ZombieApocalypse

The Athlete

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.

Creating your Athlete

To create your Athlete, choose name, look, stats, moves, gear and Trust.

Name

Petro, Vesna, Oleksey, Kalyna, Martyn, Lyubochka

Look

Sharp eyes, focused eyes, aloof eyes.
Lean body, muscular body, angular body.

Stats

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

Basic Moves

You get all the basic moves.

Athlete Moves

Choose three starting moves. At least one of these moves must be an XP move.

Gear

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
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

  • Choose someone you prejudice because of his looks, habits, or character. Mark one of the following and tell the other player -1Trust from you. The other player determines further details of this relationship. Write down the results:
    □ Outlandish looks or habits
    □ Social status
    □ Non-conformist looks
    □ Strange social or religious habits
    □ Physically, spiritually, or mentally weak
  • Choose someone you can connect with. Mark one of the following and tell him +1Trust from you. The other player determines further details of this relationship. Write down the results:
    □ You have shared habits or views
    □ He is quite pretty
    □ You sympathize with him
    □ You're family
    □ He reminds you of yourself
  • Choose someone you've met before. Mark one of the following and tell him either +1Trust or -1Trust from you depending on the details the other player suggests. Write down the results:
    □ He's still in love with you
    □ He will turn into a major problem
    □ He potentially has a criminal past
    □ He got you out of a tight situation once
    □ He disappointed you before

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.

Athlete Moves

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.

  1. The undead followed you back.
  2. You get lost and get separated from the other survivors.
  3. You stumble upon something. The GM puts you in a place.

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 and injuries

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)

Experience and improvement

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