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You unload your shotgun into them. Your dog barks wildly, frenzied by the smell. Nega-feats let you pick up additional feats or talents, and there is a system for buying back nega-feats with XP.

Survivors — the easiest to convert — these are the regular d20 Modern Heroes built using the basic classes. You awaken from a restless sleep, look out your window and see staggering corpses on refised move. Hope this is helpful. Eleven different Deadworld settings allowing customization of the storyline A comprehensive zombie creation system to surprise and alarm players A list of equipment crucial to surviving a world of shambling horrors Detailed character creation rule for Norms, Survivors and the Inspired A full exposition of the Unisystem rule mechanics, suitable for any game in any time period Open Game License conversion text for porting AFMBE to your favorite modern campaign.

Next there is a section for converting existing Unisystem characters to d20 Modern: No library descriptions found.

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A big, muscle-bound athlete can survive more punishment than a pencilnecked, cold-catching nerd. On the other hand, a bullet to the head or a solid whack with an ax will probably kill either character with the same ease.

Life Points indicate the amount of physical damage the character can take before being unable to function. Other things that drain Life Points include disease, extreme fatigue, and some supernatural attacks.

Formula: Add Constitution and Strength together, multiply by four, and add 10 to the result. The human range is 18 to These levels represent Attributes that are far below average. Special rules for determining Secondary Attributes are required in this case. When dealing with low Primary Attributes, treat them as being equal to 1 for determination purposes. If the Attribute is negative, then subtract it from the resulting Secondary Attribute. For example, Dell is a frail and sickly boy with a Strength of -1 and a Constitution of 0.

To determine Dell's Life Points, treat the -1 and 0 as "1s", resulting in a base of 18 Life Points 2 x 4 plus the base Then reduce this to 17 Life Points -- the negative value is subtracted from the total. The special rule for treating 0s and negative numbers in Secondary Attributes only applies to those that involve multiplication Life Points, Endurance Points and Speed. Essence is calculated as normal. Like Life Points, Endurance Points use Constitution and Strength, but they also use Willpower, taking into account that some people can push themselves past normal physical limits through the sheer force of will.

The more Endurance Points a character has, the longer he can run, lift things, swim, etc. As the character exerts himself, he starts losing Endurance Points. When Endurance Points are reduced to 0, the character sooner or later passes out from exhaustion see Endurance Point Loss, p. In some cases, light damage from non-lethal attacks is subtracted from Endurance Points instead of Life Points.

Formula: Add Constitution, Strength and Willpower together, multiply by three, and add 5 to the result. The human range is 14 to Speed This Attribute represents how fast a person can run at maximum speed. It only comes into play on the few occasions when running speed will be a consideration, such as when a character is chasing or being chased by somebody.

The human range is 4 to 24 mph 6 to 36 kph. Half that amount is the number of yards meters that the character runs in a second. Essence Pools Essence is the amount of spiritual energy the character has within himself. Essence is also the binding force of reality. This means that inside each human being are the building blocks of Creation. Inspired Miracles can channel Essence for a variety of powerful effects.

Although Essence is used primarily in the performance of Miracles, it can also be temporarily drained by strong emotions like fear and hatred , and by the attacks of some supernatural creatures. Totally draining a human being of Essence can lead to his death.

The Inspired often have extra Essence, due to their greater control over the flows of primal energy. Drawbacks are characteristics that somehow limit or detract from the character.

Points acquired from Drawbacks can be used in any point category -- Attributes, Qualities, Skills and Metaphysics. For point categories other than Attributes, Drawback points may be added on a one-for-one basis. Purchasing Attribute points using Drawbacks is much more expensive. The cost to raise an Attribute one level is equal to the value of that level. For example, raising an Attribute from 3 to 4 costs 4 Drawback points, from level 4 to 5 costs 5 Drawback points, and so on.

Further, the costs are cumulative. Raising one Attribute from 3 to 5 costs 9 Drawback points. Categories Qualities and Drawbacks are labeled by category. For the most part, these categories are descriptive and do not affect play. In certain instances, however, the category does matter. The major example is Supernatural Qualities; generally only the Inspired can have Supernatural Qualities. The following categories are used: Mental, Physical, Social and Supernatural.

While the majority of the Qualities and Drawbacks are alphabetized by name, the Supernatural category has been separated from the rest and included at the end. Charts in the Appendix organize the Qualities and Drawbacks by category for easy reference during character generation.

Some Qualities and Drawbacks are expressed in numerical ways: the most common examples include Attractiveness, Charisma and Resources. These are similar to Attributes, since these Qualities and Drawbacks change the character in positive or negative ways. As a result, they are represented as bonuses or penalties. Bringing a trait below the average gives the character extra points to put into other character elements.

These traits have an average value of 0; so if a player does not want to deal with any numerical Quality, simply assume that is has a base value of 0. In some cases, a Quality or Drawback might change. When such a change occurs, no experience points are needed to purchase them.

If the player wants to purposefully change a Quality or Drawback, he must spend experience points and come up with a good reason for the change see Experience, The value of the characteristic should be balanced out by the benefits or penalties it grants the character.

Most Qualities or Drawbacks should be worth between 1 and 3 points; only the most powerful or crippling of them should have a value of 4 or higher. Normally, the five senses are represented by the Perception Attribute. Acute or Impaired senses indicate one or more senses that are higher or lower than normal for a person with that Perception Attribute. Some Impaired Senses hearing and sight in particular can be easily corrected in the modern age through the use of glasses, hearing aids and similar devices.

If the impairment is eliminated by the use of such devices, the Zombie Master should reduce the value of the Drawback to 1 point. It is possible to have more than one type of Acute or Impaired Sense, or, for example, to have Acute Hearing and Impaired Eyesight, or a similar combination of senses. For obvious reasons, a character cannot select both the Impaired and Acute versions of the same sense. Most mental actions e. The most severe drugs like heroin also produce strong physical effects; such addicts have a penalty of -3 to all physical actions in addition to the above penalty on mental actions.

The value of this Drawback is determined by the severity of the addiction and the relative effects of the drug or substance. A detailed description of the effects of different addictive substances would fill an entire book or more. In the game, as in real life, drugs are dangerous and unpredictable, and an addict character is often unable to control himself. The Addiction Point Value Table gives guidelines for the value of a given type of addiction.

Zombie Masters should modify these values as desired. Addiction Variable Mental Drawback An addict craves a substance and must have it, even against his better judgement. Most addictive substances eventually impact on his health.

Many of them are also illegal, and using or purchasing them may land the character in jail should he be discovered. Those concerns matter little to the addict, however; when the craving hits, he can rarely resist it. He often does things he would normally never consider in order to satisfy his need, from cheating and stealing to committing serious crimes to selling his body or even betraying his friends.

Heavy drinking or smoking, light use of marijuana or LSD: 2 points Heavy use of marijuana or LSD: 3 points Alcoholism, habitual use of barbiturates or cocaine: 4 points Habitual use of heroin, heavy use of barbiturates or cocaine: 5 points Heavy use of heroin: 6 points Unlike most Drawbacks, this problem cannot be easily overcome.

For each one after that, the Tests are Difficult. All Tests suffer a penalty equal to the point value of the Drawback, plus an additional -1 to -4 depending on the strength of the drug and its availability tobacco is so available and addictive that Willpower Tests are at a minimum penalty of -4 or even higher.

Once the character accumulates 10 Success Levels in succession from successful Willpower Tests, one character point may be spent to reduce the strength of the addiction by one point. Another 10 Success Levels in succession are needed for the next point, and so on, until the Drawback is eliminated. If any Test is failed during the course of accumulating the 10 Success Levels, all Success Levels are lost, and the accumulation process must begin again.

For example, Joshua has a level 3 Willpower, and a 2-point Addiction to marijuana. He starts to kick the habit, and begins making daily, Simple Willpower Tests. For three days, Joshua rolls a 6, 8 and 15 see the Rule of 10, p. Adding his Willpower doubled 6 , and subtracting his penalties -3 , the results are 9 one Success Level , 11 two Success Levels and 18 five Success Levels. This amounts to eight Success Levels. Joshua only needs two more Success Levels to bring the Addiction down to a 1-point Drawback.

Unfortunately for Joshua, however, the going gets tougher, and Difficult Willpower Tests are now required. The next day, Joshua rolls a 4. Adding his Willpower 2 -- no doubling and subtracting his penalties still -3 , the result is 3. A convincing depiction of the torments of the addict may be rewarded with bonuses to the Willpower Tests. Adversary Variable Social Drawback At some time in the past, the character has made an enemy, or he belongs to a group, race or nation that automatically attracts the enmity of others.

An Adversary is more than somebody who dislikes the character, however. He, she or they wish nothing less than the destruction of the target, either by killing or ruining him.

The more powerful the Adversary, the higher the value of this Drawback. Chroniclers should determine if an Adversary is appropriate to the game in question. If the Adversary is unlikely to appear frequently, the Chronicler can reduce the point value or disallow it altogether.

Individuals are worth 1 to 3 points as Adversaries, depending on their resources and abilities. A normal person would be worth 1 point; a Green Beret or a multimillionaire would be worth 3 points. An organization may be worth 2 to 5 points, depending on its power. A gang of thugs would be worth 2 points, the police department of a city would be worth 3 to 4 points depending on its size and competence , and a large national agency like the CIA would be worth 5 points or more.

The player should have a good reason why his character has earned the enmity of the Adversary. The Zombie Master can then weave this enemy into the plot of the Story in any way he sees fit. Artistic Talent 3-point Mental Quality Some people have a natural gift for producing astounding works of art, even if they lack formal training.

Geniuses like Mozart and Picasso had the ability to create true art seemingly without effort. A character with this Quality has the talent to become a famous artist. It is possible to buy this Quality multiple times; each additional purchase grants the bonuses to an additional type of Fine Arts. Further, Essence bonuses see below are cumulative.

Additionally, even if the Task is failed, a minimum of one Success Level is always acquired -- even a failure by the truly talented still has artistic merit. A character with Artistic Talent adds 12 Essence Points to his pool, to represent the power of his spirit. In some worlds, this also makes artists more likely to be targeted by entities that feed on Essence, which may explain the often tortured existences of true artists.

The average person has an Attractiveness of 0, which means the person looks plain and undistinguished unless he takes steps to enhance his appearance clothing, makeup and poise always make a difference. Positive values in Attractiveness indicate pleasing features, while negative values indicate ugliness, scars, or unpleasant characteristics. In some cases, negative Attractiveness values can be useful. When trying to intimidate or scare people, positive Attractiveness values have no effect, but negative ones count as bonuses!

Note that the physical Attributes of a character determine exactly how his Attractiveness is expressed. For example, a character with Strength and Constitution of 3 or 4 and a Attractiveness of 4 appears extremely athletic, likely tanned from outdoor exercise, with a well-muscled body. A character with a Constitution of 1 with the same Attractiveness rating is probably a delicate-looking, pale person with almost doll-like features.

Purchasing Attractiveness costs 1 point per level if bought as a Quality, or adds 1 extra character point if acquired as a Drawback. On the other hand, at -1 or -2, the person has homely features, or unsightly blemishes or scars.

Beings with inhuman features can have levels as low as A character with a Charisma in the negative range is instinctively disliked by most people he meets. People are naturally inclined to antagonize or avoid him.

Charisma can be added to any Task where the character is trying to influence other people. Negative Charisma, of course, reduces the chance that any attempt to influence people will work. Clown 1-point Mental Drawback The Clown refuses to take things seriously, and is always coming up with jokes and wisecracks, even during the most inappropriate moments. The biggest problem these characters have is that they cannot keep their mouths shut even when they know a joke will only work against them.

Clowns are generally accepted and liked during situations where their quirky humor is not out of place parties and other social gatherings, or among friends. Their sense of humor gets them in trouble during tense and dangerous situations. Another problem the Clown faces is that people often do not take him seriously even when they should.

For any and all Contacts, the Zombie Master determines whether or not the Contact is available at any given time. Generally, the more time the character has to reach or get word to his Contact, the more likely the Contact is to come through. A Contact that only provides rumors and hearsay is worth 1 point.

Covetous 1- to 3-point Mental Drawback A Covetous character wants certain things and is prepared to go to great lengths to acquire them. He may be motivated by love of money, lust for sensual satisfaction, hunger for power, or the search for glory. Whatever he desires, be it fame, fortune or influence, he will do almost anything to get it, limited only by any sense of caution or morality he may have -- and in some cases, not even by that.

A Covetous character usually refrains from breaking his own moral code or the laws of the land in the pursuit of his goals, but if a golden opportunity presents itself, the temptation may be just too great.

Level 1: The first level is relatively mild. His desire otherwise dominates his life, however. Most of his actions should be directed towards achieving his objective, directly or indirectly. Level 2: The second level is stronger -- presented with enough temptation, the character may act even if it goes against his better judgement or morality.

He may resist if the action he contemplates is truly wrong and reprehensible -- stealing credit for a heroic deed performed by a friend, for example -- but resisting requires a Simple Willpower Test, at a penalty of -1 to -3 if the temptation and possible rewards are great.

Level 3: The third level is the strongest -- a desire so strong that it often overwhelms any scruples the character may have. There are four types of covetousness, based on what the character wants: Greedy money and wealth , Lecherous sexually attractive people , Ambitious power and influence , and Conspicuous fame and renown. It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the value of this Drawback.

The Covetous Drawback has three levels of severity, worth 1, 2 and 3 points respectively. Furthermore, he is very reluctant to take any risks; putting his neck on the line always strikes him as incredibly foolhardy. Note that this does not mean that a Cowardly character will not fight if necessary. Such a character usually tries to stack the odds in his favor, however, before resorting to violence.

He would have no compunction except as determined by other Drawbacks against attacking others if circumstances minimized the danger. A coward can hide his Drawback from others very easily, as long as he is not involved in a situation that is clearly dangerous. Only then may his limitations become apparent.

Some people are perfectly normal and nice most of the time, but when angered or given offense, make their enemies pay -- and love doing it.

This Drawback has three levels of intensity, worth 1, 2 and 3 points respectively. The level of the Drawback acts as a modifier to any Willpower Test or Task to resist fear, intimidation or bullying. Level 1: At the first level, the character avoids taking unnecessary risks, but fights when cornered or when he thinks he has the upper hand.

Simple Willpower Tests are necessary to avoid fleeing or surrendering when confronted by what the character considers to be superior foes. The same goes for taking even small chances, like confronting the boss, asking for a raise, complaining about some problem, or the like.

This Drawback has two levels or degrees of intensity. The second level is best restricted to villains, as it indicates a serious mental problem that may make most characters unsuitable for the typical campaign. As always, the Zombie Master has the final say. Level 1: This character would never hurt a friend or a loved one. Enemies, especially those who have really angered him, are a different matter.

This is a 1-point Drawback. Level 2: This person is a true sadist, and never passes up the chance to inflict pain on others. Even friends and loved ones are not safe from him. When it comes to enemies or those who get in his way, he enjoys nothing so much as their utter destruction or humiliation.

This is a 3-point Drawback; people with this Drawback will rarely keep any friendships, and will quickly gain enemies. Level 2: The second level of this drawback is stronger. The character needs to pass a Simple Willpower Test to fight back even when he thinks the odds are in his favor, and needs to pass a Difficult Willpower Test to avoid fleeing dangerous situations, or taking chances.

Level 3: The last level is the worst, requiring Difficult Willpower Tests to get involved in confrontations or risky situations even when the character has a good chance of succeeding. Truly dangerous or heroic acts are simply impossible; the character never knowingly or willingly endangers himself, and may actually even betray his friends if he thinks he will save himself in the process.

The character refuses to abandon such beliefs even in the face of overwhelming evidence to the contrary, or at best comes up with rationalizations to explain away any contradictions.

Some examples are given below. Prejudice: The belief that a group of people racial, ethnic or national has certain characteristics positive or negative. While everyone has some prejudices in some way or another, a delusional person staunchly holds to these beliefs. In some cases, the person refuses to trust or befriend any member of such a group, regardless of the merits of the individual person.

Delusions of Grandeur: This person thinks he is somebody far greater and more powerful than she really is. In extreme cases, the character thinks that he is a historical or mythological figure like Napoleon or Sherlock Holmes.

Phobia: A Phobia however defined counts as a Delusion, worth -1 to -3 points depending on the severity.

So, claustrophobia would be worth -1 if the character is uncomfortable in enclosed spaces and -3 if the character is unable to enter an elevator without suffering an anxiety attack. Weird Delusions: Any strange belief that flies in the face of reality. For example, if the character in the last example simply refuses to pet dogs, and avoids being next to a dog, a 1-point Delusion would be sufficient.

If he tells people about his beliefs all the time, and keeps pestering any dog-owning friends and neighbors about the dangers of keeping such monsters around, a 2-point Delusion would be appropriate. The reaction can be anger, pain or anguish, typically more extreme than normal. Maybe a traumatic event in this life or even in a previous life has made them this way. These emotional problems can be triggered by distressful but relatively ordinary events in normal life; they prompt a very strong reaction from a disturbed character.

Some situations that can trigger emotional problems are discussed below. Fear of Rejection: This person is afraid of rejection, and when he experiences rejection or thinks he has been rejected , he feels hurt and angry.

People with this problem may be afraid to make friends or approach people they are attracted to, and if their fears come true, will harbor a great deal or resentment and anger. Common symptoms of Depression include sleep problems either oversleeping or bouts of insomnia , severe procrastination to the point that the sufferer may lose his job , and a lack of interest in anything.

A character with Depression is at -2 to most Tasks, and tends to avoid becoming involved in anything. This is a 2-point Drawback. A severe shock may snap someone out of this state for a while a life-threatening crisis will do it , but the character will sink back into inactivity afterwards.

Certain drugs and psychiatric treatment can reduce the effect of this problem which will also reduce its value. Once they make a friend, they want to hang around him all the time. When involved in a relationship, they are excessively needy. This behavior tends to annoy people around them. This makes it very difficult to have a healthy relationship with either friends or lovers. This problem is a 1-point Drawback. Overcoming an Emotional Problem: A common theme in fiction involves characters who in the course of the plot manage to overcome their flaws.

Emotional Problems can be overcome by characters during play. This should always be roleplayed. In combat, contact sports or other physical confrontations, characters with this Quality can act first without needing to check for initiative, restricted by common sense Fast Reaction Time will not help the target of a sniper half a mile away, for example. Hard to Kill 1- to 5-point Physical Quality Characters with this Quality are extremely tough, and can withstand an amazing amount of damage before going down.

Even after being severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level 5 is the highest possible for human beings. For obvious reasons, this is a very useful Quality for Survivors and the Inspired. Chapter Two 42 Honorable Lazy 1- to 3-point Mental Drawback The Honorable character follows a code of honor, and will not break it lightly, if at all.

The more restrictive and rigid the code is, the higher its value. The character with the code of honor should almost never break its rules, no matter what the cause. In a life-ordeath situation where honor must be ignored, the character might do so, but even then a Difficult Willpower Test is necessary to pass the psychological barriers reinforcing the code of honor.

Players whose characters ignore honor for the sake of convenience should be penalized for poor roleplaying. The levels of the Honorable Drawback are discussed below.

This limits how much he can learn or accomplish in life. A Lazy character must roleplay an unwillingness to work, except in situations where the work is extremely important, and even then he will try to shirk his duties or select the easiest task. More importantly, the character has a hard time learning skills, due to his inability to spend the required time and effort. Level 1: These characters do not lie or betray friends or loved ones, or people they respect.

Anybody else, especially people from groups they dislike or are prejudiced against, are fair game. Level 2: This code of honor is more complex, and applies to everyone, friend or foe. The character always keeps his word and does his best to fulfill any promises he makes.

He will not betray the trust of others once he has accepted it. Note that the character may be reluctant to give his word except in a good cause, because once it has been given he will abide by it.

Level 3: This person lives by a strict set of rules that control most of his actions towards others. In addition to all the other restrictions above, he will refuse to participate in acts of betrayal such as ambushes, striking a helpless or unsuspecting foe, or cheating in any way.

Lying is anathema, and he will only lie in cases of extreme need. Even then, he will feel guilty and will not do a very good job at deceiving; any tasks requiring lying will have a -2 to -6 penalty, determined by the Zombie Master.

When determining and improving skills for a Lazy character, the character point cost becomes higher after reaching a certain level. A Lazy but intelligent or dexterous person can learn a great deal with little effort -- at least at first. Skills are purchased normally until their level is equal to the Attribute most commonly associated with them.

Combat and physical skills would be linked to Dexterity, technical and scholastic skills would be associated with Intelligence, and so on. After reaching that level, any further improvement costs double the normal cost. Lazy people are unlikely to ever excel at anything. For example, Gert is a near genius-level woman Intelligence 4 who has never had to work very hard to be successful. She could have been a great computer programmer, but has instead settled for being a very good one.

After level 4, however, the cost to raise the skill is doubled. It takes 10 points to raise the skill to level 5, and 12 points to raise to level 6!

Indeed, Gert never goes beyond level 4, too lazy to transcend this limit. Humorless 1-point Mental Drawback The Humorless character lacks the ability to laugh at life, and takes everything with the utmost seriousness. Most people find this facet of his personality to be unattractive or bothersome. Clowns and practical jokers most likely select the Humorless as their favorite target. He is a member of a small or disadvantaged group, disliked by the mainstream. People of the dominant group tend to act in negative ways towards him; many will be automatically suspicious, fearful or annoyed at him for no reason other than what he is.

This Drawback has a 1-point value to reflect the relatively enlightened early 21st-century America, where people cannot be denied service in a restaurant because of the color of their skin in most places, at least. In other settings, where prejudice has the full weight of the law and tradition behind it, this Drawback might be worth 2 to 3 points. To pursue his Obsession, he will go to almost any lengths as limited by his morality. He may neglect other duties, both personal and professional, to pursue that which fascinates him.

The Obsession may be a person who may or may not be aware of his feelings, but who almost certainly is upset about their intensity or a task like getting revenge on somebody, or performing some important or notorious feat. You also have the option to opt-out of these cookies.

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