Your body is a temple. You would tell people that and they would think you were vain. You were never vain. You always meant it. Your body is more than what you live in; it’s the vehicle for your soul. And now, it’s your greatest tool for survival.
To create your Athlete, choose name, look, stats, moves, gear and Trust.
Petro, Vesna, Oleksey, Kalyna, Martyn, Lyubochka
Sharp eyes, focused eyes, aloof eyes.
Lean body, muscular body, angular body.
Choose one set:
□ Nice =0, Sick +1, Cool +2, Bright -1
□ Nice -1, Sick +2, Cool +1, Bright =0
□ Nice +1, Sick -1, Cool +2, Bright =0
□ Nice =0, Sick +2, Cool -1, Bright +1
You get all the basic moves.
Choose three starting moves. At least one of these moves must be an XP move.
Athletic gear. +1Drugs in your personal Stash.
A weapon of the following list:
□ Baseball bat (+2Harm, +Sturdy, +Hand)
□ Fire axe (+3Harm, +Messy, +Hand)
□ Javelins (+2Harm, +Close, +Silent)
□ Hammer (+2Harm, +Hand, +Heavy)
Trust | From | Relationship |
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Everyone introduces their characters by name, look and outlook. Take your turn.
List the other characters' names.
On your turn
After everyone took his turn, note +0Trust for any player who didn't tell you anything.
Afterwards, the player you trust most highlights one of your Stats. The GM highlights another one.
□ Muscle-bound: When performing a feat of extraordinary strength or endurance, you get the Advantage.
□ Man of Steel: If any attack on you deals more than +2Harm after taking armor into account, you only take +2Harm.
□ (XP) Pissing contest: Every time you show off and it's clear that nobody's a match to you, mark XP.
□ Vanity Fair: Roll +Cool instead of +Nice to manipulate someone.
□ Morning jog: When you decide to go running by yourself, roll +Cool. ▲ On 10+, +3Hold, on ◀ 7-9 +1Hold and also one of the following happens (choose one). ▼ On a miss, no Hold and choose two.
Spend your Hold on a one-on-one basis on any move involving your physical fitness for a bonus.
□ (XP) You may beat someone by a nose by betraying them. If you do so successfully, mark XP.
□ Meathead: Roll +Cool instead of +Bright, but loose -1Trust from a character of your choice every time you do so.
Harm und Infection beyond 3 will worsen over time if not treated properly.
Harm □ □ □ □ □ □
Infection □ □ □ □ □ □
Injuries: Take one of these to take no harm from a move.
□ Shocked (-1 Cool)
□ Crushed (-1 Sick)
□ Disenchanted (-1 Nice)
□ Broken (-1 Bright)
XP □ □ □ □ □ >>
Whenever you fail a roll with 6- on a highlighted Stat or a move tells you to, mark XP. When you mark the fifth, improve and erase. Each time you improve, choose one of the following:
□ Get +1 Nice (Max +2)
□ Get +1 Sick (Max +3)
□ Get +1 Bright (Max +2)
□ Get +1 Cool (Max +3)
□ Get a new Athlete move
□ Get a new Athlete move
□ Get a move from another playbook
□ Get a move from another playbook