Tuesday 26 January 2016

the mystery of the zombie virus - the cast and rules


Before we start the batrep i'm going to introduce the cast - as if they need it.  But I s'pose we need to see the post apocalyptic versions and see how they translate to ATZFFO.  I decided to make all of the gang co-stars as it were, reason being who do you make a grunt?  In order to try and strike a balance though i only gave them 1 attribute each rather than 2.  I did make them all rep 4, which might make them a little high powered for the game but to be fair there is going to be a whole hell of a lot of zombies, it's also going to be really hard to win the game so it should pan out.

The setting is the hospital I recently built called Jungville General Hospital (Jungville being the fictional town i've been building for my Bolt Action games and post apoc setting).  So the scoobs will have to investigate the creepy, zombie filled hospital, trying to find clues as to how the zombie virus started.  Each corridor, lift, room has it's own special rules and contact table with a chance of either coming into contact with more zombies or rolling to see if they find a clue. The chances of getting a clue are pretty low, with a 1 in 6 roll initially followed by a savvy roll to see if the character has correctly interpreted it as a clue.  So 0d6 is a fail, 1d6 counts as 1 clue, 2d6 either as 2 clues or a special bonus to be used elsewhere in the game, such as reigniting the boiler means the lifts/elevators now work.  I did try to add the power point that i used for the room tables, but can't seem to get it embedded on the blog page, so if anyone has a clue how to do it let me know and i'll try to get it put on here somewhere. The scoobs need to find 3 clues, which doesn't seem a lot but again the chances of finding them are low (more chance of finding zeds!) once they have 3 clues they need to escape either via the main doors or if they discover the right clues via the roof/helipad or sewer entrance.

The game itself will be confined to the Hospital tile, although it is only a 2'x2' game surface rather than 3'x3' it does have 4 levels so offers a massive playing area in reality.



the starting encounter rating for the game will be 4 and the game will be treated as being played in an urban environment with regard to zombie generation i.e on a 4+

So here they are - the cast

First we have Daphne *note i used Bryan's (Vampifan) record sheets but they didn't copy on here well, my fault not Bryan's as i'm not technically competent... Also note i don't use the extra competencies that Bryan has as a house rule, i'm not all that confident in my ATZ skills yet so tend to stick to the script until i know the game better.


ALL THINGS ZOMBIE - FINAL FADE OUT CHARACTER RECORD SHEET
Name:Daphne
Type:Survivor
Gender: FAge: THandedness: right
Rep: 4Drive:Melee:Shoot:Fit:People: 3Savvy: 2
Attribute:Attractive +1 people skill when dealing with the opposite sex
Attribute:
FirearmRangeTargetsImpactMelee Weapon
BA pistol1222baseball bat
Resources on PersonArmor:Food: 1Fuel:Luxury: 1Meds: 1

I decided to give Daphne the attractive skill, i know she's a martial artist as well, but as i said i'm only giving them one attribute and if i said to any scooby-doo fan - Daphne they would say....  I would also say she is more a people person than a deep thinker hence the savvy/people mix.

next up is Fred

ALL THINGS ZOMBIE - FINAL FADE OUT CHARACTER RECORD SHEET
Name:Fred
Type:survivor
Gender: MAge: THandedness: Right
Rep: 4Drive:Melee:Shoot:Fit:People: 2Savvy: 3
Attribute:Brawler +1d to melee
Attribute:
FirearmRangeTargetsImpactMelee Weapon
BA pistol1222katana
Resources on PersonArmor:Food: 2Fuel:Luxury: 1Meds:

Fred likes to wrestle and do martial arts so yes he gets brawler to reflect his melee prowess.  He is a bit more logical in that he likes to build traps so i've given him a higher savvy.

next up is Velma

ALL THINGS ZOMBIE - FINAL FADE OUT CHARACTER RECORD SHEET
Name:Velma
Type:survivor
Gender: FAge: T Handedness: r
Rep: 4Drive:Melee:Shoot:Fit:People: 2Savvy: 3
Attribute:Logical +1 to science based rolls
Attribute:
FirearmRangeTargetsImpactMelee Weapon
chainsaw
Resources on PersonArmor:Food: 1Fuel:Luxury: 1Meds:

now V has really amped up since the zombie virus, the mini sees her carrying a massive chainsaw and bulging with muscles, so into the mix i added her red headed temper (in the blurb anyway).  However she still has her logical brain so her savvy and logical attribute reflect that.

As a house rule for V (i know i've just said i don't use house rules!) i think that 6d6 rolled for noise of a chainsaw is a little prohibitive and i would be tempted not to use the thing in the game at all, so i have ruled that while the chainsaw is active i.e it is slicing and dicing, it is throwing out sound and attracts the 6d6 zombie generation. But when it is not and it is just ticking over then it is generally quieter and only throws out a 1d6.  This makes using the thing a lot more fun and still gives over the noise level when its being used.

next up Shaggy

ALL THINGS ZOMBIE - FINAL FADE OUT CHARACTER RECORD SHEET
Name:Shaggy
Type:survivor
Gender: MAge: THandedness: right
Rep: 4Drive:Melee:Shoot:Fit:People: 3Savvy: 2
Attribute:dim -1 savvy
Attribute:
FirearmRangeTargetsImpactMelee Weapon
BA pistol1222fire axe
Resources on PersonArmor:Food: 3Fuel:Luxury:Meds:

now Shaggy is not the brightest of the bunch so although he's manned up a little, swinging his fire axe about, it hasn't changed the fact that he's a bit dim.  I don't expect him to find clues with such a low savvy and dim attribute.

Lastly we have Scobby-Doo himself


ALL THINGS ZOMBIE - FINAL FADE OUT CHARACTER RECORD SHEET
Name:Scooby-Doo
Type:survivor
Gender: MAge: ?Handedness: paws
Rep: 4Drive:Melee:Shoot:Fit:People: 3Savvy: 2
Attribute:Greedy D6 turns to loot (looking for food)
Attribute:special scooby snack - adds 1 success to one test per game
FirearmRangeTargetsImpactMelee Weapon
teeth and claws
counts as armed
with 1 hand weapon
Resources on PersonArmor: yesFood: 3Fuel:Luxury:Meds:

now i have made him very food orientated as he can't gorge himself like he did before the apocalypse. So now he has greedy attribute.  I have allowed him to have 1 scooby snack that gives him a one off bonus in the game.

So there we have it, next post will be the batrep.  But for now....

Enjoy



8 comments:

  1. Very nice, Andy. I like your character designs and special rules. You're not really missing out by not using all the Skills. When ATZ: Fade To Black is published later this year the skills will be dropped, because Ed says hardly anyone uses them. I will definitely be keeping them as I like them a lot and they give the game more of a role-playing vibe.
    This has the potential of being a very exciting game. I wish the Scooby Gang well!

    ReplyDelete
    Replies
    1. Thank you Bryan, I didn't want to 'super power' those pesky kids but the skills needed to reflect the character of the gang...

      Delete
  2. Great stuff! I love it when the scenery, miniatures and rules all come together. Daphne with the attractive skill, eh! I like it! Looking forward to the Bat rep.

    ReplyDelete
    Replies
    1. Cheers Tim, it was a really atmospheric game, especially as I played it at night!

      Delete
  3. You've done a fine job matching the ATZ attributes to their counterparts in the gang - especially Scooby's. I've never seen either the People or Savvy skills used in anyone's batreps; I replaced People skill with Leadership (closest thing to REP I use)and Initiative for Savvy. Bryan used most of my ideas for new Skillsm but retained 'peopele' and 'savvy' whilst I adopted his "Physical' skill. With so few characters to keep track of having five or six skills I find is no great problem.

    ReplyDelete
  4. To be fair Joe I think your right about the amount of characters vs skills, it's not hard to keep track. I think it gives more of a rpg feel and I think I will be adding more of that to my games

    ReplyDelete