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Normals vs Zombies game - advice sought, please!


ned-kogar

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Hello.

 

For the Halloween weekend, I'm planning on running a one-off zombie game, set in an otherwise realistic London. Setting-wise I'm all fine, but I was wondering if anyone had any thoughts on a few mechanical issues. There's a lot below, so thanks to anyone who reads it all!

 

The players will be playing pre-genned characters (all from a central London housing estate - not soldiers, or scientists - shopkeepers, thugs, kids, middle management at the local supermarket, driving instructors) that I'll allow them to make some small adjustments to - name, hobby skills, small stat swaps - BUT I want them to develop fairly quickly once the zombie threat arises. After a month of survival, they'll have specialised and developed some impressive knacks for dealing with zeds.

 

They'll have a reserve of X character points that they can spend in-game at a rate of Xcp per day (perhaps 5cp a day, from a reserve of 50cp).

 

Say a nursery nurse picks up a shovel to attack a zombie who's after her kids: she can choose to spend 1 of her allotted cp to gain a Weapon Fam with shovels (see below), and 2cp to get +1 OCV with spade Strikes... or 3cp to get +1 with all spade-based manoeuvres.

 

What would happen if the cp could be spent after a skill/attack roll is made?

 

What should the cp cap be, for each in-game upgrade? I don't want to prohibit non-skill purchases (1/2 End on running, some extra leap, extra strangth for throwing things, the ability to tolerate holding very hot things for longer than most people..) but well within the realms of human ability: nobody mutates, or suddenly knows karate, but they find inner reserves that let them do extraordinary stuff in order to survive.

 

They can only spend cp on what they're doing right at that point - so if they want to climb that scaffolding well, they'll get +1 to climb, not +1 to all Dex skills. Would it be a good idea to allow them to re-use that 2cp to buy a more general Skill Level later? Having spent 2cp on +1 Climb, and 2cp on +1 on Breakfall, should they - when trying to jump from a moving double decker bus - be able to spend another 2cp to convert these skills to a +1 to Agility skills?

 

Should I make the cp dependent on role-playing? Anyone who plays a Complication well adds a cp point to their pool - or is able to spend a bit more in their next 'upgrade moment'.

 

A Weapon Familiarity will be required for anything other than natural human weapons (the zombies are the slow, low DCV kind, so a 'missed blow' will actually suggest that they hit, but no damage has been done).

 

I think it would be entertaining to have a very granular list of Weapon Familiarities, coupled with detailed - slightly exagerrated - weapon write-ups for common implements: investing 1cp in WF Spades will much improve your chances with a nice item with a built-in +1 to hit for its +2d6 HtH flatface, and a -1 to hit with its 1d6 KA edge, and perhaps a +1 to blocks. This should mean that players have an incentive to stick with that first thing they picked up during the attack - the shopkeeper has become a dab hand with his 1/2d6 KA Penetrating 2m stretch window pole, the checkout girl sticks with her inadequate +2d6 wrench, cos it's what she's used to - and she's now at +4 OCV, plus a wrench-specific Fast Draw. Which will be charming.

 

I'm thinking of adding a stat for 'Neighbourliness' - which covers the quality of your interactions with the people in your area: how likely you are to be warned of danger, how well you know what other people have as resources. I can see it being great in the early part of the game, but am trying to think how it might be used later, as the characters (hopefully) escape the city. Maybe it should be a starting skill or Perk for a couple of characters instead.

 

Any nice zombie builds/mechanics that you've used?

 

Any thoughts on a mechanic to cover initial stupefied horror turning to grim determination? I think the zombies will have a built-in fear-inducing Pre attack, and characters can buy resistance to it.

 

Any advice on how to handle 'back-up' characters? The game will require a high turnover of normals - in a group of four, I could start everyone with 2 characters... but there are some non-rpgers playing, so I'd rather start with one each and then have them be able to pick up others along the way.

 

They'll also be able to play their zombified selves, should that occur while the pcs are still nearby.

 

I've never run a non-supers game before (though my current supers game is very 'real world + super powers). Any tips on running combats where no one's likely to have a speed above 4?

 

Thanks for your brainz,

 

Ned

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Re: Normals vs Zombies game - advice sought, please!

 

Here are my initial thoughts, I’m sure others will chime in as this is just a cool concept game.

I get the sense it is a sort of Shawn of the Dead meets 28 days later type of game, here are the things I would do.

I would start with a Base pool of say 25 points; points can only be spent after attempting or performing an action – and then only on skills, abilities, or powers directly related to the recent event.

Good RP earns a bonus of anywhere from 1-5 additional points for a good scene. These points either go into the pool or are spend immediately on the recent events which garnered the good RP.

Since this is a one-off game I would not worry about how they are going to fair or spend points after they escape the city. I would give a specific goal… something like the last Ferry is leaving the harbor at sundown, or the city is getting Nuked in 3 days… some sort of end to the game. A deadline so to speak. This allows for a “winning” scenario.

As to the specific mechanics, I would pre build example powers you will allow to be purchased – as you are the final judge of real world Human abilities…

Not allowing someone to buy a MA, but allowing someone to get reduced END for running, eh. It’s the flavor I guess.

I would build a list of Talents and in this list I would include:

Scared out of Wits (resistance to Zombie fear)

Neighborliness (select a neighborhood and you have a bonus to the area, contacts, current events, maybe even favors etc)

I’m excited to hear how this develops. Keep us posted

P

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Re: Normals vs Zombies game - advice sought, please!

 

The players will be playing pre-genned characters (all from a central London housing estate - not soldiers, or scientists - shopkeepers, thugs, kids, middle management at the local supermarket, driving instructors) that I'll allow them to make some small adjustments to - name, hobby skills, small stat swaps - BUT I want them to develop fairly quickly once the zombie threat arises. After a month of survival, they'll have specialised and developed some impressive knacks for dealing with zeds.

 

They'll have a reserve of X character points that they can spend in-game at a rate of Xcp per day (perhaps 5cp a day, from a reserve of 50cp).

 

I would begin with not very much on each character except the basic archetype (friendly gardener etc) and a whole bunch of cards cardboard with some small labels on them that provide skills and attributes that you have costed out.

 

The players play their characters and if they can narrate into the story one of the attributes etc then they can take it for their character. That way the attributes are built into the characters as the story takes shape.

 

Say a nursery nurse picks up a shovel to attack a zombie who's after her kids: she can choose to spend 1 of her allotted cp to gain a Weapon Fam with shovels (see below), and 2cp to get +1 OCV with spade Strikes... or 3cp to get +1 with all spade-based manoeuvres.

 

What would happen if the cp could be spent after a skill/attack roll is made?

 

What should the cp cap be, for each in-game upgrade? I don't want to prohibit non-skill purchases (1/2 End on running, some extra leap, extra strangth for throwing things, the ability to tolerate holding very hot things for longer than most people..) but well within the realms of human ability: nobody mutates, or suddenly knows karate, but they find inner reserves that let them do extraordinary stuff in order to survive.

 

They can only spend cp on what they're doing right at that point - so if they want to climb that scaffolding well, they'll get +1 to climb, not +1 to all Dex skills. Would it be a good idea to allow them to re-use that 2cp to buy a more general Skill Level later? Having spent 2cp on +1 Climb, and 2cp on +1 on Breakfall, should they - when trying to jump from a moving double decker bus - be able to spend another 2cp to convert these skills to a +1 to Agility skills?

 

If you want fast development on top of that, I would be inclined to allow advancement rolls whenever a skill is successfully used in a stress situation. If the advancement roll is for a 14- roll then it gets better on a 15+. This caps the advancement and you can adjust the plateau by using straight 3D6 or 3D6 with adjustments to make it easier or harder to get to the point where you need to roll 18 to advance.

 

Should I make the cp dependent on role-playing? Anyone who plays a Complication well adds a cp point to their pool - or is able to spend a bit more in their next 'upgrade moment'.

 

I would provide bonuses to the upgrade roll for good roleplaying...or simply making the game more fun for everyone.

 

 

I'm thinking of adding a stat for 'Neighbourliness' - which covers the quality of your interactions with the people in your area: how likely you are to be warned of danger' date=' how well you know what other people have as resources. I can see it being great in the early part of the game, but am trying to think how it might be used later, as the characters (hopefully) escape the city. Maybe it should be a starting skill or Perk for a couple of characters instead.[/quote']

 

Sounds like a combination of Contacts/Favours to me... :-)

 

 

Any thoughts on a mechanic to cover initial stupefied horror turning to grim determination? I think the zombies will have a built-in fear-inducing Pre attack' date=' and characters can buy resistance to it.[/quote']

 

Worth providing an advancement on PRE (only verus zombies) whenever they succeed in a zombie encounter. Each level of success could raise the character through a range of 'character' types, going from 'horrified' to 'unshockable'.

 

Any advice on how to handle 'back-up' characters? The game will require a high turnover of normals - in a group of four' date=' I could start everyone with 2 characters... but there are some non-rpgers playing, so I'd rather start with one each and then have them be able to pick up others along the way.[/quote']

 

If you go with the archetype and cards idea, you could build the new characters pretty quickly - advancements would be recorded on the cards and so new characters would come with more advanced skills (with different mixes due to different background stories).

 

I've never run a non-supers game before (though my current supers game is very 'real world + super powers). Any tips on running combats where no one's likely to have a speed above 4?

 

In heroic games I tend not to use a detailed speed chart, I indicate that everyone has two actions a round but some characters have bonus actions...

 

 

Doc

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Re: Normals vs Zombies game - advice sought, please!

 

Sure, with the use of specialized/complementary skills and heavily limited powers. You may want to set some restrictions on powers beyond point cost though - encourage getting Climbing+Acrobatics+a Parkour wall-jumping ability instead of just straight Clinging or Flight, for example.

 

Also, if the entire scope of the campaign is limited to normals, you can widen the "normal" ability range beyond what it is for a standard Heroic game. For instance, there's no reason you couldn't actually use the Heroic SPD/CV ranges and just say they represented "below average to pretty skilled" instead of "competent to legendary". You would have to rewrite any foes to fit that standard, but zombie apocalypse doesn't have that wide a range of foes anyway.

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Re: Normals vs Zombies game - advice sought, please!

 

First, Twilight of the Dead is a great link. Second, how contagious is the zombie disease? I know in the movies its always fatal, but for a game I think a Con roll would be great. And at the level your playing at, it maybe a moot point. But this could lead to some tense roleplaying. Should we kill him before he turns on us or should we wait? Can animals be zombies or not? Also, to throw a wrench in this game and keep people guessing, read the oringinal story, I am Legend. The author gives a reason why his vampires sometimes feared crosses or other religious items, and also mirrors. (In the story these vampires act more like zombies, and it had a technological background.)

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Re: Normals vs Zombies game - advice sought, please!

 

Personally, I would do the following (just general ideas).

 

Create 3-5 levels of zombies. From stale to fresh/mutant. The fresher the zombie the faster and more dangerous it is.

 

Continuing transformation to zombie link attack, with the defense being making a successful Con roll. the amount of body taken and the amount transformed would subtract from the con roll.

 

Zombies would generally not have any resistant defenses and the most stale would not have much normal defenses either. The lowest level zombie should be an easy kill but with enough abilities to let the characters know what they are dealing with to an extent.

 

Give 3 NPC party members to act as red shirts. They should be low DCV, low PER and low def. Tell the players that these guys are red shirts and should be used as such. If the PCs don't use them, they are great to give the PCs a chance against surprise attacks. The red shirt dies in the surprise round vs. a player getting hurt.

 

Plan on areas which may have survivors in hiding in case a PC dies.

 

Spectacular deaths deserve an CP bonus on new character builds. Any time a PC dies a spectacular death whether as a scream queen or the drag me to hell hero, allow them to spend the 3-5 extra points on the next character. This ups the death toll a little as some will doing really stupid things in order to beef up the next character. Note that if there are no survivors in an encounter, no one should get the bonus. It's a bonus for it to be recognized as a great death. If no one is around to note it, its not a great death, right?

 

A cool idea is the body part which keeps on functioning after dismemberment. Basically a triggered summon only when limb disabled. Summon animated limb.

 

Another cool idea is the exploding zombie. A trigger transform explosion (contaminated blood and guts everywhere) when a zombie "dies" due to a head or body critical hit.

 

Lastly, a mutant zombie which is an amalgamation of 6 zombies as the final actor would be cool.

 

Hrmmm, this is a cools concept especially for Halloween. Might press it by my players...

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Re: Normals vs Zombies game - advice sought, please!

 

Hello.

 

For the Halloween weekend, I'm planning on running a one-off zombie game, set in an otherwise realistic London. Setting-wise I'm all fine, but I was wondering if anyone had any thoughts on a few mechanical issues. There's a lot below, so thanks to anyone who reads it all!

 

The players will be playing pre-genned characters (all from a central London housing estate - not soldiers, or scientists - shopkeepers, thugs, kids, middle management at the local supermarket, driving instructors) that I'll allow them to make some small adjustments to - name, hobby skills, small stat swaps - BUT I want them to develop fairly quickly once the zombie threat arises. After a month of survival, they'll have specialised and developed some impressive knacks for dealing with zeds.

 

They'll have a reserve of X character points that they can spend in-game at a rate of Xcp per day (perhaps 5cp a day, from a reserve of 50cp).

 

Say a nursery nurse picks up a shovel to attack a zombie who's after her kids: she can choose to spend 1 of her allotted cp to gain a Weapon Fam with shovels (see below), and 2cp to get +1 OCV with spade Strikes... or 3cp to get +1 with all spade-based manoeuvres.

 

What would happen if the cp could be spent after a skill/attack roll is made?

 

What should the cp cap be, for each in-game upgrade? I don't want to prohibit non-skill purchases (1/2 End on running, some extra leap, extra strangth for throwing things, the ability to tolerate holding very hot things for longer than most people..) but well within the realms of human ability: nobody mutates, or suddenly knows karate, but they find inner reserves that let them do extraordinary stuff in order to survive.

 

They can only spend cp on what they're doing right at that point - so if they want to climb that scaffolding well, they'll get +1 to climb, not +1 to all Dex skills. Would it be a good idea to allow them to re-use that 2cp to buy a more general Skill Level later? Having spent 2cp on +1 Climb, and 2cp on +1 on Breakfall, should they - when trying to jump from a moving double decker bus - be able to spend another 2cp to convert these skills to a +1 to Agility skills?

 

Should I make the cp dependent on role-playing? Anyone who plays a Complication well adds a cp point to their pool - or is able to spend a bit more in their next 'upgrade moment'.

 

A Weapon Familiarity will be required for anything other than natural human weapons (the zombies are the slow, low DCV kind, so a 'missed blow' will actually suggest that they hit, but no damage has been done).

 

I think it would be entertaining to have a very granular list of Weapon Familiarities, coupled with detailed - slightly exagerrated - weapon write-ups for common implements: investing 1cp in WF Spades will much improve your chances with a nice item with a built-in +1 to hit for its +2d6 HtH flatface, and a -1 to hit with its 1d6 KA edge, and perhaps a +1 to blocks. This should mean that players have an incentive to stick with that first thing they picked up during the attack - the shopkeeper has become a dab hand with his 1/2d6 KA Penetrating 2m stretch window pole, the checkout girl sticks with her inadequate +2d6 wrench, cos it's what she's used to - and she's now at +4 OCV, plus a wrench-specific Fast Draw. Which will be charming.

 

I'm thinking of adding a stat for 'Neighbourliness' - which covers the quality of your interactions with the people in your area: how likely you are to be warned of danger, how well you know what other people have as resources. I can see it being great in the early part of the game, but am trying to think how it might be used later, as the characters (hopefully) escape the city. Maybe it should be a starting skill or Perk for a couple of characters instead.

 

Any nice zombie builds/mechanics that you've used?

 

Any thoughts on a mechanic to cover initial stupefied horror turning to grim determination? I think the zombies will have a built-in fear-inducing Pre attack, and characters can buy resistance to it.

 

Any advice on how to handle 'back-up' characters? The game will require a high turnover of normals - in a group of four, I could start everyone with 2 characters... but there are some non-rpgers playing, so I'd rather start with one each and then have them be able to pick up others along the way.

 

They'll also be able to play their zombified selves, should that occur while the pcs are still nearby.

 

I've never run a non-supers game before (though my current supers game is very 'real world + super powers). Any tips on running combats where no one's likely to have a speed above 4?

 

Thanks for your brainz,

 

Ned

 

Ok, my advice for the whole thing. DON'T OVERTHINK THE RULES STUFF. Keep it rules lite and fast. You will find that low spd combats go VERY fast.

 

I would also write up the PCs with a level of Combat luck (just enough to allow them to be lucky if the player isn't). Remember WF Clubs is free and most weapons people would pick up in the yard would be used as clubs. A Leather Jacket (ie Motorcycle or bomber style) should be good for 1-2 resistant PD/ED, as would an army surplus jacket. A motorcycle riding suit(ie like racers and some riders wear) would probably have 2-3 r defense.

 

Remember that any Cricket players would have levels in clubs (Bound to get levels if you do it enough), Just like any farm people/Firemen possibly having levels with axes (chopping wood and doors down allow you to get somewhat better). Butchers/ and cooks get pretty good with their knives (even housewives that cook a lot might have a level with knives).

 

Basically I would allow the PCs to spend on whatever they like, with a hint that spending on stuff the character is/has done is encouraged. I would allow that climber to buy either +1 with climbing or +1 with dex based skills. I have a feeling that people will pick up defense Maneuver fairly quickly. Also allow crazy upgrades if they are doing something that strikes you as wonderfully great.

 

Remember this is a one shot, keep the players engaged and having fun.

 

Also remember those who take body via the Zombie's bite don't turn right away. They fight on till the disease gets the better of them and they turn.

 

For most attacks I would use the GM tactic of the Zombies being able to take 1 hit, 2 hit or 3 hits before they go down (and stay down). Using that will cut down on your paperwork as a GM and also makes the PCs seem a bit more heroic. (1 hit is a hit by the PC that rolls average damage that, if they are signifigantly lower than average. I don't record it as a hit)

 

For the backup characters. keep them off screen till someone dies. Hand the Player the Characer sheet and allow them to do as many upgrades to the character as the party as a whole have done. When they complete the upgrades, have them appear on stage. Do things like have them run out of a house suddenly, and turn to kill a zombie that is chasing them. If they are exploring a big building, they could be behind the locked door that is labeled "Supply Closet" etc.

 

Give Resident Evil and Resident Evil II a watch to get ideas.

 

Again remember that this is a one shot that you are running to have a bang up blast of fun. Don't stress about anything, and when in doubt remember to rule in favor of what is the most fun.

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Re: Normals vs Zombies game - advice sought, please!

 

Some very helpful thinking here, thanks.

 

Lord Liaden, that Twilight Dead of the Dead link is a great starting point - I'm very much going for the grittiness of Romero, rather than the more exotic twists. The main difference is that, as it happens just south of the river in London, I need the threat to escalate overnight while all but one of the characters are sleeping - a strange mist rolls in up the Thames, kills a lot of people who are outside when it happens and when it clears, they're reanimated as shuffling zombie cannibals. I'm also going to make the zombies a little stronger, with an increased grab strength, as - unless a character is prone or grabbed - I want their bite unlikely to connect.

 

Palmate, I think those point levels are spot on. The talent list will be fun to do, though I'll be open to what the players want in-game too. At the moment, I plan to give each character some little talent-like quirk that gives the players a feel for what else might be possible later. Goal-wise, I need to have a good think - I think you're right, having a 'win' would be good. The government are going to seal London off (this won't stop those zombie crows getting out, mind) so, one goal would be to try to make it out prior to the barricading (the govt may just use the set a huge ring of fire on the M25). But your post has made me think - what if they just need to survive one night? That the risen dead fall inactive at sunrise, perhaps.. or retreat to the shadows... allowing people to be rescued. Hmmm. Not sure yet.

 

megaplayboy - yes! good point - I really need to test their effectiveness as a mob, too. Playtesting should be a fun evening.

 

Doc Democracy, the cards and handouts idea is quite appealing - it'll certainly give people a sense of progression: I could do weapons and clothing in the same way... Hmm... It's exactly the sort of thing I'd enjoy making. I'll need a few blanks to cover the unexpected.

 

Ice9, I reckon you're right about SPD.. if the zombies have 2, I may allow normal humans to range from 2 to 5. Interesting what others are suggesting about not using the Speed Chart - there are some suggestions in the APG that I'll have a look at. I think the formality of the SPD chart might be useful, but with perhaps a little more variability. I'm also considering segmented movement, if only for the zombies.

 

Tasha, sound advice, but one of the reasons I've decided to do this in Hero is to allow a lot of options for even low level combatants: the array of possible manoeuvres and the ability to make a spade a very different weapon from a pick axe or a shelf - if I wanted to go rules-lite I'd be using Mongoose's Traveller or - and this is still a possibility - Basic Role-Playing. This is why they'll lack any Weapon Familiarities to start, and I'll be having a different Weapon Fam for each type of object/weapon. I'll have a nice long list, but am fairly good on the fly and at making rules invisible for new players. I think similarly allowing standard clothing a little more utility (so that they'd rather face zombies while wearing jeans and a sweater rather than in their underwear - say +1 non-res PD) - with, as you suggest, bike leathers being about the best they'll come across - is a good thought.

 

dsatow, I think you're right that I'll need some variation between zeds, but I think I'll do it based on the zeds size and prior life - some little variations of speed and resilience (and skill, possibly) will make a difference at this level. I will also be having undead animals - vertebrates only. I reckon zombie police horses are going to be pretty terrifying. Their first encounter will be with a fox.

 

I've decided to have each player play a member of a family of four, with an additional character that joins them after they've got a handle on their first one.

 

Although Hero's stat granularity is not high, this is very much a skill based game: if one chap with Str 10 wants to differentiate himself from another with Str 10, he'd be getting +1 w. Str rolls/skills, or buying +5 Str only for lifitng, rather than buying his Str up... which makes sense in a game where people are excelling their expectations of themselves in very specific taks. So, I have no granularity concerns - especially given my intended differentiation between objects as weapons, etc.

 

Thanks very much for the thinks. Any more are very welcome.

 

Cheers,

 

Ned

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Re: Normals vs Zombies game - advice sought, please!

 

For your zombies the best ting to buy is automaton powers up to the 'takes no stun but loses powers/stats when damaged' Even without much in the way of PD people gotta pound on them and each time they take damage you can go oh the arm fell off but it's still coming. You biggest question is does one zombie bite always turn them into a zombie. If it does you can just hand wave it and not worry about exact stats just play it dramatically.

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Re: Normals vs Zombies game - advice sought, please!

 

Well, this session went pretty well! I had to slightly downgrade the zombie stats on the fly (just cos of the direction the story took), but the 'low-level characters improving under terrible circumstances' thing worked really nicely... the players (even the new to RPG one...) came up with some very nice things to spend points on (eg. close bond with NPC neighbours, +1 OCV, only vs. own children), we had people armed with walking sticks, hammers and high-heeled boots (this is the UK, so guns are thin on the ground) and statting out their pre-genned abilites of normals was good fun (eg. a disorganised teenage girl with Lives in chaos: +2 to spot useful things or her mum with Practical: +2 w/ Int Rolls to notice whether something important has been overlooked, takes full phase).

 

Thanks for eveybody's input.

 

Cheers,

 

Ned

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Re: Normals vs Zombies game - advice sought, please!

 

Too late to be useful, but can I just say i really like the idea of spending the points on the fly as (I believe) it will tend to mean that points will get spent on things that might otherwise be overlooked - an example from above being that the character may stick with their familiar pipe wrench even if a better weapon becomes available because they have already spent points on a pipe wrench and so may be better with that than a theoretically superior weapon. I'm sure the same thing applies to other skills too. Sounds like a lot of fun.

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Re: Normals vs Zombies game - advice sought, please!

 

This may be too late, but you might be able to get some use out of this:

 

Here There Be Monsters

 

If you drop the "Origins" allowing mystics, psychics, and people of faith to have special abilities its a "mundane" playing field. You might also drop the points if you want extra gritty.

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