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"Project styx" has been released in the last two days, Reports indicate. Death tolls in Russia have already reached several hundred million, and are expected to rise rapidly. "I never found it odd that he wasn't sick, you know? it's funny what we kids never noticed, you know?"
"Project styx" has been released in the last two days, Reports indicate. Death tolls in Russia have already reached several hundred million, and are expected to rise rapidly. "I never found it odd that he wasn't sick, you know? it's funny what we kids never noticed, you know?"
"Project styx" has been released in the last two days, Reports indicate. Death tolls in Russia have already reached several hundred million, and are expected to rise rapidly. "I never found it odd that he wasn't sick, you know? it's funny what we kids never noticed, you know?"
It was, what, 95 then? I would have been twelve at the time.
I remember my dad used to watch the news, and
saw how things were going. There were all those protests in the paper about germ warfare. I didnt really understand what it was about then we were all just kids, werent we? It musta been September, we was watching some crap, and theres this news flash comes up. News anchor looked terrified, I can remember it perfectly. Reports indicate that Project Styx has been released in the last two days. Death tolls in Russia have already reached several hundred million, and are expected to rise rapidly. We do not yet know if the Soviet Union will make a nuclear retaliation. My Dad went white as a sheet when he heard that. Just froze up, like he had when he heard Mum got run over. I asked him what Project Styx was. He told me that American scientists had made an illness to fight their wars for them. I asked how it would only target enemy soldiers. He said it wouldnt. The sickness reached Britain within a few days. For about a day, there were police everywhere to stop riots, and then the police all fell sick. So did the doctors, and the lady on the news. Within a week, the hospitals were full, doctors desperately trying to make things better for their charges whilst they were dying themselves. My Dad got it, of course. He was lying up in bed, his face swollen and oozing, his eyes puffed shut and his breathing choking through his lips. He used to send me out to buy stuff for him. He said to leave money in the shop in case anybody cared. Eventually, it became too painful for him to speak, so instead Id just get what I thought was best. I stopped paying too, but Id make sure I was carrying a knife, just in case. Id seen people prowling around outside, and Id heard gunshots at night. I never found it odd that I wasnt sick, you know? Its funny what us kids never noticed. One morning I went to bring my dad coffee and painkillers, and I realized he wasnt waking up. Theres that hollow sensation when you realize somebody you loves dead, huh? I didnt move for days. I was just staring at this swollen, tortured corpse, wishing my old man would come back. I was just blank, you know? Eventually, though, I knew I had to go get myself food. I strapped the kitchen knife into my belt, pulled on my coat and stepped outside. Everything was barren, you know? In the golden evening light, with the hum of grasshoppers and the buzz of carrion-flies. I wandered through this shell of a city, wondering if I was the only one alive. When I got to the supermarket, I found Mark from down the road sat in front of it. He was only, what, nine at the time? Bottle of coke and a load of chocolate next to him. He was filthy, his face covered in grime and tear- streaked. I seem to remember he was drawing people all over the pavement in chalk. I called over to him. He grunted back, then stood up. My family died he shouted. Mine too was my response. He looked at me. Why do you have a knife? Theyre dangerous. I shrugged. There was one of those long, awkward silences. We looked at each other, trying to work out what was supposed to happen. We both knew there was no grownups to tell us how things worked. It was confusing. Must have been worse for him, though. He cant have understood it at the time. Eventually, I broke the pause. We should find some proper food I decided. He seemed to accept this. I suppose that was when I really understood what had happened. Turns out that, after the Mixi came, I was the oldest, so it was down to me to make sure people were OK. We walked off together, leaving our dead parents in their houses, and that was the end of the world over for us. Autumn was hard, learning how little there was left and how much had changed. That winter was worse, because then the gangs came out, and the cold, and the tins of food were running out. But then the spring came, and there was fruit and sunshine and young rabbits to hunt, and we left the city full of rotting corpses and set up out here. Life goes on, I figure.
Autumn- 2 Index - 3 The Setting- 4 The Land- 4 The Sickness- 4 The People- 5 Herders- 6 Villagers- 7 Skavvies- 8 Bikers and Gangers- 9 The Messenger Faith- 10 The Tested- 11 Trade- 11 Religion- 12
Holy Ground- 14 How the Game Works- 15 The Game- 15 Characteristics- 15 Resistances- 15 Knowledge- 16 Using Skills- 16 Combat- 16 Healing- 17 The Effects of Mixi- 17 Starvation and Thirst- 17 Poison and Unsafe Food- 18 Travel- 18 How Characters Imporive-18 Dice Rolls- 19 Turf War- 20
Dear Diary- 31 Extra Material- 32 Character Questions- 32 Sample NPCs- 35 Character Sheet- 37
In 1995, the Cold War reached its conclusion, wiping out most of earths human population. In February, American generals learned that the Soviet government had constructed vast underground bunkers, capable of supporting human life for years at a time, able to withstand almost any attack by nuclear weapons and impregnable to conventional forces. On receiving information that most of the Soviet military and leadership had already been moved to safety, American scientists began work on Project Styx. By August of 1995, American scientists had genetically engineered a variant strain of myxomatosis to affect humans specifically. The virus had only a minimal effect on most other species, but in humans it would cause massive buboes and swellings, on internal mucus membranes, leading to a rapid death by suffocation as the victims lungs became blocked off and ruptured. For some reason, those that survived were almost always children under the age of ten. Unusually, it also had a minor effect on some feline species, although it was rarely fatal for them. On September the 23rd, American infiltrators released several cats infected with the Styx virus in the vicinity of entrances to soviet bunkers. It is unknown whether the infection penetrated these bunkers, although a subsequent lack of activity around them suggests that the inhabitants either all perished or sealed themselves in completely. What is known is that the virus swiftly spread to the rest of the world. By September the 28th the infection had spread to almost all of mainland Asia and Europe, leaving billions dead in its wake. By September the 30th, it had reached Africa and Australia, with similar effects. By this point the Americas had placed themselves under strict quarantine, but on November the 7 th the virus appeared in Brazil, and spread to the rest of the continent in the ensuing days. By the end of the year, only one person in every ten thousand remained alive, and modern civilization had conclusively ended.
The Sickness: Mixi was engineered to spread as quickly and effectively as possible. The main vector for infection is through biting insects such as lice, fleas and mosquitoes, most typically through human lice. As well as this, the virus can lie dormant in dead flesh: disturbing corpses of those it killed can release the virus into the surroundings even after several decades.
Early symptoms of infection include red or watering eyes, loss of apetite, lethargy, and fevers. In time, this progresses to cause lumps and swellings on the patients mucus membranes and skin. Most noticeably, the face becomes inflamed and scarred. As well as this, swelling around the eyes will force them shut, and similarly breathing becomes difficult as the throat and lungs become distended out of shape. Mixi infection commonly results in secondary infactions taking hold, particularly respiratory conditions such as pneumonia. Usually, these secondary infections coupled with slow suffocation are what eventually kills the victim. The comparatively high survival rate amongst British children after the infection hit the British Isles is an anomaly. It is understood by the Tested that those who survived were children who had received a trial vaccination for chickenpox, which granted a little protection against the sickness.
The Land: The year is now 2010, the region southeast England. Those that had survived Mixi, as it came to be known, inherited an unwelcoming world. Pockets of the infection remain in the cities, carried by a population of feral cats that thrive in the abandoned streets. Buildings lie overgrown and empty, many scattered with the bones of their human inhabitants. Some, such as hospitals and supermarkets, have been raided for supplies but most lie untouched since the outbreak of Mixi. In these empty houses, human skeletons lie, gnawed clean by rats and feral dogs, whilst most useful supplies have rotted or rusted away. In the countryside, sheep, cattle and other livestock have gone wild, and on an island with few large predators they have flourished. Roads have cracked and sprouted brambles and grass, buildings are overgrown and much of the land is covered with low scrubland. Dotted here and there can be found wreckage of vehicles, or human dwellings.
The People: Most of those that survived Mixi were children between 5 and 10 years old: few survived the infection older than this, whilst those younger rapidly died of starvation, disease or injury without adults present. Those that survived have slowly banded together and live as scavengers and hunter-gatherers. Vast swathes of knowledge have been lost since the outbreak- a large number of individuals are illiterate, and those that can read have found that over the intervening years many books have rotted or become illegible, or even been burned as fuel. For this reason, technical knowledge tends to be rudimentary at best, with functioning technology being highly valuable and sought after. Over the years, many groups have raided facilities such as military bases, police stations and even hunting clubs, so it is not unusual to see people equipped with firearms. Many more have forged weaponry from scrap metal, sometimes with surprising skill. Over time, most groups have clumped together in an area, forming loose coalitions for trade and mutual support, and a culture of sorts has developed amongst these groupings. Many gather regularly- on full moons, for example- in some location, where they trade, settle disputes and share any knowledge they may have gained. Almost all such groupings
have become highly superstitious people who were adults when the outbreak happened are treated with great reverence and respect, in part because of the knowledge they possess. Towns, cities and even smaller settlements are seen as being cursed or haunted by many, and in any case they are overrun by vicious packs of cats, dogs and rats, and many who travel to them subsequently contract Mixi. Similarly, cats are seen as being intelligent, evil creatures which spread Mixi, and are usually shot on sight.
Herders: The largest group in the southeast are the Herders, consisting of several separate tribes of a few dozen individuals- exact numbers change constantly as tribes merge or split apart, and individuals often move from one tribe to another. This group lives on the South and North Downs in Sussex and Kent, and large swathes of land in between. They exist principally through herding great flocks of sheep across the landscape, from which they take meat, milk and wool. The Herders are almost entirely nomadic, and have become highly skilled in living off the land with resorting to scavenging pre-infection equipment. This is as well, as the Herders are highly superstitious regarding the old buildings, more so than most groups. What knowledge of science and technology they remember has become confused and subject to degeneration. It should be remembered that these people were children, only partially educated, when Mixi came, and that what knowledge they did possess was incomplete and simplified at best. They are aware, for example, that Mixi is caused by viruses, and hold that a virus is a tiny, evil spirit. Similarly, they mistrust a lot of old technology, believing that electrical items are essentially possessed by electric spirits- the absence of tame electric spirits is why they no longer function. Herders do not build permanent homes, instead claiming a large area of land as their own and following herds of cattle or sheep through it, setting up camp for a few days before moving on as the herds do. Many herders have carts drawn by cattle or horses to carry their supplies, and a rare few use motorized vehicles. Whilst they do not make any permanent buildings, must herder tribes leave a number of supply drops across their territory. These drops will be well hidden so that only those in the know can find them, and contain a few essential supplies- medicinal herbs, preserved food, clean water and spare arrows for example. A herder that is in trouble can find one of these drops and use the goods stored within, but is expected to replace the goods they used within a few weeks. The herder tribes violently- sometimes lethally- punish those who abuse this system.
Each herder tribe has a somewhat fluid membership with members joining and leaving freely and tribes merging or splitting fairly frequently. Each tribe has a mark or symbol to identify itself and members will display their allegiance by wearing it as face- paint of marking it on their clothing. Similarly, livestock and vehicles claimed by the tribe will be branded with this mark as a sign of ownership. As the tribe moves, they leave this mark behind them by cutting it into tree- trunks, arranging piles of stones or cutting it into the turf. As a general rule, the larger the mark is the more successful the tribe is and the more permanent the mark the more territorial the tribe is, but there are a myriad of other meanings that can be left as well. In this way, a smart Herder can make an assessment of the people occupying an area of land by studying the marks they have left behind.
Whilst the tribes are in a constant state of flux, there are three tribes that are particularly successful and well known: the Broken Horn in Kent, the Three Eyes on the south coast and the Burning Man near Lewes. The Broken Horn tribe live in south Kent and number around eighty individuals. They follow herds of cows for milk, meat and leather, but are better known as brewers- alcoholic drinks made by the Broken Horn tribe are eagerly traded for across the south east and commonly reach as far as Worthing. Their most well known drink is Hedge Beer, a liquor made with hops and various berries, but the tribe also make a large number of drinks using the pulp from hallucinogenic mushrooms and other herbs, and are well known for the mind-altering effects their creations can have. The Three Eyes tribe claims a huge length of the south coast as their territory. Unlike most tribes, they do not follow herds of animals, instead sustaining themselves through fishing. They set of nets to catch fish and traps for crabs and lobsters, as well as harvesting shellfish. The Three Eyes are often held to be similar to a Villager community as they maintain a number of caves in the chalk cliffs, with barrels of fresh water, beds and fire-pits, and are much less nomadic than most other tribes, often staying in one place for up to a month before moving to another established camp. The Burning Man tribe herd sheep on the South Downs around Lewes and number around thirty individuals. However, they have strong links with a number of other local tribes, and they and their allies comprise a much larger force. Every autumn, the tribe and their allies gather on the hills above Lewes and assemble a huge bonfire from wood, petrol cans and dried dung- this bonfire usually reaches thirty foot high or more and can be seen from as far away as Brighton when lit. When the bonfire is lit, the tribe throw weak or sick livestock onto it as offerings to momma chalk, an entity who they take to be their patron. The tribes name comes from rumours that they also throw captured enemies onto the fire as human sacrifices, and the tribe maintains a sinister reputation due to its territorial nature- they carve their tribes mark onto the downs as huge chalk figures visible from miles off as a show of bravado.
Villagers: In contrast to the Herders are the Villagers. The villagers form a network of tribes across the countryside, occupying small villages and isolated buildings. They hold that Mixi only really remains in the larger urban centres, and can be eradicated in smaller ruins. This they achieve by frequently torching their dwellings and all but their most valuable belongings (to kill the Mixi on them), and killing and burning any animals that may be infected within miles of their homes. A Villager dwelling can easily be anticipated long before it is found by the scorch marks on the ground and trees and the charred remains of animals left in ditches and pits. To the astonishment of other groups, this seems to work, and Villagers have been seen living in buildings that other groups would avoid, quite literally, like the plague.
Unlike the Herders, the Villagers believe that knowledge from before the coming of Mixi is worth preserving and that civilized society can be restored- different Villager tribes tend
to have formalized sets of laws and something approaching a bureaucratic structure. However, confusing though their many customs- each half remembered from the Old Times- may seem, the Villagers are often the most innovative group when it comes to new development. They were the first to forge scrap metal into swords and axes, and are the only group to have built an electric generator from scratch, something viewed with a sense of wonder by other groups. Each Villager community lives in a small cluster of buildings such as an old farm or abandoned hamlet. They will normally set aside two or three buildings as sleeping quarters, one more for storage and another as a common hall. The remaining buildings are used as industrial centres- one building will be a blacksmiths forge, another a workshop for broken-down vehicles, another used for weaving and a fourth used to produce arrows. As well as this, each village generally sets aside a small area of land in which they grow vegetables, although this farming is not particularly successful owing to the frequent scorched earth policy of the villagers. Each village is, therefore, a miniature industrial centre. The village will have trade links with maybe seven or eight Herder tribes nearby and probably a Skavvie band as well. The villagers rely on trade for most of their food, producing goods such as ammunition, tools, carts and cloth as they learn of demand in exchange for food. The social structure of each villager community is normally very well defined. Each villager has a set task, such as producing trade goods of some sort or growing food, that they are expected to fulfil regardless of other duties. Most villages are run democratically, electing a leader and his officials each year as well as tasking some with the defence of the village in the event of an attack. In a typical village of sixty, there will be a single leader, with four officials beneath her each tasked with overseeing a specific area. There will typically also be around 15-20 villagers expected to fight in a militia if the community is attacked. Most Villages do not attract attention, but a few have become famous in their surrounding area. Near Eastbourne, the village known as New Pevency has gained renown for creating a working electrical generator. Every building in the village is lit with electrical lights, and they make use of a number of other electric items such as welding torches, power tools and electric ovens. New Pevency is bordered by marshes on three sides, but the fourth is heavily barricaded and usually features an armed guard as the village has been attacked a number of times by those seeking to claim its technology. The Hove Smiths are another well known village. Most of this village is devoted to the production of guns and ammunition- they have successfully produced an ironworks that can cast molten metal and even manage to produce their own bullets. Whilst the goods made here are nowhere near as high quality as salvaged guns, their availability to produce cheap firearms and ammunition has made the village very wealthy.
Skavvies: The third major group is the Skavvies. Skavvies, unlike Herders and Villagers, still live mainly by salvaging and scavenging Old goods rather than living off the land, hence their name. The Skavvies make a living by finding functional technology, medical supplies and raw materials in the cities and towns where other groups fear to tread, although they regard such places as dangerous and are reluctant to stay in them for any length of time. The Skavvies recognize one another as members of a single large community- they have their own slang and customs and regard non-Skavvies as outsiders. Each Skavvie has a small tattoo on their wrist or forearm of a spiral that can be sued to identify themselves to others of their culture. The Skavvies live in bands of around five to twelve individuals. Each band is somewhat insular, with its own slang terms and traditions that are baffling to outsiders. Members of a band typically try to dress and conduct themselves similarly to create a band identity with trade partners, but other traditions are pure superstition or just in-jokes within the band.
Each band claims a large territory, but unlike herders, skavvie bands are not territorial and will happily co-exist with other groups. Scattered across their territory will be a number of well-hidden bolt-holes, such as caves or abandoned buildings. The Skavvies maintain dwellings here and store most of their salvaged goods in these places. A typical skavvie bolt-hole has enough food and trade- goods to support the Skavvies dwelling there for a while. Each skavvie band spends a large amount of their time visiting Villages and Herder tribes to trade. To both groups they offer tinned food, fuel, medicines and other salvage, claiming food from the Herders and crafted items from the villagers in return. In this way, the Skavvies form a merchant class going between various groups. A skavvie expedition into a town or city will not last more than a few days and will likely have been planned in advance to minimize time spent inside the town. To protect themselves from the Mixi infection that still lingers in the towns, the Skavvies don facemasks, take various herbs and carry a number of lucky charms and wards. Generally these precautions are successful, but every now and again a member will contract the disease. The Skavvies have a higher rate of Mixi infection than other cultures and have learned a number of ways to increase their survival rate. An infected Skavvie will be tended to by their team-mates as the common belief is that if one member is infected then the others will have been exposed to it as well. If in a few days the skavvie shows no sign of recovery, they will be given a number of hallucinogenic herbs to ease their suffering, and then eventually given a poison to take before the disease makes their life a living hell. The Skavvies are well known for their ability to locate fuel for other groups. Most outsiders believe the Skavvies know the location of hidden reservoirs of petrol, and whilst this is true, there is more to it than that. Hidden within the large towns and cities where no others will venture, many skavvie bands farm various plants that they ferment for crude alcohol. This alcohol is then distilled and mixed with petrol and other oils to be traded with outsiders. The existence of these fuel production facilities is a closely guarded secret by the Skavvies, and a number of outsiders have been killed to prevent the secret getting out so that the Skavvies can maintain their monopoly on fuel. The skavvie bands also maintain a number of locations on the edge of towns where other will not venture. Here, the bands meet every few months to swap news and information and conduct trade amongst themselves. These meetings go on for several days and in some cases include a number of small rituals to promote a group identity within the Skavvies. There are various dark rumours about the Skavvies; that they work with the Tested, that they conduct human sacrifice, that they secretly control most of the population or that they are working for some darker master. Whilst these are mere paranoia, outsiders somewhat justified as the Skavvies are a well organized, insular and secretive group.
Bikers and Gangers: Other minor groups exist, for the most part petty gangs that exist purely to rob, loot and scavenge for a time before disbanding. These groups are referred to by more civilized
people as Gangers or Bikers, and they tend to be regarded as being untrustworthy and dangerous. The social structure in Ganger society is constantly changing as gangs go to war, form alliances or get themselves wiped out. The Gangers tend to be well equipped, and are the most likely to own motorized vehicles and firearms. Whilst many gangs simply take what they need by force, others hire themselves out to Villagers or Skavvies as bodyguards and mercenaries. At one point, the number of gangs in the south-east was much higher, but over the last few years the numbers have dropped dramatically. Predictably, after years of being raided periodically by armed lunatics, most groups have armed themselves and defend themselves against attackers. As such, many gangers have died, and out of those that remain large numbers have abandoned their gangs to join more stable groups.
Out of those who have remained in these gangs, the majority are no longer aimless raiders. The gangs find work as mercenaries in the various territorial wars between different groups. A gang might be tasked with raiding a village for their technology or guarding herds, or a hit might be taken out against the leaders of a rival group. Whatever the situation is, gangers are increasingly finding themselves drawn into the politics of the area.
The Messengers: The Messengers are a large cult-like organization found across the south east. They are found living amongst other groups, but their loyalty lies with their own kind. They believe that elsewhere- somewhere over the sea- civilization survived the coming of Mixi, and that it will be coming any time soon to rebuild England. They therefore believe that they must prevent the various societies from becoming unduly savage and lawless, so that when civilized forces arrive in Britain, the British will be worthy of re-joining more sophisticated cultures. For this reason, the Messengers are split into two orders: The Recruiters are open with their affiliation, spreading the word that civilization is returning and encouraging those that will listen to rebuild civilization. In contrast to this, the Shapers keep their affiliation a closely guarded secret. They believe they must prevent society from leaving the correct path, and do this by sabotaging or murdering those that their superiors disapprove of. Whilst exact numbers are not known, Shapers are rumoured to have infiltrated almost all communities and to hold great influence. The Messengers have a distinct pattern to their activities. A recruiter will pass through an area, spreading the message that civilization has survived and will be coming to England soon. Any individuals who seem particularly receptive to the recruiters words will be taken aside a short time later and asked if they wished to join. Those who respond badly are killed on the spot, as the recruiter will inevitably have allies with them. Those who politely decline are instructed to keep their mouths shut- these individuals are watched by other Messengers and may receive another invitation at a later point. Those who accept are told to keep their membership secret. They are put in contact with other Messengers in the area, and often given weapons and poisons. They become one of the Shapers, and will periodically receive instructions from their contacts- these will be small matters at first, but eventually a Shaper may be instructed to commit murder or arson, to poison water supplies or to start wars. A
Shaper who completes these tasks gains prestige amongst his contacts and may be allowed to start issuing orders of their own to newer recruits. A Shaper who has proved their competence and loyalty is then offered a choice by their superiors. They can reveal their allegiance and become a Recruiter, keep working as a high- ranked Shaper, or in some cases join a smaller group known as the Command. Members of the Command leave whichever group they had previously lived amongst. The Messengers have a number of hidden dwellings set up which the Command live within. They are given access to handwritten records of the Messengers membership and activities, and given significant authority over Messengers and Shapers. At this stage, the members machinations will cover huge areas and be able to make massive changes. The true nature of the organization is unknown, and subject to widespread speculation. Maybe they are working for some foreign organization, maybe they are merely a freemason-like group dedicated to accumulating power for its own sake, or maybe they really are preparing for when Britain is re-settled by an outside force.
The Tested: The last major group is known as by most as the Infected, although they call themselves Tested or New Men. The Tested believe that Mixi was sent by some divine power (or is a divine power in its own right) to punish mankind for becoming weak and complacent. They believe that, since clearly only the strong have survived Mixi, Mixi makes one strong. And, the very clear message that has sent is that mankind must be strong. Therefore, the Tested believe that mankind should be pushed even further, and to that end they spread Mixi as much as they can and even go so far as to infect themselves with it. The Tested are the only group which posses a true cure for Mixi. The group was founded shortly after the infection first struck when a group of scavengers found a research facility that had been working on a cure for the disease. Whilst this drug was still in early testing and had severe side-effects, it did manage to cure the disease. The group spent several years working out how to create this drug from scratch, using salvaged chemicals and equipment, and eventually hit on a method for producing it. Facilities that can produce the cure for Mixi are kept hidden by the Tested and heavily guarded. The group as a whole deliberately infect themselves with the disease as a religious rite, allowing the infection to take hold before the cure is administered. New converts are left for a longer period, so that they are on the verge of dying before they first receive the cure. Those that survive are initiated into the cult fully. The tested are spread across the UK, living in small cults within the cities near to old hospitals, universities and chemical facilities. They mainly keep to themselves, practicing their bizarre religion and killing any who disturb them, but occasionally a cult will launch a series of raids into the surrounding countryside to spread the infection, secure resources and possibly kidnap new converts. For obvious reasons, the Tested are hated and feared by most other groups, particularly the Messenger organization. Most Tested have short lifespan once initiated, but the cult as a whole lives on.
Trade: The vast majority of trade is conducted between Skavvies, Herders and Villagers. The economy is simple. Each group produces something the other groups need- salvaged goods, preserved food and technology respectively. Money has fallen out of use, and a barter-based economy has sprung up: both
sides in a deal must have something the other side wants. For this reason, the Skavvies have become the main traders in the region, as the groups tight-knit nature allows a given Skavvie band to locate whichever commodity their trading partners want. Each Skavvie band maintains an intricate network of deals, some of them ongoing and some of them one- off, getting the desired trade items to their contacts and skimming a healthy profit off the top. Trade with Biker gangs is somewhat more variable. Most are reluctant to deal with them due to their reputation for being violent and unpredictable. Despite this, some Biker gangs have a reputation for reliability and have made deals whereby they act as scouts, bodyguards or enforcers for a group in return for supplies. Trade with the tested is much rarer. Indeed, most would claim it does not happen at all, but a few groups have established non-hostile relations with the cult, and wary trading can occur. Occasionally much larger trade events will occur. Several tribes of herders, skavvie bands and representatives from a number of villages will congregate on some neutral territory to trade. These events resemble festivals in many ways, with market stalls being set up trade, and competitions being held between groups for spectacle and prestige. These events are riddled with political intrigues, with each group trying to outmanoeuvre their rivals and sometimes blatant assaults and murders occur. For the most part, however, these tensions remain under the surface and the festival is primarily a peaceful place. For the most part, no currency is used. However, certain goods are used as trade commodities between groups as they hold their value and are always in demand. Medicine, luxury foods, alcohol, matches and working mechanical parts are all used in this way. However, the precise value of these goods varies depending on what the supply and demand for it is. A canny trader can make sure they always have those goods considered most valuable, and make a profit in this way. With most trade goods being of variable values in this way, most traders use the cost of a single basic meal as a fixed value to compare other values to. Indeed, some traders bundle enough food for a single meal, or large multiples thereof, as tradable commodities that retain their value.
Religion: The coming of Mixi ended most of the structures that enforce religious orthodoxy. Families, churches and Sunday schools all suddenly stopped functioning and instead, a large number of children were left to piece together their views for themselves. The religious views of these children have taken strange new turns. The Tested are the most recognizable example of this.
The worldviews of most children shifted rapidly when left to develop on their own. Childhood belief in ghosts and monsters- as well as a flawed understanding of micro- organisms- has morphed into a somewhat animistic religion. Most people now believe in a plethora of minor beings lurking out of sight, from vengeful ghosts in the city to spirits living in the wilderness. Whilst most people do not fully believe the world is filled with goblins and so forth, the belief is pervasive enough that many groups leave small offerings to the ghosts at certain sites. This belief has merged with more traditional faiths. Angels are counted with viruses and ghosts, and many former churches are seen as holy without any real understanding why.
Those who still practice a religion have developed their own odd faiths- Catholicism in particular seems to have taken an unusual turn, with blood from slaughtered animals replacing the traditional wine as the blood of Christ used in religious rituals. Other variants of Christianity abound, with their own take on the relationship between humans, gods and spirits. Overall, religion has become a very mix-and match affair, with a given person believing a hodgepodge of superstitions and half remembered articles of faith and often cheerfully adopting the beliefs of others as equally valid. Some variations on this pattern exist. Many villages have an expected orthodox belief system. This varies from a strain of traditional Christianity to rigorous rationalism. In many ways, the Tested are an overgrown offshoot of this. Their religion ties Mixi to divine anger, and takes a number of steps to appease God through displays of worthiness. The beliefs of the tested seem very similar across the whole cult, suggesting that the individual Tested shrines are part of some larger organization. The precise nature of this organization is unknown, but many believe that it exists in direct opposition to the Messenger Faith. The herder tribes also appear to develop their own religions, and a polytheistic faith seems to be emerging that worships beings best described as embodiments of the landscape. Mother Chalk on the downs, the Tree Queen in the woodlands of the Weald and the Old Man Of The Sea on the coast are all well- recognized figures, and other aspects of the landscape often have their own personification that Herders respect and give offerings to. In a similar way, many hold that each abandoned town or city has a similar being embodying it, but they believe these entities to be malicious or insane and avoid attracting their attention. The last interesting development of this nature has been the rise of the Messenger Faith. The Messengers are best described as a secular cult. They believe in a judgmental higher power that is out of the reach of their worshippers, in a way that is reminiscent of traditional religions. However, they hold that this power is a human organization rather than a divine being, and reject many of the superstitions that others believe in. In many ways, their strict faith combined with clinical rationalism forms a direct opposite to the more vague superstition of the wider population.
So, this one time we got a contract from a buncha villagers to get em lead ta make shot with. We were gonna bring them a few sacks of the stuff, theyd make it up for us an wed get a sixty percent cut by weight. Good deal, right? Now, Millie, bless her, says that she heard a while back you could get lead offa the roofs of really old buildings like churches and shit. We got up on the downs with a scope and scanned for a church spire with a easy route to it, an found a few right by the big road going in. So, we load up the wagon and in we go. If you aint bin in Brighton, an I can see you folks hant by your faces, its fucking terrifying in there. See, in the countryside, you got birdsong and sheep and the wind in the trees. Its like you know the I dunno spirit of the fields is there, right? Now, the big towns aint nothing like that. Theyre still and quiet. Theres this low buzz of flies constantly, and thats it. The place feels all old an dead and malignant. Its sickness is what it is, you can feel it. The air in there is evil, an if you breath it, it can give you the Sickness, and thats the enda you. So, we wear full body suits an' gasmasks when were in there, to keep us safe. And there we are, with buildings surrounding us like these dead skeletal faces, the windows all smashed in like broken eyes and dead leaves and grime and shit all piled an rotting in the street. We can see the church spire up ahead, an as we go round the corner, Jack goes all quiet alla a sudden, an when we ask him whats up he say he used to come here as a kid an hes got a proper bad feeling about this cos you dont wanna piss off the ghosts in the church. Well, we get to arguing about it, nothing big but you can hear our voices echoin around the empty streets. Millie says we should shut up, 'cos the noise will bring attention to us, an that the church is no more haunted than the rest of this fucking graveyard. Yeah, pretty much every house in there has skellingtons in em, where they died in their own homes, an they ghosts get riled up if you try moving them or their stuff. Anyways, we decide to go for it an me and Millie and Jack get a ladder up to climb up onto the roof. Just like she promised, theres all lead round the edge of the roof keepin the tiles down an so we gets a claw hammer and rips it all up and it peels up real nice in long strips. Easy job, right? Yeah, that werent gonna happen, cos of course we woke up the city when we argued and dont you know it, as were goin to the ladder to climb down theres a splinterin sound and the roof where us threes stood caves in. Now, Jack, he falls right down into the bowels of the church oh sixty, seventy foot. Theres this sick, dead crunch as he hits the brick floor that booms around the inside of the building and right there we know thats the end of him. Me an Millie, we grab onto the edge of the roof and haul ourselves up, and were climbing down, knowing Jacks dead. Millies all quiet like, an I can tell shes thinking this is my fault over an over. And then, as we gets back to the wagon, she looks down, and theres this huge hole been torn in the side of her hood by the splintered wood, and shes gently bleeding from the side of her shoulder. I can see this look of horror in her eyes through the glass of her gas mask and she rips in off in this moment of fury, cos it aint protecting her any more. Fast forward three weeks, and Millies lyin' in the back of our truck, strugglin to breathe, her eyes swole shut an her skin a bald puffy mess. That fuckin Sickness got into her lungs in the city, and this is the end of it for her. We all know she wont make it, Sickness is a fucking death sentence once you got it. So we made up a strong beer for her, with honey in how she liked, and puts in like half a bottle of foxglove juice wed all hoped wed never have ta use. An she takes the cup from me an is all like I guess this is goodbye then and gulps it down. Broke my heart that did. And that was the end of her. Two of us ended up dead for this ammo, is what Im sayin; which is why weve had to push our prices up.
The Game This is a rules light post-apocalyptic RPG. One player acts as a storyteller, the remainder each control one character. You all know how RPGs work, stop being awkward. Most of the mechanics have been stolen from elsewhere, over-simplified and then possibly renamed.
Characteristics There are three types of characteristics in the game: resistances, knowledge and skills, each of which works differently. Broadly speaking, resistances track how badly hurt a character is, knowledge represents things that the character is aware of and skills represent things the character has a chance of succeeding at. In addition, a character may take Equipment and Advantages at the start of the game. These cover what the character owns and their place in the world, and may be gained or lost as the game progresses.
Resistances Characters have three resistances: Health, Nutrition and Stamina. Health tracks the progress of Mixi in a character, and stamina tracks physical damage. A resistance is recorded in the form of four rows of boxes- the number of boxes in a row is equal to the score the character has in that resistance. Each time a character takes damage to that resistance, cross off that many boxes, starting at the top and moving down. The highest row with empty boxes in indicates how much the character is affected- as a character becomes injured or unstable, they take successively more severe penalties to dice rolls. For example, Murphy has 3 points in stamina, so her stamina track looks like this:
[ ] [ ] [ ] Intact -0 [ ] [ ] [ ] Hurt -1 [ ] [ ] [ ] Injured -2 [ ] [ ] [ ] Disabled -3 As the highest row with empty boxes in it is the top (healthy) she operates at no penalty. She takes four points of damage from a thrown knife, so four boxes are crossed off, looking like this: [X] [X] [X] Intact -0 [X] [ ] [ ] Hurt -1 [ ] [ ] [ ] Injured -2 [ ] [ ] [ ] Disabled -3 Now, the highest row with empty boxes in is the second (hurt) so Murphy takes a -1 to all dice rolls. The four levels for Stamina are Intact (-0), Hurt (-1), Injured (-2) and Disabled (-3).When a character has no empty boxes in Stamina, they will die from their injuries. The four levels for Nutrition are Fed (-0), Hungry (-1), Starving (-2) and Malnourished (- 3). A character that has no empty boxes of Nutrition dies of exposure. The four levels in Health are Healthy (-0), Infectious (-1), Sick (-2) and Dying (-3). When a character has no empty boxes in Health, they die of Mixi. It is worth noting that whilst physical damage is likely to be more prevalent, Mixi and starvation are harder to prevent and potentially more dangerous. At character creation, all Resistances start off with one point in them and may have a maximum of 5 points in them.
Knowledge Knowledge characteristics cover a characters education and background- stuff they will just know. Knowledge is always successful- there is no roll, either the character knows something or they dont. Since knowledge is automatically successful, you only ever put 1 point into a knowledge characteristic. For example, suppose Murphy from before has knowledge (plants). She wants know if a plant she has found is safe to eat. The player states that she wants to use knowledge (plants), and the storyteller informs her that plant is highly poisonous.
Using Skills All skills represent a task that the character has a chance of failure at. As such not all tasks require a roll- a character is assumed to be able to run, hold a conversation, find their way around and perform similar mundane task without making a skill roll. When a skill is used, a player rolls a six-sided dice and adds the value of that skill (if they do not have that skill, that value number will be 0) to the number rolled. If they beat a target score set by the storyteller, then the skill was successful. For example, Murphy is attempting to flee from her attacker. She rolls a dice, getting a five, and adds her Athletics score of two, for a total result of 7. The storyteller decides that the task would be comparatively easy, and gives it a difficulty of 5. Murphy has beaten the score needed, and so succeeds. A slightly more complex example would be where one character is trying to resist anothers actions. In this case, the acting character and resisting character both roll, and if the acting characters score is higher than the resisting characters score, they succeed. For example, Murphy draws her handgun and takes a shot at her mystery assailant, which he attempts to avoid. The Murphy rolls and adds her Shooting value, for a total of six. The mystery man rolls and adds his dodge value, getting a total of five. Since the Murphy beat his score by one point, she has hit him.
Combat Fighting in combat is normally a resisted roll of Fighting vs. Dodge or Shooting vs. Dodge. The amount the attackers score beats the defenders score by is added to the standard damage dealt by a given weapon, as listed below. For example, in the example above, Murphy has hit her assailant with a pistol shot. The shot hit by only one point, so a total of 3+1 damage was dealt.
Weaponry Base Damage Fists 0 Dog bites, Knives, 1 Swords, Axes, Hammers, Arrows 2 Handguns, Claymores 3 Rifles, Grenades 4 Bombs, Flamethrowers 5 Heavy Machineguns, 6
In an extended fight, each character involved takes it in turn to make a single action- be it attacking, attempting to flee or anything else. The order characters act in depends on the situation ambushing characters always get to go first, for example. If it is unclear who would act first, have each character roll Perception, with the highest roll getting to go first. A character with some form of weapon can easily kill a victim who is unable to defend themselves. As such, against an opponent who is unconscious, tied down or similarly helpless, any armed character can make a roll of combat resisted by the victims constitution- if the roll passes, then their victim is killed by a headshot, slit jugular or similar. If failed, the attack still does d6 damage plus the weapons damage modifier. If the character is unarmed, they may still attempt to kill a helpless victim by strangulation, but this will take significantly longer. The storyteller should be very careful with which situations they allow one-hit kills to happen in, particularly when player characters are on the receiving end. It is worth noting that combat has been deliberately kept quite free-form, relying on the storyteller to arbitrate who acts when and
so forth. Those wishing for three chapters to tell them how to fight are advised to find another game to play, possibly one involving dragons.
Healing The Healing skill can be used to heal damage done to Stamina. The difficulty for these tasks will normally be equal to the amount of damage taken with situational modifiers. In combat or similar high stress situations, there will probably only be time for rapid first aid - if the skill succeeds, a total of 1 point can be healed. Outside of combat, more time may be taken and proper equipment and methods used. The amount the roll succeeds by is the amount of damage healed. Note that treating wounds or trauma in this way will take at least a few hours, and possibly more. Making a first aid roll or healing roll in this way requires the use of suitable equipment- a First Aid Kit for first aid and a Medical Kit for healing. Between (or sometimes during) narrative arcs there is likely to be a significant period of down-time during which the storyteller may allow characters to heal all damage to their Stamina. Mixi infection cannot normally be treated.
The Effects of Mixi One of the main threats to player characters over the course of the game is that of Mixi. A character starts off with no health boxes filled. So long as they have no health boxes filled, they are completely uninfected. Whenever an uninfected character has a chance to contract Mixi, they make an Immunity roll. The difficulty is typically 6, but may be higher or lower depending on the circumstances. If they fail this test, cross off a single Health box- they are now infected. At the end of every day, there is a chance the characters condition will worsen. Roll a d6 and add the total number of Health boxes the character has crossed off. If this number is greater than the characters Immunity score, their condition worsens. Cross off an additional 1 box if they are Healthy, 2 Boxes if they are Infectious or 3 boxes if they are Sick and 4 boxes if they are Dying. A character who is Healthy does not appear to carry the disease and is not infectious to others- the sickness is still latent in their system and may remain so for quite some time. A character who is Infectious still shows no outward signs of Mixi other than a slight wheezing, but now the infection has started to progress. At this stage, they can infect those around them unless great care is taken. A character who is Sick is quite obviously infected: their skin is swollen and their eyes begin to force themselves shut. They will be in significant discomfort and rather distressing to look at. A character that is Dying is basically screwed. It is not long until they die entirely, and they likely will be blind, struggling to breathe and in significant pain.
Starvation and Thirst Finding food is never an easy task. A character must either have access to a surplice of food or acquire food on a day-to-day basis. A character requires a minimum of a single meal and a single drink each day. Food can be found quite easily. A character can find edible plants using the Foraging skill, generally enough for a single meal. Foraging will normally have a difficulty of 3, higher in places with little to offer or on the off season but lower on land that used to farm food-crops. Foraging will generally only yield a single meal for the character foraging. Hunting is a less reliable way to gain food, but can yield several meals with a little effort. In order to hunt, a character must have located a prey animal and makes a Foraging roll just like if they were searching for any other food. One roll is used for the entire hunting exercise. The difficulty is generally 4, more against spooked or flighty animals. A single kill yields 2 meals for a rabbit, duck or pigeon, 3 for a dog or goose, 4 for a sheep or pig, 5 for a deer and 6 for a cow or horse. A human corpse would also yield four meals should a character resort to cannibalism. Water sources can be found using Foraging or Navigation, with a difficulty of around 4, or characters can dig wells or similar. Normally, a character can carry 1
drink for each bottle they have on them, so they can go several days without needing to stay by a water source. A character that does not eat a meal each day crosses off a box of their Nutrition resistance. A character that does not drink during a day crosses off a box of their Nutrition resistance and all boxes below it. If a character can neither eat nor drink, do both, first crossing off a box an then crossing off an additional box and all boxes below it. As soon as a character can both eat and drink in a day, uncross one of the boxes on their Nutrition resistance.
Poison and Unsafe Food Characters can be poisoned- either by venomous creatures such as snakes or deliberately by their enemies. Generally, to be poisoned a characters skin must be pierced to introduce the venom to their bloodstream. As such, at least one box of Stamina damage must be dealt. Some poisons need only skin contact or to be inhaled, in which case no injury is needed to introduce the venom. Once the venom is introduced, cross off a single box of Stamina and all boxes beneath it. Not all food or water will be safe to consume. A character can treat unsafe water with purification tablets or set up a device to distil it. Unsafe food might be poisonous plants, tainted meat or substances that must be cooked to be safe to eat. Food is harder to make edible, but cunning methods may render it safe to eat. If the character consumes unsafe food or water, they should make a Constitution roll (difficulty 5). If failed, they become violently ill, suffering from food poisoning. Depending on the nature of the substance consumed, they might be violently sick, run a fever or go into shock. Whatever happens, cross of a box of Stamina and all boxes below it just as if they had been poisoned. Treating poison is a little more complex than treating injuries. Immediate attention (sucking venom from a wound before it takes effect or vomiting up unsafe food) may prevent the poisoning before it takes effect, but otherwise a specific remedy will be required to treat the poison: antidotes or ways to purge the venom from the characters system usually. These remedies may be difficult to locate in some cases, requiring old hospitals to be looted, but specific plants may be useful as well. Generally, an appropriate Knowledge (science or plants, maybe) will determine the cure to a given poison. Poison will also heal over any significant period of downtime.
Travel Characters may need to travel long distances. It isnt required to play through several days of travel; a couple of sentences of description from the storyteller are generally all that is required. Unless they are following a specific trail (which is rare) the characters will need to make a Navigation test to find their location. In one hour, a character can travel around 2 miles on foot, 5 miles on horseback and 25 miles in a motor vehicle. In a single day, a character can travel around 16 miles on foot, 40 miles on horseback and 250 miles in a motor vehicle. If the characters wish to avoid being noticed, they travel at three-quarters their normal speed, and if they are foraging supplies as they go similarly reduce their speed by a quarter- if they wish to forage and not attract attention, they travel at half speed.
How Characters Improve At the end of each session, each character will gain a certain amount of experience. A character gains one point of experience if they were present for that session and at the storytellers discretion another point if the group succeeded in their goals during that session. Whenever a character experiences a significant period of downtime, you may spend any or all of the experience points that character has acquired to gain new Knowledges, or improve their Skills or Resistances. Characters can NOT buy equipment with experience- it must be acquired through in-character actions. One
experience point is equivalent to one point in character generation. If a characters Resistance improves, redraw the relevant Resistance table wider, and then cross of as many boxes as were crossed off previously. A character can never have a Skill or Resistance above 5.
Dice Rolls The game is designed so that only one dice roll is ever made- d6 plus skill. For the most part, we recommend dice rolls do not need to be made for what can be called narrative tasks. Dont make players roll for things like talking to a contact or setting camp- just let them accomplish it based on their description. Rolls are for more important actions such as finding food when you risk starvation, convincing an angry biker to back down or dodging in a fight. On the flip side to this, its generally bad to inflict things on players without giving them a chance to roll it away. Rather than stating that a character falls asleep, have them roll constitution. As an addition to that, some tasks (such as running or loading a gun) are so simple that they have a difficulty of 1 or 0- no matter what an uninjured character rolls, they will always succeed so there is no need to roll. However, an injured character may struggle with these actions, as reflected in the penalty to dice rolls. When a character is injured enough, expecting them to roll for these basic actions is a good way to get across the severity of their injuries.
Difficulty of tasks 0 (effortless) A very easy task that even those in dire straits should manage Crawling, basic communication 1 (easy) A basic task that can normally be taken for granted Running, shouting and so on. 2 (simple) Any trained character takes this for granted, and its simple even to those without training. Noticing large tracks, climbing a fence, un- jamming a gun. 3 (standard) A trained character shouldnt have a problem with it, but untrained characters will struggle. Making arrows, swimming across a fast river, finding useful parts when looting an abandoned car. 4 (tricky) Fairly easy for a well-trained character. Without proper training the character is relying more on luck than skill. Treating a deep wound, building a trap, finding edible plants in midwinter. 5 (Challenging) This requires expertise or a lot of luck to pull off. Navigating in the dark in unfamiliar territory, climbing a sheer cliff. 6 (Difficult) This is near-to impossible for untrained characters, and an achievement for even skilled characters. Calming a rabid animal, eating rotten meat without becoming sick. 7 ( Demanding) Very difficult tasks that will not succeed without talent and a lot of luck. Building a gun from parts, finding edible plants in the middle of a city. 8 (Unlikely) Normally not possible, but a skilled character can try. Jumping onto a moving vehicle, Building a motorized vehicle from parts. 9+ (Near impossible) Most characters stand no chance of succeeding, and those that can try will still fail most of the time. Building an electrical machine, leaping from one roof to another across a street.
Yeah, we get raiders around here sometimes, but its not just pirates and bandits, you know? Its all about this dance of alliances and territory and fame that all the tribes take part in, and the raiders are just a tool when it all goes south. This one time, the Snake Eaters decided they wanted our land down by the river Ouse near the coast, right? You know, where its all flat and those little irrigation ditches make it like marshland. Its good grazing there, and they wanted to bring their horses down. Now, the Snake Eaters are a nasty bunch. Theyre with the Burning Men, meaning theyre big on prestige and sacrifice, and that means theyre fucking nuts when they go to war. This lot, from what wed heard, kept adders as pets in little baskets, and theyd milk the venom outa their fangs. Theyd smear that stuff over their arrows when they went hunting or got in a scrap, so that even a slight scratch would drop their targets. Wed been finding their coiled-snake symbol burnt into the turf further and further into our territory, and our stocks started getting stolen in the night. Herder politics is all about prestige, right? So, we started pushing up into the woods where they lived, painted our own marks on the trees and grabbed their game when we could. This went on most of the spring, and by the time we hit midsummer- even though both sides had barely seen the other in person- tensions were pretty damn high. All the Skavvies were gossiping about how there was going to be a war soon. The sun beat down and the sense of danger was oppressive, like a steam boiler with too much pressure built up. Then one day, we heard that a gang of raiders was in the area. That news is never good, but with things about to kick off the way they were we all knew that they were probably looking for mercenary work. A trader we knew was talking about how he could put us in touch for a small fee, but before he could come through, we got attacked. We heard their engines from miles off, and then before they came over the hills, they cut their motors and must have crept forward on foot. They had been hiding in the undergrowth, apparently waiting for the right moment. There was a sudden burst of gunfire out of the quiet pasture. Four of us were dropped right there. They chucked in a couple of molotovs after that, and in the height of summer the dry grass caught alight and began to smoulder. This panicked the cattle, and the beasts just stampeded. Were there with terrified cows everywhere, burning turf smoking enough that we cant see, and as we try to react, these killers dart forward, knives out, and just flit between us, blades lashing out when they get close, and their victims would just collapse in spurts of blood. Id seen hunters methodically take out a whole pack of dogs before, and this was the same thing. It was cold, was how it was. I was a little way away at this point, and when I realized what was happening I just legged it. Last thing I saw was these figures in long coats crouching down to take trophies from the fallen. That pretty much ended the conflict for the time. We were too scared and outgunned to do anything back, and they just rolled in and took the land they wanted. Turns out we werent even the issue for them, theyd been under pressure from other tribes and needed to make an example as a show of strength. And then, a few years later, when things had died down, we burnt their camp down whilst they were sleeping.
Firstly, each player must select which of the four cultures their character comes from. Each culture comes with a starting package that all characters belonging to that culture have for free. Each player then has 20 points to spend on their character. They always have at least one point of Stamina, Nutrition and Health, and can put a maximum of 5 points into each. They may take any number of knowledges, each one costing one point. They may take any number of skills, putting a maximum of 5 points into each one. They may take any equipment they wish, with each character point buying up to 5 meals worth of gear. Finally, a character may take advantages at the cost listed, representing their place in society. A group containing Skavvies or Tested and members of another culture is likely to experience problems as those two cultures have significant secrets of their own and avoid mixing with others.
Cultures
Herders Herders are the culture most at home in the wilderness. They are self-sufficient, nomadic and not entirely comfortable with technology.
Skavvies Skavvies are the Culture with most friendly interactions with other groups. They make good social characters or criminals, and are well trained to explore urban environments.
Starting Skills: 1 each in Lock Picking, Looting, Stealth, Immunity
Bikers Bikers are the most violent culture. Their members tend to be tougher than other cultures and all must be skilled fighters just to survive
Starting Defences : 2 Stamina, 1 Health, 1 Nutrition Starting Knowledge: Local Politics Starting Skills: 1 each in Combat, Shooting, Dodge, Intimidate, Willpower, Psychology
Tested The New Men are dramatically unlike other cultures, living ritualized lives and innately hostile to other cultures. Tested are tough and skilled at science, but not as well-trained as other cultures.
Starting Defences: 2 Stamina, 2 Health, 1 Nutrition Starting Knowledge: Science, Medicine Starting Skills: 3 in Immunity, 1 in Medic
Knowledge Knowledge shows which broad areas your character is an expert on. Generally no roll is ever made for Knowledge, but obscure facts may merit a memory roll.
History covers the events of the past. The initial creation and release of Mixi is covered by this, knowledge, as is older history from before characters were born.
Geography covers the lay of the land- the names of towns, major roads, and what resources and groups can be found where.
Plants covers which plants are edible or poisonous, and how to gather and prepare them.
Animals covers the habits and basic anatomy of different animals, as well as rarer animals such as those from zoos.
Literacy is the ability to read and write. Without this skill, all characters are barely literate by default, and will struggle to read more than a few words.
Numeracy covers the ability to use numbers beyond a very basic level. A character would probably need numeracy to calculate exchange rates when trading goods, for example.
Old Culture covers things left over from the past. It is used to identify and understand items and practices from before the coming of Mixi.
Science covers basic science- physics, biology and so forth. A character with this knowledge has scientific understanding similar to that gained from a good modern education.
Technology is a characters familiarity with and understanding of technology- how devices function and what their purpose might be.
Medicine gives the character a basic understanding of human anatomy and how the human body can fail. Without this skill, a characters approach to healing will be based on guesswork and rote learning, not understanding.
Folklore covers the myths, rumours and urban legends that have sprung up since the coming of Mixi. It might give insights into particular customs or remind a character of different rumours.
Trade is the knowledge of what is valuable, and who can locate what goods. It gives the character a good understanding of the exchange rates between different goods.
Local Politics gives the character an understanding of most key groups and individuals in the area, what their aims are, what values they hold and who is allied with or at war with who.
Herder Signs allows the character to recognise and understand the messages being sent through the marks Herder tribes leave behind them.
Skills These represent the actions a character is competent at. Each skill can have a maximum of five points in it, and need not have any. The skills available are:
Combat Combat is used in any hand-to-hand fight, with or without weapons, as well as throwing items such as knives or grenades. It is used when making attacks (not to avoid them). Combat is generally resisted by the targets Dodge roll.
Shooting Shooting covers firearms, bows and other projectile weapons, and is used to hit a target in a fire-fight. Like combat, shooting is generally resisted by the targets Dodge roll. Shooting at a man- sized, inanimate target has a difficulty of around 4.
Dodge Dodge is used to avoid blows, shots and other dangers. It includes a characters ability to parry, to use cover and to physically dodge attacks. As well in fights, dodge would also be used to avoid a pit-trap, avoid being trampled by stampeding animals or avoid falling rocks. Dodge is generally used to resist an attacker's Combat or Shooting roll. Avoiding an environmental hazard might have a difficulty of around 3; avoiding being trampled by stampeding cattle might have a difficulty of 6.
Stealth Stealth is used to avoid detection. Sneaking up on a security guard, fleeing a crime-scene without being spotted or avoiding showing up on security cameras are all covered by stealth. Stealth is usually resisted by a perception roll.
Athletics Athletics covers a character physical strength, fitness and speed. It is used when climbing and jumping, when chasing or being chased on foot and so forth. Climbing a cliff-face or jumping a short distance has a difficulty of around 4- if the roll fails the character will fall taking perhaps d6-1 physical damage. It is not always necessary to make an athletics roll- anybody can climb a tree. Chases on foot are often rolls of Athletics resisted by athletics. If the pursuer wins, they catch up to the target; if the target wins they successfully lose their pursuer.
Driving Drive covers a characters ability to use motorized vehicles such as cars, wagons, motorbikes and boats. A character with no ranks in Drive is assumed to be completely unfamiliar with the workings of such a vehicle. Simply driving from place to place generally requires no roll so long as the character has at least 1 dot in Drive. A car chase will generally be a roll of Drive resisted by Drive, and can be handled in the same way as chases on foot. Navigating difficult terrain at speed might have a difficulty of 3 or more, whilst avoiding a pedestrian who has dived in front of you probably has a difficulty of 6.
Perception Perception measures how sharp a character's senses are and how much they notice about their surroundings. Perception determines how quickly a character reacts to an ambush, if they wake when their house is broken into at night and if they can spot a hidden enemy. Perception either opposes or is opposed by a stealth roll, possibly with a significant penalty if the character is asleep or distracted or if there is poor visibility. Spotting hidden details probably has a difficulty of 4 or more. In order to keep dramatic tension, the storyteller may wish to make characters perception rolls in secret, so the player does not know if they pass or fail; only what (if anything) they spot.
Charm Charm measures a characters charisma, ability to manipulate and social savvy. Characters with high charm skills are often good looking, but not always. Charm is used in most social situations where a character is trying to deceive or persuade somebody. Attempting to lie to a character will probably be opposed by perception, an attempt at seduction is probably opposed by willpower and an attempt to win a debate might be opposed by another charm roll. In order to keep dramatic tension, the storyteller may wish to make characters charm rolls in secret, so the player does not know if they pass or succeed, only what (if anything) they achieve.
Intimidate Intimidate covers a characters ability to seem frightening and command respect. It might be used to interrogate captives, convince an enemy to back down or scare off assailants. Intimidate is generally resisted by a Willpower roll.
Larceny Larceny covers a wide range of skills, most of which have criminal applications. Larceny would be used to pocket an item without being seen, slip out of handcuffs and or pick pockets. It includes both knowledge of the tasks in question and manual dexterity. Usually, a larceny roll will be opposed by a perception roll. Slipping out of handcuffs is probably difficulty 5. The storyteller may wish to rule that certain tasks are impossible without the larceny skill.
Tracking Tracking is the art of following and interpreting the marks left by an animal or persons passing. A skilled tracker can follow tracks that are several days old to locate their quarry, and make accurate predictions about their quarry from doing so. The difficulty for most tracking will be 4. Following very old tracks will be higher, maybe 6, whilst very obvious tracks (such as those left by a vehicle or herd of cattle) will be lower, maybe 2.
Crafting Crafting is used whenever a character wants to make an item from suitable parts. They must have access to a suitable place to work (which may be anything from a small flat surface to a smiths forge depending on the task at hand) and suitable tools. The difficulty of the roll varies depending on what the character wishes to make. A small knife or spear might have a difficulty of 2, whilst items such as bows, bombs and shelters might have a difficulty of 5. Truly difficult
items such as a gun or engine might have a difficulty as high as 8.
Navigation Navigation is used to avoid becoming lost. If in familiar terrain or following an obvious route (such as an old road) there is no roll required. Otherwise, a character may need to make a navigation roll to avoid becoming lost or find a specific location. Generally this has a difficulty of 4.
Animal Empathy This skill is used when dealing with wild or domesticated animals. It allows you to understand, train and predict animals. Avoiding spooking a flighty animal or angering an aggressive one probably has a difficulty of 2. Training animals, predicting the movements of herds or calming a panicking or aggressive animal probably has a difficulty of 5. Animal Empathy is also required in order to be able to ride horses- normally no roll is required, but some tricks such as risky jumps may require a roll.
Psychology Psychology is used to read an individuals behaviour, assess their mental state and understand the workings of the human mind. A psychology roll might be required to tell if a character is insane, guess at a characters motivation or judge if a person is lying. Making a guess at a characters honesty or emotional state is probably opposed by a charm roll, unless they are making no attempt to hide it. Understanding a characters behaviour is opposed by their Charm if they are trying to hide their motives.
Healing Healing as a skill can be used to diagnose illnesses or heal damage. Healing is dealt with previously in the rules, in more depth.
Repair Repair covers a characters ability to make broken items function properly. It might be rolled to fix a broken down car, un-jam a gun or so forth. The difficulty for most repair rolls will probably be 3.
Foraging Foraging is the skill of finding food and other supplies in the wilderness. A foraging roll can be made whenever a character spends significant time in the wilderness (a few hours), or in less time if they make a concerted effort. Most characters will possess at least 1 point of foraging. To find sufficient sustenance for a single meal probably has a difficulty of 3. Finding more specific things, such as poisonous plants or herbal remedies may have a higher difficulty, perhaps 5 or so depending on the location. Foraging is also rolled when a character wishes to hunt- the difficulty will normally be at least 4.
Lock Picking Lock picking is used to open locks without possessing a key. The task takes around 2 minutes in most cases, and is fairly simple. Lock picking may not be attempted without at least 1 in this skill. The difficulty to pick most locks will be 3. More complex or unusual locks (such as safe locks) will have a higher difficulty, perhaps 6 or 7.
Looting Looting is used to find useful supplies in urban environments, in much the same way that Foraging is used in the wilderness. Looting can be used to find food, supplies and so on. It is worth noting that most items worth taking have often been stolen from abandoned buildings already- looting is used to pick over the scraps for lucky finds.
To find sufficient sustenance for a single meal has a difficulty of 2. Finding more specific things, such as mechanical parts or alcohol may have a higher difficulty, perhaps 5 or so depending on the item sought. A looting rolls Difficulty will be significantly raised or lowered depending on the location being looted.
Memory Memory covers a characters ability to recall pertinent information. For example, it might be used to recognize somebody from a photo, memorize the contents of a document or memorize a car number-plate. Another use for memory would be to remember trivial general knowledge. For example, a character might ask to make a memory roll to tell somebody is acting out of character or identify a piece of poetry. Memory can also be used as a second chance by the storyteller when a player misses or forgets clues. On a successful roll, the player will be told what theyre getting wrong. In order to keep dramatic tension, the storyteller may wish to make characters memory rolls in secret, so the player does not know if they pass or fail; only what (if anything) they remember.
Constitution Constitution is a measure of a characters physical toughness. It is used to avoid suffering penalties from inhospitable environments (very hot or cold, say) shrug off the effects of poison or avoid becoming exhausted from lack of sleep. The difficulty of a constitution roll might be 5 to shrug off the effects of a poison, hold breath or resist sleep when exhausted- harder tasks will have higher difficulties.
Immunity Immunity measures the robustness of a characters immune system. In short, it is how a character avoids contracting Mixi and other diseases. The rules for contracting Mixi have been stated already.
Willpower Willpower is a measure of somebodys strength of character, conviction and self- confidence. Willpower is often used to resist Intimidate or charm rolls. In addition, it may be required to resist extreme temptation or fear.
Equipment: Characters are assumed to start off with clothing, food for a day and access to some shelter as a group. As well as this, minor items such as string, chalk, and other odds and ends can probably be taken for free. Any additional equipment must be taken from the list below at the cost given. Each character point you spend gives you equipment worth the equivalent of five meals. The more points you put into equipment, the more meals worth of equipment you can take. Equipment can easily be gained and lost during play, so we do not advise putting too much into gear initially.
Knife: Worth 1 meal This is a simple weapon that can be used as a tool for some tasks. It has a base damage of +1
Hand Weapon: Worth 2 meals This is a somewhat larger weapon- a sword, axe, hammer or similar. Most such weapons have other uses as well, and can be used as a tool for some tasks. They have a base damage of +2
Bow: Worth 2 meals A bow is a simple ranged weapon that is easy to make, maintain and create ammunition for. A well made bow shoots nearly silently and has a range of up to a hundred meters. A bow has a base damage of +2
Arrows: Worth 1 meal Arrows are simple to make and easily traded for. A single purchase of arrows will provide a quiver of twenty. Arrows can be recovered from a target, unlike bullets.
Large Weapon: Worth 3 meals This is a somewhat larger weapon- a spear, spade, pickaxe, chain or similar. Such a weapon may have other uses beyond violence and might be usable as a tool for some tasks. They have a base damage of +3
Handguns: Worth 3 meals A handgun is a pistol, either recently made or recovered. These guns are comparatively rare and seen as a status symbol by many. A handgun has a base damage of +3.
Rifles: Worth 4 meals These weapons are somewhat bulkier than handguns and are both found and made more commonly. A Rifle has fantastic range and can deal huge amounts of damage. A rifle has a base damage of +4
Heavy Weapon: Worth 7 meals Heavy Weapons are weapons such as flamethrowers, machine guns or harpoon guns. They fire specialized ammunition and are difficult to maintain, but are capable of doing huge amounts of damage. Most heavy weapons are lovingly maintained and regarded as irreplaceable by their owners. A heavy weapon has a base damage of +6.
Bullets: Worth 1 meal Bullets are used up when fired, and in short supply. As such, they are a very valuable trading commodity. A single purchase of bullets gives a pouch of ten.
Shield: Worth 5 meals A shield is carried in one hand and designed to protect the user from incoming blows. It gives you +2 to your Dodge rolls to avoid being struck in a melee. It provides no protection against arrows or bullets, which usually go straight through it.
Scope: Worth 5 meals This attatches to a single ranged weapon you own, such as a bow, handgun or similar. A scope allows you to aim more precisely, giving you +2 to your Shooting skill when you have time to carefully aim. Note that a scope will probably not come into play in the heat of combat, unless you are giving covering fire from some way away- with enemies rushing towards you, you have no time to aim properly.
Medical Kit: Worth 1 meal A properly stocked medical contains antiseptics, bandages, drugs, braces for broken bones and painkillers. A medical kit gives a +2 bonus to Healing rolls. If not kept stocked, it will begin to run out, becoming effectively useless after around a dozen uses.
Mixi Treatment Kit: Worth 1 meal A Mixi treatment kit contains a number of drugs and herbal remedies, as well as face masks and painkillers, designed to combat the advance of Mixi infection. When used, a character rolling for Mixi progress gets +2 to their Immunity skill. This kit has enough supplies to treat a character for one week.
Skeleton keys: Worth 1 meal A set of skeleton keys makes the task of getting into locked buildings much easier, and give a +2 bonus to appropriate Lockpicking rolls.
Protective Clothing: Worth 5 meals Protective clothing is any thick or bulky clothing that might give them a modicum of protection such as a heavy coat or denim overalls. A character wearing Protective Clothing ignores the first point points of damage they take, after which the armor is wrecked and provides no protection until repaired. A character may only wear one suit of armor at one time.
Light armor: Worth 10 meals Light armor consists of heavy leathers with some metal plates or similar protective gear. A character wearing Light Armor ignores the first two points of damage they take, after which the armor is wrecked and provides no protection until repaired. A character may only wear one suit of armor at one time.
Heavy Armor: Worth 15 meals Heavy Armor consists of bulky purpose-built armor- stab vests, helmets, metal plates strapped over limbs and protective face masks. It allows the character wearing it to ignore the first three points of damage points of damage they take, after which the armor is wrecked and provides no protection until repaired. A character may only wear one suit of armor at one time.
Water Purification Tablets: Worth 1 meal Water Purification tablets can be used to render dubious water safe to drink. A single purchase supplies a box of ten- each tablet will process around a pint of water.
Matches: Worth 1 meal Matches can be used to easily start fires, and are a very rare and valuable resource. A single purchase supplies a box of twenty.
Bike: Worth 5 meals A pedal-bike is simple to maintain and does not require fuel to operate. However, compared to horses or vehicles, they are comparatively slow and have a low carrying capacity. Bicycles are a popular choice for traders and scouts, and many villages have a small group mounted on bikes that patrol their territory. A bike can carry one person and as much gear as they could hold on foot.
Motorbike: Worth 15 meals Motorbikes are commonly used by Biker gangs or scouts for Savvy bands. They are less fuel efficient than other vehicles and can only carry two people at a pinch, but are incredibly maneuverable and can cope easily with rough terrain. Most motorbikes are customized by their owners to have greater carrying capacity. A motorbike requires fuel to function.
Car: Worth 20 meals A car is a motorized vehicle capable of carrying as many as 5 passengers and supplies. Working cars are in short supply, the majority having rusted to the point of uselessness or been taken apart for scrap metal and parts. Most working cars have received significant modification to reduce their weight or increase their ability to travel over rough ground- many also have weapons mounted on them. A car requires fuel to function.
Van: Worth 25 meals A van is a large motorized vehicle that can carry huge amounts of supplies or as many as twenty people. Vans are rare and prized vehicles, usually only found in the possession of Skavvie bands who use them to carry their supplies from place to place. Most vans have been altered significantly, making them effectively mobile homes that can easily be defended and provide most amenities needed to live. A van requires fuel to function.
Fuel: Worth 3 meals Petrol, bio-fuels and diesel are in short supply and are very valuable resources. Only the Skavvies know where to reliably find fuel, and it is guarded jealously. A single purchase of fuel is enough to run a vehicle for around a week.
Local Map: Worth 3 meals A map of the area might have been salvaged, or drawn up recently. Either way, it adds +2 to navigation rolls when travelling across country.
Gas Mask: Worth 5 meals A gas mask covers the characters face and prevents them from breathing in tainted air. The character gets +2 to Immunity rolls to avoid contracting Mixi in the right circumstances.
Craftsmans Tools: Worth 1 meal This set of tools is adapted for one specific material, usually Metal, Wood, Cloth or Stone. In the right circumstances, it gives +2 to Crafting and Repair rolls.
Trade Goods: cost 1 Trade goods covers items such as food, alcohol, mechanical parts and so on that are frequently used for barter. A single purchase of trade goods is probably a backpacks worth of goods, and is valuable enough to get a careless character mugged for it.
Other Gear: cost varies If you want to take any other significant equipment, ask your storyteller how many points any specific item is worth. Equipment that gives a bonus to a dice roll always has a static bonus of +2 in appropriate situations.
Advantages Advantages represent other facets of your character beyond what they know and own. Advantages can be taken at character creation by spending character points, but cannot be bought with experience- the only way to gain a trained animal is to find and train one in play. Like equipment, advantages can be gained and lost through in-game actions.
Older- cost 1 You were one of the oldest survivors of mixi- somewhere between ten and fourteen when the infection came. The disease will have been harder to for you, and your body shows the scars from where your skin swelled and cracked. However, you were still young enough to fight of the infection eventually, and will have naturally risen to a position of leadership among those children you met up with. Age brings responsibility, and as the new cultures developed, most of your age- group will have been the leaders and thinkers behind this. As the population reaches adulthood, respect for those of your age has become entrenched. Your scars and age mark you out as important and respected. Most people who do not know you will naturally assume that you are a leader, and many of your allies will naturally defer to you. You get +2 to charm and intimidate rolls made to lead or motivate those who respect your age.
Parent- cost 0-2 You have a child, born after the infection, that you are responsible for. This child might be your own, or you may have found them abandoned or orphaned and decided to raise them yourself.Such children are the first generation born since the end of civilization- they know very little of how the world used to be compared even to adults. A child has 1 each in Stamina, Health and Nutrition, no knowledge and no skills. Like an adult, children require a meal each day or they begin to starve. The number of points you spent on the child determine how old (and therefore hw useful) it is. A child that cost 0 will be a baby or toddler, unable to care for themselves and requiring care and attention. A child that cost 1 will probably be about 4 years old, capable of following instructions and performing useful tasks- however they are still inexperienced and immature, and cannot safely be left t their own devices. A child that cost 2 is perhaps around 9 years old. Whilst unskilled, such a child is comparatively competent and responsible, and can usually be relied on.
Trained Animal cost 1 You have a horse, ox, dog, ferret or similar animal that you have trained to be obedient and useful. Such an animal will normally be able to feed itself by scavenging or grazing. It will be trained to the best of your ability- the higher your Animal Empathy skill, the better you will have trained it. The animal will normally behave according to its instincts and training, but you will be able to command it. In some situations, you will need to make an Animal Empathy roll to control or restrain it. Only the Tested keep cats as pets, as it is understood that cats spread the Mixi and as such all other groups will kill them on sight. An animal has a Stamina of 2. Animals do not suffer from Mixi and are assumed to feed themselves by grazing or scavenging leftovers,
so their Health and Nutrition are irrelevant. Each animal has three points in a single skill representing its main use. Possible animals you could own include Sniffer dogs (tracking), Horses (athletics), Warhounds (combat), Guard dogs (perception) and Sheepdogs (animal empathy).
Herd- Cost 1+ You have a small herd of livestock that you follow, using them for meat and possibly milk or wool. They will probably be branded with your tribes mark and be familiar with your presence. However, these animals are not trained and will not obey (or even understand) instructions you give them. You follow them, rather than them following you. A typical herd consists of around 10 animals. If you or your companions take this advantage more than once, it increases the size of your herd- so if three people each have a herd, the herd will have about thirty animals.
Allies- Cost 1 You have friendly relations with another group outside your own, such as a skavvie band you frequently trade with or a tribe you used to belong to. You can normally rely on these people for help and information, and they would probably take you in if you were in danger. You need to keep your allies friendly- if you constantly lean on them for help whilst giving nothing back theyll get tired of you.
Bolt-hole- Cost 1+ You have access to a hidden dwelling somewhere nearby. It may be a set of caves, a ruined building on the hills, or a set of tree- houses deep in the forest. This place is stocked with enough food to for three days meals, as well as bottled water and firewood. The building is secure enough to easily defend, with easily barricaded windows, strong locks on the doors, and possibly a number of hidden exits. If you take bolt-hole multiple times, this could either make your safe-house larger and better equipped, or it could mean that you have a number of bolt-hole in separate locations. Unless you specifically tell others, it is assumed that you are the only one who knows the location of your bolt-hole.
Hello again, diary. It has been ten days since my last confession. The date is approximately fourteen years, three hundred and twenty-five days since the Mixi came. I am once again clean, my body having fought off the sickness that ailed it and my mind having overcome the doubt that plagued it. Father Simon visited me in my room again today, and inspected me. He saw that the swelling about my face had not increased in the night, and I was still able to open my eyes and breathe through my nose. He judged me strong and fit to live, and gave to me the medicine that would make me whole again. It is the third time I have received this medicine, and it is no easier. The injections hurt- anybody who tells you otherwise is lying or a fool. For hours you wonder if the cure has taken, or if you will have to wait another day in sickness to receive the cure again. After a while, the cure does its holy work, and your body reacts against the sickness that is sapping it. I have always found that I become so very cold when this happens, and I shiver and cant bear to even move. It is weakness, I know, but I am weak at this point. Then, as the fever continues, I find similar complaints to my monthly trials, and I bleed and nausea overtakes me. Each time, I feel faint, and will sleep for some time, and wake feeling invigorated and filled with life, though the sickness still ails me. These are my trials and I overcome them to be worthy of life. When Father Simon visited that evening, he saw that I was well, and that I could attend church again that evening. After two weeks of isolation and sickness, I am judged well enough to return to the flock. For this, I am grateful. Church was not of any great significance. Sister Abigail was preaching today. She greeted me as I entered, and told the assembled worshippers that I had proved myself, and they should give praise for my survival. The sacrifice to the Almighty tonight was a young fox. Sister Abigail did her usual ritual- her transubstantiations always give me a shiver of excitement- and we drank the wine of Christ from it. She moved onto her sermon, which centred on mercy. She said that though we are strong, many in the world are not. She pointed to those who hunt outside the town, and said that though they were weak, they had in them the seeds for growth. We should be compassionate, she said, neither killing them nor leaving them to rot in their idleness. She reminded us that our duty was to test them where possible, to push them into conflict and pride and sickness so that they might emerge stronger or create their own ruin. When they understand, she said, they will come to us. I think, perhaps, that Sister Abigail is a little soft on the unbeliever. Were it my decision, we would scour the land so that only the truly strong remained. I fear that those over-enamoured with pity for the weak may once again cause a schism within our little community. I hope that we can avoid this, and those in error be made to see the light. I do not doubt Sister Abigails conviction, only her judgement. I shall have to have stern words when it is my time to preach again. After r the service, I saw Brother Tony again. He said he had prayed for my recovery every night whilst I was being tested with sickness, and how he had missed me. As the congregation scattered to go about their tasks for the evening, we kissed again- it had been two weeks and I had been so alone without him- and went to prepare the evening meal together. After we ate, he returned to his quarters, and I to mine. Soon, I think, I shall ask him to marry me. The thought of it fills me with anticipation. Still, things must be done properly, and the longer I delay this, the stronger my resolve will be and the greater our marriage will become. As I am once again clean from the sickness, I shall include my thanks in tonights prayers, for I have much to be grateful for. I have my strength, I am enlightened to the Faith of the Tested, unlike so many, I am young and clever and powerful, and I have Tony in my life. All this is good. I remain, your obedient servant, Sister Emily Hernandez, a New Woman in Gods Eyes
Character Questions The following list of questions is designed to give you a good concept of your character before you begin play. It may help to discuss your answers with other players, and your storyteller, in order that everybody has a strong idea of what each character is about. Obviously, you do not need to write your answers anywhere (or even bother answering), but putting a little thought into how your character fits into the world and what their history is like makes them that much more realistic and rewarding to play. Again, if all you want is a list of stats and numbers, I recommend you play a game involving dragons instead.
What is your name? Is this your characters birth name, or a nickname they acquired. Some groups, particularly the Tested and some villages, use titles (such as sister, citizen, captain or similar) to address each other- if this is the case, which title does your character use?
How old were you when Mixi came? The older your character was, the better they would have understood what was happening and the more they will remember of life before Mixi. Most characters will have been between five and twelve years old- those much older or younger are very unlikely to have survived. Obviously, your character will be fifteen years older than that now, so a character who was nine when Mixi came will be twenty-four now. Where did you live? The important question here is whether they lived in an urban area or not. If they did, they will at some point have had to abandon the towns as it became obvious that Mixi was still around. What was your family like? Who formed their immediate family: one or both parents, and any siblings? Were they wealthy or poor? Well educated? Dysfunctional? Did any of their siblings survive Mixi, and are they still alive? How did your family die? Theres no getting around it: youre characters family are dead. Whilst some (those who became infected early on) will have been taken to hospitals, many will have died in their own homes. Often, older children will have cared for their dying family. Ask yourself how long it took them to die. Maybe they chose to end
their suffering swiftly and cleanly, maybe there was some impassioned deathbed conversation between mother and daughter, or maybe they simply stopped breathing in the night. Whatever is the case, all your characters family died horribly, and your character was powerless to stop it. How did being orphaned affect you? Many children will have been somewhat scarred by the experience, and some will have seen things that were thoroughly traumatizing. Maybe your character spent months, years even, stunned by what had happened. Maybe they came from an abusive family, and felt a sense of guilty relief that at least the beatings were over. Maybe you were young enough that you had no idea what was happening or why your mummy wouldnt wake up any more. In any case, pretty much everybody will have been affected by what happened to them. How long were you alone? Not everybody immediately linked up with other survivors. Perhaps you spent years in the heart of the city, believing you were the only person left alive, before an emerging band of Skavvies found you and took you in. On the other hand, some children quite quickly found others like them and became organized. Many have happy memories of childhoods spent looting and playing among the empty cities.
Who are your friends? Obviously, the other player characters, but how does your character know them. Were they childhood friends? Did they meet up after Mixi came and help one another survive? Are they temporary business partners and nothing more? How do you live? Obviously, your characters culture affects this, but be specific. Does a herder hunt game, trap animals, fish, or follow herds of cattle? What is a villagers job within their community? What goods does a Skavvie trade in, and who with? Your food, water and shelter needs to come from somewhere, after all. Do you care about morality? Does your character believe that some things are just right or wrong? Where do they draw the line? Is violence acceptable to them? Murder? Torture? Do they have a code they live by, and if so does this match that of their compatriots? For example, Herder society has fairly strong principles regarding things like ownership and territory- your herder support these principles, or do they merely go along with the general consensus? Has your character ever stolen to survive? Killed another human? Hurt somebody they cared about? Put their life at risk to help a stranger? What are your supernatural beliefs? Do you believe in the supernatural at all? Many people recognize spirits and lesser gods, and perform small rituals to appease them. Others believe in one christian-esque God, and still cling to what they can remember of tradition religion. Does your character practice one or both of these? How important are these beliefs to the character? Does your character have any superstitions or rituals, and where did they come from?
What are your relationships like? Does your character have a lover? Many lovers? Do they have have (or want) a single partner, or a series of brief flings? Who do they find attractive? Does your character have any unusual kinks? What do you do for fun? Life is not all work, and most people in the world have at least something they do that doesnt actively keep them alive. Does your character have a hobby or interest? Maybe they paint, write poems or have some other creative pastime. Many cultures have large feasts, with food, intoxicants and so on. What frightens you most? This could be fairly straightforward- a fear of Mixi, of harm coming to your child or of dying young. On the other hand, it could be much more straightforward. Many people will develop phobias from the deaths of their families or the events immediately after. Other characters might fear weakness, signs of sickness, violence or one of any other things. What gives you hope? The world is not a completely bleak place, and most characters have something they cling to when things are hard. They might treasure their child or lover, or they might be dedicated to some cause (possibly even the Tested or Messenger faiths). On a less grand level, some characters might have a passion for art, music or food that consumes them, or gain immense satisfaction from hunting, building things or exploring. How do you feel about the dead? Does your character bury or cremate their dead companions? Are they pragmatic enough to leave them where they fell or even to eat them? Do they respect the old corpses of Mixi casualties you find, or are they just another part of the landscape? Do they think you can contact or be affected by the dead, or are they just gone? What do you want? What motivates your character? Do they want profit, comfort, fame or to be moral? Maybe they have some goal they are working towards (such as conquering new territory for their tribe) or ideal they promote (such as a Tested cultist who subtly proselytises to other cultures). Either way, there has to be something that makes your character more than just another grunt. Whats your great vice? What is your characters biggest weakness or hidden flaw? What holds them back or makes them repellent to others? Are they a coward? Addicted to alcohol or hallucinogens? Prone to violence or cruelty? Callous? Are they ashamed by this part of themselves, or do they accept or even glorify it? Whats your great strength? What makes your character heroic? What is their better nature? Are they honourable, compassionate or ambitious? What made them this way? Maybe they were taught that this behaviour was good by their family, or learnt that it was necessary to survive after Mixi came. What do you wear? A characters clothing reflects their lifestyle, from the masks and hooded coats worn by Skavvies to the furs and leathers worn by herders. Its worth thinking about the kind of clothing your character wears: whats it made out of? Is it elegant or crude? Does it display any sort of iconography, and if so why? Does it offer any physical protection or have any similar practical uses? What do you look like? What is your characters hair like? Long, short, braided, matted, shaved? Do they have any scars? Are they missing teeth, eyes or fingers? Whats their build like- muscular, wiry or thin? A character is unlikely to be fat unless they are very high status. Do they have tattoos, piercings, brandings or scarification?
Sample Non-player Characters These are a short list of characters for storytellers to use, rather than preparing a character from scratch. These characters only include the details that the storyteller will need whilst they interact with player characters: they have no Health or Nutrition resistances, and know whatever it is useful or reasonable for them to know.
Annie Green- Hunter Culture: Herder Appearance: short and slim. Sunburnt skin and dark blonde hair plaited with feathers. Personality: somewhat reserved and suspicious of outsiders. Becomes much more open when intoxicated. A cheerful drunk. Role: Her tribe- the Knotted Vine- hunt and trap animals and trade furs. Annie patrols a large area of land, sets traps, leaves her tribes mark as she goes, hunts any game she finds. Age: 24 Stamina: 2 Skills: 2 Shooting, 2 Stealth, 2 Tracking, 1 Foraging, 1 Navigation, 1 Animal Empathy. Gear: A bow (base damage +2), 14 arrows, a knife (base damage +1), several hunks of smoked meat, a bottle of water, parts to make several rabbit snares, a flint and steel.
Kyle Denton- Sentry Culture: Villager Appearance: Stocky. Tanned skin. Wears a boiler suit with a heavy jacket over it, and has a short beard. Personality: Usually open and gregarious, but easily angered. Very loyal. Prone to risk-taking. Role: His village has many industries, but primarily makes cloth and tents. Kyle works partly as a weaver, and partly on guard duty, patrolling the edge of the villages territory. Age: 25 Stamina: 3 Skills: 1 Combat, 2 Awareness, 1 Tracking, 1 repair, 1 crafts, 1 memory, 1 willpower Gear: A hand-axe (base damage +2), a flare- gun (base damage +3), 2 flares, Protective Clothing (ignore 1 damage), matches
Pistol Jenny- Sentry Culture: Skavvie Appearance: Small, pale skinned with freckles and dyed black hair. Normally wears a plastic anorak and a bird-styled gasmask. Scrupulously clean. Personality: Talkative, flamboyant and a friendly. Seems to have an anecdote about every piece of junk she sells. Doesnt mention who or where she gets it from. Role: Turns up every few months in a van marked Pistol Jenny with a new haul of stuff to sell. Age: 20 Stamina: 1 Skills: 1 awareness, 2 crafts, 2 repair, 1 stealth, 2 charm, 2 willpower, 1 looting, 1 lock-picking, 2 larceny. Gear: A car, filled with junk and the occasional useful item. A few knives, a few dozen bullets, some clothing, a few padlocks, large amounts of scrap metal. Soap: lots of soap.
Bikechain Gaz- Mercenary Culture: Villager Appearance: Large, muscular, covered in tattoos and Mixi scars. Shaved head. Wears torn denim trousers, a leather coat studded with small metal plates, and a ww2-style helmet. Personality: Competitive, proud of his own abilities and achievements. Not a big talker, however- a doer not a speaker. Fond of horses. Role: Hes old, tough, and fearsome. When people want something done, they put the word out and hell turn up, name his price, and do it. Age: 27 Stamina: 3 Skills: 2 combat, 2 dodge, 2 Intimidate, 1 willpower, 1 shooting, 2 Animal Empathy, 1 navigation. Gear: A large spiked motorbike chain (base damage +3), Light Armour (ignore 2 damage), Horse (Athletics 3), 3 firebombs (base damage +2)
Sister Natasha- Tested cultist Culture: Tested Appearance: Slightly plump, wearing a long robe and veil that conceals most of her skin. What can be seen is pale, with dark make-up around her lips and canine teeth filed to a point. Personality: Driven to prove herself and a little insecure. Strong sense of compassion she tries to keep in check. Role: Works in her cult as a medic and cook. She preaches irregularly, and lives to the same strict rules as the rest of her community. Age: 26 Stamina: 2 Skills: 1 Combat, 3 medicine, 3 immunity, 2 dodge, 2 willpower, 2 charm. Gear: Walking cane (+2 damage), Scalpel (+1 damage), Robes and veil, Mixi Treatment Kit (+2 immunity), Medical supplies (+2 first aid or medical treatment), a few sedative pills, a silver star of David on a chain.
Freddy Blythe- Shaper of the Messengers Culture: Villager Appearance: Thin, wiry. Tanned skin, hair cropped short. Neatly groomed sideburns and moustache. Personality: Enthusiastic about machinery and its workings. He covers for his activities well by playing the harmless mechanic most of the time. Role: He makes bombs, which he passes on to other messengers when needed. Sometimes, he puts a bomb with a timer into the vehicles of his targets whilst ostensibly repairing them. Age: 26 Stamina: 1 Skills: 1 Shooting, 1 Awareness, 3 charm, 1 dodge, 2 crafts, 1 repair, 1 memory, 1 larceny. Gear: Several bombs (+6 damage), concealed handgun (+3 damage, 1 shot), pamphlets, metal-working tools (+2 to crafts)
Cormack Wynn- Recruiter of the Messengers Culture: Skavvie Appearance: Tall, muscular, and commanding. Wears a smart red jacket and has long, flowing blond hair. Tends to ruin the impression by ringing a loud bell and carrying a placard reading stop fucking about OK. Personality: Loud, opinionated but still rather charming. Uses humour and appeals to the masses to get his points across. Actually very shrewd and coldly dedicated to his cause. Role: Wanders across the countryside with a few hangers-on, trading goods and news for food. Never stays in the same place for long. Age: 21 Stamina: 1 Skills: 2 combat, 3 dodge, 2 stealth, 3 shooting, 3 charm, 1 willpower, 2 larceny, 1 navigation, 1 looting. Gear: Bell and sign, eye-catching clothes, Shotgun (+4 damage) with 6 reloads, handmade pistol (+3 damage) with 10 reloads. Several bottles of mead, some trail rations, and a wide variety of hand-written pamphlets.
Violet of the Burning Men- Tribal Chief Culture: Herder Appearance: Tall, red headed, with swirling blue body-paint over most of her skin. Has flowers woven into her hair. Dressed well an embroidered cloth tunic and leather coat over the top. Overall, imposing to look at. Personality: Speaks quietly and decisively. Prone to sudden, shocking bursts of rage when threatened. Chooses to rule through intermediaries rather than directly. Religious. Role: Leads the Burning Men tribe, and so indirectly controls a huge number of herders. Something of a high priestess to Mother Chalk. Age: 29 Stamina: 4 Skills: Combat 3, Dodge 3, Stealth 1, Shooting 3, Animal Empathy 2, Tracking 1, Navigation 2, Foraging 2, Intimidate 2, Charm 4, Willpower 4, and Constitution 3. Gear: Bull-slayer- a massive two-handed pickaxe with the blade fashioned to resemble the beak of a crow (+3 damage, poisoned), hand-held crossbow with 6 bolts (+2 damage, poisoned), Protective Clothing (Ignore 1 damage), Local Maps (+2 navigation) [Type text] [Type text] [Type text] [Type text] [Type text] [Type text] Combat Shooting Dodge Athletics Constitution Immunity Charm Intimidate Psychology Willpower Memory Healing Stealth Drive Foraging Looting Crafting Repair Lockpicking Animal Empathy Tracking Perception Navigation
Animals , Plants , Geography , History , Medicine , Science , Technology , Local Politics , Herder Signs , Folklore , Trade , Literacy , Numeracy