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Introduction
In this game you play the role of the unique survivor of humankind after an outbreak, an
apocalypse or something similar. Other humanoids are roaming outside, but they’re no more
human, something has changed them so much that they haunt you as a prey. You have to
survive. Alone.
Preparation
Before beginning to play, you need to answer to those questions (but read furthermore):
1. How your home like?
2. When and what was the disaster?
3. How the Others has changed?
4. Who and how you lost?
Take a blank sheet of paper, and draw your home/hideout. You live there, so your home needs
everything that you think you’ll need to survive: a kitchen maybe, a workshop, a bedroom,
anything that you should fit in. Remember that a bigger house is harder to defend against
infiltrations.
The house could have more floors, just remember to draw stairs or something that make
accessible the floors.
In every room, write what type of room is; if it was refitted for another goal, write down what was
before (e.g. “Laboratory Former Bedroom”). Remember to put doors between rooms, to gain
access (or block it later). Don’t worry about windows, you’ll take for granted that there’s enough
windows to have sunlight and fresh air, and to provide ways to break in for the Others. Don’t try
to make your home impregnable: even in a bunker, there is an air shaft that you haven’t
remember to shut.
The second thing you want is a diary, to note down everything you have discovered or done.
Another blank sheet of paper could do that. Every entry should state at least the date. For the
first 3 entries, write down dates at least two weeks far from each other.
The first entry is, of course, about the disaster that hit humankind. You don’t know the origins,
maybe, but you know what the newspapers and news keep telling; if it was a thunderstrike, or a
slowly changing event, if the people in your city was aware of the fact or not, and how they was
reacting, maybe fledging the city, or barricade in their home. Describe how the society probably
collapsed, or how government has left people alone.
The second entry is about the Others; at some point, the people changed, because of the
disaster; maybe suddenly or slowly, the Others became the dominant specie in the town,
infecting or hunting or frightening out of the city the remaining survivors. Describe those facts,
but leave some points obscure. You’ll find more of them in play. The important thing is
describing the major change compared to a human one, what could be seen clearly.
The last entry, just before you’ll start to play, it’s who and how you lost with the disaster. Maybe
they turned into the Others, maybe they were hunted by them or they were simply dead in an
accident in the turmoils. However, you are now alone.
Than, you need to survive in your hideout as long as possible: for that, you have to be
self-sufficient, or at least having a good supply of food, water and all main needs.
Furthermore, your hideout needs to be protected from the attacks of the Others: most of them
are aware of your presence, and they don’t want you to be around.
Your home has a value that show his vulnerability to infiltrations, labeled Vulnerability Points
(VP). Calculate your VPs in this manner:
● Every room in your house adds +1VP
● Rooms in the cellar don’t add VPs
In order to keep your home secured from breaches, you need to strengthen the structure,
adding protections to windows and doors. Every time you do this, you earn Defence Points (DP)
for your home. The maximum number of DPs is twice the VPs.
The Others, from time to time, are going to try to breach into your house; they’ll use the force of
the MOB; in order to breach, the difference between MOB and DPs must be positive. In that
case, the Others has stormed into the house, probably smashing a room and doing some
damage.
Your starting number of DPs is half the VPs (rounded up). Write down those information con the
Home sheet.
If the house isn’t made of wood (e.g. concrete, bricks), you start with a number of DPs equal ¾
of VPs (rounded up).
Then, mark your Stress Points (SP) at 5, always on the Home Sheet. The SPs show how much
you are stressed, ill, malnourished or generally tired. The bigger this value, the worse it’s for
you. It’s not easy to live alone surrounded by monsters. Besides, write down that you have 3
Food.
Example: in your search of 3 nails you’ve spent 3 minutes and a half; for that “Search for” action
you’ve spent 4 Time.
Every time you choose and carry out an action, you’ve spend 1 Time. This rough unit of
measure gives the pace to the game; when you choose an action, it doesn’t mean that your
character is committed entirely to that, but that it gives a particular attention or commitment,
while doing the routine maintenance (repair little breaks, eating, sleeping, cleaning, etc).
Object Table
1 Knife
2 Toilet paper
3 Food
4 Light bulb
5 Sticky Tape
6 Something of sentimental value
Make things
If you have the right materials in your storage, you can make a weapon, some sorts of traps or
something that you need for your house. If it’s something very big or complicated, it could need
more than 1 Time, maybe from 2 to 4 (a reinforced car, an automatic turret, etc).
Then, roll 1d6 and follow the instructions
1-4 you’ve succeed.
5 You depleted the material involved in the creation.
6 You lack an important component: you need to find it elsewhere, to complete your
creation.
Repair damage
If you have the right materials in your storage, you could repair anything not too complicated or
broken to pieces. You could repair windows with building material, the generator with electronic
materials and so on.
1-4 you’ve succeed.
5 YOU: do some simple maintenance for your home, or something that you’ve postponed.
6 The thing you were trying to repair is once and for all broken.
Explore
Even if it your neighborhood, now it’s barren land that you need to explore; the Others are
waiting, lurking in the shadows. Exploring you’ll find Locations that could give you brand new
things; but they could hide Others too. Choose arbitrarily what type of Location you want to find,
and then add to the Zone map
Study
You think that there is a solution. Or maybe you could find some other exploit to keep away the
Others.
Then, roll 1d6 and follow the instructions
1-3 You build 1 Study towards the Cure.
4 You build 1 Study towards an Exploit.
5 YOU: search for a science-related book and read an entire chapter.
6 You’ve lost the sense of time. You spend 3 Times instead of 1.
Take a look to the “Science” section.
Relax
You calm yourself down, and relax your nerves. Listening to some music, or watching a movie
maybe. For a moment, forget that there is hell outside. Lose immediately 2 SP.
Then, roll 1d6 and follow the instructions
1-4 You’ve relaxed.
5 YOU: relax, watch some TV or listen to music. However, don’t surf on the internet. There
is no limit time, you’ll spend always 1 Time regardless how much time you’ll relax yourself.
6 You’ve lost the sense of time. You spend 3 Times instead of 1.
Every time you’ve spent at least 3 Times, you should check for the “Diary Entry”. In case you
have more than 3 Times, when you return to choose actions, remember to count any leftover.
Example: you’ve spent 5 Time, so you check for Diary Entry; when you return to choose actions,
you are left with 2 Time.
Diary Entry
This is a checkpoint in your adventure: you’re keeping a diary of your life as a lone survivor,
recording what you have done, what you have accomplished, what the Others are doing, and
generally any odd or unbelievable event that occurred.
You should go for a Diary Entry every time you hit 3 Times or more; if you’ve spent more than 3
Times, remember to begin counting from the net difference.
First of all, the date: it should be 5 to 7 days far from the previous date.
Write down what you have done, according to the actions that you chose, and the result that
has occurred. Remember to fill in the details: if you have relaxed, tell what have you listened to;
if you have found something for the Cure, tell what is about your discovery (maybe some
bacteria?). The entries should not be very long: just tell what you feel is important about the
situation.
Proceed then to the MOB, the Random Event and Maintenance.
The MOB
Then, you need to find out what the Others have done, if they’ve attacked you or your house, if
they’ve breached in or stayed safely outside.
The MOB starts at 0. Record it on the Home sheet.
First of all, modify the MOB depending on the modifiers of the Zones around your house.
Then, follow this table:
MOBx2 < DP: the Others hasn’t attacked this time. Increase MOB by +2.
MOB < DP: the Others attacked, but they couldn’t enter; roll for consequences in the next table.
Increase MOB by +1.
MOB = DP: the Others are ferocious, they dropped your DP by 2, and damaged something
important in your house. Increase MOB by +1.
MOB > DP: the Others have breached in! Prepare to fight them back! Proceed to “Fight” section.
MOB > 2x VP: the Others captured you. Proceed to the “Endings” section.
Consequences Table
1-4: they’ve yelled and banged all the time: take 1 SP every 4 MOB (round down)
4: they’ve yelled and smashed and ruined: as above, but you lose 1 DP
6: they were furious: as above, but lose another DP.
You could use your weapons before the MOB attacks. For every weapon used, decrease the
MOB by 1, then check the table above as usual.
Fight!
You’ve got into an fight with them; maybe they’ve caught you in the open, while scavenging;
maybe you’ve decided that they’ve gone too far, or maybe they are lurking in your house and
you are determined to drive them out.
Roll the dice, and apply the following modifiers:
+1 for weapon used
+2 for trap laid
-3 if caught in the open
Fight Table
-1: you’re alive for a miracle; you were seriously injured and you gain immediately 7 SP. If they
were breaching in, they gain control of 3 rooms.
2-3: some managed to hurt you lightly: gain 3 SP. If they were breaching in, they gain control of
2 rooms.
4-5: you fought them back, bravely: gain 1 SP. If they were breaching in, they gain control of 2
room.
6+: massacre has never been so relieving: lose 2 SP
After every Fight, gain 1 Kill and decrease the MOB by 2. If the Others are taken control of any
room of your house, proceed in this manner: blacken the number of rooms lost, and modify the
VP accordingly to the rules; lose a number of DPs equal to the rooms lost (Example: I’ve lost 3
rooms to the Others, i decrease the DPs by 3).
Random Event
Roll a die to see if something happens. Check the event in case it occurs, because it cannot be
repeated.
1-3: nothing changed.
4: The Others
5: You recall something
6: Something strange
The Others
1: they are a lot quite. Decrease MOB by 1.
2: you’ve found the Others’ diet...what they eat to survive?
3: they showed some hint of intelligence...how?
4: they are hoarding themselves, but they waiting for something: Increase MOB by 3, skip the
next MOB phase.
5: they’ve found a way to damage effectively your protections. Decrease DPs by 4, but skip the
next MOB phase. What was that?
6: they’ve armed themselves! Increase MOB by 5! What weapons have brought with
themselves?
Something strange
1 You found a dog. 1-4 is infected and will die within days, 5-6 is healthy and you lose 4 SP.
2 You sight the governance presence, even if they don’t care about you. What do you see?
3 You found a National Guard weapon cache. Bring back home 3 weapons.
4 You found something about the disaster that could help you finding the Cure. Increase Studies
by 3 (without checking for effectiveness). What was that?
5 You found a mail in your mailbox. What is written on the letter?
6 You have found a radio broadcasting of other survivors. What the radio broadcast says?
Maintenance
Decrease Food by 1. If you hit -1, instead return to 0, but gain immediately 4 SP. If your home
lacks a bedroom, a bathroom or a kitchen, gain 1 SP immediately for every room lacking.
Continue Playing
After that, return here and write about them in the entry. Now you could return to choose your
actions back and forth. If you’ve got 12 entries in your diary, you could choose to continue
playing or go further to the “Endings”.
Otherwise, you could stop the game whenever you want. Go talk finally to anyone, make a
pause, then return here and read further in the “Endings”.
Science
Everytime you earn 2 Studies for an exploit, you’ve found a weak point of the Others. What is it?
Describe it in the Diary. You earn immediately 3 weapons against them. You can repeat this
process 3 times.
Every time you earn 3 Studies towards the Cure, you need to check for its effectiveness. Roll
one die: if you roll 1, the Cure is at a dead end, and you need to resume from the beginning.
Instead, if you manage to hoard 12 Studies, you’ve discovered the Cure. Go straight to the
“Endings.”
Endings
You’ve reached the epilogue of the story. Let’s see what’s happened.
If you’ve stopped playing the game, and found someone, and:
Diary Entries < 8 or SP > 15: you have found other Survivors! Sadly, you discover too late that
they are Other spies, and they kill you. You thought for a moment that you’ll never been alone
anymore.
Diary Entries >= 8 and SP <= 15: you have finally found other Survivors! Together with them,
you left your cursed home, headed to new lands. You’ll never be alone anymore.