ZombieApocalypse

Moves

All of the game's mechanics are centered on Moves. For you as a player, that means if your character is doing anything that resembles a Move, he uses that Move.

To do it, you have to do it.

Likewise, the GM has his own assortment of Moves to keep the story going forward or to counter the player’s Moves.

Many Moves require a roll. Basically, you need to roll two dice (2d) and add the given number or Stat. So if you need to roll +Cool, roll your dice and add your Cool Stat to get the final rating.

Under special circumstances, your must roll an additional third die. If the rules tell you that you have an Advantage, roll three dice on your next roll and discard the worst one. If they tell you you're having an Ongoing advantage, do so on any roll until the situation the modifier results from is resolved (each Move will name a specific condition that has to be met to end an Ongoing effect).

Some moves' results may also leave you at a Disadvantage. Like above, roll three dice, but throw away the best one.

If a NPC gains an Advantage, treat this as a Disadvantage for any opposing PC and vice versa.

If your roll results in a 10+, you succeed with your move without any negative side-effects. On a 7-9, you will also succeed, but with strings attached. On 6 or less, you miss your roll. Every time you miss a roll, the GM is allowed to counter your Move with a so-called Hard Move.

Often, if you succeed with a 7-9, you will succeed, but at a Price: Choose one: You may suffer Harm as established by the narration, someone might loose his Trust in you (-1Trust from him), or the GM may Drain one of the survivors’ Ressources (-1Gas, -1Drugs, or -1Food).

Basic Moves

Everybody gets these.


When you need to keep your cool, roll +Cool.

▲ On 10+, you succeed,

◀ on 7-9 you succeed, but at a Price.

▼ On a miss, the GM reacts with a hard move.


On a move, you may cry for help and choose another PC who trusts you. If they...

  • ...help you, take +Trust Forward for your move, they gain +1Trust from you, and they expose themselves to the same dangers you are facing.
  • ...refuse to help, mark XP and they loose -1Trust from you.

After you rolled for a move, you may choose to betray one PC who trusts you. Ignore the dice but treat the outcome as 12 instead. The betrayed PC suffers the consequences as if he had made your move and failed with a 6. In addition, -3Trust from him.


If you want to cheer somebody up, roll +Nice.

▲ On 10+, he gets an Advantage and you gain +1Trust from him.

◀ On 7-9, you provide him with an Advantage but also choose one:

  • You suffer a Disadvantage on your next roll
  • One of your Resources is drained: -1Resource.

▼ On 6-, your naïve bullshitting made things worse: -1Trust in you and you both suffer from a Disadvantage.


To manipulate someone, roll +Nice.

When manipulating a NPC,

▲ on 10+, promise them something. They will do what you want.

◀ On 7-9, they first need assurance before they do what you want or they want some of your Resources, GM's choice.

For PCs,

▲ on 10+, choose two, ◀ on 7-9, choose one:

  • If they do what you want they mark XP.
  • If they don’t do what you want they need to keep their cool to resist.
  • If they don’t do what you want, -1Trust from you.

▼ On a miss, things begin to escalate in a very uncomfortable way.


When you want to impede someone violently, roll +Sick.

▲ On 10+. choose one:

  • Inflict Harm, as given by your weapon
  • He backs up, and needs to keep his cool to confront you again
  • He looses -1Trust from another PC. You gain +1Trust from that PC.

◀ On 7-9, choose like above. Your opponent also chooses one of the above, but on you.

▼ On a miss, your opponent chooses as above.


To maul somebody, roll +Sick.

▲ On 10+, inflict Harm and choose one:

  • You inflict terrible harm (+1Harm)
  • Your enemy loses his grip (physically or metaphorically) on something
  • You gain the Advantage

◀ On 7-9, you inflict Harm and your opponent chooses one:

  • Your enemy inflicts Harm, too
  • You lose your footing or grip
  • You suffer from a Disadvantage

▼ On a miss, your enemy gets the chance to do some Harm. In addition, the GM chooses one:

  • Your weapon jams
  • You're out of ammo
  • Your weapon breaks

To read somebody, roll +Bright.

▲ On 10+, ask him three questions he has to answer truthfully from the following list,

◀ on 7-9, ask only one question.

  • Were you telling the truth?
  • What are you really thinking?
  • What do you intend to do next?
  • What do you want me to do?
  • How do I get you to do __?

▼ On a miss, the player or GM may also answer you one question, but does not need to tell you the truth.


To read a situation, roll +Bright.

▲ On 10+, ask the GM three questions,

◀ on 7-9, ask only one.

If you act in accordance with the answers, gain the Advantage while doing so.

  • What’s the best way inside or the best way out?
  • Who’s the weakest opponent?
  • Who’s the strongest opponent?
  • Tell me a detail I didn’t noticed before.
  • Tell me about the weak point I missed.

▼ On a miss, the GM may also answer you one question. If you don't act accordingly, you'll act under a Disadvantage until you do.


If you run like hell, roll +Cool.

▲ On 10+, you get away.

◀ On 7-9, you get away and choose one:

  • Only you manage to get away
  • You get away, but at a Price
  • You don’t get away but barricade yourself in instead.

If you try to stop the bleeding, roll +Drugs spend.

▲ On 10+, -2Harm for your patient,

◀ on 7-9, -1Harm.

▼ On a miss, you made things worse: +1Harm.

Drugs used for this roll are permanently spend either way.


If you scavenge the remains of the civilization, roll +Bright.

▲ On +10, you find +2Resources of your choice,

◀ on 7-9, you find +1Resource, but at a Price.

In both cases you might find a piece of gear, e.g. a weapon, armor, tools, spare parts or ammunition instead – your choice.