You are on page 1of 20

SCRAPYARD ARTIST

Robyn Fisher

FARM OWNER
Sandy Colton

TRUCKER
Sandeep Dhawan
SKILLS Building, scavenging, survival SKILLS Bartering, leadership, planning SKILLS Empathy, intimidation, survival

EQUIPMENT Tools, welding torch EQUIPMENT Rifle, tractor EQUIPMENT Bat, pills, truck
DENTIST
Laila Rivas

FARMHAND
Estela Linares

RANCHER
Tim Powell
SKILLS Bartering, empathy, medicine SKILLS Empathy, survival, violence SKILLS Leadership, manipulation, planning

EQUIPMENT Drill EQUIPMENT Sickle, tools EQUIPMENT Cattle prod, lasso


MECHANIC
Keaton Franks

FUGITIVE
Maxine Galloway

MARSHAL
Margot Samuel
SKILLS Bartering, building, scavenging SKILLS Stealth, survival, violence SKILLS Intimidation, leadership, violence

EQUIPMENT Old car, tools EQUIPMENT Gun, lockpicks EQUIPMENT Gun, handcuffs
SURVIVALIST
Dustin Brady

VETERINARIAN
Ricardo Garcia

RANGER
America Brown
SKILLS Planning, scavenging, survival SKILLS Leadership, medicine, speed SKILLS Investigation, leadership, survival

EQUIPMENT Guns, knives, myriad supplies EQUIPMENT Painkillers, syringes EQUIPMENT Gun, walkie-talkie
PSYCHIC
Odette Fife

SPIRITUAL LEADER
Lionel Carpenter

HUNTER
Kirby Castleberry
SKILLS Empathy, instruction, manipulation SKILLS Empathy, leadership, manipulation SKILLS Scavenging, survival, violence

EQUIPMENT Tarot cards EQUIPMENT Candles, holy book EQUIPMENT Decoy, rifle
JUNKIE
Yaoa Kan

ELECTRICAL TECHNICIAN
Janae Lawton

PHOTOGRAPHER
Monte Hudgens
SKILLS Empathy, stealth, survival SKILLS Building, planning, scavenging SKILLS Investigation, speed, stealth

EQUIPMENT Needles, pills EQUIPMENT Gloves, tools EQUIPMENT Camera, light meter
FARMER VAGRANT BOUNTY HUNTER
REVEAL REVEAL REVEAL
To reveal this card, provide enough food for To reveal this card, offer to do a job in To reveal this card, capture or restrain
a whole group to eat. exchange for supplies, shelter, or protection. another human.
WHILE REVEALED WHILE REVEALED WHILE REVEALED
Draw +1 when pushing others to plan for Draw +1 when you act without eyes on you. Draw +1 when you talk to others while
the future. pointing a gun.
People are used to ignoring you. Most
You’re used to planning for the long times, it’s torture. But now, no one’s People are just animals when you get
haul. In the here and now, people are really better off than you—going down to it. You just gotta know how to
scared for their lives, so your voice unnoticed can be real handy. wrangle them and make them listen up.
couldn’t be needed more.

DEALER TRAPPER GARDENER


REVEAL REVEAL REVEAL
To reveal this card, offer someone a little To reveal this card, take someone hunting To reveal this card, show someone else how
something to take the edge off. with you. to tend to plants.
WHILE REVEALED WHILE REVEALED WHILE REVEALED
Draw +2 when you offer someone a hit of Draw +1 while hidden in a natural Draw +1 when in your plant patch.
something they like. environment.
Even in a world full of blood and teeth,
Zombies or no zombies, people are still Whole damn world falls apart, dead there’s still the beauty in the green.
gonna need their fix. are rising, and your skills couldn’t be in
higher demand. Lucky you.
SHERIFF JUDGE ANIMAL TRAINER
REVEAL REVEAL REVEAL
To reveal this card, bring a perpetrator To reveal this card, pass judgment on To reveal this card, protect an animal from
before the other survivors for judgment. another survivor’s crimes and convince harm or mistreatment.
WHILE REVEALED others to agree. WHILE REVEALED
Draw +1 when you try to lead others in WHILE REVEALED You can have animals as allies. Draw +1
defense of the enclave. When you open up to someone, you can always when directing an animal ally to action.
“ask them any question,” even on a miss.
You don’t do what you do for you; you Life doesn’t just look like us, and friends
do it for the community. You’re their There’ll always be crimes and victims, don’t have to be able to speak. It’s all the
protector and their servant. Z-Day wronged and wrongdoers. So there’ll more important in this broken world.
didn’t change that. always be a need for someone in the
community to pass judgment.

FAITHFUL JUGGERNAUT TRICKSTER


When you calm someone down with the When you smash your way through scenery When you mislead, distract, or trick a
words of your faith, draw Soul instead of Steel. to get to or away from something, draw survivor (PC or NPC), draw Soul. On a hit,
CLEAR 1 STRESS Savagery. On a hit, you get what you want. On you fool them for a moment. On a Triumph,
When you share a ritual of your faith with an Edge, you mark stress, leave something you confuse them for some time or expose a
another survivor. behind, or take something with you, your weakness or flaw. On a miss, your tricks play
choice. On a miss, you smash through right into their hands.
without care; draw a card from the bite deck. CLEAR 1 STRESS
Faith will get you through even this
living hell. CLEAR 1 STRESS When you trick someone into giving you aid
When you break something pristine, or protection.
valuable, or impressive.
Even amid the seas of hungry dead,
You can’t break what’s already broken. words are a pretty good weapon.
ADVISER REFUGEE SNEAK
When you offer someone advice, draw +1 to You and a few other people (4 allies) Take +1 Survival.
help them. If they do what you suggest then recently escaped from another enclave. CLEAR 1 STRESS
and there, they clear a stress. When you open up to someone about When you sneak somewhere dangerous or
CLEAR 1 STRESS the horrors you’ve witnessed at the other under observation.
When someone follows your advice. enclave, draw Survival instead of Soul. On a
miss, you relive too much; mark 2 stress.
There are always places people don’t
Putting the right words into the right CLEAR 1 STRESS want you to go, and there are always
ears can save lives. When you protect someone from your people who want you to go there.
old colony.

Tragedy creates tight bonds.

HEAVY HEALER GUIDE


Take +1 Savagery. Take +1 Soul. Take +1 Steel.
CLEAR 1 STRESS CLEAR 1 STRESS CLEAR 1 STRESS
When you eliminate a significant danger to When you provide aid or succor to someone When you lead others through danger.
the enclave. in pain.
You see danger more clearly than
People rely on you to put down the bad All it took was one moment when you anyone else—so it’s on you to keep
things. You’re happy to do the job. saved one life. Everyone started looking others clear of it.
to you to fix the wounds.
OPPORTUNISTIC STRICT HARDENED
WHILE REVEALED WHILE REVEALED WHILE REVEALED
Clear a stress when you profit from Clear a stress when you get in someone’s face Clear a stress when you hurt someone to
someone else’s failure. When you help or for breaking your moral code. Draw +1 when send a message or intimidate their friends.
interfere, draw +1. Mark a stress to replace you persecute or harm “immoral” people. You must mark six stress instead of five to
two cards—instead of one—in someone take a new Trauma card.
else’s draw when interfering. Rules may be written down, but they
exist in a form beyond that, perfect and Yell at someone. Draw another person’s
Life is about seizing your chance— inviolate. They must be defended, even blood. End a life. Each act is a step on a
doubly so in a world where each chance amid this world’s madness. road to hell, and the worst part is, you
might be your last. don’t care you’re walking it.

MORBID VINDICTIVE SELFISH


WHILE REVEALED WHEN REVEALED WHEN REVEALED
Clear a stress when someone dies in your Take +1 Savagery. Take +1 Soul.
presence. Take +1 ongoing after someone WHILE REVEALED WHILE REVEALED
dies in your presence until you have a Clear a stress when you hound and punish Clear a stress when you refuse someone’s
moment to catch your breath. (If multiple someone for their mistakes. request for help.
people die in your presence, clear stress for
each but only take +1 ongoing total.)
There’s no room left for stupid mistakes. It’s a cliché for a reason. In a world like
People who slip up get other people killed. this, everyone for themselves.
If there’s one thing you’ve gained since
the end, it’s a true appreciation for
death and what it means.
AMORAL POSSESSIVE DEFLECTIVE
WHEN REVEALED WHEN REVEALED WHILE REVEALED
Take +1 Steel. Take +1 Survival. Clear a stress when someone else suffers
WHILE REVEALED WHILE REVEALED the consequences of your actions. When
Clear a stress when you take action you Clear a stress when you warn others away someone goes on point on your behalf,
deem necessary and others deem abhorrent. from those close to you. you can give them +1 on their draw if you
mark stress.
The rules we once cared about were The world is takers and keepers, and
never real. It just took the dead rising for you’ll be damned if you let the former You could deal with your problems...but
you to see it. take from you. the others are so much better at it. So
why would you?

WATER SOURCE FAST VEHICLES BUNKER

When you fetch water for the enclave, draw When you use your fast vehicles to flee When you usher yourself and others into
Survival. On a hit, you bring back plenty; a threat, draw Survival. On a hit, you flee the bunker for safety, draw Survival. On a hit,
everyone in the enclave can clear 1 stress. quickly and safely. On an Edge, your vehicles you are safe; the door is treated as perfectly
On an Edge, you inadvertently draw danger; are damaged or depleted; exhaust this barricaded until something changes. On a
it follows you home. On a miss, something is advantage. On a miss, you escape one threat Triumph, the safety is palpable; everyone
wrong with the water source; the GM will tell and plow straight into another. inside can clear one stress. On a miss, you
you what has soured this resource. find evidence that the bunker’s safety has
been breached.
LOCAL MAPS
RELATIONSHIP RELATIONSHIP
The two of you agreed to mutually The two of you have a plan to
aid each other. What are each escape the enclave if things get
of you getting out of it? bad. Why? What’s the plan?

When you review your maps of the local


area, you can assess a bad situation for the members go missing.
area as a whole. The GM will answer your A new scarcity develops.
questions based on large-scale information.
Two population
On a miss, your maps are beginning to look
out of date; exhaust this advantage until you
survey the area to update them.
TIME PASSES TIME PASSES

FARM 1
RELATIONSHIP RELATIONSHIP
Perimeter
The two of you each see the other When you scout the area around your enclave
The two of you share a special
as a threat to the enclave. Why? and set up warning traps, draw Survival. On a hit,
emotional bond. What is it? you’re protected; you’ll have fair warning before
Why haven’t you acted on it yet? any threats arrive. On a Triumph, everyone in the
enclave can clear 1 stress as they relax. On a miss,
you spot signs that something has already crossed
your perimeter.

Fertile Fields
advantage arises. change meaningfully. When you take the time to plant, tend to, or harvest
An opportunity for a new Your surroundings your food, draw Survival. On a hit, when time next
passes, you can clear a food scarcity or hold 3.
Spend your hold to offer food to an NPC from anoth-
TIME PASSES TIME PASSES er enclave and take a Triumph on the “ask an NPC
for help” move. On a Triumph, hold 1 now, as well. On
a miss, you require special chemicals or supplies to
tend to the fields; the GM will tell you what you need.
FARM 2
Scarcities: Population:
☑ suburban comforts ☑ a local farming
☐ food family
☐ medicine ☐ a few members of a
☐ privacy militia
☐ security ☐ a few soldiers
☐ weapons ☐ a group of refugees
Surroundings: from a city
☐ a large lake ☐ a group of stranded
☐ a natural preserve tourists
☐ a prison ☐ a pair of local
☐ a quarry hunters
☐ a significant cave ☐ a state trooper
system Advantages:
☐ a thick forest ☐ bunker
☐ fast vehicles
☐ local maps
☐ water source

You might also like