50

postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

  • Upload
    others

  • View
    7

  • Download
    0

Embed Size (px)

Citation preview

Page 1: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,
Page 2: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

2.0A Post-Apocalyptic Role Play and Battle Game Club

Original Concept and Rules by Dominick Prince ©2017-2019 All Rights Reserved

All Original Content, SICKND RP System, and Charactersare the property of Dominick Prince or their Contributor.

References to existing properties are not a challenge to trademark or ownership.Any existing mechanics that have been used are believed to be

public domain and are used in good faith.

Contributors: Ezra Moss Kelly. Editing

Ethan Leitnir. Rules Contributions, EditingMaureen McMonagle. Editing, General Rules

Barry Nixon. General Rules, Flavor TextArthur “Bain” P. Owens III. Weapons Construction

Art:Amber Rose Bendrick. Interior Illustrations

Dominick Prince: Interior Illustrations

Special Thanks toBen Henderson. Motivational Support

Amanda Martin. Financial SupportCorin Prince. Emotional Support

Page 3: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

About the Game In short Post Pandemic is a Post-Apocalyptic Battle Game with the SICKND RP System, a light weight Role Play System. The game Is designed to fill the gap between fast paced battle games and story driven LARPs. This game is about survival. Food is the most important commodity. There are nomutants and no monsters that aren’t to their core human. Humanity and their capacity for faith and cruelty, and the power of human will are at the center of Post Pandemic. The combat is a fast paced struggle to control as much territory or resources as your faction can. Each battle has meaning and the world around you changes based on your actions with no scripted endings. Control of the world is won by fighting for every inch of ground and every scrap of food. Game runners create locations and NPCs but the players are the story.

Faith becomes a weapon in the hands of those dedicated to their service of a higher calling. Minor miracles can turn the tide of combat but faith has no prejudice and even those calling on dark masters find something to answer their call. I created this game to be changed and adapted by the players. The Rules are a starting point, and can and will be subject to update. When I say this game is for everyone I mean it, this game only works because of the people who play it.

Aesthetically the game is highly inspired by 80's and 90's Near Future, Modern Post Apocalyptic, and Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements, these call backs to the inspiration for the game are to keep the world from feeling hopeless. There is fun, even in the darkest moments of human history.

Mechanics-wise, Post Pandemic is highly influenced by FPS Video games, and we use video game logic a lot in an attempt to limit resources. Obviously you can go buy as many nerf guns as you want out of game, and use Full Automatic guns. But Here “You Can't Carry That Much.” and “I Can't Use That Yet” are used to simulate the game world's resource scarcity.

I feel any introduction would be incomplete without thanking Stephen King and George Miller who are far and beyond the biggest inspirations for this game. I can’t say enough to thank them.

Page 4: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

2033:When the first victims of the disease (Cystic HemorrhagicFever, also called The Endless Death, and The Culling) fell illthey had no idea they had anything but the flu. C.H.F. presentswith chills, body aches, fever, cough, and headaches. It sweptacross the world leading the CDC and WHO to believe it was aparticularly virulent strain of influenza.

The second stage was more concerning. Patients then begandeveloping a dark and itchy red rash and dark purple cysts. Thecysts were filled with dark sludge like blood with a concentratedversion of the disease present inside. The cysts could be drainedbut any contact with the fluid resulted in contracting the disease.

Stage 3 was a game changer. The infected fever would increaseto a level sufficient enough to cause damage to the brain. Maniaand dementia is unavoidable at this stage. The cysts at this pointbecome structurally weaker and can erupt at any amount ofpressure. It's hard to keep patients in bed at this point. It seemsthat they have a desire to wander. They are resistant to mosttranquilizers and we have no idea what causes this.

Stage 4 the infected become dangers. The Fever has broken but the mental damage is intact. Patients start to bleed from their mouth, eyes, ears and anus. Their blood is extremely contagious. C.H.F. has a 98% mortality rate at this stage. The 2% survivors are already brain damaged and develop violent dementia like delusions. The infected are dangerous but far from zombie like creatures of movies and books. These people have some idea of who they were. Tool use and speech is not beyond them, though it is often insane ramblings or half remembered memories. Though rare these poor people do exist. The Dead are often more dangerous. Those who succumb to the disease remain virulent well after death. The rotting of the corpse pressurizes the blood in the cysts, making them landmines of infection set off at the lightest touch.

The Military could do nothing. So many of the soldiers were infected before anyone knew something was wrong. There were no purges. While some weak barricades were attempted the world died quick, whimpering in it's sick bed, or screaming and raving like mad men. The Infected walk the streets of dead cities like custodians of rot, keeping watch over a world they no longer understand.

Page 5: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

2045:(Game Year One) Less than 1% of the world’s population remains unaffected. Animals were not immune to C.H.F. Food is scarce and many people have turned to raiding or worse. In the woods, militias have started devolving into tribal communities. Some people have tried building new town faraway from the corpse filled cities. Infected have claimed these once great metropolitan areas as their own and what few healthy humans remain hide in forests and mountains in small bands or growing communities. But the threat of infection still is ever present. Who knows when the day will come that the disease will come riding in on the winds to finish what it started.

2046:Forces from North Eastern Canada moved south along the eastern sea board. At first no one thought they were a threat until 2046 Église de la tempête (Translated: Church of the Storm. Commonly Called The ET in the south) sacked Utica, NY, in which Survivors were making headway in clearing out a section of suburbs. To Call them a War band wouldn't be fair. They are an organized army of Lawless who's “join us or die” mentality makes them a threat to anyone who they come in contact with. They burned the city, and everyone who resisted to ash. Their unimpeded march south lead them to Scranton, PA which met with the same fate, except for a select area that is now functioning as forward command. Lead by a psychopathic Faithful, Boya, and His Right Hand Man Tabarnak, The ET has left a trail of fires, and corpses in their wake.

The ET has began scouting Harrisburg, PA. However something successfully repelled them from(or Scared Them out of) the City. Infected is the most likely cause, however rumors of something worse, or an equally terrifying War Band has taken up residence. The ET are extremely tight lipped at this point.

2047:(Current Year): Tensions between the factions are at an all time high. Not only are The ET sending scouts further south, The Outsiders are growing into a considerable force that has shifted power all over the area. Reports have been circulating that The ET is even interested in clearing out Three Mile Island Power Station. Though currently they don't have the numbers, and the power station is infested with infected.

And this is where you come in...

Page 6: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Welcome to the end of the world

The World of post pandemic

The world Ended in 2033. The 2030's didn't look much different than they do today in 2019. The same sports were popular, though teams have moved and changed names. Most civilian weapons haven't changed much, glocks and ar15s are still popular choices. Advancement in warfare has mostly been at the military level. The chaos that followed the Endless Death could fill its own book many times over.

In 2047 The world is in complete ruins. The only people who still live in the cities are the infected, who insanely protect their territory. There is no super tech. The Internet, and cell service hasn't worked for years. People have ruined and heavily repaired gear from 2033 and before. There is a smattering of military gear, but it's not much more advanced than it was in 2019. People stick to the wilderness where the chances of infection are the lowest. Coming in contact with an infected, or their corpses is a death sentence that few are willing to risk in a vain attempt at reclaiming the old world. Not that they even have the numbers to do so.

Think of worlds represented in The Stand, The Original Mad Max, or The Walking Dead and you're in the ball park. The World hasn't been dead so long people have forgotten what civilization used to be, though for sure there are kids alive who know nothing but this world.

Food, fuel, and other salvage are the most important resources. People work hard to keep generators going, and their cars running. Electric vehicles are almost non-existent without reliable ways to charge them, though rumors of groups taking over power stations have been circulating.

Origins of Disease

No one knows for sure where The Endless Death came from. Many nights have been spent around a fire sharing theories, whispering stories that they heard from a traveling merchant, or recounting religious visions or dream they had.

Divine Punishment, Government Experiment, Biological Warfare, Demonic Influence, and Natural Evolution are just some of the common ideas that have been passed along.

While these are common tropes, none of them are ever verified. Even spirits are silent on the subject to their followers. There are plenty of dark spiritual beings who gleefully take credit, but they are hardly reliable and are often contradicted by others of their kind. The Void itself, as always, is silent on the subject.

Page 7: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

The Infected:

Those who survive the fever stage of CHF are twistedphysically and mentally. The disease has forever changedthem, though they remain a dark reflection of humanity. Theyare not screaming Berserkers (though some may be). They arethinking reasoning people. They can use weapons, drive cars(poorly), and almost seem like people from afar. Dealing withthem is different. Something in the disease rewires them to doanything they can to infect others. Maybe they can smelluninfected humans, but as soon as you're close enough tonotice the infection they're already working out a way to killyou (to leave an infected corpse) or in the case of the smarterones, how to leave you and anyone around you a rabid livingvector like them.

The Infected are only really driven to survive in order toinfect others. They Mostly show no interest in procreating,doing repairs on their surroundings (Unless it's to make it killsomething very dangerous), or socializing with each other(unless it's to organize an attack). They Kill, Infect, Eat and Sleep. That is the “life” of the infected. They seem to “go through the motions”Though, as with all humans and diseases, there are exceptions and people who have reacted differently to the infection.

Infected Animals

The Most Common infected animal is the Rat. Rats have a long history of being plague bearers and nothing has changed. CHF however doesn't infect rats the same way it does humans. Rats can carry the disease for months, even years before they start to form Cystic-tumors. In the end stages the Rats become so bloated they cannot even move and look like disgusting purple furry blobs of writhing flesh. They eventually starve to death at this point, but as with all things infected with CHF they remain dangerous well after this stage. Oddly enough Rats, after infection starts to take hold, seem to be driven to search out corn fields if any are near by, making them extremely dangerous territory.

Since the disease is not immediately lethal to rats the population remains at “healthy” levels. In fact rats may be the most plentiful animals left on earth, but are a non-viable food option.

Dogs have a slim, but realistic chance of being immune to the disease, though many of their lives ended in bed next to their masters, or are now wandering the streets in great pain and rabid with disease.

Cows seem to have some chances of immunity, as do horses, but they are rare and special animals in the world of the 2040's

As with all diseases CHF is not universal. Most insects remain unaffected, and crickets and roaches have become something of a popular food source for those able to raise them in high enough

Page 8: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

quantities. Rabbits also seem to largely be immune, and even seem to have an ability to sense infection in other animals even at early stages. This might have proven valuable to humanity if there had been time to research it.

Bats also seem to be immune, or it might simply be as mostly in North America they are insectivores, and since their food source remains uninfected, so do they. Not a bad meal if you can grab a few.

Reptiles also seem to be immune which is unsurprising. Ever had a turtle? There's good eating on one of them. Come with their own bowl too.

Important Moments in History

The Copyright Wars

In 2030 the music industry was in steep decline. Record companies in an attempt to gain control of their “properties” successfully lobbied to make streaming the only legal method of music consumption. CDs had mostly been phased out which meant that most “Classic music” now lived on the cloud, or on outdated media such as cassettes and records (Which ceased production as well with the new streaming laws in place). The Record companies were ruthless invading people's personal phones, tablets and commuters wiping out their digital collections forcing them to use streaming only.

When the grid when down, and internet and cell service stopped, so did most of the music in the world. Now Cassettes, and Records have found a new life (and new value) in the post apocalyptic world. 80's and 90's Original prints are worth food like nothing else. People have lost their lives raiding cities full of infected just for a single Crowded House 45.

The CDC Goes Dark

November 5, 2039 was the last day anyone received an official broadcast from the CDC. To the survivors this is a Dark Day as many felt that this meant there was no cure coming. To this day Survivors hold this day in solemn regard. The Day the civilization's hope died. Others have suggested that the CDC was responsible for the Endless Death, though this is more commonly believed among the Outsiders and Lawless.

The Call

No one knows when it started, but 2033 is generally believed to be the earliest occurrences of people hearing the Call. As the Faithful started to awaken their abilities, many seemed drawn to forgotten Churches, Ritual Sites, and places deep in the wilderness. Some took it upon themselves to restore andprotect those places, others received visions and believed themselves sent of quests into a new world. Not All Faithful hear the Call, and it is believed in the community to be a great honor to be chosen.

Page 9: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Rule 0:

Be Nice: Your character doesn't have to be nice or friendly, but you do. There will be no tolerance for racist, sexist, or LGBT-phobic actions from a player.

This game is about having fun for everyone, and anyone causing trouble will be asked to leave by event staff. No warnings aside from this.

Rule 1:

You Are Wrong: There is no rule lawyering. If you are told no by the Game Runners that is it. They are Your D.M., your referee, and final judge on every rule question. If you feel a rule is enforced unjustly you can bring it up to another game runner outside of the game, not on the

field . This is to prevent on-field arguments, and not a way to silence players.

Page 10: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Membership:Post-Pandemic is a members only game, but don't let that scare you. This is our way of maintaining the safety of our players. It gives us an easy way to remove dangerous players, or players causing problems for our other members. No one will be refused a membership for any reason UNLESS they pose a risk to our members. No one will ever be refused a membership based on Race, Ethnicity, Gender, or Orientation. When you submit your application, you are automatically approved as a provisional member if the player meets the requirements below. There is no fee to join however, some future events may have a fee with entry. Provisional members may not advance past level 1 until they meet full membership requirements. Any player who poses a risk to themselves, others, or the game asa whole may be suspended or banned permanently accordingly. Currently there are no membership dues or fees outside of event costs.

Provisional Member Requirements:

A player must be 18 years old or 15 with their parents permission.A player must sign a waiver provided by the game runners, or have their parents sign it if they are under 18.A player must make an attempt at a costume. Basic costume rules are found in the costume rules section.A player must sign a liability waiver.

Full Membership Requirements:

A Player Must show familiarity with all core rules of game play to a game runner in a one-time interview.A Player must have their own basic equipment (swords, shields and any dart or disk shooting guns)A Player Must have a piece of costuming that improves upon the basic game requirements for joining.A Player must agree to follow rule zero at all times.Full membership benefits: Access to all character levels Ability to vote on all rule changes Ability to propose rule changes and any other membership bonuses that are to be determined or amended.

Offenses that warrant expulsion:

Any of these, actions can result in termination of your membership. Infractions are not limited to this list. Physical assault, bullying, sexual harassment, or reckless behavior that endangers others.Also use common sense. Don't bring real weapons, or put yourself in real danger.

Page 11: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Important Terms:These terms may be used in this rule book or common terms used in game.

Flaws: In Game drawbacks that may be taken at Character Creation, or applied by NPC abilities.

Game Runner: people who volunteer to help run the game. Game runners all wear atriple red diamond symbol to distinguish them from players.

Light-Com: A Player with physical limitations who still wants to take part incombat. The players can fight but request players go easy on them. (Player shouldwear a Pink Headband)

Non-Com: A player who chooses not to take part in combat. (Player should Wear a White Headband)

NPC: Non-Player Characters. They are important allies or enemies put in play by Game runners that are important to the Story

Final Death/Perma Death: The permanent death of a character from extremely dangerous situations such as some NPCs, Starvation or Illness.

Rating: We use movie rating scale for scenes in the game. Over all the game is rated at pg-13. However some scenes can be too intense for some players and can be triggering. These R and UnratedScenes are clearly marked for Content. A yield sign denotes potentially psychologically triggering scenes, and a Stop sign denote extreme Gore. These scenes are always optional and offer no benefit beyond story and role play, and a player who opts out of the scene won't miss anything or lose out on loot.

Respawn: A Player returning to life from normal combat.

Salvage: Items found in game that can be turned in for rewards or used to craft items using crafting skills.

The Salvager: The game runner in charge of salvage and gun loading.

Skills: Special abilities that set players apart from each other.

Town: Base camp for the game.

War Leader: A faction leader who is in control of the new player war band for each faction.

War Band: A smaller group within the Main Factions.

Page 12: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Combat:Characters in Post-Pandemic are epic heroes, though they may not know it. Players control the toughest and healthiest humans in the world. Disease couldn't kill them and violent gangs haven't managed to so far. Characters in play take quite a lot of damage to put in the ground. Each player has 5 health levels. As a player takes hits they become less able to fight. After taking 3 hits of damage, a player must fall to their knees. From their knees they may continue to fight but may not stand unless another player role plays helping them move. Wounded players being moved may not fight until they are placed back on the ground. Players may also “knee walk” or drag themselves, but may otherwise not use their legs. When a player has been hit 5 times they die (See: death below)

Melee weapons must hit solidly and cleanly to be counted. Glancing or Taps do not count. However, a clean hit does not have to have extreme force behind it either. Any hit that could be felt or acknowledged by a player counts. Each player calls their own shots UNLESS a game runner steps in. Gun shot ricochets do not count with PVP combat. Only direct shots count. However NPCs may sometimes take the hit for the fun or role play value. This is at the discretion of the NPC.

A Player May:

Shield bash (including players on their knees)Grab the non-striking area of an opponent's weaponShield kick with one foot

A Player May NOT:

Strike another player in the head with a melee weapon.Shield charge (To keep peoples equipment safe lets just keep it to non-moving shield strikes and bashes)Tackle or grab another player.Hit with the non-striking surface of a weapon Block hits by placing their weapon on their body or shield

Weapon Safety Specifications:

We allow most standard foam battle/boffer game weapons. Weapons and shields as per all of the majorcombat boffer games have roughly the same standards aside from weight requirements. Hard latex weapons may be used for costuming but may NOT be used in combat. To make sure your weapon passes, please read our requirements below.

All weapons must be safely padded using closed cell foam.

A safe weapon cannot cause actual injury including but not limited to bruising.

The blade/striking surface must have at least 1.5 inches of foam between the edge and the core.

Page 13: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

No part of a weapon should be able to fit into an eye socket (about 2 and half inches).

Stabbing tips must be additionally padded to prevent injury. Open cell or dense foam is acceptable. Stabbing tips for spears must be specially padded as they are designed for stabbing only. Specifications can be found in Bain's Weapon Tutorials.

Stabbing weapon and arrow cores should should be capped, or pennied, to prevent stabbing through the foam.

All striking surfaces of a weapon must be covered in cloth, plastidip, or a combination.Weapons should not flex or whip with the exception of spears, which can have a reasonable amount offlex.

All weapon pommels must be safely padded and meet the 2.5” safety requirement.

Weapons should not have wooden, metal or aluminum cores.

Long handled weapons such as spears, axes, or similar must be at least 2/3's covered with at least a single layer of foam or “Courtesy Padding.”

Thrown weapons must be coreless (with the exception of javelins) and not have an edge or protrusion that can fit in an eye socket (2.5” inch hole).

Huge thrown weapons should be built light enough that they won't actually knock someone completely off their feet. And other wise follow the normal rules of thrown weapon construction.

Game runners have final say on all safety concerns about weapons.

Weapons and Damage:

Don’t have a weapon and want to build your own? We Use Bain’s Weapon Tutorials (used with permission) as our game standard for weapons, shields, and arrows. https://roginclan.weebly.com/resources.html

A one-handed weapon is any melee weapon under 4 feet. One-handed weapons deal 1 hit of damage.

Two-handed weapons are weapons 4 feet and larger. Two-handed weapons deal one hit of damage to aplayer but break shields in 3 hits and do additional damage to armor (See: armor below). A 2 Handed weapon swung with one hand only counts as a one handed weapon.

Shields may be wood or plastic core with 2.5 inches of foam covering the edges and face. Coreless shields made completely of foam may also be used. If a shield is broken it must be dropped until repaired. Any damage done to a

Page 14: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

broken shield that has not been dropped is done to the player asif it had hit them directly. Shields may not flex easily into a“taco” shape.

Nerf (or similar) Guns deal 2 hits of damage per shot, andbreak shields in 3 hits.

Bows must be recurve with a draw under 35 pounds.Arrows deal 2 hits of damage, and affect armor based on type.Arrows have no effect on shields.

Arrow bounces do not count. Arrow glances do not count.Arrows may target a player’s head.

Thrown weapons deal 1 handed weapon damage and affectarmor the same way. Thrown Weapons may be picked up andreused. Bounces do not count.

Huge thrown weapons require the Insanely Huge Weaponability (See: skills below). This covers large items like barrels,anvils, or other super heavy objects normal people couldn't liftand throw. Huge thrown weapons deal 2 handed weapondamage and affect shields the same way.

All weapons must be inspected for safety before being takenon the field.

Death:

Characters killed in combat can respawn for the cost of 1 food. If a player cannot afford to respawn they must wait in the starting area until an ally can pay for them or 15 minutes whichever comes first. Players never remember what killed them. It's an unexplained medical mystery about being brought back. Only healthy non-infected players can respawn. If a character is executed by an NPC, infected, or starves to death they lose their character and must start a new one. If a player has another character with experience points they may also choose to play them instead.

When dead, a Player puts their weapon, or arm on their head, and moves to a respawn point. If a player needs to go out of character for an injury it is also acceptable to call call dead and move out of the fighting to a safe area. If you must leave the field for real life emergencies, this will not count against you.

If some one calls a Hold, all players are to take a knee until a Game Runner Calls Action.

Page 15: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Food:

Food is the currency and driving goal of all players. Each day it cost each player 1 food to stay healthy. If a player has no food for 24 hours they start to take hits worth of damage until they starve to death (Starving is a perma-death and one of the few ways a character can permanently die in the game.The others are being infected with C.H.F., or execution detailed later). Food also fuels a player’s abilities in game and is a precious resource. Food has weight to it (Each unit of food weighs about as much as a large can of beans). A Player may carry 20 food max at any given time to represent the weight which is a back pack full of large cans of beans. It is not fun to carry. Food can also be used to avoid infection at the cost of 5 food. This can be modified by equipment and abilities. When a player uses food to fuel an ability they should turn their spent food in to the closest game runner, or Salvager either at the end of combat, or at your re-spawn. We function on the honor system in which each player will keep track of their skill costs.

Armor:

A full set of armor is if a player has their torso covered or their arms and legs are at least 75% covered.Simply wearing leg pads is not enough to be considered armored. Armor gives one-time protection and does not regenerate unless repaired. Armor is also restored when respawning. Armor has a numberof hits like Hit points, however different weapons will do more damage to armor than others.

One handed weapons deal 1 HitTwo Handed weapons deal 2 HitsArrows Ignore Level one armor and deals 2 hits of damage to all other levels.Bullets Ignore Levels one and two armor and deal 2 hits of Damage after that.

Extra Damage to the Armor is passed on to the Player. If you are wearing Level 2 Armor and are hit for 1 point to your armor and then hit again with a two handed weapon, the two handed weapon deals two hits of damage to armor and the extra damage goes through the armor and deals a hit worth of damage as normal.

Armor is color coded to assure clarity in battle. Armor should be marked on the shoulder, arm, or other easily identifiable place with tape, stickers, or ribbon). Marks can be painted on if desired. If the armor is already the appropriate color it needs no mark)

Page 16: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Armor Level one: (Yellow)

Hits: 1

Sports pads/aluminum/leather. While they offer no protection from guns, sports pads can offer some minor protection from melee weapons. A Leather Jacket with enough reinforcement with extra leather also counts as armor at this level. Plastic/aluminum armor stops a single blow from any 1 handed melee weapon. *(This level of armor also covers well made EVA costume armor or any material not listed otherwise. Also note we hit harder than lightest touch larps, make sure you don't mind your armor being damaged, or make sure you can fix it on the fly. Pro tip: zip ties)

Level two: (Blue)

Hits: 2

Metal Armor. Steel, Brass, or copper 18 gauge or thicker. From medievalist chainmail to cobbled together home brewedstreet plate, metal offers more protection from melee weapons. The weight may slow you down some, but you'll be thankful the first time you take a two-handed axe to the chest.

Level three: (White)

Hits: 2 (Or 1 Bullet)

Modern body armor. This level of armor must be bought in game and costumed appropriately. Bulletproof vests, and standard riot gear. Functions as level 2 armor or stops a single gunshot.

Level 4: (Red)

Hits: 4 (or 2 Bullets)

Special armor, sometimes players may come across special armor in the game made of extraordinary material (Full 6 in1 titanium chainmail and advanced military armor.)

Gas Masks:

As noted elsewhere, gas masks, or similar full-face protection (eyes, nose and mouth), lets a player pay a reduced food cost (3 food) when avoiding infection from direct contact. Gas masks (Unless modified) do not count as helmets.

Helmets:

Helmets prevent all damage to the head from any ranged weapon. Keep in mind Melee weapons may not be used to strike another player in the head. Helmets cover what they cover. If you are shot in the back of the head and your helmet doesn't cover it, you still take damage.

Armor Safety:

Armor may not have sharp edges, spikes or protrusions that can ruin weapons or cause damage to a player. All armor is subject to game runner’s discretion.

Page 17: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Guns:

Guns are plentiful, bullets are not. Starting off, a player can carry a max of 10 rounds LOADED for one gun at a time. Once shot, bullets must be collected and returned to the Salvager at which point the player may reload their gun at the cost of 1 Food for 5 Bullets or 1 Salvage for 3 Bullets. You may not reload your gun in the field. This concept is to keepit feeling like you have to conserve ammo. Higher ammo capacity can be bought with experience.

If a player does not choose to start with a gun, or chooses a profession that doesn’t allow starting with a gun, a gun can be purchased for 15 food from a game runner. Guns do not come with ammo.Any nerf (or similar) non-automatic gun that fires standard darts, balls or disks may be used. Full auto guns or multiple projectile weapons like shotguns, are reserved for NPCs. With ammo being limited by player, sure youcan get the biggest Gun in the line, but you won’t have access to endless rounds of ammunition. Guns DO NOT reload when respawning.

If a player comes into possession of more ammo than they can use, extra Ammo can be traded in for Foodor Salvage.

Costuming:

Players are encouraged to come up with as wild of a costume as they like. But we don't want people in just their street clothes. Your costume needs to reflect your character. A simple costume would be a painter’s mask, suitably damaged or overly repaired pants, and shirt. If playing a Lawless you are expected to have an above average costume. The Lawless are wild and barbaric. Street sign armor, bloody fetishes and trophies are appropriate. (Pictures to Come with Examples)

However the absolute minimum requirement is dirty/damaged pants, and a shirt. Home made repairs are encouraged. It doesn't matter if you can't sew well, it looks ever better that way. We ask players to avoid brand t-shirts, bands and logos. This is our one and only request. The reason is we just want to remove the game world from the real world.

Combat Headbands:

One of our goals with Post Pandemic is that everyone should be able to play. And while we incorporate combat sport elements, that shouldn't keep people with health concerns completely sidelined.

Players not wearing headbands are regular heavy combatants and can fight normally. Mind you, even normal fighters aren't tuned to hit as hard as some other combat games. The Goal isn't to cause pain, or hurt other players intentionally.

White head bands denote a non-combatant. Non-combatants should always move out of the way of fighting. Simply lightly tagging a non-combatant "kills" them. Non-coms are Immune to execution.

Pink head bands are for light combat players. They are players with minor health concerns that may not be able to handle a lot of aggression in combat. Players should "pull their punches" so to speak when fighting a light combatant. Light-coms get the normal amount of wounds, just might not be able to handle a shield bash, or heavy hits.

Some battles may be heavy fighters only, though there will be simultaneous out of combat activities. This is to ensure regular combatants get to go full steam without having to watch for head bands. During pit fights players with head bands will only be matched up against other light com fighters.

A player may switch head bands during play as they feel more/less comfortable or more/less able to fight. The only ruleis head bands must be changed in town and cannot be switched right before combat or during adventures outside of town.

When fighting at night, players should wear glowsticks/glow bracelets, or other illuminated band in the correct headband color. Players should NOT use pink or white glowsticks for any other reason. GREEN glowsticks are reserved for player use and can be used by players for any reason.

Characters do not see headbands and should not refer to them in character.

Page 18: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Looting The Dead:

A Player May loot a dead NPC or another Dead Player. A Player Points their weapon at the player and announces what they are looting (pouches, pockets, weapon). If a player's weapon is looted/stolen, their physical weapon is left behind, but the player can pay 2 food (4 for an Insanely Huge Weapon) for a “New Weapon.” Insanely Huge weapons can only be looted by players with the Insanely Huge weapon ability. A Looted Weapon can Be Turned in to the Salvager for Food or Salvage. If a Player loots a Weapon and wishes to use it, this simply allows them to carry a weapon of the sametype (Effectively giving the player an extra “weapon slot”).

Ammo Collection:

Players may collect fired bullets from the battlefield and turn them in for food or salvage at the normal rate (See Crafting). Players with Identifiable (Special color/type) ammo may collect their ammo from the Salvager during a reload.

Levels: There are 5 potential levels a player can achieve. Levels are based of of your total spent experience. Skills are not directly tied to your level, however some actions in the game may require a player to be an X level profession to attempt. For example Rax is a 3rd level with advanced repair mechanic carrying 8 salvage. Rax comes across an in-game generator that requires a 2nd level mechanic with advanced Repair and 3 salvage to repair. Rax easily surpasses the requirements to repair the generator.

Level one 0- 30 ExperienceLevel two 31- 60 ExperienceLevel three 61- 90 ExperienceLevel four 91- 120 ExperienceLevel five 121- 150 Experience

Provisional players may not advance past level one.

Once a player has spent 150 experience, they have reached level cap and may not spend any more experience unless the level cap is raised.

Page 19: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Making a Character1 Choose a Faction:

While humans are a species of shades of gray, humanity has arranged itself into 3 loose factions tryingto survive. Each faction has an over-all theme listed below.

The Survivors: The Survivors are less an organization and more a loose agreement among people to try and hold onto whatever is left of the humanity of the old world. They seek to rebuild the old world from the ruins. They work hard to build towns and settlements with laws and rules, Sure it's home to thieves and violent raiders, but they have lines. Ideas like slavery, and meaningless bloodshedhave no home among The Survivors. Groups of survivors don't always get along but they are at least willing to give it a try before the bullets start flying. Among the Survivors, little sub-factions/groups/cliques can potentially be found. In these groups they usually have their own collective goals, but this does not guarantee complete cooperation from all members. All Survivors wear a green armband to signify to others they are at least willing to talk first, shoot second.

In the Days just after the Endless Death, the first faction was formed: The Survivors. Humanity naturally gravitate to groups. The first organized State was Maryland with 4 living human settlements state wide, all interconnected. The Leader, Robert Brandon Krause, rose from a life as a retail work to not only the Leader of the Survivors but the first Epic Tank. Personally overseeing the development ofeach settlement, RBK didn't fully understand just how potent of a force he was creating. What he started would one day not only span one state, but the entire east coast. Ever the dedicated leader, RBK always spent time training his people personally, and never asked them to do something he wouldn't do himself. Some Faithful today consider him a saint though he had no religion of his own. Though he died in Battle against the first incursion of the unified Lawless, his shield is a coveted item to any who can get their hands on it. Built from a combination of advanced material and reinforcement, it is indestructible by nearly everything.

Theme: Order and History: there are bad individuals in The Survivors, but in the end everyone wants order. They prioritize rebuilding towns and roads. The things we left behind.

Example of Common Members: Survivalists, Ex-Military, Average Citizens, Architects

Look: Survivors often wear contemporary clothing, though it is damaged or well repaired. Many oftenchoose military or survivalist gear and look like mobile swat units, but people are individualistic and have their own style.

Page 20: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

The Lawless: Those who use their strength to crush others under their feet. The Lawless only care about surviving at the expense of others. Why work hard when you can kill a man, take his gear, and eat what’s left? The Lawless are the mortal enemies of Survivors. The Lawless often tie yellow bandannas over their mouth or around their neck to mock the Survivors armbands. Devious traps are often used by the Lawless. Some strategies utilized by The Lawless to lure others into said traps include using victims as bait, or posing as the victim. The Lawless don't build, they conquer and augment. They love nothing more than taking over settlements and turning them into twisted reflections of the stability they once represented. The Lawless revel in chaos and express it in everything they wear. Playing a lawless requires a costume that expresses their wild nature. Skulls, chains, wildly painted armor are common.

As noted under the Survivors, the Lawless formed as a direct response to the Survivors in Maryland. Three tribes, one from Pennsylvania, and two from Virginia, launched a massive campaign to wipe outthe newly formed faction lead by a psychopath called Purity. Purity, who was also founder of the Path of Steel, was a master of one-handed combat that lead waves of bloodthirsty killers against the Survivors. Though they were ultimately driven off, they succeeded in killing the leader of the Survivors and destroying one for their settlements. Purity was known for never leaving anyone or anything left standing, burning everything in their path. Though the exact location of Purity is unknown, it is generally accepted they are dead since their sword has been seen passed from Lawless to Lawless until it disappeared a few years ago. The Purity's Blade is a one Handed sword that fills it'sowner with Purity's Rage, and with that power it strikes as if it were a two-handed sword when used.

Theme: Chaos and Dominance: The Lawless are a base simple people driven by the desire to dominate and destroy anything in their path.

Example of Common Members: Criminals, Cannibals, Violent Psychopaths, Dark Cultists

Look: The Lawless are wild and unpredictable. Armor made of junk is common, though many have well repaired military gear decorated in gruesome fashion. Black and Yellow Road Signs are highly prized.

Outsiders: Once The Outsiders were the lonely and desperate. Distrusted by either of the largerfactions. But The Outsiders have grown in recent years. What was once a collection of misfits and the broken has now become a movement. The unwanted have found a community of their own, and a level of compassion has settled in that few else experience. The mentally broken find food and a place at their fires. Those that are driven out find a relatively safe place to lay their head. No one wanted them, now they support each other. Rebuilding a broken world and oppressive systems is a load of crap, so are blood thirsty psychopaths. There is peace in finding your own path. The Outsiders will make their own way. All members of The Outsiders either were driven from the other factions, or chose not to join one. The Outsiders have perfected a nomadic existence that abhors the world of the past and wants nothing to do with it.

Page 21: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Marie the Wounded is known as the founder of the Outsiders, though she only founded a small War Band. (Outsiders generally didn't form War Bands until a few years ago) Marie then started the Wing. The Wing was a group dedicated to finding and helping those with mental and physical disabilities who had been shunned by their communities and gave them a safe place to heal. Of course the Lawless figured this group would be an easy target, so they ambushed the Wing at night. Many ran and hid, but not Marie. Armed only with a side arm, a hand full of bullets, and her faith, Marie stayed behind to cover their escape. The next morning the survivors of the Wing returned to their camp and found Marie, alive and covered in blood and wounds. Around her where fifteen very dead raiders. She didn't look at anyone, didn't move, until someone approached her. She simply handed them her gun, smiled and said “I've had enough killing.” and walked off. She hasn't been seen or heard from since. Or at least that's how the story goes. The truth however is that The Wing, armed with this story, was the inspiration for the Founding of the Outsiders. Marie's gun is considered not only a relic to the outsiders, but by most faithful. Whatever happened the night Marie defended her War Band, it left it's mark on her gun. When ever the gun is loaded it gets a free blessed shot that can be fired at will.

Theme: Freedom and Suffering: The Outsiders are looking for a way to build a new world with compassion and true freedom for all people. No kings or queens. No gates or gate keepers. But an air of sadness follows with them like a dark cloud.

Example of Common Members: Exiles, Mercenaries, Punks, Revolutionaries

Look: Imagine if a Thrift store collided with a new age shop and a hot topic... you're in the ballpark.

Faction War Bands

A war band is a group of players who form a sub-group in one of the 3 factions of Post Pandemic. Each war band needs a leader and at least 2 followers, a theme, a name, and a symbol they wear together in battle. Each war band sets it's own rules for joining, and it's own ranks and titles.

Faction Impact

Each event, Characters are fighting over “Real World” locations. These locations offer benefits to the Faction that Controls them. Each Location has areas that have “Territory Rights.” These providean in game benefit at the beginning of the next game. Each Territory provides either Food or Salvage to all faction Members at the beginning of Each Game.

There are Currently 3 Types of Territories: Real estate (Buildings or Camps that provide salvage), Fields (Land That Provides Food), Forests (Land That Provides a Chance of Food or Salvage).

Page 22: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

2 Choose Your Post Pandemic Name

In the new world many people still use their characters given name. Survivors who have left their old lives behind sometimes choose pseudo-tribal names, or other nicknames to navigate the world with. There are still plenty of Johns and Janes in the world, especially among the Survivors, but The Lawless are often more colorful adopting names that reflect their new life, like Psycho Ed, or Gut Ripper or Viscous Veronica.

3 Choose a Profession:

Professions: Professions are unlike classes in other games. Professions do not set how your character will grow. Your profession simply outlines how you have survived since The Endless Death happened. You will be able to choose any skill you want to flesh out your character later. Your profession also dictates your starting equipment.

Raider: The basic fighter of a group. Their job is to go into areas others fear to tread. Tougher than an ox, faster than a snake. While at their core they are fighters, raiders often learn skills associated with criminals of the old world, lock picking, and stealth are common choices. Start with armor 1 (armor must be worn to count), and 2 one handed weapons, 1 two-handed weapon, or a gun with 10 rounds and 1 one handed weapon, 5 food

Hunter: While other search for scraps of what’s left of the old world, hunters are adept at using their natural surroundings and gathering food from it through hunting and foraging. Hunters will find the best and take it for themselves and trade what’s left. Starts with Camo 1 (Camo allows a player once per day to “disappear” into a wooded area that they cannot be spotted or tracked in. Simply wearing camouflage gear does not confer this ability, this is an in-game ability), ranged weapon (A bow and arrows or a gun with 10 rounds) and 5 Food

Medic: While others are searching for food, some bring it to you. A medic trades their services for food and their services are in high demand. Medics aren't afraid to get their hands dirty however. When word of a stash of medicine has been found, a medic will face down the meanest raider. Starts with Basic Healing (Basic Healing allows the player to spend 60 seconds tending to a wound. The target of the abilityheals one hit worth of damage. This ability costs 1 Food), 1 handed weapon and 8 food

Mechanic: Electricians, plumbers and, gear heads of all sorts. Anyone who can sling a wrench can find work, and work means food. Everyone needs something fixed and you are the type of person to get it done. Starts with Basic Repair (Basic Repair allows a player to repair damaged armor or a shield. The item cannot be worn while being repaired and the player must role play the repair for 1 minute. This ability cost 1 food), 1 handed weapon, and 8 food

Merchant: You’re not the sit around town type. There is food and profit to be had for the right person with the right dreams, and that person is you. You need bullets? You got ‘em. You need armor? You're the person to see... If you can get your hands on it first. Merchants start with no armor or weapons but may start with 8-gun rounds. Level 1 armor for sale or personal use (Armor for sale does not need to have a Phys Rep just a card with your character name that can be turned into a Game runner) and 8 food.

Page 23: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

4 Choose Your Role Play Abilities

Post Pandemic uses the SICKND RP system. There are 6 role play stats that can be used in non-hostilesituations: Seduction, Intimidation, Charm, Knowledge, Negotiate, Deception.

Seduction: When you want something, sometimes bullets won't cut it. The right words, the right look and you can change peoples attitudes quick.

Intimidation: You might be a hulking Berserker, or a Natural born Drill Sergeant. Maybe your stare can say more than your mouth ever could. You know how to put fear in a person's soul.

Charm: You were born to be a salesperson. You could talk your way out of a fight. Some people are born too cute to shoot. In this world you're gonna milk it.

Knowledge: Uber book worm, you always know a little about a lot. This might be book smarts or practiced skill but you've retained every bit of it.

Negotiate: Prices or hostages, it’s all the same to you. When there is something of value on the line, you know how to stay clam and keep a dialog going.

Deception: I mean it’s just lying.

All abilities start at 1. If you have a 1 in an ability you cannot attempt to use it. Once you buy a point to raise your ability to 2 you gain access to using it.

All role play stats are rated 2-10 , with all players carry playing cards 1-10 in kind. Now say you are trying to intimidate someone. Your intimidation is 6, theirs is a 4. You pull out 1-6 they pull out 1-4, you each shuffle and draw a card. Highest card wins the challenge. If a tie occurs, each player sets thatcard aside and draw again. A 1 always loses. In the case of both players drawing 1's, a game runner will step in and really ruin your day. The Game runner will devise an embarrassing result for both players.Each Player gets 12 points to spend on RP skills at level one. 1 additional point can be bought for 5 experience.

Page 24: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

5 Choose Starting Skills

Some skills are common feats that players have learned along the way, some of them are quite energy draining and require eating food to power them.

Starting Skills: All Players choose 3 starting skills from the following list. Each player may buy one more of these skills later at the cost of 10 XP, however you may not have more than 4 of these abilities on one character.

Back Stab: When you want to strike at an opponent's weak spot with a melee weapon, this is the skill for you. A playermakes a one-handed attack to the back of an unaware opponent that ignores Level 1 and 2 armor. Player must announceback stab while making the attack.Cost: Free

Chemical Resistance: Some people naturally have a resistance to medication and illicit drugs. You are one of those lucky people. You Can resist Drug effects for the cost of 5 food. This cost is not affected by other abilitiesCost: 5 food

Climb: The player has the ability to scale simple walls with aid of rope. By placing a 5-foot piece of rope on a wall the player may scale and pass the wall (yellow roped off area will be used for climbable walls) with no problems. The player must always have rope with them to use this ability.Cost: 1 Food

Disarm Traps: A player has learned to disarm traps on crates and boxes. A player must spend 1-minute role playing theact.Cost: Free

Disease Resistance: You aren't immune to the disease, but it takes direct contact with the infected blood, or nebulized cyst spray to infect you. Any time you are exposed to the bodily fluids of an Infected you may spend 3 food to resist becoming infected (2 food if wearing a gas mask or similar full face protection).Cost: 3 (Or 2) Food

Pick Locks: Allows a player to pick any level 1 lock with 1 minute of concentration. This ability should be role-played appropriately.Cost: Free

Iron Stomach: You must be part billy goat, because you can eat things that would make others sick. When turning in salvage, players with this ability gain 1 extra food when salvaging to represent their ability to eat things others wont. (described later)Cost: Free/Always active

Shield Training: You're not some lump hiding behind a door, you took the door with you. You have knowledge and ability to use a shield. Buying this ability allows you to start the game with a 26 inch or smaller diameter shield. Shieldsare broken by 3 hits from a 2-handed weapon, or 3 gunshots. You can use larger shields, but they require a onetime 2 food cost to buy in addition to this skill.Cost: Free/Always Active

Page 25: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Advancing You Character Experience and Skills:

Every day of participation a player gets 1 experience point for simply playing. Players can also earn Experience from dealing with, or defeating NPCs. NPCs will carry experience cards with them that they will hand out or that can be looted off the body. Each player can only receive one experience card from any one NPC.

Experience may be spent at the beginning of each event day. Experience can be spent to add new abilities to your character. Each skill on the list below has a listed price with some skills having advanced levels. You must buy all threelevels of a skill to have accesses to the third level.

Skills are broken into categories: defensive, combat, crafting, and faith

Defensive: These skills are best suited from low or Non-Com Characters or healers. Most of their abilities only functionwhen not carrying any sort of weapon. Merchants and Medics are the most likely profession to find these abilities useful, not that either don’t count fighters among them.

Combat: Raider and Hunters why are you reading the other sections? This is the home of killing things dead. These skills augment your already impressive combat ability. The ability to wreck shields and gun down enemies are contained here. Other Classes welcome but you gotta put in the work.

Crafting: Medics and Mechanics will find these skills the most useful in their day to day lives, or when their lives are on the line. Crafting contains the skills to brew poison, create healing items, and repair and build items. Also, Expert Training in Lock Picking, and Disarm Traps can be found here.

Faith: While people might argue that the effects of these skills are the result of adrenaline, psychic ability, or as the Faithful claim: The will of a higher power. The fact is there is no wrong answer. Some people whose faith has pulled them through The Culling have some… extra help through nothing more their Believing in Something. Very few peoplehave the strength of faith these people maintain daily. (Any faith may be used but be respectful in whatever you choose)

After advancing your character, Advanced Professions become available.

Page 26: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Skill List

DefensiveFair Escape – 5 xp – Once per day while not carrying any sort of weapon, your character can retreat from combat directly back to base without being pursued by an NPC. The player announces fair escape loudly to activate the ability. Any salvage and quest items must be dropped. This ability cannot be used while a player is wounded and on their knees.Cost: 3 Food

Pocket Sand – 10 xp - You are a coward, so much so you walk around with a pocket full of sand, salt, or ground glass (This Needs no Phys rep for safety). This ability functions similar to Fair Escape with the added bonus of being able to keep all of the players carried salvage and loot. The user may not be carrying any weapons and may do nothing else butflee from combat. The Target of Pocket Sand may not move until announcing loudly "clearing my eyes." Twice while rubbing their face. The victim of Pocket Sand is immune to similar skills or stun abilities for the remainder of combat. Pocket Sand is a one use ability and may be recharged at the Salvager at the cost of 3 food.Cost: 3 Food to charge, but no cost to activate

Play Dead – 10 xp – It’s not that you can slow your heart beat. You’re not the best at holding your breath. But for whatever reason with a little blood on your face, you can play a pretty mean cadaver. Once per day when taking damage, you can drop to the ground and play dead. People can search you, poke at you but for all purposes treat you as assuredly dead (it is considered a rule infraction to stab dead players “Just in case”). This ability can be used while armed.Cost: 1 Food

Improved Play Dead - 10 xp – So long as you are not carrying weapons you may now use Play Dead twice per day. Cost: 1 Food

Professional Scavenger – 10 xp - Guns and weapons just get in the way. You know how to dig through the dead and diseased with less chance of infection. So long as you are not carrying weapons you can crawl through dangerous areas few others could safely.Cost: 2 Food

Basic Healing (EMT) – 5 xp – As the Medic starter ability of the same name. You know a lot more then just bandaginga wound.

Improved Healing (Nurse) – 15 xp – You either were a nurse or have the same level of training. Your Healing Ability now heals 2 hits worth of damage per use. (Medics do not need to buy Basic Healing from the crafting tree to buy this skill)

Veteran Healing (Doctor) – 20 xp – You are a skilled practiced physician with the skills and talent to prove it. Your Healing ability now heals 3 hits of damage per use and cleanses any venom or toxins, but not CHF.

Page 27: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Advanced Healing Path

The Advanced Healing Path is a specialization in healing that allows a player to specialize in a type of medicine that can help remove flaws. These skills become available after a player has learned the Veteran Healing Skill. There are 3 specializations that a healer may choose from: Surgeons Path, Cosmetics Path, or Psychologists Path. A Player may only choose One Path.

Surgeons Path– 10 xp – An Advanced medical practitioner can specialize in the treating of severe wounds. A Player who has been inflicted with Sever Arm/Leg has a chance to get it reattached IF you can get to them in time. At this level you can only reattach a limb within 10 minutes of dismemberment. Itrequires 20 minutes of surgery (Role Played Appropriately).Requirements: Veteran HealingCost: 10 food 10 Salvage

Advanced Surgery – 10 XP – Your skill has become such that you may reattach a limb within 20 minutes of dismemberment. It requires 15 minutes of surgery (Role Played Appropriately).Requirements: Surgeons PathCost: 10 food 5 Salvage

Veteran Surgery – 10 XP – Your skill has become such that you may reattach a limb within 30 minutes of dismemberment. It requires 15 minutes of surgery (Role Played Appropriately).Requirements: Advanced SurgeryCost: 8 food 3 Salvage

Cosmetic Path – 10 xp – Similar to the surgeon's path, however you prefer to work on the human face to repair it. You can repair damaged caused by Mutilate. At this level your work is not masterful and while the damage is repaired, somelingers and the player still receives a -3 to Seduction. This Requires 20 minutes of Surgery role played appropriately. Requirements: Veteran HealingCost: 10 Food 5 Salvage

Advanced Cosmetics – 10 XP – You can now repair a face leaving only minimal scaring. Though it still takes 20 minutes of surgery, you leave the player with only -1 to their seduction score. Requirements: Cosmetic PathCost: 10 Food 5 Salvage

Veteran Cosmetics – 10 xp – You can now completely restore a face with zero scarring. You can even reattach an eyeball if it has been less than 30 minutes since the wound occurred. This Requires 20 minutes of Surgery role played appropriately. Requirements: Advanced CosmeticsCost: 10 Food 5 Salvage

Psychologists Path – 10 xp - While others focus on the human body, you focus on the human mind. In a broken world many people are in need, and with so few left you've taken up the mantle of Therapist in these dark times. Through a 30minute session you can ease the mental flaws of another player for 24 hours. This should be role played (However players shouldn't push themselves beyond comfort). However you only have the mental fortitude to deal with 1 patient a day.Requirements: Veteran HealingCost: 5 Food 5 Salvage

Page 28: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Advanced Therapy – 10 xp - Your Therapy skills allow you to be able to work with 2 patents a day. And Your Therapysession time is reduced to 20 minutes. Requirements: Mental Health TreatmentCost: 5 Food 3 Salvage

Veteran Therapy - 10 xp - The Time it takes for a therapy Session is reduced to 15 minutes.Requirements: Advanced TherapyCost: 3 Food 3 Salvage

Combat

Camo – 5 xp – Same ability as described under Hunters.Players must actually be wearing camouflage, ghillie suit, or similar.

Improved Camo – 10 xp – Ability may now be used 2times per day.Requirements: Camo

Veteran Camo – 10 xp – Camo ability may now be used3 times per day.Requirements: Camo

Cannibalism – 15 xp - In a world where food is in shortsupply, some truly depraved people turn to alternativesources. This ability is a double edge sword. It allows youto collect “Food” from the dead. This “Food” doesn'tcount toward the normal Food limit and has it's own limitof 5. This “Food” can be used just as normal Food,however if you use more than 5 a day you become ill andlose a hit worth of damage for the rest of the event. Thisnegative effect stacks.Restriction: Only Lawless, and Outsiders can take thisskill.Cost: Free/Always On

Increased Gun Ammo – 10 xp - You gun can now hold15 shots (if your gun cannot hold 15 shots you can pre-load extra magazines). Extra ammo must be loaded inmagazines or displayed openly.Cost: Free/Always Active

Vaulted Shield – 10 xp – Your shield is tougher thannormal. It takes one extra hit from shield-destroyingweapons. You must mark your shield with a yellowdiamond (A sticker is fine so custom covers are notneeded).Cost: Free/Always Active

Page 29: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Epic Riot Shield – 20 xp – Your shield is either technologically advanced or so heavily reinforced your shield is Immune to Gunfire. However, it can still be broken as normal by an Insanely Huge Weapon (as Per The Ability of that Name).Cost: Free/Always Active

Insanely Huge Weapon – 15 xp – You are insanely strong. Because of this, any swung weapon over 6 feet in length breaks shield with one less hit. A normal shield is broken in 2 hits and a vaulted shield in 3. insanely huge weapons must be marked with yellow tape to show this ability is active. The Player must announce huge weapon when striking. Spears never count as insanely huge.Cost: Free/Always Active

Impale - 10 xp – Sometimes you don't want to kill your enemy, so you've learned a nasty little trick to leave your wounded enemies pinned to the ground. When dealing a killing blow, you may declare impale, which will leave you foe immobile but very much alive, and ripe for interrogation while pinned bleeding to the ground. The target cannot move until freed or healed or after 3 minutes pass at which time they bleed to death. Impale can only be use with a melee weapon.Cost: 1 Food

Flaming Arrows – 10 xp - Your skill with archery has lead you to working with prepared arrows ready to be lit. Flaming Arrows cause double damage to infected, and may have situational abilities based on scenarios that game runners will inform players of before hand. A player cannot prepare a Flaming Arrow ahead of time and store it for later. It must be “lit” just before firing. The archer takes an arrow and “lights” it by tying a red ribbon to the arrow. The Archer should call Flaming Arrow when firing. Cost: 1 food

Maim – 15 xp – Maim is a brutal skill that puts the target at a marked disadvantage. A player may strike another player in the leg and declare Maim. The target of maim instantly drops to their knees even if they have received no other damage. Maim deals it's normal one hit of damage. Maim wears off instantly when healed or at the end of combat. Maim ignores level one and two armor.Cost: 2 food

Page 30: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

CRAFTINGBasic Repair – 5xp -allows a player to repair damaged armor or a shield. The item cannot be worn while being repaired and the player must role play the repair for 1 minute. This ability cost 1 food

Advanced Repair -10 xp -Repair can now be performed on worn items at the same time requirement. Also the Player may repair small in game engines, or technical challenges.Cost: 1 Food

Master Mechanic (Veteran Repair) - 15 xp – You can now repair unworn items at the speed of 30 seconds, and fix larger in game engines, and more complex technical challenges. Cost: 1 Food Anti-Venom – 10xp – Once per day you can produce a single vial of anti-venom. Cures any venom or poison effect instantly.Cost: 1 Food

Basic Poison Making – 10 xp - By combining plant and chemical salvage found in game, a Player may craft a 10 second stun Poison with the same effect as Stun, or a 10 second hallucination poison that causes the player to wander disoriented for 10 seconds. That may be applied to arrows. When firing the poisoned arrow, the Player must call out the type of poison they are using (i.e. “10 Second Stun Poison!”). The poison is spent as soon as the arrow is fired, and is negated by being blocked with a shield. Poisons may also be applied to food or beverage.Cost: 1 food per dose of Poison

Advanced Poison Making – 20 xp - The Player may now create more potent poisons from the following list: 20 second stun poison, 20 second hallucination poisons, or 1-minute death poison that if not cured kills the target in 60 seconds.Cost: 2 Food Per Dose

Neuro-Poison – 15 xp – While creating and using neuro-poison functions as other poisons, it is potentially the most powerful and requires special training to learn. This ability requires both poison skills to learn. A Player hit with neuro-poison is completely immobilized when struck and cannot move again until an anti-venom is used, or a player has been

healed 3 times by a trained healer. Or they are killed.Cost: 3 Food Per Dose

Advanced Lock Picking – 5 xp – Your character can pick more complex lock on doors. You must have the pick locks starting ability to buy this skill. Cost: 1 food

Advanced Disarm Traps – 5 xp – Your character can now disarm larger more complex traps. You must have the disarm traps starting ability to buy this skill.Cost: 1 Food

Poison Grenades - 5 xp - After Experimenting with mixtures and delivery agents, you've managed to build crude chemical weapons. Any poison you can craft can be turned into a Poison Grenade. (Grenades can be soft foam bottles, soft foam balls, or cloth filled balls that cannot fit through a 2.5” hole) Grenades must be labeled with the type of poison, and its duration (Painters tape and sharpie).

Page 31: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

As with poison weapons, the type and duration must also be called when thrown. Once created, Grenades may be be given away or sold. Requirements: Poison Making Cost: 2 Food 1 Salvage

Basic Chemistry – 10 xp- When the world falls apart, only the most cunning will survive, why not put that cunning to use? You spent countless hours mixing strange liquids together, some you know the name of, others you barely can pronounce their names correctly, and the rest you swear are from some otherworldly place, but hey it gets the job done. Allows a player to create chemical compounds, simple remedies, and chemical Weapons.

Player can make 1 dose of the following per event day at the cost of 1 food. Compounds expire at the end of the event. Role playing mixing the compounds is encouraged. 5 Minutes of crafting time to create compound.

Weak Acid – Picking locks are for chumps who are afraid to get noticed, not you. You want them to know you got into something they were wanting to keep you out of. With this mixture you have used to break into the more commonly seen locks. Allows breaking of basic locks locks (1 minute wait)

Molotov Cocktail – An oldie but a goody, nothing beats the reliability of the Molotov Cocktail. A tool as old as time with the most basic recipe anybody can follow, Booze+Fire+bad idea= Molotov Cocktail. When Used on an Infected they must drop to the ground to put themselves out before moving or attacking again. Like flaming arrows, Molotov Cocktails must be “lit” by tying an orange ribbon to them before throwing. Bottles should be made following thrown weapons rules.

Red Chem – Connecting to your faith is a tricky thing, sometimes for the unenlightened, they may need some assistance to get the divine attention they want. Red Chem is regarded as one of the methods used to connect to their beliefs, with some of the users completely convinced this compound is the only thing at present to connect to their faith face to face. There are some skeptics, but the results speak for themselves. A highly sought after psychedelic drug used in rituals by some members of the Faithful. (As noted elsewhere this is a game item please do not bring real drugs to a game.)

Green Chem: Sometimes things can go a little too far on Red Chem. Red Chems can prolong the conversation with your higher power longer than you would like. How about you reach a believer of your opposing side in the middle of their ritual. This compound puts a stop to that. Green Chem instantly ends the effects of Red Chem. Green Chem will also treat some Flaws relating to mental well being. Though its effects are fleeting, while under the effects of Green chem any mental flaws areeased for 1 hour.

Improved Chemistry – 10 xp – A Player can create 2 doses of basic chemistry items per event day or 1 does of the following. 7 Minutes of crafting time to create compound. Must have Basic Chemistry.

Page 32: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Effective Acid: Like Weak acid, only this compound can eat through improved locks with enough time (3 minutes wait).

Basic Explosives. Why wait for a door to open when you can make your own? Walls in your way? Not anymore. With the world where nature has reclaimed itself, you want to reclaim some of theold world. But sometimes things can get in your way, like doors and walls. With this tool, such obstacles are more minor inconveniences keeping you from whats on the other side. Opens blocked doors and passage ways. Player must role play using an ignition trigger, and must announce that an explosive is being used. Not useful in combat unless paired with Trap Building. When paired with Trap Building, it disables a target's legs, but trapped explosives cannot be used for walls or doors.

Batteries: You can convert 1 weak acid into 1 battery. Items that uses batteries remain while thebatteries are single use. Discard batteries after use.

Pain killers: The pain has become so much that it is hard to move on, you need something to take the edge off. Using this item is a quick way to solve that issue. An effective home blend of medical additives that can cure the effects of Maim.

Basic Trap Building- 10 xp- Allows the building of basic traps. You can build a trap at the cost of 1 for 5 salvage. Traps are 1 time use. Traps need a physrep of some sort. Role playing creating the trap is encouraged. 5 Minutes of crafting time to create trap.

Basic Snare. Player becomes stuck and has to bend down and untie their limb to free themselves. This should be role played for 15 seconds

Contact Trap: This Trap can be filled with either Red Chem or Basic Poison. Requires 1 food to build. Player suffers the effect of the cotents of the trap ( Ex: a Player hit by Red Chem suffers -2 modifiers to Seduction, Charm, and Knowledge and cannot focus while they role play hallucinating for 15 minutes.)

Improved Trap Building – 10 xp- Allows the building of the following traps at the cost of 10 salvage. Role playing creating the trap is encouraged. 7 Minutes of crafting time to create trap.

Improved Contact Trap: More Advanced Poisons can now be used.

Improved Snare: The Target is stuck until freed by another player.

Advanced Trap making - 10 xp - These Traps cost 15 Salvage to make.

Page 33: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Pit Trap: A well hidden hole with spikes at the bottom: Causes 3 Hits of Damage.

Neuro-Poison Trap: A Contact Trap that can hold Neuro-Poison.

Explosive Trap: Also requires Basic Explosives to build. Anyone hit by an explosive trap suffers the effects of Maimed immediately.

Crafting Materials

Basic, Advanced Items and Battery Powered Devices: Items should be disguised to look damaged if possible ex: Cellphones in a custom painted case. These Items are handled by the Salvage who controls the quantity available.

Device Name Use Cost

Melee Weapon Melee 2 Food

Insanely Huge Weapon Melee 4 Food

Gun Ranged 2 Salvage and 2 Food

Cellphone (Operational) Pictures/Notes (No Service use) 3 Salvage and 2 Food

Camera (Operational) Pictures/Video 3 Salvage and 1 Food

Normal Batteries (AA, C, 9v) Powering small devices 3 Salvage

Small Lights Any light bulb or Flashlight (no batteries) 3 Salvage

Modern Body Armor Kevlar, Riot Gear 20 Salvage and 3 Food

Food to Bullet Exchange Rate : 1 Food = 5 Bullets 1 Salvage = 3 Bullets

Items not listed that people would like to build will subject to Game

runner and Salvager approval.

Page 34: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Faith Faith – 30 xp - Faith is special. No one can start with Faith, it must be earned in game with a combination of role play and experience points. Faith is the greatest example of a player’s total devotion to the Faith of their choice. This skill grants the Faithful 3 abilities. 1: You can now buy further skills in the Faith skill list. 2: It Allows players to participate in rituals and cults. 3: The use of Blood Rites. All faiths are equal. When the level of devotion is the same, followers of even the darkestfaiths find something to answer their dark call. Cost: Free/Always On

Apprentice – 10 xp – Becoming a Faithful is a long processes and a lifetime dedication. One doesn't just wake up one day a Faithful. New converts to a life of Faith are those who can see the divine light (or Calling Darkness perhaps) as their calling. This Skill confers 2 abilities. 1: A Potential Faithful canbe Marked by blood rites (though they cannot preform them themselves), and it reduces the cost of theFaith Skill by 10 xp. This skill is not required to buy the Faith Skill later.Cost: Free/Always On

Blood Rites – Cost Varies – One of the most primal “Magics” in existence, Blood rites have been usedthe world over by many cultures. Despite it's sinister sounding name, Blood Rites have been used by majority good aligned faiths. By sacrificing 1 point worth of damage, a Faithful may paint blood markings on a person or object to bless it. Blessed symbols only work on or in the hands of other Faithful. Health sacrificed this way cannot be healed while their symbol is in effect. They may removetheir symbol at any time and be healed as normal. A Faithful can purchase blood rites from the following list at the cost listed. Symbols are personal and what they look like depends on the Faithful, and each Faithful and their symbols must be registered with Game Runners at check-in. You May buy this ability multiple times to learn other symbols. Cost: On Level of Health per Symbol in Use

Blood Symbols:

Fear - 5 xp -The Symbol of Fear creates an aura of palpable dread radiating from the Faithful. Under the effects of the symbol of Fear the Faithful get a +3 to Intimidation.

Harmony – 10 xp - While under the effect of this Blood Symbol a Faithful or blessed object is immune to rituals of other Faithful. This includes sacrifice. Any ritual Targeting the person/object simply fails. This Blood Symbol does not protect from Faith effects that cause

damage such as Hammer of the Gods

Null - 15 xp - This symbol can be painted on the ground or a wall to cause the area that cancels all faith abilities including those of the caster inert. The Area Extends in an 8 foot x 8 foot cube (or a room or tent of roughly the same size or smaller. This Symbol can only be used outside of combat, however if combat starts within the cube the Symbol of Null Stays in Effect. This is a potent Symbol and as such it has a limited time of use and fades after 15 minutes.

Health - 10 xp - The Symbol for Health is the most potent defense against infection. While wearing a Gas mask warded with this Blood Symbol a Faithful is immune to CHF infection. If the

Page 35: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Mask is removed, they are as susceptible as anyone else. However the gas mask doesn't need to be of good quality or even completely functional. It's a Strange working of Faith.

Regrowth - 15 xp - While anointed with this symbol the Faithful can heal themselves throughmeditation (cannot be used to heal the damage of using blood rites). For Every 3 Minutes Spent

stationary and seated, a Faithful regains 1 level of health. Any disturbance cancels the mediation and it must be started over.

Resilience - 10 xp - An Object blessed with the symbol for resilience. This symbol is imbued with the force of a Faithful's will. Any object so marked is immune to the effects of Hammer of

the Gods used by NPCs. This may be used on shields, and armor but not people. If the Item is destroyed so is the Blood Symbol.

Truth - 5 xp – This is also commonly referred to as the symbol of intuition. While marked withthis symbol a Faithful has an almost supernatural ability to sense the truth. While under the symbol of Truth a Faithful gets +4 to deception for the purposes of resisting deception only.

War – 15 xp – The Symbol of War is potent and terrifying. Those marked with this symbol often enter a trance with blood lust in their eyes. Nothing will stop them in battle. Faithful marked with this Symbol cannot be stunned, or blinded. If Maimed the effect wears of after a 30 second count.

Food For The Gods – 15 xp – Your Cult's Gods are hungry. They demand blood, and you know the proper way to offer sacrifices. Some gods are happy to welcome offerings of food, or special herbs burnt in their names. Dark Cults are the most likely to practice human sacrifices, though it's not unheard of for “good” aligned cults to sacrifice an enemy. For each food sacrificed to their God, a member of a cult with this ability allows their cult to perform 1 additional Ritual. This is limited to a maximum of 2 extra rituals per cult. A Human Sacrifice confers 3 extra rituals, however this can only be done once an event by each cult.Cost: 1 Food per Ritual or 1 Victim.

Hammer Of The Gods – 20 xp – You can imbue a one handed weapon to strike the toughest opponents as if it were a 2 handed weapon. A blessed weapon can also damage Super Heavy Armor the same way as a 2 handed weapon. The Player must mark their weapon with yellow tape or ribbon. This ability only affects NPCs and has no effect on players. The Blessing lasts for one day, and they may only have 1 blessed weapon at a time. When striking, a player must call out Blessed Weapon or Simply “Blessed.”

Possession – 10 xp - Many faiths practice ritual possession. Inviting spirits to take over ones body requires a special solo ritual but only some Faithful have the ability to accept a spirit in side of them. After performing a ritual, the Target of this ability is granted visions (a Game runner will inform the player of what they see). The Possessing spirit will also impose a payment on the possessed which the player will be compelled to complete. This Requires a 5 minute Ritual written as a normal ritual but only requires the user to perform. This Ritual does not require the ritual leader skill. Cost: 3 Food

Page 36: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Ritual Leader – 10 xp – You can lead a group ritual. As a Ritual leader you may perform 1 Ritual a day. Only Faithful with this Skill can learn Rituals. Any Faithful may participate but only those with this skill may lead them.Cost: Free/Always On

Bulwark of Faith – 15 xp – When those under your protection are in danger, you can push yourself further than a normal person. Upon receiving a hit that kills your character, once per day you can call Bulwark of Faith. You can stand and fight as normal until you are hit again which kills you as normal. However, even if you are victorious against your enemies, when you can find nothing else to attack you die as per normal rules.Cost: 2 Food

Wounded Shaman – 15 xp – With this ability, a truly selfless healer can bring a dead Player back to life by praying over their body for 2 minutes. This ability is extremely taxing and drains the life of the user as well. The Player is returned to 1 health for every 2 points of health the healer sacrifices. The healer may not heal these wounds until they return to base, and a healer who died while using this ability cannot be raised by this or any similar ability.Cost: 3 Food + Health

Armor of Faith – 15 xp – The Faithful with this ability have no need of earthly armor, their faith wraps them in an aura of unusual luck. Bullets miss their mark, weapons slip to the side. To reflect thisthe Player has 1 extra hit before they fall to their knees wounded. The Faithful cannot wear any other armor. The Player must wear a white armband with a red diamond to denote this ability.Cost: 1 Extra food per day in addition to normal daily rations

Advanced Armor of Faith – 30 xp – The faithful’s connection to their power and their armor of faith now offers 2 extra hits.Cost: Same as Armor of Faith 1

Holy Stun – 15 xp – Once per day, calling on all the power of your faith, you can use your shield to stun an opponent for 5 seconds. The Player announces Holy Stun loudly and bashes with their shield. The target is stunned for 5 seconds that they count out loudly (1 pandemic 2 pandemic and so forth), This ability requires a shield.Cost: 4 food

Guide My Hand – 30 xp – In moments of extreme stress, when the shit hits the fan, some faithful cancall on this potent ability to help defend themselves by weakening their enemy. This blessing only affects ranged weapons, but the next shot fired from a gun or bow will destroy a shield in one shot, or completely destroy a targets armor, including NPC Super Heavy Armor. The player must announce Guide My Hand when firing. This power can only be used once per day.Cost: 3 Food

Page 37: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Rituals and CultsWhen Faithful who follow the same path create amazing works of immense belief. Rituals require at least 1 Ritual Leader and 2 other Faithful to complete. Each Ritual Leader writes their own prayer or chant to lead the others in. It's length is based on the ritual they are trying to lead. When a Ritual leader writes their Ritual they are expected to perform it the same way each time. Time Limits are in place to prevent “Speed Reading.” All Faithful who are not members of a cult may participate in only 1 ritual a day as they are very draining. Cults have special rules regarding rituals.

Rituals often have a subtle effect on the whole group while others mimic other skills but their benefits apply to the whole group. Some rituals can be entirely unique. Ritual leaders learn 1 Ritual for every character level total they have. So a 3rd Level Faithful who buys Ritual Leader gains the ability to write 3 rituals; 1 from each level of experience they have (Levels as noted in the core rule book are tied to the total amount of experience spent.) There are countless rituals that could be discovered, but below are the most practiced and effective discovered since the Endless Death started. Each Ritual hasa food Cost. For every participant in addition to the 3 required, the food cost is reduced by 1 to a minimum of 2.

Cults go by many names: covens, circles, congregations, or whatever you like. In game terms Cults are groups of Faithful and potential Faithful who all serve the same God(s) and form a tight bond. A cult doesn't have to be a War Band (though some are) but all the members have to at least be in the same War Band. Cults must register a Name, and the God(s) they serve with Game Runners. Initiation rules, Ranks, and laws are all created by the Cult. A Cult is made up of at least One Leader and 2 followers. Creating new and unique Gods and practices is encouraged.

Since Cults are specially bonded, they receive special benefits from forming a cult. Cults May performtheir usual 1 Ritual plus a free additional Ritual, Plus a further extra ritual for every 3 members in addition to the initial three founding members. Some skills may increase the amount of rituals per day a cult can perform.

Level 1 Rituals

Grace: This simple ritual is meant to bless meals, and in it's grandest form a Harvest. “Harvest” is a loose term in the post viral world. When this Ritual is performed over food, it is cleansed of any disease (but not poison). This is a common ritual performed when finding a questionable cache of food.Cost: Free.Time: 2 Minutes

Divine Light: This ritual is a minor blessing to the Group. While under the rituals effect the Faithful's Aura shines so bright it even effects non believes,comforting them and putting them at ease, even if their intent is less then honest. After this ritual is complete, all participants Gain +1 Charm and +1 Negotiate. This Ritual is seemingly governed by the Sun. If The Ritual is performed during the day, it ends at sunset. If at night, it ends the next dawn. Cost: 3 Food

Page 38: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Time: 5 MinutesBlessing: Many Faiths practice ritual cleansing. This quick rite is used to cleanse the area that a Cult plans to use to hold more potent rituals. It is believed that while in this ritual area, rituals cannot be interfered with by hostile spirits. People sometimes question it's effectiveness. This Ritual does not count towards your daily ritual number for cults.Cost: FreeTime: 2 Minutes

Level 2 Rituals

Minor Curse: Curses, hexes, and dark magic are a part of every cultures' faiths or folklore. In its mostbasic form, a curse can be a mild inconvenience. The performers of this ritual must have an object thatbelongs to the target. The Target of the ritual gets two -1 modifiers to two social abilities. A Game runner will inform the target of their condition. Targets may only be subject to 1 Curse at a time.Cost: 4 FoodTime: 10 Minutes

The Calling: Those worshiping dark gods long have had stories circling them of selling their souls to demons and other beings who trade in such things. Few know how true these stories are. But before one can compel such a being into a deal they must be able to summon one. This Ability functions similarly to possession however the ritual participants all receive visions of... something. This being offers no help and gives no advice, and leaves as soon as it desires, normally after inspecting each members minds... unless a cult has other plans... and rituals to hold it. Cost: 4 FoodTime: 5 Minutes

Divine Aura: This Ritual is a greater blessing to the group. The group's Aura faith becomes even stronger. Similar to Divine light, this blessing grants two +2 modifiers and one +1 Modifiers to three social skills. This Ritual does not stack with Divine light.Cost: 4 FoodTime: 10 Minutes

Level 3 Rituals

Shared Vision: Many shamanistic faiths use ritual psychedelic drugs to induce spiritual visions. Yourgroup has started to use the same practice through the use of modern chemistry. Unlike many other rituals, this ritual requires a special item: Red Chem. Red Chem is a substance similar to LSD created by chemists from items abundantly found in the post viral world. (Note: This is a Game Item Only. While we do not judge people, there is absolutely no real drug use allowed in game.)After the use of Red Chem, the Ritual is performed while the drug takes effect. All participants in the ritual will receive a visit from a spirit aligned with their God(s).The message is normally a veiled clue as to an important upcoming event and a minor blessing at the discretion of the spirit. This blessing may stack with Divine Aura or override it depending on the blessing. This Ritual Has a side effect. You are Tripping balls all day. As a result all participants receive -2 modifiers to Seduction, Charm, and Knowledge. This should be role played, but not over done. This Side effect can be cured by other chemistry items.

Page 39: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Cost: 5 Food and 1 does of Red Chem for 3 ParticipantsTime: 10 minutes

Divine Water: This ritual turns a gallon of water into divine water with the power of their God(s). It can used by those who performed the ritual to cleanse toxins like poison and venom from their body. Itcan also be used in other rituals.Cost: 2 foodTime: 5 Minutes

Level 4 Rituals

Exorcism: While claims of demonic possession are debated as mental illness or completely false, many faiths have tried and true rituals for cleansing a person of spirits. It is believed these rituals will drive any spirit from it's host. Many dark faiths have perverted rituals they claim can drive a divine being from it's host. Often this ritual requires Divine water. Cost: 6 foodTime: Depends on the Spirit Some have been heard to last days.

Curse of Famine: A much more potent curse that moves beyond mild inconvenience into a truly costly hex. In a world where food is everything, to feel constantly weak from hunger is a nightmare. For the subject of the curse, all Food fueled abilities cost 1 more until they have paid in extra food the amount of food spent on the ritual (to a maximum of 8). This curse lasts sun up to sundown. Unless cleansed.Cost: 2-8 FoodTime: 15 Minutes

Minor Curse Cleansing: When people suffer from bizarre luck, or dark tidings they often turn to faith to cure their woes. This ritual is designed to cleanse a person of a Minor curse. This Ritual can bepreformed on a non-faithful unless they have the Faithless Flaw. Cost: 4 FoodTime: 10 Minutes

Level 5 Rituals

Manna: Many faiths across the world and through time have stories about their God(s) providing foodto their followers in times of need. While it doesn't create food from nothing, this ability confers a great blessing onto the group. While under the effect of this ritual, each participant finds food nourishes them more completely. They have no food cost to survive the day, and food cost to respawn are reduced by 1.Cost: Unlike Most Rituals this one costs 1 food per participant

Greater Curse Cleansing: This ritual is a more powerful version of Minor Curse Cleansing and is able to remove the Curse of Famine.Cost: 3 food and Divine WaterTime: 15 Minutes

Page 40: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Advanced ProfessionsAdvanced professions are a Set of Skills for Non-Faithful Character. Like Faith they require time and experience to invest in these skills. AP are geared directly for Combat characters, but that is not a requirement. Faithful cannot take advanced professions.

Berserker - 30 xp – Just like the Viking Warriors of Legend you can tap into a Berserk battle rage thatis so potent it rivals the abilities of the Faithful. A Berserker never falls to their knees when wounded in combat. After receiving their 3rd wound, the Player automatically enters a berserk state. They may not use shields during this rage and must drop one if they carry one, and must continue to fight until all enemies are dead, or they are killed themselves. The Berserker remains in a berserk trance for 5 minutes after combat ends If anyone touches or tries to touch or quickly approach the Berserker during this time, the Berserker will attack them as if they were an enemy. Berserking requires both role play and a high physical demand from a player taking this skill. Because of the power of Berserking, a Berserker can never take the Faith Skill, or be brought back to life by any means other than normal respawning. Berserkers never carry guns or ranged weapons other than throwing weapons(with 1 exception noted below*). Berserkers Also Have have access to 3 new skills listed below that only those who follow the Berserker's way can learn.Restrictions: Berserkers can never take the Apprentice or Faith skills.Cost:Free/Always Active

Brands of the Killer – Cost Varies – Brands are permanent scars burned or carved into the Berserker that mark great mile stones the Berserker has achieved. Each brand is accompanied by a feat of heroism associated with it by its owner (You should have a graphic and bloody story for each one. Make it Good!). Each brand is unique and confers a special bonus listed below. A Berserker can have only 3 brands in their lifetime. Brands also have an xp cost associated with each one.

Brand of Fortitude – 10 xp – You have survived something horrific. Not only did you survive, you bounced back even stronger. With this brand you can resist all normal (but not neuro) poisons.

Brand of the Haunted – 20xp – Someone was taken from you violently. You tracked down the source of their death and took your bloody revenge. Those branded have a vague connection to faith asthey carry with them ghosts from the past. As such they can preform a single Blood Rite: (described In the faith supplement) The Mark of War. The mark Must be painted on your face in blood. You suffer the same negative side affects in full as if you were a Faithful.

Brand of the Hero – 5 xp – You did something truly good (or despicably evil). With this brand, all around you know of your greatness (or infamy) you gain +3 Charm (or +3 Deception if Evil).

Brand of the Murderer – 10 xp – You're a murderer. Not a glorious warrior, you murdered someone in cold blood. A great accomplishment in your eyes. Those so marked have ice water in their veins and get + 6 Charm for the purposes of resisting Charm only.

Page 41: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Brand of the Slayer – 15 xp – You killed someone (or something) in a glorious way in honorable combat. When Berserking against an Enemy of a chosen type, a player must choose between Enemy Faction, Infected, or Faithful. Against those enemies, the Berserker receives +1 hit while fighting them. This Hit Point disappears at the end of Berserking, and if it is the Last hit The Berserk Has they die immediately at the end of combat. If Berserk is activated against a target of the chosen type the Berserker receive 1 extra temporary hit point., if at the end of combat the Berserker only has one hit point remaining (being the temporary one granted by this skill) they die at the end of combat as it disappears. This extra hit point is only available while berserking and not during normal combat.

Brand of Strength – 5 exp - The Berserker has preformed a feat of great strength, and have marked their body to commemorate it. With this Brand the Berserker gains +3 Intimidate.

Brand of the Wolf - 10 xp – Your ability to work with your War Band is legendary. While many prefer to fight alone, you know the power lies in the pack, not the individual. Those branded with the Mark of the Wolf Benefit receive healing from War Band Members at 30 seconds instead of 60.

Path of the Berserk – 10 xp – A practiced Berserker can dedicate themselves to one of the Great Paths. Paths are as close to religion as Berserkers have. Each Path is dedicated to the perfection of a single weapon. A Berserker concentrates their weapon focus to one area and forsakes all others until the path is Mastered. At Level 5 a Character with this Skill may also choose a Secondary Path for an additional 10 xp, though they can never master it.

Path of Steel: Masters of one-Handed weapons. While using one-handed weapons Berserkers of this path never lose control of their weapon to any skill or ability. (Disarm is an

NPC ability described later) Path of Steel never refuse a Duel.

Path of Thunder: Masters of Two Handed Weapons. When using a two-handed weapon, a Berserker can safely attack Infected in Melee. Path of Thunder Always Charge even when not berserk!

Path of Bullets*: A Small but growing group of Berserkers, this path allows the use of up to 2small hand guns with an 8 round capacity or less. Unlike Other Paths Path Of Bullets also teach knife fighting as a back up. They can also carry two 16” or less one handed weapons or stab only daggers. Path Of Bullets always empty their guns first after entering Berserk before they can draw their knives

Page 42: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Redeemer/Corrupter – 20 xp – Redeemers and Corrupters are 2 sides of the same coin. One is a shining example of virtue in a world turning cold, and the other seeks to send the world screaming intothe Void laughing the whole time. Redeemers all serve gods or spirits of light, nature, and growth (Example gods: Heavenly Beings, . You might be a ruthless killer when the need arises but there are basic human ideas that must be upheld. Like Paladins of games and lore you are a shining example of Order and a burning beacon of hope. You have a loose code of ethics shared by others who walk your path. Following your code grants you: +4 Negotiate, and Charm, and can buy from a select set of skills. Unlike other advanced professions Redeemers always have a connection to Faith and must be apprentices, However they can never become full Faithful and are barred from buying the Faith Skill as they split their time between faith and physical training. Redeemers are expected to not only upholdtheir code of ethics, but seek to teach others the ways in which they live. Similarly Corrupter get a dark mockery of the powers of the Apocalyptic Paladin bound in a bloody code of “ethics.” Corrupter get +4 deception and +4 Seduction. They are vile and evil, but not above using seduction when subtlety is called for. The Corrupters are also required to be apprentices but universally follow gods or dark beings dedicated to the end of the world.

Redeemer Code:Never Strike a Foe in the Back, We show honor in this act.Never Kill the Unarmed, We teach compassion in our deeds.Protect the weak, We display bravery in our struggles.Destroy Evil where ever it dwells, We will bring peace in our wake.Follow the laws of Your Faiths, We learn discipline as we serve.Enforce and Follow Local Laws, We will be a sword for All.Always Keep your Word, In this world it is all we have.

Corrupter Code:Kill as You wish, the Void's only concern is death.Corrupt those you can, As they serve you they serve the Void.Never offer Aid, The Void wants only strong servants.Never prevent a death, we must feed the Void.Only Follow laws that serve your purpose, the Void has many tools.Never hold sacred the Faith of Others. There is only the Void.

Unlike other games, you don't lose your abilities or status by breaking the code, though Other followers of the code may try to correct you or kill you depending on your crimes against the code.

Those who fall completely from their Code are always hunted by others of their kind.

Requirements: (Redeemer): Apprentice, Improved Healing, Shield Training, Restrictions: May not Purchase Faith. Lawless Cannot become Redeemers

Prerequisites (Corrupter): Apprentice, Back stab, Shield Training, Restrictions: May not Purchase Faith. Survivors Cannot become CorruptersCost: Free/Always On

Page 43: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Redeemer Healing (Redeemer Only)– 10 xp – A Paladin's improved healing time is reduced to 45 seconds. This has no effect on basic healing. The Paladin still pays activation cost for the ability as normal. Cost: Always On

Consecrated/Desecrated Armor – 15 xp – Both Redeemer's and Corrupter's Armor is blessed by divine or infernal powers, and as such any armor worn by them counts as one level higher than it is. Thus Level 2 Armor functions as level Three. However worn Level Four Armor receive no benefit from this skill.Cost:Free/Always On

Corrupter's Back stab (Corrupter Only) -10 xp- The Corrupter is a master of deceit and as such they have mastered a variation of the back stab ability that they jealously guard. A Corrupter's Back Stab ignores all armor. Player Calls Corrupt Back Stab when using this ability.

Cost: Free

Shield Master – 5 xp – Any Shield a Redeemer or Corrupter wields is considered vaulted in their hands.

Cost: Free/Always on

Angelic Grace/Demonic Presence – 10xp – The Redeemers Aura is so strong that those attempting todeceive the Redeemer find it very difficult. Once a Day a Redeemer can force a Re-test of a single deceit challenge in an attempt to see through the lie. Corrupters on the Other Hand have an ability to resist Charm in the same way, with the Demonic Presence Ability. Same Rules apply.

Cost: 2 Food

Redemption (Redeemers Only) – 30 xp – For Redeemers this is the most powerful healing ability ever displayed. Even among the Faithful this power is awe-inspiring. This power shares its name with the order, for they are forever bound. It is both the greatest blessing and the ultimate burden. The Redeemer doesn't heal injuries, like cuts and wounds. The Redeemer can reach out and make another person whole again. Bent and twisted bones strengthen, atrophied muscles swell with new life. Even life long mental illness and the worst effects of age subside. Not even the Infection can withstand this holy touch of a Redeemer. There is a heavy price. The gods working through the Redeemer require a sacrifice of the Redeemer themselves to perform this miracle. Each time this ability is used the Redeemer must sacrifice one of their eyes. As such, this ability can only be performed twice in their life. When you carry the power to truly save a life, how do you choose who is worthy of this gift? Redeemers who have preformed his ritual Twice are held in the highest Esteem in the order and become a member of the Blind Circle (See Below). This should be role played and costumed appropriately. Nothing, not even another Redeemer can heal a sacrificed eye. Amazingly, there have been cases of blind Redeemers, it seems that the eye need not be able to see, but simply must be extracted to pay the grisly toll. Those so touched by a Redeemer's power this way are forever marked by a hand print where the redeemer laid their hand on them.

Cost: 15 Food and the Redeemer's Eye.

Page 44: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Corruption (Corrupters Only) – 30 xp – The Corrupters get their name from this vile and dark rite they perform during their service. The Corrupter purposefully exposes themselves to CHF mixed in the blood of a freshly sacrificed victim. The Blood is then mixed with some of the blood of another Corrupter who has Also preformed the Ritual. Over the course of an extremely painful day, the Corrupter is wracked with bizarre prophetic visions, and violent hallucinations. 24 Hours later the Corrupters awakes, very much alive and uninfected. In fact this ritual prevents all further infection from CHF. But this is not a vaccine. The Corrupter's mind is twisted beyond what they knew before. They are haunted by visions (At a game runners discretion). These are never fun, and never helpful. But for people willing to serve the Void, madness was already a part of the deal. Corrupters who have performed the ritual can even sometimes talk with Infected without being attacked, and even understand some of their insane ranting. Birds of a feather after all...

Cost: 15 food, and a Human Sacrifice

Blind Circle Membership – Special- This Ability is taught to all who have performed the Redemption Ability twice. While all of their sight is gone, they gain a sort of aura detection. They can always tell when living people are around, and where they are, even if they move silently. Members ofthe Blind Circle Earn the Title of Reverent.

Cost: Free/Always On

. . . .

Hardcore Raider – 20 xp – Shoot to kill, hunt, dodge and survive. The Hardcore Raider is an experience explorer in the post Pandemic World. The Hardcore Raider is a versatile Profession that can be added to complement most players who enjoy variety instead of highly regimented abilities Like Redeemers or Berserkers. That's you. You've seen some action, pal. You know how to fight, maintain your gear, and survive where few can. Your Armor receives +1 one-handed hit to reflect it's impeccable condition, your Food Capacity is increased by 3, and the food cost to resist infection is reduced by 1 (to a minimum of 1).

Prerequisites: Advanced Repair, Increased Gun Ammo, Advanced Disarm TrapRestriction: Faithful cannot take this skill as their devotion is to their spirituality not practiced skills.

Cost: Free/Always On

So. Many. Bullets. – 10 xp – You know where to look, and even better, where to hide all your best stuff. Your Ammo capacity increases by 5.

Cost Free/Always on.

Light Feet – 10 xp – A misstep in this world can lead to a grisly death. Hardcore Raiders have learnedto walk softly in dangerous areas. Once a Day a Hardcore Raider can “Dodge” a triggered trap. When a Player sets off a trap, they can announce light feet and safely move away from the trap and ignore it's effects. Others near by however will still be affected as the trap goes off.

Cost: 3 Food

Page 45: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Escape Artist - 10 xp- Sometimes you find yourself in strange situations, like being tied up, or handcuffed. You've dealt with this enough you know how to slip out of them. A Player who has been in-character “tied-up” can wiggle free after 30 seconds.

Cost: 3 Food

Salvager Apprentice – 30 xp – You are now a mobile reloading station. You can take 2 minutes to set up a reloading station that allows players to reload their gun ONCE while out in the field. It takes 2 minutes to set up a station and it should have a proper phys-rep. Once a Player has reloaded at your station they cannot reload again and must return to a Salvager to reload as normal.

Cost: 5 food

Flaws

Flaws - Each player may optionally take a flaw from the following list. Flaws must be role played at all times. If a player continues to role play their flaw effectively they can earn extra experience at the end of the event. Each player may only choose one flaw, though other flaws may get applied through the course of the game. Flaws taken at Character Creation are permanent unless cured by a Redeemer with the appropriate abilities.

One Eye - The player has lost an eye in some way, ormaybe even been born without one. The player must wearan eye-patch or other covering that prevents sight out ofthat eye. The Eye-patch must stay in place at all timeswhile in game.

Lame Leg – A player cannot run or walk properly. Theplayer must lock one of their legs and drag it behind themwhile walking or running at all times while in game. Thereason for this injury is up to the player.

One Arm - The player is missing an arm from an accidentor purposeful amputation. The player must hide their armor leave it laying limp at their side at all times unable touse it for combat in any way.

Hysteria - The player has a mental condition that is agitated by combat. Whether it's a form of PTSD, or a panic disorder, your character is useless in melee combat. The Player must flee from any sort of melee conflict. Players may use ranged weapons for self-defense, but even then they are terrified and shaken.

Hypochondria - This is the fear of getting a serious disease, and it is extremely common in the Post Pandemic world. Players with hypochondria cannot in any way handle dealing with the Infected. The idea of even being close to one sends the player into a panic attack. Similar to hysteria the player cannot enter ANY kind of combat with the Infected. You are also a germaphobe to the extreme, a

Page 46: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

raccoon washes their food less than you.

Nyctophobia - Fear of the dark, but in the most extreme case. You cannot be in a dark area without a flashlight. You cannot do it. And if a room becomes dark unexpectedly, you can take no other action but flee and cannot reenter that area for 5 minutes.

Mute – You either have lost the ability to speak or were born without it. Maybe your tongue was ripped out by a Raider War Lord, you have a physical birth defect that effected your vocal cords, or something more bizarre. This Flaw doesn't just mean your character can't speak more than making a few sounds, but your Negotiate, and Deception can not be used by your character.

Scarred – Your Face is hideously scarred from combat or accident (Must be costumed appropriately or hidden behind a mask). This is not a small disfigurement of the face, the scars covered at least 1/3 of your face. Players with the Scarred Flawed Have a 0 in Seduction and cannot raise it above 0 unlesshealed by miraculous means.

Unbearably Gloomy/Happy - You suffer from an extreme personality. If you choose gloomy... you are the saddest unluckiest person in the world. Everything is terrible, and you will spend every second of the day telling people about it. You are the perpetual downer. You never smile, and never see the bright side. On the flip side, unbearably happy people seem great and very upbeat when you first meetthem and from every second then on. Nothing has a down side there is always hope and you can't stand when people don't see the silver lining. You will explain and talk and tell them why the world is so great, until one of them tries to shoot you... most people try and shoot you.

Faithless - You believe in nothing. You cannot benefit from any faith based ability, you can never buy Apprentice or the Faith skill. This also means even if you were to be cursed, there is no one you can turn to, because you refuse to believe they can help.

Zealot - Many civilizations have risen and fallen on the back of Holy wars. Blood thirsty warriors driven by their faith to convert or kill all those before you. Your Faith is the only faith. You must convert or kill all other depending on your faith's laws. Though many are violent not all who suffer this flaw are, but they are so pushy and preachy they refuse to work with those who do not accept theirfaith directly.

Page 47: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

Siege WeaponsSiege Weapons are large weapons that require a team of skilled people to operate. Below are the rules for building, and operating a Siege weapon. There are 2 skills below that only apply to siege weapons and are included here instead of the normal skill section as they are highly specialized.

Siege weapons fire Javelin-like Projectiles (See Javelin Rules for construction), or “Cannon Balls” (Foam Balls 4” in diameter) launched with a bow or catapult style mechanism. Each Round of ammo in game is extremely heavy and requires 2 players to load the weapon. It takes 10 seconds to load a round (This should be role-played).

A Direct Hit from a Siege Weapon kills a target in one hit (Shields provide no protection), and will destroy a fortification in a number of hits depending on the material and construction (devised by Game runners).

Siege Weapons are only allowed for some battles.

Siege Skills

Siege Engineer- 15 xp – Some of the greatest craftspeople in the world have brought back devastatingtechnology. With this skill a player may build siege weapons for their Faction or War Band. It Costs 10 Food and 10 Salvage and 1 game day to complete. This ability also grants the Siege Tech abilitiesPrerequisites: Master MechanicCost: Described Above

Siege Tech- 5 xp – This skill allows a player to both load and fire a siege weapon. Unskilled players may help load so long as one of the players on the loading team has this skill.Cost: Free/Always On

Page 48: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

NPC Rules and abilities

Break Armor

((Melee Only): Some of the most powerful enemies have access to strikes so powerful it renders the targets armor or helmet. The NPC Will Call out “Break Armor, or Break Helmet and hit the target. TheHit deals no damage but the Item is useless until repaired by the improved repair skill at the cost of 2 salvage.

Dement(Infected Melee Only): Fighting the Infected takes a toll on a person beyond the physical. In a world left shattered by disease, that fear is always in mind. When a particularly powerful Infected calls this ability, it deals no damage, and seems to cause no effect. However the character hit starts to suffer from the hypochondria flaw as the fear of infection becomes too much for them to stand.

Eye Gouge *(Melee or Ranged): If This Ability is called on a player not wearing a helmet, or gas mask it inflicts the One Eye Flaw. The NPC must still hit the player in the Torso (Or head with an Arrow) and cause a wound, but instead of taking Hit damage the flaw is applied.*

INFECTED NPCS:On occasion an infected NPC might join a game. Infected are humans that have survived CHF, who's brains have been fried by the Fever. The disease is still alive and well in the cysts left behind from the disease. These are not mindless zombies. They are very much alive human beings who have been driven insane. Players touching an infected NPC must spend 5 food to resist getting ill, if they cannot they contract CHF. Players wearing a gas mask or full-face protection may pay a reduced rate of 3 food, to account for their protection. Infected NPCS are always deranged and violent. Often times theyare harder to kill than a normal human as their brain doesn't register pain in the same way. Therefore, after their normal first 3 hits, Infected never fall to their knees injured, they fight until killed.

LETHALLethal NPCs have the ability Execute, which is capable of permanently killing your character. At the end of combat if a lethal NPC survives it may execute any player it killed during combat at a number decided by the Game Runners. If a Lethal character is Killed however any players it killed may respawn as normal. The executed player must then roll a new character. Lethal NPCs are rare and extremely powerful. These characters exist to prevent players from ever feeling like they can just keepthrowing themselves into the meat grinder with no regard for their characters life. At the end of combat, a lethal NPC will call a “dead freeze” Which prevents players from repawning as they execute their victims.

Mutilate *(Melee Only): If this ability is called on a player not wearing a helmet or face protection, it inflicts the Scarred flaw. The wounds hideously disfigure the player, tearing whole sections of their face off. The

Page 49: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

NPC must still hit the player in the Torso and cause a wound, but instead of taking Hit damage the flaw is applied.

Sever Arm/Leg *(Melee Only): If this ability is called and hits a player with no armor points it inflicts the One Armed Flaw or Lame Leg on the player. The NPC must still hit the player in the Arm or Leg and cause a wound, but instead of taking Hit damage the flaw is applied.*

SUPER HEAVY ARMOR:Super heavy armor is an ability given to NPCs that represents armor more powerful than anything available to players. Only monstrously powerful NPCs are strong enough to wear this armor and still move. Super heavy armor is immune to all bullets and arrows. Only up close 2 Handed and Insanely Huge Weapons can damage the armor by targeting joints and weak spots (Any 2 Handed Melee Weapon hit counts).

*If a character is pinned, immobilized, or impaled by the impale ability there is NO defense against these abilities, and since they cause no direct hits worth of damage, they do not release you from impale through a merciful death. A ruthless NPC can hack you to pieces at their leisure. Some things are worse than death.

Page 50: postpandemichome.files.wordpress.com · Supernatural Horror Movies. 80's Technology is highly prized, and music is an obsession. While we try to keep a serious tone with horror elements,

NPC Factions and War bands

Just like The Survivors, Lawless, and Outsiders there are Forces outside of their bubble of control. Currently there are Large War Bands exerting control where the PCs have never been. There are Factions across North and Central America that are only whispers on the wind.

Players May have access to playing a Member or Pretending to be a Member of these groups with permission, but Leadership is dictated by the Game Writers.

Église de la Tempête, (AKA The ET) War Band

Translated: The Church of the Storm. As mentioned in the opening of the book, the ET is by far the largest Lawless War Band known to exist. They are a reflection of Faith turned to Zealotry. Each and every member is convinced (through true belief or threat of death) that their way is the only true way . Even other Lawless are not immune to their conversion mentality. Leader: BoyaPlace or Origin: Quebec, Canada

El Escudo, Faction

Almost nothing is known about the faction largely in control of Central America. From what has been passed along they seem to share a simular mindset to the Survivors, but there is little to go on. However the Lawless have yet to gain a foothold even as the move across the south west former-United States.Leader: UnknownPlace of Origin: Central America

The US Military, Faction

Rumors persist that the US Military is still alive and active. To be sure, small groups of Military survivors have been found, but there is no way any of the leadership survived. Right?Leader: UnknownPlace of Origin: United States of America

The World Health Organization, War Band(?)

The WHO has been subject of some real tinfoil hat theories even when the world wasn't a living hell. The WHO did it's best when CHF started wiping out major cities, but like everyone else they were caught flat footed. Some people even believe that the Endless Death was Created in the Labs of the WHO or possibly the CDC. Rumors about them abound, but some people claim they are still active in the Post Pandemic world.Leader: Unknown Place of Origin: Geneva, Switzerland