```metadata title: Can You Scream? description: The Zombie Apocalypse Strategy Game. tags: - TTRPG - Strategy - Zombie Apocalypse systems: [] renderer: V3 theme: Blank ``` ```css :root{ --chapter-title-text-outline: #696969; --table-row-alternate-row-color: #8E937B; } /* Removes Drop Caps */ .page h1+p:first-letter { all: unset; } /* Removes Small-Caps in first line */ .page h1+p:first-line { all: unset; } /* Title Page Formatting*/ .title{ font-size:32px; text-align: center; padding-top: 5%; position: fixed; right: 0%; background-color: #303030; color: white; padding-bottom: 1%; } .subtitle { font-size: 24px; text-align: center; position: fixed; top: 16.5%; right: 0%; background-color: #303030; color: white; padding-bottom: 3%; } .titlefooter{ text-align: center; background-color: #303030; color: white; position: fixed; right: 0%; padding-bottom: 3%; bottom: 3%; padding-top: 3% } .logo p{ color: black; } /* Table Styling*/ .page .note table tbody tr:nth-child(even){ background-color: var(--table-row-alternate-row-color); } .page table tbody tr td{ padding-top: 5px; padding-left: 5px; padding-right: 5px; padding-bottom: 5px; vertical-align: bottom; font-size: 10pt; } .page{ background-image: url(https://img.freepik.com/free-photo/plaster-wall-texture_1154-716.jpg); color: black; font-size:10pt width : 216mm; /* 8.5 inches*/ height : 279mm; /* 11 inches */ font-size: 8pt; } .page .note { background-color: grey; color: black; --s: 7px; /* control the size */ padding: var(--s); border: calc(2*var(--s)) solid #0000; outline: 1px solid #000; outline-offset: calc(-1*var(--s)); background: conic-gradient(from 90deg at 1px 1px,#0000 25%,#000 0); background-color: lightgrey; padding: 3% } .page note p{ font-size: 8pt; } /* Header Colors */ .page h1, .page h2, .page h3, .page h4, .page h5, .page h6, .page h7{ color: #7a8c37; -webkit-text-stroke: 0.25px var(--chapter-title-text-outline); } ``` {{wide {{title # Can you Scream? }} {{subtitle ## The First Rain }} {{titlefooter ## First Edition Rulebook : Not many claim to really know what happened when the rain fell, but all of us still here knows what it brought with it. }} }} ![background image](https://cdn.midjourney.com/25041607-b61b-41fc-8730-d32b80947fe0/0_1.png){position:absolute,bottom:0,left:0,width:100%,height:100%} \page # Cover Page {{pageNumber,auto}} \page # Credits :: {{note ## Written & Designed by ### Elise Ireland-Lewis }} :: {{note ## Edited & Formatted by ### Justin Lewis }} :: {{note ## Playtested & Consulted by ### Chiminey Winterheist }} {{pageNumber,auto}} \page {{note ## Introduction : **Welcome to *Can You Scream?*** : **The game in a Shotgun Shell….** Three months ago, a rare solar storm caused a downpour of toxic rain across the Central United States for three days and two nights. This event led to widespread panic, particularly in children, due to the rapid onset of symptoms linked to the solar storm’s neurotoxin. Those affected transform at different rates based on age and health, with younger individuals changing faster than older, healthier adults. While the solar storm was predicted, rumors suggest NASA uncovered undisclosed findings prior to the event. Humanity is on the brink, and you’re holding the last thread. A toxic storm has turned friends, neighbors, and even pets into predators. Can you outwit the elements, the infected, and your own mistakes to save what's left? : ### Overview of what to expect : **Send Out Expeditions** Send brave (or desperate) souls into the wild to scavenge resources, uncover mysteries, and dodge the groaning hordes of "Screamers." : **Pass Laws** Keep order in your camp with strict rules… or let chaos reign. : **Explore and Scavenge** Venture deep into forests and abandoned towns, finding hidden treasures—or gruesome horrors. : **Build** Craft your camp into a stronghold with advanced buildings, cozy accessories, and just enough defenses to sleep semi-soundly. : **Manage Morale** Keep spirits high with good food and good leadership—but beware, the scent of happiness attracts the wrong kind of attention. : **Take On Quests or Retaliate Against Enemies** Seek revenge, secure progress, or just make it through another day. Every decision shapes the fate of your camp. : **Survive The Winter** The frost is as unforgiving as the Screamers. Stockpile or freeze to death, your choice! : **Find A Cure** Research groundbreaking advancements and inch closer to undoing the damage caused by The Storm. But will you even survive long enough to find it?… if there even is one to find that is. }} \column {{note ## Contents Included : Deck of Profiles, Adults Deck of Profiles, Children Deck of Characteristics Deck of Offers Special Cards Deck Quests Expeditions Document Envelopes/ Files Map of Area (Hometown Knowledge) Dice Hourglass Basecamp Map Out Buildings Deck Management File }} : {{note ## The Cause : **Solar Storm** A massive solar flare released electromagnetic radiation that interacted with Earth’s atmosphere. This caused a shift in the molecular structure of rain, which became contaminated with a neurotoxin. This toxin disrupted human brain functions, leading to widespread zombification. : **Neurotoxin Effects** The toxin affects the brain’s synaptic functions, leading to cognitive breakdown and complete neurological failure. The younger the victim, the faster they transform due to the greater plasticity of their brain. Older individuals experience slower transitions, sometimes retaining memories for months. : **Zombie Decay Timeline** Favorable conditions (cold climates): Zombies can last up to 6 months. : Normal conditions: Up to 2 months. : Unfavorable conditions (hot climates): Decay accelerates to weeks. : **Survival Advice** Avoid contaminated water, and treat all bodies or fluids from the affected as hazardous. : Proximity to the storm's epicenter is critical in determining how quickly someone is affected. : This new world is one of survival against both the undead and nature itself. }} {{pageNumber,auto}} \page {{note ## The Government Your society's Government have permanent roles and means that you / they, do not participate in raids or exceptionally dangerous activities directly. Each role has a critical function in maintaining stability and ensuring the group's long-term survival. : **Leader ( You / Group )** : The central figure of leadership who holds knowledge of the past and oversees plans for the future. The Leader has the ultimate authority and final say in all decisions. If the Leader becomes The Affected, the Scenario Planner assumes leadership, and the game ends. : **Chief Advisor** : A single individual (remaining constant until generational promotion) tasked with anticipating and preparing for all possible scenarios—both positive and negative. They develop response plans for each situation to protect the group’s future. : **Record Keeper** : Responsible for meticulously documenting all important information, including laws, raids, Screamer sightings, expeditions, and key dates or outcomes. This role ensures decisions are informed by hindsight and serves as a reference for future leadership. }} {{pageNumber,auto}} \page {{note # How to Play : ## Objective Survive, grow the camp, and ensure the long-term survival of your people while managing resources, safety, morale leader points. Achieve side quests or pursue objectives that you discover. ## Setup ### Choose a Leader All players act as one body mostly but one player will take on the role of the official Camp Leader for situations that the group cannot come to an agreement or is directed to make a choice of their own. ### How long are you attempting to survive for For beginners it is recommended that you begin with a goal to survive for 1 year (12 Months / Rounds), and if you have already played before you can choose to play for 2 years (24 Months / Rounds). ### Select Laws The leader and the group will decide which laws and regulations to implement. At least one law must be active, but you can select as many as you'd like at the beginning or each month. Be mindful the more laws in place the harder it will to fill roles effectively. But too little and chaos will ensue… eventually. ### Draw Survivor Cards Draw Character Cards and Offer Cards (35 pairs) this is the original adult community you start with. : Draw 10 Children Characters and 10 Offer Cards and put them in their own area. These are your children in the community. : **All pairs must stay together.** : *Make sure to not mix any cards up.* : All pairs are to be random. This makes for unique games, funny or realistic outcomes and unpredictability. : For ALL character cards look for a star on their profile for any special information, items or directions pertaining to them specifically. Only some will have extra plot or directions. }} \column {{note ### Assign Rolls All paired adult cards are to be assigned to a roll. Children are not assignable yet. Write their name on their job title on the provided piece of paper with all roles listed and name spaces. Set a 15 minute timer or use the hourglass provided for a 15 minute timer. This ensures a timely start to the game. If needed, tip the house glass back over for 30 minutes total. : ### Denial of Entry : #### Reason 1 If any laws put into place contradict any of your adult population you must decline their entry. Any law that contradicts a survivor from now on must be banished, executed or the law must be abolished (costing one leader point for weakness) but because this is the entry phase they can simply be denied entry. DO NOT redraw any cards. You must either train children or leave a role unassigned and unsatisfied until options are revealed. : #### Reason 2 You can choose to deny anyone entry that you wish but they cannot be re-drawn. It is what it is. : *Within 30 minutes-45 minutes you should have your survivors paired and assigned,* : **Role Limits** Only 35 adults can be assigned to roles. Children may not be assigned roles right away. If an adult dies, or an exile is made (or denied entry) then a child can be “promoted”. For simplicity's sake “one month” will act as “one year” for children growing up! : **Character Modifiers** (See Character Cards) Experts: +2 or +3 in Exceptional Cases Competent: No modifier Incompetent: -2 or -3 in Severe Cases : ### The Calendar : The game gets more difficult as you get closer to winter, don't neglect to stock up on firewood and other options for warmth. Focus on getting established and then make this a priority. : | Months | Season | Difficulty | |:-----------------|:---------|-------------------:| | March - May | Spring | Easy | | June - August | Summer | Somewhat Difficult | | September - November | Fall | Hard | | December - February | Winter | Rutheless | }} {{pageNumber,auto}} \page {{note ## Losing the Game :: ### **Leader Points** You begin with 10 Leader Points (LPs). : You can think of these as your favorability as a leader, if you lose all of your leader points, your people will abandon you and you will lose. : ### Gaining Leader Points Leader points can be gained when prompted by a card, or for each Season (3 Rounds of Decision-Making) where morale has been maintained for all 3 months. : (Each month is equal to 1 round of decision making) : ### Losing Leader Points : | Action | Point Change | |-------------------------------------|:----------------:| | Any death | -2 | | Untreated injury or illness | -1 | | Failed expedition | -1 | | Abolished law | -1 | | Execution | -2 | | Banishment | -1 | | Survivor becomes a Screamer | -2 | | Low Morale | -1 | : ### Death of all Camp Members Camp Members may die in attacks, expeditions or any other means of death, if they all die, you lose. : #### Dehydration When you can’t provide water for more than half your camp for any given round. : #### Starvation When you can’t feed more than half your camp for 3 rounds (1 season) : #### Hypothermia When there's not warmth for your survivors during the months of December, Januarary, and Feburary. : #### The Leader Dies This is a rare possibility… but not impossible. Watch your back! }} \column {{note ### Morale : If your camp morale gets too low they will banish you from the camp and you will also lose. : | Morale Level | Description | Effect | |--------------|-----------------------------|----------------------------------------| | 1-4 | Too Low | -1 Leader Point (Community discontent) | | 5-7 | Ideal | No penalties or risks | | 8-10 | Too High | Attracts *The Affected* (Risk of attack) | : ### Screamers *Screamers* are drawn to human activity and pheromones. Maintaining a balance in morale is crucial: - **Too High Morale (8-10):** Increases the chance of being sniffed out and pursued by *Screamers*. - **Too Low Morale (1-4):** Leads to community disapproval, risking rebellion and loss of leadership credibility. : ## Winning the Game : ### You Win When… The camp reaches the surivval goal set (e.g., establishing a new civilization or surviving a set of 12 months (1 year) or 2 years for a longer, more drawn out game. : {{note Note: There are two Special Scenarios that can allow you to win early. }} : ## Playing The Game : Steps Each Month (Round of Decision Making) : **Step 1** Pass or abolish laws to create the group dynamic and balance your wants or needs : **Step 2** Choose a weather card from the season you’re in (it may have consequences) : **Step 3** Choose to either go on 1 expedition and draw 1 event or choose to draw 3 events : **Step 4** Manage resources, build your camp and make power moves : **Step 5** Optional: Lead a quest to raid, find survivors or retaliate when an expedition was NOT set out, as your scout has to be available. These quests are like mini expeditions but with one goal in mind. }} {{pageNumber,auto}} \page # Roles Overview & Assignment : **Society Name** What you will refer to your society as. : **Leader** The ultimate decision-maker responsible for guiding the society, managing conflicts, and ensuring survival and prosperity. : **Chief Advisor** Second in line of succession, offering counsel to the leader and stepping in when the leader is absent or unfit to lead. : **Scout** In charge of expeditions and quests, exploring new territories, seeking resources, mapping areas, and reporting dangers. : **Record Keeper** Maintains all important documents, including laws, historical events, resource inventory, and transactions. : **Farmer** Manages crop cultivation, soil quality, and seasonal planning to ensure a steady food supply. : **Livestock Handler** Cares for domesticated animals, ensuring they are fed, healthy, and providing meat, milk, eggs, or wool. : **Water System Maintenance and Collection** Ensures access to clean water by maintaining wells, filtration systems, and managing storage and distribution. : **Wood Cutter and Gatherer** Responsible for collecting and processing wood for construction, fuel, and tools. : **Barrier Maintenance** Repairs and reinforces protective walls, fences, or other defensive structures. : **Perimeter Watchman** Patrols the outer edges of the settlement, ensuring security and detecting potential threats. : **Quarantine Watchman** Monitors and enforces quarantine protocols for sick or potentially infected individuals. : **Watch Tower Watchman** Stationed in elevated positions to oversee the surrounding area for incoming threats or travelers. \column : **Fire Tender** Maintains controlled fires for warmth, cooking, and forging, ensuring they remain contained and efficient. : **Cook** Prepares meals for the settlement, utilizing available ingredients to maintain nutrition and ration food effectively. : **Medic / Medicine Manager** Provides medical care, maintains a stock of medicinal herbs and supplies, and oversees sanitation. : **Builder** Constructs and repairs buildings, roads, and other essential infrastructure. : **Stone Collector** Gathers and processes stone for construction, weapon-making, and crafting. : **Blacksmith** Forges weapons, tools, and metal parts necessary for survival and protection. : **Forager** Scours the environment for edible plants, medicinal herbs, and useful natural materials. : **Butcher / Meat Preserver** Processes animals for consumption and ensures proper preservation through drying, salting, or smoking. : **Teacher and Childcare** Educates children, passing down knowledge, and ensuring the next generation is prepared for survival. : **Armory Manager** Oversees weapons and armor storage, ensuring they are maintained and accessible when needed. : **Craftsman** Creates useful tools, clothing, furniture, and other everyday necessities. : **Fisherman** Provides a steady supply of fish through nets, traps, and fishing techniques. : **Hunter** Tracks and hunts wild game to supply meat, fur, and bones for the community. : **Looter / Collector** Scavenges abandoned areas for useful supplies, including tools, medical items, and technology. {{pageNumber,auto}} \page **Tailor** Creates and repairs clothing, ensuring protection against weather and maintaining necessary uniforms. : **Energy Developer** Finds and maintains power sources such as solar panels, wind turbines, or biofuel generators. : **Family Planner** Helps organize and regulate birth rates, living arrangements, and family structures to maintain balance in the society. : **Baker** Specializes in baking bread and other goods, ensuring proper use of flour and grains. : **Communications/Tradesman** Handles trade negotiations and maintains relationships with other groups, managing barter systems and alliances. : **Radio/Technology** Maintains communication devices, including radios and any remaining advanced technology. : **Deathcare / Cemetery Manager** Oversees burial rituals, maintains the cemetery, and ensures proper respect for the deceased. : **Researcher** Studies new ways to improve survival, whether in medicine, farming, energy, or security. : **Laborer / Floater** A general worker who assists wherever needed, filling in gaps in labor shortages. : **Inventory Manager** Keeps track of supplies, ensuring resources are stored properly and used efficiently. {{pageNumber,auto}} \page # Towards Back Of Manuscript : ## What we know so far about the affected The Process of Becoming a Screamer is as follows : About 1 hour per year of age in population under 25 About 4 hours per year of age in population 25-59 About 2 hours per year of of age in elderly population 60+ : *Ways of transmission: Bite, scratch, bodily fluid contact and as for now rainwater in all its forms from the original storm.* : **1st Phase** Initial and dooming symptoms Each Transition are different but often include: Forgetting how to spell, pronounce or your name altogether Forgetting personal details in general Becoming itchy and pale (including eyes) Sporadic eye movement Intense need for human connection : **2nd Phase** Immediately following 1st phase Rapid and severe stiffening of all muscles above hips Facial twitches as it locks in an emotionless expression “Dementia” type speaking and loss of time Urge to cry as sense of self is fading and inability to scream : **3rd Phase** Once sense of self begins to fade Veins will become prominent, visible and often times bulged Consciousness fading in and out Some convulse at this point and some vomit or bang their head A state of emotionless, “in a trance” aimless walk in search of intact self and bond Complete corrupted self with an occasional “coming to” for 3-10 seconds of screaming. \column ## Key Details Zombification Speed:: Younger victims transform in minutes or hours depending on just how young. They become aggressive and driven by basic instincts. Older, healthier individuals transform slower, with some retaining fragmented memories for weeks. Affected individuals exhibit cloudy eyes, pale skin, rigid muscles, spasms, and a weak, raspy voice. Their movements are stiff, and they decay slowly due to mild neurotoxin preservation, with hot climates speeding up decay. Zombification can last from a few weeks to 6 months, depending on the environment. Transmission: The toxin spreads via: Blood, saliva, water (touch or ingestion), bites, or deep scratches. No airborne transmission, but masks were recommended as a precaution. Behavior: Initial stages: Frozen or emotionless faces; lose hearing first. As decay advances: Ability to pursue and chase diminishes. Young/fit zombies can walk faster if triggered, especially if they were athletic before zombification. Mental Health Impact: Individuals with mental illnesses (e.g., schizophrenia, bipolar disorder) are highly affected, with their mental conditions amplifying during zombification: Schizophrenic zombies: Flashes of clarity, delusions, or “split personalities.” Bipolar zombies: Extreme mood swings, aggression, and periods of confusion. Dissociative identity disorder zombies: Multiple, unpredictable personalities emerge. Animal Behavior: Animals are not zombified in the same way, but some act rabid. Predators like bears, dogs, and mountain lions become more aggressive. Water Contamination: Water sources are unsafe, with runoff and puddles potentially contaminated by infected fluids. Bottled water is a high commodity. Proximity to the Storm's Epicenter: Areas near the center of the solar flare’s electromagnetic pulse were affected almost immediately, with urban centers hit hardest, transforming individuals rapidly. {{pageNumber,auto}} \page Quest and Expedition Roles When setting out on quests or expeditions, roles are assigned based on relevance to the mission’s goals and requirements. Lead Scout: The most qualified individual for a specific expedition, selected for their skills or expertise relevant to the task. Scouts may rotate as needed, but their home duties remain unfulfilled during their absence. For example, one scout might serve consistently for six months, but another may be called upon for their specialized knowledge in a specific situation. Expert: Any individual with specialized knowledge or skills necessary for a particular quest or objective. For instance, a Technologist might be deployed for a "radio tower" mission. Experts are assigned to quests directly tied to their area of expertise. {{pageNumber,auto}} \page Minimum Monthly Resource Management Firewood: 15 units of wood for maintenance of fire Food: 1 unit per survivor/month (formula or breastmilk can be used for under age of 2) Water: -1 unit per survivor/month (formula or breastmilk can be used for under age of 2) and 10 units for showers (only when bath house is accessible) *Warmth: When in winter months 10-12 (December-February), 2 units of warmth must be on each survivor or they die from hypothermia. Meat Preservation: 1 unit of salt per 1 unit of raw meat Recipe: All required materials + success roll Making Clothing/Warmth: Correct unit of fabric for item and needle and thread {{pageNumber,auto}} \page {{note,wide # Constructing Facilities : | Facility | Cost | Effect |   |-------------------------------|---------------------------------------|------------------------------------------------------------------------------------------| | Adult Sleep Area | 30 wood, 30 fabric | Shelters adults when the barricade fails. | | Armory | 15 wood, 1 lock | Prevents weapons theft during raids. | | Barricade (Starter) | 30 wood | Will prvevent small attacks, can easily be broken | | Barricade | 60 wood | Prevents Screamers from entering the society | | Barricade (Fortifications) | 30 wood, 30 metal | Immune to barrier breakages; ignore all related prompts once applied. | | Barn | 60 wood | Stores up to 100 supplies. | | Bath House | 15 wood (15 water / mo) | +1 morale per month. | | Cemetary | 15 wood, 20 stone, shovel | Allows for the burial of those who have passed on. | | Chicken Coop | 15 wood, chicken wire | Egg yield increases to 30 eggs(food)/month. | | Children’s Sleep Area | 15 wood, 15 fabric | Shelters children when the barricade fails. | | Fenced-in Garden | 15 wood, chicken wire | Protects food from Screamers and wildlife; +4 to contamination rolls. | | Fire Pit | 15 stone, (30 wood / mo) | Provides warmth and light. | | Food Storage | 15 wood, 1 lock | Protects food from being stolen during raids. | | Hunting & Fishing Hut | 15 wood, 1 lock | Hunters and fishers reroll 1s. | | Jailhouse | 15 wood, 15 metal, 1 lock | Allows punishment without banishment or execution. | | Kitchen | 15 wood, 15 water, 5 metal, 5 plastic or glass | +2 to food contamination rolls. | | Leadership Sleep Area | 15 wood, 1 lock | +2 Leader Points. | | Logistics Area | 30 wood, 1 lock | Scouts reroll 1s. | | Livestock Pen | 30 wood, chicken wire | Prevents contamination, livestock loss, and wildlife attacks. | | Medic Hut/Infirmary | 30 wood, 5 Medicine | Prevents weather-related deaths for the injured. | | Private Quarters | 30 wood, 1 lock | Encourages breeding; +4 to breeding rolls. | | Quarantine Area | 15 wood, 1 lock | Avoid unnecessary executions or banishments. | | Research Lab | 30 wood, 1 beaker, 1 notebook, 1 microscope | Researchers add +2 to rolls. | | Schoolhouse | 30 wood, 2 Learning Units | Children train in 1 month. | | Tech Lab | 30 wood, 1 tech unit, 1 tool kit | +2 to all tech rolls. | | Watch Tower | 45 wood, 15 metal | Provides raid warnings, alerts to Screamers, and improves visibility of surrounding areas.| | Workshop | 60 wood, 15 metal | Crafters and blacksmiths reroll rolls of 5 or less. | }} ![](https://cdn.midjourney.com/5929e2df-6c02-4114-9c43-30b9aaba1d0d/0_1.png){position:absolute,left:0%,bottom:0%,height:100%} {{pageNumber,auto}} \page {{note,wide # Non-Facility Crafts :: ## Water & Energy :: | Item | Materials | Use | |:------------------------|:---------------------------------------|:-----------------------------------------------------------------------------------------| | Improvised Solar Still | 2 Glass, 5 Metal, 15 Water/Plastic | Purifies water using sunlight. No filters needed, just patience. | | Portable Wind Turbine | 5 Metal, 5 Wood, 2 Wire, 3 Electricity | Powers small devices. Good luck finding wind when you need it. | | Solar Water Heater | 2 Small Solar Panels, 3 Plastic, 1 Glass, 2 Wire | Warm water for showers, cooking, or comfort in misery. | | Water Catch System | 1 Barrel, Rainy Weather | Collects +10 water per barrel during rain for drinking or bathing. Pray for rain. | | Water Filter | 6 Wood, 2 Plastic, 1 Bag of Sand, 2 Metal | Removes big debris from water. Boil the rest or take the risk. | :: ## Additional Mechanics :: | Activity | Requirements | Use | |:-----------------------|:----------------------------------------------|:---------------------------------------------------------------------------------------| | Making Clothing/Warmth | Correct units of fabric + needle and thread | Creates clothing or warmth items essential for survival. | :: ## Small Crafts :: | Item | Materials | Use | |:------------------|:-------------------------------------|:------------------------------------------------------------------------------------| | Fishing Rod | 2 Wood, 6 Wire, 2 Plastic | Rod for fishing. Better than waiting for fish to jump into your arms. | | Makeshift Shovel | 5 Metal, 2 Wood | Dig pits, trenches, or holes to hide your regrets. | | Snare Trap | 5 Wood, 2 Wire, 3 Metal | +5 food/month. Catches critters for food. Low-maintenance buffet. | | Stone Axe | 2 Wood, 3 Stone, 1 Metal | For chopping, hacking, or intimidating your enemies (or friends). | | Tripwire Alarm | 15 Wire, 2 Metal | Alerts you to intruders. | :: ## Food Prep :: | Item | Materials | Use | |:----------------------|:---------------------|:------------------------------------------------------------------------------------| | Cooking Pit | Stone, Wood | Slow-cooks meat underground. Fancy, huh? | | Griddle | Metal, Stone | Cooks pancakes, fish, or flatbread. Breakfast of champions. | }} ![](https://cdn.midjourney.com/5929e2df-6c02-4114-9c43-30b9aaba1d0d/0_1.png){position:absolute,left:0%,bottom:0%,height:100%} {{pageNumber,auto}} \page {{note,width:48%,left:1%,position:absolute,top:1% # Quest Locations to Explore in Morgan Town : During your turn, when you would normally select a quest, choose a location from this list, and go to the roll table section after rolling, read your result. : **Amusement Park** : **Camping Store** : **Fabric Store** : **Feed Store** : **Flowershop** : **Hospital** : **Jewelry Store** : **Magic Shop** : **Mayor's House** : **Morgan Town Library** : **Morgan Town Residential Area** : **Morgan Town Trail** : **Optometrist Office** : **Pharmacy** : **Police Station** : **Possible Group of People** : **Post Office** : **Toy Store** }} ![](https://cdn.midjourney.com/f5951323-a666-406c-84f4-e74903ef1e3d/0_3.png){position:absolute,left:0%,bottom:0%,height:100%} {{pageNumber,auto}} \page # Roll Tables : {{note,wide ## Amusement Park : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | A Horde of Screamers Attack, Your Looter must roll a 13 or higher or they turn. | | 6-9 | 10 Food | | 10-12 | 20 Food | | 13-19 | 20 Food and 20 Water | | 20+ | 20 Food and 20 Water and *Transmitter Parts* | : ## Camping Store : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing. | | 6-9 | 5 Warmth | | 10-12 | 10 Warmth | | 13-19 | 10 Warmth & 20 Food | | 20+ | 10 Warmth & 20 Food and a *Solar Water Heater* | : ## Fabric Store : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing. | | 6-9 | 5 Fabric | | 10-12 | 10 Fabric | | 13-19 | 15 Fabric and a pack of *Needle and Thread* | | 20+ | 30 Fabric and a pack of *Needle and Thread* | : ## Feed Store : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | An infected animal, You must roll a 13 or higher to see if your looter is attacked | | 6-9 | 1 Chicken Wire | | 10-12 | 2 Chicken Wire | | 13-19 | 5 Chicken wire | | 20+ | 5 chicken wire and a *Cow* | : ## Flowershop : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing. | | 6-9 | 1 Person willing to return to your Camp | | 10-12 | 2 People willing to return to your Camp | | 13-19 | 3 People willing to return to your Camp | | 20+ | 5 People willing to return to your Camp | }} {{pageNumber,auto}} \page # Roll Tables : {{note,wide ## Hospital : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | A Horde of Screamers Attack, Your Looter must roll a 13 or higher or they turn. | | 6-9 | 1 *Bottle of Antibiotics* | | 10-12 | 1 *Bottle of Antibiotics* & 1 *Bottle of Heart Medication* | | 13-19 | 1 *Bottle of Antibiotics*, 1 *Bottle of Heart Medication*, & 1 *Inhaler*| | 20+ | 1 *Bottle of Antibiotics*, 1 *Bottle of Heart Medication*, 1 *Inhaler*, & 1 *Epi-Pen* | : ## Jewelry Store : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing | | 6-9 | Nothing | | 10-12 | Nothing | | 13-19 | *Key (#001)* | | 20+ | 10 of Each Resource, *A Handgun* and 3 *Ammo*| : ## Magic Shop : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Out of nowhere your Looter is attacked by a Screamer, and they become Infected. | | 6-9 | 5 Fabric | | 10-12 | 10 Fabric | | 13-19 | 15 Fabric and a pack of *Needle and Thread* | | 20+ | 30 Fabric and a pack of *Needle and Thread* | : ## Mayor's House : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | *Dead Mayor*, A *Handgun*, 4 *Ammo* | | 6-9 | 5 *Bottled Water* | | 10-12 | A *Handgun* | | 13-19 | If you have *Key (#001)*, you gain access to the **Safe** | | **Safe** 20+ | A *Handgun* and 5 *Ammo* | : ## Morgan Town Library : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing. | | 6-9 | *Linkin' Logs* | | 10-12 | *Is It Safe To Eat* | | 13-19 | *Clean Water is the Best Water* | | 20+ | *Sciency & More* | }} {{pageNumber,auto}} \page # Roll Tables : {{note,wide ## Morgan Town Residential Area : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | A Horde of Screamers Attack, Your Looter must roll a 13 or higher or they turn. | | 6-9 | 5 Food, and 5 Plastic | | 10-12 | 10 Food, and 5 Plastic | | 13-19 | 15 Food, 10 Plastic, and 5 Metal | | 20+ | 30 Food, 15 Plastic, and 10 Metal | : ## Morgan Town Trail : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Your Scout falls to their death. | | 6-9 | Your Scout runs into a Bear, and must roll a 13 or higher or be mauled to death. | | 10-12 | 5 *Bottled Water* | | 13-19 | 5 *Bottled Water*, & 10 Food | | 20+ | 5 *Bottled Water*, 10 Food and a *Solar Water Heater* | : ## Optometrist Office : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing | | 6-9 | 1 *Paper and Pen* | | 10-12 | 1 *Paper and Pen*, and 1 *Pair of Glasses* | | 13-19 | 1 *Paper and Pen and 2 *Pair of Glasses** | | 20+ | 1 *Paper and Pen*, 2 *Pairs of Glasses*, A *Bottle of Antibiotics*, and a *Bandage* | : ## Pharmacy : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Drug Addicts steal whatever your Looter is carrying. | | 6-9 | Nothing | | 10-12 | 1 *Bottle of Antibiotics* | | 13-19 | 1 *Bottle of Antibiotics*, 1 *Insulin Injector* | | 20+ | 1 *Bottle of Antibiotics*, 1 *Insulin Injector*, and 1 *Bottle of Heart Medication* | : ## Police Station : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing | | 6-9 | 1 *Handcuffs* | | 10-12 | 2 *Handcuffs* | | 13-19 | 1 *Handcuffs*, and 1 *Government Memo* | | 20+ | 2 *Handcuffs*, and 1 *Government Memo* | }} {{pageNumber,auto}} \page # Roll Tables : {{note,wide ## Post Office : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | A Gang of Convicts captured your Looter. | | 6-9 | 1 *Paper and Pen* | | 10-12 | 1 *Paper and Pen*, 1 *Pack of Batteries* (5 Electricity) | | 13-19 | 1 *Paper and Pen*, 2 *Pack of Batteries* (10 Electricity) | | 20+ | 1 *Paper and Pen*, 2 *Pack of Batteries* (10 Electricity), & 1 Convict returns with your Looter | : ## Toy Store : | Roll | Outcome | |:----------:|:---------------:| | 1-5 | Nothing. | | 6-9 | 10 Plastic | | 10-12 | 15 Plastic, a *Toy Car* | | 13-19 | 15 Plastic, a *Toy Car*, a *Pack of Cards* | | 20+ | 15 Plastic, a *Toy Car* & a *Pack of Cards*, a *Guitar* | }} {{pageNumber,auto}} \page # Discoveries PART COVER {{pageNumber,auto}} \page {{note,,wide,width:100% ## MORGANTOWN MORGUE - PATHOLOGY REPORT : *Requires The Quest: Morgan Town Morgue* :: | Examiner | Case No | Subject | Age | |:----:|:------:|:------:|:---------:| | Dr. Elias Hartman | 001-UN1D3NTI5D | Robert "Bobby" Tailor| 8 years old | | **Race** | **Height** | **Weight** | **Eye Color** | | White| 45'' | 17.24kg| Blue | | **Sex** || **Address** || | Male || 2400 Pine Street, Morgan Town, WV || : ## Subjective Reporting of Events : One of the first recorded cases presented with symptoms of the neurological and physiological condition linked to the recent solar flare event and subsequent rainfall exposure. The subject was alive upon arrival at the clinic but displayed unnatural and unresponsive behavior, accompanied by slurred speech and general disorientation. Patient then sustained a gunshot wound and was later pronounced dead. : ## External Findings : **Overview**: Skin appears Jaundiced, Appears to have little to no essential body fat, indicating extreme malnourishment : **Eyes**: Sclera appears Bloodshot and Yellow indicating Jaundice and potential sleep deprivation : **Neck**: Positive for Jugular Vein Distention, No Tracheal Deviation : **Chest**: Single GSW. : **Arms**: Miscroscopy indicated lack of fine motor control with erradic movement. : **Legs**: Microscopy indicated more fine motor control (possibly for balance), but decaying structures were still present. : ## Internal Findings : **Cardiovascular System** The Patient's Heart remained bradycardic around 25bpm with no assisting interventions when brain death was called. Cardiac output appears to have remained somewhat stable if not low, as atrophy of the cardiac muscle has increased stroke volume. Arteries and veins appeared shrunken and nearly empty, yet the tissue showed little to no signs of necrosis. and microscopy indicated that clotting or healing factors would not be sustainable at such a low-level, suggesting impaired blood function. Blood showed almost no ability to clot—if not for the gunshot wound, the subject likely would’ve bled to death from something minor. White blood cell levels were unnaturally low, meaning the immune system appaeared to barely function, while T-cell functionality appeared intact even post mortem. Bone marrow appeared damaged, possibly from radiation exposure, which may prevent the body from producing new blood cells. : **Neurological Examination** Severe brain damage in areas responsible for memory, muscle control, and personality. The part of the brain that controls instincts and aggression remained intact, and possibly even overactive. Strange buildup of an unidentified protein coating parts of the brain that control movement, which might explain the slow, jerky way the child moved. : ## Assessment I don’t understand how this child was alive even before the gunshot. Their circulatory system was barely working, their brain was failing, and their blood lacked many factors that should not have been able to keep them alive for this long. They didn’t react to pain, didn’t seem to know where they were, but showed an increased recognition of human speech or interaction. The biggest concern is that the brain damage wasn’t from injury, it looked like it was decaying, as if the body was shutting down piece by piece. But that doesn’t explain why this child kept moving, kept standing, and kept walking until someone had to put them down. I fear this isn’t an isolated case. If this condition is spreading, and the cause is what we think it is, we may be dealing with something far worse than an infection. : | Date | Facility | |:-------------:|:---------------------:| | 01/01/2001 | MorganTown Morgue | }} {{note,wide # Outcome : **You gain a +3 on all research rolls.** }} ![](https://cdn.midjourney.com/e35920b3-1aa4-4159-8779-cfe530fabd08/0_1.png){position:absolute,left:0%,top:0%,width:134%,height:100%} {{pageNumber,auto}} \page {{pageNumber,auto}} \page {{pageNumber,auto}} \page {{pageNumber,auto}} \page {{pageNumber,auto}} \page {{pageNumber,auto}} \page What Can I do with my Resources?: Metal: Building, crafting Wire: Crafting, building Electricity:Crafting, repairing, building (batteries count as electricity) Medical: Treating illnesses for survivors (vague medical needs = vague medical unit treatment) Glass: Building, crafting Plastic: Building, crafting Wood: Firewood, building, crafting (ax required in order to collect) Stone: Firepit, filtering water, buildings, tool sharpener, crafting Food: Survivors, livestock (preserving or cooking required if from hunting) Water: Drinking water, cooking, bathing (filtering required if not specified as clean) Warmth: Used to keep survivors warm in winter (all “Warmth”labeled accessories or can be crafted) Fabric: 1 unit of fabric can be tailored into a warmth unit for a survivor (needle and thread plus success roll required) Learning: Any source of knowledge (that can be applied to any survivor to either make competent or make into an expert) This does not erase physical incapabilities such as blindness it only applies knowledge. The Basics: Buffs, Debuffs, and Rolling for Your Life Positive Buffs (+2): If the survivor in the assigned role has a clear advantage (like actual skills or, shocker, common sense), they get a +2 to their roll. For example, a forager with actual foraging skills and a trusty book on edible plants is set up for success. Minor Buffs (+1): Useful tools or situational perks (like finding clean water near the camp) give an additional +1. Debuffs (-2 to -3): If the survivor is hilariously underqualified (e.g., they think poison ivy is a salad garnish) or relies on unreliable tools, they get hit with a -3. Their chances of success? Let’s just say it’s better to hope they don’t accidentally poison everyone. Competency Rolls: If someone has at least basic competency, they skip the "success/fail" roll and jump straight to rolling for quantity. If they’re not competent (e.g., a blind person as a hunter), they must roll to determine if they succeed at all before rolling for quantity. Example: Carl, the accountant-turned-lumberjack, must roll to see if he can even swing an axe. Upon a miracle of success, Carl can then roll to see how much wood he collects. When to Roll Expedition Outcome: A roll of 13 or higher (including buffs/debuffs) is a success. Anything less is a failure. There’s no limit to buffs and debuffs, so technically, someone could stack enough negatives to ensure catastrophic failure. Who knew teamwork could be so important? Collection Quantity: Once a task is successful, roll to determine how much is collected. This applies to resources like wood, water, or edible plants. Each source requires a separate roll. Competency Checks: Survivors unfit for the job (e.g., major physical or intellectual gaps) must roll for success/fail. Only if they succeed can they roll for quantity. These situations can lead to tough calls for the group: do you give a critical role to someone hopelessly unqualified because no one else can do it? Example: Maggie is on water duty but has never seen a water purifier in her life. The group decides she’ll roll for success. If she somehow passes, she can then roll for how many units of water she collects. If she fails, well… hope you’re not thirsty. Becoming a Screamer The infection mechanic adds a grim layer of tension. Survivors can become “affected” (you know, zombified) by a variety of circumstances. Rolls must always reach 13 or higher to avoid infection: Blood or saliva contact: -3 modifier. Contaminated water: -4 modifier. Scratches or bites: -5 modifier. Solar event exposure (yeah, it’s that bad): -6 modifier. When prompted by specific cards or events, these rolls will determine the infected’s fate. Spoiler: they’re usually doomed. Prompted Events Certain cards or scenarios will require rolls with specific outcomes. These are your “plot twist” moments—expect chaos, drama, and a little butt cheek clenching as survivors face challenges. Recipe Book Campfire Bread "Fluffy bread so bland it might make you miss your mother-in-law's gluten-free mystery loaf." Ingredients: 1 unit of flour 10 units of water (or if you're feeling extra, 1 milk—because nothing says luxury like apocalyptic milk) 1 unit of oil or butter Effect: +1 Morale. Campfire Rice "Rice: perfect for when you’re one bad day away from eating weeds." Ingredients: 10 units of rice 10 units of water or broth (water collected in a sweaty boot doesn’t count!) 1 unit of butter or 10 units of olive oil (sub in Screamer blood for seasoning—kidding, don’t.) Effect: +1 Morale. One-Pot Pasta "Who knew the apocalypse could taste like an undercooked Olive Garden meal?" Ingredients: 1 unit of pasta (don’t ask what kind, it’s whatever you scavenged last week) 1 jar of pasta sauce 1 unit of water or broth 1 unit of olive oil or butter Effect: +2 Morale. Campfire Chili "Open a can, stir it up, and pretend you’re not eating something a raccoon would pass on." Ingredients: 1 can of chili (dented cans add flavor) A pinch of chili powder Effect: +1 Morale, +1 Expedition roll (gas = speed I guess). Meat Stew "A hearty meal to keep you alive long enough to regret eating it." Ingredients: 20 units of meat 20 units of water or broth (Screamer-flavored creek water not recommended) 10 unit of potatoes 10 units of carrots Effect: Ignore a leader point deduction (because nothing inspires leadership like hot soup). Grilled Fish with Herbs "Catch of the day! Assuming you haven’t been eaten by bears or Screamers yet." Ingredients: 1 fish filet (bonus points if it doesn’t smell like the river it came from) 1 herb per fish (ground to perfection with your trusty mortar and pestle) 1 unit of olive oil (or just rub the fish on your forehead—it’s the same shine) Effect: +2 to your fisherman’s next roll (because even they deserve a win). Chicken and Rice Skillet "The apocalypse’s answer to Sunday dinner. Now featuring double productivity and lingering salmonella fears!" Ingredients: 2 chicken breasts (one slaughtered chicken… sorry, Clucky.) 1 unit of rice per survivor being fed 2 units of water or broth Salt and pepper (a rare and powerful seasoning in these trying times) Effect: Productivity is doubled for one month. Campfire Berry Bread "Like a sweet treat if sweet meant sour." Ingredients: 40 units of berries (check for worms—they’re extra protein, but still) 20 units of flour 2 units of eggs Effect: -1 morale (Because sometimes people need to learn how to cope.) Laws Water Rationing Law: Rule: Water will be rationed to 1 unit per person per day no matter the situation. Food Rationing Law: Rule: Each survivor will receive 1 unit of food per day. In times of extreme scarcity, children and elderly will receive priority. One Meal a Day Law: Rule: Due to limited food, only one meal will be cooked and shared each day. Extra food is to be saved for emergencies. Medicine Distribution Law: Rule: Medical supplies will be distributed only by the designated Medic. Infection Protocol Law: Rule: If a person is bitten or scratched by The Affected, they must immediately be isolated and treated with the necessary medical supplies, including antibiotics, if available. Mental Health Support Law: Rule: Weekly group sessions will be held to allow survivors to speak freely and receive emotional support. Weapon Control Law: Rule: Weapons, including knives and firearms, are only to be carried by designated personnel such as the Armory Manager or Perimeter Watchman. Safe Shelter Law: Rule: Every survivor must have access to shelter that can withstand potential attacks from The Affected. Temporary shelters must be improved or rebuilt regularly. Wood and metal shelters only for all. (-15 wood and -5 metal a month) Expedition Safety Law: Rule: Anyone going on an expedition must be equipped with proper supplies and tools (water, food, medical kits, etc.). A designated scout will lead all expeditions. ( 1 unit of food for each 24 hours) Legal age Change to 14: Rule: Children the age of 14 are promotable now. Conflict Resolution Law: Rule: Conflicts among survivors must be resolved through mediation with the Record Keeper. Morale-Boosting Activities Law: Rule: Weekly morale-boosting activities, such as storytelling, music sessions, or scavenger hunts, crafts will be held to keep spirits high. (+1 morale a round) Respect for Elders Law: Rule: Elders are to be given special care and respect. They should not be forced to work and are exempt from heavy duties. Resource Collection Law: Rule: All survivors must report the collection of any resources, such as food, wood, or metal, to the Inventory Manager. Crafting Law: Rule: Only designated survivors (e.g., craftsmen or blacksmiths) are allowed to use precious resources (metal, wood, plastic, etc.) for crafting. Bartering Law: Rule: Any bartering or trading with other survivor groups must go through the Communications Officer and Leader. Any trades that negatively affect the camp’s long-term survival must be prohibited. Resource Preservation Law: Rule: All resources, including food, water, and medical supplies, will be preserved as much as possible. Leftovers are to be properly stored or repurposed to minimize waste. Mating Approval Law: Rule: All mating or reproductive activities must be approved by the Family/Genetic Line Planner. Any unapproved relationships or procreation will result in strict punishment. Procreation Restriction Law: Rule: No person under the age of 18 is allowed to have children unless deemed critical for survival by the Family/Genetic Line Planner. The Quarantine Law Description: If a team member shows symptoms of the infection, they must be brought back to camp immediately and quarantined until their condition can be confirmed. If they are confirmed to be affected, they are isolated from the rest of the group for a period of 24 hours or longer. The Mercy Kill Law Description: If a member of the team shows clear signs of infection and is in the 2nd or 3rd Phase of becoming fully affected (including facial twitching, stiffening, or loss of self), they must be put down immediately by the closest team member (or watchman) in order to prevent them from becoming a danger to the group. The Save Yourself Law Description: In the event that a team member is bitten or scratched, showing early signs of the infection, if escape is impossible and the risk is too high, survivors must leave the affected individual behind in order to preserve the rest of the group. The priority is the survival of the healthy members. The Leave No One Behind Law Description: No survivor will ever be abandoned, regardless of their condition. If a member becomes infected, they will be protected and carried back to camp. There, they will be quarantined and treated with the utmost care, in hopes of finding a cure or holding them off long enough to make an informed decision about their fate. The Infection Disposal Law Description: If a team member is infected, they must be killed or left at the location where they were affected, regardless of how long they have been a part of the group. The risk of the infection spreading is too great to bring them back to camp, even in quarantine. The Reverse Quarantine Law Description: If a member of the group is suspected of being affected but has not yet displayed full symptoms, they must be quarantined outside of camp until it can be confirmed if they are truly infected. The group may continue to operate normally but must stay a safe distance away from the quarantined individual. The Immediate Execution Law Description: If a survivor is witnessed exhibiting full symptoms of the infection (frothing at the mouth, loss of consciousness, etc.), they must be immediately executed. No trials or second chances will be given. The group’s safety comes first. The Reintegration Law Description: In rare cases, if a survivor shows signs of recovery (such as coming to during the 3rd Phase for a few seconds of clarity), they are given the opportunity to reintegrate into the group after a period of extreme isolation and medical observation. However, this is only possible with consent from the survivor and after thorough group discussion. The Banishment Law Description: If a member of the group is bitten or scratched, they must be exiled immediately, regardless of their stage of infection. They are to be given supplies to survive alone but will not be allowed to return to the group. The Infection Containment Law Description: If any infected team member is found, no one is allowed to leave the camp until the infected person has been neutralized or quarantined. This law ensures that the group does not walk into dangerous areas unknowingly, and it also serves to keep the infected from escaping into the larger environment. No One Leaves the Barrier Without Permission Reason: To ensure the safety of the group, no one can leave the camp without prior approval from the leader. This prevents reckless individuals from putting the group at risk. No Napping During Working Hours Reason: To maintain productivity and ensure that everyone contributes to the survival effort, breaks are strictly limited to avoid laziness and keep the group working efficiently. Weapons Must Be Registered and Stored in the Armory each night Reason: To prevent conflict and ensure no one is armed recklessly, all weapons must be stored and checked in with the armory manager. This keeps weapons secure and reduces the risk of violence. No Stealing From Fellow Survivors Reason: To maintain trust and order, stealing is strictly prohibited. Violators face expulsion or punishment to ensure resources are shared fairly. Respect the Chain of Command Reason: To avoid confusion and maintain order, everyone must follow the orders of those designated in the leadership or command hierarchy, from the leader down to the supervisors. Punishments for Violence Within the Community Reason: Any act of violence (whether physical or verbal) against another person will result in severe punishment or expulsion. This is to keep the peace and ensure the safety of everyone. Mandatory Monthly Resource Rationing Meetings with Inventory Reason: To ensure fairness and transparency in how food, medicine, and other resources are distributed, weekly meetings will be held to discuss resource allocation. No Harm to Animals (Including Pets) Reason: Treating animals with care is a reflection of the community's humanity and respect for all life. Killing or harming animals without just cause is prohibited. Regular Health and Well-being Checkups Reason: Regular checkups (including mental health) are mandatory to ensure that everyone stays healthy and sane, which is critical to survival in such harsh conditions. (-1 medical units/m) Voluntary, Not Mandatory Labor for Children and Elderly Reason: Children and elderly individuals should not be overburdened with labor. Tasks should be age-appropriate, and their work should be voluntary to prevent exploitation or harm. All Outside Communication Must Be Approved by the Leader Reason: To prevent misinformation, panic, or unwanted interactions with outsiders, any attempt to communicate with other groups, via radio or other means, must be approved by the leader or a designated communications officer. No Alcohol or Drugs Unless Prescribed for Medical Purposes Reason: Alcohol and drugs can impair judgment, productivity, and cooperation, and in a survival situation, these could be dangerous. Any use of alcohol or drugs must be strictly controlled and used only for medical purposes. Mandatory Physical Fitness for All Capable Members Reason: Physical fitness is essential for survival, especially in a dangerous environment. Every able-bodied member must participate in regular physical exercise to maintain strength, agility, and endurance for emergencies. Keep Noise Levels to a Minimum Reason: Noise attracts unwanted attention, whether from zombies or other hostile humans. Quiet, stealthy behavior is essential to avoid drawing attention to the camp. Children and Vulnerable People Are Prioritized for Resources Reason: Children, the elderly, and those with medical conditions should always be prioritized when it comes to food, shelter, and medical attention to ensure the community’s long-term survival. Daily Clean-Up and Hygiene Routine is Mandatory for All Reason: Hygiene is critical to prevent disease and maintain the physical and mental health of the group. Everyone is responsible for contributing to daily camp cleanliness and personal hygiene practices. All Visitors Must Be Vetted and Observed for At Least 48 Hours Before Being Allowed to Stay Reason: Trust is crucial. Anyone seeking to join the community must undergo a probationary period during which their intentions and behavior are assessed. This helps protect the camp from potential threats or untrustworthy individuals. Couples with Known Genetic Conditions or Disabilities Must Obtain Medical Clearance Before Procreating Reason: To prevent the potential for hereditary conditions that could compromise the health or survival of future generations, such as genetic disorders, immune deficiencies, or severe disabilities. Couples (such as the 31-year-old blind woman with livestock knowledge or the 43-year-old man with lung cancer) must seek approval from the community's medical officer or a council of trusted individuals before attempting to have children. This rule aims to protect the health of the community in the long term by limiting the risk of passing on debilitating genetic conditions. Procreation Among Close Relatives Is Forbidden to Maintain Genetic Diversity Reason: To avoid the negative effects of inbreeding, which can lead to genetic defects, health problems, and a weakened gene pool, the community will enforce a strict rule against relationships or procreation between close relatives. This would include siblings, cousins, and other direct family members who share a high percentage of genetic material. The community must maintain genetic diversity to avoid the potential long-term repercussions of a limited gene pool. For example, if two individuals who share genetic similarities (such as the 17-year-old boy with Down syndrome and another family member) were to consider starting a family, this rule would prevent that, ensuring the genetic health of the community is prioritized. Implementing A New Leadership Role Upon approval of the current Leadership, and with a specifically serious and interested member wishes to implement a new and useful role they can be admitted into the main leadership. No obese, deformed or physically disabled members All members must be healthy and able to be physically active around camp effectively. Tags: Negative: Cowardly Dishonest Disloyal Forgetful Greedy Gullible Impatient Impulsive Inattentive Inefficient Inexperienced Irresponsible Lazy Loud Needy Predatory Quick Tempered Rebellious Reckless Selfish Unintelligent Unorganized Unpredictable Violent Positive: Assertive Brave Calm Careful Diplomatic Efficient Gentle Hard-working Honest Honorable Independent Intelligent Law- Abiding Loyal Organized Patient Predictable Quiet Rational Resourceful Resilient Selfless Smart Strong Zelner Lab Company Lab Report: DNA Analysis of Toxin-Affected Subjects Date: October 30th, 2024 Lab Technician: Dr. A. Reed Test Subject(s): Affected Individuals, Group A Objective: To analyze the DNA structure of individuals exposed to the newly identified toxin. Methods: DNA was extracted from blood samples of affected individuals and compared to baseline human DNA samples using standard genomic sequencing. Findings: DNA Strand Count: Affected subjects exhibit 8 fewer DNA strands than typical human DNA. Unknown Material: In addition to the reduced DNA, sequences revealed a novel material embedded within the genetic structure, unlike any known organic compound. The material exhibits unusual bonding properties and appears to be altering the structure of the remaining DNA. Conclusion: The toxin is causing significant genetic degradation, with a loss of DNA strands and the introduction of an unknown substance. Further research is required to identify the material and understand its impact on cellular function. Recommendation: Immediate study of the unknown compound is critical for understanding the full scope of the toxin’s effects. +1 to research rolls 13 Quests: What’s Mine is not Yours: Fix the radio tower to listen to and to broadcast Double Vision: Zelner Lab Information Death by Optimism: Mount Yellow Cries of Battle: Retaliate against Hugo Hopes and Dreams: Test Cure (3) The Worth of a Life: Rescue a kidnapped survivor Moving Forward: Seed Vault Cocktail Hour: Make Cure (3) Then So it Shall Be: Raid the Gang on Teller Street Broken Voices: Find Allison Rowe Not Quite Vacation: Move to a different location Communication is Key: Getting a Screamer to write Society 1: Making contact with another society via radio Male Survivors: Niko Montague Lennox Jones Westley Ryder Wyatt Riverson Charlie Shepherd Eliott Hudson Winston Wolf Axel Parker Owen Quinn Hayden Blaines Caleb Reece Henry Danes Dakota Brooks Frankie Gray Noah Bartman Flynn Fisher Franklin Palmer Baylor Smith Carter Becks Samuel Bright Paxton Green Lucas Oakes Lincoln Wells Easton Figgs Ben Bramwell Landon Cooper Archie McVinnick Kane Denver Calvin DeMacky Adrian Stonewright Jupiter Coleman Aspen Kings Corbin Rain Nigel Bluer Gunner Redborn Salem Alcott Milo Sweetman Isaac Whitely Dodger Alexander-Glassman Paul Seeker Pierce Connerson Bentley Havewick James Rafferty Elton Lake Kye Anderson Ozzy Jackon Corbin Rhettman Stuart Maine Logan Washington Emmett Cloud Venn Baylock River Kissinger Skylar Creeker Walter Jayman Greggory Heath Nolan Gates Daniel Connely Jasper Austins Miguel Gomez Tucker Jonesboro Female Survivors: Ellie-May Swanson Bella West Sophia Childs Mia Dustly Emma Rhodes Olivia Montgomery Hazel Emmerson Lucy Benson Hannah Mornings Alice Hernandez Jade Bronson Georgia Burbank Oaklee Nottingham Juliette Bird Ruth Nichols Norah Snow Chole Quade Daphne Bonner Gracie Dallas Marie Garcia Hope Kendalls Katherine Jocelyn Ramos Gracelynn Kohens Athena Nathans Rosie Blackman Matilda Baker Eden Moore Ella Tullman Alexis Waters Kate Solomon Maddison Rowans- Goodfield Bonnie Clearday Emmy Portman Murphy Flowerman Anna James Priscilla Colby Penny Pusher Goldie Honeybook Bethany Kendry Kenna Kelly Jessie Watson Ocean Miller Maddie Mitchell Mary-Joe Turner Judith Campbell Elizabeth Phillips Deborah Woods Dory Hill Magdelena Adams Kimmy Castles Judy Sumrock Ruby-May Doggins Adaline Queens Isobel Kollins Ariel Fairbanks Fifi Storms Jane Appleton Donna Hauntly Veronika Bonewood Offer: 1 Needle and Thread Kit 5 water bottles (5 units of water) 1 bag of rice (10 units of food) Offer: 2 Chickens (eggs are 1 unit of food per) 1 blanket (1 unit of warmth) 1 How to Book on Fishing (1 Learning Unit) 2 Bottles of antibiotic (10 units of antibiotic) Offer: 1 Technology Textbook (1 learning unit) 5 Metal Plates ( 5 metal units) Offer: 1 bottle of oil ( 10 units) 1 bag of flour (15 units) 1 bag of salt (15 units) Offer: 5 bag of chicken feed (50 units) 3 plastic ( 3 units of plastic) 1 Jacket (1 unit of warmth) 2 boxes of pasta (2 units of raw food) The game begins with you, a lone wanderer, trekking into the forest after weeks of evading death at every turn. Your backpack is half-empty, your stomach growls, and exhaustion clings to your every step. You’d planned to make it another mile before stopping, but the distant echo of a shout snaps you to attention. Someone needs help. Pushing through the dense underbrush, you stumble upon a crash site—an overturned semi truck surrounded by a scared and shocked group of people. Their voices are raised, their faces twisted in anger and fear. It doesn’t take long to piece together what happened: the survivors are strangers that were thrown together into the back of a semi for travel to an unknown safe zone and overturned by a distraught driver on the debris blocked highway. A group of people from MorganTown seeking safety away from city dangers. The group is a mismatched band of people from all walks of life. The crash has scattered their supplies, and the infected are closing in. Chaos erupts as the group bickers over what to do: flee, fight, or split up. Becoming the Leader Before the argument can escalate further, a scream pierces the air—the infected are closing in. Without hesitation, you leap into action, directing the group and fighting alongside them to grab their belongings before disappearing into the woods. Your quick thinking and determination save lives, but the danger isn’t over. The crash site is compromised, and staying here would be suicide. The group turns to you, still shaken but clearly recognizing your leadership in the heat of the moment. You didn’t ask for this role, but their desperation makes it impossible to walk away. Whether it’s because they see a leader in you or because no one else is willing to step up, they defer to you to make the call. Your first challenge as a leader is clear: Weave together your society and survive. Getting to Know Your Society Profiles: Name Age Picture Quick Note: Usually a visible acknowledgement Characteristics Description of positive and/or negative trait Offers: What they brought with them Special Items Deck and Documents/Files:: Special items or files attached to certain profiles Event Scaffolding: Catchy Event Name or Title (dark or slightly humorous) Event Type: Enemy Raid Screamer attack or contact Animal Attack both Affected animals and just regular wild animals Space Event Food Related Problem Water Related Problem Survivor social issue Unexpected visitors (not screamers) Interesting discovery of debris or item found Member threats (to leave, contaminate supplies or other things) Social conflicts of any kind Supply problems Mistakes made by members that affect an aspect of survival Government corruption Illness or Injury Gathering resources impairment Children events Pregnancies or breeding conflicts of any type Camp Damages (Fallen branches, damaged barriers etc.) How or why : How the event occurred and/or why it occurred (if applicable or needed) Relationship Tags: Law it is connected to and affected by (if applicable) Characteristic requirement: If the event is related to watchman observation but the watchman is not observant then the relationship tag would read (Watchman Requirement: Observant) and so on if needed. The effect or repercussion: The overall problem, delay, damage, issue or penalty (such as Leader point deduction or broken roof on an outbuilding or raided food storage after a raid. Specifics: Any necessary details that might be useful or extra space for notes. Events: Rotten Harvest Type: Food Issue What Happened: All meat was mismanaged The Effect: All meat must be discarded Notes: If the butcher is unorganized, forgetful or inexperienced. The Hidden Knife Type: Social Issue And Possible Law Violation What Happened: The butcher pulled a knife on the Technologist during an altercation. The Effect: The Butcher and Technologist can never work together. Tags: If the Armory law is in place you can ignore this encounter as it was avoided due to the law. Strangers in the Night Type: Food Issue What Happened: The Effect: Notes: Memory Lapse Type: Food Issue What Happened: The Effect: Notes: Gone by Midnight Type: Social Issue What Happened: The Effect: Tags: Hugo is Here Type: Food Issue What Happened: The Effect: Notes: Friend or Foe? Type: Visitor What Happened: A limping refuge makes his way to the gate asking for shelter in the middle of night. The Effect: He says he slipped off a small cliff and fell on his leg and wants to gain entry. Tags:If your watchman is gullible or reckless they let them in without asking you. If they are assertive or rational they wake you up to investigate. If they are none they turn him away. Leader roll: 1-5 they raid all fabric, 6-10 they eat 10 units of food and leave,11-20 you search their profile. (Draw random profile and characteristic and decide to Grant Entry Or Deny unless watchman granted entry without permission) Problems in Paradise Type: Food Issue What Happened: The Effect: Notes: Seeing Red Type: Food Issue What Happened: The Effect: Notes: Idle Bodies Type: Food Issue What Happened: The Effect: Notes: Alive and Well Type: Food Issue What Happened: The Effect: Notes: Fueling the Fire Type: Food Issue What Happened: The Effect: Notes: The 11th Hour Type: Food Issue What Happened: The Effect: Notes: Collateral Damage Type: Food Issue What Happened: The Effect: Notes: Power Hunger Type: Food Issue What Happened: The Effect: Notes: What is your Name? Type: Food Issue What Happened: The Effect: Notes: Trust is for the Weak Type: Food Issue What Happened: The Effect: Notes: A Traitor is Among Us Type: Food Issue What Happened: The Effect: Notes: Signal Signal Where Art Thou Signal? Type: Food Issue What Happened: The Effect: Notes: Misplaced Type: Food Issue What Happened: The Effect: Notes: No Time for Crying Type: Food Issue What Happened: The Effect: Notes: Behind You Type: What Happened: The Effect: Notes: Hard Pill to Swallow Type: Food Issue What Happened: The Effect: Notes: Borrowed Screams Type: Food Issue What Happened: The Effect: Notes: Burned Up Type: Food Issue What Happened: The Effect: Notes: Bear Hot Dog Stand Type: Food Issue What Happened: The Effect: Notes: Too Much to Handle Type: Screamer Attack What Happened: A group of 4 Screamers snuck up on your watchmen as they took care of personal responsibility and damaged the barrier. One was violent enough to ram the barrier with its head. No injuries to any citizens. The Effect: The barrier needs to be repaired using 5 metal units and 10 wood. Tags: If your builder is intelligent or strong they can do it for 3 metal and 5 wood or ignore damages and the barrier is fortified. The Dead Do Speak Type: Food Issue What Happened: The Effect: Notes: Nothing But Pain Type: Food Issue What Happened: The Effect: Notes: Allied Type: Food Issue What Happened: The Effect: Notes: Screamer Symphony Type: Food Issue What Happened: The Effect: Notes: Soldier Season Type: Food Issue What Happened: The Effect: Notes: Captain Discreet Type: Food Issue What Happened: The Effect: Notes: Master of the Dark Type: Food Issue What Happened: The Effect: Notes: Harmony in the Wilderness Type: Food Issue What Happened: The Effect: Notes: Youth is in the Air Type: Food Issue What Happened: The Effect: Notes: Bath Time Type: Social Issue What Happened: Citizens want the luxury of bathing The Effect: Citizens refuse to breed or craft until a bathhouse is built. Tags: If your wood gatherer is not lazy add +3 to rolls If you already have a bath house built then you get 1 LP for avoiding this event. A Place to Sleep Type: Management and Law What Happened: A citizen fell asleep outside due to not having a place to sleep and a branch fell on them. They were only frightened and had some bruising. The Effect: -1 LP Tags: If you have a supporting law, ignore this event. Good job providing a sleep space for everyone.If you only have buildings but no law roll a 13 or higher to avoid penalty. Maybe it Will be Okay Type: Food Issue What Happened: The Effect: Notes: Watch Your Behavior Type: Food Issue What Happened: The Effect: Notes: The Rain that Fell Type: Food Issue What Happened: The Effect: Notes: We are the New History Type: Food Issue What Happened: The Effect: Notes: It’s Gone Global Type: Food Issue What Happened: The Effect: Notes: Impressions Matter Type: Food Issue What Happened: The Effect: Notes: Watch Your Behavior Type: Food Issue What Happened: The Effect: Notes: Watch Your Behavior Type: Food Issue What Happened: The Effect: Notes: Watch Your Behavior Type: Food Issue What Happened: The Effect: Notes: Not So Clear Type: Water Issue What Happened: The water source (craft) is cloudy and seems to be dirty with dust and ashes.. The Effect: Your water specialist must roll for success including their modifiers. 1-5 = does not notice the issue 6-8 they notice but does not try to fix it 9-12 they try to fix it but decide it’s not worth the risk and all water is discarded 13-20 they fix the problem and water is safe. If the water is drank by your citizens you lose 1 LP If the water is discarded (10 units of water) is unusable. Tags: If your water specialist is rational, smart or careful they add +2 to their roll Hindsight is 50/50 Type: Food Issue What Happened: The Effect: Notes: Born in Chaos Type: Food Issue What Happened: The Effect: Notes: Too Close Type: Food Issue What Happened: The Effect: Notes: A Friend Once Said Type: Food Issue What Happened: The Effect: Notes: Finding Yellow Type: Food Issue What Happened: The Effect: Notes: Listen to the Stars Type: Food Issue What Happened: The Effect: Notes: Horrible Company Type: Food Issue What Happened: The Effect: Notes: After Hours Type: Food Issue What Happened: The Effect: Notes: A Piece of the Story Type: Food Issue What Happened: The Effect: Notes: Victory Tastes Like Blood Type: Food Issue What Happened: The Effect: Notes: Before it Happened Type: Food Issue What Happened: The Effect: Notes: Tender Bruises Type: Food Issue What Happened: The Effect: Notes: Empty Shelves Make Sad Elves Type: Food Issue What Happened: The Effect: Notes: A Surviving Species Type: Food Issue What Happened: The Effect: Notes: Can’t Trust the Cook Type: Food Issue What Happened: The Effect: Notes: Needs Salt Type: Food Issue What Happened: The Effect: Notes: Something’s Fishy Type: Food Issue What Happened: The Effect: Notes: Vacancy Type: Food Issue What Happened: The Effect: Notes: Where Decisions Are Made Type: Food Issue What Happened: The Effect: Notes: Something About Tomorrow Type: Food Issue What Happened: The Effect: Notes: No Sudden Moves Type: Food Issue What Happened: The Effect: Notes: Short Fuse Type: Food Issue What Happened: The Effect: Notes: Earth is Sick Type: Food Issue What Happened: The Effect: Notes: Deep in the Dirt Type: Food Issue What Happened: The Effect: Notes: Swig and Twigs Type: Possible Law Violation What Happened: An alcoholic has been sipping on some vodka in the bushes away from camp. The Effect: They failed to do their role at all. Tags: They are unusable this round. Cooking Up a Concussion Type: Injury What Happened: Your cook passed out and hit their head. The Effect: They can only make half as much food this round. Tags: If your cook is resilient their injury does not affect their production. A Place to Hang Your Hat Type: Food Issue What Happened: The Effect: Notes: Bitten by Sally Type: Injury What Happened: A squirrel bit 2ws2 The Effect: Notes: Crumbling Ground Type: Food Issue What Happened: The Effect: Notes: A Problem Colored Brown Type: Food Issue What Happened: The Effect: Notes: Hugo’s Letter Type: Social Conflict What Happened: The Effect: Notes: A Child Will be Born Type: Breeding What Happened: The Effect: Notes: Yesterday’s Regrets Type: Food Issue What Happened: The Effect: Notes: Hunter Down Type: Injury and Screamer Attack What Happened: A bear trap caught your hunter in the woods. The Effect: The hunter had to call out for help and attracted Screamers. One watchman was attacked by an overly aggressive Screamer when coming to rescue.Your hunter managed to make it out. Tags: If your watchman is careful or rational he may roll for survival with a 13 threshold with no modifiers but if he is impulsive he does not get a survival roll and is lost to the otherside. Raw Regrets Type: Food Issue What Happened: Meat was left out to spoil. The Effect: The camp is puke central and only 3 roles can be done effectively. Choose what 3 you want. Tags: If your butcher is organized or efficient they caught the mistake before serving. No effect. Social Butterfly Type: Food Issue What Happened: The Effect: Notes: It’s an Art Form Type: Food Issue What Happened: The Effect: Notes: Shoulder Meet Bullet Type: Food Issue What Happened: The Effect: Notes: M.I.A Type: Food Issue What Happened: The Effect: Notes: Birds and Bees Type: Breeding Issue and Possible Law Violation What Happened: A woman admits she is infertile and lied about her fertility to gain entry. The Effect: She is unable to breed and is removed from the gene pool. (A woman between the ages of 18-35) Follow: Law Breaking Protocol for any broken laws. Tags: If your Family Planner is Intelligent,Honest or Law-Abiding then they caught this from the beginning and has not wasted resources or gene pool planning. Change is Good Type: Management What Happened: Two of your citizens want to switch their rolls. The Effect: Choose 2 people to swap roles. Tags: None Semantics Am I Right? Type: Food Issue What Happened: The Effect: Notes: Last Words Type: Food Issue What Happened: The Effect: Notes: Above the Clouds Type: Food Issue What Happened: The Effect: Notes: Snakes and Stones Type: Wildlife What Happened: Your stone collector moved a pile of stones and encountered a snake. The Effect: The stone collector is afraid to do their job next round. Tags: If they are cowardly they refuse for 2 rounds. Do You See What I See? Type: Injury What Happened: The Effect: Notes: Once Upon a Scream Type: Food Issue What Happened: The Effect: Notes: When the Sun Rises Type: Food Issue What Happened: The Effect: Notes: A Good Thing Has Happened Type: Food Issue What Happened: The Effect: Notes: Not All Roads Lead Home Type: Food Issue What Happened: The Effect: Notes: Count Your Berries Type: Food Issue What Happened: The Effect: Notes: Figures at Dusk Type: Food Issue What Happened: The Effect: Notes: Intimate Reservations Type: Food Issue What Happened: The Effect: Notes: When the Sun Rises Type: Food Issue What Happened: The Effect: Notes: Raccoon Tricks Type: Food Issue What Happened: The Effect: Notes: Risk it for the Brisket Type: Food Issue What Happened: The Effect: Notes: When the Clock Strikes Scream O’Clock Type: Food Issue What Happened: The Effect: Notes: Small Footprints Type: Food Issue What Happened: The Effect: Notes: A Thief Has Came and Went Type: Food Issue What Happened: The Effect: Notes: A Pinch of Poison Type: Food Issue What Happened: The Effect: Notes: Until The Rain Comes Again Type: Food Issue What Happened: The Effect: Notes: An Unfortunate Choice Was Made Type: Food Issue What Happened: The Effect: Notes: Bad People do Bad Things Type: Food Issue What Happened: The Effect: Notes: Reasons to Survive Type: Food Issue What Happened: The Effect: Notes: A Letter Under My Pillow Type: Food Issue What Happened: The Effect: Notes: Mission Zero Type: Food Issue What Happened: The Effect: Notes: Feast Type: Food What Happened: Your hunter was extra successful. The Effect: Add + 5 to roll. Tag: None Wounded Type: Food Issue What Happened: The Effect: Notes: Mumbled Words Type: Food Issue What Happened: The Effect: Notes: Inexperienced Type: Food Issue What Happened: The Effect: Notes: Unorganized Thoughts Type: Food Issue What Happened: The Effect: Notes: Small Win Type: Food What Happened: Your forager found an abandoned backpack full of food. The Effect: +5 cans of beans and +3 boxes of uncooked pasta Tags: If the forager is dishonest they eat the beans and only bring back the uncooked pasta. (unpunishable) Bootprints and Campfires Type: Food Issue What Happened: The Effect: Notes: Return on Investment Type: Food Issue What Happened: The Effect: Notes: Smile, the Doctor is In Type: Food Issue What Happened: The Effect: Notes: Where Emotions go to Die Type: Food Issue What Happened: The Effect: Notes: Nothing to See Here Type: Food Issue What Happened: The Effect: Notes: Lying on Command Type: Food Issue What Happened: The Effect: Notes: Blurred Lines Type: Food Issue What Happened: The Effect: Notes: Too Good to be Free Type: Food Issue What Happened: The Effect: Notes: Smells Like Smoke Type: Food Issue What Happened: The Effect: Notes: My Dinner is Limping Type: Food Issue What Happened: The Effect: Notes: A Distracted Target Type: Food Issue What Happened: The Effect: Notes: Southern Strength Type: Food Issue What Happened: The Effect: Notes: Water is the Source of Life Type: Food Issue What Happened: The Effect: Notes: When Unlucky Takes a Shot of Whiskey Type: Food Issue What Happened: The Effect: Notes: Lucky Month Type: Food Issue What Happened: The Effect: Notes: More Than Allowed Type: Food Issue What Happened: The Effect: Notes: A Sweaty Encounter Type: Food Issue What Happened: The Effect: Notes: The Smell of Conserving Water Type: Food Issue What Happened: The Effect: Notes: Old People Like Their Naps Type: Food Issue What Happened: The Effect: Notes: Twisted Mind Type: Possible Law Violation What Happened: Livestock was gutted for fun The Effect: One livestock is unusable and dead Tags: Any Violent and Predatory Member Mediation Predation Type: Food Issue What Happened: The Effect: Notes: Addiction Calls Type: Food Issue What Happened: The Effect: Notes: BYOB Type:Possible Law Violation & Screamer Attack What Happened: The Blacksmith decided to throw a party and 2 screamers arrived without beer. The Effect: Your baker was scratched but it’s unclear if from a Screamer or a branch. Notes: If quarantine is available: Roll a d20 without the scratch modifier If Quarantine is not available you must choose to Execute, Banish or Ignore and roll a d20 with the scratch modifier Chopping More Than Wood Type: Injury What Happened: Your wood gatherer miscalculated and severed their right hand at the wrist. The Effect: 1 Bandage, 5 units of medicine and bed rest for 2 rounds. Tags: If your wood gatherer is careful you can ignore this event. If your medic is reckless an infection spreads and the wood gatherer dies. Show me Your Pockets Type: Food Issue What Happened: The Effect: Notes: The Innocence of our Children Type: Food Issue What Happened: The Effect: Notes: White Coat Spotted Type: Food Issue What Happened: The Effect: Notes: Fallen Type: Food Issue What Happened: The Effect: Notes: Burst of Energy Type: Food Issue What Happened: The Effect: Notes: Just North of Here Type: Food Issue What Happened: The Effect: Notes: A Calculated Risk Type: Food Issue What Happened: The Effect: Notes: In Broad Daylight Type: Food Issue What Happened: The Effect: Notes: Cold Fingers Type: Food Issue What Happened: The Effect: Notes: Buried Stories Type: Food Issue What Happened: The Effect: Notes: No Time for Play Type: Food Issue What Happened: The Effect: Notes: Tension Type: Food Issue What Happened: The Effect: Notes: Taking What’s Not Yours Type: Food Issue What Happened: The Effect: Notes: I’d Rather Rest Type: Food Issue What Happened: The Effect: Notes: Seconds and Thirds Type: Food Issue What Happened: The Effect: Notes: Recipe for Disaster Type: Food Issue What Happened: The Effect: Notes: {{pageNumber,auto}} \page {{backCover}} {{note,position:absolute,left:3%,width:44%,height:45% # Life in the Aftermath : The world didn’t end with fire or war—it drowned in rain. When the skies wept for three days and two nights, the downpour carried more than just water. It carried something else. A toxin that seeped deep into every river, every well, and every unfiltered drop that touched human skin. It didn’t kill outright. It did something worse. : The first to turn were the children—screaming in confusion as their minds fractured. Then came the adults, their memories unraveling like old film reels burned at the edges. The infected aren’t just mindless corpses; they’re prisoners inside their own husks. Empty, but not gone. Silent, until the rare moment their mind flickers back—just enough to realize what they’ve become. Just enough to scream. : Now, the world belongs to the Screamers—the restless, hungry echoes of humanity, hunting not for flesh, but for something deeper. They feed on joy. On memories. On every last piece of who you were. If they catch you, you won’t just die. You’ll forget. And once your past is gone, so are you. : In this post-apocalyptic survival strategy game, you lead a struggling community in the aftermath of the storm. Scavenge. Build. Fight. Keep the fire of humanity alive, while the dead drown in the darkness of their own minds. But beware—the happier you are, the more they want you. : Can you hold onto what makes you human? : Or, when the time comes… : **Can you scream?** }} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![background image left](https://cdn.midjourney.com/3a0a6f05-7d37-45f9-992c-7d260fee784a/0_1.png){position:absolute,bottom:0%,left:0%,width:50%,height:100%} ![background image right](https://cdn.midjourney.com/8a0b4fb9-9ace-4508-926a-6ff80d494662/0_0.png){position:absolute,bottom:0%,right:0%,width:50%,height:100%,transform:scaleX(-1)} {{logo ![](/assets/naturalCritLogoWhite.svg){position:absolute,left:13.5%,bottom:20%,width:24%,height:24%} {{note,width:44%,text-align:center,position:absolute,left:3%, Made with the Homebrewery at : Homebrewery.Naturalcrit.com }} }}