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  Survive this!! 
  Zombies! 
   
   
  Collected Edition 
   
  A ZOMBIE-APOCALYPSE ROLEPLAYING GAME  
  BY 
  ERIC BLOAT  
  
  1 
   
   
  Table of Contents 
   
   
   
   
   
  INTRODUCTION                               2 
   
   
   
   
  SURVIVOR’S HANDBOOK                       22 
   
   
   
   
  ZOMBIE MASTER’S GUIDE                     52     
   
   
   
   
  ZOMBIE MANUAL                             78     
   
   
   
   
   
   
  
  2 
   
  Survive this!! 
  Zombies! 
   
  introduction 
   
  A ZOMBIE-APOCALYPSE ROLEPLAYING GAME  
  BY 
  ERIC BLOAT 
   
  
  3 
   
  
  4 
   
  Survive this!! 
  Zombies! 
  INTRODUCTION 
   
   
  WRITING, EDITING AND LAYOUT 
  ERIC BLOAT 
   
  ADDITIONAL WRITING 
  THOMAS HAFFNER 
  JOSH PALMER 
   
  COVER ART 
  KEVLEN GOODNER 
   
  INTERIOR ART 
  RICHARD THOMAS STAMPER 
  KEVLEN GOODNER 
   
  SURVIVE THIS!! AND BLOAT GAMES LOGO 
  JEFF JONES 
   
   
  © 2016 BLOAT GAMES 
  DEVELOPED BY THE BLOAT GAMES SQUAD 
  FIRST PRINTING, NOVEMBER 2016 
   
  SURVIVE THIS!! is based on the original version of 
  the world’s most popular fantasy roleplaying game. 
  
  5 
   
  This book is dedicated to Pierre because we 
  all know what Pierre likes . . .  
   
   
   
   
   
   
  EXTRA SPECIAL THANKS 
  An extra special thank you goes out to Jeff Jones and 
  Tommy Stamper.  The tireless time and effort you put 
  into this game is one of the main reasons it exists 
  today.  I could not have done it without you, nor 
  would I have wanted to! 
   
   
  THANK YOU 
  A HUGE thank you goes to my right-hand man at Bloat 
  Games, Josh Palmer, for all your work and dedication 
  to this company and our games.  Another thank you is 
  owed to Collins Holmes, III, Jason Shain, Thomas 
  Haffner and Kevlen Goodner for their contributions. 
   
   
  THANKS TO OUR PLAYTESTERS 
  Jason Bragdon, Muzette Bragdon, Jaime Bloat, Chaz 
  Bloat, Kristen Bloat, Blake Bragdon, Dakota Bragdon, 
  Riley Bragdon and the Bowling Green Crew! 
   
   
   
  “SURVIVE THIS!!” and “BLOAT GAMES” are trademarks 
  owned by Eric Bloat 
   
  All art appearing by Richard Thomas Stamper and 
  Kevlen Goodner are copyright 2016 Bloat Games. 
   
  All other art work appearing was licensed via 
  purchase thru DriveThruRPG.com and is owned and 
  copyrighted by the respective artist and appears with 
  permission.  See legal page for more info on art 
  licensing. 
   
  
  6 
   
   
   
  Table of Contents 
   
   
   
   
  FOREWORD                                   7 
   
  INTRODUCTION                               9 
   
  THE BASICS                                 9 
   
  WHAT IS A ROLEPLAYING GAME?           9 
   
  WHAT DO I NEED TO PLAY?              10 
   
  ZOMBIE MASTER (ZM)                   10 
   
  PLAYER/SURVIVOR                      11 
   
  DICE REFERENCE                       11 
   
  AMONG THE LIVING AND THE DEAD             12 
   
  RULES VS RULINGS                          15 
   
  A QUESTION OF FAITH by THOMAS HAFFNER     16 
   
  APPENDIX Z                                20 
   
   
   
   
   
   
   
  
  7 
   
  FOREWORD: 
   
  SURVIVE THIS!! – ZOMBIES! (or STZ) is at its core an 
  OSR (Old School Renaissance) or retroclone/neoclone 
  of the original 1970s fantasy roleplaying game.  
  Gamers who’ve played those games will find the rules 
  and game mechanics of STZ very familiar.  For gamers 
  of a newer generation or those who were not lucky 
  enough to play the world’s most popular RPG in its 
  day, a few words of explanation may be required. 
   
  STZ like it’s inspiration is not a fully developed 
  game whereas all possible situations and occurrences 
  have a specific rule written just for the purpose of 
  solving each particular scenario that may arise.  To 
  the contrary, STZ puts the power of RULINGS back in 
  the hands of those who play the game.  In reading 
  this game you should find that most of the rules you 
  need to play are presented here but not all.  And the 
  rules that are here are not a “set-in-stone” listing 
  but rather a guideline to follow.  Rules can (and 
  should) be changed, omitted and adapted to the 
  enjoyment of the gaming party.  Essentially, this is 
  your game, play it how you enjoy it the most.   
   
  In this, Book NULLA, Introduction you will find a 
  spattering of game insight, art, flavor-fiction and 
  other ramblings meant primarily for newer players to 
  the RPG community.  If you are old-hat at this, I 
  suggest skipping ahead to Book I, Survivor’s Guide, 
  and start there.  However, if you are new at this or 
  a completionist, like myself, feel free to digest 
  this book first before moving on. 
   
  And before I leave you to your gaming, it is with the 
  most sincerity, that I thank you for playing this 
  game.  I understand how precious time is, and it is 
  not lost on me the impact, that you have chosen to 
  spend some of your time reading and playing my game.  
  I hope you enjoy! 
   
  Eric Bloat 
  Nov 1st, 2016   
   
  
  8 
   
        
   
   
   
   
   
   
   
   
   
  
  9 
   
  INTRODUCTION: 
   
  Imagine if you will, you find yourself 
  trapped in your favorite zombie movie, TV 
  show, video game, comic or novel.  The first 
  question you would have to ask yourself is 
  how am I going to survive this?  SURVIVE 
  THIS!! – ZOMBIES! makes you do just that.  
  It gives you the chance to play out your 
  favorite zombie-apocalypse scenario.  
  Whether you like fast zombies, slow zombies, 
  rage zombies, talking zombies, whatever; if 
  you’ve seen it, it’s all right here ready to 
  be played through. 
   
  In SURVIVE THIS!! – ZOMBIES! you can make 
  your campaign as large and as epic as 
  discovering and bringing to justice who is 
  behind the zombie outbreak and creating a 
  cure that saves the human race or as small 
  as just trying to survive day to day in a 
  world that has gone completely to hell.  The 
  tools included in this gameplay setting are 
  designed to be easily customizable and can 
  be tweaked for desired intent.  
   
   
  THE BASICS: 
   
  What is a roleplaying game?  Great question!  
  A roleplaying game is a game that is played 
  by a small group of people, usually around a 
  kitchen table, that involves several 
  
  10 
   
  “players” who, like yourself have created 
  “characters” and they then take their 
  characters through a world and scenario 
  created by the Game Master and role play or 
  do battle to overcome the situation or to 
  reach a goal and advance their character up 
  in levels.  In STZ characters are called 
  “SURVIVORS” and the Game Master is the 
  “Zombie Master” (ZM).   
   
  What do I need to play?  Not a lot really.  
  You will need some paper and a pencil, these 
  handbooks and a set of roleplaying dice.  
  These dice can be picked up at your local 
  hobby store or a multitude of places online.  
  A standard set include 1 four-sided die, 1 
  six-sided die, 1 eight-sided die, 1 ten-
  sided die, 1 twelve-sided die and 1 twenty-
  sided die.  Sets are very inexpensive; 
  usually less than $10.  And most 
  importantly, you will need your imagination.  
  Don’t forget that! 
   
  Some terms that you will quickly become 
  familiar with are: 
   
  ZOMBIE MASTER or ZM:  This is the person who 
  is responsible for creating a world for you 
  to play in.  The ZM should be thought of as 
  the “Woman or the Man with the plan”.  The 
  ZM should have a good understanding of the 
  rules, the mechanics and be able to answer 
  any questions a player might have.  If 
  you’re ever unsure about what to do, the ZM 
  should be able to provide guidance.  
  
  11 
   
   
  PLAYER:  That’s you!  A player is the person 
  who the ZM creates the world for to enjoy.  
  A player is not to be confused with a 
  Survivor.  A Survivor is who the player 
  controls in the game.  Furthermore, during 
  game play it is okay for one Survivor to 
  disagree or even be mad at another Survivor, 
  but you would not want one player to be mad 
  at another player; remember we are all 
  playing this game to have fun! 
   
  DICE REFERENCE:  In the coming booklets, 
  you’ll begin seeing over and over what is 
  referred to as dice reference.  An example 
  would be:  1d6.  What this refers to is what 
  type of die you will role and how many times 
  you will roll it.  In the example of 1d6, 
  means you will roll 1 six-sided die, 1 time 
  and total would be the number that lands 
  face-up on the die.  If you were to see 3d6, 
  then you’d roll 3 six-sided dice once 
  (adding the dice totals together) or roll 
  one six-sided die 3 times for the total. 
   
   
   
    
   
   
   
   
   
   
   
  
  12 
   
  Among the living 
  By 
  Eric Bloat 
   
  “I don’t remember the end of humanity or the subsequent events 
  leading up to it.  In fact, I don’t remember anything about my 
  life before all this.  I don’t remember my name, my friends, my 
  parents, my family…nothing. I know I took a bad bump to the 
  head, from the scar that now tears through my hairline.  But a 
  scar from what, I don’t know.  
  Occasionally during the day while I’m hiding in shadows, calm 
  and resting, I get glimpses.  Sometimes it’s a face, sometimes 
  it’s a place or an object or some other random unidentifiable 
  archive retrieved from what must be left from my brain.  
  Unfortunately, I almost always have no idea who or what it is 
  that I’m looking at. 
  I have started this journal to assist in helping me to remember 
  what has come and gone and maybe to leave as a record of what 
  humanity endured, that is if we survive this nightmare. 
  I spend most of my time when I’m not hunting for food and 
  supplies or fighting to stay alive, in the burned-out 
  reminiscences of libraries, flipping through reference and 
  history books, trying to piece together what my life, and the 
  world that I lived in was like before all this horror and carnage. 
  Because of my frequent visits to libraries, where most of the 
  books are still fully intact, I realized that when humanity fell, 
  the destruction and obliteration of literature and the buildings 
  that housed them were apparently not high on anyone’s list.  
  And for this I am most grateful.  I have somewhat been able to 
  piece together what life was like before everything went to pot.  
  And more importantly, what my life may have been like. 
  
  13 
   
  Outside the seemingly untouched libraries, most of the world 
  looks like a post-apocalyptic nightmare, where the buildings are 
  in different stages of accelerated deterioration and streets are 
  littered with abandoned automobiles, some burned out, most 
  with busted windows.  You can find dried puddles of blood on 
  the ground or smeared across the walls and doors.  The 
  landscape of the fields and woodland areas are completely 
  overgrown and untended.   The grass everywhere you look is 
  three foot high.  Where there are cracks or breaks in the concrete, 
  green plant life, be it weed or other are springing fourth 
  reclaiming what was once rightfully theirs, before the humans 
  claimed it for their own. Everything seems to be one shade of 
  grey or another.    
  The humans, once the dominant species on Earth, now cower in 
  deserted buildings, bunkers and anywhere else they can find to 
  cohabitate because “there is strength in numbers” as was 
  instructed by the last address from The President of The United 
  States, once the most powerful man in the free world.  Some 
  went seeking refuge in the country and farmlands, some 
  banded together to form small armored communities or “safe” 
  cities, all of whom severally underestimated the horrifically 
  awesome power of a Horde, Hell bent on death.  This mistake was 
  grave, costly and devastating.   
  When Z-Day hit, as I’ve come to call it, what started as 
  hundreds of animated dead quickly became thousands, then 
  hundreds of thousands, then millions.  Zombies were 
  everywhere.  It was reported that these Zombies did not lumber 
  stupidly from place to place.  They did not mumble “brains”.  
  Their bites did not infect humans, creating other Zombies.  No 
  these Zombies, were calculating, smart even.  They killed their 
  victims, not eat them.  And all who died would then become 
  Zombies themselves.  They’d travel in Packs that rapidly grew 
  
  14 
   
  to Hordes.   The more humans that got slaughtered the more 
  Zombies were created.  It didn’t take long for there to be more 
  Zombies then humans.  The humans were quickly losing war 
  and their numbers were rapidly dwindling.  
  I’m not so sure all that was reported was true.  I’ve seen lots of 
  things that make me think otherwise.  No two Zombies are the 
  same.  Some do lumber about, clumsily.  Others can run as fast 
  as any human.  While I’ve never heard one utter a single word, 
  there are many that will groan on endlessly.  I’ve heard of people 
  that were bit and got away that went on to live normal lives but 
  I’ve also, heard that some were bit and turned into a Zombie 
  almost instantly.  So who really knows?  I just try to stay 
  away. 
  I now go days at a time before stumbling upon a human 
  encampment.  While the Hordes are plentiful, humans are 
  scarce. And even if you find a human, most of them have 
  turned to evil ways to stay alive.  They may kill you more 
  likely than help you just to take what meager supplies that you 
  may have.  So from them, I just stay away too.  I am alone here.  
  All alone. 
  Day 39” 
   
  The above, is the first entry in an 
  anonymous journal found in a field in 
  Pittsburgh, where drops of blood stained its 
  pages. 
   
   
   
   
   
  
  15 
   
   
   
  Rules vs rulings: 
   
  STZ requires a minimum of 2 participants:  1 
  Survivor and 1 Zombie Master. It is the 
  Zombie Master’s duty to make fair rulings 
  and it is the Survivor’s duty to accept 
  these rulings as final without argument.  
  The Zombie Master should work with all 
  Survivors to make the most enjoyable 
  experience possible.   
   
   
   
   
   
   
   
  
  16 
   
  A question of faith 
  By 
  Thomas Haffner 
   
  Lord, what is going on? Surely this can’t be 
  your work. This must be the work of the evil 
  one. He is the father of lies. Always he 
  seeks to imitate your handy work and pervert 
  it for his own agenda. This must be his 
  twisted version of the resurrection of the 
  dead. It brings chaos and fear instead of 
  the hope and eternal life you have promised 
  us. He apes all the good you do and demeans 
  it. 
  These zombies, these “walking dead” seem 
  like possessed corpses. The evil one must 
  have enlisted his demons to inhabit these 
  poor people’s bodies. What can be done, 
  Lord? Why have you permitted this? How have 
  we brought this upon ourselves? God, have 
  mercy on us! 
  I must find Father Christopher. He knows 
  more about such things. He has experience 
  with exorcism. But, there are so many! Can 
  there be an exorcism of such magnitude? Yes. 
  Yes. With God all is possible. I must not 
  despair. That is exactly what the evil one 
  desires; despair. I must remain faithful and 
  hopeful no matter how bad it becomes. There 
  is more beyond this life and I must stay 
  focused. 
  There is so much fear and pain! So much 
  destruction! So many people are dead. I’m 
  
  17 
   
  not sure who to minister to first. Am I 
  looking at the body of a destroyed zombie, 
  or a normal person that has just been 
  killed? Do I administer the sacrament to a 
  destroyed zombie? Was it really alive at 
  all? It’s just an animated corpse. The soul 
  has long departed. I must pray for everyone 
  for I don’t know who is who anymore.  
  The evil one has no regard for us, living or 
  dead. He seeks the ultimate destruction of 
  our souls. He has no respect for the living 
  much less the dead. His hatred of us is 
  matched only by his jealousy of you, Lord. 
  He thinks that by turning these poor people 
  into puppets he can match your creative 
  power and become master. These zombies must 
  be stopped by all means. The evil one must 
  not be allowed to desecrate and use these 
  bodies against us. They must be laid to rest 
  again to await their true resurrection and 
  judgment. Their puppet strings must be 
  severed. 
  How do I reach Father Christopher? Is he 
  even alive? What if there are no other 
  priests left but me? I haven’t been 
  thoroughly trained in the right of exorcism. 
  I need to find someone with more experience. 
  I’m not even sure exorcism is appropriate 
  for this. Maybe I can find the archbishop at 
  the cathedral. He will know of more 
  resources. 
  Meanwhile, I must pray without ceasing. 
  Every breath, every heartbeat must cry out 
  
  18 
   
  to you, Lord, for guidance. There is no 
  precedent for this. Nothing has prepared me 
  for this except knowing that I must rely on 
  you. And I know I must comfort the 
  afflicted. I must maintain my composure for 
  the good of the people. They must see that 
  my confidence in you is real, even to the 
  point of death. I must help comfort them. 
  The destiny of our souls is at stake. Though 
  I walk through the shadow of the valley of 
  death, I shall not fear, for you are with 
  me. 
   
   
  
  19 
   
   
   
   
   
   
   
  
  20 
   
  Appendix z: 
  Compiled by josh palmer – for inspiration 
   
  Books 
  Brooks, Max (2007) World War Z: An Oral History of the 
  Zombie War, Crown. 
   -  (2003) The Zombie Survival Guide, Pittsburgh: Three 
  Rivers Press. 
  Kane, John (2010) Night of the Living Dead: Behind the 
  Scenes of the Most Terrifying Movie Ever, London: Aurum. 
  King, Stephen (2006) Cell, New York: Scribner. 
  Kirkman, Robert (2003 - ) The Walking Dead, Image Comics. 
  Matheson, Richard (1954) I Am Legend, New York: Walker and 
  Company. 
  Russo, John (1979) Return of the Living Dead, Middlesex: 
  The Hamlyn Publication Group Ltd. 
  Ryan, Carrie (2009) Forest of Hands and Teeth, New York: 
  Random House. 
  – 
  (2010) The Dead-Tossed Waves. New York: Random House. 
  Sellers, Christian & Smart, Gary (2010) The Complete 
  History of The Return of the Living Dead, London: Plexus. 
  Shelley, Mary Wollstonecraft (1818) Frankenstein, London. 
  Lackington, Hughes, Harding, Mavor & Jones. 
  Vuckovic, Jovanka (2011) Zombies! An Illustrated History of 
  the Undead, New York: St. Martin's Press.   
   
  Recommended Films & Television Shows 
  28 Days Later (2002). Dir. Danny Boyle. Fox Searchlight 
  DVD. 
  Army of Darkness (1992). Dir. Sam Raimi. Universal DVD.   
  Ash vs. Evil Dead (2015 - ) Starz TV. 
  Cemetery Man [Dellemorte Dellamore] (1994). Dir. Michele 
  Soavi. October Films DVD.   
  Children Shouldn't Play with Dead Things (1972). Dir. Bob 
  Clark. VCI Entertainment DVD.   
  Creepshow (1982). Dir. George A. Romero. Warner Bros. DVD.   
  Dawn of the Dead (1978). Dir. George A. Romero. Anchor Bay 
  DVD. 
  Dawn of the Dead (2004). Dir. Zack Synder. Universal DVD.   
  Day of the Dead (1985). Dir. George A. Romero. Anchor Bay 
  DVD. 
  Evil Dead (1981). Dir. Sam Raimi. New Line DVD.   
  Evil Dead (2013). Dir. Fede Alvarez. TriStar DVD.   
  Evil Dead II: Dead by Dawn (1987) Dir. Sam Raimi. Embassy 
  DVD.   
  Hocus Pocus (1993). Dir. Kenny Ortega. Walt Disney. DVD. 
  IZombie (2015 - ). The CW TV.   
  Land of the Dead (2005). Dir. George A. Romero. Universal 
  
  21 
   
  DVD. 
  Last Man on Earth (1964). Dir. Ubaldo Ragona. American 
  International DVD.   
  Night of the Creeps (1986). Dir. Fred Dekker. TriStar DVD.   
  Night of the Living Dead (1968). Dir. George A. Romero. 
  Anchor Bay DVD 
  The Omega Man (1971). Dir. Boris Sagal. Warner Bros. DVD.   
  Re-Animator (1985). Dir. Stuart Gordon.  Empire 
  International DVD.   
  The Returned (2012 - ). Canal France TV. DVD.   
  Return of the Living Dead (1985). Dir. Dan O'Bannon. MGM 
  DVD. 
  Return of the Living Dead II (1988). Dir. Ken Wiederhorn. 
  Warner DVD.   
  Return of the Living Dead 3 (1993). Dir. Brian Yunza. 
  Trimark DVD. 
  Shaun of the Dead (2004). Dir. Edgar Wright. Universal 
  Studios DVD.   
  Shock Waves (1977). Dir. Ken Wiederhorn. Blue Underground 
  DVD.   
  Tombs of the Blind Dead (1971). Dir. Amando de Ossorio. 
  Anchor Bay DVD.   
  The Walking Dead (2010 - ). AMC TV. DVD. 
  Warm Bodies (2013). Dir. Jonathan Levine.  Summit DVD.   
  Z Nation (2014 - ). SYFY TV DVD.   
  Video Games 
  Castlevania Series (1986-2014). Konami. Various Systems.   
  Dead Rising Series (2006 - ). Capcom/ Microsoft. Various 
  Systems. 
  Dead Space Series (2008-2013). EA. Various Systems. 
  Ghost and Goblins (1985). Capcom. NES. 
  House of the Dead Series (1996-2013). Sega. Various 
  Systems.   
  Left 4 Dead Series (2008-2009). Microsoft. XBOX 360.   
  Lollipop Chainsaw (2012). Warner Bros. Games. PS3/ XBOX 
  360. 
  MediEvil Series (1998-2007). Sony. Various Systems.   
  Minecraft (2009). Mojang. Various Systems.   
  Nightmare Creatures (1997). Activision. Various Systems. 
  Plants vs. Zombies Series (2009 - ). Pop Cap Games. Various 
  Systems.   
  Resident Evil Series (1996 - ). Capcom. Various Systems.   
  The Walking Dead Series (2012 - ). Tell Tale Games. Various 
  Systems.   
  Warcraft III (2002). Blizzard. Computer. 
  World of Warcraft (2004 - ). Blizzard. Computer.   
  Zombies Ate My Neighbors (1993). Konami. Genesis/ SNES 
  
  22 
   
  Survive this!! 
  Zombies! 
   
  Survivor’s handbook 
   
  A ZOMBIE-APOCALYPSE ROLEPLAYING GAME  
  BY 
  ERIC BLOAT 
   
   
   
  
  23 
   
   
   
   
   
   
   
            
   
  
  24 
   
  Survive this!! 
  Zombies! 
  Survivor’s handbook 
   
   
  WRITING, EDITING AND LAYOUT 
  ERIC BLOAT 
   
  COVER ART 
  BRADLEY K. McDEVITT 
   
  INTERIOR ART 
  RICHARD THOMAS STAMPER 
  KEVLEN GOODNER 
  BRADLEY K. McDEVITT 
  JEFF WERX 
  ARIEL S. VIOLA 
  JESHIELDS 
   
  SURVIVE THIS!! AND BLOAT GAMES LOGO 
  JEFF JONES 
   
   
  © 2016 BLOAT GAMES 
  DEVELOPED BY THE BLOAT GAMES SQUAD 
  FIRST PRINTING, NOVEMBER 2016 
   
  SURVIVE THIS!! is based on the original version of 
  the world’s most popular fantasy roleplaying game. 
  
  25 
   
   
  This book is dedicated to everyone who was 
  called a nerd before being called a nerd was 
  cool.  In particular, to those “nerds” that 
  like to play games with imagination, books 
  and polyhedral dice. 
   
   
   
  EXTRA SPECIAL THANKS 
  An extra special thank you goes out to Jeff Jones and 
  Tommy Stamper.  The tireless time and effort you put 
  into this game is one of the main reasons it exists 
  today.  I could not have done it without you, nor 
  would I have wanted to! 
   
   
  THANK YOU 
  A HUGE thank you goes to my right-hand man at Bloat 
  Games, Josh Palmer, for all your work and dedication 
  to this company and our games.  Another thank you is 
  owed to Collins Holmes, III, Jason Shain, Thomas 
  Haffner and Kevlen Goodner for their contributions. 
   
   
  THANKS TO OUR PLAYTESTERS 
  Jason Bragdon, Muzette Bragdon, Jaime Bloat, Chaz 
  Bloat, Kristen Bloat, Blake Bragdon, Dakota Bragdon, 
  Riley Bragdon and the Bowling Green Crew! 
   
   
   
  “SURVIVE THIS!!” and “BLOAT GAMES” are trademarks 
  owned by Eric Bloat 
   
  All art appearing by Richard Thomas Stamper and 
  Kevlen Goodner are copyright 2016 Bloat Games. 
   
  All other art work appearing was licensed via 
  purchase thru DriveThruRPG.com and is owned and 
  copyrighted by the respective artist and appears with 
  permission.  See legal page for more info on art 
  licensing.   
  
  26 
   
  Table of Contents 
   
   
  ATTRIBUTES                               28 
  ATTRIBUTE BONUS CHART                    29 
   
  ATTRIBUTE DESCRIPTION                    29 
  STRENGTH                            29 
  INTELLECT                           29 
  DEXTERITY                           30 
  CONSTITUTION                        30 
  CHARISMA                            31 
  SURVIVAL                            31 
   
  HIT POINTS                               32 
   
  SAVINGS THROWS                           33 
  CRITICAL INJURY                     33 
  DEATH                               34 
  INFECTION                           34 
  POISON                              34 
   
  CHOOSING A SURVIVOR CLASS                36 
  FIXER                               37 
  HUNTER                              39 
  LEADER                              41 
  SCAVENGER                           43 
  SLAYER                              45 
  TRACKER                             47 
   
  ALIGNMENT                                49 
  STARTING POSSESSIONS                     49 
  ATTACK BONUS                             50 
  ARMOR CLASS (AC)                         50 
   
   
   
  
  27 
   
   
   
   
  
  28 
   
  Survivor Generation: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ATTRIBUTES: 
   
  Each Survivor in SURVIVE THIS!! – ZOMBIES! 
  Basic (referred to from here on out as STZ) 
  is at their core a collection of 6 
  Attributes.  These Attributes are STRENGTH, 
  INTELLECT, DEXTERITY, CONSTITUTION, CHARISMA 
  & SURVIVAL.   
   
  To determine your Survivor’s Attributes, you 
  will roll 4 six-sided dice or 4d6 (dropping 
  the lowest single number) and record the 
  total of the three remaining dice, giving 
  you a score of 3-18.  You will do this a 
  total of 7 times.  Then you can assign and 
  record your scores on your Survivor Sheet as 
  you desire.   
  Attribute Description & Bonuses 
  Hit Points 
  Saving Throws 
  Choosing A Survivor Class 
  Alignment Description 
  Determine Starting Possessions 
  Attack bonus 
  Armor class 
   
  
  29 
   
  Attribute bonus chart: 
   
   
  ABILITY SCORE – MODIFIER 
  3             -       -3 
  4-5           -       -2 
  6-8           -       -1 
  9-12          -        0 
  13-15         -       +1 
  16-17         -       +2 
  18            -       +3 
   
   
  ATTRIBUTE DESCRIPTION: 
   
   
  STRENGTH  
   
  Strength represents the Survivor’s ability 
  to lift heavy items, force open stuck or 
  locked doors and pull themselves or others 
  up who may be hanging from something.   
   
  The Strength Modifier Bonus gives the 
  Survivor a bonus/negative when attacking 
  hand to hand or with a melee weapon. 
   
  INTELLECT 
   
  Intellect represents the Survivor’s 
  cumulative intelligence and wisdom, also, 
  the Survivor’s ability to problem solve and 
  to speak additional languages. 
   
  
  30 
   
  The Intellect Modifier Bonus gives the 
  Survivor a bonus/negative when scrounging 
  for supplies and rummaging.   
   
  NOTE:  All Survivor’s in STZ speak one 
  language but for each positive bonus in a 
  Survivor’s Intellect bonus the Survivor is 
  fluent in one additional language of her 
  choice. 
   
  DEXTERITY 
   
  Dexterity represents the Survivor’s ability 
  to move easily on unsteady terrain, reflexes 
  when surprised, and the ability to evade 
  during combat. 
   
  The Dexterity modifier bonus gives the 
  Survivor a bonus/negative to Armor Class, 
  ability to hit with a ranged weapon and the 
  Survivor’s order in combat. 
   
  CONSTITUTION 
   
  Constitution represents the Survivor’s 
  overall health and toughness, showing how 
  long a Survivor can maintain a physical 
  activity before rest is required and effects 
  how much damage a Survivor can endure. 
   
  The Constitution modifier bonus gives the 
  Survivor a bonus/negative to Hit Points and 
  additional duration when determining how 
  long the Survivor can do a physical 
  activity. 
   
   
  
  31 
   
  CHARISMA 
   
  Charisma represents the Survivor’s natural 
  ability to lead a group, to intimidate or to 
  charm another and Survivor’s appeal to 
  others. 
   
  The Charisma modifier bonus gives the 
  Survivor a bonus/negative to 
  Intimidate/Charm and a bonus to Persuade 
  others. 
   
  SURVIVAL 
   
  Survival Points represents a player’s in 
  game ability to re-roll a failed attempt on 
  a dice roll at the cost of 1 Survival point 
  per re-roll.  Each failed dice roll can only 
  be re-rolled once.  If the player fails 
  again, then the player must take the second 
  roll as final (even if the second roll is 
  less advantageous then the first failure) 
  and cannot spend another point to re-roll.  
   
  There is no limit as to how many Survival 
  Points can be spent per gaming session up to 
  the Survivor’s Survival point score.  
  However, Survival points are only recovered 
  at 1 point per gaming session, so spend them 
  wisely. 
   
  
  32 
   
  HIT POINTS: 
   
  To determine a 
  Survivor’s 
  starting Hit 
  Points (HP), 
  simply roll 2d6 
  plus the 
  Constitution 
  Bonus Modifier.  
  If the total 
  rolled is less 
  than 5, adjust 
  the Survivor’s 
  starting HP to 
  5 points. 
   
  Each time a 
  Survivor 
  increases in 
  Level, add 2d6 
  plus 
  Constitution 
  Bonus Modifier 
  to the 
  Survivor’s 
  total HP. 
   
  HP are lost as the Survivor takes damage 
  during the course of a session but can be 
  regained with rest.  Resting for 4 hours 
  will regain 50% of the Survivor’s lost HP, 
  while resting for 8 hours will bring the 
  Survivor back to full HP.     
   
   
   
  
  33 
   
  SAVING THROWS: 
   
  Saving Throws are special rolls that give 
  Survivors a second chance at life where they 
  would normally suffer some devastating 
  (possibly life ending) effect.  Each 
  Survivor has 4 Saving Throws and they are, 
  CRITICAL INJURY, DEATH, INFECTION & POISON. 
   
  To determine the Survivor’s starting number 
  for each Saving Throw, simply roll 4d4 + the 
  Survivor’s constitution bonus.  Each time a 
  Survivor increases in Level, the Survivor 
  gains 3 additional Saving Throws points that 
  can be distributed among the 4 Saving Throws 
  as she sees fit.  NOTE:  Each Savings Throw 
  is limited to a maximum score of 18 points 
  and cannot exceed that amount. 
   
  In determining a successful Save, the player 
  simply rolls 1d20 and attempts to roll under 
  or tie the corresponding Saving Throw score.  
  If the player rolls higher she fails the 
  save. 
   
  CRITICAL INJURY saves are rolled when a 
  Survivor takes 50% or more damage from their 
  maximum HP in a single attack.  If the 
  Critical Injury save is successful, then the 
  Survivor suffers only the HP loss with no 
  other negative impact.  However, if the 
  Survivor is unsuccessful then the Survivor 
  losses all bonuses and is at a -4 on all die 
  rolls for 24 hours, then -2 for the next 24 
  hours and return to normal and regain all 
  normal bonuses until after the 48 hour 
  period of healing is completed. 
  
  34 
   
   
  DEATH saves are rolled when a Survivor 
  sustains damage taking them below 1 HP.  
  When a Survivor reach 0 HP or below that 
  Survivor is rendered unconscious and the 
  player must make a successful Death save or 
  die. If the Death save is successful, the 
  Survivor is still unconscious and will take 
  -1 HP for each combat round that they do not 
  receive medical attention and must make a 
  Death save each round to stay alive.  When 
  the Survivor reaches -10 HP, the Survivor 
  dies and no Death save is required. 
  NOTE:  If a Survivor who is in the negative 
  HP does receive medical attention, then no 
  additional Death saves are required and the 
  Survivor will regain consciousness in 1d4 
  minutes and be at 1 HP.  
   
  INFECTION saves are rolled when a Survivor 
  is dealt 4 or more points of bite/claw 
  damage from a zombie.  If the roll is 
  successful, then there are no effects other 
  than damage that was initially dealt by the 
  bite/claw.  However, if the roll is 
  unsuccessful, then the Survivor must 
  immediately make a Death save.  If the 
  Survivor fails her Death save then she dies 
  and rises as a zombie in 1d4 rounds.  If the 
  Survivor fails the Infection save but passes 
  the Death save then damage that was 
  initially dealt by the bite/claw is doubled, 
  with no other negative penalty imposed.   
   
  POISON saves are rolled when a Survivor 
  inhales or ingests poison of any kind 
  including those from contaminated expired 
  
  35 
   
  food or medicine.  If the Poison save is 
  successful, then the Survivor suffers no ill 
  effects.  However, if the Survivor fails the 
  Poison save then she succumbs to the effects 
  of the poison.  If the failed Poison save is 
  for contaminated food/medicine, then the 
  loses all bonuses for 1d8 hours.   
   
   
   
   
   
   
   
  
  36 
   
  CHOOSING A SURVIVOR CLASS: 
   
  In STZ, all characters start at level 1, 
  human Survivor.  Upon reaching level 2, the 
  player can select 1 Survivor Class from the 
  following list: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Each Class has its own set of unique 
  abilities and function in STZ, these are 
  called Class Abilities, which allow only 
  Survivors that are that class to do with the 
  additional bonuses.  These bonuses are added 
  to a d20 roll vs. a target number set by the 
  Game Master (GM).   
   
   
   
    
   
   
  FIXER 
  HUNTER 
  LEADER 
  SCAVENGER 
  SLAYER 
  TRACKER 
  
  37 
   
  FIXER 
   
  A Fixer, as the name hints, is someone who 
  fixes things.  In an apocalyptic Earth, 
  there’s always things such as cars breaking 
  down and in need of repair.  A Fixer is the 
  lady that knows how to take two or more 
  broken items and jury-rig them together to 
  make one functioning item.  A Fixer also can 
  look at a pile of scrap or junk and quickly 
  access if anything could be useful at a 
  later occasion.  The Fixer usually a 
  backpack full of “junk” that always seems to 
  come in handy at the right time. 
   
   
  
  38 
   
  Attribute Bonus:  +1 to CON.  This is a one-time 
  bonus. 
  Equipment:  1 bag of Junk.  20 lbs.   
  CLASS ABILITY BONUS to d20 Rolls:  +3 to Jury Rig, +2 
  to Recognize Useful Items, +1 to Create Mechanical 
  Items.  Fixers gets a +1 to each ability each time 
  they level up.   
   
  +3 to Jury Rig gives the Fixer a bonus to all Ability 
  checks when attempting to fix a mechanical item on 
  the fly, combine two of more items together and/or 
  replace broken items with “junk” from their junk bag. 
   
  Examples of this would be fixing a broken-down car 
  using parts from a riding lawn mower, taking to 
  broken T.V. components and fixing a computer monitor 
  or splicing a cell phone charger to work using a 
  9volt battery. 
   
  +2 to Recognize Useful Items allows the Fixer to look 
  at a what most would see as a pile of junk and 
  recognize an item that may be useful at another time. 
   
  Example would be walking through a junk yard and 
  recognizing certain make and model car that has a 
  carburetor that works universally with most all car 
  models that you can pull for use at a later date.  
   
  +1 to Create Mechanical Item allow the Fixer to 
  fabricate or craft items with moving and mechanical 
  parts. 
   
  Example would be your Fixer’s friend is a Slayer and 
  she really wants to somehow combine her two favorite 
  Zombie killing items, a double barrel shotgun and a 
  chainsaw, into 1 item.  Although a highly impractical 
  item, your Fixer does get a bonus to attempt to 
  create a double-barrel-chain-gun-saw. 
    
  
  39 
   
  HUNTER 
   
  “Do ya wanna eat?”   
   
  Hunters are highly useful in the post-
  apocalyptic world where there are no more 
  grocery stores, no more butchers, no more 
  restaurants; Hunters are the people that can 
  feed your group.  From catching and killing 
  your meals, to properly skinning and 
  preparing, to cooking your food until it’s 
  actually done, the Hunter is in demand.   
   
   
   
  
  40 
   
  Attribute Bonus:  +1 to Intellect.  This is a one-
  time bonus. 
  Equipment:  1 large hunting knife, 1 filleting 
  knife, 2 traps. 
  ABILITY BONUS to d20 rolls:  +3 Trap and Kill 
  Animals, +2 Skin and Prepare Food, +1 To Charm 
  Hunters gets a +1 to each ability each time you 
  level up.   
   
  +3 to Trap and Kill Animals bonus does just what it 
  says.  The Hunter gets a bonus on all rolls to know 
  where to place the traps so that they’ll ensnare 
  potential food and knows how to deliver just the 
  right killing blow to take down larger animals. 
   
  Example of this would be your group is camping out 
  woods not far from a rocky base of a mountain.  At 
  night, the growls of a mountain lion can be heard.  
  After looking around the Hunter determines the path 
  where the mountain lion descends from at night to 
  hunt and places a trap in discreet place.  
  Tomorrow’s menu has meat of the mountain lion on 
  it.   
   
  +2 to Skin and Prepare Food gives the Hunter the 
  ability to properly skin, prepare and cook food.  
  In STZ it will become a necessity that everyone 
  learns how to kill and cook their own food, but 
  most will be nasty charred, over-cooked animals 
  with patches of fur still on them.  The Hunter will 
  be able to cook delicious, savory and fur free 
  meals, sure to keep any group happy. 
   
  +1 to Charm gives the Hunter the ability win over 
  the group with their delicious meals.   
   
  
  41 
   
  LEADER 
   
  The Leader may be the most important member 
  of the group.  The Leader is the first 
  person everyone looks to when things are 
  going wrong.  They’re the rock or 
  cornerstone of the group.  The Leader is 
  responsible for making all the tough 
  decisions.  Usually they’re the first to 
  lead the group into battle and the last to 
  run.  The ability of the group to work as 
  team lies solely on the Leader’s shoulders.  
  And the ability to work as team in STZ can 
  mean the difference between life and death. 
   
   
  
  42 
   
  Attribute Bonus:  +1 to Charisma. This is a 
  one-time bonus. 
  Equipment: 1d6x100 dollars in bartering 
  goods.  (1) 357 Magnum 6 shot pistol with 24 
  rounds. 
  ABILITY BONUS to d20 Rolls:  +3 to 
  Intimidate, +2 Detect Ambush, +1 Shoot 
  Zombies.  Leaders gets a +1 to each ability 
  each time you level up.  
   
  +3 to Intimidate gives the Leader a bonus 
  when trying to get others to follow his 
  directions or when trying to bluff, to make 
  others believe what he is saying. 
   
  Example would be when the group has suffered 
  a casualty at the hands of an evil biker 
  gang and are out for blood but you know that 
  your meager group is out numbered 5 to 1 and 
  it would be a total slaughter.  You use 
  intimidate to talk some sense into your 
  group and device a plan to extract your 
  revenge when the odds are more in your 
  favor. 
   
  +2 Detect Ambush gives you a bonus to be 
  able to tell if you and/or your group are 
  walking into an ambush.  This bonus also 
  helps you to set up an ambush against 
  others. 
   
  +1 To Shoot Zombies gives you a +1 in 
  addition to your other bonuses when 
  attempting to shoot a Zombie with any type 
  of gun, crossbow, bow and arrow, etc.  The 
  +1 is both to hit and to damage. 
   
  
  43 
   
   
  SCAVENGER 
   
  A Scavenger is the guy/gal that makes the 
  dangerous supply runs to get the group what 
  they need.  Scavengers are often used as 
  scouts for recon or as bait for zombies.  
  They are also very nimble and agile and have 
  a knack for escaping sticky situations that 
  would surely be the end for other classes. 
   
   
  
  44 
   
  Attribute Bonus:  +1 to DEX and CON.  This 
  is a one-time bonus. 
  Equipment:  1 Wood Baseball Bat (Spiked 
  w/Nails), 1 Crowbar, 1 metal Flask of water, 
  Large Knapsack 
  ABILITY BONUS to d20 Rolls:  +3 to Escape, 
  +2 to Sense Zombie, +1 to Find Item 
  Scavengers gets a +1 to each ability each 
  time you level up. 
   
  +3 to Escape gives the Scavenger a bonus to 
  spot an escape route when all hope seems 
  lost and to escape if ensnared by a zombie, 
  human or trap.  This also gives the 
  Scavenger a +3 on all Evade rolls when 
  Zombies are present (this is in addition to 
  any other bonuses to Evade). 
   
  +2 To Sense Zombie gives the Scavenger a 
  bonus to roll to sense Zombies in a fifty-
  foot radius.  This ability does not tell the 
  Scavenger the exact location, just a feeling 
  that a Zombie is near. 
   
  +1 to Find Item.  This ability gives the 
  Scavenger a bonus to find a specific item 
  that the group is in need of or that the 
  Scavenger is searching for.  This does not 
  give the exact location of the item, but if 
  the item is present (20’ radius), the 
  Scavenger will find it with a successful 
  roll. 
   
   
   
   
   
  
  45 
   
  SLAYER 
   
  Slayers are mean, Zombie killing machines.  
  A Slayer likes nothing better than mowing 
  thru fields of endless Zombies and all the 
  killing and carnage that go along with that.  
  A Slayer often volunteers to lead the group 
  and in fact would prefer if everyone would 
  just stay out of their way and leave the 
  Zombie killing to them. 
   
   
   
  
  46 
   
  Attribute Bonus:  +1 to STR.  This is a one-time 
  bonus.  
  Equipment:  1 Martial Weapon of your choosing, 1 
  Light Body Armor (Shirt only) 
  ABILITY BONUS to d20 Rolls: +3 to Zombie Death 
  Blow, +2 Sense Zombies  
  Slayers gets a +1 to each ability each time you 
  level up. 
   
  +3 to Zombie Death blow gives the Slayer a +3 to 
  Hit (Head shots only) when the intent is to kill 
  the Zombie AND +5 to damage when using martial 
  weapons; this is in addition to any other bonuses 
  to Hit and Damage that they Slayer already has. 
   
  +2 To Sense Zombie gives the Slayer a bonus to 
  roll to sense Zombies in a fifty-foot radius.  
  This ability does not tell the Scavenger the 
  exact location, just a feeling that a Zombie is 
  near. 
   
  *SPECIAL ABILITY:  Beginning at Level 3, the 
  Slayer develops the ability SLAYER’S RAGE.  This 
  allows the Slayer to kill the number of Zombies 
  equal to the Slayers level within a 10’ radius.  
  The Slayer must make 3 separate rolls and must 
  kill each Zombie to continue.  If the Slayer does 
  not kill the first Zombie, then he/she doesn’t 
  get another action.  If the Slayer kills the 
  first Zombie but not the second then the action 
  stops there.  However, if the Slayer is able to 1 
  shot kill each Zombie the Slayer can kill as many 
  up to their level within the 10’ radius at the 
  cost of one action.  This ability can be used 
  once per combat round (or 5 seconds) and then 
  must wait to try again until after the next 
  initiative roll. 
   
   
   
  
  47 
   
  TRACKER 
   
  A Tracker provides a great asset to the 
  group by allowing them to find lost members 
  and monitor zombie movement as well as 
  finding natural water sources (streams, 
  lakes, rivers, etc).  Trackers tend to be 
  cut from a tougher cloth and don’t mind the 
  outdoors. 
   
  
  48 
   
   
   
  Attribute Bonus: +1 to CON.  This is a one-
  time bonus. 
  Equipment:  1 Crossbow with 12 bolts and 
  quiver, 1 bicycle. 
   
  ABILITY BONUS to d20 Rolls:  +3 to Tracking, 
  +2 to Find Natural Water Source, +1 to Build 
  Shelter 
  Trackers gets a +1 to each ability each time 
  you level up. 
   
  +3 to Tracking gives the Tracker a bonus 
  when tracking a person, Zombie or animal 
  (Bonus is doubled if Tracking a group) by 
  foot prints, blood stains, broken leaves or 
  whatever for up to 1 mile.  The Tracker must 
  re-roll every mile to stay on target. 
   
  +2 to Find Natural Water Source allows the 
  Tracker to determine where the nearest water 
  source may be, based on animal tracks. 
   
  +1 to Build Shelter gives the Tracker a 
  bonus to construct a makeshift weather proof 
  shelter with whatever items are nearby.  
  This bonus does not work for a permanent 
  shelter. 
   
   
   
   
   
   
   
   
  
  49 
   
  ALIGNMENT: 
   
  In STZ there are 3 alignments:  GOOD, 
  NEUTRAL & EVIL.  However, during an 
  extinction level event such as a zombie 
  apocalypse, things are never as cut and dry 
  as the alignments listed above.  Your 
  survivor is not locked into or bound to act 
  only by their alignment.  These choices such 
  be thought of in vague generalities.   
   
  Example:  My survivor is Good.  Generally, 
  she will try to help others, put herself at 
  risk for another, and never rob or harm 
  another human. But today she needs the 
  medication that another group has to save 
  her companion, so she will take the 
  medication by force if necessary.   
   
  STARTING possessions: 
   
  To start you on your way, unless otherwise 
  stated by your ZM, your character starts 
  with 1d4x100 dollars. 
   
  Your character starts with NO Weapons, 
  Armor, Equipment or Vehicle, unless 
  otherwise noted by your GM.  Aside from the 
  equipment received at your level 2 class 
  selection, everything your character gains 
  must be found, earned, stolen, bought or 
  traded for.  There are no “give-me’s” in 
  STZ! 
   
   
    
  
  50 
   
  ATTACK BONUS: 
   
  For Melee (or close combat attacks) the 
  survivor adds their Strength modifier to 
  their d20 roll and for Ranged (long distance 
  attacks) the survivor adds their Dexterity 
  modifier to their d20 rolls. 
   
  In addition, to the above-mentioned bonus 
  each survivor receives a +1 Bonus to attack 
  at levels 2, 4, 6, 8 & 10.   
   
  *SPECIAL NOTE:  Slayers also get a +1 bonus 
  at levels 3, 5, 7, & 9.  Slayers are the 
  only class that gets this additional bonus. 
   
  Armor class (ac): 
   
  All survivors have a base AC of 10 and gain 
  their Dexterity modifier in addition to 
  their base of 10.  Example:  Your survivor 
  has a base of 10 and gets a +1 for her 
  Dexterity Bonus, giving her an 11 AC.   
   
  In addition to the above-mentioned bonuses, 
  survivors can get additional bonuses from 
  wearing armor.  See the equipment list in 
  the Zombie Masters Guide for more details. 
   
  
  51 
   
   
   
   
   
  Now you’ve done everything you need to get 
  started.  Go find your group and try to 
  SURVIVE THIS!! 
   
   
   
   
  
  52 
   
  Survive this!! 
  Zombies!
   
   
  Zombie master’s guide 
   
  A ZOMBIE-APOCALYPSE ROLEPLAYING GAME  
  BY 
  ERIC BLOAT 
  
  53 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  54 
   
  Survive this!! 
  Zombies! 
  Zombie master’s guide 
   
   
  WRITING, EDITING AND LAYOUT 
  ERIC BLOAT 
   
  COVER ART 
  RICHARD THOMAS STAMPER 
   
  INTERIOR ART 
  RICHARD THOMAS STAMPER 
  KEVLEN GOODNER 
  BRADLEY K. McDEVITT 
  JEFF WERX 
  ARIEL S. VIOLA 
  JESHIELDS 
   
  SURVIVE THIS!! AND BLOAT GAMES LOGO 
  JEFF JONES 
   
   
  © 2016 BLOAT GAMES 
  DEVELOPED BY THE BLOAT GAMES SQUAD 
  FIRST PRINTING, NOVEMBER 2016 
   
  SURVIVE THIS!! is based on the original version of 
  the world’s most popular fantasy roleplaying game. 
  
  55 
   
  This book is dedicated to Tommy, the 
  greatest story telling DM I’ve known and to 
  Collins, the best GM I’ve ever played with. 
   
   
   
   
   
  EXTRA SPECIAL THANKS 
  An extra special thank you goes out to Jeff Jones and 
  Tommy Stamper.  The tireless time and effort you put 
  into this game is one of the main reasons it exists 
  today.  I could not have done it without you, nor 
  would I have wanted to! 
   
   
  THANK YOU 
  A HUGE thank you goes to my right-hand man at Bloat 
  Games, Josh Palmer, for all your work and dedication 
  to this company and our games.  Another thank you is 
  owed to Collins Holmes, III, Jason Shain, Thomas 
  Haffner and Kevlen Goodner for their contributions. 
   
   
  THANKS TO OUR PLAYTESTERS 
  Jason Bragdon, Muzette Bragdon, Jaime Bloat, Chaz 
  Bloat, Kristen Bloat, Blake Bragdon, Dakota Bragdon, 
  Riley Bragdon and the Bowling Green Crew! 
   
   
   
  “SURVIVE THIS!!” and “BLOAT GAMES” are trademarks 
  owned by Eric Bloat 
   
  All art appearing by Richard Thomas Stamper and 
  Kevlen Goodner are copyright 2016 Bloat Games. 
   
  All other art work appearing was licensed via 
  purchase thru DriveThruRPG.com and is owned and 
  copyrighted by the respective artist and appears with 
  permission.  See legal page for more info on art 
  licensing. 
   
   
  
  56 
   
   
  Table of contents 
   
   
  HOW TO USE THIS BOOK                  58  
   
  HOUSE RULES                           58 
   
  XP AND LEVELING UP                    59  
   
  MOVEMENT                              63 
   
  TRAPS                                 64 
  LOCKED OR BARRED DOORS                64 
  LIGHT                                 64 
   
  COMBAT                                66 
  INITIATIVE                       67 
  ATTACK BONUS                     68 
  ATTACKING BLIND                  68 
  ATTACKING A PRONE VICTIM         68 
   
  MENDING WOUNDS                        69 
   
  ARMOR CLASS (AC)                      70 
  DIFFICULTY CHECKS (DC)                70 
   
  DAMAGE                                71 
   
  WEAPONS                               72 
  MELEE                            72 
  RANGED                           73 
  ARMOR                            75               
   
   
   
  
  57 
   
   
   
   
   
   
  
  58 
   
  How to use this book: 
   
  Unlike the Survivor’s Handbook, the Zombie 
  Master’s Guide is a little more abstract.  
  Instead of presenting a step by step how to 
  for the rule systems, it is the author’s 
  intent to provide several options for you to 
  choose from on how you would like to 
  implement them into your game of STZ.  And 
  of course, you do not have to use any of the 
  options presented if you would like to play 
  STZ a different way; your own way.   
   
  House rules: 
   
  A quick note on house rules.  It has been 
  this author’s experience that while house 
  rules can create a unique and more fun way 
  to play a roleplaying game, that 
  inconsistency or constantly changing rules 
  can make for a turbulent gaming experience 
  for the players.   
   
  It’s okay to change or adapt the rules but 
  remember the changes that you have made so 
  that the next time the same scenario arises 
  that you adjudicate in the same way as you 
  had done before.  It’s also okay to try a 
  rule change and then decide that it did not 
  work and change it again.  Just make sure 
  that you are communicating to your players 
  as to why the rules keep changing.  This 
  will keep everyone on the same page. 
   
   
   
  
  59 
   
  Xp and leveling up: 
   
  Traditional 
  In the original fantasy RPG, Experience 
  Points or XP was awarded for slaying a 
  monster and gathering treasure.   
   
  For the purposes of this game, in the ZOMBIE 
  MANUAL, all zombies and villains will be 
  assigned an XP value. 
   
  Using this method of advancement, all 
  Survivor’s progress and the same rate except 
  Slayers, who progress more slowly because of 
  the nature of their abilities.  See the 
  chart below: 
   
  Level 
  slayers 
  All other classes 
  1 
  0 
  0 
  2 
  500 
  400 
  3 
  1000 
  800 
  4 
  2000 
  1600 
  5 
  4000 
  3200 
  6 
  8000 
  6400 
  7 
  16000 
  12800 
  8 
  32000 
  25600 
  9 
  64000 
  51200 
  10 
  128000 
  102400 
   
   
  
  60 
   
  Optional 
  Below is a house rule XP and leveling system 
  that takes the focus off of killing a 
  monster and rewards Survivors for in 5 
  different ways:  Session Survival, Encounter 
  XP, Exceptional Roleplaying, Discretionary 
  and Hero XP. 
   
  Session Survival, is the first way earn XP.  
  1 XP is given simply for completing or 
  “Surviving” an entire gaming session.  Even 
  if your survivor does not get much 
  accomplished during the gaming session, this 
  XP is still earned. 
   
  Encounter XP can be earned up to 3 times in 
  one gaming session.  1 Encounter XP is 
  earned by being involved in a combat 
  scenario where any survivor takes or deals 
  damage.  If there are 3 separate combat 
  scenarios in one gaming session, then 3 XP 
  is earned.  If there are 5 separate combat 
  scenarios, still only 3 XP is earned as that 
  is the max.  NOTE:  Encounter XP is rewarded 
  regardless if your survivor is the winner or 
  loser of the encounter.   
   
  Exceptional Roleplaying XP can be earned 1 
  time per gaming session for 1 XP.  This XP 
  is giving for a player that goes above and 
  beyond in the department of roleplaying.  
  The player who receives this XP should 
  address all characters by their survivor’s 
  name (not the player’s name), should appear 
  to have a vested interest in the game 
  
  61 
   
  session and avoids out of game distractions 
  (like side conversations).   
   
  Discretionary XP can be earned up to twice a 
  gaming session for a maximum total of 2 XP 
  awarded at the ZM’s discretion.  This can be 
  given for things like solving a difficult 
  puzzle, surviving or overcoming near 
  insurmountable odds or achieving something 
  due to sheer dumb luck.   
   
  HERO XP is XP that is given to a player who 
  performs a selfless act or valor.  This act 
  must be something that is above and beyond 
  the goal of the mission.  Maybe a player 
  goes back and rescues another player’s 
  survivor from a prison or during an extreme 
  combat sequence a player rescues a small 
  child and leads them to safety.  Unlike the 
  other types of XP that can be earned, HERO 
  XP can only be earned by 1 player, per 
  gaming session and if nothing heroic is done 
  then no player earns the Hero XP by any 
  player.   
   
  Maximum XP per session: 
   
  Session Survival:  1 XP per player 
  Encounter:  3 XP per player 
  Exceptional Roleplaying:  1 XP per player 
  Discretionary:  2 XP per player 
  Hero:  1 XP for 1 player 
   
   
   
  
  62 
   
  Using this method, all Survivors level at 
  the same pace. 
   
  Level 
  xp 
  1 
  0 
  2 
  5 
  3 
  14 
  4 
  26 
  5 
  41 
  6 
  59 
  7 
  80 
  8 
  104 
  9 
  131 
  10 
  162 
    
  Optional 
  For groups that are very heavy into 
  roleplaying and not as much into combat, it 
  is recommended to give 1 XP per 1 hour of 
  gameplay.  This takes the emphasis off 
  combat driven types of play and still 
  rewards players for playing the game the way 
  they enjoy it and allows their survivors to 
  progress at a much more normal rate.   
   
  level 
  HOURS  
  1 
  0 
  2 
  4 
  3 
  10 
  4 
  20 
  5 
  35 
  6 
  55 
  7 
  80 
  8 
  110 
  9 
  145 
  10 
  185 
  
  63 
   
  MOVEMENT: 
   
  Standard Movement rates refer to a 
  Survivor’s ability to move around on foot, 
  in both combat and non-combat rates.  This 
  rate can be affected by the amount of weight 
  a survivor is trying to carry during this 
  movement.   
   
  The table below lists a Survivors movement 
  rate in 10s of feet per turn with 2 moves 
  per turn.   
   
  Weight  
  carried 
  Movement 
  rate 
  0-75 
  12 
  76-100 
  9 
  101-150 
  6 
  151-300 
  3 
  301+ 
  1 
   
  Outdoor Movement rates refer to a Survivor’s 
  ability to walk long distances in an outdoor 
  setting.  Hurried is 18 miles per day.  
  March is 9 miles per day.  Stroll is 6 miles 
  per day. 
   
  Vehicular Movement rates refer to a 
  Survivor’s ability to move around in an 
  automobile.   
   
  Most roads have become littered with rotting 
  corpses, shambling zombies, abandoned 
  vehicles and massive traffic jams.  For this 
  reason, vehicular movement is limited to 40 
  mph.  A roll of 1d6 must be made for every 2 
  Movement 
  type 
  Movement 
  modifier 
  CRAWLING 
  1/5 
  CAREFUL 
  1/2 
  NORMAL 
  NO MOD 
  RUNNING 
  x 2 
  COMBAT 
  1/3 
  
  64 
   
  hours of driving attempted with the result 
  of a 1 causing some sort of traffic jam, or 
  vehicular wreck or breakdown that renders 
  the vehicle undriveable.   
   
  Traps: 
   
  Survivors may encounter traps that have been 
  set by NPCs to ensnare or kill Zombies or in 
  some cases other humans.  A roll of a 1-2 on 
  a d6, is considered a failure causing 1d6 
  points of damage, and possibly a Save vs 
  Poison roll if the trap was poisoned. 
   
  Locked or barred doors: 
   
  Survivors may encounter doors that are 
  locked or were intentionally barred closed.  
  A roll of 6 on a 1d6 is required to force 
  open the door.  Zombie Masters may allow the 
  Survivor to add their Strength Bonus to the 
  roll.  
   
  Light: 
   
  Survivors will often find themselves 
  adventuring into dark places as working 
  electricity is extremely hard to come by.  
  For that is important to remember that 
  torches and lanterns illuminate a 30’ 
  radius.  Flashlights produce a 40’ beam of 
  light, cone shaped.  Torches will burn for 1 
  hour, Lanterns will burn for 24 hours on a 
  full pint of oil, and flashlights will work 
  for 6 hours of full batteries.  *It is important 
  to note that Zombies can see fine in the pitch black dark. 
   
  
  65 
   
   
   
   
   
   
   
   
  
  66 
   
  COMBAT: 
   
  Traditional 
  Step 1:  Zombie Master determines if either 
  side of the fray is Surprised.  This can be 
  determined by rolling a 1-2 on a d6 or by the 
  ZMs own judgment call. 
   
  Step 2:  Roll for initiative.  Note:  One roll 
  is made for each side, NOT for each individual 
  combatant.   
   
  Step 3:  The party with initiative attacks and 
  deals damage.  Then the party that lost 
  initiative attacks and deals damage. 
   
  Step 4:  Without rolling a new initiative, 
  repeat Step 3 until conflict is resolved. 
   
  Optional 
  Step 1:  Roll for Surprise. 
   
  Step 2:  Roll for Initiative, once for each 
  side. 
   
  Step 3:  The party that won initiative attacks 
  with Ranged Weapons first (this is guns, bows 
  & arrows, etc). 
   
  Step 4:  That part that won initiative then 
  attacks with Melee Weapons (fists, knives 
  swords, bats, etc). 
   
  Step 5:  The party that lost initiative 
  repeats Steps 3 & 4. 
   
  Step 6:  Keeping the same initiative, repeat 
  steps 3, 4 & 5 until combat is resolved. 
  
  67 
   
  Optional 
  Step 1: Roll for surprise. 
   
  Step 2:  EACH combatant rolls for 
  initiative.  The Zombie Master notes the 
  order of initiative from highest to lowest 
  for all involved.   
   
  Step 3:  The combatant with the highest 
  initiative roll, attacks and deals damage. 
   
  Step 4:  The combatant with the next 
  initiative roll, attacks and deals damage.  
   
  Step 5:  Repeat Step 4 until all combatants 
  have had their turn to attack.  This counts 
  as 1 combat round. 
   
  Step 6:  After 4 combat rounds, have 
  everyone re-roll initiative and repeat steps 
  3, 4 & 5 until combat is complete.   
   
  Initiative: 
   
  Initiative is rolled on a d6, adding in any 
  bonuses (from DEX or otherwise), with the 
  highest total winning initiative.  Note, 
  that when rolling initiative for an entire 
  side it is important to let the person with 
  the highest bonus for initiative roll, as 
  the party’s bonus do not stack. 
   
  Optional 
  Intent.  Some ZMs may require Survivors to 
  declare their intent for attacking before 
  the combat round begins and can hold them to 
  their declared actions for that round. 
  
  68 
   
  ATTACK BONUS: 
   
  For Melee (or close combat attacks) the 
  survivor adds their Strength modifier to 
  their d20 roll and for Ranged (long distance 
  attacks) the survivor adds their Dexterity 
  modifier to their d20 rolls. 
   
  In addition, to the above-mentioned bonus 
  each survivor receives a +1 Bonus to attack 
  at levels 2, 4, 6, 8 & 10.   
   
  *SPECIAL NOTE:  Slayers also get a +1 bonus 
  at levels 3, 5, 7, & 9.  Slayers are the 
  only class that gets this additional bonus. 
   
  ATTACKING BLIND 
   
  If a Survivor finds themselves blinded, 
  possibly by an injury, or fighting in 
  darkness without light, The Survivor suffers 
  a -4 penalty to all attack rolls. 
   
  Attacking a prone victim 
   
  If a Survivor attacks a prone victim 
  (someone who cannot move due to being tied 
  up or someone who is caught sleeping or 
  lying flat-backed on the ground) the victim 
  losses all bonuses to AC and suffers a -4 
  penalty, essentially giving the attacker a 
  +4 to hit. 
   
   
   
  
  69 
   
  Mending wounds 
   
  Optional 
  At the Zombie Master’s discretion, after 
  combat, a Survivor can attempt to mend 
  wounds on another Survivor restoring 1d4 HP.  
  This requires 5 minutes of uninterrupted 
  concentration to perform and can only be 
  done once per day.  Note:  A Survivor cannot 
  perform this on herself, and this is only 
  for “fresh wounds” and cannot be used to 
  regain HP lost from a previous day. 
   
  
  70 
   
   
  Armor class (ac): 
   
  All survivors have a base AC of 10 and gain 
  their Dexterity modifier in addition to 
  their base of 10.  Example:  Your survivor 
  has a base of 10 and gets a +1 for her 
  Dexterity Bonus, giving her an 11 AC.   
   
  In addition to the above-mentioned bonuses, 
  survivors can get additional bonuses from 
  wearing armor. 
   
  Difficulty Checks (or DC) 
   
  Difficulty Checks are determined by d20 
  rolls.  Zombie Masters can set any DC she 
  desires but here is a simple guideline for 
  target numbers before bonus: 
   
  EASY 10                
  MEDIUM 15              
  DIFFICULT 20 
  NEAR IMPOSSIBLE 25 
   
  NOTE:  The roll of a Natural 20 is always a 
  success and a Natural 1 is always a failure, 
  regardless of bonuses and difficulty levels. 
   
   
    
   
   
   
   
   
  
  71 
   
   
   
   
  Damage: 
   
  In the 1970s version of the world’s most 
  popular fantasy roleplaying game, all 
  weapons did 1d6 damage, no exceptions. 
  However, for STZ weapons are listed with 
  slight variables in damage to add spice to 
  the game.  If you prefer to stay true to the 
  original game simply ignore the modifiers 
  and roll 1d6 for all weapons damage rolls. 
   
  
  72 
   
  Weapons: 
   
  NOTE:  This list is not an all-encompassing 
  list.  This is more of a guideline to the 
  types weapons that are available.  The 
  weapons cost is not listed because in STZ, 
  availability and value varies greatly and 
  what someone mask $10 for another may barter 
  for $150 based on supply and demand.  It is 
  also worth noting that guns are way easier 
  to come by than bullets. 
   
  Melee: 
   
  WEAPON 
  DAMAGE 
  WEIGHT 
  AVAILABILITY 
  AXE 
  1D6 
  5 LBS 
  COMMON 
  BAT 
  1D6 
  7 LBS 
  COMMON 
  BRASS 
  KNUCKLES 
  1D6-2 
  1 LBS 
  RARE 
  CHAINSAW 
  1D6+3 
  25 LBS 
  RARE 
  CLUB 
  1D6 
  10 LBS 
  COMMON 
  CROWBAR 
  1D6 
  11 LBS 
  COMMON 
  HAMMER 
  1D6-1 
  3 LBS 
  COMMOM 
  KNIFE 
  1D6-2 
  2 LBS 
  COMMON 
  MACHETTE 
  1D6 
  4 LBS 
  RARE 
  POLE 
  1D6 
  8 LBS 
  COMMON 
  SCREWDRIVER 
  1D6-1 
  1 LBS 
  COMMON 
  SLEDGEHAMMER 1D6+1 
  14 LBS 
  RARE 
  STICK 
  1D6-1 
  VARIED 
  COMMON 
  SWORD-SM 
  1D6 
  8 LBS 
  RARE 
  SWORD-LG 
  1D6+1 
  10 LBS 
  RARE 
  TABLE LEG 
  1D6 
  10 LBS 
  COMMON 
  WRENCH 
  1D6-1 
  5 LBS 
  COMMON 
  GUN USED AS 
  A BLUNT 
  INSTRUMENT 
  1D6 
  8 
  RARE 
  *Adding nails, spikes or studs to a Melee 
  weapon gives a +1 to damage. 
  
  73 
   
  RANGED: 
   
  WEAPON 
  DAMAGE 
  RATE OF 
  FIRE 
  RANGE 
  WEIGHT 
  AVAILABILITY 
  AK-47 
  1D6+2 
  2 
  100’ 
  9 LBS 
  RARE 
  AXE, 
  THROWING 
  1D6 
  1 
  20’ 
  5 LBS 
  COMMON 
  BOW, 
  LONG 
  1D6  
  2 
  70’ 
  5 LBS 
  RARE 
  BOW, 
  SHORT 
  1D6-1 
  2 
  50’ 
  5 LBS 
  COMMON 
  CROSSBOW 
  HEAVY 
  1D6+1 
  1 / 2 
  80’ 
  5 LBS 
  RARE 
  CROSSBOW 
  LIGHT 
  1D6-1 
  1 
  60’ 
  5 LBS 
  COMMON 
  MACHINE 
  GUN 
  1D6+2 
  2 
  150’ 
  14 LBS 
  RARE 
  PISTOL, 
  SM 
  1D6 
  1 
  100’ 
  8 LBS 
  RARE 
  PISTOL, 
  LG 
  1D6+2 
  1 
  150’ 
  10 LBS 
  RARE 
  6 SHOT, 
  REVOLVER 
  1D6+2 
  1 
  100’ 
  12 LBS 
  RARE 
  RIFLE, 
  HUNTING 
  1D6+2 
  1 
  150’ 
  9 LBS 
  COMMON 
   
  SHOTGUN 
  1D6+4 
  1 
  100’ 
  12 LBS 
  RARE 
  SLING 
  1D6-2 
  2 
  30’ 
  2 LBS 
  COMMON 
  SPEAR 
  1D6 
  1 
  20’ 
  7 LBS 
  COMMON 
  STONES 
  1D6-2 
  1 
  30’ 
  2 LBS 
  COMMON 
  UZI 
  1D6+1 
  2 
  100’ 
  8 LBS 
  RARE 
   
   
  It is recommended for Survivors using bows 
  and crossbows to retrieve their arrows/bolts 
  and like bullets they are extremely hard to 
  find. 
   
   
   
   
   
   
   
  
  74 
   
   
   
   
   
   
   
   
   
   
  
  75 
   
  ARMOR: 
   
  Unlike the world’s most popular fantasy 
  roleplaying game, STZ does not have full 
  suits of knightly armor glistening on the 
  shelves of the local merchant’s store room 
  for your Survivor to walk in and buy.  
  Rather, most of what constitutes as armor in 
  STZ, is pieces of hard fabric, metal or 
  stiff plastic cobbled together by the crafty 
  Survivor to help protect herself.  See the 
  chart below for some examples of armor and 
  the bonuses given to AC as a guide to assist 
  your player’s when creating or updating a 
  Survivors possession. 
   
  Armor 
  AC BONUS 
  WEIGHT 
  AVAILABILITY 
  LEATHER JACKET 
  +1 
  10 LBS 
  COMMON 
  LEATHER PANTS 
  +1  
  15 LBS 
  COMMON 
  FOOTBALL PADS 
  +2 
  12 LBS 
  COMMON 
  COMBAT BOOTS 
  +1 
  8 LBS 
  COMMON 
  BULLETPROOF 
  VEST 
  +3 
  20 LBS 
  RARE 
  TACTICAL 
  SURVIVAL GEAR 
  +4 
  35 LBS 
  RARE 
  GARBAGE CAN LID 
  +1 
  4 LBS 
  COMMON 
  MOTORCYCLE 
  HELMET 
  +1  
  2 LBS 
  COMMON 
   
  Note:  AC bonus is cumulative. However, the 
  most one can increase their AC by with armor 
  is a +4. 
   
   
   
   
   
   
   
  
  76 
   
   
   
   
   
   
   
   
   
   
  
  77 
   
   
   
   
  
  78 
   
  Survive this!! 
  Zombies! 
   
  Zombie manual 
   
  A ZOMBIE-APOCALYPSE ROLEPLAYING GAME  
  BY 
  ERIC BLOAT 
   
  
  79 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  80 
   
  Survive this!! 
  Zombies! 
  Zombie manual 
   
   
  WRITING, EDITING AND LAYOUT 
  ERIC BLOAT 
   
  COVER ART 
  KEVLEN GOODNER 
   
  INTERIOR ART 
  RICHARD THOMAS STAMPER 
  KEVLEN GOODNER 
  BRADLEY K. McDEVITT 
  JEFF WERX 
  ARIEL S. VIOLA 
  JESHIELDS 
   
  SURVIVE THIS!! AND BLOAT GAMES LOGO 
  JEFF JONES 
   
   
  © 2016 BLOAT GAMES 
  DEVELOPED BY THE BLOAT GAMES SQUAD 
  FIRST PRINTING, NOVEMBER 2016 
   
  SURVIVE THIS!! is based on the original version of 
  the world’s most popular fantasy roleplaying game. 
  
  81 
   
   
  This book is dedicated to Mom.  Thank you for 
  loving me, even when you probably shouldn’t have 
  and for never giving up on me even when you 
  probably should have. 
   
  “All I wanted was a Pepsi.  Just a Pepsi . . .” 
   
   
   
  EXTRA SPECIAL THANKS 
  An extra special thank you goes out to Jeff Jones and 
  Tommy Stamper.  The tireless time and effort you put 
  into this game is one of the main reasons it exists 
  today.  I could not have done it without you, nor 
  would I have wanted to! 
   
   
  THANK YOU 
  A HUGE thank you goes to my right-hand man at Bloat 
  Games, Josh Palmer, for all your work and dedication 
  to this company and our games.  Another thank you is 
  owed to Collins Holmes, III, Jason Shain, Thomas 
  Haffner and Kevlen Goodner for their contributions. 
   
   
  THANKS TO OUR PLAYTESTERS 
  Jason Bragdon, Muzette Bragdon, Jaime Bloat, Chaz 
  Bloat, Kristen Bloat, Blake Bragdon, Dakota Bragdon, 
  Riley Bragdon and the Bowling Green Crew! 
   
   
   
  “SURVIVE THIS!!” and “BLOAT GAMES” are trademarks 
  owned by Eric Bloat 
   
  All art appearing by Richard Thomas Stamper and 
  Kevlen Goodner are copyright 2016 Bloat Games. 
   
  All other art work appearing was licensed via 
  purchase thru DriveThruRPG.com and is owned and 
  copyrighted by the respective artist and appears with 
  permission.  See legal page for more info on art 
  licensing.   
  
  82 
   
  Table of Contents 
   
   
   
  STAT BLOCK DESCRITION                     83 
   
  NON-PLAYER CHARACTERS (NPCS)              84 
   
  TYPES OF ZOMBIES                          84 
   
  LIVING DEAD ZOMBIES  
   
   
    85 
   
  WALKERS                              87 
   
  RUNNERS                              89 
   
  CRAWLERS (A.K.A. ANKLE-BITERS)       91 
   
  ZOMBIE LEADER                        93 
   
  RAGE ZOMBIES                         95 
   
  VOODOO ZOMBIES                       97 
   
  FLESHLESS ZOMBIES                    99 
   
  OTHER NPCS                               102 
   
  BOKOR                                    105 
  BOKOR’S RATTLE SNAKE PET            106 
   
  THE SHEPHERD OF THE DEAD                 107 
   
  BIKER GANGS                              109 
   
  SLOW-TURN ZOMBIES (OPTIONAL CLASS)       111 
   
  SICOLINE CORPORATION                     113 
  OCTIVIS ZEUS                        115    
   
   
   
  
  83 
   
  STAT BLOCK DESCRIPTION: 
   
  Armor Class: Attack rolls must exceed this 
  number to hit. 
  Hit Dice:  1d6xthis number to determine HP. 
  Move:  Movement Calculation. 
  Attacks:  How many attacks in 1 round. 
  Attack Damage:  Unique damage roll 
  indicator. 
  Special:  Any special abilities or attacks 
  noted. 
  Pack Size:  How many appear together. 
  Bonuses:  Combat Bonuses listed here. 
  XP:  Experience Point value earned for 
  defeating this enemy. 
  Methods of Termination:  How to kill this 
  creature. 
   
  
  84 
   
  Non-player characters (NPCs): 
   
  Non-Player Characters or NPCs refer to all 
  characters in the game that are not 
  controlled by a player; or otherwise are 
  controlled by the ZM.   
   
  The first group of NPC’s we are going to 
  look at are the stars of STZ, the Zombies!  
  There are plenty to choose from in the list 
  below, each Zombie with its own 
  characteristics and features, so choose 
  wisely when picking. 
   
   
  Types of Zombies: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Living Dead Zombies 
  Walkers 
  Runners 
  Crawlers (A.K.A. Ankle-Biters) 
  Leader Zombies (A.K.A. Smart Zombies) 
  RAGE Zombies 
  Voodoo Zombies 
  Fleshless Speaking Zombies 
   
  
  85 
   
  Living dead zombies 
   
  Living Dead Zombies are your traditional 
  Zombies.  Whether in a cemetery in 
  Pittsburg, trapped in a mall or an 
  underground military facility, Living Dead 
  Zombies are not to be taken lightly.  True, 
  these guys are slow and lumbering Zombies 
  with low guttural groans, which give them 
  their nickname “Groaners” but their skin is 
  as hard as yours and mine; and they’re as 
  strong as us too!  Groaners mostly eat flesh 
  and intestines.  They usually travel in 
  packs of 3-5, but can combine with other 
  Zombies to form hordes. 
   
  Armor Class: 11 
  Hit Dice:  2 
  Move:  6 
  Attacks:  2 Per round 
  Attack Damage:  Bite (1d6), Claw 1d6-1, 
  Special:  Tear Attack 1d6+2 Counts as  
  2 attacks. 
  Pack Size:  3-5 
  Bonuses:  +1 to Damage, Toughness -2,  
  +2 to Attack 
  XP:  25 each 
  Methods of Termination:  Damage to the 
   
  brain, Severing of the head, Burning of 
   
  the body 
   
   
   
   
   
   
   
  
  86 
   
   
   
   
   
   
   
   
   
   
  
  87 
   
  Walkers 
   
   
  Unlike Groaners, Walkers skin is softer than 
  ours and they are usually a little weaker 
  too.  Walkers are often in different states 
  of decomposition and are horrifying or just 
  plain gross to look at.  Walkers move at a 
  slow walk but can get excited when they are 
  near prey that will encourage them to move 
  at a fast shuffle or “mall-walk”. Walkers 
  feed on all aspects of humans, right down to 
  the bone but will stop feeding once the prey 
  is dead. 
   
  Armor Class: 13 
  Hit Dice:  2 
  Move:  9 
  Attacks:  2 Per round 
  Attack Damage:  Bite (1d6), Claw 1d6-2, 
  Special:  Tear Attack 1d6+1 Counts as  
  2 attacks. 
  Pack Size:  3-5 
  Bonuses:  +3 to Attack 
  XP:  40 each 
  Methods of Termination:  Damage to the 
   
  brain, Severing of the head, Burning of 
   
  the body 
   
   
   
   
   
  
  88 
   
   
   
   
   
   
  
  89 
   
  Runners 
   
  Runners are in many ways just like Groaners, 
  except the speed at which they move.  The 
  ability to run when chasing prey and also to 
  never tire can be deadly combination.  Plus, 
  just like Groaners, Runners bodies and 
  harder and their strength is greater than 
  that of a Walker.  Great care should be 
  given in handling encounters involving 
  Runners. 
   
   
  Armor Class: 13 
  Hit Dice:  2 
  Move:  12 
  Attacks:  2 Per round 
  Attack Damage:  Bite (1d6), Claw 1d6-1, 
  Special:  Tear Attack 1d6+2 Counts as  
  2 attacks. 
  Pack Size:  3-5 
  Bonuses:  +1 to Damage, Toughness -2,  
  +3 to Attack 
  XP:  60 each 
  Methods of Termination:  Damage to the 
   
  brain, Severing of the head, Burning of 
   
  the body 
   
   
   
   
   
   
   
   
   
   
  
  90 
   
   
   
   
   
   
   
  
  91 
   
  Crawlers (a.k.a. ankle-biters) 
   
   
  Ankle-Biters can be the deadliest of all the 
  Zombies as they are often overlooked in a 
  combat situation.  Ankle-Biters can travel 
  alone but usually will join up with other 
  Zombies, particularly Groaners, as they are 
  the slowest moving.  Crawlers are Zombies 
  that either pre-or post-mortem have lost the 
  ability to walk and thereby are forced to 
  drag themselves stealthily across the ground 
  using they’re arms or in some cases, nothing 
  more than their teeth to pull whatever is 
  left of their bodies along behind them to 
  hunt for food 
   
  Armor Class: 11 
  Hit Dice:  2 
  Move:  3 
  Attacks:  2 Per round 
  Attack Damage:  Bite (1d6), Claw 1d6-1, 
  Special:  Tear Attack 1d6+2 Counts as  
  2 attacks. 
  Pack Size:  1 but can join a horde. 
  Bonuses:  +3 to Damage, +2 to Attack 
  XP:  45 each 
  Methods of Termination:  Damage to the 
   
  brain, Severing of the head, Burning of 
   
  the body 
   
   
   
   
   
   
   
  
  92 
   
   
   
   
   
   
   
   
   
  
  93 
   
  Zombie leader 
   
  A Zombie Leader is a Groaner or Runner Zombie that 
  has retained a small portion of their human 
  intelligence after becoming a Zombie.  A Zombie 
  Leader still has all the animalistic Zombie desires 
  but can get other Zombies to listen to them by 
  their limited vocabulary.  The Leader can give 
  simple commands like, “Go”, “Stop” or “Follow”.  
  The Leader can also figure out simple puzzles or 
  obstacles, like if say a river was separating the 
  humans from the Zombies, she could deduce that 
  Zombies could cross the river by walking on the 
  bottom of the riverbed to the other side and can 
  even teach other Zombies new basic skills like 
  climbing a chain link fence or avoiding simple 
  booby traps or obstacles. 
   
  Leader Zombies are very territorial and predatory.  
  If more than one Leader is present than the two 
  Leaders will fight to the death or if its two 
  opposing groups of Zombies meeting up, the Leaders 
  will have their perspective group fight the other 
  group. 
   
  Armor Class: 16 
  Hit Dice:  6 
  Move:  12 
  Attacks:  3 Per round 
  Attack Damage:  Bite 1d6+1, Claw 1d6, 
  Special:  Tear Attack 1d6+3 Counts as  
  2 attacks. 
  Pack Size:  1 but will have 1d6 Walkers or Groaners 
   
  accompanying them. 
  Bonuses:  +4 to Damage, +4 to Attack 
  XP:  150 
  Methods of Termination:  Damage to the  brain, 
  Severing of the head, Burning of  the body 
   
  NOTE:  When there is a Leader Zombie present, all 
  Zombies get a +1 bonus on all actions. 
   
  
  94 
   
   
   
   
   
   
   
   
  
  95 
   
  Rage zombies 
   
  Unlike other Zombies, we know exactly how RAGE 
  Zombies came to be.  When the Zombie apocalypse 
  started, the Sicoline Corporation tried to 
  develop an adrenaline based synthetic drug, mixed 
  with animal pheromones and venom to give to our 
  soldiers that would allow them fight (or Rage) on 
  for days on end to combat the new Zombie threat.   
   
  But as the Zombie outbreak escalated too quickly, 
  safeguards, such as research and testing, were 
  bypassed.  What started with the initial group of 
  20 injected soldiers in Kentucky quickly overran 
  and infected Fort Knox before breaking free from 
  the confines of the military base.  The drug 
  caused the injected to become aggressive beyond 
  control; as the effects of the drug took hold, 
  those injected quickly changed to RAGE Zombies, a 
  human/Zombie hybrid.   
   
  Easily the most dangerous of all Zombies, RAGE 
  Zombies do not sleep or tire.  All they know is 
  violence and infecting.  They travel in large 
  packs, running from place to place looking for 
  humans and even Zombies to infect.  Their methods 
  of infection are biting, scratching or vomiting 
  their own blood into the mouths, eyes, and open 
  wounds of the uninfected.  They’re not out to 
  kill or to eat, only to infect.  They will kill 
  someone if they put up too much of a struggle and 
  prove too hard to infect, just so they can go on 
  to infect someone else.  RAGE Zombies have been 
  known to pick up and use simple weapons like 
  tree-limbs, bats and rocks to attack their prey 
  but they quickly discard them once the prey is 
  infected. 
   
   
   
  
  96 
   
  Armor Class: 14 
  Hit Dice:  5 
  Move:  15 
  Attacks:  2 Per round 
  Attack Damage:  Bite 1d6 Claw 1d6-1, 
  Special:  Tear Attack 1d6+2 Counts as  
  2 attacks. 
  Pack Size:  5 or more (Typically 15) 
  Bonuses:  +2 to Damage, +4 to Attack 
   
  Toughness -3 
  XP:  200 each 
  Methods of Termination:  Any method that will 
  kill a standard human will kill a RAGE Zombie. 
   
  For every successful Vomit Attack, the Survivor 
  must make a successful Save vs Infection or will 
  turn into a rage zombie in 1d4 rounds. 
   
   
   
   
  
  97 
   
  Voodoo zombies 
   
   
  Voodoo Zombies are Zombies, Humans or the 
  dead that have been taken over and are now 
  being controlled by a Voodoo Priest called a 
  Bokor (for more info on Bokors, see Other 
  NPCs in this section).  These Zombies are 
  not bound by a drive to eat or kill humans, 
  rather their only drive is the will of their 
  Master.  With no commands, these Zombies 
  will stand still as a Century for an 
  indefinite amount of time.  
   
  Voodoo Zombies are magically created and 
  controlled and as such, have altered 
  statistics.  Often at the command of their 
  Master they will carry weapons, often guns, 
  and have the same attack damage as normal 
  human beings. 
   
  Armor Class: 14 
  Hit Dice:  4 
  Move:  12 
  Attacks:  2 Per round 
  Attack Damage:  Bite 1d6 Claw 1d6-1, 
  Special:  Tear Attack 1d6+2 Counts as  
  2 attacks. 
  Pack Size:  3 or more  
  Bonuses:  +2 to Damage, +3 to Attack 
  XP:  80 each 
  Methods of Termination:  Any method that 
  will kill a standard human will kill a 
  Voodoo Zombie. 
   
   
   
  
  98 
   
   
   
   
   
   
   
  
  99 
   
  Fleshless zombies 
   
   
  Fleshless Zombies (A.K.A. Talkers) may be 
  the rarest zombie to come across and the 
  most gruesome to look at.  As their name 
  describes, they are completely without 
  flesh.  They’re walking, dripping and 
  oozing, beings of blood and puss.  And if 
  that wasn’t enough to make these Zombies 
  stand out from the crowd (or Horde) they can 
  also talk; simple words and phrases like, 
  “Brains”, “More Brains” and “Send more 
  drivers”.  These ghoulish creatures sole 
  drive is to eat brains and they will stop at 
  nothing to get to them, including fighting 
  other Zombies for the brains of a victim. 
   
   
  Armor Class: 13 
  Hit Dice:  4 
  Move:  9 
  Attacks:  2 Per round 
  Attack Damage:  Bite 1d6, Claw 1d6-1, 
  Special:  Tear Attack 1d6+2 Counts as  
  2 attacks. 
  Pack Size:  1 but can join a horde. 
  Bonuses:  +2 to Damage, +3 to Attack 
  XP:  75 each 
  Methods of Termination:  Damage to the 
   
  brain, Severing of the head, Burning of 
   
  the body 
   
   
   
   
   
  
  100 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  101 
   
   
   
   
   
   
   
   
   
  
  102 
   
   
   
  OTHER NPCs: 
   
  Zombies are not the only villains in town.  
  There is also an evil human element that 
  Survivors must contend with.  In the pages 
  that follow, you will find several 
  descriptions for NPCs that can be used as 
  bad guys or obstacles for your Survivors.  
  Please note all stats for these insidious 
  individuals start at Level 1 and may need to 
  be adjusted to accurately reflect an 
  efficient villain for your Survivor group 
  based on their levels. 
  
  103 
   
  Bokor 
   
   
  A Bokor is the creator and controller of 
  Voodoo Zombies.  A Bokor can be either a 
  Voodoo Priest (Houngan) or a Priestess 
  (Mambo).  A Voodoo Zombie can be any Zombie 
  (with the exception of RAGE ZOMBIES) that a 
  Bokor can take control of at will or the 
  Bokor can perform a Voodoo ritual on a dead 
  person to turn the once deceased into a 
  Voodoo Zombie or on a living person, if the 
  Bokor can get them to ingest a special 
  mixture of the Bokor’s own blood and rattle-
  snake venom, either by trickery or by force 
  the Bokor can seize control of the victims 
  will for 1d4 days per level of the Bokor.  A 
  Zombie or Dead person turned into a Voodoo 
  Zombie is under the Bokor’s control for as 
  long as he/she desires. 
   
   
  Bokors through various incantations have 
  discovered the secret to immortality.  Most 
  living Bokors are already hundreds of years 
  old.  They have stayed in the backgrounds of 
  society and not concerned themselves much 
  with the problems of the world, instead 
  focusing on mastery of their Voodoo.  But 
  now with the Zombie Apocalypse and the fall 
  of traditional civilization, they are slowly 
  stepping forward and revealing themselves 
  for the first time in history.  Making a 
  power-play to seize control of a portion of 
  this new world for their own. 
   
   
  
  104 
   
   
  Bokors usually surround themselves with a 
  host of Zombie Centuries and 2d10 rattle 
  snakes.  The snakes are there by free will 
  unlike the Zombies, but they are deathly 
  protective of the Bokor as is she of them.  
  Usually the Bokor will have 1d4 humans 
  around to tend to her worldly needs.  She 
  keeps them faithful with the promise of 
  immortality (which never is seen through to 
  fruition). 
   
  For Voodoo Zombies that the Bokor controls, 
  when she commands them to do a task, and no 
  matter how far or difficult the Zombie will 
  
  105 
   
  never stop until the task is complete, the 
  Bokor changes the order or until the Voodoo 
  Zombie is destroyed.  Furthermore, no matter 
  the distance, the Bokor can place herself in 
  a trance-like state and can see through her 
  Voodoo Zombies eyes, change or alter 
  commands, speak through the Voodoo Zombies 
  mouth.  The voice will be that of the Bokor, 
  not the Zombie.  The Bokor can do this 
  ability at will but she leaves her body 
  vulnerable to attack and is unaware of 
  anything happening to it.  The Bokor will 
  never do this without having what she 
  considers sufficient Voodoo Zombie 
  protection. 
   
  Armor Class: 14 
  Hit Dice:  8 
  Move:  9 
  Attacks:  3 Per round 
  Attack Damage:  All Normal Human. The Bokor  
   
  Usually fights with a Rune Pole Relic 
  +2 to Attack (1d6+1 damage) and/or 
  Rune Sword Relic +2 to Attack (1d6+2 
  damage). 
  Special:  Control Zombie, Create Voodoo 
  Zombie (Dead Person), Create Voodoo 
  Zombie (Living Person) 1d4 Days per 
  level, Immortality Meditation (1 week 
  per year, uninterrupted)  
  Bonuses:  +2 to Damage, +3 to Attack 
  XP:  450 each 
  Methods of Termination:  Any that would kill 
  a normal human. 
   
  *Note:  A Bokor can control 3d6 total Voodoo 
  Zombies per level. 
  
  106 
   
  BOKOR’S RATTLE SNAKE PET: 
   
  Armor Class: 13 
  Hit Dice:  4 
  Move:  12 
  Attacks:  2 Per round 
  Attack Damage: Bite 1d6  
  Special:  Bite 1d6.  If the Victim of a bite 
  takes 2 HP damage, then a roll Save vs Poison 
  must be made.  For a failed roll, all 
  attributes and abilities are immediately cut in 
  half. Without antidote or venom extraction, the 
  Character will die in 1d6 minutes. 
  Pack Size:  1 but can join a horde. 
  Bonuses:  +5 to Attack, Hard Target 
  (Attackers get a -2 to attack when attacking a 
  rattle snake on the ground or in a tree).   
  XP:  150 each 
  Methods of Termination:  Reducing HP to 0.  
   
  
  107 
   
  The shepherd of the dead 
   
   
  The Shepherd is a NPC that due to a physical 
  anomaly or mutation, Zombies do not attack 
  them. In fact, most of the time, Zombies 
  follow them as a leader and will even listen 
  to the Shepherd’s commands.  The Sheppard 
  believes that this physical anomaly that 
  keeps them safe is actually Divine 
  Intervention.  The Shepherd believes that 
  she is bringing sheep to the fold and tries 
  to collect Zombies and even create Zombies 
  by having her sheep attack the living.  She 
  sees the living as the damned, the forgotten 
  or left behind and believes that she is 
  helping to send them to Heaven or Hell as is 
  God’s will. 
   
  Armor Class: 11 
  Hit Dice:  4 
  Move:  9 
  Attacks:  2 Per round 
  Attack Damage:  All normal human damage, 
  Special:  No special abilities aside from 
  lead Zombies.  The Sheppard can control 
  up to hundreds of Zombies at a time but 
  it is suggested that to use 2d12 per 
  level.  Note:  The Shepherd’s abilities 
  do not work on RAGE Zombies or Voodoo 
  Zombies. 
  Pack Size:  NA 
  Bonuses:  +1 to Attack 
  XP:  150 each 
  Methods of Termination:  Reducing HP to 0. 
   
   
  
  108 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  109 
   
  Biker gangs 
   
  Next to Zombies, the most constant threat is 
  running into Biker Gangs.  These gangs roam the 
  country side killing Zombies, robbing, killing and 
  raping humans, and even in some cases, having 
  turned to cannibalism, eating humans.  
   
  Most of these gangs are male ran.  The women that 
  are with them are usually slaves, being passed 
  around and raped at will.  They’re always on the 
  hunt for more women.   
   
  But not just for women, they are a danger to anyone 
  that crosses their path.  They rob, rape, pillage 
  and plunder at will and without regard life; even 
  their own.  If a biker falls behind or is caught by 
  an enemy, they’re simply left.  It’s survival of 
  the fittest.   
   
  A typical Biker Gang is comprised of 50% Slayers 
  and 50% other classes.  The Leader is always a 
  high-level Slayer.  The gangs are about 80% male. 
   
  Here is a breakdown of a standard 15 person Biker 
  Gang: 
   
  1 - Leader (Slayer level 7) 
  5 - Slayers (level 2-5) 
  2 - Trackers/Hunters (level 2-4) 
  2 - Fixer (Level 4-6) 
  2 - Scavengers (level 3-6) 
  3 - Women (no class, Level 1) 
   
  Special Bonus:  Gang Mentality, when fighting as a 
  gang the entire gang receives +2 to Attack. 
   
   
   
   
  
  110 
   
   
   
   
   
   
   
   
  
  111 
   
  Slow-turn zombie 
  (OPTIONAL CLASS) 
   
   
  A Slow-Turn Zombie is a player 
  controlled Survivor that gets infected 
  by a Zombie, having failed their 
  Saving’s Throw.  At ZM discretion, the 
  character can be allowed to linger on, 
  controlled by the player for 1d8 (in-
  game) days.  As the days go on though, 
  the player’s Survivor begins to act in 
  odd and unexplainable ways.  Slowly, 
  getting more and more angry and out of 
  control, the Survivor starts lashing 
  out at other player controlled 
  Survivors, sometimes even attacking 
  them (these actions are all controlled 
  by the ZM), until finally the player 
  loses all control of the Survivor and 
  becomes a full-on Zombie.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  112 
   
   
   
   
   
   
   
   
   
   
  
  113 
   
  Sicoline corporation 
   
   
  In the small town of Middleburg, VA, less 
  than an hour from Washington D.C., tucked 
  away in woods at the end of a two-lane road, 
  near the north side of town is a small two 
  story generic and unassuming office 
  building.  The building is owned by the 
  Sicoline Corporation; an experimental drug 
  company, for military intent.  
   
  The Sicoline Corporation was founded by 
  current C.E.O. and primary shareholder 
  Octivis Zeus.  Due to growing distrust 
  between The United States and Iran and North 
  Korea, and through an intricate web of 
  bribes and blackmail to government 
  officials, Zeus was able to secure a 
  military contract to create a synthetic drug 
  for Raw Adrenal Gland Exertion codenamed 
  RAGE. RAGE was intended to give our troops 
  near superhuman speed and endurance when 
  fighting on the battlefield.   
   
  During the development and testing phase, 
  Zeus and his team of 22 scientists made some 
  gruesome discoveries, including a serum that 
  could bring the dead back to life or at 
  least re-animate the dead.  Meanwhile, Zeus 
  who had been personally experimenting with a 
  new strain of heroin that he was creating, 
  and which he intended to mass produce and 
  sell to the black market, he began to 
  rapidly lose touch with reality.  During a 
  particularly intense heroin induced trip, 
  Zeus believed that God Almighty, ascended 
  
  114 
   
  from Heaven to tell Zeus that Zeus was to be 
  the catalyst for the End of Times.  Then God 
  lay before Zeus the plan of how it was all 
  to come to pass.   
   
  After this trip, Zeus’ mind was forever 
  altered.  He believed the hallucination to 
  be true and taking the gruesome discoveries 
  by his team of scientists, weaponizing it 
  and using his many black market, mercenary 
  and terrorist ties, and at great cost, on 
  February 16, 2015, pulled off a catastrophic 
  (and he believes Biblical) global act of 
  terror.  Bombs were detonated in nearly 
  every major city in the world at the same 
  time.  And so, the Zombie apocalypse began. 
   
  Now Zeus, his 22 scientists (which are being 
  held against their will) and 30 armed guards 
  are holed up in the Sicoline Corporation 
  headquarters in Middleburg, VA and the ten-
  level deep sub-levels which have been fully 
  stocked to ride out the Apocalypse.  The 
  scientists have now long ago worked out a 
  cure for all Zombies, but Zeus won’t hear of 
  it and can’t be reasoned with.  So, they 
  wait.  They wait for someone to come rescue 
  them and then someone to help them save the 
  world and cure Zombies everywhere!! 
   
   
   
   
   
   
   
   
  
  115 
   
  Octivis zeus 
   
   
  With his unlimited access to synthetic, body altering 
  drugs, and total paranoia and insanity, Zeus can 
  hardly even be recognized as human.  If threatened 
  Zeus will inject his self with a lethal toxic mixture 
  that will take his body to brink of human ability and 
  give leave him only 4 hours to live.  The stats below 
  represent Zeus in his final state of transformation.   
   
   
  Armor Class: 18 
  Hit Dice:  12 
  Move:  15 
  Attacks:  3 Per round 
  Attack Damage:  All normal human damage, 
  Special:  The toxic injection increases  
  Zeus’ STR, DEX and CON to 18, as well as 
  increased HP. 
  Pack Size:  NA 
  Bonuses:  +6 to Attack and Damage 
  XP:  500 
  Methods of Termination:  Reducing HP to 0. 
   
  
  116 
   
  SICOLINE CORPORATION ARMED GUARDS 
   
  These guards should be treated as level 5 
  Slayers, armed with machine guns and 
  survival knifes and concussion grenades.  
   
   
   
   
  
  117 
   
  SURVIVE THIS!! 
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  COMING SOON! 
   
   
  
  118 
   
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  119 
   
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  art.  Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst 
  the credits. For more artwork or to contact this artist please visit...www.bradleykmcdevitt.net Sold by 
  PostmortemStudios...www.postmort.demon.co.uk 
  Roleplaying games to DIE for. The purchaser of this Stock Art Collection is licensed to use any of these 
  images in their own commercial projects as long as the tag byline appears in the credits: “Artwork © 2008 
  Jeff Freels, used with permission” Resale or redistribution of these images is forbidden. To see more 
  projects go to www.JeffWerx.com, or contact Jeff Freels directly at: jeff@jeffwerx.com. Locked And Loaded- 
  Stock Art (Ariel S. Viola)All stock art is licensed for use in commercial, professional publications and 
  other ventures with the exception that it cannot be resold as clip art or bundled into art packs. Stock art 
  may also be used for personal use. You are also required to post acknowledgement of the artist's work in 
  your credits, with the acknowledgement as such:  Provided image(s) by Ariel S. Viola are Copyright 2015, 
  Ariel S. Viola.  By purchase of the art and adhering to the requirements of the license you are allowed to 
  use of the stock art as needed, whether it be commercial or personal usage (except for resell as clip art 
  or art pack components). This purchase and agreement to requirements of the license does not, however, 
  provide you with ownership of the stock art. Stock art ownership remains with the artist, Ariel S. Viola. 
  SURVIVE THIS!! and SURVIVE THIS!! – Zombies, Copyright 2016 Bloat Games and Eric Bloat.  End of License  
   
   
   
  
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SOURCE: textdata/thevault/Survive This!!/Survive This!! Zombies!/Survive This!! Zombies! Collected Edition.pdf