The Walking Dead - Rules
Transcript of The Walking Dead - Rules
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You don't know what it's like out there. You may think you do, but you don't.It's only a matter of time. There's too many of those things.
- Rick rimes
Index
Character Creation - Page 01Relationships - Page 03
Stress Limit - Page 04
Hunger & Thirst Limit - Page 07Perks & Setacks! "noppose# & $ppose# %ttriute Checks - Page 0
'onus (ice - Page 0)
Comat - Page 10%ctions & *o+es - Page 1,
Health & Hit Location Chart - Page 13
irst %i# - Page 14
.atural Healing! alling & /umping - Page 1Suocation! 2nection & 'ecoming a alker - Page 1
56ample List o ear & 2tems - Page 17
56ample List o 2nteresting Locations - Page ,0Character Sheet - Page ,1
Character Creation
Is this real! "m I here! #ake... wake u$.
- Rick rimes
5ach pla8er starts Character Creation 9ith 6 Attribute Points! 9hich the8 ha+e to #istriute et9een 3
Attributes: Fortitude! Reflexan# Mind; 5ach %ttriute has to ha+e at least 1 Attribute Pointallote#to it; 5ach %ttriute Point in+este# in an %ttriute adds 1d69hen making Attribute Checks;
Fortitude< an8 ph8sical task in+ol+ing ra9n! use# to resist #etrimental con#itions =poison!atigue! the col#! > ? ! ighting 9ith melee 9eapons or ra9ling! >
Reflex< an8 ph8sical task in+ol+ing athletics! use# to #etermine initiati+e #uring comat!
ighting 9ith range# 9eapons or thro9ing! >
Mind< an8 mental task in+ol+ing intelligence! kno9le#ge! cunning an# #iscipline! use# toresist Stress! use# to uil# Relationships! >
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%ter %ttriute Points ha+e een #istriute#! Total Healthis calculate#;
Total Health< =ortitu#e @ Rele6? 6,;
hen Total Health has een calculate#! Health capacit8 is then appointe# to the main areas o the o#8
in#icating ho9 much #amage each part o the o#8 can en#ure:
Arms< ,A o Total Health! roun#e# up =each arm has that much Health?
e!s< 0A o Total Health! roun#e# up =each leg has that much Health?
Chest< 7A o Total Health! roun#e# up
Head< ,A o Total Health! roun#e# up
Then the pla8ers #etermine their characterBs "tress! Hun!eran# Thirst imits;
"tress imit< =ortitu#e @ *in#? 6,;
Hun!er imit< ortitu#e @ 10; This is the ma6imum numer o #a8s the character can go9ithout eating;
Thirst imit< ortitu#e @ 1; This is the ma6imum numer o #a8s the character can go9ithout #rinking;
Pla8ers then each gain a Perk; These help to lesh out a character! pro+i#ing him or her 9ith a onus;
5ach pla8er can come up 9ith an8 Perk that in+ol+es his character ackgroun# or personalit8! to e
appro+e# 8 the *; % character gains an a##itional Perk i the8:
- ha+e at least 3 Attribute Points in Fortitude! the8 get a Perk that in+ol+es ortitu#e;
- ha+e at least 3 Attribute Points in Reflex! the8 get a Perk that in+ol+es Rele6;- ha+e at least 3 Attribute Points in Mind! the8 get a Perk that in+ol+es *in#;
$n the opposite si#e o Perks! are "etbacks; /ust as 9ith Perks! the8 help lesh out a characterBspersonalit8! ut in a negati+e 9a8; Pla8ers recei+e a Setack i the8:
- ha+e no more than 1 Attribute Point in Fortitude! the8 get a Setack that in+ol+es ortitu#e;
- ha+e no more than 1 Attribute Point in Reflex! the8 get a Setack that in+ol+es Rele6;- ha+e no more than 1 Attribute Point in Mind! the8 get a Setack that in+ol+es *in#;
Pla#ers ma# o$t to take another "etback% If the# do& the# ma# take 1 additional Perk%
% character then has the opportunit8 to a## Relationshi$s=see elo9? no !reater than his or her
Mind; =or e6ample: i a character has , *in#! he or she cannot choose to ha+e a le+el 3 Relationship
9ith someone else; The8 can! ho9e+er! choose to either take a le+el , Relationship! or t9o le+el 1Relationships;?
% Pla8er ma8 then opt to take a ne!ati'e Relationshi$! imme#iatel8 !ainin! t(o )onus *ice $er
ne!ati'e le'eltaken this 9a8; This cannot e use# to lo9er a positi+e Relationship; +o more than 6)onus *ice can be !ained this (a#%
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inall8! a pla8er selects his or her startin! !earor his or her character; 5ach pla8er automaticall8
starts the game 9ith the clothes on their acks an# an em$t# back$ack! 9hich the8 can then ill 8
using )onus *ice=see elo9? to purchase items; 5ach pla8er recei+es ,- )onus *iceto make these
purchases; %n8 'onus (ie not usedcan e ke$t for later use! or can imme#iatel8 e use# to u8 morePerks;
%##itionall8! each pla8er ma8 choose a sin!le $ersonal itemor their character; This item has to esmall enough to e carrie# aroun# 8 the character! an# shoul# e use# to help lesh out a characterBs
personalit8 or ackgroun#; Together 9ith the *! a pla8er #etermines the use or that item;
Relationshi$s
"ll this time running from #alkers... you forget what $eo$le do.- %aggie reene
(uring their lietime! characters uil# up Relationshi$s9ith other people! positi+e or negati+e; Toin#icate ho9 9ell a character gets along 9ith someone else! a Relationshi$ Indicatoris use# to sho9
9hether or not people like 8ou; There are . le'elson the Relationship 2n#icator! 3 $ositi'e! 1 neutral
an# 3 ne!ati'e; (epen#ing on their actions #uring gamepla8! Relationships 9ith other people can shitaroun#;
Relationshi$ Indicator/ 03 0, 01 2 1 , 3
e'el 03< 'est rien#! Close amil8! Lo+er
e'el 0,< oo# rien#! (istant amil8
e'el 01< rien#! %cuaintance
e'el 2< .eutral
e'el 1< 'a# .eighor e'el ,< Ri+al
e'el 3< 5nem8
2 8ou ha+e a neutral Relationshi$9ith people! no e6ceptional ai# can e e6pecte# rom them! ut
neither 9ill the8 tr8 to oppose 8ou;
2 8ou ha+e a $ositi'e Relationshi$9ith people! the8 can e e6pecte# to assist a character #uring hisstruggles to sur+i+e; This is in#icate# 8 the le+el the Relationship is at; Per positi+e Relationship le+el!
that person can oer assistance #uring a session in the orm o #Bs! kno9n as Relationshi$ *ice;
hen a Relationship (ie is use#! it cannot be used a!ain for the remainder of the session ; 'ut as
long as 8ou keep a goo# stan#ing 9ith people! those Relationship (ice 9ill re$lenish at the be!innin!of the next sessionto a ma6imum o the Relationship le+el;
%si#e rom oering assistance in the orm o Relationship (ice! each positi+e Relationship le+el also
a##s a bonus 1d6 (hen tr#in! to influencethe person 9ith 9hom the character has a positi+e
Relationship 9ith; These are usuall8 Mind Checks; hen a neutral or positi+e Relationship en#s 9iththe #eath o a person! there is a goo# chance a character 9ill suer "tressor it =see Stress elo9?;
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2 8ou ha+e a ne!ati'e Relationshi$9ith people! the8 9ill most likel8 tr8 to keep their #istance rom
8ou ! tr8 to hin#er 8ou or! in some cases! e+en tr8 to saotage 8our eorts; Per negati+e Relationship
le+el! that person can take a(a# 1d6=use# 8 the *! or another pla8er shoul# the negati+e
Relationship e estalishe# 9ith him or her? 9hen making Attribute Checks; /ust as 9ith positi+eRelationship (ice! once a negati+e Relationship le+el is use# to remo+e a 1#! it cannot e use# again
or the remain#er o the session;
%si#e rom saotaging a character! each negati+e Relationship le+el also remo'es 1d6 (hen tr#in! to
influencethe person 9ith 9hom the character has a negati+e Relationship; These are usuall8 MindChecks;
(uring their time together! Relationships can !ro(or deteriorate; %t the en# o the session! oth the
* an# the pla8ers 9ill #iscuss i an8 changes shoul# e ma#e in Relationship le+els; The * has theinal sa8 in this;
"tress imit
The $ain doesn't go away, you &ust make room for it.
- "ndrea arrison
"tressis something 8ou 9ant to keep as lo9 as possile! as it re#uces the chance o success #uring
%ttriute Checks; % characterBs Stress Limit is #etermine# 8 addin! Fortitude and Mind! an# then
multi$l#in!the outcome b# ,; (epen#ing on the amount o Stress taken! a character recei+es
$enalties;
"tress Indicator
Stress is belo( ,-4o a characterBs Stress Limit < no penalt8;
Stress is abo'e ,-4o a characterBs Stress Limit < onl8 Bs an# Bs count as successes;
Stress is abo'e -24o a characterBs Stress Limit < onl8 Bs count as successes;
Stress is abo'e .-4o a characterBs Stress Limit < onl8 Bs count as successes; 2n a##ition! the
character gains the *istressed "etback! making all ,Bs count as Critical ailures as 9ell; =ThisSetack remains until the character is ack elo9 0A Stress;?
Stress is at 1224o a characterBs Stress Limit < roll on the Mental )reakdo(n Chart
hen a character is Stresse# out! a roll on the *ental 'reak#o9n Chart must e ma#e to #etermine i
something happens to the characterBs state o min#;
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Mental )reakdo(n Chart
1< the character commits suicide=i he or she 9as carr8ing a irearm! the8 lo9 their o9nrains out! pre+enting them rom turning?;
,< the character ecomes paranoi#! laming the person in the +icinit8 that the8 ha+e the lo9est
Relationship 9ith or the situation the8 in# themsel+es in; This lo9ers the Relationship 9ith
that person 8 1; 2 this causes that Relationship to #rop to Le+el 0 or lo9er! the character 9illtr8 to murderthat person on the spot =pla8er #escries ho9?;
3< the character ecomes delusional! no longer percei+ing #anger as it reall8 is;
5< the character ecomes catatonic! unale to #o an8thing; The character must pass a *in#Check to snap out o it; $nl8 Bs count as successes #uring this Check;
-< the character either ecomes a##icte# to a sustance! or nee#s a stronger i6 to sate their
a##iction; This raises the characters Addiction e'el b# 1; 2 this raises the characterBs%##iction Le+el ao+e Le+el 3! he or she o+er#oses; To see 9hether or not the character
sur+i+es the o+er#ose! the8 nee# make a ortitu#e Check; $n a Critical Success! the character
li+es to get high another #a8;
6< the character is ale to resist*ental 'reak#o9n! an# unctions as BnormalB;
Stress can e !ainedin se+eral 9a8s:
hen a person #ies 9ith 9hom the character ha# a neutral or positi+e Relationship! a MindCheckmust e passe# to pre+ent getting Stress; The pla8er nee#s to roll an amount osuccesses e7ual totheir Relationship le+el 9ith the #ecease#! $lus 1; =or e6ample! 3 successes
must e otaine# or a le+el , Relationship;? %n8 remaining Relationship (ice that person ha#
9hen the8 #ie#! ma8 e use# to make this Check;
The character suers Stress eual to the amount o unobtainedsuccesses nee#e# to pass the
Check; The character also ecomes fro8enor one roun# i at least 1 Critical Failure9as
rolle#! shocke# 8 the e+ents unol#ing aroun# him or her an# unale to act;
hen a character sees something gruesome! he or she nee#s to make a Mind Checkan# roll an
amount o successes e7ual tothe le+el o gore =#etermine# 8 the *?; The character suers
Stress eual to the amount o unobtainedsuccesses nee#e# to pass the Check; The characteralso ecomes fro8enor one roun# i at least 1 Critical Failure9as rolle#! shocke# 8 the
e+ents unol#ing aroun# him or her an# unale to act;
acing something une6pecte#! like an amush! reuires the pla8er to make a Mind Check; 2
aile#! he or she gains 1 "tress; The character also ecomes fro8enor one roun# i at least 1
Critical Failure9as rolle#! shocke# 8 the e+ents unol#ing aroun# him or her an# unale to
act; ;
hen a character suers #amage! he nee#s to make a Mind Check! gaining successes e7ual tothe amount o 9oun#s taken; The character suers Stress eual to the amount o unobtained
successes nee#e# to pass the Check; The character also ecomes fro8enor one roun# i at least1 Critical Failure9as rolle#! shocke# 8 the e+ents unol#ing aroun# him or her an# unale to
act;
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% pla8er can opt to suer 1 'oluntar# "tressto perorm an additional Mo'e#uring his turn
=see elo9?! or to add 1d6to an8 %ttriute Check;
hene+er a lim is cripple#! a character nee#s to make a Mind Checkan# roll at least ,
successes; The character suers Stress eual to the amount o unobtainedsuccesses nee#e# to
pass the Check; The character also ecomes fro8enor one roun# i at least 1 Critical Failure
9as rolle#! shocke# 8 state the lim is in;
hene+er a lim is se+ere#! a character nee#s to make a Mind Checkan# roll at least 3
successes; The character suers Stress eual to the amount o unobtainedsuccesses nee#e# to
pass the Check; The character also ecomes fro8enor one roun# i at least 1 Critical Failure
9as rolle#! shocke# 8 the loss o that lim;
2 a character suers an Addiction "etback! Stress gets a##e# i the a##iction canBt e sate# in
time; There are 3 le'els of addiction: mil# =le+el 1?! mo#erate =le+el ,? an# hea+8 =le+el 3?;
5+er8 3 #a8s that pass (ithouta i6! a character suers D Stress! 9here D is the le+el o the%##iction;
Stress can e reducedin se+eral 9a8s:
%ter making a Mind Checkto resist Stress! reco'erStress $er Critical "uccessrolle#;
(uring #o9ntime! characters ha+e a chance to take a reather; *ake a Mind Check; 2successul! lo9er the Stress 8 1; This can onl8 e #one #uring 7uiet moments! 9hen itBs
relati+el8 sae an# the people ha+e a chance to catch their reaths! an# onl8 once per D #a8s!
9here D is the current amount o Stress that character has;
2 a character suers an Addiction "etback! Stress gets re#uce# 9hene+er he or she gets a i6;
There are 3 le'els of addiction: mil# =le+el 1?! mo#erate =le+el ,? an# hea+8 =le+el 3?; $nce a#a8! a i6 re#uces D Stress! 9here D is the le+el o the %##iction; For alcohol& $ainkillers or
other dru!s addictions& a double dose is needed to sate that Addiction for a da#% hen
un#er the inluence o alcohol or other narcotics! the pla8er recei+es a penalt8 or the remain#ero the #a8 =see Perks & Setacks elo9?;
% pla8er ma8 use )onus *ice=see elo9? to re#uce their characterBs Stress; The amounto
'onus (ice nee#e# to re#uce Stress is e7ual tothe current amount o Stress that character has!
di'ided b# ,=roun#e# up?; 2 an8 person is near8 9ith a+ailale Relationship (ice! the8 ma8
also e use# to re#uce Stress; =2n#icating that people care aout the character an# tr8 to comort
or calm him or her;? Ho9e+er! i there are people near8 that ha+e a negati+e Relationship 9ith
the character! the8 can make it so the pla8ers nee#s to spen# a##itional 'onus or Relationship(ie to reco+er rom Stress =one per negati+e Relationship le+el?;
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Hun!er 9 Thirst imits
#hen you get down to that last can of beans, you're gonna be lo(ing those frog legs, lady.I would rather eat %iss )iggy. Yes, that came out wrong.
- *hane #alsh + ori rimes
% characterBs Hun!er imitis #etermine# 8 addin! 12 to Fortitude; This is the ma6imum numer oda#sthe character can go 9ithout eating; :atin! a Food Ration reduces Hun!er b# ,;
Hun!er Indicator
24 Hun!er< no penalt8
,-4 Hun!er and u$< Total Health is temporaril8 re#uce# 8 ,! until a characterBs Hunger isrought elo9 ,A;
-24 Hun!er and u$< onl8 Bs an# Bs count as successes; Total Health is temporaril8 re#uce#
8 another , points! until a characterBs Hunger is rought elo9 0A;
.-4 Hun!er and u$< onl8 Bs count as successes! plus that character gains the "tar'in!
"etback! causing e'er# Attribute Checkto recei+e a 1d6penalt8; 2n a##ition! .atural
Healing cannot occur 9hen the character is star+ing; =This Setack remains until the characteris ack elo9 0A Hunger;? Total Health is temporaril8 re#uce# 8 8et another , points! until a
characterBs Hunger is rought elo9 7A;
1224 Hun!er< onl8 Bs count as successes; Total Health is temporaril8 re#uce# 8 another ,points! until a characterBs Hunger is rought elo9 100A; % character diesthe ne6t #a8 i he or
she #oes not eat;
% characterBs Thirst imit is #etermine# 8 addin! 1 to Fortitude; This is the ma6imum numer o
da#sthe character can go 9ithout #rinking; *rinkin! a *rink Ration reduces Thirst b# 1%
Thirst Indicator
24 Thirst< no penalt8
-24 Thirst and u$< onl8 Bs an# Bs count as successes; Total Health is temporaril8 re#uce#8 ! until a characterBs Thirst is rought elo9 0A; 2n a##ition! that character gains the
*eh#dration "etback! causing e'er# Attribute Checkto recei+e a 1d6penalt8; 2n a##ition!
.atural Healing cannot occur 9hen the character is #eh8#rate#; =This Setack remains until thecharacter is ack elo9 0A Thirst;?
1224 Thirst< onl8 Bs count as successes; % character diesthe ne6t #a8 i he or she #oes not
#rink;
Characters start out a 0A Hunger an# Thirst; 5ach time a #a8 passes (ithouteating or #rinking! their
respecti+e A starts to rise; $nce their Limit is reache#! #eath is Eust aroun# the corner;
+ote/ Current Health can ne'er be more than Total Health% "hould the Total Health become
lo(er than the Current Health& Current Health becomes e7ual to the ne( Total health% ;hen
Total Health is raised& Current Health remains the same
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Perks 9 "etbacks
I see a chance to make a new start.- ale or(ath
Perks an# Setacks lesh out a character! sho9ing i a character is more or less ale to accomplish
something; Perks are usuall8 chosen 8 a pla8er! an# ha+e to e appro+e# 8 the *; Setacks! on theother han#! are usuall8 gi+en to a pla8er 8 the *;
% common Setack or a character is an Addictionthe8 are #ealing 9ith; There are 3 le'els of
addiction: mild=e;g; cigarettes! caeine! etc ?! moderate=e;g; alcohol! painkillers! etc ? an# hea'#
=e;g; har# #rugs! antiiotics! etc ?; 2t is possile or a character to reco'errom an %##iction! #ropping
to a lo9er a##iction le+el! 8 passing a Mind Check >d6! 9here D is the le+el o the %##iction; Thiscan e #one once $er 12 da#s multi$lied b# the addiction le'el; =or e6ample: a character 9ith a
mo#erate a##iction can tr8 to reco+er rom the a##iction! #o9n to a mil# a##iction! once per ,0 #a8s;?
2 a Critical ailure 9as rolle# #uring this Check! the character nee#s an imme#iate i6! or suer DStress! 9here D is the current le+el o the %##iction;
hen a character get his or her i6! the8 suer a $enalt#or the remain#er o the #a8! #epen#ing on the
le+el o the %##iction;
Mild Addiction< no penalt8
Moderate Addiction< onl8 Bs an# Bs count as successes
Hea'# Addiction< onl8 Bs count as successes
?no$$osed 9 @$$osed Attribute Checks
oney, you're weak. If you wanna li(e, you ha(e to become strong.- arol )eletier
?no$$osed Attribute Checksha+e #ierent difficult# le'els! #eci#e# 8 the *; (epen#ing on the#iicult8! a * 9ill let the pla8er either a## or remo+e a numer o 1#;
er# :as#< automatic success
:as#< a## 1#
Moderate< no #ice are a##e# or remo+e#
Hard< remo+e 1#
er# Hard< remo+e ,#
Im$ossible< automatic ailure
2 a character has multi$le $enalties9hen making an %ttriute Check! i!nore all exce$t the most
se'ere $enalt#; =or e6ample! i a character is at 0A Hunger ut at 100A Thirst! the penalt8 rom
Thirst trumps the penalt8 rom Hunger! thus reuiring Bs to succee# at %ttriute Checks;?
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@$$osed Attribute Checkshappen 9hen someone is acti+el8 tr8ing to counter something the
character is attempting to #o; 'oth characters roll their #ice! an# the one 9ith the most successes9ins
that Check; Rememer that Relationshi$scan inluence the total amount o #ice rolle#;
Rolling a 6 counts as a Critical "uccess; %si#e rom statistic onuses! the pla8er can opt to use a
Critical Success to #etermine that something eneicial to the characters happens in the stor8; This
nee#s to e appro+e# 8 the *; "ome $enalties mi!ht remo'e the Critical "uccess $art fromrollin! 6& makin! them count as normal successes instead%
Rolling a 1 counts as a Critical Failure! pro+i#e# that no successes 9ere rolle#; %si#e rom statisticonuses! the * can opt to use a Critical ailure to #etermine that something #etrimental to the
characters happens in the stor8; "ome $enalties mi!ht add additional numbers on the die to countas Critical Failures& for exam$le 'ia the *istressed "etback caused b# reachin! .-4 "tress%
Characters can ai# others #uring Checks =co+ering ire! helping to push a car 9reck out o the 9a8!
> ?; This a##s a single 1# to Checks =i logical?; *ore #ice can e a##e#! ut onl8 in the orm o
Relationship (ice;
Success Falue! or SF! is the minimum +alue on the #ie 8ou nee# to roll to succee#; =See page ,1;?
)onus *ice
I don't belie(e in magic or luck. I do the math, and I don't gamble.- *asha #illiams
'onus (ice are usuall8 grante# as re(ards#uring sessions; These replace 8our stan#ar# e6periencepoints most Role Pla8ing ames use; 'onus (ice can e use# or se+eral things:
% single 'onus (ie can add 1d6to an8 %ttriute Check;
Se+eral 'onus (ice grant automatic successes; The amount o 'onus (ice that are nee#e# is
the numer the pla8er 9ants to achie+e on a success; =or e6ample: a success o 4 reuires 4
'onus (ice;?
Se+eral 'onus (ice can e use# to $urchase a Perk; The amount o 'onus (ice that are
nee#e# is the numer o total Perks the pla8er 9oul# ha+e 9ith the ne9 one; =or e6ample: i a
character has , Perks! an# 9ants to a## a 3r#! the pla8er 9ill nee# to spen# 3 'onus (ice;?
'onus (ice can e use# to reduce "tress; The amount o 'onus (ice nee#e# to re#uce Stress is
eual to the current amount o Stress that character has! #i+i#e# 8 , =roun#e# up?;
hen recei+ing an8 amount o #amage! a pla8er ma8 use no more than a single 'onus (ie to
$re'ent 1 dama!e; =This can e interprete# as luck eing on their si#e;? .ote! ho9e+er! that9hile #amage might e re#uce# to 0 8 this metho#! i a alker ites a character! the8 ecome
automaticall8 inecte#! 9hether or not the actual ite #i# #amage to the character; This can eseen as a simple ite mark! 9hich isnBt enough to lo9er a characterBs Health;
hen rolling a Critical "uccess#uring a Check! an# at least 1 'onus (ie 9as use#! the pla8er ma8
return 1 )onus *ieack to his or her 'onus (ice pool;
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Actions 9 Mo'es
/ne wrong mo(e, and you get an arrow in the ass. 0ust so you know.- aryl i1on
(uring Comat roun#s! characters can make a single Mo'ean# a single Action; % pla8er can exchan!e
an %ction or a second*o+e; He or she can also opt to take 1 +oluntar8 Stress to gain a secon# *o+e;+o morethan 1 Actioncan e perorme#! an# no more than , Mo'escan e perorme# per turn;
:xam$les of Actions/iring a gun! opening a #oor! intimi#ating people! searching! ;;;
:xam$les of Mo'es/Taking co+er! aiming! picking up an item o the groun#! ;;;
"earch ActionG To perorm a Search %ction! the character must pass a *in# Check to see i he canin# an8thing o +alue; .ormal successes shoul# grant them one or t9o useul items! 9hile Critical
Successes shoul# pro+i#e or a igger re9ar# or e6ample a gun still loa#e# 9ith hal its ammo; The
more Critical Successes rolle#! the higher the re9ar# shoul# e or e6ample a cache o oo# hi##en 8other sur+i+ors;
Rolling a Critical ailure #uring a Search 9ill cause something a# to happen or the character; Some
e6amples:
*a8e a alker bursts out of hidin!an# attacks the character; ='oth the character an# thealker make a Rele6 check to #etermine 2nitiati+e; 2 the character loses! he ecomes surprise#
or the irst roun#! making onl8 Bs an# Bs count a successes 9hen rolling or (eense; %ter
oth the character an# the alker ha+e acte#! the other characters present ma8 make a Rele6
Check to see 9ho acts ne6t;?
*a8e the character alls through a rotten looroar#! causing him to !et stuck or fall do(nto
the loor elo9 =using the alling rules as 9ritten elo9;?
*a8e the character steps onto a ear trap; The pla8er recei+es the Inured e! "etback!
causing Attribute Checks usin! that limbto onl8 succee# on Bs or Bs; hen recei+ing the2nEure# Leg Setack! roll to #etermine 9hich leg is aecte# =,! 4 an# < right leg & 1! 3 an#
< let leg?; The Inured e! "etbackcan e remo+e# 8 either rolling a Critical "uccess9hen
rolling or +atural Healin!! or 8 recei+ing First Aidto that o#8 part;
That leg also recei+es 1 point o #amage rom the ear trap; To escape the ear trap! a ortitu#e
Check must e passe# in or#er to pr8 the trap open; 2 the pla8erBs character is tr8ing to open it
themsel+es! the8 recei+e a -,# penalt8 on the Check; =Rememer that Relationship (ice can e
use# or this;?
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Health 9 Hit ocation Chart
You walk outside, you risk your life. You take a drink of water, you risk your life.2owadays, you breathe and you risk your life. You don3t ha(e a choice.
The only thing you can choose is what you3re risking it for.
- ershel reene
% characterBs Total Health is calculate# a##ing Fortitude and Reflex! an# then multi$l#in!the
outcome b# ,; %ter Total Health has een calculate#! Health capacit8 is then appointe# to the main
areas o the o#8 in#icating ho9 much #amage each part o the o#8 can en#ure:
Arms< ,A o Total Health! roun#e# up =each arm has that much Health?
e!s< 0A o Total Health! roun#e# up =each leg has that much Health?
Chest< 7A o Total Health! roun#e# up
Head< ,A o Total Health! roun#e# up
% character recei+es $enaltiesi his or her Health gets too lo9;
.-4 Health and u$< no penalt8
-24 Health and u$< onl8 Bs an# Bs count as successes;
,-4 Health and u$< onl8 Bs count as successes; 2n a##ition! the character gains the )adl#
;ounded "etback! causing all %ttriute Checks to suer a -1# penalt8; =This Setack remainsuntil the character is ack ao+e 0A Health;?
24 Health and u$< the character is unconsciousor other9ise unale to mo+e! an# cannot
succee# in an8 %ttriute Checks! exce$t for +atural Healin!! until he or she is ack at ,-4
Health or hi!her;
hen a characterBs Health #rops belo( 24! he or she dies; .ote that Health A is al9a8s calculate#rom the characterBs #eault Total Health ==ortitu#e @ Rele6? 6,?; Re#uce# Total Health rom Hungeror Thirst #oes not change the Health A! unless the characterBs Current Health also #rops;
hen a character takes #amage that is t(ice his or her Fortitude
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hen an Arme!is reduced to 2 Health! it is cripple# =gain the Cri$$led "etback! making onl8 Bs
an# Bs count as successes #uring %ttriute Checks 9hen using that lim! an# pre+ents the character
rom taking a ,n#*o+e?; 5+en i the Health o that lim is restores! the character 9ill $ermanentl#
retain the Cripple# Setack; =The Cripple# Setack gi+es the same penalt8 as the 2nEure# Leg Setack!ut unlike the 2nEure# Leg Setack! it canBt e remo+e#;?
hen an Arme!s Healthis reduced to ne!ati'e 'alue! it is se+ere# or mutilate#! an# can ne+er euse# again =gain a "e'ered "etback *o+es! %ctions an# %ttriute Checks using that lim can ne'er
succeed!until the8 are someho9 replace#! 9hich 9ill then remo+e this Setack; %lso pre+ents the
character rom taking a ,n#*o+e?;
hen the Chest Healthis reduced belo( ,-4! the character gains the Cri$$led "etback! making
onl8 Bs an# Bs count as successes #uring %ttriute Checks! an# pre+ents the character rom taking a ,n#
*o+e ; =This Setack is permanent! e+en 9hen the Health is restore# to the Chest;? hen the Chestis
reduced to 2 Health! the character 9ill all unconscious; 2 it is reduced to ne!ati'e 'alue! the
character dies;
hen the Headis reduced to 2 Health! the character alls unconscious; 2 it is reduced to ne!ati'e'alue! the character dies;
This Hit Location Chart is se$araterom a characterBs o+erall Health; 5ach #amage #one to a o#8
part! alsore#uces a characterBs Current Health 8 1; (ropping in Current Health #oes not automaticall8
cause #amage to o#8 parts; .ote that the A use# to #etermine the Health o o#8 parts is calculate#rom the characterBs #eault Total Health ==ortitu#e @ Rele6? 6,?; Re#uce# Total Health rom Hunger
or Thirst #oes not change the Health o the o#8 parts; A character dies (hen his or her Healthdro$s belo( 2%
First Aid
You are a doctor!
Yes ma'am, of course. " (et.
" (eteran! " combat (et!" (eterinarian.
- ori rimes asking ershel reene
To appl8 irst %i# to a character! that characterBs remainin! Health 4 indicates the difficult# of the
Mind Checknee#e# to heal him or her;
.-4 Health and u$< 3Bs also count as successes; Reuires le+el 0 me#ical supplies;
-24 Health and u$< no penalt8 or #etriment 9hen making *in# Checks to successull8
appl8 irst %i#; Reuires le+el 1 me#ical supplies to e attempte#! such as painkillers;
,-4 Health and u$< onl8 Bs an# Bs count as successes; Reuires le+el , me#ical supplies toe attempte#! such as antiiotics;
24 Health and u$< onl8 Bs count as successes; Reuires le+el 3 me#ical supplies to e
attempte#! such as anesthetics an# the right me#ical tools;
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Character ma8 attempt to heal 9oun#e# parts o the o#8! an# thus tr8 to get ri# o nast8 Setacks; To
appl8 irst %i# to a speciic o#8 part! a pla8er #etermines 9hich o#8 part his or her character 9ants
to treat; 2 the irst %i# Check 9as successul! he or she can choose to either remo+e a sin!le "etback
attache# to that o#8 part! or restore 1 $oint of Healthto that o#8 part;
hen tr8ing to appl8 irst %i#! ha+ing the right euipment 9ith 8ou pro+i#es additional diceto
attempt the Mind Check; $n the other han#! the characterBs surroun#ings can also inluence success!8 either addin! or remo'in! diceto the *in# Check;
+atural Healin!
hether or not a character recei+es irst %i#! the8 can tr8 to pass a Fortitude Checkater enough rest;
This in#icates the characterBs o#8 reco+ering on its o9n! or a characterBs +atural Healin!;
.-4 Health and u$< automaticall8 regain 1 point o Current Health per #a8! no ortitu#eCheck is nee#e#;
-24 Health and u$< Critical Success restores , points o Current Health! normal Success
restores 1 point o Current Health; Current Health #rops 8 1 point i a Critical ailure 9as
rolle#; $nl8 Bs an# Bs count as successes;
,-4 Health and u$< Critical Success restores 1 point o Current Health! an# #rops 8 1 point
o Current Health i a Critical ailure 9as rolle#; $nl8 Bs count as successes;
24 Health and u$< Critical Success restores 1 point o Current Health; Health #rops 8 ,points o Current Health i a Critical ailure 9as rolle#; $nl8 Bs count as successes;
.atural Healing can ne+er restore Health to 9oun#e# parts o the o#8;
Fallin! 9 Dum$in!
4right side5 it'll be the fall that kills us. I'm a glass half full kinda guy.
- lenn Rhee
2 he o she is fallin!! the8 9ill nee# to make a Fortitude Checkto #etermine ho9 much #amage the8
can 9ithstan#; or each metera character alls! he takes 1 $oint of dama!e; @nl# Critical "uccesses$re'ent dama!e! re#ucing #amage taken 8 1 per Critical Success rolle#; .ormal successes #onBtpre+ent an8 #amage; Rolling at least 1 Critical Failuremakes the character suer 1 additionalpoint
o #amage! an# the character is stunnedor 1 roun# per Critical ailure;
2 he o she isum$in!! the8 9ill nee# to make a Fortitude or Reflex Checkto #etermine ho9 much#amage the8 can 9ithstan#; Per success rolle#! the8 re#uce #amage; Critical Successes pre+ent ,dama!e each; .ormal successes pre+ent 1 dama!e each; Rolling at least 1 Critical Failuremakes
the character suer 1 additionalpoint o #amage! an# the character recei+es the Inured e! "etback!causing Attribute Checks usin! that limbto onl8 succee# on Bs or Bs; hen recei+ing the 2nEure#
Leg Setack! roll to #etermine 9hich leg is aecte# =,! 4 an# < right leg & 1! 3 an# < let leg?; That
leg recei+es the a##itional point o #amage rom the Critical ailure;
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"uffocation
Characters can hol# their reath or a numer o minutes e7ualto their Fortitude; or each minute =10roun#s #uring comat? be#ondthat! the character suers Stress an# their Total Health is temporaril8
re#uce# 8 ! until the8 start to reathe again;
Infection 9 )ecomin! a ;alker
#e're all infected. "t the , 0enner told me. #hate(er it is, we all carry it.- Rick rimes
2t #oesnBt matter ho(a person #ies these #a8s; 5+er8one is inecte#; %ll 9e kno9 is that a ite rom aalker is atal! 9ith +ictims usuall8 #8ing 9ithin the ne6t e9 hours; hile scratches rom a alker
arenBt as lethal as its ite! thereBs een reports o people #8ing rom them an89a8; hether or not a
pla8erBs character kno9s this! is up to them to #eci#e; In!ame infection merel# means that the
characters not !oin! to li'e much lon!er%
hen a character gets bitten8 a alker! he automaticall#ecomes inecte#; 2 the ite occurre# on a
lim! the8 can tr8 to amputate it 9ithin the minute an# hope the8 9erenBt inecte#; 2n that case! a Checkmust e ma#e ollo9ing the rules elo9;
2 a character gets dama!ed8 a alker! the * secretl8 rolls a Check using that characterBs
remainin! Health di'ided b# ,; $nl8 Bs an# Bs count as a success or this Check; 2 the Check ails!
the character ecomes inecte#;
2necte# characters ha+e onl8 a fe( hourslet to li+e; The8 $ermanentl#re#uce their Health 8 1 per
hour that passes; ;hen a character is infected& First Aid or +atural Healin! do not restore Health
for that character%
.o matter ho9 a character #ies! unless his or her rain 9as destro#ed! the8 return as a alker! rea#8 to
pre8 on the li+ing; Pla#ers lose control of their character once he or she dies ;
Walker Stats (2ote6 #alkers can only be 'killed'if their brains are destroyed. This can only be
achie(ed by hitting them in the ead and reducing it to negati(e ealth. If other body $arts are
brought to negati(e ealth (alue, that body $art is destroyed but the #alker itself will still try to goafter the li(ing.7
8ortitude6 9 - Refle16 : - %ind6 ;
ealth6 < ="rms6 9 > egs6 ? > hest6 @ > ead6 97#ea$ons6 4iteAlaw ="ttack Balue6 :7=#alkers alwayshit on a C or higher.7
When a Walker rolls a Critical Success, it will try to bite its victim.To sink its teeth in their flesh, andthus immediately infecting them, the #alker will ha(e to gnaw its way through the efense Balue of any
"rmor that might be $rotecting that body $art of the li(ing. #hen a #alker rolls a ritical 8ailure,
something ha$$ens to its body =arms tears off, or its legs gi(e out from underneath it, etc7.
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:xam$le ist of Eear 9 Items
Dnd of the world don't mean shit when you got a tank.- %itch olgen
e!end
)*< The amount o 'onus (ice nee#e# to start the game 9ith this item;
A xxxx< %ttack Falue =*elee =Point-'lank?JShortJ*e#iumJLong Range?
*< (eense Falue
+ote/ "ound attracts ;alkers% The 7uieter the (ea$on& the better the chance characters ha'e to
not dra( un(anted attention%
Melee ;ea$ons
Police )aton Cost/ ,)*G A/ 2G */ 1G
'aseall 'at KCost: 3'( K%F: 1J-J-J- K(F: 1
Hocke# "tick Cost/ 3)*G A/ 11G */ 1G
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Armor
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*rink
Can of "oda Cost/ 1)*G
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Character "heet
The world we know is gone, but kee$ing our humanity! That3s a choice.- ale or(ath
1? our characterBs name! !enderan# a!e;,? The amount o )onus *icelet in 8our pool;
3? our characterBs currentamount o Health"tressHun!erThirst;
4? our characterBs total Health"tressHun!erThirst;
? our characterBs Fortitude& Reflex and Mind%? our characterBs current *efense alue%
7? our characterBs current "uccess alue; ='8 keeping track o this #uring pla8! itBs easier to#etermine 9hat 8ou nee# to roll to succee#;?
? our characterBs Perks 9 "etbacks;
)? our characterBs Relationshi$ e'el9ith a certain person;
10? The nameo the person 8our character has a Relationshi$9ith;11? Check this o6 i a Relationshi$ *ie9as use# =cannot e6cee# the Relationship Le+el?;
1,? our characterBs belon!in!s;
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