ZombieApocalypse

The Scoundrel

Nothing lasts forever. Not even the zombie apocalypse. There’s going to be a day when the last walking corpse is put down for good, and on that day, shit’s gonna go back to normal. Politicians politicking. Scammers scamming. Hustlers hustling. Just the way you like it.

Creating your Scoundrel

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

Name

Levina, Marko, Evdokiya, Nikita, Masha, Viktor

Look

Sharp eyes, wild eyes, searching eyes.
Nice clothes, business suit, regular clothers.

Stats

Choose one set:

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

Basic Moves

You get all the basic moves.

Scoundrel Moves

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

Gear
  • A pistol or other ranged weapon with (+2Harm, +Close, +Inconspicuous).
  • +3Resources of your choice representing your personal belongings.
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.

Scoundrel Moves

□ (XP) Secret stash: At the beginning of every session, choose +2Resources. This is your secret stash. If you don't share your personal things at all or only clearly overpriced, mark XP. If you share, you have to keep your cool.


□ (XP) Selfish nature: Every time you take something someone else might benefit more from, mark XP.


I only need to be faster than you: Roll +Sick instead of +Cool to run like hell.


Sidelining. When no ones watching the group's stash, you may sideline some of resource into your secret stash. Roll +Cool.
▲ On 10+, divert a resource of your choice,
◀ on 7-9, also, but someone notices.
▼ On a miss, you get nothing but get caught.


□ When you betray someone, you may Shift the blame. Roll +Nice and choose a scapegoat.
▲ On 10+, your scapegoat gets blamed for it and looses -3Trust instead of you,
◀ on 7-9, the same, but someone else knows it was you.
▼ On a miss, they all know it was you. You loose -3Trust not from the betrayed, and -1Trust from everyone else.


Heart of gold: When sharing a personal resource, roll +Nice.
▲ On 10+, gain +1Trust from everyone you're sharing with,
◀ on 7-9, only +1Trunk from one survivor of your choice.
▼ On a miss, they take your stuff +1 additional Resource by force.


Con man: When bartering with someone, roll +Nice.
▲ On 10+, you trick them into giving you what you want essentially for free,
◀ on 7-9, you have to pay them one piece of gear or a Resource less than they want.
▼ On a miss, they recognize the con and things start to get heated, allowing the GM to make a hard move.


I'm the victom here! When another survivor attacks you physically, choose to take an additional +1Harm and roll +Harm taken:
▲ On 10+, people come to aid you and your attacker looses -1Trust from everybody.
◀ On 7-9, the same, but he only looses Trust from one of them.
▲ On a miss, everybody think you derserved it.

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 +3)
□ Get +1 Bright (Max +2)
□ Get +1 Cool (Max +2)
□ Get a new Hunter move
□ Get a new Hunter move
□ Get a move from another playbook
□ Get a move from another playbook