ZombieApocalypse

The Faithful

Everything happens for a reason. Even the zombie apocalypse. It doesn’t matter if that reason is clear or not. He knows. Your only responsibility is to endure, to carry on, and to love each other, and God. And if anyone...or anything...gets in the way of those responsibilities, then it is your duty to use the gifts He has given you to overcome those obstacles...peaceful or not.

Creating your Faithful

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

Name

Olena, Symon, Zenovia, Theodosius, Bohuslava, Kyrylo

Look

Compassionate eyes, hard eyes, sharp eyes.
Religious vestments, rags, robes, conservative clothing.

Stats

Choose one set:

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

Basic Moves

You get all the basic moves.

Faithful Moves

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

Gear
  • Religious paraphernalia
  • Whatever you were able to rescue from your church.
Trust
Trust From Relationship
-
-
-
-
-

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.

Faithful Moves

I'll pray for you: If someone is doing anything you consider to be wrong, roll +Nice. ,

▲ On 10+, he gains an Ongoing Advantage until the current situation is resolved and you earn +1Trust from him, if he decideds to change his mind in your favor.
◀ On 7-9, like above, but he only gains the Advantage and you earn +1Trust from him.
▼ On a miss, you loose -1Trust from him.


God is my shield: When fighting the undead, you are considered to have +1Armor.


It's gonna be alright: Roll +Nice to give comfort to another person.

▲ On 10+, he gets +3Hold,
◀ on 7-9, he gets +1Hold.
He may spend his Hold to get a bonus on any roll that is used to heal him. In addition, if somebody betrays him, the bonus of the betrayer is reduced by his hold which consumed in this process.
▼ On a miss, nothing 's gonna be alright and will not turn out like you said as the GM makes a hard move on both of you.


Smite the dead: Your attacks against the undead are empowered by your faith. Your melee attacks against Zombies do +1Harm.


□ (XP) Devil's temptation: Every time you resist engaging in something pleasing because of your beliefs, mark XP.


Koliva: If you prepare a meal after a midnight liturgy, roll +Food spend. Besides counting as nourishment for the upcoming day,

▲ On 10+, everyone gets +3Hold,
◀ on 7-9, everyone gets +1Hold.
They may spend their hold on any basic move until the sun sets again.
▼ On a miss, the food is spoiled and everyone acts on a Disadvantage.


Peace from the Scriptures: When trapped in a hopeless situation, turn to the Scriptures and roll +Bright.
▲ On 10+, an avenue of escape will be revealed,
◀ on 7-9, the same, but at a price.
▼ On a miss, the situation gets even worse and the GM makes a hard move.


□ (XP) The greatest sacrifice: Any time someone near you takes Harm or gets Infected, you may choose the take the Harm/get Infected instead. If you do so, mark XP.

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