Rules Ramble

Crime & Punishment, Part 2

It’s Jonathan here with another signature DR:TX Rules Ramble! In these blogs, I’ll discuss in detail a mechanical aspect of Dystopia Rising, compiling all the rules and lore into one easy place to read! This week, we are covering a two-part feature on Crime and Punishment in the San Saba! Part one will cover aspects of how to do Crime in DR, while the second part will focus on what happens if you get caught by the Law Dogs. Let’s get started!

You can read more about the Criminal aspect of this type of play in the first part of this series:

Our photos for this post were taken from previous DR:TX events by our talented Photo Team.

CRIME & PUNISHMENT OVERVIEW - the law

So, you want to be a white hat character? Maybe you want to join the Law Dogs, or you just want to make sure that person that robbed you answers for their crimes? Maybe you had a friend do something stupid and you just want to understand how to help them. Maybe you really really really like a certain Justice of Sin or Law Dog Union Boss, and have considered a crime to get a chance to get to know them better.

What’s the best way to get involved? What happens if you get caught? How does the legal system work within the game? How do the Law Dogs and Justices of Sin get involved? How does a Gauntlet work? I’ll try to cover the answers to these questions and more in our Crime & Punishment two-part series.

Being a Law Dog in the wasteland is one of the easiest ways to get involved in character-vs-character conflict, or CVC. This isn’t a path for everyone, as playing the “good guy” in a world of moral greys in the wasteland can be emotionally taxing. It’s easy to play a villain in DR, but it takes perseverance and grit to purposefully take the high road in a brutal wasteland. There are a few things to consider before we get started, but let’s say the quiet part out loud:

being a law dog WILL INVOLVE YOU IN CVC CONFLICT.

IF YOU want to pursue & question criminals IN GAME (ON AN NPC OR LC), YOU’LL NEED TO BE OKAY WITH CONSEQUENCES OF CVC THAT FOLLOWS.

We’ve covered a lot on CVC and similar topics in previous blogs on CVC Best Practices, and I’ve written pages and pages of rules blogs so it’s easy to have missed one particular week. I’ve compiled the “best of” into our OOC RESOURCES tab on the website, so here’s a few bits of reading to get started. I’ll refer to concepts within these essays during this series, but I’ll try to keep this blog focused on a high-level understanding.

The rules for CvC start on page 159 in the DR Corebook, in a section titled “Conflict Between Leading Characters”. I highly recommend people take a moment to read through this section in its entirety, as it is an often overlooked part of the book.

If you want additional reading, these other essays will be a great place to start:

  • Introduction to CVC - An introduction to the basis rules for CVC

  • CVC in the Moment - How to handle spontaneous CVC in the moment

  • Long Term CVC - How to approach long-term CVC with another player

  • CVC in the Wasteland - How the Wasteland works, and some rules to watch out for

  • Thick as Thieves (CVC Theft) - Details on the theft rules in game, and some important considerations

  • Disguise 101 - This covers useful rules for Disguises in DR and some tips for better disguises.

  • Steering & the 10 Foot Rule - This is a must read before you consider CVC, and is a very useful reminder of how to ethically steer your roleplaying for fun for everyone involved

  • Survival Ethos System - This is our DR:TX way to “opt in” to CVC in advance for all of you characters at the event. In exchange for this extra risk, you can access a brand-new list of items and resources for your characters.

With the CVC deep-dive part covered, let’s dig into how the justice system in the San Saba works in Dystopia Rising.

Justice in the apocalypse

The Laws of Settlements in the wastelands stand as an important contrast to the chaos of life in the zombie apocalypse. When people gather together for survival against the undead hordes, there needs to be some aspect of the social contract — that is, the shared understanding of what is right and wrong within that settlement. Most of the major settlements agree on a few cardinal sins, like murder, theft, cannibalism, and purposefully harming the Mortis Amaranthine.

But past the obvious societal breaches, every town in the wastes has some additional rules for keeping order, and it really varies from town to town. Some towns have a list of religious tenets they follow, while others prefer a system of fines and legalized bribery. Others might have powerful families that organize the area, while others might form town councils or similar structures to enforce stability.

In the San Saba, the mighty San Saba Board holds sway over the established order of the wastes. With vast resources and military forces that dwarf any that would oppose them in the region, the most powerful organizations have collectively agreed to enforce a peace. Together, they have decided what will be law and order in the San Saba. When the citizens feel protected and safe, they are more productive and ready to invest in the factions as a Stakeholder.

It’s just good business, after all.

But the wastes are a harsh place to live. While scrap and herb may be cheap enough, robbing someone of their last brew may inadvertently create a new zombie when they are left to die. When you are being pursued by raiders, you don’t have to be the fastest, but simply faster than your former friends. If they ended up with a mangled leg that slows them down, they should have learned to Avoid. Crazed religious cultists might decide to take on a role of a serial killer, in some twisted way of bringing fear into the world, and bandits might simply decide to make their wealth off others. In a world where death is around every corner, it’s easy to be selfish and it’s easy to drift into criminal behavior to survive.

NOTE: The San Saba Justice system is NOT the legal system of the real world, and certain rights we assume exist are not guaranteed. it is naturally unfair, and a product of the harsh wasteland and zombie apocalypse.

Thus, the justice system in the zombie apocalypse more closely resembles that of the Wild West. Brave marshals, dastardly villains, and face offs at high noon. You might have a Law Dog post a wanted poster on the doors of a saloon, and gather a posse to track down a killer that’s on the loose. However, as the world changed, so did the ability for the law to deal with criminals.

In a world where a person can simply return to life after being killed, simply hanging a cattle rustler doesn’t have the same impact. Fines can be useful sometimes, but those with enough wealth and resources can simply absorb the fine as the cost of doing business. With the massacre that happened at Killhouse last year, there is now no real way to imprison someone that commits a crime. But there still needs to be a way to hold someone accountable, so the Charter has outlined someone with the authority to be a check on the disorder of the wasteland.

The steps of justice in the San Saba are fairly simple, and the Law needs to handled in the field. When someone violates the social contract of the settlement, it’s up to someone to try to bring some justice and balance to the world. That’s where the Law Dog Union comes in, following their contract with the San Saba Board, followed by the Justices of Sin.

the focus of the San Saba legal system is on Contracts, and their connections to the Law of the san saba board.

Lastly, while some of our NPCs can be corrupt and evil, we generally assume positive intent when it comes to the Law Dogs. They are heroes in our world, the white hats in a world of greys, and the people that have chosen to protect the weak and helpless, and try to provide some measure of equal justice under the laws and contracts of the San Saba.

The Laws of the San Saba

Let’s first talk about what actually constitutes the Law in the world of Dystopia Rising. I covered this in a bit more detail in my first part of this series, but I’ll quickly cover the basics.

An important consideration - Assault isn’t against the law in the San Saba.

As long as they don’t die from their injuries, and you don’t take their stuff, you can still be involved with CVC without necessarily breaking the law. Remember the Bravado motto — talk shit, get hit!

The in-game setting has some enforced laws that come in two parts, the Laws and the Charter. You can click the links below to read more, but basically, it’s against the law to steal, murder, break contracts, traffic in Crystal Candy, and mess with the Morgues. If you violate the laws, you can be fined, killed, punished with a Gauntlet, or even made a Vagrant.

  • The Laws - These are the main laws of the San Saba. These are the primary ways you can break the law in the game, and these are only updated with a lot of effort during the annual Stakeholder’s Meeting, held during our May events.

  • The Charter - These are the secondary laws governing the Factions of the San Saba. These outline what aspects of life in the wastelands one of our local factions is granted authority over and serves as a secondary set of violations. These tend to be a bit rarer to enforce, but generally involve ‘breach of contract’ when they come up during criminal activity.

Let’s cover the major Law that deals with our protagonists, the Law Dog Union.

the Law Dogs

The primary law enforcement agency of the San Saba wastes, the Law Dog Union is empowered by the Laws and the Charter to uphold the law. The Union’s fundamental belief that laws are inherently fair and that equal enforcement leads to equal justice may also be fundamentally flawed. As the Board increases its power and passes more ordinances, the Union may come into conflict with itself but the core of the faction are true believers in law and order.

Their primary jurisdiction comes from one of the Laws of the San Saba:

In matters of Law and Order, the Law Dogs, Hell Hounds and Justices of Sin enact the will of the Board as their Voice and their Vigor, empowered to wield Death and Duty in their name.

Under their new contract with the San Saba Board, the Law Dogs represent the law of the San Saba, and some of their ranks, known as Hell Hounds, are even authorized to kill on behalf of the contracts of the Territories. Previously, the Law Dogs were under exclusive contract to the Chairman, but they now represent the entire Board instead of just one person. The Law Dogs choose their own leadership, and are currently represented by Boss Wyatt, a Reclaimer cowboy that helped form the Union after the Hiway War. The Law Dogs don’t hold an official seat on the San Saba Board, as the Union has maintained that the separation from politics helps them stay impartial.

The Law Dogs are governed by three basic rules:

  • Protect the Weak — A Law Dog’s first job is to protect the people of San Saba and to end immediate threats to the health and livelihood of those who live within. To a Law Dog, there is no such thing as an “Over There Problem”, and all pleas for aid must be considered and answered where possible for anyone in danger.

  • Provide Equal Justice Under the Law — For a people to believe in the laws and the social contract that keeps a society intact, they must believe in the fairness and equality of those laws.  The Law Dogs must create a safe society where all are equal. The Union focuses on rooting out corruption amongst their ranks and tries to honor the trust that citizens of the San Saba place into them.

  • Enforce the Laws of the San Saba — Per their contract with the San Saba Board, the primary objective of the Law Dogs must always be to enforce the social contract of law and order within the San Saba Territories. This contract gives them absolute authority to operate as an armed militia in the region as well as the autonomy to pursue their charter. The only one that can speak to this contract is the San Saba Board itself, and the Law Dogs are not directly beholden to any individual voting member of the Board.

Let’s cover how you can prepare yourself to become a Law Dog yourself by understanding the three steps of Justice in the San Saba.

The Three Steps of Justice

First, none of this truly “new” information, but this is the first time that we’ve clearly spelled out each step of law and order in the wastes. From the very first event of 3.0, the law of the San Saba has always included Crime Scenes and Gauntlets, but it wasn’t always clear how each step worked. We’ve compiled most of the information on our website, and you can read more about each step below.

  • Contracts - Contracts are the sum and whole of the law, and an important part of our setting. Most players will interact with contracts through their Society Membership.

  • Enforcement - The Law Dog Union is charged with investigating, detaining, and questioning those found to have violated the law, and to bring that suspect to the Justices of Sin.

  • The Crime Scene - Once in custody, the accused is given a trial of sorts in the form of a Crime Scene. This includes a one-on-one steering conversation with one of our Storytellers to help you choose your next steps.

  • The Gauntlet - A public sentencing, once the accused is found guilty of a crime, they are brought by a Justice of Sin to hear appeals to mercy and other factors they should consider in their punishment.

  • Vagrancy - The harshest punishment that can be leveled past death, Vagrants are stripped of standing in the San Saba and are no longer protected by the Laws. These outcasts often meet a quick and brutal end without the support of the settlements.

The goal of the Justice System in DR:TX is to tell a good story, first and foremost.

We want to work with you, the player, to make this a story we tell together.

Some players want to have their character publicly hung at the crossroads. Others prefer to have their character’s contract seized by a horrible antagonist faction. Some want to use this plot point to force a change of faith, or another narrative shift for their character. Some folks just don’t do well with crowds and would therefore like to avoid a public scene like the Gauntlet.

There will be consequences for breaking the Law in game, but they can (and should) be fun, and work to forward your narrative goals for your character.

This is not to say that the Justices of Sin are bastions of morality or that the San Saba Board is always going to be judicious in the laws they pass, but we wanted to let you know that no matter which side of the law your LC ends up on, we’re on your side to make sure that experience is still fun.

Let’s cover the three basic steps of justice in the San Saba.

STEP 1: The Investigation

Well, technically the first step is that a crime actually happens. But let’s skip past the obvious.

The first step of an Investigation is simply being made aware of the crime that happened when the crime is reported to a Law Dog representative. This often happens when a witness sees something and reports it to a Law Dog, or more commonly, when the recently killed or robbed emerges from the Morgue with a clear description of their assailant. In a world where you come back after death, the best witness is the person that was just murdered.

There are several ways that a Law Dog can confirm a crime that was reported.

Interrogation & Questioning

The staple of the Law Dog Union is simply questioning people with a discerning eye. There are three major methods of questioning another LC or NPC, though certain items and room augments can improve your ability to question and also improve the ability of a target to resist.

  • Basic Malicious (p. 126) - This skill can be used to call “Interrogate” to make a target answer one question truthfully. There is some player skill involved in choosing the right question to ask, but this skill can be resisted with certain items and the skill Mental Endurance. This skill can also be used to tie binds and subdue a suspect, so it’s one of the primary tools used by the Law Dogs. This is a CVC action when used against another player.

  • Proficient Mental Endurance (p. 128) - This skill can be used more generally after watching a target for 10 minutes to learn about current intent and mindset. You can ask one “yes” or “no” question, so you need to be precise with your questions, as it can’t tell you anything about stuff that happened in the past only what the suspect might attempt in the future. This can be a CVC action when used against another player.

  • Proficient Telepathy (p. 136) - This psionic skill can force someone to speak without a filter for 5 minutes. While they still have some agency about what they say, any direct question must be answered without limitation. This can be resisted by Mental Endurance, and if the subject is hit with a Choking Blow they may not be able to communicate to answer. This is a CVC action when used against another player.

Stolen Items

In the case of item theft, item cards that are stolen are marked with a “S” and the player number of the person who originally owned the item. Unless the criminal takes steps to remove this mark with Proficient Criminal Influence, this is open information that can be seen on an item card. If a Law Dog catches a criminal with stolen merchandise, they can simply search them for contraband as their evidence. If the subject isn’t willing, they may have to be subdued and tied up so a proper search can be completed. Of particular note, Brass notes, scrap, and herb are not something that can be tracked easily as stolen, and these are often common choices for smart criminals to steal.

Contraband

This is a custom keyword in DR:TX included on some item cards and certain blueprints. These items are considered illegal, and simply having them on your person can be a violation of the laws of the San Saba. The most obvious form of Contraband at the moment is the ubiquitous Crystal Candy, as simply possessing the drug can be grounds for a fine or confiscation.

The Law Dog Report

Once a Law Dog has been alerted of a crime, they set out to investigate what happened, question witnesses, and build a story to give to the Justices of Sin. Once evidence feels good enough, the Law Dogs will request a Crime Scene from the Justices of Sin by submitting their Law Dog Report. This is a unique form of Action Request that can be submitted in writing at the Post Office using a form found at the Research Station in the General Store. The Law Dog Report can be a way for you to work with the Storytellers to set a Bounty on a target, and to let us know you’d like to pursue this story further.

WANTED POSTERS

If the accused doesn’t submit willingly to be questioned, they may have to be tracked down first. The Law Dogs may choose to issue a Bounty for the accused, offering a reward for anyone that helps them find and detain their foe. The Law Dog simply has to post a WANTED POSTER at the General Store letting everyone know who they are searching for. This can be completed in between events, or if a player feels particularly creative they can create one during the game. The Law Dog should work with the STs to craft a particular bounty amount, unless they are willing to offer the Brass out of their own pocket as a reward.

Law Dogs are generally chastised for taking the law into their own hands and bounties generally ask for the suspect to be brought in alive. Bounties that call for the death of the suspect can only be issued by the Union Boss or a Justice of Sin.

A player that has Master Society Membership in the Law Dogs can even acquire the unique item known as an Arrest Warrant. This item enables them to chase, pursue, and even prevent a target from escaping with Master Stealth. Sounds handy!

What happens if you can’t find evidence?

Often, crimes go unsolved in the wasteland. If the criminal used a disguise, was quick on their feet, or covered their tracks, it can be really difficult to get a concrete answer as to what happened. It’s entirely reasonable that the villain gets away with the crime. Sometimes, they just lie about what happened and no one thinks to dig deeper.

There is no real way in this game to really tell truth from fiction. While you can use torture to ask a few true questions or you can use psionics, the concept of “truth” will always be a bit murky. It’s easy to use a Disguise, use an item that allows them to lie under interrogation, use Mental Endurance to resist questioning or psionic manipulation, and a clever person can simply dance around the truth without actually admitting to a crime. If the criminals are particularly vicious, your key witness may suddenly disappear or refuse to share their testimony to a Justice.

There is no such thing as objective “Truth” in Dystopia Rising

The truth of a crime will always be subjective, and there’s no real mechanics for forensic science, fingerprints, or anything of the sort. While our Storytellers will strive to create some fun investigation roleplay from time to time, these will be local mechanics and nothing official in the core book. This is one reason why we believe Ethical Steering is so important to the act of investigation, as you’ll often have to work together with the other players to tell a good story about the search for the truth.

Sometimes you can’t agree on what actually happened, can’t find concrete evidence or a witness, or the accused may have simply kept their mouth shut about what happened. Sometimes the investigation just ends here, as a cold case that might never be solved.

But if the Law Dog has gathered enough hard evidence, they can take their case to a Justice of Sin. That’s where the Crime Scene comes in.

STEP 2: The Crime Scene

After the events of Justicalia, the Justices of Sin are now responsible for being Judge, Jury, and Executioner of any and all citizens of the Lone Star who violate the laws set forth by The Board and those who breach contracts that are backed by the Railroad Conglomerate. The person accused of breaking the law is known as a “Breacher”. In the Wild West metaphor, the Law Dogs are like the Marshals and Sheriffs, while the Justices are the Circuit Judges.

During a Crime Scene, the Law Dogs present to the Justice of Sin appointed to the region evidence of the accused crime, and detail the manner in which the LC has violated the Laws of the San Saba. They will outline their witnesses, any physical evidence, or testimony from other members of the Law Dog Union as proof of completing their contract to detain and present the accused for punishment. This normally happens with a Law Dog Report, but sometimes this can be a scene with the Justice in game.

The Justices of Sin can dismiss a charge on a character if they deem the evidence isn’t worthy of pursuit, or if they feel it was an accident or there is sufficient information obtained during their Crime Scene to dismiss. The Justice can assign penalties, fees, or acts of service directly to the character on the spot and doesn’t need to use a public Gauntlet. They can even grant a Law Dog permission to kill in the name of the law if a suspect is unremorseful or difficult to find or carry out the execution themselves.

There are four main Justices assigned to Bravado that you will see in play, though we may introduce others at a later date. Each Justice represents a Faith in the wastelands.

  • Justice Titus (Joel) - Representing the Light of Hedon, Titus is one of the original Justices that served at Prudence Pententiary. An expert marksman and powerful psion, Titus is a consummate professional.

  • Justice Locket (Ren) - Representing the Faithless, this Red Star justice instead focuses on the good with humanity itself rather than a particular faith. Locket is also one of the original Justices of Sin that served at Prudence Penitentiary.

  • Justice Blayne (Heather) - Representing the Final Knights, this former radio broadcaster was recently recruited after the excavation into the Lost City of Barogue. They have an talent for obtaining the truth through pain and exquisite suffering.

  • Justice Rogers (Jonathan) - Representing the Nuclear Family, this mild manner coach tries to see the best in folks and help them to atone for their sins, using good old fashioned family values. A newer recruit, they joined after the recent reorganization of the Justices.

The scene between the Justice of Sin and the LC who committed a crime is a personalized scene that melds the player’s goals and comfort level with the story and consequences brought about through their play.

This scene will always involve a member of our Storytelling staff or Gamerunners, and is an opportunity for us to steer the outcome of a Crime Scene. The normal player that portrays the Justice isn’t necessarily involved in a Crime Scene, as this is primarily a way for our staff to check in on both parties to help mediate a clear and satisfying resolution to crime and punishment. We will strive to have this conversation “off screen”, so we can help manage the emotions and disagreements that can sometimes occur from CVC interactions like this.

This may involve ‘closed door’ black box narration scenes, or public displays of punishment or atonement also known as The Gauntlet. However, not every Crime Scene resolves into a Gauntlet, and we want to work with you to tell a satisfying conclusion to the story of the crime that occurred and what happens next. Not every player is interested in a public accounting of their crimes, and we want to allow you to engage with your own level of comfort in the scene.

Step 3: The Gauntlet

The Gauntlet is a public tradition of the San Saba that functions similar to a “sentencing” in our modern justice system. When a person has been found guilty of violating the Laws and Charter of the San Saba during a Crime Scene, the Justices of Sin, roving representatives of the San Saba Board that assess their crimes and assign an appropriate punishment, will determine the punishment that will be levied on the accused.

The Gauntlet is normally called near noon and is held at the Crossroads in the center of Bravado. Because the original Justices were followers of the Light of Hedon, the process has a bit of ritual and pomp involved. It follows a few discrete steps:

  • THE GATHERING

    During the Gathering, the Justice of Sin will establish the structure of the Gauntlet and explain each step of the process. All citizens of a town are invited to attend a Gauntlet, and they will generally be alerted at least one month before a Gauntlet is to commence. A poster warning of the upcoming Gauntlet will be distributed across the San Saba.

  • THE PRESENTATION OF SIN

    During the Presentation of Sin, the Justice of Sin will introduce the evidence presented by the Law Dogs during the Crime Scene. They will outline why the decision of guilt was reached and the appropriate public evidence that should be considered by the attendees. New evidence cannot be presented during this step, as the word of the Justice is law and the accused has already been determined guilty.

  • APPEAL FOR MERCY

    During the Appeal for Mercy, the Justice will consider any mitigating or aggravating factors in determining the sentencing for the accused. Character witnesses or past good behavior is commonly considered during this step, as is information that might confirm the evidence presented by the Law Dogs. Each contractor or stakeholder that chooses to do so will have 2 minutes to speak or may pass their time to another person. The breacher may also use their two minutes to ask for Mercy from the Justices, or appeal to logic or reason.

  • SENTENCE OF ABSOLUTION

    Once all breachers have spoken, the Justice will determine the outcome of the punishment in the form of a Sentence of Absolution. The Justice will take into account the Appeals for Mercy and choose a sentence appropriate to the crime. Sentences can include fines, acts of service, public punishments leveled by their peers, or even death. In rare instances, a repeat offender may even be ostracized from the San Saba by being made a Vagrant — someone who is not protected by the laws and can freely be killed, robbed, or run from town.

Completion of either a Crime Scene or a more public Gauntlet is seen by the San Saba Board as absolving that character’s criminal strikes and all Law Dog Bounties will be nullified for those crimes. The crime is completely absolved, and they are free to continue about their business. The purpose of the Sentence is not to shame or hold them accountable forever but to give them an opportunity to seek atonement and move forward as a full citizen in the San Saba.

a Quick note on Punishments

Those that breach the Law suffer a punishment for their crime. This punishment can vary in game. Remember - there will be consequences for breaking the Law in game, but they can (and should) be fun, and work to forward your narrative goals for your character.

Violators can either be assessed a hefty fine of Brass or materials, assigned mandatory work tasks for factions of the San Saba or service within the San Saba Militia, assigned a collective punishment of their peers present, or be labeled a contract-breaker and Vagrant.  In rare instances, the Law Dogs may be tasked as Hellhounds, and simply remove the threat to the Board through sanctioned murder. This ability to kill is only granted by the Law Dog Union Boss or a Justice of Sin, and it is used sparingly.

In general, the Justice will assign a punishment equal to the crime that was committed. Breaches of Contract and theft are generally met with fines and restitution. If they cannot afford to pay, acts of service will be assigned, sentencing to serve in the Militia on the front lines or to perform an act for one of the major factions. More serious crimes like treason and murder are often met with a death sentence and the loss of at least one Infection. Only very serious and repeated offenses will be met with final death or vagrancy.

No character will be made a Vagrant without enthusiastic consent, as this is a challenging story to participate in and one that often leads to the final death of the character. These doomed souls are no longer protected by the laws of the San Saba and can be murdered, robbed, or driven out of town without recourse. These types of characters are better cast as a villain and not as a player.

The Gauntlet is a perfect place for a dramatic turn in your character’s story, and some of the best character memories can be made at a Gauntlet. If you get to take your place on stage, enjoy the moment, and let us know how we can help steer this event towards the next step for your character.

Tips for Being a Better Law Dog

Lastly, let’s cover some best practices for being a Law Dog.

Play the Role

One of the best parts and most fun about being a Law Dog is playing the “good guy”. Like we said earlier, it’s easy being a criminal in the wasteland. Being selfish is easy, but it takes effort to choose a better path in the dangers of the apocalypse. The Law Dog role can be a challenging and difficult path to walk, but it can also be very rewarding. A good Law Dog should assume the best in others, be a bastion of decency, and generally try to help those in need. They don’t have to be martyrs for the cause, but they should generally be upstanding citizens. It’s difficult to be respected as a Law Dog if you are consorting with criminals all the time.

Be ready for consequences

The first step is to accept that once you get involved as a Law Dog in DR you are accepting a certain amount of risk. As a good guy, you are an obvious target for the criminal underworld. Eventually, you will risk your items, your standing in the community, your health and safety, and maybe even your Infection. Generally, you should be ready for the consequences that could happen to your character if and when you get caught by the Underground in a vulnerable state. If you prepare yourself for this risk, it’s much easier to accept it when it eventually happens.

Get consent

Like I mentioned above, the best way to follow a lead and question your suspect is to first get consent from the other Player or even NPC. It’s not expressly required to flash a “C” at an NPC, but remember that they are people too. Unless they were told by the Guide to expect an intense interrogation, you might be surprising the actual player, and not the NPC. If they don’t give an enthusiastic “yes” to this type of question, steering, or conversation, you are better finding another route for evidence if possible. I know it may seem strange to “warn” a person of an impending investigation, but I think you’ll find more people are interested in this type of conflict than you may expect, especially if they can prepare themselves for the intensity in advance.

Learn Basic Malicious

This is the bread and butter of the investigation, and it’s one of the best skills for learning more about your target. It’s helpful in all kinds of situations, from questioning enemy Oxkillers about impending attacks, identifying which bandit stole that important relic, or even just finding out who robbed that merchant. You can complete the task without this Skill, but this definitely makes it easier.

Learn some Combat Tricks

Sooner or later, you’ll need to be able to subdue and capture your bounty in order to bring them in to the Justices of Sin. That means you’ll need to be able to defeat and subdue your foe.

Skills like Break, Blinding, and Take Down are all useful for controlling a fight. Defensive skills like Avoid and Mental Endurance can keep you in a fight, and advanced skills like Proficient Malicious to mangle a limb can quickly bring a fight to a close.

While Basic Malicious is useful for tying up your prey once they’ve been taken down, Basic Medical can be a life saver to stabilize them and prevent them from dying. Remember, you can’t kill a target as a Law Dog unless given specific permission as a Hell Hound.

Use Equipment Wisely

Don’t pass up on equipment either. You can obtain a cheap Dogrun Brew with only Basic Society Membership that will give you a powerful Upsurge buff, and the ability of the San Saba Social can give you an edge in a fight. Room augments like a Dungeon or certain weapon augments can make it even easier to question your criminal. Armor is a great way to give you an edge in a fight too!

If you have the funds, some of the Weapon Augments can be incredibly powerful at shutting down a fight. Items that grant No Escape like the Flower Scented Paint Rounds can prevent a foe from escaping, or the powerful weapon combos of the Spin to Win can quickly turn a fight in your favor.

Have a Plan for Questioning

Before you start the interrogation of a suspect, you should have a plan in mind. Try to write down your questions in advance, and workshop the best strategy to take with your foe. Give them some time to squirm, apply some pressure, or and maybe try to lure the truth out of them with kindness. Think about what their answer really was, and plan out your follow up questions. Try to have these discussions about strategy away from the suspect, so they can’t react and lead you down the wrong path.

While you should be gracious with your Steering, try to learn about your suspect and whether or not they may be able to evade your questioning in advance. This can give you time to bring in a psion to help, craft gear to give you an edge, or give time for a brew’s effects to fade. The more you know about your opponent, the easier you’ll able to build the case for the Justices.

turn in your reports!

The Law Dogs play an important role in the justice of the San Saba, but any actual punishments for a crime are decided by the Storytellers. Law Dogs shouldn’t take justice into their own hands without having a planned conversation about CVC first. Make sure you are turning in your Action Request so we can follow up with the players or NPCs involved to get the facts straight. Turning in your Law Dog Report is great tool to help us proceed to the next step.

Follow up OOC

This is probably the most forgotten step of CVC. Remember to check in on all the parties that were involved in the crime either after it happened, or once game is over. This applies to the other side as well, and if you get involved in an particularly intense interrogation scene with a criminal, it can be good to check in with all the players involved. CVC can come with a lot of emotions, so it’s important to remember the player behind the mask, as well as the victims in the crime. Even if the suspect was an NPC, it doesn’t hurt to check in with that person at Ops, or after their shift. You can offer apologies, ask for steering, and generally make sure they are still okay with the decision to be included afterwards. I’ve listed several ways to help with Steering in my blog post.

Tell a good story

Dystopia Rising is a survival horror game, but it’s also about telling neat stories with your friends. Being a Law Dog can be exhilarating, and deadly CVC is a roller-coaster of challenge. There are so many cool tricks, neat items, and unexpected player skill to consider in a fight against an intelligent opponent or an intense interrogation, and you can tell an amazing tale of the daring and skill that happens when you get involved in justice in the wastes. Remember, that if the criminal is never caught, that can be kind of a boring story and an unsatisfying conclusion. There’s so many connections and possibilities that come from this type of play, and I’m excited for you each to explore this deep and rich side of Dystopia Rising.

Wrap Up

That’s it for today Vados! I hope you enjoyed this summary of Crime & Punishment in the San Saba, and I hope I was able to provide some insight and guidance for your roleplay as a dastardly villain or noble Law Dog. Let us know what questions you might still have, and we hope that you will choose to involve yourself into an amazing side of CVC in the world of Dystopia Rising.

Tickets are still on sale for our next event, Cirque De Dread!

See you soon Vados!

Crime & Punishment, Part 1

It’s Jonathan here with another signature DR:TX Rules Ramble! In these blogs, I’ll discuss in detail a mechanical aspect of Dystopia Rising, compiling all the rules and lore into one easy place to read! This week, we are covering a two-part feature on Crime and Punishment in the San Saba! Part one will cover aspects of how to do Crime in DR, while the second part will focus on what happens if you get caught by the Law Dogs. Let’s get started!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team.

Crime & Punishment Overview - crime

So, you want to commit a crime in game? Maybe that merchant over there has been flashing some Brass and looks like an easy mark. Maybe someone left that weapon unattended, and you just so happen to need a shiny new toy. Maybe that Diesel Jock over there has been running his mouth and it’s time he learned a hard lesson.

What’s the best way to get involved? What happens if you get caught? How does the legal system work within the game? How do the Law Dogs and Justices of Sin get involved? How does a Gauntlet work? I’ll try to cover the answers to these questions and more in our Crime & Punishment two-part series.

Being a criminal in the wasteland is one of the easiest ways to get involved in character-vs-character conflict, or CVC. There are a few things to consider before we get started, but let’s say the quiet part out loud:

Crime will involve you in CVC conflict.

If you commit a crime in game (on an npc or LC), you’ll need to be okay with consequences of cvc that follows.

Even if your “victim” of crime is an NPC, you might eventually have to answer to a Law Dog about your breach of the law, and THAT encounter will involve CVC. Your crime might earn the ire of folks associated with that Faction, or even attract the attention of the criminal underworld or Murder Inc. So, regardless of the intent, crime generally involves CVC at some point.

We’ve covered a lot on CVC and similar topics in previous blogs on CVC Best Practices, and I’ve written pages and pages of rules blogs so it’s easy to have missed one particular week. I’ve compiled the “best of” into our OOC RESOURCES tab on the website, so here’s a few bits of reading to get started. I’ll refer to concepts within these essays during this series, but I’ll try to keep this blog focused on a high-level understanding.

The rules for CvC start on page 159 in the DR Corebook, in a section titled “Conflict Between Leading Characters”. I highly recommend people take a moment to read through this section in its entirety, as it is an often overlooked part of the book.

If you want additional reading, these other essays will be a great place to start:

  • Introduction to CVC - An introduction to the basis rules for CVC

  • CVC in the Moment - How to handle spontaneous CVC in the moment

  • Long Term CVC - How to approach long-term CVC with another player

  • CVC in the Wasteland - How the Wasteland works, and some rules to watch out for

  • Thick as Thieves (CVC Theft) - Details on the theft rules in game, and some important considerations

  • Disguise 101 - This covers useful rules for Disguises in DR and some tips for better disguises.

  • Steering & the 10 Foot Rule - This is a must read before you consider CVC, and is a very useful reminder of how to ethically steer your roleplaying for fun for everyone involved

  • Survival Ethos System - This is our DR:TX way to “opt in” to CVC in advance for all of you characters at the event. In exchange for this extra risk, you can access a brand-new list of items and resources for your characters.

With the CVC deep-dive part covered, let’s dig into doing some crimes in Dystopia Rising.

Crime in Dystopia Rising

Crime is an important aspect of CVC and roleplay within the Dystopia Rising universe. In DR:TX, we even have a Specialized Storyteller just for Crime related plots and roleplay. There are a few different ways to get involved with Crime in game, so let’s cover the basics on how you can get involved. It’s important to realize that you can choose how much you get involved with Crime in game, and that while skills and items are not necessarily needed, they can improve your chances of getting away with the deed.

Let’s first talk about what actually constitutes a crime in the world of Dystopia Rising.

An important consideration - Assault isn’t against the law in the San Saba.

As long as they don’t die from their injuries, and you don’t take their stuff, you can still be involved with CVC without necessarily breaking the law. Remember the Bravado motto — talk shit, get hit!

The in-game setting has some enforced laws that come in two parts, the Laws and the Charter. You can click the links below to read more, but basically, it’s against the law to steal, murder, break contracts, traffic in Crystal Candy, and mess with the Morgues. If you violate the laws, you can be fined, killed, punished with a Gauntlet, or even made a Vagrant.

  • The Laws - These are the main laws of the San Saba. These are the primary ways you can break the law in the game, and these are only updated with a lot of effort during the annual Stakeholder’s Meeting, held during our May events.

  • The Charter - These are the secondary laws governing the Factions of the San Saba. These outline what aspects of life in the wastelands one of our local factions is granted authority over and serves as a secondary set of violations. These tend to be a bit rarer to enforce, but generally involve ‘breach of contract’ when they come up during criminal activity.

Let’s cover how these breaches of the law occur, and some ways you can involved:

Criminal Influence

The skill Criminal Influence is the easiest way to get involved with crime. This ties your character into the criminal underworld of the game, has some cool check-in rumors you can access, gives you a neat buy list you can acquire illicit goods from, and even gets you invited to a criminal meeting that occurs during each event. Plus, you can even disarm traps and bombs! There’s a reason that this is one of the most popular skills taken by players in Dystopia Rising, and almost one half of ALL 4000+ characters in the database have this skill. I’ll go into more detail about organized crime below, but this is the easiest way to get involved with the crime aspect of game. All you got to do is to spend XP!

If you are interested in learning this skill in game but are anxious about trying to ask in-character, you can always ask for help from our New Player STs, a member of the Admin Team, and Chase Lira, our Specialized Crime ST.

Theft & Larceny

You don’t actually need a skill to get involved with crime. The simplest way to break the law in game is to simply STEAL something. However, theft is generally one of the crimes that’s illegal in pretty much every corner of the wastes. There are a few ways to do this activity, but you should always involve a Guide before you get involved with theft, as it’s one of the most damaging things you can do to another player in game.

  • Larceny Skill - This skill is the only way to commit a theft in game without first obtaining consent (which we will cover in a moment). The rules for this skill are outlined on page 118, and I cover the detailed aspects of this type of crime in detail in my Thick as Thieves essay.

  • Unattended Theft - This aspect of theft is covered within the core rulebook on page 163, and can be used to take items that are left in the game space. You can steal weapons, shields, brews, blueprints — basically anything with a phys rep in game. If someone leaves a prop behind, you’ll take this to the Post Office, and report the theft to the Guide, so they can make sure the actual phys rep boffer or item gets back to the player who owns it in real life.

    • NOTE: While white-tagged Starter Weapons CAN be stolen, they have no actual value in game, and the owning player can just get it reissued at the Post Office. These aren’t really good targets for theft, so make sure to check for the tag!

  • Mugging & Robbery - Stealing and looting from a disarmed or subdued target is the last aspect of outright theft in game. Any NPC that enters the world has stats and can be interacted with, and that means many of them can be robbed, attacked, or even killed. You can steal from another character, but this generally requires consent before it can happen. However, remember that death is not the end in Dystopia Rising, and that these types of foes are intelligent. That means even if that NPC merchant is killed, they can remember your face and report you to a Law Dog for a breach of the law.

the Wasteland

About one half of our campsite in Bravado is considered “Wasteland”. Basically, any section of the campsite from the Crossroads towards the lake is covered. This means that the Meadow, Delvedown Camp, the Dive, Widow’s Walk, the Lake, the Morgue, and even the Waking Exclusion Zone lie within Wasteland territory. The only places that are not considered Wasteland are the Depot, the General Store, the Dusthouse, and the Dog Run.

In this portion of the campsite, you can engage in CVC combat, theft, and even murder without much fanfare. While we always recommend a Guide for these types of behaviors, it’s not actually required unless you are killing another character. You can read more about this in my essay on CVC in the Wastelands.

Murder

The killing and murder of another Strain is one of the most heinous crimes you can commit in Dystopia Rising. It feeds the Grave Mind, potentially creates a new zombie, and generally is considered a cardinal sin in every corner of the wastes. While characters can come back from the dead in Dystopia Rising, they only have a certain amount of Infection before it is their last, and there’s no real way to know if that character or NPC you just killed will even come back.

Sometimes it’s an accident or crime of passion, or maybe you’ve justified it somehow, but other times it’s for the “greater good”. But sometimes, a person just needs to die. And there’s a certain class of criminal in the waste that are willing to do the deed.

An important consideration — Murder is generally answered in kind in dystopia rising. Don’t play the murder game if you aren’t willing to risk your own infection.

If you kill another character, it is common for your character to die if they are caught. The wastes are a brutal place, and this crime is generally met with an eye for an eye. Murder shouldn’t be committed lightly in game, as it can have dire consequences for your character if (and generally WHEN) you get caught. The curious thing about Infection is that murder is harder to get away with when the person killed simply comes back a few hours later with all their memories of what just happened. This gives them time to build their own posse to come get revenge, or to report the crime to the authorities. Be warned!

Other Crimes

While the most obvious ways to break the law are theft and murder, let’s talk about a few of the other ways that you could run afoul of the law in the San Saba.

  • Morgue Crimes - The Grave Council is very influential in the San Saba, and they have exclusive right to operation of morgues and the collection of the Grave Tax. They have recently added Life Binding, a powerful Faithful skill that can stop Infection loss, to the list of violations of their Charter rights.

  • Postal Crimes - No, we aren’t talking about your econ behaviors, though our Coord Guides may consider those crimes sometimes. One of the other Laws in the San Saba prevents the interruption of the Post. Interfering with the mail, stopping a Postal Worker from doing their job, or attacking a Postal Worker carries serious penalties.

  • Breach of Contract - One of the first laws of the San Saba involved the sanctity of Contracts. This is the general violation of the Charter rules of the Factions, and is a pretty broad category. If you break a deal with the RRC, or try to muscle in on the Junkerpunks right to the waters of the San Saba, you’ll break this law. This level of breach normally results in fines and punishments other than death but is one of the primary rules violations that earns the Vagrant status.

  • Crystal Candy - A recent law outlawed the trafficking of Crystal Candy. This drug, obtainable with Basic Criminal Influence, is made by harvesting live psion crystals from the brains of helpless victims. Anything to do with the production, selling, or harvesting of Crystal Candy is illegal in the San Saba. It’s a shame that the item itself is such a cheap and useful source of Mind restoration. Surely no one will want to buy that?

  • Treason - The newest crime in the San Saba, treason is largely done by “Aiding & Abetting” the Oxkiller Alliance. Luckily, these foes want you dead, so there’s little negotation to be had with an Oxkiller. This crime carries a harsh penalty during the war and will be swiftly and brutally enforced during Season 5.

Now that we understand what laws can be broken, let’s cover the most important step of crime and CVC: Consent.

consent & Crime

Dystopia Rising’s rules for Crime and CVC are all heavily based around the concept of Consent. Basically, no one can involve you in CVC and crime without your explicit and enthusiastic consent, outside of a few areas of play. You can always opt out of a scene by using the OK Check-In System — even crime.

Not only is this in the rules, but it is also just a good practice for keeping your criminal roleplay in game and respecting the players and Guides outside of game. Remember, not everyone at the game may be interested in this type of roleplay, and that’s okay.

This means that, in practice, it’s hard to commit a crime on another player character without their explicit consent.

Starting on page 160 in the DR Corebook, we can find the rules for CVC in the Moment, and I’ve elaborated in an essay about the topic. Because of this restriction, many crime behaviors are instead targeted at NPC threats.

There are four main ways to get consent for crime and CVC in game:

  • OOC Conversations

  • “C” Gesture

  • Wasteland

  • SES List

Let’s cover a bit about these below.

OOC Conversations

If your planned crime is against another player, the first thing that should happen is a conversation. This can set some boundaries for the planned action, decide where the story is going, and generally make sure both parties are on the same page. This should happen BEFORE the crime is committed, and this involves a bit of ethical steering. You can read more about that in my blog, but basically, you should check in with the PLAYER before you commit an offence against their character. By asking for consent before conflict occurs, you are showing your respect for the other player. Remember, you can always opt out of a scene by using the OK Check-In System.

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

“C” Gesture

Outside of the Wasteland, the main way to ask for Consent versus another player or NPC is with the “C Gesture”, seen in the photo nearby. You don’t need a Guide for conflict done under this agreement, and it’s a common way for folks to deal with in-character moments of violence.

This asks a question of the NPC or player and warns them that combat is about to begin. This is a courtesy and can help that person prepare to get hit by a boffer and be prepared for what happens next. If they decline, you should steer your behavior away from any combat or crime. While this isn’t strictly necessary for most combat NPCs, it can be a welcome courtesy that helps keep their anxiety and surprise to a minimum. Remember the person BEHIND the NPC when you start your criminal behavior, and let them get more involved in what happens next.

The Wasteland

When a character is in the Wasteland, they explicitly consent to CVC conflict. Simply being in this zone is “raising your flag” for CVC, and by extension, crime. While this is a big section of our campsite, you can still access all the necessary parts of camp like climate-controlled cabins, the Post Office, crafting zones, and bathrooms without ever having to step foot into the Wasteland. In practice, far less violence happens in the Wasteland than you might expect. At least, against player characters. You’ll often find planned criminal meetings take place in the Wasteland, and most mods that will provide these opportunities for crime on NPCs will happen there too!

You can still use the OK Check-In System even within the Wasteland, but you should consider if you are willing to take this risk before you take a long walk down to the lake with a stranger.

SURVIVAL ETHOS SYSTEM (SES)

This is our optional CVC system for DR:TX. With this voluntary “flag” for CVC, you can let other players know you are ready for lethal combat and theft at any time during the weekend. Like the Wasteland, this is explicit consent to CVC conflict. Effectively, it’s like you ARE the Wasteland wherever you go! These folks are great choices to involve in crime and CVC conflict, as they’ve opted into a new level of CVC for the weekend.

You can sign up for this list at the start of the weekend, and we will publicly post this list at the Post Office near the General Store. This is for ALL of your characters you play during a weekend. The SES List is not something to consider lightly, but you can always talk to a Gamerunner about removing yourself from the list if something changes during the weekend. You can read more about the rules for the Survival Ethos System and it’s rewards on our website.

Now that we’ve covered the basics of how to ask for consent for crime, let’s cover some ways to get involved in crime in a more direct fashion - with Criminal Influence and our crime factions.

organized crime

If your character takes the Skill Criminal Influence at any level, this represents a connection into the seedy underworld that exists in the San Saba, known as “The Underground”. You’ve made a tie in someway to one of the gangs or groups of organized crime in the world, and gain several advantages. Criminals, traffickers, smugglers, killers, and more call the Territories home, and business is good.

Why should I take Criminal Influence?

Criminal Influence gets you access to a few extra things past the obvious bits in the book, like disarming traps:

  • You get an invite to the Underground Market, a meeting of fellow criminals that happens at each game. I’ll cover more about this next.

  • You gain access to the Criminal Buy List. This is a list of items that can be gained at the Post Office in exchange for Brass. This is one of the few ways for items like Crystal Candy to enter into the game outside of a dangerous procedure.

  • With Proficient Criminal Influence, you can gain access to a Fence who can sell your stolen goods. Normally, when you steal an item with item card it is marked as ‘stolen’. A Fence can “wash” the item and give you an unmarked item card.

  • With Master Criminal Influence, you can gain access to a special series of jobs offered by the Inner Circle. These are commonly requested with an Action Request, but our team at DR:TX assumes one of these will be entered each game, so unless you have a specific request you can simply join and tag along on the planned event. These can offer rewards like Brass, Buy List vouchers, and gear, and often tie into the story of the weekend in some way.

  • This skill works at travel events. If you attend another chapter’s games, you can also access the buy list, attend their criminal meetings, or even make Action Requests for Master Criminal jobs. Your connections with Murder Inc. also travel, but I’ll cover that a bit later.

Let’s cover one of the most prominent parts of organized crime:

The Underground market

Criminal Influence is one of very few skills in the game that comes with a guaranteed role play event that will happen at the game - the Criminal Meeting known as the Underground Market. You can gain access to this meeting during your check-in to game once you have at least Basic Criminal Influence. Ask the staff for the Criminal Influence folder at check-in and inside will be a series of rumors, information about items that can be fenced, information about any Master Criminal jobs, and a “passphrase” that can be used to access the meeting. This will tell you where to meet, when to be there, and how to gain access.

When you arrive at the Underground Market, you’ll be required to answer with the correct passphrase to a challenge, and this will always happen in an area of the Wasteland. You should be on guard for rogue Law Dogs and others that would seek to disrupt the meeting, and make sure to be careful who you trust. At the meeting, there will be a series of criminal jobs available to criminal players, and these can involve various tasks like information gathering, petty larceny, or even vulgar robbery and murder. Basically, any activity that could break one of the Laws is fair game for a job. Any pertinent information for the weekend will be shared, and you can make connections and trade deals with other members of the Underground, both NPC and LCs.

One of the cardinal rules of the Underground is “Eyes Open, Mouth Shut”. Talking about criminal jobs in the open, revealing what was discussed, or leaking information to the Law Dogs is a sure way to earn a death sentence from the Inner Circle. Remember, Criminal activity is generally CVC so you need to be prepared for the consequences.

We’ve mentioned a few proper names above, so with this in mind, let’s discuss the organization of the Underground and the Criminal Factions.

The Criminal Factions of the San Saba

There are four major groups within the underworld of DR:TX, but they are loosely organized into two sections - the “good” vigilantes, and the “bad” gangsters. The vigilantes are focused on serving the greater good and doing what is necessary to keep the most monstrous villains in check. The gangsters enjoy their freedom and prosperity that comes with working on the opposite side of the law. Neither group is truly blameless, but they will often find themselves in opposition. Sometimes, however, they might find themselves with a common foe and need to rely on each other to survive.

The Underground

The Underground is simply the common criminals of Bravado. This somewhat encompassing term, as anyone with Criminal Influence is considered part of the Underground, even members of the assassin’s guild. These will be the primary focus of most common criminal jobs that show up at the Market, and these tasks might range from Covert Ops, like murder or assassination, Black Market duties like theft and extortion, and other Esoterica, like rituals, illegal medicine or science.

San Saba Gangs

There are several NPC groups that claim territory within Bravado. Some of these groups were antagonists from past seasons while others are subfactions of more prominent San Saba Factions. Regardless of their reason for involving themselves with crime, the Gangs and the politics around them will be a big part of criminal stories in Season 5. Some of these gangs are fairly infamous like the Rotguts and the Volsteads, but others are a bit more secretive. You can learn more about the Gangs by attending an Underground Market.

Inner Circle

The “made men” of Bravado, the Inner Circle are characters and NPCs that have unlocked the Profession Focus Achievement tied with Criminal Influence. This title gains you access to the criminal elite, and elevates you into the deadly games and politics of the Underground, as well as the ability to use powerful criminal items. The Inner Circle will often be responsible for sharing criminal jobs, running the Underground Markets, or providing information to the various gangs in town. The Inner Circle will have a lot of agency in deciding the course of the Underground, but there will be a lot of responsibility at the same time.

Murder Inc.

The only “good” faction within the Underground, Murder Incorporated are the vigilantes of Bravado. This is a National faction within Dystopia Rising that can be accessed by committing yourself to the cause and tenets of this murderous cult. You can read more about Murder Inc on our separate page for this faction, but this is a high risk faction that often involves deadly CVC against the most dangerous opponents in the wastes. However, most of their violence is aimed at NPC threats, so they tend to stay away from the more mundane acts of murder.

Because they oppose evil in the world and work towards their own version of “the greater good”, Murder Inc. often finds itself in opposition to the Underground as a whole, and some of their members might be forced to make some uncomfortable choices about where their loyalty lies if they get a bit too greedy or successful at the cost of others. You can take jobs with both the Underground and Murder Inc, but you might find yourself helping one of the enemies of the cult.

There will also be a folder at Check-In that has a special set of information for players that are part of the shadowy Murder Inc. While any character can access this envelope with only Basic Criminal Influence, showing up to a Murder Inc. meeting uninvited is a sure way to earn a trip to the Grave Mind. Becoming a member of this shadowy cult is often a story in and of itself. Like Criminal Influence, connections with the guild are usable at different chapters when you travel, so you can commit sins for the greater good where ever you go.

best practices to commit a crime

There are some good practices from Jonathan to consider when you set out to get involved with criminal activities in Dystopia Rising. These are some tips and tricks we’ve learned over the years that can help you have a better experience

Be ready for consequences

The first step is to accept that once you get involved with Crime in DR you are accepting a certain amount of risk. Your individual skill may determine if you get caught, but I’ve found this is not a matter of “if you get caught”, but rather “when you get caught”. Eventually, you will risk your items, your standing in the community, your health and safety, and maybe even your Infection. Generally, you should be ready for the consequences that could happen to your character if and when you get caught doing the crime. If you prepare yourself for this risk, it’s much easier to accept it when it eventually happens.

Get consent

Like I mentioned above, the best way to do crime is to first get consent from the other Player or even NPC. It’s not expressly required to flash a “C” at an NPC, but remember that they are people too. Unless they were told by the Guide to expect a ruthless assassination, you might be surprising the actual player, and not the NPC. If they don’t give an enthusiastic “yes” to this type of question, steering, or conversation, you are better finding another target for the crime if possible. I know it may seem strange to “warn” a person of an impending crime, but I think you’ll find more people are interested in this type of conflict than you may expect, especially if they can prepare themselves for the loss in advance.

get a Guide (or don’t)

Remember, any time you are impacting another character in a permanent way, by changing their character sheet or removing item cards, via Larceny or Combat, you should get a Guide involved. At the start of every event we ask our Guides to identify themselves, and many will wear a button that marks them as a member of our staff. When in doubt, you can simply ask for assistance at Ops. While it’s not technically required in the Wasteland, it never hurts to have another set of eyes on your deadly conflicts and robberies. I’ve listed some best practices for thievery in my post Thick as Thieves, with some helpful tips to increase your chances of not being noticed.

Do the deed & be prepared for an audible

When you set out to do crime, you should have an expectation that something will go wrong. Someone will notice what is happening, they might use an Avoid on that Choking Blow attack, or you might simply not be able to defeat the NPC. When things go to shit, you’ll need to be prepared with a backup plan, or at least an escape plan. Think about what you will do if things go wrong, because the main reasons folks get caught during crime CVC is they forget this simple truth.

There are several items that can help disguise you, and you can read more in my guide on Disguise 101. If they can’t identify you as your LC, then it’s hard for the Law to find out who did the deed. Items like Widow’s Tea can even ensure you can escape a trap that is set for you, at the high cost of your own Infection. I’ll cover a bit more about what happens if you get caught in my next blog post in this series.

Follow up OOC

This is probably the most forgotten step of CVC. Remember to check in on all the parties that were involved in the crime either after it happened, or once game is over. This applies to the other side as well, and if you get involved in an particularly intense interrogation scene, it can be good to check in with all the players involved. CVC can come with a lot of emotions, so it’s important to remember the player behind the mask, as well as the victims in the crime. Even if it was an NPC, it doesn’t hurt to check in with that person at Ops, or after their shift. You can offer apologies, ask for steering, and generally make sure they are still okay with the decision to be included afterwards. I’ve listed several ways to help with Steering in my blog post.

Tell a good story

Dystopia Rising is a survival horror game, but it’s also about telling neat stories with your friends. Crime can be exhilarating, and deadly CVC is a roller-coaster of challenge. There are so many cool tricks, neat items, and unexpected player skill to consider in a fight against an intelligent opponent, and you can tell an amazing tale of the daring and skill that goes into your heist. Remember, that if you never get caught, never get to answer for your crimes, that can be kind of a boring story. There’s so many connections and possibilities that come from this type of play, and I’m excited for you each to explore this deep and rich side of Dystopia Rising.

WRAP UP

That’s it for this half of the Crime & Punishment series. Criminal behavior is one of my favorite ways to interact with the world of Dystopia Rising. We’ve provided a LOT of opportunities to get involved, and we have a lot of story moments ahead of us this season that will involve crime. If you are interested in participating, let us know!

See you soon Vados!

Cirque de Dread

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our October live event CIRQUE DE DREAD! This is our first ST led overarc of the season, led by Matt Hoadley, Ash Sexton, and Luka Drystan. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering the premise of our event, some content warnings, and some notes about our Compulsion and Roleplay Burden mechanics!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team.

Cirque de dread

Here’s the premise for our next event, Cirque de Dread:

Times of trial and tragedy have begun to fall upon Bravado, after dealing with the brunt of Waking’s crash landing. Easy livelihood and a unified community have begun to feel increasingly lost, especially with open war with the Oxkiller Alliance erupting across the San Saba…The last thing this town needs is gangs of Thrill Kill raiders in garish clothes showing up, people running away from home or just straight up vanishing, Nemesis sightings, critters rampaging like mad, and best friends killing each other over random trinkets. It's too bad that that’s exactly what’s been happening to towns all over the wasteland. Even worse, all these problems seem to have a common denominator: each town was a stopping point for a flying carnival and none of this weirdness was happening before it arrived. 

But who cares about all of these rumors? Raiders and critters and people vanishing? That happens all the time in the wasteland. You know what doesn’t? The once in a lifetime experience that is almost at our doorstep: Colonel Rictus’ Flying Carnival! The Ringmaster and their carnival are making their grand debut in Bravado! Beneath the Big Top you can find compelling wonders from across the world: Exotic animals! Horrors from around the world! Games (that are definitely not rigged) for the whole family! You won’t be able to pull yourself away from the fun! And what sort of carnival would this be if it didn’t have a grand finale? A dull one, that’s what! 

Colonel Rictus has brought with them the ultimate prize: infection. Those interested need only obtain an entry medallion to earn their place in a grand game of skill (no luck involved) and a chance to extend their lives. How do you enter, you ask? Well, you’re in luck! There are plenty of ways for you to find to get your hands on one of these oddly entrancing Entry Medallions. Play some games, dig into the mysteries swirling around the carnival, or, if you’re very daring - or very desperate - you can put your own infection on the line. Just watch out for jealous folks trying to swipe your well-earned Medallion! Whether you hold one by skill, luck, money, or trouble, when the final curtain rises those eight lucky locals get a shot at the grand prize. And even should you come out with no Medallion, never fear!

There's plenty of compelling thrills for everybody at the carnival!

Carnivals, clowns, and carnage? Sounds like a bloody good time…

CONTENT WARNINGS

The themes of Dystopia Rising often touch close to our real world in ways we cannot always avoid. The DR:TX team believes that we can still tell these stories about challenging topics, but we also believe we need to be transparent about our intentions and set proper expectations for our content. 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.

It’s one reason we take our OK Check-In system so seriously! We understand that these may not be stories you want to participate in, and that’s okay! Remember, you can always use the OK Check-In system to choose to leave a scene, even CVC!

You can always find a list of our Content Warnings on our website, but let’s talk about some of the specific things you might want to be prepared for during this first event of the season.

clowns & scary Carnival themes

  • Psychological Horror, Clowns, Carnival Themes, Creepy Masks, Blood & Gore, Body Horror

We haven’t really had any clown-themed threats for awhile in DR:TX. During our upcoming Halloween event, CIRQUE DE DREAD, we will have a number of enemies that will wear masks, makeup, and carnival style outfits, playing on that deep, primal fear we all have of circus clowns. It’s a popular trope in horror films, in video games, and more, and we are planning to dig into this phobia during this event. These threats will primarily be in the vein of Nemesis, our favorite Telling Visionary heretics, and Thrill Kill Raiders, creepy psionic raiders that wear terrifying masks and act a bit more clever than your usual raider enemies.

Coulrophobia or the fear of clowns is a real phobia, so we want to provide some advanced warning for this event just in case. Many of these specific encounters will be limited to our carnival location by the Totem Pole on the site, so there will be a specific section of the camp you can steer clear of if this is something you want to try to avoid. However, there will be no way to completely remove the risk of encountering one of these creatures, as they will be a big part of the story of the weekend.

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 if this is a story you don’t want to experience.

Compulsion & Loss of Agency

  • Simulated mind control, loss of agency, psionic compulsion, involuntary CVC

This mechanic will be in play on limited NPC threats portrayed by STs and Gamerunners, but it offers a powerful way to cause a Loss of Control to your character. Many horror stories involve this concept, where you are powerless to stop a monster that is itself a metaphor for the relentless advance of time, death, or war.

This means that if your character is interacts with a key item during this overarc, it could put you into situations where your character is no longer in control of their actions. This is a unique form of mind control that might allow the bad guys to COMPEL you to help them. The bad guys might order you to defend them, hurt your friends, abandon your crew, or do other terrible things that your character might not normally do.

If you were playing in 2.0 or have encountered our new Bone Head Zombies, you may remember similar abilities that turn you into a Body Puppet, and it can be a great challenge and intense scene when one of your friends suddenly turns on you and it’s not just the monster that’s after you in that combat.

Our ultimate goal with CIRQUE DE DREAD is to tell a story about dangerous villains bringing a deadly carnival to town whether you like it or not, recruiting townsfolks to play their twisted games, and generally holding the town hostage unless YOU can stop them from their evil machinations. We hope that you are excited to step right up, and join the show

Let’s cover a bit more on the Compulsion mechanic…

Compulsion Mechanics

We’ve used these mechanics throughout last season, particularly during our Necrophage event, but in case you missed out here’s a quick summary about how this core mechanic works. As with all of our Local DR:TX Rules, you can find these on our webpage under Local Rules & Skills.

Compulsion

Effect. When an NPC calls “Compulsion, All <KEYWORD>, [Insert Command]”, the affected target must follow the next single command until the task is completed or nullified (such as being compelled to defend someone who then dies). The target must complete the command to the best of their ability. When the target enters Bleed Out, the effect immediately ends. Characters under the effects of Compulsion remember the actions they take, but are not in control of them. This ability is normally resisted by Mental Endurance, but some effects may prevent this resistance.

You can already do similar things to this Skill on zombies and raiders with Telepathy and an item, but this Threat Skill allows them to use a similar ability on YOU. That last line is important, though, because there will be one major effect during this event that will prevent you from resisting this ability. I’ve cover how our ENTRY MEDALLIONS work next week, though.

The primary use of this Compulsion mechanic will be a call you will hear during this event that is also circus themed:

“Compulsion: STEP RIGHT UP and JOIN THE SHOW!”

When you hear this phrase, your character will be compelled to participate in the dangerous and deadly carnival events held by Colonel Rictus's Flying Circus. Proceed to the NPC that made the call, and follow their instructions for the next TEN (10) minutes.

However, you have few ways to avoid this mechanic in game:

  • Resist the call. First, the skill Basic Mental Endurance can resist this effect most of the time, for only 5 Mind. You can avoid some of the terrible commands like “kill and eat your friends”, for instance. However, each time you hear this command, you’ll need to spend Mind points. If this happens multiple times or is used by several enemies, you’ll need to either flee the area, deal with the threats, or make sure you have some spare Mind points.

  • You can make yourself immune to psionics. There’s a few ways to do this. You can use the ability of the Master Steelpaw Shield to resist this effect, but you’ll need Master Shield to use this item. Master Mental Endurance can create a field where psionics may not function, but the NPC or the targets will have to stay in the 10’ bubble you create in order for this to keep working. If they get drug out of the field by a raider, they lose the protection.

  • Use an expendable item. While you can use a Murky Black Byproduct to make it easier to resist the Compulsion effect, there is another item in game that can help you resist this ability if you don’t have the Mental Endurance Skill too, called a Grave-Bell Shard. This San Saba Sundry can be purchased by ANY character for only 1 Brass from the Post Office. You can only buy ONE per event, but you can buy this item even if you don’t have Society Membership.

  • Thumbs down the scene. Lastly, you can always choose to use the OK Check-In System to opt out of a scene entirely by using the “thumbs down” gesture and exiting the area. The COMPULSION mechanic DOES NOT override the OK Check-In system.

Now that we understand a few ways to avoid this effect, let’s cover the last major mechanic for this weekend:

ROLEPLAY BURDENs

This is also a regular local mechanic we’ve used throughout Season 4 and beyond. This is an alternative to a Fracture, and it creates some fun opportunities for engaging roleplay as your character.

roleplay burden

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

The primary way you’ll encounter this mechanic during CIRQUE DE DREAD is through the mysterious ENTRY MEDALLIONS. We’ll cover these items in more detail in a later blog post, but they inflict a particular Roleplay Burden. Once you’ve collected one of these items, you’ll be compelled to keep it secret and keep it safe. It’s not an effect that can be resisted as long as you have one of these items. These medallions will be a physical 3D printed item in the play space and will have a few other rules associated with them, but you’ll generally want to hang onto the medallion. If your friends try to remove it, or it gets taken by another player by force, you’ll end up with a Fracture (DR Corebook, p. 180).

survival vs problem solving

One of the horror themes of this upcoming event is the persistent danger in the dark and the cruel threats of Colonel Rictus’ Flying Circus. Like the movies and shows that inspired it, like Something Wicked This Way Comes or American Horror Story, the story of the deadly carnival is a common trope in horror tales and even the iconic slasher flick. But that brings up our last important aspect of the weekend to consider when purchasing a ticket — the issue of Survival versus Problem Solving.

Often in a DR plot for a weekend, there’s some problem to solve, a puzzle to uncover, or something that can be actively fixed. You might be completing Liquidation Runs, finding a way to save or doom a flying city, or even figure out a way to fix the water filtration system in town. Each of these things involves a different level of player agency than the story this weekend.

The story of the creepy carnival and the Thrill Kill raiders that follow in its wake is instead one of SURVIVAL. This is a threat that is meant to be endured, not solved. Bad Brain disease and raiders are as much a part of the world of Dystopia Rising as zombies, and it’s not a problem that’s going away any time soon. You need to survive this threat, not fix it.

During CIRQUE DE DREAD, the threats of the weekend will be an ever present danger in the world, from strange new zed, to masked Dolly Raiders, to the Nemesis stalking the woods during “sweeps week”. Each of these threats will be killing indiscriminately in their twisted ideas of terror and faith, and when the Thrill Kill raiders don their masks as the first leaves of fall begin to settle in, we hope you will be ready. We’ve explored this concept of Survival year after year during our October events, particularly with the story of the Indulgence over the last few seasons, but with the massacre at Killhouse last year by Doc Nichols it’s time for a new story.

While we hope that every character will survive the weekend’s terrors, it’s by no means guaranteed. How will your character survive the terrors of Colonel Rictus’ Flying Circus? Will you be able to hide from the Nemesis in the dark? Can you survive the insidious threat of the Thrill Kill Raiders?

Let’s find out together.

Regardless of the outcome, we can’t wait for you to step right up, and join the show….

Wrap up

That’s it for today Vados! Tickets went on sale on Monday for our October event, and I hope you’ll come join us for a scary good time. Our next event takes place on Friday the 13th (I’m sure that won’t be relevant), and it takes place during a Lunar Eclipse. Where else can you have fun killing zombies in the woods with your friends?

Make sure you get your tickets early and save yourself time at the door!

See you next week, Vados!

The Oxkiller Alliance

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our September live event BENEATH THE CORPSE OF WAKING! Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering the OXKILLER ALLIANCE, a new type of Threat you’ll face this season.

  • We will have new limited-time Stickers available as a pre-registration reward for September! Buy your ticket early and earn some cool swag! Last chance for this bonus ends on Friday!

Let’s get started!

Who is the Oxkiller alliance?

In addition to the telegram above, here’s the information we’ve shared so far:

Far to the north, on the edges of the San Saba Territories that border the lands of the Sequoia Wastes, lies the new home to the displaced peoples of the OXKILLER ALLIANCE. While the two settlements of Star City and Fort Worthless are prominent parts of the territory, they have not been relevant to the success of the San Saba since before the Hiway War. Now, what resources remain go to fuel the war engines of the Oxkillers as they pursue a war against the San Saba Board and the peoples of the Lone Star.

However, no matter the tactical value of the provinces, the primary offense to the San Saba Board has been the blockade of the mighty Oxline running north into the Verdigrift Gardens and the Overgrowth of the Undying. Trade has slowed to a halt through the new Oxkiller Territory, as roving bands of tribesmen claim tribute and tax from any travel through their region. The affront to the power of the San Saba Board has not gone unnoticed, and a war is brewing in the Lone Star.

The Oxkiller Alliance is comprised of the former Antler Tribe and Oxkiller Tribe, two martial Natural One and Tainted clans that followed the former Tribes Disparate two years ago. With the death of Queen Jasper, and the formation of the new San Saba Republic, the Oxkillers abandoned their former allies in disgust at the changes they saw as weak.

Rumors suggest the former leaders of the Oxkiller Alliance, Prince Shale and Lord Hush, died in a power struggle last year. Now, a new figure has emerged from the warring tribes to unite them with a singular purpose and passion — the Breaker of Crowns. Under her guidance, the Oxkiller Alliance has become a new and present danger to any that live in the Lone Star.

The War of Antlers is coming to the San Saba…

The war with the Oxkiller Alliance has been brewing for quite some time, so let’s take a bit of look back at who and what they are, and how we reached this point.

the History of the Alliance

While this is a NEW faction for our story in Season 5, the core of the group has been in play since the start of 3.0.

Back at the beginning, the San Saba Republic was known as the Tribes Disparate. Thirteen houses made up the Tribes and the two mightiest of their number were the Oxkillers and the Antler Tribe. Before her final death during our QUEENSGRACE event, the leader of the Tribes Disparate was Holy Mother Queen Jaspar, of the Antler Tribe.

The Antler Tribe was one of the largest tribes, survivors of the Hiway War thanks to the intervention of the players during the final days of 2.0. Led by Queen Jaspar, the bearer of the Antlered Crown, the Antler Tribe consisted mostly of Natural Ones, Tainted, and a few Landsmen, but overwhelming followed the faith of the Tribes of Seasons. They were fiercely loyal, deadly fighters, and powerful allies against the undead and raider threats of the wastes. However, the Queen’s brother, Prince Shale, was jealous of his sister’s rule and had sought to undermine her power for years since the Hiway War began.

While the Antler Tribe was the family of Queen Jaspar herself, the Oxkiller Tribe had been set up as an antagonistic faction from the very beginning. Led by the mysterious “Path of Rust”, who later became known as “Lord Hush", the Oxkillers were a thorn in the side of the queen. This Natural One chieftain rarely spoke at all in the war councils composed mostly of loud Devoted, Tainted, and Landsmen fighters, but nonetheless he was understood to be ruthless throatslitter in battle and his whispers were what guided the House's bloodthirst.

While their military might was impressive and nearly the equal of the Antlers, their fundamental disdain for technology was a problem for the newly connected San Saba. The Oxkillers were zealots and technophobes, trusting in nature and their belief in the old ways to protect their tribe versus repeating the mistakes of the oldcesters by relying on technology.

Chief among the sins of the San Saba, in the eyes of the Oxkillers, was the creation of the OXLINE. The massive locomotive was responsible for spreading clouds of oily smoke in its wake, disrupting the natural terrain with railroad tracks, and scaring off the wildlife with the titanic sound of its passage. They had tried to stop the formation of the rail at first, but after a failed attack on Dr. Sung, the creator of the Ox, they decided their new goal was to the end the threat of the OX once and for all.

This created an issue for the Queen, with a number of her own people rebelling against the law and order within the wastes. When we first started the story of the San Saba at the beginning of 3.0, the Oxkillers were already a problem for the Tribes Disparate. A number of mods were run with the Oxkillers attacking the Ox, in defiance of the Queen’s order, and they were generally an antagonist for the first few seasons.

FUN FACT — the very FIRST Gauntlet we ever held in Bravado included a member of the Oxkiller Tribe that was accused of “vulgar property damage”.

This antagonism continued, and the Oxkillers were to be a big part of our March 2019 event before the pandemic shut everything down. Instead, the Oxkillers committed their next bit of treason during our online season, during the event THE SHINING CITY.

This event was set on Waking Prime, the new capital of the San Saba, during the Wastes Faire. Players dealt with exploring this space for the first time, and had to deal with an encroaching stormfront. This event was pivotal for a number of factions, including the Junkerpunks and the RRC, but the event culminated in an attack on Waking by the dangerous raider clan known as STORMCHASERS.

However, before the city could defend against the Raider threat, the Oxkillers appeared in the skies around Waking, led by Lord Hush, and they crippled one of the airships at the head of the defense of the airship city. Lord Hush’s plan was revealed, as he was the one to lure the deadly sky Raiders to the city itself. In the chaos that followed, Lord Hush led a small strike team of Oxkillers into Eureka Tower to attempt to kill the Chair and the entire San Saba Board. The Oxkiller champion successfully killed the leaders of the Hackard family during his raid, but was stopped short of assassinating the Chair and was repelled by the efforts of the players during the final act of the event.

For this ultimate act of betrayal to the Tribes and the new government of the San Saba, the Oxkillers were banished from the faction and declared enemies of the Lone Star.

Queen Jaspar, portrayed by Shan Lind

Queensgrace - the Fall of the Queen

In Season 3, we returned to Bravado and explored the next crisis to the Tribes Disparate. In March that year, we hosted the tradition known as Queensgrace within our humble town. You can find a full write-up of the event HERE.

During this event, the thirteen Tribes were called to Bravado to choose a new leader, as the ailing Queen Jaspar was near her end and sought a successor. As a surprise guest of the Queen, the Oxkillers returned. According to the tribal tradition, they still had a vote to cast for the new ruler, and Lord Hush came to attempt to claim the Antlered Crown for himself. Lord Hush wanted a strong ruler for the Tribes, and reminded the players of the history of bloodshed and war that had led the faction to victory during the Hiway War.

On the first night of the ritual, he challenged the Queen to hand-to-hand combat. It was an unfair match up against the sickly ruler, but the Queen accepted the challenge. Before Lord Hush could strike her down, an assassin’s bullet interrupted the ritual combat, denying him the crown at the last moment. After the brutal murder her zed was sealed within the Gravemind to prevent the Oxkiller leader from claiming the crown, and it set into motion politics that would determine the fate of the faction.

At the end of Queensgrace, a new trio of leaders was chosen for the faction rather than a single ruler, led by Queen Debs of the Local 727. In disgust at the choice he saw as weak, Lord Hush left the assembly in anger, taking with him the might of the Antler Tribe, led by Jaspar’s brother Prince Shale, and the Fallow Hope soldiers of House JaCintos. Though the Jacintos were later convinced to return, the Antler Tribe and the Oxkillers fled to the north, creating a formidable army of rebels that would need to be dealt with in the future.

Prince Shale, portrayed by Josh Jones

a new leader for the alliance

While there were rumors in the background during Season 4, it wasn’t until the Fall of Waking that the conflict with the Oxkillers became something the San Saba needed to worry about. Last season, during our May event, we even held a vote on forming a new San Saba Militia, sponsored by Queen Debs as an answer to the imminent threat of Lord Hush and the Oxkillers.

During most of Season 4, the Oxkillers and Antlers were caught in a power struggle and too busy with their own messes to do much else. Prince Shale, a weakling that had survived with the help of spies, cunning, and poison, was unwilling to share the leadership of the new army with his rival, Lord Hush. Prince Shale had previously attempted to poison his sister, but the Natural One was unable to find easy access to the leader of the Oxkillers. Valuing only raw might and combat prowess, Lord Hush was at work building a new army of killers to pursue his revenge against Queen Debs and the San Saba.

Lord Hush, portrayed by Sam Mars

In a move borne of desparation, Shale challenged Lord Hush to single combat. Despite his frail stature, the Natural One Antler chieftain was a talented chemist, and carried a deadly poison with him into the challenge. Lord Hush was only nicked by the blade, but it was enough to weaken the Oxkiller. Before he could succumb to the deadly poison, he cleaved Prince Shale into two with a final stroke of his weapon. Both died during the challenge, and the Alliance was left without a leader.

Sometime over the summer, a new figure emerged at the head of the newfound Oxkiller Alliance — the BREAKER OF CROWNS. Little is known about the new warlord of the faction, but she is known to be intelligent, deadly, and bound to the same goal as her predecessor — the death of Queen Debs and the destruction of the San Saba. She was known as one of the right hand killers of Lord Hush, equally deadly and full of the same righteousness and disdain for technology.

In a lightning-quick assault during the Burning Season, she formed the new Oxkiller Territories, claiming the cities of Fort Worthless and Star City in the north to her cause. In an overt challenge to the Board after the fall of their mighty capital, this new Oxkiller Alliance will not be easily stopped. Now they threaten passage to the north by Oxline, have the resources to supply and feed their armies, and the zeal to pursue a new war in the San Saba - the War of Antlers.

The Breaker of Crowns aims to break the Antlered Crown of the San Saba Republic, to deal with the sins of the Oxline, and to stop the relentless expansion of the San Saba Board’s mission to unite the wastes with technology. Will you be ready when she sets her gaze on Bravado?

The Oxkiller Alliance, today

So, what does this all mean for your characters during our September event?

The war is just starting to heat up, but the Oxkillers are clearly a threat that needs to be addressed. With the corpse of Waking Prime in your backyard, Bravado is suddenly ground zero for their attacks on the San Saba Board.

New Laws

First, the Oxkiller Alliance has been declared enemies of the San Saba, and that means the laws no longer apply to their members. You can freely attack, kill, devour, or steal from any Oxkillers you run across, and the Law Dogs won’t track you down for violating the laws. There will be some open bounties on Oxkiller members, and it’s generally a bad idea to get caught aiding them. After all, if you aid the Oxkillers, you become the next person guilty of treason!

New Threats & Threat Skills

The Oxkiller Alliance will be represented in game by a new series of Threats in DR:TX. The most dangerous thing about these foes is their intelligence. They are survivors, much like your characters, and they can use tactics, set an ambush, open doors, and generally react to your actions to stop them better than a common zombie or raider. The Oxkillers are true believers and merciless killers, and will stop at nothing until they achieve their goal.

There will be four classes of Oxkillers you’ll face during our Season 5 events:

  • Oxkiller Thugs - These dangerous foes will be deadly warriors of the Landsmen tribes, but they rely more on their numbers to be a danger. These Thugs will be the most common enemy you’ll face during the war.

  • Oxkiller Assassins - The ruthlessness of the Breaker of Crowns and the Oxkillers includes the ability to disrupt their foe with tactical, murderous attacks from within your ranks. Assassins will be stealthy and dangerous foes, capable of flanking and dispatching lone targets with ease.

  • Oxkiller Zealots - The faith of the Tribe of Seasons runs deep in the Alliance, particularly that of the Crow Eaters. Capable of healing their allies and using the power of Faith as a weapon, the Zealots will be an insidious force multiplier in a fight with the Oxkiller Alliance.

  • Oxkiller Commanders - The pinnacle of the Oxkiller threat will be the deadly Commanders. Capable of buffing their allies, bolstering the line, and just being a deadly, capable fighter overall, the Commanders will be the brains of the Oxkiller attacks on Bravado.

As if Radioactive Zombies weren’t a big enough risk in September, now you’ll have to deal with rogue soldiers of the Oxkiller Alliance. Better make sure you have an injectable on hand!

A new defense for bravado

The San Saba Militia has been formed over the summer, funded by a new addition to the Charter in May, but it remains leaderless. Thanks to some clever actions by some of our players, folks amended the law that was to be passed to require the leader be elected by a popular vote. Over this season, you’ll get to help the Militia develop new tools, new defenses, and recruit new allies to aid during the War, but first you’ll need to decide who will lead the defense.

In September, you’ll be able to cast your vote for a new leader to lead the Militia against the Oxkiller Alliance, provided you have Society Membership with a local faction. Here’s the current favorites, but you’ll be able to learn more in game, as well as how your own characters could be elected:

  • Tabitha St. Mercy - The former Warden of Killhouse is a powerful figure in her own right, with the fortress-prison of Killhouse being a valuable training ground for new soldiers, alongside her Fallow Hope allies.

  • Reckoner-General Rampart - A veteran of the Hiway War, the leader of the Grave Council is a natural fit for leading other soldiers into battle. A powerful psion, adding the powerful wealth of the Grave Tax would be vital assistance during the war.

  • Queen Lucy “Boss” Debs - The leader of the San Saba Republic was behind the creation of the Militia, and many of her people make up the ranks of the new force. She has the power of the people behind her, but some question her resolve in facing off against former allies.

This is the first step of the new war against the Oxkiller Alliance. As the conflict heats up, rest assured that these enemies of Bravado will have a role left to play in the story of Season 5.

Wrap Up

That’s it for today, Vados! Next week, we will cover our Rules You Should Know before the event, covering a bit more about our LIQUIDATION RUNS. Can you survive the radioactive dangers of Waking to save Bravado? We will see during our journey BENEATH THE CORPSE OF WAKING!!!

Tickets are on sale online till Friday, but you can still buy them at the door!

See you soon Vados!

The Regents of Queensgrace

Radiation 101

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our September live event BENEATH THE CORPSE OF WAKING! Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering the insidious dangers of Radiation in Dystopia Rising, how Radiation Poisoning might kill you in September, and how to survive the WAKING EXCLUSION ZONE.

  • We will have new limited-time Stickers available as a pre-registration reward for September! Buy your ticket early and earn some cool swag!

  • We’ve add some cool updates to our website over the last few days! We have new maps of Bravado (seen below), new maps of the San Saba, and a few other easter eggs if you look deep enough. Let us know what your favorite resource on our website is!

Let’s get started!

What’s that green spot at the bottom of the map?

The Danger of Radiation

In the world of Dystopia Rising, it’s a little easy to discount the danger of Radiation. You are Survivors, after all, and even though the world is horribly irradiated, you’ve been just fine. Some of y’all Mutants might even be more confident about your ability to survive, but nothing can prepare you for the threat of Radiation that is now facing Bravado within the corpse of Waking Prime.

The world fell. Bombs shattered the earth and radiation blanketed the world. As humans looked up at the skies, they saw their destruction — and their faith shattered… (DR Corebook, p. 69)

In the real world, Radiation can be very dangerous, but it’s not really a threat to most people. Humans are pretty hardy, and most folks will never have any significant radiation exposure in their lifetimes. There’s a lot of misinformation about radiation out there, but in general it will never be a thing you need to worry about.

In the world after the fall, it’s an entirely different story.

The entire world was blanketed in radiation during the fall, and your Survivor has adapted to live in an entire world full of what would be lethal doses of radiation in the real world. So when you encounter something that can hurt you with radiation in Dystopia Rising, it’s an entirely different magnitude of radiation altogether.

In the real world, at very high doses, radiation can impair the functioning of tissues and organs and produce acute effects such as nausea and vomiting, skin redness, hair loss, acute radiation syndrome, local radiation injuries (also known as radiation burns), or even death. When you suffer from lethal amounts of radiation, the cellular bonds of your body cease to function, and you just kinda… fall apart.

In the game world, the symptoms of extreme radiation exposure in the world of Dystopia Rising are VERY similar. It can cause damage by burning, it can cause nausea and vomiting, and many of the symptoms of this poisoning from radiation is covered in a common disease known as Radiation Poisoning. And, just like the real world, it can also cause a slow and terrible DEATH.

Before I get into how this works in our game, I need to cover one conceit we use in Dystopia Rising.

Radiation isn’t actually Green

In various Blueprints, and throughout our network, we commonly use GREEN glowing effects to represent the danger of Radioactive threats. All of the Green Light brand blueprints do something with Radiation, and even the Darwins are always talking about “Savannah’s Green Glow”. Our map above has an entire area marked with green to mark radiation. Heck, there are even some Radioactive Zombies that are represented with green glow sticks to mark them in a horde.

It’s kind of ubiquitous with the concept of Radiation, but since one of our former Directors, Ryan Coogan, was literally a Nuclear Engineer that had VERY elaborate feelings on this concept, I feel compelled to offer one bit of clarity of the real world versus Dystopia Rising.

We may only be nuclear scientists in the Wasteland, but most of us are pretty sure about one piece of nuclear knowledge — we all reckon that "radioactivity has a green glow".

Most of us have seen the opening sequence of any episode of The Simpsons. Homer Simpson sets down tools when the bell rings at the nuclear power plant where he works. The radioactive material he accidentally flips down the back of his shirt is quite clearly glowing green — so there's one undeniable example of radioactivity having a green glow, but it’s largely a Pop Culture trope.

And even back in the real world, hospital patients will say that they've had so many X-rays that they glow in the dark. Indeed, the phrase "glow in the dark" is often used as a metaphor for radioactivity. Old radium-based watches would even appear green in the dark, so it’s easy to see the confusion.

In real LIFE, Radioactivity is invisible to us — it's not green, or any other colour, it's totally invisible. our eyes can’t detect it.

In summary, radiation isn’t green, it’s invisible to the naked eye. It’s a terrifying threat cause you can’t really see it, detect it, or even know it’s there until its too late.

But, that’s hard to represent in a LARP.

So, in Dystopia Rising, when we use GREEN GLOW to represent Radiation, it’s just an easy tool to communicate to our players that something is Radioactive. With love, please forgive us Ryan.

A warning from one of our games back in 2.0. Ah, nostalgia.

Radiation in Dystopia Rising

Radiation in DR can be a deadly killer so it’s important to know what you might face while BENEATH THE CORPSE OF WAKING.

There are four main ways your characters might encounter Radiation in the game:

  • Radiation Damage, from weapons or augments like the Green Light Gloves or the Green Light Bioform Destabilizer.

  • Radioactive Threats, like the Irradiated Dead or Luminance Raiders.

    • Glow Boys, Toxic Terrors, and Doom Fog Zombies are all types of rarer Undead threats (Until now, that is. Turns out we crashed a giant radioactive airship nearby and killed a bunch of folks).

  • Radiation Poisoning, or Rad Sickness, a common disease found throughout the Wasteland.

  • Radioactive Areas or Environments, or HOT ZONES, commonly represented by green glow sticks or areas clearly marked with a Zone of Mechanics, like the Waking Exclusion Zone.

So, let’s cover the basic things you need to understand about each of these threats.

Radiation Damage

Radiation Damage is a “Damage Modifier”, similar to Body or Bane damage. When you hear another player or NPC call this as part of a swing, they will call out “5 Rad!”. If this connects and you don’t use a defensive skill like Avoid, then you take that damage with the modifier. The modifier simply changes HOW the damage is applied.

  • Rad Damage deals damage to both Body AND Mind in the same attack.

  • This means if you get hit by “5 Rad!”, you take 5 Body damage and 5 Mind damage. Ouch!

  • Rad Damage can be dangerous in large amounts as it can leave you out of Mind and Bleeding to death in one swing!

Radioactive Threats

While there are some radioactive raiders called Luminance Raiders, the number one threat you’ll encounter near Bravado is probably the Irradiated Dead. Similar to Shamblers, these undead aren’t particularly dangerous by themselves, but each and every one is highly radioactive.

In game, this will be seen through three major Threat Skills:

  • Basic Spike Damage (Rad) - The zombie will call something like “5 Rad!” during a melee swing. If it connects, you lose both 5 Body and 5 Mind.

    • Since Avoid costs 5 mind to use, it might not even be worth dodging this one unless you are injured or the Rad damage is a much higher strike.

  • Inflict Disease (Radiation Sickness) - This strike will infect you with Stage 1 Radiation Poisoning. If you’ve already contracted this disease, it will increase your Stage by 1. Stage 5 is deadly, but it still takes a few months to kill you.

    • This strike can and SHOULD be Avoided.

    • Remember, Mutants can spend a Resolve to avoid a NEW instance of Radiation Poisoning, but once you are infected you can’t stop it from advancing.

  • Doom Fog - Periodically, the most powerful of the Irradiated Dead will call out an area of effect attack. They will shout “By the Sound of My Voice, 2 Body, Undead Immune”. This will hit every survivor in about 50 feet and there are very few ways to avoid AOE effects like this. It’s not a lot of damage, but it adds up!

  • Some Irraditated threats literally feed off Radiation, so be careful using items that cause Rad Damage against some of these threats. You might have an explosive revelation!

Radiation Poisoning

Radiation Poisoning is a terrible disease and it’s sometimes called “Radiation Sickness” or some similar variation. Regardless of the name, this disease is one of the most common diseases in the wastes, second only to Bad Brain. Since it’s a common disease there’s really no mystery on how to cure it or what it does to a survivor. Symptoms for this disease range from “feeling like shit” to “actually dying while feeling like shit". In DR:TX, this is the variant of the disease we use, based off one used by our friends in DR: SoCal.

Here’s the complete rules for the disease, and these will be posted on our website under the Local Diseases tab.

While Radiation Poisoning can be deadly if left untreated, it still takes two months to die once you reach Stage 5. You should have plenty of time to treat this disease, so actually dying from Rad Sickness is kinda tough.

The biggest danger of Radiation Poisoning is that it needs some Cross-Lineage herb like Cannabis and Khella to cure. If this is a one-off victim you are treating, it’s not that punishing. But if you get a LOT of people with this disease, you’ll need some friendly farmers to gather the appropriate herbs. Hope there’s no issue with radiation leeching into the Meadow!

Radiation in the environmenT

The last way you will encounter Radiation in Dystopia Rising is through environmental dangers. There are two places you will encounter Radioactive Areas in the environment during our September event and beyond.

The number one place you can encounter Radiation in the environment is within the WAKING EXCLUSION ZONE. This is the area known as Zuni on our campsite, and is part of our new NPC land. We will have some very visible signs posted here, so this is a completely avoidable part of the campsite, unless you choose to take part of a Liquidation Run.

While inside the Waking Exclusion Zone on a mod, the following rules apply:

WAKING EXCLUSION ZONe

The radioactive husk of Waking is extremely deadly, even to Strains normally resistant to such things. The lethal doses of radiation inflicted by remaining in the area will kill anyone, regardless of protections, given enough time.

If you remain in the Waking Exclusion Zone for 5 minutes, you contract Radiation Poisoning, Stage 1. This will increase your disease by one stage if you are currently infected.

If you remain in the Waking Exclusion Zone for 10 minutes or longer, you have reached a lethal dose of radiation. Within the next hour, your body will cease to function at a cellular level and you will die and lose an Infection. This loss cannot be prevented or avoided. Characters with Goat Gear Armor, Helscape Masks, or Mutant Strain Advantages cannot avoid this effect.

If you attempt to enter the Exclusion Zone for a second Liquidation Run in the same 12s, your character instantly dies from Lethal Radiation, regardless of Lineage.

As you can see, even Retrogrades can’t survive the lethal rads within the hull of Waking Prime. No matter your strain, no matter the protection, that much Radiation is deadly. Worse yet, you won’t just immediately die. You’ll have about an hour to say goodbye to your friends before your body melts away. There is no way to prevent this Infection loss, as even the Infection can’t regenerate from that level of acute radiation exposure. That’s horrifying!

We’ll talk a bit more about Liquidation Runs in a future blog post, but the main takeaway from this mechanic is that no single character will be able to complete every Run. If you try to do two Liquidation Runs within the same 12s, you immediately die. You’ll have to let some other characters help you complete the mission.

Hot Zones

You will see other pools of Radiation throughout the weekend through a Zone of Mechanics called a Hot Zone. These areas are heavily irradiated, but not to the degree of the exposure within Waking. The rules are mostly the same as above, but it will be in a smaller location. These areas will not always be in the same place, but they will be incredibly obvious. When we can, we will mark these with green glow sticks so they are obvious.

HOT ZONE: Radiation Poisoning

A character in this zone takes 1 Radiation damage every 30 seconds.

Any character in this Hot Zone contracts Radiation Poisoning (Stage 1) after 5 minutes. This will increase your disease by one stage if you are currently infected.

The boundaries of the area effect will be marked by green glow sticks.

As you can see, it’s not as deadly as the Waking Exclusion Zone, but that damage will add up fast. If an item can be used to avoid this effect, it will be listed on the Hot Zone mechanics, but it depends on the source of the radiation.

Protecting Yourself versus Radiation

Lastly, one of the big reasons Radiation is so scary in Dystopia Rising is that there isn’t much you can do to prevent it from hurting you.

Let’s cover a few of the items in game that might be useful for this:

  • Goat Gear Armor (Master) - This common armor doesn’t have much individual use, but the PFA ability of this armor allows a Free Radical to spend 1 Resolve and be immune to all ill effects and damage from radiation modified damage for 10 minutes.

    • In general, you will be immune to AOE and Sound of My Voice calls from a Guide within the Exclusion Zone during your 10 minutes of protection.

    • Prevents ‘Inflict Disease’ from Rad Zombies on strike while protected

    • Prevents BMV Rad Damage calls while protected

    • Prevents Rad damage from a Hot Zone ZOM

    • Does not stop Exclusion Zone mechanics for Lethal Radiation.

  • Helscape Deathmask - This common item for Graverobbers offers limited protection from some environmental calls, but offers no protection within the Corpse of Waking. This item lets you spend 5 Mind to call "Deathmask, No Effect" to a single environmental call related to poison, disease, or radiation.

    • In general, you can spend Mind to avoid AOE and Sound of My Voice calls from a Guide within the Exclusion Zone.

    • Prevents a single instance of damage from a Rad strike or AOE for each 5 mind spent.

    • Prevents a single instance of damage from a Hot Zone ZOM for each 5 mind spent.

    • Prevents contracting Rad Sickness from a Hot Zone ZOM for each 5 mind spent.

    • Does not stop Exclusion Zone mechanics for Lethal Radiation

  • Mutant Strain Advantage - The Mutant Strain offers some advantages during a Liquidation Run, but even their bodies are not immune to the lethal radiation.

    • Mutants will have some additional advantages during a Liquidation Run, but I’ll be covering those in a future blog post.

    • Due to their strain advantage, it will take their body longer to break down, giving an additional hour of horrific, painful decomposition before death if the Lethal Radiation is achieved. 

    • A Mutant can spend 1 Resolve to not be affected by a single source of Radiation Damage or contracting a NEW disease at time of contact.

      • Note, this does not prevent a disease they have from progressing, so you gotta stop it before you reach Stage 1.

    • Cannot die due to Radiation Poisoning advancing to Stage 5.

    • Does not stop Exclusion Zone mechanics for Lethal Radiation

  • Hijinks Harness - This new armor can allow an Avontuur to spend 20 mind or 1 Resolve to pause a timer on an environmental effect for 1 minute. This is the only native item that will impact the Exclusion Zone, as it pauses the timer completely.

    • The basic armor effect may be useful during a Liquidation Run, but it offers no protection to environmental calls or Radiation damage.

    • Relying too much on this Armor during a Liquidation Run could have unfortunate consequences, so user beware!

  • Master Enhanced Movement - This Skill has limited uses versus the Hot Zone Zone of Mechanics, as it can allow you to physically move from a zone out of character. You can only take 10 Steps OOC, so you can’t bypass all of the Exclusion Zone mechanics, but it may be useful for smaller zones of radiation or limited effects like a trap or a pool of radioactive sludge within Waking.

  • Vehicles - These expensive items will have some limited use during a Liquidation Run, but they won’t actually stop Radiation damage or disease. However, if you can drive up to the wreck of Waking instead of traveling on foot, you’ll spend less total time in the Exclusion Zone before you start the Run. Nomads and the like will also be able to use their Lineage advantage during a Liquidation Run if they use a Vehicle, so enjoy!

So, as you can see there isn’t much that can be done to prevent Radiation unless you have specific gear or the right Profession Focus Achievement. For most folks, you still stay quick on your feet and be ready to survive BENEATH THE CORPSE OF WAKING!

That’s it! Good luck out there!

wrap up

That’s it for today! Only a few weeks out till game!

Next week, I’ll cover a bit more about the Oxkiller Alliance, and some of the Lore behind this new antagonist faction in the San Saba. See you soon Vados!