As if life didn’t suck enough, here comes the zombie fucking apocalypse. At least your manager is dead. Well, hopefully. You’re just a normal Joe or Jane, living your life, one day at a time. You’re still doing the same thing...it’s just your days are now a lot weirder.
To create your Cynic, choose name, look, stats, moves, gear and Trust.
Anastasiya, Evdokiya, Bohdan, Luka, Mykola, Odessa
Brown eyes, blue eyes, green eyes.
Skinny, average, or overweight.
Trendy clothes, work clothes, casual clothes.
Choose one set:
□ Nice -1, Sick =0, Cool +2, Bright +1
□ Nice -1, Sick +1, Cool =0, Bright +2
□ Nice +1, Sick =0, Cool -1, Bright +2
□ Nice +2, Sick -1, 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 |
---|---|---|
- | ||
- | ||
- | ||
- | ||
- |
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.
□ Lucky Bastard: At the beginning of a session, roll +Cool. On 10+, +3Hold, on 7-9, +1Hold. Spend one Hold to:
□ (XP) You've got to be fucking kidding me: If you refuse to do something beneficial to yourself or all survivors mark XP. If this puts somebody into danger, they also mark XP.
□ Hottie: Yes, you're hot. You gain the Advantage every time you try to manipulate someone when you make use of your seductive skills.
□ Yes, that's sarcasm: No matter how bad it is, you make fun of it. If someone tries to manipulate you, roll +Cool.
▲ On 10+, he fails and he looses -1Trust from another survivor of your choice,
◀ on 7-9, he may succeed, but you gain +1Trust from him.
▼ On a miss, he succeeds without having to roll himself.
□ What? I learned that at Clown College: When you come up with a very out-of-the-box solution to a problem, roll +Bright.
▲ On 10+, everyone following your plan gets an Ongoing Advantage,
◀ on 7-9 you get an Ongoing advantage.
▼ On a miss, choose one other survivor that trusts you. He now thinks you're a complete idiot and you loose -1Trust from him.
□ (XP) Been gutted before: If someone betrays you, mark XP.
□ Not all is lost: If you help someone, you'll have the Advantage on your next move.
□ Five minutes of fame: If some cries for help and you give aid, he automatically succeeds as like he rolled 10+. You act at an Ongoing Disadvantage afterwards until you gain or loose the Trust of somebody.
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 +2)
□ Get +1 Bright (Max +3)
□ Get +1 Cool (Max +3)
□ Get a new Cynic move
□ Get a new Cynic move
□ Get a move from another playbook
□ Get a move from another playbook