TEXT: By Kevin Siembieda
  Dark Places
  DEAD REIGN
  ® SOURCEBOOK TWO:
  TM
  
  ______________________________________________________________________
  Warning!
  Horror, Violence, Zombies & the Supernatural
  The fictional world of Dead Reign® contains subject matter that deals with the supernatural, death
  cults, zombies, conspiracy theories, the paranormal, magic, war and extreme violence.
  The setting is our modern world taken over by the walking dead – zombies. Hideous animated corpses
  that feed upon the living. The heroes are ordinary people who battle for their own survival and to re-
  claim the world from the dead. Human civilization has collapsed, our cities and towns are infested with
  zombies, madmen and cultists.
  Some parents may find the subject matter, violence, magic and supernatural elements of the game in-
  appropriate for young readers/players. Furthermore, the realistic manner in which the fictional horror
  material is presented may be disturbing for some young readers.
  WE STRONGLY SUGGEST PARENTAL DISCRETION.
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
  magic, the use of drugs, vigilantism or violence.
  ______________________________________________________________________
  Dark Places™ is a sourcebook
  for the Dead Reign® zombie role-playing game.
  1
  
  Dedication
  To Wayne Smith, my friend and my go to guy at Palladium Books. I’ve watched Wayne come on board at a young age and grow
  into an amazing, capable, creative and reliable top executive. He’s a Jack-of-All-Trades who knows his stuff and has our backs. Thank
  you Wayne, you are one of the Heroes of the Megaverse at Palladium Books.
  – Kevin Siembieda, 2009
  The cover, by E.M. Gist, depicts a man left behind as “live bait” for zombies. However, he is not ready to go gently into the night.
  He is ready to fight to the bitter end and if he doesn’t manage to survive, he plans to take as many zombies down as he can before he
  dies.
  PDF Edition – September 2015
  No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the
  Web/Internet or any other medium.
  Copyright 2009 Palladium Books Inc. & Kevin Siembieda
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or
  whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents,
  situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living
  or dead, is strictly coincidental.
  Rifts®, The Rifter®, Phase World®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, The Palladium Fantasy
  Role-Playing Game®, Splicers®, Coalition Wars®, After the Bomb®, RECON®, Nightbane®, and Palladium Books® are registered
  trademarks owned and licensed by Palladium Books Inc. and Kevin Siembieda.
  Dead Reign, the Zombie Apocalypse, the Creeping Doom, Dark Places, Beyond the Supernatural, Apocalyptic Soldier, Altrucure,
  Benford Group, Ghost Walker, Hound Master, Brad Ashley, Nick “The Brick” Vicovsky, Reapers, Reaper Gang, Road Reaper’s Sur-
  vival Guide, Road Reapers, Shepherd of the Damned, Bug Boy, Sewer Crawler, Worm Meat, Impersonator Zombie, Crawler Zombie,
  Fast Attack Zombie, Flesh-Eating Zombie, Mock Zombie, Pattern Zombie, Sloucher Zombie, Thinker Zombie, Half-Living, the
  Wave, Urban Underground, S.D.C., I.S.P., Inner Strength Points, P.P.E., Potential Psychic Energy, Mega-Damage, M.D.C., and other
  names, titles, initials, characters, character likenesses and slogans are trademarks owned and licensed by Kevin Siembieda and Palla-
  dium Books Inc.
  Palladium Online: www.palladiumbooks.com
  Dead Reign® – Dark Places™ is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185-7606. Printed in
  the USA.
  2
  
  Palladium Books® Presents:
  Dead Reign® Sourcebook Two:
  Dark Places
  ™
  Written by: Kevin Siembieda
  Impersonator Zombie by: Steven Dawes and Kevin Siembieda
  Editors: Alex Marciniszyn
  Wayne Smith
  Proofreader: Julius Rosenstein
  Cover Painting: E.M. Gist
  Interior Artists:
  Amy L. Ashbaugh
  Nick Bradshaw
  Kent Burles
  Michael Mumah
  Photo Art: Kevin Siembieda & Wayne Smith
  Art Direction: Kevin Siembieda
  Typography & Layout: Wayne Smith
  RPG rules written and created by Kevin Siembieda.
  Special Thanks to E.M. Gist for creating his most amazing zombie cover to date. To all of Palladium’s dy-
  namic artists on this book: Amy, Nick, Kent, and Mike. Kathy for her ghouls, assistance and perseverance, to
  Mark Dudley and Jeff Hansen for being there for us, to Hank for being my beautiful father, and to Palladium’s
  stalwart survivors Wayne, Kathy, Alex, and Julius. The battle continues.
  – Kevin Siembieda, 2009
  3
  
  Contents
  Dark Places · · · · · · · · · · · · · · · · · · · · · · · · 6
  Surviving the Night · · · · · · · · · · · · · · · · · · · 6
  Some Night Survival Tactics · · · · · · · · · · · · · · · 8
  One: Get Out Fast · · · · · · · · · · · · · · · · · · · · 8
  Two: Go Up
  · · · · · · · · · · · · · · · · · · · · · · 8
  Three: Go Down · · · · · · · · · · · · · · · · · · · · 9
  Four: Fight and Hope for a Miracle · · · · · · · · · · · 10
  Bright Lights, City Streets
  · · · · · · · · · · · · · · · · 10
  Random Zombie Encounters to Moving Light · · · · · · 11
  No Place Like Home · · · · · · · · · · · · · · · · · · · 12
  Home provides a comfort zone · · · · · · · · · · · · · 12
  Friends and family · · · · · · · · · · · · · · · · · · · 12
  Fond memories are lies
  · · · · · · · · · · · · · · · · 13
  The past is dead · · · · · · · · · · · · · · · · · · · · 13
  A Christmas Yarn
  · · · · · · · · · · · · · · · · · · · · 14
  New Types of Zombies
  · · · · · · · · · · · · · · · · · 14
  Bug Boys
  · · · · · · · · · · · · · · · · · · · · · · · · 14
  Bug Boy Insect Infestation Penalties · · · · · · · · · · 15
  Revulsion Reaction to Bug Boy Zombies · · · · · · · · 15
  Bug Boy Pestilence · · · · · · · · · · · · · · · · · · · · 16
  Bedbugs
  · · · · · · · · · · · · · · · · · · · · · · · 16
  Cloud of Gnats
  · · · · · · · · · · · · · · · · · · · · 16
  Fleas · · · · · · · · · · · · · · · · · · · · · · · · · 16
  Head Lice · · · · · · · · · · · · · · · · · · · · · · · 17
  Ticks · · · · · · · · · · · · · · · · · · · · · · · · · 18
  Bug Boy Stats
  · · · · · · · · · · · · · · · · · · · · · · 18
  Worm Meat · · · · · · · · · · · · · · · · · · · · · · · 19
  Revulsion Reaction
  · · · · · · · · · · · · · · · · · · 20
  Bite is Poisonous
  · · · · · · · · · · · · · · · · · · · 20
  Save vs Disease/Poison
  · · · · · · · · · · · · · · · · 20
  Worm Meat & Sewer Zombie Infection Table · · · · · · · 20
  Worm Meat Infections Symptoms & Penalties Table · · · · 20
  Worm Meat Stats · · · · · · · · · · · · · · · · · · · · · 22
  Sewer Crawlers · · · · · · · · · · · · · · · · · · · · · 23
  Sewer Crawlers Climb and Swim · · · · · · · · · · · · 23
  Impersonator Zombies
  · · · · · · · · · · · · · · · · · 25
  Blow Fish Zombies
  · · · · · · · · · · · · · · · · · · · 28
  Travel in the World of the Dead · · · · · · · · · · · · · 28
  The Highways & Byways
  · · · · · · · · · · · · · · · 29
  City Streets & Back Alleys · · · · · · · · · · · · · · · 29
  Zombies Swarm · · · · · · · · · · · · · · · · · · · · 30
  The Open Road · · · · · · · · · · · · · · · · · · · · 30
  Roads Less Traveled
  · · · · · · · · · · · · · · · · · · 31
  On the Right Track · · · · · · · · · · · · · · · · · · · · 31
  Out of sight, out of mind · · · · · · · · · · · · · · · · 31
  Walking the Rails
  · · · · · · · · · · · · · · · · · · · · 32
  Danger Zones along the rails · · · · · · · · · · · · · · 33
  Random Destination Table for Rail Travel · · · · · · · · · 34
  Weapons Found Along the Rails Table
  · · · · · · · · · · 35
  Items Found Along Railroad Tracks Table · · · · · · · · · 36
  101 Random Boxcar Contents Table · · · · · · · · · · · · 37
  Encounter Tables Along the Rails · · · · · · · · · · · · 40
  Random Encounters: Along Rural Train Tracks
  · · · · · · 40
  Random Encounters: Urban & City Train Tracks · · · · · · 42
  Random Encounters: Train Station or Downtown
  · · · · · 45
  Random Table for a Cavalry Rescue · · · · · · · · · · · · 46
  Random Encounters: Open Countryside · · · · · · · · · · 48
  The Urban Underground
  · · · · · · · · · · · · · · · · 50
  Sewers and Storm Drains · · · · · · · · · · · · · · · · · 51
  Lights and gear
  · · · · · · · · · · · · · · · · · · · · 52
  Zombie Encounters in Sewers
  · · · · · · · · · · · · · 52
  A Hostile Environment for Humans · · · · · · · · · · · · 53
  Other dangers are plentiful · · · · · · · · · · · · · · · 54
  Rain Spells Trouble · · · · · · · · · · · · · · · · · · · · 56
  Game Note on Flash Floods
  · · · · · · · · · · · · · · 57
  Game Note on Drowning · · · · · · · · · · · · · · · · 57
  Game Note on Zombie Wash Outs · · · · · · · · · · · 58
  Don’t Drink the Water
  · · · · · · · · · · · · · · · · · · 58
  Random Illness Table from Polluted Water · · · · · · · 58
  Other Dangers of Sewers & Tunnels · · · · · · · · · · · · 59
  Heart of Darkness · · · · · · · · · · · · · · · · · · · · 60
  Live Bait · · · · · · · · · · · · · · · · · · · · · · · · · 60
  The Bait Shack · · · · · · · · · · · · · · · · · · · · · · 61
  Bad People Do Bad Things · · · · · · · · · · · · · · · · 62
  Advice for Heroes
  · · · · · · · · · · · · · · · · · · · · 63
  Survivor Guilt · · · · · · · · · · · · · · · · · · · · · · 64
  Quick Find Table
  Disease: Airborne Contaminants
  · · · · · · · · · · · · · 53
  Disease: Flea Bite Allergic Reaction · · · · · · · · · · · · 17
  Disease: Flea Bites · · · · · · · · · · · · · · · · · · · · 17
  Disease: Random Illness Table
  · · · · · · · · · · · · · · 58
  Disease: Resuscitation from drowning · · · · · · · · · · · 58
  Disease: Tick Infection · · · · · · · · · · · · · · · · · · 18
  Disease: Worm Meat Infection Table
  · · · · · · · · · · · 20
  Disease: Worm Meat Symptoms & Penalties · · · · · · · · 20
  Disease: Worm Rot · · · · · · · · · · · · · · · · · · · · 21
  Disease: Zombie Rot · · · · · · · · · · · · · · · · · · · 21
  City Streets: Roads are Dangerous · · · · · · · · · · · · · 28
  City Zombie Train Track Encounter Table · · · · · · · · · 42
  City Zombie Encounter Downtown Table · · · · · · · · · 45
  Country Travel (see The Open Road)
  · · · · · · · · · · · 30
  Country Encounters
  · · · · · · · · · · · · · · · · · · · 48
  Country Zombie Train Track Encounter Table · · · · · · · 40
  Entering Unknown Buildings (see Go Up)
  · · · · · · · · · 8
  Human Glowworm
  · · · · · · · · · · · · · · · · · · · · 6
  Light, Advantages of · · · · · · · · · · · · · · · · · · · 11
  Light, Human · · · · · · · · · · · · · · · · · · · · · · · 6
  Light that Moves · · · · · · · · · · · · · · · · · · · · · 10
  Revulsion (see Bug Boy) · · · · · · · · · · · · · · · · · 15
  Save vs Potent/Virulent Disease (see Worm Meat) · · · · · 20
  Save vs Involuntary Vomiting (see Gnats) · · · · · · · · · 16
  Save vs Momentary Emotional Shock · · · · · · · · · · · 13
  Save vs Revulsion (see Bug Boy) · · · · · · · · · · · · · 15
  Urban Underground: Sewers and Storm Drains · · · · · · · 51
  Urban Underground: What is it? · · · · · · · · · · · · · · 50
  Urban Underground: Zombie Encounters in Sewers
  · · · · 53
  4
  
  5
  
  Dark
  Places
  Excerpted from the Road Reaper’s Survival Guide
  A lot of people have their own ideas about surviving the
  Zombie Apocalypse. Most of them are stupid or based on
  pre-apocalypse movies and fiction. Believe what you want, but
  I’m giving you real survival tips that work. Things that have
  kept me and the Road Reapers alive. You want to live, this is
  what you need to know.
  Now that the dead reign, the whole world has become a dark
  place. What electricity and lights exist at places are flukes or the
  work of ambitious survivors. From time to time, survivors with
  the skill and know-how get the local grid up and running to
  bring lights to a zombie-filled city or survivor community.
  Lights are welcomed, but they only help so much, and unless
  there is somebody to maintain them, they go out again in a mat-
  ter of weeks.
  Most cities and towns are devoid of lights and electricity.
  That makes every home a small, dark cave and large buildings
  cavernous pits of darkness. Growing up in the world before the
  Zombie Apocalypse, you forget what it is like not to have light.
  Light, back then, only a few short months ago, was practically
  inescapable. Today it is a precious rarity. Today, we are con-
  trolled by the cycle of our planet. When night falls, we are its
  prisoner.
  The walking dead have the advantage in the dark. While we
  fumble around in the blinding black of night, zombies see just
  fine. More than that, they see us, the living, aglow with life like
  fireflies that glow in the dark. It’s invisible to us, but to the
  walking dead, our life energy shines like a bright lightbulb or
  neon sign that says, “Dinner right here. Come and eat.” The
  light we exude is neither dim nor a faint halo that can be cov-
  ered up with a bulky jacket or tarp; we glow like one of those
  infrared images you see on a thermal imaging device, only
  brighter and with a warm, yellow light, or so I was told by a
  Mock Zombie before I put a bullet in his skull.
  Surviving the Night
  If you think there are a lot of walking dead out during the
  daytime, their numbers multiply five to ten fold at night.
  The reason is simple, during the day, the light radiated by the
  living is washed out by sunlight and unless the dead are within a
  couple hundred yards of us, they can’t see “our light.” Further-
  more, the vision of most walking dead is only fair to poor, and
  they rely more on their senses of smell, hearing and the ability
  to see life energy than they do their eyesight. That means during
  the day and in bright light, they don’t see as well as we do. We
  can hide outdoors or prowl though the streets with much less
  chance of being spotted.
  At night and in dark places, it is a different story.
  Zombies can see about as good in the dark as they can in the
  day, which may be fair to poor, but it’s better than we can see.
  We need light. Be it from a candle or flashlight, we need to light
  our way in the dark. That light, as well as the light we appar-
  ently radiate from our bodies, agitates and attracts the walking
  dead. Even in total darkness they see as if their eyes were cheap
  nightvision goggles, and can see at least 100 feet (30.5 m) to
  navigate in total darkness.
  Where the walking dead have the greatest advantage is their
  ability to see our life energy, which, at night, makes us glow like
  neon signs. Think about how a single porch-light stands out on a
  dark street. Now picture that light being the size of a man and
  you start to get the idea. We stick out at night a mile away like a
  beacon. To hide, you need to crawl into a barrel or behind
  closed doors, be it inside a house or the trailer of a truck, inside
  a dumpster, or something else that has solid or thick walls that
  don’t allow light to escape. Even then “our light” may leak out
  through the cracks, unless we take precautions to prevent it.
  Don’t forget, the walking dead don’t need to see you to find
  you. They have exceptional hearing, can smell fear and track
  you by scent alone. They can also sense the living at close prox-
  imity. Thankfully, that sensing range is fairly short, at about 25
  feet (7.6 m), double that range for large groups clustered to-
  gether. Inside a house or building, that range can have a longer
  reach than you might think. Walk overhead on the floor above a
  zombie, and he’ll sense your presence and seek a way upstairs
  to get you. You have to think about up and down as well straight
  ahead and side to side when dealing with the walking dead, and
  that takes some getting used to. At night though, it is the glow of
  life that is likely to get you spotted and killed.
  I’ve heard some people say the light seen by zombies is our
  psychic aura. You know, the life force energy that some psy-
  chics used to claim they could see back in the day. I’ve had
  other people say it is the light of our eternal souls. I don’t have a
  clue what it is, and if I was you, I wouldn’t waste too much
  thought on it. All you need to know is that you are a human
  glowworm to zombies – a beacon in the night that can be seen at
  considerable distance.
  If a zombie sees your light bobbing along a mile down the
  road, he’s going to head in your direction. All the zombies who
  see you start heading in your direction. It’s not a convergence at
  this point, but it’s nearly as bad. Hell, it may be worse, because
  without the moan, you don’t even know they are creeping up on
  you. Flesh-Eating Zombies are likely to stalk that light like a
  pack of wolves after a deer. You won’t know you’re being
  stalked unless you happen to catch a glimpse of one or until they
  attack in tandem. The other undead just start heading toward
  the light, like sharks attracted to a location by the smell of blood
  in the water. When one or more of the zombies get within a
  thousand feet (305 m) of the light, they cut loose with the moan,
  and the convergence begins in earnest and at a quicker pace.
  Fast Attackers are likely to rush at you and try to keep you off
  balance and cornered while the others gather in that tightening
  circle of theirs. Be it day or night, zombies attack and converge
  anytime they sense or see human prey.
  You can run all you want, but if the walking dead can see
  you glowing in the dark, they pursue the light like hungry
  6
  
  wolves. Zombies may be dumb, but they converge in large num-
  bers that grow as the circle of walking dead tightens and grows
  as more and more join in the convergence. Most Slouchers,
  Crawlers, Juggernauts and other zombies just shamble toward
  the light hoping they get close enough to snuff you out and
  share in the feeding on your life energy released when you die.
  The smarter ones, like Fast Attack Zombies, Mock Zombies and
  Flesh-Eating Zombies, not just the Thinkers, might try to loop
  around and cut off your avenue of escape, jump you, or set up
  an ambush.
  When the dead start to moan, you’re in trouble, and you
  better do something fast. The problem is, hiding or eluding pur-
  suers is no easy task when you are a walking neon sign. If just
  one little piece of you is exposed and sticking out, the walking
  dead will see it like a candle in the night. You can try ducking
  inside a building or a tunnel, but the zombies outside will have
  seen where you went, and they will follow you. You also have
  to contend with any zombies that may already be lurking inside.
  It’s like the zombies are following the bouncing ball, only
  you’re the ball, and if you get caught you die. Even if you luck
  out by entering a building free of walking dead, you need to stay
  away from windows and openings, even cracks and holes in the
  wall, or your light will shine through the openings, the walking
  dead will see it, and they will converge on your location.
  Seeing the light of your life essence excites the monsters. As
  the crowd of walking dead grow in number and all begin to
  moan, the uproar can be horrific, and zombies in front and all
  around you will heed the call and head toward the moan. That
  means you will be running a gauntlet of undead until you can
  put enough distance between them and you, or get out of sight.
  However, every new pocket of zombies you encounter pick up
  the call, moaning and pursuing, so they all keep coming from all
  directions. Where a horde of walking dead might give up or lose
  your trail in daylight, if they can see you glowing in the distance
  at night, they continue to follow. Even if you can dodge out of
  sight, the zombies will keep looking for you twice as long as
  they do normally. If they can sense you are locked up inside
  some structure, they’ll keep circling and searching for a way in,
  as other zombies join them.
  Again, you can try to hide, but you are dealing with numer-
  ous counts against you. You can’t just hide under the covers or a
  tarp, because your light shines through thin material. Same thing
  with hiding under the bed, or behind something, the light of
  your essence is going to shine out and be seen.
  If you lock yourself in a room, you have to stay away from
  any windows or openings, you need to shove a blanket, jacket,
  rug or something into the crack under the door, and you better
  plug the keyhole, cover any windows, and even cover the peep-
  hole in the door, otherwise your light may shine through the
  crack and the walking dead will find you.
  All of this is a lot harder than it may sound. We don’t per-
  ceive ourselves as light. We can’t imagine being radiant beings,
  so we can’t easily compensate for it. Furthermore, because see-
  ing our light drives the zombies into a frenzy, they keep sniffing
  around the last place they saw “the light.” If they get too close,
  their other senses will catch wind of us even if they can’t see us.
  7
  
  Some Night
  Survival Tactics
  Where do you hide at night when zombies see you as a hu-
  man firefly glowing in the dark?
  The way I see it, when the walking dead have spotted you at
  night, you have four options:
  1. Get out fast, like a bat out of Hell and don’t look back.
  2. Go up, and out of sight and sensing range.
  3. Go down, and out of sight and sensing range.
  4. Be prepared to fight till you die, and hope for a mira-
  cle.
  If there is a fifth option, it is to stay holed up wherever it is
  you feel safe and secure at night, and NEVER VENTURE OUT
  INTO THE DARKNESS.
  One: Get Out Fast
  I’ve said it before and I’ll say it again, when the convergence
  starts, it is time for you to leave. The first two to six minutes is
  your window of opportunity. The walking dead are spread wide
  apart and their numbers are going to be as low as they are ever
  going to be. Every two minutes after that, their numbers grow
  geometrically. Get out and get out fast. Run and keep running.
  During the day, you can find cover or a hiding place, duck
  out of sight and slip away. At night, you are that walking neon
  sign I have been talking about, and every zombie in the dark is
  looking to snuff your light out. Once a convergence starts you
  are probably on the hoof through a gauntlet of walking dead.
  Every time you pause, a new convergence begins. You will be
  sought out and followed for miles. As long as you “fireflies” are
  seen all lit up in the night sky, you are hunted and vulnerable.
  This is why I’m known to tell people you need at least 4-6
  exit routes whenever you go into any area dominated by the
  walking dead. At night, you might want to make that 6-10 exit
  routes. If you have a safe house or other good hiding place, this
  might be the time to go there, but if even one zombie sees you
  enter it, and you let it live long enough to moan, your location
  will be converged upon.
  My advice is it’s time to get out of Dodge, head for the trees
  and lose yourself in the country someplace. You may end up
  running and fighting half the night, but you’ll live.
  Two: Go Up
  At night the streets are crawling with walking dead in the
  first place. When a convergence starts to circle in on your loca-
  tion, your best avenue of escape may be going up. Get inside a
  building, stay away from windows, and go up and out of the
  zombies’ range of senses. Once you accomplish that, hole up
  deep inside until morning when the number of walking dead
  should be considerably less.
  WARNING: This option is not as safe or easy as it may have
  just sounded. If you are plunging into a building you don’t
  know, you have no idea what waits for you inside. You could be
  leaping out of the frying pan and into the fire.
  Again, this is where advance scouting and preparation can
  save your life. Know your surroundings. Have a failsafe plan (or
  six). Have a designated location to retreat to, hide or to make
  your dusk till dawn stand. Do this and your odds for survival
  improve. Don’t and you are fireflies waiting to get eaten. Don’t
  read this paragraph wrong. The walking dead are not vampires.
  They don’t skulk away when the sun rises and rooster crows. If
  the walking dead have converged on your location they’ll keep
  you surrounded day and night, until they can get you or until
  they no longer sense your presence, get discouraged and wander
  away. However, every time they get a glimpse of the living,
  catch a whiff of your human scent or taste your fear, it keeps
  them entrenched at your position and working on ways to get to
  you. They may be stupid, but they are relentless if they know
  you are present. The trick is to make them think you’re gone.
  Do that, and the majority leave, giving you a shot at making run
  for it. Fail, and you are trapped until you die of thirst or hunger.
  Of course, that’s better than becoming one of them in my book.
  Here’s what you are up against when you run inside an un-
  known building.
  Your first impediment is you don’t know jack about the
  layout. Even if you can secure the door behind you, you don’t
  know how long it might hold, if there are other entrances, where
  the stairs are located, or what obstacles may be in your way.
  There could be a hundred unknown variables in your way.
  Second, if you thought it was dark outside, it is darker in-
  side. Without lights, buildings are damn caves and pitch black.
  Outside you have moonlight, starlight, reflected light and possi-
  bly other sources of light. That all adds up to a lot more light
  than you realize. Indoors, especially inside large buildings, sky-
  scrapers and apartment buildings, it is as dark as pitch. It’s like
  entering a cave. There is no light coming in through the win-
  dows from streetlights, because there are no streetlights. It is
  pitch black. That would have been hard to imagine before the
  dead rose. Our old world before the Zombie Apocalypse was
  filled with so much light it was hard to get away from it. But to-
  day, all you survivors know exactly what I’m talking about.
  Now, when the sun goes down, night is a time of utter, terrifying
  darkness.
  If you don’t have a flashlight, lamp, torch or some means of
  illumination you can’t see your own hand in front of your nose.
  If you can’t see, you are likely to run into doors and walls, trip
  over furniture and debris, and bump into each other. If it weren’t
  a life and death situation, it might be comical. You are in a panic
  situation, running for your life. Your own flashlight is your
  friend and your enemy, because while it helps you navigate
  through the darkness, it also serves as a beacon for the walking
  dead. It betrays your location and indicates the direction your
  are headed. In utter darkness, a flashlight only illuminates so
  much, and you can still stumble right into the hands of a
  Sloucher or trip over a Crawler. Or you might break your own
  damn neck falling down an open elevator shaft or tripping over
  your own feet.
  Third, you have no idea who or what waits for you inside.
  Like I said, running headlong into an unknown building could
  be jumping from the frying pan into the fire. The building could
  be crawling with zombies. The stairs to the upper levels could
  be missing or blocked by survivors, bandits or raiders who have
  already claimed this building for themselves. If already occu-
  8
  
  pied, the inhabitants could prove to be friends or foes, but you
  should expect foes. You lead a horde of walking dead to some-
  body else’s sanctuary and even the good guys might shoot you
  down to get the zombies following you to leave. No life essence,
  no zombies. You could disturb a den of feral dogs, wolves, a
  bear, puma, or other animal that’s going to tear the face off each
  one of you until it is killed. Mainly, though, it is the walking
  dead you need to worry about. There could be just as many in-
  side as there are outside. This is especially true of apartment
  buildings, government buildings, hospitals, police stations,
  shopping malls, churches, schools and many downtown office
  buildings. Any building that was densely occupied when the
  dead rose is still crawling with them. You need to find a build-
  ing that was largely unoccupied back then.
  Even if a building is not full of walking dead, you’ll have
  your share of run-ins with them. Such encounters may be with a
  single Sloucher or a small handful to several dozen. Better pray
  the office building was closed the day the dead rose, but even if
  it was, zombies are likely to have entered since then, but their
  numbers will be small compared to any of those densely occu-
  pied. Regardless, you need to be prepared for a roaming or dor-
  mant zombie waiting around the next dark corner.
  All that having been said, here’s why going up might save
  your life. If you can go up, block as many entrances as you can,
  and get up high enough, the zombies following you will lose
  your trail. When that happens they’ll wander around aimlessly
  for several hours. If you can keep out sight and out of sensing
  range, and stay quiet, they’ll eventually leave. That might take
  4-24 hours, but it works. In the meanwhile, all you have to
  worry about is what’s on the floor you are hiding out on, and
  above you. You are, in effect, nestled inside the cavernous belly
  of a dark place that could be your salvation. After all, the zom-
  bies don’t know how to navigate its corridors any better than
  you. In fact, they are only following you. You disappear and
  they have no reason to be there.
  I recommend going up at least five or six floors, maybe
  higher. If the walking dead are in hot pursuit, you don’t have
  time to investigate the floors as you pass them. Go up. Pause to
  assess your situation. If the floor you are on seems safe, secure
  your position, have an alternative exit or three, and sit tight. Just
  stay alert and ready for action. Remember, you will still have to
  contend with whatever might be present on the floor your holed
  up on. There will probably be zombies. Take them down fast
  and as quiet as possible, and you should be okay, unless there
  are too many of them. In that case, you are on the move again. If
  the walking dead keep coming in large numbers, it means either
  your floor is infested, there is another way in, and/or you are not
  out of their sensing range. Whatever the case may be, you need
  to move to someplace more secure. If the zombies come from
  above while other zombies remain below, you could be in seri-
  ous trouble; relocate fast. Two-thirds of your survival will de-
  pend on how fast you adapt to your changing environment; the
  rest, I’m afraid, is pure luck. But hiding deep inside a building,
  the odds are in your favor you can survive. Clear out and secure
  a building in advance, and your survival is practically guaran-
  teed – unless the site has been compromised by an outsider
  when nobody was home.
  Personally, I like getting to a rooftop. I get claustrophobic in-
  side some dark place I don’t know. On the rooftop, I know if I
  blocked the stairs on a lower level, I’m definitely out of the
  range of zombie senses. Barring there being a zombie conven-
  tion on the top floor, I’m safe. Stick to the middle of the roof,
  you can see in all directions. There’s typically only one or a few
  entrances to the roof and I like having the sky above me. The
  rooftop may or may not allow access to a neighboring building
  or a back way out via an exterior fire escape. Don’t count on the
  latter, as most modern buildings do not have fire escapes run-
  ning along the exterior wall. In the end, it’s all about advance
  planning, speed, flexibility, and luck.
  Game Design Note: There will be an entire sourcebook ded-
  icated to life and travel in skyscrapers and tall buildings.
  Three: Go Down
  If you can’t travel on the street and don’t cotton to going in-
  side a building, you might consider going down and traveling
  under the streets.
  I am not talking about subway transit systems that were in
  service when the dead rose. Those places are usually crawling
  with the walking dead. I’m talking about sewers and storm
  drains. Most every city has them and they are a forgotten laby-
  rinth under our feet. Some cities may also have old, abandoned
  subway tunnels that haven’t been used in years, steam tunnels,
  old mine shafts and even a natural cave system. Use them as a
  means to enter and exit a city unseen, as well as an avenue of es-
  cape.
  There are seldom many zombies at such forgotten and out of
  the way places. Furthermore, unless you leave the manhole
  cover off or loose, or you let the zombies see you go down, the
  walking dead are too stupid to figure out where you went. Even
  if they can sense you nearby, they don’t realize you are under-
  ground. Best of all, in the sewers, the 10-20 feet (3-6.1 m) of
  earth and concrete immediately shields you from their other
  senses. Like I said, it’s like you vanished. Make sure you keep
  moving and do not pause below the manhole cover or grate.
  You’re a firefly, remember. If a zombie looks down and sees the
  radiance of your life essence through any opening, it will try to
  follow, and a manhole cover or iron grate is not going to stop it.
  Go down, get out of sight and keep moving.
  9
  
  I can’t stress enough how vital it is that you are not seen go-
  ing down through a sewer cover. Zombies may be stupid, but
  they are relentless pursuers. If even a Sloucher gets a good look
  at you going down a manhole and pulling the cover over after
  yourself, it will remove the cover, and climb down after you
  with the rest right behind it. Trust me, you do not want to be in
  the sewers with even a few hundred walking dead on your trail.
  A Thinker or Mock Zombie who sees a human going down into
  the street follows him to that spot where he vanished, and seeing
  a manhole cover, the creature is likely (01-60% chance) to fig-
  ure out what just happened. Whether it follows or sends down
  an army of zombies in hot pursuit will depend on the individual
  monster (01-40% chance of one or the other).
  Sewer systems and storm drains are vast networks that hon-
  eycomb most cities and towns. Using them confounds the walk-
  ing dead even if an unseen human presence is sensed. Zombies,
  even the smart ones, do not consider movement under the street.
  Note: There is much more on the urban underworld in the
  section after On the Right Track.
  Four: Fight to the Death
  and Hope for a Miracle
  If your situation looks hopeless, I say make a stand and fight
  to the bitter end. Take down as many of the walking dead as you
  can on your way out and you’ll make your last breaths of life
  worth living. You’ll become one of them after they kill you, but
  if you killed 8, 10 or 20 before you died, at least it cost them,
  and you died in the service of humanity.
  As for the miracle part, all you can do is hope and wait for an
  opening that might allow all or some of you to escape. It may
  sound impossible, but I’ve seen it happen. That’s why it’s a mir-
  acle.
  As a rule, the zombies converge in an ever tightening circle
  of death. Eventually, they press so tight together that you could-
  n’t slide a sheet of paper between two of them. They become a
  mass of flailing arms trying to grab hold and rip you apart.
  However, sometimes the mob parts and there’s a momentary
  line of exit same as Moses parting the Red Sea. When that hap-
  pens, go for it before the opening closes up, and it will. That
  kind of mad dash is probably suicide, but what do you have to
  lose?
  In the alternative, you can try to secure a position, battle to
  keep them from entering, and pray that somebody comes to your
  rescue. Again, that might sound like a pipe dream, but I’ve seen
  it happen. A gang of Street Protectors, Road Reapers, soldiers or
  other survivors might show up because of the commotion and
  pull your bacon out of the fire. Don’t count on it, but you just
  never know what might unfold three seconds from now. Just
  make sure you are prepared to take advantage of any opportu-
  nity that comes your way. Hesitate and you might die.
  Bright Lights, City Streets
  I want to leave you with one more thought about survival at
  night. Us humans are creatures of light. What I mean by that, is
  we are not, by nature, nocturnal. We need light to see. Light, be
  it sunlight, a campfire, flashlight or matchstick, brings us com-
  fort and makes us feel safe. That’s too bad, because in the world
  of the walking dead, light will get you killed. Light, even fire,
  attracts zombies. Be it instinct or some dim human memory, the
  walking dead equate light with humans and life. Zombies are
  not attracted to light like moths to a flame. Nor do they mistake
  artificial light for what seems to be our own radiant life essence
  that I have been talking about. However, the walking dead will
  shamble over to investigate any light source. That investigation
  is probably one or two zombies at a time to a group of a dozen
  or two. They wander over, look around trying to sniff out any
  living people and, if they don’t sense any, shuffle off. (Note:
  Roll on the Random Zombie Encounter Table starting on page
  141 in the Dead Reign™ RPG, or any of the expanded or loca-
  tion specific tables in this sourcebook, once every 10 minutes
  the light shines.)
  Light that moves, like somebody carrying or running with a
  flashlight, lantern, burning torch and even the headlights of a
  car, also attracts the walking dead, particularly the more alert,
  intelligent
  and
  predatory
  zombies,
  including
  Flesh-Eating
  Zombies, Fast Attack Zombies, Thinkers, Impersonators, and
  Mock Zombies. That’s bad news, because these walking dead
  tend to travel in pairs, trios and small groups, and are more
  stealthy than Slouchers and most of the dumb zombies. Each
  type of walking dead represents its own unique danger. Of
  course, moving light may attract bandits and other human vil-
  lains, so be careful how and where you use illumination at night.
  Once the monsters get close enough to smell the living or see
  the light of your life energy, the hunt is on. Flesh Eaters,
  Thinkers, Mock Zombies and Impersonators may not necessarily
  let loose with the moan. They may rather make the kill them-
  selves and feast without sharing with other zombies via a con-
  vergence. On one hand that’s good, because it means you
  probably only have to contend with 1-10 walking dead instead
  of a thousand crawling out of the woodwork. On the other hand
  that’s bad, because these zombies are more cunning and use the
  elements of surprise, ambush and teamwork.
  Regrettably, fire and artificial light are not enough to lure a
  horde of zombies to one spot and hold their attention for very
  10
  
  long. To attract the walking dead en masse, cause a conver-
  gence, and hold their attention for more than five or ten minutes,
  there needs to be the potential for a meal. Some unscrupulous
  souls have started using “live bait” exactly for that purpose.
  That repugnant tactic is discussed elsewhere in this book.
  Lights do have their advantages. Human beings need light
  to see. It is better for us to have streets lit up than try to navigate
  in darkness. It’s just that getting any large area lit up these days
  is nearly impossible. You need to find someone who knows
  what they are doing, find a power station, clear it of walking
  dead, get it up and running, secure the power station, and keep it
  going. Lights are more likely to be used on a smaller scale via
  generators or localized power sources to light up an individual
  house, fortification, killing field, or even a city block or sky-
  scraper.
  It’s kind of funny, but light probably attract the living more
  than it does the walking dead. Think about how excited you get
  the next time you see a house lit up with electric lights, let alone
  an entire city block or town. Light offers us living the promise
  of finding other survivors, safety in numbers, security and com-
  fort. Just remember, half the time it’s a trap or a pipedream that
  quickly turns into a nightmare. Like I said, light attracts all sorts
  of people, including the dangerous ones. Bandits, raiders, luna-
  tics, and survivors sick with contagious disease are all likely to
  see lights as an opportunity. Retro-Savages who hate technology
  will want to turn those lights off and yours along with them.
  Terror and Death Cultists may see a location powered by elec-
  tricity as a threat or they may want to take it for themselves.
  Cultists, Zombie Masters, and other bad guys may also use
  lights to lure survivors to them. The most likely reasons a cult
  may want to make contact with you are to get their hands on po-
  tential recruits and worshipers, to engage in trade (be careful not
  to get cheated), and to capture people for human sacrifices, en-
  slavement, or to feed to the zombies they keep. Bandits,
  Raiders, Street Gang Protectors, Shepherds of the Damned, and
  others may also use light to attract people for just about any pur-
  pose you can imagine, good or bad. Exercise caution.
  Remember, lights do not scare, blind or chase away the walk-
  ing dead – they just illuminate them, and all things considered,
  you might not want see that. Good luck.
  – Brad Ashley, leader of the Road Reapers
  Random Zombie Encounters
  in Response to Moving Light
  Zombies shuffle over to investigate lights. Lights that move
  are even more indicative of human life, and get a more excited
  and immediate response. The faster moving and more intelligent
  zombies are the most likely to arrive on the scene first, as well
  as any walking dead who might be in the immediate area. Note:
  Though it was the light that originally attracted the zombies, the
  creatures do not focus on the character carrying the light source
  – they attack any human being they can get their hands on.
  01-10% Three Fast Attack Zombies. Once they have one
  or more opponents cornered or knocked off their feet they will
  start to moan. A convergence will occur unless the moaning can
  be stopped within the next two melee rounds. Should a conver-
  gence begin, 1D6 additional Fast Attack Zombies are the first on
  the scene, followed by an ever increasing mob of Slouchers and
  Crawlers as is usual for such an event.
  11-20% 1D4+1 Flesh Eaters come to investigate the mov-
  ing lights. They silently stalk the living, attacking the first per-
  son or pair to break from the larger group to make a kill and
  feed on their still warm bodies.
  21-30% 1D4 Slouchers come to investigate the moving
  lights. They moan when they see a living human is within 200
  yards/meters.
  31-35% One Impersonator Zombie quietly investigates the
  moving lights. This smart zombie tries to figure out what the
  lights/people are doing, where they are doing it, and the path
  from which they come and go. It also listens closely to one or
  two voices so it may imitate them if the opportunity arises. Then
  it circles around, gathering 1D6 Slouchers, 1D4 Crawlers and
  two Fast Attack or Bug Boy Zombies to follow it, picks a place
  to set a trap, assigns hiding places for each of the other zombies
  and waits until one or more people come close enough to lure
  them into its clutches.
  36-45% 1D6+4 Flesh-Eating Zombies come to investigate
  the moving lights. They silently stalk the living. They are bold
  and aggressive due to their large numbers and are likely to jump
  the entire group from an ambush position.
  46-50% Two Trash Crawler or Sewer Crawler Zombies
  come to investigate the moving lights.
  51-55% 2D4 Slouchers come to investigate the moving
  lights. They moan when they see a living human is within 200
  yards/meters.
  56-60% 1D4 Juggernauts come to investigate the moving
  lights. They moan when they see a living human is within 200
  yards/meters.
  61-70% One Thinker or Mock Zombie. He is likely to hide
  and observe from a distance. If the humans separate, he will try
  to pick off and kill the one or two who appear most vulnerable.
  If that goes well, he may consider picking off another character,
  otherwise he’ll slink away, his hunger sated, for the moment. In
  the alternative, the Thinker may observe for a while and then
  round up 3D4 zombies (any type) to launch an attack. Once the
  attack and moaning begins, other zombies join in the conver-
  gence.
  71-75% One Impersonator Zombie quietly moves close to
  the moving lights and watches. This zombie figures out why the
  lights/people are going into a particular location and waits until
  they are gone before setting its trap for their return (or the ap-
  pearance of others). It gathers 1D6+5 Slouchers, 1D4 Jugger-
  nauts or Pretty Zombies, 1D4+1 Crawlers or Trash Crawlers and
  one Bug Boy or Worm Meat Zombie as part of its ambush
  squad and waits.
  76-80% One Thinker leading a trio of Fast Attack
  Zombies. Another 1D6+1 Slouchers (or mixed group of zom-
  bies) are 2D6 melee rounds (30 to 180 seconds) behind him.
  The Thinker commands this group of dead and will direct them
  in basic strategies and tactics to attack. The moment the attack
  starts, the moaning begins and more zombies will begin to con-
  verge at the location. Double the number of zombies every two
  minutes.
  81-85% One Mock Zombie. This deluded zombie may be-
  lieve itself to be, or pretend to be, human. It knows lights mean
  11
  
  people – “other survivors like itself” – and will try to join the
  human group, help the group, and then pick one of them off as a
  meal when the opportunity presents itself. Think of a Mock
  Zombie as a serial killer looking for his next victim.
  86-90%
  One
  Impersonator
  Zombie
  leading
  1D6+1
  Slouchers or 1D4+1 Juggernaut zombies (or zombies of the
  G.M.’s choice).
  91-95% 1D4 Bug Boys or Worm Meat Zombies.
  96-00% One Thinker accompanied by one or two Bug
  Boy or Worm Meat Zombies. He serves a Death Cult and will
  observe the lights and people for a while, and then go tell the
  Death Cult Priest what he has seen. This can only lead to trou-
  ble. The other zombie protects the Thinker and may be used to
  delay any pursuers so the Thinker can get away.
  No Place Like Home
  Excerpted from the Road Reaper’s Survival Guide
  We’ve all heard it said, “there’s no place like home.”
  Too bad that doesn’t mean what it used to. Since the dead
  rose, home ain’t what it used to be. Personally, I say get the hell
  out of your home town and make yourself a new home.
  Staying in your home town has its obvious advantages:
  1. You know the lay of the land. That might include the road-
  ways, shortcuts, hiding places and inside information that can
  serve you well. You know how long it takes to get from A to Z,
  what to expect, at least from a geographical point of view, and
  you probably have a good idea of available resources in town.
  2. You may have friends and family you can count on.
  3. It’s home. You love it there. It’s full of fond memories.
  You feel comfortable there. You feel like you belong there.
  All of those things may seem positive at first glance, but they
  are more likely to get you killed than help you survive. That’s
  why you need to get out fast. I haven’t been back to Chicago
  since the big battle, and I have no intention of ever going back.
  Here’s why.
  One, home provides a comfort zone that takes the edge
  off. Only you need that edge, that sense of uncertainty and fear,
  to survive in a hostile and changing environment. You can’t let
  yourself ever feel completely safe or let your guard down. Oper-
  ating in your home town is liable to do exactly that, and it will
  get you killed.
  Being on your home turf and knowing the lay of the land
  makes you feel smart, safe and superior, but it’s not true. It’s an
  illusion that puts you in danger and encourages you to take stu-
  pid risks. This is no longer the place you think you know. Feel-
  ing smart makes you overconfident and stupid. Feeling safe
  when danger is all around you dulls your reaction time and will
  get you killed. Feeling superior makes you lazy, distracted and
  careless.
  Those shortcuts, roads and resources you know about as a na-
  tive to the area may still be there, but the landscape is all
  changed and deadly. You don’t know what’s down your secret
  alley shortcut or hideaway. There’s no living people to maintain
  it, and on any given day, at any given hour, you don’t know
  what zombies, maniacs or animals might be lurking there. This
  is not the home you think you know, and that wrong perception
  of feeling safe, in the know and in control, is exactly what’s go-
  ing to get you killed. This isn’t your home anymore. Get out and
  don’t come back.
  Two, home is where you may have friends and family you
  can count on. That’s sweet. Now round them up and haul ass
  out of there if you want them to survive. Again, this is not your
  home anymore. It’s not the place you remember, and those fond
  memories are going to tug at your heartstrings, distract you,
  slow you down, make you hesitate, and get you killed.
  Surrounding yourself with friends and family creates that
  comfort zone I was talking about, and shaves off your edge.
  Anybody who has experienced it themselves – and I think most
  of us have at one time or another – knows it’s when you feel
  safe that you are in the greatest danger. You stop expecting trou-
  ble, you stop looking for danger and you aren’t prepared when it
  comes for you. That’s when you and your family are exposed
  and most vulnerable. Don’t put yourself in that situation.
  When all hell breaks loose in your cozy, familiar place, maybe
  you do manage to scoop up your family and get out. You make a
  beeline for that secret shortcut or other safe place you know about
  in your home town. Only you find that shortcut is blocked off by
  an overturned semi or a couple of burned out cars that weren’t
  there yesterday. Worse, the place is crawling with zombies, be-
  cause the people who used to own those wrecked vehicles led
  them to this “safe” place before they died and got turned into
  walking dead themselves. Now what? All of a sudden you don’t
  know what you thought you knew. You panic. Where to go now?
  You may know the streets and the buildings around the corner,
  but you don’t know what might be waiting for you there. And if
  you run blind, because you think you know another safe place,
  but it’s not, or it’s cut off by walking dead too, you really panic.
  The sense of terror, confusion and panic are all multiplied be-
  cause suddenly the places you once knew and felt safe are gone.
  Your world is topsy-turvy and it paralyzes you. Seeing what you
  know and love destroyed or taken over by the walking dead is
  much more debilitating than running into the unknown. For one
  thing, there is a sense of attachment, sentiment and loss that hits
  you in the gut like a sledgehammer.
  At a place you don’t know or care about, you are on edge all
  the time. You are prepared for anything and know that you have
  to think on your feet, scout ahead, and be ready for whatever
  you find. You aren’t likely to have brought your friends and
  12
  
  family members with you. They’re safe back at your reinforced
  bunker, safe house, or a safe haven community. But when
  you’re home, when you feel safe and think you know what lies
  ahead, the emotional baggage is terrible. It’s panic and pure ter-
  ror. It’s that moment when you stand frozen in time and wonder,
  “Oh God, now what? Let me think.” Only you don’t have time
  to think, and you have your family in tow. It’s always harder to
  make a fast decision and take action when you have to worry
  about the welfare of other people, especially noncombatants. Es-
  pecially women and children. And doubly so when they are your
  women, children and loved ones.
  Friends and family are exactly why you need to leave
  your home town. You think it’s difficult taking down a zombie
  that’s a child, attractive woman or old man who reminds you of
  your grandfather? It is a hundred times harder when that zombie
  is your child, your high school sweetheart or grandad! Odds are,
  most of your friends and family are dead. Walking dead! So get
  out of town, so you don’t have to think about that every day, or
  it will crush your soul. Get out so you don’t have to put a bullet
  in the head of the zombie that used to be your mother or wife.
  You stay in your home town and you are going to encounter
  zombies that are people you know. Scratch that, abominations of
  people you once knew. When you see that familiar face in a
  horde of converging zombies you are struck by a deluge of emo-
  tions. Sorrow, loss, anger, confusion, and others. None of which
  you can afford in a combat situation. Odds are, you’ll be flooded
  with memories and numbing sadness, that, even if it’s for a mo-
  ment, leaves you distracted and vulnerable. You are lost in
  thought and an emotional tidal wave that freezes you in your
  tracks and chops you down. It is almost certain to dull your re-
  action time, cloud your judgement, and cause you to fumble and
  screw up. (Roll to save vs momentary emotional shock. Take
  the character’s M.E. attribute number, reduce it by half and roll
  on a D20. He must roll under his halved M.E. number to save. A
  successful save means the character only loses initiative and one
  melee attack/action, and cannot roll for Perception. If the char-
  acter fails to save, the following penalties apply. Penalties from
  emotional shock: No initiative, no Perception Rolls, reduce Spd
  by 20%, loses 1D4 melee attacks/actions per melee round, -5 on
  all combat rolls and maneuvers, and -25% on skill performance.
  Duration of shock and penalties: 1D4 melee rounds.)
  That momentary lapse or screw up might get you or someone
  else killed. Don’t think it can’t happen to you. I’ve seen battle
  hardened, zombie-killing machines drop to their knees and sob
  when faced with their mother, father, sibling, spouse, best
  friend, the neighbor’s child, or their own child. When you imag-
  ine this scenario, you tell yourself you won’t hesitate. That you
  will cut the zombie down without thinking twice about it. If
  only that were true.
  The reality is, it doesn’t matter that you know the person is
  the walking dead. Even if you know the person is a stinking
  monster intent on tearing your throat out, the experience is
  numbing. It’s not like the stupid movies where the hero pauses
  and cries out, “mother,” then blows her head off and keeps on
  going. Hell no. You know your mother is a zombie. A monster.
  You know she’s not the woman you loved. And you know
  there’s nothing left of her. What you aren’t prepared for, and
  what paralyzes you, is the overwhelming emotion when you are
  confronted with the reality right before your eyes. It’s one thing
  to know, in your head, that your mother, sister, spouse, child
  and countless loved ones are missing, and odds are they’re all
  the walking dead. It’s another thing entirely standing there face
  to face with the monstrous truth. The sorrow, the horror, it’s
  much more than you can imagine, and you are never ready for
  it. Trust me on that. The emotions of the encounter and the sud-
  den sense of loss, sorrow, and anger are overwhelming. They
  will stop you in your tracks, and that could spell your doom.
  It might not be so bad when it’s the bully from fifth grade or
  the gym teacher you never liked, but you’d be surprised how
  you feel even then. When the zombie you face is someone you
  once knew, it is a whole new ball game. The horror becomes
  deeper and personal. This isn’t some nameless stiff that needs to
  be dropped. This is your mom, or your friend, the waitress you
  thought was cute, or the friendly bus driver. It’s different when
  it is someone you recognize. If the encounter doesn’t get you
  killed, it will leave you depressed and melancholy for a week.
  And that’s my point, do NOT put yourself through that.
  Leave your home town as fast as you can and never look back.
  Three, those fond memories and attachment to home, the
  feeling this is where you belong, it’s all a lie. You are fooling
  yourself. You don’t belong there anymore. Your home town is
  the domain of the walking dead now, and those warm and fuzzy
  memories are baggage weighing you down and compromising
  your decision making abilities.
  When you are in your home town, there are places that have
  sentimental value to you, and that sentiment will cloud your
  judgement and slow your actions. You may be more reluctant to
  burn down the church you went to, or the high school you at-
  tended, in order to destroy a nest of zombies. You might be dis-
  tracted for a moment, and sometimes a split second can make
  the difference between life and death. The situation doesn’t even
  have to be that dramatic. You may find yourself cutting through
  the park you know and love so well. The way the sun beams
  across the flowers and trees reminds you of the day you spent
  the night in the park with your sweetheart. You proposed to her
  that morning or it was your first kiss. All those memories pop
  into your head and you pause with a smile on your face as you
  drink in the warm memories of that special day. You are mo-
  mentarily distracted, so you don’t notice the two Crawlers in a
  tree branch overhead until they drop down on you.
  You can’t let yourself be distracted, and home will do that to
  you.
  There’s also a negative psychological aspect that can come
  into play when you are based in your home town. Seeing the de-
  cay and destruction, the friends and acquaintances turned into
  the walking dead, it wears on you because it has deeper meaning
  and significance. Someplace you don’t know or care about,
  where there is no history, no attachment to it, you’ll burn down
  a building, blow up the train station, drop zombies by the dozens
  and do whatever is necessary to stay alive and save lives without
  thinking twice. If it’s home, there will be hesitation, stupid com-
  promises, attempts to avoid damaging a building that has per-
  sonal meaning, and there is too much sorrow.
  The past is dead. There is only madness and sorrow looking
  back or staying at home. You need to forget the past and look
  forward to the future. I’m sorry, truly I am, but you should leave
  your home before it destroys you and those you cherish most in
  the world.
  13
  
  A Christmas Yarn
  You’ll hear a lot of crazy theories and stories about how the
  dead rose to reign over the Earth, and how to destroy them.
  Take them all with a grain of salt. Truth is, nobody knows why
  this happened or how it’s all going to end.
  There are some people who speculate that because the dead
  rose last Christmas, that salvation is coming next Christmas,
  which isn’t all that far off at this point. According to them, the
  dead will cease to walk the earth and return to the grave. I guess
  that means we get to start all over and get things right this time.
  Retro-Savages have a spin on that story. According to them,
  the above will happen one Christmas Day, but not until all of us
  survivors who still cling to technology have repented or been
  destroyed.
  I wouldn’t put any stock in either story. Granted, I’m not a
  religious man, but I don’t think the Good Lord had anything to
  do with the dead rising. I don’t believe there will be any Christ-
  mas miracle or that us sinners need to die for the world to be
  free of walking dead. Eat your Christmas goose in a bunker and
  expect nothing different after Christmas. Do what you need to
  survive, but do it without sacrificing your fellow man.
  For me, Christmas, Hanukkah or whatever special day you
  celebrate, will be a good day if it passes without incident and we
  all live to see the dawn of the next day. Find your happiness
  where you can and fight the good fight.
  – Brad Ashley, leader of the Road Reapers
  New Types of Zombies
  Bug Boys
  A Zombie Aberration
  “The more time that passes and more places I see, the more
  variant zombies we seem to encounter. Two of the most disgust-
  ing I’ve ever seen are what we call Bug Boys and Worm Meat.
  They’re found everywhere, but are more numerous in the south-
  ern United States, Mexico and further south where it is hot and
  humid.
  “Some folks will tell you they are only bug encrusted
  Slouchers and nothing to be worried about, and they’d be mis-
  leading you. They may move and think slow, like Slouchers, but
  they represent a whole new level of danger. You grapple with a
  Bug Boy and you’ll get infested with disease carrying insects.
  Meanwhile, any bite or claw attack of a Worm Meat that breaks
  the skin, has a much higher rate of serious infection, Zombie
  Rot and other disease. I recommend doing away with these in-
  sect infested monstrosities from a distance, and avoid direct
  contact whenever you can. If you get bit or scratched by one of
  these walking dead, wash that wound out thoroughly as soon as
  you can, and keep a close watch on it.”
  – Brad Ashley, Leader of the Road Reapers
  Bug Boys and Worm Meat zombies are effectively decaying
  Slouchers whose bodies are infested with insects that live in the
  clothing and flesh of their zombie host. Bug Boys are typically
  covered in lice, fleas, bedbugs, ticks, and biting gnats, all of
  which feed on human blood or flesh. A Bug Boy may also have
  nests of cockroaches, flies, mosquitoes, silverfish, centipedes
  and other insects on or inside of them and their clothing. Many
  of these insects feed on the zombie’s flesh, while other insects
  use the zombie as a place to nest and as means of finding more
  suitable, human hosts to feed upon. Even insects like ordinary
  flies and cockroaches which are not a threat to humans, are dis-
  gusting and repugnant to most people. This means the Horror
  Factor of a Bug Boy (and Worm Meat) is greater than an ordi-
  nary zombie, and in addition to the usual Horror Factor penal-
  ties, characters may have to deal with panic and vomiting.
  14
  
  Grappling with a Bug Boy even for a few seconds enables its
  parasitic hitchhikers to leap from the zombie onto the living hu-
  man. Head lice, fleas, bedbugs, ticks and their kind are more
  than an annoyance and no joke. The insect bites cause itching
  and scratching, discomfort, rashes, swollen bumps (bite marks),
  and possibly a more serious allergic reaction. This can lead to
  open wounds, bleeding scratches, infection and disease. More-
  over, the smell of blood, even from a scratch or small wound,
  helps zombies “sniff out” that person (+10%), making him a lia-
  bility to his teammates. The itching can be a distraction that re-
  duces Perception Rolls by half and skill performance by -5%.
  All of this spells trouble for those up against one of these horrid
  walking dead.
  So extreme is the insect infestation, that some Bug Boys
  seem to be covered in dust or haze until one realizes that it is not
  dust at all but clouds of fleas, lice or gnats hopping, crawling or
  hovering over its body. This adds to the Horror Factor of the
  Bug Boy zombie, as most humans abhor the insects it carries.
  Like Slouchers, Bug Boys wander the streets and freeways,
  and converge with other zombies to get human prey. Approxi-
  mately 1 in 50 zombies is a Bug Boy. That number increases to
  1 in 8 when dealing with zombies that wander the sewers, damp
  cave systems, swampy/marshy areas and the southern United
  States, Mexico, Central America, and other hot, humid environ-
  ments in South America and similar places in the world. Like
  Slouchers, Bug Boys are slow and shuffling creatures whose
  danger lies in their gathering with vast numbers of other zom-
  bies, their brute strength and their utter relentlessness. However,
  Bug Boys have the additional threat of biting insects that cause
  itching, infection and disease. Many a survivor has suffered
  itching, rashes, bug bites, illness and even death days after an
  encounter with a Bug Boy he tussled with for only a melee
  round or two. Like Slouchers, Bug Boys are easy to evade when
  dealing with only a handful of zombies, but not when fighting a
  horde of dozens or hundreds of converging zombies. It is usu-
  ally impossible to recognize a Bug Boy (or any specific type of
  zombie) until the thing is right on top of the character, when it
  may be too late to avoid the creature.
  All Bug Boys and Slouchers are at their most dangerous in
  large groups, and since they are everywhere, they gather in mas-
  sive numbers. They are also formidable in confined spaces
  where humans have little room to maneuver. Bug Boys are sus-
  ceptible to the influence of Death Cult Priests, Thinkers, Imper-
  sonator Zombies and Mock Zombies, who are able to command
  them, at least for awhile. Of course, Bug Boys can only follow
  simple commands and are only really useful at killing, standing
  guard and hauling away garbage and debris, or carrying or drag-
  ging stuff.
  Bug Boy Insect Infestation Penalties
  There are so many insects on the Bug Boy that characters
  who encounter one can usually see them crawling and hopping
  across the zombie’s body, often en masse or as a cloud. This is
  frightening, disgusting and repugnant to most humans, giving
  the Bug Boy a Horror Factor of 16.
  Every melee round a character engages with a Bug Boy,
  2D6 parasitic insects leap onto him. Within 2D4 minutes, the
  bugs will find their way through the character’s clothes and onto
  his body where they will feed and procreate. Double the number
  of bugs if the character grapples with, is held by, or is pushed
  into the deadly embrace of a Bug Boy zombie. An additional
  6D6+4 insects will hop onboard every additional melee round
  (15 seconds) a character is held by or grapples with a Bug Boy.
  Note: Fleas and lice can leap three feet (0.9 m) and are too
  small to easily see, find and pluck off, especially on the head
  and other hairy parts of the body. Ticks can also leap that dis-
  tance but are huge by comparison, ranging in size from the size
  of a grain of rice to that of a pea.
  Likewise, every time a character punches, kicks or hits a Bug
  Boy, 2D6 bugs fall or leap onto his fist, foot or weapon.
  Revulsion Reaction to Bug Boy Zombies
  Facing a zombie covered in bugs is so disgusting to most
  people that an additional Revulsion Reaction may occur.
  Roll to save vs the zombie’s Horror Factor (needs a 16 or
  higher to save vs the H.F. of Bug Boys) to determine the normal
  H.F. reaction. If the character saves vs Horror Factor do NOT
  roll for Revulsion.
  If the character failed to save vs H.F., roll a second time for
  one of the following additional reactions to encountering such a
  disturbing horror. The Revulsion Reaction lasts for 1D4 melee
  rounds unless specified otherwise.
  01-17% Revulsion and avoidance. Makes an extreme effort
  to avoid being touched by the zombie or touching it, goes
  around the Bug Boy, even if it puts him at risk of being attacked
  by other zombies or enemies, and may even dodge behind other
  characters to avoid it. This also means the character is too pre-
  occupied and busy avoiding the Bug Boy to fight or do much of
  anything else. He can only use one melee attack/action to do
  something other than dodge, hide from and avoid the Bug Boy,
  and even then does so with half his usual bonuses and skill per-
  formance is -20%.
  18-33% Frenzy. Screams and goes wild in an attempt to
  break free from the zombie’s clutches or tries to kill it! +2 melee
  attacks/actions and +2 to strike, parry and dodge, but ONLY
  against the Bug Boy(s). While in this state of mind the character
  cannot attack any other target and is unaware of anything else
  going on around him, -30% on skill performance, and can think
  of nothing else but escaping or killing the Bug Boy.
  34-50% Involuntary reaction of vomiting. A failed roll to
  save vs Bug Boy Revulsion Reaction (roll under H.F. number)
  causes the character’s stomach to turn and he throws up. The
  vomiting character cannot perform any skill nor attack, parry,
  dodge, or move while vomiting, may get some on his clothing,
  loses initiative, loses 1D4 melee attacks for that round and all
  combat bonuses are half for the rest of that melee round. Dura-
  tion is one melee round.
  Note: 01-50% chance of vomiting or gagging (with the same
  penalties as vomiting) whenever one or more insects from the
  zombie go inside the character’s mouth. It is a natural gag re-
  sponse.
  51-66% Panic flailing. The second the character breaks free
  from, or avoids, the zombie he stops and spends 1D4 melee
  rounds (15-60 seconds) frantically brushing himself off over and
  over again. This may leave the character open to further attack.
  He may also peel off the top layer of clothing and leave it be-
  hind. The character may also shout or scream something like,
  15
  
  “Get them off. Get them off! Are any on me?!” the entire time.
  During this moment of panic stricken revulsion, the character
  has only two melee attacks/actions, and without his usual com-
  bat bonuses. All other actions go toward brushing and/or taking
  off clothing. During this panic and flailing he is unaware of
  much of anything happening around him, has no initiative or
  Perception Rolls, and performs any skills at -40%. The character
  is likely to be paranoid about having lice or fleas for the next
  1D6 days and may seek cleansing and medical treatment just in
  case.
  67-83% Creepy, buggy sensation. Even if no insects actu-
  ally got on the character, he gets chills looking at (or even think-
  ing about) the insect infested zombie, and feels as if bugs are
  crawling on his body. That makes him distracted and disori-
  ented: -10% on skill performance and reduce Perception Rolls
  and initiative by half for 1D4 hours after an encounter with a
  Bug Boy. May desperately want to change clothes and/or
  shower.
  84-00% Nerves of steel or delayed reaction. No penalties at
  this time, but the character finds the zombie repulsive and nau-
  seating. Roll on this table again, 1D6+2 melee rounds after an
  engagement with the Bug Boy, to see if there was a delayed re-
  action (reacts accordingly). If this percentile range (84-00%) is
  rolled again, the character remains fine and is +2 to save vs Hor-
  ror Factor from any zombie, gore or insect encounter for the
  next 12 hours.
  Bug Boy Pestilence
  Bedbugs
  Bedbugs might be thought of as vampire fleas who don’t stay
  around. Like vampires, they usually come out at night, feed on
  their victim and go back to their hiding place. Unlike other para-
  sitic insects, bedbugs climb onto a person, feed for a few min-
  utes, and crawl or hop back to a nice, dark, cozy corner or
  crease in the bed, under the bed, in the blanket or linens, under
  the carpet, inside crevices of other furniture, etc. That makes
  them extremely hard to exterminate from a dwelling because the
  damned things could be hiding almost anywhere, except on the
  people they are feeding on.
  The bites usually appear on the arms and legs as a small red
  welt, but can be anywhere on the body. They itch similar to a
  flea bite but are at half the risk of becoming infected. The usual
  treatment of calamine lotion and other anti-itch medicines can
  be used to sooth the bite and reduce the itching.
  Penalties from a Non-Infected Bedbug Bite (Distracting): -1
  on Perception Rolls, -1 on initiative, -5% on skill performance,
  and after a while, the itching can become quite maddening.
  Extreme allergic reaction is rare (2% chance), but can be
  severe, causing anaphylactic shock – an extreme, system-wide
  allergic reaction that can lead to death. Shock drops blood pres-
  sure, causes swelling and results in low blood pressure and car-
  diovascular collapse.
  Penalties from an Infected Bedbug Bite (Potentially Deadly):
  -6 on Perception Rolls, no initiative, reduce Spd, attacks per me-
  lee, and combat bonuses by half, breathing is labored, the heart
  races, fatigues in 20% the usual time, and -30% on skill perfor-
  mance. Continued strenuous activity (fighting, running, heavy
  labor) has a 01-55% chance of causing heart failure, roll to save
  vs coma/death; roll for possible heart failure for every two min-
  utes of activity.
  Cloud of Gnats
  A cloud of biting gnats or flies nip and sting, inflicting 1D6
  bites every melee round a character encounters or engages a
  Bug Boy. The bites do no permanent damage nor have any last-
  ing side effect. For most people it is nothing more than a sensi-
  tive red spot of soreness that fades away within 2D6+4 hours.
  There is a 01-10% chance a character has an allergic reaction
  causing soreness and itching for 1D4 days before the bite goes
  away (-1 on initiative and Perception Rolls, and -5% on skill
  performance for the duration of the symptoms).
  However, if some of the insect swarm flies into a character’s
  open mouth (01-60% chance per melee round), roll to save vs
  the Bug Boy’s Horror Factor. A failed roll (rolling under the
  H.F. number) results in one of the following reactions:
  01-50% Momentary disgust and distraction: Results in
  losing one melee attack, initiative, and -10% on skill perfor-
  mance for the rest of the melee round.
  51-00% Involuntary vomiting: The vomiting character can-
  not perform any skill nor attack, parry, dodge, or move while
  vomiting, may get some vomit on his clothing, loses initiative,
  loses 1D4 melee attacks for that round, and all combat bonuses
  are -2 for the rest of that melee round.
  Fleas
  Fleas are tiny, ugly insects that feed on the blood of humans
  and animals. The most common are those that feed on animals,
  but they will also bite and feed upon human beings, especially
  fleas that come from Bug Boys.
  Fleas are most active in warm weather. They don’t generally
  stay on people, though there is a species that preys upon hu-
  mans. Fleas are most likely to be found in on the head, legs,
  other hairy parts of the body and in clothing, bedding, carpeting
  and plush furniture. Fleas feed on the blood of their hosts. Most
  people are familiar with the variety of fleas that afflict dogs, cats
  and other pets and livestock, but while animals are these fleas’
  primary target, they will feed upon humans as well.
  Females lay 30-40 eggs per day. Eggs hatch in 4-12 days (the
  short end of the spectrum in warm and humid conditions). For
  every one flea a person sees, there is the likelihood of another
  200 eggs in the area. Fleas, lice and bedbugs multiply at an
  alarming rate. The bugs spread to other characters/people the in-
  16
  
  fected person meets, particularly those with whom he has fre-
  quent contact, including family and teammates. Most of these
  insects are fast and tiny. So tiny that you don’t even feel them
  on your body. What the victims feel is the itch from their bite.
  Fleas and head lice lay tiny eggs on the hair follicles which are
  not easily found and are impossible to pluck off by hand. To kill
  the lice requires shampooing with over the counter or doctor
  prescribed medicines, but the eggs must be combed out with a
  special, very, very fine toothed comb. Shaving one’s head can
  go a long way to eliminate or greatly reduce human fleas, as the
  hair on the head is the main breeding ground and nesting place
  for the insects. However, fleas, in particular, and lice to a much
  lesser degree, may also be found on other parts of the body and
  in articles of clothing and fabric.
  Scrubbing one’s hair and body within 12 hours after an en-
  counter with a Bug Boy zombie removes or kills 2D4x10% of
  the nasty insects, but the clothing must also be washed, ideally
  in hot water, and the remaining insects must be killed using
  medical procedures.
  Flea bites: Flea bites usually form into a non-swelling bump
  on the skin and become quite itchy, but should improve and dis-
  appear without further complications in 1D4 days.
  Penalties from Common Flea Bites (Distracting): -1 on Per-
  ception Rolls, -1 on initiative, -5% on skill performance, and af-
  ter a while, the itching can become quite maddening.
  01-33% chance of infection: Where problems come in is
  from scratching the bites. They itch like crazy and it is very dif-
  ficult not to scratch. Scratching is likely to tear the skin and
  cause redness and bleeding. Bleeding makes the character easier
  for zombies to sniff out (+10% to smell and track blood), and
  more seriously, can become infected. That’s especially true of
  fleas that come from Bug Boy zombies. Note: Use the Infection
  Symptoms and Penalties Table found in the Dead Reign™
  RPG on page 31.
  An allergic reaction to a flea bite (2% chance) results in
  the bite being larger, swollen, extremely itchy and more prone
  to infection.
  Symptoms of an Allergic Reaction from a Flea Bite: It is
  likely to be accompanied by an itchy red rash (01-85%; in-
  creased and widespread itching), hives (01-50%), obvious swell-
  ing of the skin around the bite (01-90%) and shortness of breath
  (01-60% chance). The bite and the accompanying discomfort
  last 1D6+4 days longer and the itching and scratching is likely
  to cause bleeding and severe infection (01-66% chance).
  Penalties from a Flea Bite Allergic Reaction: -2 on Percep-
  tion Rolls, -2 on initiative, -2 to parry and entangle, reduce Spd,
  M.A. and P.B. attributes by 20% (unsightly rash, ugly red
  bumps and scabs on the hands, arms, face and neck, as well as
  constant scratching or rubbing), fatigues in half the time and has
  difficulty breathing after 1D6 minutes of running, fighting or
  strenuous activity (reduce attacks/actions per melee by half).
  These penalties are in addition to those that may result from in-
  fection.
  01-66% chance of Infection when an Allergic Reaction Oc-
  curs: Note: Use the Infection Symptoms and Penalties Table
  found in the Dead Reign™ RPG on page 31.
  Flea Bite Treatment: Wash the area with cool water and an-
  tiseptic soap to prevent infection, a topical anti-bacterial appli-
  cation is also effective. Calamine lotion, mild antihistamine, hy-
  drocortisone, ibuprofen gel or anesthetic creams may be used to
  soothe itching and prevent rash. An ice pack may be used to re-
  duce swelling. The bite should improve in 1D4 days.
  Getting Rid of Fleas: There are a variety of methods and
  treatment to get rid of fleas. Scrubbing down, removing/shaving
  hair, and thoroughly washing clothes (or getting new clothing)
  are all effective ways to remove fleas. Eating garlic can help rid
  and repel fleas and ticks because the garlic smell is excreted
  through the skin, making it inhospitable for the fleas. A repel-
  lent can be made from steeped lemon extracts for use on animals
  and clothing. Natural apple cider vinegar fed to dogs works the
  same as the garlic remedy. Lemon skin rinse also kills and re-
  pels fleas.
  One home remedy: One tablespoon of baking soda, with two
  cups of clean, warm water in a spray bottle, sprayed on hair
  thoroughly. Don a shower cap to hold the fleas in, wait 15 min-
  utes for the baking soda to work, then comb thoroughly with a
  fine-tooth comb. Then wash hair with lemon scented dish soap,
  rinse and comb again. Then apply apple cider vinegar to the
  hair, use the shower cap again, wait 15 minutes, and comb out
  again. Rinse. This should rid your hair of fleas. Flea combs
  made for dogs and cats can be effective on body lice and fleas
  on humans.
  Clothing, blankets, and other fabric that might be infested
  with fleas (or lice) should be washed in hot water or replaced
  with clean ones.
  Head Lice
  As the name suggests, head lice live, breed and feed in the
  hair on a person’s head. They are tiny, brown, hopping and
  crawling insects smaller than a grain of rice. Their bite causes
  itching. The eggs are laid on individual strands of hair and are
  difficult to see and impossible to remove without a very, very
  fine-tooth comb. Shaving the head and disposing of the hair is
  also a good, easy solution. However, a serious infestation will
  have lice living in the bed linen, blankets, and even possibly on
  stuffed animals, clothing, hats, and soft furniture. Lice are typi-
  cally spread by human contact as the little buggers crawl and
  hop onto other people as the infected person makes contact. Lice
  (and fleas) can leap three feet (0.9 m) and float on a breeze or a
  strand of hair.
  Lice Bites: Of all the parasitic insects carried by Bug Boy
  zombies, lice are the least dangerous. Their bite itches like crazy
  and can become a distraction. Plus the idea that tiny bugs infest
  your hair is, well, disgusting, but there are no serious medical
  complications.
  Penalties from Lice (Distracting): -1 on Perception Rolls, -1
  on initiative, -5% on skill performance, and after a while, the
  itching can become quite maddening. There is little chance of
  infection from the bite of head lice, unless one scratches his
  scalp raw (01-33% when that happens).
  Lice Treatment: There are a number of over the counter and
  doctor prescribed medicines that kill live lice. Here’s the drill:
  Remove clothing and wash in hot water. Apply medicine to the
  hair and head to kill the live lice (typically comes in a shampoo
  form). Then use a very fine-tooth comb to comb through the hair
  to remove nits and eggs and repeat over the next 2-4 days. This is
  17
  
  the only way to remove the eggs from the hair other than shaving
  one’s head (they are seldom found in other body hair). Lice do
  not last long without a human host and typically die within 6-14
  days. Wash all blankets, clothing, etc. in hot water or replace with
  clean, new clothes. Shaving the head is another option.
  Ticks
  Ticks are the nastiest and most dangerous of the possible in-
  sect infestations resulting from an encounter with a Bug Boy
  zombie. Ticks are larger than the other parasites and carry a host
  of diseases that can cause infection and other illnesses. The
  sooner a tick is removed, the less likely the chance of becoming
  infected with a disease.
  Ticks burrow only their mandibles or heads into their vic-
  tim’s body to feed on their blood. They feed on both humans
  and animals. You do not want to leave the mouth parts in the
  body as it will cause irritation and may cause infection. The
  other problem with ticks is they stay attached to the body for a
  long period of time with their head and mouth buried into their
  host’s body. On humans that can be anywhere, but is typically
  the legs, arms, back, neck and head. Ticks attach themselves to
  the skin and draw blood by sending long, needle-like projections
  that are part of their mouth and head into the flesh.
  Tick Bite Treatment: Step one is to remove the tick attached
  to the body. There are special tweezers made to remove ticks from
  animals which can be used to remove them from humans as well.
  Use a fine tipped tweezer to remove the tick – these are not normal
  tweezers but rather resemble needle-nosed pliers in tweezer form.
  If tweezers are not available, cover your hands with tissue paper
  and use your fingers to pull the tick out of the skin. Do not touch
  the tick with bare hands. Do not squash the tick or grab or squeeze
  its bloated belly, as such actions push the contaminated contents of
  its stomach into the bite wound where the tick is attached and
  cause infection (01-95% likelihood). Grab the tick as close to the
  mouth/head as you can and gently, but firmly pull the tick straight
  out until it lets go. Do not twist or you’ll tear its head off and leave
  the head and mouth under your skin.
  Do not try to smother a tick with rubbing alcohol, petroleum
  jelly, nail polish or gasoline as such tactics are likely to cause
  the thing to disgorge its stomach contents into the wound and
  cause infection (01-90% likelihood). Likewise, burning a tick
  with a burnt match or cigarette is equally likely to cause it to re-
  gurgitate the contents of its belly into the wound as a reaction to
  pain. After removing the tick, wash your hands thoroughly.
  Rubbing a tick in a gentle, circular motion for 1D4+2 melee
  rounds has a 01-45% chance of annoying the insect and causing
  it to back out of the skin, at which point it will hop off or can be
  flicked off.
  After the tick is removed, wash the area of the bite with lots
  of warm water and dish soap. If it becomes irritated, apply an
  antibiotic ointment.
  Tick Bite Treatment: The bite will ache and itch. Avoid
  scratching. Scratching is likely to cause bleeding and infection
  (01-85%). Apply cold packs for relief. Benadryl, calamine lo-
  tion and similar anti-itch ointments help relieve itching.
  Penalties from a Non-Infected Tick Bite (Distracting): -1 on
  Perception Rolls, -2 on initiative, -5% on skill performance, and
  after a while, the itching can become quite maddening.
  01-66% chance of infection (increase to 88% if the wound is
  not cleaned and treated within 12 hours): Ticks are nasty, and
  infection can occur even if the character refrains from scratching
  and cleans the bite (66% chance). Bleeding from scratching or
  infection makes the character easier for zombies to sniff out
  (+10% to smell and track blood). If the bite becomes infected,
  an itchy, expanding red rash appears, and the character suffers
  from fever and flu-like symptoms. Note: Roll on the Infection
  Symptoms and Penalties Table found in the Dead Reign™
  RPG on page 31 or the nastier Infection Table under the Worm
  Meat zombie in this sourcebook.
  Bug Boy, Sloucher Variant
  Also known as: Toxic Zombie or Infectious or Infested Zom-
  bie.
  Alignment: Considered Diabolic.
  Attributes: I.Q. 1D4, M.E. 1D6, M.A. 1D4, P.S. 2x Strength
  when alive (typically 2D6+18), P.P. 1D6+1, P.E. 1D6+15,
  P.B. 1D6, Spd 1D4+6.
  Hit Points: P.E. attribute number +2, but all Main Body S.D.C.
  must be depleted first before Hit Points can be affected.
  Note: See S.D.C. by Location and Hit Points in the Dead
  Reign™ RPG for more details.
  S.D.C. by Location:
  * Hands (2) – 1D6+4 each
  * Arms (2) – 1D8+6 each
  * Feet (2) – 1D6+4 each
  * Legs (2) – 2D6+6 each
  * Lower Jaw – 1D6+3
  ** Neck – 1D6+10
  ** Head – 2D6+14
  *** Main Body – 3D6+30
  Armor Rating: 14
  Horror Factor: 16
  P.P.E. 1D4
  Natural Abilities: Standard. See Dead Reign™ RPG for de-
  tails.
  See Life Energy (P.P.E.): 9,000 feet (2,743.2 m) at night or
  in darkness.
  Sense Life Energy (P.P.E.): 25 feet (7.6 m) to sense 1-6 peo-
  ple, 50 feet (15.2 m) to sense a group of 7-24 people, and 100
  feet (30.5 m) to sense a group of 25 or more people. Half that
  range to sense animals. One quarter that range, 6.2 feet (1.9
  m), when a zombie is dormant.
  Recognize Human Scents: 83%. This also tells the zombie
  that humans are nearby, or have been present recently.
  Track Humans by Scent: 18% chance, +10% if the human is
  sweaty or hasn’t bathed in three or more days, +10% to fol-
  low the scent of blood, +5% if there is more than one human
  present in the same area, +5% to smell perfume, cologne or
  aftershave. All bonuses are accumulative.
  Smell Fear in Humans: Makes zombies more aggressive: +1
  on initiative and +1 to strike or disarm. If the level of fear is
  fever pitched or five or more people are terrified, the zombie
  is also +1 attack per melee around.
  18
  
  Zombies Can See Without Eyes: The eyes glow with a red
  light inside empty eye sockets.
  Keen Sense of Hearing: Can pinpoint location of a Zombie
  Moan after hearing it for only 30 seconds.
  Impervious to Most Everything: Only decapitation, destroy-
  ing a zombie’s brain, and fire can kill a zombie. Does not
  need to breathe, and survives underwater and in a vacuum.
  S.D.C. and Hit Point Regeneration: 1D6+3 S.D.C. and 2 Hit
  Points are automatically restored every hour. Extra P.P.E.
  may also restore S.D.C. and Hit Points at a rate of 1D6+2
  S.D.C. and one Hit Point per extra P.P.E. point. Note: See
  Dead Reign™ RPG, page 38, for details.
  No Life Energy of Their Own: Zombies are cold, dark crea-
  tures without body heat or an aura. They cannot be seen by
  infrared and thermal imaging optic systems. Rather, zombies
  register the same as a piece of timber.
  Go Dormant: A stasis sleep that keeps zombies from decay-
  ing. Walking dead hide when they go dormant and can be
  waiting anywhere.
  People Slain by the Zombie Rise as One: Victims slain in a
  zombie attack, their P.P.E. absorbed, rise as the walking dead
  within 2D4+4 minutes after expiration.
  Insect Related Attacks, Illness & Penalties: See details in the
  body of the description.
  Risk of Infection from Insect Bites: 01-40% for each bite un-
  less noted otherwise.
  Skill of Note: Climb 40%/30%.
  Attacks per Melee: Three from the zombie, usually by biting
  and hitting with fists, but the insects transferred from the
  zombie to the human who comes in contact with it also bite
  and cause itching, bite marks and possible infection. See Risk
  of Infection from Insect Bites above and the description of
  parasitic insect bites, symptoms and treatment as described in
  the body of the description.
  Damage (S.D.C./Hit Points):
  Bite: 2D6 damage and a chance of infection if the wound is-
  n’t treated shortly after receiving it (standard as per most
  zombies). P.S. damage bonus does NOT apply to bite attacks.
  Bug Bites: As noted in the description, the Bug Boy is likely
  to infest opponents with biting insects that may cause irrita-
  tion, infection and disease.
  Head Butt: 2D4 damage + P.S. damage bonus (if any).
  Punch/Claw Attack: 1D6 damage + P.S. damage bonus (if
  any).
  Power Punch: Not possible by Bug Boys.
  Kick Attack: 2D4 damage + P.S. damage bonus (if any).
  Weapon: Rare, but sometimes a Bug Boys may use a melee
  weapon or handheld object as a weapon to bludgeon/hit with.
  Note: Leap Kick, other kicks, body flip, and martial arts at-
  tacks are NOT possible by Bug Boys.
  Bonuses: +2 to strike; also see Natural Abilities.
  Penalties: -2 to initiative and -7 on Perception Rolls.
  Vulnerabilities: Dumb, animalistic, easily tricked, slow mov-
  ing, can’t swim, poor climbers, head shots, decapitation and
  fire kill, severe cold reduces speed. Fear of fire holds them at
  bay; Horror Factor 16.
  Worm Meat
  A Zombie Aberration
  “One of the most sickening things I’ve ever seen is Worm
  Meat. The name pretty much says it all, a Sloucher whose head
  and body is covered, encrusted even, in maggots, leeches and
  worms. Just don’t get distracted by all them squirming thingies
  because these germ infested zombies have a nasty habit of bit-
  ing. And you don’t want to get bit by Worm Meat or you’ll
  come down with a case of Worm Rot or Zombie Rot. I always
  recommend avoiding contact or killing them from a distance.”
  – Brad Ashley, Leader of the Road Reapers
  Worm Meat Zombies are decaying Slouchers encrusted and
  filled with worms, slugs, leeches, maggots and other insect lar-
  vae that feed on necrotic flesh. These insects live and feed on
  the body of the zombie, but also bite any humans with whom
  they come into contact. Creatures such as leeches drink human
  blood when they bite and leave an infected wound as a reminder
  of their encounter. Bites and claw attacks from Worm Meat
  zombies as well as the bites of the disgusting creatures that live
  in them have a much higher rate of causing infection than those
  from other zombies and ordinary insects.
  Grappling with Worm Meat even for a few seconds gets
  maggots, worms, slugs and/or leeches to crawl or fall onto the
  living human. The Worm Meat is so permeated with “worms”
  that punching it or striking the zombie with a weapon leaves
  3D6 maggots/larvae or 1D6 leeches on the fist or the end of the
  weapon that made contact.
  The leech or insect bite creates a tiny open wound. Unless
  cleaned and treated immediately, a rash, redness and itching is
  likely to occur within six hours. The smell of blood or infection,
  even from a scratch or small wound, helps zombies “sniff out”
  that person (+10%), making him a liability to his teammates.
  19
  
  The itching and soreness can be a distraction for the character
  that reduces Perception Rolls by half and skill performance -5%.
  Worm Meat are repulsive and disgusting creatures that have
  a higher Horror Factor (H.F.) than most other zombies. Like the
  Bug Boy, dealing with this hideous, larva-encrusted monster is
  so disturbing that many people experience a revulsion response
  (roll under Horror Factor number).
  Revulsion Reaction to Worm Meat Zombies
  Having to face such an abhorrent monstrosity is so disgusting
  to most people, that in addition to the usual reaction and penal-
  ties associated with Horror Factor (H.F.), there is likely to be a
  Revulsion Reaction. Roll a second time using the H.F. number
  to determine if the character has an additional reaction. Rolling
  above or equal to the H.F. number saves vs Revulsion and the
  character performs as normal. Rolling under the H.F. number
  means the character fails to save and has a Revulsion Reaction.
  Roll under the zombie’s Horror Factor first to determine the
  normal H.F. reaction. Even if the character saves vs Horror Fac-
  tor, roll again for Revulsion. The Revulsion Reaction lasts for
  1D4 melee rounds unless specified otherwise.
  Use the same Revulsion Reaction Table as the Bug Boy.
  A Worm Meat Zombie’s Bite is Poison
  “Not treating a zombie bite immediately is asking for trouble
  and can lead to serious infection, loss of limb or death. Not
  treating a Worm Meat’s bite is suicide. Don’t take any chances
  and be thorough or you’ll find yourself with Worm or Zombie
  Rot and a slow, agonizing death.”
  – Brad Ashley, Leader of the Road Reapers
  Any zombie’s bite or claw attack that cuts deep and draws
  blood is at serious risk for infection and disease unless it is
  cleaned and treated; the sooner the better. The bite and claw at-
  tacks from Worm Meat as well as the bites from its worms or
  leeches are among the most infectious and deadly of any zom-
  bie.
  Standard treatment of washing the wound out with soap and
  water, treating with antiseptic or alcohol, and regularly replac-
  ing the bandages with clean ones should prevent infection.
  However, the germs from a Worm Meat’s bite are virulent.
  Like all Slouchers, Worm Meat are at their most dangerous
  in large groups, though left on their own, they are usually part of
  mixed group of Slouchers and other zombies. Only in swamps,
  sewers, and other damp subterranean settings is one likely to en-
  counter several Worm Meat together or in gathered in large
  numbers. Worm Meat are susceptible to the influence of Death
  Cult
  Priests,
  Thinkers,
  Impersonator
  Zombies
  and
  Mock
  Zombies, who are able to command them, at least for awhile. Of
  course, Worm Meat can only follow simple commands and are
  only really useful at killing, standing guard and hauling away
  garbage and debris, or carrying or dragging stuff.
  Roll on the following Worm Meat Zombie Infection Table
  for bites and wounds caused by this particular walking dead. If
  the infection becomes bad, the character may need professional
  treatment, preferably treatment from a Medical Doctor. Unlike
  the typical zombie bite that is likely to start out as a mild infec-
  tion, a Worm Meat’s bite can turn into a serious infection, gan-
  grene, Worm Rot, or Zombie Rot, overnight, unless immedi-
  ately and thoroughly cleaned and treated.
  Save vs Disease/Poison
  When a character gets an infection or catches any disease, he
  gets to make a saving throw vs disease after treatment. This is
  basically the same as save vs lethal poison. Since the Worm
  Meat (and Sewer Crawler) zombie’s infection is potent, the
  character must roll a 16 or higher to save.
  If the wound is not treated, the character still gets to roll to
  save vs disease, but does so with a penalty of -3 to save.
  A successful save means the character suffers the penalties
  listed under the symptoms of his particular type of infection for
  half the usual period, the infection heals in half the time, there is
  no permanent damage, and any wounds heal with minimal scar-
  ring, unless stated otherwise. Note: P.E. attribute bonuses apply
  to saving vs disease.
  Worm Meat and Sewer Zombie Infection Table
  The following is the likelihood of infection occurring based
  on how quickly and thoroughly a wound from a bite or deep
  claw attack is cleaned and treated. Roll on the one that fits the
  situation for the wounded character.
  01-15% chance infection occurs even when the wound is
  treated promptly, thoroughly and properly, as well as kept clean
  for that initial week.
  01-50% when the wound is initially treated, but care is not
  continued or is poorly administered, or the wound is exposed to
  unsanitary conditions afterward.
  01-70% when the wound is not cleaned well or is poorly
  treated (no antiseptic or clean bandages) in the first place, or if
  the bandages are changed but not as often as required, or ban-
  dages are swapped out with torn pieces of cloth/rags rather than
  medical bandages, or when changed under dirty conditions in
  the field.
  01-80% chance for infection if the wound is not cleaned and
  treated within the first hour of getting it, but is treated within 24
  hours.
  01-90% likelihood of infection if the wound is barely at-
  tended to at all initially, or if cleaning and follow-up treatment
  after the initial cleaning is not maintained daily.
  01-98% Infection is a near certainty when the wound is not
  treated, or just bandaged and ignored.
  Worm Meat and Sewer Crawler
  Infection Symptoms and Penalties
  If infection results from the bite or a deep claw attack from a
  Worm Meat or Sewer Crawler zombie that draws blood, roll
  percentile dice for random determination of the type and sever-
  ity of the infection. Treating a wound caused by Worm Meat or
  Sewer Crawler Zombies quickly and thoroughly can avoid grue-
  some and life-threatening consequences (see table above). How-
  ever, the fact that both are most often encountered in sewers,
  caves, swamps, garbage dumps and other unsanitary settings,
  means immediate treatment and clean conditions may be impos-
  sible.
  20
  
  01-10% Mild Infection: The arm aches and the wound has
  areas that are nasty looking and ooze pus. If not properly treated
  in the next 48 hours it will turn into a Severe Infection. Proper
  treatment requires antibiotics, removal of the pus, thorough
  re-cleaning, new clean bandages and regular care and cleaning
  as noted previously.
  11-30% Severe Infection: The wound is pus-filled and terri-
  ble looking, and the area around it is red, swollen, and hurts to
  the touch. The victim has low fever that spikes several degrees
  when the character exerts himself.
  Penalties: -1 on initiative, -2 on Perception Rolls, -1 on all
  combat rolls, and -10% on the performance of any skill. Note:
  Requires immediate and thorough treatment, and because it got
  so bad, it takes 1D6+7 additional days to get the infection under
  control and the wound to start to heal properly. During that time
  all penalties remain in force. If left untreated or exposed to filth,
  it worsens and turns into Severe Infection and Muscle Damage.
  31-45% Severe Infection and Muscle Damage: Same as
  Severe Infection, above, plus the wound has grown in size by
  50% and deeper, down into the muscle tissue. This results in a
  loss of strength in that limb, and the entire limb aches, from fin-
  gers to shoulder (or toes to hip).
  Penalties: -1 on initiative, -2 on Perception Rolls, -1 on all
  combat rolls, and -10% on the performance of any skill, plus the
  P.S. and P.P. (or P.S. and Spd if a foot or leg) of the infected
  limb are reduced by half. If a hand or arm, adjust P.S., P.S.
  damage bonuses and P.P. bonuses to strike, parry and dodge ac-
  cordingly. Furthermore, skills requiring aiming (reduce usual
  bonuses by one quarter), or manual dexterity and/or hand or arm
  strength are performed with a penalty of -20%; this includes
  most Electrical, Mechanical, Medical, Physical, Rogue and Wil-
  derness skills.
  If a foot or leg, adjust the P.S. and Spd accordingly – reduce
  Spd by 25%, -2 to dodge, and skills that require leg strength,
  surefootedness, or stealth, such as Climb, Prowl, Swimming and
  Tailing, are -20%.
  Note: Requires immediate and thorough treatment, and be-
  cause it got so badly infected, it takes 2D4+10 additional days to
  get the infection under control and the wound to start to heal
  properly. During that time all penalties remain in force. If left
  untreated or exposed to filth, it worsens and turns into Gan-
  grene.
  46-60% Gangrene: The wound is ulcerated, parts of it look
  as if it is rotting, it has grown to three times its original size, the
  entire limb is red, swollen, feels hard and is painful to the touch.
  The infection has spread into the blood and the character is fe-
  verish and feels weak.
  Penalties: -4 on initiative, -5 on Perception Rolls, reduce Spd
  and all combat bonuses by half, including W.P. bonuses, and
  -25% on the performance of any skill.
  If a hand or arm is gangrenous, the limb hangs limp and any
  skills that require the use of that limb take great effort, twice as
  long, and are performed with an additional penalty of -25%
  (that’s a total skill penalty of -50%); this includes most Electri-
  cal, Mechanical, Medical, Physical, Rogue and Wilderness
  skills.
  If a foot or leg is gangrenous, the limb is numb, can barely
  move, and the character walks with an obvious and painful limp.
  Reduce Spd by 75%, -5 to dodge, and skills that require leg
  strength, sure-footedness, or stealth, such as Climb, Prowl,
  Swimming and Tailing, are -50%.
  Note: Requires immediate and thorough treatment, and be-
  cause it got so bad, it takes 3D4+12 additional days to get the
  infection under control and the wound to start to heal properly.
  During that time all penalties remain in force. Hospitalization
  and bed rest during that time are strongly suggested! If the
  wound is exposed to filth or is left untreated, it worsens in
  1D4+1 days. At that point, the limb must be amputated or the
  victim will die. Amputation puts the character into a coma and
  the player must roll to Save vs Coma and Death.
  61-80% Worm Rot: Same as Gangrene, above, with all the
  same penalties, plus the wound is filled with maggots and other
  insects that eat dead and dying flesh. The ulcerated parts of it
  look as if it is rotting, the size of the wound spreads to four
  times its original size, the entire limb turns a sickly greenish
  gray color, and feels numb and cold to the touch. The infection
  has spread into the blood and the character is feverish and feels
  weak.
  Penalties: -4 on initiative, -5 on Perception Rolls, reduce Spd
  and all combat bonuses by half, including W.P. bonuses, reduce
  P.B. and M.A. by 20%, and -35% on the performance of any
  skill.
  Same penalties for hand/arm and foot/leg infection as Gan-
  grene.
  Note: Requires immediate and thorough treatment, and be-
  cause it got so bad, it takes 3D6+12 additional days to get the
  infection under control and the wound to start to heal properly.
  During that time all penalties remain in force. Hospitalization
  and bed rest during that time are strongly suggested! Even after
  the wound heals it leaves ugly scarring; reduce P.B. by 10%
  when the wound is visible. If the wound is exposed to filth or is
  left untreated, it worsens in 1D4 days. At that point, the limb
  must be amputated or the victim will die. Amputation puts the
  character into a coma and the player must roll to Save vs Coma
  and Death with a penalty of -10%.
  81-00% Zombie Rot: The wound closes and seems to heal,
  but the flesh and muscle underneath the skin rots away to create
  a pus-filled pocket four times larger than the wound’s original
  size. Furthermore, the entire limb turns pale green and feels cold
  to the touch, like that of a corpse. The character suffers from in-
  termittent numbness and shooting pain in the infected limb, and
  from a low, but constant fever.
  Penalties: -4 on initiative, -2 on Perception Rolls, reduce
  P.S., P.E., and Spd attributes by 30%; adjust bonuses accord-
  ingly. Also reduce S.D.C. by half, Hit Points by 20%, and -15%
  on the performance of any skill. All penalties remain in effect
  until the wound starts to heal. Left untreated it only gets worse
  and has terrible consequences.
  Note: To heal requires the pus-filled mass to be lanced (cut
  open) and then all the green pus squeezed out. This is incredibly
  painful and inflicts 3D6+2 points of damage direct to Hit Points.
  The wound must then be cleaned and treated as usual, with
  proper follow-up care. Since it got so bad, it takes 2D4+10 addi-
  21
  
  tional days to get the wound to heal properly. During that time
  all penalties remain in force, and Hit Points and S.D.C. lost to
  infection do not heal until the infection is brought under control
  and the wound starts to heal. Hospitalization and bed rest during
  that time are strongly suggested! If the wound is exposed to filth
  or is left untreated, it worsens in 1D4+1 days. At that point, the
  character collapses into a coma and the player must roll to Save
  vs Coma and Death. If the character survives, roll on the follow-
  ing table for permanent side effects.
  01-10% Lucked out, no permanent damage.
  11-25% Emotional trauma, roll for one random Phobia and
  the character is -1 to save vs Horror Factor and Insanity.
  26-40% Permanently reduce Spd attribute by 10%.
  41-60% Permanently reduce P.B. attribute by 10%.
  61-75% Permanently reduce S.D.C. by 20%.
  76-90% Permanently reduce P.E. attribute by 10% and the
  character is -2 to save vs infectious disease.
  91-00% Becomes a Half-Living! Provided the G.M. allows it.
  If not, re-roll.
  Worm Meat, Sloucher Variant
  Also known as: Worm Zombie, Worm Eaten and Maggot Nest.
  Alignment: Considered Diabolic.
  Attributes: I.Q. 1D4, M.E. 1D6, M.A. 1D4, P.S. 2x Strength
  when alive (typically 2D6+18), P.P. 1D6+1, P.E. 1D6+15,
  P.B. 1D6, Spd 1D4+6.
  Hit Points: P.E. attribute number, but all Main Body S.D.C.
  must be depleted first before Hit Points can be affected.
  Note: See S.D.C. by Location and Hit Points in the Dead
  Reign™ RPG for more details.
  S.D.C. by Location:
  * Hands (2) – 1D6+5 each
  * Arms (2) – 1D8+7 each
  * Feet (2) – 1D6+5 each
  * Legs (2) – 2D6+7 each
  * Lower Jaw – 1D6+4
  ** Neck – 1D6+11
  ** Head – 2D6+16
  *** Main Body – 3D6+32
  Armor Rating: 15, boosted slightly by a covering of worms.
  Horror Factor: 16
  P.P.E. 1D4
  Natural Abilities: Standard. See Dead Reign™ RPG for de-
  tails.
  See Life Energy (P.P.E.): 9,000 feet (2,743.2 m) at night or
  in darkness.
  Sense Life Energy (P.P.E.): 25 feet (7.6 m) to sense 1-6 peo-
  ple, 50 feet (15.2 m) to sense a group of 7-24 people, and 100
  feet (30.5 m) to sense a group of 25 or more people. Half that
  range to sense animals. One quarter that range, 6.2 feet (1.9
  m), when a zombie is dormant.
  Recognize Human Scents: 83%. This also tells the zombie
  that humans are nearby, or have been present recently.
  Track Humans by Scent: 18% chance, +10% if the human is
  sweaty or hasn’t bathed in three or more days, +10% to fol-
  low the scent of blood, +5% if there is more than one human
  present in the same area, +5% to smell perfume, cologne or
  aftershave. All bonuses are accumulative.
  Smell Fear in Humans: Makes zombies more aggressive: +1
  on initiative and +1 to strike or disarm. If the level of fear is
  fever pitched or five or more people are terrified, the zombie
  is also +1 attack per melee around.
  Zombies Can See Without Eyes: The eyes glow with a red
  light inside empty eye sockets, and in the case of Worm
  Meat, the eyes or sockets may be filled with maggots and
  worms.
  Keen Sense of Hearing: Can pinpoint location of a Zombie
  Moan after hearing it for only 30 seconds, even if the ears
  have maggots or leeches in them.
  Impervious to Most Everything: Only decapitation, destroy-
  ing a zombie’s brain, and fire can kill a zombie. Does not
  need to breathe, and survives underwater and in a vacuum.
  S.D.C. and Hit Point Regeneration: 1D6+3 S.D.C. and 2 Hit
  Points are automatically restored every hour. Extra P.P.E.
  may also restore S.D.C. and Hit Points at a rate of 1D6+2
  S.D.C. and one Hit Point per extra P.P.E. point. Note: See
  the Dead Reign™ RPG, page 38, for details.
  No Life Energy of Their Own: Zombies are cold, dark crea-
  tures without body heat or an aura. They cannot be seen by
  infrared and thermal imaging optic systems. Rather, zombies
  register the same as a piece of timber.
  Go Dormant: A stasis sleep that keeps zombies from decay-
  ing. Walking dead hide when they go dormant and can be
  waiting anywhere.
  People Slain by the Zombie Rise as One: Victims slain in a
  zombie attack, their P.P.E. absorbed, rise as the walking dead
  within 2D4+4 minutes after expiration.
  Insect Related Attacks, Illness & Penalties: See details in the
  body of the description.
  Infectious Bite: See details in the body of the Worm Meat de-
  scription.
  Risk of Infection from Insect Bites: High, see details in the
  body of the Worm Meat description.
  Skill of Note: Climb 40%/30%.
  Attacks per Melee: Three from the zombie, usually by biting
  and hitting with fists, but the insects transferred from the
  zombie to the human who comes in contact with it also bite
  and cause itching, bite marks and possible infection. See Risk
  of Infection from Insect Bites above and the description of
  parasitic insect bites, symptoms and treatment as described in
  the body of the description.
  Damage (S.D.C./Hit Points):
  Bite: 2D6+2 damage and a high risk of infection and disease
  if the wound isn’t treated shortly after receiving it. P.S. dam-
  age bonus does NOT apply to bite attacks.
  Head Butt: 2D4 damage + P.S. damage bonus (if any).
  Punch/Claw Attack: 1D6 damage + P.S. damage bonus (if
  any).
  Power Punch: Not possible by Worm Meat.
  Kick Attack: 2D4 damage + P.S. damage bonus (if any).
  22
  
  Weapon: Rare, but sometimes a Worm Meat or Sloucher may
  use a melee weapon or handheld object as a weapon to blud-
  geon/hit with.
  Note: Leap Kick, other kicks, body flip, and martial arts at-
  tacks are NOT possible by Worm Meat.
  Bonuses: +2 to strike with most attacks, +3 to strike with a bite
  attack; also see Natural Abilities.
  Penalties: -2 to initiative and -7 on Perception Rolls.
  Vulnerabilities: Dumb, animalistic, easily tricked, slow mov-
  ing, can’t swim, poor climbers, head shots, decapitation and
  fire kill, severe cold reduces speed. Fear of fire holds them at
  bay (H.F. 16).
  Sewer Crawlers
  A Zombie Aberration
  “Gators and pythons in the sewers are not myth, they exist,
  but they are the least of your problems. It’s Sewer Crawlers you
  need to worry about. These zombies skim across the water and
  crawl along the pipes and conduits overhead like a snake. Like
  any zombie, YOU are the main meal on their menu. Thankfully,
  they only swim on the surface of water and can’t swim under-
  water, so you should see one coming if you’re alert. And when
  they climb and skitter along the pipes they usually make noise
  doing it. Just don’t underestimate them just because they’re not
  whole. In the sewers, they are just as dangerous as a Bug Boy or
  Worm Meat.”
  – Brad Ashley, Leader of the Road Reapers
  Sewer Crawlers are variations on Crawlers, zombies who
  have lost half their body or several limbs, and now walk on their
  hands or crawl along on their bellies like snakes. Like traditional
  Crawlers, Sewer Crawlers often hide in dark crevices and climb
  along smaller pipes and conduits that hang from the ceiling or
  run along the sides of sewers, storm drains and access tunnels.
  When crawling on top or along the pipes and conduits, the zom-
  bie makes a pitter-patter or soft clunking sound that should alert
  humans of its/their approach. However, the sound of the Sewer
  Crawler’s approach is quiet enough that if there is conversation,
  battle, work or ambient background noise going on, it is proba-
  bly enough to mask the monster’s approach. Furthermore,
  Sewer Crawlers like to stuff themselves in dark corners and lay
  on top of hanging pipes and wait until human prey walks under
  them, and drop down on their unsuspecting victim to bite and
  hit. When such an opportunity avails itself, the Sewer Crawler
  usually attacks first and tries to make a fast kill and eat all of the
  life energy itself. When that doesn’t work out immediately
  (within one or two melee rounds), the Sewer Crawler moans and
  presses its attack as other walking dead in the area converge and
  join the battle. In between human meals, Sewer Crawlers prey
  upon rats, mice, snakes, and wild dogs.
  Without a lower body or missing limbs, many Sewer
  Crawlers are half the size and weight of a whole body. This en-
  ables them to fit and crawl through openings, pipes and tunnels
  Slouchers and other full-sized zombies cannot. In fact, unless a
  Thinker tells them to do so, most walking dead are not smart
  enough to get down on their hands and knees and even try to
  crawl through narrow pipes. They just reach into the pipe,
  moaning and growling at the human prey getting away.
  Crawlers and Sewer Crawlers, on the other hand, will dive into a
  narrow opening or tunnel without hesitation. This may explain
  why Sewer Crawlers are the most common walking dead (50%)
  encountered in sewers, tunnels and subterranean environments.
  Slouchers are the next most common due to their sheer numbers,
  followed by Bug Boys and Worm Meat respectively. Flesh
  Eaters and Juggernauts are the least often encountered in narrow
  tunnels and sewers.
  While Crawlers climb, Sewer Crawlers both climb and
  swim. Somehow the monsters have learned to float and swim in
  water and sludge. Since they are already dead, contaminants,
  chemical pollution, disease, toxic gases and raw sewage have no
  effect on them, other than making Sewer Crawlers carriers of
  disease and infection from slopping through stagnant water and
  sewage. Their bites and claw attacks are as infectious as Worm
  Meat zombies (use the same Infection Table). Likewise, the
  walking dead do not breathe and can survive underwater indefi-
  nitely. While only Thinkers and Mock Zombies are smart
  enough to try to deliberately drown human prey, Sewer
  Crawlers and other zombies may unwittingly drag a character
  into water where drowning may become a threat. A human
  pushed faced down into even shallow water (less than a foot/0.3
  m) can drown. Sewer Crawlers are also found in swamps and
  marshlands, where they slither among the reeds and lily pads as
  well as across pools of algae, mud and muck with equal ease.
  23
  
  Although Sewer Crawlers have learned to swim to some de-
  gree, they can only swim in shallow water and only on the wa-
  ter’s surface. Though they can swim twice as fast as they can
  crawl and climb, they are, at best, fair to poor swimmers. They
  function best in shallow water 1-6 feet (0.3 to 1.8 m) deep, and
  flounder in deep water, which for them is 20 feet (6.1 m) or
  deeper (-20% to Swimming penalty). They also struggle against
  a strong current and large waves (same -20% penalty). Strangely
  enough, Sewer Crawlers cannot swim underwater, and if pulled
  or pushed under the surface, especially in water deeper than 20
  feet (6.1 m), the zombie is likely to sink like a stone. (Note:
  Roll under the creature’s Swimming skill with a -30% penalty
  every melee round underwater. If the zombie fails its Swimming
  skill roll before reaching the surface it sinks.) Once the zombie
  reaches bottom, it crawls across the floor until it can find a way
  up and out, or finds its way into shallow waters where it can
  again swim to the surface and float. As a type of Crawler, unlike
  most other dumb, walking dead, the Sewer Crawler instinctively
  climbs up anchor chains, moorings, netting, dock pillars, debris,
  or any other structures that will get it to the surface where it can
  exit the water or swim across its surface.
  Unable to swim underwater, the simpleminded Sewer
  Crawlers do not attempt to drag their prey underwater to drown
  them, even though it would be the easiest way to kill human be-
  ings. Instead, the zombie uses the water as a medium in which it
  can sneak up close to human and animal prey and lunge at them,
  clawing, hitting and biting to kill. In this regard, the Sewer
  Crawler’s attack is reminiscent to an alligator or crocodile attack
  in which the predator lunges up, out of the water to grab its prey
  in its jaws. However, even the alligator is smart enough to pull
  its prey into the water where it has the advantage. By contrast,
  the Sewer Crawler pulls itself out of the water where it flails,
  punches, claws and bites in an attempt to kill. To make matters
  worse, Sewer Crawlers swim silently and can Prowl through
  water to strike without warning. In water, Sewer Crawlers tend
  to travel and hunt as solitary hunters, in pairs, or in a small
  group of three or four. Crawlers and Sewer Crawlers prowling
  in dry areas and along pipes may gather in packs of as many as
  twelve (3D4). Most first try to take down living prey on their
  own. It is only when the zombie’s opponent fights back or
  knocks the Sewer Crawler(s) away that the cursed thing begins
  to moan and draw other zombies to its location. If it can make a
  kill without calling other zombies, it will do so.
  Sewer Crawler: A Variant Crawler Zombie
  Also known as: Sewer Zombie, Swamp Crawler, Sludge Swim-
  mer and Floater or Zombie Floater.
  Alignment: Considered Diabolic.
  Attributes: I.Q. 1D4, M.E. 1D6, M.A. 1D4, P.S. 2x Strength
  when alive (typically 2D6+18), P.P. 1D6+3, P.E. 1D6+10,
  P.B. 1D6, Spd 1D4+3 (double swimming on the surface of
  water).
  Hit Points: P.E. attribute number, but all Main Body S.D.C.
  must be depleted first before Hit Points can be affected.
  Note: See S.D.C. by Location and Hit Points in the Dead
  Reign™ RPG for more details.
  S.D.C. by Location:
  * Hands (2) – 1D6+4 each
  * Arms (2) – 1D8+6 each
  * Feet – Not applicable
  * Legs – Not applicable
  * Lower Jaw – 1D6+2
  ** Neck – 1D6+8
  ** Head – 2D6+12
  *** Main Body – 1D6+26
  Armor Rating: 14
  Horror Factor: 13
  P.P.E. 1D4
  Natural Abilities: Standard. See the Dead Reign™ RPG for
  details.
  See Life Energy (P.P.E.): 9,000 feet (2,743.2 m) at night or
  in darkness.
  Sense Life Energy (P.P.E.): 25 feet (7.6 m) to sense 1-6 peo-
  ple, 50 feet (15.2 m) to sense a group of 7-24 people, and 100
  feet (30.5 m) to sense a group of 25 or more people. Half that
  range to sense animals. One quarter that range, 6.2 feet (1.9
  m), when a zombie is dormant.
  Recognize Human Scents: 83%. This also tells the zombie
  that humans are nearby, or have been present recently.
  Track Humans by Scent: 18% chance, +10% if the human is
  sweaty or hasn’t bathed in three or more days, +10% to fol-
  low the scent of blood, +5% if there is more than one human
  present in the same area, +5% to smell perfume, cologne or
  aftershave. All bonuses are accumulative.
  Smell Fear in Humans: Makes zombies more aggressive: +1
  on initiative and +1 to strike or disarm. If the level of fear is
  fever pitched or five or more people are terrified, the zombie
  is also +1 attack per melee around.
  Zombies Can See Without Eyes: The eyes glow with a red
  light inside empty eye sockets.
  Keen Sense of Hearing: Can pinpoint location of a Zombie
  Moan after hearing it for only 30 seconds.
  24
  
  Impervious to Most Everything: Only decapitation, destroy-
  ing a zombie’s brain, and fire can kill a zombie. Does not
  need to breathe, and survives underwater and in a vacuum.
  S.D.C. and Hit Point Regeneration: 1D6+3 S.D.C. and 2 Hit
  Points are automatically restored every hour. Extra P.P.E.
  may also restore S.D.C. and Hit Points at a rate of 1D6+2
  S.D.C. and one Hit Point per extra P.P.E. point. Note: See
  the Dead Reign™ RPG, page 38, for details.
  No Life Energy of Their Own: Zombies are cold, dark crea-
  tures without body heat or an aura. They cannot be seen by
  infrared and thermal imaging optic systems. Rather, zombies
  register the same as a piece of timber.
  Go Dormant: A stasis sleep that keeps zombies from decay-
  ing. Walking dead hide when they go dormant and can be
  waiting anywhere.
  People Slain by the Zombie Rise as One: Victims slain in a
  zombie attack, their P.P.E. absorbed, rise as the walking dead
  within 2D4+4 minutes after expiration.
  Infectious Bite: High, same as the Worm Meat zombie.
  Risk of Infection From Zombie: High, same as the Worm
  Meat zombie, see page 20.
  Skills of Note: Acrobatics 40%, Climb 65%/55%, Prowl 30%
  out of the water, Prowl 60% in water, and Swim 50% in shal-
  low water.
  Attacks per Melee: Two, usually by biting, head butting, hit-
  ting with fists or claw attack.
  Damage (S.D.C./Hit Points):
  Bite: 2D6 damage and a chance of infection if the wound is-
  n’t treated shortly after receiving it. P.S. damage bonus does
  NOT apply to bite attacks. Note: Sewer Zombies are so filthy
  and disease laden that their bite or deep claw attack that
  draws blood is as infectious as the Worm Meat. Victims of
  the bite must roll a 16 or higher to save vs disease/infection.
  If the character fails to save, roll on the Worm Meat and
  Sewer Crawler Infection Symptoms and Penalties Table
  when a wound from a Sewer Zombie becomes infected. See
  page 20.
  Head Butt: 2D4 damage + P.S. damage bonus (if any).
  Punch/Claw Attack: 1D6 damage + P.S. damage bonus (if
  any).
  Power Punch: Not possible by Sewer Crawlers.
  Kick Attack: Not possible by Sewer Crawlers.
  Weapon: Rare, but sometimes a Sewer Crawler may use a
  melee weapon or handheld object as a weapon to blud-
  geon/hit with.
  Note: Leap Kick, other kicks, and martial arts attacks are
  NOT possible.
  Bonuses: +1 to strike and +2 to entangle on dry land, +2 to
  strike and +3 to entangle in or from water; also see Natural
  Abilities.
  Penalties: -2 to initiative and -7 on Perception Rolls.
  Vulnerabilities: True Sewer Crawlers are dumb, animalistic,
  easily tricked, slow moving, fair swimmers, and fair climb-
  ers. Head shots, decapitation and fire kill them. Severe cold
  reduces speed. Fear of fire holds them at bay (fire has an H.F.
  of 16). They sink in deep water.
  Impersonator Zombies
  A Zombie Aberration
  By Steven Dawes and Kevin Siembieda
  “It may sound like a woman, child or your best friend, but it
  may be a damn zombie so proceed with caution. All you heroes
  who like to charge in to save the day had better start reining
  yourselves in and exercising extreme caution. In addition to un-
  scrupulous bandits, lunatics and cultists who might be setting a
  trap for you, there’s a zombie that sets ambushes and can mimic
  voices and sounds to lure you into its deadly embrace. No kid-
  ding.
  “We call such an abomination an Impersonator Zombie. It
  seems to be related to the Thinker in that it is smarter than the
  average Sloucher, sets traps, uses other zombies in its ambushes,
  and knows what to say and what voice to say it in, to lure you
  into trouble.”
  - Brad Ashley, leader of the Road Reapers
  Impersonator Zombies look just like any other Sloucher, but
  they are smart, like a Thinker. They seem to have retained a
  sense of self awareness and intelligence, use simple tools and
  camouflage, notice things in their surrounding environment and
  use them all to their advantage. An Impersonator is not quite as
  smart or resourceful as a Thinker and seems to lack the
  Thinker’s deductive reasoning, but it is trouble.
  As the name suggests, its talent is mimicking sounds, particu-
  larly sounds of distress. An Impersonator Zombie can mimic the
  sound of a man calling out for help, a woman crying, a child
  laughing, a dog whimpering or barking, birds chirping and even
  engine sounds and music. Worse, if it has heard you or your
  teammate talking, it can imitate your or his voice any time it
  wants, and use it against you or him. Impersonators typically
  speak in simple phrases and words (“Please, help me.” “Is
  someone there? Thank God.” “Come in.” “I’m upstairs.” “I’m
  hurt.” “I’m trapped.” “I need help.” “My foot is stuck.” “I think
  my leg is broken.” “Bandits left me tied up.” “Forget about me.
  Save the children.” and so on), but can string together a decent
  sentence when they need to. However, they cannot engage in
  conversation, and tends to play the role of injured and delirious
  victim who keeps repeating the same line or two. Furthermore,
  Impersonator Zombies can mimic the sounds of human emotion,
  so the tone of the voice accompanying the words sounds true
  and fits the situation. The voice may sound weak and frail, or
  filled with pain, or full of joy that someone has come to his res-
  cue. It may have the bounce of a child or the worried tone of a
  mother or father. It may sound happy, sad, desperate, pained, or
  strong, but it always sounds human and fits the situation. That’s
  how clever Impersonators are in this regard.
  Impersonator Zombies are adept at hiding and setting up sim-
  ple ambushes and traps. The monster uses its ability for mimicry
  to lure its prey closer to it. Like Thinkers, an Impersonator has
  the ability to communicate with other zombies and give them
  simple instructions and commands. In this case, the Imperson-
  ator gets other zombies to hide at a particular location it desig-
  nates, and wait for his signal to attack. Also like the Thinkers,
  an Impersonator is smart enough to hunt and set traps in loca-
  25
  
  tions where humans are known to visit and travel. It likes to set
  up traps where humans are at a disadvantage, such as cramped
  quarters, dead ends and where its prey can be easily surrounded
  or cornered. An Impersonator also seems to have an innate sense
  of how to fit in with its surroundings, including the most appro-
  priate voice to use. In a nursing home or house once occupied
  by the elderly, the zombie’s voice will have the sound and ca-
  dence of an old man or woman. Inside a child’s bedroom the
  Impersonator may hide among the stuffed animals or under the
  bed and use the voice of a child. It is downright uncanny how an
  Impersonator seems to always select the right voice for the set-
  ting and situation.
  Another unique aspect of Impersonator Zombies is that their
  ability to sense life energy is more acute, and the monster can
  sense even a single human within a 100 foot (30.5 m) radius,
  even when it is dormant. This enables the Impersonator to wake
  up when a human gets close enough, and rather than attack or
  moan, begin to perform whatever impersonation it chooses to
  lure the person or people into its clutches. Other dormant zom-
  bies in the area remain dormant until the trap is sprung or the
  humans enter their shorter sensing range (typically 6.2 feet/1.9
  m) and awaken.
  Unlike Thinkers, Impersonators do not ever lead large mobs
  of walking dead, nor do they wander around very much, make
  observations or behave in a proactive or leadership role. Instead,
  Impersonators set ambushes and lure people to their doom. An
  Impersonator Zombie likes to find a spot it thinks humans will
  visit or travel near, then it gathers no more than 24 other zom-
  bies (4D6), typically Slouchers, Crawlers and their variants
  (Juggernauts, Pretty Zombies, Bug Boys, etc.), and hides them
  at strategic locations suitable for an ambush; this may include
  inside a house or building and nearby outside as quick backup
  when the moan goes out. Then it waits. When the Impersonator
  senses or sees potential prey, it uses its abilities of mimicry and
  impersonation to lure the unsuspecting person(s) into its trap
  like a spider’s web. When the victims get close enough, the Im-
  personator springs the trap by moaning and all converge and at-
  tack. It is interesting to note that somehow, the Impersonator
  manages to convey to the other, stupider walking dead to wait
  until it gives the signal to attack when it moans. Thus, even if
  the other zombies that are part of the trap sense humans, they
  hold their position and wait, even playing possum, pretending to
  be a real, unanimated corpse, until the Impersonator moans. As
  a result, if a character manages to kill the Impersonator before it
  moans or within the first few (1D6) seconds, the other zombies
  are likely to continue to wait for the signal and not attack. How-
  ever, because the other zombies are active participants in the
  trap/ambush, they respond the moment the Impersonator moans
  (one full melee round/15 seconds); they do not need to wait a
  few melee rounds to get a bead on the moan’s location. When
  they hear the moan, they know food is within the location pa-
  rameters of the trap.
  Impersonators are a problem and nuisance to Scroungers,
  Shepherds of the Damned, Street Gang Protectors and other
  heroes who actively seek out and help fellow survivors. It is
  nearly a guarantee that heroes and rescuers will run into an Im-
  personator at some point, and such individuals are more than
  likely to make the mistake of walking into one of their traps.
  Even the most experienced parties may fall for an Imperson-
  ator’s trickery.
  26
  
  Unlike most zombies, Impersonators are more independent
  and focused on laying traps and ambushes than anything else.
  Consequently, while they can be influenced and commanded by
  Death Cult Priests and Thinkers, at least for awhile, they are not
  as easily lead unless allowed to do what Impersonators do best,
  establish a trap, ambush or sent to lure humans to, or away from,
  a specified location. Comparatively smart, Impersonators can
  follow fairly elaborate assignments and commands. Imperson-
  ators recognize Mock Zombies as decievers and trickster them-
  selves, and are not easily influence or led by them. Instead,
  Impersonators tend to ignore Mock Zombies.
  Impersonator Zombie R.C.C.
  Note: Considered to be a variant Thinker and part of the 4%
  Thinker Zombie category due to their similarities. One in ev-
  ery ten Thinkers is an Impersonator.
  Also known as: Sobbing S.O.B.s, Mimics, Sounders and Chick
  Flickers.
  Alignment: Considered Diabolic.
  Attributes: I.Q. 1D4+7, M.E. 1D4+9, M.A. 1D4+6, P.S. 2x
  Strength when alive (typically 2D6+14), P.P. 1D6+3, P.E.
  1D6+15, P.B. 2D4, Spd 1D4+8.
  Hit Points: P.E. attribute number +6, but all Main Body S.D.C.
  must be depleted first before Hit Points can be affected.
  Note: See S.D.C. by Location and Hit Points in the Dead
  Reign™ RPG for more details.
  S.D.C. by Location:
  * Hands (2) – 1D6+6 each
  * Arms (2) – 1D8+8 each
  * Feet (2) – 1D6+6 each
  * Legs (2) – 2D6+10 each
  * Lower Jaw – 1D6+6
  ** Neck – 1D6+14
  ** Head – 2D6+16
  *** Main Body – 3D6+30
  Armor Rating: 14
  Horror Factor: 13
  P.P.E. 1D4+3
  Special Abilities of the Impersonator:
  Simple Awareness and Reasoning: Same as described under
  the Thinker Zombie R.C.C. on page 48 of the Dead Reign™
  RPG.
  Use Simple Weapons and Tools: Same as described in the
  Thinker Zombie R.C.C. on pages 48-49 of the Dead Reign™
  RPG.
  Simple Communication with Zombies: Same as described in
  the Thinker Zombie R.C.C. on page 49 of the Dead Reign™
  RPG, but does not lead large groups of zombies.
  Imitate/Impersonate Sounds of Distress: The Impersonator
  has the unique ability to mimic voices and sounds, imperson-
  ate voices, emit sounds of anguish, sorrow, pain and misery,
  and imitate animals and even machinery as a ploy to attract
  human prey. No one is entirely sure how they do it, but the
  popular theory is that when the human was killed by a zom-
  bie, the vocal cords mutated during the process of becoming
  the undead, enabling the thing to emit a variety of sounds and
  tones. There is a rumor going around that says a Thinker
  Zombie has to kill the human who becomes an Impersonator
  Zombie, but there has been no proof to substantiate this.
  It is important to note that the Impersonator Zombie can
  speak words, but only in simple phrases and short sentences.
  It cannot hold a conversation. It can, however, seem to recog-
  nize and understand what people are saying on a basic level.
  However, like a parrot they have the ability to mimic a few
  choice words right along with a specific voice. They are also
  smart enough to use the voice of someone the character may
  know when that person is out of sight. Impersonation extends
  to either gender, children, animals and even some common
  machine sounds. Base Skill: 70%, -10% if imitating a spe-
  cific person or animal known to the character(s). A failed roll
  means that the words are garbled and unintelligible or sound
  stilted, awkward or dispassionate/synthetic. This may tip off
  those with experience in dealing with Impersonators that
  there’s something odd going on, but most Impersonators are
  smart enough to keep it simple and repeat the same words in
  a frail or muffled voice.
  Natural Abilities: Standard, unless stated otherwise. See the
  Dead Reign™ RPG for details.
  See Life Energy (P.P.E.): 9000 feet (2,743.2 m) at night or in
  darkness.
  Sense Life Energy (P.P.E.) SPECIAL: 100 feet (30.5 m), no
  matter how many humans are present. Note that this range is
  in effect even when the Impersonator Zombie is dormant.
  Recognize Humans by Scent: 83%. This also tells the zombie
  that humans are nearby, or have been present recently.
  Track Humans by Scent: 18% chance, +10% if the human is
  sweaty or hasn’t bathed in three or more days, +10% to fol-
  low the scent of blood, +5% if there is more than one human
  present in the same area, +5% to smell perfume, cologne or
  aftershave. All bonuses are accumulative.
  Smell Fear in Humans: Makes zombies more aggressive: +1
  on initiative and +1 to strike or disarm. If the level of fear is
  fever pitched or five or more people are terrified, the zombie
  is also +1 attack per melee round.
  Zombies Can See Without Eyes: The eyes glow with a red
  light inside empty eye sockets.
  Keen Sense of Hearing: Can pinpoint location of a Zombie
  Moan after hearing it for only 30 seconds.
  Impervious to Most Everything: Only decapitation, destroy-
  ing a zombie’s brain, and fire can kill a zombie. Does not
  need to breathe, and survives underwater and in a vacuum.
  S.D.C. and Hit Point Regeneration: 1D6+3 S.D.C. and 2 Hit
  Points are automatically restored every hour. Extra P.P.E.
  may also restore S.D.C. and Hit Points at a rate of 1D6+2
  S.D.C. and one Hit Point per extra P.P.E. point. See the Dead
  Reign™ RPG, page 38, for details.
  No Life Energy of Their Own: Zombies are cold, dark crea-
  tures without body heat or an aura. They cannot be seen by
  infrared and thermal imaging optic systems. Rather, zombies
  register the same as a piece of timber.
  Go Dormant: A stasis sleep that keeps zombies from decay-
  ing. Walking dead hide when they go dormant and can be
  waiting anywhere.
  27
  
  People Slain by the Zombie Rise as One: Victims slain in a
  zombie attack, their P.P.E. absorbed, rise as the walking dead
  within 2D4+4 minutes after expiration.
  Skills of Note: Climb 45%/30%, Detect Ambush 55%, Detect
  Concealment 40%, Land Navigation 60%, Language: Native
  Tongue (understand only) 50%, Prowl 40%, Tailing 40%,
  and Tracking (People) 30%.
  Attacks per Melee: Three and may use simple weapons.
  Damage (S.D.C./Hit Points):
  Bite: 2D6 damage (and a chance of infection if the wound is-
  n’t treated shortly after receiving it), P.S. damage bonus does
  NOT apply to bite attacks.
  Head Butt: 2D4 damage + P.S. damage bonus (if any).
  Punch/Claw Attack: 1D6 damage + P.S. damage bonus (if
  any).
  Power Punch: 2D6 damage + P.S. damage bonus (if any), but
  counts as two melee attacks.
  Kick Attack: 2D4 damage + P.S. damage bonus (if any).
  Weapon: May use simple weapons and tools. See Special
  Abilities.
  Note: Leap kick, other kicks, body flip, and martial arts at-
  tacks are NOT possible by Impersonators.
  Bonuses: +1 on initiative, +2 on Perception Rolls, +1 to strike,
  parry and dodge, +1 to disarm, and pull punch, and +2 to roll
  with impact; also see Special Abilities and Natural Abilities.
  Penalties: Impersonators fire guns and other long-range weap-
  ons with a penalty of -3 to strike, and the zombie does not
  know, nor is it able to figure out, how to reload a gun, or re-
  charge/refuel tools and devices, and may even try to use them
  a few times before realizing they are out of fuel/ammunition
  and abandoning them.
  Vulnerabilities: The usual: Slow moving, can’t swim and poor
  climber. Head shots, decapitation and fire kill it, severe cold
  reduces speed. Fear of fire is as strong in an Impersonator as
  any zombie and holds it at bay; Horror Factor 16. Plus: Im-
  personators have only the most rudimentary powers of reason
  and the ability to recognize patterns, figure out puzzles and
  formulate simple ideas; cannot read. Some exhibit a sardonic
  sense of humor or irony.
  Blow Fish
  “We call them Blow Fish, walking dead that have been in
  water filled sewers, tunnels or underwater so long that their skin
  and bodies are all swollen and puffy like a corpse that has been
  decomposing in water. That also means they’re slimy as hell and
  have chunks taken out of their flesh where fish have been eating
  them.”
  – Brad Ashley, leader of the Road Reapers
  Blow Fish is the slang term that refers to a Sloucher that has
  been rotted and swollen from being in/under water for a long pe-
  riod of time. Such zombies have pale grey or white skin and
  bloated bodies. They may also be covered in slime, sludge,
  muck and seaweed. They are found only in damp, wet and wa-
  ter-filled environments such as along swamps and docks, and in
  sewers, storm drains, tunnels, caves and other subterranean en-
  vironments filled or partially filled with water.
  Blow Fish are ugly, bloated, waterlogged Slouchers with ex-
  actly the same stats, except for the following: Blow Fish are
  usually wet and slimy, making them slippery and difficult to
  grab, hold on to, or grapple with; -5 to pin, entangle, grapple,
  bear hug, strangle and related holds. Note: A Blow Fish is a
  Sloucher, thus it is not given any more of a description or stats
  than what’s here.
  Travel in
  the World
  of the Dead
  Excerpted from the Road Reaper’s Survival Guide
  Roads are dangerous.
  Many highways and thoroughfares remain blocked by multi-
  ple car pileups, overturned big rigs, and collapsed bridges. Oth-
  ers are a sea of bumper to bumper vehicles that extend for
  dozens of miles, especially the main arteries in and around ma-
  jor cities. Accidents and traffic snarls made escape from the big
  cities impossible and turned highways and main streets into
  parking lots and dead ends. As the dead rose at a geometrically
  increasing rate, the zombies scrambled to find new victims to
  devour. People inside vehicles trapped in the gridlock became
  sardines in a can waiting to be eaten. The end result is what sur-
  vivors today call vehicle graveyards. Many of the cars found in
  these vehicle graveyards have smashed out windows where the
  zombies dragged away their victims, smashed in their skulls or
  ripped out their throats and feasted on their life energy. Every
  few minutes, the recently slains, rose to join the onslaught in an
  ever growing tidal wave of walking dead. Many of the aban-
  doned vehicles are splattered in blood or show signs of having
  been pummeled by hammering fists and stomping feet. A few
  have had their doors torn from their hinges and some are over-
  turned. Just as many appear untouched by the tidal wave of
  death. These are vehicles that were abandoned when their own-
  ers fled on foot to escape the advancing wave of walking dead.
  Most never made it.
  These vehicle graveyards are more than empty vehicles,
  they are the haunts of Crawlers, Slouchers, Fast-Attack Zombies
  and other walking dead, as well as wild animals and bandits.
  The seas of vehicles offer many places for animal and human
  predators to lurk and wait in ambush. Vehicles without windows
  or doors have quickly become nests or lairs for a wide range of
  animals. As for the walking dead, the back seat of a sedan or
  mini-van or the underbelly of an SUV are nice places to curl up
  and go dormant. Sometimes one of the monsters can be seen sit-
  ting upright in the front seat or behind the wheel of a car.
  Zombies may wander among the wreckage, crawl under the bel-
  28
  
  lies of cars, or lurk inside, alongside, or behind a vehicle. Mean-
  while, any dark corner inside, under or outside the vehicle may
  be deemed a good place to go dormant and wait. It is interesting
  to note that zombies seem to instinctively seek out dry places to
  go dormant, as moist and water filled locations double the rate
  of decay.
  An ocean reef is teeming with life, but there are so many hid-
  ing places that with the first hint of danger, vast schools of fish
  and sea animals seem to vanish in a blur of motion. Hidden
  away in a thousand nooks and crannies. Vehicle graveyards are
  rather like an ocean reef in reverse. At first glance, the expanse
  of vehicles may appear to be quiet, uninhabited and safe, even
  inviting. The abandoned vehicles seem to offer places to scav-
  enge and find food, clothing, weapons and shelter from the ele-
  ments. However, once a zombie senses a visitor’s presence, it
  rises from whatever dark place it had lodged itself and lets loose
  with “the moan.” Within seconds, other walking dead rise, wail,
  and begin to converge. Sometimes their numbers are light, a few
  dozen perhaps, other times they rise by the hundreds or even
  thousands.
  The roads and highways of the city are worse. Zombies wan-
  der the streets and alleys in search of food. That would be you.
  In addition, the houses, buildings, dumpsters and piles of debris
  may contain and conceal any number of walking dead. All you
  need is one to spot you, wail, and summon thousands to feast on
  you.
  The Highways and Byways
  There are long stretches of highways and roads that have
  been cleared by well intentioned big-rig truckers, Shepherds of
  the Damned, Road Reapers and Apocalyptic Soldiers.
  Clearing the streets makes road travel faster, but anything but
  safe. In most cases, “clearing the road” simply involves knock-
  ing abandoned vehicles and wrecks off to the side of the road or
  into a pile. The rusting carcasses of these vehicles remain piled
  up in a line or heap just a few yards off the road, where they re-
  main lovely hiding places for wild animals, bandits and the
  walking dead.
  Unless the road is maintained by a survivor community, there
  is no one to keep the thoroughfare clear of debris, tree limbs,
  toppled telephone poles, car wrecks, dead bodies, or zombies
  curled up on the side of the road. The walking dead carry all
  kinds of crazy items, from knives to pots, pans and timber. Inev-
  itably, some drop their junk in the street, which can cause trou-
  ble for someone driving fast or in the dark without lights. A
  street that might have been clear yesterday may be blocked by
  the remains of one or more burned out vehicles today or tomor-
  row. A location where zombies had always been few may sud-
  denly be crawling with them thanks to any number of possible
  scenarios.
  I will say this over and over again: in the world of the dead,
  the environment is constantly changing. You can NOT expect
  what you knew yesterday to hold true for today. You never
  know what waits for you around the corner even if you have
  traveled that road a hundred times before. Never let yourself feel
  safe or complacent. Always be careful and alert. Roads are not
  safe. Use extreme caution at all times!
  City Streets & Back Alleys
  Get into an urban area, and the threat from zombies along the
  side of the road multiplies due to the sheer number of walking
  dead that inhabit the urban landscape. I once heard a statistic
  that even if you didn’t see it, there was a spider no farther than
  six feet from you at any given time, anywhere you went. If
  you’re smart, you think about zombies in the same way. When-
  ever you go into an unknown environment, there are probably
  several zombies within close proximity.
  Even if a particular highway, road or back alley seems clear,
  odds are the walking dead are nearby. Those who have not gone
  dormant shuffle down the city streets and alleys. Others walk
  around inside homes and buildings along the streets. Those that
  get bored and frustrated find a nice cozy corner and go dormant,
  but they awaken the second they hear a noise or sense your pres-
  ence. If you travel on the streets, by foot or by vehicle, sooner or
  later, you will be spotted by a zombie. If you’re not spotted by a
  zombie, it will be a barking dog, or pack of wild canines. Either
  way, there will be a commotion and the noise will attract zom-
  bies, the moan goes out, and the fight or flight begins.
  There are back streets and alleys that are less traveled and
  therefore, generally, much less dangerous, but one needs to be
  an expert on the area to know which ones, and as I have noted,
  the environment may change every few days. Zombies are dumb
  creatures that converge in thronging hordes. Thus, a place that
  may have been devoid of zombies for months might, one day,
  become filled with them. All it takes is one group of survivors
  or scroungers to inadvertently lead a horde of zombies to a new
  area. Once there, the zombies eventually disperse, but they have
  no homes or lairs to return to, and simply wander around or go
  dormant someplace new. Likewise, a band of humans might
  cause destruction to a particular street, building or part of town.
  They might start a house fire that guts one of your favorite safe
  houses or hiding places. Hell, they might set off a chain reaction
  29
  
  that burns down the entire block of homes or buildings. Remem-
  ber, there aren’t any firemen to put out fires. So while fire scares
  and kills zombies, it is a destructive force that once unleashed,
  may cause carnage you can’t stop.
  Combat with the walking dead might cause other damage
  that leaves the path blocked off or brings an area to the attention
  of walking dead, bandits, death cultists and other villains. The
  point is, there ain’t no place that’s safe. Your secret shortcut
  could one day turn into a war zone or zombie domain. The land-
  scape is constantly changing. Survivors need to be aware of that
  and adapt as necessary.
  Zombies Swarm
  The walking dead are most numerous in urban settings where
  they roam the streets. While it is not uncommon to encounter
  one, two or three zombies, they tend to gather in groups. That’s
  why when one dormant zombie is activated, several others
  within the same structure inevitably rise and join the battle. If
  one zombie sees two other zombies wandering by across the
  street, it is likely to join them (roll percentile, 01-60% it joins
  the others). The larger the group, the more likely a single or pair
  of wandering zombies will join it (01-80% chance). Over time,
  individuals, pairs and trios will splinter off to wander in some
  other direction, but the walking dead seem to have a group or
  swarming mentality. Whether this behavior is a fragment of and
  old social memory or instinct, nobody knows, but the fact is,
  zombies tend to gather in groups even without being summoned
  to feed by the moan. Consequently, in urban settings, it is not
  unusual to see or encounter the walking dead in small groups of
  three to a dozen (3D4).
  That number holds true out in the country too, particularly at
  places once inhabited by people. Farms, homes, rest stops,
  diners, parkland and towns are all places where the odds of en-
  countering 2-200 walking dead are not in your favor. Thing is,
  you could encounter a horde of them in some isolated meadow
  just as easily.
  The Open Road
  There are two big problems traveling the open road out in the
  country. One, you get used to there being fewer zombies, and
  two, you get careless. The fresh air, open space, and compara-
  tive peacefulness of the countryside puts travelers at ease.
  That’s bad because no place is safe, and when you drop your
  guard, you open yourself to attack.
  I’ve known people who found themselves in a world of hurt
  when they were suddenly confronted by 40-240 zombies in the
  middle of Nowhere, USA. Yes, the country has fewer walking
  dead – a fraction compared to the cities – but they’re out there
  and looking for you.
  The biggest mistake most survivors make is assuming they
  are safe out in the woods or traveling along a country road.
  Folks think unless they are near a town, farm or house, there
  aren’t any zombies in the countryside. If there are, they figure it
  will only be 2-6 hillbilly boys. Consequently, they are shocked
  and at a loss when they run into 40-240 (4D6x10) hungry, con-
  verging monsters streaming out from the trees. Being unpre-
  pared and on the defensive is bad. You are panicked and not
  thinking straight, and that can spell dead. If this happens to you
  and there’s still time to escape, do it. Run for the hills, catch
  your breath and regroup. If you can avoid the country swarm, do
  it. If you have to make a stand and fight, or battle your way
  through them, get your best battle plan ready.
  What some survivors forget is that a lot of people already
  lived in the country, and the zombie plague happened every-
  where. People also fled the cities in droves, and died out in the
  country. Anywhere people may have gathered en masse, there
  will be zombies numbering from the dozens from the hundreds,
  and even the thousands. That includes campgrounds, fair-
  grounds, hiking trails, parks, and nature preserves. When these
  folks died and rose as the walking dead, they had to end up
  someplace, and the someplace is wandering around the country-
  side or lingering at the campground or park where they met their
  death.
  Remember when I pointed out that zombies tend to gather in
  groups? Well, it happens in the country, too. Only here, out in
  the open, the dead gather into larger groups; 3-10x larger than
  those found in the city. They may be spread out across a half
  mile or mile area (0.8 to 1.6 km), rather than a tight cluster, but
  once they start to converge, you are still up the creek without a
  paddle. I’ve seen fifty to a thousand zombies scattered across
  the landscape, all traveling in the same direction. When one of
  them sees the living and lets loose with its moan, the whole pack
  is on the hunt.
  I have heard people smarter than me speculate that the walk-
  ing dead gather in larger groups out in the wilderness because
  they, on some base level, feel vulnerable in the open and safer in
  large groups. I don’t know or care. All I know is that when you
  do run across a zombie or two in the sticks, odds are there are
  another 20-100 nearby. Kill them fast and be on the lookout for
  more.
  So where might you find gaggles of walking dead in the
  country? Just about anywhere. Of course, the obvious places
  are the most likely, and you best trust your instincts and avoid
  them. Farms, barns, homes, roadside diners, gas stations, State
  Police outposts, and towns are guaranteed to be crawling with
  zombies. So are campgrounds, churches, schools, gymnasiums,
  and town halls. I see a church steeple, I give the place a wide
  berth. Churches are the worst, somehow, at least for me. I don’t
  know why. Maybe it’s because you know all these god-fearing
  people came there with prayers on their lips and it did them no
  good. Or maybe it’s because you know it was families just like
  you and yours who died there. I don’t know, but church zombies
  and zombie children are the most painful to fight, at least for
  me.
  Remember, churches, schools, hospitals, police stations and
  community centers were all places frightened people gathered at
  by the hundreds. They came seeking aid and protection during
  the Wave and filled these locations to overflowing. These were
  also places where the sick, dying and dead were taken. When
  the dead rose, these places became slaughterhouses and remain
  zombie central in most communities. Bus terminals and train de-
  pots are too, even if they are located out in the middle of no-
  where.
  For that matter, avoid any buses you see on the side of the
  road. School buses, commuter buses, tour buses, all kinds of
  30
  
  buses were used to carry people out of the cities to safety out in
  the country. Coming across even one bus sets my hair on end
  and warns me that there is likely to be more zombies in the area
  than usual. If it’s a convoy of buses, watch out. Many camp-
  grounds and parks are often trouble spots too. After all, the 150
  members of that family reunion or caravan of fleeing city-
  dwellers are all zombies now.
  Even traveling down what might seem like an open and
  empty country road with no or little sign of human life is dan-
  gerous. For one, you are out in the open. On a clear day, you
  might have a line of sight that extends for miles and that means
  you can be seen. Worse, that ribbon of concrete or asphalt runs
  along and connects with towns and communities where zombies
  are certain to be found. Every crossroads gas station, rest stop,
  roadside diner, farm, barn, house, truck, tractor, car and drain-
  age ditch is a potential hiding place for the walking dead. My
  advice, ignore them, give them a wide berth, be prepared for
  trouble and move past them quickly. The advantage you have
  out in the country is the number of zombies is likely to be a
  fraction of what you see in the city, and even if the walking
  dead can see you at a long distance, you can see them, but even
  one zombie can get you killed if you aren’t careful.
  Thickets, fields of tall grass and underbrush, reeds, and
  woods obscure your vision, provide places for zombies to hide,
  and impair your movement, so watch yourself and be prepared
  at all times. Likewise, travel along rivers and lakes, fishing and
  other activity near water isn’t as safe as you might think. Re-
  member, the walking dead can survive underwater and they can
  pop up from the watery depths when you least expect it. They
  can’t swim, except for maybe a Thinker or Mock Zombie, so
  they are most likely to be encounters along the water’s edge, at a
  dock or marina, inside a boat, and so on. I once saw a dozen
  zombies, half of them Crawlers, hole up under a dock where
  they waited until survivors came snooping around on the house-
  boat tethered to it. Personally, you’ll never get me onto a boat.
  Too many places for the dead to hide, I feel cut off from the
  world, and I hate the water.
  Roads Less
  Traveled
  Stop thinking about the world the way it was. That world is
  gone. We need to adapt. We need to think smart. That means
  looking at the world in different ways and using what we see to
  our advantage. We may be outnumbered a thousand to one, but
  we’re a hell of a lot smarter than the walking dead. Think. Be
  smart. Improvise. Survive.
  On the Right Track
  For months you’ve probably been trying to navigate the back
  alleys and side streets to get where you are going. You’ve been
  dodging the walking dead whenever you can and fighting your
  way in and out of every urban setting you have ever entered.
  News flash: there has been a way in, out and through every city
  you’ve ever entered. You are going to kick yourself when you
  hear this one.
  Forget about the highways and main streets. They’ll get you
  killed. You want to get to Anywhere, USA without battling the
  walking dead every step of the way? You want to travel across
  the urban landscape unnoticed? Learn the rail system and walk
  the rails. Railroad tracks are a network of travel that cuts across
  the country. It is connected to most cities and towns, and is
  comparatively devoid of the presence of zombies even in the
  biggest cities.
  By the 21st Century, travel by train in the United States and
  Canada was all but extinct and forgotten. For most people like
  you and me, cars, motorcycles, buses and airplanes were the
  way to travel. Trains were forgotten or abandoned for more per-
  sonal and private means of travel. Unless it was part of a com-
  muter system in large metropolitan areas, such as New York
  City, Washington D.C. and Chicago, most people never consid-
  ered using a train. Hell, most Americans never rode on a train
  more than once or twice in their lifetime, except as an amuse-
  ment park ride. Except for the occasional railroad crossing cut-
  ting across the street, most tracks are invisible. Concealed by
  underbrush and trees that work like natural walls of vegetation.
  Folks just don’t think about trains or where the tracks may lead.
  That includes most survivors of the apocalypse, and that’s
  tragic, because the rail system runs from coast to coast, and into
  Canada and Mexico.
  Out of sight, out of mind
  Don’t beat yourself up for not thinking of them sooner, us
  Road Reapers did the same thing at first. When it hit us, it was
  like one of those cartoons with a lightbulb going off above our
  heads. Out of sight, out of mind. We didn’t ever use the train so
  we didn’t think about train tracks or using them for travel. I’m
  telling you, learn them and use them. Train tracks are like a se-
  cret highway that cuts across North America.
  Train tracks link to every city and most towns and communi-
  ties except maybe the smallest and most remote. Even then,
  odds are there are tracks within 50-100 miles (80 to 160 km) of
  it. Train tracks go just about everywhere. While the public may
  not have had much use for trains, they remained a vital source
  for transporting cargo and commercial goods. Consequently, the
  rail system was well maintained right up to the rise of the dead
  and the collapse of human civilization, and is still in good shape.
  Even when the road is jam-packed with vehicles or blocked by
  debris, odds are the railroad has its own overpass, bridge, tunnel
  or thoroughfare that goes over, under or around the impediment.
  Best of all, the vast majority of train tracks are invisible, ob-
  scured, concealed, and out of the public eye. These days that
  means out of the sight and mind of the walking dead, and that’s
  good news for us humans. Remember, zombies are attracted to
  urban settings. They gather in, and wander around, areas where
  humans were once plentiful. They like to hide in places once in-
  habited by people and where the living are likely to return or are
  known to frequent. As a result, zombies are found in large num-
  bers throughout cities and suburbia, along roads, highways,
  parking lots, and in urban centers large and small.
  Zombies tend to avoid the country and open spaces. That
  includes parks, fields, industrial parks, and railroad tracks.
  31
  
  When the walking dead are encountered along the rails, it is typ-
  ically a lone wandering Sloucher, a pair of Crawlers, or a small
  group (2D4+1 zombies).
  Train tracks are long ribbons of rail that, by their very na-
  ture, are wide, flat, open expanses, where humans did not con-
  gregate, and where humans are not known or expected to be
  found. And perhaps because railroad tracks were not a strong
  part of the human consciousness, they are not in the feeble
  minds of the walking dead. Most tracks, even those in the big
  cities, have few zombies wandering them, especially compared
  to the multitude one can encounter on city streets and suburban
  neighborhoods.
  In short, zombies are seldom found walking the rails, which
  means YOU should be.
  Commercial train rail systems have their own network of
  tracks, bridges, tunnels, and avenues of travel, making them that
  secret highway for human survivors I mentioned. The tracks of-
  ten run parallel to main thoroughfares, and have trestles and
  bridges that go over streets choked with vehicles or roaming
  zombies. Even in the biggest cities, a single track has 15-60 feet
  (4.6 to 18.3 m) of space on both sides of the rails. That is a
  swath of 30-120 feet (9.1 to 36.6 m) of open field and scrub
  zombies avoid. Increase that by 50% when there are two or
  three sets of tracks, double it if there are four to six tracks, and
  multiply that space by 10-20 times at hubs or big city main line
  and commercial districts where there may be 20-50 sets of
  tracks covering an area as wide as 2-5 football stadiums set end
  to end. The same holds true for main train terminals and heavy
  industrialized areas.
  Walking the Rails
  I am not suggesting finding a locomotive and using trains for
  travel along the rail system. The sound of an approaching train
  would be heard for miles and attract the walking dead, not that
  the monsters could stop or easily board a moving train. I’m talk-
  ing about using railroad tracks as a secret trail for silent travel
  by foot and bicycle. If you travel the rails, keep quiet, stay alert,
  and you can travel in and out of cities without interference or
  impediment from the walking dead. At least until you leave the
  tracks to explore or scavenge the city.
  Don’t shake your head or wonder if what I’m telling you is
  true. It is. Road Reapers follow train tracks all the time, espe-
  cially for scouting operations and slipping into the city without
  being seen or heard. Remember when I’ve talked about having
  three or more avenues of escape from a city or neighborhood?
  Train tracks are always one or two of them. We also use them to
  navigate a city or town and scout out an area before we enter in
  force or wage an attack. Railroad tracks are also used by Shep-
  herds of the Damned and Hound Masters to get people in and
  out of danger zones right under the noses of the walking dead,
  cultists and other villains.
  As I said, train tracks are wide open spaces that are forgotten
  or go unnoticed by zombies and the living alike. Even when a
  zombie comes across one, he is not likely to wander along its
  path for long. All this works to your advantage.
  32
  
  Typical layout of the rails. Starting at the center is one, two
  or more sets of train tracks: metal rails set five feet, two inches
  apart and anchored to heavy wood beams set into the ground.
  The standard wooden, railroad relay tie measures 6 x 6 inches x
  8 feet long (0.15 x0.15 x 2.4 m). A railroad tie weighs 120-140
  pounds (54-63 kg) each and most are recessed halfway into the
  ground. Switch ties are about double the length. There is typi-
  cally a 7-10 foot (2.1 to 3 m) approach on the side of the tracks
  that is covered in loose gravel to keep underbrush clear of the
  tracks.
  Beyond the gravel is a field of tall grass, wildflowers, weeds,
  bushes and young trees. In marshy places there may be tall
  reeds. This expanse of brush growing along the tracks is 15-60
  feet (4.6 to 18.3 m) wide on each side of the tracks, and is, in ef-
  fect, a wall of vegetation that obscures the tracks from the road,
  neighborhood homes and industrial buildings. Looking up from
  the street or a parking lot, it looks like a line of shrubs and trees,
  an empty field or undeveloped land. Unless you walk through
  the vegetation, you would never know there was a gravel trail
  and train tracks nestled in the middle of them. Back during civi-
  lized times this was done in part to make the neighborhood look
  attractive by hiding the ugly tracks, and in part to keep people
  away from the tracks.
  The fields along the sides of railroad tracks are also home to
  pheasants, quail, geese, ducks, rabbits, squirrels, raccoons,
  groundhogs, and other small game animals, making the tracks a
  good place for hunting. During the right season, you can also
  find edible berries, grapes, and apple, pear and other fruit trees,
  as well as other food you can eat right off the vine. Concealed
  by the tall weeds and brush, the rails make an ideal place to take
  a break to catch one’s breath, set up a temporary camp, or estab-
  lish hidden supply caches, among many other uses.
  Traveling across railroad ties is uneven and bumpy, but
  doable. Likewise, almost all railroad tracks have gravel on both
  sides of the tracks which is not ideal for foot traffic or bike rid-
  ing, but again, is manageable. The crunch of the gravel under
  the foot should also alert travelers and campers of the approach
  of one or more zombies or other threatening menaces as they ap-
  proach. Likewise, the open expanse should reveal anyone step-
  ping out of the underbrush. None of the conditions along a
  railroad track – the uneven and bumpy railroad ties, the gravel,
  or the tangle of weeds – are ideal for travel, but they are better
  than the zombie filled streets. When you consider that the num-
  ber of zombies you are likely to encounter is less than two per-
  cent compared to the main roads of the typical neighborhood
  just a stone’s throw away, railroad tracks are an enviable road
  for travel. Game Note: Reduce Spd for humans (and zombies)
  by 30% when running or riding a bicycle on the ties and half on
  the gravel (-12% skill penalty for bicycling); -25% skill penalty
  to Prowl. Likewise, ground vehicles riding on the ties, gravel or
  brush suffer a -20% piloting skill penalty when going faster than
  35 mph (56 km); double that penalty for evasive or trick maneu-
  vers or when traveling faster than 50 mph (80 km).
  Weapons and equipment along the rails. Even before the
  Zombie Apocalypse, you’d be amazed at what you would find
  along train tracks. Pieces of heavy metal clamps, large springs,
  large bolts and screws the size of a man’s hand, metal plates,
  metal spikes, other hunks and pieces of metal, rusty crowbars
  and tools, lengths of pipe, shovels, rakes, axe handles, broom-
  sticks, metal switch handles, bottles, bricks, half-bricks, large
  rocks, pieces of wood, and even commercial goods stolen and
  dropped along the way. Today, most metal objects can be turned
  into instant, makeshift, handheld weapons against dead and liv-
  ing enemies alike. Many of the objects can also be thrown from
  a distance. Other items found along train tracks include empty
  glass and plastic bottles, plastic containers, aluminum sheeting,
  empty oil drums, rusty tools, and these days, a canister of gaso-
  line, lantern, flashlight, or backpack, survivor gear and even the
  occasional gun, box of ammo, coil of rope, cigarette lighter,
  canteen, bottle of booze, and canned food dropped by a survivor
  on the run. You can even run across a bicycle, motorcycle, jeep
  or railroad track inspection truck from time to time. Of course,
  there are also burnt out wrecks, crashed cars, trucks, trailers, re-
  frigerators, and other junk and debris, especially in the field
  area. Most is probably garbage, but sometimes you’ll find some-
  thing useful, even lifesaving. Train tracks have a lot to offer.
  Game Note: See random tables for finding such items and ran-
  dom encounters.
  Zombies on the rails. Taking down a zombie or three en-
  countered along the tracks without gunfire keeps the walking
  dead from converging and a traveler’s presence undiscovered by
  other zombies or people who may be nearby. That’s especially
  important if the tracks run through an urban area. Big city rail
  systems used for freight eventually run by any number of ware-
  houses, truck yards, light and heavy industrial parks, factories,
  highways, fields, open country and other low population areas
  where the presence of zombies is usually minimal, at least along
  the rails. Inevitably, there are places where the train tracks cross
  a road or run through a densely populated location. However,
  again, because the areas along the tracks are open fields and
  gravel, the zombie presence along the tracks should be light and
  encounters minimal, provided travelers are quiet and do not lin-
  ger at any one location for too long. The chance for trouble and
  the number of zombies doubles at night.
  Danger zones along the rails
  Don’t misunderstand. Walking the rails is not free of danger.
  Not every location along the rails is nearly devoid of zombies.
  Caution is always warranted and some locations are death traps.
  As usual, avoid abandoned cars and trucks, burned out
  wrecks, refrigerators, debris piles, mounds of railroad ties (some
  20-40 feet/6.1-12.2 m tall), shacks, supply huts, and truck trail-
  ers and boxcars, as such places often harbor one or more dor-
  mant zombies, madmen, bandits or wild animals. I’m happy to
  report that Retro-Savages tend to avoid railroad tracks, as they
  see them as the “bones of technology” and man’s corruption.
  Still, there are plenty of evildoers who wander the tracks look-
  ing for victims to mug, rob or kill.
  When traveling through any neighborhood or city, try not
  to venture near the edge of the field. Staying on the tracks
  should be enough distance between you and any walking dead
  on the road or inside nearby buildings to keep you out of the
  zombies’ range of senses. Get too close to the border, homes
  and buildings and you are likely to be seen or detected by any
  zombies wandering around in the area.
  All train depots, whether a commuter or industrial train ter-
  minal, are likely to be crawling with zombies. A place like Cen-
  33
  
  tral Station in New York City is a deathtrap inhabited by tens of
  thousand of walking dead, with thousands more in the nearby
  streets and buildings. An industrial train depot, where there are
  several sets of tracks, warehouses, dockyards, factories and doz-
  ens to hundreds of boxcars and trains, is not as overwhelming as
  someplace like Central Station, but is likely to harbor hundreds
  to a few thousand walking dead. After all, this was a hub for
  transporting freight and the workplace of hundreds to thousands
  of workers. Furthermore, the expanse of tracks (20-50 sets,
  sometimes more) means you and the walking dead are both out
  in the open without the usual fields to hide your presence. Yes,
  you can skirt the length of a train or dodge between boxcars, but
  that’s exactly where zombies and human predators are most
  likely to be encountered. A truck or stockyard with hundreds to
  thousands of boxcars or semi-trailers might seem like a boon at
  first, but they can become a deadly maze if you are not careful.
  Once inside a boxcar maze, you become cut off from the
  outside world, unable to see beyond the walls of the next few
  boxcars. Unless you’ve been marking a trail, it is impossible to
  tell where you are, where to go, or how to get out. Get separated
  from your teammates, and it might take hours to reconnect. Find
  yourself running from zombies and you can really get turned
  around and lost. Find yourself fighting for your life within a
  boxcar maze as zombies converge from every direction, and you
  are in a world of hurt. Hole up inside a boxcar, and it is likely to
  become your tomb. If the walking dead saw you enter the box-
  car and converged, you can bet a thousand have surrounded it
  and wait for you outside. The zombies closest to the container
  hammer and claw against the outer walls and roof in a relentless
  cacophony guaranteed to drive those locked inside mad. It’s like
  being inside a drum with devouring monsters waiting on the
  outside.
  The big terminals and depots are a lose, lose situation. It is
  best to go around such railroad depots and work centers. Even
  the streets are probably safer. If you must go through a train de-
  pot, make it as fast as possible, do not stop to investigate any-
  thing, and be prepared for the fight of your life.
  Anytime you come across an actual locomotive or boxcar,
  expect trouble. Multiply the potential for danger if you come
  upon a string of boxcars or a train crash, especially if some of
  the boxcars are cracked open or overturned. Increase the threat
  level a hundred-fold if the train wreck is a commuter train that
  was carrying passengers before it met its unhappy fate.
  On one hand, finding a train and boxcars can be a boon, as
  the container cars may be filled with goods, parts and items hu-
  man survivors can use, trade or sell. On the other hand, finding a
  train and/or boxcars almost always means a dangerous encoun-
  ter with zombies, wild dog packs, coyotes, squatters, cultists,
  raiders, bandits, madmen or others with foul intentions. It does-
  n’t matter if the train or boxcars are found in an urban environ-
  ment or open country, they are always a risk, and in the country,
  you might encounter predatory animals like a wolf pack, coy-
  otes, a bear, or mountain lion, as well as human predators or
  zombies.
  Meeting up with another survivor or group of strangers
  should always be done with great caution. Many innocent rail
  travelers duck out of sight, hide and wait until strangers pass, or
  give them a wide berth. Those who welcome strangers or seem
  friendly, or ask for help could be legit, but it has been my expe-
  rience that half of the time they are villains looking to take ad-
  vantage of you or cut your throat. That friendly chap on the road
  or rails could be a scout for bandits, raiders, Retro-Savages and
  others up to no good. He could be sizing you up, stalling you
  until his no-good buddies arrive or get into a position for an am-
  bush, or be looking to lead you into a trap. If you should stop to
  exchange words or trade goods with even a single stranger, be
  careful of what you tell him, be alert, and use extreme caution.
  These days, I don’t trust anybody I don’t know.
  Random Destination
  or Location Table for Rail Travel
  01-03% Airport; large, commercial aircraft.
  04-05% Airport; small, private aircraft.
  06-07% Water tower.
  08-10% Rock quarry or mining operation; stone, coal,
  salt, ore, etc.
  11-15% Rural farmland.
  16-20% Open countryside; woodlands, grassy plains or
  other wilderness.
  21-25% Inner-city neighborhood.
  26-30% Light industrial park, offices, warehouses, ship-
  ping, printing and light manufacturing.
  31-35% Suburban Neighborhood.
  34
  
  36-38% Light to medium trucking/shipping depot with a
  main office, parking lot and a few semi-trucks and trailers.
  39-45% Heavy trucking/shipping depot or truck yard. A
  common freight carrier with 2D6x10 semi-trucks and trailers,
  3D6x10 boxcars in its holding area, 1D4 cranes, and other
  heavy means of freight storage, shipping and transportation. In-
  cludes a main office building, 1D4 garages, 1D4 fuel stations
  and a large parking lot. A warehouse district, public gas station,
  1D4 motels, 1D4 bars, an all-night diner and a fast-food burger
  place are likely to be nearby.
  46-50% Warehouse district. Fairly desolate. In addition to
  the warehouse buildings, half the buildings have lots containing
  6D6 boxcars for additional storage and shipping (70% are
  empty), and/or 2D4 semi-trailers (80% are empty). Ten percent
  of these warehouse facilities have their own fuel pumps.
  51-52% Factory district; manufacturing.
  53-54% Foundry or Cement or Lumberyard.
  55-56% Fuel depot. Gasoline and/or other fuels.
  57-60% Heavy industrial park; manufacturing.
  61-65% Downtown district of a city.
  66-70% Runs parallel to a major highway for 1D6x10
  miles (16 to 96 km).
  71-75% Train depot; small. Has fuel and water. A diner,
  motel and gas station are likely to be nearby.
  76-80% Small town.
  81-85% Train depot and stockyard; large. Has 2D6 loco-
  motives, 4D6x10 boxcars on wheels and on the railroad tracks,
  2D6x100 boxcars not on wheels; half are empty, half contain
  goods for shipping, most (80%) are locked. Also has 2D4
  cranes, large fuel depot, 1D4 repair and maintenance garages,
  2D4 on-site warehouses, one main office building and a large
  parking lot or two. A large truck depot, 2D4 small truck depots,
  a warehouse district, 1D6 motels, 1D4 public gas stations, an
  all-night diner, pharmacy, 1D6 bars, and 1D4 fast food places
  are likely to be nearby.
  86-88% Construction supply yard/manufacturer/storage
  compound. Roll again to determine type: 01-25% Cement, con-
  crete and brick or stone. 26-50% Metal and steel sheets, beams,
  rods, coils, wire, etc. 51-75%. Lumberyard; massive. 76-00%
  Large construction machines (bulldozers, steam shovels, trac-
  tors, cranes, etc.).
  89-90% Dump site: Garbage or toxic.
  91-95% Waterfront dock and shipping district; small or
  private, visited by small ships and barges. Used to receive ship-
  ments by rail as well as ships and barges.
  96-00% Waterfront dock and shipping district; large
  commercial depot with additional truck yards and cranes, a
  massive parking lot, dockyard filled with 2D4x100 boxcars (half
  are empty), etc. Surrounded by warehouse districts, heavy in-
  dustrial park and/or factories, truck/shipping yards, etc. Used to
  receive shipments by rail, ships and barges.
  Weapons Found Along
  the Rails Random Table
  Roll percentile on this table when looking for an object along
  the tracks for use as a weapon.
  01-05% A large, rusty crowbar or sledgehammer; does
  2D6 damage as a blunt weapon.
  06-10% Rusty old shovel, large; does 2D4 damage as a
  blunt weapon.
  11-17% Three or four foot (0.9-1.2 m) length of pipe or
  metal rod; does 2D6 damage as a blunt weapon.
  18-24% Large knife or a large screwdriver; does 1D4
  damage as a cutting or stabbing weapon.
  25-30% Baseball bat, axe handle, or piece of timber; does
  2D4 damage as a blunt weapon.
  31-36% Three or four foot (0.9-1.2 m) length of heavy
  chain; does 2D4 damage as a chain weapon.
  37-47% Broken pieces of a heavy metal clamp. These are
  found all along the railroad tracks. The clamp weighs 3-5
  pounds (1.4 to 2.3 kg), and part of it extends out from a
  clenched fist by 3-5 inches (7.6 to 12.7 cm). Used as a blunt
  weapon, the metal end does 1D6 damage or adds +2 damage to
  normal punches.
  48-55% Large, heavy, piece of a metal spring, bolt or bro-
  ken screw the size of a man’s hand. Can be used as a thrown
  weapon that does 1D6+1 damage; throwing range is half the
  usual distance due to weight and shape.
  56-60% Glass liquor bottle; does 1D4 damage as a blunt
  weapon, but has a 01-70% chance of breaking (useless when
  broken) each time it is used to strike.
  61-65% Broken bottle; does 1D4 damage as a cutting or
  stabbing weapon, but has a 01-85% chance of breaking (useless
  when broken) each time it is used to strike.
  66-70% Short length of pipe or hunk of metal, two feet (0.6
  m) long; does 1D6+1 damage as a blunt weapon.
  71-75% Rake, broom handle, or heavy stick/tree branch
  suitable for use as a staff or club; does 1D6 damage as a blunt
  weapon.
  76-80% Brick, full size or rock. Does 1D6 damage as a
  blunt or thrown weapon; throwing range is half the usual dis-
  tance due to weight and shape.
  81-85% Metal spike; does 1D4+1 damage as a blunt or
  thrown weapon; throwing range is one half the usual distance
  due to weight and shape.
  35
  
  86-90% Brick, half piece. Does 1D4 damage as a blunt or
  thrown weapon; throwing range is one half the usual distance
  due to weight and shape.
  91-95% Machete, hatchet or short sword; does 1D6 dam-
  age as a cutting, chopping weapon.
  96% Road flare; does one point of damage, but will get
  most zombies to back away for at least one melee round (15 sec-
  onds).
  97% Gun: .38 or .45 caliber revolver with 1D4+1 bullets in
  the cylinder; does 4D6 damage per bullet. In the alternative, the
  character might find a bow (crossbow, composite bow, etc.) and
  a quiver with 2D6 arrows (each arrow inflicts 2D6 damage).
  98% Gun: 9 mm pistol with 1D6+2 rounds in the clip; does
  3D6 damage per bullet.
  99% Gun: Hunting rifle with 1D6+2 rounds; does 4D6
  damage per bullet.
  00% Gun: Shotgun with 1D4 solid slug rounds in it; does
  5D6 damage per slug.
  Random Items Found Along
  Railroad Tracks Table
  Roll percentile on this table when looking for salvage and
  chance finds of usable items found along the rails.
  01-02% Box of ammunition (G.M.’s choice of caliber).
  03-05% Dead body half eaten by animals (or was it Flesh-
  Eating Zombies; 01-25% chance that 1D4+1 Flesh Eaters are in
  the vicinity).
  06-07% Backpack: Contains a pair of cloth work gloves,
  deck of playing cards, Rifts pocket calculator, baseball cap,
  pocket knife (1D4 damage as a weapon), a pair of scissors, a
  tube of toothpaste, a toothbrush in a travel container, a bar of
  soap, a bottle of aspirin, two chocolate bars, and a Dean Koontz
  novel.
  08-10% 1D6 empty glass or plastic bottles with lids/caps.
  11-12% A canteen
  13-14% Backpack or duffle bag, empty.
  15-16% Two gallon, plastic fuel container, empty.
  17-18% Two gallon, plastic fuel container, full.
  19-20% A large or medium flashlight that works.
  21-22% A wooden staff or branch used as a walking stick.
  23-24% Backpack: Contains a pair of leather gloves, wire
  cutter, pry bar, box cutter, roll of duct tape, pair of binoculars, a
  pocket mirror and disposable cigarette lighter.
  25-26% 2D4 foot (0.6 to 2.4 m) length of chain.
  27-28% Coil of rope, 2D4+10 feet (3.6 to 5.4 m).
  29-30% Backpack: Contains a blanket, a towel, an XL
  T-shirt, a roll of toilet paper, a fork and knife, box of matches, a
  half used candle, pack of chewing gum, two bottles of water,
  note pad, and black pen or marker.
  31-32% Tent in a travel bag.
  33-34% Common caliber pistol or revolver; out of ammo.
  35-37% Disposable cigarette lighter.
  38-40% Bottle of whiskey.
  41-42% Sack with 2D6 pounds (0.9 to 5.4 kg) of potatoes or
  apples in it.
  43-44% Tool kit, basic or 2D6+2 different rusty, but sal-
  vageable tools scattered along the tracks.
  45-46% Backpack: Contains 2D6 bottles of water, or juice or
  tea, 1D6 granola snack bars, a disposable cigarette lighter and
  two road flares.
  47-49% Sack with 4D6 cans of beans, vegetables and/or
  chicken soup, or other canned food.
  50-51% A blood stained man’s jacket.
  52-54% Fishing pole and tackle.
  55-56% A cardboard box contain 3D6 cans of baby formula,
  1D6 cans of powdered milk and 1D4 boxes of crackers.
  57-59% Compass.
  60-61% Motorcycle in the bushes. Roll again. 01-50% Bro-
  ken down, but can be easily repaired. 51-00% It is in working
  order, the keys are in the ignition, and it has a half a tank of gas-
  oline.
  62-64% Backpack or duffle bag: Contains three sets of
  men’s or women’s clothing.
  65-67% Bicycle in the bushes in good working condition.
  68-70% Six pack of beer or other beverage.
  71-72% Sleeping bag. It is soiled but in otherwise good
  shape.
  73-76% Refrigerator, closed. Roll percentile again to see
  what is inside: 01-20% A Crawler zombie. 21-40% Empty.
  41-50% 1D6x10 twenty ounce bottles of water. 51-60% A dead
  body; may be human or animal. If an animal, this is a fresh kill
  put in the fridge to keep it safe from wild animals and relatively
  cool. It also means people (good or evil) are active in the area.
  61-70% Filled with various packages of food, cereal, cookies,
  grain, flour, etc., put inside the refrigerator to keep them safe
  from wild animals. May be someone’s secret cache. 71-80%
  1D4+1 canteens Filled with water, 1D6 blankets, a duffle bag,
  flashlight, large crowbar, and a shotgun with 4D6 buckshot
  rounds. This seems likely to be someone’s secret cache. 81-85%
  Filled with toilet paper, 12 rolls of paper towel, and a 10 mm
  pistol with a full 16 round magazine. May be someone’s secret
  cache. 86-90% Filled with beer or wine. 91-95% filled with a
  variety of canned goods. 96-00% Weapon stash. 2D6 7.62 mm
  rifles with 288 rounds of ammo, 2D4 shotguns with 60 solid
  slugs and 72 buckshot rounds, 1D4 .22 caliber pistols with a box
  36
  
  of 144 bullets, 1D6 9 mm pistols with two extra magazines for
  each and an additional 432 rounds of ammo, six road flares, two
  smoke grenades and one fragmentation hand grenade. Definitely
  someone’s secret cache.
  77-78% Large flashlight or lantern.
  79-81% 2D6 plastic bottles or containers of varying size.
  82-83% 2D6 sheets of aluminum.
  84-85% First aid kit or over the counter medicine or gear
  (bandages, painkiller, etc.).
  86-87% Backpack: Contains 1D4 bottles of wine or rum.
  88-90% 2D4+2 new tires for a car or SUV.
  91-92% A pile of lumber or bricks.
  93-95% Abandoned Jeep or SUV. 01-50% Broken down, but
  roll on this table again to see what salvage it might have inside.
  51-00% The vehicle is still in working order, the keys are under
  the mat, and it has half a tank of gasoline.
  96-97% Abandoned semi-truck and trailer. Roll again with
  the following results: 01-33% Empty. 34%-50% Someone or
  several someones have been living inside the trailer and may
  come home any minute. Roll again on this table to determine
  useable salvage items, but the player characters are, in effect,
  looting someone’s home. 51-65% Searching the cab and trailer:
  Same as roll on the Refrigerator sub-table presented under
  #73-76% above. 66-00% Jackpot! The trailer is filled with cases
  of stuff; roll on the Random Boxcar Contents Table, that fol-
  lows, to determine contents.
  98-00% Crashed car. Cannot be driven. Contains a woman’s
  purse with a pocket mirror, cigarette lighter, makeup, package
  of mints, and car keys with a mini-flashlight. Roll again on this
  table to determine salvage goods in the trunk or back seat. Note:
  01-50% chance of 1D4 dormant Slouchers or Crawlers present
  in, under or near the vehicle.
  101 Random Boxcar Contents Table
  Game Masters, YOU and you alone determine whether a
  boxcar or the trailer of a semi-truck contains any salvageable
  goods and what those goods may be. When you want a random
  determination of such goods found in a boxcar, trailer, or even a
  corner of a warehouse, please feel free to use this table.
  01% Apparel: Running Shoes/Sneakers (various sizes).
  May be substituted with dress shoes.
  02% Apparel: Men’s Clothing. 01-40% Casual. 41-70%
  Dress. 71-00% Work clothing. 01-50% All the one same type.
  51-00% A variety of many different kinds.
  03% Apparel: Women’s Clothing. 01-40% Casual. 41-70%
  Dress. 71-00% Work garments. 01-50% All the same one item.
  51-00% A variety of many different kinds.
  04% Apparel: Jackets and Coats. 01-50% Spring & Fall.
  51-00% Winter. 01-50% All the same one type. 51-00% many
  varieties of different styles.
  05% Appliances: Kitchen. Stoves, refrigerators, microwave
  ovens, etc.
  06% Appliances: Laundry. Washers and driers.
  07% Automotive Batteries. 01-50% All the same one type.
  51-00% several different kinds.
  08% Automotive Maintenance Supplies. Basic hoses and
  belts, filters, spark plugs, motor oil, brake fluid, transmission
  fluid, window wipers, window washer fluid, and similar items
  and small parts. 01-50% all the same one item. 51-00% A vast
  array of items as listed above and more.
  09% Automotive Engine Parts. Batteries, radiators, fuel
  pumps, other engine parts, as well as mufflers, exhaust systems,
  shocks, bearings, etc. 01-50% All the same one item. 51-00% A
  vast array of items as listed above, possibly more.
  10% Automotive Tires. 01-50% All the same one type.
  51-00% A large variety of different tires.
  11% Automobile: Basic Sedan.
  12% Automobile: SUV or Jeep.
  13% Automobile: Pickup Truck.
  14% Automobiles: Recreational Vehicles. Motorcycles
  and/or dirt bikes, and/or snowmobiles or ATVs. 01-50% All the
  same one type. 51-00% all different kinds.
  15% Bicycles. 01-50% All the same one type. 51-00% A va-
  riety of different types.
  16% Books. 01-50% All the same book. 51-00% A variety
  of many different titles and subjects.
  17% Books: Cookbooks or how to books. 01-50% All the
  same one title. 51-00% Numerous different titles.
  18% Books: Fiction or role-playing games. 01-50% All the
  one same book. 51-00% All different titles with 2D4x10 copies
  of each. Good kindling if nothing else.
  19% Breakfast Cereal (boxed). 01-50% All the same one
  type. 51-00% Several different kinds and brands of cereal by the
  case. In the alternative, it could be snack cakes or jars of peanut
  butter by the case.
  20% Candles. 01-50% All the same one type. 51-00% A va-
  riety of different kinds, different shapes and sizes, scented and
  unscented, etc.
  21% Candy: Chewing gum. 01-50% All the same one type.
  51-00% Many different flavors and varieties..
  22% Candy: Hard candy. 01-50% All the same one type.
  51-00% Many different flavors and varieties.
  23% Candy: Soft candy or chocolates. 01-50% All the
  same one type. 51-00% Many different flavors and varieties.
  24% Canned Fruit. 01-50% All the same one type. 51-00%
  Many different varieties by the case. In the alternative, could be
  cans of fruit juice, or vegetables by the case.
  37
  
  25% Canned Jam or Jelly. 01-50% All the same type.
  51-00% 3D6 different kinds. In the alternative, could be syrup
  and/or honey.
  26% Canned Fish. Tuna, salmon, sardines, etc. 01-50% All
  the same one or two types. 51-00% Many different varieties by
  the case.
  27% Canned Meat. Chicken, ham, Spam, etc. 01-50% All
  the same one or two types. 51-00% Many different varieties by
  the case.
  28% Canned Sauces. Tomato sauce, gravy, etc. 01-50% All
  the same type. 51-00% Many different kinds by the case.
  29% Canned Soup. 01-50% All the same one type. 51-00%
  Many different varieties of soups and/or stews and broths by the
  case. In the alternative, it may be cans of pasta dishes (ravioli,
  spaghetti, macaroni and cheese, etc.).
  30% Canned Vegetables. 01-50% All the same one type.
  51-00% Many different varieties. May include cans and/or jars
  of vegetables, beans, pickles, etc.
  31% Coffee. 01-50% All the same type. 51-00% Many dif-
  ferent blends. In the alternative, could be tea or powdered hot
  chocolate.
  32% Dry Goods: Rice and/or Noodle Dishes. Dry package
  meals like Rice-a-Roni, Hamburger Helper, Macaroni and
  Cheese, and other rice and/or noodle based foods that come with
  all the basic ingredients, just add water (and meat when needed),
  boil or pan simmer and eat. 01-50% All the same one type.
  51-00% Many different varieties.
  33% Dry Goods: Cookies. 01-50% All the same type.
  51-00% 4D6 different kinds. May substitute with other snack
  foods like potato chips, popcorn, pretzels, etc.
  34% Dry Goods: Crackers. 01-50% All the same one type.
  51-00% Many different varieties, and may include rice cakes,
  rice crackers and others. May be substituted with cans of nuts
  (peanuts, almonds, cashews, mixed, etc.).
  35% Dry Goods: Baking. Flour, wheat, sugar, corn starch,
  bread mix, cake mix, and similar items. 01-50% All the one
  same type. 51-00% Many different varieties.
  36% Dry Goods: Grains or Spices. 01-50% Flour, wheat,
  oats, rice, peas, beans and other dried vegetables for making
  soups and such. 51-00% Herbs and spices, salt, pepper, chili
  powder, chicken and beef stock, etc. May be substituted with or
  include condiments (mustard, ketchup, barbeque sauce, mayon-
  naise, spice mixes, etc.).
  37% Dry Goods: Noodles. 01-50% All the same one type.
  51-00% Many different varieties.
  38% Electronics: Digital cameras. 01-50% All the same
  one type. 51-00% Many different varieties.
  39% Entertainment: Flat screen televisions, DVD players,
  digital music players, and similar items.
  40%
  Electronics:
  Laptop
  computers.
  Laptops
  and
  handheld electronic notebooks and/or cellular phones: 01-50%
  All the same one type. 51-00% Many different varieties.
  41% Electronics: Videogames. Videogame platforms/play-
  ers and cases of 4D6 different game cartridges. In the alterna-
  tive, may be DVD movies and/or music CDs.
  42% Fabric by the bolt. Sewing fabric of numerous types
  and patterns of material (2D4x10 cases of different fabric). May
  be combined or substituted with sewing and knitting materials,
  tools and supplies (thread, yarn, needles, etc.).
  43% Fuel: Gasoline. May be substituted with diesel fuel,
  crude oil or kerosine. Could even be jet fuel for aircraft.
  44% Fuel: Propane, lamp/torch oil or kerosine.
  45% Fuel: Coal or charcoal for outdoor grills.
  46% Furniture: Living room/den.
  47% Furniture: Office. Desks, chairs, filing cabinets, shelv-
  ing, etc.
  48% Guns and Ammunition. A variety of common types of
  handguns from 22 caliber to 9 mmm, and 1D6 cases of ammuni-
  tion (3456 rounds per case) for each.
  49% Guns and Ammunition. A variety of common types of
  hunting rifles and shotguns from low caliber to high-powered,
  and 1D6 cases of ammunition (1728 rounds per case) for each.
  May be substituted with hunting bows and arrows of various
  types.
  50% Hardware: Building Supplies. Basic lumber, panel-
  ing, aluminum, plaster, drywall, caulk, cement, asphalt, asphalt
  sheets, tar, tar paper, roofing shingles, tile, linoleum, brick,
  stone, and similar.
  51% Hardware: Common Tools. Hammers, screwdrivers,
  pliers, cutters, scissors, saws, axes, axe handles, shovels, crow-
  bars, etc.
  52% Hardware: Nails, screws, bolts, and similar.
  53% Hardware: Paints and Painting Supplies. Includes
  paint, brushes, pans, buckets, rollers, scrapers, tape, plastic
  sheeting, etc.
  54% Hardware: Power Tools. Drills, chain saws, etc. of
  various types.
  55% Hardware: Binding. Rope, cord, twine, string, wire,
  fishing line, tarps, duct tape, cable ties, and similar binding ma-
  terial.
  56% Hardware: Heating. Electric, kerosene, and propane
  portable heaters. 01-50% All items are one type. 51-00% A vari-
  ety of direct types of heaters.
  57% Hardware: Lawn and Yard Goods. Seed, rakes,
  shovels, tiki torches, torch oil, water hoses, wheelbarrels, etc.
  58% Lighting: Fixtures and More. Light fixtures, bulbs,
  extension cords, work lamps, electrical tape, and related electri-
  cal supplies.
  59% Lighting: Portable. Flashlights, matches, disposable
  lighters, candles, outdoor torches, oil lamps, lamp oil and even a
  few small gas or propane powered generators.
  60% Linens: Bathroom. A variety of bath towels, hand
  towels, face cloths, toilet seat covers, small rugs, and so on.
  May be all the same brand or several different.
  61% Linens: Bedroom. Bed sheets, blankets, quilts, com-
  forters, pillow cases, etc. In the alternative, may be drapery or
  kitchen linens (table cloths, hand towels, etc.).
  62% Lumber. Sheets of wood paneling, two by fours, etc.
  63% Medical Supplies: Household. Aspirin, cough and
  cold medicine, and other over the counter drugs and basic sup-
  plies.
  38
  
  64% Medical Supplies: Drugs. Commercial/clinical drugs
  that may include antibiotics, antidepressants, painkillers, heart
  medicine, etc.
  65% Medical Supplies: Hospital. Bandages, antiseptics,
  scalpels, sutures, hospital scrubs, and other common medical
  goods found at a clinic or hospital.
  66% Metal Sheeting: Light. Aluminum sheets, rolls, gut-
  ters, exhaust piping, etc. as well as chicken wire, wire mesh,
  screens, and similar.
  67% Metal Sheeting: Heavy. Steel and other types of metal.
  May include metal plates, sheets, rods, beams, pipes, etc.
  68% Paper Goods for the Household. Roll to determine
  what type. 01-25% Toilet paper. 26-50% Paper towels. 51-75%
  Facial tissue. 76-00% Paper plates. See Office Supplies for other
  paper and writing supplies.
  69% Pillows. 01-50% All the same type. 51-00% 3D6 differ-
  ent kinds and sizes. May be substituted with children’s clothing
  or toys.
  70% Plastic containers. 01-50% re-useable Tupperware
  type containers of various types and sizes. 51-00% Disposable
  types of plastic containers (which can actually be washed and
  reused several times), many different sizes; may include a vari-
  ety of plastic sealable plastic bags. In the alternative may be
  glassware (drinking glasses, mugs, dishes, etc.).
  71% Potatoes. 1D6x10% are still edible. May be substituted
  with dried corn, rice, wheat, beans or peas.
  72% Produce. One particular fruit or vegetable, at this point
  all are rotten. May substitute with baked goods, bread and simi-
  lar goods all rotten, or livestock, all dead.
  73% Office Machines. Computers, printers, copiers, calcula-
  tors, ink cartridges and similar items.
  74% Office Supplies: Furniture. Business chairs, desks,
  lamps and furnishings.
  75% Office Supplies: Paper. 01-50% White paper by the
  ream, all of the same type. 51-00% 4D6 different kinds and may
  include note pads and binders.
  76% Office Supplies: Writing. Writing implements of many
  different varieties, from pencils and mechanical pencils to ink
  pens and markers, 2D4x10 different kinds, but likely to be one
  or two specific brands. May be substituted with art supplies
  (paints, brushes, colored pencils, markers, sketch pads, tracing
  paper, sheets of drawing board, and more).
  77% Outdoors: Boating. Canoes, kayaks, row boats, motor
  boats, etc.
  78% Outdoors: Camping and Hiking Gear.
  79% Outdoors: Fishing Gear. Poles, tackle, etc.
  80% Outdoors: Hunting Gear. Everything except the ac-
  tual guns and ammo.
  81% Outdoors: Grills. Various types and sizes of grills for
  cooking, from those requiring charcoal bricks to propane canis-
  ters (not included), and portable camping grills.
  82% Outdoors: Maintenance. Riding and push lawn mow-
  ers or snow blowers, the oil for them, and plastic gasoline cans.
  83% Pots and pans. May be substituted with or include cut-
  lery and eating utensils, forks, knives, etc.
  84% Road Repair Equipment. Tools for spreading and
  smoothing tar/ asphalt and cement, 1D6 dozen orange barrels,
  1D4 dozen orange cones (small), a case of caution tape, 1D4
  cases of work gloves, 1D4 cases of orange vests, 1D4 cases of
  hard hats with lights on the top, 2D4 cases of road flares, one
  case of flashlights, 1D4 electrical generators, and 2D4 banks of
  flood lights.
  85% Road Repair Materials. Roll to determine what type
  of material. 01-20% Drums of tar. 21-40% Crates of asphalt in
  50 lb (22.5 kg) bags. 41-60% Crates of cement. 61-80% Lum-
  ber. 81-00% All of the previous in roughly equal portions.
  86% Sports Drinks. Gatorade or similar drinks. May be
  substituted with juices and/or flavored water.
  87% Sports gear. Baseball bats, hockey sticks, balls, pucks,
  and related equipment.
  88% Tanker. Carrying gasoline, kerosene, crude oil or jet
  fuel.
  89% Tanker. Carrying industrial waste or toxic chemicals.
  90% Thermoses and Coolers. Various types of thermoses
  and insulated coolers.
  91% Toothpaste, Mouthwash and Toothbrushes.
  92% Soap: Hand and Body Soap or Shampoo.
  93% Soap: Laundry Detergent or Dish Soap.
  94% Waste. Contains debris and junk, but there might be
  salvageable items and materials. In the alternative, contains rot-
  ting garbage.
  95% Water. Contains case after case of plain, bottled water;
  small 16 or 20 ounce bottles.
  96% Water. Large gallon or commercial 5-10 gallon bottles
  of water.
  97% Wine. Cases of wine. 01-50% All one type. 51-00% A
  variety of red and white wines, champagnes, etc.
  98% Beer. 01-50% All one type. 51-00% A variety of 2D6
  different types of beer.
  99% Hard Liquor. Includes whiskeys, bourbons, gins,
  rums, vodkas, etc.
  100% Mixed freight cargo in the same boxcar. Roll twice
  on this table.
  101% Mixed freight cargo in the same boxcar. Roll four
  times on this table.
  39
  
  Encounter Tables
  Along the Rails
  Random Encounters
  Along Rural Train Tracks
  Roll once every five hours or as the G.M. deems suitable. Al-
  ways roll again upon entering and exiting a town, city, park or
  rest stop area.
  01-10% 1D4 Game Animals. Can be anything from rabbits
  or raccoons to pheasant or geese. Stat Note: Small animals have
  1D6 Hit Points and 1D4 S.D.C., larger animals have 2D6 Hit
  Points and 1D6 S.D.C.
  11-20% Wild Dog Pack: 2D6+2 wild canines of various
  types. They are just as dangerous as a wolf pack. The wild dogs
  attack any group with less than six people, starting with those
  who are small, injured, sick or elderly. They give up the attack
  in 1D6+1 melee rounds if their prey puts up a fight or when half
  are injured. They give up immediately if the pack leader is slain.
  Stat Note: See page 74 of the Dead Reign™ RPG for Canine
  Stats & Combat Notes.
  21-25% Stray Dogs: 1D6 friendly dogs or a mommy and
  1D4 six month old pups looking for a pat on the back and a
  handout. All are friendly and not aggressive. They bite only if
  attacked or cornered. Any of them could easily be adopted and
  made into pets or trained animal helpers and companions. Un-
  less the characters try to keep the dogs, the strays run off after
  they are done eating. Stat Note: See page 74 of the Dead
  Reign™ RPG for Canine Stats & Combat Notes.
  26-30% Coyotes: 1D4+2 coyotes try to steal any available
  food, including any food in backpacks or sacks. They may also
  attack any animals with the travelers, from livestock and pack
  animals to a canine companion. The coyotes are skittish and
  back off if threatened or attacked. They only attack if they are
  facing one or two humans and one of the people is injured or
  sick. Same stats as a large dog. See page 74 of the Dead
  Reign™ RPG for Canine Stats & Combat Notes.
  31-35% Wolf Pack: 2D6+6 wolves attack any group with
  less than eight people. The wolves start by attacking any ani-
  mals in the group, including dogs, as well as children, injured,
  sick or elderly people. The animals give up the attack only after
  half their numbers are killed. 01-50% chance of fleeing immedi-
  ately after the pack leader is killed. Wolf Quick Stats: Hit
  Points: 4D6+6. S.D.C.: 2D6+20. Attacks per Melee Round:
  Three. Damage: Claws: 1D4 damage, Bite: 2D6+3 damage. Bo-
  nuses: +3 on initiative, +5 to strike, +4 to dodge, +2 to save vs
  40
  
  poison/disease, and +5 to save vs Horror Factor. Natural Abil-
  ities: Nightvision 120 feet (36 m), Prowl 50%, Swim 65%, and
  track by smell 88% (can smell prey and blood up to one mile/1.6
  km away), can leap 4 feet (1.2 m) high and 8 feet (2.4 m) across
  from a standing position, double with a running start. Speed: 50
  (35 mph/56 km), with bursts of speed up to 55 (37.5 mph/60
  km) that last for 2D4 minutes.
  36-40% Fox: 1D4 foxes try to steal food and may attack any
  small animal or toddler in the company of the player group.
  Otherwise, they fight only if startled, threatened, cornered or at-
  tacked first. Foxes are easily chased off. Same stats as a typical
  dog. Fox Quick Stats: Hit Points: 3D6. S.D.C.: 1D6+6. Attacks
  per Melee Round: Two. Damage: Claws: 1 point of damage,
  Bite: 1D6 damage. Bonuses: +2 on initiative, +3 to strike, +4 to
  dodge, +2 to save vs poison/disease, and +2 to save vs Horror
  Factor. Natural Abilities: Nightvision 120 feet (36 m), Prowl
  55%, Swim 55%, and track by smell 55% (can smell prey and
  blood up to one mile/1.6 km away), can leap 3 feet (1.2 m) high
  and 5 feet (1.5 m) across from a standing position. Speed: 44
  (30 mph/48 km), with bursts of speed up to 50 (35 mph/56 km)
  that last for 2D4 minutes.
  41-45% Bear: Black and Brown Bears are most common to
  North America. The animal is aggressive and attacks, targeting
  one specific member of the group, regardless of size. It fights
  everyone who threatens or attacks it, and fights to the death.
  Bear Quick Stats: Hit Points: 1D4x10+10. S.D.C.: 3D6+12
  (double for Grizzly and Polar Bears). Attacks per Melee Round:
  Three. Damage: Claws: 1D6+6 damage, Bite: 1D6+2 damage.
  Bonuses: +1 on initiative, +3 to strike, +2 to parry, +3 to dodge,
  +3 to save vs poison/disease, and +2 to save vs Horror Factor.
  Natural Abilities: Nightvision 120 feet (36 m), Climb 84%
  (trees only), Prowl 35%, Swim 80%, and track by smell 66%.
  Speed: 22, with bursts of speed up to 44 (30 mph/48 km) that
  last for 2D4 minutes.
  46-50% Mountain Lion/Cougar/Puma: Always attacks if
  threatened, cornered or attacked first. If everyone stands still
  there is a 01-88% likelihood it will move off and disappear in
  the underbrush. That’s not as good as you might think. One, it
  suggests that one or more of the big cats live and hunt in the
  area. Two, the mountain lion is likely to shadow the group for
  1D6x10 minutes and attack any individual who separates from
  the group or who is left behind, especially if injured. May also
  attack, kill and run off with an animal companion smaller than a
  German Shepherd or a pack animal. Mountain Lion Quick
  Stats: Hit Points: 4D6+10. S.D.C.: 2D6+20. Attacks per Melee
  Round: Three. Damage: Claws: 2D6 damage, Bite: 2D4 dam-
  age. Bonuses: +3 on initiative, +6 to strike, +4 to parry, +3 to
  dodge, and +4 to save vs Horror Factor. Natural Abilities:
  Nightvision 200 feet (61 m), Climb 89%/60%, Prowl 66%,
  Swim 44%, and can leap 20 feet (6.1 m) high and 40 feet (12.2
  m) across from a standing position. Speed: 22, with bursts of
  speed up to 44 (30 mph/48 km) that last for 1D4 minutes.
  51-55% Large Wild Dog Pack: 3D6+12 wild dogs of sizes
  and breeds from medium to large. Due to the size of the pack,
  they are aggressive and attack any group with less than ten peo-
  ple. The wild dogs start by attacking any animals in the group,
  including other dogs, but people are next. The animals give up
  the attack only after half their numbers are killed or severely in-
  jured. 01-50% chance of fleeing immediately after the pack
  leader is killed. Stat Note: See page 74 of the Dead Reign™
  RPG for Canine Stats & Combat Notes.
  56-60% 1D4 Flesh-Eating Zombies. Like wild dogs or
  wolves, they fight until half of their members are killed; the rest
  run off into the woods.
  61-65% 1D4 Crawlers.
  66-70% 1D4 Bug Boys (+2 if near a garbage dump or junk-
  yard).
  71-75% 1D4 Juggernauts or Slouchers.
  76-78% 1D4 Fast Attack Zombies and 1D4 Slouchers.
  79-81% 1D4 Worm Meat Zombies (+1 if in or near a
  swamp, marsh, bog, drainage runoff, lake or other body of wa-
  ter).
  82-84% 1D6+1 Slouchers.
  85-87% Two Sewer/Swamp Crawlers (+1 if in or near a
  swamp, marsh, bog, drainage runoff, lake or other body of wa-
  ter).
  88-90% 1D4 Travelers/Survivors. People of a good align-
  ment, they are willing to trade food and extra supplies, and ex-
  change information about what they’ve seen or know about the
  area, but they are only recent arrivals.
  91-93% 1D6 Travelers/Survivors. People of a selfish or
  evil alignment, they may be willing to trade food and extra sup-
  plies, and exchange information about what they’ve seen or
  know about the area. However, they do not share vital informa-
  tion and are out for themselves. They may lie, cheat, and over-
  charge for the items they trade, and a couple may try to steal
  items. If caught stealing, they’ll insist it was an accident and
  fight if pushed. These people are hostile and don’t take well to
  threats.
  94-95% Shepherd of the Damned (Principled or Scrupu-
  lous alignment) on his way into a nearby community to look for
  survivors. He may ask the player characters if they’d like to join
  him on his rescue mission. If they join him, he tells them they
  need to trust him and follow his lead. He has information about
  a couple places where there are rumored to be survivors. It is
  okay if the group declines to help, and he is happy to answer a
  few questions and warn them about any serious dangers cur-
  rently in the area. However, he (or she) is on a mission and
  doesn’t have time to stand around chatting and moves on.
  96-97% Hound Master (Principled or Scrupulous align-
  ment) on his (or her) way to rescue canines and thin feral dog
  packs. The Hound Master is part of a group of local survivors,
  but will not take strangers to them. However, he will warn them
  about any serious dangers currently in the area before heading
  off. The Hound Master may be willing to (01-50%) accompany
  a group of strangers who seem like they have good intentions. If
  the Hound Master likes how they behave the group may be able
  to win his trust after a few additional adventures together. He
  still won’t take them to the survivors’ camp or his own base of
  operations, but is willing to establish a place and time to meet.
  98-00% 1D6+4 Bandits: Most are Anarchist alignment,
  1-3rd level and nervous. This is a group of armed robbers only
  looking to take supplies and goods for their own survival or
  profit. They are even likely to leave the members of the player
  group with their weapons, half of their extra ammunition and
  basic gear, but everything else is fair game to these rogues. They
  41
  
  fight only if they are met with resistance and flee when two or
  more of them are killed or half of them are injured (down by
  half their Hit Points). They are not likely to attack a well armed
  or powerful looking group of travelers, but will give them the
  eye before slipping out of sight. In the alternative, the villains
  could be Retro-Savages, however, Retros seldom travel the rails
  because they are symbols of the fallen, evil technology. But it is
  possible to encounter them from time to time along railroad
  tracks, especially if the Retro-Savages are looking for victims to
  kill or sacrifice to the zombies.
  Random Encounters
  Along Urban & City Train Tracks
  Roll once every two hours or as the G.M. deems suitable.
  Note: In an urban setting, loud sounds (from shouting voices
  and dogs barking to gunfire), prolonged battle (more than three
  minutes), or moaning by other zombies, attracts 2D6 walking
  dead (mixed variety but mostly Slouchers 74% and Crawlers
  10%) within 2D4 minutes. Double the previous number for ev-
  ery additional two minutes that goes by once zombies start to
  converge.
  01-10% 1D4 Game Animals. Can be anything from rabbits
  or raccoons to pheasant or geese. Stat Note: Small animals have
  1D6 Hit Points and 1D4 S.D.C., larger animals have 2D6 Hit
  Points and 1D6 S.D.C.
  11-15% Wild Dog Pack: 2D6+2 wild canines of various
  types. They are just as dangerous as a wolf pack. The wild dogs
  attack any group with less than six people, starting with those
  who are small, injured, sick or elderly. They give up the attack
  in 1D6+1 melee rounds if their prey puts up a fight or when half
  are injured. They give up immediately if the pack leader is slain.
  Stat Note: See page 74 of the Dead Reign™ RPG for Canine
  Stats & Combat Notes.
  16-18% Stray Dogs: 2D4 friendly dogs or a mommy and
  1D6 six month old pups looking for a pat on the back and food.
  All are friendly and not aggressive. They bite only if attacked or
  cornered. Any of them could easily be adopted and made into
  pets or trained as helpers and companions. Unless the characters
  try to keep the dogs, the strays run off after they are done eating.
  Stat Note: See page 74 of the Dead Reign™ RPG for Canine
  Stats & Combat Notes.
  19-21% Coyotes: 1D6 coyotes try to steal any available
  food, including any food in backpacks or sacks. They may also
  attack any animals with the travelers, from livestock and pack
  animals to a canine companion. The coyotes are skittish and
  back off if threatened or attacked. They only attack people if
  they are facing one or two humans and one of the people is in-
  jured or sick. Same stats as a large dog. See page 74 of the Dead
  Reign™ RPG for Canine Stats & Combat Notes.
  22-24% Wolf Pack: 2D6+2 wolves attack any group with
  less than eight people. The wolves start by attacking any ani-
  mals in the group, including dogs, as well as children, injured,
  sick or elderly people. The animals give up the attack only after
  half their numbers are killed. 01-50% chance of fleeing immedi-
  ately after the pack leader is killed. Wolf Quick Stats: Hit
  Points: 4D6+6. S.D.C.: 2D6+20. Attacks per Melee Round:
  Three. Damage: Claws: 1D4 damage, Bite: 2D6+3 damage. Bo-
  nuses: +3 on initiative, +5 to strike, +4 to dodge, +2 to save vs
  poison/disease, and +5 to save vs Horror Factor. Natural Abil-
  ities: Nightvision 120 feet (36 m), Prowl 50%, Swim 65%, and
  track by smell 88% (can smell prey and blood up to one mile/1.6
  km away), can leap 4 feet (1.2 m) high and 8 feet (2.4 m) across
  from a standing position, double with a running start. Speed: 50
  (35 mph/56 km), with bursts of speed up to 55 (37.5 mph/60
  km) that last for 2D4 minutes.
  25-27% Bear: Black and Brown Bears are most common to
  North America. The animal is aggressive and attacks, targeting
  one specific member of the group, regardless of size. It fights
  everyone who threatens or attacks it, and fights to the death.
  Bear Quick Stats: Hit Points: 1D4x10+10. S.D.C.: 3D6+12
  (double for Grizzly and Polar Bears). Attacks per Melee Round:
  Three. Damage: Claws: 1D6+6 damage, Bite: 1D6+2 damage.
  Bonuses: +1 on initiative, +3 to strike, +2 to parry, +3 to dodge,
  +3 to save vs poison/disease, and +2 to save vs Horror Factor.
  Natural Abilities: Nightvision 120 feet (36 m), Climb 84%
  (trees only), Prowl 35%, Swim 80%, and track by smell 66%.
  Speed: 22, with bursts of speed up to 44 (30 mph/48 km) that
  last for 2D4 minutes.
  28-30% Mountain Lion/Cougar/Puma: Always attacks if
  threatened, cornered or attacked first. If everyone stands still
  there is a 01-88% likelihood it will move off and disappear in
  the underbrush. That’s not as good as you might think. One, it
  suggests that one or more of the big cats live and hunt in the
  area. Two, the mountain lion is likely to shadow the group for
  1D6x10 minutes and attack any individual who separates from
  the group or who is left behind, especially if injured. May also
  attack, kill and run off with an animal companion smaller than a
  German Shepherd or pack animal. Mountain Lion Quick
  Stats: Hit Points: 4D6+10. S.D.C.: 2D6+20. Attacks per Melee
  Round: Three. Damage: Claws: 2D6 damage, Bite: 2D4 dam-
  age. Bonuses: +3 on initiative, +6 to strike, +4 to parry, +3 to
  dodge, and +4 to save vs Horror Factor. Natural Abilities:
  Nightvision 200 feet (61 m), Climb 89%/60%, Prowl 66%,
  Swim 44%, and can leap 20 feet (6.1 m) high and 40 feet (12.2
  m) across from a standing position. Speed: 22, with bursts of
  speed up to 44 (30 mph/48 km) that last for 1D4 minutes.
  31-33% Tiger or African Lion: A solitary hunter or pair of
  tigers or 1D4 lions escaped from a zoological park or a private
  owner are on the loose. Zombies make lousy eating, so a live
  human, pack animal, livestock, dog or smaller animal makes
  welcomed prey. Both types of big cats would find the tall grass
  and brush that grows along unkept railroad tracks inviting, but
  thrive equally well on city streets, in neighborhoods and inside
  buildings! They fight to the death.
  42
  
  African Lion Quick Stats: Hit Points: 5D6+20. S.D.C.:
  4D6+20. Attacks per Melee Round: Four. Damage: Claws:
  2D6+4 damage, Bite: 2D6 damage. Bonuses: +2 on initiative,
  +4 to strike, +3 to parry, +4 to dodge, and +6 to save vs Horror
  Factor. Natural Abilities: Nightvision 600 feet (183 m), Climb
  40%/20%, Prowl 60%, Swim 60%, and can leap 10 feet (3 m)
  high and 20 feet (6.1 m) across from a standing position. Speed:
  18, with bursts of speed up to 33 (22.5 mph/36 km) that last for
  1D6 minutes. Note: Hunt in prides of 4-8 adult animals and are
  most active at night; 200-400 lbs (90 to 180 kg).
  Tiger Quick Stats: Hit Points: 4D6+24. S.D.C.: 4D6+30.
  Attacks per Melee Round: Four. Damage: Claws: 2D6+8 dam-
  age, Bite: 2D6+2 damage. Bonuses: +3 on initiative, +5 to
  strike, +4 to parry, +4 to dodge, and +7 to save vs Horror Fac-
  tor. Natural Abilities: Nightvision 400 feet (122 m), Climb
  50%/20%, Prowl 70%, Swim 80%, and can leap 15 feet (4.6 m)
  high and 30 feet (9.1 m) across from a standing position. Speed:
  22 (15 mph/24 km), with bursts of speed up to 50 (35 mph/56
  km) that last for 1D4 minutes. Note: Hunts as a solitary animal
  or in mated pairs. The tiger is the largest of the big cats at
  400-700 lbs (180 to 315 kg).
  34-36% 1D6 Flesh-Eating Zombies. Like wild dogs or
  wolves, they fight until half of their members are killed; the rest
  run off.
  37-41% 1D4 Slouchers.
  42-45% 1D4 Crawlers and a Sloucher.
  46-49% 1D4 Bug Boys (+2 if near a garbage dump or junk-
  yard).
  50-53% 1D4 Juggernauts.
  54-57% 1D4 Fast Attack Zombies and 1D4 Slouchers.
  58-60% 1D4 Worm Meat Zombies (+2 if in or near a
  sewer, water treatment plant, chemical factory, subway or body
  of water).
  61-65% 2D4 Slouchers.
  66-69% 1D6 Sewer Crawlers.
  70-73% 1D4 Travelers/Survivors. People of a good align-
  ment, they are willing to trade food and extra supplies, and ex-
  change information about what they’ve seen or know about the
  area, but they are only recent arrivals.
  74-76% 1D6 Travelers/Survivors. People of a selfish or
  evil alignment, they may be willing to trade food and extra sup-
  plies, and exchange information about what they’ve seen or
  know about the area. However, they do not share vital informa-
  tion and are out for themselves. They may lie, cheat, and over-
  charge for the items they trade, and a couple may try to steal
  items. If caught stealing, they’ll insist it was an accident and
  fight if pushed. These people are hostile and don’t take well to
  threats.
  77-79% Thinker accompanied by 1D4 Slouchers or Bug
  Boys. The Thinker is smart enough to recognize whether or not
  he and the other zombies are powerful enough to take the group
  of humans down. If not, the Thinker points and moans, and so
  do the Slouchers. However, as the Slouchers move forward, the
  Thinker tries to slip away. It will gather more walking dead
  (2D6+2 this time) and return with them in 1D6+1 minutes.
  Note: If the zombies left behind are slain within two minutes (8
  melee rounds), no other zombies arrive until the Thinker returns.
  If they are not silenced quickly, 1D6 zombies (any type) arrive
  within 2D4 minutes in response to the moaning.
  80-82% Shepherd of the Damned (Principled or Scrupu-
  lous alignment) on his way to a nearby community to look for
  survivors. He may ask the player characters if they’d like to join
  him on his rescue mission. If they join him, he tells them they
  need to trust him and follow his lead. He has information about
  a couple places where there are rumored to be survivors. It is
  okay if the group declines to help, and he is happy to answer a
  few questions and warn them about any serious dangers cur-
  rently in the area. However, he (or she) is on a mission and
  doesn’t have time to stand around chatting and moves on.
  83-85% A cry from the bushes. Off to the side of the rail-
  road tracks is the sound of whimpering and soft crying. It
  sounds human and possibly a woman or a child. The sounds are
  coming from behind a pile of debris, or wooden railroad ties, or
  a wrecked vehicle, or other similar shelter obstructing a clear
  view.
  If the player characters call out, a woman’s voice pleads for
  help. If the group asks her to show herself, she peeks her head
  out and waves before bobbing back behind the shelter. She
  won’t leave because she is caring for an injured loved one. She
  keeps repeating, “I can’t leave him. He’s hurt. Please, won’t you
  help? Please help us.” She’s probably in shock.
  The brush around the woman’s location is thick at many lo-
  cations or there are other large piles of junk and debris all
  around her. Sneaking around the shelter or approaching outright
  reveals an attractive woman. Her face is streaked with dirt and
  her clothes are tattered. She is holding another person (may be
  43
  
  an adult, teen or child) who is covered in a blanket, tarp or long
  coat. All that can be seen of this person is his head. The pretty
  woman appears to be in shock and turns to them with a blank
  expression and says, “Won’t you help us? Please.”
  She and her companion/loved one/child were traveling with a
  Shepherd of the Damned or Hound Master (could be someone
  the group met before) with 1D6 other survivors when they were
  jumped by a couple dozen walking dead led by a Death Priest,
  Thinker or Impersonator Zombie. She and her companion man-
  aged to escape and ran and ran until the other person collapsed.
  She’s been hiding here for . . . not sure how long. An hour?
  Maybe longer. Her story is true and she needs help. She’s trau-
  matized with fear and functions at below normal capacity (half
  speed, half skill performance, etc.). The other may be injured,
  sick or just collapsed from exhaustion. It’s up the G.M. as to
  what happens next. If the group takes her with them, she and the
  other frightened “civilian” will slow them down and be a liabil-
  ity. If they leave them behind, they will die at the claws of a
  monster or animal. The immediate questions are: Where are the
  zombies or people who attacked her group, are they nearby,
  looking for her and a danger to the group? G.M.’s discretion.
  86-88% A cry from the bushes. Off to the side of the rail-
  road tracks is the sound of whimpering and soft crying. It
  sounds human and possibly a woman or a child. The sounds are
  coming from behind a pile of debris, or wooden railroad ties, or
  a wrecked vehicle, or other similar shelter obstructing a clear
  view.
  If the player characters call out, a woman’s voice pleads for
  help. If the group asks her to show herself, she peeks her head
  out and waves before bobbing back behind the shelter. She
  won’t leave because she is caring for an injured loved one. She
  keeps repeating, “I can’t leave him. He’s hurt. Please, won’t you
  help? Please help us.” She’s probably in shock.
  The brush around the woman’s location is thick at many lo-
  cations or there are other large piles of junk and debris all
  around her. Sneaking around the shelter or approaching outright
  reveals an attractive woman. Her face is streaked with dirt and
  her clothes are tattered. She is holding another person (may be
  an adult, teen or child) who is covered in a blanket, tarp or long
  coat. All that can be seen of this person is his head. The pretty
  woman appears to be in shock and turns to them with a blank
  expression and says, “Won’t you help us? Please.”
  All player characters should make Perception Rolls. Those
  looking at the woman roll to see if they realize her mouth isn’t
  moving and the words came not from her lips but from the cov-
  ered figure. Characters keeping a lookout or looking around, roll
  to see if they notice a stinking zombie hiding/peeking out from
  one of the other debris piles or clumps of thick brush. If they do
  and warn the others, our heroes have the initiative, and each get
  two attacks or actions (like getting the heck out of there) before
  the zombies come out of hiding and attack. The woman is a
  Pretty Zombie. The cloaked figure is an Impersonator. 1D4+1
  Slouchers, 1D4 Fast Attack Zombies, one Juggernaut and two
  Crawlers or Sewer Crawlers are all part of the attack group.
  In the alternative, this could be the trap of bandits, raiders,
  Terror Cultists or Retro-Savages.
  89-90% A lone figure. Can be a woman, man or child seen
  staggering along the tracks a good distance of several hundred
  yards/meters up ahead. The figure stops, sways in the wind and
  then sits down in a heap. It could be any of the following: A
  lone zombie of any type (Sloucher, Bug Boy, Worm Meat,
  Pretty Zombie, Juggernaut, Pattern Zombie who was a railroad
  worker, Thinker or Mock Zombie). An exhausted, sick or in-
  jured survivor. A Hound Master, Shepherd of the Damned,
  Road Reaper or Street Gang Protector in shock or distress. A
  drunk hermit/Ghost Walker, Lunatic: Backstabbing Cretin, or
  Lunatic: Paranoid, or Lunatic of any kind (see the Civilization
  Gone™ sourcebook for ideas). Bandit or Raider in distress.
  Retro-Savage in distress. An escapee from a Terror or Death
  Cult, or escaped prisoner from a Zombie Lover or other lunatic.
  Game Master’s discretion. G.M.s, think about the bigger picture
  and what other adventure this encounter might lead to. It could
  be a lost child who wants his family, or there could be other in-
  nocent people being held prisoner someplace or in need of med-
  ical help, or trapped in the city with no way out, and so on.
  91-92% Hound Master (Principled or Scrupulous align-
  ment) on his (or her) way to rescue canines and thin feral dog
  packs. The Hound Master is part of a group of local survivors,
  but will not take strangers to them. However, he will warn them
  about any serious dangers currently in the area before heading
  off. The Hound Master may be willing to accompany (01-50%)
  a group of strangers who seem like they have good intentions. If
  the Hound Master likes how they behave the group may be able
  to win his trust after a few additional adventures together. He
  still won’t take them to the survivors’ camp or his own base of
  operations, but is willing to establish a place and time to meet.
  93-94% A Half-Living. The character is of Anarchist align-
  ment, well armed, and looks tough. He is a lone wolf out for
  himself. He has been living in the city and knows several hot
  spots, including a survivor camp, a Death Cult community, a
  bandit’s camp, some of the best resources for looting supplies, a
  safe house (or two), the rail network throughout the city, and a
  couple access points to storm drain tunnels, but why should he
  help you? He looks the player group over and keeps on walking
  without saying a word, unless he is stopped or followed and
  bothered with questions. If threatened, he will try to escape or
  play along until he can slip away. If threatened or forced into
  helping the group, he’ll lead them into trouble, like a zombie in-
  fested area where he can walk right among the zombies while
  the player characters are attacked. He’ll probably make such an
  encounter look like an accident in case he and the player charac-
  ters should ever cross paths again. Note that he would never
  take the group to his own hideout/home.
  95-96% 1D4+1 Scroungers on their way to or from some
  place to loot. They are leery of strangers, but might be willing to
  help a good cause or serve as native guides for the right trade
  goods. They know the railroad tracks and the sewer systems in
  at least one side of town (east, west, north or south), have a few
  contacts, know where the zombies are most numerous, know a
  couple of good hideouts, and know valuable bits of local infor-
  mation. They are not likely to take the group to their own hide-
  out/home.
  97-98% Apocalyptic Soldiers, Road Reapers or Street
  Gang Protectors. They have 2D4 innocent survivors in tow and
  have a throng of 4D6+20 zombies, bandits, raiders, or Death
  Cultists and zombies in hot pursuit of them. The bad guys will
  be at the player characters’ location within 1D4 melee rounds.
  44
  
  The player group can join the fleeing heroes and help them fight
  and escape the evil forces after them, or they can try to run in a
  different direction and hope to avoid conflict. If seen, the player
  characters are assumed to be part of the other group and at-
  tacked. Nothing they say or do changes the bad guys’ minds, so
  they need to join forces or head for the hills. Doing nothing or
  trying to deny any association will get them killed. Making a
  stand, even against other humans, brings more zombies to their
  location and sees the geometric increase of a zombie conver-
  gence. It’s probably best to make this a fight on the run.
  99-00% 2D6+4 Bandits or Raiders. They could be bandits
  only looking for a quick score, or Raiders out to rob, kill and
  worse. They could also be Raiders or mercenaries hired by a lo-
  cal Death Cult to capture innocent people as slaves or to be fed
  to zombies, or whatever the Game Master wants. Whatever the
  case, they are very bad people who mean to give our heroes
  some grief. In the alternative, the villains could be Retro-Sav-
  ages, however, Retros seldom travel the rails because they are
  symbols of the fallen, evil technology. But it is possible to en-
  counter them from time to time along railroad tracks, especially
  if the Retro-Savages are looking for victims to kill or sacrifice to
  the zombies.
  Random Encounters
  at a Train Depot, Train Station,
  City Dock or Downtown Area
  Roll once every 10 minutes, or around every corner, or as the
  Game Master (G.M.) deems suitable, depending on the situation
  and actual location. Note: In all cases, the sound of gunfire,
  shouting, screaming or prolonged battle (more than 3-4 minutes)
  will cause 2D6 zombies to investigate (74% Slouchers, 10%
  Crawlers, 16% variants and others).
  This table may also be used where a locomotive and/or box-
  cars are found, especially if there are a lot of boxcars. Roll every
  30 minutes, or around every fourth corner or boxcar. Or as the
  G.M. deems suitable.
  01-10% An attractive woman shuffling along. Odds are
  she is a Pretty Zombie, but can the Principled or Scrupulous
  heroes in the group make that assumption and leave her to her
  fate? If the group goes to help the woman, roll to determine
  what she is and what happens next:
  01-25% She’s human, alright and in shock. She welcomes
  help and, if the characters move swiftly and silently, they can
  get her out of sight before a zombie sees them and bellows.
  26-50% She’s a Pretty Zombie, just as you suspected. The
  witch seems to grin and cuts loose with the Zombie Moan. 1D6
  Slouchers are on the group within 1D4 melee rounds, with 2D6
  more arriving 30 to 120 seconds later (2D4 melee rounds). Slow
  moving, they are easily outrun, but they continue to moan and
  pursue. All the zombies in a mile (1.6 km) radius are on alert
  that the living are present, and begin shuffling toward the gen-
  eral direction of the moan. Subsequent sightings of live people
  keep the convergence going and our heroes may find themselves
  running through a gauntlet of zombie clusters (1D6+5 walking
  dead) and growing zombie hordes (1D6x10 walking dead).
  51-75% She’s a damn Impersonator Zombie and you’ve
  walked into her trap. She moans as 2D4 Fast Attack Zombies
  charge out from their hiding places to attack and contain our
  heroes. 2D6 Slouchers, 1D6 Bug Boys or Worm Meat, 1D6
  Crawlers and two Juggernauts lumber out a melee round later to
  join the battle. For the next 10 minutes thereafter, 3D6 zombies
  of various types (mostly Slouchers) join the battle every two
  minutes. After that, a full blown convergence is under way with
  the geometric increase in numbers every two minutes.
  76-00% She’s a Thinker Zombie that unleashes a moan. If
  killed without gunfire, within two melee rounds, no other walk-
  ing dead appear. If the Thinker can elude destruction or last lon-
  ger than 30 seconds (2 melee rounds), her moan brings 1D6+4
  other zombies (mixed group, predominantly Slouchers) to ad-
  vance the attack and continue the moan. At that point, 3D6 addi-
  tional zombies appear two minutes later and a full convergence
  begins with the same results as #25-50% above.
  11-20% 1D6 Slouchers.
  21-25% 1D6 Sewer Crawlers (+3 if in or near a sewer, wa-
  ter treatment plant, chemical factory, subway system or body of
  water).
  26-30% 1D6 Bug Boys.
  31-35% 1D6 Fast Attack Zombies and 1D4 Slouchers.
  36-40% 1D6 Juggernauts and 1D6 Slouchers.
  41-45% 1D4 Worm Meat Zombies (+3 if in or near a
  sewer, water treatment plant, chemical factory, subway or body
  of water).
  46-50% 1D6+1 Flesh-Eating Zombies. They fight until half
  of their members are killed; the rest shriek and run off. 1D6
  Slouchers or one Thinker who heard the shriek come to investi-
  gate.
  45
  
  51-60% 2D6+2 Slouchers, 25% are Pretty Zombies, 25%
  are Bug Boys.
  61-70% 2D4 Crawlers or Trash Crawlers.
  71-80% Thinker or Impersonator Zombie leading 2D6+4
  walking dead; 25% are Slouchers, 25% are Juggernauts, 25%
  are Bug Boys or Sewer Crawlers, and 25% are Fast Attack
  Zombies.
  81-90% 4D6 Slouchers, 25% are Blow Fish, 25% are Worm
  Meat or Bug Boys.
  91-00% 2D4+2 Flesh-Eating Zombies.
  Random Table for a Cavalry Rescue
  Is the player group in over their heads and in trouble? Do
  they need the proverbial “cavalry” to arrive to save the day?
  Here you go, though the ultimate outcome may not be exactly
  what the player characters were hoping for.
  01-10% A man appears out of nowhere and says to follow
  him if they want to live! He is a Shepherd of the Damned (or
  Hound Master or Ghost Walker) who can lead them to a way
  out if they move fast. That way out may be down into a sewer or
  other subterranean tunnel. G.M.s may throw some zombies at
  the group, but it shouldn’t be anything they can’t handle. All (or
  most?) make it out alive and to safety. If the man leading them
  should get killed, finding their way to a safe exit may become a
  matter of luck.
  11-20% A man appears out of nowhere and says to follow
  him if they want to live! He is a mad man or Ghost Walker
  with good intentions. He leads them safely to a point with no or
  a couple minor zombie encounters the group handles with ease,
  then stops and starts to cry, whimper or mutter to himself. He
  can’t remember the rest of the way out and doesn’t know what
  to do. Although 2D6 minutes behind away, a zombie horde of
  6D6+6 zombies (mixed types) is following behind them. He’s
  bought them some time, but now they are on their own.
  21-30% A man appears out of nowhere and says to follow
  him if they want to live! He is a Street Gang Protector (or
  Road Reaper) and leads the group to 1D4+2 other members of
  his gang, but they are all pretty chewed up. He tells the group
  they can’t stay where he’s just brought them for more than an-
  other 10 minutes before the zombies find them. He leads them
  out with his buddies and knows a short cut and path of least re-
  sistance, but they’ll still have to fight through a gauntlet of zom-
  bies to get out alive. This should be a tough battle, but not a
  suicide run, at least not for the player characters.
  31-40% A man appears out of nowhere and says to follow
  him if they want to live! He is an Apocalyptic Soldier and leads
  the group to 1D6+10 other members of his company. They are
  well armed and raring for a fight. They point the player charac-
  ters in the right direction – down a subterranean tunnel or path
  of least resistance, with a hand scrawled map and simple direc-
  tions. The Soldiers want the player characters to go ahead of
  them, clear the path of any zombies and hold the exit door for
  their escape. The Soldiers tell them they’ll follow 2D6+4 min-
  utes later, after they take down several dozen walking dead and
  seal the door to this exit route behind them. The player group
  needs to linger at the end of the trail to make sure no new zom-
  bies come in from the other end and get the Soldiers trapped be-
  tween two zombie hordes converging at both ends of the tunnel.
  The following problem arises: 20 minutes pass and there is no
  sign of the Soldiers. Do our heroes wait and keep the exit clear,
  or leave? Or do some (or all) of the group go back to see if the
  Soldiers need help?
  Game Masters, here are four possible endings to this situa-
  tion. Pick one, or roll for a random determination, or create your
  own.
  01-25% The Soldiers are coming, except they were all killed
  and are now zombies leading the other walking dead to our
  heroes’ location.
  26-50% Things went badly, the Soldiers are coming but they
  are being pursued by the zombie horde at the other end. Making
  a run for it is good odds, but other individual zombies and small
  groups coming to investigate the commotion bar the way. If our
  heroes move quickly, and work at getting away, not fighting, the
  opposition they face should be light and they can escape. The
  Soldiers will go a different direction with zombies following be-
  hind and more appearing ahead of them every 2-3 minutes. If
  the player group goes with the Soldiers they have a much harder
  battle ahead of them. However, they will be able to make sure
  that they and the Soldiers can escape the converging zombie
  horde.
  51-75% The Soldiers arrive late, but intact. The zombies are
  locked out at the other end and cannot pursue. However, a
  Thinker figured out where the trail was leading and has circled
  around with 2D6+18 walking dead (mixed group) to cut off
  their escape. They can’t go back the way the came, so they’ll
  have to fight the zombies ahead of them. If the player characters
  waited for the Soldiers, they are in the same predicament. If they
  left before the Soldiers appeared, they can escape with little op-
  position. However, they can hear heavy gunfire and shouting to
  know the Soldiers are in trouble and may need help. If they go
  back to help the Soldiers, they can get the walking dead in a
  crossfire. Still, the monsters’ moan gets a new convergence
  started, all of which adds up to the player characters and Sol-
  46
  
  diers fighting through a gauntlet of zombies. This should be a
  tough battle, but not a suicide run, at least not for the player
  characters.
  76-00% The sound of battle and moaning at the other end,
  and waiting 20+ minutes, has given 2D6+2 slowly converging
  zombies a chance to get close enough to the exit location to see
  the player characters and moan. Unless our heroes act quickly to
  silence the moaning, a convergence at their location begins, with
  more showing up every two minutes. The Soldiers arrrive 1D6
  minutes later, but now everyone is in the same situation as
  #51-75%.
  41-50% A man appears out of nowhere and says to follow
  him if they want to live! He says he is a Scrounger or fellow
  Survivor, but he’s really a Mock Zombie pretending to be hu-
  man. He looks completely human, alive, and healthy. He be-
  lieves what he tells them and is friendly, brave and fights
  zombies, so the group may not realize he’s really a Mock Zom-
  bie. He really does save their lives (or tries to) and leads them to
  safety, but as usual, he is a murdering walking dead in human
  skin and will turn on them or secretly prey on some other hu-
  mans sooner or later. His goal is to join the player group or be
  taken to another group of survivors or to a survivor camp where
  he can secretly prey on humans at his leisure.
  51-55% A man appears out of nowhere and says to follow
  him if they want to live! He is a bandit who leads the group to a
  location that is presently safe from zombies, but it’s an ambush.
  2D6+6 other bandits get the player characters in a crossfire, rob
  our heroes of all obvious firearms, ammo, and supplies and then
  run off through a tunnel, locking the door behind them. The
  door can be forced and our heroes can follow the fleeing ban-
  dits, but they don’t know where the bandits are going. Likewise,
  they don’t know where the tunnel leads or which way to go to
  get out safely. Furthermore, by this point, zombies are converg-
  ing on their location. The group needs to take the plunge into the
  dark tunnel and hope for the best. Game Masters, be merciful or
  lead them to a new adventure.
  56-60% A man appears out of nowhere and says to follow
  him if they want to live! He is a Zombie Deathbringer armed
  to the teeth. He leads them through a network of railroad tracks
  and back streets. “This is it,” he says with a confident grin.
  “You’re on your own from here.” But turning the corner, a
  horde of 2D4x10+12 walking dead (mixed group) block their
  exit. “Damn,” the man says. “Sorry. I had a tussle with these
  bad boys earlier. I thought they’d be gone by now.” He laughs
  as the moaning erupts like a choir of the dead, and says, “We
  could go back only more zombies will be down that way. Or
  you boys can try to squeeze through their right flank as I attract
  their attention with some hot lead. Don’t worry, I’ll open up
  your exit with this grenade. Better move fast after I throw it.”
  And the rush through a zombie gauntlet begins.
  61-70% A man appears out of nowhere and says to follow
  him if they want to live! He says he is a “Savior of the Living”
  and, sure enough, leads our heroes to a quiet, safe location. At
  that location, he is met by 1D4+2 “friends,” each well armed.
  He turns to the player group and tells them he has saved their
  lives through the grace and power of his god and invites them to
  join his flock. Roll percentile dice to see who the man is and
  what kind of group he represents. In all cases, he is the group’s
  leader. 01-20% Retro-Savage. 21-40% Zombie Death Cult.
  41-60% Terror Cult who worships gods of Death and Chaos
  their leader has made up. 61-80% A delusional, but well inten-
  tioned Messianic Leader with nearly 100 survivors who trust
  and follow him. 81-00% An insane Zombie Master who has de-
  cided he is, himself, a god, and invites the characters to worship
  him as their god. Two of his Slouchers, a Worm Meat and a
  Thinker are nearby in case of trouble.
  In each case, the man and his associates are willing to let the
  player characters go, even if they refuse his offer, but warns
  them they had their chance. The next time they meet, they’ll be
  enemies. If the player characters should decide to join the group
  (for whatever reason), it is the catalyst for a whole new adven-
  ture; G.M.s, be creative.
  71-80% A man appears out of nowhere and says to follow
  him if they want to live! He is an Impersonator Zombie who
  stays ahead of them in the shadows, waving them on to follow
  him down corridors or tunnels, or a back alley, until they reach
  his ambush point away from the other, much larger throng of
  walking dead. Suddenly 1D4+2 Crawlers drop down on the
  player characters and the Impersonator Zombie, 1D4 Slouchers
  and two Fast Attack Zombies ambush them and attack. As bad
  as this is, it’s better than what they were facing. If our heroes
  47
  
  can destroy or get away from these fiends they can make good
  their escape.
  81-90% A man appears out of nowhere and says to follow
  him if they want to live! He is a Half-Living who can lead them
  to a way out if they move fast. That way out may be down back
  alleys, railroad track, sewer or subterranean tunnel. G.M.s may
  throw some zombies at the group, but it shouldn’t be anything
  they can’t handle. All (or most?) make it out alive and to safety.
  If the man leading them should get killed, finding their way to a
  safe exit point may become a matter of luck. If they handle
  themselves well and with courage and honor, the Scrupulous
  aligned Half-Living may be willing to become one of their con-
  tacts and allies, or even join the group (but only if the G.M.
  would like him to).
  91-00% A man appears out of nowhere and says to follow
  him if they want to live! He is a Road Reaper and takes the
  player characters to a band of 1D6+10 other Reapers. All are
  armed and loaded for bear. They’ve already had their fun for the
  day, and tell our heroes to hop into the back of one or more ve-
  hicles and ride off to safety! They can drop the player group off
  at any safe looking location away from the zombie horde, take
  them to a Safe Haven Community, or let them “hang” with them
  for a while, provided the characters pull their weight and make
  good travel companions. Otherwise, the Road Reapers will
  eventually just drop them off someplace safe looking (at gun-
  point if necessary).
  Random Encounters
  in the Open Countryside
  This table applies away from railroad tracks in the open country.
  Roll once every five or six hours, or as the G.M. deems suit-
  able. Always roll again upon entering and exiting a large,
  sprawling farm or granary, ranch that once raised cattle, horse or
  other livestock, slaughterhouse and/or meat processing plant,
  town, city, park or rest stop area.
  01-05% A family of farmers turned into zombies: 1D6+1
  all Slouchers, except one which is a Crawler.
  06-10% Group of travelers, townsfolk or tourists turned
  into zombies. 3D6+4 zombies; mixed group of Slouchers and
  Sloucher variants like Juggernauts, Pretty Zombies, Bug Boys,
  and Worm Meat.
  11-13% Zombie Master and 1D4+1 of his gun-toting kin.
  They keep 1D4+1 Slouchers, one Juggernaut, two Pretty
  Zombies, one Crawler, and one Worm Meat as pets and watch-
  dogs. They rob passersby whenever they can, particularly small
  groups with six or fewer members.
  14-15% Zombie Lover. A lunatic who likes to invite strang-
  ers to his house or farm, where he tries to lure them into the
  clutches of the zombies he keeps.
  16-20% Group of travelers, townsfolk or tourists turned
  into zombies. 1D6+4 zombies; mixed group of Slouchers and
  Sloucher variants like Juggernauts, Pretty Zombies, Bug Boys,
  and Worm Meat.
  21-25% 1D6+1 Travelers/Survivors. People of a good
  alignment, they are willing to trade food and extra supplies, and
  exchange information about what they’ve seen or know about
  the area, but they are only recent arrivals themselves.
  26-30% One lone Sloucher or Crawler.
  31-33% 1D6+1 Travelers/Survivors. People of a selfish or
  evil alignment, they may be willing to trade food, extra supplies,
  and exchange information about what they’ve seen or know about
  the area. However, they do not share vital information and are out
  for themselves. They may lie, cheat, and overcharge for the items
  they trade, and a couple may try to steal items. If caught stealing,
  they’ll insist it was an accident and fight if pushed. These people
  are hostile and doesn’t take well to threats.
  34-36% 1D4 Crawlers.
  37-40% 1D6 Survivors/Farmers. People of a good align-
  ment, they are willing to trade food and extra supplies, and ex-
  change information about what they know about the area and
  rumors about Safe Haven communities they’ve heard about.
  They will let travelers they deem to be honest to spend the night.
  Possibly longer if the group is helpful, pulls their weight and
  don’t bring trouble with them.
  41-43% Mixed group of 2D4 zombies. 25% Slouchers,
  25% Juggernauts, 25% Crawlers, 25% Fast Attack Zombies.
  44-46% 1D4 Bug Boys (+2 if near a garbage dump or junkyard).
  47-50% 2D4 Retro-Savages. Warn the group to stay out of
  trouble and to get out of their part of the country, or else. May
  come back later with more men to bushwhack and kill the player
  characters or capture and leave them for the zombies, or
  lure/force them into a confrontation with zombies.
  51-53% 1D4+1 Slouchers or Worm Meat.
  54-56% 2D6 Bandits or Raiders on horseback or light
  all-terrain vehicles. They’ll steal whatever they can get. Raiders
  kill anyone who opposes them.
  57-60% An Impersonator Zombie or Thinker with 1D6
  Slouchers and 1D4 Pretty Zombies.
  61-63% Mixed group of 3D6+4 zombies. 25% Slouchers,
  25% Juggernauts, 25% Crawlers, 25% Fast Attack Zombies.
  48
  
  64-66% 1D4 Pretty Zombies or Juggernauts.
  67-69% 1D6 Road Reapers. They’ll tell the group about
  what they’ve seen from where they came, but they know noth-
  ing of the area where they meet the player group. These Road
  Reapers are passing through on their way to a new city.
  70-73% Wild Dog Pack: 2D6 wild canines of various types.
  They are just as dangerous as a wolf pack. The wild dogs attack
  any group with less than six people, starting with those who are
  small, injured, sick or elderly. They give up the attack in 1D6+1
  melee rounds if their prey puts up a fight or when half are in-
  jured. They give up immediately if the pack leader is slain. Stat
  Note: See page 74 of the Dead Reign™ RPG for Canine Stats
  & Combat Notes.
  74-77% 1D6 Game Animals. Can be anything from rabbits
  or raccoons to pheasant or geese. Stat Note: Small animals have
  1D6 Hit Points and 1D4 S.D.C., larger animals have 2D6 Hit
  Points and 1D6 S.D.C.
  78-80% Pack of Wild Pigs: 2D4 wild pigs that are just as
  dangerous as a pack of wild dogs. They’ll charge into a camp
  grabbing any food items they can, biting and bowling people
  over, and bite, head butt, stomp and trample anyone who gets in
  their way. If cornered or attacked first and wounded, a wild pig
  will fight to the death. Feral Hog/Pig Quick Stats: Hit Points:
  6D6+2. S.D.C.: 2D6+8. Attacks Per Melee Round: Two. Dam-
  age: Bite: 1D6+1 damage. Head Butt or Stomp Attack: 1D4
  damage. Trample: 1D8 damage. Charging Ram Attack/Body
  Block (counts as two attacks): Does 1D8 damage plus there is a
  01-90% likelihood of knocking a human opponent to the
  ground. Victims of a knockdown lose initiative and two melee
  attacks/actions. Bonuses: +2 on initiative, +3 to strike, +2 to
  dodge, and +3 to save vs poison/disease. Natural Abilities:
  Nightvision 60 feet (18.3 m), Prowl 40%, Swim 50%, and track
  by smell 50%. Speed: 20 (13.5 mph/21.6 km), with bursts of
  speed up to 40 (27 mph/43 km) that last for 1D4 minutes. Pigs
  weigh 250-450 pounds (112.5 to 202.5 kg).
  81-83% Stray Dogs: 1D6 friendly dogs or a mommy and
  1D4 six month old pups looking for a pat on the back and a
  handout. All are friendly and not aggressive. They bite only if
  attacked or cornered. Any of them could easily be adopted and
  made into pets or trained animal helpers and companions. Un-
  less the characters try to keep the dogs, the strays run off after
  they are done eating. Stat Note: See page 74 of the Dead
  Reign™ RPG for Canine Stats & Combat Notes.
  84-86% Coyotes: 1D6+2 coyotes try to steal any available
  food, including any food in backpacks or sacks. They may also
  attack any animals with the travelers, from livestock and pack
  animals to a canine companion. The coyotes are skittish and
  back off if threatened or attacked. They only attack if they are
  facing one or two humans and one of the people is injured or
  sick. Same stats as a large dog. See page 74 of the Dead
  Reign™ RPG for Canine Stats & Combat Notes.
  87-90% Wolf Pack: 2D6+6 wolves attack any group with
  less than eight people. The wolves start by attacking any ani-
  mals in the group, including dogs, as well as children, injured,
  sick or elderly people. The animals give up the attack only after
  half their numbers are killed. 01-50% chance of fleeing immedi-
  ately after the pack leader is killed. Wolf Quick Stats: Hit
  Points: 4D6+6. S.D.C.: 2D6+20. Attacks per Melee Round:
  Three. Damage: Claws: 1D4 damage, Bite: 2D6+3 damage. Bo-
  nuses: +3 on initiative, +5 to strike, +4 to dodge, +2 to save vs
  poison/disease, and +5 to save vs Horror Factor. Natural Abil-
  ities: Nightvision 120 feet (36 m), Prowl 50%, Swim 65%, and
  track by smell 88% (can smell prey and blood up to one mile/1.6
  km away), can leap 4 feet (1.2 m) high and 8 feet (2.4 m) across
  from a standing position, double with a running start. Speed: 50
  (35 mph/56 km), with bursts of speed up to 55 (37.5 mph/60
  km) that last for 2D4 minutes.
  91-93% Fox: 1D4 foxes try to steal food and may attack any
  small animal or toddler in the company of the player group.
  Otherwise, they fight only if startled, threatened, cornered or at-
  tacked first. Foxes are easily chased off. Same stats as a typical
  dog. Fox Quick Stats: Hit Points: 3D6. S.D.C.: 1D6+6. Attacks
  per Melee Round: Two. Damage: Claws: 1 point of damage,
  Bite: 1D6 damage. Bonuses: +2 on initiative, +3 to strike, +4 to
  dodge, +2 to save vs poison/disease, and +2 to save vs Horror
  Factor. Natural Abilities: Nightvision 120 feet (36 m), Prowl
  55%, Swim 55%, and track by smell 55% (can smell prey and
  blood up to one mile/1.6 km away), can leap 3 feet (0.9 m) high
  and 5 feet (1.5 m) across from a standing position. Speed: 44
  (30 mph/48 km), with bursts of speed up to 50 (35 mph/56 km)
  that last for 2D4 minutes.
  94-96% Bear: Black and Brown Bears are most common to
  North America. The animal is aggressive and attacks, targeting
  one specific member of the group, regardless of size. It fights
  everyone who threatens or attacks it, and fights to the death.
  Bear Quick Stats: Hit Points: 1D4x10+10. S.D.C.: 3D6+12
  (double for Grizzly and Polar Bears). Attacks per Melee Round:
  Three. Damage: Claws: 1D6+6 damage, Bite: 1D6+2 damage.
  Bonuses: +1 on initiative, +3 to strike, +2 to parry, +3 to dodge,
  +3 to save vs poison/disease, and +2 to save vs Horror Factor.
  Natural Abilities: Nightvision 120 feet (36 m), Climb 84%
  (trees only), Prowl 35%, Swim 80%, and track by smell 66%.
  Speed: 22, with bursts of speed up to 44 (30 mph/48 km) that
  last for 2D4 minutes.
  97-99% Mountain Lion/Cougar/Puma: Always attacks if
  threatened, cornered or attacked first. If everyone stands still
  there is a 01-88% likelihood it will move off and disappear in
  the underbrush. That’s not as good as you might think. One, it
  suggests that one or more of the big cats live and hunt in the
  area. Two, the mountain lion is likely to shadow the group for
  1D6x10 minutes and attack any individual who separates from
  the group or who is left behind, especially if injured. May also
  attack, kill and run off with an animal companion smaller than a
  German Shepherd or a pack animal. Mountain Lion Quick
  Stats: Hit Points: 4D6+10. S.D.C.: 2D6+20. Attacks Per Melee
  Round: Three. Damage: Claws: 2D6 damage, Bite: 2D4 dam-
  age. Bonuses: +3 on initiative, +6 to strike, +4 to parry, +3 to
  dodge, and +4 to save vs Horror Factor. Natural Abilities:
  Nightvision 200 feet (61 m), Climb 89%/60%, Prowl 66%,
  Swim 44%, and can leap 20 feet (6.1 m) high and 40 feet (12.2
  m) across from a standing position. Speed: 22, with bursts of
  speed up to 44 (30 mph/48 km) that last for 1D4 minutes.
  100% Large mixed group of zombies. 2D6 Fast Attack
  Zombies, 2D6+6 Slouchers, 1D6 Bug Boys, 1D6 Worm Meat,
  1D6 Juggernauts and 1D6+1 Crawlers. The Game Master may
  include a Thinker or a few other types among them or alter the
  number and composition as he sees fit.
  49
  
  The Urban Underground
  Excerpted from the Road Reaper’s Survival Guide, by Brad
  Ashley
  Not all dark places are bad.
  There’s an entire world most of you know nothing about, and
  it’s right under your feet. An underworld of pipes and steam
  tunnels you need to discover and make your new world – at
  least as a means of travel.
  As survivors of the Zombie Apocalypse we need to stop
  thinking about the world the way it was, forget what we know,
  and find new ways to get around. Your first step in that direction
  is to take a hard look at places you once ignored or considered
  to be dark and foreboding. It’s these dark places that may now
  represent your salvation and survival. Dark places, for humans,
  are locations where ordinary people did not tread.
  As I have stated before, the walking dead don’t gather at lo-
  cations where humans seldom went. They don’t like open
  spaces and, with a few exceptions, they don’t explore. They
  roam the surface streets, nest in our homes, rummage through
  buildings, and just wander around in search of food. Since we’re
  their first choice for a meal, the walking dead go where their rot-
  ting brains remember people used to be and where people still
  go. That would be main streets, downtown, city hall, hospitals,
  the pharmacy, stores, schools, churches, workplaces, apartment
  buildings and neighborhoods.
  They don’t go where people aren’t found or where people
  don’t lead them, and that’s railroad tracks, rooftops, and the ur-
  ban underground.
  What’s the urban underground? I’m talking about steam
  and utility/access tunnels, sewers, storm drain tunnels, aban-
  doned subway tunnels, mines, and even natural caves, all be-
  neath the streets and sidewalks of our home town. Most every
  city and town in North America has a subterranean labyrinth
  that can get you in and out of a city without ever setting foot on
  the zombie-filled streets above. If you’re smart, you’ll make
  them another one of your secret highways.
  I’m going to focus on sewers and storm drains for the mo-
  ment, but let me mention a few other tunnel systems you might
  have in your locality. There are all kinds of public and private
  underground tunnels.
  Steam and Utility Tunnels. Most cities, factory districts and
  college campuses have steam tunnels or other type of “utility”
  or “access tunnels.” Steam was still used in many older new cit-
  ies and sites, but some new ones too. It was cheap, clean and ef-
  ficient. Steam tunnels were used to transport high-temperature
  steam from a central boiler to all the buildings of the downtown
  area, district, complex or campus, as well as conduct cold air.
  Those same tunnels or similar utility tunnels are likely to con-
  tain power cables, fiber-optic cables, phone lines, wiring, natu-
  ral gas pipes, and so on. Unlike sewers and storm drains, these
  tunnels are mostly free of large puddles or areas of standing wa-
  ter. Finding the entrance to these utility tunnels is a little tricky,
  but once you get in the groove, you’ll start recognizing them
  more easily.
  Private tunnels. Most skyscrapers, factories, and college
  campuses have public and private utility tunnels under the build-
  50
  
  ings and under the streets of the land they occupy. These private
  tunnel systems usually connect with the public ones at more
  than a few junction points. In addition, a factory compound
  might have one or more sub-basements, underground storage fa-
  cilities, utility and even maintenance crew transit tunnels con-
  necting one building to another.
  Government buildings and government contractors may
  also have a network of secret tunnels connecting with other sur-
  face buildings, as well as secret underground bunkers, secret
  storage or research facilities, laboratories, and escape routes. It
  is rumored that at least one General Motors (a military contrac-
  tor) factory complex has an underground tunnel system that
  goes on for miles to a secret military research and manufactur-
  ing center, and another that leads under the river and to Canada.
  Cities like Detroit, Chicago and Milwaukee are likely to have a
  number of tunnels that lead under waterways to a secret location
  – many of which date back to Prohibition and bootlegger days.
  There are at least two little known tunnels such as this that go
  from the banks of Detroit to Canada across the Detroit River,
  and there are probably several others. Gangs and criminal types
  may have had their own underground tunnel networks. Some of
  this may sound like urban myth, but it’s not.
  Government bunkers, missile silos, and tunnel systems are
  scattered across the Southwestern United States, hundreds of
  them abandoned long before the Zombie Apocalypse. If you live
  in those parts of the country, you’ll do yourself a favor by trying
  to find some of them. They’d make ideal Safe Haven survivor
  communities, which is why there are so many rumors about
  such places existing in those parts.
  Mines. Many cities have old mines under them. For example,
  Detroit is sitting on top of an elaborate salt mine. Elsewhere that
  mine may be coal, silver or just about anything. Just be careful,
  as most have been abandoned and left to deteriorate for decades.
  Natural caves. Depending on where you live, there may be a
  labyrinth of caves under your feet. Kentucky and Tennessee
  have massive cave systems that were not explored or mapped
  even before the dead rose.
  Old Cities and Subways. Many cities are built on the bones
  of the old cities that came before them. For those who can find
  them, there are tunnels of such places deep underground. The
  same holds true of old, abandoned subway systems that exit un-
  der or parallel to the current transit tunnels.
  Explore the possibilities and use the urban underground to
  survive.
  Sewers and
  Storm Drains
  Virtually every modern city in the world has a drain system
  to quickly run off rainwater. That drainage system is usually a
  network of concrete tunnels that run off into a nearby river or
  lake.
  Sewers tend to be smaller and narrower and designed to carry
  raw sewage.
  Storm drains are designed to run off water that gathers on the
  surface when it rains and carry the water to a spillway on the
  bank of a river or lake.
  Both are typically made of concrete and vary in size from
  3-20 feet (0.9 to 6.1 m) in diameter. Storm drains are generally
  larger on average at 6-15 feet (1.8 to 4.6 m).
  51
  
  Lights and gear. Remember, it is pitch black in these tun-
  nels, so you will need a light source. You’ll want at least one
  good sized, high-powered flashlight, maybe a lantern, and prob-
  ably one good backup flashlight of comparable illumination and
  2-3 smaller ones as additional backup. You’ll also want to take
  along extra batteries, a compass, pocket knife or box cutter,
  gloves, first aid kit or at least some antiseptic, bandages, and
  band-aids. Any food you bring along, you’ll want to keep in wa-
  terproof containers. Same goes for your drinking water. And
  you’ll want it all strapped in a pack on your back or belt so it
  can’t get washed away. As suggested previously, I highly rec-
  ommend air filters or better yet, some sort of professional grade
  respirator or gas mask. Wear good boots and clothes you can
  throw away, if you need to. I’d also recommend wearing a cap
  on your head as there are spiders, bugs and crap dangling and
  falling from pipes and ceilings that you don’t want dropping on
  your head or into your hair.
  As a survivor of the zombie apocalypse, I assume you al-
  ready have a crowbar, if not, bring one. Not only is it useful for
  fighting zombies but you’ll need it for getting thorough barriers
  like metal mesh gates, metal rod grilles, the door to a supply
  closet, breaking open locks and chains, and prying open rusty
  grates, grilles, and manhole covers. A small tool kit and 8-15
  feet (2.4 to 4.6 m) of rope or climbing cord can come in handy
  too. The cord is not so much for climbing as it is for lashing
  yourself to pipes in case of a flash flood, tying things shut and
  even as a line to keep everyone together like mountain climbers.
  You could bring professional climbing and spelunking gear, but
  I think it’s heavy, awkward and unnecessary.
  Zombies, Sewers & Tunnels
  Most walking dead are too stupid to find access to the sewers
  on their own. They don’t even recognize a manhole cover, grate
  or other access portals to the world below their feet. Out of
  sight, out of mind, even Thinkers, Impersonators and Mock
  Zombies don’t think about the subterranean tunnel systems or
  where a grate in the street might lead to. Being dumb as rocks,
  as long as the zombie doesn’t see you open up a manhole cover
  or sewer grate and go down, you might as well have vanished.
  Even if the dumbbells can still sense your presence they can’t
  figure out where you are or how to get to you. Besides, the sev-
  eral yards (meters) of earth, concrete and pipes are almost al-
  ways enough to cover your presence below their feet. Even
  Thinkers aren’t likely to figure out where you are unless it saw
  where you went or the manhole cover is left off or ajar. While
  walking dead may not be able to figure out how to go down be-
  low, they’ll sure as hell follow you down if you let them see you,
  so don’t let that happen. You leave a sewer cover off the en-
  trance in the street or let the walking dead see you descend
  down one, and a thousand of them will follow you into the abyss
  as if you were the Pied Piper. You let that happen and you just
  ruined everything for everybody, because those stupid brutes
  aren’t likely to ever find their way out again, so they’ll be wan-
  dering around in the dark until some survivor runs across them
  or someone like me and the Road Reapers go on an extermina-
  tion run. Be smart and careful. This is another one of our “secret
  highways” and we want to keep it secret and as free of walking
  dead as possible.
  Don’t get me wrong, you’ll find zombies in the underground
  networks, but unless a horde of them followed someone down-
  stairs, they are a tiny fraction compared to what you’ll encounter
  on the street. You may have the occasional zombie and even a
  small group of Slouchers, Crawlers or Flesh Eaters, but nothing
  like the multitude on the streets. I’m talking 1-8 at a time. And if
  a convergence starts, you aren’t likely to see more than a dozen
  new walking dead join the pack every five or ten minutes. The
  only exception is if someone before has led a few hundred or a
  thousand down the rabbit’s hole; then, you might be in trouble.
  Still, it’s been my experience a zombie horde that numbers into
  the dozens or hundreds tend to stay clumped up in one of the
  larger open areas rather than wander the tunnel network. When
  they do wander the network, the walking dead tend to disperse
  and spread out, so we are back to encounters of 1-8, maybe a
  dozen, at a time.
  Unfortunately, you’ll encounter some of the most disgusting
  and dangerous varieties of dead in dark places. You’ll find a dis-
  proportionate number of Worm Meat, Sewer Crawlers and Bug
  Boys in sewers, storm drains, and damp, wet tunnels of all
  kinds. In the urban underground, I’d say half the walking dead
  are Crawlers, Trash Crawlers and Sewer Crawlers. I suspect
  that’s because all varieties of Crawlers travel low to the ground
  and like to squeeze into small, dark places, including open gut-
  ters and drain vents. Once in the underground tunnels, half prob-
  ably can’t find their way out, but it is also an ideal environment
  for them and they thrive there. When there isn’t larger prey, they
  feed on vermin, snakes and stray dogs. In wet environments, in-
  cluding sewers and storm drains, you’ll encounter mostly Sewer
  Crawlers, Worm Meat and Blow Fish, but don’t rule out any of
  the walking dead. You’ll run into Bug Boys too, but they are
  more likely to be found in dry areas full of rags, rotting flesh or
  food,
  and
  animal
  waste.
  Like
  their
  environment,
  Sewer
  Crawlers, Worm Meat, Blow Fish, and Bug Boys look revolting
  and are disease ridden.
  Most Common Types of
  Zombies Encountered in Sewers
  The following types of walking dead are the most likely to be
  encountered in sewers, storm tunnels, access tunnels, caves and
  other subterranean environments. Specific situations and envi-
  ronment may vary from the norm, below.
  50% Sewer Crawlers
  52
  
  20% Slouchers
  15% Worm Meat
  7% Bug Boys
  3% Crawlers (the type that cannot swim)
  2% Fast Attack Zombies
  3% Other; any.
  Random Zombie Encounters in the Sewers, Storm
  Drains and Other Subterranean Environments
  In most cases, unless the G.M. decides otherwise, 1D4
  Slouchers or 1D6 Sewer Crawlers are not far away. They re-
  spond to sounds of battle, lights, the smell of blood, and sensing
  and seeing human life, as well as the zombie moan within
  1D6+1 minutes.
  01-05% One Pretty Zombie.
  06-10% One Bug Boy Zombie.
  11-15% One or two Juggernauts.
  16-20% One or two Slouchers or Blow Fish Zombies.
  21-25% One Worm Meat Zombie.
  26-30% 1D4 Fast Attack Zombies.
  31-40% One or two Sewer Crawlers.
  41-45% 1D6 Crawlers or Trash Crawlers.
  46-55% 2D4+1 Slouchers.
  56-65% 1D6+2 Sewer Crawlers.
  66-70% 1D4+1 Worm Meat Zombies.
  71-75% 1D4+1 Flesh-Eating Zombies.
  76-80% One Impersonator Zombie looking for a good place
  to set a trap. He is accompanied by 1D4 Slouchers and 1D6
  Sewer Crawlers or 1D4 Worm Meat.
  81-85% 1D6 Bug Boy Zombies.
  86-88% One Mock Zombie. He is lost or looking for easy
  prey.
  89-92% One Thinker commanding 1D4 Slouchers and 1D4
  Worm Meat or Sewer Crawlers.
  93-95% 2D6+4 Sewer Crawlers.
  96-00% One or 1D4 other types of zombie of choice. May be
  a mixed group. May substitute with a small band (1D4+1) of
  bandits, raiders, cultists, Retro-Savages, madmen or villains,
  even a few Half-Living who are bad guys. Or perhaps,
  Scroungers, Survivors, Soldiers, Street Gang Protectors or other
  person or people in need of help.
  A Hostile Environment for Humans
  Use it right, and the urban underground can take you any-
  where right under the zombies’ feet without them ever knowing
  you are there until you surface. Road Reapers, Scroungers and
  Shepherds of the Damned use storm drains, sewers and tunnel
  networks all the time. They allow us to perform scouting mis-
  sions and slip in and out of cities without anyone being the
  wiser.
  Unfortunately, traveling underground through sewers is no
  picnic. There are a large number of problems and precautions.
  One is navigation. Sewers and most tunnel systems are like a
  maze and it is very easy to get lost in the labyrinth or go in the
  wrong direction. Most are not lighted even if the city electricity
  is working, so you must have a means of illumination, be it a
  flashlight, lantern or makeshift torch. There can be pockets of
  gas that stink to high heaven and may be toxic to breathe. Areas
  of gas so volatile and unstable that they explode when exposed
  to even a spark of flame are not common to sewers and storm
  drains, but may be become an issue in some mines.
  Traversing underground networks requires smarts and discre-
  tion. When entering an old, abandoned mine, tunnel, exterior
  building, or building that shows signs of deterioration for that
  matter, use extreme caution. Make sure support beams are
  sturdy, watch out for signs of crumpling ceilings, water damage
  and running water. Even if it’s a trickle, it might indicate broken
  water pipes or an underground river that’s ready to explode
  through the wall or ceiling and flood the tunnel you are in. Do
  not run across timber and flooring even if you have walking
  dead hot on your heels. Rot and decay may have made wooden
  flooring weak or created soft spots that will drop you through it
  as if stepping through paper. Test the floorboards gingerly, the
  same way you would test for thin ice. If you can tell where the
  support beams and struts are likely to be located, move along
  them as they should offer the strongest support, though not al-
  ways.
  Disease and airborne contaminants. Abandoned buildings,
  sewers, storm drains, tunnels and caves that have become the
  sanctuary and outhouse for bats, birds and other animals are also
  breeding grounds for disease. You might think bacteria and
  mold are two of your greatest dangers, and you’d be right, so
  mitigate that danger by wearing an air filter or doctor’s surgical
  mask, even a scarf wrapped tightly over your nose and face.
  Wear a long sleeve shirt, a hat or something over your head, and
  gloves. Work gloves, heavy plastic gloves, or leather are best,
  but any will do. Try not to touch much, as everything is covered
  53
  
  in filth, dust, mold or other crud. That’s easier said than done.
  We humans are tactile beings. We like to touch things without
  even thinking about it. Well, break yourself of that habit and
  keep your unprotected and unwashed hands away from your
  face, nose and mouth. While we’re at it, get yourself a good pair
  of boots. I recommend steel toed boots or hiking boots.
  Other dangers are plentiful. Many underground environ-
  ments, as well as abandoned houses and buildings exposed to
  the elements, especially water and dampness, have rusty nails,
  screws, and pieces of metal that invite tetanus and cause infec-
  tion. You get cut or stabbed by a rusty nail or shard of metal,
  you need to treat it like was a zombie bite. Clean it immediately
  and thoroughly to avoid infection, and it may be wise to follow
  54
  
  it up with a tetanus shot. Better yet, get a tetanus shot in ad-
  vance. The shot lasts for 10 years. Get it now, because God only
  knows if we’ll have such things a decade from now. Even if
  you’ve recently gotten a tetanus shot, you might want to get an-
  other if the wound is especially nasty or deep. Actually, the
  cleaning to avoid infection applies to any cut you might get in
  any filthy or damp environment.
  Asbestos fibers breathed into your lungs can cause cancer and
  more immediate lung and breathing problems. Breathing in tiny
  particles of lead, mercury, and chemicals, and fecal matter can
  also cause lung and breathing problems, illness and infection.
  Sewers and storm drains are the conduit through which canine
  feces and raw sewage are washed away and spilled into the river
  system. Caves, storm drains, sewers, sections of mines and tun-
  nels may become infested with vermin like rats, mice and cock-
  roaches, or become the habitat for dogs, birds, bats, and other
  animals whose fecal matter builds to levels dangerous for hu-
  man beings. Again, wearing a good quality air filter that covers
  the nose and mouth offers fair to poor protection. A half-face
  respirator with high efficiency particulate air (HEPA) filters is
  much better and highly encouraged. They are available at most
  hardware stores, paint supply companies and hazardous work
  suppliers and provide very good protection. Industrial, military
  or CDC air filters or gas masks are even better. I know they are
  heavy, awkward and unpleasant to wear, but they could save
  your life from getting sick from any number of bacterial based
  infections, mold spoors, stale and polluted air, toxic gases, and
  airborne contaminants that can develop in sewers, caves and un-
  derground tunnels. Remember, fresh air is not a common com-
  modity, especially in deep tunnels, tunnels sealed off from the
  world, and the smaller tunnels. If you have allergies, asthma, or
  other chronic breathing problem, a good quality gas mask or
  half-face respirator is a necessity. I would also advise bringing
  your asthma inhaler, some antihistamine and any other medica-
  tion you might need to counter an allergic reaction. Otherwise,
  it’s best if you stay out of the urban underground.
  Don’t even think or worry about radon gas, if it’s there it is
  odorless, tasteless and colorless. If you’re passing through, odds
  are it will not hurt you, but it is another reason you want to use
  subterranean networks as a means for travel, not a place to in-
  habit.
  Hazardous chemicals are another problem. If you don’t have
  the sense not to drink water in a sewer, storm drain or standing
  water, then you deserve whatever happens to you. Sewers and
  storm drain systems both carry raw sewage. Yes, I said storm
  drains. When the sewers overflow, they back up and sewage en-
  ters the storm drain system. With most people gone and facto-
  ries and chemical plants offline, you’d think chemical spills and
  pollution would be a thing of the past, but you’d be wrong.
  Dead wrong. First, our water was pretty polluted in first place.
  That includes water from that clean looking river, lake or spring.
  Half the underground water fed systems are polluted too. Sec-
  ond, there are all kinds of industrial waste, mercury and chemi-
  cals leaking into the water supply and leaching into our
  groundwater.
  Boil any water that doesn’t come from a sealed bottle for at
  least 20 minutes before using it to wash your dishes or drink it.
  For my money, that includes rainwater. Boil. Boil. Boil, before
  use. Never drink standing water. Even if it’s not polluted with
  benzine, mercury, lead, or a thousand other chemicals, it’s alive
  with bacteria and other microscopic organisms that can cause
  illness and dysentery. Of course, boiling doesn’t do anything to
  get rid of chemical contaminants, so you will want to find a fil-
  tration and water cleaning system. That may not be top priority
  now, but it will be when the supply of bottled water runs out.
  You can also get simple water testing devices that will indicate
  if dangerous chemicals are present. Some are available at hard-
  ware stores, especially the big national chain stores, others
  you’ll have to find in a laboratory, military base or other source.
  You’d be surprised at the amount of deadly, toxic chemicals,
  acid, mercury, caustic, biological material, industrial waste, and
  other hazardous chemicals that have been “dumped” at dark and
  forgotten places, such as abandoned buildings, along railroad
  tracks, in mines, caves and the urban underground. If you see a
  50 gallon drum, ignore it and keep on walking. Especially if you
  come across several drums or container. If it’s rusty and leaking,
  do NOT touch the liquid coming from it. My advice is never
  open anything in a large sealed containers, especially if it holds
  liquid. If you do, odds are the fumes released will knock you out
  or burn your lungs, damaging you for life, or it might kill you
  and everyone within 100 feet (30.5 m) of you. If it’s not nox-
  ious, the liquid inside is likely to melt your hands off.
  Wet and wild. Even in caves, mines and tunnels that are not
  designed as sewers or for drainage, the environment is likely to
  be humid and damp with puddles and small streams of water, to
  chambers and areas filled with water. There is always a damp
  earthy smell, and sometimes worse. The smell of rotten eggs or
  garlic could mean sulfur, methane gas, or an animal den is
  nearby. Wet and humid conditions also means algae covered
  walls and floors that can make for slippery conditions. Mold,
  mildew, insects and spiders also thrive in this moist environ-
  ment.
  Ancient and alive. You would be surprised at the wildlife
  you’ll find inside – not just the mice and rats most people expect
  – but frogs, toads, salamanders, fish, bats, birds, dogs, wolves,
  maybe a bear, all kinds of snakes, and all kinds of insects. Some
  of these drainage and tunnel systems in North America are a
  hundred years old, a few even older. In Europe and Asia, who
  knows how old some of these subterranean domains may be.
  Words and marks. People from across the ages have writ-
  ten, scratched and painted things on the walls. From names and
  graffiti to messages, directions, arrows, location markers, and,
  nowadays, warnings about zombies, other dangers and final
  farewells. As for warnings and messages, be cautious. Many are
  legitimate, but some no longer apply and some are lies written
  by madmen, cultists and bad guys. Never assume what you read
  on the wall of a sewer, tunnel, house or anywhere is accurate or
  well intended. Always exercise discretion and caution.
  If you plan on marking your path or leaving a message, make
  sure you are using a permanent latex or enamel/oil based paint.
  The latter will last longer than the former, but both get the job
  done, and both come in spray cans as well as paint that requires
  a brush. Chalk is good for temporary marks but it will fade over
  time and can be wiped and washed away. Big, thick magic
  markers can be useful as well. Even children’s crayons make
  good temporary marking tools. I’ve seen people use stickers as
  well. Just remember, if you are marking a trail, anyone – you,
  55
  
  good guys, bad guys and maybe even a smart zombie – can fol-
  low it later.
  Bones of the dead. You’ll find the occasional corpse, body
  part, and set of bones, human and animal, at these places, espe-
  cially in sewers and storm tunnels. Sewage, waste, and bones
  eventually get washed down into the sewers. When it rains, the
  water carries or pushes the bones and debris farther down the
  line and into storm pipes, and ultimately washes out in the river
  or lake. The most bones and debris are found at these spillways
  and the waters around them, making for a rather disturbing
  scene. Zombies are also washed out during storms. On one
  hand, that’s a good thing because it clears the sewers and storm
  tunnels of the walking dead. On the other hand, these spillways
  are the main entrance and exit for those of us using the pipes un-
  der the streets, which means the areas around and inside these
  openings have the greatest concentration of zombies. That could
  make the start of your trek and the end of it harrowing. Expect
  to fight your way in and your way out. Now fortunately, even at
  these riverside entrances/exits, the number of zombies is com-
  paratively light. Maybe 10-20 of them, 40 at most (roll
  1D4x10), and even then they’ll be scattered in the area around
  the opening and inside the first 1000 feet (305 m) of the tunnel.
  Think of it as a light gauntlet with six zombies barring your way
  here, two or three there, and so on. Even a full on convergence
  isn’t likely to have more than 60 zombies (roll 1D6x10) show
  up in the first 10 or 15 minutes.
  Getting lost in a maze of tunnels and getting out. Tunnel
  systems, especially sewers and storm drains, are mazes and it’s
  easy to get lost, lose track of time and any sense of where you
  are in relation to what’s located above your head. At least when
  it comes to sewers and storm drains, they ultimately lead to a
  spillway that dumps water into a river or lake. Find that opening
  and you can get out of the drain tunnel. You may be miles out of
  your way, but you’re out of the underground maze.
  Rain Spells Trouble
  Even during a dry spell, sewers and storm drains are likely to
  have water in them. They are, after all, drains. That keeps these
  places wet and damp.
  Rain flushes sewers and storm drains. When it starts to rain,
  you need to get out of sewers and storm drains as fast as you
  can. If you are already inside and don’t know what the weather
  is like outside, you’ll see signs where you are. Heed them and
  get out. You’ll know it’s raining when the water level in the tun-
  nels starts to rise or the water starts to move more rapidly. You
  may also hear a soft rumbling sound in the distance, but by then
  you probably only have (1D6) minutes to get out or get caught
  in a flash flood and drowned. Another sign is seeing rats, mice,
  and even cockroaches running away or vanishing through cracks
  and holes. Follow their lead and get out.
  A light rain will cause water levels to rise up to your waist
  and create rushing rapids. Rapids are likely to wash gear away,
  create a constant rumble that requires you to shout in order to
  speak to your buddy only 10 feet (3 m) away, and if you slip,
  odds are (01-50%) you’ll be swept down the tunnel several hun-
  dred yards (1D6x100 yards/meters). (Note: Reduce walking
  speed by one third going with the current because the characters
  need to resist it or be swept away, and reduce speed by two
  thirds/66% when going against the current. Also reduce attacks
  per melee round by one, combat maneuvers and bonuses are -2,
  and skill performance is -12%, all due to the loud, turbulant en-
  vironment, and pushing of the water.)
  A moderate rain is worse, with water that comes up to your
  neck, stronger currents, sudden rushes of current and water that
  may cause you to lose your balance or slip (01-75% chance) and
  wash you hundreds of yards down the tunnel (2D6x100
  yards/meters). (Note: Reduce walking speed by half going with
  the current because the characters need to resist it or be swept
  away, and reduce speed by 90% when going against the current.
  Also reduce attacks per melee round by half, combat maneuvers
  and bonuses are -4, and skill performance is -40%, all due to the
  loud, turbulent environment, and strong pushing of the water.)
  A heavy rain or a persistant rain that lasts for half the day,
  all day or even several days, is certain death in the sewers and
  drains below. The sewers and drain tunnels fill up completely.
  There are no air pockets, no ledges to cling to, no elevated plat-
  form to wait it out, only water from floor to ceiling. There is no
  place to go. No way to escape, except to get out before the tun-
  nels fill. It happens fast too, within minutes (roll 2D4) after the
  water level begins to rise, and the tunnels stay full like that for
  hours, sometimes days. Whenever you see large puddles in the
  street, let alone any degree of flooding, the sewer and storm
  drain tunnels below the streets are so full they can’t dump the
  water out fast enough. It also means sewer and drain water flow
  into one another and sewage intermingles with the rainwater.
  The current in a heavy or prolonged rain is strong and swift.
  Only a zombie has the inhuman strength to hold onto something
  to be kept from being washed out to the river or lake, and even
  most of them lose that battle.
  Melting snow in cold parts of the country is the same as a
  moderate to heavy rain, so take it into consideration.
  Flash floods can seem to come out of nowhere and hit you
  like a freight train. It’s easy to forget that all these sewers and
  storm drains are connected and run off to the same handful of
  outlets. That means you don’t worry if it’s not raining by you.
  What’s more, you may not even be aware that it’s storming 5,
  10, 20 miles (8, 16, 32 km) away, but you need to, because that
  rain water is coming your direction.
  Warning signs of a flash flood coming your direction in-
  clude an increase in the speed of the water current, a rushing
  sound, a rattle or clunking sound from large debris being batted
  around as it rushes down the tunnel, and a slight breeze caused
  by the oncoming water. You notice any of that and you need to
  get up and out, or secure yourself, as in tie yourself to some-
  thing anchored in a wall, hold your breath and pray. Oddly
  enough, the water level seldom rises like you might think it
  would.
  A flash flood in a storm drain or sewer is not likely to fill the
  entire tunnel, though it can. If you get as close to the ceiling as
  you can without getting swept away, you may be able to breathe
  the entire time (65% chance). However, it’s best to get out if
  you can. If the flash flood fills the tunnel completely (35%
  chance), pray the water subsides before you run out of air. I’m
  happy to inform you that a flash flood like that seldom lasts
  more than a few minutes (roll 1D6 minutes) before the water
  level evens out to half or one third the height of the tunnel.
  You’ll still have to contend with a strong current or waiting it
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  out (1D4 hours), but the risk of drowning from flooding should
  be over, provided you got out of the way or were tied down.
  Getting swept away in a tunnel flash flood is bad news. You
  could drown, you’re going to be batted around against walls and
  debris, and you could be swept miles away and even out to the
  river or lake.
  Game Note on Consequences of a Flash Flood
  Game Masters (G.M.s), let’s be nice and make the presump-
  tion that a player character does not drown and avoids breaking
  any bones. However, all of the following consequences will oc-
  cur.
  Damage: 5D6 damage, comes off S.D.C. first. If S.D.C. is re-
  duced to zero and there is damage remaining, it is subtracted
  from Hit Points. Of course the character and everything he has
  is soaking wet.
  Loss of Gear: Anything the character was holding in his
  hands is gone and lost with no hope of recovery. Food not
  sealed in a watertight container is ruined. 01-90% likelihood
  that any item carried in a pocket is gone. In addition, 1D4x10%
  of the gear that may have been carried in a backpack, satchel or
  sack is also gone. Items firmly secured to a belt, such as a hol-
  stered pistol, knife, canteen, etc. remain intact and in the charac-
  ter’s possession.
  Distance: The character is swept 1D6x1000 feet (305 to 1828
  m) away. Furthermore, he may have been swept down twisting
  and turning tunnels and may be lost (50% chance). We are as-
  suming the current slowed down enough that the character could
  grab on to something to stop his being swept out to the river or
  lake. However, the G.M. may decide if that’s what happened or
  not. Be kind.
  Zombies! If the character stops himself, so can walking dead
  who were also swept up in the flash flood. Roll on the Random
  Zombie Encounters in the Sewers, Storm Drains and Other
  Subterranean Environments Table earlier in this section to
  determine how many and what kind. If swept out to the river or
  lake, triple the number of zombies present.
  Zombies in the Water (Optional): Our hero(s) is not the only
  person or thing swept up in the flood; so are zombies. If the
  G.M. deems it appropriate, the character(s) carried away by the
  flood waters may also have to battle a zombie that is trying to
  grab him and kill him as they shoot the rapids. Roll to determine
  type on the following table:
  01-50% Sewer Crawler
  51-70% Sloucher
  71-75% Worm Meat
  76-80% Bug Boy
  81-85% Fast Attack Zombie
  86-90% Pretty Zombie
  91-95% Juggernaut
  96-00% Thinker or Impersonator Zombie.
  Game Note on Drowning
  The average human can hold his breath for 30-60 seconds,
  and drowns within two minutes. Only professional divers,
  swimmers and Navy Seals can hold their breath longer. The for-
  mer for 2-4 minutes, Navy Seals up to an amazing 7 minutes.
  57
  
  The best odds for successful resuscitation is to get to the victim
  of a drowning within the first five minutes after death; roll under
  First Aid, Paramedic or M.D. medical skill. Without one of
  those medical skills, the chance of success is only 20%. If the
  victim has been dead for more than five minutes, there is a -10%
  skill penalty, if 10 minutes -20%, if 15 minutes -40%, if 20-30
  minutes -80%. Longer than that, no chance unless the water was
  frigid; triple the times if the water was icy cold.
  Game Note on Zombie Wash Outs
  If there is any good news here, it’s that heavy or long periods
  of rain that flood the tunnels purges them of the walking dead,
  washing them way. After a good rain and after the sewers and
  storm drain tunnels have had a chance to drain out, they will be
  much safer than they were prior to the rain. That’s one of the
  cool things about these water removal tunnel systems, the walk-
  ing dead can never dominate them because they are regularly
  washed away. They are too dumb to find their way back to
  them, and have no reason to go back, so they just float down the
  river, or eventually find their way back to dry land and wander
  away.
  1D4x10+55% of all zombies inside the sewers and storm
  drains at the time of a heavy rain are washed out to the river.
  Most of the Sewer Crawlers (75%) find their way back and re-
  turn to the underground labyrinth of pipes within 1D4 days, as
  do 10% of the Worm Meat Zombies, Slouchers and Blow Fish,
  but the rest wander the floor of the river or lake until they find a
  spot where they can walk or climb out to roam the surface
  streets once again.
  Don’t Drink the Water
  Remember, this water is polluted with sewage and filth. Even
  rainwater washes in from the streets and brings whatever dirt,
  filth and grime was in the street with it. When storm drains fill
  up, even in a moderate rainstorm, they inevitably mix with sew-
  ers and sewage. The point is, this isn’t a dip in the pool or even
  the lake; if you are in water in a storm drain or sewer, the water
  is extremely fouled. Don’t drink the water! That having been
  said, if you find yourself walking through even shallow puddles,
  you might get splashed with water and get some in your mouth,
  nose or eyes. Swimming through it or getting caught in a flash
  flood is a near certainty that you will swallow more than gulp.
  Even dripping water from condensation on the ceiling and pipes
  can be a problem. That problem is bacteria and contamination
  that can make you sick. Even touching the walls or getting your
  hands wet, an inevitability, and later touching your face, mouth
  or nose can transmit disease. You get caught in a flash flood or
  have to swim through or wade through waist deep sewer water
  or higher, and water will get into your mouth, nose or eyes.
  Don’t panic, it comes with the territory. You probably aren’t go-
  ing to die, but you may get sick, even very sick. A nasty cold,
  flu-like symptoms, fever, stomach poisoning, and dysentery are
  most likely, and all can lay you up for awhile.
  Random Illness Table
  From Exposure to Polluted Water
  If the character swallows more than a gulp of foul water, roll
  to save vs disease. Include any applicable P.E. or other bonuses.
  If the character saves, he’s fine. If he fails to save, roll for one of
  the following illnesses and penalties. Duration: Unless stated
  otherwise, all symptoms and penalties last 1D6 days.
  01-10% Cold, Severe: Feels sick and run down, suffers from
  mild headaches, intermittent low fever, running sinuses, water-
  ing eyes, lack of appetite, and food and drink lack taste or taste
  funny. If the victim tries to push himself and engages in more
  than two hours of physical exertion, working out, labor, running,
  exploration, and similar, his illness gets worse; roll again on this
  table. If Cold is rolled again, double the penalties for the dura-
  tion and double the duration of the illness. Penalties: Reduce
  Spd and P.E. by 30%, -1 attack per melee round, -2 on all com-
  bat bonuses, no Perception Roll or initiative, and -10% on skill
  performance.
  11-20% Cough and Soar Throat: A nagging cough, sore
  throat and mild fatigue. Penalties: Reduce Prowl and all stealth
  and public speaking or performance skills by half. Reduce Spd
  by 10%, -1 on Perception Rolls, initiative and all combat bo-
  nuses.
  21-30% Dysentery: Stomach upset, some cramping and di-
  arrhea. The character feels weak and fatigued, cannot hold down
  food, and suffers from dehydration. Penalties: Reduce S.D.C. by
  half, reduce P.S. and P.E. attributes by half, Spd by 30%, -1 at-
  tack per melee, no initiative, -2 on Perception Rolls and all com-
  bat bonuses, skill performance is -15% and the character is
  unmotivated and drained. When the character is struck with a
  sudden, unstoppable bowel movement accompanied by cramps
  (lasts 1D4 melee rounds), he has only one melee attack/action,
  no initiative, no Perception Roll, and no combat bonuses!
  31-40% Fatigue and Muscle Ache: The character has a low
  grade fever, feels weak, tired and his muscles ache. This makes
  sleeping and feeling comfortable difficult. Penalties: Reduce
  Spd and P.S. by 25%, reduce attacks per melee, Perception
  Rolls and all combat bonuses by 25%, skill performance is -15%
  and the character is unmotivated and just wants to sleep and
  rest, if only he could get comfortable.
  41-50% Fever: The character is burning up with a high fe-
  ver, suffers from chills and dehydration, feels dizzy and weak,
  vision is blurred, the body aches and it is difficult to concen-
  trate. Penalties: Reduce Spd, attacks/actions per melee round, all
  58
  
  combat bonuses and skill performance by half; no Perception
  Rolls and no initiative.
  51-60% Flu-Like Illness: The character has a terrible cough,
  runny nose, moderate fever, no appetite, and aching muscles. He
  feels awful and wants to lay down. Penalties: Cannot Prowl, all
  other skills suffer a -30% penalty, no Perception Rolls or initia-
  tive, reduce Spd, attacks/actions per melee round, and all com-
  bat bonuses by half, reduce P.B. and S.D.C. by half.
  61-70% Murderous Headache: The head pounds with a
  brutal, throbbing headache. It makes concentration difficult and
  sudden or rapid movement painful. Penalties: -1 attack per me-
  lee round, reduce all combat bonuses by half, -30% to all skills,
  reduce Spd by half, and cannot run or leap without throbbing
  pain (loses two additional attacks/actions).
  71-80% Lung Infection: The character feels tired, has diffi-
  culty breathing, coughs, wheezes and cannot catch his breath
  when even moderately active. Penalties: Running, combat or
  heavy labor for more than one melee round (15 seconds) results
  in chest pains and shortness of breath. When this happens, re-
  duce Spd, attacks per melee and all combat bonuses by half, no
  initiative. +2 days to the duration.
  81-90% Nausea/Stomach Poisoning: Severe stomach upset,
  cramps and bloating, accompanied by a low fever and vomiting.
  Cannot hold food down and may become dehydrated. Penalties:
  Generally feels uncomfortable and tired, reduce Spd by 20%, -1
  attack per melee and -15% on skill performance. Strong odors,
  bad odors, fast or sudden movement, and eating causes vomit-
  ing. Likewise, combat, running or heavy labor that last more
  than 1D4 minutes causes the character’s stomach to turn and he
  throws up. The vomiting character cannot perform any skill nor
  attack, parry, dodge, or move while vomiting, and may get some
  on his clothing, loses initiative, loses 1D4 melee attacks for that
  round and all combat bonuses are half for the rest of that melee
  round.
  91-95% Poisoned: The character feels weak, feverish, and
  nauseous. Penalties: -10% to Spd and skill performance, reduce
  P.S. and P.E. by 20%, reduce S.D.C. points by 90% and reduce
  Hit Points by 1D6x10%. The Hit Points and S.D.C. recover as
  normal with rest and sleep, but only after the poison to the char-
  acter’s system has run its course (i.e. the duration of the illness).
  96-00% Rash: A large, ugly rash forms on the character’s
  hands and arms, neck, legs or abdomen. The rash is constantly
  itchy, annoying and distracting. Penalties: Perception Rolls are
  half, no initiative, attacks/actions per melee and combat bonuses
  are at -2, and M.A. and P.B. are -2. Scratching could lead to
  bleeding and infection.
  Infected Wounds
  There is a 01-88% likelihood that unhealed and open wounds
  exposed to polluted water or sewage become infected unless
  cleaned thoroughly and proper medicine and care is received as
  soon as possible. If infection occurs, roll on the Worm Meat &
  Sewer Crawler Infection Symptoms and Penalties Table, on
  page 20. However, also roll to save vs disease (16 or higher). If
  the roll is successful, the wound is infected but the usual symp-
  toms, penalties and duration are half.
  Other Dangers of Sewers,
  Tunnels & Underground Labyrinths
  There are other dangers to keep your eyes open for.
  Vermin: Rats, mice, snakes, etc., can be a problem, but are
  unlikely to attack humans outright. Unless they are cornered, the
  same is true of wild dogs, coyotes, cougars and other animals
  that might go into the storm drains and tunnel systems to hunt.
  Animals like bears, wolves and dogs that make lairs and dens
  are attracted to dry, warm tunnels, caves and underground
  places, but the runoff of water and flooding keeps them from
  making lairs in sewers and storm drains.
  Sewer Predators. Don’t laugh, but there really are pythons
  and alligators, especially down south in warmer climates, but
  also as far north as New York. However, the walking dead, spi-
  ders and human animals are what you need to worry about.
  Cultists and madmen. Terror and Death Cultists read too, so
  I knew I took a risk revealing our secrets in a book that anyone
  can read. I just figured more people would benefit from this data
  than be hurt. Besides, I’m amazed at how many people never
  heard of the Road Reapers or this Survival Guide. Anyway,
  some cultists will deliberately lead or send the walking dead
  into the sewers to get humans like us. That’s okay, there are still
  a heck of a lot fewer zombies down below the streets than walk-
  ing on them. If you run into a gaggle of dead down below, and
  they seem to stick together, you probably have a Death Cult
  Priest or Thinker to thank for it.
  Good luck. Stay alive. Think dark places.
  – Brad Ashley, Leader of the Road Reapers
  59
  
  Heart of Darkness
  An excerpt from the Road Reaper’s Survival Guide
  I once heard a preacher say, “there is no place darker than a
  man’s soul.”
  From what I’ve seen, I would have to agree.
  People, human beings, not the walking dead, do things to
  their fellow human beings that make me sick inside.
  I’ve seen people hoard supplies, medicine, and food, and I’ve
  seen them kill to get it. I’ve seen them turn those in need away
  at the end of a shotgun. I’ve seen them fight like dogs in the
  street over a bone. I’ve seen people fight and kill over women,
  weapons, booze, a can of gasoline and even a sandwich. I’ve
  seen torture, rape, and acts of savagery, most of which are best
  not recounted here.
  Live Bait
  There is a disturbing practice that seems to be growing in
  popularity among some miscreants. There was a time when
  you’d only see Bushwhackers, Retro-Savages and crazy people
  do this, but I’m starting to see it happen a lot, everywhere, and it
  makes me sick. It’s the practice of using other people as live
  bait.
  You heard right. Putting a man, woman or child in a cage and
  hanging him or her out for zombies as “live bait.” It’s done to
  draw out hordes of zombies and lure them to one particular loca-
  tion. While the zombies are gathered, moaning and trying to get
  at the “live bait,” the S.O.B.s who set the bait can go about loot-
  ing or other business elsewhere in the neighborhood with little
  interference from the walking dead. I’m sorry to say it works,
  too. The zombies crawl out of the woodwork, gather round the
  caged human dangling above them, transfixed like a horse to a
  carrot on a stick.
  The trick is to make sure the “live bait” is easy to see but
  hard for the walking dead to get at. To attract a large conver-
  gence of zombies, the people setting the lure must make the
  walking dead work for their meal. There are a lot of ways to do
  that. Some of the simplest and most effective are to tie or chain
  one or more live victims up, slice one of them to make him
  bleed, or kill one of them. The scent of blood works the zombies
  into a frenzy, attracts them in droves and holds their attention.
  The “live bait” is hoisted up to the top of a telephone pole, elec-
  trical tower, steeple, or even outside a second or third story win-
  dow or low rooftop. You make sure your “bait” is caged or
  hog-tied so they can’t wiggle free or climb to safety, and time
  does the rest. Cages can be made of iron bars or wire mesh, but
  something that when the walking dead finally get to it, they can
  reach into and kill the people inside, or open the cage and drag
  them out to kill them.
  The “live bait” can’t be hoisted too high, because the human
  bait needs to be within the zombies’ range of senses. The idea is
  to let them sense, smell and see the “bait.” A proper lure also
  gives the monsters the notion they can reach the bait, at least
  sooner or later. If done right, you can attract thousands of zom-
  bies from within a mile (1.6 km) radius, and keep the majority
  of them distracted for at least 40 minutes (4D4x10 minutes), of-
  ten much longer. That means finding a place or setting the caged
  bait in such a way that Crawlers or Flesh Eaters can’t easily
  climb up to it. That might require barricading a door or two, or
  rigging up a barrier of barbed wire or firewall to keep the walk-
  ing dead from climbing up to the cage for awhile.
  Until the zombies can get to the cage, the converging horde
  circles, moans, and climbs onto each other in an attempt to get
  at the caged people. As I said, while the “live bait” holds their
  attention, other people in the area can go about their business
  with little fear of running into more zombies. Even if the group
  who set the “live bait” lure should encounter a few zombies here
  and there, the moaning around the “live bait” is so loud the
  horde isn’t likely to hear short bursts of gunfire, shouting or bat-
  tle. Even if a few of the zombies do notice a commotion else-
  where, they are likely to ignore it in favor of the meal that is
  dangling right in front of them.
  Relentless as they are, the walking dead will eventually reach
  the bait, kill them and consume their life energy. After the kill,
  the zombies begin to disperse, wandering off in all directions. A
  few minutes later, the slain victims rise as walking dead and join
  them.
  I have had more than one sick S.O.B. tell me that women and
  children make the best live bait because they usually cry, whim-
  per and scream the entire time until the zombies get them. The
  noise of the captives excites the dead and holds the zombies’ at-
  tention better than “bloody meat just swinging in the wind,” as
  one guy put it. “Bloody meat” referred to men who tend to hold
  their tongue. Of course, being silent doesn’t make much differ-
  ence, as zombies can smell fear as well as sense and see your
  60
  
  life energy, so they know you are alive whether you are scream-
  ing your head off or buttoned up tight.
  There are a lot of variations to “zombie bait” and similar lure
  techniques used by unscrupulous dirt bags. Not all involve the
  bait getting killed and turned into zombies, but most of them do.
  I try not to judge people, even when they do something I find
  repugnant. These are terrible times, and one often finds himself
  facing terrible choices and situations. Me and the Road Reapers
  are not the law and we don’t pretend to be. However, when it’s
  clear you’re dealing with a mad dog who uses innocent women
  and children as zombie bait, the only humane thing to do is to
  put that animal down before it hurts someone else.
  The Bait Shack
  One of the most effective zombie lures is something called
  the bait shack. You find an abandoned house or building that
  has already been fortified with boarded up windows and such.
  Or one that can be quickly and easily reinforced enough to hold
  off zombies for a few hours. You may be surprised, but 5-8 mo-
  tivated adults can do that in under 25 minutes. A small place is
  ideal and can be prepped in half that time. Once the building is
  modestly secured, you put your “live human bait” in the house,
  and lock or nail them in so they can’t get out. Those who take
  the time, might put one or more of their human bait locked in-
  side at different locations to make the zombies seek them out
  and occupy more of the walking dead’s time hunting for food
  and knocking down doors. The “live bait” may be free to run
  around a sealed room – typically doors that are nailed shut and
  windows that are boarded up – or the “live bait” may be tied up
  or chained. However, even those who are tied are often secured
  in such a way they can eventually work themselves loose in an
  hour or hour and a half. The idea being that people trapped in-
  side the building, but able to move around, make noise that
  keeps the zombies agitated and trying harder to get them. If the
  “live bait” runs or fights back, that’s good for the bad guys who
  set the bait lure, because it keeps the zombies occupied longer.
  If the “live bait” should manage to escape, it’s a win-win for ev-
  eryone, because the “bait” kept the zombie horde busy converg-
  ing on that one location, while the villains were busy doing what
  they needed to get done elsewhere.
  The Bait Shack works very similar to dangling “live bait”
  out in the open. To attract the zombies in the first place, a bat-
  tery operated music player and/or light is usually put outside on
  the roof, on a balcony, hung from a gutter, or even the tree next
  to the house, where the victims inside the building can’t reach it.
  The scum setting up a Bait Shack zombie lure also cut one or
  two of the people locked inside so the walking dead can smell
  the scent of blood. When the zombies come to investigate the
  sound and light, they’ll also detect the blood scent, fear scent
  and human life essence and converge on the Bait Shack. As
  noted, if the “live bait” inside get loose, all the better, because
  they’ll make more noise trying to escape the locked up building
  or reinforcing the half-baked fortifications, all of which holds
  the zombies’ attention and keeps them occupied. Do a Bait
  Shack right and you can get the walking dead to converge and
  probably keep them diverted to that one particular area occupied
  for (2D4+4) hours.
  Don’t get me wrong, I am NOT encouraging the use of living
  breathing people as zombie bait for any reason. Not even if they
  are bad guys, sick, old or already injured and dying. I’m telling
  you about the “live bait” and the people who use it so you do
  not become “live bait” yourself, and so you understand what
  you are witnessing when you see it happening to someone else.
  And sooner or later, you will.
  Don’t become live bait
  or a victim of the lure
  I don’t expect any of you to use your fellow man as “live
  bait,” but I want you to know about it, so when you see people
  screaming from a cage dangling from the side of a low building,
  you’ll know what you are dealing with. And so you don’t be-
  come “live bait” yourself.
  I know some of you will be inclined to try to rescue people in
  these situations. That’s fine. Road Reapers have rescued our
  share of people from predicaments just like that, but there are
  some things you need to consider before you play hero.
  First, sometimes the person or people hung out as a meal for
  the walking dead are wicked individuals not worth saving. So
  you may be risking your life for a slime bag or lunatic who will
  thank you later by robbing or killing you the first chance he
  gets. Be careful.
  Second, when you feel compelled to try to save the lives of
  the people being used as live bait, stop and think about it for a
  minute. Here is my advice on that: If there is an opening and a
  real chance to save lives without getting you and your crew
  killed, then take the chance. Just do it fast, because there will be
  more zombies joining the party every minute. If there are too
  many zombies and odds are you’ll get yourself and your buddies
  all killed, I’m sorry to say it, but that’s one of those moments
  where you need to say a prayer for those people and leave them
  to their fate. There is nothing noble about committing suicide,
  even if it is trying to rescue innocent people. Save your anger,
  frustration and adrenaline for somebody who can be rescued.
  Yeah, it blows. It’s one of those times where you have to make a
  terrible decision and learn to live with it. Get used to it if you
  expect to last more than a few months out here on the streets.
  Third, the people who set the trap are not going to be happy
  if you save the people and ruin their plan. If these dirt bags dis-
  cover it was you – and that’s easy if you have the rescued peo-
  61
  
  ple in tow – you can expect retribution, later if not at that
  moment.
  Last, don’t be fooled, “live bait” can be used to lure you into
  a trap just as easy as it can zombies. Bushwhackers, Death Cult-
  ists, Retro-Savages and other villains may use humans as bait to
  lure you into a trap or ambush. Be careful and don’t ever jump
  to conclusions, even the ones that seem obvious. Trust what you
  know. Question everything else. I’ve seen bushwhackers use
  their own women and children pretending to be survivors in
  need of help, to get inside a group to rob them or lead them into
  an trap. I’ve even seen them use their own people as “live bait”
  just as I have described it, only the whole scene is rigged, the
  zombies can’t really get the apparent victims, and the bad guys
  are trying to lure you into getting captured. Once they succeed,
  they use YOU for “live bait.” This tactic might not even involve
  suckering you with someone dangling in a cage. They might
  lure you into a building with cries for help or a woman or child
  being chased by a fake zombie inside a house or building. You
  run in, they lock you inside, make a bunch of noise, and leave
  you to deal with the zombie horde that comes searching for a
  live meal.
  These are just a couple of possible scenarios that could leave
  you hanging out to swing in the wind. Sometimes madness plays
  a role in such detestable practices, other times it is desperation,
  meanness, or sheer evil. The important thing is that you under-
  stand there are bad people in the world and be prepared to deal
  with them.
  What kind of people would do that to another person? The
  usual suspects, to begin with: Terror Cultists, Death Cultists,
  Retro-Savages, Raiders, Bandits and madmen. They aren’t the
  only ones. I’ve seen the self-righteous, cruel and desperate do
  the same thing. I think for half the folks surviving out there, if it
  becomes a question of them or us, most people pick “them” so
  they (us) can live. Those people, at least, I can understand. It’s
  the ones who sacrifice others to get enjoyment or feel powerful
  that I don’t get.
  Bad people do bad things
  It’s a fact. Bad people do bad things. Get used to the idea.
  Expect it, and steel yourself to it. It’s the way things are. Don’t
  become a victim.
  I’m not suggesting you be cold-hearted, and I’m certainly not
  endorsing the practice of using “live bait.” When you become
  that heartless and self-serving, you become like them, the hu-
  man vermin and the walking dead out only for yourself, hunting
  and killing to survive, nothing more.
  I’m saying you don’t have the time or luxury to be outraged,
  indignant or even horrified. See it, make note of it, and move
  on. It’s like being a soldier in a war zone, you can’t let the hor-
  ror you see around you every day get to you or tear you down.
  Sure you see it. Sure you feel it. But you can’t let it affect you.
  You can’t let it get inside you and fester, or it will tear you up
  and drive you mad. You have to let it become part of your ev-
  eryday life, like taking out the garbage. It’s not pleasant but
  someone has to do it. You have to accept the unacceptable and
  tolerate the intolerable. You have to say to yourself, “This
  sucks. I hate it, but there isn’t anything I can do about it right
  now.”
  Lastly, you need to find your purpose, make it your mission,
  and let that mission consume you. It’s the only way you can sur-
  vive without going crazy or becoming a mad dog yourself.
  Here’s how me and the Road Reapers do it:
  One, we have accepted that the world we knew and loved is
  gone.
  Two, that world has been replaced by Hell. A Hell dominated
  by the walking dead and bad people.
  Three, though we walk through Hell, we refuse to become
  monsters ourselves.
  Four, our mission has three components: Save lives, destroy
  the walking dead, and remain human to the bitter end.
  That last part is the hardest. It means staying as sane as we
  can, doing what we believe is right, and keeping the ability to
  feel compassion for others. That means we need to maintain a
  certain level of feelings and connection to other people or else
  we lose our own humanity. We can’t let that happen, or we be-
  come just another monster in Hell. We want to see humanity
  survive and blossom, but help in ways that suit us best and make
  us feel useful. So Reapers help by killing zombies, clearing
  roads of cars and zombies, saving lives, and pointing survivors
  to Safe Haven communities. That might sound like plenty to
  some, but you won’t see us doing the heavy lifting and hard
  work of building a haven community. That’s for someone else.
  Maybe you. Us, we have our mission, it gives us purpose, and
  we stick to it. Like I said, it’s saving lives, destroying monsters,
  and staying human while doing it. For us it’s what keeps us sane
  and keeps us going. It helps us face the horrors no one ever
  imagined before the apocalypse, and it makes us feel like we’re
  doing something worth living for. Something we know is right.
  Maybe one of us will die around the next corner, but we hope to
  die well, die human and die saving other human lives or de-
  stroying the walking dead.
  That’s how us Road Reapers do it. Your mission may be big-
  ger, smaller, or something entirely different. It doesn’t matter
  what it is as long as you have one. Just make your mission about
  something that is bigger than yourself. Make it positive and
  hopeful. Make it involve other people and the living. Take the
  high road and stay on it. Trust me, you won’t regret it.
  Having a mission will help a lot, but it won’t insulate you
  from the Hell we all live in or the evil that abounds there. You
  have to deal with that on you own. Take it in stride. The savage,
  ruthless way others may live is not our way or yours, but you
  need to accept that it is out there.
  When you see bad people haul out an innocent person, chop
  off his hand and drop him in the gutter or tie him to a post to
  distract the walking dead so the rest of them get away, don’t
  judge, don’t stand there in horror or sobbing about man’s inhu-
  manity to man. And don’t do something stupid. If you think you
  can help the man bleeding out, do it, but if you can’t, move on
  and don’t think twice about it. I mean it.
  As for those responsible, it’s probably not your place to
  judge them or administer what you may consider to be justice.
  For all you know, the man they left to die is a stone cold killer
  or rapist who deserves his fate. The point is, stop being sur-
  prised when bad people do bad things, and don’t let yourself be-
  come one of those bad people.
  62
  
  My Mama always said, hope for the best and prepare for the
  worst. I hear her words now more than ever. It’s good advice,
  and in a world where the dead reign, it’s a way of life.
  Desperate people
  can be worse than bad
  I’ve seen a lot of things that have turned my stomach. Me
  and the Road Reapers refuse to become animals. I’d go down
  fighting before I’d ever sacrifice another human being to the
  walking dead. As long as I have breath in my lungs, I intend to
  do right by my fellow man and fight the good fight. Despite
  what some folks will tell you to the contrary, you do not have to
  become some kind of ruthless, self-serving predator to survive.
  There are plenty of good people still out in the world.
  I’ve also seen good people do bad things.
  Desperate people are capable of anything, especially when
  they are panicked or their backs are up against the wall. You’d
  be surprised what even you might consider under the right set of
  circumstances.
  A man trying to save his family is liable to say or do what-
  ever it takes. Most people will say or do just about anything to
  save a loved one or their own skin. Most people aren’t ready to
  look death in the face and accept his embrace. They fight,
  screaming and kicking every step of the way. A starving man
  might sell you out for a slice of bread. To escape being used as
  “live bait,” a person might be willing to trick you into taking his
  place.
  Not every thief is a bandit. Remember that. He might just be
  starving and desperate.
  Not every smiling face is a friend. He might be a cultist, a
  raider, bandit or killer.
  A soft curvy body and a gentle touch isn’t an invitation for
  something more. Watch yourself, and don’t take advantage of
  some sweet thing who is in shock or so scared or desperate that
  she’ll give up her body for a momentary connection to another
  human being, or a dry cot or a warm meal. You can’t be afraid
  of everyone, but you need to be careful. Careful of them, and
  careful that your own needs and feelings don’t lead you astray.
  Watch your back. Cover your buddy’s back and trust only
  those who have earned it. Keep your friends close and your
  weapons closer. Do what you know is right whenever you can
  and forgive yourself when you stumble or circumstances dictate
  otherwise. You’re only human, and that’s a blessing. Be grateful
  for that.
  Advice for you heroes out there
  I never thought of myself as a hero, but here I am trying to
  save lives and destroy monsters.
  That seems to make me and the other Road Reapers heroes in
  the eyes of most people. To us, it’s just a matter of doing what’s
  right for us. If you have a shred of decency in your bones and
  want to see humanity survive, then you do what you have to do.
  In our book, that’s helping other survivors and fighting the
  damn things out to destroy us all. If that’s what makes us
  heroes, then I can tell you there a lot of heroes walking around
  out there. You’re probably one yourself, you just don’t know it
  yet.
  Here’s the thing, guts and glory is for fools and lunatics. You
  need to be smart and you need to be a survivor.
  That means picking your fights, saving the people you can
  save, and walking away from those you can’t. Let me repeat that
  last part. Learn to walk away from the people you can’t save.
  You ain’t doing them or anyone else any good if you get your-
  self killed in a fight you know you can’t win. Worse, you come
  back as one of the walking dead – one more monster for us to
  fight. Don’t do it. Yeah, it’s hard to turn your back on someone
  begging for you to save them. It’s gut wrenching hard. But if
  they’re beyond rescuing without getting yourself or half of your
  crew killed, then that’s what you have to do. We are outnum-
  bered ten thousand to one. We need every living, breathing body
  we can get against the creeping doom, so don’t be throwing
  your own life away on battles you can’t win. This isn’t about
  how you feel, or you surviving a battle, it’s about you helping
  the people you can. You die in a stupid fight you knew you
  couldn’t win in the first place, God might slap you on the back
  when you reach the Pearly Gates, but the people you could have
  saved next time, they’re going to die because you aren’t there to
  help them. Understand? Be smart, help those you can, and let
  God sort out the rest.
  Like I said, I never thought of myself as a hero. I don’t think
  any of the Road Reapers do. Somehow we’ve fallen into that
  role and people give us more credit than I reckon we deserve.
  We just try to do right by each other and help other people.
  That’s noble I suppose, it’s certainly idealistic, but it’s the
  choice we’ve made for ourselves. We talk about the good we do
  and the lives we’ve saved, but what haunts us when we sleep are
  our failures and the lives we couldn’t save.
  If you plan to be a hero, you better be ready to give it every-
  thing you have, because people are going to put their faith in
  you and their lives in your hands. Desperate and frightened peo-
  ple will follow you blindly, so you better know what the hell
  you are doing, and you can’t bail on them when the going gets
  rough. If you do, they die. If you do, something will die inside
  of you as well.
  Here’s the thing about being a “hero” – it is scary as hell.
  It’s nerve-racking when you are on the prowl trying to avoid
  zombies, especially if you have innocent people in tow. It’s
  scary when you find one or two walking dead. It’s scarier when
  you encounter a horde of them or a nest where they start pop-
  ping out of the damn woodwork and walls. That wail of theirs, I
  don’t think I’ll ever get completely used to it. I let it get me mad
  and start my adrenaline pumping to shut the damn thing up. The
  minute one starts to moan I want to knock its damn head off.
  It’s scariest when you have buddies or innocent people
  screaming for you to help them or to tell them what to do next.
  What you say or do next could mean their life or death, and that
  responsibility, for me, that’s scarier than anything else. I was
  afraid to write this Survival Guide. I mean, who am I? What do I
  know? What if I forget to include something important? What if
  something I tell people gets someone killed? Fear will paralyze
  you if you let it. You have to push through the fear and do what
  seems right at that moment. As long as you are true to yourself
  and do what you can do, even if you fail, you’ve done your best.
  That’s all you can ask of yourself.
  63
  
  Don’t be surprised if there is occasion to wet yourself. I’m
  not admitting to having ever done it, but it happens. Don’t beat
  yourself up about it, dwell on it or freeze in shame. Odds are ev-
  eryone else is so scared and occupied that they don’t even no-
  tice. It’s another one of those human moments. Be glad you’re
  human. There may be other moments where you panic or freeze,
  not knowing what to do for a minute. That’s okay, too. Take a
  deep breath and pull yourself back together as quick as you can,
  and don’t abandon the people counting on you. I never hate a
  man who freezes for a minute. I don’t even hate the man who
  runs out on me – once. I’ll give you once, because nothing can
  prepare you for the world we live in these days where the dead
  walk and want your throat, but I better never see you again if
  you run on out on me or mine a second time. I understand fear.
  We’re all afraid, whether we wear that fear on our face or not.
  But I’ve got no stomach for cowards and you better keep run-
  ning if you ditch me or my crew a second time.
  Being a hero can save lives, and sometimes a hopeless sit-
  uation ain’t so hopeless. You’ll hear people tell you once a
  zombie has grabbed hold of your buddy, you need to forget him
  and keep going. Save yourself. That’s probably good advice and
  I don’t hold it against no man who does just that. I just can’t
  wrap my head around leaving a man behind if I can help it. I
  don’t know if that’s my military background or whether I’m just
  too damn stupid or stubborn to quit when the going is good. It
  just doesn’t set well with me. I’d be dead three times already if
  my crew held that attitude.
  Most walking dead are slow and stupid. Even the Thinkers
  and Mock Zombies lack any real fighting skills, strategies or
  tactics. Sure they’re strong and their grip is like a steel vice, but
  just because one grabs you or a buddy, it’s not a death sentence.
  Not if you act fast. As always, be smart. You don’t have kill a
  Juggernaut or a Sloucher to save your pal, all you may need to
  do is sever its grasp by chopping off its hand at the wrist, elbow
  or shoulder. Jam an axe handle, crowbar or either end of a rifle
  into the zombie’s mouth so it can’t bite your buddy anywhere.
  Likewise, block/parry an attack it might try to make at your
  friend with its other arm. If it’s holding your pal in one hand and
  you have it so it can’t bite him or hit him, the rest of you have
  time to pull him free, chop off the zombie’s limb, or blast it
  back to Hell. Just take the corpse down fast and get out before
  others arrive and start flailing and grasping with a dozen other
  arms and hands.
  Slow a walking dead down by blowing out its knee caps or
  taking off the lower leg. You need to buy you some precious
  seconds? Take down one or two Juggernauts or Slouchers in a
  doorway, or at the opening of a corridor, or the bottom of a
  staircase, and watch the pile up. Yeah, it’s only seconds (one or
  two melee rounds) before they climb over the fallen corpse, but
  those precious seconds can buy you time to reload, barricade a
  door, pull a friend to safety, or even catch your breath and think
  of your next move.
  You’re fast. Zombies are slow. That means you can dodge,
  dance, bob and weave between several of them, just be prepared
  to bat away grasping hands and biting mouths. Fast Attackers
  are a different story, which brings us back to maiming and crip-
  pling running corpses. They aren’t so fast when missing a foot,
  leg or knee cap. Road Reapers try to identify fast runners, lure
  them to run out of the zombie pack and take them down first.
  Bottom line is, unless you’re facing an advanced conver-
  gence where the walking dead are packed tight as sardines in a
  can, you probably have many more options than you might
  imagine at first blush. Maximize your options and use them.
  Oh, and if you wade into more than a handful of zombies to
  save someone else’s life, do it knowing that you might not be
  coming out. If it’s a risk you are willing to take, then do it.
  Survivor Guilt
  If you’re reading my Survival Guide, you’re one of the liv-
  ing. That makes you rare and precious. Don’t give in to depres-
  sion and sorrow. If you want to keep living, you don’t have the
  luxury or the time. Don’t feel guilty for having survived when
  so many others have perished. Don’t even start down the “why
  me guilt trail” because it’s a trip you’re not likely to return from.
  Survivor guilt leads to madness and death.
  You have nothing to feel guilty about. People died by the bil-
  lions. The multitude of loved ones you lost personally, they’d
  want you to keep fighting and keep living. They’d be happy for
  you. Hold on to that and believe it, because it’s true.
  If you must ask why, let me give you the answer that works
  for me: Because humanity isn’t wiped out. Because it’s up to
  you and the rest of us that are left to keep humanity going. To
  stay alive and take back our world. It’s not fair. It’s not easy and
  it’s a terrible job, but it’s ours. Let’s get to it.
  – Brad Ashley, Leader of the Road Reapers
  Author Notes
  I tried to write this book in such a way that it was both enter-
  taining and scary, while at the same time, making it a
  sourcebook useful to both players and Game Masters.
  Many of the more elaborate and descriptive random tables
  are written with the deliberate intent of providing ideas that can
  be expanded into larger adventures, or to expand the reader’s
  view of the world. I want to give players an idea of the adven-
  tures, challenges and dangers waiting for them, and G.M.s ave-
  nues for creating their own encounters and adventures.
  I hope you liked the more literary, storytelling approach, but
  still find the game data plentiful and easy to find.
  I’d like to thank the artists whose work help make this book
  and the Dead Reign™ setting so dynamic and rich. I’d also like
  to thank Kathy Simmons for running round with life-sized zom-
  bie props for photo shoots along railroad tracks and risking get-
  ting arrested for trespassing. It was fun and we got great results.
  Some of them appear in this sourcebook, others should be seen
  in future books.
  Ultimately, my goal is to push the envelope. To push the en-
  velope when it comes to storytelling, gaming, design and pre-
  sentation. But more than that, to push the envelope when it
  comes to the zombie genre and the new stories you can tell. I
  want to take you places where you have never gone before, even
  if it might be along railroad tracks or down into the inky depths
  of sewers and storm drains where Worm Meat and Sewer
  Crawlers await. Thanks for coming along for the ride.
  Spread the word and keep those imaginations burning bright.
  – Kevin Siembieda, Leader of Palladium Books
  64
  
  Dead Reign® Sourcebook Two:
  Dark Places™
  The risen dead dominate the land as human survivors struggle to survive. This sourcebook offers more survivor secrets, including using 
  railroad tracks and the urban underground to travel unseen and undetected by the walking dead. Of course, these “secret highways” have their 
  own dangers and problems. It also looks into the darkest place of all, a man’s soul, and how some misanthropes sacrifice their fellow human 
  beings as “zombie bait” for their own advancement. It’s all laid out for you in this sourcebook.
  ● 
  ● Worm Meat, Bug Boy, Sewer Crawler and Impersonator Zombies.
  ● “Live Bait” zombie lures with human beings as bait.
  ● Traveling the rails and boxcar encounters.
  ● The urban underground – traveling the tunnels of sewers, storm drains, steam tunnels and other dark places.
  ● The pitfalls and dangers of the urban underground.
  ● Diseases, infection and infestation.
  ● Additional world information and advice from Brad Ashley.
  ● 
  ● Random encounter tables, boxcar contents tables, and more.
  ● Many adventure ideas. 64 pages.
  Your next step into a world where the Dead Reign®
  A Megaverse® of endless possibilities,
  limited only by your imagination!™
  $12.95
  Cat. No. 232
  ISBN-10: 1-57457-176-1
  ISBN-10: 1-57457-176-1
  ISBN-13: 978-1-57457-176-9
  At stores
  everywhere
  Also from Palladium Books®
  Beyond the Supernatural™ RPG
  You are one of the few who know psychic abilities, magic, ghosts, demons 
  and the supernatural are real. You use that knowledge to help the innocent and 
  battle evil.
  ● Horror role-playing set in our modern world.
  ● 14 Psychic Character Classes and Ordinary People.
  ● 14 Psychic Character Classes and Ordinary People.
  ● More than 100 psychic abilities.
  ● World background and creatures of darkness.
  ● A complete RPG, 256 pages, Cat. No. 700.
  Nightbane® RPG
  The world changed after Dark Day, and so did you. You are the Nightbane 
  and only you can stop the horror that is the Nightlords.
  ● Nightbane must turn into monsters to use their powers.
  ● Nightbane must turn into monsters to use their powers.
  ● Nightbane Talents, Morphus Tables and magic.
  ● The Nightlords and their demonic minions.
  ● World information, conspiracy, adventure ideas & more.
  ● A complete role-playing game, 240 pages, Cat. No. 730.
  Hell spills across the Megaverse®
  ● Dimension Book 10: Hades, Pits of Hell™ (Minion War™)
  ● Dimension Book 
  ● Dimension Book 11: Dyval™, Hell Unleashed (Minion War™)
  ● Dimension Book 12: Dimensional Outbreak™ (Minion War™)
  ● Armageddon Unlimited™ (Minion War™ for Heroes Unlimited™)
  ● Heroes of the Megaverse® (Minion War™ sourcebook)
  ● Rifts® Megaverse® in Flames™ (Minion War™ for Rifts®)
  One game system – an endless Megaverse® of adventure
  
SOURCE: textdata/thevault/Dead Reign (palladium)/Dead Reign - Sourcebook 2 - Dark Places {PAL232P}.pdf