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The​ ​Last​ ​Man

a​ ​game​ ​by​ ​Luca​ ​Ricci

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.

Things​ ​you​ ​need​ ​to​ ​play


Some​ ​blank​ ​sheets​ ​of​ ​paper.
One​ ​six-sided​ ​dice,
It’s​ ​preferable​ ​if​ ​you​ ​could​ ​play​ ​with​ ​some​ ​people​ ​around​ ​in​ ​the​ ​house

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.

Rules​ ​to​ ​survive


The​ ​first​ ​and​ ​most​ ​important​ ​rule​ ​of​ ​this​ ​game​ ​is:​ ​Trust​ ​No​ ​One.
If​ ​anyone​ ​(that’s​ ​not​ ​playing​ ​this​ ​game,​ ​obviously)​ ​talks​ ​with​ ​you,​ ​you​ ​must​ ​not​ ​answer​ ​them​ ​or
consider​ ​them;​ ​if​ ​not,​ ​you’re​ ​falling​ ​into​ ​the​ ​lure​ ​of​ ​the​ ​Others.​ ​You​ ​can’t​ ​trust​ ​them,​ ​cause​ ​they
want​ ​you​ ​dead.
Everytime​ ​you​ ​consider​ ​or​ ​answer​ ​to​ ​someone​ ​outside​ ​of​ ​the​ ​game​ ​(that​ ​is,​ ​everyone
except​ ​you)​ ​you​ ​gain​ ​immediately​ ​1​ ​Stress​ ​Point​ ​(explained​ ​below).

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​ ​select​ ​your​ ​starting​ ​equipment:


● Building​ ​material,​ ​electronic​ ​material,​ ​3​ ​Food
● Building​ ​material,​ ​2​ ​weapons,​ ​2​ ​Food
● Building​ ​material,​ ​science​ ​material,​ ​4​ ​Food
● Building​ ​material,​ ​a​ ​vehicle,​ ​3​ ​Food

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.

One​ ​more​ ​thing


This​ ​game​ ​is​ ​particular,​ ​cause​ ​sometimes​ ​you,​ ​as​ ​the​ ​player,​ ​need​ ​to​ ​do​ ​things​ ​as​ ​your
character,​ ​in​ ​order​ ​to​ ​succeed.​ ​When​ ​you​ ​find​ ​in​ ​the​ ​rules​ ​the​ ​term​ ​“YOU”​ ​(with​ ​capital​ ​letters),
you​ ​the​ ​player​ ​need​ ​to​ ​carry​ ​out​ ​what​ ​has​ ​to​ ​be​ ​done.​ ​A​ ​general​ ​rule,​ ​applied​ ​to​ ​every​ ​action,​ ​is
that​ ​you​ ​need​ ​to​ ​carry​ ​out​ ​that​ ​particular​ ​real​ ​life​ ​action​ ​in​ ​1​ ​minute:​ ​every​ ​other​ ​minute​ ​after​ ​the
first​ ​that​ ​it​ ​takes,​ ​makes​ ​you​ ​spend​ ​1​ ​more​ ​Time.​ ​If​ ​you​ ​spend​ ​more​ ​than​ ​5​ ​minutes,​ ​or​ ​you​ ​fail,
consider​ ​that​ ​you​ ​have​ ​spent​ ​5​ ​Time.

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).

The​ ​action​ ​are:


● Build​ ​up​ ​defences
● Search​ ​for​ ​[Food,​ ​weapons,​ ​materials]
● Make​ ​things
● Repair​ ​damage
● Explore
● Go​ ​out​ ​hunting
● Study
● Relax

Build​ ​up​ ​defences


You​ ​start​ ​the​ ​game​ ​with​ ​enough​ ​building​ ​material​ ​to​ ​reinforce​ ​your​ ​house.​ ​You​ ​spend​ ​1​ ​Time
adding​ ​1​ ​DP​ ​to​ ​your​ ​house.
Then,​ ​roll​ ​1d6​ ​and​ ​follow​ ​the​ ​instructions.
1-3 You’ve​ ​succeed.
4 You’ve​ ​done​ ​a​ ​really​ ​good​ ​job:​ ​add​ ​2​ ​DPs​ ​instead​ ​of​ ​1.
5 YOU:​ ​Make​ ​one​ ​of​ ​your​ ​doors​ ​or​ ​entrances​ ​of​ ​your​ ​house​ ​locked​ ​and​ ​reinforced​ ​in​ ​some
way.​ ​If​ ​you​ ​aren’t​ ​satisfied​ ​with​ ​the​ ​work,​ ​it​ ​isn’t​ ​secured​ ​enough.
6 You​ ​have​ ​no​ ​more​ ​material​ ​to​ ​build​ ​up​ ​defence.​ ​You​ ​need​ ​to​ ​find​ ​it​ ​searching
somewhere.

Search​ ​for​ ​[Food,​ ​weapons,​ ​materials]


You​ ​scavenge​ ​things​ ​from​ ​your​ ​neighborhood.​ ​Food,​ ​electronics,​ ​anything​ ​that​ ​you​ ​could​ ​find.
Go​ ​out​ ​in​ ​an​ ​explored​ ​location,​ ​in​ ​which​ ​you​ ​could​ ​easily​ ​find​ ​the​ ​item​ ​you​ ​are​ ​searching​ ​and
retrieve​ ​it.​ ​Time​ ​is​ ​spent​ ​based​ ​on​ ​the​ ​zone​ ​in​ ​which​ ​the​ ​location​ ​is,​ ​unless​ ​you’ve​ ​got​ ​a​ ​vehicle.
For​ ​example,​ ​you​ ​spend​ ​2​ ​Time​ ​retrieving​ ​items​ ​in​ ​a​ ​Zone​ ​2​ ​Location.​ ​For​ ​Food,​ ​you​ ​bring​ ​home
a​ ​quantity​ ​granted​ ​by​ ​the​ ​Location.
Then,​ ​roll​ ​1d6​ ​and​ ​follow​ ​the​ ​instructions
1-4 You​ ​succeed.
5 YOU:​ ​search​ ​for​ ​an​ ​object​ ​in​ ​your​ ​house,​ ​rolled​ ​in​ ​the​ ​Object​ ​Table.​ ​If​ ​you​ ​are​ ​caught​ ​red
handed​ ​by​ ​someone​ ​else​ ​in​ ​the​ ​house,​ ​you​ ​spend​ ​1​ ​more​ ​Time.
6 You’ve​ ​lost​ ​yourself​ ​in​ ​the​ ​search.​ ​Roll​ ​on​ ​the​ ​Outside​ ​Event​ ​Table

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

Then,​ ​roll​ ​1d6​ ​and​ ​follow​ ​the​ ​instructions


1-4 You​ ​succeed.​ ​Follow​ ​the​ ​procedure​ ​for​ ​new​ ​Zones.
5 YOU:​ ​go​ ​out​ ​and​ ​find​ ​something,​ ​then​ ​register​ ​it​ ​in​ ​the​ ​first​ ​free​ ​Zone​ ​Location.​ ​There​ ​is
no​ ​limit​ ​time,​ ​you’ll​ ​spend​ ​always​ ​1​ ​Time​ ​regardless​ ​how​ ​much​ ​time​ ​you’ll​ ​stay​ ​outside.​ ​Test​ ​it​ ​as
usual.
6 You’ve​ ​lost​ ​yourself​ ​in​ ​the​ ​search.​ ​Roll​ ​on​ ​the​ ​Outside​ ​Event​ ​Table

Go​ ​out​ ​hunting


Armed​ ​with​ ​some​ ​kind​ ​of​ ​weapon​ ​that​ ​the​ ​Others​ ​are​ ​vulnerable,​ ​you​ ​go​ ​out​ ​for​ ​hunting​ ​-​ ​at
least​ ​to​ ​make​ ​your​ ​neighborhood​ ​safer;​ ​you​ ​can​ ​target​ ​a​ ​Location​ ​only​ ​if​ ​its​ ​MOB​ ​modifier​ ​is​ ​0+.
You​ ​score​ ​1​ ​Kill​ ​and​ ​then​ ​roll​ ​to​ ​modify​ ​the​ ​MOB​ ​modifier​ ​of​ ​that​ ​Location.
1-2:​ ​No​ ​change
3-5:​ ​-1​ ​to​ ​MOB​ ​modifier
6:​ ​-2​ ​to​ ​MOB​ ​modifier
Then,​ ​roll​ ​1d6​ ​and​ ​follow​ ​the​ ​instructions
1-3 You’ve​ ​succeed​ ​but​ ​you​ ​lose​ ​1​ ​weapon.
4 You’ve​ ​succeed​ ​and​ ​you’ve​ ​managed​ ​to​ ​save​ ​some​ ​ammo.​ ​You​ ​don’t​ ​lose​ ​any​ ​weapon.
5 YOU:​ ​sneak​ ​beyond​ ​someone​ ​else​ ​in​ ​the​ ​house,​ ​and​ ​poke​ ​them​ ​in​ ​the​ ​back.​ ​If​ ​you​ ​poke
them​ ​before​ ​they​ ​actually​ ​have​ ​been​ ​aware​ ​of​ ​your​ ​presence,​ ​you​ ​score​ ​2​ ​Kill​ ​instead​ ​of​ ​1.
Remember​ ​to​ ​not​ ​answer​ ​them​ ​or​ ​consider​ ​them​ ​after,​ ​and​ ​run​ ​away.
6 You’ve​ ​lost​ ​yourself​ ​in​ ​the​ ​hunt.​ ​Roll​ ​on​ ​the​ ​Outside​ ​Event​ ​Table

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?

You​ ​recall​ ​something


1​ ​You​ ​found​ ​yourself​ ​where​ ​you’ve​ ​buried​ ​your​ ​dears.​ ​Increase​ ​SP​ ​by​ ​2.
2​ ​The​ ​last​ ​Other​ ​that​ ​you’ve​ ​killed​ ​looked​ ​a​ ​lot​ ​like​ ​one​ ​of​ ​your​ ​dears.​ ​Increase​ ​SP​ ​by​ ​3.
3​ ​You’ve​ ​recalled​ ​a​ ​place​ ​where​ ​was​ ​storaged​ ​a​ ​lot​ ​of​ ​canned​ ​foods.​ ​Bring​ ​home​ ​4​ ​Foods.
4​ ​You’ve​ ​recalled​ ​your​ ​military​ ​training:​ ​gain​ ​2​ ​weapons.
5​ ​The​ ​last​ ​Other​ ​that​ ​you’ve​ ​killed​ ​was​ ​a​ ​person​ ​that​ ​you​ ​knew.​ ​Who​ ​was​ ​he?
6​ ​You​ ​found​ ​a​ ​thing​ ​that​ ​belonged​ ​to​ ​your​ ​dears.​ ​What​ ​was​ ​that?

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?

Outside​ ​Event​ ​Table


1:​ ​You​ ​return​ ​safely​ ​home,​ ​dodging​ ​the​ ​Others
2:​ ​You​ ​manage​ ​to​ ​get​ ​into​ ​home​ ​after​ ​a​ ​flight,​ ​but​ ​you​ ​lose​ ​something​ ​(a​ ​weapon,​ ​a​ ​vehicle,​ ​etc.)
3-5:​ ​You​ ​get​ ​into​ ​a​ ​Fight!
6:​ ​You​ ​can’t​ ​return​ ​home,​ ​and​ ​you​ ​stay​ ​outside​ ​for​ ​the​ ​night.​ ​Increase​ ​SP​ ​by​ ​3.

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.”

Zone​ ​Location​ ​Map


The​ ​Zone​ ​Location​ ​Map​ ​is​ ​divided​ ​in​ ​3​ ​rounded​ ​zones​ ​around​ ​your​ ​home.​ ​When​ ​you​ ​go​ ​out​ ​to
explore,​ ​you​ ​fill​ ​a​ ​slot​ ​of​ ​the​ ​nearest​ ​zone,​ ​and​ ​then​ ​roll​ ​a​ ​die​ ​to​ ​test​ ​it.
Zone​ ​1:​ ​3​ ​slots
1-2:​ ​+0​ ​MM
3-6:​ ​+1​ ​MM
Zone​ ​2:​ ​4​ ​slots
1:​ ​+0​ ​MM
2-4:​ ​+1MM
5-6:​ ​+2MM
Zone​ ​3:​ ​5​ ​slots
1-3:​ ​+1MM
4-6:​ ​+2MM

Endings
You’ve​ ​reached​ ​the​ ​epilogue​ ​of​ ​the​ ​story.​ ​Let’s​ ​see​ ​what’s​ ​happened.

If​ ​you’ve​ ​been​ ​captured​ ​and:


your​ ​Kills​ ​<​ ​9:​ ​you​ ​are​ ​killed​ ​in​ ​the​ ​place​ ​like​ ​a​ ​dog.​ ​You​ ​will​ ​not​ ​be​ ​remembered.
your​ ​Kills​ ​>=​ ​9:​ ​you​ ​are​ ​feared​ ​by​ ​the​ ​Others,​ ​and​ ​publicly​ ​executed,​ ​but​ ​you​ ​are​ ​now
remembered​ ​and​ ​feared​ ​as​ ​a​ ​slaughter​ ​of​ ​their​ ​race.

If​ ​you’ve​ ​found​ ​a​ ​Cure​ ​and:


SP​ ​>​ ​15:​ ​your​ ​Cure​ ​kills​ ​every​ ​Other.​ ​You​ ​are​ ​now​ ​completely​ ​alone.​ ​Finally.
SP​ ​<=​ ​15:​ ​your​ ​Cure​ ​heals​ ​slowly​ ​every​ ​Other​ ​treated.​ ​You’re​ ​a​ ​savior.

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.

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