Vagabond. Drifter. Criminal. You might be any one of those. You might be ALL of them. For most, the world as they knew it has completely and totally gone to hell. For you, it hasn’t gotten too much worse. For you, it wasn’t all that good to begin with. For you, survival has always been the goal. The living dead just upped the stakes, is all.
To create your Outcast, choose name, look, stats, moves, gear and Strings.
Borys, Hanna, Demyan, Bohuslav, Lyudmyla, Tamara
Sad eyes, cold eyes, distant eyes,
rugged clothes, inconspicuous clothes, eccentric clothes
Choose one set:
□ Nice =0, Sick +1, Cool +2, Bright -1
□ Nice -1, Sick +2, Cool =0, Bright +1
□ Nice -1, Sick =0, Cool +2, Bright +1
□ Nice -1, Sick =0, Cool +1, Bright +2
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) Not a talker: Whenever someone tries to gain your Trust or the other way round, you may give a Disadvantage to his roll. If a gain in Trust results from the roll, mark XP.
□ That might come in handy: If you succeed on a scavenge move, choose one additional piece of gear to find from the following list:
□ Scary, huh?: To intimidate someone, roll +Sick.
▲ On 10+, choose 2, ◀ on 7-9 choose 1:
▼ On a miss, they react hostile and fearless.
□ (XP) Haunted by the past: If a situation reminds you of your past, roll +Cool.
▲ On 10+, gain an Ongoing Advantage,
◀ on 7-9, gain an Advantage.
If you get out of the situation without suffering new Harm or getting Infected, mark XP.
□ One tough bastard: You're never unprepared for a fight. You always have a +1Harm, +Close melee weapon hidden somewhere and your clothing is +1Armor.
□ Eye for an Eye: If someone betrays you, inflict +Harm equal to the Trust you lost in him. This happens before anything else gets resolved.
□ Street honor: If someone treats you with disrespect, roll +Cool.
▲ On 10+, you shrug it off. Your opponent has the Disadvantage on his next Cool move,
◀ on 7-9, likewise, but also the situation escalates into a blame game or straight-up violence, your opponents choice.
▼ On a miss, you even look dumber than before. Your loose -1Trust from a person of your opponents choice.
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 +3)
□ Get +1 Bright (Max +2)
□ Get +1 Cool (Max +3)
□ Get a new Outcast move
□ Get a new Outcast move
□ Get a move from another playbook
□ Get a move from another playbook