Shotgun Diaries
Shotgun Diaries
Shotgun Diaries
The Shotgun Diaries is © and TM 2009 by John Wick, used by permission. All characters and situations
presented here are fictional and any resemblance between real persons is coincidental. Except for Nick.
He’s real. And zombies. They are real, too. And it’s later than you think.
Went to the grocery store today for supplies. We got canned soup, canned
After we all agreed to stay together, after we all agreed going out alone
was too dangerous, after all of that, she decided to search the backroom.
Our buddy system completely failed. Jay ran for the front door and never
looked back. Ron and I dropped our bags and shouldered our rifles. When we
got there, it was too late. We blockaded the door and grabbed what bags we
He was already in the shop, the iron gate shut. If Ron didn’t have his own
key, Jay would have left us out there. I was almost out of ammunition when
the gate went up. We had to cut off their hands to get it closed.
It’s never easy to confront someone when everyone has guns. Jay wouldn’t
back down. He was right to run, he said. He was right to get the hell out of
there. Ron tried to tell him that Marie was his buddy and it was Jay’s fault
it happened at all. Jay wouldn’t listen and at the end, he decided he would be
better off on his own. We agreed he could take whatever he could carry and
let him go. He went out the roof exit and ran across the rooftops toward
That leaves us with seven. Only three of us can make the grocery run.
Walter and Virginia are too old, Tommy is too young and Elizabeth should be
giving birth any day now. None of us know what to do. We can’t even get to
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the library to get a book.
The iron gate keeps them out of reach of the glass. Fortunately, the gun
store has bullet proof glass, so even if they get through the gate, the glass
will buy us time to reach the roof. I finish my peaches and look out at the
faces. They aren’t even human anymore. I don’t know why I’m so compelled
to watch them. Maybe I’m looking for mom and dad. Maybe I’m looking for
Debbie. I haven’t seen them yet. Ninety-two days gone and I haven’t seen
Day is done. I’ll try to sleep. The place where I do see the people I know.
And I watch them die again and again and again. Good night, diary. One more day
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Introduction
The Shotgun Diaries is a roleplaying game about zombie survival horror.
for his birthday, so if it seems I’m talking to a specific person, I am. This
game belongs to Nick and he gave me permission to show it to you. So, if you
like it, the next time you see him, make sure to thank him.
In the game, you play the roles of survivors of the zombie apocalypse.
Why the zombies are here really doesn’t matter, does it? We know what
happens to those who try to find a cure. We know what happens to those
You will need three to six players (less and more than that diminishes
gameplay) and a Zombie Master who acts as the referee. You also need six-
sided dice and different tokens for the Zombie Clock and Fear.
So, let’s find out who your alter ego is in this world of fear and teeth.
MAKING A SURVIVOR
All zombie survival movies have particular kinds of characters. You may
least four dice for any risk involving tools, devices or machines.
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The Dangerous Survivor
The Dangerous Survivor has been trained with weapons. He’s a cop or a
soldier or just a gun nut. The Dangerous Survivor always rolls at least four
The Fast Survivor always rolls at least four dice for any risk involving speed.
always rolls at least four dice for any risk involving sneaking around and not
being seen.
the door, he’s the guy to get. The Strong Survivor always rolls at least four
who can’t protect himself. The Helpless Survivor never rolls any dice, but if
anyone takes a risk to help or protect him, they roll two additional dice.
(Note: the Helpless Survivor is best played as an NPC. Most players will
find the Helpless Survivor difficult to play because he doesn’t have any dice.
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role, the Helpless Survivor is the way to go.)
six-sided dice equal to your Survivor type. If any of your dice rolls a 6, you
get to say what happens to your Survivor. If none of your dice rolls a 6, the
No Zombie? No Roll!
First, an important rule: if no zombies are present, the Survivors don’t need
If the Survivors are locked up in a shopping mall and they’ve cleared all the
No Dice? No Dice!
If you can’t roll dice, the Zombie Master says what happens. That
doesn’t always mean you get eaten by zombies, but it probably does. Time to
make a new Survivor. This means if you are the Fast Survivor and you need to
lift a heavy gate to get away from the zombies… you get no dice to roll.
Killing Zombies
On the other hand, if you are rolling dice, zombies are present. However,
no Survivor should ever “roll to kill zombies.” In this game, I assume that if
you are rolling dice, you are always killing zombies. Climbing a ladder? You’re
killing zombies. Trying to get through the window? You’re killing zombies.
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zombie attack? You’re killing zombies.
However, if you are with other people, you can roll a number of bonus dice
For example, if you are out getting groceries at the local food shop,
trying to sneak by the zombies, you roll a number of dice appropriate to your
Survivor Type plus a number of dice equal to the number of people with you.
If you have five people with you, roll five bonus dice. If any of those dice
success. Tools and weapons give you a specific bonus listed as “+1” or “+2.”
Most tools give you a +1 bonus and most weapons give you the same bonus.
one point to any die you roll, turning a 5 to a 6 (with a +1). So, if you have
the right tool for the right job, any 5 or 6 allows you to say what happens
Hand weapons (such as lug wrenches, baseball bats, katanas, and chain
6 gets thrown into a common pool. This is your Supply Pool. It represents
food, ammunition, bandages and other things necessary for survival. The more
At any time during the game, a player can draw dice from the Supplies
Pool. These count as bonus dice he may roll to succeed in a risk. However,
once the dice are gone, the Survivors no longer have the supplies they need to
survive. The ammunition is gone, they have no more clean bandages, the propane
This doesn’t mean you can’t fight zombies, but it does mean you have
no bonus dice to do it. Supplies provide the kind of bonuses Survivors need
sanctuary.
SANCTUARY 7
For a break in the horror, Survivors can try to find Sanctuary. A safe place
Finding Sanctuary requires a risk. Every Survivor takes a risk based on their
unique abilities. The Fast Survivor rolls four dice, the Smart Survivor rolls
four dice, etc. If the Survivors roll a number of sixes greater than their
current number (four Survivors rolling five or more sixes; three Survivors
rolling four or more sixes), they find Sanctuary. Gather up all your sixes. The
number of sixes you roll equals the safety of your current Sanctuary. A gun
the Supplies Pool. If the Survivors already have supplies remaining when they
find a new Sanctuary, the new roll adds to the current Supply Pool.
The number of sixes rolled also represents the relative security of the
found Sanctuary. But if a Survivor exits the Sanctuary (to get food, find
more Survivors or for any other reason), the Survivor is not safe and must
At the beginning of the game, the Zombie Clock starts at 1 (one zombie). You
can represent the Zombie Clock any way you like. Dice, figurines, skulls,
teeth, etc.
Again: Zombie Clock goes up one, Supply Pool goes down one. This
At any time, the Zombie Master can unleash zombies in the Survivors’
direction. The number of zombies equals the rank of the Zombie Clock.
If the Zombie Clock’s rank is lower than the security rank of the
Sanctuary, the zombies cannot find a way in. The Survivors are safe. No
This gives the players time to prepare for the inevitable. Sooner or later,
the zombies will find out what’s going on inside the Sanctuary and find a
reaches a rank greater than the Sanctuary’s security rank, the zombies have
After any attack of zombies, the Zombie Clock resets itself back to zero.
Complications
The Zombie Master may also use the Zombie Clock to create
(turning it down from four to three, for example), he can cause a particular
• The power goes out in the Sanctuary and can only be fixed outside.
Complications deduct one rank from the Zombie Clock, providing the
Complications override all other rules. Even if the Survivors are safe in the
Sanctuary, a single zombie can stumble his way through their defenses and
find the Survivors. The Sanctuary cannot be fully compromised, but one small
thing can go wrong. Perhaps the dogs and cats in the pet store are infected
and attack one of the Survivors? Or perhaps they missed a zombie in the
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FEAR 10
Fear eats at your confidence and makes you act in stupid, selfish
ways. Every character can earn Fear based on his experiences in the zombie
Whenever you make a risk, you must use a number of Fear Dice equal to
your Fear Rank. Pick a d6 that doesn’t look like the others. That is your Fear
Die.
So, if you have a 1 Fear Rank and you are rolling 4 dice, you roll 3 normal
dice and one Fear Die. If your Fear is 3 and you are rolling four dice, you
If you ever choose your Fear Die as a success, you must use your action
to hide, run away or otherwise save yourself. Your friends on the other side
of that door? Lock it. There’s zombies, too! And they can’t get in here!
Fear Checks
Certain events can cause your Survivor to gain Fear Ranks. We call this
a Fear Check. Whenever your Survivor sees one of the following events, roll
one die. If the result is higher than your current Fear rank, your Fear rank
increases by one. For example, Nick is wandering around the Sanctuary when
he opens a door and finds a zombie chewing on a corpse’s brain. This is a valid
cause for a Fear Check. Nick’s current Fear Rank is 2. He rolls a die. The
result is 4. Because Nick rolled higher than his current Fear Rank, his Fear
Just seeing zombies is not enough of a reason for a Fear Check. Zombies
are everywhere and you see them all the time. Specific circumstances must
judgment)
THE DIARY 11
Your Survivor has a diary, recording his daily existence in the zombie
apocalypse. Every day is one page. Every day is an affirmation that you are still
alive and every day you are still alive is another chance that something will
change. Someone will come. A break in the horror will allow us to escape.
Benefits
Every game session is an opportunity to write an entry in your diary. It
must be a full page. If you write an entry in your diary, you get two small
benefits.
Every entry lowers your Fear Rank by one. But your Fear Rank is always at
least one; it never goes to zero. Not ever. You may have hope, but the zombies
Every day, you can say something is true. Make sure to underline this or
highlight it in some way. The thing you write down that’s true gives you one
Survivor Jill is a nurse. She gets a bonus die for any risk that’s appropriate.
You write down that Survivor James is great at finding food. James gets a
bonus die for finding food. Remember: your bonus die only counts for one
specific circumstance.
You can even write down things that are true about zombies. They’re slow
or fast. They eat brains or they don’t eat brains. You have to shoot them in
Don’t go writing down “I’m awesome!” and expect a bonus die for all
actions. Only a wanker would do that. And you’re not a wanker, right?
RESCUE
If you wish, set a time for rescue. A real time. Say… five game sessions.
Each game session is one day. Anyone who makes it to the end of the time
shotguns in pickup trucks. Congrats. You made it. Until next time.
ZOMBIES 12
So, let’s talk about zombies.
First off, zombies don’t get any dice. Zombies win a die roll when the
stumble upon solutions they would normally not be able to solve themselves.
For example, we’ve got a bunch of zombies in the elevator. Complication Point:
one of them elbows the seventh floor button. Or, the zombies can’t get up
the escalator. Complication Point: one of them stumbles up the right way.
the zombies. This happens when the Survivor fails to roll a six. The Zombie
Master shows mercy on the poor Survivor and allows him to live just a little
bit longer.
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the most opportune (or inopportune) time.
Survivor Zombies
If a Survivor dies, he becomes a zombie. If the player wishes, he can
zombies and Zombies. Make sure to use the proper inflection to note the
difference.
A Zombie has four dice to be a zombie to do the things zombies do: rip,
tear, break, bite, chew, gut and destroy. But deep in his dim and dead mind, he
still has foggy memories of what he used to be. So, each zombie type gets
one special ability. All of these turn back the Zombie Clock by one rank if a
Zombie chooses to use them. If the Zombie Clock is at zero, the Zombie
• The Strong Zombie gets four bonus dice for physical risks (that’s a
total of 8!).
• The Sneaky Zombie can sneak into a Sanctuary without being seen.
Survivor vs Zombie
The only time Survivors roll against zombies is if they encounter a Zombie. Both
the Survivor and Zombie roll appropriate dice. Whoever rolls the most sixes says what
happens. This doesn’t mean the Zombie kills the Survivor if he rolls the most sixes, but it
generally does. Ties go to the Survivor, but the Survivor becomes infected.
But you’d be surprised by how many ideas you get from sitting down
with your favorite zombie movie and a notebook. Watch critically. Think to
yourself, “How would I use this in the game?” A little preparation this way
will give you a whole tablet full of ideas for your next game.
scare your players. And that means you have to be a little mean. Find out
what scares your players and use it. Just make sure, before the game begins,
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that your players are okay with a little fright now and then. If they aren’t,
maybe you should play a game where they get to feel powerful instead.
Jessie is afraid of spiders and Joannie is afraid of drowning and Jacob is afraid
Also know when not to do things to your players. Fun is fun and scared is
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And get a helmet.
players cross it too often. Although, you may want to run a horror/humor
game (in the tradition of Army of Darkness, for example). Just make sure
there’s the right blend of laughs and screams. And, of course, dim the lights,
put on some scary music and encourage your players to maintain the mood.
And if they joke around too much, bump up the Zombie Clock. That gets
dilemma. This is a game about zombies eating your brains. And they’re right
outside the door. And they’re banging on that door and they’re going to get
through any second now. So run, run, run! Run you bastard, run!
The only stat on the players’ sheets is Survivor Type. You give them Fear
Points, so they don’t need to write those down. And when a Survivor dies or
gets infected, it’s just that easy to make a new one. So run! Run! Run! Run!
You can rest when you find sanctuary. But not for long.
means the player says what happens and anything else says the Zombie Master
says what happens. That’s really all the rules you need. Everything else is
This game isn’t about building a character that can protect himself or a
character who has the best traits or feats or skills or anything like that. All
you’ve really got is your one trick, a shotgun with a few rounds and the will
to survive.
JW
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A previous version of this game was privately distributed. Modifications, changes and corrections have
been made. This is still Nick’s game, used by permission of the owner.
COMING SOON
www.johnwickpresents.com/fear