ZombieApocalypse

The Hunter

Maybe you’re a soldier. When you strip away the undead-ness of it all, the world is just one giant combat zone now. You really are now, literally, an army of one.

Maybe you are literally a hunter. The dead aren’t unlike deer; stay quiet, stay hidden, and they’ll never see you coming, and you can bag ‘em. Just a little more dangerous, is all. Maybe you like that.

Creating your Hunter

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

Name

Andrij, Donya, Hrigor, Alyksandr, Danilo, Masha, Olesja, Klara, Daryna

Look

Focused eyes, sharp eyes, merciless eyes,
lean body, athletic body, tough body,
hunter's gear, camouflage, sunglasses, backpack, combat harness

Stats

Choose one set:

□ Nice =0, Sick +2, Cool +1, Bright -1
□ Nice -1, Sick +2, Cool +1, Bright =0
□ Nice =0, Sick +1, Cool +2, Bright -1
□ Nice +1, Sick =0, Cool +2, Bright -1

Basic Moves

You get all the basic moves.

Hunter Moves

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

Gear
  • Backpack full of survival gear,
  • Protective gear worth +1Armor.
  • Also choose two weapons from the list below:
    □ Handgun (+2Harm, +Close)
    □ Sniper rifle (+4Harm, +Slow, +Far)
    □ Assault rifle (+3Harm, +Loud, +Far)
    □ Shotgun (+3Harm, +Messy, +Close)
    □ Combat knive (+2Harm, +Hand)
    □ Axe (+3Harm, +Hand, +Close)
    □ Machete (+2Harm, +Hand, +Messy)
Trust
Trust From Relationship
-
-
-
-
-

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.

Hunter Moves

Headshot. All your ranged attacks deal +1Harm.


□ (XP) Deathwish. Whenever you have the chance to run like hell and decide against it, mark XP.


Silent Killer. When having the opportunity to attack someone without raising his suspicion, roll +Cool.
▲ On 10+, choose two, ◀ on 7-9, choose one:

  • You inflict additional +2Harm.
  • You do damage in utter silenece.
  • You find a way to dispose the body without anyone noticing

▼ On a miss, your target notices you and reacts accordingly.


Army of One. Your melee attacks gain the +Messy tag, dealing damage to everyone and everything in your immediate surroundings.


Think again! If you try to manipulate somebody, you may choose to do so by force. If you do, use +Sick instead of +Nice for your move.


Hunter-gatherer When searching for food in the wilderness, roll +Bright. ▲ On 10+, you'll hunt down and gather worth +2Food.
◀ On 7-9, also, but choose one:

  • You find only +1Food.
  • Someone else also wants your prey.
  • You get lost in the wilderness.

▼ on a miss, all three.


□ (XP) Relentless predator: When you choose a mark, hunt it down and kill it without the help of others, mark XP.


Undeath trap. When setting up a trap, roll +Bright.
▲ On 10+, your trap works as intended.
◀ On 7-9, it also works, but the GM chooses one:

  • Somebody has to act as bait
  • You need to spend one resource to build it
  • Somebody gets injured while building it (+1Harm)
  • It's less effective than you thought

▼ On a miss, as soon as shit begins to hit the fan and one of your allies triggers the trap.

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 Hunter move
□ Get a new Hunter move
□ Get a move from another playbook
□ Get a move from another playbook