Table of contents
Zombie-World (into)
Stats, Etc
Moves The Guts of The Game
Basic Moves
Secondary Moves
Playing Zombie-World
Fleshing Out Your Survivor
The Scout
The Runner
The Scrapper
The Shooter
The Hero
The Fixer
The Hunter
The Life-Saver
The Loose Cannon
The Scavenger
Stuff
Stuff Cards
Vehicles
Moves for Vehicles
Vehicle Cards
Running Zombie-World
ZM Moves
Custom Moves
Outbreak vs, Apocalypse
Your First Session
Fronts & Threats
Connecting Fronts & Threats
Supplies & Stuff In A Front
Front Worksheet
The Dead & The Damned
Zombies
Bad Guys
Good Guys
Reading A Stat Block
Basic Zombies
Basic Bad Guys
Basic Good Guys
Re-Skinning
3
3
4
5
6
9
12
14
15
16
17
18
19
20
21
22
23
24
25-30
31
31
33
34
34
36
36
36
38
39
40
41
42
42
42
43
44
45
46
47
48
Re-skinned Zombies
Re-skinned Bad Guys
Tools
Thanks
Inspirations
49-50
50
51
51
51
ZOMBIE-WORLD
Zombie-World is a hack of Apocalypse World which was created by D.
Vincent Barker. It also borrows from Dungeon-World, another hack written by
Sage LaTorra and Adam Koebel. Before you play Zombie-World, you should
probably take the time to familiarize yourself with either one of these fine
games in order have a better understanding of how this one works.
In Zombie-World, players assume the role Survivors who find themselves
caught in the middle of an undead outbreak. How and why everything went to
hell isn't important. Once the dead start walking, all that matters is arming
yourself, finding a safe place to hunker down, and having enough supplies on
hand to make through this thing.
First of all, Zombie-World isn't meant to be an ultra-realistic, hardcore, survival sim. Rather, it's a rules-lite role-playing game that tries to
capture the spirit of zombie-themed movies, television and comic
books. Stuff like 'Shaun of the Dead', 'Army of Darkness', 'Zombieland'
and 'The Walking Dead'. This is a game that should be more about
campy gore, cheesy melo-drama and bad dialogue than it is about
game mechanics and table-top strategy.
FLESHWOUNDS
Your Survivor's capacity for sustaining damage. When you take damage,
your sustain fleshwounds, 1-for-1.
When you first create your Survivor, you start out with a maximum
fleshwound threshold of 9+grit.
Once you exceed this threshold, you are knocked unconscious and you
start to die. See the Dying Breath move below.
INFECTION
Your Survivor's level of exposure to the strain/virus/microbe or whatever the
hell it is that causes people to turn into zombies. This is usually passed to your
Survivor, via zombie bite.
When you flesh out your Survivor, you start off with a maximum
infection threshold of 3.
As long as you don't exceed this threshold, you are fine. The moment
you do, however, you become feverish, disoriented and ill. There's no
coming back. It's only a matter of time before you succumb to the
infection and die. You will most certainly come back as a zombie.
FEAR
STATS, Etc.
Your Survivor's ability to resist the urge to panic and do something stupid or
reckless.
When you flesh out your Survivor, you start out with a maximum fear
threshold of 3.
As long as you don't exceed this threshold, you are fine and can act
normally. The moment you do, however, your Survivor loses it. You
must immediately do something in the interest of self preservation,
preferably something that puts the rest of the group in some sort of
jeopardy. Maybe you abandon them in a vulnerable moment, or steal all
the supplies. Eventually (the ZM will tell you when), you will manage to
When you flesh out your Survivor, the type of Survivor you choose
determines your starting array when it comes to your stats. See the
Survivor playbooks later on in this document.
LOAD
How much your Survivor can carry.
Guns, weapons and items all have a load number that counts towards
this limit. See the Lighten Load move below.
When you flesh out your Survivor, you start off with a load of 8+body.
SUPPLIES
Your Survivor's resources.
Other times, when your Survivor tries to do something risky or something that
is opposed by someone or something, they are probably making a move. In
this case, the ZM will call for the player to roll 2d6, add them together and
apply the relevant stat or modifiers. Here is what it looks like . . .
Depending on what type of starting scenario the ZM has set up, you
may or not start out with any supplies when you flesh out your Survivor.
MAKE A MOVE
When you make a move . . .
TIES
BASIC MOVES
There are some specific instances or types of moves that tend to come up
over and over again in the game, the kind of stuff you always see the
Survivors do in zombie films, literature and graphic novels. Stuff like sneaking
around, running away, shooting and fighting, and risking their own life to help
an ally.
We call these basic moves. Because they tend to come up so frequently, we
have taken the liberty to fully flesh them out and detail what happens on a
success, a compromised success and a failure.
RUN FOR IT
When you flee or escape from danger, you are making a run for it.
Roll+body . . .
*On a 10+, you getaway clean.
*On a 7-9, you getaway, but one of the following happens . . .
You have to leave something important behind.
You expose yourself to an attack.
You can be followed or they know where you have gone.
You have to go in a different direction than you had hoped, possibly
becoming separated from your group.
*On a 6-, you can't get away. The ZM gets to make a move. Get ready . . .
SNEAK
When you try and move from one place to another without being seen or
heard, you are sneaking. Roll+brains . . .
*On a 10+, you get from point A to point B without being discovered.
*On a 7-9, you get from point A to point B, but you make noise or draw
attention to yourself in some way. You haven't been discovered yet, but your
enemies know something is up.
*On a 6-, you are discovered before you can make it to point B. The ZM will
make a move. Get ready . . .
You only trigger this move when there is actually someone chasing you
or something you need to get away from. Sprinting down the street just
to cover ground quickly isn't the same.
FIGHT
When you get into a scrum or a shoot-out with zombies or bad guys, you are
fighting. Roll+grit . . .
*On a 10+, you inflict damage on your opponent.
*On a 7-9, it depends . . .
If you are in melee, shooting point-blank at someone, or exchanging
fire with enemy, you inflict damage, but your opponent gets in an attack
on you.
If you are using a reach weapon or protecting yourself with a shield,
you manage keep your opponent at bay, avoiding their attack, but the
damage you inflict is reduced by 1.
If you are shooting at a someone beyond point blank range who can't
attack you, your shot grazes them and you reduce the damage you
inflict by 1.
*On a 6-, you miss. The ZM will make a move. Get ready . . .
It's inevitable. It happens in every zombie flick ever made. Sooner or
later, there is no where left to run, no where left to hide, and the
zombies or bad guys finally catch up with the Survivors. At this point,
the Survivors probably have a fight on their hands.
This move is triggered when you engage a zombie or bad guy in
melee, exchange fire with someone, or shoot at a moving target.
Attacking a helpless, restrained or otherwise oblivious target is not the
same. The ZM will probably just have you deal damage outright.
When you try a defend or protect an ally from harm or danger, you are trying to
save the day. Roll+guts . . .
You can't carry everything under the sun. You're human. You have
*On a 10+, you somehow nullify the threat, attack or danger, even if only
limits.
temporarily.
*On a 7-9, choose 1 . . .
You redirect the threat or attack to yourself
MAKE A GUT-CHECK
You reduce any damage inflicted by 1
You give the person an advantage. They take +1 forward.
When you make a make a gut-check, roll+guts
*On a 6-, you can't do anything to help them. The ZM may make a move. Get
*On a 10+, you shake it off.
ready . . .
*On a 7-9, you hesitate or flinch. You take -1 forward.
*On a 6-, you are rattled. You take +1 fear.
Zombie flicks and horror movies in general often showcase moments of
self-sacrifice, where one Survivor risks their life for the sake of another.
Horror and zombies go hand in hand. Your Survivor is bound to be
Save their ass is a basic move that encapsulates this.
confronted with a variety of gruesome, terrifying and traumatizing
events. Will you panic? Or will they persevere in face of terror?
You make this move when one of your fellow Survivors is being
threatened, attacked or in imminent danger. It's like when one of your
This move is triggered by certain situations. The ZM will always tell you
allies is grabbed by a zombie and about to bitten and you try and rush
when it's time to make a gut check. That said, the situations that apply
to their aid. Maybe you somehow free them at the last second, maybe
are fairly predictable and cliche; the first time you encounter a zombie,
you free them but take the bite in their place.
any time you are outnumbered, whenever you witness something
particularly gory or disturbing, etc, etc.
SECONDARY MOVES
DYING BREATH
*On a 7-9, you regain consciousness and are at your fleshwounds threshold.
but you can barely move and speak. Youre probably stuck here until you heal
up or someone comes to help you.
*On a 6-, you die. If you have any infection at all at the time, you will probably
reanimate as a zombie.
Whether or not you even get to make this move depends a lot on the
fiction. If you are surrounded by zombies and they are feasting on you,
it's probably a moot point. If you go down, and take any more damage
once you've fallen, chances are that you aren't getting back up.
TREAT FLESHWOUNDS
When you are safe and have the time, you can use up supplies (1) to treat
fleshwounds, roll+brains.
*On a 10+, you heal 3 fleshwounds
*On a 7-9. you heal 2 fleshwounds
*On a 6-, you heal1 fleshwound
FIX SOMETHING
When you have the time, you can use up supplies (the ZM will tell you how
much) to try fix something such as a broken item, weapon, firearm or vehicle,
etc. Roll+brains . . .
*On a 10+, you do it, but you choose 1 . . .
*On a 7-9+, you do it, but the ZM chooses 1 . . .
It takes more supplies than you had hoped
It takes longer than you expected
The repair may not last very long
*On a 6-, repairing this item is beyond your ability.
This is your basic healing move. Anyone can do it, provided there are
supplies on hand. Otherwise, you'll need to rest. It helps to be in a
relatively safe place to do this. In other words, you can't do it in the
middle of a scrum or shoot-out.
TREAT INFECTION
When you are safe and have the time, you can use up supplies (1) to treat
infection, roll+brains.
*On a 10+, your treatment is exceptionally successful. Remove 2 infection.
*On a 7-9, your treatment is successful. Remove 1 infection.
*On a 6-, your treatment is unsuccessful. The infection lingers
So you want to play doctor? Good luck.
BARRICADE
You see this the movies all the time. The Survivors have to try and
jerry rig something to get it to work again. Why does everything seem to
break down at the worst possible time?
SCROUNGE
When you scrounge a place or location for supplies and stuff, roll.
If someone is helping you scrounge, you add +1 to your roll.
If more than one person is helping you, you add +2.
*On a 10+, you do a thorough job and make good time doing it. If there's
anything to be found, you get all of it. If there's nothing, you know it.
*On a 7-9, you have to choose . . .
You can do a thorough job, but it'll take some time. Longer than you
hoped.
You can rush it, but you won't be able to scrounge every last nook and
cranny. You can't be certain that you'll find everything or that there is
nothing there.
*On a 6-, it takes you a while and the ZM gets to make a move. Get ready . . .
When you are safe and have the time, you can use up supplies (the ZM will
tell you how much) to barricade a location.
In just about every zombie flick ever made, the Survivors eventually
start to run out of supplies and are forced to go looking for resources,
usually in creepy, previously unexplored places. In honor of that,
scrounge is a basic move.
This move doesn't tell you what you find. That's up to the ZM. This
move is more about how efficient you are about searching a location.
The longer it take, the better the chance that zombies or bad guys
might show up.
CONFIDE
Once per session, w hen you are in a safe place and have a few private
moments with another Survivor, you may confide in them. Share some new or
previously unknown detail or secret about yourself with them. They add your
name to their ties box and add +1 ties to it.
You should recognize this from the TV shows and comic books. You
take a few minutes to open your heart to a fellow survivor and shed
some light on your character. Hopefully, it doesn't mean you're the next
in line to bite the dust.
REST
When you lay low in a safe place and do nothing strenuous, you are resting.
For each day you spend resting, you heal up to 4 fleshwounds and remove 1
fear. If you spend at least 48 hours or so resting, you remove 1 infection.
You don't always need to use up supplies to get better. Sometimes all
you need is time.
END A SESSION
When you end a session . . .
If your Survivor is still alive, mark XP.
If the group you started out with at the beginning of these session is
intact (no one died, went missing or left on bad terms), mark XP.
If your group made some sort of meaningful progress during the
session (you claimed shelter, added a new member, helped a stranger,
etc.), mark XP
When you end the day, you must use up 1 supply in order to feed yourself. If
you choose not to, you take -1 ongoing until you do.
Congratulations. You've lived through another day. Hope you have
some food and water. Otherwise, you'll wake up hungry . . .
The longer your stay alive, the better you get at surviving. This reflected
in terms of accumulating experience points or XP.
ADVANCE
When your XP reaches 6, you advance. Reset your XP to 0 and choose a new
move. You may choose your remaining optional move or any one of the
advanced moves.
When you gain enough experience you advance, which means you
become better at making a go of it in the zombie-apocalypse. Choose a
new move to reflect this.
Playing ZOMBIE-world
The moves section details the basic unit of rules in Zombie-World. It explains
the game engine and how moves work on a mechanical level. Moves are the
guts of the game, so before coming here to look over the rest of the rules, go
back and make sure you understand all of the basic and secondary moves.
This section deals with the peripheral rules and other crunchy bits that come
into play.
BASIC ASSUMPTIONS
This is a game about survival in the face of a zombie-outbreak. And,
ultimately, it should be your game about survival in the face of the zombieoutbreak!
To that end, Zombie-World leaves a lot of things up to the ZM and his or her
players. Things like where exactly your game takes place, what started the
whole undead pandemic, whether you start out on Z-day or whether it's six
months into the aftermath is entirely up to you. No two doomsdays are alike,
right?
That said, Zombie-World was designed around some rather familiar tropes.
The game makes a few basic assumptions that any one familiar with the genre
will be quick to recognize.
Here are the core conceits of Zombie-World . . .
take it out, but it isnt the only way to kill it. A zombie is basically
a automation . . . you just have to do enough damage to it for it
to break down and cease functioning.
3 Damage
A baseball bat, golf club or wrecking bar
A shovel, spade or rake
A machete, hatchet or short sword (ignores protection)
A sledgehammer, or heavy iron pipe (ignores protection)
A pitchfork (armor piercing)
A wood axe, pick axe or large sword (armor piercing)
A shotgun or hunting rifle (armor piercing)
An assault weapon (armor piercing)
A high-powered sniper rifle (armor piercing)
A fall from several stories (ignores armor)
Being engulfed in flames (ignores armor)
DAMAGE
In Zombie-World, Survivors, zombies and bad guys all deal damage. The
amount of damage is typically determined by the weapon used or type of attack
being made. The type of attack determines the basic damage. Here's general
guideline . . .
0 Damage
Grappling, dragging, grabbing, holding, etc.
A slap
1 Damage
Punches, kicks, headbutts and the like
Sticks and stones
A small household object or tool
A pistol-whipping
Falling out of a tree or tumbling over a fence fence and the
like
4 Damage
A direct hit from a moving vehicle (ignores protection)
Being caught in the blast radius of a hand-grenade or similar
type of explosion (armor piercing)
A heavy caliber machine gun (armor piercing)
GANGING UP ON AN ENEMY
While there is no mechanical advantage to ganging up on a single enemy, a
ZM is encouraged to take the unfolding action into account when things like
this happen in game.
Lets say two Survivors are trying to brain an undead freak. The ZM may
declare that the zombie is so preoccupied with trying to latch on to the first
Survivor that the second can just go ahead and and put her revolver to it's
head and blow it's skull open. No move required. Just deal damage.
Conversely, when two Survivors gang up on a lone bad guy, the ZM may rule
that the bad guy is savvy enough to defend herself against both Survivors
simultaneously. In this case, it's gonna be fight for both players.
10
GRIEVOUS INJURY
In the most unfortunate of instances, a Survivor may suffer some sort of
grievous injury that just isn't covered by damage alone. Dealing with this kind
of stuff is rather simple . . . just follow the fiction.
If a Survivor falls off a roof and, in addition to sustaining damage,
breaks an ankle . . . then they have a broken ankle moving forward.
The ZM should impose whatever conditions or consequences they
feel are appropriate given the circumstances. The player controlling
that Survivor is encouraged to role-play the situation accordingly.
Heavy Armor is stuff like a full riot gear or a bomb squad suit.
STARVATION
If the zombies don't get you, thirst and starvation will.
If you can't make the End the Day move, either by choice or out of necessity,
you are hungry and thirsty, and take -1 ongoing (stacks with everything) until
you can eat and drink (by making the End the Day move).
After 4 consecutive pass without making the End the Day move, your
Survivor dies.
MANAGING THE SUPPLY POOL
By design, supplies are abstract, generic and universal in nature. In essence,
they are really nothing more than a currency of sorts that allow to make certain
moves or do things within the game.
For that reason, it's not necessary to inventory your supplies by type. It's more
or less assumed that any supplies being used conform to whatever the needs
of the moment happen to be.
If you need ammo, then 1 supply gets you bullets or arrows. If you
need food or water, 1 supply gets you a bottle of soda and a can of
beans. If you need aspirin, ibuprofen, bandages or painkillers, then
1 supply gets you whatever medical stuff you need.
You always have what you need, provided you have access to at least 1
supply.
There is, of course an exception to the above rule. If the ZM makes a move in
accordance to the unfolding fiction and declares that you have run out of or
11
You don't need a novel here. Just a sentence or two describing who you were
and where you came from before the zombie outbreak begins.
We encourage you be as creative and original as possible when it
comes to your Survivor's background. Try and avoid the vanilla.
Interesting is always better than bland.
For example, Police Officer is kinda boring and doesn't really give the
audience (your fellow players) much to go on. Ex-Detective Busted
Down to Patrol Cop is a story in of itself and could possibly lead to
some interesting character interaction as the game unfolds
In some cases, you may make a move and end up with a result that tells you
something like "take +1 forward" or "take -1 ongoing".
This is a fancy way of saying that you need to apply a modifier to an
upcoming roll. In the case of take +1 forward, it means you apply +1
to your next roll. Take -1 ongoing means that you apply -1 to ALL
your rolls from this point on.
If you watch enough zombie movies, you've probably going to pick up on the
fact the Survivors tend to come in some pretty familiar flavors. Almost every
group of Survivors you see in the TV shows, video games and comic books is
comprised of the same old familiar, overused archetypes.
When it comes to your Supplies, the ZM will probably tell you how many you
have, or make you roll randomly, based on the current in-game situation.
This is pretty straightforward. Choose wisely.
You can find the Survivor Playbooks at the end of this PDF. Check 'em
out.
12
13
14
15
16
17
18
19
20
21
22
23
stuff
Stuff is what the Survivors arm and equip themselves with in their struggle to
stay alive in the face of a zombie outbreak. Without this stuff, their chances of
making it out alive take a huge hit.
This section features several pages worth of stuff that you can print out on
card stock and cut for ease of use. It also includes a couple of blank stuff
templates that you can use if you want to create your own weapons, firearms
and items, etc.
STUFF CATEGORIES
tucked away.
Two-Handed - It requires two hands to be used effectively and is therefore
somewhat difficult to manage and can't be stored or concealed.
Heavy It's very difficult to manage, impossible to conceal, and you can't
move it very easily
Hand - It's only useful against targets within arm's reach.
Close - It's useful against targets within your reach plus a couple of feet or so.
Reach - It's useful against targets beyond your reach, perhaps up to several
feet away.
Area/Blast It effects an area and all zombies or people in it. Targets that take
a direct hit suffer the brunt of the damage, everyone else takes reduced
damage (-1)
Near - It's useful against targets close enough that you can see the whites of
their eyes
Far - It's useful against targets within a few hundred yards of you.
Weapon It can be used used as weapon or is actually designed to be one.
Distant - It's useful against targets beyond a few hundred yards away from
Weapons are for hand-to-hand, melee-type attacks. In a pinch, some weapons
you.
can be thrown at a target. Although the may be less effective when used this
way. The ZM will adjust any damage it inflicts accordingly.
Automatic - You can burn through extra ammo with this, use up 1 supply to get
+1 to your roll when you let 'em have it with this.
Firearm It's a gun. It shoots bullets. It can be used against targets at point
Carried You usually have to lug this around in one hand, so you can't really
blank range or farther. In a pinch, you can pistol-whip or butt-end someone with
use a two-handed item unless you put it down first.
it, but it's less effective when used this way.
Dangerous You can get into trouble with this if you aren't careful. If you are
reckless with it, there will be consequences.
Projectile Weapon It fires projectiles, like arrows or flares.
Limited There are only so many times it can be used before it needs to be
refueled, reloaded, etc.
Protection, Light Armor, Heavy Armor Stuff you wear to mitigate damage.
Loud - Using it generates a lot of noise.
Special It has some special function or property.
Gear Stuff you wear, like a gas mask, or stuff you carry, like a duffle bag.
Stuff comes in the following categories . . .
Small - It''s easy to carry and/or conceal, and isn't difficult to manage.
Light - It's easy to manage, but can't be easily stored or concealed unless it's
24
25
26
27
28
29
30
Vehicles
Armored: People inside this vehicle are totally protected from small arms fire.
Sooner or later, the Survivors will probably want to leave wherever it is that
that they have been hunkered down. They may choose to go on foot, or, they
might try and commandeer a vehicle.
Dependable: This vehicle is in great shape. You can count on it to fire up every
time.
Fast: It's quick. You can easily outdistance any vehicle without the fast tag.
Add +1 to your roll in a car chase.
Gas Guzzler: This vehicle is hard on gas.
Noisy: This vehicle runs loud. It'll will draw attention.
Rugged: It has off-road capability and can handle rough terrain. You can easily
outmaneuver any vehicle without this tag in said environment. Add +1 to your
roll in a car chase.
Responsive: It is highly maneuverable and can navigate tight alleys & narrow
streets, and the like. You can easily outmaneuver any vehicle without this tag in
said environment. Add +1 to your roll in a car chase.
Slow - This vehicle isn't very quick. It can't outdistance any pursuing vehicles
through sheer speed alone. -1 to your roll in a car chase.
Undependable: This vehicle is not very dependable. It doesn't start up or it
stalls out half the time.
VEHICLE BASICS
Treat anyone inside a car, pick-up, SUVs or minivan as having light armor vs.
firearms and other attacks. For tanks and other armored vehicles, see below.
When it comes to damaging vehicles, in general only armor piercing attacks or
attacks that ignore armor have any hope of doing any harm to them.
For collisions and intentional ramming, see custom moves below.
VEHICLE TAGS
Vehicle tags help you get a better understanding of a vehicles qualities.
<n> Durability: How much damage a vehicle can sustain before it needs
31
you.
Car chases are a staple of action films, but they do have a place in
zombie movies. Be sure to compare vehicle tags to determine what the
modifier would be. If your car is fast, and your pursuer's isn't, you get a
+1 for example.
RAM 'EM
When you ram 'em, roll+guts
*On a 10+, the other vehicle takes the brunt of the damage, and you come out
unscathed.
*On a 7-9, choose 1 . . .
Both vehicles take damage.
You vehicle is unscathed, but the damage your vehicle inflicts to the
other is reduced by 2.
*On a 6-, your vehicle takes the brunt of the damage.
Plowing through the dead with a car is something straight off the the
silver screen. Depending on the scene and the size of your grill, you
could take out multiple targets with one drive by.
DRIVE
When you drive a vehicle, you use up fuel. For every trip you take, you must
reduce your supplies accordingly.
Efficient vehicles use up 1 supplies
Gas-Guzzlers use up 3 supplies
All others, use up 2 supplies
A 'trip' is equal to 1 hour of steady travel at moderate speed, give or
take. Adjust accordingly.
Another classic bit of theater is when one vehicle rams another. Usually
both end up worse for wear, but you never know for sure who will end
up driving away.
Base damage is determined by vehicle type: Dirt bikes and motorcycles
do 2, most cars do 3, pick-ups and minivans do 4, larger trucks 5 or
more.
32
33
Running ZOMBIE-world
Whenever you make a move, always ask the players "What do you
do?"
ZM AGENDA
Your agenda is pretty straightforward:
ZM PRINCIPLES
Think of your principles as guidelines to help you run the game . . .
When the players look to you to find out what happens next
When a player tempts fate
When a player rolls a 7-9, or a 6-
ZM MOves
Here are some basic ZM moves. This isn't meant to be a complete list, just
something to point you in the right direction . . .
SHOWS SIGNS OF AN IMPENDING THREAT
A mob of zombies shambles towards them
The sound of vehicles approaching
A line of storm clouds bearing down on them
BRING A THREAT TO BEAR
Zombies surround their shelter
Bad guys show up looking for easy pickings
The supply pool is contaminated
ESCALATE A THREAT
More zombies show up
The bad guys call in reinforcements
The bad guys break out the heavy artillery
CHANGE SOMETHING ABOUT THE LOCATION
They discover a secret room
The floor gives way
A fire breaks out
REVEAL SOMETHING
Someone in their group has been hiding the fact they are infected
There's a hole in the gas tank
Someone on the two-way radio is begging for help
34
SEPARATE THEM
One of them falls behind
Some of them are captured by bad guys
They flee, but in different directions
You can stick to the script or if there are any ZM moves that would
seem to make more sense, you can go with those instead. Just
keep in mind that any time you make a ZM move, the severity of the
move should reflect the unfolding fiction.
BREAK SOMETHING
Their baseball bat breaks in half
Their makeshift armor is ruined
They axle breaks
35
custom moves
One of your ZM moves is to use a custom move. Custom moves allow to
you get creative and put your own personal stamp on Zombie-World.
Often times, your custom moves might be tied to particular place or
location in your game setting, a threat, or to a significant event of
development.
Usually, you make custom moves between sessions when you have
some down time.
Most custom moves tend to look very similar to basic or special moves in that
they follow the same structure. They start with a fictional trigger (when this
happens . . . ) and end with a fictional effect (then this occurs . . . ).
In many cases, your custom moves will call for a roll modified by the
appropriate stat or circumstance. Custom moves that require a roll follow the
exact same formula as a basic move.
*a result of 10+ is a success.
*a result of 7-9 is a success, but one that comes with a
compromise, cost or some unexpected outcome.
*a 6- is a failure and chances are that something else bad may
happen as well.
36
have chosen. Do they work there? Are they just passing through the area? Are
they meeting someone here? If so, who? Do they know any of the other
Survivors there? How so?
The first thing you need to do is figure out the when and where of your zombie
outbreak.
By answering these questions, not only should the players feel a little
more invested in the setting, but you as the ZM may be able to build
off what they have to say. Use their answers for inspiration. Take
what they give and build off of it. Look for things that you can bring
back into play at a later time.
At this point it's probably a good idea to establish some more details and about
the place to give everyone a better idea of where they are and who else might
be there with them.
You don't need much, maybe just a few notes or impressions. If you
are feeling particularly creative, you could work up a small thumbnail
sketch showing the layout and maybe scour the Internet for image to
represent it.
Once you get this far, you have the players go back and help them equip
themselves according to what's been established so far.
Any place will do, so long as puts all of the Survivors together (or at
least in the very close vicinity of each other) in a way that is
believable and makes sense.
Although you are starting out by zooming into a specific place or location, you
can also zoom out a bit and start thinking about the greater, overall setting as a
whole. In what country does the outbreak take place? In what city state or town
is the action happening? Is it fictional, or a real-world? That sort of stuff.
Now that you have the when and where down, you are ready for the game
table.
Start the session by having players flesh out their Survivors. Help them out as
Now you need to figure out what sort of hell you are going to throw at the
best you can and answer any questions they might have. Have them fill out
Survivors. What is going to happen that places them in danger or puts them in
everything except for their supplies and stuff. You can come back to those a
jeopardy? What events or developments will unfold that will push the
little later.
Survivors into taking action?
Now tell them about the when and where.
Ask each player how their Survivor is connected to the place or location you
37
It's just fine to start out with the Survivors being completely
surrounded by a horde of brain-craving freaks! Will they stay
barricaded in their shelter until their supplies run out, or will they try
and sneak out and make a run for it? Will they make a stand stand and
try and slay every last zombie? Who will survive and what will be left of
them? (Remember your agenda: Play to find out what happens!)
Or, if starting out with a bang isn't really your style, you can opt to go
for the slow burn instead. Maybe the Survivors witness some
ominous signs of what is to come before the dead actually show up up.
You know, grainy broadcasts, frenzied news bulletins, frantic cell
phone calls from loved ones. And then finally, an army of shambling
corpses descending upon their location! (These are both examples of
ZM moves: Show signs of an impending threat and Bring a threat to
bear!)
And that's pretty the beginning of the end. Just remember, that as the ZM,
your goals for the first session are . . .
Should you decide on something more than a one-shot, you are probably going Start with a blank front work sheet. You can find it a little later on.
to develop your setting a little more. The first place you are going to start in
Choose a new place or location that you find interesting or significant in
order to do that is with something called fronts and threats.
some way, like a gas station, hardware store, a forest, a stretch of interstate
highway, etc. This is your new front. Write it's name down in the space
Fronts and threats are nifty little tools that Apocalypse-World uses to
provided.
organize all the things, people, places and events that could jeopardize the
38
And while zombies and bad guys will probably be your go-to threats,
remember that a threat can be just about anything any event,
development or action that puts the Survivors in jeopardy or places
them in danger. Even something as simple as the supply pool
becoming compromised is a threat.
Next, take a couple of minutes to describe it in a few words and maybe work
up a small sketch or map, or maybe steal an image from the internet to
represent it.
Now ask yourself, why is it important? It's okay if there might be more than
one reason.
It's where the Survivors have taken shelter.
Someone else has taken shelter here. Who and why?
It could be used as a shelter or place of refuge.
It could have supplies or items. What & how many?
It could have some specific resource the Survivors (or someone else.
Who?) need. What is it?
Other.
39
Now if this feels a little too arbitrary to you, you can always break out some
dice just to add a bit of a random element to things.
When the Survivors go scouring through on of your fronts looking for supplies Obviously, you are encouraged to adjust these rolls according to how resourcerich of an environment the Survivors happen to be in.
and stuff, it's up to you as the ZM to tell them what they find.
Zombie-World doesn't have anything in the way of "loot tables" so you may be
wondering how exactly to determine what resources will be found where.
It's easy. Just make it up!
That's right, just use a little common sense and go with what you think ought to
be there.
If you feel that a broken car on the side of the road should have a
few supplies in the back seat, a tire iron in the trunk and revolver
in the glove box, then that's what it'll have when the Survivors
come along and rummage through it.
If you think that a corner store might have a baseball bat under
the counter, about a dozen supplies up front and another dozen or
so in the back store room, then tell them that's what they find.
You can make a note of what type of supplies and stuff can be
found in a given location when you are filling out your front
worksheet.
The only caveat is that you really should try and keep it believable when it
comes to what you put where. For example, you probably aren't going to find a
bunch of hand grenades, .50 cal machine guns and military body armor in a
small, mom-and-pop drug store. You are probably just looking at basic
supplies.
40
41
Zombies
Flesheaters, Shamblers, Ghouls, Roamers, Walkers, Zekes . . . whatever you
call them, zombies are your go-to threat. The great thing about zombies is
that they are pretty simple. It's usually just brute force and swarm tactics. Just
throw them at the Survivors and see what happens!
roam aimlessly
surround and attempt to breach a refuge
converge on a source of sound, light or activity g
row in numbers
separate into smaller mobs or individuals
Zombies come in three basic strains: the Rotter, the Brute, and the Mobber.
Still, some zombies still carry on them what they did before they turned. A beat
cop zombie might might have a pistol in it's holster or a heavy duty flashlight on
it's belt. A paramedic zombie might have a morphine injector or some medicine
in it's pack. That big ol' Fatty from the construction site? That zombie could
have have a tools on it.
The point is, just because a zombie has no use for a supplies or items doesn't
always mean they don't have any on hand.
Zombies are pretty much mindless, soulless automations who don't need
anyone's company.
That said, while the dead are sometimes encountered alone, more often than
not, the dead seem to assemble in packs and mobs. Hordes numbering in the
hundreds aren't as uncommon as Survivors would prefer, especially in highinfestation zones like the city or the suburbs.
A pack, mob or horde of zombies has but one, never-changing goal, and it is
always the same as each individual zombie's motivation: to feed!
However, a pack or mob may gain some special moves. Here are a few ideas:
surround and separate a survivor from their group
overwhelm a survivor and drag them to the ground
linger in place
Bad guys
Not everyone in the zombie outbreak are like the Survivors. Some of the
people out there are just plain bad . . . whether they were born that way or
because they let their humanity slip away into desperation and depravity, bad
guys are every much a threat to the survivors and their people as the walking
dead . . . perhaps even more so.
While bad guys are diverse and come from all walks of life, they all share one
thing in common: there's just no telling how far they will in order to survive . . .
including looting, robbing, kidnapping, torture and even-cold blooded murder!
42
Bag guys come in three basic varieties: the Scum Bag, the Bad Ass and the
Goon.
will suffice until then. Which means that bad guys can be found just about
anywhere. If they haven't claimed refuge, then it's a good bet they are looking
to. Survivors should be aware that any refuge they find can be found just as
easily by the bad guys.
Good guys
Most good guys are quick to realize that there is safety in numbers.
Consequently, good guys seldom go it alone, preferring the company and
companionship of others. They usually form small groups of perhaps a dozen
Bad guys aren't fussy when it comes time to hunker down. Practically anything or less.
will do . . . a derelict automobile, a run-down cabin, an abandoned tavern,
whatever works. Sure, if they had a choice, a bad guy would probably prefer to In addition to each motivation an individual good guy might have, a group of
claim some other person's refuge and take their stuff, but just about anything
good guys usually has a goal of some sort. Goals may be achieved or
BAD GUYS & SHELTER
43
abandoned over time and replaced with new ones over time and as the
unfolding story demands. Here are a few examples . . .
escape a pursuing enemy
establish a new refuge
scrounge for supplies
search for a specific resource
find a group a good guys to join
look for a missing ally
rendezvous with another group
Groups of good guys can have moves as well. Here are a few examples:
move to a new front
clear a location of zombies or enemies
gather supplies and resources
establish a refuge
leave a message or a warning for the living
offer a truce negotiate with another group
surrender to a superior adversary
make a stand against a threat or enemy
Under that are a few entries that cover what sort of armor or protection they
have (if any at all) and what their main forms of attack are (be them claws and
teeth, as in the case of the dead, or weapons and firearms, in the case of the
living).
The next section is a few paragraphs of text offering a quick description, an
explanation of what sort of things you can expect from them and how
dangerous they are to a Survivor.
Finally, what kind of numbers they can expect to be encountered in.
After that comes their motivation. In the case of the living dead, this never
changes. It is always . . . to feed. Because the living are a little more complex,
their motivations will vary, depending on the situation.
When it comes to claiming refuge, good guys aren't all that particular. In most
cases, they abide by the 'any port in a storm' mentality. As long as it protects
Lastly, each zombie, bad guy and good guy has a few special moves
from the elements and can keep the dead at bay, even if only long enough to
allow them to escape, it will do. Consequently, good guys can be found taking associated with them that the ZM can use when appropriate.
refuge almost anywhere, from inside a broken vehicle, to a tent in the woods,
to any sort of reasonably sturdy house or structure.
GOOD GUYS & SUPPLIES
If and when a good guy or group of good guys has a supply pool, chances are
the bulk of their stockpile will be food and medicine. Most good guys will have
a fair selection of weapons, firearms and ammo, but it's unlikely that they would
maintain a full-on arsenal. While these are indeed necessary to ensure
survival, most good guys place a priority on the basic, life-sustaining
resources. When it comes to vehicles, god guys can't afford to be choosy.
They'll use whatever runs and has gas in the tank.
44
45
46
47
Re-SKINNING
Re-skinning is a term we use for taking any of the basic good guys, bad
guys and zombies and changing them up or customizing them according to
your own tastes. When you re-skin something, you are making cosmetic
changes to it or mechanical ones, or both. You may be changing its attacks or
swapping out some of its stuff. You could be giving it a new motivations or
different moves.
There are really no hard and fast rules for re-skinning. It's all about what feels
right to you based on your game.
The simplest re-skin you can do is to just give your good guy, bad guy or
zombie a name. Harley sounds a little better than Scum Bag #3. You can even
nick name your zombies, too. Think Bicycle Girl from The Walking Dead.
Another easy change is to make someone just a little bit tougher or weaker by
adjusting their life. You can add few extra life or take some away, but probably
no more than 2 either way
You can give someone different stuff as well. Instead of makeshift armor and a
crow bar, Harley (aka Scum Bag #6) might be wearing biker leathers and
carrying around a motorcycle chain. A Rotter re-skinned as a beat cop might be
equipped with some standard issue police gear, like a pistol or a two-way radio
or maybe a Kevlar vest.
You can change up a good guy or bad guy's motivation as well. Harley's
motivation might be something different than to take from others. He might
have a bit of a cruel streak, so his motivation might be to make others suffer. A
zombie's motivation, however, never changes. It is always simply to feed.
Lastly, you can give a good guy, bad guy or zombie a new move. Let's say
you picture Harley as a bit of a gear-head. A good move for him would be to fix
something. A zombie in clown make-up? A perfect move for it would be to force
someone to make a gut-check.
48
49
50
Tools
Inspirations
THANKS
51
Version 1.0
52