3.0 Evolved

Types of Characters in DR

It’s time for another Rules Ramble with Jonathan! Each week, I’ll introduce a topic in the DR rulebook in a deep dive that focuses on explaining it in more detail than the book alone can provide. There are four core pillars of the DR game in my mind: Combat, Roleplay, CvC, and Economy, and today’s blog post will touch on a bit of things concerning Roleplay; particularly the differences between different types of characters in Dystopia Rising. This is important considering we will have some Casted Characters in play during our next event with a bit more agency than usual.

You can read all about these characters and how you will be able to influence them to change the world of DR:TX in a blog post by Shan last week:

Our ticket sales close on FRIDAY! You have a few days left to purchase a ticket online and pre-register, but you’ll still be able to get a ticket at the door!

Types of Tickets

Speaking of tickets, my blog post today actually involves a bit of the ticketing process for our game. Each time you attend a game, you have a few options for choosing a ticket that are outlined on P. 92 of the DR Corebook. Each ticket type essentially allows you to modify the amount of time involved in your CASTING SHIFT.

NOTE: Only 4-hour Casting General Admission tickets are sold at the door. All other types of tickets must be purchased during pre-registration!

The Casting Shift is the time you spend in game helping us portray the antagonists like Zombies and Raiders, or even other Casted Characters like merchants, delvers, or residents of Bravado. Casted Characters are sometimes referred to as NPCs, or Non-Player Characters. This is also sometimes called your “NPC Casting Shift” or “NPC Shift”.

NPC Casting Shifts signups are filled on a first come, first served basis through our Check-In system. Once you have purchased your ticket, please Check-In under the correct Ticket Type. If you are a Guide, please purchase the 4 Hour General Admission Ticket. If you are buying a $0 Casting Only ticket, you will need to spend at least 12 Hours on your Casting Shift to earn XP for your character.

Some casting times have limited availability based on our anticipated needs to run a fun and engaging event. If you want a limited casting time, or the reduced ticket with increased casting time, we strongly recommend picking up a ticket in advance. You can see what tickets are still available on our REGISTRATION page!

As you can see, the Tickets for a game introduce a few terms regarding types of characters that can be confusing, so let’s talk about those in more detail.

Types of characters

There are three types of characters in Dystopia Rising: Leading Characters, Support Characters, and Casted Characters (also sometimes referred to as Extras). Other roleplaying games like D&D often refer to these types of characters as different terms, like PC or NPC. Depending on a person’s experience with games, you might hear these terms used interchangeably, so let’s talk about the differences within each type of character in Dystopia Rising.

For our game, we use some Hollywood terms to refer to our characters, as if we were making a movie or TV show together. Each type of character in our game has a similar example in a production like this. You might have the stars of your favorite show, the supporting actors or recurring guest stars, or even the extras in the background drinking coffee at the café or walking across the street. Collectively, they represent the CAST of that show, but each role has a different focus and impact on the storyline. We often include terms like “scene” to refer to a moment in a game as well.

Like a TV show cast, the main difference between types of characters in Dystopia Rising is their focus and agency. Let’s look at each example:

LC - Leading Characters

The Leading Character (LC) is the primary type of character in our game - played by our players! Other roleplaying games sometimes call this a “PC” or “Player Character”. When a character is in a leading role in a movie or TV show, the focus of our story is on them. We care about their backgrounds, their conversations, and the challenges they face. Since our players are the star of our show, LCs can do pretty much everything in the game, including combat, econ, roleplay, or CvC.

I [pause] am a [pause] leading character..

“These characters are used by standard participants for the majority of their engagement with a game. These are characters that players portray with full agency over the character’s decision-making process within the guidelines of community, shared story, and genre. A player’s ability to have 100% agency over their character shifts to a shared agency once a character engages other participants. This is the nature of shared storytelling, where all involved (staff and participants) share the authority over scenes engaging participants within the framework of genre, safe community and fair play guidelines.” (DR Corebook, p. 16)

An important emphasis here is that while your characters have full agency in most situations, situations involving other characters need to consider SHARED AGENCY. This is generally referring to CvC, but it is also a reminder to make sure that EVERYONE is having fun in a scene, even if it’s just roleplay and not involving combat. You also need to be mindful of our Community Guidelines, and make sure you are following the rules - that’s part of fair play!

One last consideration on agency as a LC — while you have a LOT of ability to impact the world and the characters around you, you must still consider this shared agency responsibility when it comes to the politics of our game. Characters in DR:TX can join one of our major factions, becoming a stake holder in the San Saba Territories (this might be useful next game, if you have Tribes Disparate membership). Once you reach Master Society Membership, you have a bit more influence than most on how the affairs of the faction resolve, and you’ll be involved in more choices that impact your role in the group.

However, this agency will never involve sole leadership in any faction. You can be influential, but you’ll never really be able to fill the shoes of someone like Felicity Redfield. We’ve found that small groups of players in political positions find it challenging to follow their own goals as an LC while ALSO creating engaging content for others. For this reason, we will always retain measures in game that mean staff can inject that drama and story in ways meant to engage with a much larger player base and story. For instance, no LC will be able to be the next King or Queen of the Tribes Disparate, but they CAN be leaders of a House, like the Cervaxi Tribe or the SCAdians. The primary position of leadership will be held instead by a Reoccurring Casted Character (see below).

SC - Support Characters

The Support Characters role is reserved for our Gamerunners and Directors. Shan and Aesa are the primary folks that hold this role in DR:TX, but this could also include members of the DR National Staff or other chapter owners that are visiting too! Like a director in a movie, their primary focus is on the game itself, not the actions of their individual characters. SCs can do most of the same things as an LC, but generally try to avoid things that might provoke a conflict of interest like non-negotiated CvC or being the leader of a crew.

“These characters are overseen by an employee or event owner. While SCs follow all guidelines of standard LC growth and the game rules, the focus and direction of SCs is restricted due to the fact that employees have a greater degree of knowledge and understanding of the world, operations, and story that occur. This greater knowledge and understanding means that the interests of an SC (as a character) will always take second place to the interests of other participants. Support Characters are restricted in what stories or engagements they may have, in order to prevent conflicts of interest and to not allow bleed of character actions to influence and affect a staff member’s station and position as a business owner or employee.” (DR Corebook, p. 17)

At DR:TX, we do try to make sure our Gamerunners have a chance to play from time to time. It’s important for Shan and Aesa to get some time to play their characters, as actually participating in the game is a big part of being able to enjoy themselves and prevent burnout. Luckily, we have a great team of Guides, Admins, and STs that can step in to fill their shoes to give them a much needed break!

Casted Characters (or Extras)

The DR Corebook refers to this last category as Casted Characters, or Extras depending on what part of the book you are reading. It’s a little confusing because both terms are used in the book, but only one is actually defined. But if you see one of these terms they effectively are the same thing. We will also sometimes refer to this type of character as an NPC, or non-player character. This is a bit of a holdover from roleplaying games and video games, but it’s easy to understand and most people can quickly grasp the term once it’s explained.

Any good super hero movie needs the faceless thugs and antagonists in the background of a fight, and our Casted Characters help fill in these roles. During the Casting Shift, our Extras serve a key role in Dystopia Rising by representing monsters like Raiders and Zombies, or other mundane characters as the STs and Guides require. One benefit of this allows us to field living, breathing opponents across the field from you, to really dig into that feeling of surviving the zombie apocalypse. When there are actually 20 zombies surrounding you it tends to thrust you into the moment and help with immersive roleplay.

“This is a character that is represented by a participant during a Casting Shift. A Guide informs participants what sort of persona they will be portraying based on the content the writers produce for the event and helps make sure their time as an Extra is an enjoyable one. These characters have a limited scope of interest, purpose, and history that is defined by the duration of an engagement or a series of engagements written as part of a staff-created plot and story. Extras are portrayed similarly to LCs, however, the interests and focus of the people portraying Extras are driven by story, plot, and enriching the experience of participants actively portraying LCs instead of making decisions based on the agency of the best interests of the character. Extras may reoccur; however, they only do so if dictated by story and plot requirements.” (DR Corebook, p. 14)

The key difference in this role for me is, as a Casted Character or NPC, you are meant to LOSE. Period. The other characters are the heroes of this story. You don’t “win” at an NPC shift when you kill a character, you “win” when folks are having fun. When you are on shift, your goal is to provide a memorable and fun experience for your friends, so that when it comes time for their turn as a NPC they can return the favor and provide that fun in the future.

One of our jobs as STs and staff is also to make sure we have interesting and engaging content on our shifts for the Extras, so that you can also have a bit of fun in the process. We strive in DR:TX to have varied types of mods during the Casting Shift, with options for both roleplay, econ, AND combat. We also strive to provide content for our non-combat players as well while they are on Casting shift. Some players even enjoy the NPC experience so much they sign up for Full Casting Shifts, and they don’t play an LC at all during the game!

Reoccurring Casted Characters (Face NPCS)

One last kind of “hidden” role within the Casted Character category is that of the Reoccurring Casted Character, sometimes known as a “Face” NPC. In our TV show analogy, this is a regular Guest Star or that named background character that stands out a bit more than usual. I think of folks like Nick Fury or Agent Coulson in the Marvel universe, when I talk about Face NPCs. While they still exist to keep the focus on the LCs, our Face NPCs have a bit more agency than a usual Extra. These characters also help establish continuity, as the same person plays them each time they appear and they can react in the play space based on those past experiences better than a random zombie or merchant.

Reoccurring Characters are actually alluded to in the book, in the same section on Extras:

Extras may reoccur; however, they only do so if dictated by story and plot requirements.” (DR Corebook, p. 14)

When a ST or Gamerunners has a particular story in mind, they might reach out to a volunteer for an additional role. The choice of who plays that role is mostly up to the ST, but if you are interested in being considered for one of these roles in the future you can let us know by submitting feedback or sending an email. While we often rely on our Guides and STs to fill these roles, we strive to vary our casting as the story demands. We look for folks with great acting ability, proven experience with the ruleset, and those folks that are an outstanding member of the community that we can trust to help fill this valuable role. This role will often earn additional CAPS for the volunteer time, and we generally work with that player to help them develop a unique costume and look for the role.

Some of the Reoccurring Characters in DR:TX include Faction leaders like Felicity Redfield, Tabitha St. Mercy, Commander Rampart, Mama Rabbit, Gustav Glasseyes, or Boss Wyatt. Each time they enter play, the same “actor” is behind them. Sometimes, this is a Gamerunner or an ST spending time in play outside of their normal shift, but sometimes we rely on the folks outside of the Storytelling Team as well, like in the case of our upcoming game.

In our next event, QUEENSGRACE, we will have a few new faces in our Reoccurring Casted Characters. Shan talked a bit about this concept in our last blog post! These Face NPCs will be in play for large chunks of the game and will be playing the role of the leaders of the Tribes Disparate. These 14 different characters will have a chance of interacting with you over the weekend, and your actions will determine the future leader of the Tribes Disparate. Our Reoccurring Characters have been very, very thoroughly coached on how to behave in the play space, but they will have objectives to achieve, motivations and reasons for their behaviors, and secrets you can uncover.

We are very excited to introduce some of these characters, and we can’t wait to show you more! Our hope is that this enhanced agency will allow these Casted Characters to provide meaningful roleplay opportunities, make them feel like a real character, and a give you a chance to directly impact the future of our story in Bravado.

wrap Up

No matter the role your character or NPC has, one last thing to keep in mind is that you are still in charge of your character actions in game, through a process called Steering. Next time, we will dive a bit more into the concept of Steering, how to apply it in game, and ways you can enhance your roleplay experience. See you next time Vados!

Long Term CvC

It’s time for another Rules Ramble with Jonathan! Each week, I’ll introduce a topic in the DR rulebook in a deep dive that focuses on explaining it more detail than the book alone can provide. There are four core pillars of the DR game in my mind: Combat, Roleplay, CvC, and Economy, and today’s post is our last delve for now into the logic behind some of the things involved with CvC, or Character vs. Character behaviors. Our specific topic this week is Long-term CvC.

In my previous CvC themed posts, we covered an Introduction to CvC and then we covered the pretty dense Theft Rules of Dystopia Rising. Last time, we covered the rules for Conflict in the Moment. Our friends at DR:NY also had a great series on CvC you read about HERE. I highly recommend reading this before we continue our discussion here.

We also still have tickets for our next event QUEENSGRACE open! Make sure you can attend our next event — it’s going to be monumental for our setting!

There are a few core areas in the book on CvC, and we’ve taken a look at each part during this series.

  • CvC in the Moment (p. 160) - Rules for spontaneous CvC encounters, and how to use the “C” symbol for conflict. I would consider this “unplanned” CvC.

  • Long Term CvC (p. 161) - Suggestions for how to approach CvC that happens over several games or longer, including how to recognize your limits. I consider this “planned” CvC.

  • CvC in the Wastelands (p. 162) - Rules for the WASTELAND, an area where consent to CvC is implied simply by entering. We covered this in Part 1.

  • Thick as Thieves (p. 163) - Rules for THEFT in the world of Dystopia Rising, what you can steal, how you do it, and what consequences can look like. We covered this in Part 2.

In addition to the sections in the book on CvC, we also have some other additional resources for the game.

  • Wasteland Map - You can find a map of the current Wasteland Zones within the DR:TX game space at Camp Kachina.

  • Survival Ethos System (SES) - This is an out of character mechanic for “opting in” to CvC in advance, no matter where you are in the game.

So let’s cover what happens when you want to PLAN conflict with another character..

LONGTERM CVC

The Long Term CvC section in the DR Corebook is only 4 paragraphs long, so I don’t have much here to work with as we explain this section. However, I have some good advice and lessons I’ve learned in my years in DR to share with you. Hopefully, what this looks like in practice that may be helpful to you in your own CvC negotiations.

The book outlines a few steps in these paragraphs on p. 161 (emphasis mine):

  • Have a conversation with the other person BEFORE you escalate into conflict

  • Check if they are okay with that conflict in advance!

  • Define what sorts of conflict you are comfortable with, and what CvC means to you

  • If they are NOT okay with conflict, deescalate the situation, find an alternative path, or plan to avoid situations or people where conflict would occur.

The big takeaway from the book for me is that Long Term CvC is PLANNED CvC, where as Conflict in the Moment tends to be UNPLANNED. Long Term conflict is something you think about in advance and communicate with the other players on BEFORE it happens, while the more short term conflicts can often be a reaction to an event of some kind in game and need that communication on the spot instead.

The need for communication here is so very important. At first glance, it might seem like a good idea to want to initiate a CvC fight in game without talking to that person first because you want the attack to be a surprise. You don’t want to give them an edge in the fight if they know it’s coming, after all! This kind of mindset is really common for new players, players from other games like Vampire or Nero, or even veteran folks that might remember an earlier time of CvC in the DR 2.0 world. However, not only is that idea against the spirit of the rules, it’s a recipe for a bad time.

This style of conflict misses a BIG component of the CvC rules above because it lacks that element of communication. The only person or group that really enjoys this kind of surprise attack is the aggressor, in my opinion. When you don’t communicate your intentions in advance and set a social contract for the conflict you want to see in the world, it’ll be much harder for the other person to respond positively to the conflict. If you really want to see that ambush style event happen, TELL the other party about that! You don’t have to plan out every swing in a fight if you want to keep it organic, but you DO have to talk about it first.

  • JONATHAN’S ADVICE: WHILE IT MIGHT SEEM A LITTLE COUNTERINTUITIVE, YOU CAN STILL HAVE ROLEPLAY THAT INVOLVES SURPRISES, TRAPS, AND AMBUSHES EVEN IF THE OTHER PLAYER KNOWS ABOUT IT IN ADVANCE.

Seeing a trailer for a movie, reading a synopsis of a show, or reading a cover of a book doesn’t necessarily spoil the content for me, but I can’t guarantee that another person will feel that same way. If we don’t talk about it first, it will just lead to resentment and anger because our social boundaries were crossed — all because we didn’t communicate them first! When expectations aren’t communicated and met, resentment and anger grow.

“If you can’t talk about CvC with someone without the potential for real-world drama, then the pairing of you two for CvC probably won’t work out.” (p. 161)

Lastly, sometimes people just shouldn’t CvC with each other. There are many reasons why a person would want to avoid CvC with a particular person, both in game and out of game. CvC is both a privilege AND a responsibility in DR. It’s not just about one player’s fun, but about BOTH player’s fun! Your focus in CvC should consider the benefit of the story versus the potential for real-world conflict. If it’s not going to be fun for everyone, it’s better to walk away and find a different story than potentially create a conflict that will hurt someone in real life.

Why should you consider Long Term cvc?

So, you’ve reached a decision that you still want to pursue long-term CvC and you’ve found a willing partner in crime to help you tell a great story. Great!

Long Term CvC can provide real consequence and a great story because it’s now an opponent with access to the same skills, same equipment, and same abilities that you have across the field. They might have friends to back them up, or a powerful political position. They might have more XP on their character than you, or better equipment. And when a fight has bigger stakes, you can have bigger stories. The main advantage of long term CvC is that it provides a way to push your character towards meaningful conflict.

A meaningful conflict applies pressure to a character to act, because if they refuse to take action, that story ends.

Meaningful conflict is conflict that reveals something about your character. A rival character is in play for much longer than that quick NPC encounter in game, so the possibilities to continue that story are endless. That fight doesn’t have to end with character death. With the Infection, even dying is temporary and that rival could come back for revenge and bring friends with them! CvC can present an engaging challenge but it can be a wider variety of scenarios than you might think.

CvC can really include ANY action that undermines the safety, stability, or security of another character or group, and it can take other forms than just combat. It might be an attack on another character directly with a boffer, sure. But it could also be a series of heated arguments about faith around the Depot, a price war between your crews as you try to sell some of your hard earned scrap and herb, or it could be a bragging contest between two master thieves trying to steal something more noticeable or important to that person when they aren’t looking, all while leaving a calling card to taunt them with their skill.

The most important part of Long Term CvC for me is to really decide what those stakes are in advance, and what you want that conflict to look like. It starts with an out-of-character CvC negotiation, so let’s look at some ideas of things to consider in this conversation.

CVC NEGOTIATION IN PRACTICE

The book is very lacking on actual examples of what kind of things you should discuss in a CvC negotiation, so I’ve built a list of some of the best practices I’ve seen over the years. Here are some boundaries you should look out for in a CvC negotiation, but I’ve probably missed a few to be fair. I’ve grouped these into two main categories — things that cause a change to your character sheet, and some of the common situations to consider for CvC.

possible Changes to your Character:

  • How do you feel about short term effects like entering Bleed Out, or being Mangled?

  • What about roleplay affects like being affected by a Hallucinogen or Intoxicant?

  • How do you feel about poisons (particularly ones that can be secretly put into your food or drinks) being used in a conflict?

  • What about long term effects like being inflicted with a Disease or story effect?

  • How do you feel about Infection loss as a potential consequence?

  • What about more than one Infection loss, or repeated deaths?

  • What about permanent character death?

  • What about items or effects that interact with your Grave Mind scene like Necrokinetics or Death Brews?

  • How do you feel about losing items to theft like weapons, blueprints, or Brass? Is there a limit that you’d like to set on what is fair game?

  • How do you feel about Larceny attempts to pickpocket you?

  • How do you feel about gaining Fractures as part of the conflict?

Situations to watch out for:

  • Do you want to arrange a Guide to observe the conflict in advance?

    • THIS IS SUPER IMPORTANT! It’s okay to ask for a Guide to observe a scene — it’s still CvC after all. If you cannot agree on this very basic situation, then maybe you shouldn’t consider CvC with that person. Long Term CvC ultimately requires trust between both sides!

  • How much do you want to plan out the actual conflict scene in advance? Do you want to heavily script the encounter in game, or keep it in the moment?

  • How do you feel about yelling, screaming, insults and other aggressive roleplay?

  • How you feel about physical touch or boffer combat?

  • Are surprise attacks okay? What about nighttime raids of your cabin?

  • What about conflict during another scene or module? Is engaging you while you are fighting zed or raiders, or negotiating with that Face NPC going to be okay?

  • Do you want to sign up for the SES System?

  • Who is going to be involved in the conflict?

    • If it’s a violent conflict, it’s especially important to consider allies or a crew into the conversation too. Nothing can make a person change their mind about CvC like feeling overwhelmed or ganged up on!

  • Are there any areas of the site that are off limits for conflict?

  • How do you feel about indirect CvC against your character, like a whisper campaign to ruin your reputation or economic sanctions like convincing crews not work with you?

  • If someone makes your favorite crafting area or cabin dangerous, how do you feel about that?

  • Are there any times of day or night you don’t want to consider CvC conflict?

  • Can you set up a safety system like a safe word to handle changes in the moment? What if you were ready for a conflict but something has changed? How will you communicate that change?

It’s also important to consider what happens AFTER the conflict. Say everything goes swimmingly with the scene, and it’s really rewarding for you and your CvC partner. What about onlookers that decide to jump in to help? What will your crew think about someone else starting conflict with one of their friends? How will you handle Law Dogs chasing you down for murder? One of the quickest ways a CvC encounter can spiral out of control is failing to account for ALL of the people impacted by the scene, not just the immediate actors.

Follow up AFter the CVC conflict:

  • How will you handle spillover, impacting other characters in the game? Are there any limits you need to consider first?

  • Does your crew know about the CvC Negotiation, or are they already involved? What about outside contacts like friends or members of your faith?

  • How will you handle other characters being involved that you didn’t expect?

  • How do you feel about social ramifications or consequences for the encounter?

    • Remember that theft and murder are breaches of the Law of the San Saba, even if you agree to the CvC encounter first or are in the Wasteland. These types of actions can earn the attention of the Law Dogs!

  • What do you consider a Conflict of Interest?

  • Is there any character or player that you don’t want to include in CvC?

I’ve attempted to cover a lot of the situations to watch out for in CvC, but I’m sure I missed something. This is not meant as a replacement for simply having a conversation with your CvC partner. You are going to make mistakes, but if you can be honest about your feelings and communicate with the other players it will go a long way to avoiding hurt feelings or bleed.

Remember: CvC is both a privilege AND a responsibility in DR. It’s not just about one player’s fun, but about EVERY player’s fun!

Next time, we’ll cover some of the things to look forward to during our next event, QUEENSGRACE. What does the SUMMIT mean for your character, and what should you expect? See you then Vados!

CvC in the Moment

It’s time for another Rules Ramble with Jonathan! Each week, I’ll introduce a topic in the DR rulebook in a deep dive that focuses on explaining it more detail than the book alone can provide. There are four core pillars of the DR game in my mind: Combat, Roleplay, CvC, and Economy, and today’s series finishes up our delve into the logic behind some of the things involved with CvC, or Character vs. Character behaviors. Our specific topic this week is CvC in the Moment.

In my previous CvC themed posts, we covered an Introduction to CvC and then we covered the pretty dense Theft Rules of Dystopia Rising. Our friends at DR:NY also had an engaging series on CvC you read about HERE. The folks at DR:NY did a really fun series on Consent and CvC that I enjoyed, and I highly recommend reading this before we continue our discussion here.

There are a few core areas in the book on CvC, and we’ve taken a look at each part during this series.

  • CvC in the Moment (p. 160) - Rules for spontaneous CvC encounters, and how to use the “C” symbol for conflict. I would consider this “unplanned” CvC.

  • Long Term CvC (p. 161) - Suggestions for how to approach CvC that happens over several games or longer, including how to recognize your limits. I consider this “planned” CvC. I’ll cover this in my next installment!

  • CvC in the Wastelands (p. 162) - Rules for the WASTELAND, an area where consent to CvC is implied simply by entering. We covered this in Part 1.

  • Thick as Thieves (p. 163) - Rules for THEFT in the world of Dystopia Rising, what you can steal, how you do it, and what consequences can look like. We covered this in Part 2.

In addition to the sections in the book on CvC, we also have some other additional resources for the game.

  • Wasteland Map - You can find a map of the current Wasteland Zones within the DR:TX game space at Camp Kachina.

  • Survival Ethos System (SES) - This is an out of character mechanic for “opting in” to CvC in advance, no matter where you are in the game.

So with all that out of the way, let’s discuss one of my favorite ways to engage in CvC in Dystopia Rising: CvC in the Moment.

cvc in the moment

Starting on page 160 in the DR Corebook, we can find the rules for CvC in the Moment. This is a unique section because it covers a way to effectively “check for consent” before engaging in CvC activities by showing the Conflict Gesture. The key part of this for me is that this can be done ANYWHERE, even outside of the Wasteland.

The next big thing that separates this behavior in the moment from other CvC activities is that is it often UNPLANNED. It is simply a natural escalation of roleplay during a scene, a reaction to something that just happened, or simply a way to respond in-character in a way that you would like to ask permission to explore.

CvC conflict in the moment can be several different behaviors in game. It can be the obvious example of swinging a boffer, using an item, or activating a Skill on someone. But it can also be aggressive roleplay like yelling, insults, or screaming, or it can be more subtle such as economic CvC by undercutting someone’s business or taking action against a competitor, political CvC by taking actions against the town or the laws of that area, or simply other active or passive-aggressive behaviors that are designed to provoke a response immediately.

This is a question: “Do you want to have conflict that does not involve Infection loss or item theft?”

The Conflict Gesture is made by holding your hand in shape of a “C” near your shoulder, like in the picture of me here. This allows you to ask someone else in the game an out of character question: “Do you want to engage in CvC that does not involve Infection loss or item theft?”

You can respond to this question in a few ways:

  • You can say “NO”, or simply shake your head. You DO NOT have to consent to CvC in the Moment if you don’t want. If someone gives this response, you should immediately deescalate the situation and adjust the roleplay accordingly.

  • If you are a member of the SES System, you call “Registered” in response to this question. In addition to basically saying “YES” to the question, you’ve also said “I’m ok with Infection Loss and theft” in addition to the normal rules. You are simply reminding that person that you are indeed enthusiastically consenting to CvC by being a member of the SES.

    • You can still decline a request for CvC while on the SES, but doing so immediately removes you from the SES list for the rest of the event. You must speak to a guide or a gamerunner to be removed from the list ASAP! This is meant as a tool to help you avoid character conflict when you aren’t ready for it out of character, not as a way to avoid in-game consequences.

  • You can say “YES”, or respond in kind with a “C” gesture of your own to confirm your consent. This gives temporary consent to CvC under a specific set of conditions.

If you say “YES” however, you’ve established some limits to what happens next. You’ve agreed to physical conflict, verbal conflict, etc., but ONLY as long as it does not result in:

  • Infection Loss

  • Item Theft

The other implied part of this agreement that can be quickly abused is that it’s generally between TWO people. Make sure you have the consent of EVERYONE that is going to join in on the fun. Don’t blindside another player with an unfair fight when your friends join in on the pummeling — they might be ok with a one-on-one fight, but not with being ganged up on!

While these are the only two things actually listed in the rules, I think it’s reasonable to assume this also includes any long-term effect that could impact a character, such as FRACTURES or serious long-term consequences like a loss of reputation, loss of a position of authority, or anything similar. You can heal a Mangled limb, or drink a brew to restore Body, but it’s hard to get something back once it’s lost if it’s not a temporary inconvenience.

  • Jonathan’s Advice: If it’s not a TEMPORARY consequence, it doesn’t belong in “Conflict in the Moment” cvc.

The most important part of this is that CvC Conflict in the Moment can ONLY occur with enthusiastic consent. If they are not 100% in for that fight, YOU DO NOT START IT. Your job as a player is then to de-escalate, choose a different topic, or simply withdraw from the scene. And that’s perfectly fine. It’s just a question, and it’s always appropriate to be firm in your boundaries and say “NO” if you aren’t completely ok with what happens next. Simply have a friendly conversation and move on!

Bravado cvc best practices

One thing to keep in mind is that CvC in the Moment rules are really a pretty short section of the book. There’s a lot of nuance that should apply to CvC situations that isn’t necessarily directly in the rules. The book suggests to “defer to common sense”, but in case you are like me and that’s not always obvious let’s talk about some best practices for better CvC in the Moment.

Here’s a few of my suggestions for better conflict in the moment:

  • While CvC in the Moment does not technically require you to observe the time requirement needed for CvC that involves theft or Infection loss, I think it’s still a good idea to purposefully observe these time requirements — particularly the 4 hour window at the end of the game. Attacking someone before the end of the weekend on Sunday doesn’t really give them a real chance to respond to that event. They might have to get started packing, or even need to wait in that dreaded last-minute Post Office line, or they might simply be more tired that usual after a whole weekend of running around in the woods.

“WHEN YOU STEAL FROM ANOTHER PLAYER OR REMOVE AN INFECTION, YOU MUST HAVE BEEN IN PLAY FOR AT LEAST FOUR HOURS BEFORE THE ACT OF CVC, AND REMAIN IN PLAY FOR FOUR HOURS AFTER THE FACT (P. 163).”

  • A single negative comment or a loud noise doesn’t always need a check-in with the other player but you should always be mindful of their boundaries. Not everyone can separate someone yelling at them in character from the real thing. Don’t be afraid of asking for consent for conflict before you start that argument or aggressive roleplay!

  • Using the “C” symbol to start a fight is not required in the Wasteland or against a person on the SES System, but it’s never a bad idea to check for consent in the moment. You never know when a person might have changed their mind on how they feel about CvC in that particular moment until you actually ask them!

  • Know your own limits — It’s ok to change your mind about conflict. If you are tired, hurt, or just distracted it can make it difficult to really engage with a conflict in a positive manner. Don’t engage in conflict in the moment if you aren’t enthusiastically ready for that fight — remember it takes two to tango and enthusiastic consent includes YOU!

  • Consent must be given enthusiastically EVERY time. Just because you’ve previously had an encounter where they responded positively doesn’t mean they are ready in this moment! Don’t assume!

  • You can always “thumbs up” or “thumbs down” parts of a scene and ask for a calibration in the moment. If it’s getting to be too much, or you aren’t quite sure if that’s the player crying or the character crying, you can always check to be sure! Let the player tell you with a “thumbs up” if everything is going well so you can continue, or tell you to back off with a “thumbs down” and change the intensity or the activity a bit to a more comfortable level. You can read more about this in the OK Check-In System.

  • If a conflict does cross that boundary in the moment, remember you can '“thumbs down” the entire scene, EVEN if you have responded positively to a conflict in the moment request. It’s okay to withdraw your consent at any time!

The neatest part about this CvC in the Moment system is that it is effectively a NEGOTIATION for better CvC conflict. This is a key part of healthy and fun CvC in my mind, so next time we will really explore some examples of long-term CvC and good negotiation techniques.

See you next time Vados!

Beyond the Horizon - Rules You Should Know

Hey there Vados! It’s Jonathan here with another Rules Ramble! This week we are going to cover updates for our game this weekend - BEYOND THE HORIZON. We are going to talk about some rules you should be aware of before game, and things you might see during our upcoming event. As always, the purpose of these Rules Rambles is to cover a topic in the DR rulebook or something that might show up in game in more detail than the book or ZOMs alone can provide.

While advanced ticket sales for the event are closed, you can still get tickets at the door!

Skills You should Know

You can read more about updated Rules and Skills not in the rulebook at the DR Lexicon on the national website. These are Skills not in the DR Corebook, but they are found on threats and items within the game. It’s important to understand how these might impact you during the event.

Let’s talk about two particular Skills you’ll see this weekend, including one from the Lexicon:

FEAR

Here’s the rules from the DR Corebook, p. 103

Fear is a mechanical effect that prevents a Target from attacking the source of the Fear. Fear is broken if the Target is attacked by a foe, attacked by other non-Fear mechanics with the aim of harming the Target, or forced to attack by another effect that comes after the use of Fear. Fear does not make you leave the battlefield, but it does prevent you from crossing the line from verbal and secondary support to engaging combatant. While under the effects of Fear, you can still attack others on the battlefield who were not the source of Fear.”

Fear is a Corebook Skill, but one that can be a bit confusing. This effect can be a quick way to remove a powerful enemy from a fight by making sure they can’t attack you. When you are outnumbered, it’s a great way to buy yourself some time until you can dispatch another enemy. This effect is found on a few items in play, but it’s largely called by monsters at the moment.

As long as you don’t attack that target or hit them with a Skill, they are effectively “crowd controlled” like in a video game. Crowd control (commonly shortened to CC) is a blanket term used in some video games to describe abilities that remove or diminish the control a target unit has over aspects of itself. But, ANY source of damage breaks the Fear effect — even if that damage comes from an ally!

However, unlike other true CC effects like Nail or Stun, the effects of Fear can also be worked around simply by attacking a different target. It doesn’t take you out of the fight like those other skills, so if you are careful you can mitigate the enemies use of Fear by moving to a different part of the fight. However, when that creature is the only Target you can attack, it’s a pretty effective way of keeping a dangerous foe at bay while you catch your breath or drink a brew.

Additionally, the Sailing list has a large amount of items that offer a measure of protection from Fear effects, including Grog, the Crew’s Raiding Flag, the Crew’s Cabin Flag, and the Keg o’ Grog. Some crafted items can also protect against Fear, such as the Glitter Gulch Dartgun, the Trophy Room, and the Freeiron Guard shield.

TERROR

Here’s the rules from the Lexicon:

“Countered by Basic Mental Endurance. Often delivered as an area or Line of Sight effect, those affected by Terror are overcome by an urge to flee from the source of it. For at least 30 seconds (default; some uses may specify a different duration in the call) they must attempt to flee from the presence of the source of Terror, regardless of (IG) safety. If they cannot for some reason escape, they will cower as best as possible. The target may still defend themselves, but fleeing will always be a priority when possible. Effects and items that give immunity to Fear do not give immunity to Terror unless noted otherwise.”

Terror is effectively an advanced form of Fear effects. Our older players may remember this ability from the 2.0 days. Once this effect is called, you can’t do almost anything else but run in terror from the user of the skill. If you can’t get away, you have to cower in fear, but you can still defend yourself. The sole counter to this skill is Mental Endurance, the same Skill that wards off psionic effects. If you can steel your nerves, you can avoid the leg-shaking fear that makes you want to flee in terror.

There are a few items from the Master Sailing list that can protect you from these effects, but there aren’t many items that make you resistant to Terror otherwise. This is a different mechanic from the Fear effect in the rulebook (p. 103), so items like the Crew’s Raiding Flag that make you immune to Fear do NOT work against Terror effects. Better find that Master-tier Sailing Crew with a Crew’s Cabin Flag and hope you have the same Crew Tattoo!

Next, let’s talk about two new effects for the next game:

gravetouched

Here’s the rules from our Local Rules & Skills page:

  • Keyword. A character with this trait is vulnerable to skills, abilities, and items that specifically target the Gravetouched keyword. This is a condition that afflicts characters that are suffering from a temporary, but painful closeness to the Grave Mind. It is known to be spread to those with repeated and acute exposures to the Mortis Amaranthine. This condition has no known cure at this time.

A few of you out there may already have this marked on your sheet (you know who you are). And let’s be fair, a few more of you will probably have this keyword after this weekend. You know what you did (or will do).

dark water

Lastly, let’s talk about a unique Zone of Mechanics, called “DARK WATER”. This location will be clearly communicated by BLUE LIGHTS in an area marked as water. If you’re unsure, ask the guide present what area the boundaries cover.

  • Once you are in DARK WATER, you are DROWNING. The DROWNING effect immediately drops you to 0 Body, regardless of what you had left, and you immediately enter Bleed Out.

  • There will be several abilities and items that impact your ability to survive DARK WATER. This includes Sailing, Enhanced Movement, the Saltwise strain, the Full Dead strain, and the Helscape Deathmask. These effects will be clearly communicated on the ZOM when you encounter it in game, so I’ll save the specific spoilers.

  • This has the potential to be a VERY deadly mechanic. It’s probably better to avoid the deep water if you don’t know how to swim!

DR:TX Threat Skills

We’re still in the process of updating our DR:TX webpage, but I’ve been hard at work collecting various rules, skill calls, and such that you might see on unique threats while at a DR:TX game. You can find more out at our Local Threat Skills page. I’ve included a few of the relevant bits here for this weekend’s game:

DROWNED ONES

The strange raiders known as Drowned Ones are a menace of the Spoiled Coast and the river ways connecting to the gulf, and are known to raid inland. We first encountered these creepy raiders during our Junkerpunk themed online event, The Certainty of Tides. Local sailors tell stories that you can hear the beat of drums and the sounds of horns before an attack occurs, if you are lucky enough to get a warning! Raiding crews of Drowned Ones consist of several varieties, from the Drowned One Grunts to the spear wielding Fishers, and the terrifying leaders known as Wavemasters.

Seems like they’ve been getting feisty lately, and you might run into a few of these waterlogged freaks this weekend. Let’s cover a few of the weird rules and skills you might see on a Drowned One.

  • Natural Armor: Drowned Ones do not wear “armor” in the traditional sense, but their skin and flesh have become waterlogged and hardened over their time at sea. They are highly resistant to damage from this natural armor, and can slough off blows like someone wearing plates of heavy metal. Drowned Ones have Armor points but are not required to wear physical armor.

  • Raider Drum Beat: The Wavemasters carry large drums to announce an impending raid on their targets. The raider must spend 30 seconds of active RP banging a drum followed by the call: “By the Sound of my Voice, All Raiders Upsurge 10 Armor”.

  • Spearing Strike: The Drowned One Fisher can call “Nail, cannot move for 1 minute!”. Countered by Avoid, but breaks on entering Bleed Out. The Target cannot use Enhanced Movement or be the target of someone else’s use of the skill. You cannot move from one spot or be moved for any reason, but can still pivot on one leg. (You can find the rules for Nail on the DR Lexicon)

  • Wave of Terror: The Wavemasters can strike an imposing figure on the battlefield and few can stay in one place when faced by their battle cries. Call “AOE, Lineages run in Terror for 30 seconds!”. Countered by Mental Endurance.

  • Creeping Dread: Drowned Ones are a ferocious enemy and strike Fear in the bravest of opponents. The Drowned One can call “AOE, Fear, 1 minute - cannot attack me!”.

[redacted]

There might be some other unique threats in play this weekend, but we’ll keep the remaining spoilers to a minimum. Once the game is over, we will cover a few of their mechanics for the future, and I’ll add them officially to the Local Threat Skills page. Rest assured, it’ll be pretty obvious when they show up, so let’s look at a particular set of Skills to look out for and the last place the new DROWNING mechanic can show up.

  • Retaliate: [REDACTED] may not Avoid or Defend. Instead, any time a Skill or spike damage call is made on the [REDACTED] it may declare this skill as a reaction. This attack inflicts it’s normal melee damage on up to 5 targets within 5 paces. The [REDACTED] can perform this response once every 10 seconds, or every other flurry. Call “Retaliate [x]” and point to the targets in range. This attack may be Avoided, and counts as a Scattershot effect for purposes that avoid AOE damage.

  • Stunning Strike: Call “10 damage, STUN!”. The [REDACTED] can use OVERPOWER once per strike attempt if this strike is Avoided. The Stun effect may be ignored with Balance, but you still take the damage unless Avoided.

  • Dark Water Strike: On a successful strike, the [REDACTED] can call “Dark Water Strike! Inflict DROWNING!!!”. This may be Avoided, and has no effect on the Saltwise or Full Dead strain. This cannot be combined with Scattershot. DROWNING immediately drops you to 0 Body, regardless of what you had left, and you immediately enter Bleed Out.

See you this weekend Vados, BEYOND THE HORIZON!!!

Murder Inc.

Howdy Vados! It’s Jonathan here with a special update for our next game, BEYOND THE HORIZON! Today, since I have time to write in the middle of an ice storm, we are going to discuss how we are going to be implementing the new Murder Inc. faction into our local game. This is a bit of a spoiler warning for things you might find out in game, and this is a bit of a longer post.

First, credit to where it’s due: The Murder Inc. concept was re-released as a support doc by the DR Connecticut staff. This article today assumes some passing familiarity with the concepts included in their Murder Inc. Support Doc, and you can see the license we use this with on our Accreditations Page. I’d recommend reading this doc first, so you’ll better understand the variations I describe below, but I’ll attempt to explain it in broad strokes. We also incorporated several ideas here from Tom Kelly and our friends at DR:NY in how they added Murder Inc. into their game.

Full Transparency Mode

The stuff we are going to talk about today is a secret IN GAME. While you might know bits or legends about the faction or even have a complete understanding of their backstory out of game, this stuff is a secret kept to only the members of the organization. Consider this a SPOILER WARNING, but our goal here is to clearly telegraph how you can join Murder Inc, who is involved, and what their rules and rituals will look like. Our hope is that by being transparent, we will allow you to be prepared to “opt in” to this style of CvC play.

If you don’t want to know about Murder Inc., STOP reading here! This info will be linked on our website, so you’ll be able to find it later if you want.

The history of Murder Inc. in DR:TX

First, some history. It’s time for a bit of backstory:

In the last days of 2.0, the STs and Gamerunners ran a series of games that detailed the events of the Hiway War, a devastating conflict between the collected factions of the Lone Star and a villainous Full Dead known as Hiway Rob. The war was set to reshape the landscape of the Lone Star in preparation for our transition to new ownership with Shan and Aesa, but also to prepare for the new 3.0 edition. Our plans were to erase all traces of the past and go into the new world with a blank, fresh slate for our stories in 3.0.

However, during those last games we allowed players to contribute in-game resources like scrap, Brass, and herb and complete a series of mods to “save” a faction that they cared particularly about. Our promise was to include those factions in some new form in our 3.0 setting, though we made sure to explain that it would not necessarily be an exact copy of the old faction, but something new to account for the changes in our setting.

Several factions were saved by player action, including the Antler Tribe, Cervaxi Tribe, the Buccs, the SCAdians, the Road Royals, the Spider Haus of Red Star, and the Imix Tribe of Unborn. You can still find elements of these survivors today, in player-led factions like the Road Royals, and in NPC-led factions like the Tribes Disparate, the Grave Council, and the Junkerpunks.

However, one faction was saved during the Hiway War that we don’t talk about: the Guild.

The symbol of Murder Incorporated

In 2.0, the Guild was the larger network of assassins, criminals, and murderers across the settlements of the Wastes and was joined by learning a skill known as Guild Member. The original Murder Inc. faction was detailed in a DR 2.0 tabletop sourcebook called Diaries of the Rum Coast and was a subfaction within the larger Guild network. The Guild Member skill worked similarly to the Criminal Influence skill in 3.0, allowing you to attend shadowy meetings in the dark. In old Bravo, the Guild was heavily tied to the machinations of Judge Parker, Hiway Rob, and several other villains of the past, and the lines between Murder Inc. and the Guild were often a little murky.

In game, Murder Inc. only claimed a dozen or so members across the network, so it was more of a secret society than a criminal gang. They were both groups of shadowy assassins, seeking to eliminate serious threats by carefully removing targets, but the Guild was filled with corruption from within and powerful figures calling the shots to eliminate their own enemies, and not targets that were a greater threat to the wastes. Murder Inc. claimed to stand above the corruption, but was eventually taken down by their enemies and their own corruption during a national event at the end of 2.0.

Fast forward to the present, after the three-year time skip between 2.0 and 3.0, and we are ready to talk about what happened next. After the events of the recent Dead Waters online national event run by DR:CT, the faction known as Murder Inc. has made a return to the wastelands, but they’ve been present in the San Saba for a while…

The Widows of the Lone Star

From our first posts about the Widows, we’ve always been a bit coy and playful about their connections to the Guild. We even literally spelled it out for you in the description of the faction on our website. Spoiler - the bolded letters at the start of the sentences spell out “GUILD”. This is also one of our primary CvC factions within DR:TX, and serves as a vehicle for CvC related plot and activities within our game.

While the Widows are part of the larger Lovelace Family, the Widows serve a more specific purpose — preventing the horrors of the Hiway War from ever happening again, through any means necessary. Sure, the public face of the Lonestar Widows and Children’s Fund deals with charity, orphanages, and community service and they do some very good work in the San Saba Territories. But within their ranks are also the talented assassins of The Veiled, who hide their identity when they act in the name of the Widows to eliminate a threat to the wastes. It’s one reason that the Widows have declined a position on the San Saba Board, as they want the ability to act as they see fit without the burden of politics.

Clauthia Lovelace

The Widows are led by three figures - the Widows of the Lonestar, subtly echoing the tales of the Three Fates of old mythology — Clauthia Lovelace, Mx. Lackey, and Atrophy Lovelace. Each represents a philosophy or way they approach the goals of the faction in their roles as Spinner, Measurer, and Cutter, and each was widowed by the atrocities of the Hiway War and represents a different way of dealing with their own grief and loss.

So naturally, the Widows represent the single best way to include the new Murder Inc. items and support material into our game. In fact, they’ve basically been doing this already in our game for the last year because of their history with the former Guild!

At the next game, interested players will have a new opportunity to join the subfaction within the ranks of the Widows of the Lone Star, known as the Veiled.

Joining Murder INc. is NOT a requirement of joining or participating with the Widows of the lonestar faction.

You can join the Widows without joining Murder Inc. but it is a way of deepening your connection with the secret rituals of the Widows. If you have the Widows Society Membership on your sheet right now, you can also easily gain the Society Membership for Murder Inc. but it is not required. There will still be a number of ways to interact with the faction or attend the Widow’s Tea on Saturday afternoons, all without necessarily being a shadowy assassin or embracing CvC.

Murder Inc. and the rules

Now that the history lesson is out of the way, let’s discuss how you join, and how we will use these concepts in our local game. Let’s talk briefly about where we will differ from the source material, and our implementation. Again, the basic write up of the Murder Inc. faction is found on the DR: CT website, found here.

  • We will NOT be using the listed “families” in the Murder Inc. Support Doc. Instead, our “families” will be existing NPCs and NPC factions within the DR:TX game. The first known “families” in DR:TX are the Lovelace Family and The Veiled.

  • Players cannot teach another character the Society Membership skill, at this time. You may only be inducted into the organization by an NPC sponsor in DR:TX after passing a test or personal plot request.

  • This is a separate organization from our other CvC Faction, the Red Ledger. You can be a member of both factions, but you may find your loyalties occasionally tested…

  • The Widows of the Lonestar will NOT be the only way to interact with Murder Inc.

    • There will be additional NPC sponsors, “families”, and more in the future, as the faction grows in influence and scope. There are already members in other existing factions you can learn about in game if you are diligent, but it is a secret society after all!

    • If you want to join Murder Inc., but don’t want to be a part of the Widows, submit an Personal Plot Request so we can include your ideas into a different NPC sponsor to the faction.

  • We will be looking at choosing PLAYERS to be our Blade of Shepherd’s Chosen, a group of the Sainthood of Ashes faith that serves as a check on the conscience of those that would eliminate a threat during the rite of the Honor Hunt. If you are interested in this role and have a character interested in Murder Inc. with this faith, let us know at info@dystopiarisingtx.com.

Joining Murder Inc.

Let’s talk about some specific requirements for joining the faction. These traditions, steps of joining, and play expectations of this group will be listed on our website as well.

  • The rules for Society Membership are found on page 106 in the DR Corebook.

  • You must have at least Basic Criminal Influence to join Murder Inc. The only way to find out about an secretive organization of assassins is to already be a criminal!

  • You must have Proficient Stealth to join Murder Inc. OR the ability to be disguised by a friendly ally using the appropriate item effects.

  • Joining this faction will be considered to be opting-in to CvC in DR:TX, and you will be required to join the SES System at the start of each game.

  • Members of Murder Inc. must wear a physical MASK during official meetings of the faction. Failure to do so could result in violence directed at your character by other characters or NPCs. In game, this will be represented by the Many Faced Mask item card.

  • Trying to attend a meeting of Murder Inc. without being a member is a dangerous and character deadly prospect — you have been warned!

  • Performing the Murder Dive procedure without the blessing of the Widows will have potential ramifications — you have been warned!

  • If you have both Proficient Widows Society Membership AND Murder Inc Society Membership, you are considered to be a member of The Veiled, a subfaction of the Widows of the Lonestar.

How to join during the February event

To join the faction of Murder Inc. at our February event, you will have a few options:

  • If you already have the Proficient or Master Widows Society Membership or you have the Inner Circle PFA, you will be able to simply chose a subfaction (see below) to join during our February event. The Widows are the first faction to formerly induct members into Murder Inc., and have already vetted a chosen few into the ranks of the organization.

    • We will write this on your sheet during Widow’s Tea on Saturday afternoon of game at 1:00 p.m. This will happen in the Meadows, near the Farming Roleplay Zone.

  • If you attended the Dead Waters online national event, you likely already have this Society Membership on your sheet. You are not required to join the Widows, but instead represent a free agent inducted in the Sunken Saints. Congrats!

  • Lastly, if neither of the above apply, you will still be allowed to join the faction by completing a SKILL TASK during the event. This will require you to complete a challenge to craft or buy a suitable Many Faced Mask item card, so you will need an appropriate phys rep for this item. While we encourage you to provide your own mask, we will have a few extras available in Ops you can borrow if yours does not arrive in time. The blueprint for this item will be made available as part of this task, so don’t worry!

Now, if you join the faction of Murder Inc, you have a choice ahead of you…

The Subfactions of Murder Inc.

Murder Inc. is separated into three subfactions. Each subfaction espouses a preferred method or philosophy of how they approach their goal of eliminating threats to the wastes, and you must select one of these subfactions of Murder Inc. when you gain the skill. This will look like “Society Membership: Murder Inc (Adherents of Betrayal)” on your sheet in the Notes section.

  • The Adherents of Betrayal — The known NPC of this faction is Clauthia Lovelace, played by Aesa Garcia. One of the more prominently known members of the trio of Widows, Clauthia maintains a network of spies and informants throughout the Lone Star. She traditionally meets for afternoon tea on the weekends, and engages in the idle gossip and rumors that make up her trade. Their members wear a bauta mask when performing the tasks of Murder Inc.

    • Clauthia will be able induct willing characters into a subfaction that specializes in dealing with targets that cannot be easily assassinated, but must instead be dismantled and destroyed through subtle manipulation and economic influence. With their influence and power, Adherents take down these titans of industry -- taking all that they have before killing them in the night. If you are craving a political faction that works on a larger scope to influence the San Saba, this is a perfect philosophy for you.

  • The Silent Knell — The known NPC of this faction is Mx. Lackey, played by Sadie Hawkins. However, Lackey has been known to appear in different disguises and are periodically seen played by other Guides or STs. One of the most obvious agents of the Widows, this member of the Veiled is normally assigned to handing out tasks and missions to others of criminal intent. Always dressed sharply, they play the role of the servant in public but operate with much more independence outside the sight of the other Widows. Their members wear a featureless blank mask when performing the tasks of Murder Inc.

    • Mx. Lackey is a master of disguise and inducts members into a subfaction that prides itself on secretive assassinations and making their kills appear to be accidents. These assassins, spies, and informants normally take out delicate targets -- ones that have amassed too much power and would become martyrs if their deaths were known to not be accidents. Disguises, poisons, and more subtle tools of misdirection are their specialty and they abide by a code of secrecy even more strict than the other elements of Murder Inc. If you are craving a chance to be a disguised secret agent or stealthy assassin, this is the philosophy for you!

  • The Watch of the Bone Chapel — The known NPC of this faction is Atrophy, played by Shan Lind. While all of the Widows understand what it means to be invisible in society, Atrophy has perfected the role of shadow. Atrophy trains new recruits to the Veiled and determines most assignments that require an assassin, even if the target is already dead and within the Grave Mind. No traitor to the Widows has escaped the wrath of Atrophy and tales of her deeds are ghost stories told to new recruits. Their members wear a plague doctor mask when performing the tasks of Murder Inc.

    • Atrophy is a Graverobber and master of the Murder Dive, and inducts members into a subfaction that deals with undead threats and challenges to the natural order of the Mortis Amaranthine. Their group focuses on eliminating some of the worst threats in the wasteland -- those who have learned all that they could about the Grave Mind and have used their knowledge to the detriment of society. This includes wayward Graverobbers, Grave Attuned, and even Techno Savants who have discovered ways to manipulate the grave that could spell disaster for others. If you want to embrace the life of the “gravehead” and fight powerful undead monstrosities and their masters, this is the philosophy for you!

The Traditions of Murder Inc.

There are a number of common traditions of this faction in the DR:TX game.

  • The Rite of the Mask — This is a tradition of the Widows, and requires the prospective member of the Veiled to construct their own calling card - a signature mask that will hide their identity while working on the tasks of the faction. Traditionally, this mask can include a black veil that can conceal your identify or one of the more specific masks favored by the subfactions. Members of Murder Inc. must always were a mask while on mission, and failure to conceal your identity can be a transgression worthy of death.

    • This rite will require you to complete a challenge to craft or buy a suitable Many Faced Mask item card, so you will need an appropriate phys rep for this item. The use of a blueprint for this item will be traditionally made available as part of this task.

  • The Blooding — When new members are brought into the fold, there are a series of initiation rites that they have to undergo. While the Lovelace Family has their own rites, there is one universal one that everyone must undergo: being blooded.  Becoming blooded involves participating in a kill with the rest of the “concerned citizens”. This is an opportunity for the family to teach the new member how a kill is normally done, and also allow them to show the family what they’re capable of. Normally, the new member either does the first or final strike on a target. For families that focus on gathering information or creating dossiers, being blooded can mean something different. Instead of doing the actual kill, a new member instead prepares enough information for others so that a successful strike can be carried out.

  • The Honor Hunt — Honor Hunts are saved for the worst that humanity has to offer, and task the members of Murder Inc. with assassinating a priority target. Honor Hunts are called by one of the leaders of a family within the San Saba and are voted on by the collected members of Murder Inc. The person that calls the hunt will make their case for why that target must die, as well as provide the intel and research that is available. Each member is expected to work together to complete the Honor Hunt within three months. If they fail, it’s viewed as a slight on them and their family and other members of Murder Inc. in the area may look down on them. A vote must pass a majority before a Honor Hunt is called, and can be vetoed by the Blade of the Shepherd’s Chosen.

    • At the formation of Murder Inc. in the Sunken Saints, it was also decided that the “one and done” rule for both targets and Honor Hunts should be instituted. Whenever a person is hunted, they are killed once and then are not hunted again – as long as they learn their lesson. A target may not be chosen twice without significant provocation.

      Note: The “one and done” helps when players engage in CvC so that it’s not a continuous back-and-forth until someone loses their character. Keep in mind that with casted characters, this matters less – though the DR:TX staff finds it important to be transparent with players of our future plans for that casted character, or if we know other players that want to engage with that casted character.

  • Voting in the Faction — Following an example of our friends in DR:NY, and the Murder Inc. faction there, when the faction decides to declare an Honor Hunt, you will be able to VOTE for or against that hunt using your levels of Criminal Influence:

    • Basic Criminal Influence gets one vote

    • Proficient Criminal Influence gets two votes

    • Master Criminal Influence gets three votes

    • The Inner Circle PFA will add one vote you can cast. For example, a character with both Inner Circle and Master Criminal Influence will get four total votes.

  • The Blade of the Shepherd’s Chosen — For families that hold to the old traditions of Murder Inc., they have a member who is also part of the Blades of Shepherd’s Chosen. This Sainthood-only group is responsible for determining whether an Honor Hunt is warranted or not. For these families, an Honor Hunt is proposed by leadership. Then, the Blade researches the individual and determines whether or not the Honor Hunt should be officially called. If the Blade decides that the Honor Hunt isn’t warranted, then they can veto the hunt. Having a Blade of Shepherd’s Chosen often helps families keep on the right path, and puts a check on leadership that has become too corrupt.

    • In DR:TX, this role will normally be held by a player. However, the ST staff reserves the right to step in as the Widows to influence a vote or stop a Honor Hunt.

  • Forever Sharpening the Blade - The Traditions of Murder Inc. are unique to each chapter but they are not set in stone. The nature of the society and their focus on avoiding the corruption of the past means that this can and will change over the course of play. When a new rule or tradition is introduced, it must pass a vote of all members of the faction and can be vetoed by a member of the Shepherd’s Chosen similarly to a Honor Hunt. When a major change occurs in this manner, it will be recorded on our website for the future.

Wrap UP

Whew! That was a lot! Thank you for sticking with me through a complicated subject. This information will be included on our website soon, so you can refer back to these materials at your convenience. We want this faction to be a tool to embrace CvC play in Dystopia Rising, but we are eager to let you decide how this faction evolves and influences the landscape of the San Saba in the future. Let us know what you think!