TEXT: 1
  SAVAGE
  A Savage Fan Guide to Playing in Naughty
  Dog's Post-Apocalyptic World
  
  The end has come
  The year is 2033. It has been twenty years since the fall of mankind, when a mutation of the Ophiocordyceps 
  unilateralis fungus spread rapidly across the world, killing or infecting billions. Left to hunker down in the 
  broken ruins of humanity's former glory, the last humans scrounge for supplies, run to stay alive, and try to 
  make sense of their lives in a world reclaimed by nature. 
  In this fan conversion you will find new Edges, Hindrances, and Equipment, as well as Setting Rules for 
  adventures set in the post-Infection world of The Last of Us. Only basic background information has been 
  provided, but wikis and other excellent resources can be found online to fill in the gaps. 
  The Last of Us is copyright Naughty Dog, Inc. and Sony. Artwork was found online and was by unknown
  artists. This document and all the contents herein are presented as free fan material, not for profit, and do not in
  any way attempt to challenge the copyright of the holders of these properties. 
  This game references the Savage Worlds system, available from Pinnacle Entertainment Group at
  http://www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality,
  viability, or suitability for purpose of this product.
  Stats for the Infected courtesy of weksoltan of the Pinnacle Forums.
  The Scavenging rules heavily influenced by Deadlands: Hell on Earth and Jonathan Pierson's Zombie Run. 
  This document is © 2015 by Brian Reeves, for entertainment, not for profit. It is distributed freely for use, as 
  long as the contents are not altered.
  Version 1, November 17, 2015.
  2
  
  What Is Known
  In summer of 2013, the first cases of infection were
  reported worldwide. At first these were isolated
  instances of crazed people attacking anyone they saw,
  but before long the infection spread at an accelerated
  rate. The combination of incubation time and
  aggressive behavior of the victims made an organized
  response impossible. In answer to the rapidly-
  decaying situation, the Federal Disaster Response
  Agency (FEDRA) was placed in control of the
  military and tasked with containment. It immediately
  declared martial law, and as the central government
  collapsed, FEDRA created quarantine zones (QZ)
  throughout the country in major metropolitan areas. It
  didn't take too long before the absolute authority
  afforded to the military led to abuses of power and
  outright murder as they attempted to quell unrest.
  From this the Fireflies were born, a militia that seeks
  to find a cure to the Cordyceps Brain Infection and
  restore a peaceful and democratic government.
  In an effort to protect quarantine zones, the
  military began bombing raids just outside QZ walls.
  These were effective for a while. Though they didn't
  kill all the Infected, it bought enough time to reinforce
  QZ defenses and secure a protective perimeter. As
  contact between military divisions failed, military
  companies in charge of each QZ became the last token
  of government. Life for survivors inside the walls
  became a routine of food rationing, random pathogen
  testing, and constant armed patrols. Smugglers found
  themselves in high demand, as those with contacts
  outside the walls and a hidden access route could
  bring in supplies to a grateful public.
  Meanwhile, outside the walls a constant
  struggle for raw survival became the new norm.
  Scavengers banded together or went solo, picking
  through the ruins for anything that might be useful
  and killing one another for the most meager supplies –
  or just to prevent competition. Hunters, bandits, and
  other bands of survivors keep on the move, avoiding
  Infected in a constant search for resources and safety.
  It is in this truly savage world that the heroes
  find themselves, walking the delicate balance between
  humanity and depravity, health and disease, the past
  and the future. 
  They are the last of us.
  Factions
  The ruins of civilization are the stage upon which
  several factions, each with its own philosophy and
  attitude, vie for control – or the illusion of control.
  FEDRA/Military
  Though they began as two
  separate entities, they were
  merged during the initial
  outbreak into one entity, now
  all that remains of the former
  United States government.
  Militaries hold the quarantine zones, and their
  superior training and equipment gives them total
  power over the survivors in their charge. The goal of
  the military is simply to maintain order and power;
  they find the Fireflies to be dangerous nuisances who
  are trying to seduce otherwise content civilians with
  delusions of a cure. They guard each QZ with extreme
  prejudice, not letting anyone in – or out.
  Bandits 
  Those outside the walls when the quarantine zones
  went up, either due to misfortune or desire, were
  forced to scrounge for a living. In many cases it is
  easier to simply take from those who have already
  done the hard work. These are the Bandits, roaming
  bands of survivors who have become predators upon
  their fellow man. Insular and chaotic, they are usually
  led by the strongest and most bloodthirsty among
  them, their only order being the right of might.
  Hunters
  Not all quarantine zones were successful. In some
  cases they were brought low by spreading Infection,
  but in others they were toppled by rebels. Left without
  any order, and now in possession of military-grade
  equipment and weapons, these survivors often form
  groups called “Hunters,” who kill outsiders
  (sometimes referred to as “tourists”) for supplies.
  They can be distinguished from bandits by the
  presence of their superior weapons and vehicles.
  3
  
  Survivors
  Those outside the walls who haven't joined the
  Fireflies or one of the many Bandit or Hunter groups
  are referred to generically as Survivors. These people,
  solo or in groups, must live by their wits in the
  overgrown ruins of the cities or out in the open
  country, always watching for Infected or – perhaps
  worse – their fellow humans. Their goals and
  philosophies differ widely, as do their lifestyles, but
  they tend to be far more receptive to others than
  Bandits or Hunters, and actively seek to recruit others.
  Fireflies
  Born from insurrection
  during the first military
  crackdowns, the Fireflies are a
  loose organization with goals of
  finding a cure for the CBI and
  bringing back civilization. Though
  idealistic, they aren't naïve, and don't shy from killing
  in defense or (if needed) in offense, though they are
  also open to rehabilitating former military members or
  Hunters. They have their own quarantine zones
  scattered throughout the United States, including St.
  Mary's hospital in Salt Lake City, their center of
  research.
  The Cordyceps Brain Infection
  Cordyceps (Ophiocordyceps unilateralis) is a fungus
  that infects and grows inside a living host. Originally
  found only in insects, the fungus underwent a
  mutation, the cause of which is unknown. Targeting
  the brain, the fungus causes the host to undergo
  significant physiological changes that also modify
  behavior. The infection follows four distinct stages:
  Stage 1: “Runner” 
  Soon after contracting the fungus (within about 48
  hours), the host becomes aggressive, feral, and
  cannibalistic, all in an attempt to further spread the
  infection, which is easily done through the host's
  saliva. For this reason, Infected attempt to bite prey.
  They appear as raving mad but still visibly human,
  with the exception of bloodshot, or bleeding, eyes.
  Stage 2: “Stalker” 
  This stage occurs after approximately 1 week, or
  possibly as long as a year after infection. Now the
  host is visibly displaying signs of the fungus, with
  outgrowths forming on the surface of the skin or
  possibly breaking through the head. The eyes are first
  to be overcome by these growths. They develop an
  early form of echolocation, emitting strange creaks
  and clicks, but still have poor vision. 
  Stage 3: “Clicker” 
  A year or more of prolonged exposure to the fungus
  causes the host's head to split open, the fungus
  forming plate-like structures. Along with this comes
  an advanced form of echolocation, allowing the host
  to “see” using sonar, much like a bat. They are strong
  and fast, and the fungal plates effectively give them
  thin armor, especially on the head.
  Stage 4: “Bloater” 
  The final stage of infection, ten to fifteen years after
  initial exposure, sees the host's body transformed top
  to bottom by the fungus. Outgrowths and plates
  emerge from nearly every surface of the body, and
  fungal growth inside causes the body to become
  massive and swollen, doubling in size. While their
  echolocation is no longer useful, they develop the
  ability to spit sacks of corrosive mycotoxin at
  perceived targets. The fungal plates give them
  significant armor.
  Infectious Bites
  Infected at any of the stages can easily transfer the
  infection through saliva if they break the skin. If an
  Infected successfully inflicts a Wound with a bite
  attack, the target has contracted the fungus. There is
  no roll to avoid this contagion. Only characters with
  the Immune Edge are spared their horrible fate.
  Every 6 hours, the victim must make a Vigor
  roll or enter Stage 1 with a cumulative -2 penalty for
  each check. If the victim was fortunate enough to be
  bitten on a limb, they can be spared infection if the
  limb is removed within ten minutes, which requires a
  Healing roll to avoid killing the victim (without
  proper tools or antiseptics there will be a penalty to
  this roll). If the victim survives, he is Incapacitated
  and must take the One Arm or One Leg Hindrance.
  4
  
  Spores
  When the fungus senses the host is dying, it will cause
  the host seek out an enclosed location, where it will
  begin to emerge from the host's body and produce
  spores. In small numbers these spores are not
  dangerous, but as they become visible in the
  atmosphere they become deadly. Those not wearing
  gas masks (or otherwise preventing the spores from
  entering their lungs) must make a Vigor (-2) roll or
  become infected.
  Creating Characters
  Characters for The Last of Us can be made using the
  core Savage Worlds rules as presented in the Savage
  Worlds Deluxe. A couple of new Hindrances, Edges,
  and Gear are described below. Gamemasters with
  access to other post-apocalyptic settings, such as
  Broken Earth or Deadlands: Hell on Earth might find
  additional resources. Savage Worlds Horror
  Companion also has vital information on Fear checks,
  establishing a tone for horror gaming, and character
  options that would be ideal for this setting.
  New Hindrances
  Combat Paralysis (Major)
  This individual is no fighter. When things get tough,
  the character tends to freeze up, unsure what to do. He
  begins every combat Shaken (even those that began
  with him getting The Drop). 
  PTSD (Major)
  This character has experienced something traumatic
  and it left him mentally scarred. He tends to be
  withdrawn and suffers anxiety and nightmares,
  lowering his Charisma by 1. In addition, he adds +2 to
  rolls on the Fright Table when reacting to Fear.
  Poor Health (Minor) 
  Some issue with this character's health leads her to go
  through extra rations. She needs to consume twice the
  amount of food and water per day as normal.
  Dependent (Major) 
  Your character has some person to which he is
  completely devoted and will do anything to protect.
  This may be his wife or girlfriend, one of his children,
  an ally, or even a pet. The Dependent is a Novice
  Rank character and, while scrappy in her own right,
  just isn’t up to par with the rest of the party. For
  whatever reason, this doesn’t stop the Dependent from
  getting involved – often. She constantly requires
  saving, reveals team secrets, or otherwise causes your
  hero no end of grief. Of course, every now and then,
  the friend might just save the hero’s life, but such
  instances should be rare. If the Dependent ever dies,
  your hero is grief-stricken until he gets reasonably
  permanent justice… or revenge! This might mean
  putting himself at extreme peril to track down the
  perpetrator. Justice doesn’t have to be truly permanent
  – just long and lasting rather than fleeting and
  temporary. Until then, the affected character receives
  only one Benny at the beginning of each game session
  (but Luck and other bonuses apply normally). 
  New Edges
  Scrounger
  Prerequisites: Novice, Notice d6
  This survivor has an uncanny knack for locating
  useful stuff. You gain +2 to Notice rolls while
  Scavenging (see below). This Edge stacks with
  Alertness.
  Immune
  Prerequisites: Novice, Young, Special
  Your character is one of the lucky ones, those who
  were born with a genetic immunity to the Cordyceps
  fungus. He cannot contract the infection in any way –
  through a bite, by breathing spores, etc. He can still be
  harmed by bites or other damage from an Infected, of
  course. Whether your character knows about his
  immunity or not depends on if he has survived being
  bitten. If he has been bitten, he will register as
  infected on any tests, making him subject to instant
  execution by FEDRA. He might also be subject to
  Firefly desires to use his body to seek a cure, so he is
  best keeping this information to himself.
  Only one character in the party may have this
  Edge, due to its rarity. In addition, only characters
  with the Young Hindrance may be immune, as the
  immunity has taken a generation to develop.
  5
  
  Gear
  Binoculars: Binoculars add +2 to vision-based Notice
  rolls to see things at a distance. (1 lb, $100)
  Gas Mask: Wearing a gas mask allows a character to
  safely breathe while in areas with large quantities of
  airborne spores. 
   However, it reduces visibility,
  imposing a -2 penalty to Notice rolls. (5 lb, $500)
  Molotov Cocktail: A simple weapon made of a
  flammable liquid placed in a glass bottle and stuffed
  with a flaming rag. Molotov cocktails have a range of
  5/10/20 and shatter upon impact, doing 1d10 damage
  in a Medium Burst Template. Targets have the chance
  of catching on fire (see Savage Worlds). (1 lb, $10)
  Nail Bomb: Made from assorted sharp objects placed
  in a metal soup can along with an explosive substance,
  these simple weapons have a range of 5/10/20 and
  explode upon impact, doing 2d6 damage in a Small
  Burst Template. Nail bombs may also be attached to
  triggers or tripwires (requires a Smarts roll) and set as
  a booby trap. (1 lb, $10)
  Riot Shield: Riot shields act as large shields (see
  Savage Worlds). Modern composite materials add +4
  Armor versus ranged attacks. (5 lb, $150)
  Scope: Scopes may be mounted on rifles or other
  long-arms. When using the Aim maneuver, the
  character adds an additional +2 to Shooting rolls
  against targets at Medium or Long Range. In addition
  to the benefits above, scopes add +2 to Notice rolls
  made to view things at a distance. (1 lb, $300)
  Shiv: This quick weapon is made from any sharp
  object which can be taped to a suitable grip. They
  aren't strong, breaking on a roll of 1 on the Fighting
  die. (0 lb, $1)
  Smoke Bomb: Fashioned from ammonia nitrate,
  sugar, and baking soda, this simple weapon has a
  range of 5/10/20 and breaks open on impact, creating
  a Large Burst Template of opaque smoke. The smoke
  is treated as per the obscure power, granting -6
  penalty to see or target a subject inside (or on the
  opposite side) of the smoke. (1 lb, $10)
  Setting Rules
  Every Bullet is Sacred. In a post-apocalyptic setting
  like The Last of Us, survival often hinges on whether
  or not one still has a few drops of water in the canteen
  or one more arrow in the quiver. Players should keep
  careful track of their resources at all times. It might
  help to use markers or chips of some kind to better
  visualize the scarcity of these assets.
  Gamemasters who want an even more tough
  setting might also want to experiment with the Gritty
  Damage and Critical Failures rules.
  Scavenging
  The difference between living and dying can often
  come down to small pieces of equipment. In locations
  the GM indicates are suitable, those who wish to
  scavenge may make Notice rolls. With a success, the
  hero finds $2d4 worth of old currency (this roll can
  Ace), which is still used in quarantine zones. The
  length of time it takes to complete the search depends
  on the size of the location (see below). If the search
  takes longer than a few minutes, the chances grow of
  Infected, Bandits, or some other threat arriving. With
  each raise, he may also draw a card and compare the
  result to the Scavenging Table below.
  Most of the really good spots have already
  been cleaned out in the last 20 years. The size of the
  find and the likelihood that it's already been heavily
  scavenged modify the Notice roll.
  Scavenging Modifiers
  Mod. Time
  Location
  -4
  1d4 rounds
  Body
  -2
  1d4 minutes
  Car, pile of corpses
  -1
  2d4 minutes
  Tractor trailer, debris pile
  0
  2d10 minutes House, office, boat
  +1
  1d4 hours
  Large office, jetliner
  +2
  2d4 hours
  Mansion, store, cruise ship
  +4
  2d10 hours
  Mall, military base
  Mod. Condition
  -4
  Already searched
  -2
  Likely to have been searched
  0
  Never searched
  +2
  Survival shelter, personal cache
  6
  
  Scavenging Table
  Spades (Weapons and Armor)
  Two: Crude weapon. A shiv, smoke bomb,
  nail bomb, or molotov cocktail.
  Three-Five: 3d12 rounds of ammunition. Roll
  on the Firearms table below to determine the type.
  Six-Nine: Melee Weapon. Baseball bat,
  machete, knife, axe, baton, chain saw, etc.
  Ten: Armor. Select a piece of modern armor,
  including shields.
  Jack-Ace: Firearm. Roll 1d20.
  1 – 5 = small pistol
  6 – 9 = large pistol
  10 – 12 = rifle
  13 – 15 = shotgun
  16 – 17 = assault rifle
  18 – 19 = submachine gun
  20 = machine gun
  With an Ace, the firearm has ammunition.
  Otherwise it is empty.
  Clubs (Equipment)
  Any: Odd Item. Choose one item worth less
  than $100 from the Mundane Items equipment list
  (see Savage Worlds) or something not on the list but
  of similar value:
  Rope, shovel, canteen, crowbar,
  flashlight, blanket, backpack, lighter, batteries, hiking
  boots, pack of cigarettes, soap, musical instrument,
  etc. Items that need batteries only have them if you
  drew a “face” card. With an Ace, the item may be
  worth over $100 (though it can't be something from
  another list, such as a vehicle, weapon, and so on).
  Hearts (Supplies)
  Two-Seven: Food. 1d10 meals' worth of
  canned, packaged, or otherwise non-perishable food. 
  Eight-Jack: Water. 1d4 days of potable water
  with containers.
  Queen-Ace: Medical Supplies. Pain killers,
  bandages, antiseptics, etc. Without such supplies, you
  suffer -2 on all Healing rolls. You have enough to heal
  1d10 wounds.
  Diamonds (Explosives and Vehicles)
  Two-Five: Flammables/explosives. Kerosene,
  oil, lighter fluid, or some other chemical (not
  including gasoline). Enough for 1d10 applications.
  Six-Nine: Fuel. 2d6 gallons and suitable
  containers.
  Ten-Ace: Vehicle. A functioning car, truck,
  van, motorcycle, or bicycle. Under the right
  conditions, this might be an air or water vehicle (GM
  approval). The vehicle has 1d6 hours of fuel.
  Joker (Memento) 
  The hero finds an item that reminds her of her past:  a
  working iPod, a child's toy that reminds her of her
  dead child, a novel he once read, a photo of a place
  she knew before the Outbreak, and so on. This
  memento awards the hero with a Bennie at a future
  time when they choose to “expend” it, after which the
  memento no longer has any power. It may be kept,
  abandoned, etc., but it has no further game effect.
  Bestiary
  Runner
  Runners appear as crazed-looking people with
  bloodshot eyes and foaming mouths. They are often
  covered with bloodstains or other bodily fluids. Some
  are passive, not attacking until a nearby sound causes
  them to go berserk. They gibber and moan as they
  struggle against the fungus taking over inside.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d6, Vigor d4
  Skills: Fighting d4, Intimidation d6, Notice d6
  Pace: 8 (d10 running die); Parry: 4; Toughness: 6
  Special Abilities
  • Bite: Str+d4
  • Fleet-Footed: A Runner has Pace 8 and rolls a d10 
  instead of a d6 when running.
  • Bad eyes: Runners
  have poor eyesight.
  They suffer a –2
  penalty to any Trait roll
  made to Notice
  something more than 5”
  (10 yards) distant.
  • Infected: Infected add
  +2 to Toughness, never
  suffer Fatigue or Fear,
  and do not suffer a
  Wound from multiple
  Shaken results.
  7
  
  Stalker
  Stalkers show obvious
  signs of their infection
  as strange fungal forms
  grow out of their skull,
  consuming their eyes.
  Attributes: Agility d6,
  Smarts d6 (A), Spirit
  d6, Strength d6, Vigor
  d6
  Skills: Fighting d6,
  Intimidation d6, Notice
  d6, Stealth d6
  Pace: 6; Parry: 5; 
  Toughness: 7
  Special Abilities
  • Bite or Claw: Str+d4
  • Pseudo-echolocation: Stalkers ignore penalties for 
  bad lighting due to their sonar-like senses. They get -2
  penalty to any Trait roll made to Notice something 
  more than 5” (10 yards) distant.
  • Fear: Stalkers are terrible to behold and cause a Fear
  check.
  • Infected: Infected add +2 to Toughness, never suffer
  Fatigue or Fear, and do not suffer a Wound from
  multiple Shaken results.
  Clicker
  The skull of a Clicker has split fully open, displaying
  a plate-like fungal growth that leaves only their mouth
  and chin intact. Tiny fungal scales on their body serve
  as thin armor. They get their name from the distinctive
  clicking, screeching noises they constantly emit.
  Attributes: Agility d6, Smarts d6 (A), Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d6,
  Notice d4
  Pace: 6; Parry: 5; 
  Toughness: 9 (2)
  Special Abilities
  • Bite or Claw: Str+d4
  • Natural Armor:
  Fungal growths provide
  2 armor.
  • Echolocation:
  Clickers ignore
  penalties for bad
  lighting due to their
  sonar-like senses.
  • Fear: Clickers are terrible to behold and cause a 
  Fear check at –1.
  • Berserk: When provoked, a Clicker will go berserk, 
  as per the Edge of the same name. Their Parry is 
  reduced by 2, but they add +2 to their Toughness and 
  all Fighting, Strength, and melee damage rolls. Their 
  berserk state ends when they no longer detect a target 
  for more than 5 rounds.
  • Infected: Infected add +2 to Toughness, never suffer
  Fatigue or Fear, and do not suffer a Wound from
  multiple Shaken results.
         Bloater
  Bloaters are huge, nearly twice the size of a regular
  human, and amazingly strong. The Cordyceps
  infection has transformed their body until it is only
  nominally human in shape, with thick fungal plates, a
  riot of growth on the head, and a bulbous bloated
  appearance to their skin.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, 
  Strength d10+2, Vigor d8
  Skills: Fighting d8+2, Notice d4, Throwing d6
  Pace: 4; Parry: 3; Toughness: 15 (4)
  Special Abilities
  • Size +3: Bloaters are over 8' tall.
  • Mycotoxin: Bloaters throw sacks of Mycotoxin 
  (range 4/8/16) which explode on impact, creating a 
  Medium Burst Template cloud of a painful toxin that 
  does 2d4 damage per round. The cloud disperses after 
  3 rounds and does not contain infectious spores.
  • Bite or Claw: Str+d4+2
  • Echolocation: Bloaters ignore penalties for bad 
  lighting due to their sonar-like senses.
  • Fear: Bloaters are huge creatures that are an 
  absolute terror to behold, causing a Fear check at –2.
  • Fungal Armor:
  Bloaters are covered in
  thick fungal plates that
  provide 4 armor.
  • Slow: Bloaters are
  never dealt an initiative
  card that is greater than
  5, and can never run.
  • Berserk: Bloaters are
  extremely aggressive
  and are permanently
  Berserk, as per the
  Edge. The stats already
  reflect these modifiers.
  8
  
  Bandit
  These ragtag survivors are desperate and unruly. They
  dress in whatever torn, mismatched clothes they find.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength
  d8, Vigor d6 
  Skills: Fighting d6, Notice d6, Shooting d6, Stealth
  d6, Survival d6 
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 5
  Edges: Brave, Quick Draw 
  Gear: Club (Str+d6), Knife (Str+d4), light pistol
  (12/24/48, 2d6, AP1, Semi-Auto) or rifle (24/48/96,
  2d8, RoF 1, AP 2), Gas Mask. Some have Molotov
  Cocktails or shotguns.
  Hunter / Firefly Militia Member
  More organized than bandits, but not as funded as the
  military, these militia members are good fighters.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength
  d6, Vigor d8 
  Skills: Driving d4, Fighting d8, Intimidation d4,
  Notice d6+2, Shooting d8, Stealth d8, Survival d6 
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 6
  Edges: Combat Reflexes, Alertness 
  Gear: Club (Str+d6), Knife (Str+d4), light pistol
  (12/24/48, 2d6, AP1, Semi-Auto) or rifle (24/48/96,
  2d8, RoF 1, AP 2), Walkie-Talkie, Flashlight, Gas
  Mask. Some have Molotov Cocktails or shotguns.
  Soldier
  These trained military
  fighters, serving under
  orders of FEDRA,
  ruthlessly defend their
  QZ. They wear combat
  fatigues and body
  armor, and work in
  coordination with other
  squad members.
  Attributes: Agility d6,
  Smarts d6, Spirit d6,
  Strength d8, Vigor d6 
  Skills: Climbing d6,
  Fighting d8, Notice d6,
  Shooting d8, Survival
  d6, Throwing d4 
  Charisma: +0; Pace: 6; Parry: 8; Toughness: 12 (7) 
  Edges: Combat Reflexes, Marksman, Rock and Roll!
  Gear: 9mm Pistol (12/24/48, 2d6, AP1, Semi-Auto),
  M-16 (24/48/96, 2d8, AP2, Auto, 3RB), Knife
  (Str+d4), Baton (str+d4), Kevlar Vest (armor +4,
  negates AP4), Riot Helmet (armor +3, head only),
  Riot Shield (parry +2, armor +4 for ranged shots),
  Walkie-Talkie, Flashlight, Gas Mask.
  9
  
  A Light in Darkness
  An Introductory Adventure set in the world
  of The Last of Us
  This adventure is designed to introduce players to the
  world of The Last of Us, putting them right into the
  action between a group of Bandits and the Infected
  while traversing some dangerous ground. It is set in
  As usual, stealth is often an optimal approach, as the
  enemies in this scenario outnumber and, in some
  cases, outmatch the heroes. Encourage characters to
  use tactics and maximize their environment.
  Characters should be Fireflies, though sufficiently
  altruistic Survivors would also be appropriate. Though
  the adventure is set in a city, the exact location is left
  intentionally unspecified.
  Background
  Three days ago, a group of four Survivors venturing
  across country to seek the Firefly QZ entered an
  abandoned regional airport in a nearby rural area.
  Hoping just to find supplies, they were excited to
  discover an operable Piper Cub airplane. By siphoning
  fuel from other wrecked planes on the tarmac they
  were able to get enough to power up the little plane.
  Unfortunately, while spread out to search the area, a
  member of the group was bitten by an Infected.
  Terrified, he kept the bite to himself, hiding it under
  his jacket. Their leader, Maria Cruz, piloted the craft
  while her companions – and their most precious
  cargo, a 6-month-old baby girl – buckled up in back.
  Only a few hours into the flight, the infected
  member of the group sprung awake from a nap and
  leapt at the nearest victim. In the ensuing struggle,
  Maria lost control of the plane. It came down in the
  outskirts of a city, smashing through the glass ceiling
  of an upscale office building, where it became
  suspended in a lattice of bent metal two stories over
  the lobby. Everyone inside was killed instantly, even
  the Runner, with the exception of the baby. Maria was
  thrown from the plane, both her legs broken, dragging
  herself into a hiding spot in a nearby office.
  Naturally, the commotion attracted the
  attention of every Infected in the area, not to mention
  a group of ruthless bandits, who even now are scoping
  out the best approach into the building.
  Getting Started
  The characters are all members of the Fireflies, based
  out of a secret encampment a day or two from the
  scene of this adventure. They've been sent on a supply
  run to locate medicine and other much-needed items.
  While making their way through the silent, abandoned
  streets of a city, they hear the sounds of a small-
  engine aircraft. It isn't far off, flying low and
  obviously in trouble. The aircraft disappears behind
  some buildings, and a few moments later the
  characters hear the unmistakable sound of impact.
  While self-preservation might encourage them
  to avoid the area, remind the players that the
  characters are Fireflies, hoping to bring humanity
  back to the world. If there are survivors of the crash,
  they won't be there long enough to report back to base
  for specific commands – they'll have to take action
  now. Besides, anyone with the Heroic or Curious
  Hindrances will be unable to walk away.
  A Note on Weather
  No specific weather or climate is mentioned in this
  adventure, just as the setting is non-specific. However,
  the complication of bad weather might add some
  drama to the scenario.
  Rain: Heavy rainfall makes some surfaces slippery (-
  1 to Agility-related rolls) and might obscure long-
  distance vision, adding penalties to attacks at long
  range, to Notice checks, etc.
  Freezing Rain: While freeing rain (sleet) doesn't
  increase vision penalties, it makes surfaces much more
  slippery (-2 to Agility-related rolls). For characters
  with inadequate protection, this can also lead to
  Fatigue from the cold (see Savage Worlds). 
  Snow: Depending on the depth, snow can be much
  more than just “flavor.” Knee-deep snow prevents
  running, and waist-deep (or deeper) snow is counted
  as difficult terrain. The cold conditions can also cause
  Fatigue for characters without protection.
  Fog: Light fog can interfere with long-distance vision
  (-2 to Notice checks) and ranged attacks but heavy fog
  can impede all vision (-2 at Medium or Close range).
  Heat: Elevated temperatures don't generally impede
  vision or motion, but characters will need to increase
  their water intake (see Savage Worlds).
  High Wind: A stiff wind becomes a nuisance when it
  impedes motion (-2 to Pace when moving upwind, +1
  when moving downwind) and a hazard in high places
  (-2 to Agility-related rolls).
  10
  
  Scene 1: The Bridge
  Heading toward the section of the city where they last
  saw the plane, the group discovers a river curring
  through the city. This is something new, caused by a
  nearby river changing its course over time. Now it
  courses down city streets, following a channel carved
  out during the early-Outbreak bombing decades ago.
  The river is extremely dangerous. The fast-moving,
  powerful flow makes swimming hard (-4 penalty to
  Swimming rolls) filled with rubble and other hazards.
  Anyone in the river is “attacked” by debris (Fighting
  d6, 2d4 damage) and swept far away from their goal.
  A possible solution lies overhead. Straddling
  the river is a luxury hotel with a skybridge that
  connects the two buildings. The lobby of the hotel is
  flooded up to the waist, with wreckage floating in the
  cold water (treat as Difficult Terrain). An escalator
  leads to an upper floor. Before the heroes reach it, two
  Runners come in through ground-floor windows and
  wade toward the heroes.
  Once upstairs, the heroes see a bank of
  elevators and halls of hotel rooms. One elevator is
  stuck halfway between floors; it is possible to climb
  onto it then start up the ladder. More than two people
  standing on the elevator at a time causes the cables to
  snap, dropping the elevator, and anyone who failed an
  Agility check to grab onto something, three floors into
  the basement (3d6 damage). Three more Runners
  enter the lobby as the heroes work on this problem.
  The skybridge is in a bad state of repair: the
  frame is bent, the glass is shattered, and wind whips
  through here fiercely. It snaps as soon as the first
  character reaches the center, bending downward but
  not dropping fully – not yet. The metal groans
  ominously. A gap crumbles opens which requires a
  Strength roll to leap across. Enterprising characters
  might also be able to cross on top of the skybridge,
  which requires a Agility roll. In either case, only one
  character can be on the bridge at a time or the entire
  thing will collapse.
  To complicate matters, a Stalker in the far
  building took notice of the activity and attacks as soon
  as the first character is safely across. The area beyond
  the skybridge is a small lounge full of scattered chairs
  and tables beside another row of elevators, with two
  long hallways of hotel rooms.
  Once the heroes are safely across, they can
  continue toward their destination.
  Scene 2: The Alley
  In the ruins of a ground-floor diner, a gang of ten
  Bandits has created a small temporary encampment.
  Their leader, Trevor, is a shrewd and calculating man
  but also a bit of a coward. The bandits saw the plane
  come down but prefer not to engage with any Infected
  (or other bandits!) that might also be headed that way.
  Trevor's scout spotted the characters while they were
  traversing the skybridge. The bandits set up an
  ambush, hoping to use the characters as bait so they
  can reach the plane. Trevor uses the regular Bandit
  stats, but has a d8 Spirit, d10 Persuasion, the
  Charismatic Edge, and is a Wild Card.
  The ambush happens in a pinch point between
  two city buses in the street. A sniper is watching from
  nearby rooftop. Heroes with the Danger Sense Edge
  have an opportunity to make their Notice rolls just
  before Trevor and his bandits emerge on both sides. If
  unsuccessful, the bandits have “The Drop” but don't
  use it to attack. Either way, they demand the heroes
  turn over their weapons. Remind the players that
  failure to do so will surely be fatal, as they're
  outnumbered by men with guns. Submission gives
  them a chance to turn the tables later, and also earns
  them all a Benny. Trevor's goal in this encounter is to
  come across as reasonable and open to dialogue in
  order to get the heroes to let down their guard. He'll
  promise the moon and stars – but he won't put down
  his weapons. That's just common sense, since he
  outnumbers the heroes. But he'll assure them he
  means no harm if they cooperate.
  If they do, they'll be stripped of their weapons
  and possessions, then led into a nearby building where
  the bandits have a burn barrel and crude bedding to
  form an encampment. Trevor asks the heroes what
  they're doing, where they're headed, etc. If the heroes
  are wearing Firefly armbands or pendants, Trevor
  notices these but doesn't comment. Each hero's hands
  are bound with rope. At this time Trevor lays down
  his terms: The heroes can walk away unharmed as
  long as they perform a little “chore” for him. All they
  need to do is lure the infected away from the area so
  the bandits can safely enter the building. He doesn't
  care how they do it, but he won't untie their bonds or
  give them weapons to use, and warns them he has a
  “damn good sniper” perched on a rooftop nearby who
  will have orders to shoot if the heroes do anything
  other than their task.
  11
  
  If they consent, he'll give them some food and
  water then the bandits march them out into the street.
  He speaks into a radio to give orders to his sniper,
  then heads back into the hideout. The heroes are free
  to do as they please, but the sniper is no bluff, and will
  start shooting if they visibly deviate from the plan.
  Drawing the attention of the Infected can be done any
  number of ways (don't forget to reward clever
  gameplay with Bennies!) but, if successful, the heroes
  will find themselves running for their lives before a
  veritable army of Runner, Stalkers, and Clickers. The
  exact number isn't important, because any number will
  surely be too much for them to handle without
  weapons. They'll need to rely on stealth to escape.
  Returning to the bandit hideout, the heroes find
  the bandits, along with all their equipment, gone.
  They've entered the office building to try and reach
  the airplane, figuring the heroes to be dead. They'll
  need to get creative if the heroes want to survive.
  Fortunately, impromptu weapons are all over, and the
  buildings provide scavenging opportunities.
  If at any time the heroes resist or refuse
  Trevor's crazy plan, combat breaks out. The bandits
  with guns take position behind available cover while
  those with melee weapons try to engage the heroes.
  As soon as three bandits go down (or Trevor himself
  is Incapacitated), the rest scatter and try to regroup.
  Scene Three: The Office
  Whether they came here directly or pursue the bandits
  into this building, the heroes soon find themselves in
  grave danger. In this building are three more Stalkers
  and two Clickers, but worst of all is the Bloater
  occupying a huge room full of cubicles upstairs. Amid
  all this are any of the surviving bandits, who attack
  the heroes directly only when it's safe or convenient.
  Anyone entering the lobby through the broken
  revolving door can clearly see the airplane suspended
  above, resting partially on a huge metal decorative
  globe. It's bent and broken, one wing on the floor and
  the other dangling by wires. Glass and metal litter the
  floor of the lobby. They notice something else, too:
  the cry of a baby coming from the plane! The best
  way to get up there is either from the roof or by
  climbing across to the globe from a nearby balcony.
  Either way, the heroes must first get upstairs.
  A broad staircase will get them to the second floor,
  but the elevator is caved in, meaning they'll have to
  take the emergency stairs to reach the balcony. The
  emergency stairs are located toward the back of the
  building, past a number of office rooms. These rooms
  are thick with spores (treat like thick fog) and prowled
  by three Clickers. When the heroes reach the
  emergency stairs, they stumble upon three bandits.
  One of them carries a duffel bag containing the
  heroes' stolen weapons! The bandits don't give up
  their haul easily and fight to the death.
  The roof exit is impassible, so any hope of a
  roof approach is out. Cutting back across the third
  floor of the building passes the heroes through the
  room full of cubicles. Here the Bloater stalks the
  heroes through the rows, aided by two Clickers. Make
  sure to draw out the room, giving the heroes plenty of
  cubicle rows to hide behind and room to maneuver.
  This room is maze-like, dark, and full of useful
  objects. This encounter is very tough, so encourage
  the players to try a variety of tactics; leaving the
  Bloater behind is a valid approach!
  Past this room is an executive suite. Here is
  where Maria Cruz, injured and infected, has holed up
  with a pistol. Once she realizes the heroes aren't
  Infected or bandits, she implores them to save the
  baby and to deliver it to the Firefly QZ in Colorado
  because, she says, the baby is “immune.” She then
  pleads them to end her life before she turns.
  From here the balcony is just beyond a door. A
  ladder suitable for spanning the distance to the globe
  rests nearby. Crawling across requires a Climbing
  check (allies can aid this roll by holding the ladder
  still). The extra weight threatens to collapse the whole
  thing, so only one hero can attempt this. Inside the
  plane, the baby is resting on the floor near several
  corpses. Getting it back across to safety is a delicate
  operation, one that is made more complicated by the
  arrival of Trevor (if he's alive) and any remaining
  bandits, who is still talkative not no longer interested
  in making deals. At this moment, a dozen Runners
  enter the lobby below, heading straight for the stairs.
  The heroes need to finish off the Bandits and escape
  the building, keeping the baby safe. 
  Conclusion
  The heroes need to decide what to do with the baby.
  Those who know how the Fireflies are seeking a cure
  might not want to return to base with her. Either way,
  getting her to safety might be an adventure unto itself!
  12
  
  6
  5
  5
  2
  Attributes
  Derived Statistics
  Skills
  Wounds
  -1
  INC!
  Weapon
  Range      Dam.  
  Notes
  Baton
  -
       str+d4
  Glock
  12/24/4    2d6
  Shots 17, AP 1, Semi
  Survival
  -
       str+d4
  Supplies add +1 to
     Knife
  Survival rolls
  Smoke Bomb 5/10/20     -
  Lg. Burst, -6 obscure-
  ment penalty for 3 rds
  d6
  Fighting
  d6+2
  Healing
  d6
  Notice
  d8
  Persuasion
  d6
  Shooting
  d6
  Stealth
  d6
  Survival
  Brave: +2 to Fear tests
  Charismatic: Charisma +2
  Command: +1 to troops recovering from
  being Shaken
  Command Presence: Increase command
  radius to 10”
  Healer: +2 Healing
  Natural Leader: Leader may give Bennies
  to troops in command
  Code of Honor: Character keeps his word
  and acts like a gentleman
  Cautious: Character is overly careful
  Loyal: The hero tries to never betray or
  disappoint his friends
  -3
  -2
  -1
  -2
  Weapons
  Fatigue
  3
  Type
  Area
  Prot.
  Notes
  Backpack, Blanket, Canteen, Crowbar, Flashlight, Rope
  (10”), Tool Kit, Trail Rations (5 meals), Whistle, Med Kit (+2
  to a single Healing roll), Walkie-Talkie, Gas Mask (-2
  Notice), Firefly Pendant.
  Gear
  Armor
  Edges and Hindrances
  Ballard
  Rank: Seasoned
  XP: 25
  Gender: Male
  Concept: Leader
  Age: 45
  Damage
  Permanent Injuries:
  Pace
  Parry
  Toughness
  Charisma
  Bennies
  Agility
  Strength
  Smarts
  Spirit
  Vigor
  d6
  d6
  d8
  d6
  d6
  SAVAGE
  Ballard got his start in the San Francisco QZ, where he
  was a ranking member of FEDRA until a foray outside
  the wall led to the slaughter of his troops. He was
  rescued by Fireflies and eventually joined them, using
  his expertise to help them run interference against the
  military. He's energetic, capable, dedicated, but perhaps
  a little too idealistic.
  
  Attributes
  Derived Statistics
  Skills
  Wounds
  -1
  INC!
  Weapon
  Range      Dam.  
  Notes
  Kar98 
  24/48/96   2d8
  Shots 5, AP 2
  S&W
  12/24/48   2d6+1
  Shots 6, AP 1, Revolver
  Switchblade
  -
       str+d4
  -2 to Notice if hidden
  Smoke Bomb 5/10/20     -
  Lg. Burst, -6 obscure-
  ment penalty for 3 rds
  Nail Bomb
  5/10/20     2d6
  Med. Burst, Can set trap
  d6
  Fighting
  d8+2
  Notice
  d10
  Shooting
  d6
  Stealth
  d6
  Survival
  d4
  Throwing
  Alertness: +2 Notice
  Dead Shot: Double ranged damage when
  dealt Joker
  Marksman: Aim maneuver (+2 Shooting)
  if hero does not move
  Quick: Discard draw of 5 or less for new
  card
  Steady Hands: Ignore unstable platform
  penalty; Running penalty reduced to –1
  Trademark Weapon: +1 to Shooting rolls
  when using Kar98 rifle.
  Small: –1 Toughness due to thin body
  Phobia (Minor): –2 to Trait tests in tight,
  enclosed spaces
  Quirk (Loves Crosswords): Cassidy
  collects old crossword books and solves
  them obsessively during her downtime.
  -3
  -2
  -1
  -2
  Weapons
  Fatigue
  Type
  Area
  Prot.
  Notes
  Backpack, Blanket, Canteen, Flashlight (10” beam), Rope
  (20”), Trail Rations (5 meals), Whistle, Med Kit (+2 to a
  single Healing roll), Walkie-Talkie, Gas Mask (-2 Notice),
  Firefly Pendant.
  Gear
  Armor
  5 Moons
  Edges and Hindrances
  Cassidy
  Rank: Seasoned
  XP: 25
  Gender: Female
  Concept: Sniper
  Age: 30
  Damage
  Permanent Injuries:
  Pace
  Parry
  Toughness
  Charisma
  Bennies
  Agility
  Strength
  Smarts
  Spirit
  Vigor
  SAVAGE
  Cassidy barely remembers a time before the Cordyceps
  Outbreak. Over the last two decades she joined many
  groups who were surviving as best as they could against
  the Infected and the Hunters, but inevitably their luck
  would run out. Now with the Fireflies, Cassidy is an
  accomplished shooter who often uses her skills for
  sniping or cover. She's crafty, observant, and quiet.
  d6
  d6
  d6
  d6
  6
  5
  4
  0
  3
  d10
  
  Attributes
  Derived Statistics
  Skills
  Wounds
  -1
  INC!
  Weapon
  Range      Dam.  
  Notes
  DB Shotgun
  12/24/48   1-3d6
  RoF 1-2, Shots 2
  Ruger
  10/20/40   2d6-1
  Shots 9, Semi-Auto
  Machete
  -
       str+d6
  Shiv
  -
       str+d4
  Breaks with 1 on 
  Fighting die
  Nail Bomb
  5/10/20     2d6
  Med. Burst, Can set trap
  d8
  Fighting
  d6+2
  Notice
  d4
  Repair
  d6
  Shooting
  d6
  Stealth
  d6
  Survival
  d4
  Swimming
  d4
  Tracking
  d4
  Throwing
  Alertness: +2 Notice
  Brave: +2 to Fear tests
  Combat Reflexes: +2 to recover from
  being Shaken
  Danger Sense: Notice at –2 to detect
  surprise attacks/danger
  Dodge: –1 to be hit with ranged attacks
  Luck: +1 Benny per session
  Quick: Discard draw of 5 or less for new
  card
  Arrogant: Must humiliate opponent,
  challenge the ‘leader’
  Habit (Minor): Expects the worse and
  vocalizes his fatalism often; -1 Charisma
  Vengeful (Minor): Character holds a
  grudge
  -3
  -2
  -1
  -2
  Weapons
  Fatigue
  Type
  Area
  Prot.
  Notes
  Backpack, Canteen, Flashlight (10” beam), Lighter, Rope
  (10”), Whistle, Med Kit (+2 to a single Healing roll), Walkie-
  Talkie, Gas Mask (-2 Notice), Firefly Pendant.
  Gear
  Armor
  Edges and Hindrances
  John
  Rank: Seasoned
  XP: 25
  Gender: Male
  Concept: Smuggler
  Age: 27
  Damage
  Permanent Injuries:
  Pace
  Parry
  Toughness
  Charisma
  Bennies
  Agility
  Strength
  Smarts
  Spirit
  Vigor
  SAVAGE
  Coming from the Seattle QZ, John lived a happy life
  until he was 12, when a family member got him
  involved in smuggling and he became an illegal. Living
  by his skills and wits, and staying on the move, John
  eventually joined the Fireflies and used his survival
  skills to aid in the fight against the military. John is
  daring, quick, and arrogant. 
  d6
  d6
  d6
  d6
  d8
  6
  6
  5
  3
  -1
  
  Attributes
  Derived Statistics
  Skills
  Wounds
  -1
  INC!
  Weapon
  Range      Dam.  
  Notes
  Glock
  12/24/48   2d6
  Shots 17, AP1, Semi-A
  Switchblade
  -
       str+d4
  -2 to Notice if hidden
  Smoke Bomb 5/10/20     -
  Lg. Burst, -6 obscure-
  ment penalty for 3 rds
  Nail Bomb
  5/10/20     2d6
  Med. Burst, Can set trap
  d6+2
  Climbing
  d4
  Fighting
  d6+2
  Lockpicking
  d8
  Notice
  d8+2
  Stealth
  d4
  Survival
  Common Bond: May give Bennies to
  companions
  Immune: Cannot become Infected by
  Cordyceps fungus
  Quick: Discard draw of 5 or less for new
  card
  Thief: +2 Climb, Lockpicking, Stealth,
  and to disarm traps
  Loyal: The hero tries to never betray or
  disappoint her friends
  Quirk (Pop-Culture Expert): Maggie
  loves pre-Outbreak pop culture 
  Young: 3 points for Attributes, 10 skill
  points, +1 Benny per session
  -3
  -2
  -1
  -2
  Weapons
  Fatigue
  Type
  Area
  Prot.
  Notes
  Backpack, Blanket, Canteen, Flashlight (10” beam), Lighter,
  Lockpicks (+1 to Lockpicking rolls), Binoculars (+2 Notice at
  long distance), Whistle, Walkie-Talkie, Goggles, Med Kit (+2
  to a single Healing roll), Firefly Pendant.
  Gear
  Armor
  Edges and Hindrances
  Maggie
  Rank: Seasoned
  XP: 25
  Gender: Female
  Concept: Scout
  Age: 16
  Damage
  Permanent Injuries:
  Pace
  Parry
  Toughness
  Charisma
  Bennies
  Agility
  Strength
  Smarts
  Spirit
  Vigor
  SAVAGE
  The youngest of her team, Maggie was born in the
  Atlanta QZ and fled when it fell to infection. She met
  Cassidy shortly before the two of them were discovered
  by Fireflies, and she's been a useful member ever since, 
  specializing in stealth and scouting. In spite of
  everything she's seen, Maggie is faithful, generous, and
  jovial. She's fascinated with pre-Outbreak pop culture.
  d4
  d4
  d8
  d6
  d8
  6
  4
  4
  0
  4
  
  Attributes
  Derived Statistics
  Skills
  Wounds
  -1
  INC!
  Weapon
  Range      Dam.  
  Notes
  Bow
  12/24/48   2d6
  Brass Knuck. -
       str+d4
  Considered unarmed
  Molotov
  5/10/20     1d10
  Med. Burst, targets may
     Cocktail
  catch fire
  Nail Bomb
  5/10/20     2d6
  Med. Burst, Can set trap
  d4
  Driving
  d6
  Fighting
  d4
  Intimidation
  d8+2
  Notice
  d8
  Repair
  d6
  Shooting
  d4
  Stealth
  d4
  Survival
  d4
  Throwing
  Alertness: Notice +2
  Brawler: +2 to unarmed damage rolls
  Brawny: Toughness +1; load limit 8 x Str
  Combat Reflexes: +2 to recover from
  being Shaken
  Improvisational Fighter: Ignores the
  usual –1 penalty to attack and Parry for
  improvised weapons
  McGyver: May improvise temporary
  gadgets
  Habit (Minor): Comes across as
  emotionally cold; Charisma –1
  Heroic: Character always helps those in
  need
  Phobia (Minor): –2 to Trait tests when in
  high places
  -3
  -2
  -1
  -2
  Weapons
  Fatigue
  Type
  Area
  Prot.
  Notes
  Backpack, Sleeping bag, Canteen, Crowbar, Flashlight (10”
  beam), Hammer, Handcuffs, Oil (1 pint), Quiver (Holds 20
  arrows), Rope (10”) x2, Whistle, Med Kit (+2 to a single
  Healing roll), Walkie-Talkie, Gas Mask (-2 Notice), Firefly
  Pendant.
  Gear
  Armor
  Edges and Hindrances
  Marcus
  Rank: Seasoned
  XP: 25
  Gender: Male
  Concept: Mechanic
  Age: 35
  Damage
  Permanent Injuries:
  Pace
  Parry
  Toughness
  Charisma
  Bennies
  Agility
  Strength
  Smarts
  Spirit
  Vigor
  SAVAGE
  Few dare ask Marcus about his origins, put off by his
  emotionless demeanor, but those close to him know he
  was there when the Dallas QZ collapsed into chaos, and
  that he had to personally kill his own daughter, Keisha,
  when she succumbed to infection. He's talented with
  machines, a skill which has saved his team many times
  in the field. In battle he is tactical and fearless.
  d8
  d8
  d4
  d8
  d4
  6
  5
  7
  3
  -1
  
  Attributes
  Derived Statistics
  Skills
  Wounds
  -1
  INC!
  Weapon
  Range      Dam.  
  Notes
  Peacemaker
  12/24/48   2d6+1
  Shots 6, AP1, Revolver
  Hammer
  -
       str+d6
  AP1 vs. rigid armor
  Shiv
  -
       str+d4
  Breaks with 1 on 
  Fighting die
  Molotov
  5/10/20     1d10
  Med. Burst, targets may
     Cocktail
  catch fire
  d8
  Fighting
  d6
  Intimidation
  d6+2
  Notice
  d4
  Shooting
  d6
  Stealth
  d6
  Survival
  d4
  Throwing
  Acrobat: +2 to nimbleness-based Agility
  rolls; +1 Parry if unencumbered
  Alertness: +2 Notice
  Brawny: Toughness +1; load limit 8 x Str
  Combat Reflexes: +2 to recover from
  being Shaken
  Danger Sense: Notice at –2 to detect
  surprise attacks/danger
  Fleet-Footed: +2 Pace, d10 running die
  instead of d6
  Quick: Discard draw of 5 or less for new
  card
  Two-Fisted: May attack with a weapon in
  each hand without multi-action penalty
  Bloodthirsty: Never takes prisoners
  (unless under direct orders)
  Mean: –2 to his Charisma for ill-temper
  and surliness
  Vengeful (Minor): Character holds a
  grudge
  -3
  -2
  -1
  -2
  Weapons
  Fatigue
  Type
  Area
  Prot.
  Notes
  Backpack, Canteen, Crowbar, Flashlight (10” beam), Rope
  (10”), Whistle, Med Kit (+2 to a single Healing roll), Walkie-
  Talkie, Gas Mask (-2 Notice), Firefly Pendant.
  Gear
  Armor
  Edges and Hindrances
  Paige
  Rank: Seasoned
  XP: 25
  Gender: Female
  Concept: Scavenger
  Age: 28
  Damage
  Permanent Injuries:
  Pace
  Parry
  Toughness
  Charisma
  Bennies
  Agility
  Strength
  Smarts
  Spirit
  Vigor
  SAVAGE
  Paige was raised as a merciless Hunter, taught to live by
  her wits. When her clan fell, she wandered alone before
  stumbling upon the Firefly garrison in Colorado.
  Starving and in no position to fight, she was instead fed
  and clothed, a kindness that swayed her to reconsider
  her ideology. While ruthless in battle, Paige has an
  instinct for scavenging, often spotting useful items.
  d6
  d6
  d6
  d4
  d8
  8
  6
  6
  3
  -2
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Horror/Savage Worlds - Horror - The Last of Us.pdf