Simpli-Six is a copyright and trademark of Devin Rykunyk MacKay and Atlantic Pen & Paper Games Games (AP&P Games)2015.

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1 Cover Art and Illustration by Devin Rykunyk MacKay Book design and layout by Devin Rykunyk MacKay Simpli-Six written, designed, and created by Devin Rykunyk MacKay Book Editing by Devin Rykunyk MacKay Internal Art and Illustrations by Devin Rykunyk MacKay, Patrick E. Pullen (used with permission in accordance with license) Other contributions and thanks:ryan Loomis, Steven MacKay, Micheal Deazley, Oliva Myette, Melissa Rykunyk MacKay, Jonathan Murphy, Jennifer Warrington, Melissa Rykunyk MacKay, Emilie and Gwen MacKay, Micheal MacKay,Bruce and Veronica MacKay Simpli-Six is a copyright and trademark of Devin Rykunyk MacKay and Atlantic Pen & Paper Games Games (AP&P Games)2015. Atlantic.pnp.games@gmail.com This is a work of fiction. names, characters, businesses, places, events, and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. DESIGNATION OF PRODUCT IDENTITY Atlantic Pen & Paper Games Games (AP&P Games) its logo, and Simpli-Six Zombies!, and its logo, are copyright and the product identity of Devin Rykunyk MacKay, 2015 All Simpli-Six characters, settings, proper names, adventures, and story lines within this manuscript are considered product identity All cover and internal art are considered product identity of the original artists and are used with permission of those artists. Except for material designated as product identity all materials and game mechanics within this manuscript are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d)with the additional caveat that the open material content material not be used in works deemed to be racist, sexually explicit or promoting hate against any race religion, nationality, or sexual or gender identity.. No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Those who use or reproduce or otherwise use Open Game Content do so with the understanding that a reference to Atlantic Pen & Paper Games Games (AP&P Games) will appear within the framework of the resulting document and said reference will credit. Atlantic Pen & Paper Games Games (AP&P Games) with the creation and development of the reproduced materials 1

2 TABLE OF CONTENTS Introduction...3 Character Creation...4 Attributes...4 Skills...5 Quirks...7 Secondary Stats...8 Equipment...9 Vehicles...11 Game Mechanics...14 Combat...16 Damage Types...17 Conditions...18 Vehicular Combat...20 Healing Advancement...21 Zombies! Zombie Weaknesses...24 Infection...24 Adventure Ideas The Community of Twin Streams Twin Streams Map Outbreak!...29 What to do Now?...29 Legal Information

3 Simpli-Six Zombies! Zombie survival and zombie horror settings have been in mainstream media for over half a century and are still going strong. People line up for movies that portray world ending zombie apocalypses, games where they play characters on the run from zombie outbreaks and book and comic series that follow ragged bands of survivors trying to adjust in a world where the mindless zombie is king. Zombies are sometimes the main antagonist, and sometimes they are simply a fore of nature, like a volcano or a flood, that brings out the real good or bad in the characters, but they are always there in the background, slowly gaining and waiting for someone to slip up,make a mistake, or fall behind. Put short, Zombies are popular, Zombies are fun, games with Zombies are fun. With that in mind we have put together this short supplement that will hopefully allow prospective GMs and players to put together and run a game in a Zombie horror and/or zombie disaster setting. This product is meant to be a stand alone game, playable without other books. This supplement uses the Simpli-Six system ans is compatible with other products that use that system. Due to the nature of the setting it is likely that many characters will not enjoy long lives and campaigns may only last a few game sessions. While that doesn't have to be the case, it's fine if it happens that way, after all the characters in most zombie fiction and media have only a handful of goals, such as getting away or escaping to safety. Very few stories of people on the run from zombies have the length, depth and duration of Kirby's The Walking Dead for example. The point being is that players should not be surprised if the game is more lethal than many others that use the Simpli-Six system, and if that is not a groups cup of tea they should feel free to modify or change what they need to to make it a better fit This supplement contains information on ho to make a survivor player character. A list of equipment. How zombie infection works. A host of new zombies as well as options to customize them and their weaknesses. It will conclude with a few campaign ideas or Jumpstarts and a sample setting for a quick 1-2 session campaign. Section 1: Character Creation Section 2: Equipment and Vehicles Section 3: Game Mechanics Section 4: Zombies! and Infection Sections 5: Jumpstarts and Sample Adventure 3

4 Character Creation When creating a character in Simpli-Six, all players start with the same basic resources to use when creating their character 10 Attribute Points to Spend on T.R.A.P.S Attributes 10 Skill Points to buy skill ranks or Quirks Starting Gear and Money as determined by the Setting and GM. One Luck Die Token (per game session) When Creating a character, players should keep in mind that certain features, such as magic, race(other than human), cybernetics, and superpowers cost a combination of AP and SP. If a player is creating a character with one or more of these, the points needed should be spend before buying Attributes and Skills, and the benefits should be applied after. Players should always ask the GM if these optional features are appropriate for the setting and the kind of game that the GM intends to run before making a character with them. In Simpli-Six Zombies! The assumption is that the player characters will all be mundane humans in a modern setting. However if you wish to play a more mixed genre setting information on different classes and magic can be found in the Simpi-Six Core Rulebook ATTRIBUTES All characters have 5 major attributes that help define them and that are used when performing basic actions. They are: Toughness: Represents the character's physical prowess and endurance. It is how strong and how tough the character is. In addition to skills it is often used in hand to hand combat and determining Hit Points. Reflex: Represents how quick, agile and nimble a character is. It is how fast a character is and how fast they can react. In addition to skills it is used in ranged combat as well as dodging. Awareness: Represents a character's ability to be aware of their surroundings. It also allows a character to notice the unnatural and the supernatural and to detect hidden objects people and passages. Presence: Represents how likable, persuasive, and personable a character is. It is how convincing, how persuasive, how charming and impressive a character can be. Smarts: Represents how intelligent a character is. It is how smart and knowledgeable the character is. A number of skills rely on Smarts. These Attributes can be best remembered by the acronym T.R.A.P.S. Characters start off with 10 points to distribute among all five. Each attribute must have a minimum of 1 point but no more than 4 at character creation. This can be increased beyond 4 later using Development Points An Attribute Score of 1 represents a character who is barely able in that skill. A character with a Toughness of 1 is weak and frail. A character with a Reflex of 1 is clumsy and slow, a character with Smarts of 1 is slow and dim witted. An Attribute Score of 2 represents the Average. A character with two points in any Attribute is the average human. A character with a Smarts of 2 has an IQ between 90 and 110 a character with a Toughness of 2 is average strength. An Attribute Score of 3 is Above Average. A character with a Toughness of 3 has the strength and endurance of a professional athlete. A character of a Presence of 3 is an excellent storyteller and could be a professional performer. An Attribute Score of 4 is Exceptional. A character with a Presence of 4 might be a movie star or professional politician. A character with a Awareness of 4 might be deeply in tune with their surroundings to the point of noticing even the supernatural. A character with a Reflex of 4 might be a sprinter or a professional magician/escape artist. 4

5 An Attribute Score of 5 is Legendary. A character with a 5 in any ability would be in the top ten percent of the population. A character with a Presence of 5 could be a internationally recognized speaker or celebrity. A character with a Toughness of 5 might be an Olympic level athlete, and a character with a Smarts of 5 would be a genius or an expert in their field An Attribute Score of 6 is the pinnacle of human ability. Anyone with a 6 in any attribute would find themselves in the top 1% of the population in that area. Characters with an attribute of 6 are so advanced in their attribute that they appear unnatural or even superhuman to the average person. An Attribute Score of 7 or above: Is not recommended. We recommend limiting advancement to a maximum of 6 in any game. An attribute of 7 or more would recommend an ability well beyond human ability and in some cases beyond human understanding. SKILLS All Skills are tied to a particular attribute. Characters are given 10 points to spend on skills (or Quirks) with a maximum of 3 points in any one skill at creation. Characters can choose from the following skills Toughness Reflex Awareness Presence Brawl*, Climb, Endurance, Melee*, Swim. Dodge*, Drive, Lockpick, Ranged*, Sleight of Hand, Stealth, Thrown* Search, Streetwise, Survival, Tracking Convince, Hustle, Negotiate, Performance, Rumour, Trickery. Smarts Computers, Humanities, Math, Medical, Repair, Research, Science,. *Indicates a Combat Skill Skills are meant to be very general in nature, allowing for a wide variety of actions to fall under each. For example a character can use the convince by seducing, smooth talking or intimidating, all are valid uses of the convince skill. Another example is the melee skill which is used whether the character is swinging a sword, a baseball bat, or a futuristic stun baton. A character can attempt most actions linked to a skill even if they don't have any ranks in it, they just don't get the benefit of the extra points and may, at GMs discretion, have a penalty added to their check. As each skill is linked to a T.R.A.P.S attribute, the character still adds the points they have in those attributes SKILL DESCRIPTIONS: Brawl: Combat Skill: The ability to fight with ones bare hands Climb: The ability to climb and scale surfaces such as trees, cliffs, hills, and walls. Endurance: The characters ability to resist fatigue, poison, and injury Melee: Combat Skill: The ability to fight with a close range weapon, such as a sword or a baton. This skill covers both one and two handed weapons Swim: The ability to swim well and to tread water effectively Dodge: Combat Skill: The ability to avoid being struck or harmed. Drive: The ability to effectively operate a mechanical wheeled vehicle and to perform difficult maneuvers with it. Characters should choose a general type of vehicle (automobile, jet, helicopter, sailboats etc.) when selecting this skill 5

6 Lockpick: The characters ability to pick locks and doors. Ranged: Combat Skill: The ability to fight with a ranged weapon, such as a bow and arrow or a gun. This skill covers both one and two handed weapons as well as ancient, modern and future ranged weapons Sleight of Hand: The ability to distract, hide, and conceal using a combination of misdirection and manual dexterity. Stealth: The ability to move silently and undetected or to go unnoticed Thrown: Combat Skill: The ability to use a thrown item or weapon in combat. A character can typically throw such a weapon their Toughness x20 in feet unless the weapon states otherwise Search: The ability to notice the hidden and unknown. Can be used to look for the hiding and the hidden Survival: The ability to live off of the land and survive under harsh conditions. Includes the knowledge of how to set traps. Streetwise: The ability of a character to find and make connections in a communities underworld and criminal element. Is often used when trying to find information or illegal goods and weapons. Tracking: The ability to spot signs and to follow an individual, animal, or vehicle over land. Convince: The ability to persuade another either by sweet talking or intimidation, of the characters point of view or course of action. Hustle: The ability to successfully talk passersby and complete strangers out of their money, usually by means of a trick or busking act. A successful skill check takes D6x30 minutes and returns D6x1/10/or 100 dollars/credits/etc. depending on the skill check made and other relevant circumstances such as location and socioeconomics Negotiate: The ability to broker agreement between two opposing parties via diplomatic means, debate, discussion, and negotiations. Performance: The ability to give a good speech, tell a good story, act out a play, or provide and evenings entertainment at the local inn or improv. A successful roll takes around D6x10 or 30 minutes depending on what the character is trying to do, an unsuccessful roll takes as long as the GM figures it would for the character to be booed off of the stage Rumour: The ability to chat up and carouse to find out or learn information about a local area or recent events. Can sometimes be used to discover and follow up leads on a quest or investigation. A successful roll takes 10xD6 minutes Trickery: The characters ability to trick and deceive others by bluffing, using disguises, forging papers or telling a tall tale. Computers: The characters ability to operate and program computers and computer systems. This is also the characters ability to circumvent and hack various systems. An attempt to hack or circumvent security usually takes D6 minutes, whereas writing a program can take hours, if not days, based on the complexity. Humanities: The character can use this skill as general knowledge of the humanities and the arts. Maths: The character can use this skill as mathematical knowledge and the ability to solve mathematical equations and problems. Medical: The characters knowledge of medical science and procedures. It is also the characters ability to conduct first aid or give medical treatment. Repair: The ability to recognize and repair mechanical issues and problems such as can be found in appliances, vehicles and other devices. Can take only a few minutes to as much as D6 hours depending on the nature of the problem. 6

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