Stories of the Shambling Dead RPG

Stories of the Shambling Dead Rules

Stories of the Shambling Dead is an RPG with simple mechanics and heavily focused on narrative. It is written with the Zombie Apocalypse theme in mind, but the system can be applied to any horror story or perhaps any story where it’s a common occurrence for player characters to be removed from the game (for example, a dark and gritty fantasy story).

What you need to play this game

  • A person playing the game master (GM)

  • At least one person playing a player character (PC)

  • At least one pair of percentile dice (d100)

  • Pen and paper for writing things down

Character Creation

A character can have lots of details or just a few words to describe them. For this game, it is advised a player character at least has:

  • A name;

  • Something they’re good at (e.g. occupation, ability, skill, interest, hobby, etc.);

  • Something they’re bad at or something they need other people for;

  • A flaw;

  • Something giving them hope (e.g. seeing a special person again, getting to a safe place, etc.);

  • Some items (their inventory and equipment);

  • A goal.

Task Resolution

A player character (PC) automatically succeeds on actions that they believably could do without difficulty. The GM makes the decision what actions apply here.

Every time a player character tries to do a difficult task or action, the game master (GM) calls for a Survivor End Number (SEN) check. The SEN check consists of up to four d100 rolls, rolled one after another to keep a feeling of suspense. The highest die of the SEN check counts as the result, so if the first d100 roll result beats the SEN, there is no need to roll the other d100 rolls for the check. The player makes the rolls and the GM checks the SEN. If the highest die is above the SEN, the character was successful in what they tried to do, but the SEN is increased by 1, to a maximum of 95. If the highest die was equal to or below the SEN, the character fails to do what they tried to do and is removed from the game in a way the GM sees fit according to the scene and narrative of the game. The character’s demise could be going insane, death, running away, imprisonment, or some other terrible outcome.

The SEN always starts at 1 at the start of the game, and the SEN is reset back to 1 after a player failed the SEN check. But when the stakes are high in the story, the SEN is reset to 14 instead of 1 after a player failed a SEN check. And when the stakes are very high in the story, the SEN is reset to 20 instead. The GM decides what situations count as situations with high stakes.

If a task is especially difficult to do, the GM has three options:

  1. The GM can call for two or more successive SEN checks in order to succeed on the task. Remember that each SEN check could consist of up to four d100 rolls. (Note that this potentially slows the game down.)

  2. The GM can remove one or more d100 rolls allowed for the SEN check, leaving a player with only three, two or even just one die to try to beat the SEN check. (Note that this potentially removes suspense from the game as death might come quicker.)

  3. Combine the previous mentioned options in some way.

Note that the SEN increases for each successful SEN check, even when multiple successive SEN checks are being made for one task.

At any point before rolling any of the dice for the SEN check, a player can choose not to roll and fail the task they were trying to do. Their character will not be removed from the game, but must suffer consequences for failing. The SEN will not be increased this way.

Also at any point in the game, even when another player is rolling dice, a player can choose to sacrifice their character and decide their own heroic or dramatic exit from the game. The SEN will be reset as per the rules for failing a SEN check. The only exception to this rule is when a player fails to beat a SEN check, that player cannot sacrifice themself anymore because they’re already marked for removal. However, another player can sacrifice themself in their stead, preventing the player who failed the check from being removed from the game.

TODO: add play examples

Extended Play Example

TODO: add extended play example

Survivor Generation

You can start with any table to generate a survivor. It is encouraged to try different tables to start with each time when building a character as it often leads to surprising and creative results.

TODO: expand on guiding players to generate characters

Horror Character Trope Table [d20]

1

The Jock, the Athlete, the Macho

11

The Reporter

2

The Cheerleader, the Blonde, the Slut, the Whore

12

The Business Person, the Man/Woman with the Plan

3

The Funny Man, the Stoner, the Nerd, the Fool, the Prankster, the Comic Relief

13

The Bratty Kid, the Asshole

4

The Token Minority, the Black Friend

14

The Teenager

5

The Nice Guy, the Unlikely Hero

15

The Authority Figure, the Mayor, the Redneck Sheriff, the Local Tyrant

6

The Virgin, the Last Girl

16

The Stoic, the Unshaken, the Resilient

7

The Scholar, the Academic, the Scientist

17

The Family Man/Woman, the Clueless Parent

8

The Skeptic, the Cop, the Skeptical Sheriff

18

The Third Wheel

9

The Paranormal Investigator, the Private Investigator

19

The Loner, the Punk, the Hobo

10

The Psychic, the Medium, the Occultist

20

The Tough Guy/Girl

Sex [d2]: 1: male, 2: female.

Age [2d6]: 2: young child (0-5 [1d6-1]), 3-4: child (4-13 [1d10+3]), 5-6: teen (12-21 [1d10+11]), 7-8: young adult (18-29 [1d12+17]), 9-11: adult (25-64 [1d100*0.4+24] / [1d40+24]), 12: elderly (65+).

Ethnicity Table [d8]

1

Arab / Middle Eastern / North African

5

Indigenous / Native

2

Asian

6

White

3

Black / African / Caribbean

7

Other

4

Hispanic / Latino / Latina / Latinx / Spanish

8

Mixed (roll twice on this table)

Build [2d6]: 2: fragile, 3-4: thin, 5-7: average, 8-9: heavy, 10-11: fit/athletic, 12: obese.

Appearance [2d6]: 2: hidious, 3-4: ugly, 5: plain-looking, 6-8: average, 9: good-looking, 10-11: beautiful, 12: gorgeous, heavenly.

Gender [2d6]: 2: transsexual, 3: non-binary, 4-10: cisgender, 11: third gender, 12: agender.

Sexual Orientation [2d6]: 2: asexual, 3-5: homosexual, 6-9: heterosexual, 10: bi-curious, 11: bisexual, 12: pansexual.

Positive Personality Trait Table [d100]

1

Adventurous

35

Forgiving

69

Persuasive

2

Agreeable

36

Freethinking

70

Playful

3

Alert

37

Friendly

71

Practical

4

Amiable

38

Fun-loving

72

Protective

5

Appreciative

39

Generous

73

Punctual

6

Aspiring

40

Gentle

74

Realistic

7

Athletic

41

Gracious

75

Relaxed

8

Balanced

42

Hardworking

76

Reliable

9

Benevolent

43

Honorable

77

Responsible

10

Calm

44

Humble

78

Sage

11

Caring

45

Humorous

79

Selfless

12

Charismatic

46

Idealistic

80

Self-critical

13

Cheerful

47

Imaginative

81

Self-reliant

14

Clean

48

Incorruptible

82

Sensitive

15

Clear-headed

49

Independent

83

Sentimental

16

Compassionate

50

Individualistic

84

Serious

17

Confident

51

Innovative

85

Sharing

18

Considerate

52

Insightful

86

Shrewd

19

Cooperative

53

Intuitive

87

Sociable

20

Courageous

54

Leaderly

88

Sophisticated

21

Creative

55

Logical

89

Spontaneous

22

Curious

56

Loyal

90

Steadfast

23

Decisive

57

Mature

91

Stoic

24

Dedicated

58

Methodical

92

Studious

25

Dignified

59

Moderate

93

Suave

26

Disciplined

60

Modest

94

Subtle

27

Discreet

61

Neat

95

Sweet

28

Dramatic

62

Observant, Perceptive

96

Tolerant

29

Earnest, Honest

63

Open

97

Trusting

30

Energetic

64

Optimistic

98

Wise

31

Enthusiastic

65

Orderly

99

Witty

32

Faithful

66

Passionate

100

Youthful

33

Flexible

67

Patient

34

Focused

68

Perfectionist

Neutral Personality Trait Table [d100]

1

Absentminded

35

Glamorous

69

Questioning / Skeptical

2

Aggressive

36

Guileless

70

Quiet

3

Ambitious

37

High-spirited

71

Religious

4

Amusing

38

Huried

72

Reserved / Restrained

5

Artful

39

Hypnotic

73

Retiring / Solitary

6

Ascetic

40

Iconoclastic

74

Sarcastic

7

Authoritarian

41

Idiosyncratic

75

Self-conscious

8

Big-thinking

42

Impassive

76

Sensual

9

Boyish

43

Impersonal / Private

77

Smooth

10

Breezy

44

Impressionable

78

Soft

11

Businesslike

45

Intense

79

Solemn

12

Busy

46

Invisible

80

Stern

13

Casual

47

Irreligious

81

Stoiid

14

Cerebral

48

Irreverent

82

Strict

15

Circumspect

49

Maternal

83

Stubborn

16

Competitive

50

Mellow

84

Stylish

17

Confidential

51

Modern

85

Subjective

18

Conservative

52

Moralistic

86

Surprising

19

Contradictory

53

Mystical

87

Tough

20

Cute

54

Neutral

88

Unaggressive

21

Deceptive

55

Noncommittal

89

Unambitious

22

Determined

56

Noncompetitive

90

Unceremonious

23

Dominating

57

Obedient

91

Unchanging

24

Dreamy / Preoccupied

58

Old-fashioned

92

Undemanding

25

Dry

59

Ordinary

93

Unfathomable

26

Earthy

60

Outspoken

94

Unhurried

27

Effeminate

61

Paternalistic

95

Uninhibited

28

Emotional

62

Physical

96

Unpatriotic

29

Enigmatic

63

Placid

97

Unpredicatable

30

Experimental

64

Political

98

Unreligious

31

Familial

65

Predictable

99

Unsentimental

32

Folksy

66

Progressive

100

Whimsical

33

Formal

67

Proud

34

Frugal

68

Pure

Negative Personality Trait Table [d100]

1

Abrasive

35

Greedy

69

Quirky / Odd / Silly

2

Agonizing

36

Gullible

70

Rigid

3

Aimless

37

Hesitant

71

Rowdy

4

Aloof

38

Ignorant

72

Sadistic

5

Anxious / Fearful

39

Impatient

73

Scheming

6

Argumentative

40

Impulsive

74

Scornful

7

Barbaric / Brutal

41

Indecisive

75

Secretive

8

Bland

42

Insecure

76

Selfish

9

Blunt / Inconsiderate

43

Irresponsible

77

Self-indulgent

10

Brittle

44

Lazy / Sedentary

78

Shallow

11

Calculating

45

Malicious

79

Shy

12

Callous

46

Mannerless

80

Slow

13

Careless

47

Meddlesome

81

Submissive

14

Childish

48

Melancholic

82

Superficial

15

Clumsy

49

Messy

83

Superstitious

16

Conceited

50

Money-minded

84

Tactless

17

Conformist

51

Morbid

85

Thievish

18

Cowardly

52

Naive

86

Thoughtless

19

Crafty

53

Narcissistic

87

Troublesome

20

Criminal

54

Narrow-minded / Shortsighted

88

Unappreciative / Ungrateful

21

Critical

55

Neurotic

89

Uncooperative

22

Cynical

56

Nihilistic

90

Uncreative / Unimaginative

23

Demanding

57

Obsessive

91

Undisciplined

24

Dishonest

58

Opportunistic

92

Unstable

25

Disloyal / Treacherous

59

Paranoid / Suspicious

93

Vague

26

Disorganized

60

Passive

94

Venomous

27

Disruptive

61

Perverse

95

Vindictive

28

Dogmatic

62

Petty

96

Vulnerable

29

Egocentric

63

Pompous

97

Weak

30

Envious

64

Possessive

98

Weak-willed

31

Fanatical

65

Power-hungry

99

Wishful

32

Foolish

66

Predatory

100

Zany

33

Forgetful

67

Prejudiced

34

Gloomy / Grim

68

Procrastinating

Flaw Table [d12]

1

Roll on the Negative Personality Trait Table.

7

Stubbornness.

2

Physical handicap (e.g. lost an arm, wears glasses, walks with a cane, in a wheelchair).

8

Alcoholic, addicted to drugs, or a smoking habbit.

3

Disease (e.g. asthma, diabetes, cancer).

9

Bigotry, e.g. racist or sexist.

4

Mental health issues (e.g. paranoia, bipolar disorder, depression, anxiety disorder, eating disorder, PTSD, dementia).

10

Gullible.

5

Would sacrifice others to survive.

11

Lacking in a certain mental or physical ability (e.g. agility, strength, fortitude, intelligence, resilience, willpower, etc.)

6

Arrogance or pride.

12

Lacking in a certain skill. For example, a skill related to a certain occupation (roll on the Occupation Field Table).

Education [2d6]: 2: high-school dropout, 3: high school, 4: college dropout, 5-6: vocational/trade school degree, 7-9: bachelor’s degree, 10-11: master’s degree, 12: PhD.

Occupation Field Table [d100]

1-4

Business, finance, banking, accounting, public relations, human resources, communications, advertising, marketing

53-56

Office administration, management, bookkeeping, accounting, receptionists, secretary

5-8

Computers and technology

57-60

Production, manufacturing

9-12

Construction, architecture, planning, environmental design

61-64

Professional, service, barbers, clergy, fashion designers, social workers, etc.

13-16

Education, teaching, training, library services

65-68

Psychology, counseling

17-20

Engineering, mechanical engineering, electrical engineering, chemical engineering, nuclear engineering, technicians

69-72

Installation, repair, maintenance

21-24

Fishing, farming, vessel operators, captains

73-76

Sales, marketing, insurance agents, real estate agents, etc.

25-28

Environment, forestry, environmental engineering

77-80

Sciences, research

29-32

Health, medicine, medical

81-84

Social sciences, life sciences, archeology, anthropology

33-36

Hospitality, travel, tourism

85-88

Transportation, moving

37-40

Legal, criminal justice, law enforcement

89-92

Government, politics, public services, emergency services

41-44

Management

93-96

Unemployed

45-48

Media, media communications, broadcasting, arts, culture, entertainment, advertising, journalism, marketing, publishing

97-100

Crime, organized crime, burglars, gangbangers, mobsters

49-52

Military, armed forces

Relation Table [d20]

1-2

Significant other

13

Love interest

3-4

Parent

14-15

Best friend

5-6

Child

16-17

Friend

7

Grandparent

18

Acquaintance

8-9

Sibling

19

Coworker

10

Extended family (e.g. aunt, uncle, cousin, grandchild)

20

Mentor

11-12

Pet / companion animal

Lost Someone Important: roll on the Relation Table.

Looking for Someone Important: roll on the Relation Table.

Needs Table [d100]

1-3

Group

37-38

Fun, entertainment

75-76

Protection

4-6

Family

39-40

Idleness, distraction

77-78

Love, affection

7-9

Family member

41-42

Teachers

79-80

Friendship

10-12

Friend

43-44

Training

81

Sex

13-14

Contact, acquaintance

45-47

Food

82-83

Prestige

15-17

Weapons / ammunition

48-50

Water, drinks

84

Feeling of Accomplishment

18-19

Armor

51-53

Alcoholic drinks

85-86

Knowledge, information

20-21

Clothes

54-56

Warmth

87-88

Participation, working together

22-23

Tools

57-59

Shelter

89-90

Duties, responsibilities

24

Batteries

60-62

Rest

91-92

Work

25-26

Vehicles

63-65

Medicine

93-94

Creation, building, designing

27-28

Construction materials

66-67

Doctor, physical health treatment

95-96

Identity, sense of belonging, self-esteem

29-30

Crafting materials

68-69

Psychologist, mental health treatment, emotional health treatment

97-98

Religion

31-32

Games

70-71

Hygiene, cleanliness

99

Freedom

33-34

Literature

72

Security

100

Money / currency

35-36

Music instrument

73-74

Safety

Looking for: roll on the Needs Table.

Could use: roll on the Needs Table.

Has to offer: roll on the Needs Table.

Hobbies and Interests Table [d100]

1

Board Games

38-39

Tennis

70

Politics

2

Bodybuilding

40

Archery

71

Fishing

3

Chess

41

Backgammon

72

Hunting

4

Gambling

42

Basketball

73

Snooker / pool

5

Golf

43

Car restoration

74

Video games

6

Investing

44-45

Cooking

75

Video production

7-8

Martial arts

46

Landscaping

76

Cycling

9

Meditation

47

Lego building

77

Hiking

10

Mountain biking

48

Robotics

78

Model building

11

Parachuting

49

Skydiving

79

Papermaking

12-13

Running / jogging

50

Cricket

80

Squash

14

Singing

51

Knitting

81

Woodworking / blacksmithing

15

Acting / drama

52

Skiing

82

Amateur radio

16

Crafts

53

Snowboarding

83

Blogging / writing

17

Dancing

54

Skateboarding

84

Calligraphy

18-19

Musical instrument

55

Surfing

85

Creative writing

20

Origami

56-57

Swimming

86

Crossword puzzles

21-22

Painting / drawing

58

Yoga

87-88

Travelling

23-24

Photography

59

Animals / pets

89

Amateur astronomy

25

Pottery

60

Club leadership

90-91

Collecting

26

Childcare

61

Football

92-93

Gardening

27-28

Languages

62

Mountain climbing

94

Genealogy

29

Online classes

63

Paragliding

95

Marathon running

30-31

Reading

64

Rock climbing

96

Recycling

32

Volunteering

65-66

Socialising

97

Sailing

33

Jigsaw puzzles

67

Coding / programming

98

Guns

34-35

Movies

68

Geocaching

99

Drinking

36-37

Music

69

Survival / survivalism

100

Amateur in or interest in occupation field (roll on the Occupation Field Table)

“Starts With” Table [d20]

1

A family member

11

A tool (roll on the Occupation Field Table for determining type of tool)

2

A friend

12

A book / literature / a magazine

3

Someone they know from work or school

13

An alcoholic drink, cigarettes or drugs

4

A child

14

Medicine / pills

5

A domestic animal

15

A first aid kit / medical supplies

6

A simple melee weapon

16

A vehicle

7

A simple ranged weapon

17

A note or letter

8

A piece of armor

18

A map

9

An additional item of clothing

19

A picture

10

A backpack or briefcase

20

A random item (roll on the Item Table in the Supplement Tables)

Group Generation

Group size: [d20+2] survivors.

Faction Generation

A survivor faction has a base of operations and enough survivors to send multiple groups on missions. When a survivor group starts to get big enough to become a faction, things like trade, politics and diplomacy suddenly become more important to them. Furthermore, factions can have war with other factions.

Faction size: [2d100+10] survivors.

Generate a location to determine what the faction’s base looks like.

Factions can have a lifestyle, roll for a Lifestyle in the Supplement Tables.

Factions often have a political ideology, roll on the Political Ideology Table in the Supplement Tables to determine what their political ideology is. They might even adopt some form of government based on their political ideology.

Factions often have their own currency they use in their markets and shops. Roll on the Currency Table, pick one from the table, or use the table as inspiration to come up with your own currency.

Currency Table [d20]

1

Ammunition / bullets

11

Books

2

Candles

12

Alcohol / Whiskey

3

Bottle caps or buttons

13

Knives

4

Canned / tinned food

14

Seeds

5

Batteries

15

Salt

6

Cash money

16

Children

7

Shoes

17

Sugar

8

Seashells or bones

18

Jewelry

9

Knowledge

19

Metals

10

Cigarettes

20

No currency / barter / gift economy / honor system

Location Generation

Location Size [2d6]: 2: Tiny, 3-5: Small, 6-8: Medium, 9-10: Large, 11: Huge, 12: Enormous.

Location State [2d6]: 2: Ruins, 3-4: Derelict, 5: Aged, 6-7: Requires some maintenance, 8-10: In okay condition, 11: Good as new, 12: Pristine condition.

Area Table [d20]

1-2

Urban

9

Infrastructure

15

Nature: Mountains

3-4

Suburban

10

Transport

16

Nature: Coast

5

Small Town

11

Agricultural / Farmlands

17

Nature: Hills

6

Metropolis

12

University Campus

18

Nature: Grasslands

7

Commercial

13

Military Base

19

Nature: Lake or River

8

Industrial

14

Nature: Woodlands

20

Combine two (roll twice on this table)

Location Type Table [d100]

1-20

Residential

59-60

Educational: Kindergartens and Daycares

21-24

Commercial: Retail

61-63

Religious

25-26

Commercial: Entertainment

64-65

Government

27

Commercial: Hotels and Lodgings

66

Military

28-30

Commercial: Restaurants and Bars

67-70

Medical / Hospital

31-36

Commercial: Offices

71-72

Law Enforcement

37-38

Warehouse

73-74

Fire Department

39-41

Industrial

75-79

Transport: Land (e.g. bus station, train station, taxi services)

42

Infrastructure: Power

80-81

Transport: Water (e.g. harbor)

43

Infrastructure: Water

82

Transport: Air (e.g. airport)

44

Infrastructure: Sanitation

83-84

Transport: Underground (e.g. subway)

45-50

Infrastructure: Rails and Roads

85-90

Workplace for [roll on Occupation Field Table in Survivor Generation]

51-52

Agricultural

91-93

Location for providing [roll on the Needs Table in Survivor Generation]

53

Educational: Universities and Colleges

94

Construction site (roll again to determine what they were building)

54-55

Educational: High School

95-97

Parks

56-58

Educational: Elementary School

98-100

Nature

Encounter Generation

Encounter Table [d100]

1

A lone survivor just passing through

48

A group of survivors belonging to a faction with one of their people bitten by a zombie

2-4

A lone survivor showing hostility

49

A member/group of a survivor faction looking for help

5-6

A lone survivor looking for help

50

A member/group of a survivor faction looking to trade

7-8

A lone survivor bitten by a zombie

51

A member/group of a survivor faction looking for diplomacy

9-11

A lone survivor in a fight with zombies

52

A conflict between two survivor factions

12

A scared domestic animal

53

A conflict between a survivor faction and a smaller survivor group

13

A calm domestic animal

54

A conflict between a survivor faction and a lone survivor

14

A hungry or aggressive domestic animal

55-56

A survivor faction in a fight with zombies

15

A wild prey animal (e.g. a deer or a rabbit)

57-58

A thief attempts to steal items

16

A wild predator animal (e.g. a bear or cougar)

59-60

A bandit blocks the way asking for payment if anyone wants to pass

17

An exotic animal (e.g. a lion, a tiger, a monkey, etc.)

61-62

Raiders attack to steal items

18-20

A character starts to get sick

63

A biker gang

21

An animal starts to get sick

64-65

A lone weakened or trapped zombie

22-23

The weather starts to improve

66-69

A lone zombie

24-25

The weather starts to get worse

70-74

A few zombies (1d4+1 zombies)

26

A storm or a natural disaster

75-78

A group of zombies (2d6 zombies)

27

A friendly survivor group

79-81

A large group of zombies (2d12 zombies)

28-29

A neutral survivor group

82-83

A zombie horde (2d20 zombies)

30-32

A hostile survivor group

84-85

A mutated zombie or a very strong zombie

33-34

A survivor group looking for help

86

A car filled with stuff with no survivors in sight

35

A survivor group looking to trade

87-88

A locked container (e.g. a chest, a safe, or a locker), possibly containing valuable items

36-38

A survivor group with one of their people bitten by a zombie

89-92

A trap (e.g. a pit trap, a trip wire connected to a weapon or explosive, a bear trap)

39

A conflict between two survivor groups

93

A locked door

40

A conflict between a survivor group and a lone survivor

94-96

A blockade (e.g. cars, rubble, fallen tree)

41-43

A survivor group in a fight with zombies

97

A collapsed tunnel or corridor, or a broken or collapsed bridge.

44

A group of survivors belonging to a friendly survivor faction

98

A fire.

45

A group of survivors  belonging to a neutral survivor faction

99

There’s a conflict (roll twice on this table to see who have a conflict with each other)

46-47

A group of survivors belonging to a hostile survivor faction

100

Combined encounter (roll twice on this table)

Quest Generation

Quest Objective Table [d100]

1

Get to [[d4] location, person, group, faction]

47

Recruit [[d2] person, group] for [[d2] group, faction]

2-4

Explore [[d2] location, direction (e.g. north, west, etc.)] and report back

48

Get [[d4] person, group, faction, location] to join [[d2] group, faction]

5-7

Search at [location] and report back

49-50

Investigate [[d6] location, person, group, faction, vehicle, information]

8-9

Escort [[d2] person, group] to [[d4] location, person, group, faction]

51

Investigate a crime

10-11

Transport [[d6] goods, item, vehicle, animal, information, zombies] to [[d4] location, person, group, faction]

52

Investigate destroyed [[d8] location, group, faction, item, goods, vehicle, information, zombies]

12-13

Find [[d10] person, group, faction, location, item, goods, vehicle, animal, information, zombies]

53

Investigate killed [[d4] person, group, animal, zombies]

14-15

Find something/someone to fulfill a need (roll on the Needs Table in Survivor Generation)

54-55

Investigate stolen [[d6] goods, item, vehicle, animal, information, zombies]

16-17

Get [[d6] person, item, goods, vehicle, animal, information] from [[d4] location, person, group, faction]

56

Investigate a raid or attack on [[d4] location, person, group, faction]

18-19

Get something/someone to fulfill a need (roll on the Needs Table in Survivor Generation) from [[d4] location, person, group, faction]

57-59

Investigate missing [[d10] person, child, group, faction, item, goods, vehicle, animal, information, zombies]

20

Capture [[d4] person, group, animal, zombies]

60-61

Spy on [[d4] location, person, group, faction]

21

Clear obstacles or blockades from route between [[d4] location, person, group, faction] and [[d4] location, person, group, faction]

62

Infiltrate [[d4] location, group, faction, social circle]

22

Obstruct route between [[d4] location, person, group, faction] and [[d4] location, person, group, faction]

63-66

Gain intel about [[d6] location, person, group, faction, animal, zombies]

23

Retrieve [[d6] person, item, goods, vehicle, animal, information] from [[d4] location, person, group, faction]

67-68

Repair [[d4] location, item, vehicle, construction]

24

Get rid of [[d8] person, group, faction, item, goods, vehicle, animal, information]

69

Craft an item

25

Hide [[d6] person, item, goods, vehicle, animal, information]