3.0 Evolved

Themes & Stories of Season 6

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our penultimate 3.0 event THE FUTILITY OF EVIL! This is one of the last events of the 3.0 rules system before we launch DR Live, led by Jared Schlabra. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering some of the settings updates and THEMES of Season 6 in a bit more detail.

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Our photos for this post were taken from previous DR:TX events by our talented Photo Team, including our guest photographer Seth Kahler.

Picking up the pieces

Last season during our May event, the San Saba Board was stopped at the Battle of Essex. In a brutal battle, the forces of the Bravado Militia crushed the last remnants of resistance and ushered the San Saba into a new era. While the Burning Season delayed some of the collapse, the final defeat of Arthur Lovelace in September ended any chance of a territory-wide government setting roots in the area any time soon. With the wasteland growing into a harsher place, and as settlements become more isolated, our story has shifted to our hometown of Bravado. While areas outside of our town still have a bit of a story of their own, we’ve focused our narrative on the immediate area around Bravado.

Let’s cover the major updates after the end of the season and as we move into our stories of Season 6:

  • Essex was seriously damaged during the final days of the war. As the Chairman fled the armies of the Bravado Militia, he turned his gunship on the city itself, bombing innocent civilians in a display of carnage not seen in the town since the Fountainhead Incident. Buildings were destroyed, the Grave Bureau was nearly collapsed, but the Fountainhead stood strong despite the fires that swept through the forest-city. Boss Debs of the San Saba Republic has vowed to rebuild, but it will be months and years before the damage is truly recovered.

  • The Battle of Bravado was won by the forces of Bravado and their militia, turning the tide again and again against the last attacks of the San Saba Board. The town held the armies at bay at the Devil’s Gorge Bridge, protected their solar panel system against sabotage, defended their morgue from collapse, and fought back against the combined forces of the Red Ledger and the Chairman’s personal Praetorian Guard.

  • Arthur Lovelace was killed, and an elaborate murder ritual was enacted in Bravado to make sure he stayed dead. When the Chairman’s remaining forces met the Militia at Bravado, they were held at bay while the town dealt with the villain personally. His imprint was scattered, his reason for living was destroyed, and the last walk of Arthur Lovelace was witnessed. The villain is no more, his loyal assistant, Lawrence Graves suffered his final death, and there is none to take up the banner of the Board after his death.

  • The Breaker of Crowns stayed behind during the final ritual, her revenge satisfied. In a shocking turn, the Breaker of Crowns did not emerge from the Morgue after the final death of Arthur Lovelace. Some said that she had come to terms with the monstrous acts she committed in the name of the War of Antlers, but others suggest that she didn’t have a reason to leave after the death of her hated enemy. The San Saba Republic is still reeling from the loss, and have promised a memorial will be made in her honor in Essex.

  • The Red Ledger was paid a hefty ransom to betray the Chairman, and they turned on the remaining forces of the Board during the final conflict. Over 1000 Brass was collected to pay a bounty to Red Ledger in September. The conflict decimated the mercenary company, and their remaining soldiers have scattered to the winds. Without the coffers of the Board, some have joined with the Militia while others have returned to the mercenary life in towns across the Lone Star.

  • A new Bravado Charter has been signed. The Justices have approached each settlement around Bravado, offering their services, not as overlords, but as arbiters, a neutral party to help diffuse tensions before they flare into outright conflict again. Both Bastion with its strict military code, and Drywater with its descent into anarchy have declined this offer, but Bravado has opted to take a chance with this new approach and formulated a Town Charter.

  • The Wells Society Initiative has begun in the San Saba. The Wells Society has proven that their new glow shrooms can be a valuable resource during their presentations at Bastion. While there was some complications with the morgue, the agents of the Wells Society under Dr. Ezekiel Abbott have begun to offer their unique resource to more settlements near Bravado.

  • The Bastion Morgue was stabilized, and the population was kept safe by the efforts of the visitors and the Loyalists during a mighty siege of the Hall of Inventions. The zombie horde was dispatched and the morgue’s corruption was cleansed through the efforts of several dedicated necrologists and grave heads that rebuilt the morgue virtually from scratch. While the danger of these strange new dead has passed for the moment, it’s unlikely that the new zombie threat will remain pacified forever.

Let’s talk a bit more about the themes of our new story.

Themes of Season 6

Each season, we’ve focused on a central theme, such as “Renaissance” or “Rebellion”. The primary theme of our new Season 6 story is “Reconstruction”. In the aftermath of the War of Antlers, there’s been a few changes, and I’d like to remind y’all of these updates as we prepare to move into our full story for the season. I’ve posted some of this back in August, but I figured it would be worth a bit of a refresher on where we stand. This season is about new beginnings, particularly as we launch the 4th edition of our game, Dystopia Rising Live.

Our story of season 6 is one of conflict and drama, and at the heart of that drama is the struggle to survive in a cruel and hostile world after the collapse of the San Saba Board. Here’s a few of the questions and concepts we hope to explore over the coming seasons. I’ve broken these down into a few common narrative conflicts.

The Death of a Future (Man vs. Fate)

When the Board fell, their vision for the future fell with them.  Without a central force encouraging trade, repairing the rails, and helping keep lines of communication open, the San Saba has quickly collapsed into a series of city-states.  Without a greater incentive or need to care about other towns, this inward focus has ended much of the technological advancement that the Board once promised.  This loss will help drive the change to the genre and technological setting materials of DR Live.

New threats have emerged, particularly Natural Born Raiders and strange new undead variants.  Most connection is lost with the north, the southern coast, and even the settlements near Bravado are hard pressed by raiders.  Rail lines are only reliable closer to the main area around Bravado, and generally only for the wealthy or fool-hardy.  Most telegraph lines are gone, salvaged for scrap or destroyed as sabotage during the war.  The RRC has abandoned the outer rail systems towards Gatorland or Hell Dorado, and virtually no one can make a trip into the Dune Sea any longer.  The fleet of locomotives that connected the region is dwindling, and the RRC and others are reluctant to risk the Ox on anything but the safest and most patrolled routes.

Essex is rebuilding, recovering from the devastating Battle of Essex at the end of the war.  While they are still a ready ally, they have their work cut out for them in the months and years to come.  Essex serves as a constant reminder of the damage caused by the war, and the rebuilding that is required afterwards.

The Threat of Bravado, aka What Happens Next? (Man vs. Self)

Bravado is an existential threat.  The world watched as Bravado led a rebellion that toppled the “lawful” government of the area through violence, and brought anarchy and chaos in the wake of the collapse.  Many respect what they did, but there is an undercurrent of fear on the minds of every other settlement in the San Saba.  Bravado now has the largest standing military force in the region.  What happens if Bravado decides that they are the new enemy of freedom in the wake of the collapse?

While hope after the war is still possible, there is a lot of uncertainty for the San Saba.  In the aftermath of violence, with no central leadership the various settlements of the area have been left to themselves.  There is a lot of need to rebuild and restructure, and there are many conflicting ideas of the best path forward.  Each town has their own opinions on what the right answer is but everyone is hyper-aware of what Bravado did.  If they choose for themselves, will the town of Bravado respect their autonomy or choice?

Cities and towns must decide how they define order from the anarchy of the wasteland. They must establish new laws, and find new ways to hold people accountable.  While the Justices of Sin and the Law Dogs can help enforce town charters, there is very little oversight or ability to institute rules without the consent of the governed in the towns.  And after the example of the Board, trust is at a premium.  The players must decide on a Bravado Charter that they can enforce, and they must decide if some larger form of organization for their town is necessary or needed. 

Bravado and the Oxkillers recruited countless soldiers, armed them, trained them, and whetted their appetites on war and violence.  Without a cause to fight for, what happens to those soldiers and weapons of war?  How does a soldier return to a life in their hometown?  Is there still a need for an active military presence, and who should lead them?  Who is responsible for providing funds for upkeep and salaries? What should be done about the militiamen that turn to banditry or set themselves up as petty warlords and tyrants?  It’s difficult to turn swords to plowshares in the apocalypse.

Should a town or its people atone for their sins?  Was it a sin at all if they won? Both sides “othered” their opponents, and war crimes were committed in the name of freedom, justice, law and order.  Enemy soldiers were killed, enemy settlements bombed, and infrastructure damaged.  Should there be accountability for the damage they caused, or should Bravado shoulder any responsibility for their role in the fall of the San Saba Board?  With no easy villain to blame for the damage or to assume responsibility, it’s easy to turn eyes towards Bravado.

A Tale of Two Cities, aka Rivalry with Bastion (Man vs. Man)

During our National Event in October, we had the chance to meet the residents of nearby BASTION, the fortress-city built atop the wreckage of Waking. With the infamous GENERAL MUSTANG at their lead, the town has presented itself as a serious contender and rival to Bravado, with differing philosophies of governance, capable soldiers and weapons to defend themselves, and a place the Mustang Loyalists can call home.

How do you deal with an enemy you can’t simply throw armies at?  The Loyalists have skilled soldiers on their side, a nearly unassailable fortress atop the wreck of the airship, and a surprisingly effective barrier against ground assault in the Exclusion Zone.  They cannot be easily intimidated by the forces of the Bravado Militia.  Bastion represents a source for political drama and ways to create a foil for the town of Bravado.

The Fallow Hope represents a rival settlement to our town, and a drain on potential resources for the area.  This is the first time we’ve really explored the idea of a nearby rival to our town, and it will provide ample opportunities for conflict.  Why would merchants or travelers go to Bravado when they can get better prices or safety in Bastion?  As Loyalists deploy the glow-shrooms to deal with radiation in the area, this provides a new resource in fresh, untainted land and water compared to our town.  The threat they represent is very real, but in a much more subtle way than simply guns or soldiers.

A map of the San Saba after the War of Antlers, PHW ‘08, by Jonathan Loyd

Story premise for Season 6

I shared this in August, but here it is once more:

Another deadly war has shook the foundations of Bravado, and the San Saba has settled into an uneasy and chaotic peace after the collapse of the San Saba Board.  Travel and communication across the area has grown more difficult, and towns turn their focus inward, towards their own fraught survival.  

It happened more quickly than many expected.  The outer rail lines that once reached as far as the Broken Coast and across the Dune Sea have been abandoned in favor of closer, safer routes between the immediate towns near Bravado and Essex.  Telegraph lines stripped for salvage and murdered postal runners mean that all but the most persistent communication between settlements has stopped, and the points of light at the edge of the map have dimmed.  Soldiers and mercenaries recruited for the war, now without a common cause, consider new allegiances, brutal banditry, or violent reckonings on rival settlements ill prepared for trained and well armed survivors at their gates.

In this new world, the implacable equilibrium of the wasteland churns onwards, reclaiming abandoned settlements in overgrowth, and damning once vibrant towns to destruction, returning the land once more to a lawless waste ruled only by what a survivor can claim for themselves.  Strange and dangerous raiders have overtaken the north, their war path marked by blood and the sounds of drum beats.  The dead have risen in even greater numbers, the Grave Mind turning the countless deaths of the War of Antlers into new and more deadly variants, bent on feasting on living flesh.

The factions of the San Saba have been broken and worn by the war, but each has consolidated what remains of their fortunes closer to the new heart of the San Saba, Bravado.  While it should be a new shining beacon on a hill, a pervasive sense of insignificance has rendered the town forgettable and alone, a ghost town tucked into a forgotten corner of the region.  A fog of memories, casting a shroud of forgetfulness and absence has settled over Bravado, perhaps a last dying gasp of an ancient terror trapped within or perhaps just the unfortunate reality of a world that has moved on after the fall of the Board.  As the town wanes in importance, new rivals flourish nearby, threatening to complete the fall into obscurity for our humble home.

Forgotten and left to decide their own future, our survivors face the harsh and horrific realities of survival in the wasteland.  Now, once easily secured resources like power, clean water, food, fuel, and scrap are in question, and the lean and hungry eyes of your fellow survivors seem not quite as friendly as before.  The future promised by the San Saba Board may be dead, but perhaps a new future can be forged from the ashes for the survivors that call Bravado home…

FACTION UPDATES & CHANGES

The War of Antlers had some big impacts on our story, and virtually every faction was impacted by the conflict in a pretty significant way. Our stories of season 6 will determine the fate of some of the factions, and even introduce some new characters to the story. In the same way this will be a bit of a season of transitions as we get ready for the launch of DR Live, this year’s story will continue with the aftermath of the war that nearly ended the town of Bravado.

We will be updating our Faction pages over the next few months, so here’s the major changes to expect:

  • The Factions of the San Saba have lost much of their influence in the region, and many of these groups have new NPC leadership, new headquarters, and new objectives. Money is tighter, and many have had to spend vast resources relocating or rebuilding after the events of the War of Antlers. This is one story reason the Faction Buy Lists will be sunsetted, but overall the ability of a faction to influence a wide area of the San Saba has been severely reduced following the war as part of our new license structure.

  • Two factions will be exiting our story, the Widows of the Lone Star and Prudence Penitentiary. These Society Memberships will be removed from character sheets going forward.

  • One new faction will be introduced, The Bravado Militia, representing the remaining soldiers and troops recruited during the War of Antlers. Players that served as commanders during the war can add this Society Membership to their sheets for free.

Here’s a bit of a story update on the various Factions, and we will expand on this on the website and during our Season 6 stories.

  • The Widows of the Lone Star have been driven out of Widow’s Peak and have now joined the Criminal Factions of Bravado. They are no longer a full faction, as their story really concluded in September with the final confrontation against Arthur Lovelace. While some stories will continue in the background, particularly for characters in Murder Inc, we won’t have regular events like Widow’s Tea and you won’t see characters like Clauthia Lovelace during our games.

  • Prudence Penitentiary has ceased to exist following the war. With the disappearance of Tabitha St. Mercy, taken into custody by the General during the last days of the war, the location once known as Killhouse has been well and truly finished. With no remaining function for the prison after the collapse of the San Saba Board, the fortress-prison has taken on new importance to the Militia and the Grave Council as a strategic fortification and not as a place of incarceration.

The remaining six factions of the San Saba have each experienced their own trials and tribulations following the War of Antlers.

  • The San Saba Republic has splintered further following the aftermath of civil war. The SSR is eager to return to a more peaceful life following war, the destruction at Essex, and the betrayals during the rebellion. With the Breaker of Crowns’ rage finally satiated with the collapse of the Board, many families that were broken and torn apart on the opposing sides of the rebellion are seeking reconciliation. With Boss Deb’s focus on rebuilding Essex, only a few of the Tribes remain in Essex, and many of their soldiers recruited during the war and their Houses have returned to their homes once more. With the Breaker dead, many of the factions have went their separate ways, still picking up the pieces of a vicious civil war.

  • The RRC is in crisis, as most of their fortunes were tied to the success of Felicity Redfield and the Board. Forced to abandon the outer Oxlines, they have taken a more conservative approach to survival after the collapse of the Board. A new CEO will need to be named in time, but the Ox is safe in Bravado for now. However, the families of Waking Prime have splintered with the rise of Bastion - some have joined the Mustang Loyalists in their new fortress-city, while others have remained in Essex and Bravado.

  • The Law Dog Union has established their relevance through the creation of several town charters across the area around Bravado. These new social contracts empower Marshals and Sheriffs to find new paths of redemption for criminals with the help of the Justices of Sin, and they have their work cut out for them. While Boss Wyatt has established an office for the Union in Essex, their agents roam the wasteland offering their services as investigators and beacons of stability in a lawless wilderness.

  • Following the death of General Rampart, Cassiopeia Stargazer has emerged as the leader of the Grave Council. With the help of the new Reckoner-General Solomon, the faction has diverted their expertise in necrology and the Grave Mind towards establishing a new Vault of Reckoning inside the strong walls of the fortress-prison formerly known as Killhouse. The new town charters have also redefined the grave tax for a new post-Board era, but the faction has a lot of work to do to rebuild their reputation.

  • The Junkerpunks are licking their wounds after the war, after being forced to retreat inland towards their new home of Drywater. After years of trying to appease the kinder elements of the Muddy Water Accord, the faction is ready for a clean break from law and order. Drywater has refused to sign a charter with the Law Dogs or the Grave Council, choosing to forge a new path ahead on their own. Will complete anarchy be a viable method of survival in the new lawless wasteland?

  • The Militia stands as the strongest military organization in the region, and has claimed the fortress-prison of Killhouse as their headquarters. Under the leadership of General Hargrave, the Militia now has to grapple with the unfortunate realities of a post-war landscape, including dealing with their veterans and the threat trained soldiers represent. How do they lay down their arms and return to a normal life without the purpose of serving in the rebellion? Who pays the bills now that the rebellion has been won? While many of their soldiers returned home, some remained behind to stand guard against the Mustang Loyalists, and others worry that the Militia will just find a new excuse to plunge Bravado into a new war against Bastion.

There’s still a few unknowns for how Factions and Society Memberships will function in a new DR Live world, but for now there are still plenty of stories to tell as we begin Season 6.

The Fog of Memories

One new story beat we’d like to introduce for Season 6 is the concept of the “Fog of Memories”. For our season of survival, we have added a new story effect to explain why the outside world no longer cares as much about Bravado as it did in seasons past.  This has no actual mechanical effect beyond what the players decide, but it is simply a cool narrative way to address continuity going forward.

Some suggest that the effects of capturing the Prince Undying within the Bravado Mortis appears to have created a strange phenomenon that is now impacting the residents of Bravado.  Others simply point out that without an organizing government like the San Saba Board, most folks tend to mind their own business. With travel being tougher across the San Saba, it’s easy for people not to want to risk a dangerous journey after all.

Regardless of the cause, it started small and sometime shortly after the Burning Season began. People began to forget Bravado unless they were actively living there or had some sympathetic tie to the town.  As it continues to worsen, people literally forget about the town unless they have a reason to remember it.  People with a strong connection or tie to the town like your characters are more resistant to the effect, but the effect increases the further you travel from Bravado. Every month, some new traveler arrives in town, surprised to find the town and even more surprised to find folks living there.

Much like something that is out of sight, or out of mind, it’s a subtle effect for most, and leads to small mistakes and forgetfulness that interrupts regular trade and commerce.  Repairmen forget to make the trip to check the rail lines leading into Bravado, and merchants accidentally miss the stop as they daydream about something else.  Important faction leaders focus on other settlements nearby, and don’t make it a priority to visit Bravado. For those that don’t live actively in the town, it’s as easy to forget as some small random town in another state could be in real life.  If someone brings it up, folks might have a spark of memory, but it quickly fades into obscurity when it fades from their attention.

  • There are no real mechanics for the Fog of Memories. This is simply a story element for how the town is being forgotten by the outside world. Think of elements like relationship decay, or nostalgia as a means to a story.  The themes here are not catastrophic, but just the distance that grows between ideas as time passes.

  • This is an optional story that your character can choose to have impact them, or simply choose to ignore it. If you don’t want it to affect your character, it doesn’t.  You get to decide if and how the Fog of Memories has affected your character. It’s entirely up to you, but this could be a great reason to update a back story, or wrap up some unfinished stories as you prepare for the new stories of DR Live. Maybe the amnesia you suffer can provoke some new character connections or let you start fresh as if you just arrived in town.

  • In general, this is not a problem that can be fixed. It’s simply a new part of life in Bravado, and it can have as much or as little impact as you want it to have on your character. It’s not something that research or a zone of mechanics will change.

  • You might encounter strange fog in Bravado from time to time, as we plan to use fog machines more in S6 as setting ephemera. The fog could have strange effects via certain zone of mechanics, but most of this effect is simply a background story.

I hope you are ready for some spooky stories in Season 6!

Wrap Up

That’s it for today. I hope you are ready to face the cannibals in November! We have some tough choices and deadly enemies to face as we finish out our last two games under the 3.0 ruleset.

We have some fun surprises in store for you as you are ready to try and survive the cannibal hordes of THE FUTILITY OF EVIL. Will you help the Cannibal Crown escape from the choices he’s made for power? Will you help the Malefactors recognize the folly of their philosophy, or will you answer their threat with violence? Will you survive being eaten alive by vicious cannibals?

Next week we will recap some of the Rules You Should Know, including a few familiar DR Live mechanics that will premiere a bit early during this event.

Tickets are on sale for our NOVEMBER event now! Don’t miss out!

See you soon Vados!

The Chairman of the Board

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our September live event THE FALL OF THE SAN SABA BOARD! This is our second part of our Season 5 finale, led by Heather Halstead and Jonathan Loyd. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering a bit of the background of the villain of the hour, Arthur Lovelace, the Chairman of the San Saba Board.

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Our photos for this post were taken from previous DR:TX events by our talented Photo Team, including Max Pohlmeier, Lauren Guzaldo, Sidney Betzina, Maddeax Cole, and Jason Dumas, and with artwork by Beau Lee.

IN THE BEGINNING…

When Bravado rebelled against the Board last season, it started a chain of events that undermined everything the Chairman had been working for over the past three years. In a moment, his dream of a united San Saba shattered, and that future disappeared. The death of that future has driven him to the rage he’s now directing towards our town, but it’s important to reflect on all that has gone wrong over the past few seasons.

In the beginning of our 3.0 story, the San Saba was mostly a collection of various factions and personalities like Felicity Redfield, Mr. K, Tabitha St. Mercy, Sinkerswim, and others. While the factions have stayed mostly the same over the years, the idea of the San Saba Board was envisioned by one man in the shadows — Arthur Lovelace, the future Chairman of the Board. This story was first envisioned by Sam Mars, Shan, and Aesa, and debuted during our online Season 2, kicking off with the event THE SHINING CITY. This game saw several world changing events occur in the midst of the Waste’s Faire and an attack on Waking Prime by the Oxkillers.

  • The faction we recognize today as the Railroad Conglomerate first emerged during this event. Formed of two opposing factions, the Conglomerate and the Railroad Commission, they agreed to work together to forge a new future for the San Saba.

  • During this event set in Waking Prime, the various factions agreed to sign a larger contract between them they would call the San Saba Charter. The architect of this plan was of course chosen to lead the new organization, and the San Saba Board was born.

  • One of our other factions, the Junkerpunks, was purposefully excluded from the San Saba Board. The Junkerpunks were slighted and the Chairman cast the deciding vote to exclude them from the new government, despite a good faith attempt to attend the Waste’s Faire. From the very beginning, the Chairman was not interested in folks that focused on freedom over order.

  • The Oxkillers led by Lord Hush made an attempt to kill the Chairman and the new Board with a surgical strike on Eureka Tower during the chaos of a raider attack. While the attack was foiled, this breach ended up leading to the events of QUEENSGRACE, when the Oxkillers broke from the San Saba Republic and killed Queen Jasper.

The original San Saba Board was composed of the following powerful figures:

  • The Chairman, Arthur Lovelace (RRC)

  • Felicity Redfield (RRC)

  • Dr. Stewart, aka “the Scientist” (RRC)

  • Tabitha St. Mercy (Prudence Penitentiary)

  • Holy Mother Queen Jasper (Tribes Disparate, now known as the San Saba Republic)

  • Takheeta Firstborn (Grave Council)

This became the leadership of the San Saba for the next few seasons, with a few changes as members were killed, removed from power, or cast into obscurity. Several others joined the Board or represented their faction over the years, including:

  • Mr. K (Grave Council)

  • Adam Moriarty (Prudence Penitentiary)

  • General Rampart, replacing the slain Takheeta Firstborn (Grave Council)

  • Admiral Sinkerswim (Junkerpunks)

  • Queen Lucy “Boss” Debs (San Saba Republic)

  • While the Law Dog Union was contracted to the Chairman directly, Boss Wyatt never actually held a seat on the council of the elite.

We’ve never had the privilege of Arthur Lovelace actually appearing in person for an event until this upcoming game. He made an appearance during the online event HEARTHBOUND, for a few select folks, but most have never interacted with Arthur directly. You might have heard their voice over a certain red telephone in May, but this event will be the first appearance in the live space for this villain.

Our story of the San Saba Board has always been one of the consequences of the wealthy and powerful becoming more and more severe as the San Saba slipped further into authoritarianism and fascism. The lies and compromises to keep the elite in control have led to more and more people getting caught up in the web of capitalism and power at the heart of the Board. As the Chairman’s iron grip tightened, the rise of the Bravado Rebellion was only a matter of time. But just because he’s showing up for the first time in September doesn’t mean his presence hasn’t been felt up until now…

“Oh cold, cold, rigid, dreadful Death, set up thine altar here, and dress it with such terrors as thou hast at thy command: for this is thy dominion! Leave that which you would kill here with me, and I shall see it done.” —- a Lovelace prayer for vengeance

The first Board meeting, from a comic by Beau Lee.

The Machinations of the Chairman

It’s important to first understand that not much is actually known about the Chairman.

From his first appearance, he’s been a bit of a shadowy figure and it’s all part of his plan. His true name wasn’t actually mentioned in any blog posts, modules, or stories. He was only referred to as the “The Chairman”, and we purposefully kept any other references vague. We’ve always used a surrogate to stand in for the Chairman, in the form of his assistant Lawrence Graves. The few bits of information shared in game were always simply signed with a mysterious “A.L.”, but it wasn’t until the fall of Waking during VOX POPULI that this information became publicly known. While a few fortunate survivors experienced a psionic vision guided by the Curators during our HEARTHBOUND event about his past, the exact details of exactly what happened in Widow’s Peak are mostly lost to history.

Arthur Lovelace was long thought dead during the Hiway War, fallen in battle against the undead hordes of Hiway Robb. Some even say he died a final time and was resurrected by the mysterious events after the Hiway War when the Grave Mind returned the long dead once more to life. It is even whispered by a few of the less loyal Lovelace contractors that he broke a promise to his family to help outsiders instead. While the story varies from telling to telling, they all generally mention that he defied the Lovelace Family to go help the folks in Bravo fight back when the Quiet Folk community voted against interfering in the war. He had always stood for order and rules since he was a young man in his community, and thought it was more important to help neighbors outside of Widow’s Peak rather than his bonds of family.

When he “died”, Clauthia Lovelace, his former wife and the head of the Widows of the Lone Star, swore to prevent the type of events that led to the war by any means necessary. Little did she know that Arthur had come to the same conclusion. In his mind, the main way to prevent the destruction that Hiway Robb inflicted on the Lone Star was to unite the various people under one banner, and to bring law and order to a lawless wasteland. If one voice could unite the people together, they could strike down any opposition with discipline and structure. But before a future could be created, his past had to die. That’s where the Railroad Conglomerate came in.

The RRC was the means for Arthur to enact his vision for a prosperous future. If people could travel safely, then towns could become communities, and communities could become a civilization. With steel, sweat, and brass, he funded the first scientists that developed the OX, a marvel of technology that would enable them to connect the San Saba in a way thought lost. He poured resources into legitimizing the other factions, helping them weather disease, famine, and the threats of the wasteland. He empowered Felicity Redfield to pursue her goals in Bravado as the new CEO, and helped negotiate the alliance between the Conglomerate to help her access the floating city of Waking. As long as the money kept flowing, no one in the RRC leadership really needed to know who was signing the orders. The Chairman was hard at work preparing for his magnum opus, the San Saba Charter, and for a time his need for secrecy was respected by the factions.

Contracts have long been the law of the land in the San Saba, the sum and whole of the law at times. What Arthur envisioned was a new contract, a walking contract shared by any that simply stepped foot in the wasteland of the Lone Star, and agreed upon by the people that really mattered — the powerful factions that arose after the Hiway War. With a shared contract enforced by the will and wealth of the elite, a new era could begin for the Lone Star, an era of control and prosperity.

The San Saba Charter would create a new social contract for the Lone Star, and established laws, government, and rights for the powerful factions. Because each supported the others in their own sphere of influence, each of the factions had a vested interest in propping up their peers. In return, they got to have a seat at the table, in the room where it all happened, helping to organize the new San Saba Board. While the actual planning took years of work, the people joined together into a new community and for a moment Arthur’s dream was nearly reality.

The fall of Waking Prime

The conspiracy of the Board

Arthur Lovelace knew that the real problem with uniting the wasteland was simply logistics. There simply aren’t enough survivors left, and the wasteland is a dangerous place to just exist. Between zed, raiders, and other survivors, getting anyone to agree to the dangerous work of building a better tomorrow was going to need help. The conspiracy at the heart of the San Saba Board was simple — Generate new manpower to fuel the endless churn of a better future. While some details have emerged about these machinations, there are still big pieces unknown about the final plans of the Chairman.

Imagine a world where a body persists after death, and where that body could be propelled by psionic means to heroic feats.  To climb mountaintops beyond us, to plunge ocean depths that would kill a living Lineage - to dive into the bowels of the earth where the air is so hot and so humid it drowns us.

A halcyon world lies behind us, behind iron walls and thousands of years of progress gated by our own fragile bodies.  I dream of undying workers, eternal engineers, running cables through an ocean trench to supply power to a distant island.  A world built more quickly, a recovery and a revolution.

We are going to save the world. —- AL

(Excerpt from a heavily redacted letter, thought to have been penned by the Chairman)

The primary face of the Chairman has been his villainous accomplice, Lawrence Graves. For the past few seasons, Graves has been the “man from the railroad”, administering a calm and collected word in the right ears, and a knife in the back for others. Always prim and proper in his grey suit, Lawrence has been the terror behind the Waking Intelligence Service attacks, but it’s always been at the orders of the Chairman. When the town rebelled during THE SUMMIT, Lawrence was there to murder the Vados that stood in his path, and threatened the good works of the Chairman.

The Chairman was behind the plague known as the Necrophage, and the near destruction of the Lovelace Family. Tabitha St. Mercy was the first conspirator to be outed, fueling the research into a “super soldier” project with a plentiful supply of criminals locked away in Killhouse. With the help of her associates Juliet Butcher and Grandfather Nichols, they developed the NECROPHAGE, a dangerous concoction that threatened to end life across the wastes. The release of the disease devastated the Lovelace Family during emptied the halls of Killhouse and nearly killed everyone in Bravado. While Nichols was eventually stopped, dozens of vials of the Necrophage compound went missing before his death and are assumed to be in the possession of the Chairman even now.

The Chairman was behind the weapons of the Emerald Arsenal. Dr. Stewart and General Rampart were responsible for many of the advances of the Emerald Arsenal, debuted during the EMERALD GALA, at the direction of the Chairman. These weapons, first designed to combat the emerging threat of the Archon menace were quickly turned to more nefarious purposes in the service of control and “security”. Once the proverbial “Pandora’s Box” was opened, it was impossible to unlearn the knowledge that was created in pursuit of this goal. After Stewart’s death at the claws of the outsider threat, the Chairman used the missing seat on the Board to further his agenda. With the duty to break ties on the Board as Chairman, losing a seat on the Board increased Arthur’s influence over the day-to-day affairs of the San Saba.

The Chairman kept Queen Jasper alive long past her prime, through blackmail. While some of Dr. Nichol’s and Dr. Stewart’s research into the Necrophage was meant to save an ailing Queen of the San Saba Republic, this reliance on any means to stay in power began the fall of the Queen. The life-saving compound came with a catch, meaning the Queen Jasper was reliant on the next dose to stay alive, and was forced to sign off on many of the plans of the Board in exchange for simple survival. When she finally had enough, the Queen’s health quickly plummeted, but she managed to gather one last Summit of the Tribes during QUEENSGRACE to help secure her legacy. After her death at the hand of Nichols, (a former Lovelace associate of the Chair), the Chairman took advantage to leverage new more restrictive contracts against the new Queen, Boss Debs, as he continued his plan for domination.

The Chairman attempted to recreate the Resonant Choir and made contact with the Prince Undying. In the bowels of Barogue during THE LOST CITY, the RRC discovered the Resonant, psionically imbued Raiders with crystals implanted in their skulls. Based on the psi-tech they found in the ruins, Arthur believed they could create a new Resonant Choir, an eternal source of psionic energy that could fuel the next wave of expansion for the San Saba Territories. He dreamed of a more stable way to create his super soldier, by implanting Shards of the Red Crown into abducted citizens and creating the perfect worker for his new empire. This research likely led to the strange zed-controlling crystals used by the Reckoner Legions in their siege on Bravado.

One of the Chairman's conspirators, Malorous Mab

The Chairman used the Oxkiller Alliance threat to create an army for himself. The Oxkiller attack on Waking Prime had long been used to justify increased violence and brutal oppression by the Board, justifying the need for rules and laws by using the assassination attempt to gather sympathy from other powerful leaders. When the Oxkiller Alliance struck, Arthur forced a vote during the Stakeholder’s Meeting to form a new army for the San Saba through a declaration of war. While Vados narrowly stopped the leadership from being placed in the hands of Rampart or Tabitha, the Board instead funneled funds into forming a new private army for the Chairman known as the Praetorian Guard. For months, the Militia was forced to survive on their own while the lion’s share of the war supplies instead was diverted to his personal army.

The Chairman directed the attack by the Reckoners on Bravado during the peace talks. During the most recent Summit of the Tribes, General Rampart was discovered to be using the Emerald Gala weaponry to control massive hordes of undead in the service of the Reckoner Legions. He used the undead hordes to attempt to disrupt the peace talks with the Oxkiller Alliance, and attempted to assassinate the leaders with the psi-tech that whipped the zombies into a deadly frenzy. When General Rampart was eventually stopped, it was only after proving that no tactic was outside the depths of depravity the Chairman would pursue to hurt his enemies.

The Chairman provided the Prince Undying a chance to attack Bravado. While the exact details are unknown, it’s clear that some contact was made with the Prince Undying, likely through a strange black crystal known as the Trapozohedron. Last seen in the possession of General Rampart, the device was presented as a gift to the Chairman, and soon after the armies of undead marched once more on Bravado. Though General Rampart was found dead, consumed from within inside the strange Nightmare of the Prince Undying, some deal was struck. The undead hordes ignored Essex and Waking and swarmed past the seat of his power to attack Bravado instead.

The Chairman directed the bombardment of Essex in the final days of the rebellion. When the armies of General Hargrave marched into Essex to finish the Board during THE ATROCITY, the Chairman did the unthinkable — he turned the cannons of his flagship on his own city, causing massive destruction to the City of Light and Sound. Countless civilians and innocent lives were lost, in a scorched earth attack on the advancing armies. When the Rebellion routed the last forces of the Board in Essex, the Chairman had used the devastation to cover his escape. The city will be rebuilding for years to come and is a fragment of its former glory.

The true mastermind is Arthur Lovelace, the Chairman of the Board. While the entire Board was complicit in some fashion in the machinations of Arthur Lovelace, most of them did so only to further their own misguided interests. With the threat of invasion on their doorstep, the Chairman was able to rubber stamp almost any request from the Board in the name of security and safety. Behind every shady decision, every vote, and every order, the Chairman was working towards his insane plan of order in the wasteland by any means necessary. He manipulated each of the faction leaders, using their power to leverage hidden moves in the shadows, forcing votes during the annual Stakeholder’s Meetings, and pushing into a violent confrontation with the new Oxkiller Alliance.

When the Bravado Rebellion emerged as the unlikely end to his dream, it’s no wonder his anger has been turned towards our home. Despite the Chairman’s best attempts at establishing an authoritarian control over the San Saba, the residents of Bravado have been a repeated thorn in his side. In his final acts as Chairman of the Board, he has diverted every last resource in his possession into destroying the town of Bravado. Arthur has deployed mortars, airships, and countless soldier into the task of revenge, eschewing any chance of hiding and licking his wounds in favor of personally leading the fight home.

As Arthur Lovelace comes to Bravado for a final time, this time it’s not to bring aid against Hiway Robb in defiance of family, in the pursuit of a once-noble goal of uniting the wastelands. Instead, he brings anger, vengeance, and bitterness from a future denied to him, and he is intent on making Bravado pay.

The Gauntlet of Tabitha St. Mercy

The war comes home

That’s it for today, Vados!

Despite the volume of lore today, there’s still a few secrets left to learn about the Chairman during THE FALL OF THE SAN SABA BOARD. Will you be able to weather the rage of the Chairman as his last armies descend on your home? Will you be able to truly stop a tyrant in his tracks? Will you survive the assault of Lawrence Graves and the Praetorian Guard?

Tickets are on sale now for the FALL OF THE SAN SABA BOARD! Don’t miss your shot at defeating the Chairman once and for all!

Next time, I’ll dig into some of the mechanics of the weekend, from our “Capture the Flag” events to control the town, the weapons of war deployed against Bravado, and ways to use your Combat Units and War Supplies in the defense of your home.

See you soon, Vados!

October National Announcement

Howdy Survivors!

There was a significant announcement on the Dystopia Rising LARP National page, but in case you missed it, here’s a synopsis and some stuff to be prepared for.

Here’s the TL;DR:

  • LIT Update: Starting from January 1st, 2024, we're changing how we use LIT. Chapters won't add new items digitally, but LIT remains active, and existing stored items are safe.

  • Online Econ Play: Online events will still feature economic activities like crafting and farming. Instead of digital items, chapters will mail item cards to players.

  • New Ruleset: We're diligently working on a new ruleset, though it's a year away from full implementation. No XP or full Econ reset is planned.

  • Community Involvement: We're committed to transparency and community feedback throughout this process. Let's collaborate to make our game the best it can be.

What does this mean for our Texas player base?

At present, there won't be many immediate changes. The National team has released a statement to give the community a heads-up about upcoming changes that are over a year away from being put into action.

Following the National team's announcement on October 30, we are preparing to settle LIT inventories promptly over the next few months. Stay tuned for future updates!

For online games, the responsibility of mailing out cards in a timely manner will rest with the respective chapters. Online games will not have the ability to introduce new items into LIT. However, you can still utilize and remove items from your inventory as needed.

New DR LIVE Rule Set!

We are actively working on a new ruleset, and it's worth noting that there are no plans for an XP or full Econ reset during this implementation. The ruleset is expected to be rolled out in approximately a year or two, and more information will be shared as development progresses. While the development process appears to allow for feedback, the exact procedures for providing input are yet to be determined.

Our goal throughout is to continue our commitment to transparency and radical trust in the community. We are committed to maintaining open and frequent communication throughout this entire process to address any concerns y’all may have. For now, we are completely focused on our upcoming events: Emergence (Nov 10-12) and The Red Death, our Premiere event (Dec 8-10).  The Dystopia Rising: Texas Storytelling team has put in extensive effort to craft exciting and captivating stories, and we're thrilled to continue delivering them to you.

Variant Crystal Candy Errata

Hey everyone, it’s Jonathan with a last minute update for VALLEY OF FEAR.

I previously released some mechanics for the Variant Crystal Candies on Wednesday, and we need to release a kind of ‘Day One’ patch. I’m very sorry for the confusion, but some very clever players pointed out some unfortunate loops in the mechanics that needed to be corrected.

Here is the NEW Crystal Candy Saturation rules!

This will be posted as a ZOM at the General Store and Depot, and another copy will be in the Post Office and at Ops. We will cover these mechanics during our Opening Announcements as well.

CRYSTAL CANDY SATURATION

  • Variant Crystal Candy items carry the [ADDICTIVE] keyword and have the following effects:

    • Gain a ROLEPLAY BURDEN for the duration of the event:

      • You must consume an additional [ADDICTIVE] item each 12’s. 

      • Failing to fulfill a ROLEPLAY BURDEN inflicts a Fracture on your character.

  • Gain a benefit such as restoring Mind or Body, but ONLY if you possess no Fractures. Each variety of Variant Crystal Candy has a different effect, so read your item card carefully.

  • If this is your third [ADDICTIVE] item this 12’s you gain the [SATURATED] keyword.

  • [SATURATED] characters must then make a choice each time they take a Variant Crystal Candy.

    • Indulge: Gain a 1-hour benefit and become [SUPERSATURATED]                                            - OR -

    • Backlash: Experience a serious downside and lose [SATURATED]

  • Free skill uses granted by [SATURATED] mechanics may be activated even if the character does not usually possess the skill, and without paying that skill’s usual associated costs.

This has been updated on the website as well, on our Local Rules and Skills page.

See you soon Vados!

Valley of Fear - Rules You Should Know

It’s Jonathan here again with another Wednesday Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

This week, we are going to discuss Rules You Should Know for the upcoming game this weekend, including new Illustrated Item Cards, Mysterious Ore, Variant Crystal Candy, new Roleplay Burdens, Clue Cards, and more!

Tickets are still on sale at the door for VALLEY OF FEAR! See you this weekend!

We had an amazing comic by Beau Lee and Aesa Garcia drop on Monday with a story update for this weekend, so check it out if you haven’t already!

You can also submit official Feedback about our events through our Feedback Form.

Rules you SHould know

TL;DR This is a bit of a long post, and it contains SPOILERS. Reader beware.

This weekend also has a new experiment for DR:TX - new ILLUSTRATED ITEM CARDS! We will be premiering SIX types of new Item Cards that are variations of the Local Plot Item cards. These card will be printed with the rules for the item on one side, and a custom illustrated back designed by Shan, one of our Directors. These cards will be very obvious and will stand out when you find them in play.

Let’s talk about these item cards first, and then we’ll cover a few quick new rules at the end.

Mysterious ore

This first one we are going to be a little coy about. It’s Mysterious Ore, after all. It’s literally in the name.

This weekend will be the first game where you can acquire this new type of limited currency in DR:TX. There will be a finite amount of these items in play, so they will have some value by scarcity alone. Mysterious Ore has no specific function by itself, and is the only Illustrated Item Card this weekend without rules on the card. But it WILL have a use at some point this season.

People that attend our NECROPHAGE National Event will have even more opportunities to gather Mysterious Ore as well. In fact, every person that pre-regs for PYROCLASM will get one of these items at Check-In! We’ll have more on this in our lead up to The Necrophage: Pyroclasm next week.

The primary way to find Mysterious ore this weekend is by helping out the game with some extra NPC time.

Guides, STs, and Players alike can participate in a new Zone of Mechanics that will be in the world somewhere. I’ve even included an image of the ZOM: A Vein of Mysterious Ore below. This ZOM will require you to go out of character and spend additional time as an NPC while you are “mining” inside the Morgue, and can even get you an additional FULL MIND REFRESH for completing an additional four hours of NPC time. September is always a bit lighter game for attendance due to the lingering summer heat, so the extra help will be appreciated and rewarded!

Mining in the Mortis Amaranthine sounds like a lovely idea though. I’m sure nothing bad will happen.

Probably.

In the words of a few new local characters in Bravado “ROCK AND STONE! It’s time for some DIGGY DIGGY HOLE!”

clue cards

Hmm.

These items are pretty self explanatory, but this is an important part of Ted LeBeau’s over arc story for VALLEY OF FEAR. Each DR: Texas game will often have some things we call “plot scaffolding” during the weekend. Sometimes, it might be a series of Research Challenges that need to be completed, or a series of Resource Sinks that require you to turn in herb or scrap, or sometimes you might just have a Monster of the Week to track down and kill (like Grandfather Nichols, or a Raider Queen!). This Plot Scaffolding is how the main plot is resolved, and it’s often a key mechanic of the weekend.

VALLEY OF FEAR is no different, and this takes the form of the CLUE CARD. These items will be found in certain situations and will be useful for understanding more about the nature of the weekend story. The new Warden of Killhouse is definitely up to something, but it’s up to you to find out how deep the rabbit hole goes…

There are two ways to use a Clue Card:

First, you can simply tear up the card and get a free use of one of three Skills — Avoid, Balance, or Basic Awareness. But, by collecting TEN of the Clue Cards, you can turn them into the Post Office for a piece of the puzzle — information about the mysterious Adam Moriarty, the Spider of Killhouse.

These items will be found throughout the weekend, and will have a bit of flavor text to describe the clue itself, but these might be in the pocket of some zombie you just killed, discovered while Foraging out in the woods, or even traded as a source of information with an NPC. Since it’s a Local Plot Item, you can even trade (or sell) it to others, if you so choose.

variant Crystal Candy

One of the big parts of this weekend’s game VALLEY OF FEAR is dealing with the new Law against Crystal Candy in the San Saba, and the backlash against a criminal underworld that is not only continuing to sell the drug, but releasing even worse versions of it. Like we first revealed in our Welcome to Season 4 blog post back in August, a new dangerous and addictive type of Crystal Candy has been flooding the wasteland.

There are three elements of this Crystal Candy plot during VALLEY OF FEAR you need to be aware of: Variant Crystal Candy, Roleplay Burdens, and Crystal Candy Saturation.

Variant Crystal Candy

There are FOUR types of new Crystal Candy items in play this weekend (Red, Green, Blue, and Silver), and they will be on unique, illustrated item cards. There will be no mistaking that the item you have is one of these Local Plot Cards, so it should be able to directly avoid them if you want.

The new drug trade of the San Saba has led to new and more addictive variants of the Crystal Candy commonly found on the Criminal Influence list. These Variant Crystal Candy cards will be printed on separate item cards with an illustrated back. If you encounter one of these items, they will have different mechanics than the common Crystal Candy gizmo. These items interact with the Addiction and Crystal Candy Saturation local rules.

Here’s the plain text of the one the Variant rules on the back so you have an idea of what to expect:

Each of the four variants has two basic mechanics:

  • The normal function of the item is a more powerful healing effect than the normal Crystal Candy, but comes with the Roleplay Burden (Addiction). However, unlike normal Crystal Candy these items do NOT cost a Resolve, but they have NO effect once you have a Fracture. That means if the Roleplay Burden is not met, these items quickly become worthless.

  • Each Variant Crystal Candy has a SATURATED effect that can be used once you have consumed three of the new Candies in a single 12s. These are powerful abilities that you must use within the next HOUR, or else a negative effect occurs.

Upon consuming a third Addictive Crystal Candy within the last 12s, you will become SATURATED. If you become Saturated more than once per 12s, become SUPERSATURATED. We will cover a bit more of this below.

Roleplay burdens

This is a new Fracture-like effect that will be in play this season, and the Addiction mechanic is the first of these uses. This is simply a mechanic that simply makes you need to do a particular role play activity or else it becomes a full-fledged Fracture.

ROLEPLAY BURDEN

  • Keyword. A character can have one Roleplay Burden at a time. A Roleplay Burden must be fulfilled once per 12s, or else it will turn into a Fracture. Roleplay Burdens can be soothed or cured as if they were a Fracture, but does not count as a Fracture for preventing use of certain Skills. Players can opt-out of a particular RP behavior at any time, but must fulfill any required mechanical cost or effects. Roleplay Burdens expire at the end of an event, unless the player chooses to keep them longer.

    There are several types of Roleplay Burdens:

    • ADDICTION: When you consume an item with the Addictive keyword, you gain this Roleplay Burden. You must consume an item with the Addictive keyword once per 12s. If you do not meet this requirement, you gain a Fracture. This is normally found on Variant Crystal Candy cards.

At it’s heart, it’s a pretty flexible rule that can be adapted to a number of different stories, like hunger, fear, disease, or even faith. A possible Roleplay Burden for Starvation could include needing to eat a Meal every 12s, for instance.

You can opt out of any role play involved with roleplay burdens, and no NPCs will ever force someone to use an item that causes this behavior, or require a character to take this condition without consent.

Addictive items will require consent to use on another, just like using an Injection that costs Resolve on someone (DR Corebook, p. 169, 181). Using an item that causes a mechanical effect like this is a CvC action if attempted on an unwilling target. You can also use the OK Check In system to simply decline interaction with this CvC, the Addiction mechanic, or any scene you are uncomfortable with as always.

CRYSTAL CANDY SATURATION

Crystal Candy is bad. Past the horrific way it is harvested from a person, taking too much of it can cause strange side effects. It’s almost like cannibalism in a way, and can have similar effects on a person once ingested. This weekend, this takes effect as Crystal Candy Saturation. Here are the basic mechanics for this new condition:

  • Crystal Candy Saturation

  • Effect. Upon consuming a third Addictive Crystal Candy within the last 12s, an LC will become SATURATED. While Saturated, you gain the ability to use the Affix abilities of Variant Crystal Candy cards.

  • If you become Saturated more than once per 12s, you become SUPERSATURATED.  While Supersaturated, you do not refresh Mind at the 12s, and cannot regain Mind points by any means except by using any variation of Crystal Candy. This effect lasts until the end of the event.

  • In summary: When you take a THIRD Variant Crystal Candy, you become Saturated. When you use the Affix ability for the SECOND time in a twelves. If you do NOT use the Affix ability and take the penalty instead, you do not become Saturated.

Crystal Candy can be deceptively useful, but has a significant cost to being used. If you use too much too fast, you can make yourself unable to regain Mind points at all during the weekend.

You might even see a few common Threats like zombies and raiders this weekend that develop strange new psionic potential spreads from the wastewater and pollution left behind from the Crystal Candy manufacturing. A HELPFUL TIP —- Remember, every Psionic power except for Master Pyrokinetics (p.138) can be resisted with Basic Mental Endurance (p. 126)!

other rules of note

The last few rules of note are gonna be short and sweet. If you hear these calls this weekend, it will be VERY obvious what is happening. Sorry not sorry.

DEVOUR

Skill Call. This delivery modifier causes the attacker to be healed for an equal of Body as the attack deals. For instance, a creature might call “Devour 50 Body!”, which will deal 50 Body as the attack and heal them for 50 Body. This call can drain Body, Mind, Resolve, or Infection.

This Threat Skill might be seen in different variations during this season, but ALL of them are bad. Not only does it deal damage to a target, it can absorbs and drain the very health (or even Infection) from a target. Yikes! That seems like an attack to save an Avoid for!

PUrple Headbands

If you encounter an NPC wearing a PURPLE headband or light, this represents an encounter that is “UNSEEN”.

These characters are part of some space that is not your own, like a dream or a hallucination, or someone “out of phase”. They are not out of character but in a state that can only be observed or interacted with in specific conditions. It is possible for some characters to be able to see this condition, while their friends cannot.

Your LC cannot see the Unseen in-character or interact with them unless given specific instruction from the Unseen character or Guide. The Guide or NPC will place their hand on their head and inform your LC that you can interact with that character. Once given this instruction, you can see and interact with the NPC until you cannot physically see them anymore or they leave the scene. You will not be able to see them again if they reappear unless you are specifically told otherwise.

Certain ZOMs, item cards, and Skill calls can also reveal the Unseen.

The Unseen, huh? Just know that when you see a PURPLE headband or headlight this weekend, that.. person?… thing?.. isn’t quite THERE. Ignore them until something tells you otherwise. Just imagine it’s a Hunter using Stealth and you don’t have Basic Awareness.

New Death Procedures

This last new rule is kind of amazing, if I do say so myself. This is from the new DEATH LOG that will be used this weekend. We have a majestic bell in the center of Camp Kachina that we use to start and finish the game, but during the game it has another use entirely:

RING YOUR OWN BELL

If you should DIE during an event at DR:TX, a newly deceased character should walk to the Crossroads and ring the their own Death Bell three times and then report to Logistics, known in-character as the Grave Council Annex.

That’s right.

You finally get to ring the bell at Kachina yourself. It’s fun, I promise, and there’s nothing more chilling than the discordant three rings in the middle of the night telling you that someone just DIED. This bell will let our talented team of Groundskeepers know to meet you at Logistics to run your personalized death scene, and also lets folks with Faith skills, Necrokinetics and Death Brews know they have a chance to interact with a Gravemind scene.

If you are really excited about this rule, let me know at game and I’ll make sure a certain… eyeless… friend helps make that request a reality…

Medical and Safety Resources

One last reminder:

In previous years we had a few medical-trained folks marked out for assisting in emergencies. This year, we made it a dedicated team under Sadie Hawkins. Folks on that list are available resources for non-emergency/non-professional assistance. The Med Room in Kiva (back room past the the Post Office) will have a revamped and restocked medical supply box. These supplies are available for everyone, though, note we don’t have any consumable medications in there.

Mental and Emotional health are also included in our Medical and Safety resources. The Med Room can also be used as a safe decompression space if you need to step out of character and take time re-center or process something. Several of our medical staff are also mental health professionals, and can be tapped to help provide assistance if you need it.

If you do require assistance, and don’t know how to find someone to help, tap any Guide or Gamerunner and we will help you with finding that resource, or contact emergency services if needed.

wrap up

That’s the last from me this week folks! We will have a few opening announcements to cover at the start of the game, but these are the main things to be aware of before you show up.

I still gotta pack and get my own stuff ready for the game, so I hope I see everyone there this weekend. It’s been a LONG summer, and I’m ready to kill some zombies!