ZombieApocalypse

The Healer

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.

Creating your Healer

To create your Healer, choose name, look, stats, moves, gear and Strings.

Name

Svitlana, Yakiv, Mykyta, Luba, Anton, Daryna

Look

Compassionate eyes, searching eyes, sharp eyes.
Scrubs, lab coat, casual wear.

Stats

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

Basic Moves

You get all the basic moves.

Healer Moves

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

Gear
  • Add +3Drugs to your personal stash. This is your medical kit.
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.

Healer Moves

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:

  • You don't need to find Shelter to do so.
  • You don't need proper equipment to do so.
  • Your patient takes only +2Harm.

▼ 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 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 +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