Maybe you aren’t a doctor. Maybe you’re a veterinarian, or a dentist. Maybe that used to bother you in the past; people thinking you weren’t a “real” doctor. Now, all hell has broken loose, and when somebody comes up to the group with a chunk of arm missing, who are they turning to? The punchline is, now that you are considered a doctor, you’re not too sure if you want to be.
To create your Healer, choose name, look, stats, moves, gear and Strings.
Svitlana, Yakiv, Mykyta, Luba, Anton, Daryna
Compassionate eyes, searching eyes, sharp eyes.
Scrubs, lab coat, casual wear.
Choose one set:
□ Nice +1, Sick -1, Cool =0, Bright +2
□ Nice -1, Sick =0, Cool +1, Bright +2
□ Nice =0, Sick -1, Cool +2, Bright +1
□ Nice -1, Sick +1, Cool =0, Bright +2
You get all the basic moves.
Choose three starting moves. At least one of these moves must be an XP move.
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.
□ Medical expert: For any healing move, use -1Drugs.
□ Medical attention: To heal someone injured, roll +Bright.
▲ On 10+, he gains -2Harm,
◀ on 7-9 -1Harm.
▼ On a miss, he suffers +1Harm.
You may spend any number of Drugs before your roll. If you do, add them to your roll.
□ Everything's gonna be alright: Whenever you heal somebody successfully, you gain +1Trust from him.
□(XP) Do no Harm: Every time you successfully keep a human from hurting another human, mark XP.
□ Desperate measures: If someone gets infected, you may decide to amputate the infected limb immediately afterwards. Your patient takes +3Harm from the amputation and in addition acts ẃith an Ongoing Disadvantage when making any move that normally requires the now-severed limb. Roll +Cool. ▲ On 10+, choose 3, ◀ on 7-9 choose 1:
▼ On a miss, your attempt will cripple your patient as above, but will not stop the infection.
□ You won't die. Not this time!: Every time a survivor has suffered more than 6 Harm, roll +Cool and add as much Drugs as you like.
▲ On 10+, he is back to +4Harm,
◀ on 7-9, he is at +6Harm but stabilized.
▼ On a miss, he's dead for good.
□ You've seen worse before. Whenever you need to make a move involving Cool while doing your job, roll Bright instead.
□ (XP) Apocalyptic epidemiologist. Everytime the infection of a survivor worsens, roll +Bright.
▲ On 10+, you mark XP and find a way to slow it down. He doesn't need to spend Drugs the next time to keep the infection from worsening.
◀ on 7-9, you gain new insights in the nature of the infection and mark XP.
▼ On a miss, you learn nothing new.
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 +3)
□ Get +1 Sick (Max +2)
□ Get +1 Bright (Max +3)
□ Get +1 Cool (Max +2)
□ Get a new Healer move
□ Get a new Healer move
□ Get a move from another playbook
□ Get a move from another playbook