TEXT: 1 
   
  The Last Heroes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  2 
   
   
   
   
   
   
   
   
   
   
  The dead walk. 
   
  Nowhere is safe. 
   
  Humanity must survive. 
   
   
   
   
   
   
   
   
   
  
  3 
   
  The Basics 
  Character’s stats are measured in lettered ranks (Rank F to Rank S). S Rank is the 
  physical/mental limit for a human, and a character can only have one S Rank stat. 
  Character’s skills are measured in numbered levels (Lv. 1 to Lv. 10). Lv. 10 is the 
  physical/mental limit for a human in a skill, and a character can only have two Lv. X 
  skills. Each skill level equals a +1 in checks made with that skill. (Lv. 1 = +1) 
  Dice rolls in this system are done using three ten-sided dice (3d10). Certain effects 
  may increase the amount of d10s rolled, however under normal circumstances 3d10 
  should be used. 
  A character can only receive an S rank in a stat through traits or other means, and 
  infected are not applicable for S ranks in stats unless they previously possessed one. 
  Characters have a number of wounds they can take. This is equal to 10 + Endurance 
  Rank. (Maximum of 18, Minimum of 2). Being reduced to 0 wounds means death. A 
  character killed raises as an infected within 24 hours or less, up to GM’s discretion. 
  Characters receive a number of Skill Ranks equal to 25 + Intuition Bonus. 
  Characters receive 500$ to spend on equipment. 
  Critical hits happen on an unmodified roll of 28+ (or lower for some weapons), and 
  deal double the normal amount of damage. 
  Stats 
   Strength: A measure of power. 
   Endurance: A measure of toughness. 
   Agility: A measure of swiftness. 
   Charisma: A measure of sociability. 
   Willpower: A measure of sanity. 
   Intuition: A measure of instincts. 
   
  Luck: A measure of random chance. 
  Characters receive 20 points to allocate as they see fit among their stats. An 
  example character may have: STR: A, END: A, AGI: B, INT: B, WILL: C, CHA: E 
   
  Luck is measured differently from the other stats. Instead of 
  being a stat, it is instead a “luck pool” which starts at 1 and 
  can increase or decrease throughout a game. Spend a point of 
  Luck to re-roll one d10 on a 3d10 roll, or if you rolled a 10, roll 
  another d10 and add the result of the new d10 to the roll. This 
  extra die counts when determining the natural roll for critical hit. Award luck to good 
  role-players or at the end of a session if you see fit. 
  Stat Ranks 
  F 
  -8 
  E 
  -4 
  D 
  -2 
  C 
  +0 
  B 
  +2 
  A 
  +4 
  S 
  +8 
  Stat Rank 
  Point Buy Cost 
  F 
  -8 
  E 
  -4 
  D 
  -2 
  C 
  0 
  B 
  4 
  A 
  8 
  
  4 
   
  Skills 
  Skills are split into three groups. Combat skills (skills which are almost exclusively 
  used in combat), and Field skills (skills which can see use in both combat and out of 
  combat, though mostly out of combat). Knowledge skills represents a knowledge in a 
  specific area which must have a subset. (Example: Interest (Art)) 
  It is recommended characters invest points in Dodge, Perception, and a single combat 
  skill. Characters receive their Native Language free at Lv. 5. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Combat Skills 
  Stat 
  Archery 
  AGI 
  Automatics 
  AGI 
  Blades 
  STR 
  Clubs 
  STR 
  Dodge 
  AGI 
  Exotic Melee 
  STR 
  Exotic Ranged 
  AGI 
  Heavy Weapons 
  AGI 
  Longarms 
  AGI 
  Pistols 
  AGI 
  Thrown Weapons 
  AGI 
  Unarmed Combat 
  STR 
  Knowledge Skills Stat 
  Academics (Field) 
  INT 
  Art (Field) 
  INT 
  Interest (Field) 
  INT 
  Language (Field) 
  INT 
  Profession (Field) 
  INT 
  Relations (Field) 
  CHA 
  General Skills 
  Stat 
  Animal Handling 
  CHA 
  Chemistry 
  INT 
  Deception 
  CHA 
  Demolitions 
  INT 
  Disable Device 
  INT 
  Disguise 
  CHA 
  Drive 
  AGI 
  Escape Artist 
  AGI 
  Etiquette 
  CHA 
  First Aid 
  INT 
  Forgery 
  INT 
  Intimidation 
  CHA 
  Investigation 
  INT 
  Kinesics 
  CHA 
  Navigation 
  INT 
  Palming 
  AGI 
  Perception 
  INT 
  Persuasion 
  CHA 
  Pilot 
  INT 
  Repair 
  INT 
  Research 
  INT 
  Scrounging 
  INT 
  Sneaking 
  AGI 
  Survival 
  INT 
  Swimming 
  STR 
  Use Computers 
  INT 
  
  5 
   
  Combat Skills 
  The following are combat skills, and each have their own specializations available. 
  Archery 
  Specializations: Bows, Crossbows, Sling 
  Automatics 
  Specializations: Assault Rifles, Machine Pistols, Submachine Guns 
  Blades 
  Specializations: Axes, Knives, Swords, Spears, Parrying 
  Clubs 
  Specializations: Hammers, Bats, Staves, Saps, Parrying 
  Exotic Melee 
  Unlike most skills, this one must be specialized without gaining any of the benefits of 
  specialization, similar to a Knowledge skill. 
  Specializations: Whip, Chainsaw, Shield 
  Exotic Ranged 
  Unlike most skills, this one must be specialized without gaining any of the benefits of 
  specialization, similar to a Knowledge skill. 
  Specializations: Flamethrower, Blowgun 
  Heavy Weapons 
  Specializations: Grenade Launchers, Rocket Launchers, Heavy Machineguns 
  Longarms 
  Specializations: Assault Rifles, Sniper Rifles, Shotguns, Bolt-Action Rifle 
  Pistols 
  Specializations: Holdouts, Revolvers, Semi-Automatics, Tasers, Tranquilizer Pistol 
  Thrown Weapons 
  Specializations: Aerodynamic, Blades, Non-Aerodynamic 
  Unarmed Combat 
  Specializations: Punch, Kick, Blocking, Grappling, Tripping, Martial Art (Field) 
   
   
   
   
   
  
  6 
   
  Knowledge Skills 
  The following are knowledge skills, and example fields associated to them. 
  Academics 
  Academics knowledges are knowledges one can only gain through studying and 
  education. 
  Sample Fields: Archeology, Astronomy, Astrophysics, Biochemistry, Biology, Botany, 
  Computer Science, Cryptography, Economics, Engineering, Genetics, Geology, 
  Linguistics, Mathematics, Memetics, History, Physics, Political Science, Psychology, 
  Sociology, Zoology. 
  Art 
  Art knowledge is the ability to know and apply artistic visions. 
  Sample Fields: Architecture, Criticism, Dance, Drama, Drawing, Painting, Sculpture, 
  Singing, Speech, Writing, Specific Musical Instruments. 
  Interest 
  Interests can include hobbies, pastimes, obsessions, causes, and other recreational 
  pursuits. 
  Sample Fields: Celebrities, Conspiracies, Drugs, Gambling, Politics, Science Fiction, 
  Sports, Trivia. 
  Language 
  Language knowledge is the ability to speak, read, write, and understand a language. 
  Sample Fields: Arabic, Cantonese, English, French, Hindi, Japanese, Mandarin, 
  Portuguese, Russian, Spanish. 
  Profession 
  Profession knowledge is either formal or informal on-the-job based knowledge. 
  Sample Fields: Accounting, Appraisal, Banking, Con Schemes, Distribution, Forensics, 
  Hunting, Lab Technician, Mining, Police Procedures, Psychotherapy, Security Ops, 
  Smuggling Tricks, Social Engineering, Squad Tactics, Viral Marketing 
   
   
   
   
   
   
  
  7 
   
  General Skills 
  The following are general skills, and example specializations associated to them. 
  Animal Handling 
  Animal Handling involves coaxing, 
  understanding, and training animals. 
  Specializations: Dogs, Cats, Deer, 
  Horses 
  Chemistry 
  Chemistry involves combining 
  substances and understanding the 
  properties of them. 
  Specializations: Combining, 
  Identification 
  Deception 
  The act of deceiving involves lying, 
  trickery, and misdirection either 
  physically or vocally. 
  Specializations: Acting, Bluffing, Fast 
  Talk, Misdirection 
  Demolitions 
  Placing, detonating, and disarming 
  explosives which aren’t thrown. 
  Specializations: Commercial Explosives, 
  Improvised Explosives, Detonating, 
  Disarming 
  Disable Device 
  Lockpicking and disabling traps (though 
  not explosive traps). 
  Specializations: Lockpicking, Disarming 
  Traps 
  Disguise 
  The ability to alter ones appearance or 
  voice, typically coupled with 
  deception. 
  Specializations: Facial, Vocal, Posture, 
  Attire 
  Drive 
  Driving cars, motorcycles, trucks, and 
  other such vehicles. 
  Specializations: Cars, Vans, 
  Motorcycles, Trucks 
  Escape Artist 
  Escaping from cuffs, being held down, 
  and crawling through tight spaces. 
  Specializations: Escape Bindings, Break 
  Grapple 
  Etiquette 
  The ability to act properly in a social 
  situation, usually involving high class. 
  Specializations: (Select in-game 
  survivor groups to know the Etiquette 
  for) 
  First Aid 
  The ability to patch up wounds and 
  heal people using medical techniques. 
  Specializations: Patch-Up, Stop 
  Bleeding, Cure Poison 
  Forgery 
  The ability to write false letters (which 
  are convincing), and mimic 
  handwriting. 
  Specializations: Mimic Handwriting 
  Intimidation 
  The ability to use ones force or 
  personality to force someone’s hand. 
  Specializations: Interrogation, Torture, 
  Physical, Verbal 
   
   
  
  8 
   
  Investigation 
  The ability to analyze evidence, piecing 
  together clues, and solving mysteries. 
  Specializations: Evidence Analysis, 
  Logical Deductions, Physical Tracking 
  Kinesics 
  The ability of empathy and nonvocal 
  communication. 
  Specializations: Judge Intent, Nonvocal 
  Communication 
  Navigation 
  The ability to find ones way through 
  maps or the stars. 
  Specializations: Map Making, Map 
  Reading 
  Palming 
  The ability to handle items without 
  people noticing, including hiding items 
  on oneself. 
  Specializations: Pickpocketing, Trickery 
  Perception 
  The ability to be physically aware of 
  ones surroundings, though not 
  searching through them. 
  Specializations: Aural, Olfactory, 
  Tactile, Taste, Visual 
  Persuasion 
  The ability to convince others to obey 
  your suggestions. 
  Specializations: Diplomacy, Morale 
  Boosting, Negotiating, Seduction 
  Pilot 
  The ability to maneuver and control 
  vehicles such as planes and helicopters. 
  Specializations: Planes, Speed Boats, 
  Tanks 
  Repair 
  The ability to fix and manage vehicles 
  or equipment in one’s possession. 
  Specializations: Vehicles, Weapons, 
  Structures 
  Research 
  The ability to search through a 
  database such as a computer or a 
  library. 
  Specializations: Computers, Libraries 
  Scrounging 
  The ability to find concealed or 
  otherwise obscured objects and people. 
  Specializations: Forest, Urban, Desert 
  Sneaking 
  The ability to hide oneself using 
  camouflage or lighting. 
  Specializations: Camouflaging, Hiding, 
  Shadowing, Move Quietly 
  Survival 
  The ability to survive in nature through 
  hunting and general know-how. 
  Specializations: Forest, Desert, Hunting 
  Swimming 
  The ability to move (without drowning 
  or sinking) in water or other liquids. 
  Specializations: Diving, Paddling, 
  Freestyle 
  Use Computers 
  The ability to utilize computers, hack 
  networks, or enter secure security 
  frames. 
  Specializations: Hacking, Coding, 
  Navigate Cyberspace
  
  9 
   
  Traits 
  Each character is defined by their traits, attributes which make them different from 
  one another. Each character receives 5 traits, and can gain 1 additional trait for each 
  Drawback they take, up to 5 additional traits for 5 Drawbacks. 
  Name 
  Prerequisite 
  Description 
  Tough as Nails 
  Endurance B 
  Character receives +5 to their maximum wounds. 
  Hardened Immune System 
  Tough as Nails, Endurance A 
  Character receives +2 bonus on rolls involving 
  one’s endurance. 
  Last Spark 
  Hardened Immune System, 
  Endurance S 
  Character receives +5 to their maximum wounds. 
  Dandy 
  Charisma B 
  Character receives a +2 to all social skill checks. 
  Undamaged Beauty 
  Dandy, Charisma A 
  Enemies take a -2 to hit this character. 
  Charming Tactician 
  Undamaged Beauty, Charisma S 
  Allies within 2 sq. receive a +1 to hit. 
  Personal Weapon Training 
  — 
  Gain a +2 to hit with a chosen weapon. 
  Advanced Weapon Training 
  Personal Weapon Training 
  Gain a +1 to damage with a chosen weapon. 
  Professional Weapon Training 
  Advanced Weapon Training 
  Gain +2 to hit and damage with chosen weapon. 
  Swift Movement 
  Agility B 
  Gain a +1 sq. movement speed. 
  Swift Footed 
  Swift Movement, Agility A 
  Gain a +1 sq. movement speed. 
  Swift Runner 
  Swift Footed, Agility S 
  Gain a +2 sq. movement speed. 
  Peak Human Capability 
  Any attribute A Rank 
  Boost a single A Rank attribute to S Rank. 
  Catching Up 
  Any attribute D or lower 
  Increase a single attribute by 1 step. This can be 
  taken multiple times to a maximum of C Rank. 
  Hobbyist 
  — 
  Gain a +1 bonus with a chosen skill. 
  Professional Skill Training 
  Hobbyist 
  Gain an additional +1 bonus with a chosen skill. 
  Grasp of Reality 
  Willpower B 
  Gain a +5 to Sanity meter. 
  Stress Training 
  Willpower B 
  Gain a +5 to Stress meter. 
  Agent of the Dark 
  — 
  Increase vision in the dark to 10 sq. 
  Steady Aim 
  Agility B 
  Halve the penalties for shooting out of a range 
  increment. 
  Zombie Hatred 
  — 
  Deal +2 damage to zombies with any weapon. 
  Power Strike 
  Strength B 
  On an unmodified roll of 28+ deal *1.2 damage. 
  Enhanced Power Strike 
  Enhanced Power Strike, Strength 
  A 
  On an unmodified roll of 26+ deal *1.5 damage. 
  Advanced Power Strike 
  Advanced Power Strike, Strength S On an unmodified roll of 24+ deal *2 damage. 
  Bilingual 
  Intuition B 
  Gain a second language at Skill Lv. 5 
  Academic Knowledge 
  Bilingual, Intuition A 
  Gain a +2 bonus on all Knowledge skills. 
  Linguist 
  Academic Knowledge, Intuition S 
  Gain 2 more languages at Skill Lv. 5 
  Iron Willed Combatant 
  Willpower B 
  When entering combat, do not take Stress. 
  Stare Down Death 
  Iron Willed Combatant, Willpower 
  A 
  When held at gunpoint, only take 1 Stress. 
  Stay Sane 
  Stare Down Death, Willpower S 
  When converting Stress to Sanity, ignore 1 point. 
  Incredibly Skilled 
  — 
  Receive +4 skill ranks. 
  Armored Up 
  — 
  Increase deflection bonus from armor by 1. 
  Tough Armor 
  Armored Up 
  Reduce the result on the 1d8 when doubling 
  deflection bonus by 1 (minimum 0). 
  Greater Armor 
  Tough Armor, Endurance B 
  Increase deflection bonus from armor by 1 again. 
   
  
  10 
   
  Weapons 
  Most weapons in The Last Heroes are separated into two types: melee and ranged 
  (and the subtypes of these two weapons). 
  Melee weapons add STR to damage, ranged weapons (except the composite bow and 
  thrown weapons, which add STR) do not add anything else to damage. 
  Types: 
   S: Slashing 
   P: Piercing 
   B: Bludgeoning 
   F: Fire 
   E: Electricity 
  B: Blades, UAC: Unarmed Combat, C: Clubs, EM: Exotic Melee 
   Thrown: The weapon can be thrown using the “Thrown Weapon” skill. Range is 
  2 sq. 
   Nonlethal: Unlike most weapons, this knocks someone unconscious instead of 
  kills them when they hit 0 wounds. A hit from a lethal or nonlethal weapon 
  after they’re at 0 wounds will kill them instantly. 
   Strong: Hits from this weapon use double the user’s strength modifier. 
  Melee Weapons 
  Name 
  Damage 
  Critical 
  Weight 
  Range 
  Skill 
  Type 
  Special 
  Knife 
  2 
  24+ 
  1 lbs. 
  Melee 
  B 
  S or P 
  Thrown 
  Brass Knuckles 
  1 
  28+ 
  1 lbs. 
  Melee 
  UAC 
  B 
  — 
  Cleaver 
  4 
  26+ 
  2 lbs. 
  Melee 
  B 
  S 
  — 
  Metal Baton 
  3 
  26+ 
  2 lbs. 
  Melee 
  C 
  B 
  — 
  Sap 
  2 
  28+ 
  3 lbs. 
  Melee 
  C 
  B 
  Nonlethal 
  Bat 
  4 
  28+ 
  4 lbs. 
  Melee 
  C 
  B 
  — 
  Stun Gun 
  2 
  28+ 
  1 lbs. 
  Melee 
  UAC 
  E 
  Nonlethal 
  Tonfa 
  3 
  28+ 
  2 lbs. 
  Melee 
  UAC 
  B 
  — 
  Machete 
  5 
  24+ 
  2 lbs. 
  Melee 
  B 
  S 
  — 
  Chainsaw 
  8 
  22+ 
  10 lbs. 
  Melee 
  EM 
  S & P 
  Strong 
  Katana 
  6 
  22+ 
  6 lbs. 
  Melee 
  B 
  S 
  — 
  Kukri 
  2 
  22+ 
  1 lbs. 
  Melee 
  B 
  S 
  — 
   
   
   
   
   
  
  11 
   
  Ranged Weapons 
  A: Archery, AU: Automatics, ER: Exotic Ranged, HW: Heavy Weapons, L: Longarms,  
  P: Pistols, TW: Thrown Weapons. 
  Rate of Fire: Single Shot (Single), Semi-Auto (S), Auto (A) 
  Skill: Pistols (P), Longarms (L), Automatics (A), Archery (Ar), Exotic Ranged (ER), 
  Heavy Weapons (HW), Thrown Weapons (TW) 
  Name 
  Damage 
  Critical 
  Weight 
  Range 
  Skill 
  Type 
  RoF 
  Ammo 
  Ammo Type 
  Beretta 92F 
  9 
  26+ 
  3 lb. 
  8 sq. 
  P 
  B & P 
  S 
  15 box 
  9mm 
  Beretta 93R 
  9 
  26+ 
  3 lb. 
  6 sq. 
  P, A 
  B & P 
  S,A 
  20 box 
  9mm 
  Colt Double Eagle 
  9 
  26+ 
  3 lb. 
  6 sq. 
  P 
  B & P 
  S 
  9 box 
  10mm 
  Colt M1911 
  9 
  26+ 
  3 lb. 
  6 sq. 
  P 
  B & P 
  S 
  7 box 
  .45 
  Colt Python 
  9 
  26+ 
  3 lb. 
  8 sq. 
  P 
  B & P 
  S 
  6 cyl. 
  .357 
  Derringer 
  9 
  26+ 
  1 lb. 
  2 sq. 
  P 
  B & P 
  Single 
  2 int. 
  .45 
  Desert Eagle 
  14 
  28+ 
  4 lb. 
  8 sq. 
  P 
  B & P 
  S 
  8 box 
  .50AE 
  Glock 17 
  9 
  26+ 
  2 lb. 
  6 sq. 
  P 
  B & P 
  S 
  17 box 
  9mm 
  Glock 20 
  9 
  26+ 
  3 lb. 
  8 sq. 
  P 
  B & P 
  S 
  15 box 
  10mm 
  MAC Ingram M10 
  9 
  26+ 
  6 lb. 
  8 sq. 
  P, A 
  B & P 
  S,A 
  30 box 
  .45 
  Pathfinder 
  6 
  24+ 
  1 lb. 
  4 sq. 
  P 
  B & P 
  S 
  6 cyl. 
  .22 
  Ruger Service-Six 
  9 
  26+ 
  2 lb. 
  6 sq. 
  P 
  B & P 
  S 
  6 cyl. 
  .38S 
  S&W M29 
  14 
  28+ 
  3 lb. 
  6 sq. 
  P 
  B & P 
  S 
  6 cyl. 
  .44 
  SITES M9 
  9 
  26+ 
  2 lb. 
  6 sq. 
  P 
  B & P 
  S 
  8 box 
  9mm 
  Skorpion 
  6 
  24+ 
  4 lb. 
  8 sq. 
  P, A 
  B & P 
  S,A 
  20 box 
  .32 
  TEC-9 
  9 
  26+ 
  4 lb. 
  8 sq. 
  P, A 
  B & P 
  S or A 
  32 box 
  9mm 
  Walther PPK 
  6 
  24+ 
  1 lb. 
  6 sq. 
  P 
  B & P 
  S 
  7 box 
  .32 
  Beretta 92F 
  9 
  26+ 
  3 lb. 
  8 sq. 
  P 
  B & P 
  S 
  15 box 
  9mm 
  AKM/AK-47 
  14 
  28+ 
  10 lb. 
  14 sq. 
  L, A 
  B & P 
  S,A 
  30 box 
  7.62mmR 
  Barrett Light Fifty 
  22 
  28+ 
  35 lb. 
  14 sq. 
  L 
  B & P 
  S 
  11 box 
  .50 
  Benelli 121 M1 
  14 
  28+ 
  8 lb. 
  8 sq. 
  L 
  B & P 
  S 
  7 int 
  12ga 
  Beretta M3P 
  14 
  28+ 
  9 lb. 
  6 sq. 
  L 
  B & P 
  S 
  5 box 
  12ga 
  Browning BPS 
  18 
  28+ 
  11 lb. 
  6 sq. 
  L 
  B & P 
  Single 
  5 int. 
  10ga 
  HK G3 
  18 
  28+ 
  11 lb. 
  18 sq. 
  L, A 
  B & P 
  S,A 
  20 box 
  7.62mm 
  HK MP51 
  9 
  26+ 
  7 lb. 
  10 sq. 
  L, A 
  B & P 
  S,A 
  30 box 
  9mm 
  HK MP5K 
  9 
  26+ 
  5 lb. 
  8 sq. 
  L, A 
  B & P 
  S,A 
  15 box 
  9mm 
  HK PSG11 
  18 
  28+ 
  16 lb. 
  18 sq. 
  L 
  B & P 
  S 
  5 box 
  7.62mm 
  M16A2 
  14 
  28+ 
  8 lb. 
  16 sq. 
  L, A 
  B & P 
  S,A 
  30 box 
  5.56mm 
  M4 Carbine 
  14 
  28+ 
  7 lb. 
  12 sq. 
  L, A 
  B & P 
  S,A 
  30 box 
  5.56mm 
  M-60 
  18 
  28+ 
  22 lb. 
  20 sq. 
  L, A 
  B & P 
  A 
  Linked 
  7.62mm 
  Mossberg 
  14 
  28+ 
  7 lb. 
  6 sq. 
  L 
  B & P 
  Single 
  6 int. 
  12ga 
  Remington 700 
  18 
  28+ 
  8 lb. 
  16 sq. 
  L 
  B & P 
  Single 
  5 int. 
  7.62mm 
  Sawed-off shotgun 
  14 
  28+ 
  4 lb. 
  2 sq. 
  L 
  B & P 
  S 
  2 int. 
  12ga 
  Steyr AUG 
  14 
  28+ 
  9 lb. 
  16 sq. 
  L, A 
  B & P 
  S,A 
  30 box 
  5.56mm 
  Uzi 
  9 
  26+ 
  8 lb. 
  8 sq. 
  L, A 
  B & P 
  S,A 
  20 box 
  9mm 
  Winchester 94 
  18 
  28+ 
  7 lb. 
  18 sq. 
  L 
  B & P 
  S 
  6 int. 
  .444 
  
  12 
   
   
   
  1 – Flamethrowers fire in a 6 sq. cone. 
  2 – Pepper Spray deals no damage, but requires a DC 15 END save not to be blinded 
  for 1d4+1 rounds. 
  3 – Taser deals damage, and in addition requires a DC 15 END save not to be paralyzed 
  for 1d4+1 rounds. 
  Grenades and Thrown Weapons 
  1 – Det Cord comes in a set of 10 sq. rope which can be spread across ten squares. It 
  can be doubled up for +4 damage to the square it’s doubled up on. 
  Note on weapon ranges: Weapons can be fired/thrown out of the range listed, taking 
  a -2 penalty to the attack roll for each range increment increase. (Example: A range 
  increment of 2 sq. means throwing something 4 sq. would impose a -2, and throwing it 
  6 sq. would impose a -4.) 
  Weapon Attachment 
  Description 
  Laser Sight 
  +1 to hit with weapon. 
  Standard Scope 
  Increase range of weapon by 1.5 times. 
  Suppressor 
  Requires a TH 15 Perception check to hear gunfire. 
  Name 
  Damage 
  Critical 
  Weight 
  Range 
  Skill 
  Type 
  RoF 
  Ammo 
  Ammo Type 
  M2HB 
  22 
  26+ 
  75 lbs. 
  12 sq. 
  HW 
  B & P 
  A 
  Linked 
  .50 
  M72A3 LAW 
  58 
  — 
  5 lbs. 
  30 sq. 
  HW 
  F 
  1 
  1 int. 
  Missile 
  M79 
  Varies 
  — 
  7 lbs. 
  14 sq. 
  HW 
  Varies 
  1 
  1 int. 
  Grenade 
  Name 
  Damage 
  Critical 
  Weight 
  Range 
  Skill 
  Type 
  RoF 
  Ammo 
  Ammo Type 
  Composite Bow 
  6 
  24+ 
  3 lbs. 
  8 sq. 
  Ar 
  P 
  1 
  Quiver 
  Arrow 
  Crossbow 
  8 
  26+ 
  7 lbs. 
  8 sq. 
  Ar 
  P 
  1 
  1 int. 
  Bolt 
  Flamethrower 
  16 
  — 
  50 lbs. 
  Special1 
  ER 
  F 
  1 
  10 int. 
  Gas Tank 
  Javelin 
  4 
  24+ 
  2 lbs. 
  6 sq. 
  TW 
  P 
  1 
  Quiver 
  Javelins 
  Pepper Spray 
  Special2 
  — 
  0.5 lbs. 
  1 sq. 
  ER 
  — 
  1 
  1 int. 
  Pepper Gas 
  Taser 
  13 
  22+ 
  2 lbs. 
  3 sq. 
  ER 
  E 
  1 
  — 
  None 
  Name 
  Damage 
  Critical 
  Weight 
  Range 
  Burst Radius 
  Skill 
  Type 
  Agility DC 
  40mm Frag 
  16 
  — 
  1 lbs. 
  — 
  2 sq. 
  TW 
  S 
  15 
  C4/Semtex 
  22 
  — 
  1 lbs. 
  — 
  2 sq. 
  TW 
  B 
  18 
  Det Cord 
  10 
  — 
  2 lbs. 
  — 
  See text1 
  TW 
  F 
  12 
  Dynamite 
  10 
  — 
  1 lbs. 
  2 sq. 
  1 sq. 
  TW 
  B 
  15 
  Frag Grenade 
  22 
  — 
  1 lbs. 
  2 sq. 
  4 sq. 
  TW 
  S 
  15 
  Smoke Grenade 
  — 
  — 
  2 lbs. 
  2 sq. 
  3 sq. 
  TW 
  — 
  — 
  Tear Gas Grenade 
  — 
  — 
  2 lbs. 
  2 sq. 
  3 sq. 
  TW 
  — 
  — 
  Thermite Grenade 
  34 
  — 
  2 lbs. 
  2 sq. 
  1 sq. 
  TW 
  F 
  12 
  White Phosphorus 
  10 
  — 
  2 lbs. 
  2 sq. 
  4 sq. 
  TW 
  F 
  12 
  Molotov Cocktail 
  4 
  28+ 
  1 lbs. 
  2 sq. 
  — 
  TW 
  F 
  — 
  
  13 
   
  Armor 
  While armor isn’t all too present in the 21st century, it is existent and available for 
  use. Most people in the zombie apocalypse don’t use heavy armor due to its rarity, 
  and also due to its cumbersome nature restricting them from dodging bullets. 
  Armor 
  Deflection Dodge Penalty Move Weight 
  Light Armor 
  Leather Jacket 
  1 
  0 
  6 sq. 
  4 lbs. 
  Light Undercover Shirt 
  2 
  -1 
  6 sq. 
  2 lbs. 
  Pull-up Pouch Vest 
  3 
  -2 
  6 sq. 
  2 lbs. 
  Undercover Vest 
  4 
  -3 
  6 sq. 
  3 lbs. 
  Medium Armor 
  Concealable Vest 
  5 
  -4 
  5 sq. 
  4 lbs. 
  Light-duty Vest 
  6 
  -5 
  5 sq. 
  8 lbs. 
  Tactical Vest 
  7 
  -6 
  5 sq. 
  10 lbs. 
  Heavy Armor 
  Special Response Unit 
  8 
  -7 
  4 sq. 
  15 lbs. 
  Forced Entry Unit 
  9 
  -8 
  4 sq. 
  20 lbs. 
  Shields 
  Riot Shield 
  +2 
  -2 
  — 
  10 lbs. 
  Ballistic Shield 
  +4 
  -5 
  — 
  20 lbs. 
   
  Deflection is how much damage a piece of armor stops; with light armor being 
  minimally restrictive but not blocking much, and heavy armor being incredibly 
  restrictive but blocking quite a bit of damage. If a weapon’s damage is brought to 0 
  by deflection, it deals nothing to the target. 
  An additional use of deflection involves potentially sacrificing armor. The character 
  wearing the armor adds +50% to the armor’s bonus (a Forced Entry Unit armor would 
  have 13.5, rounding down gives you 13). After doing this, roll a die (1d4 for light, 1d8 
  for medium, and 1d10 for heavy) and subtract the die roll off of the character’s 
  deflection granted by their armor. If the roll would give the armor a 0 deflection, it is 
  considered destroyed and loses any benefits it once granted, but no longer poses a 
  dodge penalty and move restriction. Multiple die rolls stack together (Ex: Using the 
  ability with a Tactical Vest and getting a 2 on a 1d8 roll knocks the armor to a 5 
  deflection. Later this ability is used again and a 7 is rolled on a 1d8, bringing the 
  armor down to 0 deflection and destroying it.) 
  Shields don’t reduce move speed. 
   
   
   
  
  14 
   
  Equipment Prices 
  Name 
  Price 
   
  Name 
  Price 
   
  Name 
  Price 
  Beretta 92F 
  $650 
   
  M72A3 LAW 
  $500 
   
  Tonfa 
  $40 
  Beretta 93R 
  $1,200  
  M79 
  $350 
   
  Machete 
  $30 
  Colt Double Eagle 
  $650 
   
  Composite Bow 
  $120 
   
  Chainsaw 
  $90 
  Colt M1911 
  $500 
   
  Crossbow 
  $90 
   
  Katana 
  $200 
  Colt Python 
  $500 
   
  Flamethrower 
  $900 
   
  Kukri 
  $30 
  Derringer 
  $350 
   
  Javelin 
  $20 
   
  5.56mm (20) 
  $20 
  Desert Eagle 
  $1,200  
  Pepper Spray 
  $40 
   
  7.62mm (20) 
  $20 
  Glock 17 
  $1,200  
  Taser 
  $55 
   
  7.62mmR (20) 
  $20 
  Glock 20 
  $1,200  
  40mm Frag 
  $650 
   
  .444 caliber (20) 
  $40 
  MAC Ingram M10 
  $500 
   
  C4/Semtex 
  $200 
   
  .50 caliber (20) 
  $40 
  Pathfinder 
  $350 
   
  Det Cord 
  $80 
   
  9mm (50) 
  $30 
  Ruger Service-Six 
  $350 
   
  Dynamite 
  $200 
   
  10mm (50) 
  $30 
  S&W M29 
  $500 
   
  Frag Grenade 
  $500 
   
  .22 caliber (50) 
  $20 
  SITES M9 
  $500 
   
  Smoke Grenade 
  $120 
   
  .32 caliber (50) 
  $30 
  Skorpion 
  $900 
   
  Tear Gas Grenade 
  $200 
   
  .38 special (50) 
  $30 
  TEC-9 
  $350 
   
  Thermite Grenade 
  $900 
   
  .357 caliber (50) 
  $30 
  Walther PPK 
  $500 
   
  White Phosphorus 
  $500 
   
  .44 caliber (50) 
  $30 
  AKM/AK-47 
  $500 
   
  Molotov Cocktail 
  $12 
   
  .45 caliber (50) 
  $30 
  Barrett Light Fifty 
  $3,500  
  Leather Jacket 
  $120 
   
  .50AE caliber (50) 
  $40 
  Benelli 121 M1 
  $900 
   Light Undercover Shirt 
  $275 
   10-gauge buckshot (10) 
  $30 
  Beretta M3P 
  $650 
   
  Pull-up Pouch Vest 
  $275 
   12-gauge buckshot (10) 
  $20 
  Browning BPS 
  $650 
   
  Undercover Vest 
  $350 
   
  Arrow (12) 
  $70 
  HK G3 
  $1,500  
  Concealable Vest 
  $500 
   
  Crossbow bolt (12) 
  $90 
  HK MP5 
  $2,000  
  Light-duty Vest 
  $650 
   
  HK MP5K 
  $1,500  
  Tactical Vest 
  $900 
   
  HK PSG1 
  $3,500  
  Special Response Unit 
  $1,200  
  M16A2 
  $650 
   
  Forced Entry Unit 
  $1,500  
  M4 Carbine 
  $650 
   
  Riot Shield 
  $120 
   
  M-60 
  $2,750  
  Ballistic Shield 
  $150 
   
  Mossberg 
  $500 
   
  Brass knuckles 
  $30 
   
  Remington 700 
  $900 
   
  Cleaver 
  $30 
   
  Sawed-off shotgun 
  $500 
   
  Club 
  $20 
   
  Steyr AUG 
  $1,500  
  Knife 
  $55 
   
  Uzi 
  $1,200  
  Metal baton 
  $70 
   
  Winchester 94 
  $500 
   
  Sap 
  $5 
   
  M2HB 
  $3,500  
  Stun gun 
  $30 
   
   
   
   
   
  
  15 
   
  Stress and Sanity 
  Characters will encounter particularly stressful situations which may weigh on their 
  mind and affect them emotionally. This is where a character’s Willpower comes into 
  play. 
  Characters have two meters to keep track of regarding this, their Stress Meter, and 
  their Sanity Meter. Stress determines how able a character will be in the short run 
  and how they may act and perform while Sanity affects them in the long run, showing 
  permanent signs of psychological damage. 
  A character starts with 10 + Willpower in their Stress Meter. 
  A character starts with 10 + Willpower in their Sanity Meter. 
  As a character encounters more stressful situations, their Stress Meter will increase. 
  Their Stress Meter increases when they encounter a situation regarded as “stressful” 
  and the stress meter decreases by 1 for every hour the character rests/sleeps. 
  Characters begin to take penalties when 
  their Stress Meter is exceeded, these 
  penalties are equal to the amount in which 
  their Stress Meter is being exceeded by. 
  The maximum number Stress can be at is 
  20. 
  Example: A character with an A in 
  Willpower has a Stress Meter of 14. If they receive 15 
  points of Stress, they take a -1 to all dice rolls. 
  Example 2: A character with an F in Willpower has a 
  Stress Meter of 2. If they receive 5 points of Stress, 
  they take a -3 to all dice rolls. 
  Sanity is more long lasting, and can occur when a 
  stressful situation permanently impacts a character’s 
  life. Points of Stress, if they exceed a character’s 
  Stress Meter, can be converted into points of Sanity 
  loss. When a character receives at least half their total 
  Sanity Meter in Sanity loss, they gain a random mental 
  illness as listed on the chart below. Once the character 
  has converted Stress into Sanity, it cannot be undone. 
  Sanity is only cured after 1 week of rest without a 
  stressful situation occurring. 
   
   
  Situation 
  Stress Increase 
  Entering combat 
  2 
  Under time constraint 
  2 
  Chased by horde of 10+ zombies 
  3 
  Held at gunpoint 
  3 
  Bleeding out 
  5 
  Hanging off of cliff 
  5 
   
  Mental 
   
  d% 
  Disability 
  1-5 
  Hallucinations 
  6-10 
  Schizophrenic 
  11-15 
  Aphasia 
  16-20 
  Echopraxia 
  21-25 
  Logorrhea 
  26-35 
  Autophagy 
  36-40 
  Bipolar 
  41-45 
  Body Dysmorphia 
  46-50 
  Depression 
  51-60 
  Fugue 
  61-70 
  Hypochondria 
  71-80 
  Insomnia 
  81-90 
  Megalomania 
  91-99 
  Multiple Personality Disorder 
  100 
  Post-Traumatic Stress Disorder 
  
  16 
   
  The Virus 
  The main source of the apocalypse, the virus spread across the world in a matter of 
  days. It has been 1 month since the spread, and most of the world is in ruins. Some 
  stragglers still remain: survivors who have held up after the incident which led to the 
  world being brought to its knees. The virus’ origin is unknown. 
  Very rarely those infected with the virus are able to retain their ability to speak and 
  retain more motor control. This allows some of the infected to wield weapons, and 
  trick their prey. Despite their supposed intelligence; they are still prone to anger, are 
  immune to fear, and still seek to kill and eat their victims. 
  Making “Brainless” 
  Though not actually brainless, these types of zombies are regarded as having close to 
  toddler levels of intelligence. Those who are still fresh may have retained their 
  muscles in their legs, and are able to run. Other, more older zombies, have most 
  likely broken or otherwise damaged these tendons and have been reduced to a slower 
  walking speed, knocking them to the ground when they try to run. A single bite from 
  the black and rotted teeth of a brainless will infect its target with the virus, killing 
  them slowly overtime (typical patients have 2 days before they succumb to the bite). 
  Brainless without teeth instead shamble aimlessly, and are not hostile. 
  Brainless always have the stats below. They can never regain Willpower or Intuition, 
  their skills are always the same as listed. If an NPC or PC is turned into a brainless,  
  Type 
  Zombie (Brainless) 
  Wounds 
  14 W 
  Move 
  4 sq. 
  Strength 
  A (+4) 
  Endurance A (+4) 
  Agility 
  E (-4) 
  Charisma 
  A (+4) 
  Willpower — 
  Intuition 
  — 
  Skills 
  Unarmed Combat Lv. 7, Dodge Lv. 6, 
  Intimidation Lv. 6, Perception Lv. 6 
   
  Making “Thinkers” 
  Thinkers are the more intelligent, more dangerous types of zombies which retain their 
  ability to trick humans and even negotiate them into letting their guard down. Due to 
  this, Thinkers have varied stats. Unlike Brainless, the only predetermined thing about 
  Thinkers is that they do not receive a Willpower stat. 
   
   
  
  17 
   
  Credits:  
  Writer: Jeremy Harris 
  Artist: @Chrisharvey on Dreamstime.com
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, deities, etc.), dialogue, 
  plots, storylines, locations, characters, artworks, and trade dress. 
  (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity 
  (see above), the game mechanics of this Black Flame Studios game 
  product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced 
  in any form without written permission. 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights 
  Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)"Open Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
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  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
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  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
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  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
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  7. Use of Product Identity: You agree not to Use any Product 
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  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
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  Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
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  10. Copy of this License: You MUST include a copy of this License 
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  11. Use of Contributor Credits: You may not market or advertise the 
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  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
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  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
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  necessary to make it enforceable.  
   
  
  18 
   
   
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher 
  Perkins, Rodney Thompson, and JD Wiker,  based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  
SOURCE: textdata/thevault/Black Flame Studios/The Last Heroes.pdf