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BASIC Ask an NPC For Help

When you ask a friendly or


Calm an NPC Down
When you try to calm an NPC
Avert Disaster
When you try to avert disaster,

MOVES neutral NPC for help, draw Soul.


On a Triumph, offer a bribe or a
motive and they’ll do what you
down with logic or reason, draw
Steel. On a hit, they won’t do
anything drastic, at least for now.
say what you’re trying to prevent
and draw Survival. On a Triumph,
you manage it. On an Edge, you
want. On an Edge, the GM will tell On a Triumph, pick 2. On an Edge, pull through, but it’s going to cost
you what they want—do it and pick 1. you. The GM will offer you a hard
they’ll return the favor. ◆◆ they keep calm for some time bargain, ugly choice, or pyrrhic
Get in Someone’s Face ◆◆ they reveal their true concerns victory.
Open Up to Someone
When you get in someone’s face, ◆◆ they don’t hold you responsible
When you open up to someone Help or Interfere
draw Savagery. On a hit, they
about your feelings or past, draw Assess a Bad Situation When you help or interfere with
have to choose: mark stress and
Soul. On a hit, you both clear a When you assess a bad situation, another survivor, mark a stress to
escalate the situation or concede.
stress and choose one: draw Steel. On a Triumph, ask 2. On draw cards equal to their face up
On a Triumph, you take +1 forward
◆◆ Look at any one of their face an Edge, ask 1. When you act on the identity cards. Replace any one
against them if they escalate or you
down cards. answer, draw +1. card from their draw with a card
suffer harm.
◆◆ Ask them any question; they ◆◆ What here is the biggest threat you have drawn before the results
Turn to Violence must answer honestly. to me / the enclave? are evaluated, but you’re now
When you turn to violence against ◆◆ NPCs: raise their disposition or ◆◆ What here is most useful to me mixed up in the situation.
the uninfected, draw Savagery. calm them down. / my allies / the enclave? Push Yourself
On a hit, trade harm and choose On an Edge, they also choose one: ◆◆ What’s my best escape route / When you draw an Opportunity,
options. On a Triumph, choose 3. ◆◆ Look at one of your face down way in / way past? mark stress to push yourself and
On an Edge, choose 2. cards. ◆◆ Who here is most vulnerable to treat the Opportunity as a Triumph.
◆◆ inflict terrible harm ◆◆ Ask you any question; answer me / my allies / the dead?
◆◆ suffer little harm honestly.
◆◆ resist marking stress ◆◆ NPCs: they ask for help. Mark
◆◆ avoid collateral damage stress to weasel out.

ENCLAVE Scarcities

NAME

Population
Foraging for Supplies Spending Gear
When you forage for supplies, Spend gear to get something.
draw three cards from the Survivor ◆◆ 1 gear: useful, but disposable
deck. For each hit, take +1 gear. (flare, a few rounds of ammo)
Spend it to say what you find while ◆◆ 2 gear: useful, but small
foraging. A Triumph counts as +2 or limited (flashlight, keys,
gear instead of +1. clothes)
When you push your luck while
◆◆ 3 gear: useful, but difficult or
bulky (lots of ammo, medical
Surroundings
foraging, draw a bite card to forage
supplies)
again and draw another three cards.
◆◆ 4 gear: valuable or useful (a
car, construction materials)
◆◆ 5 gear: extremely valuable
and useful (sniper rifle, high
tech gear)
ZOMBIE MOVES
Fight the Dead Flee the Dead Rescue an NPC
When you try to fight a swarm of When you try to flee a swarm of When you try to rescue an NPC
zombies, draw Savagery. On a hit, zombies, draw Survival. On a hit, from the dead, draw Steel. On a ◆◆ If it’s a plan about being tough,
you greatly reduce their numbers you escape and choose one. On an hit, you pull them to safety. On an strong, pushing through,
and choose one. On an Edge, the Edge, the GM chooses one as well. Edge, draw a bite card or suffer implacable, use Steel.
GM chooses one as well: ◆◆ You run into another danger harm for your bravery, your choice.
◆◆ You attract the attention of a or crisis. Take +1 if the plan is supported by
Barricade a Place
third party. ◆◆ You leave something valuable plenty of resources and people.
When you barricade a place
◆◆ You end up in a bad spot; draw behind. Take +1 if you’re basing the plan on
against the zombies, draw
a bite card. ◆◆ You draw a bite card or suffer accurate, current information.
Survival. On a hit, the location is
◆◆ You mark stress or suffer harm, harm, your choice. Take -1 if there’s significant
mostly secure. On an Edge, mark
your choice. Go On Point stress or suffer harm, your choice. opposition that would interfere
Fool the Dead When you take point against the with the plan.
Make a Plan
When you try to fool a swarm dead, draw for the group and suffer Take -1 if there’s significant
When you make a plan, use the stat
of zombies, draw Steel. On a hit, alone. Draw +1 for each member of the person who proposed the plan.
disagreement about what plan to
your efforts to mislead them work; of the group that draws a bite card follow.
◆◆ If it’s a plan about taking
choose one. On an Edge, the GM before your draw [max+4]. violent, dangerous, destructive On a hit, you arrive in the middle
chooses one as well. Dispose of the Dead action, use Savagery. of your plan in decent shape. On
◆◆ Your deception is brief or When you dispose of the newly ◆◆ If it’s a plan about being an Edge, some part of your plan
incomplete. deceased, draw Savagery. On a careful, safe, stealthy, and encounters unexpected difficulties
◆◆ You attract more zombies to hit, you do what needs to be done, smart, use Survival. or your party splinters, your choice.
the scene. quickly. On an Edge, mark a stress ◆◆ If it’s a plan about talking, On a miss, you find yourselves in
◆◆ You mark stress or draw a bite or draw a bite card, your choice. persuading, manipulating, or over your head or under fire as your
card, your choice. lying, use Soul. plan falls apart.
PAST PRESENT TRAUMA

STATS CHARACTER NAME


Suffering Serious Harm
When you suffer serious harm,
(3, 2, 2, 1) draw a card from the Survivor deck.
YOUR ALLIES: Draw an additional card for each
true statement:
SAVAGERY ◆◆ the harm is accidental or
unintentional
◆◆ the harm isn’t explicitly lethal
SOUL (guns, knives, grenades)
◆◆ you have cover, body armor, or
a bodyguard
STEEL On a hit, you’ll live. On a Triumph
card, it’s a minor but heroic wound.
On an Edge, you choose one:
SURVIVAL ◆◆ it’s messy; you’ll die without
NPC Allies immediate aid.
When you direct your allies to everything goes according to plan. ◆◆ it’s painful; take -1 ongoing
take action, draw two cards from On an Edge, the plan works but the until you get some rest.

STRESS the Survivor deck. If the action is in


line with the ally’s skills, draw +1.
If the ally has equipment or useful
GM chooses one:
◆◆ They suffer a terrible loss.
◆◆ They endure serious harm.
◆◆ it’s lasting; one of your stats
goes down by 1 permanently.
On a miss, you’re dead. The GM will
materials, draw +1. On a Triumph, ◆◆ They reveal their true nature. tell you when.

PAST PRESENT TRAUMA

STATS CHARACTER NAME


Suffering Serious Harm
When you suffer serious harm,
(3, 2, 2, 1) draw a card from the Survivor deck.
YOUR ALLIES: Draw an additional card for each
true statement:
SAVAGERY ◆◆ the harm is accidental or
unintentional
◆◆ the harm isn’t explicitly lethal
SOUL (guns, knives, grenades)
◆◆ you have cover, body armor, or
a bodyguard
STEEL On a hit, you’ll live. On a Triumph
card, it’s a minor but heroic wound.
On an Edge, you choose one:
SURVIVAL ◆◆ it’s messy; you’ll die without
NPC Allies immediate aid.
When you direct your allies to everything goes according to plan. ◆◆ it’s painful; take -1 ongoing
take action, draw two cards from On an Edge, the plan works but the until you get some rest.

STRESS the Survivor deck. If the action is in


line with the ally’s skills, draw +1.
If the ally has equipment or useful
GM chooses one:
◆◆ They suffer a terrible loss.
◆◆ They endure serious harm.
◆◆ it’s lasting; one of your stats
goes down by 1 permanently.
On a miss, you’re dead. The GM will
materials, draw +1. On a Triumph, ◆◆ They reveal their true nature. tell you when.

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