This is a tabletop roleplaying system I made for a friend back in December 2010 for him to run with a few of his friends (though he never actually did). It was intended to be a very basic, rules-light d6 system for roleplaying in a zombie apocalypse setting. Thus, fear and panic are important mechanics.
I tried to keep the document a tiny bit lighthearted in the descriptions and examples, since grimdark has never been my cup of tea (and in fact, I really dislike zombies and the zombie apocalypse genre in general; they’re my second least favorite type of monster). However, I am aware of the tropes that are involved in zombie stories, and appreciate the depth that some of them hold, meaning I could still work on a zombie project in the future… though it wouldn’t be the first game I’d make.
I have not updated this system since I finished what appears below. Thus, it is a pure distillation of my game design interests and abilities at the time.
d6 Zombie Apocalypse Survival System
ABILITIES (roll in order):
BRAWN: This represents your physical toughness,strength, and stamina. It is used to determine your melee attacks and hit points. To determine your BRAWN, roll 1d6 and add 1.
REFLEXES: This represents your manual dexterity, reflexes, and grace. It is used to determine your ranged attacks, ARMOR, and move speed. To determine your REFLEXES, roll 1d6 and add 1.
LUCK: This represents your innate luck in life. It is a static value that you roll at the start of the game. Your LUCK cannot exceed the number you initially roll. LUCK recovers from being spent at a rate of 1 point per day. To determine your LUCK, roll 1d6 and add 1.
SMARTS: This represents your logic, mental acuity and capacity for learning. It is used to determine which skills you are trained in. To determine your SMARTS, roll 1d6 and add 1.
NERVES: This represents your bravery and sanity in a world gone mad. If your FEAR ever exceeds your NERVES, your character becomes Panicked. To determine your NERVES, roll 2d6 and add 1.
ARMOR: This is your durability and nimbleness in combat. It is used to determine how hard you are to hit. To determine your ARMOR, add 5 to your REFLEXES.
HIT POINTS: This represents how much physical damage your body can handle. If you drop to 0 HP, you die. To determine your HP, add 5 to your BRAWN.
Movement: Your land speed is 5 feet per round per point of REFLEXES you have. Vehicle speeds vary depending on the type of vehicle.
You can be trained in a number of skills equal to your SMARTS divided by 2 (round down). If you attempt to use a skill untrained, your FEAR goes up by 1 each time you attempt to use the skill. You can spend one point of LUCK once per round to reroll a failed skill check. However, you must take the result of the reroll, even if it is worse than the first roll.
To use a skill, roll 3d6. Tell the GM what the total of all three dice is. To succeed on a check, you must roll lower than the target number of the task (as determined by the GM). If you succeed, your action proceeds as normal. If it fails, your FEAR goes up by 1. If your check fails by 5 or more, your FEAR goes up by 2.
Depending on circumstances, the GM may give you a bonus in the form of 1 or more fewer d6 rolled, or a penalty in the form of 1 or more more d6 rolled. Additionally, some skills take more time to use than others.
Skill Names And Descriptions:
-Athleticism: Can be used to climb, swim, jump, tumble, or balance
-Drive: Can be used to pilot boats, planes, tanks, or automobiles (within reason)
-Knowledge: Can be used for understanding problems, nature, the occult, religion, etc., or to intuit direction
-MacGyver: Can be used to improvise traps, weapons, and other items from readily available materials
-Medicine: Can be used to treat injuries; see below
-Repair: Can be used to repair or modify broken items or weapons
-Rogue: Can be used to bluff, sneak, or steal
-Sense can be used to see far off things, search for hidden things, or hear quiet noises
The Medicine skill allows you to heal your own or someone else’s HIT POINTS. Once you make a successful Medicine check, roll 1d6 to see how many HIT POINTS you heal. If you succeed on the difficulty of the check by 10 or more, you heal 2d6 HIT POINTS instead.
1 – Purging the world of all undead through prayer
2 – Reasoning with a zombie to not eat your brains
3 – Landing on your feet after jumping off a third-story rooftop
5 – Jumping over five zombies on a motorcycle
7 – Creating a diversion to throw a pack of zombies off your trail
8 – Rigging a booby trap with a grenade and tripwire
9 – Hotwiring a car
10 – Patching a stab wound with a standard first aid kit
13 – Smelling a gas leak before the canary dies
16 – Proving to a human guard that you are not a zombie
18 – Cooking food with ample ingredients and facilities
If your FEAR ever exceeds your NERVES score, you panic. A character can spend a point of LUCK to remove one point of FEAR, but not before becoming Panicked. When Panicked, a character can only Swing Wildly when attacking, and cannot use Called Shots. They also take a +1d6 penalty on all skill checks.
If your FEAR exceeds twice your NERVES score, you become Catatonic (also known in-game as “lunch” or “PDM” [prime distraction material]). A Catatonic character can only move up to 5 feet per round, and cannot attack, use skills, or even speak (they mewl a bit, but that’s it) until their condition is improved to Panicked.
Attacking: 2d6 + Brawn OR 2d6 + Reflexes
Roll 2d6 for your attack roll and add either your Brawn (for melee attacks) or Reflexes (for ranged attacks). If you match or exceed the target’s Armor with the total of the dice, they take damage according to the weapon you used. If you deal enough damage to bring the target’s Hit Points to 0, the target dies or is destroyed.
You can also choose to call on LUCK for a Called Shot, or can Swing Wildly. If you call on your LUCK, you deal double damage in exchange for spending one point of LUCK. If you Swing Wildly, only roll 2d6 for your attack roll, but deal an extra 1d6 on your damage roll.
If you choose to attack with 2 weapons (One Handed weapons are the only ones that can be dual wielded), take a -2 penalty to your attack roll with each that you use in a single turn.
Example Weapon Damage:
Rifle – 2d6+2 damage – Two Handed
Grenade – 2d6+2 damage – One Handed
Handgun – 1d6+1 damage – One Handed
Bow and Arrow – 1d6 damage – Two Handed
Baseball – 1 damage – One Handed
Sledgehammer – 2d6 damage – Two Handed
Baseball Bat – 1d6+2 damage – Two Handed
Machete – 1d6+1 damage – One Handed
Knife – 1d6 damage – One Handed
Big Rock – 1 damage – One Handed
Armor (be it kevlar, plate mail, or a riot shield) impedes a character’s evasiveness. Thus, it doesn’t afford any additional bonus to ARMOR. However, if it’s heavy it may slow you down or make your movement less stealthy (shown as a penalty of 1 or higher on those checks).
Whoever has the highest REFLEXES acts first in combat. In the case of a human-human or zombie-zombie tie, the two characters act simultaneously. In the case of a human-zombie tie, the human goes first. After a player’s actions end, the character with the next highest REFLEXES takes their actions.
On a character’s turn, they can move up to their Movement speed and attack once (or twice if wielding two weapons). You can talk at any time, even when it isn’t your turn, and can also drop a held object at any time.
Zombies are mindless abominations born into the world of a mysterious mix of disease and dark magic. Merely shells of their former selves, zombies have no emotion or intellect, only instinct. They have animalistic tendencies and a hunger for living flesh.
Zombies are terrifying in the manner by which they reproduce. If a zombie kills a human, that human rises 1d6+1 rounds later as another zombie with full HIT POINTS (assuming they still have a means of movement). They lose all semblance of self and humanity, and will attack whichever living creature is nearest to them.
However, while they are fearsome in respect to creating more zombies, and have immense numbers on their side, zombies have little else in the way of power. They have no LUCK, and poor REFLEXES, although they are tough due to their undying (though rotting) flesh. They also have no fear, due to their lack of a functional brain; thus, they have no NERVES score. They can be instantly killed with a Called Shot (representing a headshot). They are slow-moving creatures, only able to move half the normal movement speed of a living creature with their REFLEXES score. Zombies are proficient in 1 skill each, due to having the minimum SMARTS a creature can have (2). This is usually SENSE. The other abilities for a generic zombie are as follows:
HIT POINTS 5
SKILLS: ANY ONE