Devices are created by characters to help themgain food, water, or other special items, or to allowother special effects. Devices must be created, andcan be torn apart for scrap. They are either working ornot working; damaging a device (including lanterns,excluding bunkers) takes about 5 minutes unhinderedwith the device: reducing it to its original parts takes 1cycle alone with the device.
There should be at least one location set aside forcharacters to use their skills to scavenge for food,water, and scrap. These areas should be set a little bitaway from the regular play area.
The GM should decide which cycles to use andhow long each cycle lasts: there are day cycles, nightcycles, and bright cycles. Day cycles allow players tomove around freely, and do what they will. Duringnight cycles, the diseased and the deranged come outto hunt those who have stayed out in the dark.Characters that are not protected by a Lantern orBunker, or by the metal skin of being a cyborg, will bedragged off into the night and eaten alive; and anydevices left out in the open may suffer damage. Brightcycles are when the sunlight breaks through theatmosphere and scorches the earth, causing 2 damageto anyone left unprotected by Lanterns or Bunkers.
The system is meant to be quick and easy to use,with combat meant to be deadly. Everything runs off rock-paper-scissors: anytime you need to resolve aconflict that cannot be role-played out, you will resortto rock-paper-scissors. This is referred to as achallenge. If you win, then you do what you wereintending to do. If you lose, then your opponent stops
you. If you tie, then you’ll need to get creative, as you
both win. Skills help supplement this system.
At the start of the game, players will be sorted intodifferent groups, Each character starts off with 3 food,3 water, and 3 fuel, as well as 5 Humanity. It is up tothe player to decide if they will spend thei
Humanity to gain additional points to spend on theircharacter to gain additional skills or expendables.Each of the three groups is assigned the sameamount of points (10 + 5 * the number of people inthe largest group), which the group decides how tospend. Skills cost 1 point for Minor and 2 for Major,and are given to one character and cannot betransferred. Expendable items cost 2 for 1 point (andyou must buy them in 2s), and can be traded freely.
Skills are listed as Minor and Major; and each hasdifferent effects, based on what they are. If you donot have a skill, then you cannot use it; and skills arenot something you can give away: when you start the
game, either you have the skill or you don’t. If you die,
then that skill is gone.
All characters start with 5 Humanity: with this iswill receive or choose 5 Humanity cards, which dictatehuman feelings they have for other characters (theplayer chooses the characters to direct the cardstoward). Every point lost means the character losesone of their Humanity cards, and instead gains a Feralcard.Humanity and Feral cards have special rules thatmust be followed.
Expendables are things that your character can
run out of, and they’re all things you need to survive
and continue to survive.
Your character must eat day each night cycle tosurvive: you turn in one food card to the GM torepresent this. If you cannot eat, then you lose onepoint of Humanity.Food comes in three types: Cleansed, whichmeans it is safe to eat; Uncleansed, which means it
may be safe to eat; and Dirty, which means it’s
probably not safe to eat.
Your character must drink water each day cycle tosurvive: you turn in one water card to the GM torepresent this. If you cannot drink, then you lose onepoint of Health.Water comes in three types: Cleansed, whichmeans it is safe to drink; Uncleansed, which means it
may be safe to drink; and Dirty, which means it’s
probably not safe to drink.