Rules Ramble

The Legend of the Black Spot

It’s Jonathan here with our next weekly blog post for the upcoming event, THE RAGE THAT FILLS HER SAILS! This is leadup for our March DR:TX event written by our Overarc STs, Ed Sampson and Joel Vold. Today we will talk a bit about some of the LORE behind the mysterious malady you’ll face at our event. This is a bit of a ghost story with a surprise at the end, told from the perspective of an old sea dog telling a story at the Swaying Anker. Let’s explore THE LEGEND OF THE BLACK SPOT together…

A few reminders before we begin:

  • Amber wrote a neat blog post on some updates to our Plot Request system. We’ve came up with a new process to streamline requests for custom mods, PFAs, and Backgrounds. In short, Personal Plot Requests, PFA Requests, and Faction Interviews are now being handled on a month-to-month basis. Check out what Amber’s put together!

  • We are continuing our recent Boffer Donation Campaign in March. Next event, you can earn some CAPS by donating your gently used boffers! You can earn 25 caps for something we have to rebuilt, 50 caps for something that is useable right away, and 100 caps for something that is way too nice. See Shan at our next event to earn your caps and help the game replace some of our damaged boffers.

TICKETS FOR THE RAGE THAT FILLS HER SAILS ARE ON SALE until Friday, March 3rd! DON’T MISS OUT!!!

THIS POST WILL DISCUSS A FEW LIGHT STORY SPOILERS FOR OUR NEXT EVENT, SO WE HOPE YOU ENJOY WHAT WE HAVE IN STORE!

Let’s talk a little bit about one particular story you might have heard before the next event…

“It was around about the size of a crown piece. One side was blank, for it had been the last leaf; the other contained a verse or two of Revelation—these words among the rest, which struck sharply home upon my mind: "Without are dogs and murderers." The printed side had been blackened with wood ash, which already began to come off and soil my fingers; on the blank side had been written with the same material the one word "Depposed".” — Treasure Island, Robert Louis Stevenson

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, Sydney Betzina, and Noah Goodman.

The Legend of the Black Spot

By Ed Sampson and Jonathan Loyd

It’s been a cold and stormy night so far, and nothing brings a smile to your face like catching a break from the chill inside the Swaying Anker. One of several drinking establishments in Bravado, it’s a place where you can find a quiet drink and sit back to soothe the ache in your bones from the winter weather. Plus, a muddled cider or a strong hooch would be the perfect thing to take your mind off the rumors of new threats on the waters, and the dire warnings from your friends in the Junkerpunks. Trouble is coming, they say, but for now you are only worried about nursing your drink in a comfy corner and getting a chance to warm up.

The light folk music playing from a dilapidated old music box near the bar doesn’t distract enough from your worries, and you can’t help but overhear an old sea dog at the table nearby spin a tale, a ghost story of sorts, for some frightened young sailors huddled nearby. After the old sailor bought a round for the whole bar, you figured you might enjoy a story while you regain the feeling in your fingers, and you take a seat nearby.

The old crusty sea dog leans back, his face turning a sly smile and he begins to weave his story…

“Have ye heard of the origin of the black spot, lads? THa legend of the dread captain, and tha curse she places on tha unwary?”

“The first tales of the Black Spot be from before the fall of man, carried with tha stories of the oldcestors and their journeys o’er wide-open seas before they became choked with fiery oil slicks, hurricanes, zed, and dark water. One captain, Billy Bones or Silver Steven, or something like that, I heard it be, spoke of the oldcestor tradition of the BLACK SPOT. I first heard the tale as a bit o’ history of our kind, but it be something else entirely now, a curse upon the living.”

“Pirates of old be presented with a “black spot” as a verdict of guilt and judgement, ye see. It be simple enough, a mark of ink on a piece of torn sail or parchment, maybe one side blackened while the other bore a warning. When placed in the hands of the accused, be he a murderer, a mutineer, or a traitorous snitch, or simply a greedy smuggler taking a bit more than her fair share of hooch, it be a mark of terror. It meant that the captain, they did KNOW your crimes. They be “putting you on the spot” as it were.”

“Sometimes the spot be marked on a piece of them religious scrawlinga, like them canticles the creatures of the Dune Sea peddle. I even heard of one foul traitor given an Ace of Spades, condemning him to death, ‘cause it has but a single black pip on the face, the truth of his crimes recorded on the back o’ the playing card. It’s be tradition, ye see. Carried o’er the waves and sea by our kind for generations. The Black Spot is a mark of death, a last judgement given to the damned, savvy?”

“This much be still true today, as the Black Spot be seen once more in the wastes...”

The old sea dog notices the young sailors squirming, and one in particular failing to meet his piercing gaze. You smirk, seeing the sailor bring the old legend to life, while you nurse your hooch in your corner.

“Have you seen the Black Spot, then?”

“Pull yer seat up, laddie, and let me get a look at ya.  Aye, I can see it clear as day.  You can hide that mark upon your hand as much as ya like, ye can wrap it or wear gloves.  But I can see it.  Ye been marked by the Black Spot.  Don’t matter how it happened, but it’s happened.  Sure as you’re born, that bell’ll soon ring for ya.”

“It starts small, so do I hear. Maybe it looked a wart, or some bit o’ grease. Like a rope rash gone rotten, it spreads into tha mark of the damned. No matter how hard ye scrub or what medicines you try, it be there for all to see. Cut it off with a sharp knife and it regrows again, foul and tainted. Yer sin carried like an albatross around ye neck, in that black spot. Bad luck, it be.”

“Best drink up while ye can, laddie. The end be in sight, no matter how much ye try to run.”

You can’t help but glance over to the young sailor, and you see a concerning growth on the back of his left hand, barely concealed by a filthy bandage. The misshapen mark is a deep black, round in shape, and red around the edges like an infected wound. You catch yourself leaning in a bit more, as the old sea dog continues, enraptured in the tale.

“Where does the black spot come from?” 

“No one knows, not for true.” 

“This ain’t some mark like those in history, this be something different. Maybe it be your guilt made manifest, a mark of some crime ye did on yer last voyage. Some say its’ one of them newfangled diseases, like some say it be Nichols’ last laugh. Others still say it come up out of the ground, where them delvers dig under our very feet right now, some curse of the oldcestors.  I even heard tale of a one poor soul who said someone told him a ghost story, and it appeared right quick after.”

“They’re all wrong, every last one of them.  This spot here?”

“It comes from her.”

“Ahh, like I said, I sense the mark upon you, landlubber.  You feel the eyes upon you yet?  The feeling of something waiting for ye in the dark?  Well, I’m here to tell you…yer not wrong.”

“If you’ve got the Spot upon you?  That means she’s coming for you.  Don’t matter where you hide, or how far you run.  As soon as you hear the bell from her flagship, you’ll have a choice to make. And a price to pay. You see, the Dread Captain demands ye serve, another soul to haul up the foul anchor of her mighty vessel.”

You struggle to suppress a shudder. That title, or perhaps a name, is spoken with a dread finality. If you were superstitious, you might think the lights had flickered a bit when the sea dog said it. The Anker's a nice enough place, but that’s just how electricity works in the wastes and that’s nothing out of the ordinary. Bulbs don’t flicker on cue, you assure yourself.

“Who is the dread captain? Ye must be joking, lad.”

Joanna Waves, the Strainscourge of the Seas, dread captain of tha Amaranthine Armada.” 

“That be her name, but pray ye never have to speak it. Legend says she hears her name each time it’s spoken, like a gull on the wind, carried to her ears ‘cross the waves.”

“Aye, I can tell you about Joanna.  Careful though, ye may hear too much.  More than one sailor has heard these tales, and more than one of them have ended up serving a life before the mast.  Spend enough time with your soul in Dark Water, ye may soon come to find it forgets the smell of land.  But, on your own head be it.

Terror of the Waves, she be.  The Doom upon the HorizonThe Dark of the Deep. The Scourge of All That Sail. Most sailors have seen her, but they won’t talk about her.  Anyone what sails the seas and plies their trade on tha water has seen her and her Juggernaut, and each and everyone of them has put their rudder to her and fled.  And those that don’t flee, perish.  Or worse.”

“I heard plenty of stories about the Dread Captain.  Some say she was betrayed, her family taken.  Others say she once swore a holy vow to never be powerless again.  A strange creature with a strange book told me once that she was foretold in some sort of Canticle of the Waves, whatever the hell that is.  Ain’t no one been close enough to ask her, and she ain’t one for pontificating.”

“Joanna herself?  Death on two legs, and nasty about it.  She be master of the blade, one of the best duelists I’ve e’er heard of.  And if that’s not enough be, she’s a psion of the worst sort, and I don’t know if any still living has seen her true limits.  She’s a terror, through and through.  And if you see that Juggernaut on the horizon, it’s already too late.”

Something about the ghost story sparks a memory. It sounds familiar to you, in a way you can’t quite put a finger on. You move about uncomfortably, the chill of the night causing an painful cramp in your hands and feet.

“All sailors know of her, you see.”

 “I heard she ran Admiral Hart out from Axport years ago, amid shell and storm and shot.  Speak her name around Grand Admiral Sinkerswim, and you’ll hear naught but curses. Even Carina Astora, the Saltwise Sweetheart steers clear of the Juggernaut. And if truth be told, she’s the reason ol’ Captain Nemo and Ironsides doesn’t sail north beyond Requiem.  Even if they don’t talk about her, they know. Cause the most dangerous part about her?  The Legend. Even now, she be listening in, hanging on our every word, cause ye asked.”

“Whoever and whatever she be, she’s here for one thing and one thing only.  When she drops that tentacled borne Anchor of hers and the Juggernaut deploys it’s mighty twelve pounders, she come here for power.  She come here to take what you have.  And she come here to take whoever she can.  Every soul she can cleave to her side is another one of the damned to serve her crusade.”

“And they will have no choice but to answer her call.”

You’ve heard that name before. The Juggernaut. You heard of a recent Junkerpunk clash near the Clutch, dozens of ships sunk, a massive armada working its way up the riverways of the San Saba, cannons blazing. You even remember hearing a few of the San Saba Republic Longberths mentioning something about arming vessels in Drywater. But that was like recent news, not some ghost story. It can’t be the same thing. It’s just a story.

“Aye, I called it the juggernaut. it be the flagship of the dread captain, the spear of the amaranthine armada.”

“Joanna and her Amaranthine Armada arrives on the storm, and the Dark Water she sails on follows her everywhere.  That water drown ye right quick, choking the breath from yer lungs, should ye be cast o’erboard. Some folks say she what sank Wahoo, others that she sails the Spoiled Coast daring any to come after her.  Each one of them could be true, who’s to say?  I heard from a guy who knows a guy that she once lived a normal life, free as you like.  How did she come to head the Juggernaut?  Escapes me.”

The Juggernaut?  It’s a monster, plain and simple.  A demon from the Old World, held together by her hate and her power.  It’s got thick armor, heavy guns, and enough munitions to level any town in range of her guns.  It’s a titanic beast, made with the stuff of legends, alloys of steel like none can create anymore. And that’s not even talking about the Dread Anchor, that terrible tentacled thing she sinks into the Mortis Amaranthine.  Once the Juggernaut arrives, it’s only a matter of time.”

“And the Juggernaut ain’t the only danger. Her crew of the damned are a sight to see.  Folks from all over the Wastes, bound to her by the Black Spot and her will, carried far from family and kin.  Her loyal Sirens stalk the shadows of their passing, finding all those what refuse the call or try to escape.  The longer you stay aboard, the less you want to leave.  Once the Black Spot be upon you, you’ll hear the call.  It’ll be up to you if you serve or refuse, but no way is without sacrifice.”

The chill in the room is noticeable now. Those damn Lucky 7s should have the scratch to pay for firewood and lamp oil, you think. Why is it so damn cold this time of year? You scratch absently at your hand, as if feeling a presence looming upon you. Just silly old ghost stories, told by a crusty old sailor to scare the tenderhorns. That’s all.

“what are the Sirens, ye say? ARe ye mad?”

“So you’ve got the Spot upon you?  That means she’s coming for you.  Don’t matter where you hide, or how far you run.  As soon as you hear that bell, you’ll have a choice to make.  You can Resist, you might think.  Steel yer nerves, and tie yerself to the mizzenmast to prevent ye from walking o’erboard to her call. No matter, if ye resist, the story don’t end there.”

“The Dread Captain has her Sirens of the Deep, terrifying specters to chase down those what Refuse the Call.  No harbor or port can keep you safe, cause the Sirens of the Dread Captain will chase you to the end of the Wastes. They can sense the Black Spot, ye see. The Sirens will hunt those that put up too much of a fight, and the screams that ring out will pierce yer very soul, and yer guilt will be agonizing. It weighs ye down, ye see, like an anchor bound to yer soul.”

“Joanna, she be one of the craftiest and canniest terrors that ever haunted the waves.  And one of the ways she reaches out and strikes those what deny her are these Sirens.  Deadly daggers in the dark, these psionic specters walk between shadows to find you.  You bear the Mark and refuse the call, then you best keep both eyes open, lest the dark itself reach out for you.”

“They slip through the shadows of ye mind, ye see, like a whisp of smoke. Out o’ the corner of yer eye, like a figment they be lurking. Invisible, hidden, even in broad daylight. It no matter how you prepare, they be on you like a blink o’ lightnin’, flashing blades cutting you down so they can drag ye back to the ships of tha damned.

“Ye might be worried about the Thralls of the Dread Captain, but the true danger be her Sirens. Legend says that those that enjoyed their unholy service on her vessel, that answered tha call of the Dread Captain willingly, they be doomed to become a Siren when they die a final death. Those traitors of thar own kind bear the curse e’en past death itself.”

“Nothing escapes that damned Anchor, especially not souls marked with the betrayer’s mark.”

You heard tales of terrible machinery and strange devices used against the Archon incursion a few months back. Before then, maybe you would have chuckled at the idea of an Anchor that can reach into the Grave Mind, but you’ve seen some things lately. Shit, just the stuff out beneath the waves of the Spoiled Coast are enough to break the mind, but this is just some old ghost story. Your hand still itches, but you lean in closer.

Aye, I spoke of her Anchor. It reaches into the depths, and binds those that crew her fleet.

“You ever seen things you know ain’t real?  Green skies at night, angles that don’t look quite right.  Things that make your head hurt, your eyes bleed, your ears ring?”

“Well, the Dread Anchor ain’t one of those.  It’s real all right.  And it ain’t right at all.  I seen it, years ago, off the Spoiled Coast of the Rat Trap.  We were running bullets past House Triton during one of them wars, and the Juggernaut arrived.  They didn’t see my sloop, or we wouldn’t be having this talk.  But we saw it.”

“There was a lot of yelling, from the Strainscourge herself.  There was a smell in the air, spoiled meat and oily water.  And my hairs stood up, each and every one of ‘em.  And when that fleshy, tentacled, mass hit the water, it plunged deep.  Deep through the drink, right into the Mortis itself.  I swear you me, I felt the shake beneath my feet.”

“It be a terrible thing, I tell ye. The Tentacles of the Anchor, a terrible artifact of old Barogue, according to one story I heard. It’s a mighty thing, an anchor big enough to turn heel o’ the Juggernaut, but heavy enough to reach into the dark depths. The arms o’ the anchor twist upwards, like the arms of some sea creature, carved with barnacles and suckers like some damnable octopus. Each arm be carved with runes, old tongue of Barogue perhaps, speaking of some pact made with a lost sister and a voice below.”

“I don’t know how it works, or why.  But I do be knowin’ that as long as the Juggernaut is Anchored in yer waters, them who sink don’t come back normal like.  They go straight to her, to serve as the Damned.  That’s why she’s so dangerous, ye see. Any that die are marked by the Black Spot.”

“Even in death, you SERVE.”

You could swear you hear a bell ringing mournfully in the distance. Just the Grave Bell, ringing in some lost soul that ran afoul of hunters or gorehounds. The Groundskeepers will be along shortly, you think. Hopefully, it wasn’t anyone you know. I mean, it’s not like you did anything wrong on your way here. You’re sure those other folks made it back safely when you left them on the road out to Anyport. You have nothing to be ashamed of. No need to feel guilty. Damn, your hand itches.

What happens if ye answer the call o’ the dread captain?

“Now there’s a question, laddie. Mayhaps the right question.”

“Ye can resist the siren call of the Dread Captain fer a time. But, sometimes those damned souls that do bear the Black Spot choose the easy path. What’s a bit o’ work, after all? You can Serve.  One life before the mast, fulfilling Joanna Waves’s dreams of conquest. Not a high price to rid ye of the mark of the Black Spot.”

“Legend says those that die and are torn from the ground by her infernal Anchor, those that choose to serve become her Thralls, the souless dead, trapped ‘tween the world o’ the living and the damned. Remind me a bit o’ raiders, they do. Not quite zed, but not quite people either. Covered in seaweed, the mantle of the Armada, the gift of the waves themselves.”

“They be ferocious and deadly, and they’ll scuttle up the side of yer ship quick like. If they gaze into yer soul, you’ll be frozen in place, too scared to swing yer fancy pigsticker. But they bear the mark of the damned, and if they drag ye back to the mast, ye too shall serve the Dread Captain, and bear her mark of the Black Spot.”

“When that bell tolls, all yer former friends will be clamoring for your blood, new Thralls of the Dread Captain. It’ll be dangerous, but yer lucky the bell only tolls at the waning and waxing of the hidden tides beneath the dark depths of the ocean. Once at noon, and once at midnight, you be hearing the siren call of the bells o’ the Juggernaut calling ye to serve her mistress, Joanna Waves. That haunted crew will wash over yer ship like a tidal wave, claiming any that dare resist the call.”

“Choice’ll be up to you.  Stick around and survive, hide, or run. It be an overwhelming tide of the damned, and it be e’ery mate for ye self. When Joanna Waves comes calling, ye best be prepared.”

“What would I do, were I called?”

“Me? I heard the call long ago.”

“I been serving her for years now.  It’s not so bad, once you get used to it.  We’re all damned already, my friend, if ye believe them Final Knights. Do work, get paid, they say.”

“All those ghost stories?  They’re all true, when they’re told.  Real as you and I, maybe even realer.  If they’re told often enough, and believed often enough, who’s to say they aren’t real?  If you’ve heard everything I said now and believed her, then doesn’t that make her a little bit more real?  And if THAT’S the case…”

“Or I’m wrong.  It’s just a legend, after all.”

“Who’s to say?  I’m just an old sailor telling some spooky stories.  Now if you’ll excuse me, my ship’s headed out from Bravado soon to meet up with me friends.  And me friends do so like to make an entrance.”

“See you soon, Vados…”

Just ghost stories, you tell yourself. That old sea dog is just trying to rattle those youngsters. You’ve played a prank or two on your friends before. No harm, no foul. On the wind as you leave the bar, a jaunty tune that darkens your mood rings out from the sailors still inside. You swear you’ve heard it before, as you step out into the darkness, following the siren call of that bell you heard earlier. It reminds you of something, a tale you once heard in a bar, on a dark and stormy night a few days ago.

Your hand doesn’t itch as much anymore, now that the Black Spot is there. It feels like a weight on your arm, but you’ll be free of that burden as soon as you answer the call of Joanna Waves, the Strainscourge of the Seas and her infernal Anchor. You walk towards the water, the inky depths of dark water stretching as far as the eye can see, the words of that old song, “Joanna, Now We Mourn” in your ears…

Joanna, Now We Mourn

By Ed Sampson

There once was an orphan, who didn’t know her name

And there once was a town that would never be the same.

The orphan lived there, always scraping by for life,

Her food and roof and self kept safe by her knife.

The town didn’t care for the orphan, they didn’t want to know

And this orphan couldn’t leave, for where could she go?

The orphan met a family, who took her in from the cold.

The family loved the orphan, and welcomed her to the fold.

The orphan loved the family, and had a place to belong.

And if nothing had happened, this would be a very different song.

But the town fell to ruin, crime and despair.

And they began to hate the family, and everything seemed unfair.

The town butchered the family, to take their food and cash.

But the orphan was stronger now, and with her mind did lash.

The town is left abandoned now, its people long since gone.

And the orphan sails the seas now, singing her lonely song.

The orphan swore that day, in blood and bone and tears

That if she couldn’t live in peace, she would live in everyone’s fears.

All the fear and pain she’d felt, she would bring upon the Wastes.

And she’d never be scared again, or trust herself to fate.

For the orphan had power now, and a terrifying name.

And now it was the Wasteland, that would never be the same.

The Curse of the Black Spot

That’s it for today, Vados.

But I have one more request, gentle readers.

You see, this wasn’t any old ghost story we shared today.

It’s a bit more, and it’s called the Legend of the Black Spot.

The stories say that anyone that hears the tale of Joanna Waves, hears the tale of the Black Spot is soon cursed to answer the call of the Dread Captain.

Simply hearing the legend is enough, they say.

Like a memetic song, an ear worm that sticks with you long after story time is over.

You see, the Legend of the Black Spot is insidious.

It curse reaches into you, and reminds you of stories of old, tales to scare your friends in the dark.

It’s a bit of a memory, tied with a bit of superstition, and we all know that sometimes the thing that goes bump in the night in Dystopia Rising is very, very, real.

And sometimes, maybe the legends are true…

INFLICT BLACK SPOT!

You’ve now heard the tale and experienced this story today, through this humble blog post and ghost story, you’ve been cursed, by that very Legend of the Black Spot. And maybe there’s a chance that maybe that story you read on the internet sticks with through our next event, THE RAGE THAT FILLS HER SAILS.

At the next event, your characters may choose to take the BLACK SPOT, as you’ve now heard the Legend of the Black Spot and the story of Joanna Waves, the Strainscourge of the Seas. If you choose to OPT IN to this story mechanic, find Ed or Jonathan after opening announcements at the game, and we will provide you with a Black Spot card of your very own.

Now the choice is yours: do you RESIST, or do you SERVE?

In the words of an old crusty sea dog, “See you soon, Vados!”

Welcome to "The Rage That Fills Her Sails"

It’s Jonathan here with our first weekly blog post for the upcoming event, THE RAGE THAT FILLS HER SAILS! I could probably say the phrase “zombie pirates” and that would be enough hype for most of you, but here’s a blog post anyways!

This is leadup for our March DR:TX event written by our Overarc STs, Ed Sampson and Joel Vold. Today we will talk a bit about some story teasers, some core mechanics and concepts for the event, and a reminder of some of the benefits of pre-registration for one of our events. We will also reveal the details of one of the key mechanics of the weekend, THE CURSE OF THE BLACK SPOT.

  • Our Feedback Form is up for our last event! Did something really amazing, exciting, or tragic happen at game? Was there a person who helped make your time better and welcomed you to the community? Perhaps nominate them for a Community Achievement! Tell us what you loved about game so we can make more of the content that you love and enjoy.  Conversely, if there is something you did not enjoy, or something which needs to be addressed, we would really like to hear about that too. 

  • We have also featured our recent Boffer Donation Campaign on Facebook. This will be continuing into our next event so you can earn some CAPS by donating your gently used boffers! You can earn 25 caps for something we have to rebuilt, 50 caps for something that is useable right away, and 100 caps for something that is way too nice. See Shan at our next event to earn your caps and help the game replace some of our damaged boffers.

TICKETS FOR THE RAGE THAT FILLS HER SAILS are on sale now! don’t miss OUT!!!

THIS POST WILL DISCUSS A FEW LIGHT STORY SPOILERS FOR OUR NEXT EVENT, SO WE HOPE YOU ENJOY WHAT WE HAVE IN STORE!

Our artwork for this post was designed and generated by Shan Lind. The Canticle of Waves was written by Shan Lind.

Let’s talk a little bit about the story of the next event…

Awash in wind and sun was that place as sharp as whalesalt where the jagged atolls and rocks upon which dashed the warm and dark waves of the sickly Cimeran Sea... — The Canticle of the Waves

The Premise

In the weeks after the Long Night, the threat of piracy has increased throughout the San Saba. Merchant vessels of the Junkerpunks and the RRC alike are going missing along the shores of the Spoiled Coast and beyond, all the way into the interior rivers, waterways, and lakes of the San Saba. The impact on trade has been immediate but attempts to track down the source of the increased piracy has revealed only ghost stories and legends of crusty old sailors. But it is clear that the threat has escalated.

Now, patches of the inky black Dark Water have returned, and it’s brought with it a daemon of the old world.  Fierce and terrible ships now prowl the waters of the San Saba, and terrifying new Zed wade to shore, intent on more than just carnage.  The fisherman’s tale of the “Black Spot” has proven true, with people finding strange growths on their hands and dying shortly after.  And worse, the Mortis itself seems to be affected, barely returning anyone at all.

Out on the horizon, a massive Juggernaut awaits.  The largest ship ever seen on the waters, a marvel of oldcestor technology, it sits at the helm of a powerful Amaranthine Armada, choking off settlements and sacking all ships in their wake.  Cannon fire rakes the shores seemingly at random, and raiding parties sail up and down the riverways and coast, taking whatever, and whoever, they can.

Hope seems lost, but this is the San Saba.  Already, Junkerpunk captains, San Saba Republic privateers, and ships from all over the region are mobilizing to combat these new threats, and they’ve chosen Bravado as the staging point.  The choices made on the shores of our tiny town will determine who is left in the wake of the Amaranthine Armada, and who succumbs to the will of the Strainscourge of the Seas

Amaymon would eat all the shambling and shuffling undead that would otherwise emerge from her waters, and she would in return grow even fatter on the blood of the common strain, which she was allowed one per sunrise of her own choosing forever. - The Canticle of the Waves

Nautical Nightmares

It is the nature of seafarers to be superstitious. Living and working on a ship in the middle of the real sea, much less the apocalyptic seas of Dystopia Rising, is a very dangerous job. Over time bluejackets and sailors have invented stories and rules to help them believe they could avoid terrible fates. The origins of many superstitions are lost in time, but some arose due to the natural tendency to look to the supernatural for causes of strange phenomena and to exaggerate mysterious occurrences, including in the post-apocalyptic wasteland.

Some sailors fear the dark water. The postapocalyptic biodiesel used as a fuel for ships and caravans alike is ultimately formed of carbon, compressed of dead things and decayed rot.  While most of the sea in the Spoiled Coast is covered in some kind of film of oil, it can pool in massive fields as far as the eye can see. Sometimes, this phenomenon called DARK WATER can serve as an impromptu morgue, half-remembering what life might be, releasing partially formed things that aren’t quite zed and not quite anything else. The oil slicks themselves can sometimes mimic life and drown unfortunate ships in an inky, oily blob of death.  A superstition common in the Clutch tells that “black tides in the morning are a sailor’s grim warning”.

Some sailors fear bad weather. The ravaged coastline of the Spoiled Coast and the Clutch suffers the extremes of poor weather, from radiation infused storms, oily acidic rain, or terrible hurricanes blown inland from the far sea.  Rain is a constant state at sea, and the sailors on the waterways of the San Saba are used to poor weather.  Even the most novice sailor has sailed through the worst weather imaginable, and their skills are unmatched due to a lifetime of survival in poor conditions.  This constant danger has hardened the seafaring people of the San Saba and is at the heart of their stubbornness and love of the freedom of the sea and sky.

Some sailors fear the depths below. Beneath the oilslick waves of the Spoiled Coast, light disperses entirely only a few feet beneath the surface. Any sailor that has fallen overboard has nightmares of the cold and unquenchable darkness under the surface. The horrible dark, blind eternity is so complete as to be opaque, and without visual depth. Beneath that, however, is the unspoiled salt water of the Deep.  Here, there is no sunlight - for the film of oil, some twenty feet thick, blocks it entirely. Instead, there is the low and nonspecific glow of bioluminescence, cast off by strange megafauna whose ecosystem dissolved thousands of years ago, replaced with crude oil and shadow.

Some sailors fear the dead. Every seaman has also heard stories of ghosts and paranormal activities haunting ships, especially after an unfortunate event has occurred on board. Many believe that spirits of those who have lost their lives on ships remain there for a long time. Many even make stories of their unusual experiences with ghosts and why they fear going to a particular area on the ship. In case a series of accidents or mishaps have taken place on board, it is said that the ship is cursed, and the blame is put on the spirits that are haunting the ship.

Some sailors fear zombies and raiders. What happens when a person dies at sea in a world with the Mortis Amaranthine? With no one to dream of the Gravemind, when a person dies at sea their body truly rots.  Once the body is returned close enough to shore for the Mortis to sense its presence, the Gravemind reacts with violent force to reclaim the biomass that was stolen from them.  Thus, sailors across the sea prefer to dump the dead overboard rather than risk a deadly return to the bottom of the ocean at port.  Some legends tell that those left to rot on a ship listless at sea will return as the Drowned Ones, deadly Raiders that pilot ships covered in the flesh of their victims or worse.  Regardless of the reason, keeping the dead on a vessel at sea is the worst of bad luck that a sailor can imagine.

ghost stories and legends

Imagine then, the ghost stories of a massive ship filled with the restless dead, the JUGGERNAUT, piloted by an evil spirit of the sea, JOANNA WAVES, the Strainscourge of the Sea. Some even say the anchor of the Juggernaut plunges into the depths of the Grave Mind itself. Known by Saltwise and Junkerpunks through the San Saba, Joanna Waves is a name given to the dark mistress of the evil spirits of the deep, often seen in various shapes, resting and waiting in the rigging before wild storms or shipwrecks and other disasters, always there to welcome new sailors to their watery graves. Some say she is flesh and blood, and simply harnesses the silly stories of old seadogs in her favor, but others still speak of unholy powers and darkness within her. Few have survived an encounter with the Strainscourge and all anyone really knows about her is second-hand tales of dread shared over a hooch in a damp bar near the waterfront.

Joanna Waves is superstition come to life, but sometimes if you believe in something hard enough in the San Saba, it becomes very, very, very real

During our March event, THE RAGE THAT FILLS HER SAILS, we will be exploring some old ghost stories, legends, and a very real threat that has sailed into our town of Bravado. This is a pirate themed event, with spooky zombies, dangerous new enemies, plenty of sailing and submarine mods, and a strange malady that haunts those touched by the myth and legends of superstition.

Ed and Joel have cooked up some fun stories for this event, and we will be sharing more over the coming weeks. For now, let’s look at one of the key story mechanics of the weekend, THE CURSE OF THE BLACK SPOT.

The Mortis Amaranthine opened up around them like a billowing sheet, an unfurling sail in a sweet, blind wind, and the Black Pharaoh plunged into its blood waters like a knife. Under a sky filled with unfamiliar stars that glowed like flesh with firelight through it, the Black Pharaoh began its sluicing, plunging journey towards the nearest port of call… — The Canticle of the Waves

The CURSE OF THE Black Spot

One of the brand-new mechanics for this weekend will be THE CURSE OF THE BLACK SPOT. This is an affliction a few folks learned about on the Sunday of our last event, but it is quickly spreading. This is a new PSIONIC DISEASE, capable of spreading in strange and unusual ways to the population of Bravado.

This Keyword effect will be printed on one of our new Illustrated Item Cards, similar to other events this season and will be given to you in the form of a card with the following text and images:

The Black Spot

The Text on the Back of the Card.

Here’s the text of the Local Plot Card for those that may have trouble reading the image above:

You gain the [BLACK SPOT] Keyword while you possess this Local Plot Card.  At the start of each 12s, you must either choose to SERVE or RESIST the dread call of the Black Spot. 

SERVE - Go out of character to the Juggernaut site to become a THRALL of Joanna Waves.  After your service as an NPC, you may return this card to a Guide and lose the Keyword.

RESIST - You lose ALL Mind Points, and the 12s does not refresh your Mind.  You must keep this card until the next 12s, where you may choose to Resist or Serve again.

If you contract this disease, you’ll place the mark of the BLACK SPOT somewhere on you. We can provide makeup at Ops if you don’t have your own, or our NPCs will also have ways to represent the mark during certain mods. You can choose to keep the mark of death visible, or you can hide it from your friends, but regardless of where the curse manifests on your body it reacts to the passage of time…

At each 12s of our March event, at midnight and noon, those afflicted with the Black Spot will have a choice to make. Do they serve the wishes of the dread pirate captain Joanna Waves and join her forces to kill their friends? Or do they resist the siren call of the Juggernaut, and drain their resources to fight back against the tide of undead sailors?

If you choose to SERVE, you will report to the in-game site where the Juggernaut lies anchored, and you will be given a quick costume change and a Guide to provide you with the rules of the upcoming encounter. From there, you will temporarily become a new horde of undead THRALLS, sent to bring their victims back to serve at the feet of Joanna Waves. Once your NPC threat has been slain and dealt with, you will be free to return back to the Guide and turn in your Black Spot card, free from the terrible curse of Joanna Waves.

For a moment, at least.

If you choose to RESIST instead, you lose all of your current Mind points and no longer refresh at the 12s. This means you’ll need to rely on a meal or brew to recover your lost Mind points, spend CAPS on a Blue Plate Special, or have someone restore your Mind with entertainment or psionics. More importantly, you’ll be out of Mind for the upcoming wave of your friends as undead THRALLS of Joanna Waves.

As insult to injury, if you choose to resist, you’ll KEEP the curse of the Black Spot and you’ll have to make the same decision again at the next 12s.

Psionic Diseases

The Black Spot is perhaps the rarest form of disease in the wastes, a PSIONIC DISEASE. This kind of disease is mentioned on page 192 in the DR Core Book. While more mundane diseases like Bad Brain or the Necrophage can ravage the unwary via infection, these types of diseases can spread in unique ways that evade common resistances.

The Black Spot is a unique threat, as it is not spread via bacteria or virus, but instead by the act of psionic superstition. Common resistances, like the Mutant Strain advantage or equipment like the Helscape Deathmask won’t stop you from gaining the mark of the Black Spot. Once you’ve heard of the LEGEND OF THE BLACK SPOT, it’s already too late.

There’s two primary ways to “catch” this strange curse:

  • Inflict Disease (Threat Skill): If one of the minions of the Strainscourge of the Seas inflicts their insidious curse on you, you’ll gain the keyword [Black Spot], and be bound in service once more. Certain minions will be able to INFLICT DISEASE as part of their attacks, and it will be as part of a Cannibalize call. If you are knocked into Bleed Out by Joanna Wave’s army of undead, you could be vulnerable to the Curse of the Black Spot.

  • Superstition & Stories: Ghost stories have an insidious power in the San Saba, especially while the Juggernaut is nearby. If you partake in the telling of the Legend of the Black Spot, or if you simply HEAR the tale of woe told by a spooky old seadog, you could be inflicted with the Curse of the Black Spot. Certain enemies and even LCs may be able to spread this disease keyword through the power of memetic influence, affecting everyone in earshot with a By My Voice call. Be warned — those campfire tales have suddenly grown dangerous!

Lastly, this affliction will be OPT IN as well. If you think your character has heard the Legend of the Black Spot told on a dark and stormy night, then you can simply come to Ops and receive the Curse of the Black Spot card. You can simply choose to be marked by the disease, even from the start of the game.

Clearly, this is a problem for Bravado, but I think it’s one that will be fun and rewarding.

I hope that you choose to engage with the CURSE OF THE BLACK SPOT. There will be ways to research the cause of this strange disease, ways to seek out a cure, and ways to fight back against the dread pirate Joanna Waves. The Black Spot is simply a herald of her arrival, but it’s not the only threat you’ll face in March.

Remember, you will always be able to opt out of mechanics like this by using the OK Check-In System in game. Just thumbs down the encounter and turn in your BLACK SPOT card to a Guide.

This is the blind and screaming moment we have dreamt our most beteous nights to, siblings mine. Venerated are we, and is our pursuit, by the demons and men who have died and lived before and behind us. It is in these deep tissues that we will meet the old death of man, and the god that death begot. - The Canticle of the Waves

wrap up

That’s it today Vados! We are excited to tell a story of zombie pirates and curses, and I hope you are excited to attend our next event THE RAGE THAT FILLS HER SAILS! Make sure to get your tickets in advance, so you can save time at the door getting your character sheet. Save that time to tell spooky ghost stories, and maybe even the LEGEND OF THE BLACK SPOT

Next week, we will delve a bit more into this specific ghost story of the BLACK SPOT that some of you might have heard, and a bit more into the Characters of Note for this weekend.

I’ll leave you with some poetry from the Canticle of the Waves, a Final Knight text written by our own Shan Lind, that has some illuminating tales within…

"By the Bone and by the Brack, 

Bear the Crown both Fore and Back, 

Neath the Waters of the Grave, 

In the Swelling Deadman’s Waves, 

Seek the Whale who Was a Man, 

Pursue Demon Leviathan.

Amass the Alexandrian, 

Relics Left of Fallen Lands. 

Kill the Whale and Keep the Gold, 

Buried ‘neath this old Atoll. 

Keep it Secret all your Life,

And with your Ivory Treasure die. 

And as a Lich go into Death, 

Pursue Demon with Corpses’s Breath. 

Hunt him through the Grave until, 

At last Leviathan is killed. "

— The Canticle of the Waves

Crisis of Faith: Rules You Should Know

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

As we get ready for our next event this weekend, CRISIS OF FAITH, I'm going to be covering a bit about Rules You Should Know. We have a number of special things happening during this game, and we want to make sure you have a head start on any particular mechanics to watch out for. This week, we are going to cover some Characters of Note you will see in play, some recent local Rules Changes (including a change to LIT Inventory for live events), and some key Threat mechanics like the Benediction of the Reborn, Faithful Strike, and Test of Faith.

TICKETS ARE still on sale at the door starting at 5pm on Friday! DON’T MISS OUT ON THE NEXT DR:TX EVENT!

We’ve shared some interesting teasers this week, including a few announcements of note:

  • The Girl Scouts of Central Texas will be present at our February event to sell cookies! You’ll find our favorite cookie raiders by the Depot on Friday from 4p-7p and on Sunday 12p-2p. This is a great way to support Camp Kachina and the scouts who use it. You can pre-order here (or place an order for delivery if you aren’t able to make it to game):

  • Heather Halstead and Stephanie Patrick-Munoz did an excellent teaser video highlighting one of the villains we will talk about today. You can find the video below:

  • We had a Wastelander article release this week, with a bit of news from Essex!

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, Sydney Betzina, and Noah Goodman.

Notable Rules Changes and errata

There’s been a few updates at the National level since the last time we had a live event. Let’s cover a few of the notable changes:

LIT Inventory 2.0

DR National has updated the rules for how you can interact with your LIT inventory at a live event. This breaks down into three big changes, and all took effect as of January 1st, 2023. That means this will be the first live event under these new changes. The link above will take you to the blog post they released on December 20th, 2022.

Here’s the specifics:

  • All items that were expired were removed from LIT inventory. This was mostly stuff like Meals or Legacy Buy List items (Lock Poppers, and stuff that changed last year) that were still out there. Most of y’all weren’t affected by this.

  • All items that didn’t have an expiration date in LIT (like Herbs, equipment, etc) will now be entered with a proper expiration date, and will automatically expire if left in your inventory past that expiration date. This just means those herbs sitting in your LIT for three years will finally expire.

  • Chapters should no longer be adding items to LIT at live events, barring extenuating circumstances.

What does that mean for our next game?

You can WITHDRAW items from your LIT, but we can’t ADD new items into your LIT inventory.

This change means we will no longer be issuing the LIT Trade Sheets for character to character transfers during check in. If you need to trade with someone, you’ll need to first remove the items from your LIT inventory, then physically give them the item card for that item.

You’ll still have limited access to remove items from your LIT inventory at the Post Office, but you should not be removing more than 10 total item cards each event. If you still have a large amount of items past this, send us an email at info@dystopiarisingtx.com so we can work out a way to get your cards to you.

If you have questions on this policy, please let either Shan or I know. We want to make the transition away from LIT as seamless as possible, but we want to let you have a reasonable amount of time to withdraw these items while we comply with National’s new changes.

National Blueprint Change log

Periodically, National updates certain Blueprints with changes. We had an update on 1/4/23 with a change to stop an exploit with a popular cooking blueprint. I also keep a list of all the Updated Blueprints on our DR:TX page, in case you want to makes you have all the latest updated dates on your collection of blueprints.

  • “Glitter Gulch Prep Station: A character utilizing the Culinary skill in the area this augment has been set up in to create a meal may be assisted by another character who has at least Basic Culinary. The time required for crafting is reduced to half, and the Mind and Resolve costs of creating the meal can be split between the two characters however they wish. Both characters must abide by the rules regarding crafting. Any PFA benefits utilized during crafting must be provided by the primary crafter.”

National Errata & FAQ

You can browse a list of major changes to the Corebook at the link above. One common sense change was added here since our last game:

  • “Blueprints: Copying a blueprint requires Active Roleplay and Full-Engagement.”

  • This just means you can’t use other Skills while copying a Blueprint, and you can be interrupted while duplicating a blueprint. This has been how most folks have already done this, but now it’s officially on the FAQ page.

San Saba Socials

We had one minor update to one of the custom Proficient Society Membership items in DR:TX. The San Saba Republic has had to place a limit on their Open Market, thanks to some clever interactions from our players.

  • The Open Market San Saba Social now has a limit of 25 Herb or Produce traded per character.

You’ll still be able to trade Herb for Brass at a decent rate, but you’ll be limited to numbers that are attainable in a live event.

characters of Note: CRISIS OF FAITH

This weekend, you’ll encounter several new faces in town, probably trying to convert you to the Cult of the Reborn one way or another. Each of these Face NPC characters will be in town this weekend and they will have more information about their respective causes during the CRISIS OF FAITH. We’ve mentioned a few of these folks in previous blogs, but let’s make sure you have the basics of what to expect:

Sister Greywand, the Prophet Reborn

Sister Greywand is a Full Dead whose body has become more mummified rather than freshly decaying. She still wears the ragged clothes that she “woke up” in, patched and repaired through the years and she wears a veil across her face to conceal the worst parts of the decay. Through her new title as the Prophet Reborn, she leads the recently renamed Cult of the Reborn. While she is not much of a physical threat in her own right, she is always surrounded by an entourage of fanatical devotees to whom she is psionically linked.

It was shortly after the violence surrounding the Dead Man’s Hand Tournament that Sister Greywand first showed up in Essex security reports. She was frequently spotted in the House of Books, pouring over religious tracts and collecting as many accounts of the life and teachings of Pfilomena as possible. While her contributions to organizing the varying apocrypha of the cult into a cohesive history were appreciated, initially her position within leadership was minimal and other scholars noted her to be kind but distant, often lost in the intense thoughts and the echoed memories that are known to plague her Strain. 

Ever since the Monolith erupted forth over one year ago, the cult, ever seeking signs from their Lost Prophet, started looking closer at Bravado. A schism began to form in the leadership of the cult, with a growing number of fanatical devotees stating that the events in Bravado were a sign from Pfilomena of the long-awaited end-times, while the main body of faithful, cleaving still to Pfilomena’s surviving son, Caleb Lovelace, took a more tempered approach to understanding the message being sent. Greywand kept sequestered in the House of Books, however she sent some of her protege’s out with Caleb, seeking knowledge about the events that had unfolded in the past and were anticipated to come.

The tipping point came in the lead up to the Archon’s anticipated return. As events unfolded just as the Midnight Orrery foretold, Sister Greywand presented an ambitious claim; she now knew the hour and the form that the Great Miracle would take. According to her new revelation, within the myriad echoes of her mind rests the imprint of Pfilomena Lovelace, and through her the Prophet is Reborn. When the ensuing power struggle settled down Caleb, initially opposed to the claim, was in agreement with her claim and Greywand now had the reins.

Sister Greywand seeks to create a unified chorus of Faithful voices heralding their singular intent for the Fountainhead’s second coming- rather than the cacophony of desires that greeted it at its birth. To achieve this, discordant voices of any person who acts counter to the "true faith" must be brought in tune, or made silent.

Caleb, the Mad Prophet of Cutthroat Alley

Caleb Lovelace is the son of Pfilomena Lovelace, the deceased leader of the Church of the Tiny God and, until recently, her reluctant, de facto successor. A gangly teenager with lank red hair that wears rags wrapped around his entire body save for the crown of his head and his hands.

The bandages on his face hide a disfiguring crystalline growth that hampers his vision and make him sensitive to radio waves and other signals. He claims to hear screams through the crystal and is a potent psion. Caleb is known to brave the most dangerous corners of Essex looking for people that he can help, and wanders Cutthroat Alley rambling about the dead voices of the Fountainhead, through lips the color of poison.

While initially disenchanted with the faith following his mother’s death, his kinship to her drew her despondent faithful to seek his comfort and guidance. His first forays into Bravado were out of curiosity at the similarities between the events of the Monolith and that of the Fountainhead, seeking the patterns and signs Pfilomena always spoke of, but he was opposed to the radical new faction within the church claiming that the Monolith was a portent of Pfilomena's return. His general personality is peaceful, kind and likable, but he has shown he is also capable of great passion and even violence, particularly where faith and the plight of Psions is involved.

Caleb’s sudden support of Sister Greywand has been instrumental in the Cult of the Reborn solidifying their message and reaching new voices in Essex, and he is as equally fervent about the prophecies and faith of the Cult as the new Prophet Reborn.

Gabriel, THE INQUISITOR

In a response to the recent unrest caused by the Cult of the Reborn, the RRC and the San Saba Board has opened a new contract with the Red Ledger to deal with the threat. The Red Ledger is something of an expert on the Cult, as they first gained prominence during the Dead Man’s Hand Tournament and defended Essex against the zealots. Gustav Glasseyes, the leader of the Red Ledger, has personally assigned one of his best Strikers to deal with these cultists in the way they know best — showing them the power of incredible violence.

The man known as Gabriel is a member of the Fallow Hope who has married his position in the church to his business with the Red Ledger. He claims the title of Inquisitor and is a master of a firearm and wielding his faith as a weapon. The Inquisitor is skilled at interrogation and hunting the Reborn cultists, no matter where they may hide or who they pretend to be. The Red Ledger attracts warrior monks and ascetics to their zealous cause of constant self-improvement and readiness, and Gabriel is no different. Seeing himself as one of the last Watchers of the Crossroad, he believes he is the last line of defense from another Fall.

Gabriel was at the fall of Temple Station during the Hiway War and is known to be fierce in his protection of the faithful and a former colleague of Reckoner-General Rampart of the Grave Council. With the disappearance of Colonel Sabbath Jacinto from Essex, the Inquisitor of the Red Ledger has taken the new Board contract as a personal crusade to root out the heresy of the Cult of the Reborn and rip it out at its roots. The cultists have been marked for their sins, and Gabriel and those that follow him will not rest until the sun can rise upon a wasteland safe from their machinations and misery.

Threat Skills of Note: CRISIS OF FAITH

The Cult of the Reborn will be a major threat of the weekend, and they are bringing a few new tools of the trade with them to aid them in their war of faith.

We covered the Benediction of the Reborn in our first blog post, but it’s worth repeating here:

  • BENEDICTION OF THE REBORN (Threat Skill)

    • The NPC spends 10 seconds roleplaying the ritual conversion and then gives a Subdued or willing target the REBORN or HERETIC keyword.  Call “Benediction of the Reborn: Inflict [REBORN/HERETIC] Keyword, Red Star Immune”.

    • Characters Baptized into a Faith may spend 1 Resolve to declare “No Effect!

    • If a character is Faithless or cannot spend Resolve, they cannot resist.

    • Characters of the Red Star Strain are IMMUNE to this Skill and it has no effect.

    • Keywords remain on the victim until specifically removed by another plot effect.

Like I mentioned in my blog post, this is functionally just a new version of attack monsters will use on you when you get taken down in combat. If you get knocked into Bleed Out or otherwise Subdued, they will use this Skill to give you a new Keyword. Make sure you save an Injectable to get yourself out of a tough situation!

Most of the Cultists you’ll encounter this weekend will have some ability to perform Faithful Anomaly Skills (and will also be vulnerable to Aberrant Bane!). This means there are a few particular common Faithful Skills worth mentioning here:

  • proficient faithful patterns

    Countered by Basic Mental Endurance. This skill is delivered via a Psionic Attack, and the NPC this weekend will call out “Psionic: Suggestion, Declare your Faith and Devotion: Are you Heretic or Reborn?” The Cult of the Reborn will use this to question if you have the HERETIC or REBORN keywords with this Skill, so it might be a good idea to save some Mind to resist the attack if you are trying to keep a certain allegiance a secret…

  • Basic Faithful Spirit & Faithful Vessel

    These Skills are normally used to buff a member of your faith. Faithful Spirit makes a target immune to next Mangle or Blinding, while Faithful Vessel will make the target immune to next Break Armor. If you throw an attack against a Cultist that is protected by one of these effects, the power of their faith will let them resist the FIRST use of these Skills. The Cultist will answer with “No Effect!” to let you know the attack failed.

  • Proficient Biogenetics

    Countered by Basic Mental Endurance. By engaging in a Psionic Attack, the user can cause the target to be knocked Unconscious (p. 108). They will call “Psionic: Unconscious” after using this skill, but it does not work on zombies and most forms of Undead. Remember, while you are Unconscious you cannot use any skills, you are unable to move on your own, and can’t resist attacks like the Benediction of the Reborn. You can awaken someone from this state by spending 30 seconds of Active Role Play waking them, otherwise they are out for 10 minutes!

  • Proficient Faithful Vessel

    Countered by Basic Mental Endurance. By engaging in a Psionic Attack, the user can cause the target to become inundated with a debilitating volume of hallucinations centered around the themes of a crisis of faith (get it?) and otherworldly wrath for 1 minute, making the Target incapable of using ANY Anomaly skills. To use this skill, the NPC will call “Psionic: 1 minute no Anomalies!

Next, let’s consider a few unique Threat Skills that you might hear from our white-robed Cultists this weekend:

  • Terror (Threat Skill)

    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 30 seconds, 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.

  • Faithful Strike (New Threat Skill)

    Countered by Avoid. This is the basic offensive attack the Cultists will use against their enemies. This is a Strike, so it can be Avoided, or simply blocked with a shield. The NPC will call “10 damage, Heretic Bane!” after a successful hit. If you have the HERETIC keyword, you will take DOUBLE damage from this attack.

  • Test of Faith (New Threat Skill)

    Countered by Basic Mental Endurance. A powerful attack used by the leaders of the Cult of the Reborn, this will allow the Cult to quickly identify their enemies in the midst of a crowd. The Cultist will call “Area of Effect: All Heretics, Agony!”. Agony is an ability that causes intense physical and/or mental pain in the character affected, making it difficult if not impossible to act through the torment. This effect normally lasts 10 seconds if not otherwise specified, and during that time, the character cannot use Skills or items but can move at a slow pace and defend themselves. Agony Interrupts skills being used when it is called. 

  • Reborn Strike (New Threat Skill)

    Countered by Basic Mental Endurance. The Cult of the Reborn can wear down their foes and weaken their ability to resist the powerful Benediction of the Reborn. This dangerous attack will be delivered by a Psionic Attack or touch, and the NPC will call “Psionic: Heretics lose 1 Resolve! Red Star Immune!”. If you do not resist this ability, you immediately lose 1 Resolve, which could cause a Fracture if you hit zero. Since you need to spend Resolve to resist their conversion, this pushes you one step closer to being marked as part of the Cult. Watch out!

  • Shield of Faith (New Threat Skill)

    Certain powerful members of the Cult of the Reborn can force their way through a crowd by sheer force of will. When this skill is used, anyone nearby will be repulsed away from them with a Knockback effect similar to the effects of Master Biogenetics. The NPC will call “AOE: Shield of Faith, None May Approach!”. If you are near the NPC, you must leave their immediate area and you may not re-enter as long as they keep their hand raised in a fist. There may be ways to overcome this protection, but you’ll have to find out more in game.

Wrap Up

That’s it for today Vados! We still have a few more surprises in store this week, and we can’t wait to see you this weekend! Steph and Chase have put a lot of hard work into crafting the story this weekend, and I hope you find a way to survive your CRISIS OF FAITH!

See you soon Vados!

Welcome to "Crisis of Faith"

It’s Jonathan here with our first weekly blog post for the upcoming event, CRISIS OF FAITH!

We are finally back from the winter break we take each year during January, and we have some cool stuff to share! This is leadup for our February DR:TX event written by our Overarc STs, Stephanie Patrick-Muñoz and Chase Lira. Today we will talk a bit about some story teasers, some core mechanics and concepts for the event, and a reminder of some of the benefits of pre-registration for one of our events. We will also reveal the details of one of the key threats for the weekend, the CULT OF THE REBORN.

We’ve ran a few social media events of note over the break:

  • This very next weekend, on January 21st, is the first run of our new limited ticket series, Lone Star Skies Vignettes, IN THE WOODS! Our director Shan will be running a unique online story experience detailing a murder mystery set in the homelands of the Lovelace Family. We even posted a raffle today for the last remaining ticket to the event that was donated by a generous player at DR:TX!

  • We have also featured our new Buyback Campaign online on Facebook, and we can help if you’ve been wanting just a few more XP to get that tasty PFA. In the loosely paraphrased words of our newest member of the Admin team, Kiara: “Make sure to get your buyback so we can spook you with shit. Then buy your tickets to CRISIS OF FAITH and get ready to question everything you and your character believes about faith, the world, your place in it, and what it means to be reborn. Buckle up fuckers!

Tickets for CRISIS OF FAITH will go on sale January 23rd at 1:00 PM, CST. bookmark the link so you don’t miss out!!!

This post will discuss a few light STORY SPOILERS for our next event, so we hope you enjoy what we have in store!

Our artwork in this post is from an excellent comic by Beau Lee and Shan Lind we used during our online game, GALATEA.

Let’s talk a little bit about the story of the next event…

The Cult of the Tiny God approaches the Fountainhead in Essex, PHW 04

teaser FOR CRISIS OF FAITH

And now an excerpt from a recent sermon heard in the streets of Essex about the Prophet Reborn:

"What is the Final Death? Ask any handful of folks and you'll get a handful of answers 'Death is the wheel's final turning, the coda of the song, the final lesson on suffering' and before now, one might have thought any or all of them right. But after the past year, many of you now see none of these answers quite grasp the truth, not fully.  They brush over its surface, skim and probe and flirt but never truly embrace the truth.

Yes, yes! 'Imprint is Matter, Matter is Imprint, ' I hear some of you murmur, this at the core of it. For you see, Death is Power; death is Energy. As we live we build up that energy and in death that energy is released and played out into the world according to… according to our Imprint, yes well said. But what is the Imprint? Is it immutable? This framework that burns our energy and births us again and again until our energy is expended… are we doomed to follow it, forever unchanging?

I say no!

It CAN be changed. And the answer is so gleamingly, beautifully simple. Belief. Belief is the tool that shapes the Imprint. We saw the truth of it in Essex, where for a glorious, shining moment, the whole WORLD changed! Our glorious Prophet saw the signs and led us to the path of truth. We have watched for her signs ever since. My friends, my brethren, I have listened and I have seen, and despite my doubts and denials the signs called out louder and more harmoniously until I could no longer deny the glorious truth. What is this wondrous news? I tell you, through me: our Prophet has been Reborn! They will say it is impossible, but just last year I would have told you that stemming the cycle of death and return would have been impossible, and yet here we stand, on the other side of a terrible Miracle that shook the San Saba to the Core. Those in Bravado serve as a great example. Time and again they have accomplished fantastic feats… but only because they believed they could…. 

The time for the Great Miracle has come. If you still doubt my words, look no further than the contemptible figures of the San Saba Board of Directors. They have brought a damnable Law, all in the name of ‘protecting’ us. They say it is to curb the sinful acts of vile criminals who would take advantage of the Aberrant. All noble goals, to be sure, but the real sinister truth of it is that they are afraid. Yes my Brethren, they have seen what the wild, directionless Beliefs of a few misguided souls could wreak and they FEAR! Fear that we shall no longer place our Belief in them! Fear that we shall take our DEATH and use it to power OUR Great Miracle instead of their SELFISH, worldly designs! FEAR WE WILL NO LONGER SLEEP, AS OUR GOD SLEEPS IN THE GARDEN OF THEIR CRAVEN CORE, CLINGING TO CONTINUANCE!

The Tiny God has pointed me in the direction we must go. Many will try to stop us, but we must be strong in our Beliefs, and by our Faith be strengthened. Trust that the Prophet stands by your side. Soon they shall see the ultimate beauty of our truth. Yes, I Believe they will see my Brethren…

For you will MAKE them see.”

— Sister Greywand, Essex, PHW 06

The Lost Prophet, Pfilomena Lovelace, addresses her flock shortly before her death, PHW 04

That’s a bit ominous. Let’s chat about what it might mean for the future.

The Cult of the Tiny God, REBORN

Way back during our Online Season, we ran a series of events in Essex, the City of Light and Sound. This is the beating heart of the San Saba Territories — one of the largest cities in the area, a fortified city of thousands to the southwest of our sleepy town of Bravado. The city is often mentioned in our live games as being “off camera” of sorts, but it’s a frequent location of note in our setting.

Our Essex online game series was a trio of online events, loosely dubbed “The Fountainhead Trilogy”, as each story built on events of the last. From the celebrations of the first Festival of Light and Sound, to the story of the first Archon Incursion in the San Saba, and the emergence of the new Morgue in Essex known as the Fountainhead, we explored a new area of our setting and introduced some casted characters that have even made appearances in our live games.

One group that has made a few visits to Bravado over the past few events is a group we first debuted during the game GALATEA — The Cult of the Tiny God. We’ll be going into more detail about these folks and how they’ve changed in the years following the Fountainhead Incident in a future blog post before CRISIS OF FAITH. For now, let’s cover the basics.

When the Fountainhead emerged in the heart of Essex, the lives of its people were collectively turned on their heads;  The Cult is the natural extrapolation of a fearful population being shown what, to them, looks fundamentally like miracles.  After the Fountainhead, supposedly, consumed the Archon that terrorized the city at the climax of that year’s Festival of Light and Sound, a fanatic group of cultists began to worship at the feet of the monolith.  They believed the Fountainhead to be the closest thing to a god that could exist, and ached for the beautiful world they saw in their dreams.

The Cult of the Tiny God has reared its head periodically over the last few months, surfacing in portions of the cult that worshipped the Archons during the EMERALD GALA, appearing in several mods during our national event, DEAD MAN’S HAND, and even has made some appearances on Sundays over the last few live events in DR:TX.

You can read a bit more about the lengths they went to prove their faith a reality, including the sacrifice of their leader, Pfilomena Lovelace, who walked willingly into the destructive force of the Fountainhead. Her body and even her very Imprint was completely annihilated, destroyed in the strange Abyssal energies of the proto-morgue.

Read the comic: Galatea: Commit

In the wake of Pfilomena’s death, the Cult was lost and without purpose. The lies of their Cult were made obvious and many of their number scattered and left the faith entirely. Even Pfilomena’s son, Caleb Lovelace, was a skeptic after his mother’s pointless death. But a few kept their hopes tied into their delusions and prayed for the return of their LOST PROPHET, believing that somehow Pfilomena would be reborn and returned to them to lead them once more.

For years, this has been a fantasy, but this Cult of the Tiny God’s delusion has emerged within a new and dangerous threat to the San Saba — THE CULT OF THE REBORN.

The Cult of the Reborn

Formed from the former members of the Cult of the Tiny God, and even adopting their familiar white and grey robes and ashen thumbprint marks on their forehead, the Cult has found new focus under the leadership of a new and powerful demagogue. Someone claiming to be the PROPHET REBORN has stepped into the leadership of the faith in the recent months, and their presence is about to be felt across the San Saba.

The Cult is formed out of the common people of Essex and the San Saba Territories as a whole, much like their predecessors. They are Lineages and people just like your characters, but they have been twisted by delusion and grief. In the wake of the destruction of recent Archon incursions (most recently in Bravado), and a general sense of fear and existential crises about the unknown, folks have sought to find answers. Something happened with the Fountainhead and the Archon Incursions that the common person cannot explain, and they have decided to create a story that helps them rationalize away the things they cannot understand. Rather than address something real, the new Cult of the Reborn represents the ability of the masses to seek an answer to the unexplainable mysteries by finding conspiracy and pattern in everything they see.

And now they have a plan to restore their founder, the Lost Prophet, and conduct a grand ritual known as the GREAT MIRACLE. Their plans are still a bit mysterious, but anyone in the San Saba that has eyes can tell that the Cult is actively recruiting and building their numbers towards some nefarious purpose. The San Saba Board has even requested Strikers from the RED LEDGER to take up arms against the cultists in Essex, scattering them from street corners and makeshift sermons in the dark alleys of the City of Light and Sound.

Whether the Cult of the Reborn is successful in their plans will be up to your characters and the choices they make in February. We will cover a bit more of their details in a few weeks, but for now know that the Cult of the Reborn is a threat that must be answered.

ooc IMPORTANT NOTE: The Cult is fundamentally WRONG about what happened in Essex.  Every behavior of the Fountainhead was the function of the Mortis Amaranthine reacting to the deaths of so many victims at one moment.  Whatever the cult interprets as a “god” is most assuredly NOT any form of a god or deity.

The Lost Prophet approaches oblivion, PHW 04

content warnings - Religious Conflict

You can always find our list of Content Warnings on the Bravado website, and in our tradition of radical trust, we want to also trust in each player that attends our game to know their own limits and be able to choose to avoid topics and situations that make them uncomfortable.

So now that we understand the cast of characters we will deal with, let’s talk about some Content Warnings for CRISIS OF FAITH, particularly the following:

  • Religious conflict, religious-related death, corruption, and abuses of power (only in-game faiths - not real faiths)

  • Simulated psychological role play

  • Death, mourning, death rituals, and the potential loss of life and harm to self or others due to character choices.

For this event, we are dealing with a dangerous cult of fanatics that are out to CONVERT others into their own in-game faith by any means necessary, including trickery, intimidation, and even force. This will test characters in new ways, as they will find their faith challenged, their sense of identity and belief in that faith questioned, and it should provide some deep roleplaying opportunities to decide what your character’s in-game faith REALLY means to them.

You can even join the cultist’s side on purpose, particularly if you find their cause compelling or interesting or you just want to avoid death at the hands of a violent cultist. Maybe you join the Cult of the Reborn because you just want to seek out that religious conflict in your roleplay or you want to sneak into the cult’s inner power structure to destabilize it from within. Regardless of your reasoning, FAITH and the role it plays for your character is a big part of this upcoming event.

We understand that not every person has a great relationship with the concept of organized religion, cults, churches, or even faith in real-life. It’s not for everyone, and everyone’s experience is unique. However, this concept of IN-GAME Religious Conflict will be a BIG part of the story for our February event. While we will have many ways for characters to Opt Out and resist the forced conversion, it will still be present in ways you may not always be able to avoid.

To be very clear, this type of religious roleplay and conflict isn’t really anything NEW to Dystopia Rising, or DR:TX.

You can find the following discussion about Faiths in the Postapocalyptic Wasteland on page. 69 in the DR Corebook:

“In the world of Dystopia Rising, no real-world faiths are used, out of sensitivity toward players who practice these real faiths and a recognition that something that is acceptable to one person may be offensive to someone else. Because of this, the Dystopia Rising universe includes a number of fictional faiths. All players are asked to be respectful of real faiths and not use them as content within this fictional world.

The postapocalyptic faiths each have various and sometimes conflicting views. They’ve spread out across the world, with some of them splintering into new denominations. These faiths help bring people together as a whole, forming groups that have learned to survive in the world in which they now live.

Unlike more fantasy focused genres, in Dystopia Rising religion itself does not provide supernatual powers from outside the individual. Powers associated with faith are instead generated from within, using the medium of faith as a means to activate harder to access abberant abilities. The faith that comes with devotion to a religion can open abberant abilities and biological enhancements that are latent within most Strains.

In the end it is important to remember that religion in the Dystopia Rising universe serves the same purpose as it does in some modern societies. Religion can shape the customs, traditions, morals, and to a degree the behavior of a person or group of people. Religion can provide community and give a sense of belonging and purpose. Religion can encouage people to raise one another to a higher level, or it can be a tool for horrible purposes when directed by destructive people.

We will have many opportunities to opt out of these mechanics during the event in case this still isn’t something you want to participate in. There will still be zombies and raiders to run away from in the darkness, scrap to salvage, herb to farm, and blueprints to copy. We hope you will be excited to join us for this story, but we will have many other stories to enjoy in the future.

Remember, you can always use the OK Check-In System to “thumbs down” any interaction you don’t feel comfortable with, even CVC!

The Lost Prophet being consumed by the Fountainhead, PHW 04

wrap up

That’s it for today, Vados! We have some more content for the lead up to this event coming your way soon, and we can’t wait to share what’s in store.

Next week, we will cover the BENEDICTION OF THE REBORN and the specific mechanics about how the Cult will be forcefully indoctrinating their victims to aid the Great Miracle. I’ll reveal the specific details about the mechanics so you will be able to make informed choices about seeking out this plot during our event.

After that, we will discuss a few more of the Characters of Note within the CULT OF THE REBORN and their opponents, the RED LEDGER. We will talk about Caleb, the Mad Prophet, Sister Greywand, and even the mysterious Inquisitor of the Red Ledger. This will focus on lore and stuff that your characters might know about the Cult before you enter play in February.

Lastly, I’ll cover Rules You Should Know the week before the game, covering the unique Faith-based powers you’ll need to watch out for, and some of the specific tricks the Cult of the Reborn can use against you.

Remember, tickets go on sale on January 23rd at 1:00 pm CST! See you soon Vados!

Emerald Gala: Rules You Should Know

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

As we get ready for our next event this weekend, THE EMERALD GALA, I'm going to be covering a bit about Rules You Should Know. We have a number of special things happening during this game, and we want to make sure you have a head start on any particular mechanics to watch out for. This week, we are going to cover a bit more about some changes to our game schedule, some ways to earn a new Blueprint, Alone in the Dark, and the dangerous abilities of the Archons your character could face like Devour Imprint, Abyssal Rift, Aberrant Consumption, Sever Imprint, and Frequency Inversion.

TICKETS ARE still on sale at the door starting at 5pm on Friday! DON’T MISS OUT ON THE NEXT DR:TX EVENT!

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, and Noah Goodman. Gauntlet posters were made by the talented Aesa Garcia.

Culinary requires a certain amount of patience… and charcoal.

Changes to the Schedule

This month, we are testing some changes to our game schedule to accommodate some feedback we’ve received over the past few months, and to really allow our EMERALD GALA to be an event that is pretty special.

Extended Siesta

First, we’ve extended the AFTERNOON SIESTA. The afternoon break will be EXTENDED from 12:00 pm-4:00 pm on Saturday. This is an experiment to allow for spookier late-night content by shifting our STs and NPCs to better times. Plus, Texas tends to get a bit hot in the afternoon if you didn’t notice. During this four-hour window, we will have very few or no combat mods in play so this is a perfect time to schedule that player event, potluck, gang-up, or just get some crafting done in peace and quiet. Now, this is still a DR game, so it’s not always entirely safe during these hours (especially for a few folks below...), but there won’t be hordes of zombies at least.

Post office closed from 7pm-9pm

Secondly, to make sure that ALL players and staff can attend the Emerald Gala festivities, we will be CLOSING the Post Office from 7:00 pm - 9:00 pm on Saturday night. You will still be able to complete projects using the One Job Policy (p. 174) during this time and turn them afterwards, but we will not have Postal Workers to issue cards during this time. Enjoy the Gala and save the crafting and farming for later!

The Emerald Gala Events

Lastly, the Emerald Gala will be trying something a bit different. During the two-hour window of the Gala on Saturday night, we won’t be running many NPCs or events of note. Instead, we will be allowing folks to join together in the Winter Lights spirit, enjoy music, food, and games during the party. We will have some face NPCs present, some opportunities for contests and fun, and generally lots of opportunity for showing off your best outfit and not worrying about running to grab that shield or brew.

We can hunt you down with the Archons at the end of the party after all, so enjoy the nice, safe fun while it lasts! And hope they get the Emerald Arsenal ready in time!

Again, Boris?

Spicy! Maybe the Butcher will finally answer for their crimes…

NEW NATIONAL RULES UPDATES

There has been an update to the National Lexicon and the Undead Threat Guide since our last event. They didn’t really advertise this change outside of a post on the Discord channels and the updated site on November 16th, but here’s the details in case you missed it:

RANGED REDUCTION (UPDATED FROM THE BOOK)

Possessed by many zombie threats and some exceptionally armored critters, Ranged Reduction reduces the amount of damage taken from firearms, bows, and thrown weapons to the target. Ranged Reduction (Minor) means that the target reduces incoming damage by 5 from a Ranged Attack, minimum 1, while Ranged Reduction (Major) means that the target reduces incoming damage by 10 from a Ranged Attack, minimum 1. Ranged Bane attacks do normal damage to the target, but do not double their damage.

  • TL;DR: THE BIG CHANGE HERE IS THAT RANGED REDUCTION for the undead HAS BEEN SPLIT INTO TWO VARIETIES, MINOR (REPLACES mINIMAL) AND MAJOR (REPLACES iMMUNE)

Previously, most dangerous Rank 3 Undead had Ranged Reduction (Immune) while lesser threats had Ranged Reduction (Minimal) instead. This meant that most firearms or ranged attacks were worthless against most Rank 3 zombies, including the iconic Tank. This has long been a point of contention for all those NERF gun lovers out there, as they would have to switch to a melee weapon to deal with most zed.

With this change to Ranged Reduction, it is a brand-new day for firearms. Basic Zombies still reduce damage by 5 unless it’s from a source of Undead Bane or Horde Bane, while higher ranked zombies now simply reduce damage by 10 instead of being completely immune to ranged.

That means that upgraded attacks from some ranged weapons like the Candlepin Flame Belcher, the Mountain Rifle, and the Al Buquerue's Left Turn can be useful against the most powerful types of Undead. If you can deal more than 10 points of damage, you’ll get some damage past the defenses of the zombie. And it’s even better if you have Undead Bane, since the damage won’t be reduced at all.

Enjoy!

Now I gotta make a new gun to kill my first Tank at range…

National Blueprints & Local Blueprints

During this weekend, you will have an opportunity to earn a chance at a BRAND NEW BLUEPRINT. We talked a bit about this in my post on the Emerald Arsenal, but there will be a custom Zone of Mechanics in play this weekend called EMERALD INVESTMENTS.

emerald arsenal blueprints

During the event, our players will choose which of the seven Emerald Arsenal items they are interested in making into reality. The top winners will be incorporated into the next National Blueprint to fight against the impending Archon threat. This item will be useful in facing Outsiders during future encounters and will be themed around the winning Emerald Arsenal items.

Zone of Mechanics: Emerald Investments

You may pay 10 Brass to the Post Office in order to receive a copy of the Emerald Arsenal blueprint when it becomes available.  This item will be delivered by postal worker or placed in your LIT inventory.

Characters with Master Society Membership in a San Saba Faction may pay 100 Brass to the Post Office for a crafted item in addition to the Emerald Arsenal blueprint once it becomes available. This will have an expiration date starting from the event you receive the item.

Players that complete this Zone of Mechanics will receive a copy of the new National Blueprint generated by the Emerald Arsenal during the next event in February (if it’s ready!). If you are a traveling player, this item will be placed into your LIT inventory instead, or I’ll find a way to get it to you once it releases.

I can’t reveal exactly what this item will do yet, but the first way to get access to this new blueprint is attending our Premiere event. If you interact with the Emerald Arsenal ZOMs this weekend, you might get a taste of what might be in store.

local blueprints

This weekend will also see the release of several new Local Blueprints. These are DR:TX ONLY local plot items that will allow you to make new Local Plot Cards through crafting. These Local Blueprints will be printed on a different color of paper than the traditional blue of normal blueprints to mark them as unique.

They will use the normal rules for blueprints, including being able to be copied, used for crafting, or even stolen. These blueprints will commonly require Society Memberships with the San Saba Factions to use or create. However, these blueprints (or the items they make) cannot leave play from DR:TX or impact other games at all.

Since they are Local Plot Items, they are only usable at our game. Sorry!

These new Local Blueprints will be one way we play test potential future submissions for national blueprints during Premiere games and the like, and we look forward to your feedback on these new prints.

“Hey there Tenderhorns! Have you heard about Blood Ghosts yet?”

Alone in the Dark

DR:TX will be releasing a new global mechanic for this event, borrowed from our friends in DR: Virginia, originally designed by Phil Grau. This mechanic also saw use in DR: Michigan, and we will be including our own DR:TX take on the concept below.

ALONE IN THE DARK

At any time after the sun has set that a player finds themselves alone and without the ability to see another person, that person is considered to be Caught Alone.

That player must, at their next convenience, drop out of character and report to Ops.

Results for being Caught Alone vary wildly and could be a slight scare or a grievous consequence.

Players under the effect of Basic Stealth may move after dark as they wish, but should beware anything that would cause them to become seen.

If you are caught alone at night, one of the many things lurking in the shadows may find you first. You might wander through a weak part of the veil between the worlds or get too close to some early abyssal incursion. Maybe you just got caught alone by one of the Longwalkers or experienced some strange time dilation as you get lost in the woods. Perhaps some local terror like a Nemesis or Murder Goat Deer found you as prey in the darkness. Maybe it was nothing at all. Whatever the result, it’s best to walk in groups or be able to evade prying eyes in the darkness with Stealth during this event.

NOTE: Several of the events you can encounter with this mechanic may offer unique consequences, conditions, Roleplay Burdens, local plot cards, or even Body damage or Mind loss. Not all of the potential consequences are negative, but they all represent an encounter during the Long Night that marks your character in some indelible manner. If a particular condition is something you are not comfortable role-playing, you will always have an option to re-roll for a different consequence or you can use the OK Check-In System to let us know to calibrate the results.

Better yet, the candle lights and altars of the Lovelace Family are said to protect you from the darkness, provided you can convince them to part with their lanterns to protect you. There will be access to certain Local Plot Cards during this event that can interact with this mechanic and perhaps even give you a way to avoid the consequences of wandering alone in the dark…

The Buddy System isn’t just a good idea, it’s a lifesaver!

Archons 201

apocalyptic Threat Skills of NOTe

The ultimate threats of the wasteland have a host of skills that they can employ while within our reality. We talked a bit about the known lore about the creations in my post on Archons 101, but let’s dig a bit into the mechanics of what they can do. To be clear, I’m not covering EVERYTHING an Archon can do, but I’m going to cover some of the major ones to worry about.

Archons have three major modes of interacting with you violently: Attacks, Abyssal Attacks, and Global Effects, and they have several unique Defenses.

Attacks & Defenses

Archons have Attacks & Defenses like most threats, of course. They have some innate defenses based on their unique physiology and even active defenses like Defend, Balance, and Mental Endurance. Archons have a number of deadly basic attacks including Scattershot, Knockbacks, and Strikes. Like many Threats (even the lowly Shambler), they even have attacks they can make every flurry of blows. This means that even if they use all their active skills, they still have some dangerous attacks for the entire fight.

  • Rend: [Damage Type]. If a Threat hits you with this type of basic attack, you lose points from both your Armor AND your body with the same swing. For instance, a call of “Rend 5!” will deal 5 points of damage to your Armor and 5 points of damage to you directly. If you are not wearing armor, this call simply deals Body damage. These types of attacks are brutal, and even armor will not save you!

  • Psionic Stun: This is a melee strike frequently called by an Outsider. This can be Avoided OR can be resisted with Mental Endurance. Since this ability only deals a Stun, it can also be countered by Balance. If you get hit, you’ll crumple to the ground (or take a knee), be unable to move, and will be unable to use skills or use any equipment except for Armor for 5 seconds while stunned. (Stun, p. 107)

The last common defense of an Archon is their hefty slate of immunities:

  • Invulnerable State: Immune to all Damage. The Outsider will declare “Immune” periodically during the fight. This is the default state of the Outsider until it has fully crossed into this plane of existence or been rendered vulnerable.

  • Unnatural Physiology: Strong Limbs (Immune to Mangle), Immune to Stun, Immune to Knockout, Immune to Blinding

Like I mentioned in my blog post, Archons are completely immune to all damage and most effects until they’ve been made vulnerable in this world. Hopefully the Emerald Arsenal will do the trick, but it might be necessary to simply RUN from an Archon if you don’t have the means to hurt them. You’ve been warned!

Abyssal Attacks

These are unique attacks to the Outsiders, and they have devastating potential to be lethal. These attacks often bypass common rules, break the laws of reality, or are completely unique and deadly methods of eliminating their foes. They have many (or even unlimited) uses of these abilities and can often refresh their uses by killing an enemy.

  • Abyssal Strike: The Archon will call “50 Damage” with an apocalyptic melee strike. This can be combined with Scattershot for full damage, for this monster only. Normally Scattershot is capped at 20 damage, and most big hits can’t be used with Proficient Combat Tactics (p. 114). For the Archon, the laws of reality don’t apply so they can deal massive amounts of damage to a large crowd of targets. Yikes!

  • Devour Imprint: Upon the next successful strike to an LC, the Archon will declare “Devour Imprint: Absorb 6 Resolve”. This skill can NOT be modified by Scattershot. This skill can (and should) be Avoided.

    • If you get hit by this attack, you immediately lose all of your remaining Resolve, and the Archon regains their lost Resolve. In addition to not being able to use any and ALL equipment, ZOMs, and injectable brews that requires Resolve (p. 95), this attack will inflict a FRACTURE upon the hit (since you hit zero Resolve). That means it will also turn off several useful Master Anomaly skills and impact your total maximum Mind pool as well.

    • Like I said, save Mind for an AVOID!

  • Abyssal Rift: The Archon will declare a countdown of 3 seconds, then call “Abyssal Rift”. The Outsider can go OOG and take a willing or incapacitated individual in physical contact with them into the Mortis Amaranthine. This leads to a Grave Mind Scene in which the target does not lose Infection. The Outsider observes the scene until the Gravemind notices and ejects the individual violently. Make a player note that the next Grave Mind scene will be intense and malevolent. This rift allows the Archon to escape (or ENTER) virtually any area by transporting themselves through the Abyss.

These are incredibly dangerous attacks, and you’ll likely get a chance to experience them firsthand if you encounter the Archons this weekend. Certain items in the Emerald Arsenal can offer defenses to these attacks, so choose wisely!

global effects

The last mode of attack are unique to the Archon. When an Archon enters play, it will be with the NPC or ST representing the creature itself, but they will also be accompanied by a Guide wearing a green headband. These Guides will periodically call out these global effects.

There is no limit to how many times an Archon can use these attacks, but they all have a brief cooldown after use. We won’t be calling multiple Sever Imprints in a row, but you could see several of these abilities over the course of an encounter with the creatures.

  • Sever Imprint: The Archon will call “By My Voice, Lineages in Bleed Out, Sever Imprint, Murder”. This is an incredibly deadly attack. Characters in Bleed Out when this skill is called immediately DIE. Do not pass go, do not collect 200 Brass. And a BMV is a 50-foot radius of effect, so this will cover most of the battlefield and even passes through walls, doors, and obstacles.

    • As this is a Sound of My Voice effect (p. 106), very few abilities can stop this attack. You can’t Interfere it, because you won’t meet the requirements to be a target. You can’t use a Sosweet Kopis to avoid the effect, cause that only stops Area of Effects (p. 102). You can’t use the effects of a Phalanx Doyen and the OOPH Barrier Shield for two reasons — first, you can’t use a Shield or an effect while in Bleed Out (p. 103), and the Shield specifically excludes effects “called by a Guide”.

    • The Murder effect CAN be stopped, and this is the ONLY way to survive this attack other than not being Bleed Out in the first place. Anything that prevents a Killing Blow also stops a Murder effect. There are THREE major effects (outside of plot items like the Emerald Arsenal) that stop this: the Striker’s Coat armor, the use of Proficient Faithful Spirit (p. 136), or being inside the Master Biogenetics (p. 137) area of effect.

  • Aberrant Consumption: The guide will periodically call “By My Voice, Aberrant Consumption, Devour 5 Mind”. Anyone in the area loses 5 mind points, and the creature gains a benefit. The haunting aura of the Archon saps your will and constantly draws from Lineages and enemies nearby. These frequent attacks will drain your Mind and make it harder to Avoid and fight back against the monsters. Remember, very few abilities make you immune to By My Voice calls, so this is something to watch out for.

  • Frequency Inversion: The last global effect is the skill that you WANT to hear the Guide call out. Upon Archon being made VULNERABLE by some plot mechanic, the Guide will call “By My Voice, Frequency Inversion, Archon Vulnerable for 30 Seconds.” This means you will have a limited amount of time to hurt the Archon, so make those precious seconds count!

That’s a lot to remember, so we will also cover some of these Skills during our opening announcements and you’ll get some chances to experience them in person soon enough. Like the Abyssal Attacks, several of the Emerald Arsenal effects can offer protection against these Global Effects — if they are ready in time!

Nope, nope, nope, nope…

OTHER THREAT SKILLS OF NOTE

Oh, did you think that the Archons were the only dangerous thing in the darkness? The Long Night draws forth all manners of the creepy and unexplained, and they often have some peculiar abilities and dangerous skills to use against their prey. I hope you aren’t caught ALONE IN THE DARK.

  • Anomaly Response Healing: Any use of Psionic Abilities within earshot of the [REDACTED] declares “Anomaly Response: Healing”. Heal all Body.

  • Discorporate - [REDACTED] can declare “BLINK” and leave a scene as they fade out of reality. The [REDACTED] can leave an area at any time, even if someone uses a “No Escape” effect.

  • Invulnerable - In short, [REDACTED] can never truly be “killed” in any way that we can recognize.  They have no Body, no Armor, or any other way to be physically harmed. They are threats to survive, not kill or defeat...

    • Ranged and Melee Immunity - Call “No Effect” or “Reduced” to any damage calls or similar effects.

    • Unnatural Creature - Call “No Effect” to any use of Mangle or Knockout. These creatures can never be killed, outside of plot effects

  • Alluring Visage (Psionic Mutation): The [REDACTED] can attract any Lineages near it, who must immediately proceed within melee range of the threat. Once they have reached that point, they may leave. Call “PSIONIC: By My Voice, Alluring Visage, Attract all Lineages”. Countered by Mental Endurance for a 5-minute period.

  • Stunning Strike: The tendrils of the [REDACTED] are coated in a neurotoxin. 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.

It’s time for Winter Lights!

wrap up

That’s it for today folks! We have a cool event planned, and Maenad and the team have been hard at work this month getting some surprises and dangers ready for the Premiere event. We can’t wait to show you what we have in store, and we are excited to see each of you in just a few days. See you soon Vados!