The Ordog Effect Deadworld
The Ordog Effect Deadworld
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Background
Three years ago a nightmare of apocalyptic proportions began in North America and Europe and rapidly
spread throughout the entire world. Only fifteen people knew what was happening, and then it happened to
them too. No one else ever discovered why the dead returned to shambling unlife to attack and devour the
living. In the beginning, a few enclaves of hastily assembled scientists and doctors tried desperately to
understand the phenomenon and find a solution to it. But in the end, there wasn‟t time.
Note: No one alive knows the true story of the “Ordog Effect”. The term “Ordog Effect” (i.e. Devil Effect)
was the term given to the reanimation of the dead by Russian scientists. The term was seized upon by the
media who proceeded to use the term ad infinitum, ad nauseum in their broadcasts..
The cites emptied into the countryside as terrified citizens worldwide sought safety, shelter, food, and the
other necessities of life. Millions starved to death in the first six months. Millions more followed afterwards
due to attacks by reanimated corpses, attacks by other survivors, lack of medical care, and countless other
reasons. Civilization was doomed.
Three years later, every cities and most towns in the world are inhabited only by the walking dead. During
the day the streets are empty. At night, the dead walk the earth. The surviving living humans have hidden
themselves away in the wilderness or in well-fortified and well-provisioned settlements. These survivors
are learning to copy with the reanimated corpses that most call vampires. But these are not the vampires
of myth. They avoid sunlight, but will hunt under the blazing sun when prey is at hand. Garlic and holy
water have no effect on the cannibalistic corpses. They cast reflections and do not turn into bats or clouds
or myth. And they are definitely not hip, trendy, or darkly moody gothic icons.
The dead have inherited the earth. Only by day do most living humans stand a chance of survival.
Plague, Famine, and Population Crash
The first reports were bizarre. Beginning on Wednesday, 6 October 2010, groups of what were described
as disoriented people in the southeastern United States, England, Italy, Spain and parts of Eastern Europe
reportedly began committing acts of murder, mutilation, and cannibalism apparently at random. These
attacks invariably occurred at night. In most cases, these groups appeared to remove their victims, leaving
behind only blood and hysterical survivors. The attackers were reportedly immune to pain and wounds.
The attackers were said to be able to sense the presence of victims that had hidden at their approach.
Some survivors claimed to have recognized deceased relatives and friends among the groups of attackers.
Each successive night brought more and more reports of these attacks. And each successive night
brought word of attacks in more and more places around the world. By 18 October, the first reports of
these nocturnal attacks were being reported in Japan, Australia, and the islands of the Pacific.
Then on Monday, 21 October 2010, Black Monday, the killings began to occur in daylight and in public and
continued without cease. The groups committing these horrific acts now numbers in the hundreds if not the
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thousands. And by that evening, even the most skeptical had to accept that the victims killed by the
attackers were soon afterwards joining in the attacks.
Around the world, cities exploded overnight into complete chaos. Looting, vandalism, murder, and rape
were the more civilized occurrences in relation to what followed. Arson. Bombings. Political and religious
pogroms. Reprisals and counter-reprisals. In too many places, in the darkness and confusion, the human
mind turned to genocide and racial warfare. And wherever death occurred, the dead soon rejoined the
violence. When the living needed each other the most, when there was still a chance to bring order out of
chaos, humanity threw it all away. Civilization began to totter, and crumbled within a week.
When it became apparent that a national catastrophe of unparalleled magnitude was in the making, federal
and state governments attempted to deploy roadblocks and checkpoints to stem the tide of chaos. The
federal government declared martial law and instituted dusk-to-dawn shoot-on-sight curfews. Industry
ground to a halt, followed by the economy. Local governments disappeared overnight. The federal
government managed to retain some semblance of control for another month before all attempts at control
became meaningless.
Desperate to escape the hordes of the living dead overrunning city after city, most refugees managed to
escape into the countryside no matter how draconian the blockades and quarantines were. They went
around, traveled cross-country, fought their way out, or were released by troops unwilling to fire on terrified
civilians. As contact with higher command broke down, many military units joined the exodus from the
cities, escorting and protecting the millions of fleeing of civilians as best they could. Then the trouble really
started.
Diary entry, unknown speaker, audio cassette tape:
"The fight against the dead was a lost cause from the beginning. The minute the cities were
abandoned, you guys sealed your fates. Should've tried to keep people there, maybe. Dunno. But
when millions of people lit out for the country… Guess most of 'em starved to death the first year.
Too many people. Not enough food. No way to transport it. Simple population ecology. Figure more
died fighting each other than were killed by the dead guys, at first ,at least. At any rate, the
numbers of the walking dead swelled into the millions within a few months. After that first winter,
not a day went by that I didn't spot them wandering down the highway. By then we'd lost. Anybody
smart would've headed for the open seas and found themselves a nice cozy little island to live on.”
from “Tank” © 1999, WD Robertson, posted on www.homepageofthedead.com
Near major highways and urban areas, civilians and military units ranging in number from dozens to
thousands began seeking presumably safer areas outside the cities. Such groups seldom traveled
coherently and quickly became strung out for distances of several miles or more. Marching discipline was
breaking down among military units and was nonexistent among civilian refugees. These trains of fleeing
citizens became movable feasts for the growing numbers of the dead. There was no way to enforce proper
disposal of bodies in a column of 25,000 civilians and 400 National Guardsmen who were under constant
attack by ever larger groups of the undead. And each new corpse that wasn‟t handled properly added to
the terror and chaos.
There was very little food to be had in the countryside. Most small towns and farms were overrun in a
matter of weeks, and then starvation set in. Disease was endemic to refugee camps and squatter towns.
Dysentery, cholera, typhoid fever became more common that head colds. Simple wounds became
gangrenous without access to basic medical care and sanitation. Refugee camps and squatter villages
became death traps in relatively short order.
By 4 February 2011, civilian government in the United States had become a memory. Military units, still out
of contact with higher authority, tried in vain to hold areas of safety for civilian refugees, but desertion and
the constant attacks from the dead hampered any meaningful efforts.
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The casualty rate soared, with each victim becoming a reanimated corpse if proper disposal procedures
were not followed. And when enough people were sick in a given area, taking care of corpses simply did
not happen fast enough to stop outbreaks of the dead from raising the mortality rate even faster. Rural
areas along major highways were faced with millions of the walking dead.
Civilization quickly degenerated into a horrible parody of the Dark Ages. Gangs of organized criminals and
looters preyed on other gangs with the same savage intensity that they visited upon refugees, surviving
enclaves, and loners.
Many survivors headed into the desert and desolate areas of the world, seeking safety in solitude. Others
turned to the sea, and settled in floating cities built on the decks of ships and on rafts lashed together to
form floating islands. The largest sea settlement still in existence is the U.S. Seventh Fleet, currently
anchored off of Galveston Island, Texas. Thousands of commercial and military ships have been
converted into a floating city under the jurisdiction of the presumed current President of the United States,
Clarence Hemphill, former Deputy Secretary of Housing and Urban Development.
…The arrival at the Rescue Center was like nothing either Bobby or WarMonkey had expected.
Offshore, ships were anchored in rows as far out to sea as either of them could see. Freighters,
warships, a passenger liner, at least three supertankers. One aircraft carrier‟s deck was
completely covered by a shanty town built of scrap metal and drift wood.
On shore, the helicopter passed over a broad swath of scorched ground, easily two miles wide,
every building razed to its foundation, every strip of vegetation burned away. Behind this killing
zone was a reinforced rampart of earth, razor wire and deadfalls. Rotting corpses littered the
ground. Atop the wall stood sentry towers manned by soldiers. Apparently they had plenty of
ammunition to judge from the sporadic crackle of gunfire. Combat Demolition Vehicles and
armored tanks were making a foray into the killing zone, utilizing flame throwers and flechette
rounds to disperse or destroy groups of dead too numerous for the snipers. The rampart stood
against the sea. A flotilla of barges and floating pontoon bridges allowed limited and easily
removable access to the island beyond. Along the beaches of the mainland and the island
stretched several rows of razorwire barriers. The barriers started about twenty yards inland and
extended into the sea to the low tide boundary. Countless corpses were entangled in the barriers,
targets for the roving beach patrols of soldiers and militia armed with pikes and axes.
“Welcome to Galveston, fellas,” one of the crewmen shouted over the roar of the engine.
In many cases, the remnants of the world‟s military forces were forced to resort to piracy and pillage in
order to find enough food and supplies to continue any sort of coherent operations. In the end, all pretense
at order and legitimacy disappeared. Anyone willing to kill to survive was more likely to make it than those
who did not.
And around the world, the dead congregated by the millions, acting out their former lives in a mindless
mimicry until they located living humans and begin the hunt.
Everywhere it is the same: the living dead are relatively weak singly and in small numbers, but packs of the
walking corpses can easily overpower a living human. Everywhere it is the same: the human is ripped
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apart and eaten by the rapacious dead. And if enough of the victim is left intact along with the brain, they
too will reanimate into a mindless monster intent only on devouring the living.
A few areas are rumored to have survived relatively intact due to isolation and draconian refugee control
methods. Iceland. New Zealand. Hawaii. Antarctic scientific bases. There have been no verified contacts
with any of these areas in the last two years, but that doesn‟t stop the rumors of promised lands of food and
safety.
Local leaders tend to be bandit kings living in barbaric splendor (think of the stereotype Mongol warlord with
silks, furs, gold, gems, harem girls, and CD players). These people are local Strong Men and are not often
given to silliness like mercy or even logic. Altruism has pretty much gone the way of the dodo bird.
Skills
The following skills and highly recommended for new and continuing groups of characters and NPCs:
· Animal Training (new skill) – ability to train animals to perform functions useful to humans and
knowledge of how to care for them. Guard dogs and attack dogs are very popular, as they will attack
both the living and the dead on command, and can serve as a backup food source if times get really
bad. A horse that won‟t shy from sudden movements is also a good critter to have around.
· Archery (new skill) – use of bows and crossbows. They‟re less powerful than most hunting rifles, but
much quieter, and you can make you own ammunition with the appropriate Craft skill.
· Climbing – useful for ascending and descending elevator shafts in darkened cities without power.
· Craft (Blacksmith) – worth your weight in ammunition and batteries.
· Craft (Fletching) – the ability to make arrows and quarrels for bows and crossbows; I‟d even through in
the ability to construct both bows and crossbows for the sake of simplicity.
· Craft (Leatherworking) – Specialty: Saddles - the ability to make and repair saddle, tack and
harness will become more and more important with each passing year.
· Drive (Bicycle) – this is way beyond just peddling to the store. This means running a mountain bike at
full speed down a debris-strewn street with dozens of zombies trying to grab the rider.
· First Aid – requires less skill and fewer supplies than Medicine. No one lives long enough to need
heart bypass surgery anymore anyway.
· Haggling – in a barter economy, this skill is essential to maximize one‟s own equipment and keep from
getting ripped off by unscrupulous traders.
· Hunting (New Skill) – Hunting allows the character to stalk and kill wild game. For the sake of time,
assume that small animals like lizards and rabbits and turtles can be acquired by a normal success roll
of 9. Deer, sheep, wild cattle, and escaped zoo animals can be acquired on a success roll of 12. This
is reflective of the fact that larger animals can run away faster. On the other hand, if you want to play
out combat with a deer, go right ahead.
· Lock Picking (Mechanical) – for getting into places that have been secured against entry.
· Mechanic – the FireRock automotive repair shops are no longer in service, so being able to maintain
one‟s own vehicle is an absolute necessity.
· Riding – As parts for motor vehicles become harder and harder to acquire, the trend is to find a good
horse (fast) or mule (tough) for transport.
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· Running (both types) – if your car is disabled and you don‟t have a horse or a bicycle, put a few points
in Running.
· Storytelling – Specialty: News – with the demise of telephone systems and the internet, travelers can
often find food and shelter among other survivors by bringing news of other survivors and locations.
· Survival (local area) – „nuff said.
· Survival (urban) – allows characters to attempt to find foot, water, shelter, supplies, parts, etc. in man-
made structures and in urban areas.
· Stealth – remember, this skill covers not only moving silently, but also maximizing concealment while
doing so.
· Surveillance – Specialty (Stop, Look, Run) – this specialty concerns the ability to follow bandits,
looters, or zombies that are likely to turn up items useful to the survivor.
· Tracking – Specialty (Hunting) or Specialty (Wilderness) – being able to follow a trail through the
woods or the desert can come in handy whether it is to find game, locate a fleeing enemy, or off
another survivor because they have better stuff.
· Traps – Specialty (Hunting) – Trapping allows the character to acquire game animals for food and
other resources using devices that are armed and left behind then checked later. The simplest version
of game trapping requires double-sprung rat traps and can net a bounty of cotton rats, pack rats, and
ground squirrels.
· Unconventional Medicine – the collapse of civilization has made herbalists and midwives more and
more valuable as existing stocks of conventional medicine are used up and conventional doctors and
nurses become harder and harder to find.
· Veterinary Medicine – used to take care of those horses and dogs that you need to acquire.
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Gear:
Stocks of canned foods will go bad in weeks to months after the beginning of the Ordog Effect. Cans of
soup that have been sitting on a shelf for a couple of years are great sources of cheap bioweapons, and
might actually explode if thrown hard enough. Bacillus spp. is a nasty bad thing to splatter all over
someone. More likely, eating spoiled canned food will kill you through dysentery. After all, it's been a long
time since anyone could visit a doctor. General health and nutrition levels will be lowered. Remember
scurvy? Get ready to plant your own garden, catch your own pigeons, shoot your own deer, or start a farm.
Or trade for that sort of thing. Or take it by force.
While you're at it, find a good dog or three. They'll mostly feed themselves, and might be trained to bring
back some of what they find. As above, if properly trained they can fight. Most of them will bark at
approaching strangers. And you can eat them if times get really bad.
Stocks of gasoline and diesel ran out a long time ago. So did spare parts. Maybe a good mechanic can
convert a vehicle to run on home brewed alcohol or methanol. Such a motor will knock and bang badly, and
have a generally shortened lifespan. Radiator hoses, fan belts, tires, fuel hoses, etc. will be a limiting factor
for continued use of automobiles. Unless you like playing "Road Warriors Versus the Living Dead". Wars
could be fought over supplies of fuel and warehouses of spare parts. Additional problems associated with
vehicles include finding usable fuel and spare parts, trying to repair vehicles, getting stuck in the mud,
roadblocks, road out, floods, remains of wrecks and traffic jams, mile up mile of abandoned vehicles
clogging the roads, etc.
Getting By
Most folks abandoned anything that wasn‟t absolutely necessary for survival a long time ago. And folks
that didn‟t acquire adequate survival gear are now stumbling around trying to kill the living. Additional
starting gear is determined as follows.
Roll 1D6 for each category. Rolls can be combined between multiple survivors for vehicles (i.e. two
survivors can combine their rolls for a vehicle in an attempt to start the game with a better one). Combining
rolls is a good way to build party cohesion from the onset of the game. Each level of Survival Gear adds
the items above it (i.e. rolling a 2 on the Survival Gear yields water purification tablets; rolling3 on the
Survival Gear yields flashlight with batteries plus the water purification tablets; rolling 12 would give all
items in the list and indicate a wealthy survivor). With regard to vehicles, scratch the suggestion above if
you don‟t want your players to have their character‟s whooping it up around the countryside in an M1 Main
Battle Tank. Or give them the tank but remember that there‟s nothing that says anything about
ammunition.
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All survivors start with the following gear automatically:
2 sets of sturdy clothing, Mess kit
winter coat Whetstone
One club, 2 knives Compass
Rucksack or backpack Folding shovel, crowbar/prybar
Sleeping bag or survival blanket 3 days of food and water
3D6 boxes of waterproof matches 1D6 X 1D6 rounds of ammunition for each firearm
1D3 disposable cigarette lighters possessed
Pretty much any type of armor, weapon, or equipment described in the AFMBE rulebook is available – after
all, the dead don‟t seem to be interested in them. All that is required is to make the trip to an area (town,
city, former refugee camp) where such items might be acquired. Conversely, medieval-style armor is now
back in vogue, though riveted chainmail is still hard to find. Non-riveted chainmail (also known as bunted
ring chainmail) rips easily as the links are not welded shut. Anyone using this sort of chainmail should keep
a pair of pliers handy.
Small Town: A moving van is abandoned in front of a looted department store. Inside the van are 15
famished and lethargic zombies who were forced inside during the first few hours of the Ordog Effect. At
some point the driver of the van bailed out or was killed and wandered off. If anyone opens the door they'll
have only a few seconds to get out of the way before the dead folks inside get up and start trying to have
lunch with their rescuer. If instead a character taps or knocks on the side of the van they'll be rewarded a
few seconds later with a series of muffled thumps and scratches.
Small Town: A moving van is abandoned in front of looted department store. Inside the van is a small
fortune in electronics, firearms, ammunition, liquor, and other supplies. At some point the driver of the van
bailed out or was killed and wandered off. If anyone opens they door they‟ll be thrilled. If a character taps
or knocks on the side of the van they‟ll hear a series of muffled thumps caused by unsecured cargo netting
banging around in response. Let the characters figure it out…
Rural Area or Small Town: Elephant stampede. Freed from a nearby zoo by a kind hearted zoo keeper,
the elephants are on the move. I have no idea what elephant stats would be in AFMBE – probably
something like the Zombie Tyrannosaurus in “Pulp Zombies”, but regardless, I would advise anyone in the
way to move aside as quickly as possible. If the ZM is feeling particularly evil, the elephants could be
fleeing from a brown bear or something else big and nasty like a…Okay. A brown bear. I can‟t think of any
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living animals that would make adult elephants stampede. Except maybe an escaped 25 foot (8 meter)
Komodo Dragon with a poisonous bite due to bacteria.
Rural, Small Town, or City: 6d6 zombies fighting to get inside a parked car. Characters can see
someone moving around frantically inside the car, but cannot tell if the moving body in the car is alive or a
zombie. There is a 50/50 chance of a living victim inside; otherwise the zombies are just confused by the
movement of the dead occupant trying to get out. At any rate, on a 1-4 on a d6, there is some sort of useful
loot inside the car (make rolls on one of the random equipment tables described elsewhere in this
Deadworld).
· If a living person was in the car, they‟ll likely be very thankful and cooperative. This is a good way to
introduce a new character into the group;
· or saddle a softhearted character with a Dependent (2-3 point Drawback, essentially helpless).
· If you‟re feeling really nasty as a ZM, the living person could be a homicidal maniac.
· If you‟re feeling truly evil, make the living person a weenie loaded down with 10 points of emotional
Drawbacks (Emotional Dependency, Depression, Obsession (current crush – one of the player
characters) and Reckless are good starts for someone with a clinical personality disorder), and no
useful skills (the closest thing would be Driving 1, which is why the car was stalled/out of gas in the
first place). The rescued person can then become codependently obsessed with one of the player
characters.
Believe it or not, there are still a lot of people out there like this that have survived the Ordog Effect
zombies up to this point either through sheer luck or by hooking up with someone better suited to
surviving.
City: The party turns the corner and is confronted by a crowd of thousands of the walking dead all moving
towards them starting at a distance of two hundred yards. If the party is careful, they may manage to avoid
the zombies. To stand and fight, however, is to die if the party isn't inside a tank.
· Weird version of this encounter: the zombies are staggering along dragging protest banners
proclaiming that the zombie plague is a ploy of the government.
· Weirder version: the zombies are dragging banners demanding ethical treatment of zombies.
Anywhere: Military aircraft overflies and spots the party. Waggles wings in greeting, but does not return.
This is a good encounter if the characters are inclined to wait for someone to come and help. They'll still be
waiting days later when the same plane flies back over again. Conversely, it could lead the characters to an
intact military base or staging area.
Rural Area: Ocean/Coastal: Tent cities and shanty towns built on the decks of oil tankers and freighters.
These ships are the "urban centers" of sea people colonies consisting of hundred to thousands of fishing
boats and barges linked together at least part of the time into a massive raft of humanity. Think of it as a
cross between Dodge City in 1885 and a pirate fleet. For a more detailed description, see pages 3 – 4.
Rural Area: The characters are wandering through the woods on foot and cross one too many fences, or
the fence is down and they don‟t notice. They've wandered into a game park or wildlife preserve. There
may be predators or angry herbivores about. Some of the animals will be fairly tame and docile around
humans and may wander into camp looking for food (not too bad if it's a Thompson's gazelle, but way bad if
it's an elephant or rhinoceros in the middle of the night).
Anywhere: A graveyard. If the characters listen carefully they'll hear the faint sounds of thumps and bumps
coming from under the ground as the dead thrash about inside coffins and crypts. Author's Note: Contrary
to popular imagery, at least in the United States, the vast majority of legal burials will be in coffins interred
in cement vaults followed by burial. Granted, the dead rising literally from their graves is an enduring and
creepy-cool image, but it's not likely to happen in the U.S. On the other hand, realism in a game about
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zombies is a relative thing, and this author would be hard pressed to say if a zombie trapped inside a grave
was or wasn't more realistic than a zombie breaking out of said grave. To each their own zombies, right?
Adventure Seed: Characters may be conscripted, or feel morally obligated, to deliver supplies to the few
remaining refugee camps. Conversely, a campaign might begin with the characters living in such a refugee
camp. Key elements are sickness, hopelessness, and violence. There is a lot of incentive for characters to
try to escape, but the local rural population is likely to resist this violently. The danger in this game is
greater from the living than from the dead. Alternatively, some characters may have lived in such refugee
camps during the initial evacuations.
Complications: The characters living in a refugee camp will start the game weakened and sick unless the
Qualities Resistant (Disease) and/or Hard to Kill is possessed. ZM's shouldn‟t feel obligated to tell anyone
about this ahead of time. Gear will be minimal (very short of ammunition if guns are possessed at all, most
valuables have already been bartered for food, vehicles are out of gas, or very low on gas, or broken down,
etc.).
Tasteless special effect: Zombies from refugee camps are gaunt, emaciated, and covered in human
waste. Such zombies raise the difficult of Fear checks by characters from + 1 to + 5 depending on the
particular atrocity that resulted in the deaths of the victim. Depending on the taste (or lack thereof) of your
gaming group, this may be cinematic overkill. Your mileage may vary.
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For encounters with humans, roll on the following table to determine their initial response:
Roll Attitude
2-3 Helpful (will assist to one degree or another, even if it‟s simply by not attacking) if it to
their advantage
4-7 Neutral (probably won‟t help, but not likely to attack, would like to ignore characters);
looking out for own interests above all else
8-11 Hostile (might attack if situation is favorable, if opportunity presents itself, or if tensions
rise)
12-14 Violent (will attack)
In suburban areas, for every fifteen minutes the characters are exposed and moving openly, there is a 70%
chance that 1d3X5 zombies will be attracted to the movement and sounds. Once zombies are attracted,
every fifteen minutes another 2d6 zombies will be attracted.
In populated rural areas, for every hour the characters are exposed and moving openly, there is a 10%
chance of attracting 1d6 zombies. After the first zombies are attracted, there is a 10% chance every fifteen
minutes of attracting 1d3 more zombies.
Obviously, it pays to be quiet and stay out of sight as much as possible.
If the characters are taking efforts to move silently, under available cover, at night, etc. the chances above
are cut by1/4 to 1/2.
Encounter Descriptions
Dogs (50% feral) – a pack of 3D6 dogs Feral dogs will attack unless dissuaded from doing so (firing at
them, for example). Dogs that have not gone completely feral could be a source of trained animals or a
source of food.
Game (deer, rabbit, etc.) – shoot it and eat it.
Herd (cattle, horses, etc.) – shoot it and eat it, ranch it if no one owns „em, rustle „em if someone does own
„em; horses can be ridden/
Predator (puma, lion, etc.) - puma is unlikely to attack, lion is more likely) 1 Puma; 2D6 lions
Local civilians – the folks who‟ve always lived here. Fairly well armed, but chronically low on ammunition
and spare parts. 1D6 locals (hunters) to 1D6X100 (settlement or town; proceed to town encounter chart).
Survivalists – as above, but skill levels are much higher. Very well armed and have plenty of ammunition
and armor. 1D6 Survivalists.
Looters – as Local civilians; armed with a variety of Firearms and Close Combat weapons. 1D6 X 1D6
looters.
Military patrol/Militia – as Survivalists. Number 3D6 and up.
Military deserters – as Survivalists. 2D6 looters; roll for vehicle with 3D6.
Refugees – as Local Civilians, but 1D6 X 10 in number, fleeing wherever they came from; they may be
willing to share supplies or pay well anyone who can get back what they‟ve lost.
Squatters – as Refugees, but the Squatters have displaced someone else, making the displaced group the
Refugees. Alternately, they‟ve taken up in some unoccupied building or structure. Armed as looters.
Rescue Station - Rescue stations that survived the initial onslaught of the dead, attacks by bandits and
deserters, insanity, disease, etc. will have evolved into walled communities. Most likely, these will be part
of a feudal government composed of the survivors of local military and law enforcement officials. The
economy of such settlements will either be farming, ranching, or cottage-industry manufacturing.
Population: 1D6 X 1D6 X 1D6.
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Military action – military vehicles and infantry sweeping through the area in a concerted effort to rescue
civilians, seize and recover supplies, exterminate zombies, catch and hang looters, etc. Dozens to hundred
(maybe thousands, but unlikely in this day and age) soldiers may be involved. Heavily armed, armored,
supplied; military combat transports and vehicles.
Sniper attack – someone shoots at the characters with a heavy rifle (Firearm Combat 6, range –3 (extreme)
to ht); unlikely they‟ll be caught.
Zombies (1d6 X 1d6)
Zombies (1D6 X 100) SURPRISE! – suddenly, zombies are everywhere. Maybe a tour bus overturned or a
campground was overrun by zombies. They‟ll be scattered over a fairly wide area but will quickly be
attracted by the sound of gunfire.
Zombies (dozens) – maybe not too bad.
Zombies (hundreds) – okay. That‟s bad.
Zombies (thousands) – Somewhere out beyond NO CHANCE if the characters stand and fight.
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Vehicles
Roll 3d6 for type, then roll d6 for use (1 occupied/claimed; 2-6 abandoned) . Most vehicles will show
some signs of struggle (i.e. crashed, blood stained, windows and windshield broke out, or have been
stripped of parts by someone else). Roll 1D6. On 1-2, the vehicle is intact enough to drive, at least for 2D6
hours. On 4-6, the vehicle is more or less a blood-stained shell.
Roll Vehicle (examples)
3-12 Civilian/personal (car, pickup truck, SUV, motorcycle, bicycle, small airplane, minivan, recreational
vehicle, four-wheeler ATV, ultralight aircraft, fishing/bass boat, skiff/john boat)
13-14 Business (moving truck, delivery van, news van, novelty monster truck, semi, tow truck, commercial
plane including airliner, traffic helicopter, cargo barge, fishing trawler, freighter, train, subway, bus,
limousine, lawn service truck)
15 Utility (cherry picker/electrical pole truck, bulldozer or other construction vehicle, dump truck, garbage
truck, parking meter patrol vehicle, golf cart)
16 Police (police cruiser, prisoner transport van, animal control truck, prison bus, police helicopter,
surveillance van, financial institution armored car/truck, armored government sedan, SWAT van)
17 Fire/EMS (fire truck, ambulance, hearse, Fire Marshall's (red) pickup truck)
18 Military (jeep, HMMWV/HumVee/Hummer, Deuce-and-a-half truck, armored personnel carrier, light
armored vehicle, battle tank, attack helicopter, aircraft). At sea, various naval vessels might be found,
but these will most often be occupied and in more or less a fair state of repair.
"Wondered who I'd find. Poor fuckers. Starving. Sick. Very sick, probably, but I didn't care. Was ready to die of
dysentery as long as I didn't die alone. Drove for almost a week. All I found were more walking dead. After a few days I
stopped trying to run over them – wouldn't have done any good. Kind of like stomping on an anthill. There're just
millions more for every one I could've mowed down. Finally turned around and drove back to the house. Found a crowd
waiting for me. Lured them away from the wall and shot them. Went back inside.”
Successful survivors either travel light, or go to ground in a well-protected refuge and become farmers.
Municipal electrical systems and telephone/internet networks failed after the first year, leaving survivors to
rely either on solar power or pre-industrial technology. Batteries of all sorts, especially those that can be
recharged with solar power, are high-value barter items. Preserved food (MREs, dehydrated survival food
packs) are also highly valued. Firearms and ammunition are usually in wide supply, although some
calibers of bullets can be hard to find. The ability to reload ammunition can make one wealthy in the new
Dark Age.
…Bob walked slowly through his house, dodging crates of canned food, scattered tools, and piles of unwashed
clothes, checking and rechecking the boards that sealed the windows and doors. The power had been off and on for
about a month, then last week it went off and stayed off. With the windows boarded over and the lights no longer
working, his home was more like a cave than a house. Bob coughed in the musty, stale air, but he‟d stopped giving a
shit about the steadily accumulating odors a long time ago. Water was at a premium these days so there just wasn‟t
enough to waste on extravagances like a bath or laundry even if he‟d been so inclined. What little water that trickled
from the faucets was as brown as Rio Grande mud and just about as bitter, but if you let it sit in the sink long enough,
Page 14 of 59
the grit settled out. Better than nothing at all. They‟d lost several neighbors to thirst already.
There were really two ways thirst could kill you these days, Bob had decided a while back. Either you stayed behind
your barricades, like the Taylors, and died alone, or you made a run for it like the Johnsons and the Barkers and died
as dinner guests of the dead folks. In the end, all three families had ended up pretty much the same. As far as anyone
knew, the Taylors were still inside their place, but they‟d apparently done such a good job of sealing themselves in that
their corpses couldn‟t get out. Hell, no one had even known that they‟d given up their ghosts until their crowd of dead
groupies had shambled off to pester the Gormlys. The Johnsons had done a little better – Eddie had made it two
blocks up the road before he lost control of his truck while trying to dodge a crowd of dead folks. He crashed into a
tree in someone‟s front yard and that was pretty much that. Ed and June made it maybe twenty feet from the truck
before the crowd of hungry corpses dragged them down in a slow motion storm of teeth and nails. There were so
many of the dead that everyone was surprised when the former Reverend and Mrs. Johnson had shown up the next
day for Sunday visitation. Bob had almost been sorry to shoot them – he‟d always liked the “Revvin‟ Reverend”, and
June had been a real looker before she went all gray and glassy-eyed and gnawed…
from “Block Party” © 1999, WD Robertson, posted on www.homepageofthedead.com
In a very few rare instances, large enough groups of the living have congregated in an area, eliminated the
local zombie population, and fortified their community. This occurred most often in small rural towns.
Effective fortifications against the dead include pit traps, stakes, scattered sections of telephone poles (the
dead cannot step over them), cyclone fencing and barbed wire. Effective fortifications against the living are
virtually identical, but typically better concealed to account for the vastly higher mental functions of the
living when compared to the dead.
Concealment can make a great barrier as well. Many successful survivors have surrounded their homes
with double five foot (1.5 meter) high barbed wire fences set about five feet apart, then planted greenbriar
and other thorny plants between the rows. Plants like this grow thick and intertwined, but do not grow tall
enough or thick enough to allow some one to use them to climb over the barbed wire. If behind the barbed
wire and thorns you see a row of trees and shrubs planted close together, there‟s a good chance that
Occasionally a group of survivors will occupy a sturdy structure inside a town or city. In that event, there
will be several generalities:
1. There will be a fence or wall, behind which is sufficient space for subsistence agriculture;
2. All other structures within at least one hundred yards (one hundred meters) will have been blown up,
burned down, or bulldozed in order to provide a freefire zone that denies cover to anyone or anything
that might decide to approach for some nefarious purpose.
3. Occupied structures inside towns and cities often take advantage of municipal steam tunnels, sewers
and storm drains. Properly barricaded and patrolled, these underground thoroughfares can allow rapid
movement both into and out of the structure. Attackers moving through a the cleared freefire zone may
find themselves attacked from the rear by an armed contingent that has exited the structure and
maneuvered behind them using these subterranean passages. The downside to using tunnels of this
sort is that the undead often seek out such places to wait for nightfall.
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History 101
“After the Rise, things went to Hell faster‟n greased lightning. Nobody believed it at first, but then the dead were
everywhere. No one could afford not to believe it. Still, it wasn‟t as bad in the countryside as it was in the cities. All us
rednecks and shitkickers was armed to the teeth before the Rise, so „t‟weren‟t no thing to hold our own.
What got us was the city folks. First hundreds, then thousands, then millions of „em. They scrubbed outta town and
came to the country, and, hell, guess they thought it‟d be better out here. But, hell, within a few months even we was
starvin‟. The hell with them city folks. Squatter camps, gangs, banditos. Cripes. They was spread up and down ever
highway thicker‟n flies on cowshit.
„Course we was „sposed to call „em Refuges. Whatever. We got smart and set „em up where we could watch „em –
the old football field, the baseball complex, the feedlot. Anyplace with a damned fence around it. Then when they
started dyin‟ off, it was easy to keep „em hemmed in and pick „em off. In the meanwhile, everbody that could had built
„em up a fence of their own to keep everone else out. Nothin‟ wrong with that – a man‟s gotta look after his own. The
hell with them city folks. Unless they had guns and food – then they could pick out a house and take care of their own
selves.
It was pretty bad, though – the dead were walkin‟ and killin‟ and eatin‟, and if you got bit you died then started walkin‟
around too, and killin‟ and eatin‟. Then the refuges were lookin‟ for food, and the Army was pretty much doin‟ whatever
the hell it wanted too. And the militias were everwhere. Hard to tell who did the most killin‟ – the dead folks or the live
folks.
But in the end, the live folks that managed to make it through the Rise did okay. We took care of our own first, then our
neighbors. We started buildin‟ new walls to close off prime real estate. Then we started tradin‟ with Jacksborough –
they‟d done the same, ya see? Long as you didn‟t mind ridin‟ a horse, „cause the gas done run out years before, a
body could get around pretty good. Most of the dead folks just plain rotted away. There were always new ones, but
with fewer live folks, there were fewer dead folks.
We got nearly 600 people livin‟ here now. We got us a wall and a ditch around the parts of town that matter. We got
us cows and horses and some decent crop land. We even got alcohol to run generators and gas up a few trucks.
„Specially the bulldozers and the tanks.
Colby and the rest of the mounted posse were crouched behind the town‟s single remaining police cruiser at the foot of
Hank‟s driveway. Having said what was required, Colby ducked back behind the cruiser. He pulled his hat off to run
fingers through hair sticky with dirt and sweat, then reseated his hat. The hat had definitely seen better days. The
equally battered Kevlar flak jacket made it hard to get a comfortable seat, but it beat the hell outta getting shot any
damned day of the week.
“Yeah? Easy, huh?” Hank shouted from inside the darkened house, his voice shrill with fear. “FUCK YOU!”
BOOM! Pellets from the shotgun blast peppered the patrol car.
The posse sent a hail of gunfire in return, blowing holes in the boards over the windows and through the reinforced oak
door of Hank‟s fortified home. They didn‟t make much effort to hit anything important – they just wanted to keep Hank
pinned down until he ran out of steam and calmed down. They‟d been dogging him all morning, but, unfortunately for
the posse, Hank just seemed to get worse as the day went on.
“Git off my property, you sons a‟ bitches!” Hank yelled again. “Momma ain‟t hurtin‟ nobody! Hell, she ain‟t even got no
fuckin‟ teeth, you fuckin‟ idiots!”
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“I don‟t give a shit if she ain‟t got no fuckin‟ legs!” Colby yelled back. “You know the law, Hank! Give up the body or
you‟re gonna end up on the fire with her! Don‟t worry! We‟ll put her down clean!”
from “Necromancer” © 2003, WD Robertson, posted on http://www.geocities.com/Area51/Vault/9327/main.html
The Dead
Humans who die, whether of natural causes, violence, or wounds inflicted by zombies will reanimate into a
walking corpse in less than one hour. As long as the brain remains intact, the corpse will attempt to seek
out and devour the living.
Zombies will attack any warm-blooded animal, with humans being their preferred prey. Zombies will devour
anything they kill until the corpse cools to ambient temperature. At that point, the zombies will cease
feeding and move away in search of new victims. No non-human reanimation has ever been documented
other than a single frantic broadcast just before the television stations started dropping off the air –
primates of the family Pongidae (the great apes, including chimpanzees, gorillas, gibbons and orangutans)
were reported as being subject to the reanimation effect and that non-Pongidae primates did not reanimate
but did not decompose either, lending some evidence to the widespread belief that the reanimation effect is
biological in origin.
The recently dead are stronger and faster than the dead who have been weakened physically by exposure
to the elements, wounds, and decomposition, Decomposition occurs in the reanimated dead at a much-
reduced rate due to their partially functional immune systems. They are still walking cesspools of disease
and filth, however. Reeking of bacteria and rot, drooling bacteria-laced saliva, simply being downwind or
downstream from congregations of the dead is enough to make a survivor sick through transmission of
airborne disease.
In some cases, zombies attempt to perform activities with which they were familiar before dying and
reanimating. These attempts always fail, as the waling corpse lacks the necessary cognitive ability and
coordination to do more than walk, grapple, and bite. There are legends, however, of zombies that
demonstrate higher levels of mental ability. All survivors hope these legends are never proven to be true.
"Anyway, one day there was a single corpse trying to chew a hole in the wall. It looked kind of fresh, so I left it alone
and watched it. It watched me. Creepy thing. Disgusting. Horrible.. The smell was awful.
"Back…before…I was a microbiologist. Knew what Pseudomonas putrescens smelled like, and there was plenty of
that. Salmonella too. Lord knows what else, but that thing was a walking bacteria incubator. That's when it dawned on
me – there isn't any "zombie disease." Sure, if you get bit you die, but that's from perfectly normal bacteria. It's got
nothing to do with whatever brings the bastards back to life. Anyone like me was in pretty bad shape – hell, I was sick
all the time. Stress. Malnutrition. Clouds of germs wafting in from cities of the dead. It's a wonder we didn't all die from
typhoid fever those first two years. Human bites are filthy anyway. We were just too fucked up to fight off infections.
"Have no idea to this day why the dead get up and try to kill us. I'm not even sure they're really dead. Maybe they're
just impaired in a major way. The ones I bothered to study later on where like stroke victims. First they stagger around
and act all confused. Then they get more coordinated. Frontal lobes stop functioning, I guess, but other parts of the
brain on the inside, the animal parts, take over lost functions. They learn all over again. Still dumb as a post, but
smarter than most animals.”
The Ordog Organism is neither a virus nor a bacterium. It is a pseudomycelial life form of an intermediate
stage between protozoans and fungi. As such it is not affected by antibiotic or antiviral drugs. It is possible
that antifungal or antiprotozoan drugs would prevent its affecting a human host, but this knowledge came
too late to too few people to allow any degree of testing this hypothesis
The Ordog Organism reproduces by means of airborne spores, and over the course of the last three years,
every known living human on earth has been infected. Zombies are created when a human infected with
the Ordog Organism dies. Reanimation generally occurs within one hour of death.
Curing infection by the Ordog Organism, however, is quite impossible. In living humans, the organism
grows too slowly to have any noticeable effect and congregates in the liver and pancreas. Any drug that
could effect the Ordog Organism would also have negative effects on the infected human‟s liver and
pancreas, and would result, at best, in a drastically shortened life span followed within an hour or so by
reanimation.
The human immune system prevents the Ordog Organism from growing and spreading throughout the
body, but does not kill it. This is because the Ordog Organism, like true fungi, possesses it‟s own immune
system that can effective combat the human immune system. Thus, infected humans carry the Ordog
Organism until the immune system fails and/or the carrier dies.
The Ordog Organism was discovered quite by accident in the years following World War II. Soviet military
intelligence specialists rounding up Nazis and other persons of questionable political beliefs located a
“strange” individual living in solitude in the ruins of a castle in the mountains of Romania. This individual
exhibited decidedly nonhuman characteristics, among which the most bizarre was his inability to consume
and process food normally. This individual required a diet of fresh human blood to survive. This
information was classified as Utmost Secret and the studies of this individual continued under the secrecy
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of the Iron Curtain for many years. Eventually it was discovered that the strange individual, now openly
called the wampyr by researchers studying it was infested by a previously unknown form of life. This
unknown lifeform was the original form of the Ordog Organism. The original strain of the Ordog Organism
resulted in drastic alteration of the gastrointestinal and endocrine systems, and enhanced the ability of an
infected human‟s healing and cell recovery mechanisms. Eternal life was not out of the question.. The
potential of this organism in both medicine and biowarfare was quickly recognized and new studies began.
Of the wampyr, no known records remain as to the final fate of the individual.
When it was discovered that the Ordog Organism reproduced by sporulation, it was hypothesized that a
strain of the organism could be bred that might cause infected individuals to develop the worst effects of the
organism. The intent was to create a weapon that would alter the gastrointestinal system of a targeted
population causing massive disruption of agricultural and economic activity followed shortly thereafter by
massive starvation.
One particular strain, P. resurrectus NHUD153 was developed in 1969. Test subjects from a state hospital
for the mentally unfit (i.e. a political reeducation camp) were infected with this strain. Nothing happened,
and research proceeded down different routes. Six years later one of the patients died and the first zombie
was reanimated. This was the first occurrence of the Ordog Effect, and, after the outbreak was contained
and all infected individuals were incinerated, all remaining samples of P. resurrectus NHUD153 were
locked away as being too dangerous for further research with the technology available at the time.
The weapon was cataloged and placed in cold storage at a bioweapon facility near the Baikanor
Cosmodrome in 1967 after being deemed too dangerous for further study. Sometime after the collapse of
the Soviet Union in the late 1980s, many former Soviet military and research facilities were looted and the
Ordog Organism disappeared along with thousands of other bioweapon cultures. Identified only by a code
number, NHUD153, there was no way for the people who now possessed the culture to know what it was.
An accidental release occurred in the mountains of Uzbekistan ,but because of the isolated area and lack
of consistent communication with the rest of the world, no one knew that three valleys high in the
mountains were populated only by the living dead shortly thereafter.
The Ordog Organism resurfaced in 2008 after being released with several other bioweapons in the United
States and allied nations in Europe by a Middle Eastern terrorist organization that acquired the cultures on
the black market. The individuals that released the Ordog Organism by now were aware of its affects after
testing the culture on captured prisoners who reanimated during postmortem dissections, but they had no
idea how it was spread. Their intent was to create widespread panic and chaos, and they succeeded
beyond their wildest nightmares. Everyone became a victim once the vials were opened and spread
throughout rural areas in the United States, England, Denmark, Spain, Italy, Bulgaria, and, ironically
enough, Romania. Carried by wind and water, the spores of the Ordog Organism spread worldwide. By
2010, it had spread to every part of the world and infected everyone except the astronauts manning the
Freedom II space station.
When a carrier dies, the Ordog Organism begins to grow rapidly by utilizing the blood proteins of the
deceased and takes over the body in a matter of minutes (1D4 X 20 minutes). At that point the body
reanimates as a zombie.
If a carrier‟s immune system becomes weakened through other illnesses, wounds, blood loss, etc., and if
the weakened immune system is not bolstered through administration of steroids and interferons, the
Ordog Organism begins to spread. Each day thereafter, the carrier must test CON X 2 vs. the Ordog‟s
Contagion STR (3) X 2. If the test fails, the carrier looses one point from either STR, DEX, or CON. Once
any physical attribute reaches 0, the carrier is bedridden and unable to function normally. This continues
until the carrier dies and reanimates as a zombie. In the event of dying due to the Ordog Organism, the
reanimation occurs in 1D6 minutes instead of within an hour or so as the organism has already had time to
spread through the host.
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In the event that a treatment is discovered that kills the Ordog Organism, the carrier may live, but will not
recover lost attribute points. This represents the organism‟s corruption and takeover of normal tissue.
The tissues of corpses reanimated by the Ordog Effect have been altered substantially by the Ordog
Organism. The digestive system becomes so altered that digestion of normal food is impossible. Likewise,
production of red blood cells is severely inhibited. Because of this, Ordog Effect zombies seek fresh blood.
Blood type is unimportant as the Ordog Organism, not the human body, utilizes the blood for gas exchange
and energy transport. This metabolic process is not very efficient, hence the lowered physical attributes of
the zombies. Flesh and fat and other tissues consumed by a zombie in the course of drinking the blood of
a victim end up in the lower torso (stomach and intestines, if those organs are still intact). Normal digestion
and elimination of waste does not occur. Instead, the ingested tissues become a source of food for the
normal bacteria infesting the zombie. After 1D6 months, enough methane and other gases can accumulate
(if no venting or ventilation can occur), the zombie may explode or pop if sufficient pressure is applied to
the lower abdomen. The effect is that a cloud of rancid gas escapes. Treat this as a single occurrence
combining Diseased Corpse, Noxious Odor, and Explosive Personality Level 1 (Power + 10).
Behavior
Ordog Effect zombies are weakest when in direct sunlight or bright artificial ultraviolet light. When exposed
to direct sunlight, the zombies can be observed to try and avoid moving through areas without overhead
cover. If they must (crossing a street, for example) the zombies can be observed to occasionally glance
overhead and cringe. This is a leftover autonomic response that has no real effect in game terms, although
it is possible player characters may believe it does. Of more immediate impact to most player characters,
Ordog zombies tend to seek cover during daylight hours if they are not actively pursuing living humans (i.e.
they will continue an assault or pursuit that was begun during the night, but are not likely to initiate new
ones unless suffering from Starvation as described in the AFMBE rulebook).
In darkened environments and after nightfall, Ordog zombies exhibit greater physical abilities and mental
faculties and are much more aggressive.
In all cases, the Life Sense of the zombies is based on their increased reliance on primitive senses located
in the reptilian cortex of the brain. In other words, they are attracted to human pheromones and other
related odors, and to the carbon dioxide exhaled by warm blood mammals.
Ordog Effect Zombies
Day Power Night Power
The Weak Spot Brain 6 Brain 6
Getting Around Slow and Steady 0 Life-Like 3
Strength Ninety-Pound Weakling -3 Dead Joe Average 0
Senses Like the Dead 0 Like the Dead 0
Life Sense (10 yards) 2 Life Sense (10 yards) 2
Sustenance Weekly 4 Weekly 4
Blood* -2 Blood* -2
Intelligence Dumb as Dead Wood 0 Dumb as Dead Wood 0
Tool Use (level 1) 3 Tool Use (level 1) 3
Animal Cunning 4 Animal Cunning 4
Long Term Memory** 5 Long Term Memory** 5
Spreading the Love Only the Dead -2 Only the Dead -2
Special None 0 None 0
Power 17 23
*Ordog zombies attack their victims to obtain blood, but since the human jaw and dentition is not designed for anything other
than biting, virtually all living humans believe the zombies are cannibalistic flesh eaters. Very few people have managed to get
close enough to a feeding zombie to find out this largely meaningless bit of trivia.
**Ordog zombies tend to imitate activities in which they were often engaged while alive when there are no living humans or other
mammals around to attract their attention.
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DAY (or bright light) NIGHT (or darkness)
Statistics Str 1 Str 2
Dex 1 Dex 2
Con 2 Con 2
Int -2 Int 2**
Per 1 Per 1
Wil 2 Wil 2
DP 15 DP 15
Speed 2 Speed 4
Essence 5 Essence 11
Skills Skills
Brawling 1 Brawling 2
All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000 Eden Studios. All Flesh Must Be Eaten is a trademark of Eden Studios. Use of the
All Flesh Must Be Eaten trademark on this site has been expressly granted by Eden Studios, but Eden exercises no editorial review or responsibility for the
content of this site. Requests for such permission should be directed to eden@nycap.rr.com .
Page 21 of 59
THE ORDOG EFFECT
an AFMBE WORLD IN HELL
UPDATE #1: The View Around Your Neighborhood and The Awful Truth
Page 22 of 59
the food riots began. The people who did not flee died instead and joined the ever-growing ranks of the
undead.
No workers meant no factories. No factories meant no bullets, no MREs, no grease, no circuits, wiring,
fuel, boots, etc. By the time the last military orders arrived, most troops were making due with whatever
they could scrounge, scavenge or requisition.
There are fields of abandoned military vehicles scattered across the countryside. Tons of abandoned
weapons, from rifles to heavy artillery, lay unused and rusting for want of ammunition and maintenance
supplies. Hundreds of millions of rounds of spent brass litter the empty streets in mute testimony to the
ferocity with which the living battled the dead. In the end, however, the dead were triumphant and the living
survivors fled the cities.
The last effort to control the spread of the Ordog Effect in North America occurred on 12 May 2012.
Approximately 28 megatons of nuclear weapons were detonated over “highly contaminated” areas, mostly
on the East Coast and in the Midwestern United States.
Most survivors starved in the countryside, giving rise to a new generation of undead.
The world has become a dark and terrible place where most people have given up all hope except maybe
to make it through another night.
Less than 20% of the human population is still alive in the conventional sense of the word. The remaining
80+% of the human population are the walking dead.
In every nation, on every continent except Antarctica, and on most islands, the population breaks down into
the roughly the following percentages:
Category* % of Population
Ordog Strain I ~14%
Ordog Strain IA ~24%
Ordog Strain II ~16%
Ordog Strain III ~10%
Ordog Strain IIIA ~16%
Ordog Strain IV ~6%
Stable Disease (living humans) >0.01%
Unaffected living humans ~14%
Total ~100%
*The various strains of undead created by the Ordog Effect, and human populations, are described later in this update.
What Everyone Knows
The living dead have overrun the Earth and feed on the blood of the living. When the television networks,
radio stations, and Internet were still functioning, every part of the Earth had reported the onset of the
Ordog Effect. The only places left that are free of the walking dead are Antarctica, the Azores, and Iceland,
and a few other isolated islands garrisoned by remnants of the world‟s military forces.
Zombie Master Information
No part of the Earth has been left untouched by the Ordog Effect. In every nation the pattern was the
same. First law enforcement and military, then militia, then conscripts were called upon to protect the lives
of their fellow citizens.
As the population of the walking dead increased, social structures began to break down almost
immediately.
· Economic collapse
During the early days of the Ordog Effect, most people made an attempt to live their lives as they
always had. The Ordog Effect was seen as just “another” example of biological or chemical terrorism.
After Black Monday, everything changed. People either fortified their homes or businesses, or began
the exodus from the cities.
Page 23 of 59
· Manufacturing collapse
With the loss of the workforce, all conventional services, and continued manufacturing and
transportation of goods ground to a halt. Supplies were seized by surviving military units and
distributed using whatever means of transport were on hand. But with no new goods being produced,
stockpiles necessary for maintenance of civilization dwindled, then stopped altogether.
Manufacturing has not ceased completely. Cottage industries sprang up among groups of survivors.
The most valued of these were reloading munitions and subsistence agriculture. Small parts
manufacturing is possible in areas that still have electricity.
Pre-industrial skills almost completed died out after the beginning of the industrial revolution (amazing,
eh?). The knowledge required to render wool and cotton into cloth, to smelt raw iron into steel and
smith it into tools, etc. are almost completely lost. Some industries, such as plastics and petroleum
distillation were never known in pre-industrial times and there are no counterparts to allow such
production to continue without a solid base of economic resources, trained workers, and facilities.
In this respect, the First and Second World nations suffered far higher losses than the Third World
nations. In the poor nations of the Earth, reliance on high technology and increasingly complicated
systems of interconnected communications and manufacturing had never been possible. The people
of the Third World have faired far better than their rich neighbors. In many places, life goes on
relatively unchanged. In the jungles and barren deserts lie the seeds of human renaissance.
· Military collapse
With the collapse of manufacturing, stockpiles of military supplies began to run low. In many cases
there were plenty of parts and even ammunition, but no way to fight through millions of undead to reach
them. Armies began to loose cohesion as the flow of rations, fuel, parts, replacement gear, and
ammunition dried to a trickle and then ceased entirely.
Many units simply stopped where they ran out of fuel. Some attempted to hold the areas they occupied
while others moved out on foot.
· Societal collapse
The pattern was the same around the industrialized world. After Black Monday, billions of people fled
their homes for the presumed safety of the countryside. Wherever possible, military and law
enforcement units joined the migrations to protect their citizens. The cities rapidly emptied of the living
as massive migrations began and continued until there was no more fuel. Billions of deaths due to
starvation and disease followed in a matter of months.
· Governmental collapse
With no economic base to provide taxes and no coherent military forces available to project force, most
governments became irrelevant. Scattered across most nations are small bastions of national
leadership. Hidden beneath mountains, riding the seas in fleets of ships, or huddled behind massive
walls of steel and razor wire, governments continue to exist on huge stockpiles of supplies, but they
stand impotent against the Ordog Effect.
The Old Lords of the Earth
In the First World, the finer points of civilization have fallen by the wayside along with most social mores
and norms. Where practical governments exist, a return to Fedualism is the norm: the powerful compel
obedience from the weak.
Weaker communities and bands of survivors pledge loyalty to more powerful strongholds or larger bands.
Tribute in the form of ammunition, parts, machinery, and people form the new economy. The Dark Ages
Page 24 of 59
have returned, but with shotguns instead of broadswords, and barter and thievery instead of economic
theory.
Conventional ideas of religion have disappeared in most areas. In North America, however, two new
branches of Christianity have appeared in multiple areas. These branches are too recently formed to have
names or formal doctrine, but are based at least partially on one of the two following concepts:
1. God has taken away the righteous and abandoned everyone else. The Earth is confluent with Hell.
There is no escape except by penance for one‟s sins and the hope that somewhere God is still
listening.
2. Everyone died and went to a hell. In Hell the dead are tortured by hordes of zombies. There is no
point to continued existence. To "die" is to move to another afterlife, hopefully a better one. As one
might expect, this religious movement condones various forms of ritual suicide to “escape” hell to
another (hopefully better) afterlife.
In some areas the old laws are still enforced wherever possible. In other areas there is only the law of
violence. Think of the Wild West on acid and PCP, a speedball orgy of violence, death and decay, but with
no cavalry to ride in and save the day. Instead, there are Neo-Vikings in semis and submarine crews
raiding coastal communities for food and other supplies.
Social structures vary from group to group and settlement to settlement. In many places, social and familial
structures are dictated by the composition of the group of survivors. Structures range from group
marriages to no recognized marriages. Some groups of survivors still practice conventional monogamous
marriage. Others have taken up the practices of polygamy or polyandry. Children may be raised by their
families/parents or by the group as a whole. Some groups may not care for their children at all and even
force them out.
Goblins
Everywhere, abandoned and orphaned children are growing up feral, and developing societal forms that
have yet to be described by modern man. These “tribes” are perhaps the most fierce and unrestrained
warriors on the North American continent. Many have little or no language depending on the age at which
the oldest children in each “tribe” were left to fend for themselves.
Older survivors call these child-tribes “goblins”. They attack under cover of darkness with clubs, knives,
and rocks, their shrill squeals and shrieks of bloodthirsty anticipation echoing through the countryside.
Most adult survivors make the mistake of not fighting back until it is too late. The undead aren‟t the only
beings on the continent who will eat you alive.
Organized National Activities
· Safe Zones
Areas that were easily defended were quickly seized and taken over by surviving military units. Most of
the time the remaining civilian populations were allowed to remain in place. Other safe zones are
protected either by remote location, harsh environment, low pre-Ordog Effect population density, or just
sheer determination of survivors.
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inflatable life rafts to container cargo ships and oil tankers. Galveston Island and Bolivar Island are currently off-limits
to any civilians who were not already present at the time the military seized these areas. The majority of civilians,
therefore, live on board the countless ships that stretch to the horizon. The population of what has become known as
Gulf City, USA are civilians of various nationalities, primarily from the United States, Mexico, Cuba, various Latin
American nations, and the Caribbean islands. The total population is unknown, but is estimated at anywhere from
300,000 to one million or more. Ships and boats come and go at will, making any sort of census logistically impossible.
Life in Gulf City, USA
Living in Gulf City is dangerous. There is no law beyond the law of the gun. Business dealings maintain some
semblance of fairness only because of the fear of reprisals. Innumerable gangs and “self defense alliances” are the
only protection that many civilians have, and this comes at a high price. Before the advent of the Ordog Effect, this
protection would have been called racketeering and extortion. The only hard and fast rule is that people are beheaded
after death and burned wherever possible. Failure to do this results in retaliatory attacks by thousands of neighbors
who don‟t want the undead to become established on their floating city. Despite these efforts, there are a small
number of Strain IIIA and Strain IV undead in Gulf City who live in hiding and who cover up their kills by disguising
them as robbery-murders or inter-gang violence.
Food is scarce, consisting primarily of fish and dried seaweed. Canned or other preserved food is more valuable than
gold. Water is supplied by hundreds of thousands of distillation units, usually scratch-built. Disease and malnutrition
are endemic.
Almost anything can be bought, sold, or stolen in Gulf City. A new slave trade flourishes. Military personnel on leave
frequent innumerable brothels. Drug dens and bars serving homemade liquor are as common as machine shops and
scrap traders.
Still, it is safer than life on the mainland and almost as safe as Shore Patrol.
The Bridgehead and Shore Patrol
“…Offshore, ships were anchored in rows as far out to sea as either of them could see. Freighters, warships, a
passenger liner, at least three supertankers. One aircraft carrier’s deck was completely covered by a shantytown built
of scrap metal and driftwood.
On shore, the helicopter passed over a broad swath of scorched ground, easily two miles wide, every building razed to
its foundation, every strip of vegetation burned away. Behind this killing zone was a reinforced rampart of earth, razor
wire and deadfalls. Rotting corpses littered the ground. Atop the wall stood sentry towers manned by soldiers.
Apparently they had plenty of ammunition to judge from the sporadic crackle of gunfire. Combat Demolition Vehicles
and armored tanks were making a foray into the killing zone, utilizing flame-throwers and flechette rounds to disperse
or destroy groups of undead too numerous for the snipers.
The rampart stood against the sea. A flotilla of barges and floating pontoon bridges allowed limited and easily
removable access to the island beyond. Along the beaches of the mainland and the island stretched several rows of
razorwire barriers. The barriers started about twenty yards inland and extended into the sea to the low tide boundary.
Countless corpses were entangled in the barriers, targets for the roving beach patrols of soldiers and militia armed with
pikes and axes…”
from “War of the Dead” © 2003 (sort of – see disclaimer), WD Robertson,
http://www.geocities.com/Area51/Vault/9327/main.html
New arrivals must make their own way in Gulf City, or apply for a job with the United States Navy. For new recruits,
the Navy is much more than a job and much worse than any adventure.
After two to three weeks of minimal training consisting primarily of learning the rules of who is allowed to in which area
or onto which ship, recruits are assigned to Shore Patrol. Shore Patrol consists of walking the razor wire barriers on
both sides of the Intercoastal Waterway looking for undead that have made it through the killing zone and dispatching
them with axes and pikes. These patrols are carried out twenty-four hours a day, seven days a week, three hundred
and sixty-five days a year. The mortality rate for Shore Patrol is estimated to be at least 30%. Any breach of duty
while on Shore Patrol (for example, sleeping, participating in trade or barter, or leaving one‟s assigned patrol zone) is
punished by summary execution at best, or transfer to a Requisition Detail at worst. After a mandatory tour of three
months on Shore Patrol, the recruit can apply for reassignment to a different job. If granted, more formalized military
training will be received by the recruit.
The only exceptions to Shore Duty are recruits with prior military experience or demonstrable skills in science,
engineering, or medicine. Recruits will prior military experience will receive six weeks of renewed basic training before
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assignment to a suitable position. Engineers are usually directly assigned to a ship or refinery. Scientific personnel
are sent to the Farm. Doctors, nurses, and medical technicians are directly assigned to one of the four hospital ships
anchored offshore.
Requisition Detail
Assignment to a Requisition Detail is tantamount to execution. It just takes longer to die. Military personnel and
civilians found guilty of violating the Uniform Code of Military Justice (Revised) are commonly sentenced to Requisition
Detail.
A Requisition Detail is typically twenty to thirty individuals armed with a variety of weapons, usually hand-to-hand. The
group is transported to the inside edge of the killing zone and dismounted, then ordered to continue outside on foot.
Each member of a Requisition Detail carries a list of needed supplies and equipment. It is up to the Requisition Detail
to locate and return with these items. Returning without the required items is punished by summary execution.
Returning with the required items is rewarded by transfer back to Shore Patrol for partial successes, or to better duties
for complete successes. Most Requisition Details never return alive, although many do make it back to the razor wire
as part of the undead horde.
Round-up Time
“…The roar could be felt long before it could be heard. On the ground, the restless dead began moaning in fear and
confusion. Then the sound hit them, vibrating fragile bones, shaking the ground. In the sky, things. Bright, loud
things. Moving things. The animated corpses that retained some semblance of memory pictured food in the roaring,
floating things, and began moving in the same direction as the swarm.
The twenty Sea King cargo helicopters and their escorts moved rapidly inland. On the periphery of the flight were four
Apache gunships, missile pods ready, cyber-linked chain guns swiveling anxiously beneath them. Each milling horde
of the dead attracted the attention of the weapons, but the crews were too well trained. “Wasted ammo kills,” warned
the memos back onboard the ship.
Metal cargo containers danged at the end of long umbilicals from several of the Sea Kings, twisting slowly in the wind,
impeding the speed of the fleet. But Flight Rodeo had all the time it needed. The target zone was only minutes away.
“Round Up One, this is Cowboy. We have signs of habitation on the roof of…” There was a moment‟s pause as
Cowboy‟s navigator referred to his maps. “On the roof of the Bank of America building. 14th and Commerce. I can
see someone moving. He‟s waving his shirt at us.”
“Rodeo Flight, this is Round Up One. Acquisition Zone beneath us now. You know the drill. Let‟s bag us some dead
guys.”
The dead in the parking lot knew something was wrong. The wind blew several of the least stable off of their feet, and
there was a noise all around them. They spun about, confused, snapping at each other. A thing smashed into the
ground among them, crushing several of their brethren, then the terrible noise receded. Those who were able craned
their heads back to see the flying thing retreat into the sky. Another boom, and an opening appeared in the new thing
sharing their territory. More howls of fear and confusion were exchanged. Then a new sound. A wonderful sound.
Food was inside the box.
“Round Up One, this is Wrangler Three. Cargo box deployed. Sound system activated. Removing to observation
distance. Targets are definitely attracted to the playback. I can see them moving inside. The Farm‟s gonna love this!”
Of course they’re attracted, Round Up One commander thought. The bastards are hungry…”
from “War of the Dead” © 2003 (sort of – see disclaimer), WD Robertson,
http://www.geocities.com/Area51/Vault/9327/main.html
The Farm
The worst kept secret of the Galveston Safe Zone is the “Farm” on Bolivar Island. The Farm is a makeshift
containment area designed to contain specimens of the undead for study. The Farm is staffed by members of the U.S.
Army and Marine Corps and a skeleton crew of civilian scientists and second-rate medical personnel. In layout, the
Farm is a series of large cement pits surrounded by chain link fences topped with razor wire. Several modified cargo
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containers serve as laboratory space and housing. An additional fenced area houses hundreds of pigs, most with
capped shunts permanently installed in their jugular veins..
The undead are usually trapped in cargo containers lowered by transport helicopters into areas known to contain large
numbers of the undead. These containers are transported back to the Farm for sorting. Sorting consists of separating
undead with higher mental functions from those lacking such functions. The method of sorting is usually applying
electrical shocks or dropping in booby-trapped canisters of pigs‟ blood.
Undead who are weeded out are destroyed and fed to the pigs. Undead who survive to “Graduation Day” are
subjected to more and more stringent (and still lethal) testing. The end goal is to obtain trainable specimens to replace
the Requisition Details. It is believed that undead can be taught to recognize various necessary supplies and return
them to the Safe Zone in return for a steady source of living blood.
Infringement on the Farm by unauthorized personnel is punishable by summary execution and processing into pig
food.
Another Day on the Farm
“…So why isn’t it working?” Hayes demanded quietly.
“How the hell should I know? I’m a goddamn biologist, not a fucking shrink!” Reed shouted in frustration.
“They’re not human. They don’t need a psychiatrist. They need to be conditioned.”
“Keep your damned mind games to yourself, sir!” Reed slammed down into his chair, slumping, sullen. “I gave you the
collars, didn’t I? I showed you how to train them! Why the hell won’t you people leave me alone now?”
“Your country needs you, son,” Hayes said patiently. “None of us can be left alone until this is over.”
“Look,” Reed began again, speaking slowly, trying once more to get his point across. “I am not a behavioral scientist.
Hell, I haven’t even been a biologist for nearly fifteen years. I’m a fucking quality manager. I’ve been driving a desk for
Christ’s sake!”
“Please refrain from blaspheming, son,” Hayes said, oblivious. “It isn’t good for morale.”
“Yours or mine?” Reed asked venomously. “Look, I’ve shown you how to use electricity to condition reanimates not to
attack anyone in a uniform. That’s basic. If you can train a worm with electricity you can train a reanimate.”
“We’re all well aware of your contribution, son,” Hayes interrupted. “Your knowledge is saving lives. You’re a hero,
son. But now it’s time to move to Phase Two.”
“You want me to teach them to recognize signals? Signs? Why the hell don’t we just try and teach them to read?”
“That comes later. I have no doubt you can do it,” Hayes said. “I know you’ve been under a lot of pressure, Reed, but-“
“But nothing!” Reed screamed, throwing a clipboard across the room, scattering papers in a white flurry. “Those
bastards are animals now. They might’ve been human once, but not any more! Look! Look at this!” He brandished
his lab coat at Hayes. A large ragged circle of material was missing from the sleeve. “If another link in the chain had
stretched, I’d be strapped to the table in there!”
“No need to get hysterical, son,” Hayes said. “We’ve had the restraints reinforced. And two more guards have been
assigned to your staff.”
“Oh yeah, my staff! Two Navy medics and ten Marines! Where the hell are the other scientists everyone keeps talking
about? Which ship are they on?”
Hayes sighed in exasperation. “We’re doing the best we can, Reed. We have to make do with what we have.”
“I’ll expect your progress report Friday,” Hayes said, his face showing not the least bit of empathy. The door closed
and he was gone.
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“Goddamnit all to hell,” Reed muttered, stooping to gather the scattered papers, pausing as he heard the thunder of the
approaching helicopters. “Goddamn us all to hell.”
A few minutes later Reed stood by the fence, his lower face covered by a surgical mask smeared with menthol, as the
unloading process began. He felt obliged to be present. If anything went wrong, he wanted to be here alongside the
poor grunts doing the dirty work for Hayes.
He fingered his nine-millimeter pistol nervously as the dead thrashed and howled inside the cargo containers. Each
box was rolled to a fenced enclosure, then the door was dropped open. The dead spilled out, a narrow chute forcing
them to move in single file. On the other side of the enclosure, off duty soldiers were required to stand during
offloading to urge the dead forward. The corpses that had been damaged during transit would be dispatched later if
they were unable to follow.
“Yeah, that’s right, ya dumb fuck!” one of the handlers shouted. “Ya don’t have ta walk, but ya have ta get the fuck in
there!” The corpse in question, legs shattered, flopped its way down the ramp, pelted by a hail of trash and rocks from
the onlooking soldiers. When something interesting hit it, it paused to cram the morsel into its mouth. Finally the
handler grew bored and simply shot it in the head. Any sound it made or smell it emitted was lost in the hollow
screams and carnal-house reek of the processing area.
Processing was fiendishly efficient. Each corpse was snared with a choke stick, then after being restrained, was fitted
with a heavy leather collar holding a capacitor and battery – a modified dog’s shock collar. Upon release, the corpse
was allowed to lunge forward into the sunken cement-lined pit. There were dozens of them in there. They were fished
out with grappling hooks when new specimens were needed.
Conditioning started in the pit. Trainers stood on the edge in full view of the milling corpses. When the dead began to
react, a transmitter was triggered, sending a sustained shock coursing through their damaged bodies. They might be
immune to tear gas, but being made of flesh, they were not immune to electricity. Or discomfort, it seemed. This was
repeated on the new specimens until they began to separate into two groups: the ones who still continued to reach for
the trainers, and the ones who retreated or stood still.
Graduation consisted of dispatching the “failing” students – Why the hell not? The snipers need to practice, Reed
thought. The “graduates” were then herded to a new enclosure. Reed had to admit that the system had yielded useful
results. Of every hundred of the dead brought to the island, a few would pass “Final Exams.” And those...
A crackle of gunfire erupted from the Processing chute. Apparently some of the new specimens had decided not to
cooperate.
Wars
For the most part, there are very few nations that can still field credible military forces, and the struggle of
survival against the undead always takes precedence over struggles between living human factions. This
is not due to nobility of the human spirit. It is simple logic: wars inevitably create more undead, and undead
in the area are drawn to the noise and presence of large groups of living humans. Most attempts at war on
land quickly dissolve into battles between small groups of soldiers cut off from their comrades by hordes of
howling corpses. There are two notable current exceptions.
· Antarctica: the Cold War
The Cold War is being waged for the remaining ice-free territory and scientific stations on the
Antarctica Peninsula. Current participants are surviving elements of the militaries of South Africa,
Argentina, and NATO, with Argentina currently holding the high ground on a dormant volcano.
Antarctica is too cold to allow the propagation of the Ordog Organism, bur rumors persist among the
fragile network of ham radio operators scattered around the world that the conflict is actually for
possession of “something strange” found buried in an ancient lava flow beneath the dormant volcano.
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· New Zealand
New Zealand is involved in a war between the “indigenous” Maori and Europeans and surviving
elements of the Chinese Navy. Very few details are known to anyone not in the area. What is known
is that the Chinese control the sea around the two islands and about two-thirds of South Island.
· Nuke „em All!
Between 12 May and 17 July 2012, approximately 28 megatons of nuclear weapons were detonated
over “highly contaminated” areas of the United States. This was the last concerted effort to control the
spread of the Ordog Effect in North America. It failed miserably.
There were approximately 40 nuclear detonations in rural and urban areas that had been “largely
abandoned” by living humans, most of these being on the East Coast and in the upper Midwest. The
nuclear firestorms annihilated millions of the undead along with any living humans still in the targeted
areas. The resulting radioactive fallout killed hundreds of thousands more humans, adding to the ranks
of the undead.
· The same “solution” has been attempted at least four other times between 2011 and 2013 by other
nations (The Peoples‟ Republic of China, The Russian Republic twice, and North Korea).
· A total of approximately 250 megatons of nuclear weapons have been utilized to date (March 2014).
The only measurable result has been a small-scale nuclear winter. There are now far more dark,
cloudy days than in the pre-Rise years.
The Dead
Official U.S. Government Terminology:
Reanimated Cadaver, Infected Individual, Stable Disease
Slang:
Vampire, Blood Sucker, Zombie, Undead, Living Dead
Vampires, the undead, walking corpses have taken over the world and killed almost everyone, adding to
their ranks.
1. The Ordog Effect began in late 2010 and continues to the present time (2014).
2. The “vampire plague” began in the United States, the United Kingdom, and a handful of other
countries, then spread around the world in a matter of months.
3. If one of the undead bites you, you die and become one of the living dead.
4. If you are killed by the undead, you come back from the dead in a matter of minutes.
5. If you are bitten by the undead and survive, reanimation takes longer.
6. It‟s better to shoot the wounded than to wait for them to change.
Surviving humans are learning to cope with the reanimated corpses that most call vampires. These are not
the vampires of myth. They avoid sunlight, but will hunt under the blazing sun when prey is at hand. Garlic
and holy water have no effect on the blood-drinking corpses. They cast reflections and do not turn into bats
or clouds or mist. And they are definitely not hip, trendy, or darkly moody gothic icons.
1. The Ordog Effect began in late 2010 and had become pandemic by mid-2011. Virtually every person in
the world was infected by the Ordog Organism between late 2010 and mid-2011 AD. This infection
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was the direct result of a biological weapon attack carried out by terrorists using bioweapons recovered
from an abandoned storage site in the former Soviet Union.
2. The first cases were not in the United States and England as is believed by most survivors. The initial
cases occurred in central Asia when the bioweapons were first recovered and experimentation began,
but the extremely low population density of the region prevented the spread of the disease to regions of
higher population.
As noted in “The Ordog Effect”, the Ordog Organism is a life form of an intermediate stage between
protozoans and fungi. The Ordog Organism reproduces by means of spores, and over the course of
the last three years, every known living human on earth has been infected either by airborne spores or
by spores transmitted by the transfer of blood or other fluids.
3. Undead are created when a human infected with the Ordog Organism dies. Reanimation generally
occurs within one hour of death. Reanimation is caused by the ability of the Ordog Organism to form
colonies that can, to varying degrees, replace organ systems that cease functioning or are destroyed
due to clinical death.
4. The time required for reanimation is usually related to the number of Ordog Organism colonies in the
host. Humans who die, whether of natural causes, violence, or wounds inflicted by the undead will
reanimate into a walking corpse in less than one hour in most cases. Humans who are bitten by the
undead but survive will transform into undead in a matter of weeks after a long wasting disease.
5. There is no known treatment or cure for the Ordog Effect. Most survivors do not know that the Effect is
caused by a parasitic protozoan-like organism. Even if that fact is known, there is no available
treatment that doesn‟t kill the infected human in the process. To be bitten is to be doomed.
Ordog Undead Characteristics
What Everyone Knows:
1. The dead attack the living to drink their blood. (True)
2. The dead are afraid of the sun and other bright lights. (True)
3. The dead can smell living people from miles away. (False, well, exaggerated at least.)
4. The dead are easy to identify because they are pale or albino or look like walking corpses. (True)
5. The living dead have fangs, so they are Vampires. (True/False)
6. Only humans can come back from the dead. (False)
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Zombie Master Information:
1. As long as the brain remains intact, the corpse will attempt to seek out and devour the living. The
undead will attack any warm-blooded animal, with humans being their preferred prey. The undead will
consume the blood of their victims until the victim has died and the corpse cools to ambient
temperature. At that point, the undead will cease feeding and move away in search of new victims.
2. One characteristic is apparent among all strains and types of Ordog undead: avoidance of sunlight or
bright lights in the ultraviolet range. Sunlight and UV lights do not damage the undead in any obvious
way, but all die rolls made by the undead are at –1 to –3 when in direct sunlight, depending on the
time of day, cloud cover, etc.. During daylight hours, in the absence of obvious living human prey,
cities that have fallen to the walking dead appear to be deserted. Zombie Masters should also note
that all strains of Ordog undead will pursue living prey into direct sunlight, bright UV lights, and even
burning buildings in their quest for blood.
When exposed to direct sunlight, the undead can be observed to try and avoid moving through areas
without overhead cover. If they must move into bright light or direct sunlight (crossing a street, for
example) the undead can be observed to occasionally glance overhead and cringe. This is a leftover
autonomic response that has no real effect in game terms, although it is possible cast members or
extras may believe it does.
Of more immediate impact to most player characters, the undead tend to seek cover during daylight
hours if they are not actively pursuing living humans (i.e. they will continue an assault or pursuit that
was begun during the night, but are not likely to initiate new ones unless suffering from Starvation as
described in the AFMBE rulebook).
In darkened environments and after nightfall, Ordog undead are much more aggressive regardless of
their Strain.
3. The Life Sense of the undead is based on their increased reliance on primitive senses located in the
reptilian cortex of the brain. In other words, they are attracted to human pheromones and other related
odors, and to the heated carbon dioxide exhaled by warm-blooded mammals. Range is measured in
yards rather than miles, however. Some of the undead use other means to ferret out living humans.
Strain IIIA and IV undead in particular may look for signs of living humans including evidence of
farming, repair of damaged buildings, clouds of flies attracted to latrines, etc.
4. All Ordog undead eventually loose pigmentation in their hair and skin (the Ordog organism does not
maintain production of melanin or other pigments), though this may not be readily apparent. Stage IIIA
and IV Ordog undead may disguise themselves with makeup. All strains may simply be covered in filth
and grim, dried blood, etc. to the point that their lack of pigmentation is not easy to notice.
5. The Ordog Effect does not change the teeth of those individuals who are reanimated by most strains.
The vast majority of stories of fanged blood drinkers are probably due to the fact that Ordog undead in
their frantic quest for blood, will lap up blood from the ground or streets. When the blood is gone, they
may spend time chewing on the ground or pavement, not realizing the blood came originally from the
now-bloodless corpse nearby. This eventually chips and splinters the undeads‟ teeth into shards of
enamel, giving them the appearance of having fangs.
Strain III, IIIA and IV undead do develop fangs, however. The colonies of the Ordog organism infesting
their bodies are capable of modifying the body to allow for more efficient predation. This is more fully
described in the specific sections for each Ordog strain.
6. Apes of the Family Pongidae (the great apes: chimpanzees, gorillas, gibbons and orangutans) can
indeed be reanimated into Stage I, IA, II, III, and IIIA undead. However, these living dead apes are so
rare as to be completely unknown to virtually all living survivors. The reader is referred to the Eden
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Studios roleplaying game “Terra Primate” for information on great apes and ape zombies if they choose
to include them. Alternately, give the appropriate Strain of Ordog undead the following traits and adjust
Power accordingly:
· Getting Around: The Quick Dead, Leaping, and Climbing
· Strength: Monstrous Strength, Damage Resistance, Iron Grip, Claws, Teeth, Hug of Death
· Intelligence: NO Language, Tool Use, Long Term Memory, or Problem Solving
· Obviously, a survivor would NOT want to meet one of the living dead primates.
· The Ordog Organism can be transmitted from ape to human and human to ape. One size fits all
higher primates in the Ordog Effect.
Ordog Zombie Strains
In the early days of the Rise it was widely believed that the undead were living humans driven to acts of
murder and cannibalism by chemical or biological weapons. As the Rise progressed, however, surviving
medical and scientific facilities were able to confirm what people in the field had long suspected: the Ordog
(Russian: “Devil”) Effect was caused by a biological agent, and there were multiple strains of the agent,
some of which caused widely varying effects.
Strain I, IA, II, III and IIIA undead account for approximately 90% of all undead in the Ordog Effect
Deadworld. During the first year of the Ordog Effect, most Ordog undead were of Strains I and II. During
the second year, Strains IA, III and IIIA began appearing in larger numbers. During the third year, Strain IV
undead and living individuals with Stable Disease were noted. Strain V individuals are not currently known
to the vast majority of survivors.
The separating factor between Strains of undead appears to be the manner in which a human dies. The
cause for this difference is believe by surviving medical and scientific personnel to be due to the different
levels of the Ordog organism either already present in the person or introduced after attack, and the time
the colonies of the Ordog organism have available to invade, integrate, replace, or co-opt normal human
tissues.
· People killed by Strain I, IA, II, III, and IIIA undead reanimate as Strain I undead.
· People who are bitten by the above Strains of undead but who survive the attack suffer a slow death
from a wasting disease and reanimate as Strain II undead.
· People who die from any other reason (i.e. not killed by the undead or bitten by them) reanimate as
Strain III undead.
Population, Living and Dead
At the time the Ordog Effect began (mid-to late-2010), the population of the United States was
approximately 400 million, including legal citizens, unregistered illegal aliens, and foreign nationals.
In terms of “demographics”, the current human population of the United States, both living and dead, in early 2014 is:
Category Approximate population (%)
Strain I 45,000,000 (~14%)
Strain IA 75,000,000 (~24%)
Strain II 50,000,000 (~16%)
Strain III 32,000,000 (~10%)
Strain IIIA 50,000,000 (~16%)
Strain IV 20,00,000 (~6%)
Stable Disease 55,000 (>0.01%)
Unaffected living humans 43,000,000 (~14%)
Total* 315,000,000** (~100%)
*Total population does not include individuals who were killed after being reanimated or otherwise overtly effected by the Ordog
Effect, or who were so damaged in military actions during the early months of the Ordog Effect that there was no possibility of
reanimation by the Ordog Organism.
**There are approximately 3000 Strain V Ordog undead (Wampyri) in the United States in 2014.
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Roughly 85 million people in the United States have been incinerated, disintegrated, dissolved, nuked, or
otherwise rendered incapable of reanimation since 2010.
Approximately 14% of the population of the United States remains alive in 2014, including individuals with
Stable Disease. They are outnumbered almost 10 to 1 by the various strains of Ordog undead. Most
survive in rural areas, small well-fortified towns, military bases, or military-controlled “Safe Zones”.
Undead Random Encounters
When undead are encountered in the world of the Ordog Effect, the following chart is recommended:
Die Roll Undead Type
01-10 Strain I
11-18 Strain IA
19-30 Strain II
31-65 Mixed group: one or more each of Strain I, IA, and II
66-76 Strain III
77-85 Strain IIIA
86-99 Mixed group: one or more each of Strain I, IA, II, III, IIIA
100 Strain IV
The number of undead encountered in “The Ordog Effect” should be modified as follows:
Zombies (1d6 X 1d6) Strain I, IA, II, III and/or IIIA
Zombies (1D6 X 100) Strain I, IA, and II. Perhaps 1D6 packs* of Strain III and/or IIIA.
Zombies (dozens) Strain I, IA, and II. Perhaps 1D6 Strain III and/or IIIA.
Zombies (hundreds) Strain I, IA, and II. Perhaps 1D6 packs* of Strain III and/or IIIA.
Zombies (thousands) Strain I, IA, and II. Perhaps 1D10 packs* of Strain III and/or IIIA.
*A pack of Strain III or IIIA undead is usually no more than 1D6 X 1D6 members. Most packs average 12
members or less. Multiple packs in the same area may be hunting cooperatively, or may be competing with
one another for living blood.
Undead Strain Descriptions and Details
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Strain I, IA and II Undead (after decomposition has set in)
Weak Spot Brain (Dead Points 15)
Getting Around Slow and Steady
Strength Ninety-Pound Weakling
Senses Like the Dead; Life Sense (10 yards)
Sustenance Blood*, Weekly
Intelligence Dumb as Dead Wood, Tool Use (Level 1), Animal Cunning, Long
Term Memory**
Spreading the Love One Bite and You‟re Hooked
Special Zombie Features Dr. Doolittle (“Coffee Break of the Living Dead” (AFMBE Zombie
Master Screen)***
Power 24
Str 1 Dex 1 Con 2 Int -2 Per 1 Wil 2 Spd 2
Skills: Brawling 1, Attack: Bite D4X2 slashing
*Ordog undead attack their victims to obtain blood, but since the human jaw and dentition is not designed for anything other than
biting, many living humans believe the undead are cannibalistic flesh eaters. Very few people have managed to get close
enough to feeding undead to find out this largely meaningless bit of trivia.
**Ordog undead tend to imitate activities in which they were often engaged while alive when there are no living humans or other
mammals around to attract their attention.
***A few percent of all Stage I, IA, II, III and IIIA undead have one or more of the following Special Zombie Features: Diseased
Corpse (Power + 2), Noxious Odor (Power + 5), and/or Explosive Personality (Power +2/+5).
Strain III (Slang: Vampires, Blood Suckers)
Infected individuals who die of natural causes (i.e. not killed or wounded by the undead) and are not
cremated will reanimate as Strain III undead. Strain III undead vaguely resemble the “wampyri” of Eastern
European legends: they are not obviously dead at first (but are pale, appear disoriented, lack normal
mental functions, develop exaggerated canine teeth, and avoid light) and are immune to pain and most
injuries (Weak Spot, Brain). Strain III undead can also recover Dead Points as described in “Coffee Break
of the Living Dead” (AFMBE Zombie Master Screen). They are heterothermic, retaining some regulation of
body temperature, but are not usually capable of higher mental functions. Effective intelligence is usually
animalistic. Strain III undead appear incapable of abstract thought or time binding, but are capable of
acting in concert, forming temporary “packs” in order to increase their chances of successfully overcoming
living humans.
Fortunately for the living, the corpse must have been infected with the Ordog organism before death. This
fact has prevented the billions of people who died prior to the advent of the Ordog Effect from reanimating.
Strain III undead do not appear to decompose, but do become more corpse-like as time progresses. Within
a number of months (equal to the Constitution of the cast member or extra) of transformation into a Strain
III undead, the corpse can no longer pass for a living human.
Strain IIIA (Vampires, Blood Suckers, Predators)
As with Strain IA undead, Strain IIIA undead have survived long enough to recover some of their mental
functions. A few (perhaps 10-20%) are able to achieve near-complete memory recall, along with mental
processes similar to those of living humans. These beings remain physiologically and psychologically
impaired and are still highly predatory.
They may recall being living humans, but do not identify with living humans in any way. Living humans are
prey to Strain IIIA undead. Strain IIIA undead intelligence is manifested as the ability to anticipate the
activities and goals of living humans, resulting in more successful predation. They are capable of speech if
the necessary organs are still intact, but do not always seem to understand the words they say or to
comprehend what they are told. This ability is always used to signal other Strain III undead or to lure living
humans into ambushes.
Page 37 of 59
Strain III and IIIA undead will also attack other Strain I, IA and II undead who have recently fed before the
“lesser” undead can utilize living blood that they have consumed. Strain I and II undead are largely
incapable of defending themselves, and seldom demonstrate any awareness of being attacked by Strain III
undead. Strain III and IIIA undead will also attack each other when subjected to Starvation. Hunting packs
will attack solitary III and IIIA undead first, then other packs afterwards.
Ordog Zombies, Strain III and IIIA
Weak Spot Brain (Dead Points 15)
Getting Around Life Like to The Quick Dead
Strength Dead Joe Average to Strong Like Bull, Teeth
Senses Like the Dead; Life Sense (30 yards)
Sustenance Blood**, Weekly
Intelligence Dumb as Dead Wood, Tool Use (Level 1 to 2), Animal Cunning,
Long Term Memory**, Language, Teamwork, Problem Solving
Spreading the Love Only the Dead
Special Zombie Features Dr. Doolittle (“Coffee Break of the Living Dead” (AFMBE Zombie
Master Screen)***
Power 56 to 70+
Str 2 or 4 Dex 2 Con 2 Int 2** Per 3 Wil 2 Spd 4
Skills: Brawling 4, Stealth 3, Tracking 2; Attack: Bite D4X2 slashing (or 6/Turn)
*There are no differences in ability for Stage III and IIIA Ordog undead between night and day, but as with all Ordog undead,
Stage III and IIIA zombies avoid sunlight and bright light whenever and wherever possible. This may involve staying indoors,
moving through the shadows of buildings, or wearing hats or blankets or other coverings in the case of Strain IIIA and IIIB
undead.
**Ordog undead tend to imitate activities in which they were often engaged while alive when there are no living humans or other
mammals around to attract their attention. In the case of Strain IIIA and IIIB undead, they may actually engage in activities with
which they were familiar before death.
*** A few percent of all Stage I, IA, II, III and IIIA undead have one or more of the following Special Zombie Features: Diseased
Corpse (Power + 2), Noxious Odor (Power + 5), and/or Explosive Personality (Power +2/+5).
Strain IV (Vampires, Draculas, Dracs)
A small percent of humans (1-2%) who die from any cause can become Strain IV undead. A smaller
percent of living humans (1% or less, perhaps 1 in 500,000) appear to transition directly to Strain IV undead
without undergoing clinical death. The reason for this is currently unknown, but may be related to an
impaired, compromised, or abnormal immune system prior to clinical death and complete infestation by
Ordog organism colonies. An alternated theory that is quickly gaining strength is that becoming Strain IV
undead is the fate of all humans who have been diagnosed with Stable Disease.
Strain IV undead are capable of complete and unimpaired mental function, but the transition from living
human through clinical death and subsequent reanimation as Strain IV undead usually drives the individual
quite mad. Their need for living blood almost always overrides any previously held morality or ethics, even
if an alternate source of blood can be found. Humans who transition directly to Strain IV undead are
usually more “sane” than those who died and were reanimated. Sanity among Strain IV undead is relative,
however. The most mentally stable are paranoid, psychotic, and delusional.
Strain IV undead are homothermic (i.e. warm-blooded), and are at least as strong and quick as they were in
life. They are immune to pain and most injuries as are other Ordog undead due to the infestation of their
bodies and replacement of most normal tissue by Ordog organism colonies. Strain IV undead are also able
to heal injuries (unless killed by disruption of the brain) as described in “Coffee Break of the Living Dead”
(AFMBE Zombie Master Screen) and with their Special Ability of Regeneration (Level 1). If a Strain IV
undead manages to avoid being killed outright, they are immortal for all intents and purposes. Their bodies
cease aging when they become Strain IV undead.
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Strain IV undead are able to command lesser undead strains to some degree. This ranges from simply
preventing attacks by the lesser undead to being able to command lesser undead. This ability is poorly
documented and not currently understood by surviving humans. In game terms, Strain III and IIIA undead
must make a Difficult Willpower check to resist pheromonal commands sent by the Ordog organism
colonies in Strain IV undead. Strain I, IA and II undead do not obey Strain IV undead, but do not attack
them either.
Strain IV Undead
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The New Lords of the Earth
Strain V Undead (Vampires)
These inscrutable and ancient, immortal beings exist in the image of Man, but have little in common with
their ancestral species. Strain V Ordog undead are what living humans with Stable Disease are evolving
towards. Strain V undead are the perfect balance of human and Ordog Organism. They are also the
“vampires” of human legend and the original source of the Ordog Effect.
Strain V undead feed on blood from any warm-blooded source but prefer human blood for the rarer proteins
and trace elements present. Strain V undead are not typically subject to attack by lesser strains of Ordog
undead, as they are undead themselves. Strain I, IA and II undead ignore Strain V undead. Strain III and
IIIA undead might be tempted to attack a Strain V who has recently fed on living human blood, but the
Strain V is able to compel obedience from Strain III and IIIA undead. Strain IV undead would not dare
attack a Strain V under normal conditions unless they were unaware of the power of the Strain V undead.
Strain IV undead are also subject to the controlling powers of Strain V undead but are allowed a Difficult
Willpower check to resist.
Strain V undead are fascinated by humans with Stable Disease. They are also concerned that their food
supply (living humans) has rapidly dwindled over the course of the last four years. Because of this
concern, Strain V undead are often behind the formation of “Safe Zones” or other areas of relative safety
for living humans. This does not indicate empathy or concern for living humans. Strain V undead see
these efforts much in the same way that ranchers engage in range management and livestock maintenance
and wildlife biologists attempt to maintain genetically viable populations of endangered species.
Part of this fascination with Stable Disease is due to the progress of Stable Disease to Strain IV undead
over a period of months to years. Although it is not currently known to surviving humans, Strain IV undead
will eventually develop into Strain V undead given enough time (decades to centuries) as their bodies
gradually achieve a balance with their Ordog organism colonies. There have been no new Strain IV
undead in centuries, so the current Strain V undead see this as an opportunity to learn more about their
condition and ultimate fate. They themselves fear transition to something even less human given enough
time.
The existence of Strain V undead is unknown to all but a few living humans due to their ability to implant
false memories or erase true memories. An experienced and talented Strain V undead could sit in the
same room as a field commander for months and never be noticed, all the while feeding a constant sting of
commands to the military leader. The field commander would believe the ideas were his or her own.
· The number of Strain V undead in the world is unknown. It is probably less than a few million
worldwide.
· The manner in which Strain V undead are created is unknown.
· The origin of Strain V undead is unknown.
· What part, if any, the Strain V undead have played in the rapid spread of the Ordog Effect is unknown.
If Strain V undead are used in the Ordog Effect Deadworld, there are a variety of options depending on the
taste and preference of the Zombie Master. Six are presented here. Strain V undead should not be the
focus of Ordog Effect campaigns. They are too rare to be easily located and too powerful for most cast
members. My personal preference is to use Version 3, as there is a supernatural aspect to this Deadworld
despite the emphasis on scientific explanations of the Ordog Effect.
Page 40 of 59
Ordog Zombies, Strain V (Unisystem, All Flesh Must Be Eaten), Version 0
Weak Spot Brain (Dead Points 15)
Getting Around The Quick Dead, Leaping, The Lunge, Aquatic, Climbing
Strength Monstrous Strength, Damage Resistance, Iron Grip, Claws,
Teeth
Senses Like Nothing You‟ve Ever Seen; Life Sense (60 yards)
Sustenance Blood, Weekly
Intelligence* Dumb as Dead Wood, Tool Use (Level 3), Animal Cunning (level
2), Long Term Memory, Language, Teamwork, Problem Solving
Spreading the Love Only the Dead
Special Zombie Features Regeneration (level 2), Manipulation***, Seal the Dead, Raise
the Dead****, Dr. Doolittle (“Coffee Break of the Living Dead”,
AFMBE Zombie Master Screen)
Power At least 108+
Str 7 Dex 3 Con 4 Int 4** Per 6 Wil 5 Spd 18 Essence 13+
Skills**: Brawling 4, Stealth 3, Tracking 2; Attack: Bite D4X2 slashing
*For all intents and purposes, Stage V Ordog zombies have fully functional human intelligence. Emotional functioning and sanity
are another issue altogether.
**Skills will resemble those of a Survivor Cast Member, but knowledge may be outdated.
***Manipulation: New Ability: This represents centuries worth of experience in deal with, anticipating, and manipulating the
behavior of living humans. It is the basis for the legends of vampiric mind control and shape shifting. When a Strain V Ordog
undead uses Manipulation, a living human has to make a Difficult Willpower test at –4 in order to resist doing what the undead
asks, including forgetting that anything happened. Effects can include implanting false memories, compelling the target to reveal
anything/everything they know, compelling the target to carry out the commands of the zombie even if they conflict with the
target‟s basic sense of right and wrong (the undead is just tapping into that pool of wickedness that exists inside every person‟s
mind), etc.
****See “Dawn of the Zombie Lords”, AFMBE rulebook.
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Alternate Strain V Undead (Unisystem, WitchCraft), Version 2
Create Strain V undead using the “Mystery Codex” for the Unisystem RPG “C.J. Carella‟s WitchCraft”.
All Strain V undead have the following Qualities/Drawbacks:
1. Vampire (Supernatural Quality)
2. Bloodthirst (Drawback)
3. Manipulate Emotions (Quality)
4. Age (Supernatural Quality)
5. Old Soul (Supernatural Quality/AFMBE)
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· Emotional Problem (Short Fuse) - especially during times of stress, but at pretty much anytime, the
character becomes VERY VERY angry and is subject to a scary version of the Reckless drawback.
Characters with a short fuse tend to break a lot of things, including their hands from punching walls in
frustration. A 3 point version of this drawback might be called Berserker. In this case, the character
becomes so incensed at the sight of enemies, living or dead, that they will enter combat and never
retreat or be subject to Fear Checks. This may seem pretty cool, but since most Deadworlds describe
hordes of the undead, Berserkers typically don't last very long.
· Berserker variant - Take Emotional Problem (Berserker) and combine with Zealot or Obsession
(Destroy the Living Dead). Throw in the Inspired Gift Strength of Ten. This is the guy you want to keep
around when you really need someone to cover your retreat through the Lincoln Tunnel.
· Emotional Problem (Survivor Guilt) - 2 point Drawback: Irrational guilt over surviving when others
have died in the same event is most often manifested as Endurance loss similar to that caused by the
Recurring Nightmares drawback.
· Emotional Problem (Flashbacks) - 3 point Drawback. The Flashbacks are moments when traumatic
memories override the conscious mind. Each day/night the character must make a Normal Willpower
test to avoid having a flashback. The character must make a Difficult Willpower test to end the
Flashback. During the Flashback, the character will reenact the memory while interacting with their
actual environment. Allies may be seen as enemies and treated appropriately. Fortunately, all rolls
made during the Flashback have a penalty of -2. Still, a lot of characters may get shot as zombies just
for walking into the room and yawning (i.e. stagger into the room with jaw agape to devour the living).
· Emotional Problem (Agoraphobia) - this one is worth either 1 or 3 points. At 1 point, the character
become extremely uncomfortable in situations in which they are not in control (i.e. the character may
be able to fly a plane with complete confidence, but is terrified of flying when someone else is in the
pilot seat; the character may climb cliffs without a second thought but is frightened of heights in man-
made structures). The 3 point version of this drawback is much worse - the character is unable to leave
their home or sanctuary without succeeding at a Difficult Willpower Test.
· Animal Magnetism/Animal Hostility (Quality/Drawback): This quality/drawback may be bought from
levels 1 to 5, with each level providing a positive or negative modifier to the character's interactions with
nonhuman, non-supernatural animals. A character with Animal Magnetism is able to elicit a more
positive response from animals, while a character with Animal Hostility is likely to be either ignored (at
best) or attracted (at worst) by animals. Note that this quality does NOT allow the character to
communicate with animals. It represents an understanding (or lack thereof) of how to behave around
animals in order to get better results when working with them.
Adventure Seeds
· The Trouble with Goblins
The cast members‟ community or group falls under attack by a pack of Goblins. Do they fight back?
Fight to the death? Attempt to capture and rehabilitate the children? Unless extremely ruthless or
demented, Allies, Dependents, and Extras will push for the capture/rehabilitate option. Great! Now all
the cast members have to do is survive the night and find the Goblin lair in the morning. Then catch
the lil‟ buggers.
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Evil Zombie Master Curveball: The Goblins are under the influence of a Strain IV undead who has
taught the Goblins to bring some of their victims back to the lair to provide it with living blood.
· What‟s That Noise?
The cast members come to realize they are being followed and observed by a Strain IV undead and its
Strain IIIA minions. The Strain IV is curious to see how well the characters do and if they would serve
as suitable replacements for its unreliable Strain IIIA servants.
· My Bullets are Glowing!
The cast members obtain a good deal on ammunition from a wandering trader. Unfortunately the
bullets come from a supply bunker that was downwind from one or more nuclear explosions in the 2012
wargasm conducted by the remnants of the United States government.
Unless the cast members possess a Geiger counter, they may not be aware of the problem until one or
more of them begins to get sick (nausea, hair loss, boils, etc.). They may well mistake radiation
sickness for the Ordog Effect.
If they realize the bullets are a problem, do they just take their lumps and move on or do they track
down the trader and demand a refund?
· There‟s Something About Maryanne
The cast members take in a lone survivor (either a giant warrior or a lovely helpful girl depending on the
makeup of the cast) who has useful skills. Unfortunately, the extra is a Strain IV undead disguised as a
living human. The intent of the Strain IV is multifold:
Protection from a band of Strain IV‟s (they‟re looking for the loner to settle some obscure and
incomprehensible point of vampiric honor); and
Utilization of the cast members and extras as a food source.
The big question is how long it‟ll take the cast members to figure out something is wrong.
· Press Gang!
The cast members stumble onto a surviving military unit that is looking for new recruits. This may be
good or bad. It could be a good opportunity for cast members to obtain better weapons and combat
training. It could be that new recruits get all the dangerous jobs, the worst weapons, and the worst
rations. Surviving “basic training” may involve raiding a local town for supplies. Unfortunately the town
is infested by hundreds (or maybe thousands) of Strain I, IA and II undead. It has been some time
since they‟ve fed, so the undead are VERY thirsty. The undead will be suffering from varying stages of
starvation, so maybe, just maybe, the cast members have a chance to succeed.
· It‟s Not Just a Job, It‟s the Adventure
A continuation of the adventure seed described above. The cast members (assuming they‟ve survived
their training) may be sent out to find other recruits. They may also end up on garrison duty at the
abandoned armory near the center of a small city, forced to hold off hordes of howling Strain I, IA, II, III
and IIIA undead until relieved. Even if the relief arrives in time, there‟s the problem of adequate
transportation. Better hope there‟s a good mechanic in the group!
· Lo, the Messiah Is Come!
The cast members come across the path of a huge group of survivors moving by whatever means they
can. They are following the trail of a person said to possess mystical powers and who can cure the
Ordog Effect.
Version 1: All is as it seems, but the Messiah is at best an Inspired extra who can make people feel
better about themselves. The message is one of peace, cooperation, and love.
Version 2: The Messiah is a Strain IV undead who is accumulating a herd of living humans to procure
a steady and reliable source of blood that can be bartered to other Strain IV undead.
Version 3: The Messiah is a maniac bent on destroying the Undead at any cost. This individual is
willing to sacrifice everyone, including his- or herself in this Holy War. They‟ll eventually accumulate a
Page 46 of 59
thousand or so followers and kill thousands more Strain I, IA and II undead, but they won‟t be able to
make a dent in the local population of undead.
· The New Sheriff???
The cast members find a small community who has been left leaderless in the aftermath of the latest
raid by Neo-Vikings from the next village over. These are decent folk who are in desperate need of
experienced warriors and leaders. They can provide limited supplies of most types of ammunition and
even have a few guns to spare if one or more of the cast members will organize an effective defense
and/or organize a retaliatory raid on the Neo-Vikings.
This is a good opportunity for the cast members to find a safe haven from which to operate. It is a
good opportunity for control freaks to find followers. Unless the cast member(s) become unduly
despotic, the settlement will support them completely as long as they continue to protect and serve.
They‟ll even give silver badges to the valiant cast members.
· Fool Me Once, Shame on You. Fool Me Twice and Die, Motherf**ker!
This works best as a continuation of the Adventure Seed described above. Several folks from the
community have gone missing while picking berries or catching fish or something like that. They have
been abducted by a particularly bright pack of Strain IIIA undead. Each one will be injured enough to
make a lot of noise in order to attract a rescue party. The rescue party will be followed by the Strain
IIIA pack and attacked at the earliest opportunity. They‟ll try to pick off point men and stragglers, but if
that doesn‟t work, the pack will attack in force. Whether or not the rescue is successful, within a night
or two another captive will be injured as bait for a new round of attacks. Once the number of rescuers
appears to be depleted, the Strain IIIA pack will attract other Strain III and IIIA under from the
surrounding area and attack the settlement in force.
· You Want a WHAT???
The cast members, all having taken up residence in the Galveston Safe Zone as Navy recruits or
civilians in Gulf City are rounded up for various crimes. Quite possibly their only crime was a failure to
bribe the right officials at the right time. They are taken before a Court Martial with a group of 15 other
“convicts” and summarily sentenced to Requisition Detail. Their assigned task is to return with at least
ten computer motherboards each. Each member of the Requisition Detail is issued a 4‟ wrecking bar
and a large rucksack at the front gate, and a bright fluorescent red “RD” is spray painted on the backs
of their shirts. Then they are forced out at gunpoint (have an extra or two get shot to motivate the cast
members if necessary). This may become a small campaign in itself. The cast members‟ immediate
goal is to break through the hundred or so undead within three blocks of the outer edge of the dead
zone. After that, use your imagination.
All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000 Eden Studios. All Flesh Must Be Eaten is a trademark of Eden Studios. Use of the
All Flesh Must Be Eaten trademark on this site has been expressly granted by Eden Studios, but Eden exercises no editorial review or responsibility for the
content of this site. Requests for such permission should be directed to eden@nycap.rr.com .
Page 47 of 59
THE ORDOG EFFECT
an AFMBE WORLD IN HELL
All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000 Eden Studios. All Flesh Must Be Eaten is a trademark of Eden Studios. Use of the
All Flesh Must Be Eaten trademark on this site has been expressly granted by Eden Studios, but Eden exercises no editorial review or responsibility for the
content of this site. Requests for such permission should be directed to eden@nycap.rr.com .
WARNING: Some language and ideas herein may be offensive to some. Exercise personal
responsibility and read at your own risk.
The astute reader may notice discrepancies between the undead created by the Ordog Effect presented in
this update when compared to “The Ordog Effect” Deadworld description and Update #1. This update
provides more current descriptions and gaming information on the undead and Goblins. Some information
herein is identical to information in Update #1. Use of “Coffee Break of the Living Dead” (in the Zombie
Master’s Screen) and “Atlas of the Walking Dead”, both by Eden Studios, is recommended.
The Dead
Ordog Undead Characteristics
What Everyone Knows:
1. The dead attack the living to drink their blood. (True)
2. The dead are afraid of the sun and other bright lights. (True)
3. The dead can smell living people from miles away. (False, well, exaggerated at least.)
4. The dead can see in the dark. (True)
5. The dead are easy to identify because they are pale or albino or look like walking corpses. (True)
6. The living dead have fangs, so they are Vampires. (True/False)
7. Only humans can come back from the dead. (False)
Zombie Master Information – UPDATED:
8. As long as the central nervous system remains intact, the corpse will attempt to seek out and
devour the living. The undead will attack any warm-blooded animal, with humans being their
preferred prey. The undead will consume the blood of their victims until the victim has died and the
corpse cools to ambient temperature. At that point, the undead will cease feeding and move away
in search of new victims.
9. One characteristic is apparent among all strains and types of Ordog undead: avoidance of sunlight
or bright lights in the ultraviolet range. Sunlight and UV lights do not damage the undead in any
obvious way, but all attributes of the undead are reduced by 1 in sunlight and bright artificial
light (Zombie power Night Stalker, described in Atlas of the Walking Dead, Eden Studios, 2003).
During daylight hours, in the absence of obvious living human prey, cities that have fallen to the
walking dead appear to be deserted. Zombie Masters should also note that all strains of Ordog
undead will pursue living prey into direct sunlight, bright UV lights, and even burning buildings in
their quest for blood.
When exposed to direct sunlight, the undead can be observed to try and avoid moving through
areas without overhead cover. If they must move into bright light or direct sunlight (crossing a
Page 48 of 59
street, for example) the undead can be observed to occasionally glance overhead and cringe. This
is a leftover autonomic response that has no real effect in game terms, although it is possible cast
members or extras may believe it does.
Of more immediate impact to most characters, the undead tend to seek cover during daylight hours
if they are not actively pursuing living humans (i.e. they will continue an assault or pursuit that was
begun during the night, but are not likely to initiate new ones unless suffering from Starvation as
described in the AFMBE rulebook).
In darkened environments and after nightfall, Ordog undead are much more aggressive regardless
of their Strain.
10. The Life Sense of the undead is based on their increased reliance on primitive senses located in
the reptilian cortex of the brain. In other words, they are attracted to human pheromones and other
related odors, and to the heated carbon dioxide exhaled by warm-blooded mammals. Range is
measured in yards rather than miles, however. Some of the undead use other means to ferret out
living humans. Strain IIIA and IV undead in particular may look for signs of living humans including
evidence of farming, repair of damaged buildings, clouds of flies attracted to latrines, etc.
11. All Ordog undead eventually loose pigmentation in their hair and skin (the Ordog organism does
not maintain production of melanin or other pigments), though this may not be readily apparent.
Stage IIIA and IV Ordog undead may disguise themselves with makeup. All strains may simply be
covered in filth and grim, dried blood, etc. to the point that their lack of pigmentation is not easy to
notice. Transition to albinism takes place gradually over a three to four week period.
12. The Ordog Effect does not change the teeth of those individuals who are reanimated by most
strains. The vast majority of stories of fanged blood drinkers are probably due to the fact that
Ordog undead in their frantic quest for blood, will lap up blood from the ground or streets. When
the blood is gone, they may spend time chewing on the ground or pavement, not realizing the
blood came originally from the now-bloodless corpse nearby. This eventually chips and splinters
the undeads‟ teeth into shards of enamel, giving them the appearance of having fangs.
Strain III, IIIA and IV undead do develop fangs, however. The colonies of the Ordog organism
infesting their bodies are capable of modifying the body to allow for more efficient predation. This
is more fully described in the specific sections for each Ordog strain.
13. Apes of the Family Pongidae (the great apes: chimpanzees, gorillas, gibbons and orangutans) can
indeed be reanimated into Stage I, IA, II, III, and IIIA undead. However, these living dead apes are
so rare as to be completely unknown to virtually all living survivors.
Page 49 of 59
Sample Undead Gorilla (Stage I Undead)
Weak Spot Brain,
Spine
Dead Points 15
Weight Dead Weight (see Atlas of the Walking Dead)
Getting Around The Quick Dead*
Strength Monstrous Strength
Damage Resistant
Iron Grip
Claws
Teeth
Hug of Death
Senses Like the Dead
Life Sense (10 yards)
Night Vision
Sustenance Blood***, Weekly
Intelligence Animal Cunning
Long Term Memory
Spreading the Love One Bite and You‟re Hooked
Special Zombie Features** Dr. Doolittle
Night Stalker (Level 2)
Rage
Stealthy
Power 65
Str 7 Dex 3 Con 2 Int 2** Per 1 Wil 2 Spd 18* Essence 11
Skills: Brawling 2; Attack: Bite D4X2 slashing
*Walks/runs on all fours.
**A few percent of all Stage I, IA, II, III and IIIA undead have one or more of the following Special Zombie Features: Diseased
Corpse (Power + 2), Noxious Odor (Power + 5), and/or Explosive Personality (Power +2/+5).
***Ordog undead attack their victims to obtain blood, but since the human jaw and dentition is not designed for anything other
than biting, many living humans believe the undead are cannibalistic flesh eaters. Very few people have managed to get close
enough to feeding undead to find out this largely meaningless bit of trivia.
Page 50 of 59
Ordog Zombie Strains
Undead Strain Descriptions and Details - UPDATED
Strain I, IA and II Undead (Fresh/Recently reanimated)
Weak Spot Brain,
Spine
Dead Points 15
Weight Life-Like
Getting Around Life Like
Strength Dead Joe Average
Senses Like the Dead
Life Sense (10 yards)
Night Vision
Sustenance Blood*, Weekly
Intelligence Tool Use (Level 1)
Animal Cunning
Long Term Memory**
Spreading the Love One Bite and You‟re Hooked
Special Zombie Features*** Dr. Doolittle
Night Stalker (Level 2)
Rage
Stealthy
Power 27
Str 2 Dex 2 Con 2 Int 2** Per 1 Wil 2 Spd 4 Essence 11
Skills: Brawling 2; Attack: Bite D4X2 slashing
*Ordog undead attack their victims to obtain blood, but since the human jaw and dentition is not designed for anything other than
biting, many living humans believe the undead are cannibalistic flesh eaters. Very few people have managed to get close
enough to feeding undead to find out this largely meaningless bit of trivia.
**Ordog undead tend to imitate activities in which they were often engaged while alive when there are no living humans or other
mammals around to attract their attention.
***A few percent of all Stage I, IA, II, III and IIIA undead have one or more of the following Special Zombie Features: Diseased
Corpse (Power + 2), Noxious Odor (Power + 5), and/or Explosive Personality (Power +2/+5).
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Strain I, IA and II Undead (after decomposition has set in)
Weak Spot Brain
Spine
Dead Points 15
Weight Life-Like
Getting Around Slow and Steady
Strength Ninety-Pound Weakling
Senses Like the Dead
Life Sense (10 yards)
Night Vision
Sustenance Blood*, Weekly
Intelligence Tool Use (Level 1)
Animal Cunning
Long Term Memory**
Spreading the Love One Bite and You‟re Hooked
Special Zombie Features*** Dr. Doolittle
Night Stalker (Level 2)
Rage
Stealthy
Power 20
Str 1 Dex 1 Con 2 Int -2 Per 1 Wil 2 Spd 2
Skills: Brawling 1, Attack: Bite D4X2 slashing
*Ordog undead attack their victims to obtain blood, but since the human jaw and dentition is not designed for anything other than
biting, many living humans believe the undead are cannibalistic flesh eaters. Very few people have managed to get close
enough to feeding undead to find out this largely meaningless bit of trivia.
**Ordog undead tend to imitate activities in which they were often engaged while alive when there are no living humans or other
mammals around to attract their attention.
***A few percent of all Stage I, IA, II, III and IIIA undead have one or more of the following Special Zombie Features: Diseased
Corpse (Power + 2), Noxious Odor (Power + 5), and/or Explosive Personality (Power +2/+5).
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Strain III Undead (Slang: Vampires, Blood Suckers)
Weak Spot Brain
Spine
Dead Points 15
Weight Life-Like
Getting Around Life Like to The Quick Dead
Strength Dead Joe Average to Strong Like Bull
Teeth
Senses Like the Dead
Life Sense (30 yards)
Night Vision
Sustenance Blood****, Weekly
Intelligence Tool Use (Level 1 to 2)
Animal Cunning
Long Term Memory**
Language
Teamwork
Problem Solving
Spreading the Love Only the Dead
Special Zombie Features*** Dr. Doolittle
Night Stalker (Level 2)*
Rage
Stealthy
No Pain
Power 54 to 68+
Str 2 or 4 Dex 2 Con 2 Int 2** Per 3 Wil 2 Spd 4
Skills: Brawling 4, Stealth 3, Tracking 2; Attack: Bite D4X2 slashing (or 6/Turn)
*Stage III and IIIA zombies avoid sunlight and bright light whenever and wherever possible. This may involve staying indoors,
moving through the shadows of buildings, or wearing hats or blankets or other coverings in the case of Strain IIIA and IIIB
undead.
**Ordog undead tend to imitate activities in which they were often engaged while alive when there are no living humans or other
mammals around to attract their attention. In the case of Strain IIIA and IIIB undead, they may actually engage in activities with
which they were familiar before death.
*** A few percent of all Stage I, IA, II, III and IIIA undead have one or more of the following Special Zombie Features: Diseased
Corpse (Power + 2), Noxious Odor (Power + 5), and/or Explosive Personality (Power +2/+5).
****Ordog undead attack their victims to obtain blood, but since the human jaw and dentition is not designed for anything other
than biting, many living humans believe the undead are cannibalistic flesh eaters. Very few people have managed to get close
enough to feeding undead to find out this largely meaningless bit of trivia.
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Strain IV Undead (Vampires, Draculas, Dracs)
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The New Lords of the Earth - Strain V Undead (Vampires)
Weak Spot Brain, Spine (Dead Points 15)
Weight Life-Like
Getting Around The Quick Dead
Leaping
The Lunge
Aquatic
Climbing
Strength Monstrous Strength
Damage Resistance
Iron Grip
Claws
Teeth
Senses Like Nothing You‟ve Ever Seen
Life Sense (60 yards)
Night Vision
Sustenance Blood, Weekly
Intelligence* Tool Use (Level 3)
Animal Cunning (level 2)
Long Term Memory
Language
Teamwork
Problem Solving
Spreading the Love Only the Dead
Special Zombie Features Regeneration (level 2)
Manipulation***
Seal the Dead
Raise the Dead
Dr. Doolittle
Night Stalker (Level 2)
Rage
Stealthy
No Pain
Power At least 110+
Str 7 Dex 3 Con 4 Int 4** Per 6 Wil 5 Spd 18 Essence 13+
Skills**: Brawling 4, Stealth 3, Tracking 2; Attack: Bite D4X2 slashing
*For all intents and purposes, Stage V Ordog zombies have fully functional human intelligence. Emotional functioning and sanity
are another issue altogether.
**Skills will resemble those of a Survivor Cast Member, but knowledge may be outdated.
***Manipulation: New Ability: This represents centuries worth of experience in deal with, anticipating, and manipulating the
behavior of living humans. It is the basis for the legends of vampiric mind control and shape shifting. When a Strain V Ordog
undead uses Manipulation, a living human has to make a Difficult Willpower test at –4 in order to resist doing what the undead
asks, including forgetting that anything happened. Effects can include implanting false memories, compelling the target to reveal
anything/everything they know, compelling the target to carry out the commands of the undead even if they conflict with the
target‟s basic sense of right and wrong (the undead is just tapping into that pool of wickedness that exists inside every person‟s
mind), etc.
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The Living
Stable Disease
Stable Disease is a new phenomenon that has appeared since the advent of the Ordog Effect. It describes
the stabilization of Ordog organism colonies in a living human, resulting in a mutually beneficial symbiosis
in some cases, and changes to the living human‟s physiology in all cases.
Stable Disease manifests itself gradually, purely at the discretion of the Zombie Master. Allowing cast
members to have Stable Disease is purely the discretion of the Zombie Master. In purely game terms, the
following Stable Disease Effects are offered. There could easily be other manifestations of Stable
Disease. Additional effects should be carefully considered by the Zombie Master. It would be easy to
develop Super Munchkin characters using Stable Disease.
· Life Sense: Quality, requires experience points to be expended to buy as a skill with a maximum level
equal to the cast member or extra‟s Perception attribute. This Quality may be paid off in newly acquired
Drawbacks.*
· Night Vision: as described in Atlas of the Walking Dead
· Night Stalker (Level 2): sunlight and bright UV lights become painful to the individual, who gains the
Drawbacks: Impaired Sense (Vision) worth 2 points (cannot see well) and Covetous (Darkness) worth
2 points (Simple Willpower Test for the individual to willingly move into well-lit areas). The new
Drawback Susceptibility (Sunlight) (see below) may be appropriate as well. In extreme cases, Light
Sensitivity can be accompanied by Albinism. This results in additional Drawbacks of Appearance (-2,
unusual) and Easy to Kill (see below).
· The individual‟s Strength is raised to 4 (or by 1 additional point if already 4 or higher, maximum of 7)
due to the Ordog Organism colonies effects on his or her musculature. This increase must be paid off
in experience points and/or newly acquired Drawbacks.*
· Sustenance: Blood – The individual‟s digestive system is simplified to the point that they cannot digest
solid food. As blood may be replaced by other high protein liquids (including raw eggs, gelatins, non-
human blood), this counts as a 3-point drawback.
· Teeth – as the Zombie power of the same name.
· The individual‟s nervous system is enhanced by colonies of the Ordog Organism, resulting in an
increase in reaction speed. Dexterity is raised to 3 (or by 1 additional point if already 3 or higher,
maximum of 7).
· Emotional Instability – described in Atlas of the Walking Dead.
· No Pain – described in Atlas of the Walking Dead.
· Rage – described in Atlas of the Walking Dead.
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Sample Individual with Stable Disease
Norm (Experienced, 3 years Post-Rise*) Gear:
Attributes Motorcycle, hand weapon, crossbow with 4D6 bolts
Str: 2 in quiver, 1D6 knives of various sizes, camping and
Dex: 4 survival gear, dark sunglasses, large overcoat,
Con: 2 broad-brim hat
Int: 2
Per: 3 Personality: "Just relax. I ain‟t dead. Not yet, at
Wil: 3 least. Keep your hands where I can see „em or I‟ll
put a bolt through you just because I‟m too tired to
Qualities: f**k with you.
Fast Reflexes 2
Hard to Kill 3 Guess I‟m sick. Cancer or somethin‟ like that. Can‟t
Night Vision (30 yards) keep weight on anymore, and can‟t stand to be out
in the sun too long. Tired…so tired…HEY! I said
Drawbacks: keep your hands where I can see „em!
Night Stalker 4
Attractiveness 2 (unnaturally gaunt, pale) What‟s in that pack, friend? Got any medicine?
Recurring Nightmares 1 No? Well, let‟s have a look anyways.”
Emotional Problem (Depression) 2
Quote: "Turn off those damn lights!”
Skills:
Drive (Motorcycle): 3 *Post-Rise modifications are discussed in Update
Hand weapon (Club) 3 #1.
Brawling 3
Unconventional Medicine 2
Stealth 3
Gun (Crossbow) 3
Notice 3
Hand Weapon (knife) 3
Mechanic 2
Survival (Prairie) 5
Goblins
In the world of the Ordog Effect, abandoned and orphaned children are growing up as feral and barbaric savages.
Older survivors call these child-tribes “Goblins”. Goblins are the most fierce and unrestrained warriors on the North
American continent. Many Goblin tribes have little or no language depending on the age at which the oldest children
in each group were left to fend for themselves. Most have more in common with animals than with adult humans
after the long years of surviving the Ordog Effect on their own: adult humans are just another enemy – or another
type of prey easier to kill than the pale blood-drinkers. Given time they will grow into truly terrible predators with
greater strength and better hunting skills. And they will eventually reproduce, growing in number and rivaling the
undead for domination of the continent.
They attack under cover of darkness with clubs, knives, and rocks, their shrill squeals and shrieks of bloodthirsty
anticipation echoing through the countryside. Most adult survivors make the mistake of not fighting back until it is too
late. The undead aren‟t the only beings on the continent who will eat you alive.
Goblin packs typically number around one or two dozen in number (roll 6D6 for actual number of
members).
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Typical Goblin Archetype
Norm (Experienced)
Attributes Skills:
Str: 1 Tracking 3
Dex: 4 Hand weapon (club) 3
Con: 3 Hand weapon (knife) 2
Int: 2 Thrown weapon (rock) 3
Per: 3 Notice 3
Wil: 2 Running (Dash) 4
Secondary Attributes Brawling 2
Life Points: 38 Climbing 2
Endurance Points: 23 Surveillance 3
Speed: 14 Stealth 3
Essence: 14 Dodge 3
Survival (Local Area) 4
Qualities:
Fast Reflexes 2 Gear:
Situational Awareness 2 Filthy tattered rags and skins (clothing), club (wood or steel pipe),
Resistance (Disease) 4 knife (broken glass with cloth-wrapped handle), sack with dried meat
Hard to Kill 4 and other odds and ends
Drawbacks: Personality:
Cruel 3 *Run. Hide. Sneak. Wait. Wait. ATTACK!*
Reckless 2
Status 3 (cannibalistic savages) Quote:
Weird Delusions (various) 2 "Ha-beh-beh-beh-beh! *snarl* Shhhh! Eeee-go. Eeee-go.
Heeheehee!”
Excerpts from “Tank” and “Block Party” (WD Robertson, © 1999 or thereabouts, posted on
www.homepageofthedead.com
Boxed texts are from “Necromancer”, and “War of the Dead” (WD Robertson © 2003, posted on WDR‟s
Space Art and Gaming Site, www.geocities.com/Area51/Vault/9327/main.html – see disclaimer on “War of the
Dead”.
All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000 Eden Studios. All Flesh Must
Be Eaten is a trademark of Eden Studios. Use of the All Flesh Must Be Eaten trademark on this site has
been expressly granted by Eden Studios, but Eden exercises no editorial review or responsibility for
the content of this site. Requests for such permission should be directed to Eden Studios.
Page 58 of 59
And don‟t miss these groovy inspirational movies and books:
· Dawn of the Dead (book and the movie) (isolated enclave invaded by bandits)
· Day of the Dead (isolated enclave destroyed by internal conflict)
· Night of the Living Dead (Tom Savini‟s remake) (how to screw up)
· Children Shouldn‟t Play with Dead Things (how NOT to prepare)
· Zombi (just…funky-cool)
· The Road Warrior (aka Mad Max 2) (nomads against enclave and crazed loner)
· Easy Rider (heck, any biker flick from the 1960s and 1970s)
· The Postman (book, not the movie)
· Reign of Fire (cool survival enclaves and conflict with nomadic militants)
· Escape from New York (book and the movie)
· Mad Max Beyond Thunderdome (book and the movie)
· Wetwork (book)
· Book of the Dead and Book of the Dead 2: Still Dead (books, obviously)
· I am Legend (book), less cool movie versions (Last Man on Earth, Omega Man)
Dedicated to my own “Dawn”, Elizabeth Dawn. She likes zombie and Godzilla movies and survival horror
gaming. She even lets me buy swords and guns and lets me run around Renn Fairs dressed like a Wild
Gaelic Chieftain in animal skins, saffron leine and belted plaid. What more could a guy ask for?
All Flesh Must Be Eaten, icons, personalities, and images are copyright 2000 Eden Studios. All Flesh Must Be Eaten is a trademark of Eden Studios. Use of the
All Flesh Must Be Eaten trademark on this site has been expressly granted by Eden Studios, but Eden exercises no editorial review or responsibility for the
content of this site. Requests for such permission should be directed to eden@nycap.rr.com .
Page 59 of 59