Evil Dead

Table of 




& Skills


Actions &


Deadite Scum







 For much of the game, Game Masters can inform characters as to how much time has passed between events.  But for certain actions, such as combat or a skill used under timed conditions, a more accurate method is required.

  • Melee Rounds:  Melee Rounds are about 5 seconds long.  In general, a character can take one action per round without accruing penalties.
    • Individual Initiative:  Characters may act in the order of their Senses or Paying Attention scores (from highest to lowest).  A character with a higher Senses/Paying Attention may choose to Hold his Action, letting someone with a lower initiative act first before he decides what to do.
Multiple Actions in a Round
For every additional action, the character suffers a -1D to all actions taken that round.  Under normal conditions, a character can take a maximum of 5 actions per round (with a cumulative penalty of -5D to all actions).  Some spells allow for more actions per round with reduced penalties.

Any additional actions are considered to be taken in the second segment of the round.  Thus, all first actions (by everyone acting in the round) are resolved in the first part of a round and any extra actions are resolved afterwards.  Who acts first in a round depends upon Initiative (see above).

Example:  Vern is in combat again.  He decides he will take two actions:  he will attack and Get Out of the Way.  He will be -1D to both actions.
Occasionally, a character will need to react to something that has occurred during a round.  If the character has already acted in the round, the reaction skill is at -1D for being a reaction and -1D for each action already taken in the round.

Getting Out of the Way and melee combat skills are commonly used as Reaction Skills to avoid damage.

If a Reaction Skill is used while defending from an attack, the dice roll becomes the difficulty the attacker must overcome to be successful, even if the reaction skill roll is lower than the original difficulty of the attack!

Example:  Vern is in combat and has already acted once this round.  Suddenly, someone shoots at him and he attempts to Get Out of the Way.  His Get Out skill is normally 4D, but since he has already acted, it is now 2D (-1D for having already acted and -1D for being a Reaction Skill).  The shooter's base difficulty was 10.  Vern rolls 2 dice and gets a result of 7.  The shooter only needs a 7 or better to hit Vern.
Full Reactions
If the character decides that the only action she will take in a round is to react, then her Reaction skill roll is attempted with full dice and the result is added to the attacker's difficulty.
Example:  Amanda knows someone is shooting at her from a rooftop.  She decides that all she will do this round is Get Out of the Way.  She rolls her full 4D gets 15.  The shooter must now roll higher than 10 (standard difficulty) + 15 = 25 in order to hit her!

Applying Reactions to the Entire Round
A single defense roll applies to all ranged attacks in a round.  Thus a character need only Get Out of the Way once to attempt to avoid attackers using guns, thrown weapons or grenades.

Parry rolls must be made for every attack!  Thus, in close combat, if a character is punched four times, he must either attempt four parries using his Hurting People or Stabbing skills or be take the damage!


Ranged combat difficulty targets:

Point Blank Very Easy (1-5)
Short Easy (6-10)
Medium Moderate (11-15)
Long Difficult (16-20)
Extreme Very Difficult to Heroic (20+)


Shooting at Multiple Targets
Characters may choose to aim at more than one target in a given round.  If they do so, they suffer a cumulative -1D when shooting at each target beyond the first.

Example 1:  Amanda is cornered by two drooling deadites.  She is armed with a pistol that can shoot up to 3 shots per round.  She can either shoot at one without a penalty or attempt to shoot at both.  She decides to fire once at both of her attackers.  Her total dice penalty is -1D to the first shot (the penalty for taking multiple actions) and -2D to the second shot (the penalty for multiple actions + the second target penalty).
Example 2:  Amanda is cornered again, this time by three skeletal warriors.  She decides to fire once at each (3 actions, 2 additional targets).  She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -4D to the third!

Spraying Bullets
Some weapons, such as fully automatic machine guns, allow the bearer to spray bullets at an enemy.  This has a variety of advantages and disadvantages:

Shooter gets +1D to hit and does not suffer any penalties for aiming at multiple targets in a round. The shooter may potentially hit anyone in the direction in which he is pointing the gun (including allies and innocents).  If the shooter is trying to avoid hitting a friendly target, add 15 to the difficulty number to hit.  If the shooter rolls less than 15 over the standard difficulty (dependent on range) , he hits the friendly target as well.  Roll damage normally.
  Uses ammunition more quickly.
  If the attack is successful, roll one less die for damage.

Using two guns at once:

Shooter does not suffer any penalties for shooting at more than one target in a round without declaring a "Spraying" action (see Spraying Bullets below). Shooting a second weapon counts as an action (resulting in an additional -1D to each action in the round).
Both first shots are fired in the first segment of the round (if one gun is shot twice, the second shot is considered to go off in the last part of the round, after all other first attacks have been resolved. Shooter suffers an additional -1D to any shot taken with his or her "off" hand.
Permits the character to fire the maximum number of bullets from both guns in a round (thus, is a shooter is using two pistols which may fire 3 times in a round, she can shoot 6 times total in the round).  If someone using two guns stops to reload, they must take an additional action to stow one gun while the other is reloaded.  There is no additional action if the "extra" gun is thrown away.


A number of factors can affect a character's chances to succeed in combat.  Smoke may obstruct a target, oil on the floor may make dodging more difficult, etc.  Following are a number of modifiers Game Masters may choose to apply in the game.

  • Drawing Weapons:  Drawing a weapon counts as an action in a round (all other actions are at -1D this round).
  • Reloading Weapons:  The time required to reload a weapon varies depending on the type.  Most require 1 action to reload.  See the weapon descriptions in the Equipment section.
  • Targeting Systems:  Some weapons, usually in aircraft or tanks, have targeting systems that help the gunner.  These depend on the weapon type and quality.
  • Rate of Fire (ROF):  This statistic is given for each weapon.  A weapon cannot be fired more times than its ROF in a round, regardless of the number of actions the character takes.
  • Called Shots:  Attackers can make a "called shot" against a specific target, such as a particular part of a target's body (a hand, head, etc.) or a small item.  Add +1D to the difficulty for a target 10-50 cm (approximately 3-18 inches) long.  Add +4D to the difficulty for a target 1-10 cm long.  Add +8D to the difficulty for a target less than a centimeter long.
  • Cover:  Provides a target with some protection from detection and attack.  Add the following modifiers to attempts to detect or hit a target, when appropriate
 Visual Cover
Modifier to Difficulty
Light Smoke
Thick Smoke
Very Thick Smoke
Poor Light
Complete Darkness
Characters can also hide behind objects, such as walls and vehicles, which provide protection against attack.  Add the following modifiers depending on how much of the target is covered.
Target is Modifier
1/4 covered +5
1/2 covered +10
3/4 covered +15
Fully covered If cover provides protection, attacker cannot hit target directly.  Damage is absorbed by the item giving protection, until it's Body rating is depleted (see Protection below).
      Protection: Inanimate objects have a strength rating to resist damage.  When the protection takes damage, roll its body strength..
    Sample Protection
    Body Strength
    Flimsy wooden door
    Standard wooden door
    Standard metal door
    Reinforced door
    Blast door
    If damage exceeds the Body Strength roll of the protection, consult the table below to see the condition of the protection:
    Damage > Body Strength Roll
    Protection is:
    Not seriously damaged
    Lightly damaged
    Heavily damaged
    Severely damaged
    A character behind protection may suffer some damaged depending upon how badly his protection is damaged.  Subtract dice from the attack's damage based on the chart below.
    Protection is:
    Reduce weapon's damage by:
    Not seriously damaged
    Character is completely protected
    Lightly damaged
    Heavily damaged
    Severely damaged
    Character suffers full damage.
  • Armor:  Armor protects the wearer from damage.  In the game, add the value of the armor to the Body roll of the character suffering damage.  See the Equipment section for different armor types.


    The standard difficulty to hit with Hurting People with Your Bare Hands roll is Very Easy (5).  Damage is equal to the character's Body roll + 1D per Effect Value (see Effect Value).

    Character's may attempt to block an attack using their Hurting People with Your Bare Hands skill.  Players must declare they will be attempting to block before the attack occurs. If they do not, they suffer an additional -1D when attempting to block.

    Example:  Vern is in a brawl with a drunken lout in a bar.  He decides to strike but forgets to "hold an action" in case he needs to block.  The lout takes a swing and Vern decides he had better try to block.  He must roll Hurting People at -2D.  If his blocking roll is higher than the lout's attack roll, he will have parried the blow. If not, he may take damage.
    Example:  Somewhat bruised from last round, Vern decides he will hold an action this round in case he needs to block.  This means he is -1D to both his attack and blocking roll.

    Melee Combat is handled much the same way Hand-to-Hand Combat is, except that the characters involved use Stabbing, Slashing & Bludgeoning and are armed with handheld weapons.

    A character armed with a weapon may use it to block an unarmed assailant.

    When an attacker successfully hits his target, he rolls the appropriate number of dice to designate damage (see the weapons list in the Equipment section).  Ranged weapons do a set amount (e.g. a Heavy Pistol does 5D damage).  Melee weapons do a the bearer's Body + additional dice for the weapon type + 1D for every 10 EV points.

    In Evil Dead D6, different types of characters take damage differently.  Think of it as cinematic effect:  "lead" characters like the player characters, strong villains, and important non-player characters are harder to kill and maim.  The use the Lead Character Damage Table below.  Other, supporting characters, or "lackeys," do not fare so well and consult the Lackey Damage Table.  A single shot or blow is often enough to kill or maim them.  Of course, deadites can often take a great deal of "maiming" before they are completely destroyed...

    Damage for Lead Characters
    The targeted character then rolls his Body dice and adds any armor value, if armor is worn.  If the target's Body roll is greater than the attacker's roll, the she had resisted the damage.  If not, consult the table below for results:

    Damage Roll >
    Body Roll
     Quick Stun
    Character suffers a -1D to all skill and attribute dice used in the character's next action.  If a character suffers a number of stuns equal to her Body, she falls unconscious for 1d6 minutes.
    Character suffers -1D to all skill attribute dice used in this round and the next.  If a character suffers a number of stuns equal to her Body, she falls unconscious for 1d6 minutes.
    Characters fall prone and can take no actions for the rest of the round.  The character suffers a -1D to all skills and attributes until healed. 
    Falls prone and is in pain.  -2D to all actions.
    Mortally Wounded
    Falls prone, and heavily dazed and will remain that way until healed.  -3D to all Attribute and Skill checks.
    Dying:  Falls unconscious 
    or dies.
    Unconscious and must make Body or Tough Guy checks to remain alive (See below).
    The Big Good-bye:  If a character is Dying, he must roll a Moderate Body or Tough Guy check once per 5 minutes.  If you fail, you will die in 5 minutes.  CP's can be spent freely to make these rolls.  Once CP's are spent, a character may spend Mojo.  Each Mojo point buys you 10 minutes of time.  Once you're out of CP's and Mojo, you're pretty much screwed buddy....
    Pulping:  Cruel GM's may decide that if the Damage roll is more than 25 points higher than the Body roll, the character's body is "pulped," or completely destroyed instantly.  This is a major bummer for characters, as you might imagine, but it makes for a cinematic moment...

    Lackey Damage
    Players will often come face-to-face with large groups of shuffling zombies, rattling skeletons and other deadite scum.  They will have to dispatch large numbers of them to get at the real villains and stronger Evils that must be defeated.  This makes for a great deal of hacking, slashing, blowing away, and blowing up.  It's also a lot of fun.

    When a lead character attacks a Lackey, consult the table below:

    Damage Roll >
    Body Roll
     Quick Stun
    The Lackey suffers a -1D to all skill and attribute dice used in its next action.
    The Lackey takes a solid blow and shows some damage.  It will be -1D to all rolls until healed.
    Seriously Wounded
    The Lackey is knocked off its feet and loses a limb.  It will be -2D to all rolls until healed.
    Chunky Damage
    The Lackey falls prone and loses either a major part of its body or its head.  It is at least -3D to all actions.  Note, even decapitated deadites may still attack often times!
    The Lackey's body is destroyed and cannot be resurrected except by the most powerful of magicks.

    Characters may choose to wear Armor to provide them with some protection against damage.  The Armor Value of the protection is added to the wearer's Body dice when attempting to resist damage.  Different types of armor are listed in the Equipment section.

    Example:  Vern is wearing leather clothing, which provides +2 pips to his Body rolls to resist damage.  A skeletal archer  shoots and hits him for 10 points of damage.  Vern has a Body of 3D and adds +2 for the armor, getting a total of 16.  He takes no damage from the arrow!

    Characters can heal in a variety of ways, but the three most common methods are natural healing, first aid kits, and professional medical facilities.

    Natural Healing:
    A character can heal naturally, but this process is both slower and riskier than getting medical care.  The character must rest a specified amount of time and then can make a healing roll:  the character's full Body or Tough Guy skill to see if the character heals.

    Healing characters can do virtually nothing but rest.  A character who tried to work, exercise or adventure must subtract -1D from his Body  when he makes his healing roll.  Any character who opts to "take it easy" and do virtually nothing for twice the necessary time may add +1D to his Body to heal.

    A wounded character may roll once per day for healing:

    Degree of Injury Difficulty of Body Roll Result
    Stunned, unconscious Moderate Revives.
    Wounded  Difficult Patient healed.
    Seriously Wounded Very Difficult Patient raised to Wounded .
    Mortally Wounded Extremely Difficult Patient raised to Seriously Wounded.


    First Aid Kits
    First Aid kits usually have bandages, antiseptics, anti-inflammatories, painkillers and other lightweight medical supplies.  A standard kit can be used two times before needing to be restocked.

    A Stoppin the Bleeding roll is required to use a First Aid kit.  The Difficulty depends on the severity of the patient's injury:

    Degree of Injury Difficulty Result
    Stunned, unconscious Very Easy Revives patient.
    Wounded  Easy Patient healed.
    Seriously Wounded Moderate Patient raised to Wounded.
    Mortally Wounded Difficult Patient raised Seriously Wounded.
    Killed Unearthly (50) (must be attempted the round after the patient has been killed. Patient is Mortally Wounded.

    If the Stoppin the Bleeding roll is unsuccessful, the character's condition remains the same.  If the Stoppin the Bleeding roll misses the difficulty by more than 10 points, the patient remains the same and another Stoppin the Bleeding  roll cannot be made for another 24 hours.

    Multiple Stoppin the Bleeding attempts can be made on a patient within a single day, but the Difficulty increases one level for each additional use.

    Medical Facilities/Emergency Rooms
    Most modern American cities have fairly advanced medical facilities, though some of the far-flung towns are more limited.  Keep in mind that if players travel to different time periods or dimensions, medical options will likely be much more crude. 

    Advanced medical facilities may be used to treat serious diseases, attempt surgery, and save back mortally wounded patients.

    To use these facilities, a character must have the Medicine (A) skill.

    Degree of Injury Difficulty and Time
    Wounded Very Easy with 1D hours of care.
    Seriously Wounded Easy with 4D hours of care.
    Mortally Wounded Moderate with 1D days.
    Dying Difficult (20) with 2D days.
    Killed Unearthly (50) with 10D days.