ZombieApocalypse

The Thinker

Knowledge is power, as the old saying goes. And when it comes to this little scenario, there is an awful lot of things that we don’t know. Why are the dead rising? What is it they want? How do we stop them? Can we stop them?
Whatever you are, you want answers. And you’ll do whatever it takes to find them.

Creating your Thinker

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

Name

Fedir, Havryil, Pavlo, Wasyl, Zoya, Olena, Daryna, Alla

Look

Glasses, intelligent eyes, absent eyes,
sweater vest, jacket, lab coat,
adult, middle-aged, old

Stats

Choose one set:

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

Basic Moves

You get all the basic moves.

Thinker Moves

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

Gear
  • Suitcase full of books and gadgets.
  • Add +2Resources of your choice to the survivor's Resource Pool.
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.

Thinker Moves

This requires further study. Whenever you examine the remains of an undead, roll +Bright.
▲ On 10+, +3Hold,
◀ on 7-9, +1Hold. Spend your Hold the next time you meet the same type of zombie on moves of any survivor against it.


□ (XP) Here's what you should do. When you give another survivor advice on something, roll +Bright.
▲ On 10+, the other character gains an Ongoing Advantage while following your advice. In addition, if he does, you mark XP.
◀ On 7-9, he only gains an Advantage and you don't mark XP.
▼ On a miss, your advice isn't exactly thought through and your confused companion gains a Disadvantage no matter whether he follows your advice or not.


□ (XP) Don't insult my intellect. Any time someone tries to manipulate you, roll +Cool.
▲ On 10+, you simply shrug it off and you mark XP or gain +1Trust from another survivor who already trusts you.
◀ On 7-9, he succeeds in manipulating you, but gain +1Trust from him.
▼ On a miss, he hits a weak point and gains +1Trust from you.


Well prepared scholar. Roll +Bright.
▲ On 10+, gain +3Hold.
◀ On 7-9, gain +1Hold.
Spend one Hold when you scavenge an area or read a situation for an Advantage.


□ (XP) For science! Whenever you completely ignore a dangerous situation, mark XP. If this gets other survivors into trouble, they also mark XP.


Questionable ethics. You Harm or Infect anybody to gain further insight by an expriment. Roll +Sick, adding the Harm or Infection inflicted as a bonus.
▲ On 10+, gain choose two, ▲ On 7-9, gain choose one:

  • The next weapon you modify or build gains +1Harm against humans
  • The next weapon you modify or build gains +1Harm against zombies
  • You gain an Ongoing Advantage on using drugs to heal Harm on someone
  • You gain an Ongoing Advantage on using drugs to heal Infection on someone

Either way, -1Trust from your guinea pig.
On a muss ▼ -3Trust from your victim.


All-nighter. While in Shelter, and with access to a workshop or a kitchen, you may transform any Resource into another or into an useful item. This leaves you at a Ongoing Disadvantage until you get some sleep.


Field engineer. While in Shelter, roll +Sick to build a trap. You may spend resources for a bonus to this roll. The trap does +2Harm to anything caught by it and ▲ On 10+, choose, three, ▲ on 7-9, choose one:

  • +Area
  • +1Harm
  • +Loud
  • +Inconspicuous
  • Catches something edible(+1Food)

▼ On a miss, choose one:

  • A survivor gets caught in the trap
  • Something gets caught and attracts attention
  • The trap backfires in some way

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