Infected - Rulebook
Infected - Rulebook
AMAGI GAMES
Edition 1.0
Credits
ART, WRITING, DESIGN
Levi Kornelsen
PLAYTEST CREW
Kimberly Lam, Holly Tetz, Owen Sleeps, Scott Cummings
RIFF CREW
Harrowed, Rafotron, Claire Redfield, Whitewings, Arbane
The Terrible, CLAVDIVS, Cerulean Lion, Thayan, Potted
Plant, Eled The WormTamer, Valtiel, Padraic Duggan,
Dragonlover, Djehuty3, E.T. Smith
KICKSTARTER BACKERS
Mischa Krilov, Paireon, lumberjack of Brimstone, Dana
Bayer, George Hutcheson, E.T. Smith. Jordan Bakker, Flavio
Mortarino. Owlglass, Adam Boisvert, Alex Fux, Aaron Moiler,
Dan Bidwa, David Jenks, Flying Mice, Michael Wight, Donald
Wheeler, Chuck Dee, Daniele Di Rubbo, Alex Dingle, Ian
Borchardt, John Bogart, Stras Acimovic, Brandon Metcalf,
Craig Hackl, Illotum, Dengarm, Randy Belanger, Fraydog,
Michael Leader, Marc Poirier, Jason Blalock (Dice Addict
Games), Ian O'Reilly, J.Hodg, Aaron Friesen, Dyle Cody
Korthuis, AsenRG, Eiphah, Chris Gunning, Capellan, Jye
Nicolson, Mic Per, Matthew Klein, J G Baxter, Adam Rajski,
Tommi Koivula, Sleet, forwardslash, Nicholas DeLateur, Andy
Kitkowski, John Harper, Ted Stewart, Donna Nutter, JBPlatt,
Pat Gamblin, Mikael Dahl, Mark Nau, Marc Majcher, Mark
DiPasquale, YongSeokPark, Netizen, Duncan MacDonald,
Benjamin Hinnum, Tom, Bob Hanks, Daniel Bayn, Daniel
Buhler, Justin Halliday
Table Of Contents
TRANSMISSIONS PAGE 4
A bit of fiction to ground you in the setting.
FUNDAMENTALS PAGE 18
A look at tabletop roleplaying, how it operates.
ENGINE PAGE 30
The core dice-and-numbers rules at the heart of the game..
CHARACTER PAGE 38
Archetypes and advancement for playing.
ACTION PAGE 70
Stakes and modifiers for specific actions in the game.
GEAR PAGE 118
Equipment, defences, and weaponry for the apocalypse.
GUIDE PAGE 136
How to referee, manage, and administrate the game.
APOCALYPSE PAGE 146
A 'future history' of how the apocalypse progresses.
THREATS PAGE 160
The dead, the strange, the desperate, and how they fight.
ENCLAVE PAGE 186
Communities in the apocalypse, their resources, their troubles.
ENCOUNTERS PAGE 208
People, groups, and places to run across out in the apocalypse.
DELVES PAGE 218
Places occupied by the dead, raided by the living.
RESEARCH PAGE 228
The strange science spurred by observation of the apocalypse.
SORCERY PAGE 248
Control over the blight and the things born of it and to it.
OPTIONS PAGE 256
Rules tweaks to alter and complicate the basic game.
Section ONE
TRANSMISSIONS
It Hasn't Been That Long.
Still, it all seems different, now. Just last week, they were calling it the
Whisper Flu. Infected people hearing something like voices just below
the threshold of hearing, when things were quiet around them. It spread
quickly. On the pacific coast, where I am, and where it took a strong hold
first, surgical masks were everywhere within a matter of days. No really
intense panic, though. Hell, maybe you're still wearing your mask, still
thinking it'll do you some good. Maybe it will.
I remember how it didn’t seem that strange. Just a flu with a funny
symptom. Fluid in the ear, or something. Even before it got awful here in
Seattle, though, it was obvious that what the medical community had to
say was “this isn’t even remotely like anything we’ve seen". I remember
that there was talk about gaseous bodies, and weird theories were
coming from all sides.
It spread wide, and fast, but the fear was muted. The stories we got from
Japan, about the brain damage, those were calming. Calming enough to
make it a hot topic instead of a cause for panic, at least.
I remember hearing about how the doctors in Japan were learning a few
things before the lights went out. Bits of medical stuff fact about the
plague. Like, it’s a parasitic thing - not a bacterium or a virus. And it isn’t
composed of what we think of as cells; someone said it should by all
rights blow away as a gas. The general agreement was that it has a
structure, but it’s not one that we have a proper set of names for. It
affects the body, and the body can fight it to an extent. It lives best in
bodily fluids, and multiplies there, and has stronger and stronger effects
the more of it is living in the body. You know, that stuff. It was calming.
Science is on the job!
Later, when we found out that people infected with it can sometimes see
and hear things, that's where I started to panic. They all describe what
they see in the same kinds of ways - like warped and freakish spectres, all
around us. That was something the whole “hallucinations are a
symptom" explanation didn’t quite seem to cover, somehow. People don't
all hallucinate the same, do they?
The doctors might have been able to puzzle it out, if they’d had time, I
guess. It might have been as exciting as they all sounded. Maybe they're
still working on it, somewhere. But here, people just started dying. And
then they started getting back up. And that was Tuesday. I guess it's
Sunday, now. It just seems like months.
The First I Heard...
...of anyone changing? I think it was about the whole outbreak in Japan.
People getting sick and falling comatose in some kind of physical crisis,
then waking back up brain damaged and ravenous. I wonder just how
many of the facts were pretended away in that news coverage.
Maybe you saw it, maybe not, but I figure that coverage did a lot of
damage in really coming to grips with what's going on all around us. But
last week, when the outbreaks in Vancouver, Honolulu, and Seattle hit,
the news wasn't so much scrubbed as slanted.
Of course, people attacked by the sick would say things like “monstrous"
and have wild stories. But the victims of the illness had brain damage,
you know? So nobody giving the news wanted to push the stuff they were
ranting about too hard.
Plenty of very serious people were taking the threat to heart, of course;
they're running around the city right now. When Seattle started to go
nasty on Wednesday, there were security cordons on Thursday. A full
scale quarantine inside a few hours of the first person coming screaming
back out of that heart attack.
But last night, my wife called me from the hospital; she's been sick. She
said that there were so many sick people there that they were putting
them out in the hallway. She hasn't been home. But I'm waiting.
I've got a cough I can't shake. The soldier who gave me this radio had
one, too. My next-door neighbour died last night; at least I thought so.
He's in his back yard, now, and I'm watching him, while I talk to whoever
it is that's listening. If anyone is.
I was in Japan on a trip when the outbreak happened there. Just after I
got home, I got sick. Really sick, hearing things, getting worse. And then,
the whispers stopped, and I started to feel better. Pale, eyes sunk in like I
hadn't ever slept in my life, but better. My husband, he was there. Stood
over me with my shotgun the whole time. Same shotgun I'm holding now.
A couple of days later I was still pale, but feeling well. Hubby and I, we
kept apart for a bit just in case, but after a week of being better? And
what with him having been in that room, shut up with me the whole time
through? It seemed like we'd weathered that storm.
I infected him. God help me, but I was still contagious. Kissing, touching...
It took him fast, and he was sweating it out hard. When the news came in
about all sorts of other people just maybe catching it in town, he was
already near dying, and I didn't dare take him to the hospital. I saw what
they did in Japan, at the end.
He died.
And he rose again. But he didn't come for me. I was ready for him to. I
would have welcomed it.
I could feel something just at the edge of my mind, like a faint sound, and
I thought maybe his spirit is here too. His body is around, why wouldn't
his spirit linger, and listen? Maybe he's saying goodbye.
And he came. Twitching, and slack-faced, with that faint smell on him.
The same smell the ones in Japan had floating around them.
It's been days since then, and I can't live like this. I can't bring myself to
put him down, and I can't bear to leave him behind. This is hell, and the
whole world is racing down to join me in it. Just the one way out, and I'm
taking it.
That's all.
I Keep Thinking About It
A lot of you keep saying how the military has been trying so hard. After
all, martial law went into effect so suddenly, most places.
I have. It's all I've done all day. Listen to broadcasts and rebroadcasts.
Some places, the practice was “Segmentation and checks" - splitting up
cities into zones, and then having examination checkpoints at each. Some
places they tried to evacuate into camps. Other places, they tried out
“voluntary quarantine" for anyone sick - solitary lockdown, which meant
you weren’t in danger, and you weren’t putting anyone else in danger.
Some places they sent in extermination teams - they weren’t called that
at first, but that’s what they were.
Most places they handed out bottled water; we knew really early that the
Blight was spread first through water. Some places they handed out
masks, too, which turned out to be a good plan when the fog started
turning up.
There were a few places where they had whole units do nothing but give
handgun training for a day to anyone that showed up. Basically, arming
everyone and turning neighbourhood watches into militia groups. Don’t
know who pushed that one, but that was a good one. They didn't hand
out nearly enough ammo, though.
The most important bit, at least here, was how they gave out radios like
candy, in case of power outage or an incident knocking out everything
else. Solar panel to charge a battery, tiny broadcast range but good
pickup. 999 channels, and everyone who could find a ham radio or CB
could hit one of the “core channels" easy. I guess that happened a lot of
places.
If all that action had been directed toward a single end, it might have
even worked.
I Was Ill, But I Am Saved
In my fever dream, listening to the whispers, I learned of the world to
come - and the rise of the dead is only the beginning.
In the times ahead of us, there will be endless seas of sand where the
grass grows, and tall black trees, wreathed in silver smoke instead of
leaves. There will be wandering globules of clear and jellied flesh,
cleaning and clearing endlessly.
There will be those who live yet, who have made peace with the new
order, and reached balance with the harbinger that lives within them.
They shall be transformed, even as I am transformed.
They will drink clear water and eat of the fruits of the trees. And they will
not fear death, for they will see how their own dead are transformed. The
dead and living will dwell together.
There will be beings of mist and light, each sustaining a wise skull. They
will keep the lore and move as guides among the people there. And there
will be plainer elders, slender and leathered of flesh - without sex,
without race, stripped bare of all the petty bases of rivalry.
And when I woke from my fever, I knew - this rising, this violence and
pain and blood? This is merely the painful culling, the first step of a long
transformation that will take us to that blessed state. The old order of
things must be swept away, to make room for the new.
“Mackerel-Snappers.”
That’s what my gramma used to call Catholics. Fish on Friday, it's a
tradition, you know?
It was in fish before it was in people, right? They talked about it on the
news here. The plague was, I mean. It didn't make the fish sick, not like
what it's doing here, anyway. So it came to us that way; that's why the
warning about things to do includes avoiding fish. If it had come to us
from some landlocked source, it wouldn't have gotten here from Japan,
right?
The end of the world was brought to you courtesy of sushi eaters and
Catholics. Almost sounds like something one of those guys on Fox would
have warned us about. But, like, think! Once you've got the plague, you've
got something like a week or two to beat it or... You know. Not. And you’re
catching in all the ways, coughing and stuff, while that happens. Right?
So, I think, if you were feeling terrible, you might stay home from work,
or maybe not. And you might go to church, or maybe not. But I bet you
plenty of people did both. Probably it wasn't the only way that people
passed it around, but I bet it was one of the big ones.
You can just see it, can't you? Deliver us, cough, oh Lord, cough, from this
terrible affliction, cough cough. Rows half full of people with jobs they
have to go to if they're going to make rent. Janitors and maids and taxi
drivers. Store clerks. That lady who sells stuff at the duty-free in the
airport and wears that godawful crucifix. All of them, going to work the
next day to keep everything running.
Because a lot of Catholics are poor, right? I don't mean like begging-poor,
I mean like those people who work-work-work, nobody-ever-pays-
attention poor. Lots of them are immigrants, and they, like, never miss
work. Gotta make it, gotta pay the shitty rent on some shitty place, gotta
go to work even if you're sick, because God loves Him some hard work.
Damned mackerel-snappers.
I Saw My Sister Last Night.
She's dead, but I saw her. She said that she's been with me this whole
time, watching over my shoulder.
She said that everyone leaves echoes behind when they die, ghosts. That
she's one of those. And they're all around us, all the time, but they're just
wisps, fragile. We can't see them, and they can't touch us, but they can
see us; they can see each other. They can sort of touch each other, but
only sort of.
She said that they feed on each other, they degrade, they come apart.
That most all of them don't really know anything beyond that hunger;
they're not souls, just echoes, and they slowly break and turn awful. She
said that the plague was different; it's something they can touch.
Something they can use, ride, that they can channel themselves through,
and get into the living.
But they don't get better when they do, or recover, or any of that. They
don't turn back into people, just into those things we hear about.
Wanting to eat others, not even knowing why or needing to. She said that
some of them, the strongest, have made deals with something else;
something that wasn't ever human, that lives like they live. That the ones
who did aren't echoes anymore, they're something else. In the world we
can't see, they rule; they dominate the damaged, and are dominated in
turn.
And they're coming, to put on our flesh. She said they would bend and
twist the plague and make it stronger, make it so it could respin bodies
into new shapes.
I know, I'm sick. I'm seeing things – I really am. Hearing things. I probably
just saw her because I wanted to see her. She probably gave me an
explanation things because I need one.
To all of you others out there in the world, meeting the dead in one shape
or another, good luck. This is Katherine Wellsley, band 558, signing off for
the night.
So I'm Hunkered Down;
I ain't saying where but I'm down and solid in southern Ontario near the
old 401. I've got a pretty good vantage point when I can get to it. The
dead, the whatever the fuck you want to call them, are up to something.'
[Cough]
'For the first while, they were just wandering the packed highways.
Makes kind of sense, they died in those suburban assault vehicles so they
ain't going to wander their dead asses far from their oh-so precious blu-
rays and Pottery Barn crap.
But they're changing up, they've started cleaning the cars from the
highway. Teams of them, pushing them with mobs off the side of the road.
The stretch of highway I can see is almost clear.
[Cough]
I hear you; we've had a "work crew" or two up where I am, too. I got in
and watched 'em for a while, and it seemed like there were two, maybe
three kinds of dead in there - your basic slow and stupid ones, and a few
of those quicker and angry-looking ones. A couple of the ones that I
thought were quick, though? They didn't look permanently pissed, like
those usually do. They looked, like, thoughtful.
The way it was set up was like the quick ones were sort-of playing
guards, on picket. The slow ones were all kind of pushing things around
together. A dozen or so of them would ramble over to a car, and then
they'd all just kind of lean in and slide it along with the weight of them.
A day or so after that went by, there was this dense fog that rolled up the
street, slow as could be, like it was alive - and there were amorphous-
looking shapes in there, almost like huge slugs or something, though I
couldn't make them out. Anyway, after they'd gone by, the road was slick
and black, like glass that someone spread oil over.
I've seen a couple of those weird fog banks slipping down it since - and
they were going pretty fast. I think they're taking some of the roads over
for themselves.
Good To Hear Your Voice!
There's not a lot of people broadcasting up where I am. The 401 corridor
of rural towns were pretty devastated by the suburban flight. I'm
bracketed by major cities on both sides. The average tank of SUV gas and
suddenly every city dweller is on my land demanding that I give them my
food and my toilet paper.
Locusts.
So those slugs were polishing the road, and then travelling faster? Christ,
I don't like the sounds of that. What the hell do the dead need a fucking
super-highway for?'
Hello.... hello?
Fuck, is this thing even on? Look, I don't know what they're doing to the
roads, and I don't much care. They can carve up the interstates and set
themselves up in every godforsaken Cracker Barrel they find, if they want
to.
Shut up.
I lost a few good folks when this first hit. And yeah, I wasn't brave enough
to go back for 'em when they fell, kickin' and squirmin'. Or I was smart
enough not to.
I heard them scream when they went down. And I heard them talking
when they got up again. Heard them at the door, at the windows.
Whisperin'.
And jeez, god help me, I heard them scream when I put them down again.
But the thing is. The words, the screams, the whispering. I can still hear
them.
Shut up.
[Band 212]
...that it can be gotten through. People have beaten the plague, but there
are important steps to doing it.
First, and most important - do NOT take antibiotics or any other drug as
medications against it.
Don't starve yourself, don't get dehydrated, don't take any kind of
“miracle cure.” The plague can't be treated with drugs, but your body
can fight it off, if you stay healthy and rested. Keep clean, and keep your
environment clean. Do not tire yourself out.
Be sure to quarantine yourself alone. Not just so that you don't get
anyone else ill, but because putting people who are sick in the same
space seems to make all of them sicker very quickly.
All wards are being closed, all patients sent home, to avoid just this issue.
And, hard truth time, if you're sick and people notice, they may very well
shoot you on sight.
Be aware that you may come out the other side of this a little messed up,
or even a lot. The plague changes the people who get it, and even if you
beat it back, some of the changes may stick.
Even as you start to feel better, remember that there doesn't seem to be
any "immunity" to the plague; you can always catch it again.
Message repeats.
If you're hearing this, chances are you've been told to listen to this band
because you're ill.
I've seen one of the quick ones that had that same fog-stuff all around it.
The fog was moving with it, keeping pace and kind of reaching around it.
Like they were parts of the same critter, you know? I never saw no
highway, but I saw that.
It was chasing down a wild cat, and when it got hold of it, that fog
whipped right around and wrapped around the kitty. They twisted
around a bit, and then the cat went down, twitching. Sick. Didn't get back
up, either, it just kind of slumped in on itself.
The dead thing with the fog stared at the cat for a second, and then
turned around and moved on – walked over to a bush, put its hands
down over it, and the fog wrapped itself around that too, just withered it
all up. Like it was roaming around, just making things dead.
This Is The Hope Mission,
Broadcasting on the Radio Free Portland tower.
Those seeking admission will be checked, and quarantined for a day and
a night. Those found to suffer from the plague of possession will be given
the choice of being held in hope of recovery, or to receive God's mercy.
Everyone works. Some work to build, or to repair, to teach. Some of the
work is in putting down those possessed by darkness in these latter days.
A good measure of the work is in going out into the world, to gather
supplies. Those we send out have safe quarters in the quarantine area,
with only a day and night to wait again before rejoining us.
Services are held daily, but attendance is not mandatory. You are
welcome to join us. God be with you in these hard times.
FUNDAMENTALS
The Very Basics
While playing a tabletop roleplaying game, most people will describe,
move, and speak as someone else – a character. There may be several
players, each with their own character, and there will be a Guide (also
commonly called a GM), who takes on the role of the situation itself.
Before we try to explain this in detail, just imagine that we’re sitting at a
table, and I say to you “So, you’re an accountant sitting in your office, and
everyone has been getting sick so you've been staying in, but the door
bursts open and a zombie lurches in. What do you do?” - and you
respond “Well, I guess I'm going to grab something to fight it with and try
to get out. I think about it, and tell you a couple of possible things that
might be around to grab, and you pick one, and I respond with more stuff
about the fight; and we’re playing. I’m the Guide, and you’re the player.
We have a fictional role (you're a the accountant), and we’ve got a
situation that works, one where you have a goal, some obstacles, stuff
like that. So far, easy.
Now, we might not agree on just how tough your character – the
accountant - is, or how fast, and those matter, so I get you to describe him
a bit more, and we figure some way of resolving it so we don’t end up
bickering. We’ll bias things in your favour if your accountant is good at
running and fighting, or against them if they're bad at it. In the interests
of being fair, we’ll try to codify how we did it this time, and write it down,
so that we can keep it in mind for the next time that character has to bash
some stuff; it’s good to be consistent. And we’ll make up a few other rules
to make it feel more like being an accountant amidst the walking dead.
As you might expect, the situations tend to get a lot more complex - a
simple situation like the lone zombie won’t last us long unless there's
more to it, and building more involved ones is a bit of a trick, but one that
can be managed easily enough. There are rewards and methods for
keeping everyone interested and engaged in the game at hand that some
games use. But if you’ve read up to this point, you already understand
how the basics work.
What's The Game Made Of?
This game is made up of people using a host of different rules – some of
which are rules of etiquette, some of which are tools at the table, and
others which only exist in the imaginations of those present. Here's the
stuff of the game itself:
Basic Practices: Who Says What: The pages you're reading right now
describe basic practices – back & forth description, setting and skipping
scenes, division between Guide and player authority, in-character
dialogue, and movement in and out of rules.
A Fictional Setting: Where You Are: Before players can have fictional
characters, those people need somewhere to exist. In this case, they're in
the modern world, amidst something that starts off as a zombie
apocalypse (and then proceeds into something stranger).
A Premise For Action: What You Do: Before creating characters, it's
also good to have a basic premise for action. This can be fairly
constrained, such as having the characters as elite military officers in a
special squad that will receive missions to carry out – or it can be almost
entirely open, such as saying “You're all survivors, just arrived at the
mall, and things are going to hell outside.” This game is primarily aimed
at the open form, but a Guide might choose a different set-up.
A Situation: What's Going On: If the premise is “you'll be sent out on
missions”, then a situation is a mission. If the premise is being lost in the
apocalypse, the situation starts with “survival right now”, but might
extend into getting entangled in all kinds of long-term concerns, with
survivor enclaves, and more, joining one situation to another. Where the
premise points the characters at the setting material, that's where
situation goes. Building situations is the province of the Guide.
Characters: Who You Are: The point of all this is to provide a space,
motives, and support for people pretending to be characters – the
roleplaying part of a roleplaying game. Characters will have traits and
ratings that describe them in the rules, will be built in light of the setting,
situation, and premise, and brought to life by playing them.
Getting Going
At least two people are required to play this game - one to take on the job
of being the Guide, and the others as players. The Guide should have
access to their rules engine at all times, and be pretty familiar with it.
Most often, a prospective Guide decides to "run a game", sorts out the
setting, premise, and the bare bones of a situation, and then invites
potential players to take part. Players will need enough familiarity with
the rules engine to build characters, but that can happen at a session or
beforehand, whichever works best.
Setting Up: Place And Props: A group will need somewhere to play that
is free of interruptions. They'll need all the various props that the game
engine uses, which means having pencils, paper (or character record
sheets), and dice (twelve-sided ones, in this case). Other useful bits can
include poker chips, maps, and tokens.
First Session: Group Check-Up: The opening of a first session will often
involve a quick run-down on the engine and setting being used, and the
parts of it that the Guide will be paying special attention to. If a session is
being used to introduce the players to the rules engine, setting, and so on,
this might be a whole lot more extensive; doing a run-through of the
engine and building characters can take up a whole session just by itself,
depending on the setting and engine.
Actual Play: Once the Guide has their material ready to go, the players
have characters, and everyone has their various dice and other bits set
up, the group can start playing, with the Guide setting up the starting
circumstances of each character. Play lasts until the group needs a break
or is done playing for the night (you can come back to it later), or the
current situation is resolved, in the opinion of the group. At first, play will
usually pause to reference the rules and get familiar with how things
work fairly regularly, but as the group gets more comfortable with the
rules, such delays will occur less and less often – it takes time to settle
into a groove, and that's okay.
Starting Circumstances
One of the tropes of tabletop roleplaying games is “So, you all meet in a
bar” - but the most important part of that phrase is actually “So, you all
meet”. It's possible for the Guide to run scenes for each character
individually – and sometimes it's a very good thing to do that! But a
game where the characters don't meet up and work together is a game
where players are sitting around the table as audience a great deal of the
time, and most players are mainly at the game to play, not to watch.
In this game, the Guide will typically engineer the situation so that the
characters are stuck together in dangerous circumstances, giving them a
straightforward reason to bond. Players are generally expected to try
and 'go along with this', even if it's a little bit clumsy, and Guides are
expected to try and avoid having it be too clumsy.
Sometimes, the starting circumstances can be introduced with action
first, setting detail second – if the Guide starts in with “So, you're all
travelling on the Highway 54, going north, when a migration of the dead
comes into sight on it's way south.”, the characters don't have to know
each other to fall in together; there's plenty of reason to just get rolling.
The Flow Of Play
Most of a roleplaying game is played out just by talking, but there are a
few different ways of talking and of between action that might take some
getting used to.
Descriptive Action: This is the basic way of playing. The Guide will set a
scene, the players will describe what their characters are doing. The
Guide will state how this affects the scene, telling them what happens
next, and back and forth it goes. If the Guide described some ruins, a
player might say "I explore the ruins, looking for anything interesting".
The Guide might check with the other players to see what they're doing
at the same time, and then jump to the first interesting thing in the
search, or the first thing that interrupts it. So, the Guide is adding new
details to the setting all the time. Here, players are in charge of, and
concentrate on, their characters; the Guide manages everything else.
Setting The Scene: The Guide sets a scene by describing it and how the
characters enter it. This description will start with a basic sketch - the
characters are in deep in the catacombs of a cathedral, soaring over an
island chain by night, whatever the case is. It will move on to the most
overall sensory impression; by describing the stench of the catacombs,
the darkness of the night. A few more details of setting, describing the
street below or the tables and crowds around them, finish that sketch.
After making that sketch, the Guide will almost always go on to add an
active element - something that is happening that is there for the
characters to interact with, whether that’s someone to talk with, enemies
to fight, or whatever the case may be.
What To Set: Not all scenes deserve attention. Characters sleep. They
eat. They move about the setting. Sometimes, there will be fascinating
stuff to deal with here. But most of the time, nobody at the table will care
how long the characters slept, or the details of how much they ate, or
other such trivia. Most of this will just be glossed over with “You sleep.
You wake. Anyone healing up overnight? Okay. The next day…”, or
something equally quick. Equally important to the skill of setting a scene
well is the skill of knowing when to set a scene at all. A good scene
always includes at least one of the following, and often has the potential
for more:
♦ An obstacle - from a fight to a calm bargaining situation.
♦ A significant choice to be made about what to do next.
♦ Something important to the situation the characters would know.
♦ A chance for the characters get closer to achieving a goal.
Scene Changes: While the Guide describes the changeovers from scene
to scene, players will often make it clear through action what the next
scene should be - “We go talk to the ancient one he told us about”. Players
will also occasionally ‘cue’ scenes with action; if the Guide is describing
the transition with a few details, and a player declares that they want to
do something about one of those details, that’s a player initiating a scene,
and may very well mean it’s time for the Guide to set it up. Both of these
are not only normal, but should be expected.
Advice For Everyone
1. Come For A Good Time: If your primary goal at the table is something
other than having an experience you enjoy, and that others can enjoy
with you, you should be doing something else. Generally speaking, that
means having fun. Sometimes it might be more specific - crafting a
satisfying story together, or having the experience of seeing things from
the perspective of your character, either in addition to or instead of
classically fun stuff. But if what you want when you sit down at the table
on any given night isn’t enjoyable to you, or does not allow enjoyment for
others, do not sit down at that table. Not gaming is better than bad
gaming.
2. This Is Your Space, These Are Real People: Accept and understand
that the players around you are real people that are also here to have fun.
Nobody comes to the table to watch one player discuss their personal
character’s stuff with the Guide when it could wait, or to watch two
players crack inside jokes at each other and exclude everyone else.
Nobody comes to the table to be treated to the personal aroma of another
player, or to closely observe their food being chewed. Nobody hosts a
game hoping for a marathon cleanup session at the end. Nobody comes
to the table to be the ego-boosting kick-toy of anyone else. Never, ever,
forget that you are playing the game with real people.
3. Accept Responsibility: Taking the same point as #2, and bringing it
into the game - what you do at the gaming table is your responsibility,
and you should accept this. What others do is their responsibility, and
they should accept that, too. This absolutely includes what you decide
that your character does. This absolutely includes the actions of the
Guide as world. If playing your character as written could very well
interfere with the fun of others, you need to decide where to go with that
– it’s your call, though; excuses are lame. If you ruin the game by playing
your character or the world ‘correctly’, then you still ruined the game.
4. Give Feedback: Anything from telling the Guide “I had a good game
tonight” to “here’s ten specific moments of play I really liked, and ten
moments I really didn’t”, can help. For the Guide, telling the players what
they loved about their play, and what they found dull, works the same
way. The Guide can’t read the minds of the players here (or anywhere
else), and the players don’t know what’s going on internally for the Guide
either. Unless they tell each other. This doesn’t need to be formal – in fact,
it seems that it often works best if it isn’t. But the clearer it is, the better;
and it’s often good to get a quick idea of this stuff before you start.
5. Share Creativity: No one person at the table has full control over what
happens in the game. If someone does, you get some really boring times.
At the very least, a player generally controls most of one character in the
game. There are an infinite number of little variants on how the Guide
and the players share control over who gets to put stuff in, and things
work best once the group hits a level of input from each person at the
table that they’re comfortable with. Find that level. If you’re looking for
ways to muck about with that level of input, there are quite a few ways to
do that.
9. Watch The Spotlight: At any given instant of play, someone has the
spotlight. This doesn’t just mean ‘one person is talking’. It means that if
there are a whole string of scenes, one person is usually “centre stage”;
the scene revolves around their stuff, whether that’s world stuff or
character issues or whatever. If that person isn’t you, then you’re a
supporting character in that scene; try to play good support, whether
that means keeping quiet, offering support or advice, playing up the
effects the setting has on your character a bit, whatever. If that person is
you, then fill that scene; it’s there for you to step into. If nobody is sure
who should have the spotlight, then act as support for each other, until
the focus hits. But watch that spotlight, too. If you’re getting more than a
fair share, work to make more scenes about other characters. If you’re
getting less than your share, then when a scene doesn’t really have a
focus, step up and take it. Sometimes the players will think that different
people are getting too much, or not enough spotlight time – talk about it;
most of the time, whoever’s being a hog or hiding away just needs to
know about it.
10. Play The Game At The Game: This is a close partner to sharing
creativity. Sometimes, you’ll have an idea about the game before you sit
down at the table, about something you’d like to see happen there, or
even a whole string of them. That’s good stuff. But when those ideas start
to look like a storyline, you need to be careful with it. A storyline is great
raw material, but don’t get too attached; if you stuck on it, you’ll find
yourself pushing to make it happen, and ignoring or working against all
the other good ideas and creative input at your table. Don’t play the game
before it starts – play the game when you’re at the game.
11. Show Your Stuff As You Go: Almost everybody wants to feel like the
fictional world, and the characters in it, are real to them enough to
imagine. This is achieved by describing things, but nobody wants a
drawn-out description, or huge whopping chunks of detail. If someone
rattles off ten facts a scene or a character, only a few will be noted. The
key is to describe as you go. If a player wants us to know that her
character Jill is a graceful woman, she shouldn’t simply tell the group that
at creation; her character should ‘glide’ and ‘move nimbly’ in play – her
description at creation need only be a single, vivid image, that she can
build on by describing not only what the character does, but how. This
works for the GM, too; when the characters walk into a abandoned study,
it can simply be old, dusty, smelling of books; as the characters interact
with it, the thick books, the puffs of dust as things are moved, come out.
Good descriptions start small, and grow over time.
12. Learn To Speak The Same Language: This is an ongoing effort that
every group needs to make together. Every single person thinks that
different phrases and wordings imply slightly different things, and this is
one of the biggest things that can knock down even an honest attempt at
talking to other people. Your group, to communicate both well and
quickly, will sometimes need to hash out things related to this; accept
that it’s going to happen and try not to get too serious about a problem
until you’re sure this isn’t it.
Section THREE
ENGINE
Track And Roll
This section is largely composed of notes on what resources and
numbers players have to draw on and manage within the game, as well as
on how dice rolls are made in the game. Each roll packs in a fair bit of
action; they aren't strictly succeed-and-fail, but rather “How much, and
of which things, did you get during this action?”. Rolls as described here
are made exclusively by the players; the Guide does not need to roll dice
at all in a session of (though randomizing various things is something
they may wish to do).
THE DICE
To use this engine, you will need at least four dice. These will preferably
be fudge dice (which have the faces A, B, C), but can be regular six-sided
dice if desired. If using regular six-sided dice, you'll treat each result of
1-2 as B, each result of 3-4 as A, and each result of 5-6 as C; these
equivalencies are also shown at the top of the general 'stakes sheet' to
keep that reference handy for you.
THE SHEETS
You'll need character sheets for this engine; the items on these are
described in this section, and notes on how to fill them out are described
given in the characters section.
In addition to these character sheets, the Guide may choose to use a
general “stakes sheet” showing the most common dangers and
augments, and place tokens on during rolls as a reminder of what's at
stake in a given die roll.
PLAYER
PLAYER
PLAYER CHARACTER
SHEET
CHARACTER
SHEET
CHARACTER
SHEET
TOKENS
STAKES OR
& DICE
ACTION
SHEET
GUIDE
NOTES
AND
SHEETS
GUIDE
Things To Track
Each player character has a sheet filled with various things to use,
manage, and track. These are:
TALENTS
Each character will have some number of talents – unique abilities that
let them alter the basic running of the system in a variety of ways, or do
unusual things that the system only allows those with the right talents to
do at all. These are covered in more detail in the character section, as the
best introduction to talents is to just read a few of them.
Crisis When the whole strain bar is filled, but you are not
collapsed or dead as below, you are in crisis. While in
crisis, you roll one less die on all rolls, and each further
strain taken converts one non-wound strain into a wound.
Collapse When the whole strain bar is filled, and half or more of the
boxes (that aren't blackened) are wounds, you are
collapsed. You fall unconscious until you heal;
additionally, each further strain converts one non-wound
strain into a wound.
Death When the whole strain bar is filled, and all spots are black
or wounds, you die. You don't turn, just die.
Character Needs
Food You need to eat; every day without food, mark a hunger.
For each two days you eat well, heal a hunger.
Drink You need water; every day without water, mark two thirst.
For each two days you have enough to drink, you heal one
thirst.
Sleep You must rest; a night of heavily disturbed sleep costs one
fatigue and denies you the usually-available recuperation
roll. A night without sleep entirely means you must mark
two fatigue (and may not recuperate).
Making A Roll
Dice rolling comes out of the usual back-and-forth of play, as follows:
AUTOMATIC STAKES
An automatic stake is something that will happen as a
result of the action; it can't be removed. When stating
any automatic stakes for an action, the Guide will
generally state them aloud without marking them in
any specific way.
In the action listings, suggested automatic stakes are
marked out with an exclamation mark.
DANGERS
A danger is something bad that will happen on a roll
unless the player spends a B die to cancel it. There are
ten general forms for dangers given on the stakes sheet
(given shortly). When stating a danger, the Guide will
often put a token on the stakes sheet, on top of that
danger – which the player can then remove by spending
the die.
In the action listings, suggested dangers are marked out
with a B symbol.
AUGMENTS
An augment is something that won't happen as the result
of the action unless the player spends a C die to make it
(but which can). There are ten general forms of augment
on the stakes sheet. When giving a possible augment the
player might buy, the Guide will often just point to which
general form this fits into; some players prefer to put
tokens on these upon buying them.
A single bonus die given for pure preparation beyond the notes for
actions should be the result of significant planning or assistance to
improve on circumstances, and rule out unpredictable factors. Two
bonus dice should mean “near perfect preparations, carried out in detail”,
as appropriate to the context. In relatively mild-stakes cases, if
characters do the amount of work needed to have two bonus dice, the
roll can be skipped and a perfect result simply given to them. In cases
where the preparations are so extended because calamity or sudden
death is a danger, the roll really should be kept anyway.
ROLLING SKILLFULLY
A very few talents allow you to “roll skilfully”. Rolling skilfully takes the
place of rolling either boldly or cautiously. Instead of rerolling dice that
aren't of a prenamed type, you make you starting roll, and then pick and
choose exactly which dice you would prefer to roll again. You could thus
keep a C and a B, and reroll the rest, or however you like.
“Your Go”
When the action is coming hot and heavy, with a lot of characters on the
scene, then action can be split up so that characters take turns. Each
player has their go, and then all opposition have theirs. Guide characters
don't make rolls on their go, though; they force player characters to make
rolls, instead.
If the players were in a skirmish with a powerful monster and six of its
underlings, they might each pick one to fight – and after those rolls, the
rest of the enemies might pile on, forcing new rolls where some of the
characters are facing a lot of enemies at once.
CHARACTER
Building Character
Character creation is generally a very quick process; just running
through the steps here is all you need to do.
SPECIAL AWARDS
The Guide may give out added experience the characters succeed at some
significant accomplishment, or manage to buy enough time that they can
spend a few weeks honing skills and studying. Generally, this shouldn't
be more that the amount that would have been given out for the session
anyway.
SPENDING EXPERIENCE
Experience points are used to improve character scores, gain new talents,
and re-buy lost infection boxes. Here are the costs:
Improve A Stat Experience points equal to the new
rating of all your stats combined.
Gain A Talent. Experience points equal to the new
total number of talents you'll have. If
talent is from another archetype, add
three to this cost.
Change Motives One experience point if from archetype,
two if not.
Restore One Blacked-Out Experience points equal to the number
Infection Box of unblacked boxes you currently have.
When a character changes archetype, they can select a new motive from
those allowed by the new archetype – or keep their current motive, if
they prefer. Their stats do not change to those of the new archetype; they
keep whatever stats they have. The talents of the new archetype are now
cheaper, and those of their old archetype are now more costly. A
character may only change archetypes once.
The Guide may also limit what archetypes can be changed to. For
example, the Guide might decide that over the course of the Apocalypse,
you can switch over to being a Tinker, Slayer, Seeker, or Changed, but
can't switch to being a Medic, Badge, or Academic, on the grounds that it
takes too long, formal training is needed and doesn't exist, or the like.
GUIDE CLARITY
If any of the rules above are employed, the Guide will want to note down
how they intend them to work, tell the players, and make sure the note is
available to reference later on. Being suddenly denied or confused about
how a character can advance is frustrating and avoidable by having clear
notes on this.
The Academic
Lab Rat, Professor, Thinker of Theories
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
ACADEMIC MOTIVES
Choose one of these at creation, and mark it on your sheet.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
BADGE MOTIVES
Choose one of these at creation, and mark it on your sheet.
Deadeye When you shoot, you can roll with grim instead of
quick.
Suited Up You're used to protective gear, and can ignore the
weight of one piece of armour for purposes of
encumbrance. Note the item beside (rather than
in) your gear boxes, marking it to note its
exception.
Authority If you roll to advocate a plan in which you take on
your old role, you can roll roll with grim instead
of vital, and do so skilfully.
Hard When you ward off enemies while defending
Defence (including ones you ward away with pushback),
you can inflict a graze on one for free.
Firing When you shoot, you can always “take cover” by
Stance taking the right stance, even if there's no physical
cover to move into, but must pay C for that cover
each go-around that shooting continues.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
CHANGED MOTIVES
Choose one of these at creation, and mark it on your sheet.
Champion You can't get back your humanity, but you can be
their defender and guardian. Mark +1 Xp after a
session if you stand between the living and the dead
in defence.
Hunter Bitter and lost, you live now to slay the dead; the
more you put down, the better. Mark +1 Xp after a
session if you destroyed several dead creatures over
the course of play.
Strangeling You like being transformed; they may not be the
gifts you would have asked for, but they'll do. Mark
+1 Xp after a session if you openly make use of your
changed talents to your benefit.
CHANGED TALENTS
Choose two of these at creation, and mark them on your sheet.
Whisper You can hear the dead all the time. Mark one stress to
use this talent; for about ten minutes, you can feel the
position and activity of all dead in twenty feet, and
sense what Alpha dead there 'say' to their underlings.
Rotgut You can eat foulness and drink slime. You can
substitute any uninfected organic matter that you can
chew (including ground-up things you couldn't, like
wood pulp) for food. You can drink dirty water
without issues.
Weapon You have grown natural weapons; claws, a splayed
arm, something else. Name a weapon. If unarmed,
you count as having it. You can take this talent
repeatedly.
Armour You have natural armour in the form of chitin or fur.
You can convert one damage to fatigue per conflict,
marking this talent when you do (and erasing the
marks after the scene). You can instead mark this
after you convert damage to fatigue, to block the
fatigue as well.
Carrion Carrion outside of alpha control react to you in a
Lord friendly fashion. If you take care of one (only one at a
time), it'll bond to you; it won't understand orders,
but will follow you and attack only those you fight
(fighting as if affected with a sorcery Binding). You
can start play with such a companion.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
COURIER MOTIVES
Choose one of these at creation, and mark it on your sheet.
Jitterbug Before you roll to juke, you can trade in a die, and
gain two progress as an added result of the roll
(though you must still make the roll).
The Rush You can vent stress as part of taking wilds risks.
When there's a danger of serious harm to you,
and you choose to roll boldly, you can also spend
C results as if venting.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
FACE MOTIVES
Choose one of these at creation, and mark it on your sheet.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
FAITHFUL MOTIVES
Choose one of these at creation, and mark it on your sheet.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
MEDIC MOTIVES
Choose one of these at creation, and mark it on your sheet.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Sweep
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
SCOUNDREL MOTIVES
Choose one of these at creation, and mark it on your sheet.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
SCROUNGER MOTIVES
Choose one of these at creation, and mark it on your sheet.
Rifling When you roll to search, you can roll quick instead
of keen.
Durable When you would normally take strain from hunger,
or fatigue specifically from sleep deprivation, you
can mark one point of that on this talent instead of
in the strain bar. This mark can then be recovered
as if it were on the strain bar.
Eye Open When you recuperate, ignore the “crash” danger;
you will always wake easily if intruded on, and can
ignore a couple of 'false alarms' each night without
suffering sleep deprivation.
Scramble You can make fight rolls using quick instead of grim,
so long as you are rolling cautiously. If you do this
and gain any C results, you must spend the first to
escape if possible.
Hardened When you take this talent, immediately erase one
blacked-out box of strain or of infection. You can't
take this talent at creation; characters from other
archetypes may not take it at all. You can take it
repeatedly.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
SEEKER MOTIVES
Choose one of these at creation, and mark it on your sheet.
Defiant You can feel a great power behind the rise of the
dead, and you intend to use its weapons against it.
Mark +1 Xp after a session if you use your talents to
strike a blow against the dead.
Mystic Old myths and religions have described all the
pieces of this fall. Mark +1 Xp after a session if you
made sense of the apocalypse by naming and
describing things in terms of such references.
Pilgrim Something else owns the world, now. You're not
about to sign up slavishly, but you need to know
what. Mark +1 Xp after a session if you learn
something new about the ways and order of the dead.
SEEKER TALENTS
Seekers gain a copy of each of these two talents at creation.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
SLAYER MOTIVES
Choose one of these at creation, and mark it on your sheet.
Champion You're here to keep the living alive and the dead
back. Mark +1 Xp after a session if you stand
between the living and the dead in defence.
Hunter You live now to slay the dead; the more you put
down, the better. Mark +1 Xp after a session if you
destroyed several dead creatures over the course of
play.
Enforcer You're the someone who likes and preserves order,
but you're not the one who makes it. Mark +1 Xp
after a session if you spent time carrying out a dirty
or dangerous job on behalf of a leader.
SLAYER TALENTS
Choose two of these at creation, and mark them on your sheet.
Hard Look You can use Grim instead of Keen when rolling to
sweep or observe. If you are performing a sweep
while driving, you may use Quick.
Sudden If you put down all enemies attacking you in a
Death fight or shoot roll, and have a C remaining, you
may spend it to cancel all their attacks.
All-Out When engaged in close combat with the dead, you
Attack may mark a fatigue before rolling, and roll boldly.
If you do both of these things, take two bonus
dice, and use Quick instead of Grim if it's better.
Pip The Ace When armed with a weapon that can make
headshots, you need one less C than usual to
make one.
Deep The Xp cost you pay to recover blacked-out
Recovery infection boxes is reduced by one. This talent can
be taken up to three times, and can reduce the
cost to zero (but not beyond). However,
recovering a blacked-out box for free requires a
night of sleep per box; you can still be
overwhelmed by rapid infection even with
multiple copies.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
Grim
Defend, Endure, Fight,
Threaten, Work
Keen
Craft, Empathize, Observe,
Physic, Sweep
Quick
Bait, Drive, Hike,
Juke, Shoot
Vital
Advocate, Charm, Recuperate,
Vent, Withstand
TINKER MOTIVES
Choose one of these at creation, and mark it on your sheet.
Reserves When you would mark fatigue, you can treat this
talent as an extra box to hold strain. This fatigue
is still recovered as usual; you can just handle
more of it.
Crafter Before you roll to craft, you can trade in a die to
gain one added progress on the task.
Laborer As crafter, but used when you do work instead.
GEAR PACKAGES
To get started quickly, choose any one of the gear packages below.
MIXING ARCHETYPES
A player may have a strong concept that combines two archetypes; they
might want to play a architectural engineer, combining academic and
tinker components. This is fine! Treat this as building a new archetype
entirely, borrowing almost the components from the archetypes to be
combined. Mixing archetypes in this way doesn't increase the total
number of available talents and motives such and archetype can have;
this mixed version should list three motives and five talents.
ACTION
The Action List
The actions are given here, grouped up into overall kinds of activity for
easy reference when you're moving from one to another quickly in play.
You must be able to make at least some kind of case for what you want;
the Guide judges if you have done this well enough to resolve.
Additionally, what you want will be limited in time and scope – If not by
you, then by the Guide. If you try to convince people to agree to a specific
state of “How we should run things”, and roll well, they may well agree
today. But advocacy doesn't keep people convinced, unless it's to their
benefit.
SCOPE: You also attract other dead along your path - ones
that otherwise wouldn't have joined in.
BONUS DICE
If the character taking this task wants to attract lots of dead, and is
bleeding (one or more wounds, no recent medical attention), they gain a
bonus die on the roll. Such a character cannot spend a hit to gain the
“limited” opportunity, however, even if it would normally be presented.
This bonus also applies if the character is heavily splattered with fresh
blood from a living (or recently-living) creature by some other means,
whether intentionally or not.
BAIT: ALTERNATE STAKES
Some alternate stakes the Guide might use when calling for a bait roll:
MAYHEM: The dead you're luring don't follow your path; they
move but along all kinds of routes, and wont arrive at the
destination in a mob (this makes trapping them or blowing
them up less effective).
CRAFTS EVERYWHERE
This roll can be used to represent working on a car, researching a vaccine
for the plague, planning fortifications, anything that's required. If you're
purpose-building something for the situation (drafting plans to fortify a
building, for example), it can give bonus dice on later rolls (like the grunt
work needed to actually build those fortifications).
CRAFT: FLAWS AND IMPROVEMENTS
The Guide chooses which flaws are likely, and which improvements
possible, for each roll. These have been paired here – a given
improvement can't be taken (if available) unless the paired flaw is
removed if present.
FLAWS IMPROVEMENTS
WARD OFF: You ward off one enemy that would otherwise
attack or move past the target of your defence.
DEFEND: INTERRUPTING
A player can declare that they are defending a person, spot, or thing in
advance, to make rolls on their go, or at the moment an attack is made on
that subject. When they do the latter, they also give up their next chance
to go in the conflict at hand. To interrupt in this way, the obvious
restrictions apply – they must be in a reasonable position to do this. If
their position isn't all that reasonable, and they're rushing in, the Guide
may reduce their dice by one.
DEFENDING ON THE MOVE: ALTERNATE STAKES
Some stakes (share with the Juke list) that can apply to someone who is
engaging in a running defence:
VALUE: You learn what (or who) the target most values of the
things that both you and they can see.
CRAZE: You sense the best approach to use to enrage and bait
the target dead creature (for a bonus die). A feint at
something, moving upwind, loud noise...
EMPATHIZE: WHAT YOU JUST SAID
You can attempt to empathize just after someone makes a statement to
you, or in your presence. The added stakes:
TRUTH?: You learn whether or not (just yes or no) what the
target has just said is the unvarnished truth, so far as they
know it – if they believe it.
WANT: You learn what reaction the target wants from you,
generally – agreement, argument, sympathy?
HOT: You learn what parts of the theory are the ones that the
target thinks are closest to the truth.
COLD: You learn what parts of the theory are the ones that
the target thinks are farthest from the truth.
BONUS DICE
A character who has made good preparations or has a tool that helps
gains an added die. This includes cold weather gear in winter, wet
weather gear in rain, a wedge for holding a door, hyperventilating before
holding their breath, and so on.
ENDURE: ALTERNATE STAKES
Some alternate stakes that can be added to endure rolls:
GRAZE: You graze your chosen foe, dealing one wound to them.
FEAT: You perform some feat of skill, from the list next page.
You can perform only one such feat each roll, unless you have a
talent or weapon that allows otherwise.
ESCAPE: You cover the escape of one person from the melee;
this can be yourself.
OUTNUMBERED!
If you've got the drop on an enemy, or if you have them outnumbered,
you get a bonus die to roll. However, the reverse applies – if you're
mobbed or ambushed, you roll one less, and might be forced to roll
multiple times.
ROLE: You You take on a travel role, from the list next page.
You can take on only one such role each hike roll.
LEFT BEHIND?
If a group that's travelling together puts different numbers of hits
towards progress, then those who put more hits into that stake are
leaving behind the characters who put less hits into it. If they're all right
with that, then that's how it goes.
If not, the Guide should be generous in letting players organize how they
are spending their hits, and let people “take back” hits they've declared
they're spending on progress to spend elsewhere, until the whole group
is satisfied. The characters, after all, have hours to coordinate their
actions, to see who looks lost when they consider breaking trail, who is
lagging a little, and so on.
Juke
(Quick)
When you run a gauntlet – sprinting through a mob of the dead being the
classic case – this is the roll to make. You can't be stuck in a fight when
you start your run; you need to be free to move. The Guide will assign an
amount of progress needed to finish the run (usually 2-5). Basic stakes:
ADVANTAGE: You grant added bonus dice, one die for each C
spent to do so.
PHYSIC: SURGERY
When someone attempts to deal with a scar by means of corrective
surgery, this is the roll. Performing surgery requires room, light, surgical
implements, medical and hygenic supplies – and deficiencies or shortcuts
in these should be reflected with less dice being rolled.
EFFFICACY: You can erase one wound or one more fatigue for
each C you spend to do so.
BONUS DICE
To get additional dice for recuperation, physic yourself or have someone
physic you; this can potentially yield several bonus dice.
RECUPERATE: SCARS
Fragile Black out one marked wound. That strain box is now
useless. Note that you have this scar. This is the most
common scar to choose; others should typically be taken
only after several strain boxes have been lost.
Slowed Your speed and reflexes are harmed by some lasting
harm, from a bad leg that bothers you to a taut scar that
pulls as you move. Reduce your Quick by one, and note
that you have this scar; you cannot improve your Quick
so long as you do.
Drained You don't ever entirely recover from the sickly feeling
and appearance you took on while unwell. Reduce your
Vital by one, and note that you have this scar; you
cannot improve your Vital so long as you do.
Insensate Your senses are harmed, leaving you with some
difficulty focusing, a missing eye, ringing in your ears
regularly; your mental focus is likewise impinged upon.
Reduce your Keen by one, and note that you have this
scar; you cannot improve your Keen so long as you do.
Bent Your frame is damaged in a way that reduces your
strength and stamina, and your confidence in brute
hardship declines with them. Reduce your Grim by one,
and note that you have this scar; you cannot improve
your Grim so long as you do.
OPTION: SAVAGED
Scars are something players will typically avoid at all costs, accepting
them only when medical attention isn't available. If the situations the
players are commonly stuck in include brutal, dirty survival grinds
lasting entire days, such scars will be common enough that each
character might have a unique set.
If there's a medic about, or the play isn't quite so grim as to scar up the
players naturally, the Guide has the option to use it to make threats more
terrible – to declare that some attacks and threats “savage” their target.
A character who has been savaged must then spend two hits to avoid
being scarred on their first roll to recuperate afterwards, or three if
they've been savaged repeatedly.
Shoot
(Quick)
When you fight at range, you'll make this roll. You must have a ranged
weapon and whatever ammunition it uses to do this. The basic stakes:
MAYHEM: You mess the place up, shoving things out of your
way, opening locks destructively, or the like so on. If others
are looking for you or pursuing you through the area, you
leave a clear trail.
TEAMWORK
Assistance and teamwork can be handled in a small group by
1) The leader always rolls cautiously.
2) Each assistant names one augment and then rolls one die boldly; if
they score a C, they gain that augment.
Threaten
(Grim)
When you threaten a target and actually have a chance at altering their
behaviour, you make this roll; it is always made cautiously. You must
always be in a position to easily harm the target seriously to take this
action. The Guide decides when this is so - with skilled foes, this means
having them flat-footed at gunpoint or the like, but regular people can
potentially threatened much more easily. The stakes here are kind of odd;
as you buy off “dangers”, what you're doing is reducing the options the
target has. After you've eliminated all the options you can, the target
chooses between the remaining ones.
GET HURT: The target can take a solid hit from your weapon.
When this option is chosen, you can decide to “fold”, dealing no
wounds. If you do, you were bluffing, and your bluff has been
called.
FLEE: The target can make a break for it, avoiding your waiting
attack, and scrambling away (you can initiate fighting,
shooting, etc). They take a stress if stress is tracked for them.
BARGAIN: The target can offer you a deal that they think
you'll like.
GET GRAZED: The target can refuse while twisting away, and
avoid most of your blow, taking only one wound; they may
then choose to escape or initiate fighting, shooting, etc.
FREAKOUT: The target can choose to hurt you for one wound,
and then choose again between getting grazed (if it's
available) and get hurt. If you're threatening at range and
they have no ranged weapon, this may not be an option.
TAKING HOSTAGES
Characters may very well “take hostages” at some point in the game.
This doesn't necessarily playing the part of the villains. If an Alpha and
their dead assistance were building some strange and complex piece of
arcana, and the characters all point their weapons at it while backing
slowly away, that's a hostage. Even showing an intelligent enemy a belt of
grenades and grabbing the pins on them, apparently willing to blow
yourself and them to hell, can suit. When this occurs, the Guide can
adjust the stakes accordingly.
IGNORE IT: The target of the threats can ignore your threat;
you make the shot, pull the pin, or reveal your bluff.
SACRIFICE: The target of the threats can throw their own body
between you and whatever you're aiming at (when applicable).
FLEE: The target of the threats can make a break for it, mostly
clearing out before you react.
RUSH: The target can rush towards you, closing some of the
distance between you before you have the time to take the
threatened action (which you may then take immediately, if
you wish).
Vent
(Vital)
When you act to blow off steam and heal stress, you'll make this roll. You
must describe your stress-relieving activities. When you do, choose an
activity that could “go too far” if you lose control, and do some other
(often minor) harm to yourself, take you into danger or mean that you
harm an ally. The Guide decides if the risk suits. Then, you spend your
time (an hour at least) and roll your dice.
LOSE IT: You go out of control, and do whatever your “go too
far “ condition was.
WAYS TO LOSE IT
Each way of blowing off steam alters the outcome of the stakes; here are
some possibilities:
Get it on Sex might come with the risk of being a selfish lover (and
denying your partner stress relief), of exhaustion, loss of
novelty, or something else, depending on the approach.
VENTING SOCIABLY
Venting can be a sociable affair; drinking together, common indulgences,
and more (sex is certainly so, when handled with rules). As such, a
number of stakes from other social actions can be applied to the roll. A
few such stakes:
WIN THROUGH: You beat back the plague. For each B spent
here, you deal with two boxes marked as infection. The first
such box 'dealt with' on a roll must be blacked out; the rest
may be erased entirely. Once blacked out, a box is useless
unless bought back with experience.
You are not required to spend C dice you have to buy this; you
can hold them back.
SYMPTOMS
Below, listed by “amount of active infection”, are a list of symptoms for
the plague. Dangers and automatic problems on rolls as a result of these
symptoms should be assigned by the Guide as needed.
1 Tickle You are not actively contagious at this stage, but you
can sense a little tickle in the back of your throat, and
can hear whispers that aren't there from time to time.
BONUS DICE
To get additional dice for withstanding the plague, physic yourself or
have someone physic you. In addition, when rolling boldly, you may
choose to accept the whispers in advance, listening to them closely. If
you do this, you gain one bonus die, and do not take stress from the
whispers. However, if you listen to the whispers, the Guide chooses any
changed or seeker trait gained.
Work
(Grim)
When you do a long job of fairly simple, repetitive labour, you'll make this
roll every few hours. The Guide will assign an amount of total progress
(from all workers taking part) needed before the project is done. The
basic stakes are:
BONUS DICE
To get an additional die for work, develop a good plan for doing the job in
the most heavily-optimized fashion. Or, for a job that uses materials,
burn through loads of extra material to get it right.
WORK: HAZARDOUS JOBS
As with most low and no-danger rolls, the main reason the Guide will
actually call for work rolls is time – at one roll per hour, is the ditch dug
before the enemies arrive? At one per day, when is the neighbourhood
cleared of corpses, and what kind of state does that leave you in?
However, sometimes there are other issues; here are some added
dangers for work rolls that may apply:
WORK: FLAWS?
The meaning of 'a flaw' changes constantly between tasks. This roll can
be used as the roll to check a perimeter, with “a flaw” being an unchecked
area of possible importance. If used for fortifying a house, a flaw might
mean a weak point where it can be breached. If used for checking
through some complex the characters have taken, flaws would be areas
that you missed.
Custom Stakes
When characters take actions that aren't represented by the rules, it's the
job of the Guide to make up some stakes for that roll. Here's a quick
synopsis of the things a Guide needs to do and keep in mind when
improvising stakes in the midst of play:
Flavour To get a flavour roll, make the automatic result positive, and
have a good opportunity to soak up hits. Keep the dangers
relatively weak in terms of numbers, but pick ones like giving
offence, doing damage to a scene, causing noise – ways for a
player to show what their character cares about by which
they cancel.
Tricky A tricky roll has a mild downside as an automatic stake, and
about two dangers and two opportunities. This divide
means that those with lots of dice will usually shine
compared to those without.
Grind A grinding roll is the means to push “using up resources”;
this is an opportunity to pile on minor dangers and expect
that many of them will be accepted; you're pushing resource
management.
Fierce A roll with extreme dangers. It's the kind of thing you
require players to make in serious trouble, with the
opportunities pointing at getting out. It's also the kind of roll
you throw down, with one really great opportunity amidst
the many pains, when they try something crazy.
Thinking Up Possibilities
Taking a look at the general format for rolls, and asking yourself a few
quick question, is an easy way to prompt yourself to come up with
material for possible stakes.
Success! “You accomplish what you set out to.” Generally useful
for succeed-or-fail actions. This stake is often best
combined with some kind of 'boost', such as added
targets, strain, duration, that improves the nature of
that success.
Progress “Add hits spent on this stake to a running total.” This is
the standard method for tracking any running project
that could, or will be, interrupted and returned to.
Advantage “You or another person gains extra dice on this follow-
up action, or actions using this preparation.” This stake
is helpful especially when coordinating across differing
actions; when there's a driver and a gunner, a spotter
and a runner, or any other dissimilar teamwork.
Strain “You inflict added damage, fatigue, or other strain on
your target; one per hit spent on this stake.” This stake
can also be delayed – for example, in setting up a trap,
the trap can do more injury the better it's made.
Duration “The effect lasts [an hour, a minute, a day], longer for
each hit spent on this stake.” Works with any roll that
provides some kind of result that lasts.
Information “You learn one item of information.” The information
learned is usually fairly specific, but listing different
things that can be learned is also an easy way for
players to indicate what their character is attending to
as they go.
Scope “You hit more targets, affect a larger area, or otherwise
create a bigger effect.”
Style You give others the impression of poise and grace,
regardless of your success or lack of same.
Subtlety Your actions appear to be other than they are, whether
by being hidden or disguised in some way.
Vexation You inflict an appropriately described danger on
another or on the scene as a whole.
Incitement You provoke a response along specified lines from one
or more other characters.
Conflicts?
Mutually impossible dangers are something that it's fairly easy to put
out by mistake. If you're about to make a jump, and the dangers get
named as “you might miss and fall” and “you might get tangled in
something on the other side of the jump”, but no hits are rolled... It's
impossible for both dangers to occur. So, stakes like this are no good;
if you catch this, go back and change them up.
This isn't the same as stakes where a danger must be overcome in
order to reasonably put hits into an opportunity. Such stakes are
entirely valid; the Guide should just be ready to note “Whoa, wait,
you have to avoid hitting the tree before you can stab the goon”.
Having dangers and opportunities run independently, so you can buy
the opportunity but still get hit with the danger can produce really
interesting choices, but not all rolls will do this (especially those
concocted on the fly).
GEAR
Your Gear
These pages are cover a pretty wide assortment of equipment for the
undead apocalypse. It won't be everything that ends up in the game, and
players should feel free to talk with the Guide about finding things that
aren't in here – but these are most of the things that are central to the
overall action and genre that the game is built to support.
ENCUMBRANCE
On the character sheet, you'll see a whole string of little boxes for you to
note your gear in. Each item worth noting goes in one of these boxes,
starting at the top and working down; if you're carrying enough stuff to
spill into the sections for heavy and extreme loads, you will have
penalties. This isn't realistic by any stretch, but it keeps the game from
getting bogged down in calculating too much detail.
Melee Weapons
Stab, Swing, and Thrash
RANGES
There are four quick “distances” - in melee, short range, medium range,
long range, and extreme range. These are also measures of time; it takes
an average creature one “go” to move one range closer or further.
Sluggish creatures take two go-arounds to move one of these steps, and
swift creatures move two of them each go. At medium and long range,
players roll one less die to shoot (unless they have a sight).
AMMUNITION
Ammo is a separate item, and differs from one weapon to the next. It is
handled as an abstract count – so, you might have “some handgun ammo”
and “lots of shotgun shells” at the same time. At creation, if you pick
ammunition as one of your items, you have some of that ammo.
Military Weapons
This calls for more guns.
INDUSTRIAL WEAPONS?
Industrial equipment, used as if it were armament, is often best handled
by applying one or more of the scale-up problems. A heavy industrial
chainsaw (because someone's gonna) might be treated as a double-
damage heavy weapon – using a heavy load slot, risking fatigue to use,
and requiring that the user brace their self before setting to work with it
(or risk hitting their self, likely).
Incendiaries + Explosives
BIG Badda Boom.
ON FIRE!
Outside of a fight, if a character is on fire, they make an endure roll
(replacing the automatic stress with a wound) every few seconds,
needing one hit to put the fire out. In a fight, one wound is added as an
automatic stake each go, and one hit must be spent to put it out.
Enemies on fire take one damage each go – and can either do nothing but
put the fire out if intelligent, or just keep on acting like nothing was
wrong. Most of the above fire effects will burn out after about five
rounds; enough to drop most enemies, but not all.
Weapon Accessories
This gun calls for more.
PARTS + SUPPLIES
When you're crafting or repairing something, you'll want a bag of bits.
For each general kind of task, you'll need different parts. The Guide
might sort these just to match the kit, and have mechanical parts,
electrical parts, all generic. Of they might break it down into engine
parts, computer parts, and be specific. Whichever way, these are counted
in an abstract fashion, and you'll have “some” if you have such parts as
one of your picks at creation.
Resupplying spare parts can mean grabbing more parts at a shop or from
a store-room, but as the apocalypse goes on, it's more often a task unto
itself – tearing open walls and items for wiring, breaking down useless
vehicles for parts, getting a grinding wheel and shaping out picks,
hammering pitons out of whatever metal is available. Salvage of this sort
is usually simple hard work rather than crafts (except in the case of
picks). If their collection was especially rough-and-ready, the Guide may
want to have you list “salvaged parts” separately, and attach a danger of
low quality to any roll they're being used in.
Survival Gear
Camping Out And Staying Alive
Recreation Gear
To Take The Edge Off
MATERIALS
Construction materials often don't fit well into the usual abstract
measurements. When dealing with bags of concrete, pallets of beams,
barrels of nails, and other high-scale items, it's often best to tracks them
as “how many loads are used and held”, with a load being enough to
count as an encumbrance category. So, an enclave might have ten loads
of concrete. If taken and used in a small-scale way, a given load might
then be treated as “lots of” that material for such a purpose.
Small Transport
Moving It Around
Bicycle Bicycles aren't as fast as full vehicles, but can allow
drive rolls. In such cases, rather than using up fuel, you
take fatigue or thirst. The total progress needed to
make a trip by bike will typically be less than is needed
when hiking, but more than if driving a motor vehicle.
Cart Or While moving a cart or dolly, you count as one or two
Dolly categories more encumbered than otherwise (a
shopping cart would be one; moving a fridge would be
two), and the Guide should feel comfortable adding
dangers of extra fatigue and of needing to leave the cart
behind to almost any physical roll. With a cart or dolly,
you can move things that you simply can't carry. In
some cases, a cart or dolly is also the 'required item' for
a work roll – getting a stove out of an apartment
building takes some work (it may not be worth
bothering with the roll, depending on the dangers
about).
Wheelchair This is effectively a specialized 'cart', in rules terms,
with the notable exception that the user can move it
while within it.
Infant Sling An infant sling allows the wearer to carry a child or
item in security. If the cargo carried in this sling is
snatched (as in a juke) or targeted, the wearer can turn
that snatch into a stop, or take the hit personally, as
appropriate.
Basic Vehicles
A Frame To Build On
Vehicles are handled as fairly simple devices; in terms of rules, a vehicle
has integrity and fuel, each of which is abstracted (A Little, Some, Lots,
etc) and tracked individually.
Much of the time, these two abstractions are enough for the action in
general play. However, as the characters “ramp up” from early running
towards working from a strong enclave, vehicles and their uses often
become deserving of more significant attention.
When this begins to become the case, and if the group cares about the
differences significantly, the Guide can use the feature and flaw lists over
the next pages to flesh out the vehicles and their differences. These lists
don't comprise a rigid system, however; they're enough to hang a bit of
“road warrior” action on, but not detailed enough to make tank fights
engaging or tactical.
VEHICLE FAILURE
When a vehicle runs out of integrity and takes further damage, roll two
dice and check:
This gear is likely to be first seen and found on cultists, and looked for in
trade by cult groups (whether overtly cultish or not). Once it is noted,
however, seekers and other player character sorcerers are likely to kit up
some similar items over time.
When characters are going back and forth between enclaves, or hit on a
delve where “there's plenty of stuff here” is an unworkable abstraction,
then some other measure may be called for.
One of the easy methods of dealing with this is to track this as containers.
An impressive haul from raiding a hospital or clinic might yield several
duffle bags or shipping cartons of medical supplies, each of which
contains “plenty of medical supplies”. If the enclave the characters live in
is built around some particular institution, then using a container
appropriate to it as the standard can flavour thing neatly – the
warehouse enclave tracking supplies by the shipping carton makes very
good sense.
Section SEVEN
GUIDE
Being The Guide
As Guide, you'll have a significant variety of stuff to do for a game
session. Here are some things you'll do and coordinate as the Guide; each
has a page to itself in this section.
DO A PRINT RUN
You'll want to print out the character sheets, at a minimum. If your table
is heavily equipped with tablets and the like, you might not need to go
further, but you might. Each of the sections of the game is set up in
increments of four pages, plus a cover. Print the pages other than the
cover as a brochure for each section, and then print covers and slap those
on all of them. Fold, staple (rolling the back pages a bit if you don't have
a long stapler) and you're good. You might want a couple copies of the
Action and Gear sections; up to you.
SENSORY IMPRESSIONS
Start your description with an over sensory impression. If it's hot or
cold, loud or quiet, filled with movement, or white with fog, mention that
first. A second impression – the thing the characters notice after the big
one – can also be helpful.
SIMPLICITY
With all that potential stuff to pack in, it can be tempting to go overlong
with a scene description. Hitting the points while staying concise is a
trick, but it's one to practise. A description of a scene that takes more
than two or three sentences is probably longer than is helpful. Consider:
The characters are hidden in the shadows under some trees and
undergrowth, looking at a sunlit encampment of shouting cultists with
axes, building large cages. That's plenty to set a stage. Sensory
information, unknown action, danger.
Play Guide Characters
When players take on character roles and speak as their characters, the
Guide speaks as others. It’s possible to “hand off” additional roles to
players whose characters aren’t on the scene; some players enjoy this
challenge, while others don’t.
KEEP ENGAGING
Many Guides present a few ‘adventure hooks’ to the players, and when
just one of those gains their interest, stop attempting to grab the players
and move on to the rest of the material. This isn’t a bad thing, but there’s
no reason not to engage the players more, give them more ways to
approach a situation, and present them with more conflicting
opportunities. You don't want players to be asking “What do we do
now?” with a feeling of having nothing on the agenda; you want them
asking that question because there's so much.
ON THE RUN
A group on the run can be prepped for by creating small delves,
encounters, and the occasional enclave to run into. Enclaves will most
often be ones that can't or won't take new people, or have some kind of
seriously troubled situation. Character may gather others into some kind
of convoy, and look for a place to settle into an enclave... And may well
be forced to move on again, back into being on the run.
BUILDING UP
A group of characters based out of an enclave will most often move back
and forth between internal situations built using the enclave guidelines,
and significant delves built from that section. Enclave-based delves are
often slower affairs than the fast raids of those on the run – a group on
the run might hit a pharmacy for medicine, while an established enclave
might decide to slowly secure and clear out a nearby hospital for its
supplies, its equipment, even its emergency generators.
Section EIGHT
APOCALYPSE
This Is How The World Ends
The world of Infected before the plague was the real world, more or less.
Guides will invent and alter details, and “realism” isn't a primary feature
of the game itself, but it was the same basic place with the same overall
things going on. From that start, the plague began to arrive, and
everything was thrown over and made strange; just how strange
depends on what part of the apocalypse the game is.
WHEN IS NOW?
This section assumes that game begins during the collapse, just as the
Guide section does. This isn't necessarily the case, as play can be placed
anywhere in the timeline, but it is the point that's easiest for starting
characters to stay alive in...
If your players are familiar with the setting, and you want to change
things, it's probably polite to let them know. Just saying “Hey, I'm going
to be messing with some of the whole future of the apocalypse thing; so
you know”, just to keep thing clear, is plenty. You may want to do this
even if you expect to keep most of it, just to “take possession” of the
setting, if you have any concern this section may get treated like a cheat
sheet or an authority over whether you're “Doing it right”. (Blech.)
Core To The Setting
The basic framework of the game is easy enough; characters are on the
run in the middle of the apocalypse, finding some safety, forming
enclaves, and pushing back. But some parts of the action may not be
expected, and deserve special attention:
RADIO IS COMMON
Handing out emergency radios wasn't a rare or local phenomenon; many
government and crisis group passed them out with a will. The resulting
communities of broadcasters and operators share tips for survival, and
discuss what they've seen. As time goes on, this network is instrumental
in keeping the fire of civilization lit in the dark of the apocalypse.
FALSE DIAGNOSIS
The last stages of transformation are diagnosed, early on, as mental
damage. The heart doesn't always stop beating in the dead, or all other
functions cease, but cognition as we know it does stop, replaced by
something else, and while many cells only change, those that fail to make
the change do die and rot. The shift was often considered “brain damage
by fever” and other similar conditions; by the time it was at all clear what
was happening, it was already too late; the blight was everywhere.
The Black Sun
(Throughout)
Though the player characters usually won't be aware of it, the contagion
has human help in spreading, in the form of a cult. This cult refers to
itself as the Temple of the Black Sun, and worked in the service of
eldritch and unearthly intelligences to develop and spread the contagion.
CULT ENCLAVES
With their awareness of the oncoming blight, the Black Sun are prepared
for it to some degree. They have ready-made boltholes, caches, and
secure sites waiting to be turned into enclaves. Where people are
panicked and fearful, these enclaves will be waiting to take them in and
teach them the truth of the world to come. Running into or even being
targeted for induction into these enclaves is one way the player
characters might encounter the Black Sun early on.
REFUGEE FLOCKS
Often half-sick, moving in larger groups and mostly uncertain and
terrified, refugees are the obviously “easy meat” that's still around in the
world. Decent people, for the most part, but simply unequipped to deal
with what's happening around them. The existence and needs of such
people often pose any number of moral questions for able survivors.
SILENT LEADERSHIP
Alphas don't speak to the unintelligent dead. Instead, in the presence of
an alpha, such creatures begin to coordinate apparently on their own. If
a complex task or long-term is being given, the alpha will approach close
to the other dead, seemingly focusing on it for a time.
Killing an alpha doesn't wipe away long-term tasks, but dead who are
under direct moment-to-moment control revert immediately to their
uncoordinated state. If enraged or attacking, they continue, just more
clumsily than they were.
Even the plague-fog of the roil seems to obey alphas, shrinking back,
moving, and depositing black glass at their command.
ROILING ROADS
As it spreads from cities, the roil first covers over many major roads;
“work crews” of alphas and shambles push vehicle traffic to the side,
followed up by wallows laying down a thick glassy black surface. These
roads come to be the main means of transit as the dead expand their grip
on the world.
ENCLAVES
Over time, as the living gather, they will find and fortify significant
holdings. Small towns and solid buildings with rooftop and balcony
gardens, their own wells, and more. Despite efforts towards self-
sufficiency, though, there will always be a need for specialists to defend
them, to forage, and to trade. Player character will sooner or later end up
working for, with, or in one of these refuges. A good deal of material for
describing enclaves and building situations as part of life within them is
given in the enclaves section.
CULTS
The odd impulses, visions, and abilities that drive Seekers and lead to the
creation of smaller cults will continue to grow. As enclaves grow, many
cults are transfigured, fixating on specific areas where the dead gather.
Near to those places, these cults make pacts with the blight, inhuman
beings whose arrival they will learn to anticipate. As they do, they will
infiltrate and convert among enclaves near them, develop ever-stronger
powers and undergo more extreme changes. The most potent and
dangerous of these cults are led by former members of the Black Sun.
DELVES
The dead will be active as well as these things occur, establishing
temporary bases form which they can operate. These are delves; the
section of the same name covers creation of such places as locations to
raid and plunder – something many enclaves will need to do eventually.
From and in their delves, the dead will convert roads, hunt the living
creatures of the world, stage attacks on enclaves, purify their own flesh,
and begin the work of building hives that will act as incubators first and
later as temples for their awful masters.
Communion
(Opening The Middle Apocalypse)
Starting with the members of the Black Sun, and spreading quickly to
other cults, contact will be established between cult groups and the
eldritch powers that conceived of the blight.
SORCEROUS PILGRIMAGES
The unearthly powers will call their followers and creatures to the
various places where they intend to come into the world. Great
migrations of the dead and entire cults will suddenly pack up and leave
one place to arrive at another.
BLIGHT TERRITORIES
Where cults and undead gather together, called to serve some common
master, they become a single organization. Sorcerers, Alphas, cultists,
and dead begin working together, and begin securing territories around
the area where they feel that their masters will rise.
The most brutally ravaged cities are, in a few cases, actually subjected to
nuclear cleansing – and while the “crown” of spikes around a hive
provides a massive kinetic shield against even this, it shatters roads,
burns away roil, annihilates swarms of dead, boils the bodies of most of
the dead within, and isolates the hive.
In cities where this last measure is not taken, areas around the hive are
firebombed, locked into sieges where buildings are collapsed all around
the area to wall them in and heavily armed patrols set – which in turn are
challenged by enormous swarms of the dead.
THE GODSLAYERS
While hives are shielded against blasts and pulses, they can be freely
entered by troops, delved, fought in, and demolished from the inside.
Efforts to do this often fail, and tend to have extreme casualty rates even
when they succeed.
THE PRAXES
The ongoing radio chatter through middle and late apocalypse includes a
great deal of information exchange on technology and research. By the
late apocalypse, most of the praxes in the research section are well-
developed somewhere, and prototype plans are shared around over the
open airwaves.
The Night Incarnate
(Late Apocalypse)
The apocalypse is nothing less than an attempt by ancient powers from
beyond the world to transform it, convert the populace into servant-
creatures, and occupy it. As their plans progress and they come into the
world in the flesh, their own holdings begin to take shape – darkly
fantastical realms, populated by bizarre life, in which human tribes of
cult worshippers live side-by-side with monstrosities.
THREATS
A Taxonomy Of Enemies.
This section is a listing of things that character may need to deal with in
action and combat. Each creature entry includes a basic description
given loosely from the stance of an experienced survivor, followed by
general text or a number of rules elements.
Survivor Traits
Equipped Survivors use equipment; they will typically attack
once with whatever weapon they are equipped with
(doing strike damage and effect). They may have
armour (blocking the first 1-3 wounds of the
confrontation).
Aimed Survivors are smart enough to aim attacks; though
Attacks they make only one attack each go-round, each point of
damage from a hit must be blocked individually with a
hit when in melee.
Team When a combatant is outnumbered by Survivors,
Tactics rather than having a one-die reduction, that target is
subject to up to two added attacks.
Weapon Strike
Combat Deals Wounds As Armament
The only tricky thing they do is the moan. They're usually making a little
noise, that half-moaning breathing they do. It does pick up a bit when
they see someone to chew on; not so much louder as pitched to carry.
When they do, all the others around get just a little more alert, to try and
see it too. A single Shamble can be fairly easily handled alone if you're a
brawler; in herds, though, such fights kill.
Shamble Traits
Sluggish When baiting or juking (if all the creatures baited are
sluggish), becoming tired/fatigued is a danger rather
than being automatic. In a shooting situation, sluggish
creatures take twice as long to close in.
Slam Spatter
Combat Deals 1 Wound Deals 1 Infection
Gaunt Traits
Wrathful Gaunts are easily enraged; if someone baits the dead in an
area, they will always take the bait, even if outside the
usual scope of the action. Gaunts will “break ranks” from
Alpha control to seek out the source of odd noises and
sights.
Swift When baiting a group with swift creatures, there are two
dangers of being caught instead of one - “caught by the
Swift” and “caught by everything”. In shooting situations,
swift creatures close in twice as fast.
Carrion Traits
Swift When baiting a group with swift creatures, there are two
“Caught!” dangers instead of one - “caught by the Swift”
and “caught by everything”. In shooting situations, swift
creatures close in twice as fast.
Alpha Traits
Leader Leaders coordinate their underlings. In combat, this
means such groups which outnumber foes both reduce
fighting dice by one and inflict a bonus attack. Leaders
can choose to ignore baiting attempts, and groups they
lead will use tactics.
Swift When baiting a group with swift creatures, there are two
“Caught!” dangers instead of one - “caught by the Swift”
and “caught by everything”. In shooting situations, swift
creatures close in twice as fast.
Bloat Traits
Sluggish When baiting or juking, if all the creatures baited are
sluggish, becoming tired/fatigued is a danger rather
than being automatic. In a shooting situation, sluggish
creatures take twice as long to close in.
Slam Spatter
Combat Deals 2 Wounds Deals 1 Infection
Joined Traits
Sluggish When baiting or juking, if all the creatures baited are
sluggish, becoming tired/fatigued is a danger rather
than being automatic. In a shooting situation, sluggish
creatures take twice as long to close in.
Grabby Any subject hit with one of the two “clutch” attacks
that a joined makes cannot escape the combat on their
next go.
Wallow Traits
Amorphous Wallows are not unified creatures; their flesh can split
and merge. A wallow can give flesh directly to other
dead (taking their wounds on itself, and making them
Splayed if desired) and absorb them (healing itself or
becoming massive, as per Brutes). It can merge with
another dead, making Joined.
Venting An injured wallow vents the miasmic fog of the Roil; all
actions taken in its immediate vicinity while this is the
case come with risk of infection.
Lash
Combat Deals 2 Wounds
Splayed Traits
Amorphous A splayed can transfer flesh to another dead near it
Portions from its recreated portions, moving up to two wounds
from that creature to itself.
Splinter Splayed “spit” bony needles, constricting lengths of
flesh, or other projectiles from their reconfigured
anatomies. Their splinter attack applies both in melee
and at range.
Claw Splinter
Combat Deals 1 Wound Deals 1 Wound & 1 Infection
Brute Traits
Massive All physical attacks made by massive creatures deal +1
wound each; this is included below.
Pneuma Traits
Vapour A pneuma can always be escaped in combat, and will
normal flee from confrontation. It can only be harmed
by electricity, fire, and dispersed attacks (a shotgun
load deals a single damage on a strike).
Mentalic If it must fight, a Pneuma attacks with psychic force;
this attack is below, and requires two hits to block with
sheer will.
Reflective Pneuma reflect the memories of those they meet; most
who encounter them see someone they are willing to
believe to be dead in the vapour. People can even
converse with these memories, though a free pneuma
has no agenda in this; it only reflects. A pnuema
obeying orders from a cultist or alpha may use these
visions to mislead or deliver messages, though
confusedly and cryptically.
Cognitive Wrack
Combat Deals 1 Stress & I Fatigue.
Miasmic Traits
Roiling Miasmics are surrounded by animate roil that obeys
them. They will often use this roil to “feel” their
surroundings, and deploy it in vaporous “strands” to
attack as a weapon – their roil attack given below
works at short range.
Swift When baiting a group with swift creatures, there are
two “Caught!” dangers; “caught by the Swift creatures”
and “caught by everything”. In shooting situations,
swift creatures close in twice as fast.
A DISTRESSING CHORUS
Some survivors will encounter “singing” from the dead - sounds as if a
chorus were trying to perform some inhuman aria.
Careful observation, if it's made, will make it clear that the singing is not
physical. The dead utter no noises, and blocking the ears doesn't help.
The singing is psychic, on the same “wavelength” as the whispers brought
on by infection. The singing can be blocked out with metal caging (chain
link fence, chicken wire, catwalks, grates, etc).
However, the song is grating and nerve-wracking over any period longer
than an hour or so. If it is ongoing in an area characters are doing any
extended task, stress may be added to any stakes as a danger. If it goes
on for long stretches, endure rolls to deal with the mental strain may be
needed.
CHANGED WHISPERS
Changed characters with the Whisper talent aren't resistant to the
balesong, and can't understand it any more than anyone else. However,
after significant exposure to it, they will discover that they know things
about the positions and activities of the dead in the overall region. They
won't remember having been 'told' this information; it's just there, in
their minds, as if they'd momentarily forgotten and are now recalling it.
The Guide can have a little fun turning to the player and laying out some
stuff they just happen to know now, though it's usually fragmentary
knowledge like “Oh, yeah, there are four Alphas over in that area,
gathering up Wallows. No idea what for.”
Chained
As survivors begin to employ tasers and EMP weapons over the course of
the apocalypse, the dead react. The first chained are shambles with bare
wires thrown over them and sunk into their flesh, which occasionally
allow them to ground out larger pulses. Nearer to the actual hives, the
process is more intense; actual armour plates are hammered out, chains
spiked into place, and spike-tips fashioned, by alpha-controlled gaunts
and brutes. As this goes on, the eventual results are more powerful
“palace guard” chained for the hives.
Chained Traits
Heavily Chained ignore grazes entirely, and take only a single
Armoured damage from strikes. They take full damage from fire
damage. This does not affect electrical damage, but see
below.
Grounded Chained ignore half of the wounds dealt to them by any
electrical attack (round down).
Chain Chain
Combat Deals 2 Wounds Deals 2 Wounds
Slender Traits
Equipped Slenders use equipment; they will typically attack once
with whatever weapon they are equipped with (doing
strike damage and effect). They can be Heavily
Armoured, (as per Chained), but when this is the case,
they also become Sluggish.
Team When a combatant is outnumbered by Slenders, rather
Tactics than having a one-die reduction, that target is subject
to up to two added attacks.
Weapon Strike
Combat Deals Wounds As Armament
Skitter Traits
Flier Skitters are aerial creatures; they ignore walls and
other height restrictions. They are not especially
quick, however, and can be outrun.
Team When a combatant is outnumbered by Skitters, rather
Tactics than having a one-die reduction, that target is subject
to up to two added attacks.
Sting
Combat Deals 1 Wound.
Chitin Traits
Heavily Chitin ignore grazes entirely, and take only a single
Armoured damage from strikes. They take full damage from fire
and electrical effects, however.
Swift When baiting a group with swift creatures, there are two
“Caught!” dangers instead of one - “caught by the Swift”
and “caught by everything”. In shooting situations, swift
creatures close in twice as fast.
Claw Lash
Combat Deals 3 Wounds Deals 1 Wound.
Titans In Play
A titan can withstand several hundred wounds before it falls, and has
many braincases melded inside it, but it is still flesh. Anti-vehicle
weapons, massed fire, and equally oversized and overpowered traps can
kill titans.
Conflicts which include a titan will more likely treat any titan-killing
strategies as unique features that characters roll to set up, rather than as
usual rolls to execute. “Plant these demolition charges without getting
seen, juking from building to building” followed by “bait the dead with
the titan to lure them, and it, into the killing zone” - that's the kind of
action that will generally best suit a titan battle.
Maker
Massive creatures, sometimes humanoid and sometimes very much
otherwise, the makers are the creators of the blight. Each hive is a
central hub by which a maker aims to create a body and enter the world.
Fully-formed, a maker is entirely immune to normal weaponry. It's
possible that a nuclear device would be capable of killing one... But
maybe not.
Makers enjoy the worshipful attentions of cults, both living and dead.
Whether they feed on this worship or employ it to effect can't be
determined, but their goal of transforming the world includes bringing
the population over to maker-worship.
Makers In Play
Makers are powerful central points for situations. Knowing that a maker
is nearing emergence is a good reason for a powerful enclave to take a
shot at the hive it is growing in. For less potent groups, knowing that an
active maker is expanding the territory it holds to include some area, or
is moving in a region, is a good reason to pack bags and get gone.
Various plans to kill makers are also possible, through use of immense
ritual sorcery, nuclear weapons, and other such overwhelming devices.
Even when such a plan comes off, success should never be guaranteed.
Should some group of player characters end up facing a maker, the Guide
should lay on rolls to endure the mental presence of the thing. Being near
a maker is stressful in and of itself, on top of the action of executing a
plan or running for it.
Grey
Greys are leathery-skinned, grey-toned humanoids. There's some
supposition that they are a kind of dead, but they seem to hunt the dead
for sport – often taking body parts as trophies – and have never been
seen to work with them. Good descriptions of greys are rare, in part
because they move quickly enough to almost blur the air, in part because
they seem to be hostile to humanity... But much, much more interested
in hunting the dead. Their colouration is nearly absolute; grey skin and
hair, in all cases. Greys wear simple harnesses to hold weapons and
trophies, and nothing else; just what a harness covers varies, but
“modesty” doesn't seem to be part of the intent.
Greys In Play
Should characters actually engage a grey in hostilities, treat it as a Gaunt
which deals four two-damage attacks each round spread out over
enemies (including if one is attempting to juke past it), which can't be
blocked from escaping, and which can't be baited.
Luckily for characters, only actual attacks will initiate hostilities with a
Grey. They aren't around to fight people; they're around to fight the dead.
They don't speak as far as anyone can tell, and won't accept any
invitation to conversation or communication. It might be possible to
“mark” the locations of alphas and other interesting prey for them with
smoke or other signals, and hope for their interest, but nobody has made
a practice of this in-fiction to date.
Adding New Threats
The various makers each have their own distinctive visions of the
servitors they want, which are communicated to some degree to their
alphas even before the maker itself crafts a body and occupies it.
Wallows and roil are then put to work attempting to realize these visions
in flesh. Especially powerful cults can also bend roil and wallows to their
will, attempting to craft new things to aid them.
To create a new threat with the right “feel”, take one of the basic physical
frames below, and then add however many traits you like from the list
next page. Stat the result out as seems right to you, being ready to alter
stats as needed if it play reveals it to be too strong, weak, plain, or
whatever the case may be.
ENCLAVE
The Enclave
The long-run situation for characters facing the apocalypse is to find and
occupy a secure position with others, aim to make it more or less self-
sufficient, even work from that base to fight back against the eldritch.
Such secure bases are enclaves. This section is dedicated to describing
enclaves and showing how an enclave adds new situations for play.
NEW-FOUNDED ENCLAVES
Enclaves that have just been founded will often have enormous scarcity,
no strong stances, and many other “gaps” on their record sheet. This is a
good thing! It means that there's loads to do – decisions to make,
resources to obtain and features to build, people to recruit and refugees
to take in... and adjustments to be made to the sheet all along the way. In
cases like this, the creation process will mostly be skimming through this
section to find the bits that do apply, with the sheet acting to highlight
the absences and shortages that the brand-new enclave now faces. As
the resource concerns start to see action and get solved, stances and
other potential problems can come up naturally through play.
Basics
This first part of the enclave sheet is one you'll make notes on and come
back to several times as you go on. Get an idea of what you'll need to fill
out in this section, but don't get too hung up on filling these parts out
right off. The one thing in this section you'll likely want to decide on
right at the start is the kind of site.
Occupants If there are more people than the characters, who are
they (say, 5 soldiers, 1 mechanic, 10 others)? You'll
want to make some of those others into interesting
people; good personalities drive action! But here, just
record basics.
Problems Food and water shortages, internal disputes... All kinds
of things will end up here. Note them down as you run
into them during creation.
Enclave Name
Leadership: Leadership
Officials: Responsibilities:
{
Specialists:
{
{
{
Group Stances
This section can be blank at first, if the Enclave is newly-founded, but it
will fill up pretty quickly is the Guide wants it to. When the Enclave
makes and internally justifies some decision, they're taking a stance. So,
if sick people are allowed to remain active, that's a stance – if sent into
quarantine, it's a different one. If exiled entirely, it's a very strong stance.
The stances the Guide will want to note down are ones that are likely to
be challenged later on. “We quarantine the sick” can easily become an
issue if vehicle repairs are needed and the mechanic is contagious.
Beyond sickness itself, some other issues that the group might end up
having a stance on (and seeing it challenged) are:
Shirking How has the enclave reacted when someone skips “their
turn” at something, starts hoarding something shared,
or is otherwise a shirker?
Changed The changed have useful, and often freakish, abilities
and adaptations. How have the people in the enclave
treated their changed, if they have any?
Cults The altered and novel belief systems that some embrace
as the apocalypse goes on may come up as major issues
around and in the enclave. What has happened in that
regard, and how did the enclave react to that? How far
does this reaction go, and what's the borderline case?
Bigotry Racism, sexism, and all the other -isms of the world
before the crash don't necessarily go out the window
with it. If an enclave of soldiers has the stance “women
need to be protected, so we can have a next generation”,
that's a stance that deserves to be challenged. When
considering stances like this, though, ask: Will this
actually be entertaining for my group to deal with
during play?
Group Stances
Sickness
Features
The features of an enclave will mainly exist as supporting background to
the action, but they are often important background. For each of the core
features (built right into the sheet), you'll want to note down a
description of “what the enclave has for this purpose” and a reference for
“how well that serves”. Some samples of what an enclave might have are
given on the next couple of pages; some words to rate these include:
Fortifications
Water Sources
Food Sources
Shelter Space
Sanitation
Heating
Electric Sources
Core Features
(Details + Effects)
The core features on an enclave are listed below. For each, some
potential bits of description for “what this might represent” are given in
italics, followed by a quick note on what a scarcity of this resource means
in mechanical terms. To improve the values on these features, an enclave
should loot to building up or acquiring the kinds of things given in the
descriptive portion of that entry.
Fortifications Solid walls, yard area with perimeter fence, sight lines,
shooting or striking positions, reinforced entrances.
Most enclaves should have rationed fortifications
(guard duty is needed) at minimum; that's why they
exist where they do.
Water Rain-catching, water purifiers, independent well. If
Sources rain-catching is used, the Guide may adjust the output
up and down based on seasons & weather. Water
shortages mean a lot of thirst, and can make medical
sanitation much more difficult.
Food Gardens and fruiting trees, fish tanks, small livestock
Sources (includes lab rats and former pet species). Food
shortages can mean carrying around a lot of hunger;
some sources will mean growing and harvesting times
which might be worth the Guide caring about).
Stockpiles
Resources In Motion
Anything that the Enclave has at scarce levels which can be stockpiled
and is a necessity to life (or just to how they normally operate) should
slowly get used up from the stockpiles; anything that's absent should get
used up much more quickly. If you're measuring stocks in terms of “how
long for how many people”, this is a lot easier than if you're measuring in
barrels (unless you also note “a barrel lasts a week” or similar). In effect,
these resources are all timers counting down. When the stocks run out,
the consequences get will worse and worse as time goes on.
TELLING A STORY
The story of strife always runs the same way. The enclave had some
shortage, and the person of people that took care of it kept control over
the means of fixing it. If a water purifier was brought in to solve a water
shortage, the owner didn't turn it over, but instead used it for the benefit
of everyone.... But demanded special treatment, and used that purifier to
benefit some more than others, building up an inner circle. Those
people, often ones with important skills themselves, then made a play.
They issued a demand, went “on strike”, or outright seized some other
important asset by force and declared leadership in a coup.
The most blatant form of strife is where the new group offers security by
bringing weapons, keeps them and takes control of the defences, and
soon overtly declares leadership. It isn't the only way it goes, though;
sometimes, core people act out on a real complaint – that's strife, too.
When telling the story, pause just before the last two. Has the situation
gone critical when the characters get involved? Is the outcome obvious?
Don't fill these in if the situation would be better without them.
Leadership: Bloc
Followers: Activities:
{
Reserves:
{
{
{
Transgression
Transgressions are incidents where the group stance on some issue is
challenged within an enclave. Prepping a transgression situation
requires that the enclave have at least one stance – and the stronger that
stance is, the better.
This can mean that before setting up a transgression, the Guide will need
to put forward one or two instances of an issue. For example, showing
one or two predatory cults with spies might create a stance on unusual
beliefs in the enclave, which can then be challenged by a sympathetic
character having visions. Drawing the characters in so that they have
opinions of their own is good, but don't force them to either side laying
the groundwork (that's just a trap).
In the first part, you'll lay out the situation – what's the issue, what's the
current stance, and who is challenging it? Everyone benefits from
keeping the sick quarantined, but if quarantine conditions are poor, the
sick lose – who wins and loses in this case? Who sympathizes with the
challenge? If the leader of an enclave with aspirations to pure humanity
survives the plague and comes out changed, that's significantly different
from having refugees with changes show up at the door.
ESCALATION
Transgression situations get worse. There will be soft words as the
challenger finds sympathy, but tension when the sympathizers run into
someone with hardline views. From that point on, there will be two
sides, each gaining followers and ramping up the action, until some kind
of critical explosion resolves the issue – often with a significant group
leaving the enclave, with actual violence, or with other difficulties. The
characters may be able to head this off, or they may end up participating
on one side or the other of the conflict. In the end, a new stance will
emerge within the enclave, which can be challenged in turn.
REVELATION
Not all transgressions, and not all stances, are what they seem. If you
like, you can hold a little extra in reserve – is there an agitator working to
push the situation out of control? Are there some extreme thinkers on
one side that will try to make the other side look worse by framing them?
Are the sick people being exiled actually killed out of sight? The space
given for these options is minimal, but if you pick one, put a little thought
into ways that fact might be revealed to the enclave (or just to the player
characters).
Transgression
The Issue At Hand Is Cults, Changed, The Sick...?
REVEALS
Not everything will be known going out on a cargo haul. The other side
may have negotiated in bad faith (or the negotiator might actually be a
cheat or thief on the other end), the enclave might send out the
characters with something incorrect (why?), there may be ambushes on
the way, the path from point to point may be degenerating, the vehicles
doing the hauling may be flawed. Upon arrival, the characters might
discover that the guns they brought to help their new allies with defence
will actually be used on another, peaceful enclave. Pick a couple of things
to reveal on the way, check them off, and add a few details.
ENCOUNTERS
A cargo haul is fundamentally a road trip. Like any good road trip,
there's interesting scenery and events along the way there (and on the
way back) that can be engaged. Take a look through the encounters
section and pick out three of these to hold and throw into play when they
seem appropriate. If you're mapping out the route in some way, you
might want to mark them more concretely, or you might not. When you
pick these encounters, consider whether the characters are actually
likely to stop for them; unlike encounters occurring on foot, characters
on a cargo haul have both means and motive to ignore the call to check
on side events.
Cargo
The Enclave Needs What Does It Need?
› Has What do they have a lot of, that they trade or use? If
they offer a rare service others don't, put that here.
› Wants What do they need, and not have? If one of the things
they want is something another group has, note that.
› And Uses What's their method for getting what they want from
outside? Trading, raiding, scavenging, threatening?
THE STORY
This situation generation method has a “fill in the blanks” story just as
most others do, but you may elect to stop partway through, when you hit
“that's enough” if you feel that you can draw the characters in and keep
them engaged with what you've got.
Group Group
THE PROGRESSION
The visible events for an infiltration start simply, and build from there.
This progression reflects things characters will see without investigating;
there's always more behind each one.
THE COMPLICATION
It can never be as simple as tracking down the infiltrator and putting a
stop to it, of course. Pick complications.
Infiltrated
Nature: What kind of infiltrator?
THE PROGRESSION
THE COMPLICATION
› Leaders Are there leaders to these forces, and who or what are
they? If the enclave wants to negotiate or assassinate
their way out, where should they be aiming their
efforts?
BREACHES
As supplies are used, threats are used, roil encroaches, and things get
worse, there will be “breach incidents” leading up to the overrun.
› 2nd Breach As with the first breach, but make it larger, and
causing lasting damage of some kind.
› Overrun If the siege isn't broken, and it all comes crashing in,
what will that look like?
CO-MORBIDITY
During a siege, there should almost always be another problem – one
complex enough to be a situation unto itself.
Beseiged
Forces: What forces are outside?
BREACHES
CO-MORBIDITY
Choose what OTHER Situation feeds off this one, inside the walls.
ENCOUNTERS
Out In The Apocalypse
Encounters are small events, which might or might not be linked to the
“bigger picture” of what the local enclaves, monstrosities, and other
heavy hitters of the apocalypse are doing.
Reveal Several cults will claim from the very beginning that they
expected the plague. Some of those that make this claim
have especially advanced changes, are well-set, and have
reference books that seem to support this; manuals and
“grimoires” of practices that the roil seems to respond to.
Others claim a connection to some coming intelligence
that controls the dead; of these, many are false, but some
actually are experiencing some bond to a Maker.
Section TWELVE
DELVES
Building Delves
Roleplaying games have long had a special, even central, place for
dungeon-delving. Dangerous complexes containing monsters, hazards,
and treasures have shaped much of what gaming is. This section presents
some notes on bringing that kind of material into Infected.
Door The room is fine, but the outside of the door is grown
Overgrown over with wallow-stuff or black glass, as part of the
change you'll apply to the room outside.
Trapped A single shamble, wallow, or other creature got in here
Thing or turned in here, but hasn't converted anything and
can't get out.
Shut In Someone barricaded this objective from the inside.
They could be alive and present (or a plain corpse).
They might have left long ago through the ceiling - or be
roaming crawlspaces only they know.
In And Out
With a few good target areas figured, it's time to switch to the other end
of the equation. How will the characters get in and out of the delve?
Most delves became heavily infested because they had very open access,
but some entrances will be made problematic as time goes on. Some
starting points of access:
TRANSFORMING PASSAGES
Asides, where altered, become hazards and conflict spaces, described
shortly (though there won't necessarily be any pressure to enter them
all; only a few will matter). Changes to passages are more specific:
Blockade Often created by the living during the first stages of the
apocalypse, blockades can be as basic as chained and
closed double doors. Piled furniture, shopping carts,
and other items are also common.
Conduit Leading from roiling entrances to areas where wallows
exist, conduits are passages where fog travels – usually
along floor or ceiling, but sometimes throughout.
Littered If conflict took place or items were abandoned in an
area, it might be littered with the items (and possibly
bodies) from the encounter – possibly even with some
valuables present, if the characters take the time to
search.
Breached The opposite of being blockaded, a breached passage
has large holes in it leading into other areas. These
breaches may only be large enough for fog, for sight, to
reach through, or they may be large enough to move
though. Breaches can occur vertically as well as from
side to side, which can present hazards (and
opportunities).
The Yard
The area around a delve deserves a little attention; arrival at and
departure from the delve will matter. Some things to make notes on:
CREATING HAZARDS
A few of the ways that different areas can become truly hazardous as a
result of eldritch meddling....
Gross Out There's often at least one threat or area where the
grossness of the dead can be pressed forward. Corpses
with pieces missing, or even pieces moving and
wrenching free as slithers. Rot and stench, hidey-holes
littered with bandages.
Jump Scare A horror setup isn't complete without at least one
problem coming out of nowhere. If there's a hazard or
threat that can be sprung on the characters, set it up to
be so!
Wrack The violence of even the early apocalypse is sufficient to
And Ruin rip up parts of buildings. Holes punched in walls - or
vehicles driven into them. Panels torn off the side of
escalators, open elevator shafts, ceiling panels torn
down, and so on.
Melancholy The trope version of this is a baby's shoe laying in the
Sights rubble. This might be a bit much, but juxtaposing what
was good with the current wreckage is overall good
practice here and there.
Research If the characters are potentially able to do research, or
Observation connected to others who are, tracking and setting up
some possible observations for them might be useful.
Section THIRTEEN
RESEARCH
The Corpse Electric
The blight, especially in the form of the roil, coordinates actions, obeys
commands, and communicates. When it rules a body, as in the case of
the dead, it uses the brain of the host to do whatever thinking it can do.
Outside of the bodies of the dead, it also acts as a terraforming agent,
consuming other organic matter, generating the quasi-crystalline
Nocturne, and seeking out “local commands” in the form of sigils. All
these operations are at least partly electrochemical, though much of the
chemistry involved is very odd indeed. What this means:
› This dead creature was fried when water hit the outlet, but the
other one just got angrier and came at us faster.
› The roil touches down on and explores the outside of metal rings
set into the surface of the floor here.
› There are tiny globules of black glass on the wires here, and on
other items of the same make and model.
› After I dreamed about my sister in the fog, I saw her there again,
pointing out dead things hiding in it.
AN EXAMPLE
The observation made was “The dead can't seem to sense me up on this
catwalk, and I can't hear the whispers standing here.”
The Guide has decided that researching this observation will build up the
praxis for working with Faraday Effects.
As elements, the Guide notes that the characters will need to catch a
shamble, and test elevation (Is it about being directly above them?),
metal plating, and grills of differing gauges. Elevation will be ruled out
after the first point of progress, and after that point, it's all about
learning how metal grids and meshes seem to mess up whatever kind of
senses and projection the dead and the whispers are using.
The Research Roll
(Special)
When you attempt to learn more about the blight by means of lab
research, and have the materials and tools needed, you'll make this roll.
You'll get one basic die for each relevant observation you've made, but
never more basic dice than your Keen; bonus dice from research-related
talents add to this (and can exceed your Keen).
To perform research, you must have made at least one significant
observation (check with the Guide), and must have appropriate tests in
mind, using research materials and the right laboratory tools – although
many “laboratories” are jury-rigged workshops with tools the user
crafted.
AN EXAMPLE
The observation made was “There are tiny globules of black glass on the
wires here, and on other items of the same make and model.”
The Guide has decided that researching this observation will build up a
praxis for Nocturne.
To test it out, the tinker in the group has wired up a whole host of
electronics to various car batteries, thrown them in the back of a truck,
and parked the truck at the edge of a roil bank. The Guide decides that
the contents of the truck bed will burst into flames and short out, fusing
to the truck and burning out the engine with the discharge (a new
observation... and a ruined truck). Also, if the characters retrieve the
wreck and tear apart the remnants, a research roll will be allowed as if
lab research was being done.
Guiding Research
Even with the rolls and subjects for research laid out as they are here, the
Guide will need to invent specifics on a regular basis, and have a strong
grip on just what they want the difficulty and speed of advancement to
look like. A few additional tools for that:
WORK BACKWARDS
The easy way to run research from a Guide perspective is to come at this
process in reverse. Start by picking out the things you think characters
ought to have a good chance to discover – what should be easy, what
should be hard. Then, consider which observations and tests might
uncover those things, and present those observations and have that
equipment around.
PROGRESS REQUIREMENTS
You'll need to decide just how much research each project requires.
Assigning number like ten to twenty progress for a discovery is cinematic
realism; with assistants, good gear, and communication, discoveries can
be made rapidly. In constrained circumstances, though, or if you'll be
making materials difficult to get but work fruitful, that might be right. If
those large networks do exist, and research is common and central,
doubling those number (or more!) gives a better sense of verisimilitude.
NETWORKS?
Multiple researchers investigating the same thing and running similar
tests can pool their progress – even across laboratories, if
communication is good enough. A good laboratory yields a bonus die, as
does a skilled assistant (with a dot in the talent). However, when
research is being pooled, one point of progress is subtracted from those
generated by each roll.
Prototyping
Once enough research has accumulated, the Guide states “You've made
enough progress to try making prototypes from this praxis now”.
The second time a protoype is built, if the first prototype was fully tested
(the Guide determines this, but should be clear about it), only one further
danger of flaws is added. Once that second prototype is also fully tested,
the crafter can create a production model (no added danger of flaws),
and can make and distribute plans for such a production model.
PROTOTYPE FLAWS
Straining Use of the prototype inflicts some form of Guide-
selected strain on the user (not as a danger, but directly,
as a cost) – or comes with risk of infection. This might
be fatigue caused by vibration or breathing fumes,
wounds caused by unsafe energy, stress brought on by
some unnatural or threatening feature. Risks of
infection usually apply only to items using blighted
components, and where leaking can't be fully controlled.
Hazardous The prototype poses a (usually mild) danger to everyone
in the environment, including the user. These dangers
are often much the same as those above, but spread
across the area and added to other rolls (or acting as the
cause for endure rolls as appropriate).
PRAXIS:
Faraday Measures
Certain gauges and styles of wire mesh can interfere with the mental
communications and senses of the majority of the dead – hedging out
control commands and making someone contained within difficult for
unintelligent dead to sense. Such 'shielding' is noticed as a sensory
blockade by Alphas, however, and enrages them.
PULSE AMMUNITION
Pulse pistols and rifles require a hip-slung battery, which contains some
of power used as ammunition when fully charged. If capacitance fluid is
available, this changes (see that praxis).
MAGNETIC EFFECTS
When pulse weapons are used, 'unshielded' circuitry nearby fries. Fancy
car starters and alarm systems, cellular phones, and other civilian
electronics sizzle where they are. In addition, if there are loose scraps of
metal in the area, there may be collateral damage or danger of full
damage as those cut loose and are pulled sharply toward the bomb blast
or the shooter.
PRAXIS:
Capacitance
The cerebro-spinal fluid of the dead is replaced by something else as part
of their transformation, a liquid that can take and hold immense
electrical charges. A character making this discovery has learned not
only how to use this fluid to build supremely high-capacity batteries, but
how to suspend the nervous tissue of the dead in solution and use it to
make more of this fluid by feeding it flecks of organic matter.
Two Examples:
ON REACHING REVERIE
This praxis doesn't give items; it allows characters to gain a special
talent. The praxis must be “researched” twice – once to develop general
methods, and again with each person to grant them the talent. Here's the
talent:
Reverie When any roll comes with the danger of infection, you
also roll a number of special (differently-coloured) dice
equal to the number of copies of this talent you have.
These dice are always rerolled as if cautious, even if the
other dice are rerolled bold. B results on these dice
cancel infection dangers; they can't be spent any other
way.
Gaining reverie requires research with the subject; this requires five
progress, plus another five per copy of the talent they already possess, at
which point the talent is gained for free. The 'researcher' attempting to
develop this talent rolls their Vital. A full week of daily meditation (at
least two hours daily, while hooked to monitoring machines) is required
for each research roll towards gaining this talent.
PRAXIS:
Schism Shards
Whenever one of the dead comes under control of a sorcerer, alpha, or
maker, small shards of crystal form amidst their nerves. Where such a
creature has been taken control of repeatedly or at great length, one or
more of these shards can grow to several inches in length as a result.
They are likely an extreme variant on nocturne, but no way to create
them directly from roil, or from other nocturne, is available.
Harvesting these shards and working with them shows that they react to
the thoughts of someone touching them – and can be tuned to do so in
fairly impressive ways. With treatments somewhat similar to those used
to transmute nocturne, their properties can be made very useful.
If the character possesses Changed talents, they lose one of these each
time they black out a box of this new infection – but also add one point to
any one attribute of their choice, up to the maximum. This can
potentially leave an advanced Changed character with some Changed
talents at the end of the process; that's perfectly fine.
PRAXIS:
Translation
There are other worlds. The makers hail from somewhere else, and can
painstakingly communicate and manifest across the barriers between.
The Greys are capable of “jumping” the boundaries. Deep investigation
into the mechanisms involved in these actions requires assistance from
the Greys, or the corpse of a maker(!), but can yield astounding results.
SORCERY
Doing Sorcery
(Sorcery Talent)
You must be in physical contact with the cloud of roil you wish to
command to attempt sorcery. The basic stakes:
SACRIFICE
If you destroy organic matter inside of the roil cloud you wish to
command, in a way that provides 'food' to the roil, you gain bonus dice,
but cannot use the hits to Abjure the blight. Burning things to make
airborne ash it is the most common means of doing this. This normally
gives one die; a bonfire might give two. It's very possible to go above two
dice this way - The Alcott trap, which burned several hundred tons of
infected creatures, would give a good dozen.
TEMPORAL ABJURATION
If you have the Badge talent Authority, wield a symbol of your beliefs or
office, and are specifically intending to Abjure the blight, you gain a
bonus die. This absolutely does include someone whose authority is
religious, with a religious icon, but can include a cop with a badge just as
easily.
ABJURE
You drive back the roil, and strike at the blight within the dead,
commanding the blight to die where it is. With a roll, you turn all roil
within [10 feet per hit spent on effect] to ash, and deal wounds equal to
[the dice spent on effect] to any dead in that area of effect.
ASSIST
You aid another sorcerer in their workings; dice spent on this effect are
given to them as bonus dice to roll and add to their effect.
RITUAL
A ritual is a specific set of actions, symbols, phrases, and other
components that generates one of the other effects. Rituals are the
“study guide” versions of effects. Some rituals are given in detail later on
in this section.
NATURAL ABJURATION
The full (two-die-bonus) ritual used for abjuration is to draw a rough
circle around one's self with salt, display a symbol of whatever the
abjurer considers sacred, and command the roil away; that's it. This fact
becomes fairly common knowledge not far into the apocalypse; those
who have faith but no actual sorcerous talent make use of this to drive
back the fog.
Discovered Effects
The four effects below can be selected by any sorcerer as arcana any time
they take that talent.
BIND
You reach through the roil to seize mental control of an unintelligent dead
creature, or destroy the hold another dead has on it; this requires as
many hits as the creature can take wounds when fresh. You can build
these over several attempts, as progress, but binding attempts
immediately make you the target of all dead in the vicinity, including
your subject. Controlled dead act as you wish so long as you maintain
concentration; they can be set on other dead to deal their damage
(wounds only), but the other will fight back – no rolls are needed; this is
a straight everything-hits slugfest.
CONJURE
You instruct the roil to fashion simple objects for you out of a glassy
black substance (nocturne). At one die of effect, this can yield a talisman
or brooch; at two a dagger or goblet, at three a machete, four a heavy
staff, and so on. Items made will never have moving parts, but can
absorb, store, and release roil for you (this takes no roll). Treat the
“capacity” of such an item as equal to the dice spent. If you are in an area
that has no roil, and release some of that roil, it's enough to give a thin,
wispy radius of roil up to five feet in radius from you for each point of
capacity you release into the air.
DIVINE
You sense what the roil senses. This is treated as if you had (and
activated) the changed talent Whispers, but only works in the affected
roil cloud, and only while you concentrate to the exclusion of all other
action.
TRANSFIGURE
You call on the plague-stuff inside your body to shift your own flesh. You
can exchange one changed talent for another changed talent, or to turn it
into a dot of sorcery. This change is permanent until you alter it again.
You can't turn sorcery back into changed talents, however. Added
dangers on this are three hunger and two thirst. Obviously, this effect is
only useful if you have changed talents. The actual transformation takes
a full twenty-four hours, during which the character is bedridden and
twitching, and inflicts two each of hunger, thirst and stress on the user.
Learned Effects
The effects below can only be selected by a sorcerer as arcana talents if
they have performed or aided in a ritual that mimics them, or through
direct communion with one of the Makers, the eldritch beings the cults
worship and the dead obey.
TRANSMUTE
You transform an item made of nocturne into one of the variant forms of
that substance (see the research section). This requires dice to be spent
on effect equal to the number that would be used to conjure it; if you do
not have enough, a section of the item crumbles to dust (as big as you
could have conjured with the hits you did obtain). You can deliberately
“dust” nocturne in this way, tearing holes in structures made of it.
EVOKE
You demand that the roil give up energy. With a single die, you can create
a soft glow in the roil within ten feet of you. For two, you can cause the
same area to give up energy into dead you control (healing them by one
wound) or into a capacitance battery (generally raising the charge by one
level, or two for a clip or smaller battery).
INVOKE
You demand that the roil cloud take in and channel presences that it is in
contact with – or that it attempt to express an intelligence of its own with
your aid (exactly which is actually going on is debatable). When this
occurs, a mental presence is temporarily created in the roil, which you
can attempt to draw information from. For each die, the Guide will
answer one question; answers will be true, but “I don't know that” is the
most common answer – the presence called up (or created) draws
memory from the local stuff of the roil itself, which only “knows” about
things it has touched or felt in its own way.
TRANSCEND
Transcendence is suicide; a one way-trip, burning your body and
throwing your consciousness into the roil, to engage an enemy mind-to-
mind. Your effect dice are used to give you a new “spirit” stat, rated at
one point per two dice, and to give you “presence boxes” equal to the
effect dice. In this state, you black one presence box each hour (utter
death occurs when they're gone). You can then engage enemies – even
makers – in conflict as a mental presence, using spirit as a stat to fight
them, and taking damage to your presence. The Guide will set all stakes,
but only Makers should have significant spirit combat values at all.
Rituals
Rituals originate with the makers; while they can be recorded and passed
around, they can't be created by humanity. Each ritual is a limited and
specific form of one effect.
All rituals require that the user draw a circle around the area of effect,
which they must be within, and many require the circle to be filled with
symbols. As such, very few rituals are useful during action scenes, unless
the circle is almost completely drawn in advance, and finished (or
“closed”) during the action.
Here are a couple of example rituals:
ANGUTA'S ARMOUR
This is a ritual of transfiguration (it mimic the transfigure effect), and
changes one changed talent possessed by the ritualist into hideous
natural armour. It can grant the ritualist a second copy of the talent
armour if they have one already, but can't extend beyond that level. The
ritual circle must be drawn in some cobalt-heavy material, and at least
one active but unintelligent dead creature must be inside the circle with
the ritualist. Upon the closing of the ritual circle and uttering the opening
phrases of the ritual, the dead creature becomes dormant; the ritualist
splits that creature open, and drives one arm inside. As they do so, the
dead creature breaks down and pieces of it slither over the body of the
ritualist, melding with their skin. If no dice at all are put into gaining the
effect, the ritualist is disfigured but keeps their original changed talent
and gains no benefits.
VASKYAL'S CLEANSING
This is a ritual of evocation (it mimic the evoke effect). The circle for this
ritual must be drawn in nocturne, with a a solid line across the circle
dividing it into halves, and a single drop of blood dripped on the very
centre. The ritualist stands on one side of this circle, and a dead thing
bound to them is directed to the other side. The evoked power of the roil
heals the dead thing, and also winnows away useless flesh. If a given
dead thing has been healed over it's existence of more total wounds than
it's maximum total, it becomes a slender version of itself (see the threats
section).
Many followers of Vaskyal create permanent circles for this ritual in the
places they work and live, which allows them to begin the ritual simply
by shedding a drop of blood in the centre of the circle and framing the
right symbols in their mind.
Grimoires
A grimoire is an exacting record of how to perform one or more rituals –
not only how to draw the circle and what to do next, but the symbols and
utterances that should be employed during casting. There are two broad
types of grimoires that player characters might encounter:
ROUGH NOTES
More often, a grimoire takes the form of one or more rituals written out
in whatever way is available to someone who knows them, bound up
roughly, and copied by hand. Such rituals are almost always functional,
but the mental symbols and instructions tend to be vague or error-laden,
introducing added dangers to the sorcery roll. Such notes also tend to
give only one bonus die to using the ritual; they don't express all the right
symbols perfectly. Some are better-quality than others, however.
Section FIFTEEN
OPTIONS
The Optional Rules
In this section, you'll find seven ways to add to or alter the rules. These
add detail to existing mechanics (such as Contagion), add entire new
mechanics, or replace one mechanism with another. When thinking
about adding optional rules, ask:
GETTING TACTICAL
With those basics established, characters will often look for ways to get
the counts where they like. Some ways to do that:
Baiting A character can use their 'go' to make a baiting roll, with no
automatic stake or dangers. All C results increase their
aggression, one-for-one.
Dodging A character that's not pinned in by foes can make a Juke
roll, with no automatic stake or dangers. All hits reduce
their aggression, one-for-one.
Shoving On a fight roll, the stake “escape” can be bought as “Shove
back a foe; they pick their target fresh.” A blunt weapon
strike has this effect and raises your count by one; good for
'stealing' foes off nearby allies.
ALPHA COMMANDS
If an Alpha is present, it can use its 'go' to change the aggression count of
any character to any value it likes.
Breakdowns
If this option is in effect, a player whose character is currently holding
three or more stress has the option of putting that character into crisis
immediately (collapse and death override this, though) and make some
changes to their sheet. The details:
TRAINING
By training under someone who has a talent, or the desired rating in a
stat, the experience cost of purchasing it later can be reduced. If the
reduction reaches the point where the purchase would be free, it is
gained without cost at that point. The trainer need not have any
experience as a teacher. Training may require some kind of facilities or
supplies; these will be determined by the Guide. A given instructor can
lead multiple people in training, so long as there are enough facilities or
supplies for everyone.
CONVALESCENCE
If characters have a long stretch of 'downtime' – at least a week where
not much happens, things are secure, and there's very little exposure to
the blight – then characters may recover one blacked-out infection box
for free. The Guide should state when this occurs.
[Afterword]
It's December 21st, 2018, and I'm looking at this monstrosity I've
constructed. It's a compilation of a great deal of my other game work. It's
a 'finished' game that expects you to start altering it the moment you sit
down. It's where I learned to do my own art. It's a source of design
frustration large enough that I walked away from it to create and release
another system just because the first one didn't spark the way I wanted it
to. It's a kickstarter slowly being delivered, late as hell. It's standing
proof that projects are never really completed, only released.