ZombieApocalypse

The Innocent

You miss your mom and dad. You miss Sunday afternoons. You miss all the people, places, and things you used to love.

You don’t know what to do anymore. You don’t know what kind of a world this is anymore. All you can do is hope that it gets better...somehow...

Creating your Innocent

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

Name

Sofiy, Viktoriya, Svitlanma, Mikhaila, Bohdana, Danilo, Fedir, Oleksandr, Wasyl, Yevheniy

Look

Big eyes, compassionate eyes, searching eyes,
child, teenager, 20-something,
casual wear, school uniform, summer clothes,
glasses, jewelry, headphones

Stats

Choose one set:

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

Basic Moves

You get all the basic moves.

Innocent Moves

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

Gear
  • a bag
  • some books
  • a smartphone
  • some photos.
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 habit#### 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 Outcast move
□ Get a new Outcast move
□ Get a move from another playbook
□ Get a move from another playbooks
□ 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.

Innocent Moves

□ (XP) Wisdom of youth: In the heat of a debate, roll +Bright.
▲ On 10+, you're heard and your plan is good. Anyone following your plan gets an Ongoing advantage on doing so.
◀ On 7-9, some reluctance remains. If anybody gets convinced of your proposal he gets an Advantage.
Either way, if at least one other player character follows your proposal, mark XP.
▼ On a miss, loose -1Trust from a survivor of your choice.


Neither seen nor heard: Adults just don't seem to notice you. Choose freely to roll either +Cool or +Nice when sneaking around them. You also get an Ongoing Advantage on any task involving hiding from Adults.


Parental instinct: Adults feel pity for you and will do anything to protect you. Anyone assisting or protecting you gains an Advantage for that. Anyone trying to harm you does so at a Disadvantage.


Child at heart: Roll +Nice to make people forget about their current worries.
▲ On 10+, they calm down and you gain +1Trust from one of them.
◀ On 7-9, choose one

  • They calm down and one of them (your choice) gains +1Trust from you.
  • They decide to teach you a lesson and you gain a Disadvantage for your next move.
  • They let loose their inner child and they mark XP.

▼ On a miss, your playful manners cost a price in Resources, Harm or the loss of an item.


Poor child: If someone betrays you, you automatically gain +1Trust from every other survivor.


□ (XP) Dulled street urchin: If you get a Disadvantage by the actions of another character, he looses -1Trust from you and you mark XP.


Daddy told me to be brave: As long as no Harm was done and an adult is in your immediate vicinity, you get an Ongoing advantage to keep your cool.


□ If someone tries to heal your Harm, you may clench your teeth and roll +Cool.
▲ On 10+, it wasn't that bad, you take an additional -1Harm and your healer regains any drugs he spend on the roll.
◀ On 7-9, choose one

  • gain +1 Trust from your healer.
  • your healer needs to spend -1Drugs.
  • the next one you wants to hurt you physically does so at a Disadvantage.

▼ On a miss, you regain one less harm by the healer's move.

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