Character creation.
First off, you’ll need a character, called a survivor. Come up with a cool name and back story first and then create your survivor, or do it the other way around.
A survivor has the following basic stat line:
Mov F/S S D A W C M/W/F
6 4/4+ 4 4 2 2 4 3/0/2
A player may choose to increase any two stats by one, except the heroic stats. A player may choose to redistribute the characters heroic stats, though Might and Fate may not go above 3. Also, each point spent on will gives an increase of two to that stat.
In addition to its stat line, a survivor may also be given special abilities and equipment.
Special abilities
To be given special abilities, a survivor must purchase them from the following list; each character has 5 points to spend, plus up to 5 points more gained from taking drawbacks.
Ambidextrous
The survivor is adept at using both hands and may fire a one-handed weapon in each hand.
Cost: 2
Command
Spell, dice score to use 4+. Range 12 inches, if successfully cast on model, the model is under the casters control for the duration of the turn, and counts as being on its side.
Cost: 4
Fearless
The survivor has courage 8.
Cost: 2
Friendly fire
The survivor may fire even while risking to hit a friendly model.
Cost: 1
Inspiring presence
The range of the survivors stand fast!-rolls and heroic actions is increased by 6 inches.
Cost: 3
Improvised weapon
The survivor may make a shooting attack with the following profile: S d6-1 (roll each time the ability is used), range 12”, movement penalty full, one-handed. There is no need for any ammo rolls, nor does it use any equipment slots.
Cost: 2
Lucky
The survivor may re-roll failed fate tests. The second result stands, even if it is worse than the first roll.
Cost: 3
Martial artist
The survivor never counts as trapped while standing.
Cost: 3
Medic
When using med-kits, the survivor regains wounds on a score of 2+ rather than 4+
Cost: 2
Military discipline
The survivor may receive benefits from stand fast!-rolls and heroic actions if within 12 inches of the model using them (or 18 inches if the user has inspiring presence).
Cost: 1
Minion
The survivor has a minion with him. Choose one from the minion list. The minion is under the complete control of the survivor. Additional equipment may be purchased for the minion from the normal equipment list.
Cost: 5
Mutant
The survivor may regenerate wounds. At the start of each turn, roll a d6 for each wound lost previously. On any roll of 6 the survivor regains one wound.
Cost: 6
Pack rat
The survivor may carry two extra pieces of equipment.
Cost: 1
Quick shot
The survivor may fire its weapon twice. This may be combined with the ambidextrous ability, allowing a survivor to fire both weapons twice.
Cost: 3
Rousing speech
The survivor is able to bring new hope to tired comrades with a few well spken words. Spell, dice score to use 4+. Every friendly character within 6 inches (including the caster) immediately regains one previously used heroic stat.
Cost: 3
Running gun
The survivor is adept at using weapons while moving. Treat movement penalty half weapons as pistols, and movement penalty full weapons as movement penalty half weapons.
Cost: 3
Sprint
By foregoing any other action (including free actions, such as picking up equipment), the survivor may move 4 inches extra. Usable every other turn.
Cost: 2
Terror
The survivor causes terror.
Cost: 1
Vampire
The survivor is a creature of the night! If a vampire kills a model in close combat, he drinks its blood and regains 1 previously lost wound.
Cost: 7
Zombie hunter
The survivor has learned how to best kill zombies, be it from comic books or actual experience. Zombies reduced to zero wounds by the survivor may not use the brainless ability. When selecting this ability, decide if it should apply to close combat attacks or shooting attacks, or both. If you choose both you must pay double price.
Cost: 4
Zombie mimic
By imitating the movement, sounds and smell (ugh) of the zombies, the survivor can pass as one of the undead and avoid their attention. To use this ability, take courage test before the priority roll. If passed, reduce his movement value to 4. The survivor may not charge or shoot, but may cast spells. Zombies will completely ignore the survivor. If the test is failed, the character may not charge or shoot this turn, but may move normally. A survivor may use this ability several turns in a row, provided that he continues to pass the courage test before each priority roll.
Cost: 2
Drawbacks
As well as special abilities, a survivor may well have some flaws. The point given after each drawback may be spent purchasing abilities from the above list, to a maximum of 5 extra points. A character may have more drawbacks if you wish, but will receive no further bonus for these. Some drawbacks have slight positive effects as well.
Child
With age come experience, and you have little of both. As a child, you are weaker than adults, but fate seems to favor the young. A child survivor reduces strength, defence and attacks by one, but gains one point extra to each heroic stat.
Bonus points: 1
Coward
The survivor has survived by being a coward, rather running from a fight than facing poor odds. He has twp point lower courage. This drawback may not be combined with the fearless ability.
Bonus points: 2
Cthulhu mythos
The survivor has caught a glimpse of the world beyond mere mortals and been scarred for life by what he saw. He has one point lower courage to represent his failing mind, but count his fight value as the same as any evil hero he faces in combat to represent his greater knowledge of the beyond.
Bonus points: 1
Drunk
The survivor is immune to all courage tests, but will always count as trapped if he loses a fight.
Bonus points: 3
Fumble
The survivor may never move and fire weapon, regardless of type. May not be combined with running gun.
Bonus points: 3
Weak
The survivor is weak, be it from debilitating disease or simply lack of exercise. Reduce strength by one. Also, the character may never use chainsaws or two-handed weapons, as they aer too heavy for him ton handle.
Bonus points: 2
Works alone
The survivor has survived as long as he has by relying on himself, and has learned that other people are only useful if they run slower than him. He may never gain any benefit from stand fast!-rolls or heroic actions of others, nor may anyone else gain benefits of his. However, he is immune to courage tests caused by broken force.
Bonus points: 4
Unarmed
The survivor has no close combat weapon and counts as unarmed, and may never use them even if he finds them later.
Minions
If a character has the minion ability, he gains one minion from the following list
Dog
Mans best friend, even after the apocalypse.
Mov F/S S D A W C
8 4/- 4 3 1 1 3
A dog may never use items, but may carry a single item for its owner. When the owner is in base contact with the dog, he may use the item as if he was carrying it himself.
Warrior
A bodyguard or hired mercenary, or perhaps your burly neighbor. A warrior aids you in the fight against the oncoming hordes.
Mov F/S S D A W C
6 3/4+ 3 4 1 1 3
A warrior comes equipped with either a pistol or a rifle and armour. You may purchase two pieces of additional equipment for him, but once given to him, he will not give it back. He also has the military discipline ability.
Minion
Clerical staff, assistants or perhaps a babysitter, your survivor has a loyal helper in his minion.
Mov F/S S D A W C M/W/F
6 2/5+ 3 3 1 1 3 1/0/1
A minion can carry up to four items, purchased from the normal list. Unless given a weapon, a minion is considered to be unarmed. When the survivor is in base contact with the minion, he may use any of the items as if he was carrying it himself. Additionally, whenever the survivor is within 6 inches of the minion he may use the minions heroic stats for himself.
Equiment
A survivor has four item slots. Most equipment takes up a single item slot when carried, though some larger things may take two. All survivors are considered to carry a simple close combat weapon, such as a dagger, unless they have the unarmed drawback. This does not use any item slots. A survivor may pick up equipment by moving into base contact with the item, provided he has enough item slots. This is a free action, and does not prevent him from further actions. Likewise, he may also drop items at any point during his movement as a free action. A character is given 10 points to spend on equipment (note that this is separate from the points spent on abilities).
Weapons
Assault rifle, range 24, strength 3, movement penalty half, ammo roll 5+, fires three shots, two-handed.
Cost: 4
Chainsaw, always wounds on 2+, carries a penalty of one on rolls to see who wins a combat. Ammo roll 5+. Takes up two item slots.
Cost: 6
Close combat weapon such as a bat or sword or similar, +1 attack.
Cost: 2
Crossbow, range 24, strength 4, movement penalty full, ammo roll 4+, silent, two-handed.
Cost: 2
Desert eagle, range 12, strength 4, ammo roll 4+, pistol, one-handed.
Cost: 4
Katana, user receives a bonus of one when rolling to see who wins a combat, and receives a bonus of one when rolling to wound.
Cost: 6
Rifle, range 24, strength 3, movement penalty half, ammo roll 4+, two-handed.
Cost: 2
Shotgun, range 18, strength 5, movement penalty half, ammo roll 5+, two-handed.
Cost: 4
Two-handed weapon, carries a penalty of one on rolls to see who wins a combat, user receives a bonus of one when rolling to wound.
Cost: 1
Miscellaneous equipment
Ammo. A survivor can use a box of ammo to reload his weapon if he has failed an ammo roll. This is a free action. The ammo is then removed from the item slots.
Cost: 1
Armour. A survivor wearing armour increases his defense by one point.
Cost: 3
Backpack. A survivor wearing a backpack gets three more item slots. Does not use up an item slot.
Cost: 1
Flashlight. Suffers no “in the way”-effect from darkness.
Cost: 1
Gas can. Works like ammo, but for chainsaws.
Cost: 1
Night vision goggles. Ignores all effects of darkness.
Cost: 2
Shield. A survivor with shield increases his defense by one point, and gets access to the shielding rule. May not be used while wielding chainsaws, katanas or two-handed weapons.
Cost: 3
Silencer. Attached to either rifle or desert eagle, makes weapon silent.
Cost: 1
Torch. Does not suffer courage penalty from darkness.
Cost: 1
.....
More abilities and weapons will be added as I come up with more ideas