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.
To create your Thinker, choose name, look, stats, moves, gear and Trust.
Fedir, Havryil, Pavlo, Wasyl, Zoya, Olena, Daryna, Alla
Glasses, intelligent eyes, absent eyes,
sweater vest, jacket, lab coat,
adult, middle-aged, old
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
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.
□ 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:
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:
▼ On a miss, choose one:
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 +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