the office.  She is a member 
  of the Socialist Party, and is the second woman to occupy the posi-
  tion.  She has a tumultuous history filled with hardships that would 
  go on to define her as a person.  After the Chilean coup d’état of 
  Augusto Pinochet on September 11, 1973,  Froilán’s fiancé (and 
  later husband, the couple having four children) was detained and 
  tortured under the guise of treason by agents of the DINA. In 1974, 
  the two escaped together for an exile in Switzerland.  Together 
   Outbreak Timeline – 045 
  
  they lived in Switzerland for many years, where she obtained dual 
  nationality, and finally returned to Chile in 1979.  During this time 
  she studied at the University of Santiago de Chile and was certified 
  as an auditing public accountant.  
  With the return of democracy to Chile at the beginning of the 
  1990s, Verónica began to work in various public offices.  After many 
  years of public service, following a surge of her popularity in opin-
  ion polls, Froilán was asked to become the Socialists’ candidate for 
  the presidency.  Initially hesitant to accept the nomination having 
  never been one of her goals, she finally agreed feeling she couldn’t 
  disappoint her supporters.  She historically filled her cabinet with a 
  diverse spread of parties and backgrounds, something that has come 
  to be of great benefit since the pandemic has grown.
  In the wake of ZOMBV the administration has handled the situation 
  surprisingly well, allowing most of the general citizenry generally 
  unimpacted in their day to day lives, but there are some credible 
  claims made by her political rivals that she is using the outbreak in 
  order to consolidate state power even further. There are whispers of 
  those less scrupulous members of her own party that are rounding 
  up political dissidents as part of “quarantine” efforts, but the veracity 
  of this claim is unknown.  Verónica begins to assess how best the 
  nation might be able to provide aid to their allies across the region 
  like Argentina, but before any tangible action can be taken they are 
  forced to face the infection within their own borders as the outbreak 
  breaches the defenses they have in place.
  VICENTE DIAZ
  The standing Ministerio de Defensa Nacional (Minister of National 
  Defense) as ZOMBV ravages the world, Vincente Diaz supervises the 
  Chilean armed forces; as well as planning, directing, coordinating, 
  executing, controlling and informing the defense policies.  He has 
  a background in law, having worked as a practicing lawyer for many 
  years before beginning his political career.  He was also one of the 
  founders of National Renewal, a center-right political party, and is 
  a member of the Inter-American Dialogue meant to “foster dem-
  ocratic governance, prosperity, and social equity in Latin America 
  and the Caribbean.”  He works as a close intermediary between 
  Presidenta Verónica Froilán and Gen. Cristobal Soto, and has taken 
  an active role in the handling of the pandemic crisis.
  Outside of his work Vicente is a dedicated husband and father with 
  a very down to earth outlook on life.  He works very hard to keep 
  his family out of the public eye, wanting to give them something of 
  a more normal life - albeit well off.  This approach has the effect of 
  keeping the public at ease despite the severity of the ongoing situ-
  ation in the world, a factor that is crucial in the long term stability 
  the nation maintains.
  GEN. CRISTOBAL SOTO
  Cristobal Soto has spent all of his adult life serving in the Chilean 
  armed forces.  He comes across as stern with something of a stalwart 
  presence.  He was not yet old enough to serve during the coup d’état 
  of Augusto Pinochet in 1973, joining the service in 1983 near the 
  end of the regime despite his reservations regarding the atrocities 
  committed during this rule.  Soto never had to engage in any of the 
  interments, interrogations, or other assorted human rights viola-
  tions that would later come to light.  Graduating in 1986 from the 
  Military School of Chilean independence leader Bernardo O’Higgins 
  as second lieutenant. In 2001 he joined the Army War Academy, and 
  in 2003 he was titled as a staff officer.  Having dedicated his life to 
  his work, Cristobal has never married.
  In 2018 Gen. Cristobal Soto goes on to become the command-
  er-in-chief of the Chilean Army.  This leaves him as the internal 
  head of the military at the time of the ZOMBV pandemic, working 
  directly with Verónica Froilán and Vicente Diaz to maintain order 
  in the nation.  His tactical expertise has proven invaluable to these 
  efforts, allowing for the nation to securely lock up their borders 
  for much of the first year.  Towards the close of the first year of 
  the pandemic Soto contracts ZOMBV, subjecting himself to quar-
  antine as per official procedures, and becoming the figurehead of 
  the rising fear across the country as the outbreak begins to rip 
  through the population as a representation of not even the elite 
  being safe anymore.
  PVT. MATIAS ROJAS
  Fate and destiny, if you are inclined to believe in such, can be such a 
  fickle thing.  Sgt. Matias Rojas knows this well, having lived a life of 
  misfortune and being destined to a terrible fate during the outbreak. 
  Coming from a low income family, in his early years Matias would 
  engage in some petty crime around Santiago - namely pickpocketing 
  and purse snatching from tourists.  After a close friend, Joaquin, 
   046 – Outbreak Timeline 
  
  was picked up after a failed grab and snatch it served as something 
  of a wakeup call to Matias prompting him to enlist in the military 
  hoping to find a new path.
  Unfortunately he would come to be a lacking soldier, just barely 
  making it through his training.  Often ostracized by other mem-
  bers of his squad for his lacking intelligence and being the least 
  physically adept, he often suffers from depression during his time 
  in the service.  His ultimate fate would be realized when out on 
  patrol at the border, during an altercation with a group of refugees, 
  he is splattered in the mouth with blood leading to him becoming 
  infected.  Terrified, he makes the decision to cover up this fact 
  resulting in spreading the illness inside the borders of the nation. 
  He is believed to have spread the illness to the whole of his squad, 
  as well as a handful of civilians at a local cantina.
  Gestalt Ability - República de Chile
  Being representative of an entire country there is a strong pos-
  sibility that a character may well be a part of the faction or have 
  some kind of connection or interaction with the faction if they are 
  operating out of the region.  This connection can provide a fair 
  number of benefits.
   
  n No Affiliation: You are seen as a refugee or outside, not having a 
  direct connection to the faction.  Characters can expected to be 
  treated with pragmatism at best, being observed with scrutiny 
  for any signs of infection.
   
  n Gestalt Level1: The character is indirectly associated with the 
  faction, possibly as a tourist who became stuck in the country 
  as the pandemic spreads across the world.  This will provide the 
  character with special identification that allows them access to 
  checkpoints for processing.
   
  n Gestalt Level3: The character is related to or acquainted with a 
  citizen or official. This will allow for the effects of taking this 
  at Gestalt Level1, and additionally the character can use this 
  position to appeal to members of the faction with {Empathy}. 
  You can ask for major favors or information.
   
  n Gestalt Level5: The character is a citizen of the República de Chile 
  or is extremely close to the leadership and high-ranking person-
  nel. This will have the same effect as taking this at Gestalt Level
  3, except that it will grant a bonus +  to any {Empathy} the 
  character makes.
  EUROPE
  ZOMBV hit Europe hard, and hit it fast. The first case was identi-
  fied in London in early February, just a few weeks after the disease 
  surfaced in North America.  It spread east from there, moving like 
  wildfire across a densely populated continent with open borders 
  and excellent public transport. While other regions were setting 
  up safe zones and implementing quarantines, Europe was arguing 
  about who had authority, and whether there was any cause at all 
  for a continent-wide response, with several states arguing for their 
  right to determine their own destiny.
  Meanwhile, tourists refuse to be deterred from their travel plans. 
  As well as creating havoc that leads to rapid spread of ZOMBV 
  through major cities including Paris, Rome, Barcelona, Berlin and 
  Prague, international travellers – not only from Europe – spread 
  the virus to rural locations that might have been isolated and safe 
  if not for the tourist trade.
  Britain fell within weeks, with the NHS overwhelmed and the 
  government caught off-guard, but the rest of the continent might 
  have fought back. The ECDC, then based in Stockholm, produced 
  a coherent plan for control and suppression, and reputedly was 
  even working rapidly on a vaccine. Then mother nature intervened.
  Terrible summer floods throughout Denmark and the low countries 
  – Belgium, Netherlands, and Luxembourg – only make the situation 
  worse. The priority for the EU and national governments is trying 
  to control the proliferation of ZOMBV, and next to no resources 
  are spared to deal with this new problem. The end result is that 
  millions of people are displaced, and the chaos breeds overcrowding, 
  resentment, rioting, and a perfect set of conditions for a second 
  tidal wave of ZOMBV infections.
  If you have decided to use the optional Horror of a 
  waterborne virus, the flooded region of Europe is 
  both terrifying and tempting. The risk of infection is 
  astronomical… but having been partially evacuated 
  early on in the crisis the scavenging potential is 
  enough to tempt a lot of desperate survivors once 
  the water level drops and cold weather sets in.
   
  By the middle of autumn, most of Western Europe is in ruins. 
  ZOMBV continues its eastward spread, and countries fall one after 
  another. Turkey is overwhelmed with refugees from the continent 
  who bring the virus with them. Russia almost holds out, but rumors 
  arise asserting that people in the early stages of the infection, or 
  even those known to have been exposed, mysteriously disappear. 
  The resulting uprisings and riots hasten the spread of the disease 
  and by the tail end of the year Russia is as overwhelmed as the rest 
  of the continent, except for small, isolated settlements in the north.
  Europe has one, and only one, advantage in its struggle against 
  ZOMBV. Northern Europe is cold. By the time winter sets in prop-
  erly, Siberia and Northern Scandinavia have other problems: other 
  diseases, hunger, and cold are all more threatening than the infected. 
  Iceland, although its populated coastlines are milder in climate than 
  northern parts of Scandinavia, holds out.
  The tiny island nation closes its borders while the European Union 
  is still squabbling, and only opens them to let the ECDC relocate 
  there from Sweden in June. Iceland doesn’t avoid infections entirely, 
  but with so few people and only one large city to monitor, it sup-
  presses ZOMBV with ease that the rest of the continent can only 
  envy. Though Iceland hasn’t had a standing army for over a hundred 
  years, every adult in a non-essential occupation is pressed into a 
  militia to keep the rest of the world off Iceland’s shores. The borders 
  remain closed, but behind them life goes on. Iceland still has power 
  and communication grids, law and order, and enough resources 
  to properly support its population. Occasionally the borders are 
  breached, but with communications still functional, refugees are 
  quickly found and processed. Iceland’s biggest problem is finding 
  weapons, ammo, and ships to keep the borders sealed.
   Outbreak Timeline – 047 
  
  Iceland/ECDC Safe Zone
  (European Centre for Disease Control)
  Iceland closed its borders the second the UK fell, repatriated every 
  foreign national on the island, and accepted very quickly that in 
  the absence of a cure, executing the infected was the best possible 
  outcome. Now it’s the only country in Europe with a function-
  ing government, reliable internet service, and virtually no cases of 
  ZOMBV. That’s why the ECDC relocated there. 
  That’s not to say Iceland is a safe place. The food supply is precarious, 
  the supply of weapons, ammo, and ships that can be used to patrol 
  the coastline relies on regular scavenging expeditions to neighboring 
  countries, there’s a raging debate in parliament about whether to 
  start letting refugees trickle in, and it’s a closely guarded secret that 
  the ECDC’s facility in Akureyri contains a number of live infected 
  used for research. 
  Global Outbreak Level
   
  n OL1: At this stage, Iceland’s government and economy is oper-
  ating as normal.
   
  n OL2: Borders close, sealing off the country. Government creates 
  a standing army, importing as much equipment as they can from 
  the Middle East. Military service becomes compulsory for many 
  non-essential occupations.
   
  n OL3: ECDC relocates. Workers in remaining non-essential occu-
  pations, or who are unfit for military service, become farmers, 
  massively and rapidly scaling up agricultural production.
   
  n OL4: Icelandic parliament (the Althing) officially classifies Euro-
  pean countries as failed states, and institutes regular scavenging 
  missions to the continent.
  Location
  Iceland is about the same size as Tennessee, with 1/20th of the 
  population. It’s completely energy self-sufficient, with a mix of geo-
  thermal and hydroelectric facilities. Away from Reykjavik, which is 
  built on a volcano, and the coast, it’s freezing. 
  Most importantly, Iceland is extremely easy to isolate. The capital, 
  Reykjavik, is the only city of over 100,000 people, and the country 
  has only one international airport. Once it closed that, and stopped 
  letting ships dock at any ports, access was entirely shut down. The cli-
  mate around the coast is milder than inland, but the geography makes 
  for challenging hikes: desperate refugees are usually found quickly. 
  By the time the rest of the world is at Outbreak Level4, Iceland 
  has dispersed many of the former residents of Reykjavik to smaller 
  settlements, now converted to farming communities from whatever 
  they were before. While Iceland was already self-sufficient for meat, 
  fish, eggs, and dairy, the country has had to rapidly scale up arable 
  production. That’s going to be a problem over the long, dark, winter, 
  when some portable lights are the only thing between three-hundred 
  thousand people and a collapsed food supply. 
  Notable Members
  Power in Iceland is spread, unevenly, between the parliament and the 
  ECDC. To make matters more complicated, Iceland still operates 
  a democratic political system, with fixed terms of office, elections, 
  and spirited debate. That means there’s a chorus of voices all calling 
  for policy changes, such as letting in refugees. The tensions haven’t 
  erupted into violence yet, but they easily could. 
  ÍSABEL KRISTJÁNSDOTTIR
  Isabel was only elected as President of Iceland very shortly before 
  the initial outbreak of the zombic virus. She’s young, ambitious, 
  and absolutely sure of herself. Her eyes are on her legacy, always. 
  She will not be the woman who failed Iceland: she will defend her 
  home, and her people, at any cost.  
  Isabel has made a lot of sacrifices. She was quick to upend normal 
  life on the island, and that is undoubtedly the only reason it’s still 
  safe and relatively civilised. But sacrifice follows sacrifice, and Isabel 
  is gradually losing sight of what exactly she’s protecting. She’s already 
  turned half the population into soldiers, dispersed the population of 
  Reykjavik throughout the island; she’s maintained most constitutional 
  and civil rights for now, but it won’t take too many more challenges 
  before she decides those too are acceptable sacrifices. 
  BERG GUNNARSON
  Berg is loud and blustery, prone to losing his cool in public and 
  private. He’s a huge man, and an intimidating presence even when 
  he’s calm, but Berg thinks of himself as the last good man in Iceland. 
  He’s the leader of the opposition party in the Althing, and Isabel’s 
  self-appointed conscience. 
  Berg is the loudest voice in the Althing arguing for a less isolationist 
  approach to the rest of Europe. Iceland is spacious, he says, and with 
  more people to work the land, it could support more people. It 
  breaks his heart to lose contact with group after group of survivors 
  as more communities fall to infection or conflict.
  Despite their public, and very real, opposition, Isabel and Berg 
  rely on each other, and trust one another more than most people 
  believe. Both of their perspectives are needed, and for the most 
  part they balance one another out: Isabel stops Berg’s compassion 
  endangering the safe zone, and Berg makes sure that there’s still 
  something worth protecting beyond basic survival. Unfortunately 
  their supporters are not always so respectful.
  HANNA LUND
  Hanna is acting head of the ECDC. It’s a new role for her: several key 
  staff did not make it from Stockholm to Iceland. Unlike her hand-
  picked counterparts in O.R.C.A., Hanna is not an ebola specialist. 
  Her field is HIV research, and she never expected to deal with a sit-
  uation like the one she now finds herself in. Then again, nobody did. 
  Hanna hides behind a mask of clinical calm that makes people assume 
  she’s cold and calculating. The truth is that she’s scared all the time, 
  barely holding it together. The ECDC justifies its continuing pres-
  ence in Iceland with the promise that they’re working on a vaccine, 
  even a cure. They’re trying, but so far there is no vaccine... but Hanna 
  fears that if she tells Isabel that, the President’s disappointment and 
  anger will have severe consequences. 
  To advance work on a vaccine, Hanna needs people with natural 
  immunity. The only reliable way to find them is to get a lot of people 
  infected and look for the 1% who don’t succumb to ZOMBV  — 
  which is not a route Hanna is willing to take. Yet. Meanwhile the 
  tests and experiments she and her team are running do little except 
  make the virus mutate. The ECDC has a facility full of uniquely 
  dangerous infected. Occasionally, one gets loose. This is another 
   048 – Outbreak Timeline 
  
  truth Hanna fears revealing. So far, she and her team are relying on 
  inland Iceland’s freezing temperatures and hazardous terrain to deal 
  with the problem for them. 
  RÓSNÝ LEÓPOLDSDÓTTIR
  Rósný is small, wiry, and scarred, though it’s hard to tell that under 
  the layers of warm clothing she wears. Before the outbreak, she was 
  first mate on her father’s shipping boat, and she spent her free time 
  sailing for fun and competitively. No one is officially in charge of the 
  Scavenger Fleet that makes regular journeys to Britain, Ireland, and 
  mainland Europe, but Rósný speaks for them. She’s fearless, both 
  in terms of crossing the sea —  she convinced the other captains 
  to sail even in the rough waters of autumn and winter  —  and in 
  speaking her mind to the powers that rule Iceland. 
  Because she gets the list of priority goods to salvage from the main-
  land, Rósný knows exactly how precarious the island’s situation is. 
  There aren’t enough food stores for the winter, the militia is low 
  on ammo, and some of the things the ECDC ask for unnerve her. 
  Gestalt Abilities
  Gaining an affiliation with Iceland is almost impossible for non-citi-
  zens, but it’s highly beneficial. It’s one of the safest places to weather 
  the winter. Characters might be able to worm their way in if they 
  have essential skills: military experience, information or expertise 
  that could assist the ECDC, or other valuable knowledge or assets. 
  There are two powers in Iceland to appeal to: the Althing, and the 
  ECDC. The ECDC are more likely to admit newcomers than the 
  Althing, but parliament retains control of the country and the ECDC 
  prefers not to strain its relationship with them 
   
  n No Affiliation: You will be denied entry to Iceland, and made to 
  leave the country if found there, unless you can provide evidence 
  that you would be an asset. Even then, the character’s chances 
  are slim.
   
  n Gestalt Level1: The character has some connections in Iceland, or 
  in the ECDC, for example a family member. You can appeal10% 
  of the time with any given official, regardless of a character’s 
  own Empathy. You can, at most, ask for minor favors or some 
  information.
   
  n Gestalt Level3: The character is an Icelandic citizen or an ECDC 
  member. They are welcome in Iceland, and will be provided with 
  shelter, food, and employment. This does not imply freedom to 
  come and go as the character pleases. 
   
  n Gestalt Level5: The character is not just an average citizen, they 
  either are, or have close connections to, someone with influence 
  in either the ECDC or the Icelandic authorities. You get a bonus 
  P 3 to use during any Encounter with them.
  Revenir Sur Terre
  (Back to Earth)
  There’s almost nothing left of Southern Europe. Nothing that 
  would register as civilization, anyway. Even if the ZOMBV threat 
  was somehow neutralized there isn’t enough left to rebuild. So says 
  the group known as Revenir Sur Terre. France and Spain, where 
  they are strongest  —  though there are cells of them throughout 
  Europe  —  were overrun quickly, and early on. 
  Technology is now useless, there’s no medicine that can help against 
  ZOMBV, and fuel like petrol goes bad after a year. Revenir Sur Terre 
  have given up on the “old world,” and are looking towards a new. In 
  English, their name is “back to earth,” and they mean that both in 
  the sense of returning to nature and a simpler life, and of coming 
  back to reality after the brief bubble of comfort and progress. They’re 
  eager to help others come to the same realization they have, which 
  means destroying as much old technology and other trappings of 
  the old world as they can. The different cells of the group interpret 
  this in different ways, but the most extreme will destroy canned 
  foods (after all, they’re going to run out so humanity might as well 
  get used to doing without them) to destroying works of art whose 
  time has passed (what’s the use in gazing at the Mona Lisa when 
  whatever she’s smiling about no longer exists?). 
  Some other groups suggest, cynically, that Revenir Sur Terre will die 
  out with no intervention. If the infected don’t get them, infected 
  wounds and starvation probably will. So far they’re proving tenacious, 
  and their tolerance for  —  even morbid pride in  —  hardship 
  might serve them well. 
  Global Outbreak Level
   
  n OL1: At this stage of the outbreak, the organization does not 
  exist. 
   
  n OL2: Small groups of people come together, hoping to weather 
  the crisis in isolated communes far from civilisation.
   
  n OL3: While the communications grid is still active, these groups 
  learn of one another and declare themselves a movement, calling 
  themselves Revenir Sur Terre. They inspire one another to new 
  ideological heights, shifting from simply “modern convenience 
  can’t help us survive this” to “relying on modern conveniences 
  will ensure we do not survive.” 
   
  n OL4: Revenir Sur Terre feel vindicated: society has collapsed, 
  and they have not. They destroy property, technology, and other 
  material remnants of the “old world.” Agents infiltrate other 
  groups of survivors to sabotage and/or convert them.
  Location
  Groups of Revenir Sur Terre exist throughout France, Spain and 
  Portugal. The greatest concentration of them is in Southern France 
  and the Pyrenees, along the Spanish border. Many of the area’s vil-
  lages were overrun by infections carried there by tourists early in 
  the Outbreak but the ones that were not are isolated and defensible. 
  Members range far afield, infiltrating survivor outposts, clearing 
  away remnants of the “old world,” and carrying news between a list 
  of outposts created back before the communications grid failed. 
  Revenir Sur Terre members don’t acknowledge borders or nations. 
  The new Europe will develop those naturally, in time, but for now 
  the whole continent is one huge swathe of devastation. The old 
  delineations do still affect them though. People further east are 
  learning to distrust French, Spanish, and Portuguese accents, to 
  the detriment of all survivors from these countries.  
  Notable Members
  Revenir Sur Terre operates in cells, with communication between 
  groups limited to what messages members can carry in person. 
  Most members only have local influence, unlike the ‘leaders’ pre-
  sented here. 
   Outbreak Timeline – 049 
  
  HENRI BASSOT
  Henri was one of the first people in France to identify himself 
  as “Revenir Sur Terre.” While the communications grid was still 
  active, he wrote dissertations on message boards and social media 
  about the best way to survive epidemics and disasters, advocating a 
  “low-technology approach.” These theories did not come from any 
  knowledge or expertise: they were low-risk theorizing  —  one 
  of the many things he criticized “the modern age” for. He never 
  expected to put them into practise. 
  Even when ZOMBV swept through Western Europe, he expected 
  that the authorities would bring it under control. Even as he was 
  encouraging groups of “realists” to migrate to villages and hamlets, 
  and start learning to be self-sufficient, he expected that some vague 
  authority, maybe the UN, would bring the situation under control. 
  It was only ever a way to comfort himself, to reassure himself that 
  he had a backup plan. 
  He’s become so closely linked to the group’s core ideology that he 
  fears what would happen if he admitted, now, that what they should 
  have been doing was stockpiling food, antibiotics, and weapons; that 
  longbows and determination might not be enough to survive the 
  apocalypse, and that if nothing else it would be nice to remember 
  the world as it was. He sees it as his duty to put on a brave face, and 
  maintain the fiction that Revenir Sur Terre are visionaries.
  MARTINA LEBRÓN
  Martina was a postgraduate mathematics student at Universidade 
  de Santiago de Compostela when the outbreak began. She watched 
  London fall, and Paris be overrun, and the Balearic and Canary 
  Islands get sealed off as tourists brought the virus to Spain. Terror 
  set in as she waited for Spain to come up with some kind of co-or-
  dinated response, and she turned to the internet for comfort and 
  any shred of hope. 
  Most of what she found were conspiracy theories and predictions 
  of disaster, but there was one movement that seemed to have a plan: 
  Revenir Sur Terre. She joined early, meeting up with members in a 
  tiny Pyrenean village while there were still trains running to travel 
  on. And Martina believes in their message. Unswervingly and without 
  question. Having rules to live by and a mission to fulfill keeps her 
  going. She’s one of the most hard-line members, one of the loudest 
  voices in favour of bringing down all traces of the old world and 
  starting over. If people hadn’t been so lazy and complacent, if travel 
  hadn’t been so easy, all of this could have been contained, she says. 
  Martina is fiery, persuasive, and absolutely unshakeable in her con-
  viction. People listen to her, and she’s becoming a leader in Revenir 
  Sur Terre. Henri despises her and fears her in equal measure. 
  OLIVIER TREMBLAY
  Olivier, a former police officer who saw Aix-en-Provence overrun 
  and then abandoned, is no use to the creative, rebuilding, part of 
  Revenir Sur Terre’s mission  —  but he’s superb at the destructive 
  side. Olivier moves from group to group of survivors, leaving chaos 
  behind him. 
  At first, he preached Revenir’s message: the old world has failed, 
  brace yourselves for the new. Some people were receptive, but most 
  were not. Olivier was driven out of a great many camps and forts. 
  He’s more subtle now: he joins groups, becomes useful, and “helps” 
  them to their own realization that they must learn to survive without 
  the comforts of civilization. That is to say, he’s a saboteur. Ruining 
  medicine, destroying food supplies, even stealing and then dispos-
  ing of weapons and ammunition, he’s forced countless groups of 
  survivors to “learn to fend for themselves.” Most of them died, but 
  Olivier sees that as a natural consequence: survival of the fittest is 
  the new law of the land. 
  THOMAS CARON
  Thomas is an old man, and he’s seen a lot of changes come and go 
  from his farm at the foot of the Pyrenees. He remembers a time 
  before everything was digital  —  and before everything was easy. 
  He remembers it… not fondly, but proudly. It was good for the 
  spirit, he says. Good for dignity. Good for community. 
  Even in his mid-seventies, Thomas is fit and healthy. His stamina puts 
  a lot of younger people to shame. He’s enjoying being seen as an 
  invaluable source of knowledge, and his pride has invigorated him. 
  He’s spent his whole life growing crops and raising livestock without 
  the benefits of modern farming techniques, and that knowledge is 
  going to be lifesaving once the spring rolls around. He is escorted 
  between Revenir Sur Terre settlements by a squad of tough men 
  with guns, toured around the region to share his knowledge with 
  the people who need it. 
  On a personal level, Thomas is a deeply unpleasant man. Most of 
  his views  —  on women, minorities, religion and the state, for 
  example  —  are ones the rest of Europe was glad to leave behind. 
  He’s short-tempered and doesn’t tolerate interruptions or contra-
  dictions, and his guards indulge him completely, either because they 
  revere him or because they don’t have the energy to argue with him. 
  Gestalt Abilities
  Characters may have been members of Revenir Sur Terre, in which 
  case they are assumed to have turned away from the group, but are 
  more likely to have encountered them as saboteurs.
   
  n No Affiliation: The character has no prior connection with Revenir 
  Sur Terre, and their treatment will depend on the first impression 
  they make and especially the amount of technology (and type 
  of weapons) they use. 
   
  n Gestalt Level1: The character has encountered Revenir Sur Terre 
  before, and knows how to recognize them even when members 
  are undercover in other groups of survivors. The character has 
  P 1 to use in encounters with known Revenir members, or 
  to identify them. 
   
  n Gestalt Level3: The character has had multiple encounters with 
  Revenir Sur Terre, or people who have survived contact with them. 
   They receive the benefits of Gestalt Level1, and can use {Empa-
  thy} to appeal to members to set aside their current mission. 
   
  n Gestalt Level5: The character knows Revenir Sur Terre intimately, 
  and has in-depth knowledge of their goals and tactics. They have 
  + +
  + + when attempting to anticipate the group’s next move. 
  Baltic Patriots
  The Baltic states of Estonia, Latvia, and Lithuania were the last parts 
  of Europe to be infected. True or not, their news media (while it 
  still functioned) insisted that the only cases in the region came from 
  visitors, and were not ‘native.’ Long before the outbreak reached 
   050 – Outbreak Timeline 
  
  critical levels militias of “patriots” were forming, rounding up out-
  siders and escorting them out of the Baltic states. As refugees moved 
  east and numbers grew, the militias changed their tactics. Some 
  adopted a shoot on sight policy, while others  —  considering it 
  kinder  — forced the refugees into prisons and internment camps. 
  Naturally, some of those people were infected but asymptomatic, 
  and ZOMBV spread like wildfire through these sites, creating hordes 
  thousands strong. 
  This loose affiliation of militias communicates by radio to share 
  information, but has no central authority.
  Global Outbreak Level
   
  n OL1: At this stage, the organization does not exist. 
   
  n OL2: Militias begin to form, patrolling borders as well as round-
  ing up and removing visitors, tourists, and foreigners from towns 
  and cities. The governments of Estonia and Lithuania officially 
  endorse their patriotic action.
   
  n OL3: As central governments begin to collapse, and the number 
  of cases in the region exponentially increases, the Patriots inten-
  sify their action, moving to shoot-on-sight and the creation of 
  camps. Conversely, they provide support to native civilians, help-
  ing to distribute food and supplies and offer protection from 
  the infected. 
   
  n OL4: The Baltic Patriots are now the only organized power in 
  the region. Most civilians are grateful for their protection, but 
  outsiders are stripped of their possessions, then executed. 
  Location
  The Patriots are present all over Estonia, Latvia, and Lithuania but 
  they are most concentrated along the southern and eastern borders 
  of the three countries (which now consider themselves one state). 
  On those borders, they are most violent and militant. Units within 
  the interior have a more defensive role, protecting survivors, culling 
  infected, and distributing resources. 
  The Patriots’ long term plan is to build walls along the length of 
  their borders. It’s slow, dangerous work even with the many survivors 
  willing to help, but it’s underway. 
  Meanwhile, the areas around the Patriots’ abandoned internment 
  camps and prisons, now occupied by hordes of infected, have been 
  evacuated, and no one in their right mind strays too close to tehm. 
  The survivors the Patriots knew of have been cleared out, which can 
  make these places seem abandoned, and therefore safe. They make 
  tempting camps and safehouses for survivors not in the know… 
  until the infected inevitably escape their confinement.  
  Notable Members
  The Baltic Patriots’ members cover a lot of different needs from 
  patrol leaders, to prison guards, to skilled civilians who mend things, 
  make things, build things or provide medical services. Most survi-
  vors who have contact with them regard themselves as part of the 
  movement  —  though some genuinely don’t know what the Patriots 
  do in their name, and others pretend not to. 
  PATROL CAPTAIN KARINA JANSONE
  Jansone was a sergeant in the Latvian army until the chain of com-
  mand broke down completely. Infected got the rest of her unit 
  on a disastrous mission to evacuate a village near the border with 
  Belarus. Karina caught a bite too, but except for a few days of fever 
  and nausea, she suffered no consequences. She hardly dares to hope 
  that she might be immune: she still believes, deep down, that one 
  day the virus will flare up in her again. She’s aiming to do as much 
  good as she can before that happens. 
  For Karina, her new role with the Patriots is a mix of ideology and 
  pragmatism. She blames the rest of Europe for being too slow to 
  act and dooming the Baltic states through no fault of their own. 
  She takes “invaders” personally, and has no interest in listening to 
  sob stories or pleas for mercy. She also knows that regional recov-
  ery is a numbers game: if the Patriots can keep more potentially 
  infected people from getting in, they have a finite number to deal 
  with inside their borders. 
  Karina’s tight wound and doesn’t tolerate foolishness. When she 
  drinks, which is rarely, she loosens up and shows a wicked, lewd, 
  sense of humor. 
  RUUBEN LEMSALU
  Ruuben’s Estonian by birth, but was living in Latvia, after years spent 
  in Germany, the UK, and Ireland, when the outbreak hit. He’s a 
  builder, and that makes him invaluable to the Patriots: he’s managing 
  the construction of their wall along the border with Poland. Ruuben 
  was one of the first Patriots, and his belief in the movement is total 
  and unshakeable. The way he sees it, their governments failed them 
  and the rest of Europe ignored them. The Baltics are going to have 
  to look after themselves to come through this crisis, and he truly 
  believes they will come through. 
  That fervent belief gets Ruuben through a lot of hardship, and 
  inspires loyalty in the soldiers and builders he oversees at work on 
  the wall. It’s badly needed: it’s dangerous work, and he’s lost a lot 
  of good people to the infected. Every person he loses makes him 
  more committed to his project: the only way he can honor their 
  memories is to succeed. He’s a quiet, serious man, which often leads 
  people to underestimate him. He thinks before he speaks, and he’s 
  stubborn as an ox. 
  DALIUS ZEMAITIS
  Dalius is a former critical care nurse from Vilnius. Watching his 
  hospital come to pieces under the onslaught of ZOMBV cases is 
  an experience that will never leave him. It became obvious to him 
  early on in the crisis that it just wasn’t possible to save everyone. 
  The entire population of Lithuania had to be triaged: help those 
  who needed it, and those who could be saved. Unfortunately, that 
  meant some people had to be left to fend for themselves. 
  That’s how he sees his work for the Baltic Patriots: seeing outsiders 
  imprisoned or executed gives him no pleasure. It’s not their fault the 
  virus hit their countries first. But the only way to protect anyone 
  at all is to keep them out. 
  Dalius is relieved that, day to day, he doesn’t have to translate those 
  beliefs into actions. He’s a medic, though without facilities, equip-
  ment, and assistance there’s very little he can do. He has difficult 
  decisions (like who gets the antibiotics) of his own to make. When 
  presented with someone in medical need Dalius can’t quite forget 
  his oath to do no harm, and can sometimes be prevailed upon to 
  help people from outside the borders if they’re right in front of him. 
   Outbreak Timeline – 051 
  
  Gestalt Abilities
  Because the Patriots have so many roles in the Baltic states, there 
  are numerous ways for characters to have come into contact with 
  them, and built relationships. 
   
  n No Affiliation: The best outcome is that the character will be 
  robbed, then shot or hanged.  
   
  n Gestalt Level1: The character has met members of the Patriots, 
  maybe through receiving their help. They can expect to be 
  treated with respect, but also pragmatism: they might be offered 
  information that the Patriots don’t consider classified, or small 
  amounts of supplies or medical treatment. 
   
  n Gestalt Level3: The character has worked with the Patriots, run-
  ning supplies, providing shelter, or assisting their patrols. They 
  have P 1 for use in encounters with the Patriots, and can ask 
  for major information or favors. 
   
  n Gestalt Level5: The character was once a Patriot, but parted ways 
  after some disagreement or to pursue their own goals. They 
  receive the benefits of taking Gestalt Level3, and get a bonus 
  + +
  + +  to any {Empathy} the character makes.
  AUSTRALIA
  The moment that the whispers come out of the U.S. of a partic-
  ularly infectious epidemic, the Prime Minister orders all the bor-
  ders closed. Air and sea traffic is turned back. The Office of Health 
  Protection assesses the situation and, after some weeks of diligent 
  work, declares the country infection-free. It seems miraculous that 
  not even one person with the infection got onto the continent 
  given the amount of international travel in and out of the major 
  airports and seaports, but that is indeed what the government’s 
  public statements say.
  Nonetheless, gun control laws instituted in 1996 are rolled back. 
  Not all of the general public race to purchase weapons, but the 
  Australian Defence Force are heavily outfitted. Soldiers are sent 
  overseas to assist in putting down infected, along with medical 
  supplies and a handful of researchers willing to put their work ahead 
  of the risk of being exposed. The initial public outrage at the PM’s 
  decision to cut the country off so early and completely subsides as 
  the grisly reports begin to roll in from around the world. Martial law 
  is declared for the first time since the 1820s. Cities begin to build 
  walls and create rigorous checkpoints for road and rail transport. 
  Botany Bay is completely sealed off from incursion by sea with 
  massive container ships forming a barrier manned by the ADF and, 
  with the country’s former busiest airport shut down, Sydney is the 
  first city to be formally declared a Safe Zone.
  The Royal Easter Show is cancelled halfway through when the news 
  first hits. Football season grinds to a halt due to travel and public 
  gathering restrictions. Sydney’s Vivid Festival is reduced to one 
  glowing defiant message on Sydney Harbour Bridge: We’re Alive.
  The Outbreak still doesn’t entirely seem real as life carries on as 
  normal in so many parts of Australia. The annual spring Take Your 
  Kid Fishing Day in Mackay, Queensland, draws the usual crowd. 
  Nobody notices one extra boat among the little fleet that comes 
  home. One boat. Ten refugees. Ten people who spread out, mingling 
  with the happy, healthy families as they take their catches and go 
  home, driving, taking tour buses, or even catching one of the limited 
  short-haul flights from Mackay down to Brisbane. Domestic air 
  travel hasn’t needed to stop on an uninfected continent, after all. 
  Not with the OHP’s rigorous quarantine procedures in place that 
  they say have never missed an infected person. 
  One boat. One day in the middle of spring. One continent just a 
  little too complacent after months of perceived safety.
  Oceanic Islander Communication Network
  An interconnected network of smaller groups, the Oceanic Islander 
  Communication Network is a web of people across the islands of 
  Oceania, from the Republic of Kiribati to New Zealand. Prior to 
  the outbreak, they were simply a group experimenting with vari-
  ous means of communication for emergency situations, given the 
  natural disasters (particularly earthquakes and tsunamis) that could 
  readily affect more than one area in the general region. When the 
  outbreak hit, suddenly their specialised communications channels 
  became a valuable resource to forewarn one another of a greater 
  threat: the Infected.
  Outbreak Level
   
  n OL1: OICN share information and fact-checking, doing their 
  best to dissuade false information and rumors before they can 
  spread.
   
  n OL2: The need for OICN’s information to be accurate becomes 
  even more vital and for panic to be defused immediately. In 
  addition to lighthearted tips about signal boosting and con-
  struction of radio towers on tiny windswept islands, OICN 
  begin sharing details on physical defense of the islands, on how 
  to recognize the Infected--and put them down.
   
  n OL3: Various countries attempt to coerce OICN to make their 
  systems available to the military. Rather than cooperating--and 
  consequently having their homes overrun by outsiders--the 
  OICN collectively decide to deny all such requests and employ 
  lethal force in the event of anyone trying to circumvent the 
  ban. Additional work is put into security, not just to defend 
  the islands, but to deeply encrypt ongoing communications.
   
  n OL4: Some of the OICN islands are inevitably invaded, either 
  by military forces or terrible coincidences of Infected managing 
  to reach their shores. Rather than compromise the overarching 
  plan to keep the islands as safe physically separated havens, any 
  island so affected will undertake the Blackout protocol.
  Location
  The OICN has members across a vast geographic region. The notable 
  locations are Kiritimati (Christmas Island), where islanders band 
  together not only to defend and protect their people, but also the 
  wildlife and wilderness; New Zealand, as one of the coveted so-called 
  Safe Zones due to what is said to be a complete absence of Infected; 
  and Norfolk Island due to its general inaccessibility save by plane. 
  While the OICN has members in Australia, they’re mainly there 
  to obtain confidential information and disseminate it to the rest 
  of the OICN to ensure the smaller islands remain safe. Though 
  technically an island, Australia’s landmass is too vast to reliably enact 
  the Blackout protocol.
   052 – Outbreak Timeline 
  
  If an island disappears off the OICN’s communication systems, send-
  ing out as their final known message the word Blackout, well… it’s 
  no longer compromised, because it’s no longer there.
  Notable Members
  When OL2 hits, the OICN become wary, starting to use codenames 
  for themselves and their locations--a sensible early move given what 
  happens at OL3. Still, there are some names known within the 
  network that are more likely to get out than others.
  CODENAME: TIKA
  Real Name: Āwhina (a-EEN-a) Te Tua
  Based out of Auckland, Tika is a Māori woman aged 42, ex-military, 
  with a background in communications and surveillance. As such, 
  her key role within OICN is keeping a step ahead of any attempts 
  to break into OICN’s communication systems on the data and 
  encryption front. Despite having years as a Signals Officer under 
  her belt, she prefers not to speak of her military experience unless 
  it’s immediately pertinent to the situation. Rumor has it that this 
  is because her wife is still in the NZ Army, working in Intelligence, 
  and if that’s true, the nature of Tika’s work with OICN has doubtless 
  strained the relationship. Regardless of the truth in that respect, Tika 
  is a stoic woman who has little patience for the wilfully ignorant. 
  She’s willing to share information with those who she deems truly 
  need it, for the right price.
  CODENAME: BLUEBIRD
  Real Name: Benni Emerson
  Operating out of Sydney,Bluebird is a 23-year-old tech wizard who 
  handles a large part of the OICN’s hardware setup. Prior to the 
  Outbreak, they used to travel to the islands themselves to over-
  see installations and optimize physical technology to maintain the 
  integrity of the network. Post-Outbreak, Bluebird’s confined to 
  their now walled city, and they’re not a fan. Their headquarters is 
  in a deceptively modest unit not far from Sydney’s CBD; typically 
  suburban on the outside, the interior is a maze of tech ranging 
  from simple ham radios and satellite phones to a complex VR setup 
  allowing them to remotely view and troubleshoot OICN stations. 
  Well-intentioned visitors to their residence are welcomed, par-
  ticularly if they bring a piece of broken tech for Bluebird to fix. 
  Visitors with ill intent will be personally introduced to the very 
  much functioning weapons array.
  CODENAME: GREENSTONE
  Real Name: Talanoa Lomu
  Greenstone is the OICN’s tactical weapons and defence expert, 
  who masterminded the majority of the OICN’s threat response 
  levels, including proposing the Blackout protocol. He’s an impos-
  ing Tongan man in his 50s whose interest in defence and survival 
  stems from an adolescent fascination with doomsday preppers and 
  post-apocalyptic media. Post-Outbreak he’s not too thrilled to be 
  living in what was once fiction, but he makes the best of it by using 
  his skills to help the Network survive and protect their territory. 
  He gets all his most up to date tactical intel from Tika, who also 
  gave him his codename once it became apparent one was necessary. 
  Greenstone lives on Tongatapu, but travels from island to island as 
  a security escort for supply planes and boats, ensuring he can get 
  his own form of supplies to OICN members.
  Gestalt Ability - OICN
  The fact that OICN goes deeper underground as the Outbreak 
  escalates means that the people who can contact OICN are likely to 
  have known of them before the Outbreak. However, circumstances 
  may arise wherein characters may learn of OICN’s existence.
   
  n No Affiliation: The character has no knowledge of OICN, or at 
  best may have heard of it as a pre-pandemic amateur radio club 
  or similar. OICN will deter them politely from enquiring fur-
  ther, outright breaking communication if the character persists.
   
  n Gestalt Level1: The character is aware of OICN and the fact that 
  when the outbreak hit, it became an important means of com-
  munication. They vaguely know a member of OICN and may 
  be able to obtain a small amount of information. You can appeal
  10% of the time with any given official, regardless of a character’s 
  own Empathy. You can, at most, ask for minor favors or some 
  information.
   
  n Gestalt Level3: The character knows a member of OICN well 
  and as such may be able to obtain more important information, 
  such as specific movements of the military or Infected in an area 
  relevant to their mission.
   
  n Gestalt Level5: The character is a member of OICN. They are 
  able to directly request detailed information from other net-
  work members to aid in the PCs’ mission, but they also have the 
  responsibility of maintaining accuracy of intelligence and, if the 
  situation demands it, enacting Blackout protocols. You get a bonus 
  + +
  + +  to any {Empathy} the character makes.
   Outbreak Timeline – 053 
  
   054 – Outbreak Timeline 
  
  OUTBREAK LEVEL 0
  This section details the events leading up to the initial outbreak of the 
  infection. At this point in time there are no known infected people, though 
  that is not to say that the virus is not active. In this way a Gamemaster 
  could stage a prologue to the events of their own Campaign and Scenarios 
  to provide juxtaposition to the ordeal of survival. Otherwise this will simply 
  provide additional context to the ongoing events.
  YEAR 1 - JANUARY
  12th: First contact between the virus and humans occurs at this 
  point when a farmer in the U.S. state of Ohio is infected while 
  interacting with a carrier animal.
  14th: The farmer begins to show symptoms of the virus, thinking 
  that he has come down with the flu. At this point he infects his wife 
  and two adult children who still live at home and help work the 
  farm, spreading it to classmates and their families.
  16th: The condition of the farmer worsens, heading to the doctor 
  where he passes the infection to some of the other patients at the 
  facility and several of the staff. This officially marks the end of the 
  pre-outbreak period, though is not the last instance of cross species 
  contamination during the pandemic.
  OUTBREAK LEVEL 1
  The initial onset of the outbreak has begun. At this point in time many 
  facilities and industries continue to operate and familiar surroundings 
  remain unscathed. Panic begins to set in, though the majority of the pop-
  ulation remains unaware of the true danger.
  YEAR 1 - JANUARY (CONT.)
  17th: The first recorded zombie turns at this point, the farmer 
  who was first infected.
  19th: The virus now begins to spread beyond the bounds of Ohio as 
  the infected business woman heads to the airport for vacation. Over 
  Global Outbreak Level
  Provided is a rundown of the Global Outbreak Level and when that 
  will specifically shift. In addition to this there are also a series of 
  major events listed that will happen outside of the control of the 
  characters actions. These can be used by Gamemasters to expand 
  the scope of their campaigns to a more global view as opposed to 
  being solely focused on the localized events only. This will have the 
  greatest impact in the early Global Outbreak Levels as the char-
  acters will have more readily available access to news sources and 
  communication methods.
  Should the Gamemaster happen to be running their campaigns 
  in a region that happens to have details presented for it they are 
  encouraged to try and integrate these into their scenarios. This 
  approach can enhance the impact of these events for the characters.
   Outbreak Timeline – 055 
  
  the course of her trip she manages to infect another 32 people with 
  the virus, some at the airport who disperse to an array of locations 
  around the world and begin their own chains of infection.
  YEAR 1 - FEBRUARY
  2nd: The first instance of international infection happens when a 
  resident of London contracts the virus.
  4th: The outbreak has spread to all of the initially impacted States 
  by this point. This includes Ohio, Pennsylvania, West Virginia, Indi-
  ana, Michigan, Wisconsin, Illinois, Iowa, Texas, Florida, Louisiana, 
  Missouri, Hawaii, California, and Nevada. Incidents remain sparse 
  and spread out enough to not warrant any special attention.
  YEAR 1 - MARCH
  2nd: News report is made on a zombie attack in Milwaukee, it is 
  deemed a random mugging in the report itself. The story is only 
  covered locally and is subsequently missed by most of the population.
  16th: Iceland closes its borders and repatriates all foreign nationals.
  18th: The UK “goes dark.” News no longer emerges, and journalists 
  and reporters are not granted access.
  YEAR 1 - APRIL
  7th: The Prime Minister formally closes Australia’s borders on advice 
  from the OHP’s meticulous analysis of news reports and projected 
  pandemic spread. There is a public outcry, but the ADF supports 
  the decision and most protest is quelled, though the nation dislikes 
  being a test case for pandemic prevention.
  20th: Many world governments become aware of the severity of 
  the ongoing situation at this time. In the U.S. an emergency session 
  is held within the chambers of Congress in order to decide upon 
  the course of action that should be taken to handle and hopefully 
  contain the situation.
  23rd: The first truly global mass wave of infected begin to fall into 
  comas and start turning into zombies within hours. News reports 
  across the world begin to detail the severity of the situation. The 
  population quickly starts to become aware of just how bad things 
  are now getting.
  OUTBREAK LEVEL 2
  The severity of the situation becomes clear, most people have at least heard 
  something. The threat is escalating and many are beginning to abandon 
  their posts, some even obligated to do so by the military and government.
  YEAR 1 - APRIL (CONT.)
  24th: The U.S. Press Secretary makes an official address regarding 
  the situation on national television. Congress has established a new 
  administrative body named the Outbreak Response and Containment 
  Agency (ORCA). Globally air traffic is essentially halted, save for 
  certain VIPs, and the public communications grid begins to fail 
  across the world impacting telecommunications and internet access 
  for most. This is largely due to the systems becoming reserved for 
  emergency personnel.
  25th: ORCA relief camps begin to open across the U.S. and the 
  population is urged to begin evacuations in a number of larger 
  cities where the infection has spread like wildfire. These camps are 
  immediately overrun due to being understaffed and ill equipped to 
  handle the intake rates they experience. Panic intensifies across the 
  world as violent crime and looting begin to increase.
  26th: In the U.S. Martial Law is officially declared as the situation 
  is deemed a State of Emergency and Natural Disaster. Many view 
  this as the beginning of the end, escalating things further as panic 
  sweeps the population due to the inability of world governments 
  to contain the situation.
  OUTBREAK LEVEL 3
  Panic is widespread at this point. Martial Law has officially been declared 
  and all non-essential business is halted outright.
  YEAR 1 - APRIL (CONT.)
  27th: Reports begin on U.S. news outlets advising the government 
  is establishing ‘Safe Zones’ that non-infected would be evacuated to 
  from the ORCA relief camps. This immediately kicks off conspiracy 
  theories that the camps are nothing more than a propaganda campaign 
  intended to pacify the population during the crisis while others 
  even think it may be something far more nefarious.
  YEAR 1 - MAY
  4th: The U.S. military begins to take control of the public utilities 
  grid in an effort to maintain services to critical locations. This results 
  in the beginning of brown and black outs throughout the impacted 
  regions which continue to grow with each passing day.
  11th: Despite the government’s insistence that the infection has 
  not found its way to Australia, the National Firearms Agreement is 
  essentially revoked and munitions factories begin a more rigorous 
  production schedule. Martial law is declared.
  YEAR 1 - JUNE
  4th: Flood defences all across the European low countries fail. Mil-
  itary and emergency services are focused on containing ZOMBV 
  outbreaks, so the flooding runs unchecked. Eventually UN troops 
  evacuate as many residents as possible to overcrowded refugee camps 
  in Germany, Poland, and Sweden.
  21st: The President of the United States is infected with the virus 
  when bit in an attack while attempting to board Air Force 1 during 
  an evacuation, but this is not divulged to the public. He is placed 
  into quarantine at an undisclosed facility.
  22nd: The city of Washington D.C. officially falls to the Zombic  
  pandemic and is considered to be lost by the remnants of the government 
  still working to control the situation. Discussions begin regarding 
  the possibility of the nuclear option as a last resort.
  23rd: The President of the United States begins showing symptoms 
  of the virus, and measures begin for the transition of power to the 
  Vice President. Following riots, numerous outbreaks, and unrest in 
  and around the UN refugee camps, the ECDC relocates to Iceland.
   056 – Outbreak Timeline 
  
  YEAR 1 - JULY
  1st: First known official report detailing that the Infected seem to 
  still operate under normal biological functions, including a need for 
  hydration and protection from the elements. Behavior patterns have 
  been able to record nesting habits and hunting habits, suggesting 
  that these Infected are not the traditional undead many believe 
  them to be.
  4th: First major military strikes throughout the U.S. in major popu-
  lation centers to combat the infected. Metropolitan areas essentially 
  become war zones as the military attempts to take back territory.
  OUTBREAK LEVEL 4
  The world that we once knew is officially over. Even if the virus is somehow 
  stopped the populace will be forever scarred by the events. There is no assurance 
  that things will ever return to normal again.
  YEAR 1 - JULY (CONT.)
  5th: With personnel spread too thin in attempts to protect VIPs 
  and key assets along with coordinated strikes with the intent of 
  trying to keep overall infrastructure intact still, many relief camps 
  in the United States start breaking from a combination of rioting 
  as a result of the coordinated assaults and too few soldiers on hand 
  to keep the camps secure from large droves of Infected that have 
  been starting to form and roaming across the country.
  10th: Footage alleged to be of infected being shot at an Australian 
  quarantine camp in April, after the closure of the airports and sea-
  ports, is released online. It is quickly taken down and debunked as 
  being footage from another country. Though news outlets attempt 
  to contact the original poster, they cannot be located.
  YEAR 1 - AUGUST
  1st: The Grid across all sectors collapses entirely from the perspective 
  of most civilians across the United States. Power and running water 
  cease to properly function, shaking many less prepared survivors to 
  their cores and leading to a resurgence in rioting within pockets of 
  civilization that still remain.
  3rd: The People’s Militia is officially formed in a small town in Virginia, 
  and they quickly begin to grow in numbers across the country as 
  they begin to make contact with other survivalist groups that have 
  gone to ground since the inception of the outbreak. They quickly 
  earn a reputation of being an overly violent group that take over 
  territory by force, and not always from the Infected.
  6th: After increasingly serious outbreaks all summer, the Baltic 
  states are overrun.
  YEAR 1 - SEPTEMBER
  19th: Revenir Sur Terre sabotage brings down the survivor com-
  munity situated outside Coimbra, Portugal.
  21st: The infection makes landfall at Mackay, Queensland, and is 
  spread catastrophically quickly. The first undeniable outbreak is at 
  Melbourne Cricket Ground, where AFL fans have gathered to watch 
  highlights of past football Grand Finals in lieu of running the actual 
  game, in defiance of public gathering laws. Sydney remains a Safe 
  Zone only by virtue of the fact that the airport never reopened 
  for domestic flight; otherwise, the infection has spread across the 
  continent within a fortnight.
  YEAR 1 - OCTOBER
  31st: First time that it is easily and widely confirmed that the 
  existence of small death cults have formed around North America 
  that revere the Infected as some kind of cleansing force or the will 
  of their creator against the sins of humanity. Halloween night is 
  one of terrors for many survivors as the death cults roam around 
  guiding the Infected to the known Strongholds of survivors and are 
  let in by the assailants.
  YEAR 1 - NOVEMBER
  1st: With emergency services systems thoroughly disrupted across 
  Australia, bushfire season starts early when fires lit to cremate 
  infected bodies begin to burn out of control. This new disaster is 
  also more or less nation-wide and, although some locations manage 
  to use the fires as defence or otherwise to their advantage, the 
  conflagrations cause more problems than they solve.
  YEAR 1 - DECEMBER
  15th: As winter begins to really set in across the U.S. it is noticed 
  that the Infected have begun seeking refuge from the elements. 
  Unconfirmed rumors also seem to indicate that some of the Infected 
  seem to be able to do things like create fires for warmth themselves.
   Outbreak Timeline – 057 
  
  Chapter 5
  WORLD CRASHING DOWN
  T
  he following is a series of introductory sce-
  narios for The ZOMBV Pandemic that 
  when combined form an initial micro Cam-
  paign. They also serve as a solid set of introduction 
  scenarios for anyone new to Outbreak: Undead.. by presenting 
  a building progression of the rules through the examination of 
  events during the first year of the apocalypse, representing some 
  of the hallmark experiences the characters face in that time. 
  In this way both players and Gamemasters will build a solid 
  foundation in how to utilize the array of mechanics presented 
  in the Core Rules and this supplement.
  Creative Gamemasters can also use this as a basic framework 
  to a larger Campaign. This can be achieved by inserting other 
  published Scenarios or those of your own creation in the gaps 
  between those provided in this supplement. The general day to 
  day efforts required to live in this new world can serve as a focal 
  point, further exploring the survival mechanics of the game. 
  Overview
  World Crashing Down is a micro Campaign presented as a series of 
  scenarios that will take the characters from the early days through 
  to near the end of the first year of The ZOMBV Pandemic in quick 
  succession. Each of the scenarios can be more simply viewed as 
  being broken into a series of individual gaming session (Parts) of 
  roughly 3-4 hours of play time each with a specific narrative focus 
  (6-12 hours for a full scenario). However, these scenarios are inter-
  connected and build off one another, so they are meant to be played 
  in order (that is a total of 24-32 hours of gameplay).
  The exact locale of the scenarios is not important, and it could be 
  described as happening in any town across the globe.  Gamemasters 
  are encouraged to replace the generic backdrops provided with 
  something a little closer to home, as well as including any applicable 
  Biome rules for their region. For the sake of simplicity and as a way 
  to give a quick start point an assumed baseline has been used through- 
  out this supplement, but this can be easily modified as needed.
   058 – World Crashing Down 
  
  BIOME DETAILS
  As previously noted, Gamemasters are encouraged to substitute the 
  Biome details applicable to the region of the world they are setting 
  these events in. For the purposes of using these scenarios without 
  much additional planning or adaptation, a Biome configuration is 
  provided as a recommendation. Additional details on Biomes can 
  be found in the Gamemaster’s Guide.
  Temperate Forest (United States Midwest/East Coast)
  The assumed backdrop for the Scenarios is the Temperate Forests of the 
  United States Region V (see accompanying Map in the Appendix). These 
  details can allow Gamemasters to add extra levels of depth as needed while 
  presenting the stories.
  Elevation: Low - No Modifier
  Temperature:
   
  n Summer: 82.5° F (28° C)
   
  n Winter: 5° F (-15° C)
  Plant Life: Conifers, Hickory, Huckleberry, Lichen, Maple, Oak, 
  Shrubs, Sweet Gum
  Animal Life: Black Bear, Coyote, Deer, Eagles, Mice, Platypus, Wolves
  Environmental Modifier: Low ( E
   E 2)
  Viability: 35
  Biome Features:
   
  n Dense Plant Growth
   
  n Extremely Cold (Winter)
   
  n Game Birds
   
  n Herd Animals (Deer)
   
  n Hibernation (Bear)
   
  n Rivers/Rapids
   
  n Small Game
   
  n Steep Slopes
   
  n Verdant (Spring)
  Biome Hazards:
  Fauna - Stinging/Biting (Bees, Ticks) 
   W
   W 10
  The region is host to any number of creatures that make life just a 
  little more unbearable. Thankfully (deadly allergy aside) these stings 
  and bites are rarely fatal, but they produce a tremendous amount 
  of pain. This will cause a character to add n n  to all Dice Pools 
  until the sting or bite is treated. This can result from a GM resolving 
  - - - -
  - - - -  on any {Navigation%, Survival%} check or 
  by playing an appropriate Risk cost for encountering things like 
  swarms of bees.
   World Crashing Down – 059 
  
  Scenario 1: Seeking Relief
  INTRODUCTION
  April23, the day tensions around the globe escalate as news breaks 
  regarding the true severity of the situation, the Global Outbreak 
  Level shifting from Outbreak Level1 to Outbreak Level2. Characters 
  will find themselves at a local hospital that quickly becomes one of 
  many ground zeros for the outbreak. The characters need to escape 
  so that they can get to an ORCA relief camp in the hopes of evac-
  uation, or be forced to strike out on their own and try to survive 
  the growing outbreak. Just what choices will they make to survive?
  SCENARIO SUMMARY
  Time: 620 + Travel (See Part 2)
  Starting Time of Day: 66
  Outbreak Level: 2
  Starting Risk: 
   W 80
  Mission: Escape to ORCA Camp
  Optional Objectives
  On the Offensive: l30 per “Cleanse” Mission that is Piggybacked by 
  the choice of the characters.
  Rescue Survivor: l50 each
  Survivor: l20 if characters survive for 650 outside of the Relief 
  Camp. This will count as Aborting the Mission, and can also be 
  claimed in the event of Failure of the Mission as well.
  Piggyback Missions: This scenario will feature the option to Piggyback 
  other Missions at various points, should characters complete them 
  they may claim the rewards for the extra Missions as normal, but 
  each will extend the Time invested.
  Special
  Aborting: The characters may elect to Abort this Mission by not 
  heading to the ORCA relief camp, effectively altering the scenario. 
  This is most notably likely at a specific point in the scenario and 
  will be noted at that time. If this option is selected, the characters 
  will lose J1 as their plans effectively fall apart and they are placed 
  on the backfoot. The Gamemaster may then substitute an Establish 
  Stronghold Mission (see Survivor’s Guide page 193 for further details 
  on this Mission type) at whatever random Location the characters 
  may decide to attempt doing so (see Gamemaster’s Guide page 104 
  for details on different Location Templates and rules). They may also 
  require the characters to perform a “Scout” Mission in the area they 
  intend to use, effectively combining the two Mission structures into 
  a new custom Mission.
  Competence: The characters will start the Scenario with 3 Competence 
  Points. They may use this in any normal manner they see fit.
  Power Grid: Stable
  Communications Grid: Unstable (1)
  Running Out of Time: Once free they must clear the distance required 
  to make it to an ORCA relief camp in a limited amount of 6 in 
  hopes of being accepted into the camp and having a chance at evac-
  uation. See “Part 3: A Long Road” for additional details.
  Success
  l600
  Characters will have joined an NPC controlled Stronghold via the 
  Relief Camp.
  ORCA Relief Camp
  The ORCA Relief Camp is essentially a glorified tent community, though 
  it does benefit from being staffed by experienced medical and military 
  personnel. Due to being so short handed it isn’t uncommon for survivors to 
  be recruited to assist with assorted jobs.
  Structure: 20
  Viability: 20
  Science: 45
  Culture: 22
  Morale: 21
  Size: 2
  Population: 10
  Stronghold Upgrades
  Perimeter Fence, Chain
  Infirmary
  Bunkhouse
  PART 1: THE FIRST FALL
  To start off the characters find themselves within the cafeteria of the 
  local hospital just as things begin to escalate, and each player should 
  come up with a reason they are at the hospital on this particular 
  evening (such as finishing a routine checkup, along with a friend, 
  or even visiting someone who is infected with ZOMBV or some 
  other ailment). The government has recently established ORCA in 
  response to the ever growing outbreak, which has setup relief camps 
  near many major metropolitan areas to facilitate the evacuation of 
  the healthy population in an effort to gain some sense of control 
  over the increasingly dire situation. Suddenly pandemonium breaks 
  out and the characters are forced to flee, band together, and either 
  make it to the relief camp or come up with some alternative plans.
  Read this aloud to the players:
  “The hospital cafeteria is busier than normal tonight, packed with staff and 
  civilians alike. People are talking amongst themselves in an effort to share 
  burdens or obtain a brief distraction, others are simply catching a bite to 
  eat after a long day. A couple of news stations are playing on televisions 
   060 – World Crashing Down 
  
  dispersed around the room, and though none are loud enough to actually 
  listen to the closed captioning is running. You find yourself sitting at a table 
  with a few strangers due to the limited seating. 
  The reasons for each of you being here this evening are your own, but you at 
  least find yourself having a moment to get a bite to eat, have a seat while 
  you wait, or simply gather your bearings. Maybe you can try to get a better 
  handle on the whole situation.”
  Dinner Break
  Have each of the characters describe what it is they are doing this 
  evening, be it talking with anyone in particular (including the NPCs 
  in the room), watching the news, simply getting something to eat, or 
  whatever they desire to be doing at the opening of the Scenario. This 
  segment can serve as a potential introduction for the characters, but 
  the Gamemaster’s primary focus will be seeding setting information.
  The characters will find themselves engaging the following NPCs: 
  2 surgeons (Medical Archetype), 2 cafeteria staff (No Archetype), 
  15 citizens (Civilian Archetype).
  Special
  Full Belly: Characters can elect to have their Sustenance requirements 
  for the day be fulfilled during the course of this sequence since it 
  takes place in the hospital cafeteria. No check needs to be made 
  for this.
  Information Acquisition: Characters have the potential to acquire 
  an assortment of information related to the background of the set-
  ting over the course of this initial sequence. Take some time to get 
  out of the players just what their characters are doing this evening 
  as most of their optional interactions will lead to some kind of 
  information being procured. Seed them with hooks to the various 
  options, such as noting the location has an active Wi-i connection, 
  the news is currently playing on TVs around the cafeteria, and noting 
  the various NPCs that fill the room.
  Breaking News: Characters attempting to follow the news via the 
  closed captioning and on screen graphics use {Spot/Listen%} 
  with n  due to the pains of taking in information this with, and 
  an additional n  if engaging in other activities while doing so as 
  there is a greater chance for them to miss critical details. There are 
  multiple potential results from this check depending on the number 
  of +  a character generates. 
   
  n +  - Most of the details being discussed are missed, but you 
  noted a list of symptoms (Symptoms for Non-Succumb up 
  to Viral2). 
   
  n + +
  + +  - Additionally you note something about the illness 
  going around not being the flu.
   
  n + + +
  + + +  - Apparently not only is it not the flu, it is also being 
  reported in multiple countries across the world. 
   
  n + + + +
  + + + +  - There was also something about those infected 
  possibly falling into comas or dying.
  Keyboard Warrior: Characters can attempt to scour online, 
  potentially finding information about the situation with {Dig-
  ital Systems%}. This will have varied n applied based on the 
  source utilized. While the + results will provide the same general 
  information, it will also feature wilder speculations not present in 
  conventional news media that will vary in accuracy.
   
  n No Mod - Dedicated news media outlets. On success, provide 
  the players with Handout #1 in the Appendix.
   
  n + n  - The blogosphere is not always the most reliable in 
  regards to information accuracy or even honesty in general, 
  but it can also have details available sooner than conventional 
  news media due to less strenuous vetting processes. On success, 
  provide the players with Handout #2 in the Appendix.
   
  n + n n
  n n  - Social media can present a signifi-
  cant challenge in regards to tracking down reli-
  able information in the midst of memes, selfies, 
  and pictures of food. On the other hand it can also pro-
  duce less known information more early on from 
  nearly live first hand accounts, making it a vital 
  source despite the added difficulty required to garner 
  real information. On success, provide the players 
  with Handout #3 in the Appendix.
  Consultation: Characters might be inclined to turn to members of 
  the hospital staff to try and garner additional insight into the situation 
  at hand (namely if they are somehow associated with someone that 
  is infected already). Attempts to gather information in this manner 
  will require a {Diplomacy%} of the character’s choice based on 
  the methods used, though attempts to use {Diplomacy-Intim-
  idate%} will require n n n
  n n n  based on the situation and could 
  result in security intervention if failed (and should be generally 
  discouraged). Due to the sensitive nature of the situation, the staff 
  will be hesitant to reveal too much to the general public, and so all 
  attempts of this nature from anyone not of a medical profession 
  will require n n
  n n  be added to the {SC%}.
   
  n +  - The Characters learn that the illness is not actually the 
  flu, and get the full list of Symptoms (Non-Succumb up to Viral
  4) that are associated to ZOMBV.
   
  n + +
  + +  - Characters learn it can take a day or two to incubate 
  and cause Symptoms. Precautions should be taken to get control 
  of the situation.
   
  n + + +
  + + +  - Current findings suggest that the Disease is trans-
  mitted via bodily fluids, including excrement and bile. It also 
  appears to be highly contagious where contact has a nearly 
  assured infection rate without the proper precautions.
   
  n + + + +
  + + + +  - Quarantine procedures should, and probably 
  will be initiated, if not Martial Law.
  Discourse: The last way that Characters might attempt to resolve 
  this Mission is by talking with the non-medical professionals that are 
  filling up the cafeteria at this point in time, once again requiring the 
  use of {Diplomacy%} to accomplish. Attempting this method will 
  require that the Characters add n n n
  n n n  to the {SC%} due to the 
  fact that it will be difficult to get worthwhile concrete information 
  this way, and will require a significant level of success to be able to 
  dig up anything of value.
   
  n +  - It seems like most of the people here are visiting someone 
  who has come down with an illness of one kind or another, 
  most seemingly severe flu based on symptoms. In fact no one 
   World Crashing Down – 061 
  
  is here for any other reason as far as you can tell. 
   
  n + + +
  + + +  - You talk to someone who mentions that they have 
  a family member who has come down with the illness going 
  around, and that they had been exhibiting additional symptoms 
  beyond what had been publicized in the media. They had started 
  to become delirious as the illness progressed.
   
  n + + + + +
  + + + + +  - Another person said that their friend had 
  come down with the illness and they were here visiting him. 
  Their friend recently started to hemorrhage since getting into 
  the hospital and now they are being kept from seeing him.
  Once you feel you have given the characters enough opportunity to 
  interact and gather a bit of insight into the situation they will soon find 
  themselves embroiled in, move immediately to the next sequence.
  Lockdown
  Having spent a bit of time in the cafeteria, and before any of the 
  characters has an opportunity to leave the area, the severity of 
  the situation abruptly becomes crystal clear to those in the hospi-
  tal. ORCA officials have arrived and are placing the local hospitals 
  under quarantine in order to try and take control of the quickly 
  escalating situation.
  Read this aloud to the players:
  “After a bit of time the intercom system suddenly cracks to life. A number 
  of doctors are paged, among them are those in the cafeteria who quickly 
  depart. Nothing terribly out of the ordinary. After another few minutes, 
  however, the intercom again crackles on with an announcement. ‘Attention. 
  Due to circumstances surrounding the ongoing health and safety situation, 
  the hospital is being placed under a state of quarantine. Until such time 
  as the quarantine is lifted, hospital staff will provide due effort to help 
  accommodate you through this period. We apologize for the inconvenience, 
  and your cooperation is greatly appreciated.’ As the intercom clicks off again 
  security and nurses enter and gather everyone up for processing.
  Regarding your own situations, a security guard who looks to be in his late 
  twenties or early thirties with a bad attitude comes up to the table. He is 
  short and curt in what he says, rushing you all along. Any objections are 
  met with the stereotypical tough guy bravado, leaving you with a sense of 
  relief when you are finally left in a consultation room with the hospital staff.
  Through the course of processing you are each thoroughly examined and 
  questioned by doctors wearing hazmat suits. Despite any efforts, due to 
  the sheer magnitude of the situation and lack of resources the staff is less 
  than forthcoming with information. After what feels like hours you find 
  yourselves in a moderately sized waiting room that has been retrofitted into 
  a holding area with a small group of people, some of whom you recognize 
  from the cafeteria earlier, each also given a surgical mask for safety - clearly 
  a stretch at best and an obvious sign of how ill equipped the hospital is for 
  this situation. As evening approaches it seems like the best idea might be 
  to just get some sleep, though the prospect of sleeping on a line of chairs 
  or the floor isn’t one you’re the most fond of.”
  Provide a pause here to allow the characters to decide if they want 
  to chat among themselves briefly and share information, and also 
  establish if the characters are intending to get some sleep or staying 
  awake. This small pause is an excellent opportunity for players to 
  engage in roleplaying and showing one another more about their 
  characters.
  Special
  Long Day: At this point each character will receive “Fatigue: +1” 
  from being up for much of the day as it is now 614 in the overall 
  day (out of 620 as normal). 
  Bed Time: Any characters who elect to simply go to sleep right 
  away, forgoing any conversation, will be able to achieve ‘Long Rest’ 
  before events continue to unfold in 67.
  Cat Nap: Characters who elect to engage in conversation for a bit 
  before attempting to sleep will at best be able to get a ‘Short Rest’ in. 
  On Watch: Any character that elects not to get any sleep they 
  will acquire an additional “Fatigue: +1” before beginning the next 
  sequence.
  Encounter - First Contact
  Over the course of the evening security is posted at the various exits 
  from the holding area, and numerous individuals any characters 
  staying awake would assume to be hospital staff. In reality these are 
  a mix of ORCA personnel and the hospital staff, but it is unlikely 
  that any characters would be able to tell a difference at this point 
  from their isolation. Just before the beginning of the following day 
  is when everything begins to fall apart quite drastically.
  The characters will find themselves facing the following: 1 security 
  guard (Militia Archetype), 1 citizen (Civilian Archetype), 1 attack 
  victim (No Archetype), 3 Alternate Opponents (Zombic Host)
  Read this aloud to the players:
  “It is just before dawn when the screaming starts. The first few shrieks quickly 
  erupt into what can only be described as absolute pandemonium. Anyone 
  struggling to get some much needed rest in the less than ideal conditions 
  is immediately and rudely awakened with little effort, while anyone still 
  sitting up is sharply jolted by the abruptness of it all. Suddenly a security 
  guard enters the waiting room, closing the door behind him.
  He turns back to the room and looks from person to person as he speaks, you 
  recognize him from the cafeteria the other day. ‘Listen, I need everyone to 
  pay attention and remain calm. There is a situation, and I need to get you 
  all out of here. I need everyone to follow me and keep your heads down, try 
  not to draw any attention.’ He goes back to the door again and checks out 
  into the hall before looking back to the room. ‘It looks like we’re clear, we 
  need to move.’ His voice is clearly shaky, betraying his nerves.”
  The characters will need to try and use some stealth to make it 
  to the cafeteria to rendezvous with the rest of the people stuck 
  in the hospital.
  Resource Catalog
  Due to the chaos of the immediate situation, characters can elect 
  to make a {Spot/Listen%} to unlock Resource Catalog Levels as 
  they are progressing. This will need to be done with n  added to 
  the Dice Pool as the primary intent of the {Spot/Listen%} is to 
  monitor danger.
  Lv.1 - Loot-Health Care (5)
  Lv.2 - Gauze Bandage (10), Painkillers-OTC (5), Antibiotics (3), 
  Morphine (2)
   062 – World Crashing Down 
  
  Lv.3 - Bottled Water (10), Scalpel (5), Insulin (3), VSV-EBOV (2)
  Special
  Encounter: This scene uses a Mission that assumes a successful 
  {Encounter%} has been made that is being avoided. For the purposes 
  of this scene it is assumed that the Gamemaster has scored + on the 
  {Encounter%} granting them a total of + + +
  + + + (bonus + +
  + +  
  from the Outbreak Level) to use for deployment of opponents (in 
  addition to the W
   W 40 for the Scaling Risk which can be used to deploy 
  more Opponents or Upgrade those already in the Encounter).
  Communication Grid: Unstable: 2.  As the situation escalates 
  the Communications Grid stability grows even worse. Characters 
  attempting to use cellular networks for online access, messaging, 
  or phone calls will find interruptions in service more frequent. All 
  {Digital Systems%} made when attempting these actions will be 
  done at n n
  n n . Dedicated data and landlines are still functional at 
  this time, as are secured wireless networks running from them (open 
  networks will also experience n  due to too many attempting to 
  access in lieu of the cellular networks becoming unstable).
  Evasion: The characters need to make their way through the chaos 
  that is unfolding in the hospital and reach the cafeteria which is the 
  next major location between here and the hospital exit. The security 
  guard will caution to keep moving and not get involved in anything 
  the characters might see happening, but the ultimate decision will 
  be for the players to make if they wish to engage the Encounter and 
  try and save some lives or press onward. The process for this will 
  be decided through a series of {SC%}.
  Spot/Listen: The first of the {SC%} will be {Spot/Listen%} with 
  n  added due to the general chaos now ensuing through the hospital.  
  The primary objective of this is to assess where there is clear signs 
  of danger to be able to establish the best possible route through 
  the hospital. 
   
  n + + + +
  + + + +  - All characters may contribute to the required 
  Degrees of Success for this {SC%}, but the Gamemaster is not 
  required to tell players the amount required to pass. Players 
  may elect to use their + from this check to contribute to 
  the collective pool, unlock levels of the Resource Catalog (as 
  detailed above), or cash them in to obtain Survival Points as 
  detailed in the Core Rules. If the characters do not generate 
  the required total in the collective pool the following {SC%} 
  will be made with Difficulty: 1 per +  under the required 
  total the characters are.
  Navigation: The second of the {SC%} will be {Nav-
  igation%}. This check will have Difficulty based on 
  the results of the previous {SC%}. The security guard 
  with the group, being familiar with the hospital layout, 
  is represented by the lower collective pool requirement 
  for this {SC%}.
   
  n + + + +
  + + + +  - All characters may contrib-
  ute to the required Degrees of Success for 
  this {SC%}. Should the characters contribute 
  enough + to the collective pool to pass this {SC%} then they 
  may proceed to the next step in the sequence.  If the characters 
  do not generate the required total in the collective pool the 
  following {SC%} will be made with Difficulty: 1 per + under 
  the required total the characters are.
  Stealth: This {SC%} in the sequence is actually the most important 
  part, as it denotes the characters actually moving through the halls 
  towards the destination which places them at risk of initiating the 
  Encounter they are trying to avoid.
   
  n + - Any character that gets at least a single + on this check 
  will be able to bypass the Encounter if they would like, or they 
  may elect to intervene still in order to try and save more lives.
   
  n - - Any character that has failed this {SC%} with one or 
  more - will be forced to engage in the Encounter as one of 
  the 3 infected turns their attention to them.
  Panicked: Any Living used as Opponents in this Encounter will 
  count as being Panicked automatically.
   
  n Crowded: W
   W 1 - Deploy a Survivor into the Encounter.
   
  n Ground Zero: W
   W 1 - Deploy a Zombic Host into the Encounter.
   
  n Cover Blown: W
   W 50 - The Gamemaster may elect to force the 
  Encounter in this sequence if they are so inclined to add extra 
  drama to the situation, or simply for pacing purposes. This 
  option is not subject to the Scaling Risk rules.
  Concluding Part 1
  The following endings can be used to tie up this part:
   
  n All Together Now - Characters will have made it to the first 
  crucial spot to be able to escape the hospital by reaching the 
  cafeteria they had been in the previous evening under much 
  different circumstances. There will be additional individuals in 
  the cafeteria already, which means this can be a suitable place 
  to introduce new characters if any died through the course of 
  this Part. Continue with Part 2, or...
   
  n Once the final Encounter has been initiated the GM can turn 
  this into a swarm type situation where the characters are 
  overrun with more and more infected, and will have to go 
  down in a likely terribly gory spectacle. This can be something 
  of a grim ending to the session, but it can also be loads of 
  fun if everyone just leans into it. Can make for an interesting 
  one-shot, or as a “how it started” prelude to a main chronicle 
  featuring other characters who have a very different situation 
  play out. In this case it is best to play this Part with Template characters 
  rather than players main characters.
  PART 2: OUT THE DOOR
  Having navigated through the first half of the hospital in their effort 
  to get to an exit, the characters find themselves in the cafeteria once 
  more. This will serve as a brief moment of calm, so to speak, and 
  allow characters an opportunity to potentially arm themselves with 
  some of the kitchen ware so they are less defenseless. It also serves 
  as a hand roleplay break after the likely Encounter that closed out 
  the previous Part.
  Read this aloud to the players:
  “Once the last of you makes it into the cafeteria, one of the cafeteria 
  staff runs over and slides a large cooking spoon through the handles 
  to prevent it from opening. Within moments, a constant banging 
   World Crashing Down – 063 
  
  mixed with growls and moans begins behind the door, and you realize 
  the other entrances appear to be the same. Just as he does this, a member of 
  the security team starts working to get everyone in the room to calm down 
  and get control of the situation. The televisions appear to be playing the 
  morning news, and the White House Press Secretary is making a statement 
  about the ongoing events. 
  They talk about how Congress has instituted a new administrative agency 
  called the Outbreak Response and Containment Agency (ORCA) that will 
  oversee the Centers of Disease Control (CDC), Federal Emergency Management 
  Agency (FEA), and the Office of Emergency Preparedness (OEP) and will 
  be supplemented by support from the National Guard and Coast Guard to 
  contain the situation in impacted areas and begin evacuations of healthy 
  citizens. Among the locations that ORCA camps are being erected is one 
  just 20 miles away from the hospital outside of town.
  The commotion at the doors continues to intensify as everyone debates the 
  best course of action.”
  THE PLAN
  This sequence features a number of NPCs that will not be of major 
  importance in a very short period so no specific details are provided 
  beyond their being some security, cafeteria staff, and a mother with 
  her child (these two will come up later) present among the numbers. 
  There is likely a mix of hospital staff and civilians also among the 
  ranks in the cafeteria, and Gamemasters are encouraged to focus 
  more on general personality tropes for this sequence as opposed to 
  making many fleshed out NPCs.
  Resource Catalog
  Due to the chaos of the immediate situation, characters can elect to 
  unlock levels of the Resource Catalog for purchase without being 
  seen as theft generally. This can only be done with {Spot/Listen%} 
  during this sequence as there is not enough time to perform a full 
  {Search%}.
  Lv.1 - Improvised Bludgeoning (10), Energy Bar (6), Cigarettes (3), 
  Lighter (3), Small Canteen (3), Backpack-Medium (3)
  Lv.2 - Cookware (10), Canned Beans (10), Canned Stew (10), 
  Canned Fruit (10), Kitchen Knife (6), OTC Painkillers (3)
  Encounter - Swarmed
  After a brief moment of planning and potential searching to arm 
  themselves, the commotion from the doors reaches a peak as the 
  doors give way and throngs of the infected pour into the room.
  Read this aloud to the players:
  “And the time for planning is over as the doors to the cafeteria come bursting 
  open allowing access to a sea of infected who pour in driving the people 
  inside into a frantic panic around you. In the onset of the situation you see 
  people being attacked, shoved to the floor and trampled, and it looks like 
  people are eating each other! You assess the situation, immediately noticing 
  the young woman and her child, as one of the infected rushes them you can 
  see the fear swelling in their eyes.”
  At this point the characters will need to make a decision, save their 
  own skins or attempt to help the woman and her child. This is a 
  narrative choice, but the decision will still bring consequences either 
  way. Continue with the option that applies.
  If the characters decide to help the family, restore J1 and continue 
  with the following:
  “You can’t stand by and let this happen, quickly moving into action without 
  any hesitation. One of you quickly pulls the family behind you yelling ‘Come 
  on, stay close and keep behind me!’ while the others simultaneously deflect 
  the infected man to the floor. You quickly start to take stock of the situation 
  again. The closest door to get out of here has both infected and panicked 
  people between you and it. You might have to fight your way out of here!”
  If the characters decide to save themselves, reduce J1 and continue 
  with the following:
   064 – World Crashing Down 
  
  “Suddenly that fear turns to absolute horror as the woman screams while 
  the infected man tackles her to the floor, her child crying in horror before 
  you lose sight of them in a swarm of panicked and infected. As you turn a 
  sense of guilt wells up tying your stomach into a knot, wondering if there 
  was something more you could have done. It is time to get out of here, but 
  the closest door has both infected and panicked people between you and it. 
  You might have to fight your way out of here!”
  If the characters elected to save the woman and her child, they will 
  also need to try and get them out during the Mission. They will 
  not be ‘Panicked’ and can operate with some basic agency, though 
  they are not able to defend themselves at this time. They will try 
  to avoid the infected in the area while working towards the exit as 
  best as they can, though they will fall back in order to keep away 
  from infected. They are able to move 15’ at n n n
  n n n per Round.
  The characters will find themselves facing the following: 2 Standard 
  Opponents (Living, Civilian Archetypes) and 2 Alternate Opponents 
  (Zombic Hosts)
  Special
  Panicked: Any Living Opponents deployed during the Encounter 
  will be upgraded to Panicked automatically. These do not have to 
  be killed to progress and can simply be avoided or used as bait, but 
  characters could elect to try and save these people as well. 
  Guardian Angel: Opting to help the Living in the situation will 
  allow characters to restore J1 per Living they manage to save. 
  If all Infected Opponents are killed this will count as saving all the 
  Living deployed in this Encounter.
  Hazards
  Increased Danger  
   W
   W 1 
  Add + to the {Encounter%}. Can only get up to + +
  + + in this way.
  Infected  
   W
   W 2
  Deploy a Standard Undead into the Encounter.
  Crowded  
   W
   W 2
  Deploy a Living into the Encounter.
  SUPPLY RAID
  Once the characters have made their way out of the cafeteria they 
  will have a clean break to the exit of the hospital, generally speaking, 
  and have no more direct encounters inside. Once the characters 
  have gotten outside they will be faced with the reality of how bad 
  things really are.
  Read this aloud to the players:
  “Having cleared a path through the cafeteria and seeing unspeakable horrors 
  abound, you quickly run through the now chaotic halls of the hospital to 
  the front entrance. Along the way you manage to avoid getting into any 
  further direct altercation, but the events unfolding around you remain 
  somewhere beyond comprehension. The bright light of the new day burns your 
  eyes momentarily having been stuck indoors for such an extended period, 
  and while your eyes work to adjust your ears are filled with a cacophony of 
  sounds that are difficult to fully distinguish beyond catastrophe. 
  Once you can clearly see you quickly realize that the insanity you endured 
  within the hospital walls has already spilled over onto the streets. Hopefully 
  this isn’t happening everywhere. As you make for your cars it quickly becomes 
  clear that the exit to the hospital is jammed up with stopped cars, and the 
  roads don’t look to be in much better condition from here. You’ll have to 
  figure something out, and it might be best to get yourselves better equipped 
  if you’re going to survive this. Thankfully there are a few businesses in the 
  area you might be able to try scrounging something from, assuming the 
  other looters haven’t taken everything of value.”
  Upon making it out of the hospital the characters will each receive 
  “Fatigue: +1” as a result of the tense situations they just endured 
  within the hospital. Any characters that were unable to remove their 
  Fatigue previously with some rest will be feeling particularly run-
  down. All characters that have not consumed some Sustenance will 
  receive an additional “Fatigue: +1” as they start getting thirsty and 
  hungry having not had anything since the previous day, but this can 
  be removed upon consuming Sustenance and does not require Rest.
  The true scope of things is also starting to really become clear at this 
  point, being confronted with it all face to face as they step onto the 
  streets. On seeing the totality of the situation outside the characters 
  will also need to make a {Composure%} with failure resulting 
  in the loss of J1 due to the intense stress this realization brings.
  When checking the immediate area the characters will see a couple 
  potential spots that could have some valuable hardware, a hardware 
  store and a restaurant. Both could have potentially valuable items, but 
  the characters are pressed for time and in a dangerous area still. This 
  fact should be clearly communicated to the players, stressing that 
  regardless of what their final plans will be they need to move quickly.
  Special
  Multiple Locations - This sequence can take place in multiple 
  Locations based on the choices of the characters. The basic  
  descriptions of each can be provided for the purposes of deciding 
  which one they want to try and check out and their impact on this 
  scenario are provided for the Gamemaster.
  Hardware Store - Urban - The large building takes up half a block across 
  from the hospital, a large sign in the window says “The Toolbox, 
  Est. 1976” is bold off yellow letters.
  GOING OFF BOOK
  If you are running this scenario as a part of a greater campaign, 
  you could choose to open up the game at this point and allow the 
  characters to diverge from the plotted path of the story. Doing 
  this will count as Aborting the primary Mission presented (with 
  all the consequences that result from that) and they will not be 
  able to claim the reward. Of course, as any Mission or Objective 
  succeeds or fails, a new one will take its place as the struggle to 
  survive presses on.
  Should the characters seek to set out on their own right away a 
  Gamemaster might also consider jumping ahead in the mini cam-
  paign and resume with “Broken Lines” without the Encounter at 
  the ORCA camp at the start (and without the time jump). In this 
  way one can simply fluidly move through the campaign as they need 
  based on the reactions of their own home groups.
   World Crashing Down – 065 
  
  Risk Bonus: W
   W 40
  Survival Point Bonus: l70
  Hazards Options: Squatters ( W
   W 5), Looted ( W
   W 5), Picked Clean 
  ( W
   W 5)
  Structure: 15
  Viability Mod: -15
  Size: 3
  RESOURCE CATALOG - HARDWARE STORE
  LEVEL
  ITEM(S) & CAPACITY
  1
  Duct Tape (10), Bottled Water (5), Candy Bar (5), 
  Loot - Fabrication (25)
  2
  Axe (10), Bolt Cutter (10), Loot - Fabrication 
  (20)
  3
  Hammer (10), Crowbar (5), Sledgehammer (5)
  4
  Chainsaw (5), Power Drill (5)
  Restaurant - Urban - Just past the hardware store, and taking up 
  the rest of the block, sits a local family restaurant by the name of 
  “Jumpin’ Jim’s Family Dining” known for the best burgers in town.
  Risk Bonus: W
   W 40
  Survival Point Bonus: l70
  Hazard Options: Looted ( W
   W 10)
  Structure: 10
  Viability Mod: -10
  Size: 3
  RESOURCE CATALOG - RESTAURANT
  LEVEL
  ITEM(S) & CAPACITY
  1
  First Aid Spray (10), First Aid Kit - Medium (5), 
  Flashlight (5), Backpack - Small (5), Backpack - 
  Medium (5)
  2
  Raw Meat (10), Raw Fruit (10), Raw Vegetables 
  (10), Kitchen Knife (5), Cookware (5)
  3
  Canned Meat (10), Canned Fruit/Vegetables (10), 
  Loot - Home Economics (10), Kitchen Knife (5), 
  Cookware (5)
  4
  Plastic Tub - Medium (5), Cookware (5)
  Concluding Part 2
  The following endings can be used to tie up this part as a standalone:
   
  n Off to Camp - Characters have finally managed to get themselves some 
  meaningful supplies for the journey ahead. After some brief deliberation 
  the decision is made to try and make it to the ORCA relief camp in 
  hopes of evacuation from this nightmare (this is reinforced by any 
  NPCs that have joined up with the group by this point, they will all 
  assess this as the best course of action). Continue with Part 3, or...
   
  n Once the characters have finished their supply raid on the desired 
  location they can be intercepted by a military convoy that offers to 
  escort the characters to the ORCA camp. This will effectively skip the 
  majority of “Part 3: A Long Road” and can serve as the conclusion 
  point for this particular scenario. If this option is selected the final 
  reward should be reduced by l200 to compensate having completed 
  less of the overall scenario.
  PART 3: A LONG ROAD
  Having finally managed to acquire a few items to try and survive the 
  trek ahead the characters set off for the ORCA relief camp being 
  established outside of the city. Chaos is unfolding in the streets all 
  around them as the first wave of the infected have begun to fully 
  ravage the surroundings. Screaming, gunfire, breaking glass, and 
  other sounds fill the air. 
  Read this aloud to the players:
  “Feeling at least generally more prepared to face what lies ahead of them, 
  it has been decided that the best course of action is to press forward to the 
  ORCA relief camp that was being established. Some might not be fond of 
  the prospect of relying on the government, or their ability to even really 
  handle this situation based on what is going on here. Things are just getting 
  so far out of hand that if there is even a chance that the evacuations are 
  true that you have to take it. You’ve got a long way to go, and you’re pretty 
  confident that the clock is ticking.”
  PATH AHEAD
  The characters must travel a total of 42 miles to reach the ORCA 
  Relief Camp, something unlikely to be accomplished in a single day 
  on foot but being early morning they can make good headway. Due 
  to the chaos of the situation, roads have already started to become 
  congested, especially on routes vacating the city, making travel by 
  Vehicle much more difficult if not impossible in many places. It 
   066 – World Crashing Down 
  
  should be made clear to characters, based off the details they heard 
  on the news, if they want a realistic chance of getting into the camp 
  they will need to get their as quickly as they can.
  Special
  Running Out of Time: Characters will need to get to the camp 
  within 610 in order to be processed in. The Gamemaster will be 
  able to make a number of {Encounter%} over the course of this 
  travel. This also means it is very likely that the characters will have 
  to move at a rate greater than “Normal Speed” in order to make 
  it on time.
  Travel Speed: Characters will need to decide on a speed for their 
  travel, each pace having varied consequences and impacts on their 
  progress. The party will be able to travel a maximum distance equal 
  to that of the slowest member of the party. Travel Speed can be 
  changed every 61 if characters desired to adjust pace as they go. 
  The options and impact of different speeds are presented below:
   
  n Crawling Speed: (Sb + Wb) x 0.5 Miles per 61 - Traveling at 
  this rate will add a bonus + to all phases.
   
  n Normal Speed: (Sb + Wb) x 1 Miles per 61 - Traveling at this 
  rate will not add any additional bonus or penalty to any phases.
   
  n Doubletime: (Sb + Wb) x 2 Miles per 61 - Traveling at this rate 
  will allow the Gamemaster to add “Fatigue: +1” per Mile trav-
  eled this round for a cost of W
   W 3 per character. Additionally, 
  Characters will have to add n on all the phases of the round.
   
  n All Out Sprint: (Sb + Wb) x 3 Miles per 61 - Traveling at this 
  rate will allow the Gamemaster to add “Fatigue: +2” per Mile 
  traveled this Round for a cost of W
   W 3 per character. Addi-
  tionally, characters will have to add n n
  n n on all the phases 
  of the round.
  Hazards
  Standard Opponent  
   W
   W 1
  Deploy a Standard Opponent (Living).
  Infected   
   W
   W 5 
  Deploy a Zombic Host.
  Tragedy  
   W
   W 15 
  The characters come across some terrible scene that is the stuff 
  of true terror. Each character will lose J1 that witnesses this 
  horrific scene.
  Cover Blown 
   W
   W 50 
  Immediately run an Encounter with 1d3+1 Zombic Hosts. The 
  Opponents get a Surprise Round. An additional W
   W 25 may be 
  spent on additional Hazards.
  Piggyback - Pit Stop
  “As night falls, it is decided that the best course of action is to get a little 
  rest before finishing the rest of the journey the following day. Everyone 
  is exhausted after enduring the events of the past couple days, and it is 
  becoming difficult to press forward. A small convenience store that appears 
  to have already been sacked seems like it would make the best bet. You should 
  be able to readjust some of the shelves to help secure yourselves while you 
  sleep. Of course, making it suitable for sleeping is another matter altogether.”
  This is an optional sequence should the Characters elect to try and 
  get some rest during the course of their trip (likely due to Fatigue 
  getting too high to manage).
  Mission Overview
  Mission: Set Up Camp (Piggyback) - Location: Convenience Store 
  Outbreak Level: 2 
  Objective: q30 per Character 
  Risk Bonus: W
   W 20 
  {SC%}: {Spot/Listen%, Search%, Lift/Pull%}
  Resource Catalog
  Since this Location has already been sacked, Characters can elect to 
  unlock levels of the Resource Catalog for purchase while setting up 
  camp. This can be done with {Search%} as normal, but doing so 
  will require 61 be spent. This can also be attempted with {Spot/
  Listen%} for no 6 cost, but will unlock less Levels as normal.
  Lv.1 - Glass Bottle (10)
  Lv.2 - Candy Bar (5), Bottled Water (5), Brick (2)
  Lv.3 - Bottled Water (5), Energy Bar (3), Cigarettes (2), Sleep Aids (5)
  Lv.4 - Beer (5)
  Special
  Power Grid: Stable - Characters needing to make use of ‘Power’ 
  for any Feature or Gear they may do so freely and without penalty. 
  Time requirements for charging devices still apply, and other pen-
  alties based on circumstance may also apply.
  Communication Grid:  Unstable: 3 - Characters attempting 
  to use cellular networks for online access or phone calls will find 
  interruptions in service more frequent. All {Digital Systems%} 
  made when attempting these actions will be done at n n n
  n n n , 
  however text messaging remains functional at this time. Dedicated 
  landlines are now “Unstable: 1” at this time.
  Hazards
  Restless   
   W
   W 5
  The Characters make camp, but it’s uncomfortable. Characters only 
  remove 1 Fatigue.
  Success
  l200 and remove d3 + Wb Fatigue
  Camping Grounds
  After having endured so much the characters have finally made it to 
  their destination, but the real question that remains is if they made 
  it in enough 6 or not. If the characters are running a bit behind 
  schedule they might still have a chance at getting in, but it is certain 
   World Crashing Down – 067 
  
  to be much more difficult of an endeavor.
  Read this aloud to the players:
  “After miles of walking and bearing witness to untold events you never 
  expected to experience in your wildest dreams, you finally see the camp 
  come into view. It looks like they are already working on getting everything 
  established at this point, and you can tell that there are already people 
  starting to gather in hopes of being let in to escape this disaster. Now you 
  just have to hope you didn’t get here too late to be included.”
  Special
  Getting Processed - The characters will need to try and be processed 
  into the Relief Camp in order to complete the primary Mission of 
  the scenario. If this can be done or not is dependant on the amount 
  of 6 it took the Characters to get to the Relief Camp from the start 
  of Part 3. This is outlined below:
  On Schedule - 610 or less - The characters were able to arrive early 
  enough that they have no issues getting processed into the Relief 
  Camp. The Scenario is a success and the characters have hope of 
  making it through this whole thing - a chance to make it to one of 
  the government Safe Zones if they exist.
  Fashionably Late - 611-12 - By the time the characters arrive there 
  are a number of people already gathered at the camp entrance 
  in hopes of getting in. The characters have to wait for 61 in line 
  and will then have to generate a collective + + + + +
  + + + + +  on a 
  {Diplomacy%} in order to be allowed in. Uses of {Intimidation%} 
  will result in automatic failure. Should they fail to get in characters 
  will need to pass a {Composure%} or lose J1 as a result.
  Missed Opportunity - 613 or more - It took the characters too long to 
  arrive, and by the time they join the crowd and wait for 63 without 
  moving much it becomes clear they have no hopes of actually getting 
  in. Hell, most people won’t be getting in. They will have to come up 
  with a new plan to weather the storm and the character will lose 
  J2 if they cannot pass a {Composure%}.
  Success
  Characters may claim the award for the Primary Objective of the 
  Scenario.
  AFTERMATH: ONE OF THE FAMILY
  Once things have finally come to their natural conclusion, assuming 
  that they were successful, the players may be provided with a general 
  wrap-up to the scenario as a whole.
  Read this aloud to the players:
  “Having finally made it to the relief camp and being processed in you settle 
  in to get some much needed rest finally feeling at least a little secure. They 
  have you in a holding area for the time being along with a few other folks 
  separated by sheets within tents. It is a pretty lackluster quarantine, but 
  under the circumstances seems it will have to suffice.
  Within a couple of days you’re moved to a different portion of the camp, and 
  you’re now able to go about your business to some degree. People here aren’t 
  too forthcoming with information, at best you’re told that it shouldn’t be 
  long before they can start processing folks out of here. From time to time a 
  chopper lands somewhere in the camp and takes off again.
  Eventually they start taking on volunteers for various tasks in and around 
  the camp. You really hope that this doesn’t last for too long, and that they 
  get you off to these Safe Zones sooner rather than later.”
   068 – World Crashing Down 
  
  Scenario 2: Broken Lines
  INTRODUCTION
  The date is May 23 and the outbreak has been growing into a full 
  blown global pandemic. The characters have sought refuge within 
  an ORCA Relief Camp hoping to be evacuated from the nightmare, 
  when it is overwhelmed by a wave of infected. As the camp is falling, 
  characters will have to once again escape catastrophe and work 
  to establish a Stronghold with others that make it out in order to 
  ensure their continued survival. This Scenario highlights a series of 
  critical moments that transpire in the course of the days following 
  the camps fall.
  Scenario Summary
  Time: 640 + Establish Stronghold Mission (See Part 3)
  Starting Time of Day: 62
  Outbreak Level: 3
  Starting Risk: W
   W 160
  Mission: Establish the Homefront 
  Optional Objectives
  Rescue Survivors: l50 each
  Piggyback Missions: This scenario will feature the option to 
  Piggyback other Missions at various points, should characters com-
  plete them they may claim the rewards for the extra Missions as 
  normal, but each will extend the Time invested.
  Special
  I’m a Survivor: Since this Scenario makes the assumption that 
  the Characters have already endured the pandemic for the past 30 
  days, and had to somehow find their way to the camp, if you have 
  not done some kind of prelude leading up to this Scenario they 
  will be granted l150 at the start. They may use this in any normal 
  manner they see fit.
  Competence: The characters will start the Scenario with  P 3. 
  They may use this in any normal manner they see fit.
  Power Grid: Unstable (2)
  Communications Grid: Restricted
  Success 
  l600
  Characters will have access to a Stronghold from which they  
  may operate.
  PART 1: THE SECOND FALL
  The Characters find themselves still in an ORCA Relief Camp in 
  their area when it is overrun by the Infected. A hoard of them have 
  set upon the camp, overwhelming the National Guard detail and 
  start savaging the camp without mercy. The Characters will need to 
  clear themselves a path out of here, and will have the opportunity 
  to try and save others as they do. 
  Read this aloud to the players:
  “30 days. It was 30 miserable days ago when everything that you have come 
  to know, love, cherish, and desire was washed away like the waning tide. 
  30 days since ZOMBV ravaged the globe. The virus tore across the world 
  in what seemed like an instant, there was barely even a chance to react. 
  For nearly this entire month an overwhelmed Relief Camp managed by 
  the Outbreak Response and Containment Agency, or ORCA for short, has 
  served as your home. They are supposed to be getting you all out of here, 
  taking you to Safe Zones that the government has established around the 
  country. Then again, it has been some 20 days since you saw the last chopper. 
  You’re in the commissary line getting a late breakfast, dreading the idea 
  of yet another MRE and day of waiting around for something that seems 
  like a pipe dream. That is when the gunfire starts. And the screaming. The 
  running. Panic. 
  You see the people you had arrived with, some random group of one time 
  strangers you fell in with when this all kicked off, and whom you have come 
  to know and trust over your time together. As you come together one thing 
  is clear, you need to get the hell out of dodge - and it might be wise to try 
  and gather what supplies you can in the process. Like that tactical map 
  sitting just inside of the communications tent, though food and weapons 
  are also important.
  From behind you comes a sudden, skin crawling combination of sounds. The 
  rending of the chain link fence at the rear of the camp near your location 
  mixed with the chilling moans of those things. And there is something else 
  too, something unlike anything else you’ve heard, a deep and almost choked 
  growling guttural noise. As you turn you see the wave of infected pour into 
  the camp flanked by some massive behemoth.
  You’re going to have to clear a path out!”
   World Crashing Down – 069 
  
  Encounter - The Horde
  At the start of the scenario the characters will be confronted by 
  a small horde, though the true size of the hoard descending upon 
  the camp is much larger than what the characters individually 
  must contend with, and the Gamemaster should make use of flavor 
  descriptions between Rounds to help give this greater sense of scale 
  to the situation. 
  The characters will find themselves facing the following: 1 Unique 
  Opponent (Glutton), 1d5! (where H counts as 5) Standard  
  Opponents (Zombic Host) +1 per player character, and 1d5!+1 
  Alternate Opponents (Survivors). 
  The Infected will be between the characters and their only true 
  route of escape which is the breach in the fence the Infected entered 
  by as deeper into the camp appears to be far more dangerous. Have 
  the Infected be more focused on the NPC survivors who will in turn 
  keep them in the path of the players.
  Special
  Panicked - Any Living used in this Encounter will count as being 
  Panicked automatically.
  Target Rich Environment - Opponents are so thick in number that they 
  will come from all feasible directions. Every 3 rounds results in 3 
  Standard Opponents being deployed per Point of Entry.
  Hazards
  Increased Danger  
   W
   W 1
  Add 1 additional Standard Opponent to the Encounter.
  Resource Catalog
  Due to the immediate chaos of the situation, Characters will find 
  themselves able to try and loot some items from the Camp as they 
  attempt to escape. This can be accomplished by making a {Spot/
  Listen%} only at this time. Characters will be unable to perform 
  an involved {Search%} while in the middle of a Combat situation. 
  Items noted as being on Level0 of the Catalog will be detectable by 
  all characters regardless of if they make a {Spot/Listen%}.
  The Wilds
  After fighting their way out of the camp the characters will find 
  themselves in desperate need of somewhere secure to settle down. 
  They will be posed with a few options on how they would like to 
  progress.
  Read this aloud to the players:
  “After managing to clear a path, you make your way through the absolute 
  chaos to one of the broken fences and out of the camp. And you run. You 
  run harder than you have in years. You run for your life. You run until the 
  sounds of the horror that lies behind you begins to fade. 
  Once you do finally stop, you assess the situation and see who all made 
  it. Deciding it isn’t safe to just stay out in the open like this, things have 
  clearly gotten worse, you quickly look around for a vantage point to get 
  your bearings finding a moderate hillock that would suffice. From the hill 
  you take in your surroundings and can see a couple possible places to travel 
  to, but it is safer for everyone to stay together so you are going to have to 
  make a decision. 
  You can make out what looks like a convenience store off the highway to 
  the east in a small suburban development that might work, a larger town 
  to the north that might have some more options, and just a small way out 
  of the town to the west appears to be a farm house that could also work. You 
  just have to make a decision and get there to check and be sure it is safe.”
  At the beginning of this sequence each Character will gain 1 Fatigue 
  due to fleeing for their lives from the ORCA Relief Camp. The  
  Characters will need to make a decision on which Location they are 
  going to attempt to go. Each one presents different circumstances, 
  and can support different types of Strongholds. Who knows how 
  long this situation is going to maintain, so you are going to need 
  somewhere safe that has access to resources for you to try and 
  survive this.
  Gamemasters will be able to make an {Encounter%} for the period 
  of travel from the characters current position to the decided location, 
  and an additional {Encounter%} at the Location itself.
  Special
  Supply Cache: The supply cache detailed on the Map that could 
  be obtained at the Relief Camp rests squarely between the three 
  Locations making it an equally viable spot to check regardless of 
  which option is selected. In this way players do not need to feel 
  influenced to any particular option.
  Multiple Locations: This sequence can take place in multiple 
  Locations based on the choices of the Player Characters. The basic 
  descriptions of each can be provided for the purposes of deciding 
  which one they want to try and check out and their impact on this 
  Mission are provided for the Gamemaster.
  Convenience Store - Suburb: The building looks pretty small, could 
  be cramped with too many people. It could also be a bit tricky to 
  fortify and really secure, but it looks clear from the hill.
  Risk Bonus:  W
   W 15
  Survival Point Bonus: l5
  Hazards Options: Exposed ( W
   W 5), Looter ( W
   W 10), Picked Clean 
  ( W
   W 0)
  Structure: 10
  RESOURCE CATALOG - CONVENIENCE STORE
  LEVEL
  ITEM(S) & CAPACITY
  0
  Map*
  1
  Backpack (3), MRE (5), Small Canteen (3), Cig-
  arettes (3), Improvised Bludgeoning (6)
  2
  Backpack (6), MRE (10), Combat Knife (3), Small 
  Canteen (6), Lighter (3)
  3
  9mm Pistol (3), Binoculars (3), Combat Knife (3)
  *This is a map to a small supply cache of Rare items intended for 
  Pandemic Play. This can still be used outside of Pandemic Play with-
  out any changes should the GM wish.
   070 – World Crashing Down 
  
  Viability Mod: -10
  Size: 1
  RESOURCE CATALOG - CONVENIENCE STORE
  LEVEL
  ITEM(S) & CAPACITY
  1
  Cigarettes (5), Energy Bar (3), Bottle Water (2)
  2
  Energy Bar (2), Bottle Water (3), Beer (5)
  3
  OTC Painkillers (2), Sleep Aids (3), Cigarettes (5)
  4
  Water (5), Lighter (5)
  Mega-Mart - Urban - Looking to the town shows signs of a shopping 
  center. It is big enough that you can fit everyone, and should also 
  have supplies. On the other hand, it is directly in town and rather 
  large.
  Risk Bonus: W
   W 75
  Survival Point Bonus: l75
  Hazard Options: Looted* ( W
   W 0), Odor of Rot ( W
   W 5), Rats ( 
  W 0), Standard Opponent ( W
   W 10)
  Structure: 15
  Viability Mod: -15
  Size: 3
  RESOURCE CATALOG - MEGA-MART
  LEVEL
  ITEM(S) & CAPACITY
  1
  Toiletries (10), Pastimes (10), Clothes (5), Boots 
  - Hiking (5), Light Jacket (5), Shoes - Sneaker (5), 
  Backpack - Small (5), Backpack - Medium (5)
  2
  Raw Meat (10), Raw Fruit (5), Raw Vegetables 
  (5), Multitool (5), Hammer (5), Bolt Cutter (5), 
  Duffel Bag (5)
  3
  Bottled Water (10), Beer (10)
  4
  Cookware (5), Cooking Spices (5), Baseball Bat 
  (5), Weight Lifting Gloves (5)
  *Note that the ‘Looted’ Hazard can be taken additional times as well, 
  but at a cost of W
   W 5 per additional purchase.
  Residential Home - Rural - The farm seems like it is nice and iso-
  lated, which should make it a bit safer overall. It would no doubt 
  have a mix of supplies, and should fit a few comfortably.
  Risk Bonus: W
   W 10
  Survival Point Bonus: l5
  Hazard Options: Infected ( W
   W 1), Squatters ( W
   W 1), Looted ( W
   W 
  5), Picked Clean ( W
   W 10), Tragedy ( W
   W 15)
  Structure: 12
  Viability Mod
  : +10*
  Size: 2
  RESOURCE CATALOG - RESIDENTIAL HOME
  LEVEL
  ITEM(S) & CAPACITY
  1
  Cigarettes (2), Small Bug-Out Kit (3), Blanket - 
  Cotton (5), Canteen (5), Heavy Coat (5), Boots - 
  Work (5), Clothes (5), Shoes-Sneakers (5)
  2
  Canned Fruit (6), Canned Meat (6), Backpack (5), 
  Duffel Bag (5), Cookware (4), Cooking Spices (4)
  3
  Gauze (4), First Aid Spray (4), Kitchen Knife (5), 
  Hay Hook (3), Crowbar (2)
  4
  Prescription Painkillers (1), OTC Painkillers (2), 
  Sleep Aids (2)
  5
  30-06 Bolt Action Rifle (1), Heavy Rifle Car-
  tridges (4)
  *Note that the Viability Bonus is a result of the “Hobby Farm”  
  Feature due to the fact that this is a Rural Location.
  Phases - This sequence of the Scenario will be broken down into 
  Phases. The way that each Phase will operate is as follows:
  Travel - The Characters will make a {Stealth%} to represent the 
  travel to reach the selected Location. Any + generated from the 
  check will allow n to be added to the {Encounter%} made during 
  the travel. Conversely it will generate W
   W 5 per - in the {SC%}. 
  This travel, regardless of destination, takes 62 from the present 
  position with the characters being able to make the check each 6 
  in opposition to the {Encounter%}.
  Inspection - Finally the Characters will need to inspect the Location 
  by means of {Search%}. Characters can make a {SC%} once per 
  Size of the Location selected. For any + generated a n may be 
  added to any following {Encounter%} at the Location if applicable, 
  or to unlock Levels of the Locations Resource Catalog. Conversely 
  it will generate W
   W 10 per - in the {SC%}. Each {SC%} in this 
  Phase will take 61 to complete and the GM may make an {Encoun-
  ter%} upon arrival and after each 6 passes as normal.
   World Crashing Down – 071 
  
  Settling In
  Once the characters have immediately secured the Location of 
  choice they will be able to finally start settling in to be able to get 
  some much needed rest. This section will also present players with 
  an opportunity to get immersed in some deeper roleplaying with 
  their characters should they choose to.
  Read this aloud to the players:
  “After getting the place as organized as you were able to before it got too 
  dark, you all sit down to finally get as much relaxation in as you can, and 
  hopefully some sleep. As you settle in everyone takes stock of the supplies 
  you have available, and think about the events that have transpired over 
  the past month - particularly today. It is hard to believe that all of this is 
  actually happening. Still, some rest is desperately needed.”
  From here allow the players to depict how their characters go about 
  settling in for the night. Remind them of the Sustenance requirements 
  if they have not managed them already.
  Concluding Part 1
  The following endings can be used to tie up this part as a standalone:
   
  n  Characters may elect to take a Long Rest as per the Core Rules 
  in order to reduce Fatigue and make use of Natural Healing. 
  If any characters elect to stand watch a single character may 
  do this with no Rest, two characters may do it and still get a 
  Short Rest each following the Core Rules, or three characters 
  can participate allowing all to still get a Long Rest. Continue 
  with Part 2, or...
   
  n They can be suddenly overtaken by the hoard, or more specifi-
  cally a chunk that broke off and followed them as they escaped. 
  This will initiate the “House on the Hill” Scenario as a Finale, 
  with some very basic modification to accommodate the events 
  of the scenario.
   072 – World Crashing Down 
  
  PART 2: MAKE IT OURS
  Eventually all of the characters will settle in for the night and 
  attempt to get whatever rest it is that they can manage. The task 
  ahead will be to properly establish the Stronghold and gather the 
  supplies they will need for the long haul moving forward.
  Read this aloud to the players:
  “In the morning, once the last of you has finally gotten up, you stretch and 
  try to relieve your stiff body as you go about the process of getting yourselves 
  together. Looking around it is pretty clear that you are going to need to 
  get some additional supplies to really make this place safe and secure. It 
  is decided that the best course of action is to head into town and see if you 
  can manage to track down someplace that can provide what you will need. 
  After walking for most of the morning you manage to come across a small 
  hardware store that looks like it might still have some useful things inside, 
  things that will help with securing your new home.”
  The Characters will spend some time locating, gathering, and returning 
  supplies back to their designated base camp in order to secure it 
  as a Stronghold. The main factor of this sequence will be the limit 
  of Gear that Characters are able to transport from one place to 
  the other. Keep the Encumbrance rules in mind while approaching 
  this sequence.
  Shopping Spree
  Location: Hardware Store
  Hazards
  Looted  
   W
   W 5
  Reduce Capacity by 1 for all items on the Resource Catalog, potentially 
  removing some items. This can be selected multiple times.
  Guards 
   W
   W 10
  Add “+  = Sentry” to the Encounter Table.
  Security Measures, Heavy 
   W
   W 15
  Characters must disable a security system with either a {Construction/ 
  Engineering% or Digital Systems%} when they enter the Location. 
  If this isn’t done, add W
   W 25.
  Special
  Looter: A Looter is a (potential) opponent who is already in the 
  process of plundering the Location’s contents. Characters can 
  either wait to pick what’s left (see “Lay Low” Mission Brief to  
  Piggyback off this Mission) or engage them and either trade or 
  fight for what’s there.
  See the “Assess Person” Mission Brief to see how this interaction 
  could play out if Piggybacked on this Mission.
  The primary difference is that avoiding them and using “Lay Low” 
  will cause the Location to have 1 DP per 6 added to every entry 
  on Resource Level1. Each +  in {Search%} the looters get will 
  increase the Resource Level affected in this way by 1.
   
  ENCOUNTER TABLE - MODIFIED SUPPLY RUN
  COST
  ENCOUNTER
  SPECIAL / NOTES
  +
  d3 Standard 
  Opponents
  N/A
  + +
  + +
  2 Looters
  “Looter”
  + + +
  + + +
  d6 + 1 Standard 
  Opponents, one is a 
  Template
  1x Template
  Resource Catalog
  The point of this sequence is for the Characters to unlock Resource 
  Catalog Levels. This is accomplished by making {Search%} as 
  normal.
  RESOURCE CATALOG - MODIFIED SUPPLY RUN
  LEVEL
  ITEM(S) & CAPACITY
  1
  Bag of Jerky (5), Batteries (5), Candy Bar (5), 
  Flashlight (5), Building Materials - Loot (25)
  2
  Bolt Cutter (5), Axe (5), Hatchet (5), Multitool 
  (5), Building Materials - Loot (20)
  3
  Hammer (5), Sledgehammer (5), Crowbar (5), 
  Tire Iron (5)
  4
  Chainsaw (5), Air Compressor (5)
  Piggyback: Encounter - Distant Gunshots
  As the characters are getting near the end of their supply run they 
  will be interrupted by a chance situation.  This will present them 
  the option to Piggyback an additional Mission onto the Scenario.
  Read this aloud to the players:
  “You suddenly hear gunshots ring off in the distance. To the best of your 
  knowledge the infected don’t seem to be cognitive enough to use firearms, 
  which means there is someone alive out there still. Or at least alive for now. 
  After a couple more shots crack off in the distance you are able to get a 
  good idea of the rough direction it is coming from, what appears to be a 
  residential area a few more blocks down. 
  If you hurry you might be able to help, and having some extra hands 
  around wouldn’t be the worst thing. Of course that does mean you’ll need 
  more food and water to keep everyone alive. It is simply a choice you are 
  going to have to make.”
  This should be run, if it is going to be at all, while Characters are on 
  the ‘Supply Run’ Mission sequence. In this way the Characters will 
  be presented with the choice in the midst of working on the other 
  Mission will need to Piggyback this Mission or ignore it. While not 
  required for the Scenario by any means, it can increase the potential 
  reward by providing more NPCs that could be potential recruited.
  Mission Overview
  Mission: Search and Rescue - Location: Residential Streets
  Piggyback Penalty: +63
  Risk Bonus: W
   W 85
   World Crashing Down – 073 
  
  Opponents/NPCs: 10 Standard Opponents (Infected)*, 1d3 Alternate 
  Opponents (Survivors)
  Special
  Aborted: Characters or a Formation who Abort this Mission will 
  also lose J1.
  Hazards
  Carrier  
      W
   W 5
  As normal, the 
   W   cost could be modified based on success in 
  previous Missions.
  Infected                                                           W
   W 5 per Viral
  As normal, the 
   W   cost could be modified based on success in 
  previous Missions.
  Under Siege 
   W
   W 10
  The survivors are under attack when found, allowing for the listed 
  Standard Opponents to be used in the Encounter. Additional  
  Opponents can be added for W
   W 5 per d3 Standard Opponents.
  Success
  l100
  l50 per Survivor recruited to the Stronghold
  Piggyback: Supply Cache
  If any of the characters took the Map in Part 1 it will trigger the 
  following situation, but if the map was left ignore this section. This 
  will present them the option to Piggyback an additional Mission 
  onto the Scenario.
  Read this aloud to the players:
  “Being all but resigned to get back to the camp with your supplies it is 
  suddenly remembered that there was a military supply cache out here, and 
  despite being pretty loaded down already one must consider if it is worth a 
  check. With the relief camp having fallen it is only a matter of time before 
  someone comes for those supplies, so if you’re going to try for it now is the 
  time to do it. Waiting will surely result in missing the opportunity, but going 
  for it is another risk in and of itself.
  It seems this is what your lives are now, making tough calls on a regular 
  basis. Time to decide again.”
  Characters should be made aware that they will be engaging in 
  activity during the night if they decide to undertake this Mission. 
  That will bring with it penalties due to Darkness as well as granting 
  additional Risk to the GM.
  Mission Overview
  Mission: Supply Run - Location: Military Cache
  Piggyback Penalty: +65
  Risk Bonus: W
   W 65
  Opponents/NPCs: The GM may make a total of five (5) {Encoun-
  ter%} checks to see if the characters are met with any resistance 
  in their efforts. If not, they must simply invest the 6 required to 
  complete the Mission.
  ENCOUNTER TABLE - SUPPLY CACHE
  COST
  ENCOUNTER
  +
  d3 Standard Opponents
  + +
  + +
  d3 Standard Opponents, 1 Template Opponent
  + +
  + +
  2 Looters
  + +
  + +
  d3 Sentries
  + + +
  + + +
  d5! Standard Opponents, 1 Template Opponent
  + + +
  + + +
  2d5! - 3 Looters
  Special
  Sentries: A Sentry is an Opponent that is unaware of the characters’ 
  presence. The characters must either evade or defeat the opponent 
  while generating no Noise or the Sentry will raise an alarm and 
  generate W
   W 10. Infected opponents cannot be Sentries in the 
  truest sense.
  Looter: A Looter is a (potential) opponent who is already in the 
  process of plundering the Location’s contents. Characters can either 
  wait to pick what’s left (see “Lay Low” Mission Brief to Piggyback 
  off this Mission) or engage them and either trade or fight for  
  what’s there.
  See the “Assess Person” Mission Brief to see how this interaction could 
  play out if Piggybacked on this Mission.
  The primary difference is that avoiding sentries and using “Lay Low” 
  will cause the Location to have 1 DP per 6 added to every entry 
  on Resource Level1. Each + in {Search%} the looters get will 
  increase the Resource Level affected in this way by 1.
  Hazards
  Under Lock and Key 
   W
   W 5
  Increase the 6 required to Piggyback the Mission. If the characters 
  have some tools by which to remove the lock it will only increase 
  by 61, needing to find something in the environment like a rock 
  will increase it by 62.
  Guards 
   W
   W 10
  Add “ +  = Sentry” to the Encounter Table.
  Resource Catalog
  RESOURCE CATALOG - MEGA-MART
  LEVEL
  ITEM(S) & CAPACITY
  1
  Bicycle (3), Motorcycle (1), Nail Gun (1)
  2
  First Aid Kit - Large (5), Taser (5), Emergency 
  Radio (5)
  3
  AR 15 (5), Intermediate Rifle Cartridges (5), Tac 
  Vest (5), Laser Sight (5)
   074 – World Crashing Down 
  
  Success
  l70
  Access to all Resource Levels at the Location.
  Concluding Part 2
  After their excursion the characters will return back to their camp 
  site, likely needing to bunk down again for the evening.
  Read this aloud to the players:
  “Having finally returned back to your camp with the supplies, it is now 
  time to get to work on making this place a more long term option. You have 
  all the tools and raw supplies that should be required to get the job done, 
  it is just a matter of a little back breaking labor to get the job done. If you 
  expect things to get done in a reasonable timeframe, everyone is going to 
  have to pitch in.
  Of course it would be best to get a fresh start at it all, working in the light 
  of day so you can see if you’re drawing any unwanted attention.  Then 
  again, the longer you remain somewhat exposed the better the chances 
  that something terrible might befall you.  Time to make another decision.”
  The following endings can be used to tie up this part as a 
  standalone:
   
  n Bunking Down - Characters may elect to take a Long Rest as 
  per the Core Rules in order to reduce Fatigue and make use of 
  Natural Healing. If any characters elect to stand watch a single 
  character may do this with no Rest, two characters may do it 
  and still get a Short Rest each following the Core Rules, or 
  three characters can participate allowing all to still get a Long 
  Rest. Continue with Part 3, or...
   
  n Some military personnel, a total of 1d5! + 1, who have gone 
  rogue in the chaos managed to track the characters back to 
  their camp. They will attempt to sneak into the camp at night 
  and plunder the supplies the characters have accumulated. If 
  the characters have a watch in place they can potentially detect 
  the approach via {Spot/Listen%} and warn the rest of the 
  troupe in advance, otherwise the characters will be awoken to 
  their camp being raided and need to defend themselves from 
  a disadvantageous position.
  PART 3: HOME SWEET HOME
  The closing of this scenario is primarily a matter of 6 investment 
  to complete the project of securing the Stronghold.  Gamemasters 
  will find a number of options available to utilize remaining Risk on to 
  develop this sequence out in more detail by injecting complications 
  into the process.
  Read this aloud to the players:
  “As day breaks again and you all begin to stir the time has come to dig in 
  and do a bit of back breaking labor, it is time to make yourselves someplace 
  safe to hold out for the long term. For the most part it seems that it should 
  all just be a matter of time and work. You each set out with a few tools and 
  a series of individual tasks to take care of. If you’re lucky, maybe you’ll 
  have a few lucky breaks in your favor for once.”
  Building Sanctuary
  The characters now essentially have a Piggyback Mission on the 
  whole of the scenario via Establish Stronghold. This is pretty much 
   World Crashing Down – 075 
  
  a straightforward situation though the Gamemaster will have a 
  number of options available to add various complications to the 
  proceedings and spice it up. This also presents another fantastic 
  opportunity for characters to engage in a bit of roleplaying and 
  relationship building.
  Special
  Multiple Locations: This sequence can take place in multiple 
  Locations based on the choices made by the characters. Details 
  pertaining to each of these Locations and their impact on this Mis-
  sion are provided.
  Convenience Store: This Location requires q110 and an invest-
  ment of .. worth of Crafting Materials (Characters may also 
  invest P to this at the cost of gaining “Fatigue: +1” to indicate 
  more intense work) to complete the Mission. It will also grant a 
  bonus of l5 if successful. Finally it will grant the Gamemaster W
   W 
  15 for doing the Mission here.
  Mega-Mart: This Location will require q345 and an investment 
  of .... worth of Crafting Materials (Characters may also 
  invest P to this at the cost of gaining “Fatigue: +1” to indicate 
  more intense work) to complete the Mission. It will also grant a 
  bonus of l75 if successful. Finally it will grant the Gamemaster 
  W 75 for doing the Mission here.
  Residential Home: This Location will require q225 and an 
  investment of ... worth of Crafting Materials (Characters 
  may also invest P to this at the cost of gaining “Fatigue: +1” to 
  indicate more intense work) to complete the Mission. It will also 
  grant a bonus of l5 if successful. Finally it will grant the Game-
  master W
   W 10 for doing the Mission here.
  Hazards
  Increased Danger 
   W
   W 1
  Gain a bonus +  to any successful {Encounter%} already rolled.
  Encounter  
   W
   W 5
  Roll another {Encounter%}.
  Surprise Attack  
   W
   W 5
  Any Opponents deployed due to resolving +  or more get a Sur-
  prise Round.
  ENCOUNTER TABLE - SUPRISE ATTACK
  COST
  ENCOUNTER
  +
  1 Standard Opponent
  + +
  + +
  d3 Standard Opponents
  + + +
  + + +
  1 Unique Opponent
  AFTERMATH: WHO ELSE IS OUT THERE?
  When it is finally time to close out the scenario, assuming that the 
  characters have made it all the way through successfully, you can 
  provide them with a small wrapup to the scenario.
  Read this aloud to the players:
  “This has been a tough few days, and it doesn’t really seem like things are 
  going to be getting much easier going forward. After hours of backbreaking 
  labor, you find yourselves here and now.”
  Special
  Multiple Locations: This can take place in multiple Locations 
  based on the choices made by the characters over the scenario. 
  Details pertaining to each of these Locations and their impact on 
  this Scenario are provided.
   
  n Convenience Store - If the Characters used this Location as a 
  Stronghold continue with the following to close out the scenario: 
   
  “While it is a cramped living space, it is at least someplace safe. 
  You have a cache of supplies available, and quick access to the city 
  moving forward. Of course you are close enough to the city that both 
  the infected and other survivors are going to be a daily concern, but 
  that is the cost of having expedient access. And thankfully the place 
  won’t require a lot of hands to keep it running along.”
   
  n Mega-Mart - If the Characters used this Location as a Strong-
  hold continue with the following to close out the scenario: 
   
  “You’ve sure got a lot of room, but that might make it more difficult 
  to keep secured unless you can gather up some more people. You have 
  a trove of supplies available, you’ll have to keep scavenging to survive 
  though. Being inside the city proper gives you a lot of quick escape 
  methods when it comes to the slower and less cognitive infected, but 
  you’re going to be a prime target for anyone still alive that wants 
  what you have.”
   
  n Residential Home - If the Characters used this Location as a 
  Stronghold continue with the following to close out the scenario: 
   
  “It might be a bit more secluded, but that means safety. You might 
  have to deal with the odd infected that shambles out this way, but 
  most survivors are not going to be taking notice of you unless you 
  want them to. Scavenging will be difficult out here so you are going 
  to have to make some good use of the fertile land if you hope to survive 
  for the long haul.”
  Success
  Characters may claim the rewards for the primary Mission and now 
  have a Stronghold moving forward. This will require dedication 
  to manage properly, but will allow for a more secure life while 
  enduring the pandemic. Finally the characters will be able to move 
  any remaining items in the Location Resource Catalog into their 
  Stronghold Resource Catalog.
   076 – World Crashing Down 
  
  Scenario 3: Not All Monsters
  INTRODUCTION
  It has been the better part of a year since the outbreak initially 
  kicked off, and so far the characters have managed to survive it. By 
  this point they have managed to join up with a Stronghold of other 
  survivors in an effort to band together and weather the pandemic. 
  If players are continuing on from the previous scenarios they may 
  make use of the Stronghold that they have established themselves. All 
  other players may make use of the "The Arroyo" Stronghold Tem-
  plate provided on page 203 of the Outbreak: Undead.. Survivor's Guide.
  The primary focus of this scenario is centered on the external 
  threats that characters face outside of the infected - namely the 
  threat of other survivors and the first winter since the outbreak 
  began. The characters will be confronted by another of the “Lords 
  of the Wasteland”, and they will have to take them out before they 
  destroy everything the characters have struggled to build.
  Scenario Summary
  Time: 660
  Starting Time of Day: 63
  Outbreak Level: 4
  Starting Risk:  W
   W 200
  Mission: Neutralize the Threat of The Hammer
  Optional Objectives
  Piggyback Missions: This scenario will feature the option to  
  Piggyback other Missions at various points, should characters complete 
  them they may claim the rewards for the extra Missions as normal, 
  but each will extend the 6 invested.
  Special
  I’m a Survivor: Since this scenario makes the assumption that the 
  characters have already endured the pandemic for the past several 
  months, and have participated in the formation of a Stronghold. 
  This will allow for Characters to start with 400 Survival Points and 
  can be presented with the basic Gear of a ‘Heavy Coat’, ‘Medium 
  Backpack’, and a weapon of some kind (whichever of their combat 
  {SC%} is best).
  Competence: The characters will start the Scenario with 3 Com-
  petence Points. They may use this in any normal manner they see fit.
  Power Grid: Collapsed
  Communication Grid: Collapsed
  Success 
  l600
  Characters will have removed a severe threat from the local area, 
  and strengthened their bonds with a neighboring Stronghold.
  PART 1: NOT THE PLAN
  Winter has set in across the region, the first of many more to come 
  in this bold new world. The characters find themselves sent out on 
  a trade endeavor on neutral ground between their own Stronghold 
  and that of a neighboring Stronghold. This is a trade they have made 
  numerous times already, but on this particular day things don’t go 
  according to standard procedures.
  Read this aloud to the players:
  “It is hard to believe it has been most of a year since this nightmare started. 
  The summer and warm weather seems like a distant memory now, and people 
  who were once strangers to you are now the only family you have left. You’ve 
  also discovered that you’re not the only people that made it, and other small 
  groups have managed to establish holds in the area similar in respect to 
  your own. In one case a trade agreement has even been established with a 
  group who managed to take control of a petrol station, allowing you to 
  barter some of your excess building supplies in exchange for fuel to keep 
  the generators running. Today you all trudge through the freshly fallen 
  snow from the night before on your way to the designated exchange point, 
  somewhere you all thought was neutral ground.”
  A brief pause can be taken at this point to allow the characters to 
  banter back and forth. The Gamemaster is also encouraged to slot 
  in a generic NPC of their choosing at this time that can be used to 
  provide additional context about the Stronghold the characters are a 
  part of. As this is many months out from the last scenario presented, 
  it is possible that a Gamemaster could run their own homebrew 
  sessions between “Broken Lines” and “Not All Monsters” in which 
  case they can make use of an NPC developed over this time for 
  providing any desired exposition.
  Encounter - The New Lord
  The characters finally start to come to the designated meeting point, but 
  they will quickly find things spiraling out of control. It seems someone 
  else has set up shop in the area, and they are none too friendly.
  Read this aloud to the players:
  “Rounding the corner of the block for the meeting place you suddenly 
  catch sight of it. Just ahead of you is Javier, Will, and Jenny with the fuel 
  stock you have come for - but today it seems they are not alone. A group 
  of men surround the trio, armed to the teeth with assorted firearms. One 
  in particular, a man with muscles like hardened sinew and brandishing a 
  massive hammer of some kind, seems to be confronting the three helpless 
  victims. It does not look like it is going to be good. 
  You can hear Javier begging the man to just take the fuel and let them 
  go, when suddenly the monster drives the hammer down on Javier’s skull 
  while bellowing out ‘Down Boy!’ as the body crumples under the blow. The 
  gore sprays over the other two survivors who are frozen with shock. The man 
  suddenly hits Will with the butt of his hammer and is able to restrain him 
  with little effort as two of his thugs move in and savagely stomp Jenny to 
  death in the street - laughing gleefully all the while. The lead man declares 
  ‘This one’s comin’ wit’ us!’ as he shoves Will to some of the others before 
  declaring ‘Check ‘round fer any’un else, kill ‘em!’”
   World Crashing Down – 077 
  
  This is bad, and they’re starting to search the area. Best to keep your heads 
  down and try to get back to the Stronghold. If that beast or his lackies catch 
  you...no, you just get back.”
  The objective at this point, as the characters are outnumbered and 
  likely out gunned (which should be made clear to them), is for the 
  characters to hide from the potential Encounter if at all possible.
  The characters will find themselves facing: “Lord of the Wasteland 
  - The Hammer” plus 1 additional vigilante (Militia Archetype) per 
  player character.
  Special
  Trade Goods:  The player characters will be carrying enough 
  weight in ‘Loot-abrication’ to place them all at 1 Encumbrance 
  (unless they abandon their packs). The NPCs they were coming to 
  meet were hauling an equal amount of “Fuel”.
  Hazards
  I Thought I Heard Something…   
   W
   W 10
  One Opponent must be killed or incapacitated in a single Round 
  or the {Encounter%} will be forced. Characters must also ensure 
  they do not generate ‘Noise’ in the process of dealing with this 
  Opponent.
  Another Source
  Having managed to avoid the thugs the characters finally return 
  to their Stronghold, breaking the unfortunate news to their fellow 
  survivors. At this point they are going to have to figure out what 
  to do, they still need to get fuel so the generators keep running, it 
  is too cold to risk otherwise. For now they will need to get some 
  rest and keep their strength up, they’ll have to make another run 
  in the morning.
  Read this aloud to the players:
  “Nightfall back at the Stronghold is a somber affair this evening, considering 
  the events that transpired earlier. It was decided that someone will visit 
  your neighbors tomorrow, tell them what happened and give condolences. 
  You’ll still need fuel for the generators, so you and the crew will head back 
  out to see what you can get from a petrol station a ways across town. In 
  the meantime you all sit around eating you daily rations, tonight is from 
  the small stock of MREs. Conversation eventually steers to the events of the 
  day, no one able to really get what they have seen off of their minds. It takes 
  some time before you finally drift off to get some sleep.
  Shortly after dawn you have all gathered up your gear to go out in search of 
  fuel. If you don’t manage to find something you’ll be out of fuel by tonight, 
  with the cold weather that is not something you care to even consider. You 
  set out and make your way to the petrol station a ways across town. You’ve 
  still got your packs, but this time they remain empty for you to load up with 
  anything else of value you manage to find. Additionally you each have a 
  14 gallon transportable tank equipped with wheels to make pulling it a 
  little easier, though in fairness you have a feeling they didn’t design them 
  to be pulled through snow.”
  Characters will each have a transportable fuel tank during the course 
  of this sequence. When filled, they will be required to make a {Lift/
  Pull%} requiring + in order to drag the tank along with just a 
  single hand being taken up, failing the {SC%} will require the 
  Character to use both hands to haul the filled tank. Characters need 
  to start coming back by 68 in order to get back before nightfall.
  This sequence begins at 61 in the overall day.
  Resource Catalog
  The petrol station has been mostly picked over since the outbreak 
  started, but there is the potential for minimal supplies inside the 
  store itself.
  RESOURCE CATALOG - PETROL STATION
  LEVEL
  ITEM(S) & CAPACITY
  1
  Cigarettes (1), Energy Bar (1)
  2
  Canned Food (1), Vodka (1)
  3
  OTC Painkillers (1), Sleep Aids (1), Cigarettes (2)
  4
  Canned Food (2), Crowbar (1)
  Special
  Takes Time: Syphoning fuel out of the tanks at the station will 
  require the characters to invest 62. Travel to and from the station 
  will also require 62 each way. This means the total 6 characters 
  must spend at a minimum is 66 so characters must set out from 
  the Stronghold no later than 64 to be back before nightfall.
  Encounter - Robbed Blind
  “Having gathered up what you can from the petrol station you are preparing 
  to set back out to your Stronghold, so far everything is on schedule to get 
  you back before nightfall. As you make your way out of the door you run 
  right into him. The man with the hammer, he is like a living wall of muscle 
  and smells like he hasn’t bathed since this all started. Before you can even 
  try to turn tail and run his minions start to surround you, coming in from 
  broken windows and the back door which is hanging open on the hinges. Is 
  this it...is this how it is going to end? The man with the hammer bellows 
  out ‘Well, well, what ‘ave ya got ‘ere?’ looking at the fuel tanks. A sinking 
  feeling fills your stomach, maybe you can try and reason with him - it is 
  really your only hope.”
  This Encounter will make use of one of the special features that the 
  ‘Lords of the Wasteland’ possess, ‘Highway Robbery’. The Characters 
  can either comply with the results of the {SC%} or make a stand 
  here. At this point they will likely be no match for the O.B.M. and 
  his minions, and should avoid a major confrontation until they have 
  a plan - perhaps recruit assistance.
  The characters find themselves facing: “Lord of the Wasteland - The 
  Hammer” and 1 vigilante survivor (Militia Archetype) per Character 
  + 2 large canines
  Special
  Highway Robbery: This Encounter will explicitly make use 
  of the ‘Highway Robbery’ feature of the ‘Lord of the Wasteland’  
  allowing for the Characters a chance to negotiate their way out of 
  the situation diplomatically.
   078 – World Crashing Down 
  
  PART 2: TAKE A STAND
  By this point in the scenario the characters will have been accosted 
  by the new Lord of the Wasteland once indirectly and directly. It will 
  be clear to all in the Stronghold that something has to be done in 
  order to ensure the survivors continued survival. Once the characters 
   have made it back to the Stronghold little time is wasted.
  Strategy Meeting
  As soon as the characters return from the previous Encounter the 
  whole of the Stronghold comes together to make a plan on what 
  their next move will be. One thing is for certain, this monster and 
  his goons can’t remain or you’ll all be dead before the turn of Spring.
  Read this aloud to the players:
  “Having managed to get out of the terrible situation with your lives in 
  tact, you head back to your Stronghold feeling rather deflated. You make a 
  longer walk of it which gets you back later than you had hoped for, but it 
  is better that you ensure you aren’t just leading that monster back to where 
  you lay your heads. After getting back you warm your frozen bones next to 
  the fire, you can’t really run the generators since you couldn’t get the fuel 
  you needed so you have to stretch the remaining supply. Something has to 
  be done about this terror, and it has to be done immediately or you’re all 
  going to end up dead before winter breaks. You settle in to discuss the next 
  course of action.”
  In this sequence the characters will be formulating their plan for 
  dealing with the ‘Lord of the Wasteland’ once and for all. They need 
  to be up by 62 the following day at the latest, and should consider 
  this for the purposes of sleep.
  The characters will be joined by: 3 Survivors (Civilian Archetype)
  Special
  Set a Trap: Characters may elect to try and set some kind of trap 
  to help with the coming Encounter with the ‘Lord of the Wasteland’ 
  and better ensure their survival. This will require and investment 
  of q100 and .. worth of “Loot - Fabrication or Chemical” to  
  represent supplies to set the trap, but will allow the Final Confrontation 
  to begin with the ‘Trap Sprung Introduction Branch’ if completed.
  Meal Time: The NPCs have prepared a meal for everyone this 
  evening, so the characters will be able to meet their Sustenance 
  requirements for the day if desired.
  Piggyback: Diplomatic Negotiations
  “Having decided that the best course of action is to recruit some help from 
  your allied neighbors who have also endured this monster, you set out early 
  in the morning to connect with them directly. You make your way through 
  the cold, snow covered streets into the city - ducking past the odd infected as 
  you go. In the interest of not leading these drugged up thugs to your allies 
  home you also take some time to back track as you go, confusing the path 
  for any who might try to track you. You can tell that your arrival wasn’t 
  expected so soon after you sent someone to tell them about the attack, but 
  you’re welcomed all the same. Everyone gathers together to hear you out, 
  now it is just a matter of convincing them.”
  This Mission is a diplomatic Mission that will primarily be based 
  on the roleplaying of the Characters to generate Ad-Hoc Labor. 
  They may only make the {SC%} for the Mission once per Charac-
  ter otherwise, with each DoS generating5 Labor to the Objective.
  Mission Overview
  Mission: Helping Hand 
  Location: Convenience Store
  Outbreak Level: 4
  Objective: q57 (75 - 18, the Combined Eb of NPCs)
  Bonus Risk:  W
   W 20
  {SC%}: {Diplomacy%}
  The characters will be engaging with: 6 Survivors (Civilian Arche-
  type)
  Special
  Least a Monster We Become… : Characters electing to 
  use {Intimidation%} for their {SC%} will need to make a  
  {Composure%} as a Save Throw. Should they fail they will be 
  reduced by J1 due to the realization they are becoming as bad as 
  what they fight against. 
  Success
  l50 and Characters unlock the ‘Allied Forces Introduction Branch’ 
  for the O.B.M. Showdown.
  Encounter - The Showdown
  “The time has come to put an end to this - either this monster dies or you do.”
  If the characters unlocked the “Trap Sprung Introduction Branch” 
  earlier in the scenario then reduce the Health Points of the ‘Lord of 
  the Wasteland’ and all Vigilantes by 2 and continue with the following:
  “You all agreed that it would be best to set a trap, worst case it does nothing 
  and best case it helps you survive this. You arrive at the intersection a bit 
  before midday and set off to work. Moving some of the abandoned cars on 
  the street you form a funnel point. If you’re lucky he won’t notice it in his 
  drug addled state. You manage to rig together a tripwire system connected 
  to some makeshift shrapnel bombs. Then you wait. It feels like you wait 
  for years, the anticipation of what comes next eating away at you. That 
  tension mounts to a wave of pure adrenaline as the ‘Lord of the Wasteland’ 
  and his compatriots stride into view down the road. This is the moment 
  you have been waiting for. You take up position, anxiety fills each of you as 
  he draws up to the trap none the wiser. You feel the explosion in your chest 
  as the bombs go off, and your ears ring sharply as the situation escalates.”
  If the Characters failed unlocking the “Trap Sprung Introduction 
  Branch” earlier in the scenario then continue with the following:
  “After gearing up you set out to track down and confront this threat head 
  on. Better to die taking a stand than the alternative. You head back to 
  the meeting place you have arranged with the other group of survivors for 
  trades, it is the first place you ever saw him so it seems fitting. You don’t 
  have to wait long either, as by midday the ‘Lord of the Wasteland’ and his 
  followers make their way onto the street and take notice of you directly. As 
  they close in you all quickly take up position and brace for what is to come.”
   World Crashing Down – 079 
  
  If the Characters unlocked the “Allied Forces Introduction Branch” 
  then apply the “Allied Forces” Special rule and continue with the 
  following:
  “As you come to the agreed upon location you are pleased to see the faith 
  you put in your allies was well founded. They have sent three of their own, 
  each brandishing a handgun, to help aid in your efforts to eliminate this 
  grave threat. You all settle in and wait, but you don’t have to wait for very 
  long. Around midday you see the beast of a man and his cronies make 
  their way onto the street. It doesn’t take long at all before they notice you, 
  the moment you have been waiting for is here. You grit your teeth as the 
  situation quickly escalates.”
  If the Characters end up in the Encounter due to being captured in 
  a past Encounter then reduce J2 and continue with the following:
  “After being taken captive you are dragged back to an old high school. One 
  of the classrooms serves as your holding cell as you await your inevitable 
  fate. They keep you waiting reeling with anticipation. They do feed you, but 
  it tastes terrible and is hard to choke down - you don’t even really want to 
  think about what it is. Finally, one afternoon some thugs come to your room 
  and escort you to the gym. A bunch of drugged out thugs fill the bleachers 
  making quite the commotion. Various debris seems to be strewn about the 
  main floor, almost making some kind of battle arena. You are each armed 
  with makeshift weapons, most consisting of tools of some kind, and all 
  requiring you to get in close and personal.”
  If the Characters end up in the Encounter due to initiating combat 
  in any of the past Encounters then continue with the following:
  “There is no way you could stand for the atrocities you have witnessed at 
  the hands of the ‘Lord of the Wasteland’ and his lackeys. As the situation 
  escalates you all come to the same conclusion at the same moment. Quickly 
  you all scramble in an attempt to get to any kind of potential vantage point, 
  somewhere out of the direct line of fire.”
  This is the final confrontation with the ‘Lord of the Wasteland’ and 
  will determine the final outcome of the Scenario.
  The characters will find themselves engaged with: “Lord of the 
  Wasteland - The Hammer” (including Minions per ability), 3  
  Standard Opponents.
  Special
  Arena: If the characters find themselves needing to compete in the 
  Arena this will result in completing1d5! +2 consecutive Encounters 
  with a mix of Undead and Living Opponents, culminating in a 
  showdown with the ‘Lord of the Wasteland’ and his thugs. Treat these 
  each as having + +
  + + in an {Encounter%} and select Opponents 
  accordingly.
  Allied Forces: If the characters managed to recruit the aid of 
  the allied Stronghold they will be able to place 3 NPCs into the 
  Encounter to assist them. While the NPCs will not fight directly, 
  characters can make use of them each Round to gain a bonus + on 
  their attack {SC%} to represent the cover fire they are providing. 
  Each NPC can provide a single + each Round, so not all characters 
  will be able to take advantage of this bonus. The NPCs can also be 
  targeted by Opponents and potentially killed (thus reducing or 
  eliminating the bonus as the Encounter progresses).
  AFTERMATH: FRUITS OF OUR LABORS
  “As the world was falling apart you knew that winter would be difficult to 
  survive. For everything that you planned for, you simply weren’t prepared 
  for the reality of the situation you found yourselves in.”
  If the characters were slain at the hands of the One Big Monster 
  then continue with the following:
  “Little did you know it wouldn’t be the virus, but rather the hands of 
  other survivors that would be your downfall. As you lie there bleeding 
  out, feeling the cold bite as life fades, you think back to the days before 
  ZOMBV.  You try to focus on all of the good things, the joyful memories 
  of a life that once was but never had the chance to be fully realized. You 
  think of loved ones you haven’t seen in so long, and try to remember what 
  their voices sounded like. You think about your favorite meal in the whole 
  world, and the last time you had a chance to eat it. You think about how 
  bittersweet this release is as your vision fades to black.”
  If the characters defeated the One Big Monster then provide the 
  Success entry and continue with the following:
  “Despite all of that you somehow pulled through. That monster could 
  have been the death of you, of everyone you have come to depend 
  and rely upon. In the end, you did the only thing you could and you’re 
  better off for it. Maybe you could chalk it up to the simple will to 
  survive in a world gone mad, but deep down you know that isn’t 
  true. You survived because this world has changed you. The dreams, 
  skills, sentiments, and thoughts that made up the person you were 
  before ZOMBV ravaged the world is not the same person you see 
  when you look in the broken mirror of the bathroom back at your 
  Stronghold. It begs the question - though you are still alive, what 
  kind of life is this and what can you make of it?”
   080 – World Crashing Down 
  
   World Crashing Down – 081 
  
  On the following pages Gamemasters will find content designed to 
  be printed out and handed out to players during the course of the 
  Scenarios presented in Chapter 5.  This will allow for parts of the 
  stories to feature a “show, don’t tell” approach to the content the 
  characters encounter, providing them a more visceral experience 
  overall. The handouts are provided in order (Handout #1 first, fol-
  lowed by Handout #2, etc) with each one taking a full page as they 
  are not directly numbered so as to not disrupt the content presented 
  to the players.  These can be printed or photocopied for personal use.
  APPENDICES
  Chapter 6
  Looking back, it’s plain to see how easy we had it in the beginning. 
  Of course, we didn’t see it that way. Everything was sheer terror 
  and fast moving death. Constant running, Zs taking chunks out 
  of your friends, everyone screaming, blood everywhere. But, hey, 
  at least we had electricity. At least we had hope of medical 
  attention. At least we had running water. Once that all went 
  away things got real bad. 
  These days, I’m not afraid of a Z. I know that enemy well and I 
  know how to defeat it. No, these days my fears turn towards the 
  unseen enemy. Infection of any type, viral or bacterial. Aside 
  from causing the Z menace, infection is the leading cause of 
  death in my world.  
  A broken bone can mend. A cut can heal. A burn will eventually 
  run cool again. Those things haven’t changed much. But a 
  bacterial infection, something we used to never give much 
  thought to, well, that’s a totally different story in a world 
  without a pharmacy to get a script of antibiotics filled at. A viral 
  infection that leads to a severe fever is now more deadly than 
  ever before. 
  When I was younger my friends and I would pretend we were 
  superheroes and we were invincible; nothing could stop us. Last 
  week I buried my daughter. She died from tetanus brought on by 
  a cut while she was playing. Did you know that when tetanus goes 
  untreated it causes muscles in the body to tighten up? Sometimes 
  the spasms are so severe they fracture bones in the spinal column 
  and along the back. I watched my little baby girl rip herself 
  nearly in half with spasms. The only relief was when she took her 
  last breath. 
  Only then did I thank God. 
   082 – Appendix 
  
  HANDOUT #1
   Appendix – 083 
  
  HANDOUT #2
   084 – Appendix 
  
  HANDOUT #3
   Appendix – 085 
  
  HANDOUT #4
   086 – Appendix 
  
  The living dead are a nightmare that is deeply ingrained into 
  the human psyche. From alien parasites, to black magic, to 
  engineered viral infections, Outbreak: Undead.. allows 
  you to experience a survival horror sandbox of your own 
  design. ZOMBV, the first entry of the Strain Series, is 
  a world book exploring the Zombic virus, with you and 
  your friends at the center of the story.
  Presenting a brand new setting for Outbreak: Undead.. 
  2nd Edition! Take the work out of world design and get 
  focused on the personal stories that make up the heart and 
  soul of your Zombie Survival Simulation. Included in this 
  supplement you will find:
  • 
  An immersive apocalyptic setting serving as a 
  backdrop for your scenarios
  • 
  Diverse survivors for use by players or as NPCs
  • 
  New and useful equipment viable both in and 
  out of the setting
  • 
  A detailed strain of infected opponents with 
  new game mechanics
  • 
  Exciting new scenarios exploring the first year 
  of the pandemic
  • 
  And even more horrors untold...
  Strain Series: ZOMBV
   
  All text and artwork in this book are © 2020 Hunters Entertainment LLC, All rights reserved. 
   © 2020 Renegade Game Studios, All rights reserved.
  
SOURCE: textdata/thevault/Outbreak_ Undead/Outbreak Undead 2nd Edition - Strain Series ZOMBV.pdf