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.
To create your Hunter, choose name, look, stats, moves, gear and Trust.
Andrij, Donya, Hrigor, Alyksandr, Danilo, Masha, Olesja, Klara, Daryna
Focused eyes, sharp eyes, merciless eyes,
lean body, athletic body, tough body,
hunter's gear, camouflage, sunglasses, backpack, combat harness
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
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.
□ 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:
▼ 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:
▼ 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:
▼ On a miss, as soon as shit begins to hit the fan and one of your allies triggers the trap.
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 Hunter move
□ Get a new Hunter move
□ Get a move from another playbook
□ Get a move from another playbook