ZombieApocalypse

The Cynic

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.

Creating your Cynic

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

Name

Anastasiya, Evdokiya, Bohdan, Luka, Mykola, Odessa

Look

Brown eyes, blue eyes, green eyes.
Skinny, average, or overweight.
Trendy clothes, work clothes, casual clothes.

Stats

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

Basic Moves

You get all the basic moves.

Cynic Moves

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

Gear
  • You own a small car (6 Storage)
  • +2Gas in your personal Stash.
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.

Cynic Moves

Lucky Bastard: At the beginning of a session, roll +Cool. On 10+, +3Hold, on 7-9, +1Hold. Spend one Hold to:

  • Take +0Harm from an attack
  • Succeed on a move with 10+

□ (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 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 +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