When There's No More Room in Hell, the Dead Will Walk the Earth. - George Romero
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WHEN THERE'S NO MORE ROOM IN HELL, THE DEAD WILL WALK THE EARTH. - GEORGE ROMERO Sample file Kimberly Cooper, Jeff Fowler, Catherine Griffin, Nicolas Hornyak, Shoshana Kessock, Danielle Lauzon, Katriel Paige, Ian Powell, Rachel Savicki, Christopher Tang, Caias Ward, Eddy Webb, and Pete Woodworth DYSTOPIA RISING EVOLUTION Credits Special Thanks Developed by Eddy Webb From Eddy: To the folks at Eschaton Media, for trust- Development assistance by Michael Pucci ing me and backing me up when I decided to swing for the bleachers. Written by Kimberly Cooper, Jeff Fowler, Catherine Griffin, Nicolas Hornyak, Shoshana Kessock, Danielle From Eschaton Media: To the people in the role-playing Lauzon, Katriel Paige, Ian Powell, Rachel Savicki, Christopher and LARPing communities for supporting us and helping us Tang, Caias Ward, Eddy Webb, and Pete Woodworth create amazing worlds together. Consulting advice by Catherine Griffin, Sean Jaffe, and From Everyone: Thank you for buying this book. If you Ian Powell found it through some illicit means online, we hope you like it well enough to purchase a copy. Edited by Dixie Cochran Art by Aaron Riley, Felipe Gaona, Marco Gozales, Mark Kelly, Michele Giorgi, Sam Araya, & Sam Denmark. Creative Direction by Richard Thomas Art direction by Mike Chaney Book design by Josh Kubat World originally created by Michael Pucci and Ashley Zdeb © 2019 Onyx Path Publishing. All rights reserved. References to other copyrighted mate- rial in no way constitute a challenge to the respective copyright holders of that material. The Sample“Dystopia Rising” property and all related concepts are copyrightfile 2019 by Eschaton Media and Michael Pucci. This is a work of fiction. Any resemblance to actual events or locales or persons, living or dead, is purely coincidental. Keep up to date with Onyx Path Publishing at theonyxpath.com and with Dystopia Rising at dystopiarising.com. 2 TABLE OF CONTENTS WELCOME TO THE EVOLUTION 6 CHAPTER THREE: BOOK II: BLOOD 82 What You Will See 6 KNITTING THE FLESH 46 What You Won t See 6 Ready-To-Play Characters 47 CHAPTER FOUR: ’ ROLLING THE BONES 84 Theme: Pros and Roll Dover 48 Cons of Community 7 Solomon Walker 50 Let’s Do It: Core Mechanic 85 Mood: Darkest Before the Dawn 7 Spines 52 When to Roll Dice 85 Action: Reclamation 7 Talia O’Nines 54 Forming a Dice Pool 86 What You’ll Find Within 7 Rocket Rose 56 Learnin’ Every Day: Skills 86 Lexicon 9 New in Town: Making a Character 58 Specialties 86 Step One: Concept 58 Academics 86 BOOK I: FLESH 10 Step Two: Paths 58 Athletics 87 CHAPTER ONE: A NEW AGE 12 Step Three: Skills, Skill Tricks, and Specialties 59 Close Combat 87 The Doomsday Book 13 Step Four: Attributes 59 Culture 88 CHAPTER TWO: Step Five: Final Touches 60 Empathy 88 YOUR BROTHERS AND SISTERS 22 Who Are You?: Paths 61 Firearms 88 Meet the Family 24 Concept 61 Integrity 89 Devoted 26 Connections 61 Leadership 89 Accensorites 27 Skills and Edges 63 Lore 89 Red Stars 27 Advancement with Paths 63 Medicine 90 Unborn 27 Leaving a Path 63 Persuasion 90 Elitariat 28 Strain Paths 64 Pilot 90 Digitarians 29 Role Paths 64 Science 90 Pure Bloods 29 Society Paths 66 Subterfuge 91 Solestros 29 I’m Good: Skill Tricks 68 Survival 92 Evolved 30 Creating Skill Tricks 69 Technology 92 Irons 31 Academics 69 Natural Talent: Attributes 92 Reclaimers 31 Athletics 69 Approaches 92 Unstable 31 Close Combat 69 Individual Attributes 92 Gorgers 32 Culture 70 Mental Arena 93 Full Dead 32 Empathy 70 Physical Arena 93 Lascarians 33 Firearms 70 Social Arena 94 Semper Mort 33 Integrity 70 Roll the Bones: Dice 95 Landsmen 34 Leadership 71 Difficulty 95 Mericans 35 Lore 71 Complications 95 Natural Ones 35 Medicine 71 Enhancements 96 Quiet Folk 35 Persuasion 71 Edges 96 Mutants 36 Pilot 71 Teamwork 96 Remnants 36 Science 71 Scale 96 Retrogrades 36 Subterfuge 72 Conditions 97 Tainted 37 Survival 73 Stunts 98 Nomads 38 Technology 73 Threshold Successes 98 Diesel Jocks 39 It’s My Thing: Edges 73 Complex Actions 98 Rovers 39 Strain Edges 73 Screwing Up: Failure 99 Saltwise 39 Open Edges 75 Consolation 100 Townies 40 Mental Edges 75 Momentum 100 Baywalkers 41 Physical Edges 77 Botch 100 SampleIt’s Been Toofile Long: Time 100 Yorkers 41 Social Edges 78 Vegasians 41 Style Edges 80 Three Areas of Action 101 Strain Conditions 42 Learnin’: Advancement 81 Body Work: Action-Adventure 101 Experience 81 Actions 101 Moving and Maneuvering 101 Tweaks 81 3 DYSTOPIA RISING EVOLUTION Chases 102 Gear and Weather 129 Cult of the Fallow Hopes 156 Use Your Brain: Procedurals 104 What Does Kill You: Illness 130 History 156 Information Gathering 104 Incubation and Onset 130 Philosophy 156 Just Chattin’: Intrigue 105 Example Diseases 130 Theology 156 Attitude 105 The Shakes: Fear and Trauma 132 Customs and Organization 157 Influence 105 Resolving Trauma 132 Tenets 158 Bonds 106 Playing Trauma (Or Not) 133 Final Knights 158 Example Trauma Conditions 133 History 158 CHAPTER FIVE: My Stuff: Gear 136 Philosophy 158 ACTS OF VIOLENCE 108 Scrap 137 Theology 159 Suit Up: Scavenging 137 Customs and Organization 159 Armor & Weapons 109 Crafting 138 Tenets 160 Tags 109 Flaws 139 Light of Hedon 160 Improvised Weapons 110 Beg, Borrow, Steal: Economy 140 History 160 Come Out Swinging: Initiative 111 Universal Price Point 140 Philosophy 160 Go for Blood: Attacks 111 Example Gear and Tiers 140 Theology 160 Types of Attacks 111 Customs and Organization 161 Close Combat Attack 112 CHAPTER SEVEN: Tenets 162 Grapple 112 BIRDS OF A FEATHER 144 The Nuclear Family 162 Ranged Attack 113 Just Folks: Factions 145 History 162 Thrown Attack 113 Attercops 145 Philosophy 162 Range 113 Crimson Cross Caravans 145 Theology 163 Surprise 114 Lineage League 145 Customs and Organization 163 Duck!: Defense 114 Lone Star Rangers 146 Tenets 164 Possible Strategies 114 Mercy’s Chosen 146 The Telling Visionaries 164 On Cover and Complications 115 Post Walkers of the Postal Service 146 History 164 Broken Bones: Damage 115 Priests of the Sound 147 Philosophy 164 Injury Conditions 115 Psionicists’ Guild 147 Theology 165 Bleeding Out 116 Road Crew 147 Customs and Organization 165 Stress Conditions 116 The Scythe 147 Tenets 166 Damage and Scale 117 Servants of Egress 148 Sainthood of Ashes 166 Indirect Damage 117 Steamers 148 History 166 First Aid and Behind Closed Doors: Philosophy 166 Coping Mechanisms 118 Secret Societies 149 Theology 167 Death and the Grave Mind 119 The Black Market 149 Customs and Organizations 168 Hell Broke Loose: Crafters of Alexandria 150 Tenets 168 Abstract Violence 120 Dead Sight Society 150 Tribes of the Seasons 169 Nobody Quits: Disability 121 Fast Track 150 History 169 Assistive Devices 121 Murder, Inc. 150 Philosophy 169 Servants of the Undying 151 CHAPTER SIX: Theology 169 Trade Union 151 WILD, WILD WASTES 122 Customs and Organizations 169 Don’t Fall Down: Fatigue 123 CHAPTER EIGHT: Tenets 170 Eat Up: Food and Water 124 WHAT YOU BELIEVE 152 Virtues of the Kings’ Starvation 124 Religion and Queens’ Court 171 Dehydration 124 in the Wasteland 153 History 171 Alcohol 125 Church of Darwin 154 Philosophy 171 FindingSample Food 125 History 154 Theology file171 Preparing Meals 126 Philosophy 154 Customs and Organizations 172 The Green Glow: Radiation 127 Theology 155 Tenets 173 Deadly Skies: Weather 128 Customs and Organization 155 Faith and Your Character 174 Wasteland Weather 129 Tenets 155 Faith and the Faithful 174 4 TABLE OF CONTENTS Distinctions of Faith 175 The Cannibals: Raiders 215 The Reach 249 Faith Edges 176 Berserkers 215 The Big A.C. 250 Degenerates 216 The Rest of Nor’Merica 251 CHAPTER NINE: BRAIN BLEED 182 Dollies 217 The Ironworks 251 Mind Bullets: Using Psi 183 Dread Surgeons 218 Missory Bay 252 Paths to Power: Psi Influences 184 Headhunters 219 The Rum Coast and The Paradise Isles 253 Minor Psi Powers (Various Skills) 184 Thrill Killers 220 Vegasia 253 Biogenetics (Medicine) 185 Urban Raiders 221 The Rust Coast 254 Egokinetics (Empathy) 186 The Undead: Zombies 221 Lone Star 255 Necrokinetics (Lore) 187 Animates 222 The Pridelands of the Sierra Madre 255 Pyrokinetics (Survival) 189 Boneheads 222 The Frozen North 256 Technokinetics (Technology) 190 Bursters 223 The World at Large 256 Telekinetics (Science) 192 Cinders 223 Africa 256 Telepathy (Leadership) 192 Diggers 224 Asia 257 BOOK III: BONE 194 Goliaths 225 Australia 257 Hulks 226 Europe 258 CHAPTER TEN: Killer Clowns 226 Greenland 258 CAMPFIRE STORIES 196 Lost Ones 227 Before Game 197 Mass Graves 228 CHAPTER THIRTEEN: LET THE DEAD LIE 260 Make Everyone Welcome 197 Shamblers 229 Introductory Notes 261 Choose Your Own Post-Apocalypse 198 Skinriders 229 Setting 261 Series, Acts, Scenes 199 Toy Boxes 230 Involving the Characters 261 During Play 201 Urban Zed 230 Storyguide Characters 261 Bring the World to Life 201 Making Your Own 231 Preparation vs. Improvisation 202 Background 262 Interpret the Rules 202 CHAPTER TWELVE: Scenes 262 Failing Forward 202 THE WASTELAND 232 Scene 1: The Silence of the City 263 Making It Count 203 How We Got to Now 233 Scene 2: Meeting Gideon Jones 263 Problem Players 204 The Fall of Mankind 233 Action: Earning Gideon’s Trust 263 Tell It True 204 The Rise of the Infection 233 Scene 3: Roscoe’s 264 The Grave Mind 205 Rebuilding Civilization 234 Action: Asking Lina for Evidence 265 Preparing a Harrowing Ordeal 205 The Struggle to Modernity 235 Scene 4: The Corner Store 266 Choosing a Trauma 207 The Rise of Civilization 236 Action: Earning Bennie’s Trust 267 The Iron Uprising 236 Action: Entering the Office 267 CHAPTER ELEVEN: The War Against the Raiders