ZOMBIE INVASION! 
Around 9 PM, the lights mysteriously flicker as the power goes out. As everyone goes out on the streets to see what is happening, they see zombies starting to surround them in the park that they are in. Their mission is to get to the land of light and escape the wrath of the zombies.
Character Creation:
Put 10 stat points into any of the following abilities:
Strength (modifier for attacks)
Speed (x10 for movement rate)
Constitution (+5 for HP)
Charisma (mod for speaking and diplomacy)
Wisdom (basic modifier for things that require intelligence)
Defense (x2+10=ac)
Perception (used for seeing things)
Classes:
Herbalist: The main healing person, should have a lot of wisdom
- Healing herb x3
or
- Zombie Antidote x1
-Stick (2 damage) (10 feet)
Gunner: The attacking source, high strength and def--constitution as well.
-Sawed off shotgun (6 damage) (30 feet)
Tactician: Main person for getting out of tough spots, very resourceful
Choose 4:
-20 feet of rope
-Small Rock
-one piece of unchewed bubblegum
-Beer bottle
-wire
-grenade (4 damage to units within 10 feet of the target)
-flashlight
Character Sheet:
Name:
Age:
Class:
Level:
Exp:
Appearance:
Strength:
Speed:
Constitution:
Wisdom:
Charisma:
Defense:
Perception:
HP:
AC:
Items:
Combat:
You get two actions a turn to either move, defend, attack, attempt to escape, equip an item, use an item, or put away an item. You cannot attack, defend, or attempt to run twice.
When attacking, you roll 3d6 and add your strength, if that exceeds the opponents' AC, you complete your damage.
