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.
To create your Scoundrel, choose name, look, stats, moves, gear and Trust.
Levina, Marko, Evdokiya, Nikita, Masha, Viktor
Sharp eyes, wild eyes, searching eyes.
Nice clothes, business suit, regular clothers.
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
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.
□ (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 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 +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