Logistics

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!


New Lexicon, FAQ, and Item Updates!

Hey there Vados! It’s Jonathan here with another Rules Ramble! This week we are taking a bit of a brief interlude from the discussion on CVC to talk about some recent changes in the network. 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 alone can provide.

We also have a few days left to get tickets for our February event, BEYOND THE HORIZON, and we just announced the return of The Ark Society and the first chance at the unique currency known as an Ark since that National event two years ago! Tickets are available HERE!

So a few weeks ago, DR National released a couple of great new resources that I’d like to highlight and discuss in this Rules Ramble. There’s been some significant changes to the way a few Skills work, so I want to make sure everyone is on the same page before the next event. We also had some new items released during the Dead Waters online event that change the landscape a bit.

Errata & FAQ

Errata & FAQ — Dystopia Rising (dystopiarisinglarp.com)

The DR Rulebook, much like many gaming publications, has some flaws and mistakes in it. Companies often can’t or won’t reprint a book once it’s been released for final printing, so we need to rely on Errata and FAQ docs to fill in the gaps for mistakes in the book. A few of these are listed on the National page here, and it’s a short list so it’s an easy read. This will be a useful page that will be updated as new rules interactions bring light to some things in the book that need to be more clear.

A lot of these changes seem minor but are actually pretty important for avoiding some weird rules interactions. I’ve covered some of these in previous blog posts, but the errata on Resolve and Fractures are particularly important to cover.

  • Fractures - These do not heal after a game and persist on your character sheet if not healed. The ONLY way to remove a Fracture is via the Proficient Social Influence or Master Necrokinetics Skills. This isn’t really an errata, but simply one line that was confusing that was fixed in a later update. However, since you might have read this in a previous edition, it creates a lot of confusion. Our very own Aesa covered this topic in a blog post back in September, found HERE.

  • Resolve - Once you hit Resolve ZERO, you can no longer use the following:

    • items that cost or lose a Resolve (this includes INJECTABLE BREWS like Red Mist!),

    • Skills that cost Resolve (like most Master Psionic skills or Master Stealth)

    • anything that interacts with any local mechanics that needs Resolve, like on a Zone of Mechanics or Local Plot Cards (sorry, no Leviathan Salts for you!).

    • Make sure to save that last point of Resolve for an emergency!

Lexicon

Lexicon — Dystopia Rising (dystopiarisinglarp.com)

We’ve had something of a Lexicon on the Texas webpage with our Rules & Skills page for a bit. This is simply a list of common abilities, keywords, and skills that don’t really exist in the DR Corebook, but that you might see in play. A few of these are some common sense updates, like the inclusion of the Stabilized condition (weirdly, this was referred to in the Corebook, but never actually listed as a keyword). But a few of these are brand new Skills and keywords like Downsurge and Nail that have not seen before. I’d highly recommend checking it out, but I’ll cover a few of these interactions in later blog posts.

The bigger win here is that we finally have a PUBLIC listing of common THREAT SKILLS. These are abilities you will see on zed, raiders, or other monsters that we send out to try to kill you in game. Previously, these were only available to the Guides and STs but now we have a public location for the stuff you might want to look out for. This is a really neat resource, and I’m super glad it was added.

We are in the process of updating our webpage to account for these new changes, so stay tuned for an updated DR: Texas Lexicon that covers the stuff that’s not on the National page and only in play in our local game. I’ll definitely cover this in a future blog post.

New BLUeprints?!

Three weeks ago, the criminal-focused online event Dead Waters was ran by the folks at DR: Connecticut and released several new items into play. These new Blueprints are circulating now, so there’s a few new items to be aware of in the world.

  • There are TEN new Blueprints available in play. You can look up the details on these prints by searching their name on the DR Character Database. These prints require some combination of Criminal Influence and Murder Inc. Society Membership to craft and use, and they incorporate the new WASTELAND-ONLY keyword. These could also become contraband at some point in the future, as many of these items are CVC focused and could attract the attention of the Law Dogs…

    • The Many Faced Mask (Gizmo)

    • Miss Anthrope’s Blade (Florentine Weapon)

    • That Cursed Pitchfork (Gizmo)

    • Little Drop of Poison (Poison Brew)

    • Al Buquerue’s Left Turn (Exotic Weapon)

    • Brain Shudder Blade (Small Weapon)

    • The Big Hate (2-Handed Firearm)

    • The Hunter’s Secret (Gizmo)

    • Murder Dive (Procedure)

    • Living Autopsy (Procedure)

  • Festering Crystal (New National Scrap) - This is a new, uniquely numbered item that can only be obtained from National events or Premiere events in small quantities. These are an expendable resource used on many of the new Murder Inc. prints (particularly the procedures) and there won’t be a lot of opportunity to get one until next season for our local players. Luckily, almost all of the new prints that use these Crystals only need the Crystal to fuel the PFA ability. This means the items will still be usable even if you don’t have a Festering Crystal.

  • WASTELAND-ONLY (New Keyword) - This is a new condition for an item card that makes it only function while WITHIN the Wasteland. When a weapon with the Wasteland-Only tag is used outside of the Wasteland, it functions as a Starter Weapon (base damage) instead. However, a Gizmo with this tag has NO function at all outside the Wasteland. Remember, the boundaries of our Wasteland area in Bravado is outlined HERE.

New Society Membership?!

The Dead Waters event also introduced a new Society Membership in the form of MURDER INC., as well as three sub factions of that group - the Adherents of Betrayal, the Silent Knell, and the Watch of the Bone Chapel. We will have some more details very soon about how we will implement this into our local game, but it may have something to do with a certain tea time at 1:00 p.m. on Saturday if you are interested in joining right away…

Functionally, this Society Membership functions per the rulebook, on page 106. The applicable part of those rules are here:

  • “Society Membership requires being recorded on a character sheet by an existing member after completing listed membership requirements to be an official member of the group. Societies outlined by a Society Membership are specific to each branch (local game) and are not part of any canon group or organization.”

For those that played the game in 2.0, Murder Inc. isn’t a new thing but rather a reincarnation of a former group in Dystopia Rising. This organization was a secretive group of assassins that worked to remove the largest threats in the Wastelands — through MURDER. You can find some of the outdated 2.0 information about Murder Inc. in the old tabletop materials available on DriveThruRPG.

This new incarnation is less formally structured as a National organization and set up more by each chapter. There are some more materials on the current history of this organization available on the DR: Connecticut webpage here, but our final Society Membership will likely divert from the examples within.

Wrap Up

That’s it for this week! Next week I’ll cover a few of the game-specific rules you should be aware of before our February Event, and then I’ll probably return to my discussion of CVC in Dystopia Rising. See you next time Vados!

Beyond the Horizon

Tickets for our February Event "BEYOND THE HORIZON" go on sale on MONDAY, JANUARY 17th at 1PM! We hope you’ve enjoyed your Long Night!

The ambitious merchant culture espoused by the Junkerpunk population, a ragtag group of smugglers, tradesfolk and priveteers, has always been a dynamic beat in the overture of the Greater Lonestar. But now, armed with their temporary position on the San Saba Board and the backing of Holy Mother Queen Jasper of the Tribes Disparate, this grinning group of sellswords and sword sellers have decided to strike out and do what New Bravado proved could be done; build a town for themselves. 

The infant settlement of Drywater, just a few hours walk to the West of New Bravado’s extended territory, has begun to erect its first permanent structures and acquire its first permanent citizens. Queen Jasper, the sickly but politically powerful matriarch of the Antler clan, has come to New Bravado to oversee the perilous and brave process of sculpting a homeland from irradiated dirt. With the help of the Longberths, a faction of the Tribes Disparate who have historically butted heads with the smaller merchant faction, the scrap of land will become a dry port of call only rivaled by Waking Prime. 

With glory on the horizon for the honest folk of the Muddy Water Accord, all seems well in the wet thaw after the Long Night. But the waves of Lake Bravo stir uneasily as something shifts beneath its surface, and the sound of distant foghorns echo balefully from the direction of The Clutch. Only time will tell what lurks in the deep waters of that ancient wound.

Looking to get more hype for the February event?

Reminder about our february Weekend Itinerary and policies

We wanted to take a second to go over the weekend itinerary so there is less confusion during check in:

Coming on Site

Unless you have special permission from staff or are part of our designated Setup Crew for that weekend, the time when you can come onto the site from the parking lot is 3pm on Friday. This applies to Guides as well. At 4pm players who pre-registered can pick up their character sheets and check-in at the Post Office. At 5pm players who did not pre-register can check-in. Read the full Weekend Itinerary here.

Driving on Site

Likewise, you can only drive on site if you have explicit staff permission. Everyone else needs to park in the parking lot and use a cart to bring their items on to and off of site.

Medical and new player sleeping accommodations

Wigwam Cabin is our primary Med Sleep location. Wikiup is our primary New Player cabin. Last game we were overcrowded in these spaces. We do not want to have to start restricting who can sleep there further, or requiring medical notes, so please consider sleeping elsewhere if you are not a new player or require medical sleep accommodations.

Kiva is climate controlled and open to anyone. There are also many open-air cabins available in Hopi and Zuni, the platform tents in Tewa, and tent-space is available for those who want to bring their own tent. Some people choose to stay in hotels and air bnb’s off-site as well. If you just would like a Med Sleep note on your character sheet to sleep in a different location without interruption, we can accommodate that. Please email info@dystopiarisingtx.com.

Map of Camp Kachina

and now for more exciting things…

Girl Scout Cookies are Coming!

The Girl Scouts of Central Texas will be present before and after our February event to sell their cookies, so bring your cash! I know I won’t need to twist your arm, but proceeds stay local to GSCTX, who own Camp Kachina and allow us to use it for our silly zombie LARP. The Girl Scout Cookie Program prepares girls with the business smarts they need to prepare for adventure, and we love that for them.

Camp Kachina Work Day is coming up!

Patching up Bravado is an event is to help the town OOC. This event is designed for completing projects and site improvements. There is no cost to attend, this is an event to support our local site and put some love back into it! Those who participate will earn 200 CAPS a Work Day. If you are interested in this event. Please fill out the Volunteer sign-up form. This will allow us to assign you to the ideal project.

Volunteer Signup Form

Gates will be open Friday the 21st of January at Noon. The Gates will close on Sunday the 23rd at 3pm.

Shifts will be divided up mainly between AM and PM.

Upon Arrival, on Friday we encourage you to designate your sleeping area and settle in. Projects will start at 2pm (Please see Rafiki/ Kaytlyn the Camp Director)

During the weekend, Joscelyn Benoit and Heather Boemler will be your logistical points of contact for the event.

We encourage you to bring your kit. As there will be opportunities for field portraits in your kit during breaks. We are very grateful for your interest and participation in the event and cant wait to see you there!

See the Facebook Event here.

See you Beyond the Horizon!

Faction Work Orders are HERE!

Howdy Vados!

Jonathan here with a quick update for our November event, BLOOD FEAST! I know I said I was making one last blog post on Wednesday before game, but now you get a last-last blog post instead!

This weekend will be premiering the next stage of the Work Order mechanic in our game!

We’ve put most of this on the website, and you can find the details HERE.

The TL;DR of this is that there are three types of Work Orders now in the game:

  • Starter Work Orders can be completed ONCE per event, and include tasks like exploring the site and doing basic behaviors of Dystopia Rising. These are the primary way you can earn Basic Society Membership with a Faction.

  • Settlement Work Orders are released periodically at the General Store and involve an out-of-character task that must be completed, like refilling the water and ice for NPCs at Ops or cleaning up garbage around the camp. If you complete these, you’ll get a reward of Brass and CAPS for the group that completes them.

  • Faction Work Orders can be completed by folks with at least Basic Society Membership in one of the Factions of Bravado. These will involve more complicated tasks that are thematic to the faction and they might involve combat, exploration, roleplay, or CvC. Once completed, you can get a reward based on your level of Society Membership. You can complete different Faction Work Orders, but only ONE for each faction and some rewards can only be collected once no matter how many you complete.

These Work Orders are designed as a kind of “silent ST” that can help give you direction to get involved in the game and story we are sharing. Since you can do them on your own, you get to control when and where you do the tasks. For those that might hit moments in the game where they aren’t quite sure what to do next, Work Orders can be a great way to kickstart off activities that will help you experience the world of Bravado and Dystopia Rising.

Some commonly asked questions about Work Orders:

  • Q: Can I complete both a Starter Work Order AND a Faction Work Order in the same game?

  • A: Yup. Once you complete a Starter Work Order you get Basic Society Membership, so that means you can immediately complete a Faction Work Order for the faction you just helped.

  • Q: What are the favored skills of the Faction?

  • A: These will be listed on the Faction Work Orders this weekend, and I’ll have these updated on the website soon. Only so much time until game and I still gotta pack!

  • Q: Can I do a Work Order on each of my characters?

  • A: Sure! Each Work Orders can be completed once per event, per character, so if you have another character invested in a faction have at it.

Plus, at the end of the game we will be tracking how many Faction Work Orders are completed. If you have a vested interest in seeing your favorite Faction or NPC group succeed, make sure you complete a Work Order!

That’s all for today! See you tomorrow!

Introduction to Disease Mechanics, Part 2

It’s time for another Rules Ramble with Jonathan! This week is continuing our coverage of the Disease Mechanics in the Dystopia Rising Corebook! Today we are learning about how you actually deal with the Diseases you encounter in the game. This might be SUPER important soon, considering that our November game is dealing heavily with a Disease problem in Bravado…

This is a long post, so apologies in advance. It’s split basically into two sections - Researching a Disease and Resolving a Disease.

If you missed my first part of this post, you can find Part 1 HERE.

The full Disease rules can be found starting on page 190 in the DR: Evolved Corebook. You can download a free copy of the rulebook HERE.

When a Disease first starts to spread in the game, there are number of ways that your character can deal with it. For this next game, we are also adding an additional mechanic to “opt-out” of the Disease experience in case that’s not a story you want to tell.

Let’s look at a sample Disease, Bad Brain, from the DR Corebook on page 206, and pay particular attention to the Resolution section at the end.

Bad Brain Disease, commonly spread by most types of Raiders

RESEARCHING A DISEASE

So your town is in the middle of an Disease Outbreak. Oh shucks. What can you do to find out how to fix it? Once you encounter a strange new Disease (like a Disease that isn’t printed in the book like Bad Brain), the first thing to do is to learn more about it!

  • When you use Basic Medical to examine a person, you can identify the Disease they are suffering from for zero mind using the “Check Status” mechanics. The infected character will reveal the name of the Disease they are suffering from and the current Stage of that Disease they are suffering from. This is the good place to start, but how do you learn more?

Luckily, the Corebook actually has a mechanic for how this works. Characters wishing to research a new Disease can do so per the mechanics on p.186 of the DR: Corebook. 

  • After 20 minutes examining the patient with Lore: Medical, a character may spend 5 Mind points to learn more about the Disease and learn ONE fact about the Disease. Each 5 Mind points spent in addition to this may learn one additional fact about the vectors of transmission, stages, or treatment conditions. 

  • If a Research Center room augment is used, the character with Lore: Medical may learn TWO facts instead of one when they spend 5 mind to research.

  • If a Doctor Ottoman’s Disease Control Kit gizmo is used, the doctor may learn THREE facts about the Disease by spending 5 mind and 5 minutes of roleplay with an infected victim. This is a MUCH faster way to Research and doesn’t require Lore to use. (But what kind of doctor doesn’t have Lore: Medical?)

  • These mechanics will see play through a series of RESEARCH CHALLENGES during our November event. These will be found normally in the Research Center in the Terminal Station Depot. Our goal is to be able to provide these answers quickly, without making folks wait for someone at the Post Office or have to track down an errant Shan or Jonathan.

So let’s talk briefly about how you build a Treatment Plan. Once you understand a bit more of how a Disease impacts the patient, you can be begin testing ways to cure the Disease.

A Treatment Plan will generally consist of a few things:

  • Time - How long you need to spend treating the Disease

  • Components - Some particularly deadly Diseases also require the use of item cards to fix. This is often an item that is expended, like using Infectious Material or a healing brew of some kind. Sometimes, the cost simply requires you to have something like a Candlepin Medical Kit that is used but not expended.

  • Mind Points and Skill Use - A resolution to a Disease will generally cost some amount of Mind points to complete. Generally, this cost goes up as the Disease gets to a worse Stage. Most Diseases are cured by some combination of Lore or Medical skills.

  • Treatment Frequency - A Treatment Plan will instruct you on how often a patient needs a treatment, whether it is one treatment or done over multiple stages.

  • Stages of Treatment - Each stage of a Disease will be treated in a different manner. Generally, the challenge of treating a Disease increases as the Stage goes up.

  • Remission versus Cure - Some Diseases cannot be permanently treated, but rather sent into Remission. They are still infected, but most of the negative effects are avoided. Other Diseases can be cured completely.

  • Role-playing Requirements - A treatment will generally provide some kind of guidance for what kind of roleplay might be required during the process. Some Diseases might require a blood transfusion, while others might simply need you to eat a hearty meal.

You can always spend MORE resources that a Treatment Plan lists, but there will always be a MINIMUM amount that is needed to be successful.

For instance, in the Bad Brain cure above, if you didn’t have all the Research completed, you might need to guess and spend 15 Mind points for the Treatment Plan. Since it’s over the minimum 10 Mind needed, the cure works but you wasted 5 Mind points that could have been used on something else! It’s important to be thorough in your Treatment Plan so you can conserve your valuable Resources.

Once you have developed a Treatment Plan, you can begin to try to RESOLVE a Disease.

Resolving a Disease

Diseases generally need to be resolved in some form or fashion. There are four main ways to deal with a Disease, and a 5th way that will be available for our November event, BLOOD FEAST. Remember that Mutants can resist an initial source of Disease by spending Resolve, but once infected they still need to be treated like any other patient.

  • Treatment - Common Diseases like Bad Brain and Radiation Sickness have well known ways to permanently fix the problem of the Disease. Once a cure is known, it can be applied by any character with the right Skills and materials as part of a Treatment Plan. Often, curing a Disease will simply reduce the Stage of the Disease by one step, but sometimes a Treatment just removes the Disease completely - especially if it’s still at Stage One.

  • Remission - Some particularly deadly Diseases may not be able to be cured right away. In these cases, the Disease is simply suppressed for a short time, much like how you might temporarily relieve a Fracture. You are still infected by the Disease, but you do not suffer most of the side effects for a time. Since you are still infected, it means you might even still be contagious, so doctor beware!

    • If the Disease is somehow reactivated (like through another source of infection, or not getting timely Treatment the next game), it starts at the same Stage you were at before the Remission started.

  • Inoculation - When a Disease is particularly contagious, the most common way to stop this is to actually prevent the Disease BEFORE it infects the patient. If a Disease is in an Outbreak stage, an Inoculation is a simple procedure for any character with the Basic Medical skill.

    • A character with Basic Medical may Inoculate an uninfected character by spending 5 mind and 5 minutes of roleplay protecting the patient from a particular Outbreak Disease. The next time an INFLICT DISEASE effect is used on this character, they may call “No Effect, Inoculated!”. This is only a simple treatment, so some particularly deadly Diseases might even overpower an Inoculation effect after an exposure. It’s always best to avoid the Disease source altogether!

  • Equipment - The gizmo Dr. Ottoman’s Disease Control Kit is a powerful tool when dealing with a Disease. The effect of the Master Medical use is particularly potent, as it renders a patient IMMUNE to a Disease call for a short time.

    • Requires Master Medical. User may spend 10 Mind. After 5 minutes of Full Engagement Role-Playing taking samples from a Diseased Target, user makes a 2nd Target without the Disease immune to the 1st Target's Disease until the next 12s. The protected character may call “No Effect” until the next 12s when exposed to an INFLICT DISEASE mechanic. This is superior to the Inoculation effect as it cannot be overpowered.

The last way you can deal with a Disease is unique to our November event:

  • Natural Immunity (OPT OUT MECHANIC):  

    If you would like to OPT-OUT of this Disease plot during the November 2021 event, you may write NATURAL IMMUNITY on your character sheet(s) before Game-on and if exposed to a situation where you would contract <REDACTED> at any level, you may call “No effect, Natural Immunity”. This immunity cannot be applied to any character, other than your own, through any in-game mechanic.

That’s about it for my Disease summary. Sorry for the REDACTION, but no Spoilers yet!!! Next week, we’ll divert a bit to talk about some common Rules and Skill calls that might be important during our upcoming event!