Rules You Should Know - February

Howdy Vados! It’s almost time for our February event!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our first official Dystopia Rising Live event CRADLE’S LULLABY! This first game in the new system will be led by Noah Goodman and Luka Drystan. 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 last minute RULES YOU SHOULD KNOW, with a few bonus DR Live reminders as a treat!

  • It’s Girl Scout Cookie time! Our friendly COOKIE RAIDERS will be present during the February game before and after the event. We are proud partners of the Girl Scouts of America, and we will have a local troop representing Camp Bluebonnet Shores join us with some tasty treats. This is the only type of raider you won’t want to run away from!

  • The Kitchen Sink Exchange will be in the Depot! Remember, we won’t be trading out item cards during check in, you’ll need to do this in game once the Depot window is opened. You’ll be able to pick up your blueprints and items here if you entered them into our Item Transfer Spreadsheet last week.

  • Devotion & Faith is here! The newest sourcebook for DR Live has been uploaded to the Most Improbable website! Check out some fun new content on the Faiths of DR Live, including new tenets for the faiths, new cults, and updated story. Just in time for February!

Some photos for this post were taken from previous DR:TX events by our talented Photo Team, including Lily-Jay Jones, Miranda Farmer, Noah Goodman, Heather Halstead, and Max Pohlmeier.

Rules You Should Know - Cradle’s Lullaby

Each month right before game I’ll make sure to cover some important rules that will be useful during the upcoming event. This is part spoilers and part preparation, but it’ll be a handy reminder just in time for game. Make sure you familiarize yourself with these mechanics before the weekend! Let’s cover some of what to expect during CRADLE’S LULLABY

abduct (corpse catalog, p. 8)

  • Allows the user to drag a non-willing target, similar to the Drag Handle skill.

This ability is a threat-version of the popular Drag Handle profession skill (p. 63, Player’s Guide). Some particularly deadly monsters might have this ability, particularly ones that enjoy dragging you off into a dark corner away from your friends. This has a few main points to consider:

  • This ability doesn’t require you to be willing. The monster is happy to drag you away kicking and screaming to consume your flesh in privacy. This also works on a target that is Unconscious, in Bleed Out, or stuck under the effect of Nail.

  • The monster gets 10 steps over 3 seconds. This doesn’t seem like much at first, but 10 steps is often enough to get you into the shadows away from a fight, or out a door.

  • This skill resets the target’s Bleed Out timer. While this does mean that you’ll get to enjoy your full bleed out timer while being eaten alive, it may offer some crucial time for your friends to get to you. Don’t forget this easily overlooked benefit!

  • Abduct can still be countered by “No Escape”. There’s a few items like the The Moulen Rude that can modify this ability, but you generally need to have the skill Cutthroat, found in the Night Cap profession.

Yikes! Make sure you have a Healing Injection handy!

Area of Effect (Modifier) (Corpse Catalog, P. 8)

  • Area of effect is a 10-foot radius for the mechanics for a skill or effect, centered on the user of the skill. No areas of effect outside of plot mechanic zones reach more than 10 feet. Areas of effect do not pass through structural walls, but they do bypass partial cover and non-permanent structures. (Player’s Guide, p. 83)

  • Skill affects a 10-foot radius, centered on the user. Effects do not pass through structural walls but bypass partial cover. (Corpse Catalog, p. 8)

Some threats this weekend will use larger radius effects that can hit multiple targets. Area of Effect attacks automatically hit any target in the range of the attack (sometimes even the user of the skill!). This will hit past a line of shields, through an open doorway, or behind a curtain. If it’s not a shut door or inside a building, you’ll be in range.

  • There’s only a few ways to interact with this ability, particularly the SHIELD MASTER skill of the Battle Wall profession. This powerful ability lets you react to a single AOE or Sound of My Voice call, and call “Shield Master” to negate the effects of the call on themselves. Much like how Avoid can negate a melee strike, this is the one real way to stop an AOE or Sound of my Voice attack.

  • You can’t use Interfere to take a hit from an AOE attack (p. 37), nor can you use Balance (p. 35) to stop the attack. The only time Balance works on an AOE call is if it also includes some sort of movement effect or causes the Stunned condition.

  • The Angry Anchor Riot Shield item is one way a Battle Wall can protect the people around them. This shield allows them to extend the protection of the Shield Master profession skill to up to two nearby allies.

  • The Fast Mover Vest can be a useful escape, provided you are the Skirmisher profession. This armor lets you expend one use of Agile Movement in response to an AOE or Sound of my Voice call not activated by the user to call 'Fast Mover'. You get to take up to 10 steps out of game and if you move out of range of the call, you do not suffer the effect. Keep in mind, this is generally solid against AOE effects, but Sound of my Voice calls are pretty big so you may not be able to get out of the radius if you are near the monster.

AOE effects can be pretty deadly, so maybe stick next to those big guys with shields?

Corpse Bond (corpse catalog, p. 8)

  • Mechanics that Target both Lineage: Full Dead and Zombies. Commonly used in Area of Effect calls made by Zombies.

This one is pretty straight foward — anytime you hear this phrase it means the effect also works on FULL DEAD strains. This functions exactly like the Tainted Bond ability with Raiders, but this is normally used to include players into certain threat skills.

This is normally called as a modifier after an attack, such as “Corpse Bond Immune!”, but it is sometimes a way to target an ability to only impact zombies and Full Dead. Some common abilities might turn the Full Dead against their allies, inflict a Stun, or even transfer deadly effects like diseases or damage.

Generally speaking, if you aren’t a Full Dead or someone using the effects of the Necrological Transformation Procedure you won’t have to worry about this ability too much.

Knockout (Player’s Guide, p. 37)

  • This skill allows an individual to call “Knockout” and, after landing a successful Strike with a brawler to a Target’s back torso (no other means), render the Target Unconscious. The Target remains Unconscious for 5 minutes or until they take any damage, experience any form of mechanical effect (after the Knockout is complete), or are roused by someone role-playing for at least 30 seconds to wake them.

    • Countered by Avoid: This skill can be negated by Avoid.

    • Unconscious State: The Target remains Unconscious for 5 minutes unless damaged or affected by another mechanic.

    • Rousing Role-Play: Another player can rouse the Target with at least 30 seconds of Full Engagement Role-Play to wake them.

I mentioned during our last blog post, but this is a powerful ability possessed by certain types of [REDACTED]. This can be a brutal ability, as it’s very challenging to save yourself if you don’t manage to avoid the strike, packet, or area of effect.

  • In most cases, this is an attack delivered by a brawler, so remember to save an Avoid! (or maybe a helpful piece of personal jewelry.) If the attack lands, you’ll need a nearby friend to save you.

  • This is a great skill to use to capture a player… um, I mean, a target with things like Binds or other dangerous abilities. When you are Unconscious, you can’t stop folks from looting your gear or carrying you away, applying dangerous effects to you, or tying you up with the Lockpicking & Security skill (p. 46, Player’s Guide).

  • The effects of a Gleaming Red Byproduct can make you immune to Knockout, if you use it before the attack is called.

Overwhelm (Player’s Guide, p. 86)

  • An attack or effect needs to be defended against twice to prevent the effect from occurring. Example: “Mangle - Overwhelm” would require 2 uses of Avoid to prevent. “Psionic Mangle (Limb) - Overwhelm.” would require 2 uses of Mental Endurance to prevent.

Certain powerful strikes can be hard to prevent, even if you are quick on your feet. When you hear the modifier OVERWHELM, you’ll have to defend TWICE. These attacks are hard to stop, and as a battle drags on and Impact Skills run low, these attacks will be especially deadly. However, remember that Overwhelm attacks still need to connect with a target in order to take the effect!

Common Zombie Threat Skills

Here’s two last common threat skills you’ll also need to be prepared for in pretty much any game of DR Live:

Cannibalism (corpse catalog, p. 8)

  • This ability does not count as an Impact Skill. When a target enters Bleed Out, zombies call “GNAW” loudly and then the Gnaw count quietly to the Target of Cannibalism while role-playing consuming the target. The Gnaw should be loud so that people know the Target is being eaten, but the count is done so that just the Target is informed of how many Gnaw have occured. Upon 10 “GNAW” counts, the zombie calls “Killing Blow,” refreshing all Body and Impact Skills and moving on to the next target. Multiple zombies can consume one target, but the count is not accelerated. Targets of Cannibalism that are capable are encouraged to scream for help to communicate what is going on. If any mechanic prevents the regaining of Body, this skill does not result in regaining Body, but all other mechanics continue.

The staple threat of zombies in DR Live is that every single zombie, from the lowliest of shamblers to the scariest of Maulers is functionally capable of killing you quickly. If a zombie successfully completes this call ten (10) times while gnawing and ripping at your bleeding body, not only will they fully heal and reset their skills, but it will also count as a Killing Blow. The NPC will call the Killing Blow after the last call, just in case you lose track of how close you are to death.

This means that EVERY single Zombie threat is functionally capable of killing you if you get eaten alive. Watch out! The main way you will hear and interact with Cannibalism is simply a loud and obvious roleplay from the zombies as they tear your friend to shreds, not a slow and steady count like in 3.0.

Important Note - There is no “gnaw 1, gnaw 2, gnaw 3..” style count any longer in DR Live, simply multiple calls of “GNAW!”.

This change is an active and intentional design choice by the author to break up a bit of the ‘meta’ around cannibalism in previous editions. There is no audible timer while you are being devoured, nor do you have the ability to gauge exactly how much longer you have until your friend is dead. If you weren’t nearby when that person hit the ground, you’ll need to act fast and make the decision to charge into the fray with a use of Rescue or an emergency brew!

This new Cannibalize threat skill will probably be the number one cause of death in DR Live, so if you hear zombies gnawing on a corpse you better hurry!

Rise Again (corpse catalog, p. 9)

  • This ability does not count as an Impact Skill. 10 seconds after being dropped to 0 health, or with both legs Mangled, a zombie regains full Body, all mangled limbs are repaired, all Impact Skills refreshed (except Rise Again) and is immune to damage for 5 seconds. A verbal growl/moan signals reanimation. If a “Double Tap” skill is used, Rise Again is negated. Physically moving a zombie that has a pending Rise Again may cause the zombie to be able to activate this skill in less than 10 seconds (NPC’s prerogative). This includes, but is not limited to, carrying a zombie away before it uses its Rise Again. In the instance that a mechanic prevents the user of this effect from regaining body (I.E. - No Healing) their Body is set 5 Body instead of regaining Full Body.

Almost all zombies have the ability to stand back up after being defeated, the undead corpse lifelessly rising again to devour the living. The Rise Again ability is a powerful ability you will see throughout any DR Live event, and this skill lets the zombie stand back up with full health, all of their skills, and a 5 second damage immunity. This gives the zombie time to stand back up and get back into the fray without being simply beaten down before they regenerate.

Note, as this is one of several zombie threat abilities that clearly indicates ‘this ability does not count as an Impact Skill’, even powerful Downsurge effects like the Flower Scented Paint Rounds won’t be able to stop the threat from using this ability. If you do have a way to stop healing, it will still have some effect by leaving them at 5 Body but it won’t stop them from getting back up.

The only way to stop this is to use Double Tap in the 10 seconds before they reanimate. Certain powerful threats like Flesh Tanks and worse will even have Robust Rise Again, and this version of Rise Again will require multiple uses in that 10 second window to keep them down. Make sure you invest some XP in Double Tap!

RULES RAMBLE: DR Live Core Mechanics

For this next part, I want to cover some of the key interactions with skills and abilities you’ll use throughout the weekend. As we continue our DR Live games for the season, I’ll cover in a bit more detail a few of these specific interactions. I know that you actually read the Player’s Guide before our event, right? 😅

Impact Skills

One of the coolest new parts of DR Live are Impact Skills! You no longer use Mind points to fuel your combat skills like Avoid or Break. Instead, you buy ‘uses’ of the skill that refresh every 20 minutes outside of combat. This means that you’ll be able to do that neat combat trick EVERY single combat. You won’t have to make the hard decision between using an Avoid to stop that big hit or saving the mind for making a crafted item later. This also really mimics the NPC experience as well, so it’ll be a great way to learn the new rules as you play the threats during your NPC shift.

This is going to be the bread and butter of your play experience during a game, so let’s remember a few key points about these skills:

  • These skills can be used one time per each combat scenario, and can be purchased multiple times with experience points. This allows you to use them multiple times during a fight. Keep in mind, these skills are not indefinitely available in a single combat situation. They refresh after a character has not been involved in any combat scenario for a continuous period of 20 minutes. Non-involvement means no usage of Impact Skills or weapons.

This means that every use of an Impact Skill you purchase lets you do that trick during EVERY SINGLE COMBAT. This is such a huge change from the old edition, so it’s probably one of my favorite parts of the DR Live system. Even a single use of Avoid or Double Tap will come in handy multiple times throughout the entire event.

There are only a few major ways to regain or refresh your uses of Impact Skills:

  • Impact Skills refresh every 20 minutes, unless you use a skill or weapon. This isn’t too long, but it’s long enough that you can run out of useful abilities during a protracted fight. The only sure fire way to restore these is to get AWAY from the fight. If you end up doing something innocuous like use a Stealth ability or pick up a shield to block a blow, you’ve just reset your 20 minute timer. I highly recommend a stop watch or timer of some kind to keep handy during an event if you like getting involved with Impact Skills.

  • Combat Enhancers and Performance Enhancers are expensive injection brews that can restore 2 uses each of two linked Impact skills. You need to actually have the skills and had to have used them, and it doesn’t give you the ability to spend more uses than you have on your character sheet. Performance Enhancers restore normal Impact Skills, while Combat Enhancers restore Profession Impact Skills.

    • Note, none of these brews restore Aberrant Impact Skills, so be careful with those uses of Biogenetics!

  • The Landsmen Lineage (Mericans, Natural Ones, and Quiet Folk) can restore their Impact Skills in only 10 minutes, provided they aren’t in line of sight of a fight and they have three total Landsmen to talk with. This is the fastest way to regain your Impact Skills without using items!

  • Items that grant an Upsurge like the Angry Anchor Officer’s Insignia is the only way you can gain additional uses of an Impact Skill beyond what you have on your sheet. When expending a use of Rally Call, the user may expend a use of this Gizmo to add to the call "Upsurge for +1 Mental Endurance or +1 Avoid". This ability does require you have at least one use of the chosen Impact Skill on your sheet — it doesn’t magically add an ability you haven’t spent any XP on, but it can go above your normal uses while the Upsurge lasts (Player’s Guide, p. 90).

Healing in DR Live

Compared to the old edition, your characters will bounce back in no time after a bloody fight. There are many, many ways to restore lost Body in DR Live, so let’s look at some of the common ways to heal in the new edition:

  • Body doesn’t come back on its own, unless you are using an Engineered Space like a Trophy Room. This powerful blueprint area can allow anyone to spend some time resting to regain 5 Body, but you’ll need to find a group of players that have properly set up this space in game.

  • The most common way to heal will be the First Aid Impact Skill (Player’s Guide, p. 37). This skill allows an individual to call “First Aid” and engage in 10 seconds of Full Engagement Role-Play with a Target character within arm’s length. The role-play involves administering quick and brutal emergency medical support. After the 10 seconds, the Target regains 5 Body. Powerful applications of the Master Medical skill can even enhance this healing.

    • NOTE: Because this ability can reset every 20 minutes, this means that anyone with at least one use of First Aid can effectively heal almost 15 Body an hour on another character. We recommend seeking out spare uses of this skill before finding a true doctor.

  • You can use the Stabilize ability of First Aide to stop someone from bleeding to death. As long as you have at least one use of First Aid remaining, you can spend 2 minutes to stop a bleed out. This instead heals for 1 Body and doesn’t use up your Impact Skill.

    • NOTE: There is no longer a “stabilized” condition like in 3.0, only a Stabilize skill use. You are either healthy and have remaining Body, or you are in Bleed Out. There’s no more in between state.

  • The Medical development skill is the single most efficient heal in the game. For only 1 Mind Point, you can heal up to 10 Body. This means even a basic character can quickly get even the toughest character back to full in no time. This skill takes some time — normally 10 minutes to use. You can speed this effect up with items like the Dr. Ottoman’s Sawbone Kit, but it costs you some of the effectiveness.

  • Biogenetics is a quick, instant healing effect. This Aberrant Impact Skill is the single fastest way to save a friend that is bleeding to death, but it lacks a bit of the utility it had in 3.0. Now, this skill heals for 2 Body, so it’s useful to quickly stop the bleeding, but it’s not a replacement for taking your time with First Aid. Make sure that your target is away from the fight first, because even a single normal melee hit is enough to knock them back into bleed out.

  • Healing Brews can quickly restore lost Body, but cost Mind and herb to make. Lineage Healing Brews can restore 10 Body in only 10 seconds of applying the balm to a wound, so this is twice as effective as First Aid. Healing Injections can be used even while in Bleed Out to save yourself, but are considerably more expensive to make. Healing Meals can take a bit longer to use, taking 10 minutes to consume, but they restore a LOT more Body, and even a bit of Mind. Most healing items only work on a specific Lineage, but there are powerful universal healing items made with higher levels of Culinary, like Rover Tea, Red Mist, and Uncle Todd’s.

  • There’s a few more ways to regain Body, from Lineage abilities, Development Skills, to other items like gizmos, but this is the core things you’ll probably see during an event. What cool new way have you found to restore Body in DR Live?

Mind Restoration in DR Live

One big change for DR Live is the use of Mind Points. You no longer regain Mind Points at set intervals during the game. The old concept of “the 12s” is gone, so it can be a bit more tricky to restore your Mind in game. Let’s take a look at some of the common ways to refresh:

  • Brews and Meals remain one of the best and fastest ways to regain Mind points in DR Live. You’ll probably want to look for the Basic Culinary brew called an Invigorating Brew. There’s one for each Lineage, but they restore 20 Mind Points when you drink them over 10 seconds. Every single brew in the game creates more Mind Points than it costs to make them, so while it can be time consuming to make them, this will enable to you have all the Mind you can use during a game. The actual limit to how much you can regain is limited by the time you spend making the items!

  • Many skills have an ability called “Skilled Assistant”. When you have a second character help you with the roleplay of that Development Skill, the second person will regain 2 Mind Points after the task is complete, for free! Of note, the Basic Artisan ability to Repair broken armor only costs 1 Mind point to use, but you can regain TWO Mind points if you help a fellow tinker. This means that you can effectively Repair as much as you want, as long as you have a buddy! The same basic function works with Basic Medical too, as a helpful Nurse can help you keep healing indefinitely if you alternate between patients. Neat!

  • Some powerful Necrology items will even let you regain even more lost Mind through the Skilled Assistant ability!

  • The faithful skill, Basic Faithful Miracles (Player’s Guide, p. 53), can let you bestow your Mind points on another member of your faith (or anyone if you spend a Resolve). This grants an Upsurge X Mind or Body for every 2 Mind Points you spend. This is a great way to spend your last Mind points on a buddy before you go to NPC shift, for instance.

  • There’s a couple of notable items that help you regain Mind points in other ways:

    • The Seek the Damned Blade lets you regain 1 Mind every time you Double Tap a zombie. It’s not the fastest way to regain mind, but it can give you enough Mind to do a few more Basic Medical procedures.

    • Meals like the Ampheta Recovery Meal not only restore spent Mind Points, but also increase your total Mind Points through an Upsurge. These are great to eat before sitting down to work on a few Artisan projects, as the extra Mind Points can be spent first.

    • The better Healing Meals also restore a bit of lost Mind, like in the case of the Fortified Healing Meal. Powerful master-tier brews like Saint John’s Recovery Brew can restore lost Mind to characters of ANY strain. The single best meal in the game will not only restore a whopping 60 Mind, but it will also give you an Upsurge: +20 Mind effect as well!

    • If you don’t mind risking a run in with the Law Dogs, Crystal Candy Snacks are an alternative! Each one can be made for only 5 Mind with the blueprint, but it needs a Produce: Meaty Bits to make. The main way to make this is by harvesting Meaty Bits from downed raiders or other Lineages as a Killing Blow, or maybe a bit cheaper for a certain cult of masked pitchforck assassins, so be careful about who you decide to take with you into the darkness!

Resolve Use and Fractures in DR Live

One important difference of the DR Live system is how Resolve use changed. In the previous edition, Resolve was used in lots of very useful brews like Healing Injections. Now, only the most powerful Healing Injections like Red Mist consume Resolve. This means you’ll be able to save your Resolve for powerful item uses like the Cullingwood Blade, or in Development Skills like Basic Criminal Influence (p. 44).

  • The most common use of Resolve will be in items and your Lineage ability. Be careful about investing in too many items that need Resolve unless you’ve also spent XP to raise this Stat. Every point of Resolve is precious!

  • Every character has a Lineage ability that takes Resolve. Many of these let you use a Skill, even if you haven’t spent XP on it, or give you a more powerful effect of your core ability.

  • There’s only one way to regain Resolve in the game - Mortuary Morsel. This is a EXPENSIVE item made only by a Profession Skill that can effectively ‘store’ a point of Resolve for later. This is the only way you will be be able to get back spent Resolve, but it’s an ability that can never be made faster or more efficient. However, this is a great way to save up Resolve that you didn’t spend on Sunday morning before game ends!

  • When you use your last Resolve, you’ll gain a Fracture. In addition to not being able to use abilities that need Resolve, your Fractures will reduce your total Mind Points pool temporarily and cause some intense roleplay moments.

    • If you somehow gain your 5th Fracture, your character is permanently dead. Do not pass go, do not collect 200 Brass. This is one of the few ways to die permanently, regardless of your remaining Infection. Make sure you seek out help with that Fracture before it’s too late!

  • You can read more about Fractures in the Guide’s Guide on p. 68!

Calling Attacks (Player’s Guide, p. 74)

One neat thing of the new system is a much clearer listing of exactly HOW an attack works. I had to write a whole blog post for this in 3.0, and now it’s in the book! Let’s take a look:

  • The order of operation of using a skill during an attack is call the skill, attempt the Strike, listen for defense, resolve the mechanic. If a Strike is successful, not successful, misses, or does not land a legal swing, the skill is still expended.

  • When defending, you have roughly 3 seconds to respond with the defensive skill you’d like to use to negate the simulated attack.

  • Two people cannot exchange a series of blows and then proceed to each call the counters to those blows in a series of calls. Any defense call must be stated within 3 seconds of the related strike.

So, keep in mind to use your cool new Impact Skills, you need to first make the call of the skill (like Break, or Mangle), and then attempt to hit your target. If you miss, you still expend the skill and it doesn’t work on the target. Make sure to hit clean so you don’t wasted your valuable Impact Skills!

How to Loot in DR Live

One big change for the new edition is that there are several skills that interact with corpses of your fallen enemies. Many higher-tier monsters can include loot you can find on the corpse, so it’s worthwhile to search the body.

  • If an item is obvious and visible, you only need to engage in a few seconds of Full Engagement Role-Play to take the item. Armor and worn items are excluded from the “obvious and visible” quick take rules due to the fact that taking armor off of a body takes longer than a few seconds. If you are fully searching a body or looting Supply Bags, you must spend 30 seconds of Full Engagement Role-Play looting the Target. Let the Target know what you are doing, check in with your fellow player to see what their role-play comfort levels are for touch. If this is a NPC, maybe take these couple of seconds to quietly thank the player for the efforts they put in to make the scene enjoyable for fellow players. (Player’s Guide, p. 75)

This means that it normally takes about 30 seconds to search a body, so you’ll need to be careful trying to do this during a hectic combat. You can quickly separate a fallen enemy from obvious weapons, but you’ll still need to do a full search to get everything like armor items. For looting in general, zombies drop currency or herb, raiders drop scrap, critters drop produce or herb, and lineage threats will usually have various items on them.

There are more than a few skills that can interact with a corpse, but three main ways to gain cards from enemies:

  • Loot - Items held by a threat or person. These can be searched for and taken from a dead body. They can also be Pickpocketed (p. 38) if the threat is around long enough. These are always held by the threat but remember that not every enemy will have loot. This will usually take 30 seconds to search the body.

  • Salvage - Raider threats with weapons like guns or blades can usually be Salvaged. These are usually gained through Impact Skills like Salvaging (p. 39) and Gimme Your Kicks (p. 65). Lineage threats won’t usually be targetable with the Salvaging skill unless something says otherwise. Scrap cards will normally be held by the raider or a nearby Guide, but if they run out of the respective cards you can pick these loot items up at the Post Office. Some items like the Misused Dentistry Tools or the Lucky Poker Chip can modify what items you would receive from your Salvaging skills, so you’ll need to get these at the Post Office.

  • Harvested Resources - Any item generated by using a skill on a downed corpse that is not a Salvage skill. This includes items that modify those skills, and these abilities usually consume the body as part of a Killing Blow so that it can’t be used for other skills and items. Dead Market Harvest (p. 67) and Master Criminal Influence (p. 50) are two notable skills that offer a reward for completing a Killing Blow on a Lineage target, producing Necrology resources and Produce: Meaty Bits accordingly. These skills can take various amounts of time to complete, so check the blueprint or skill just in case! These items are always picked up at the Post Office and recorded on the back of your character sheet.

Wrap Up

Whew! That was a lot! That’s it for today, Vados.

We hope that you will come join us for our next event, our first DR:TX event using the new rules for Dystopia Rising Live. We have some fun surprises in store for you during this game, and we hope that you are ready to try brave the dangers of the Facility. Will you discover the source of the zombies that are plaguing the Lone Star? Will mark a hard choice about a fellow survivor seeking shelter and refuge? Will you put to rest the things that lay sleeping in the Facility once and for all?

Only a few days left till we see Camp Bluebonnet Shores once more! See you soon, Vados!

Tickets are on sale for our february event now! Don’t miss THE first game of dr live!

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