POPULATION Population Level That strangers can be identified with some
Lv. 0 - (Population 0-9) attention to detail.
A Stronghold’s Population is arguably its The Population, such as it is, is made up Two or three subcultures emerge that
most important facet, even though it is almost entirely of the player characters. No operates internally as if they were at Pop-
not an “Attribute” of the Stronghold itself. tangible benefit can be gained from Popu- ulation Lv. 1
Population is just a ratio. It’s not a 1:1 for lation… other than being able to operate Lv. 4 - (Population 40-49)
individuals to Population. It’s based some- with little chance of nosy neighbors. Characters can expect…
what on their intake of resources, output Lv. 1 - (Population 10-19) The Stronghold to have at least 3 distinct
of Labor and demands on Stronghold Characters can expect… subcultures that operate as if it were Pop-
leadership. A notable individual, such as a The Stronghold to be comprised of people ulation Lv.1, but everyone else will be
player character, would be 1 Population, who all know each other on a first name known to each other only by the group to
but so could a small family or pair of young basis. which they belong
siblings, etc. Such features would be noted Characters will be extremely well known Characters that do not belong to one of
when the Stronghold is formed or the Sur- to the fellow Stronghold members to the the subcultures can operate with some
vivors are found or rescued. degree described above. anonymity. People tracking or trying to
The personal goings-on of everyone is
POPULATION AND SUBCULTURES more or less common knowledge. notice someone specific will get n to any
Breaks from routine, including ones the
You will see in the sidebar that there are characters are known for will be noticed relevant {Spot/Listen%, Expression%,
many references to a “Subculture”.This is and acted upon. or Diplomacy%} to find the target
merely meant to denote any social group Lv. 2 - (Population 20-29) Characters that do belong to one of the
or organization that operates autono- Characters can expect… subcultures can treat their group as if they
mously within the framework of a larger The Stronghold to be comprised of people were Stronghold Population Lv. 1
Stronghold’s predominant culture.This who all know each other on a first name That they are able to govern the Strong-
does NOT meant that they are all at vari- basis. hold if they are motivated enough to do
ance with the predominant culture as a Characters will be known to the fellow so and have the support of enough of the
“5th Column” but it does mean that they Stronghold members to the degree every- subcultures
are comfortable within their own hierarchy one knows each other described above. Most common skillsets are represented
and code of rules. There will be a handful of people who you among members of the Stronghold Pop-
The nature of a subculture will be largely will not know all that well, but possibly ulation
dependent upon the Stronghold Culture by reputation. Lv. 5 - (Population 50-59)
Level, in which a high level will have the Strangers can be identified fairly easily Characters can expect…
population remain unified despite the frac- One or two subcultures to emerge that The Stronghold to have at least 4 distinct
turing of the population via subcultures.A may operate internally as if they were at subcultures that operate internally as if
low Culture will practically guarantee that Population Lv.1 they were at Population Lv.1, but everyone
the autonomy of the subculture will over- Lv. 3 - (Population 30-39) else will be known to each other only by
ride any civic allegiance of the Stronghold Characters can expect… the group to which they belong
and it will invariably be carved up into ter- The Stronghold to be comprised of people People tracking or trying to notice some-
ritories and the various subcultures will known to each other at the very least by
see each other as rivals by default. reputation. one specific will get n n to any rele-
Characters will be known to the fellow
POPULATION DOES THE FOLLOWING: Stronghold members to the degree vant {Spot/Listen%, Expression%, or
described above, unless they are running Diplomacy%} to find the target
Each Population Level will generate 1 Gov- the Stronghold, in which case they are That a person of most common skillsets
ernance daily that needs to be addressed in known well. can be found among the population along
some fashion by the leadership or the char- with a few specialists, but the specialists
acters unless a different value is indicated are only accessible by appeasement to the
by cards or entries that describe special subculture the specialists belong to
Populations or characters. Lv. 6 - (Population 60-69)
Each Population Bonus will be able to con- Characters can expect…
tribute to a Stronghold’s MobilizedWork- The Stronghold to have 5 or more distinct
force.This can be modified by Morale and subcultures that operate internally as if it
Science.
Contribute supplies to characters that they
manufacture or provide services to them.
This is determined by how the characters
wish to grow the Stronghold’s Economy.
200 – Strongholds
were at Population Lv.1, but everyone else Every common skillset and specialist can Characters can operate in total anonym-
will be known to each other only by the be reasonably considered as a population ity outside of their subculture, should
group to which they belong member.The specialists are generally part they wish and even within if they put in
If they are not part of a Subculture, they of a subculture but will only resort to the effort to do so. Deliberately tracking
can operate with an exceptional degree of being involved in extreme circumstances
anonymity. People tracking or trying to Lv. 8 - (Population 80-89) will add n n n n n to any relevant
Characters can expect…
notice someone specific will get n n n The Stronghold to literally be a town in {Spot/Listen%, Expression%, or
size and scope. Diplomacy%} to find the target.
to any relevant {Spot/Listen%, Expres- The Stronghold to have 5 or more distinct Governing the Stronghold is not advised
sion%, or Diplomacy%} to find the subcultures that operate internally as if it for this scale of game, but still possible by
target were at Population Lv.3, but everyone else means of Civic Missions.
Governing the Stronghold is nearly impos- will be known to each other only by the Every common skillset and specialist can
sible without resorting to the use of Civic group to which they belong. be reasonably considered as a population
Missions Characters can operate in total anonymity member.The specialists are generally part
Every common skillset and several special- outside of their subculture, should they of a subculture but will only resort to
ists can be found among the population, desire to do so. being involved in extreme circumstances.
but the specialists are jealously guarded Governing the Stronghold is not advised Lv. 10 - (Population 100+)
by a subculture the characters may not be for this scale of game, but still possible by Characters can expect…
a part of means of Civic Missions. The Stronghold is literally a city.
Lv. 7 - (Population 70-79) Every common skillset and specialist can The Stronghold has any number of distinct
Characters can expect… be reasonably considered as a population subcultures that operates internally as if it
The Stronghold is literally a small town in member.The specialists are generally part were at Population Lv.3, but membership
size and scope of a subculture but will only resort to as one of the subcultures is not readily
The Stronghold to have 5 or more distinct being involved in extreme circumstances. apparent unless the individuals want to
subcultures that operate internally as if it Lv. 9 - (Population 90-99) be known as such.
were at Population Lv.2, but everyone else Characters can expect… That anyone are literally faces in a crowd
will be known to each other only by the The Stronghold to literally be a large town and can operate in total anonymity. Any
group to which they belong in scope. deliberate means to hide will make it
If they are not part of a Subculture, they The Stronghold to have 5 or more distinct almost impossible to be tracked. Delib-
can operate with an exceptional degree subcultures that operate internally as if it erate efforts to do so from outside of the
of anonymity. People tracking or trying were at Population Lv.3, but membership
to notice someone specific will get as one of the subcultures is not readily subculture will have n n n n n
apparent unless the individuals want to
n n n n to any relevant {Spot/ be known as such. while doing so for someone within the
Listen%, Expression%, or Diplo- same will have n n to {Spot/Listen%,
macy%} to find the target
Governing the Stronghold is impossible Expression%, or Diplomacy%} to find
without resorting to the use of Civic Mis- the target.
sions Every skillset is likely to be found with-
out having to resort to appealing to a sub-
culture. It may take longer to track them
down, however.
Strongholds – 201
POPULATION AND Workforce can be divided among multi- as if the item had aValue Multiplier when
MOBILIZED WORKFORCE ple tasks. It is simply recommended that they are contributing gear or equipment
once assigned, theWorkforce stays assigned of a specific type. For instance, a character
The most important feature of Popula- without adding or removing too many of who had twoTiers in “Profession - Dentist”
tion is to have a certain number of them them before the task is done. would find dental tools far more useful
available to player characters (or Strong- than anyone else, so finding them and
hold Leadership) as laborers. Due to the DIVIDING THE WORKFORCE bringing them to market will grant 2x the
demands of maintenance and upkeep, only
a certain number of people can be utilized Unlike other Training Value bonuses number of G to the Stronghold Econ-
in this way, save for special circumstances when used to determine the Duration of
or emergencies, where more people are Missions, a Mobilized Workforce can be omy. Normally, this is a feature of NPCs
available to help. divided up among multiple tasks. In some you rescue and have working around the
cases that will be a necessity if there are Stronghold (or an obvious necessity of the
For this reason, the Population Bonus lots of things that need addressing. Stronghold itself), but occasionally a player
(the Tens digit of the Population value) Example: If a Stronghold has a Population character has such Abilities for theTraining
can be considered the “Training Value value of 35, they have a Mobilized Work- Value bonuses mentioned earlier.
force of 3, so they can all be dedicated to
Bonus” when determining how much 6 a single task for 3 or can be divided up to This is referred to as Stronghold Indus-
be 2 and 1 or three separate tasks at 1 each.
something takes based on the Labor value try and it can provide Multipliers to G
(see the Mission Duration table on pg. EMERGENCY SITUATIONS and l in the exact same way, but it is not
119). Since most Stronghold features and
upgrades have an associated Labor value Some situations will alter the available tied to the character with a Profession spe-
like any Mission, the same process can be Mobilized Workforce amount. Most of cifically. Rather it relies on the zeitgeist and
these will take the form of Hazards, facilities of the Stronghold. Nonetheless,
used to see how much 6 it takes for a new but a group of survivors can attempt to if there is overlap in what a character or
conscript or make a plea for additional NPC provides as a Multiplier and that of
feature to be constructed or for one of the laborers. Either way, the entries for an Industry for the same items or supplies,
Features to be utilized. such Civic Missions or Hazards will then you choose the highest among them
have the modifications to the Mobilized
MORALE, SCIENCE AND MOBILIZED Workforce listed. to determine how much G and l is
WORKFORCE
WORK FOR HIRE earned by bringing it To Market.
Morale and Science have a significant
impact on the Mobilized Workforce. While Mobilized Population is essentially POPULATION AND STRONGHOLD
Assuming you have a Population bonus volunteer labor from around the Strong- CAPACITY
of 1 or higher, a Stronghold can add +1 hold, there is nothing preventing a char-
to a MobilizedWorkforce per Morale and acter or Stronghold to hire more help to Each Size will be able to support 1 Pop-
Science Bonus. speed things along.A character can increase ulation Bonus per Viability Bonus. So for
instance, a Location with Size: 2 (a small
ASSIGNING WORKERS MobilizedWorkforce by 1 if they pay G suburban house) with Viability: 30 can
have a Population Bonus up to 6 (2 x 3
AssigningWorkers from a MobilizedWork- 10 per day they would be needed.This cost = 6) (which means up to a total of 60).
force should occupy that Population until can be greater if it needs specialized labor- Population in excess of this limit will gen-
the task they are assigned is complete. ers, but such distinctions would be in the erate an additional point of Governance
Reality dictates that people can start and entries themselves. per Population in excess of the Capacity
stop at will or even change jobs, but since
Note:This means that if characters do not each 620 due to the extra stress and strain
ultimately the goal is to see how much 6 run a Stronghold that characters can hire
this causes.
something takes to complete, it is easiest themselves out for G1d5! (so about 5d5!)
to simply keep the workers occupied to 0 POPULATION
that assignment for the entire Duration. per day and they would add their own rel-
evant TrainingValue instead of the normal In the case where Population is 0, a Strong-
Starting, stopping, or adding or removing +1.This is a good way to handle absent hold will also have 0 Culture, Science and
a Mobilized Workforce from a task will players, by assuming their characters hired Morale.A Stronghold will also not be able
require that you re-do the Duration Chart themselves out as a laborer for extra money to adopt or have applied to it any Strong-
with the new MobilizedWorkforce amount while other characters go on missions. hold feature or be able to generate Labor.
and alter the Time that results from that All Stronghold Universal Special Rules that
from what has already been done to see if PROFESSIONS AND STRONGHOLD are applied are removed as are any estab-
how much longer or shorter it takes to do. INDUSTRY lished bureaucracies, as no one is present
This is possible, but confusing and unless to maintain them.
a Stronghold Overseer really enjoys that A Stronghold is a place where a charac-
kind of micro-managing, it is probably best ter’s Profession will dictate what is useful
to keep Mobilized Workforce assigned to as far as raw materials, supplies and tools
a task until completion.This absolutely go. For this reason, Each Tier in a Profes-
does not meant that a Mobilized Work- sion will allow any character contributing
force need to all do the same task.The
to Stronghold Economy (G) multipliers
202 – Strongholds
Stronghold Damage and Collapse
A Stronghold can “collapse” under many nn All Stronghold Attribute checks add know it effectively ceases
possible situations.As a GM, it’s helpful to nn Staying in this Stronghold or gener-
associate these with the Stronghold Attri- n n to the Dice Pool
butes in regards to how the collapse takes ates an additional W5 per 620
place and what the result could be. nn Staying in the Stronghold generates
nn All Missions starting from or taking
STRONGHOLD ATTRIBUTE an additional W2 per 620. place in and around the Stronghold
DAMAGE
nn All Missions starting from or taking are increased by q100%
A GM can dictate situations or Hazards place in and around the Stronghold
can be played that can damage the Strong- COLLAPSE
hold in one or more ways.This damage are increased by q25%
will be d6 rolled against the Stronghold These are special ways of handling how
Attribute and will reduce the Attribute by Magnitude Lv.3 (21-35 damage) each Stronghold Attribute collapses at cer-
the Result.And like Damage done to char- Major Damage.The events that led to this tain Magnitudes.The adage “the bigger they
acters, the values on the dice themselves damage being taken has taken a significant are, the harder they fall” very much holds
toll on the residents of the Stronghold.This true in applying this. Generally speaking
matter, so A GM that rolls a 3 4 2 as is not easily bounced back from and life is if a Stronghold has an exceptionally high
much harder. Attribute and it sustains enough damage
Vitality Damage will make note that the 3, to have that aspect of the Stronghold
4, and 2 were the Results and more exten- nn All Stronghold Attribute checks add collapse, it is very possible that the rest
sive methods to remove the Damage must of the Stronghold will be impacted as a
be taken in order to remove the offending n n n to the Dice Pool result… assuming the damage isn’t enough
dice to restore health to the Stronghold. If to render the Stronghold completely com-
the Damage rolled against the Stronghold nn Staying in the Stronghold generates promised.
Attribute is greater than the Stronghold The following entries are what additional
Attribute, then the Stronghold “Collapses” an additional W3 per 620 events or effects take place should the
in some way, based on what Stronghold Damage a Stronghold Attribute takes
Attribute takes damage and the Magnitude nn All Missions starting from or taking exceeds the Stronghold Attribute itself.
of the Damage taken when the Stronghold place in and around the Stronghold
collapses. Structure
are increased by q50% Lv.1 - Uninhabitable
MAGNITUDE The Stronghold is no longer safe… it
Magnitude Lv.4 (36-45 damage) wasn’t that safe to begin with, truth be
The bigger the starting value of a Strong- Severe Damage.The damage the Strong- told. In any case, a character can retrieve
hold Attribute, the more devastating the hold has taken is extremely severe.This
result should the Stronghold collapse. will greatly impact even aspects of strong- a . worth of gear from the ruins per +
There are 5 levels of Magnitude, ranging hold life that are not directly related to the
from minor to severe and they are all based nature of the damage taken. in {Search%} but there is otherwise no
on the starting Stronghold Attribute bonus adverse effects.
being damaged and how much damage nn Upon taking this amount of damage, Lv.2 - Breach
taken. All other Stronghold Attributes take The Structure of the Stronghold was com-
Magnitude Lv.1 (1-15 damage) promised for quite some time but only a
Minor Damage. Under this circumstance, n Damage. This can cascade into recent exploitation of that weakness has
the characters can generally proceed as
normal and there is some narrative oppor- more damage of this kind revealed it. A GM gets W10 to use on
tunity to talk about near misses or filling nn All Stronghold Attribute checks add
the characters with a sense of dread. deploying opponents within the Strong-
n n n n to the Dice Pool hold itself.
nn All Stronghold Attribute checks add Lv.3 - Severe Structural Damage.
nn Staying in this Stronghold generates
n to the Dice Pool All other Stronghold Attributes take n n
an additional W4 per 620
nn Staying in the Stronghold will gener- Damage. If the damage is localized to
nn All Missions starting from or taking one crucial building, then one random
ate an additional W1 per 620 place in and around the Stronghold
Stronghold Attribute takes n n n and
Magnitude Lv.2 (16-20 damage) are increased by q75% all others take n instead.
Significant Damage.The damage taken has
a noticeable impact on the day to day lives Magnitude Lv.5 (46+ damage) Lv.4 - Evacuation.
of the characters. Catastrophic Damage. Damage of this kind Characters are forced to evacuate all the
is impossible to truly work around. It rep- Population of the Stronghold or the col-
resents such a compromise to the function
of one Stronghold area that all but the most Strongholds – 203
desperate solutions seem plausible as a way
to simply survive it.
nn It is safe to say that at this level, all
function of the Stronghold as they
lapsing structures or invading forces will Culture Lv.2 - PoorYield
maim or kill all of them. Run a Search Lv.1 - Civil Unrest Any agriculture or horticulture the Strong-
& Rescue Mission immediately and any Increase Unrest by U 5, but the Strong- hold was utilizing is impacted severely.The
hold otherwise functions. Vandalism or
period of Time past 63 spent on the some other minor protest accompanies Collapse will inflict n n to Morale as
this.
Mission will roll n Damage against the Lv.2 - CrimeWave the remaining food and water is rationed.
Add 2d5! Depletion Points to items in the Add d5! Depletion Points to all supplies
Population. Stronghold Resource Catalog. of food and water that might exist on a
Lv.5 - Destruction Lv.3 - Lawlessness Stronghold’s Resource Catalog.
The destruction of the Stronghold is so The Stronghold Resource Catalog is inac- Lv.3 - Blight
rapid and so fierce that one other random cessible by all means other than thievery. A disease (possibly “the virus” but can be
Stronghold Attribute counts as having Col- Lv.4 - Iconoclasm any number of plant and animal diseases)
lapsed at a Magnitude Lv. of d5! And the The civic structures of the Stronghold are has ravaged the livestock and crops.The
destroyed or desecrated by a population animals must be killed and/or the crops
roll of an H will count as 5 and another of malcontents. Morale takes n n n burned in order to prevent the spread.
Damage. This effectively forces a Stronghold to
Stronghold Attribute will Collapse at a Lv.5 - Revolution rely solely upon stored food and whatever
Magnitude Lv. of d5! and so on. The population resorts to mob rule or hunters and foragers bring back.
rule by a demagogue.This revolution often Lv.4 - Labor Shortage
Science comes with a steep price in blood of the The population who are skilled with crops
Lv.1 - Setback perceived oppressors, so Population takes and livestock have been killed or have
The Stronghold is still functional, but one n n n Damage.The death toll can also turned up missing, in their absence, the
or more crucial pieces of equipment used come from the powers that be exercising productivity crashes. Morale and Popula-
in the Stronghold is damaged or broken their will to maintain control over the
with no one in the Stronghold possessing population. tion take n n Damage.
the knowledge how to fix it, even though What has Science Done?!
fixing it is theoretically possible. If your scenario has the Lv.5 - Scorched Earth
Lv.2 - Data Loss characters occupying Fires or some other natural disaster has
The Stronghold’s research capabilities major research facilities swept through the territory making it an
are removed, either by damage of crucial into the nature of an inhospitable wasteland. Even fires nearby
instruments or the loss of important data. outbreak, Collapse at dump ash on crops and can choke the air
Lv.3 - Lab/Industrial Accident Lv.4 or more could with smoke and embers. Structure and
This is largely dependent upon the nature result in the creation
of any research or industry being con- of some abomination Morale both take n n n .
ducted at the Stronghold, but this will or a researcher can Morale
either inflict n n on Population or will become accidentally (or
result in the increase of Viral of one or deliberately) infected with Lv.1 - Unease
more characters by d3. a new, more virulent strain The population loses hope and are effec-
Lv.4 - Severe Damage tively useless in regards to productivity. No
The nature of the research or production Viability Stronghold Features can be taken advan-
has gone about as wrong as it could have. Lv.1 - Stripped Bare tage of unless the characters themselves
A manufacturing center or laboratory is What meager nourishment or support the are involved.
destroyed and one random Stronghold environment gave the survivors gives out. Lv.2 - Dissent
Attribute takes n n n .The noise and Characters add d5! Depletion Points to all The population tires of the value structure
supplies of food and water that might exist of the Stronghold and begin to resent the
other commotion this causes will add W on a Stronghold’s Resource Catalog. leadership and whatever organization they
10 to the Risk Pool. represent. Culture takes n n Damage.
Lv.5 - Catastrophe
Total destruction of all production centers Lv.3 - Riot
of a Stronghold.All other Stronghold Attri- The population has turned on the pro-
ductive elements of the Stronghold and
butes take n n n . Structure immedi- effectively loot or destroy the supplies.Add
d5! Depletion Points to random entries
ately applies the Collapse of Magnitude of the Stronghold Resource Catalog and
Lv.d5! and rolling an H will grant an Structure takes n Damage.
additional W25.
204 – Strongholds
Lv.4 - Evacuation Lv.2 - Missing Party Catalogs for vendors at the Stronghold or
The population have secretly (or overtly) A major raiding party or scouting party add d5! DP to each entry to the Strong-
prepared to leave the Stronghold. If free- has gone missing, effectively cutting off the hold Resource Catalog.
dom of movement is not a feature of the supply lines to the Stronghold. Characters The characters will have no idea who has
Stronghold, then the population turns may not take advantage of any Supply Lines fled until they check against the bodies of
violent towards the leadership. Population they have relied upon to remove Depletion the dead.
Points from their gear. Lv.5 - Slaughter
takes n n n Damage. Lv.3 - Brain Drain The death toll is simply staggering.The
The collapse of the population has resulted abundance of dead create several more
Lv.5 - Raze in the loss of several key personnel who are problems, which can be represented by
Not content with simply leaving, the pop- instrumental to the function of the Strong-
ulation have turned violent and taken to hold. Culture, Science and Viability take adding W25.The Stronghold is effectively
destroying the entire Stronghold.All other
n n Damage. destroyed. Characters lose all Morale and
Stronghold Attributes take n n n n . must slowly regain it normally.
Population Lv.4 - Mass Exodus It is the exception that there will be any
The population were not killed, but they specific Population members that survive.
Lv.1 - Loss have fled en masse.They took most of their Most of the time, it is safe to presume
The small community has lost what few supplies with them and will often steal on death.
people they had.The characters are osten- their way out.This will effectively add d5!
sibly on their own and can salvage whatever DP to each Resource Level in all Resource
is left in the Stronghold’s Resource Catalog.
Strongholds – 205
Marketplaces
Characters can take Gear by paying l, in the form of a Resource Catalog is Being able to direct this production, how-
determined entirely by places they’ve ever, assumes that characters occupy a
but they can deposit it into the Strong- previously looted. In this sense, making a special place in the Stronghold society
hold and contribute to the Stronghold’s sensible economy based entirely on what and will allow them to simply take from
is basically theft will cause many logistical the Resource Catalog and roll Depletion
Economy (G) by bringing the gear or issues. normally.The assumption being that the
For this reason, Economy is based on two Population is aware of the character’s
certain items and materials “To Market” possible models: Scavenging and Economy. contribution and are allowing a charac-
instead of using it directly. Offering any A basic summary for each is provided: ter free reign over the supplies stored in
item to the Stronghold Economy will the Stronghold.The Population allowing
often grant characters a small reward of nn Scavenging – Characters only use this knowing that when characters bring
what they find and steal.The cost for supplies “To Market” that it is benefiting
l as they are contributing to the growth everything is based on Cargo Units them directly, even if it’s represented
in-game as an abstract concept. Occasion-
of the Stronghold by providing useful or and is paid for in l. ally though, the characters will be seen as
desired items for the Population to work simply one among many customers and
for and use. A character is allowed to get nn Economy – A population of people will be expected to barter for things. In
have developed a rudimentary eco- this case, characters can only purchase
all l back that they spent on the gear and nomic system, either by honoring things by bringing thingsTo Market of the
the same amount of l will go towards pre-conflict money (albeit at drasti- same value or greater than what they are
cally inflated pricing), bartering or hoping to take from the Resource Catalog.
the Stronghold’s Economy.This, in turn, by some internally honored form of This will likely be the case for characters
will unlock different items, services and scrip.This intermediary of exchange who are visitors at another Stronghold or
Missions from a Stronghold’s available will be represented by the “Economy” are part of a large, impersonal Stronghold
Resource Catalog and Features, as the that demands payment from the charac-
industry of the Stronghold is bolstered by symbol (G).There is still a Resource ters in some fashion. In this case, we’ve
offering items worth bartering for among provided the rule for Barter so you can
your Population members. Catalog available to characters that represent this.
It should be noted that some items exist can deplete as the supplies get pur- The reason these two methods are kept
almost exclusively for the purpose of separate are because keeping track of
strengthening a Stronghold Economy. chased, but instead of buying with l, the market value of things within your
all costs are in G and their worth Stronghold may be more than any GM
This is done by offering far more l to wishes to do, but nonetheless, there will
the character and to the G than the fluctuates based on market forces. be some who are interested in a fluctuating
What a Stronghold is able to provide is value of something available to characters
character spent claiming it in the first place based upon the Economy of the Strong- and can build scenarios based upon the lack
when they bring itTo Market within your of something that is desperately needed in
Stronghold.While this can be represented hold, represented by a G symbol. A a Stronghold and by the characters.They
by things that are considered luxury goods, may also be interested in determining
it can also be something as simple as strong Economy will result in a Strong-
hygiene products that would go a long way hold that can provide useful services to how much G something would cost
in a post-apocalypse barter economy. Most the characters and an expanded Resource
raw materials would also fall under this Catalog filled with things they’ve either in a different economy than that of the
category. Some situational events may arise found or produced.The Stronghold Econ- characters’ own Stronghold. For most,
that gives massive bonuses to the Economy omy Table and Stronghold Upgrades will having a fluctuating cost for things on
for a particular item in high demand.These have a list of what can be added by using a Resource Catalog is not at all of any
will often be the crux of some Missions or interest, and this is perfectly acceptable.
be integrated into a plotline. some of the G in the Stronghold Econ-
THE ECONOMY omy to make things available for characters
to purchase. Upgrades and the nature of
This is arguably the most complex aspect your Population will also detail what such
of the GM’s world building because a Stronghold would value and give larger
the whole subject of value is turned
entirely on its head under most Outbreak G bonuses to the Economy when you
Scenarios. So no more do you have towns
full of people with each vendor having a bring it to Market.
convenient price sheet that can be simply
listed in a manual to reference. Scarcity THE ECONOMY AND THE STRONG-
of valuable useful things is one of the HOLD RESOURCE CATALOG
hallmarks of the Survival Horror genre
to begin with.This is made all the more Once the Economy of a Stronghold is
bizarre because the most valuable of things strong enough, new items will be added
in our modern world may have no more to the Stronghold Resource Catalog
actual worth than their raw materials when periodically. When an object is on the
the players characters’ personal economy Stronghold Resource Catalog, it is treated
like any other entry that is added by the
characters returning from Missions.
206 – Strongholds
OPTIONAL ECONOMY Resource Catalog.This may be more than but the demand has clearly outstripped
RULES a player wishes to keep track of, but it is a supply, so subsequent purchases will have
good way to handle characters in organized
Barter play (for instance) visiting another group’s an increased cost of +G100%. This
Characters can only make a purchase from
a Stronghold Resource Catalog that is equal Stronghold. The l spent, in this case can happen multiple times, each time
to the G value of anything they bringTo would go directly into the Economy of the increasing the G cost by +100% from
Stronghold and roll Depletion normally
Market. Depletion is still rolled normally against the entry on the Catalog. the original amount. So exhausting three
from a Resource Catalog.The tradeoff is times will increase the cost by %300 of
that characters do not need to convince Note:To give an idea when l or G the original cost. This will apply to all
Population or the Stronghold to develop redundant entries in a Resource Catalog,
a specific product to make available to should be used in a purchase, consider this so that certain entries would have smaller
the Characters.The power of the market cost, representing a Population supplying
will allow all options for a character to rule of thumb: l is a measure of surviv- the commodity at a lower price, but it will
purchase from. still be altered by the overall market value.
The astute will be aware that Trade and ability, so indicates what is gained by scav-
bringing things To Market are essentially Note:This has no effect on characters making
the same mechanic and whose numbers enging (or theft).The l cost if fixed by the purchases from sources that are the result
generally are the same for either method of of Looting a Location. however, a GM can
play.The Market method is more abstract, CU weight/volume ratio of the item itself,
but allows characters to freely take from and not what the item actually is or does. allow a character bonus l to a Character
the Resource Catalog by front-loading all
Using G is how it relates to an economic bringing an example of an exhausted supply
the G the producing Population would
system, so its value is tempered by supply and to Market.The amount of l contributing
request in exchange (making it easier on demand. For this reason surrendering high
the players to manage, being able to simply demand items by Bartering will inflate the to the Economy by the character will be
take what they want from the Stronghold
Resource Catalog).Whereas, Barter treats amount of G that an item is worth when increased by +l100%.
factoring in market forces.Likewise,low G
each transaction as its own event and l Inflation
or G must be surrendered each time cost will represent its lack of worth to anyone A Stronghold brings to Market any ability
of a Resource Catalog Entry that have a
a character purchases from a Stronghold in a Stronghold,which reduces both the G total Capacity of +10 will decrease the
gained by bringing the gear To Market and Market value to the Stronghold by G
using it to Barter.
50% for both bringing it to Market and
High Demand purchase price, as the supply will begin to
Characters that are using the Barter rule rise and will be more able to meet demand
that exhaust a supply will still be able to drive the price down.
to purchase the gear from a Resource
Catalog from the source that provided it,
Strongholds – 207
THE ECONOMY AND hold for the Population to buy off them Chemical
STRONGHOLD INDUSTRY and use.The Industry of a Stronghold is Sector Multiplier: Population
broken down into major sectors, each Bonus + Science Bonus
Special Population or Stronghold Upgrades of which has their own Multiplier which Examples of Valued Commodities:
or Features may add their own options Chemicals, Cleansers, Glassware/
increases the G generated and the l containers, Chemistry textbooks, Research
for a character to spend G from the Materials, Tools - Lab Equipment,
earned by a character by bringing the right Gunpowder
Stronghold Economy to add unique or categories of supplies “To Market”.This
improved items for characters to purchase is similar to “Value” gear that is used for Health Care
and use. increasing bargaining power by offering Sector Multiplier: Population
it for trade, except while “Value” applies Bonus + Science Bonus
RATE OF GENERATION to bringing the gear to any market, the Examples of Valued Commodities:
Industry Sector would only provide such Medicine,Wound Care supplies, Medical
The Stronghold Economy is generated at a a bonus to a specific range of materials that reference books,Tools - Medical, First Aid
rate based on the pace of your campaign. it deems useful. Supplies
How much is generated will be determined These are the major sectors as they pertain Home Economics
by the Stronghold Upgrades a Stronghold to Outbreak: Undead.. along with common Sector Multiplier: Population
has, but how often they generate it is up Bonus + Culture Bonus
to you, the GM. It could be once per day items that could contribute to G when Examples of Valued Commodities:
Books, Chemicals (Cleansers), Clothing,
(620) or it can be at the start of each ses- found and broughtTo Market in places that Games/Toys, Glassware,Toiletries,Tools
have these Industries. There are several - Cooking, Housewares
sion, if you play frequently enough. Some other sectors that exist in the real world,
but it is unlikely that they would play into Information
entries will have a specific amount of 6 a scenario the way these would. Sector Multiplier: Outbreak
The Industry, and any related Multiplier Level + Population Bonus
that must pass, but it’s entirely up the GM Examples of Valued Commodities:
if they want to honor that or if they want bonus it adds to the G and l it earns Intel, Research Materials, Radio Equip-
to just have the Economy generate all at ment, Electronics, Energy, Recon. Gear
once. characters, will be listed in the Strong-
hold’s reference sheet. Any Industry at a Fabrication
SKILLED LABORERS Sector Multiplier of 0x will not value any- Sector Multiplier: Science
thing of that category and will as a result Bonus + Culture Bonus
Some Population may have extremely valu- Examples of Valued Commodities:
able or unusual skillsets to allow them to provide no G or l when brought to Raw Materials (Any relating to industry),
add very special items to the Stronghold Chemicals (Cleansers), Schematics/Guide-
Resource Catalog. Such individuals are Market. Note that if gear has both aValue books, Hardware (screws, nails, bolts,
often in high demand and often require Multiplier and the Industry provides a etc.),Thread/Yarn (Textiles/Leather only)
Multiplier or the item qualifies for mul-
much more G from the Economy to tiple Industries, then choose the highest Technology
multiplier among them to use. Sector Multiplier: Outbreak
be used towards mobilizing them to make Level + Structure Bonus +
unique entries for characters to purchase Note that scarcity implied by increased Out- Population Bonus
from. For instance, a special Population break Level can always be used as additional Examples of Valued Commodities:
member that is a baker will allow a baked Armor,Weapons, Radio Equipment, Elec-
goods to appear in a Stronghold Resource factor to consider when determining G tronics, Chemicals, Energy, Medicine
Catalog if the Stronghold Economy is Custom/Specialized Industries
strong enough to allow the person to make earned by bringing certain thingsTo Market. These examples are simply the most
use of this skill by paying them the proper Unless listed deliberately, it is entirely GM’s common in most scenarios of Outbreak:
discretion whether or not it applies.
amount of G from the Economy.
Farming/Ranching
Characters can also find how-to books, Sector Multiplier: Viability
schematics, recipes and other manuals Bonus + Science Bonus
that can grant the Stronghold the ability
to add entries to the Stronghold Resource Examples of Valued Commodities:
Catalog. Libraries and bookstores are very Livestock (beasts of burden), Seeds,
useful in this regard. Strongholds can also Chemicals (fertilizer, pesticides), farm
have features that lend themselves or are equipment,Tools - Gardening, Almanacs,
repurposed to suit the manufacture or pro- Gardening books, Medicines, Guidebooks,
duction of certain supplies. Poultry, Raw Materials (Lumber, Metal),
Tools - Animal Handling
INDUSTRY SECTORS
Note that this industry scales by available
Collectively, what Population contrib- space. Most urban areas would be more
ute to the knowledge pool and what the closely defined by Horticulture than agri-
Stronghold is capable of producing at their culture, for instance.
facilities is called a Stronghold’s “Industry.”
The Stronghold’s Industry will determine
what material is of use to characters to find
and scavenge to bring back to a Strong-
208 – Strongholds
Undead.. it is entirely likely that characters jewelry and coins (things with high “Value” can use a few different metrics to deter-
wish to indulge (or the GM wishes to intro- multipliers) may have to seek out entirely mine the kind of supplies the characters
duce) an industry that is unique or new.This different items in order to exchange what have access to on a routine basis.
is perfectly acceptable and the earlier exam- they want from the commune’s population. A Supply Line will refresh whenever it is
ples can serve as a template. Indeed, many Any changes will be noted in the Stronghold relevant to the story and setting to do so.
Stronghold Features and Locations serve as Government section. It is impossible to standardize it. However,
mini Industries and can have the effect of many places and organizations have clear
adding special effects or gear to Stronghold STRONGHOLD ECONOMY schedules for when supplies are delivered
Resource Catalogs with the right amount of AND NPCs which can be emulated for the sake of your
scenario. Remote bases or research stations
q or G spent. Locations or Features A character may be able to convince NPCs may have monthly shipments of supplies,
to assist them on Missions by using Strong- for example but wartime efforts may have
of significant enough Size and Capacity will hold Economy.This represents either a bribe an accelerated rate by which such supplies
likely define a Stronghold’s Industry that to them or the reduction in the Stronghold’s are distributed. Interruption or disruption
may be very different than what is presented Economy by diverting the efforts of a com- of Supply Lines can be as much a narrative
in the examples. petent and able-bodied worker to assist the hurdle as it is a mechanical obstacle.
characters directly.
REPLENISHING RESOURCE REFRESH RATE
CATALOG ENTRIES SUPPLY LINES
The Refresh Rate of a Supply line will be
Any entry that is exhausted from a Strong- Characters may be comfortable with the
hold Resource Catalog can be replenished gear they have, needing only to restock the 6 it takes for 1 DP to be removed from
occasionally by removing Depletion Points
by spending more G from the Strong- or Durability damage from their gear. A the supply’s entry in a Resource Catalog.
Supply Line can be anything from routine
hold Economy to make it available again by military supply drops, a highly productive The amount of 6 needed is multiplied
referencing available Industry.This is assum- Stronghold, to an enigmatic Rag and Bone
ing that no other criteria is needed to add Man who shadows the characters to offer by the “Rarity” of the item as well. If a
the desired entry.The supply chain could be wares they know the characters would Refresh Rate is in parenthesis (like this),
strengthened further by Scavenging certain want. Because the entries can reflect an then the supply is not restored without
Locations which will allow duplicate entries Economy as much as it can be simply having some additional effort or demand on the
with different Capacity values. access to a large amount of some sort of characters. Such special instances will be
supply, an entry can feature an Economy ( listed in entries beneath the Supply Line’s
GOVERNMENT Resource Catalog.
G ) cost that can be used instead of l.
While Outbreak: Undead.. isn’t meant to be a RARITY
civil engineering simulation, there are some A Supply Line can greatly expedite the
optional adjustments that can be made to game if players just replenish supplies they The “Rarity” of an item will restrict its avail-
how an Economy works based on the form have and only resort to building a Resource ability greatly. Rarity exists at a level from
of government adopted. Believe it or not, Catalog to see what new things they can 0 to 5, 0 being rare, but still accessible with
these can be narrative tools as much as it potentially acquire.The two are not mutu- some effort and 5 being almost impossible
is a mechanical adjustment. For instance, ally exclusive, however. A Supply Line can to obtain. Having Rarity 0 and not having
a commune may eschew any material lux- be used in tandem with Resource Catalogs. a Rarity attribute at all are not the same. If
uries and only value what is practical, so a If you decide to feature Supply Lines, you “Rare” is not listed in an entry, then it can
party encountering them used to bartering be accessed very readily, whereas there are
many restrictions to the number of Rare
supplies that can be granted access to by
means of a Supply Line. Rarity generally
In organized “Pandemic Play” it is often very beneficial to have a Stronghold that is capable of
producing goods by way of a strong Stronghold Economy. A player can allow other players in Pandemic
Play to purchase from each other’s Resource Catalogs if they meet up in-game. Likewise a character
can purchase a bunch of items from their own Stronghold Resource Catalog and claim the respective
cards and take them to Pandemic Play events to trade with other players. Most of the particularly
unique cards would take the form of “proxies” but there is a range of “rare” cards that can be
things that are hard to find, or that are generally the result of a productive Stronghold. This
can also allow the “Manufactured Goods” cards that would normally be a diminishing resource in
the events of an Outbreak, but can allow things like chemicals, medicines and ammunition to be
created when most major industries for producing such items would be nonexistent.
G lIn the Player’s Guide, Tiers in “Profession” Abilities can provide Multipliers to
and in
the exact same way as Industry, but it is not tied to the industry specifically. Rather it relies
on the knowledge and experience of the individual character or NPC with the Ability. Nonetheless,
if there is overlap in what a character or NPC provides as a Multiplier and that of an Industry
Gfor the same items or supplies, then you choose the highest among them to determine how much
land is earned by bringing it To Market.
Strongholds – 209
alters the G cost of supply gained Line because it is a formula, but once it’s a supply line has of any one thing. Despite
determined it doesn’t frequently change. this more hands-off approach, there may
through a Supply Line. Some special rules be practical limits on how many units of
at a base or Stronghold may also restrict LIMITS/INVENTORY any one thing is available for purchase. For
access entirely to supplies that have a cer- this reason. Inventory may be modified by
tain Rarity value or higher. The last column on the Supply Line entry factors like Environmental Modifiers and
refers to a supply line item’s availability. Outbreak Level.
Note: In large organized play events, there These are either Limits or Inventory, not
will often be restrictions of gear by Rarity both.These mutually exclusive means of OPTIONAL RULE - CAPACITY
for players who are often limited to a few gauging a supply item’s availability are
items when purchasing from the event’s determined largely by how the item is The role of Capacity should be a famil-
catalog.This will displace the restrictions made available in the first place.A Limit is iar one to a GM and players. It is entirely
presented here. based on value and its cap on its availability possible that a GM, wishing to add a bit of
is monitored and regulated to some extent a random element to Inventory can treat
OUTBREAK LEVEL (most likely to manage scarcity). Inventory, the value in the Inventory as not a static
on the other hand reflect just how many number.A GM can instead treat the Inven-
One of the many practical functions of units are available. tory value as the same thing as Capacity
Outbreak Level is to gauge the function from a Resource Catalog. Requiring each
of society, which will impact supply lines Limits purchase to add a DP and require a Deple-
greatly. Outbreak Level exists from 0-5, tion roll as normal.
0 being society as we now know it and 5 There are limits (which refers to either l
being a completely speculative post-apoca- or G but usually G) to how much a A Limit can be used as
lypse world where the distribution of sup- a plot device to build
plies is highly varied. An OL higher than supply can be made available by means of a tension and to give
the entry will either add +1 to the Rarity Supply Line by virtue of its value. It is also characters a real sense
value per OL in excess or be unavailable greatly impacted by Rarity and Environ- that they are in dire
altogether via a supply line; it can only be mental Modifiers. For this reason, a limit straits. Increases to Limits
gathered by a concerted effort to build a on the amount a character (or party of can also be great rewards
Resource Catalog. If the Max OL entry is characters) can spend on any single supply for Mission success.
equal to or less than the actual OL, then category is provided. It should be known Like all formulas used
Limits can be ignored and purchases can that the sample Supply Line provided later in Outbreak: Undead.. it
is generic, and characters operating out of might be a good idea for
be made so long as a character has G established bases can sometimes be given characters to make a note
or l to spend. an overall Limit that they are allotted by of how much their favored
those in charge (and whose whim can Supplies are to purchase
Note: Some entries use both factors of OL increase or decrease that Limit as they feel from their Supply Line
and Rarity as a way to determine costs.Since necessary). More trusted individuals have because it is a formula,
an increase in OL past a certain amount access to both a higher Limit and/or gear but once it’s determined it
also adds to Rarity, this means at a certain with greater Rarity. In this case, the Limit doesn’t frequently change.
OL, the cost will jump very high for certain applies to the character to use as they see
supplies.This is deliberate. fit, and not determined on a by-category
basis. If what the cost is for the supply is
ENVIRONMENTAL MODIFIERS greater than the Limit, then the charac-
ter is not given clearance to obtain that
Among other things, Environmental supply or that it remains inaccessible for
purely administrative or practical reasons.
Modifiers (E) will alter the availability A vendor or certain supply line has only
so much available at a time, regardless of
of certain goods.This may actually make a character’s status or relationship with
some supplies cheaper, as their necessity the vendor.
in certain environments means they are
more common. Adverse weather condi- Inventory
tions can also flare up and make certain An item’s Inventory will not include price
supplies harder to come across.
in either l or G because unlike Limits,
SUPPLY LINES AND COSTS
Inventory is not based on price or value. It
A purchase from a Supply Line will still is strictly a matter of how many units are
available for purchase.This is typical for
require G and the cost will be listed in items that are non-essential or exist with
a large number of similar varieties.The
the entry by category. For scripted scenar- inventory could be artificially suppressed
ios it will largely be a flat number, but gen- before it reaches the market for characters
eral catalogs are often formula-based, using to buy it, but regardless, Inventory is the
OL and Rarity as determinant factors in least involved way of handling how much
how much G something actually costs.
Like all formulas used in Outbreak: Undead..
it might be a good idea for characters to
make a note of how much their favored
Supplies are to purchase from their Supply
210 – Strongholds
SAMPLE SUPPLY LINE
SUPPLY CATEGORY RARITY REFRESH MAX O.L. COST PER DP LIMIT/
Food/Water REMOVED INVENTORY
Archery E (Arid) 650 Any 10 - (5x OL)
Athletic Gear 6100 1 G5 per Ration
Climbing Gear 3 680 1 G20 x Rarity -E
0 6200 0 G5 x Rarity
Diving/Swimming 6500 0 3
Tools/Hardware 5 - 1 per E 650 3 G20 x Rarity 4
(Mountains) G20 x Rarity 5
5 - 1 per E G5 x Rarity 5
(Aquatic) 6
1
Recon. Gear 2 6150 3 G10 x Rarity l30 - 5xOL
Survival Gear 2 6100 3 G25 x Rarity l25 - 5xOL
Ammunition Varies by (6250) 2 G25 x Rarity l10 - 5xOL
firearm (min. 6150 3 G10 x Rarity l20 - 5xOL
First Aid
1)
1
Medical 3 (6300) 1 G25 x Rarity l15 - 5xOL
Special Request Varies Varies G cost x OL
Varies Special
x Rarity
SPECIAL wares. It is multiplied by both the OL and Rarity of the item itself.
If this cost is in excess of what a character is allowed to have by
Ammunition:Ammunition will not Refresh unless there is good the Inventory/Limit then the request is wildly out of scope of
relations. Any of the following will qualify: what the character is normally allowed.
nn At least Reputation 10x Rarity with this supplier.
nn Access Level 4 or higher with another supplier who has a Note: Some scenarios and many Missions will allow for an increase
in Limit either permanently or by some temporary bargain. Many
Military contact to vouch for the characters. closed economy societies or scenarios will have scrip or ration cards to
nn The characters themselves have an Access Level of 5 or more represent such boosts. Like listing the cost to purchase supplies from
their Supply Lines, characters would be advised to note any limits on
with this supplier. purchases their characters have.
Alternatively, a GM can allow the appropriate contacts and Rep-
utation are a Gestalt Ability that a character can purchase. This is a good way to handle how the “Addiction” trait can impact
a character’s available resources.Their impulse would demand
See pg. 213 to see how Access Level and Reputation works with a
contact or supplier. that characters spend G feeding their addiction in this way
Medical: This supply is far too valuable to trust to the general
public. Only characters with a total of 3 Tiers in any sort of by forcing a purchase as a Special Request from time to time.
Medical Abilities will be able to purchase this option.This can
be overridden by means of a Prescription note or some other Iptarshtiocuuldlarblye noted StuhpatplythiLsinies . a
paperwork that will count as Command Apparatus or Reputation robust
modifier from a trusted source.
Mfceoawnnsyilsiotnefenstthoesfumpcpwalotieeugsld.oroienlsy have a as
SPECIAL REQUEST available
A “Special Request” entry is for any specific good or item that a
character wishes to get by means of a Supply Line.The cost to do
so is disproportionately large compared to other, more routine
Strongholds – 211
Contacts
It is very likely that characters will develop have a “Reputation” entry that will list what obvious: the Contact in now an emotional
close ties with their suppliers.The category liability for the character. A GM can
of contact is meant to cover any person they would value beyond G to earn imperil this character with a reasonable
or organization that has things for trade expectation that the characters will go
that obey market forces, as opposed to just extra Reputation. Otherwise, the reward to occasionally ludicrous lengths for this
whatever characters find.As such, they will will be what the GM feels appropriate, if character to ensure their safety.
have the full spread of Industries that make it’s not specifically listed. Worse still, the length of time between
up the cost of tradable loot and some will when the character knew the Contact
value one or more category over others, CHARACTER HISTORY and present has meant that perhaps they
just like a Stronghold. They can also be are no longer the person the character
points of information that they relay from A character generating a Contact by means thinks they are. In this time, the Contact
distant population centers and can, as a of spending their Gestalt Levels is essen- may have become someone reprehensible
result, be story critical NPCs in addition tially appealing to a character history with or developed any number of destructive
to one of the merchants that the players the Contact. So to represent this, a GM can tendencies that will burden or imperil
have befriended. replace the flat Gestalt Level cost by having the characters with their proximity or
it be a minimum of 1 Gestalt Level, + 1 may have associated themselves with very
GENERATING A CONTACT for every d10 (5) Reputation they want to dangerous people.
start with this Contact.This makes deeper Rag and Bone Man: Only available at
Characters that do not have a contact can and more trusted connections a greater higher Outbreak Levels, the Rag and Bone
either be given one by virtue of the events personal investment on behalf of the player Man is an service that has arisen in the
of the story or one can be generated as a character. collapse of normal trade.This valuable con-
Gestalt Ability.All campaign supplements A few variants of this relationship can tact represents a supply line and a ready
contain a number of ways that Gestalt exist, here are some examples: vendor to buy from the characters and sell
Levels can be used, and having a valuable Sample Relationships to them.This essentially gives the charac-
contact is one such way. More important Complicated History: A GM can ters a way to unload their wares by some
“Rag and Bone Men” with broader net- allow this way of generating a Contact means other than hauling things back to a
works and rarer supplies will have steeper at, perhaps, a reduced Gestalt Level cost Stronghold marketplace.This contact will
Gestalt Level costs to protect themselves, but include some story complication as a have Reputation weighted in favor of char-
their wares and their clientele. result of this. An old rival, an ex-lover an acters starting at higher Outbreak Levels.
old friend with whom the character had a For this reason, the starting Reputation
REPUTATION falling out with pre-conflict but never fully with a Rag and Bone Man will be 1d5!
reconciled, etc.This makes the character
Unlike Strongholds, where Morale is more interesting and can allow mending (3) per Gestalt Level spent. Rolling an h
used to determine the general attitude of this relationship to be a vector for char-
the Population, the relationship between acter growth. counts as a 0.This total is then multiplied
a Contact and characters is less abstract. Controversial Company: While the by the Outbreak Level.
The character who consistently does well characters may not find this Contact dis-
or goes the extra mile to get something tasteful, they may have made enemies, and RUNNERS/HIRED GUNS
of greater value will be a trusted asset associating with the Contact is de-facto
and will be given much more rewards associating yourself with the sour reputa- Characters that wish to increase their
for success and leeway when they fail. tion of the contact. On the plus side, the Reputation quickly will hire themselves
Some employers will not even consider a Contact may be so pleased that they are out to various Contacts who will no doubt
character trustworthy enough to hire or sell being respected despite their reputation have some task they need done. Characters
to unless they have earned some Reputation that they will demonstrate an outsized that make themselves useful in this way are
beforehand by some trial or referral from a amount of trust in the characters they are called a number of (occasionally demeaning)
trusted associate. associated with. A GM can allow bonus names, but for these purposes are simply
Reputation to be added with this Contact, called “Runners” for the most part.The
AUTHORITY but it will penalize all other Contacts the distances they may be asked to travel to
same amount. do this and that for the contact will be
A character can count their baseline Old friend: The contact is a friend from in the Access Level entry.The nature of
Reputation with a Contact as 10 higher per childhood or school, barely recognized, the assignment is, obviously, up to your
Mx with appropriate “Command Apparatus” with the passage of time and the lifetime’s imagination and will likely tie in with your
if they are speaking from authority. worth of stress taking a toll on their greater campaign. It will likely just be any
features, but they are a welcome and other Mission, and thus use a Mission Brief
VALUED SUPPLIER comforting sight. A GM can allow an normally.There will be some modifications
increase in Reputation without an increase to it, in that there may be some material
Characters can earn Reputation by bring- in the Gestalt Level cost, but the tradeoff is loss because you will frequently need to
surrender “Resource” they gather to the
ing Contacts any material with a G Contact instead of keeping it for themselves.
value.They can also earn it by story events
or doing favors. Each organization will
212 – Strongholds
The amount of Reputation a character can turns on a character or sabotages them in people who are undertaking considerably
expect to earn (or lose) is directly based some way. less risk to buy these items as opposed to
on the difficulty of the Mission being Because this is treated as a regular check finding or making them themselves. So the
done on the Contact’s behalf. For this with a percentage chance, a GM can impose reluctance to sell to just anyone represents
Difficulty penalties on them. Extenuating the employer caring about their runners
reason, it is tied directly to the l reward circumstances may force a Contact’s hand enough to let items go at a drastically
to work against the characters reduced price to characters then they’d
that a character earns by successfully be able to get for it on the open market.
accomplishing Missions. Example: Denise has been secretly buying
So feel free to add the following to Success weapons from a Contact she has with whom List of describing features that indicate how
and Failure entries of any Mission taken on she has a respectable Reputation value of much extra Economy objects bring…
behalf of a Contact: 75. A local mafia organization has been What did you bring?
Failure threatening Denise’s Contact to give up “What is this?! Don’t insult me by
information about her, since she was indi- bringing anything like that around
-1 Reputation per W resolved at Mission’s rectly responsible for a raid of theirs on the
docks going south. Normally to see if the here again!” G0, -3 Reputation.
end.This Risk cannot be used on anything Contact would betray Nancy, you’d test “Was this the best you can do?” G
else, it is effectively spent as one would with the 75 making it 75% to see if his
on a Hazard. loyalty holds. However, this is the mafia, so 0, - 2 Reputation.
This can also be determined by the they broke out his windows and threatened “Not interested. At all. I thought we
magnitude of the emotion that comes with him and his family. Because of this, the GM
failure, and thus can be based strictly on had an understanding.” G0, -1 Rep-
what a GM feels appropriate. decides Contact gets n n when testing
Success utation.
Add Reputation with the Contact that is against the Reputation due to the damage
to his store and the threat against his family. “No thank you this time.” G0
equal to 25% of the l reward or (5+ 5
ACCESS LEVEL “I have no need for that, but maybe
per Resource Level unlocked)%.
Note: This reward can be substantially Access level is treated much like a someone will want it” Extra G1d5!
higher, especially if characters are conduct- Resource Level from searching a Location.
ing “Search and Rescue” or “Supply Run” The only real difference is that the catalog “I’ll take that off your hands” Extra
missions for the Contact. In which case, the of items represents purchasable goods as
amount of Reputation a character gets can well as services or other privileges. G2d5!
be based on the strength of the relationship
of the person being rescued or found with “PLEASURE DOING BUSINESS WITH YOU” “Always good to have a few of these
that of the Contact.
A character will be able to make purchases laying around” Extra G3d5!
TESTING AGAINST REPUTATION or request even for free certain items and “Very nice!” Extra G4d5!
services from their contact.This will be
A Reputation score usually tops out at 100 based on the Economy of what characters “Bring as much of these to me as
which is extremely close of a contact but have brought and the Reputation they you can, I’ll always give you the best
still possible to reach. Nonetheless, most maintain with each other. The number
Reputations are much less than that. Since cross referenced on the table of these two price.” Extra G5d5!
it is on a scale from 0-100, it is actually factors indicates the stage of the working
testable with percentile dice.What you relationship they have and what they can “I have a major buyer who I know
are actually testing against in this case is expect from one another. For instance,
whether or not the Contact will act in the a character may have racked up enough will want this.” Extra G6d5!
character’s best interests (weighted against Economy to make a purchase of a rare,
their own, of course). It is in many ways but dangerous item their employer has, “We just ran out of these. What a
like an Empathy Attribute, but it factors but if they don’t trust the character
in something Empathy doesn’t: money. enough to sell it to them, they won’t. relief!” Extra G7d5!
Empathy is generally purely altruistic and The Reputation of a character is what
not pragmatic, whereas a Contact that is determines how comfortable an employer “I don’t know how you got this, but
acting as a vendor will tolerate much more is letting them into their inner workings
stupid, abrasive or offensive behavior if it and selling directly to the character their I want it.” -+ G8d5!
means maintaining their own livelihood. more hard-to-find goods. The second
For this reason, a GM can test against a may seem like a given, since the price a “Where on earth did you find this?!”
Contact’s Reputation to see what they’re character pays is theoretically the the same
willing to put up with from the characters. as the price that anyone would pay. But an Extra G9d5!
It’s also useful for determining if a Contact employer often has other plans for most
of the things that they are selling. Most of No words. Only stares and expres-
those plans involve huge price markups to
sions of disbelief. Extra G10d5!
All positive bonuses will add 1 Reputation
per d5! they offered as a bonus. For
instance, getting an edtra G5d5! will
grant +5 Reputation. Only the highest
bonus applies if a character is offering
multiple objects for sale at one time.
Strongholds – 213
See the existing Reputation of the character with their contact and the total cost of what
they are buying or selling. If the Access level indicated here are higher than the current
Access level, then you can increase the Reputation value of the character by d5! per
difference between the current Reputation and indicated Access Level on this table, the
wild face counts as 0.
CUSTOMER REPUTATION AND VALUE TO ACCESS LEVEL TABLE
G /REP. >25 25 75 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 451+
0 Rep. – – – – – 0 0 0 0 0 0 0 0 0 1 2 34 5
1-10 Rep. – – – – 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6
11-20 Rep. – – – 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7
21-30 Rep. – – 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8
31-40 Rep. – 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9
41-50 Rep. 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10
51-60 Rep. 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 10
61-70 Rep. 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 10 10
71-80 Rep. 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 10 10 10
81-90 Rep. 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 10 10 10 10
91-100 Rep. 0 0 0 0 1 2 3 4 5 6 7 8 9 10 10 10 10 10 10
101+ Rep. 0 0 0 1 2 3 4 5 6 7 8 9 10 10 10 10 10 10 10
BASIC DESCRIPTION OF ACCESS Purchase Limit: The maximum a char- For most GM’s, having
LEVELS acter can buy from the employer’s supplies NPCs and contacts
have a “Hostility Level”
Access Level with G before they are cut off. is often sufficient for
determining how a player
Description of Access Level so that a GM can Credit Line:The value of the equipment character interacts with
determine what kind of relationship Contacts that an employer is willing to let a char- them.
and characters have from a narrative standpoint. acter borrow in order to gear up for an However, Access Level
assignment.This can either be returned as described in this
Assignment Radius:This is the distance (if possible) or paid by completion of an section is a useful tool
that a character is trusted to send on assignment or with another trade good to determine the extent
assignment by this employer or contact. later on. to which a deeper
A job of exceptional distance from where Discount: The price reduction that a relationship develops.
the characters are will automatically allow character would benefit from for selected between player characters
a character to petition for some means of items. and non-player characters.
transport from the employer. A character Special
providing their own transportation or in Any rule that takes place once a character
possession of volunteer their own means reaches this Access Level with a contact,
of conveyance will be allowed to gain extra employer or vendor.
G for the assigned Mission success by
G1 per Mile, but they are likely expected
to carry a lot of cargo on the employer’s
behalf.
Things like A“ ssignments” and the kinds of services that
contacts can provide will be gone over later in this chapter.
214 – Strongholds
Access Level (–) Access Level 3 Access Level 7
Generally speaking, this level of access doesn’t This character is on a first-name basis with the This is the highest level a character can get
amount to anything. If a character is interacting employer.They will also be able to purchase all while still being considered more or less just
with an employer with this kind of access, they but the most valued of equipment.Even the valu- an employee or customer.They will be given a
will likely be turned away or treated harshly. able equipment is on the table if the character is discount on most goods, but will still be required
Wares are generally sold at full markup that willing to pay a significant markup. to pay up front. An employer will likely seek
they would have been should they sent an item Assignment Radius: 15mi this character out for a deal for exclusive use of
to market. their services.A character that accepts it will be
Assignment Radius: n/a Purchase Limit: G75 a valued asset the employer will be hard-pressed
to want to see go.
Purchase Limit: G10 Credit Line: none Assignment Radius: 75mi
Discount: none
Credit Line: 0 Purchase Limit: G200
Discount: -100% (100% markup) Access Level 4
The character has established a great relation- Credit Line: none
Access Level 0 ship between their employer and them, but it Discount: 25%
This level of access is that of basically a low level will still be strictly business.
employee or casual customer. No effort would be Assignment Radius: 20mi Access Level 8
made to provide service or material support nor This marks a special transition in the relation-
would any discounts be possible. Purchase Limit: G100 ship between a character and their employer or
Assignment Radius: 5mi contact.This will be the first point where the
Credit Line: none opinion of the character will have some influence
Purchase Limit: G25 Discount: none on the employer’s choice of employee and job
performance.They will also be able to borrow
Credit Line: 0 Access Level 5 from the employer either in trade goods or in
Discount: -50% (50% markup) The character is a reputable source for work advances to a certain extent.
and will be able to pique the interest of multi- Assignment Radius: 100mi
Access Level 1 ple interested employers, but no one would take
This character has earned some trust and will it personally regardless of what direction the Purchase Limit: G300
often be able to ask for a deeper catalog access, character chooses to go. Credit Line: G50
but little else beyond what is generally available Assignment Radius: 25mi
at Access Level 0.The employer would likely Discount: 25%
send the character on errands that take place Purchase Limit: G125 Special
in the surrounding area. Referral: The opinion of this character is
Assignment Radius: 10mi Credit Line: none held in such esteem that they can increase
Discount: none another character’s Reputation to their
Purchase Limit: G50 employer or trade network by 1d5! (3) to a
Access Level 6 maximum of 25 with a “Note of Referral”.
Credit Line: none The character is in frequent demand, but the Loyalty: The relationship between this
Discount: -25% (25% markup) contact recognizes that the character chooses character and the employer is excellent,
them in preference to other potential vendors/ but at a tenuous stage. Characters that
Access Level 2 employers.This will be recognized and the have Access Level of 6 or higher with other
This character is known as a repeat customer employer will likely extend a discount of their known organizations or Employers will
and/or a valued employee.They are trusted with wares in an attempt to draw the character closer not be allowed access to this Access Level
a decent access to goods as well as a discount on to them for exclusive use of their services and or higher for any Employer except under
goods that characters they are using while on business. specific circumstances or with plausible
assignment by the employer. Assignment Radius: 50mi deniability with a character’s affiliation
Assignment Radius: 10mi with the other organizations.
Purchase Limit: G150 Contract: A character can establish a
Purchase Limit: G50 Contract with this employer. Doing so
Credit Line: none will fix the Discount and Credit Line at
Credit Line: none Discount: 10% certain Access Level (See “Negotiate Con-
Discount: none tract” Mission entry), but they will be
permitted to take jobs or associate with
Strongholds – 215
other employers without fear of reprisal, is largely irrelevant. make them targets for a resistance group that
provided there is not a breach the contract Expert Referral: The opinion of this has been patrolling the nearby area, who
terms. character is held in such esteem that they have beforehand paid them no mind since
can increase another character’s Reputa- they were neutral in the conflict. Even if
Note:The contract terms should be more tion to their employer or trade network by the message were benign in nature, they if
narrative than mechanical to allow such a an additional3d5! (10) to a maximum of they were stopped, they’d surely inspect it
dry piece of metagame restriction have some 25 with any “Note of Referral” they create. and break the seal on it, which would cause
storytelling potential. NPC: A contact with this much impor- them to lose any payment they were owed
tance to the character will transcend the for its secure delivery.Terrance’s friend has
Access Level 9 role of supplier or employer and will often a boat that could shave days off the journey
This character is a valued asset and is considered take on the role of sidekick or friend.The and circumvent most patrols but he needs
first among an employer’s choice when giving role the contact takes will often be a vector to convince his friend that this journey was
assignments and the best equipment will often for crucial story points so a lot of this entry worth his time and that Ray, someone Ter-
be reserved for the character, even simply with can be replaced with whatever the GM rence’s friend has never met, is someone that
anticipation with the character being a poten- wants to feature based on the scenario. can be trusted.
tial customer.The contact will also go out of With such a deep discount on all the things
their way to procure things that the character the character buys from this contact, the Bargain
would find useful or interesting.An exceptional purchases are likely at-cost.The contact The characters really want something but they
degree of generosity will also be extended to will likely see this as worthwhile because haven’t generated enough revenue in order to
this character. they share common cause with the char- justify the purchase. Characters are willing to
Assignment Radius: 150mi acters they do business with. sacrifice some of their clout with their employer
in order to barter down the price of an object.
Purchase Limit: G400 SERVICES This can be done without a skill check,
Credit Line: G100 although {Diplomacy - Barter/
A character can often leverage their Bribe%} may help mitigate the loss of
Discount: 50% influence on a contact by requesting a Reputation. Each point of Reputation a
Special service be done for them by either the character is willing to sacrifice they can ask
Referral:The opinion of this character is contact directly or them pulling strings in
held in such esteem that they can increase the characters favor using their facilities for a discount of G5 when purchasing
another character’s Reputation to their or network.All of them require some sort
employer or trade network by 2d5! (7) to a of appeal in order to accomplish.This will equipment from the Contact.
maximum of 25 with a “Note of Referral”. generally take the form of a single Skill Request Armed Escort
Check with the extent of success or failure
Access Level 10 Characters sensing peril in their upcoming
This character is treated practically as family. determined by + and - generated, but assignment will request that they get some sort
They are given unrestricted access to informa- of armed escort to protect them or assist them
tion and supplies.They will be given the most the outcome is nearly always be altered on their journey.This will rarely be met with
important assignments and are considered such favorably by Reputation. Likewise, enthusiastic response, as it is assumed that one
valuable assets that these contacts will almost a character can voluntarily sacrifice of the most valued assets of the character is their
always send search parties to find characters Reputation in order to ask for something fighting strength, but vulnerable or valuable
that don’t report back out of fear for their safety. particularly extensive or unreasonable. cargo may warrant such additional protection
The employer would go to great lengths to see All Services can take the form of a Mission despite any reservation from the employer.
characters safely returned including launching if the GM wishes. Doing so will just add A character can attempt a {Diplomacy%
raids or rescue missions and paying ransom. a Labor value.This is not default because or Expression%} in order to persuade
Assignment Radius: unlimited most of these requests are not complicated, an employer to hire some armed escorts
Purchase Limit: unlimited so calling it a Mission or even an Objective to assist the character.The character gets
may be overstating what the intended use
Credit Line: G250* of those terms are.That said, the Service n n n for each armed NPC they wish
requested may be of such emotional and
Discount: 75% storyline gravity that it can warrant a to request. A character can discount a
Special deeper exploration or have more or altered
Credit: A character’s credit with this conditions needed for its success. n per G100 worth of cargo being
contact is set as G250 but it is largely a Example:Terrence and his friend Ray were transported and discount a n per Access
given the task by an employer to deliver a
story point if a character borrows against a message to a town hundreds of miles away. Level the character has with the Contact.
contact of this importance, so the number They took the job knowing it was on their Request Conveyance
route anyway and figured they could pick up
some extra supplies in exchange for providing A character can request a means of transport
this courier service. It dawns on them much in order to accomplish assignments that are too
later that the nature of the message could far to travel by foot.A character can also ask for
passage on behalf of another.
A character may attempt a {Diplomacy%
or Expression%} in order to allow a
216 – Strongholds
character transport.The character gets While the intention of this is that it be used Cost, Parcel: The cost to send a parcel is
for the fabrication physical items, this can
n for each 25 miles they wish to travel also be used for any number of chemical, G5 per . for each mile being shipped.
medicinal, culinary, or creative works. In
(round trip) to the Skill check.A character those instances, the costs and difficulty of Time: The message will arrive in
doing such things are so varied that it is
can discount n per Access Level. best left up the GM to invent a suitable ^10 per Mile, after factoring in rest
timeframe and material needs that such a
Characters can re-attempt this until they request would require. of the carrier and available modes of
either give up or are ultimately successful, transportation.
but they must reduce the Distance they can Reverse Engineer Environmental Modifiers: Adverse
rely on travel until by 25mi each successive Sometimes done at behest of an employer, eager weather conditions will either increase
attempt. to have access to a new form of equipment to
This will also cover passage back and the make and sell, a character offers a piece of the cost by 25% per E1 or take ^20
pilot or guide will wait for a character’s equipment so that it can be disassembled and its longer per E1.
return. Essentially, a character is requesting parts carefully measured and cataloged.Complex
a checkpoint that they can travel to and but useful items, like firearms are of particular Expedited Shipping: The message will
from that extends the distance they can interest, as a manufacturer capable of shaping
undertake Missions. So, for instance, if a metal may be able to create whole new weapons arrive in ^5 per Mile, but it will increase
character successfully requests 50 miles out of scrap metal. the cost by G200%.
worth of travel, then a character can Characters can surrender a piece of gear
establish a rally point 25 miles away (25 COURIER
miles there and 25 miles back) from the to get half of its G value.The character
headquarters that is both the start and must do without the gear for ^20 per A character will have an opportunity, in
return point for Missions they undertake. G of value (factoring in any multipliers some cases, to act as a courier if they are
This can take the form of an associate known to travel broadly and are trusted.
waiting offshore with a boat to take them for Rarity, etc). Upon returning, there is Consulting the Assignment Radius in the
back upon a signal, a guide hiding in a cave a chance that Durability is reduced by 1 Access Levels section listed earlier, you
in the hills waiting to escort them back, or more (based on the skill and facilities). can see how far a character is trusted
etc. with delivering other people’s things. By
Send Message/Parcel doing this a character becomes part of
Note that this conveyance may be more Contacts with strong information or their supplier’s loose network of trade
than an issue of convenience. On occasion, transportation networks can send a associates and this not only has tremendous
this may be a matter of life and death. message or small package from one story potential, but can gain some decent
Conveyance may include proper (or forged) location to another. While it’s more side income in doing so.
paperwork or identification to allow efficient to send messages by radio
one to pass through security checkpoints frequencies, a physical message has A character can get G50% of what it
unmolested. multiple advantages.The message being
Special intercepted is a far more difficult affair, takes to ship something as a fee to deliver,
Request Conveyance and Relief as the carrier itself needs to be found and rounding up. Consult the “Send Message/
Camps: Characters that are part of NPC robbed as opposed to just tuning into the Parcel” Special entry to see what sort of
controlled (government controlled) camps right frequency at the right time. In the price a character could get for a delivery.
may volunteer their services and get this case of parcels, there is no other way of Characters that succeed in a delivery will
for free.The distance the character will be sending such things, so alternatives are increase Reputation by 1d5! and failing
transported will depend on the mission nonexistent (although speedier methods to deliver or violating whatever terms
they are being sent on and the amount than ground couriers do sometimes exist). the delivery... the most obvious ones are
of trust the leadership has with the Strongholds may maintain a stable of “don’t open” but there may be a number
characters. In this way, Reputation is still message runners and characters who are of other conditions that you can roll on
relevant, but it is not reduced by getting population members or pay whatever fee this table for additional conditions with
conveyance from their Stronghold or camp. the runners require as a collect on delivery delivery. Some are so specific that they
or in postage will allow a character to send
Request Manufacture things from one Stronghold to another warrant extra G to the character for
A character knows that they can request the location and receive messages and parcels
talent of a skilled craftsman to make gear for from others. fulfilling them.
them out of raw materials. Special
Characters may ask for a contact or Cost, Message: The cost to send a d6 Result: Condition (Bonus G)
craftsman in their employ to make 1: Special Drop Off Point (G0)
equipment for them. Consult the materials message is generally a flat G1 for each
Table on pg. 247 in order to determine how 2: Coded/Encrypted, do not let it fall into
long it takes inTime in order to make such mile being transported.
equipment and what the cost might be. enemy hands (extra G25%)
3:Very Fragile Do not bend/break (G10)
4:Time Sensitrive (extra G50%)
5: Restricted travel (extra G50%)
6: Really valuable (extra G100%)
Strongholds – 217
Messages and parcels will not always be Example 2: Mark has an exceptional rela- GM says they are transporting) something
available to deliver in this way though, but tionship with his supplier (Access Level8) controlled.
it’s always worth a look before a character and is leaving by boat to hundreds of miles When interacting with guards or authority
ventures to where they want to go. A away. Mark checks in with his supplier to figures while transporting, the character
character can consult the table belo to see if anyone needs something delivered and
see what if anything is available to deliver rolls a d%, getting a 15. Consulting the can get + + whenever they use a P
for some extra income. Roll a d% and
consult the character’s Access Level with chart it means that Mark can choose a , on {Expression%, Stealth%}.
the supplier. A character can choose any ,, ,,, ,,,, or a . to Gestalt Ability - Postman
single message or parcel that is successful
as determined by the result on the d%. take.There’s plenty of room on his boat, so Gestalt Level(s): 4
A character can choose one item with a This character’s reputation as a reliable courier
percentage chance that the character’s roll he takes the . with him. far outstrips their reputation as anything else.
would have determined a successful check. As a result, they have little issue getting others
It should be noted that a GM has plenty to trust them with deliveries.
Example 1: Kevin is venturing with his of opportunity to concoct a story around This character is able to treat their Access
party to a town nearby. He checks in with the delivery of something really important; Level as 3 higher than normal when
his friend and supplier, with whom he has circumventing the need for a table like this, determining what is available to deliver.
a solid reputation to see if he wants Kevin but it does help when determining the fee They can also roll on the availability table 3
to take any messages with him. Kevin is at a character can collect for delivering it. times and choose up to 3 items to deliver
Access Level5 with his supplier and rolls a
d%. He rolls a 22. Consulting the chart, it Gestalt Ability - Runner that must each be ,,, or smaller.
Gestalt Level(s): 3 Gestalt Ability - Freighter
means that Kevin’s supplier has a , ,, This character is known to be trusted with very
and a ,,, available that he is willing sensitive cargo or more cargo than normal. Gestalt Level(s): 3
Their speed, discretion and their cool heads This character is known for their ability to
to let Kevin take, since the 22 was not suc- have gotten them out of several binds in the transport bulk cargo.
cessful by the 20 needed to have to make the past when running their cargo past security A character can increase their percentage
checkpoints and highway robbers. chance on the Courier Availability table
,,,, available as well. Kevin chooses This character is only known to deliver
the ,,, parcel and makes his way with things that are hard to obtain or are illegal by +25% but can only take . or greater
somehow.They can choose to double any
his party to the next town. with that bonus.
Characters must be willing to make room G they get from delivering anything
for whatever messages they carry…
although traveling by vehicle alleviates this that is larger than ,,, in CU if they
concern by quite a bit.
declare they are transporting (or if the
COURIER AVAILABILITY TABLE
SIZE/DISTANCE BY ACCESS LV. , ,, ,,, ,,,, . .. ... .... ..... +
Access Lv.- (n/a) 5% 1% 0% 0% 0% – – – –
Access Lv.0 (5mi) 10% 5% 1% 0% 0% 0% – – –
Access Lv.1 (10mi) 15% 10% 5% 1% 0% 0% 0% – –
Access Lv.2 (10mi) 20% 15% 10% 5% 0% 0% 0% 0% –
Access Lv.3 (15mi) 25% 20% 15% 10% 0% 0% 0% 0% 0%
Access Lv.4 (20mi) 30% 25% 20% 15% 0% 0% 0% 0% 0%
Access Lv.5 (25mi) 35% 30% 25% 20% 1% 0% 0% 0% 0%
Access Lv.6 (50mi) 40% 35% 30% 25% 5% 1% 0% 0% 0%
Access Lv.7 (75mi) 45% 40% 35% 30% 10% 5% 1% 0% 0%
Access Lv.8 (100mi) 50% 45% 40% 35% 15% 10% 5% 1% 0%
Access Lv.9 (150mi) 55% 50% 45% 40% 20% 15% 10% 5% 1%
Access Lv.10 (unlimited distance) 60% 55% 50% 45% 25% 20% 15% 10% 5%
A ( – ) indicates that this is not accessible to a character at this Access Level, whereas a 0% can be modified to be attainable.
218 – Strongholds
“Mr. Hood” Vitality “My reputation precedes me”: Mr.
Hood’s reputation is so grotesque and
Seen occasionally poking around the ruins, Health: 5 shrouded in myth and half truths that if
the man colloquially called “Mr. Hood” has the ever enters an Encounter or is himself
no other known name. He keeps his face Damage Threshold: T 18 Encountered, all characters and opponents
and head covered and carries his life on his Defense: n n need to pass a {Composure%} or lose
back and a long heavy coat regardless of
the weather.To those he trusts, Mr. Hood Attacks J d3.
occasionally sells things that he either finds
Dangerous Enemy: Falling out of favor
or makes. His strangeness and his solitary Hit (Melee): + - [ n n Bl]. Accu- with Mr. Hood is a deadly mistake. If char-
nature has tempted many robbery racy acters ever have their Reputation with him
attempts, but those who try are literally reduced to 0 he will no longer trade with
made into twisted piles of dismembered Hit (Firearm): + - [ n n Pi, Sl] characters ever.
limbs, often left very visible in displays as Accuracy, Instant
a warning. He is more approachable as the In addition to this, his “Shadow” rule will
number of people dwindle and those that Stab: + + - [ n n n Pi] n n , now indicate when characters come afoul
survive without resorting to villainy will of his traps or his threatening and gro-
often find Mr. Hood an awkward but Accuracy tesque displays. Each time the Encounter
reliable ally. Knowing his violent streak takes place with the “Shadow” rule, the
and his odious stench in close proximity, Death (Eviscerate): + + d d d characters will count as encountering a
even allies know to keep a safe distance
from this madman on the edge of savagery. - [ n Sl] Mortal, Instant “Stressor” and will add W10 to the GM’s
Parry: + or n n - Defense + n Risk Pool.
Strength: 44 Special Developer Note: Mr. Hood is an absolute
Perception: 46 Establish Contact: 10 Gestalt Levels - 1 beast in combat, but he would never attack
Empathy: 11 per OL player characters, even as part of “Dangerous
Willpower: 52 Shadow: Mr. Hood shadows people who Enemy” unless the characters want to attack
him first.At best, Mr. Hood’s reputation is
{Skill Checks%}: {Brawl 72%, Grap- he has contact with and will arrive with such that even passive warnings he leaves in
ple 60%, Composure: 88%, Melee useful things to trade every so often. Each the vicinity of characters will be taken to be
Attack 75%, Firearms - Pistol 86%, 645, he will make himself known to the targeting the character’s specifically, when
Diplomacy - Barter/Bribe 75%, player characters with a sign as to his where- this is often not the case.
Martial Arts 40%} abouts with a percentage chance equal to
Industries the Reputation score with the party. What looks like madness is actually an
agenda that is totally alien to the player
characters...his contempt and misanthropy is
2x 1x Misanthropy: At Reputation scores of real, however.The most generous interpreta-
50 or higher, Mr. Hood has a 25% chance tion of his psychology is that he is not stable
of entering an Encounter to help the or measured in his responses but he is not evil
characters when the starting J rating of in that he is as discriminating in his targets
1x 1x as he is his customers.
their opponents is higher than 10. He will This is an unusually
not come to the aid of characters that are
fighting Undead opponents.
ACCESS LEVEL 1- 7 MR. HOOD DEPLETION POINTS thorough profile
COST CAPACITY of a Rag and Bone
NAME Man meant to be
used as an NPC.
Extra Supplies - Small Pistol Cartridge (1) 10
Extra Supplies - Small Rifle Cartridge (1) G25 7 nnnnnnn Most games
G30 nnnnnnn only need the
Extra Supplies - Large Rifle Cartridge (1) G50 3 nnnnnnn “Industries” and
G200 3 nnnnnnn “Resource Level” by
ACCESS LEVEL 8+ Reputation sections.
Silver Bullets
SUPPLY LINE
SUPPLY CATEGORY RARITY REFRESH MAX O.L. COST PER DP LIMIT/
REMOVED INVENTORY
Food/Water E (Arid) 650 Any G5 x Rarity 7 - (5x OL) - E
Survival Gear 2 6100 3 G25 x Rarity G25 - 5xOL
Strongholds – 219
Governance and Unrest
When Governance is present, it means that difficulty must be undertaken in order to Also called “Endocannibalism,” a Strong-
your Stronghold is in need of the rule of remove a Crisis. Certain Missions can also hold has buckled under immense pressure
law. Small populations can generally settle be undertaken to attempt to reduce Unrest and has begun to eat their own dead.This
disputes and barter amicably between the as a preemptive measure before it catalyzes
involved parties, and function as a tribe into disastrous events. will inflict n to Morale but will increase
with minimal leadership. Larger or more
needy populations will require a more Note that some of these are possible fea- Viability by the same amount.This is done
established set of rules or even just a tures that a GM can add to the Strongholds whenever Population is reduced, either
temporary administration of justice for a they happen upon.The slow realization of by happenstance or by a GM playing an
situational outburst or events. the nature of the people the characters are appropriate Hazard.
surrounded with can provide an interest-
UNREST ( U ) ing dramatic twist if there turns out to be Having a culture that has embraced this
something dark just under the surface of this will make handling interactions with other
If Governance goes unaddressed (that is to new society. Survivors more difficult, especially since
say, it is not reduced to 0 by the prescribed news of this sort of behavior may precede
CRISES them.All Diplomacy checks targeting Sur-
amount of 6), the vacuum of leadership
The following are a list of crises that a GM vivors will get n added to the dice pool.
will produce Unrest which can unravel the can use both Risk and Unrest on.
cohesiveness of a Stronghold. Each point Cannibalism, Predatory
of Governance that remains is converted Black Market
U 10 x Culture Bonus W 25
into 1 Unrest ( U 1). U 25 W 20
UNREST AS A RESOURCE and must already exhibit Cannibalism,
See pg. 126 of the Outbreak: Undead.. Survi- Opportunistic or Cannibalism, Ritualistic
Unrest is a Gamemaster resource very vor’s Guide.
similar in nature to Risk. At the end of Also called “Exocannibalism,” a Stronghold
each day a Gamemaster will convert any Cannibalism has slid into the heinous practice of hunt-
unresolved Governance for a Stronghold A pretty common staple of post-apocalypse ing people for food.The nature of their
into Unrest at a 1:1 ratio (at which point societies is that there will be the threat approach will be based upon the nature of
the Population will generate a new batch of those who consider people to be food. their cannibalism. Opportunistic cannibal-
of Governance to address). Much like This may be so widespread a problem that ism as an origin will mean that the Strong-
Risk can be spent on Hazards, so too can it has even taken hold in the Stronghold hold would hunt humans as a last resort,
Unrest be spent on Crisis. Particularly that characters operate from. Cannibal- but not in preference to game animals like
nasty options require both. ism is a Crisis that GMs can play against birds, deer or elk. Ritualistic cannibalism
A character can use some form of appease- any Stronghold, but its cost varies by the as an origin will mean that humans are
ment to reduce Governance, but that will nature of the cannibalism and the situa- often deliberately targeted for hunting.
be up to the GM as to whether or not such tion the Stronghold is in. Generally, areas
efforts make sense in their effectiveness to with high Viability do not force people A Stronghold that undertakes a “Hunting/
mollify tensions in the Stronghold. into this sort of behavior unless it has been Trapping” Mission will allow the GM the
ingrained in the tradition of the population following Hazard:
STRONGHOLD CRISIS for quite some time.
Note that while there are multiple reasons Human Prey W5
A Crisis is an event that a GM can play by a Stronghold resorts to Cannibalism, its
paying some combination of Unrest and very nature will alter the tone by which Characters or a hunting party encoun-
Risk or whenever is appropriate to the the Stronghold operates and how they tering Survivors or Vigilantes are consid-
scenario.These will take many forms but interact with each other and outsiders. It ered viable targets for food as opposed to
can be either acts of desperation, internal will also give a grim connotation to oth- people to rescue or fight. The situation
strife or some character flaw that’s mani- erwise innocuous Stronghold Locations could roleplay differently, but generally
fested in the collective imagination of the and Features. For instance a “Corral” and speaking any Sustenance orViability bonus
population. a “Kitchen” are no longer merely passive will derive most of its content from human
The unfortunate thing about a Crisis is features of a Stronghold, they are now
that they are extremely difficult to dis- horrifying scenes of human captivity and sources.The Risk cost is increased to W
lodge from your Stronghold once they slaughter.
take place. Some can be so dire that it may Cannibalism, Opportunistic (5 +Viability Bonus) if this is done oppor-
be necessary to abandon the Stronghold tunistically, as the Population still has an
itself, or take such drastic measures as to U 10 x Culture Bonus W 25 aversion to eating humans in preference
exile problem members from the Strong- to other options.
hold. Often a Civic Mission of exceptional
Having a culture that has embraced this
form of cannibalism will make handling
interactions with other Survivors more
difficult, especially since news of this sort
of behavior may precede them or seeing
people well-fed in such drastically lean
220 – Strongholds
times sets off internal alarms. All Diplo- instance.They can be encountered again at from what the Population finds acceptable
macy checks targeting Survivors will get a later time at the GM’s discretion.This can
only be used on NPC Characters. may add n n or more to the dice pool,
n n added to the dice pool.
Extremism based on how much of a departure from
Cannibalism, Ritualistic the norm it is.The corollary is that finding
U 10 x Culture Bonus W 10 other Survivors or making requests of a
U 5 x Culture Bonus W 25 Population that exhibit the desired traits or
The social climate in the Stronghold is one have features the Stronghold’s extremism
A Stronghold has taken up ritualistic of exceptional intolerance to divergent
cannibalism in a desperate bid for modes of thought, protocol and behaviors. finds desirable will get bonus + in order
supernatural salvation or for perceived The Population could have discovered
power. Indulging in this grants +d5! that being too lenient in some area comes to interact with them.
Culture but it will reduce Morale by the with a terrible price, so this attitude could Ideological Divergence
same amount.The frequency of this ritual be perfectly justified and not strictly
can vary. Characters can undertake Civic prejudicial. The physical and psychic n - Slight divergence. A situational, but
Missions in order to persuade a Stronghold scarring from some disaster may simply
to indulge or abstain from the practice. make it impossible for the population to understandable break in protocol
Having a culture that has embraced this entertain the luxury of tolerance. It is
will make handling interactions with other also entirely possible that the population n n - Notable divergence.A hard break
Survivors more difficult, especially since is simply more comfortable with extreme
news of this sort of behavior may precede behavior for reasons entirely their own, from the social norms.
them. All Diplomacy checks targeting however ghastly or impalpable they
might seem to outsiders.The result will n n n - Complete divergence.A total
Survivors will get n n n added to the be the same regardless: Other Population
and characters would have a hard time departure from the social norms.
dice pool. assimilating into such a climate where they
Defection do not “fit in”.This will be based directly + - Following protocol.This request, or
upon the form of extremism or obsession
U 20 W 20 that has taken hold. Characters attempting Survivor attitude or feature is in keeping
to make Diplomacy or Expression checks with the cultural attitude of a Stronghold.
The instability and uncertainty of the against a Population or Survivors they are
Stronghold populace results in some at odds with by way of extremism will + + - In full compliance.This request,
choosing to abandon the Stronghold
outright. The Population value takes add n to the dice pool. A request or or Survivor attitude or feature is fully com-
pliant with what the Stronghold deems
n .This can be taken multiple times to proposition that is exceptionally divergent desirable.
further reduce the Population in a single + + + - Perfect compliance. This
request, or Survivor attitude or feature is
a perfect demonstration or example of the
Stronghold’s cultural ideal.
Strongholds – 221
Gray Market Melancholy starting to have a noticeable impact. Make
a Stronghold Attribute Check usingViabil-
U 15 W 10 U 10 W 5 ity or Science. Failure in this check will
See pg. 126 of the Outbreak: Undead.. Survi- Difficult times can do much to dampen the result n n Damage (where a H result
vor’s Guide. spirits of even the most optimistic among
us, and such a sense of melancholy has is Exploding) to the Viability score of the
Hoarding befallen the populace of the Stronghold. Stronghold. Passing this check will reduce
Make a Stronghold Attribute Check using
U 5W5 Stronghold Morale. Failure in this check theViability loss to n .
will result in Stronghold Morale damage Revolution
The general feeling of uncertainty has lead
the populace of the Stronghold to begin of n n (where a H result is Explod- U 10 x Morale Bonus W 25
greedily hoarding supplies for themselves.
Reduce the Limits of all Stronghold ing) to the Morale score of the Stronghold. A Stronghold Population will attempt to
Passing this check will reduce the Morale overthrow its leadership. If characters are
Resource Catalog entries by G1d5! the one in charge, the Stronghold popula-
damge to n . tion will revolt against them, causing them
(where a H result is Exploding). Note Luddite to either take drastic measures to placate
them or to flee for their lives, taking only
that this Crisis can be utilized multiple U 10 W 5 what they have on their backs. Note that
characters that are part of Strongholds but
times, represented by the low U and The backlash of the failure of research are not in charge can deliberately try to
or general pursuit of knowledge in the raise the level of Unrest in order to insti-
W costs, so paying U 10 and W 10 face of more immediate threats of mortal gate this.
will reduce Limits by G2d5! danger has left the Stronghold Population Succeeding in this will reduce Mobilized
dispossessed.They fear that the large pic- Workforce to 0.
Instability ture view of research and science leaves
them vulnerable to their immediate threats Savagery
U 10 W 10 and react violently by ending all ongoing
research projects and by damages Science U 15 W 30
A crisis has destabilized the modicum of
harmony that a Stronghold has been able to by n n (where a H result is Explod- The Stronghold zeitgeist has become
produce. Reduce the MobilizedWorkforce savage and reacts with extreme tribalism
ing), passing this check will reduce the and with a hair-trigger inclination towards
by 1 per 10 U and W spent.This per- violence. All Diplomatic Missions with
damage to n .This can also take the form other Strongholds are reduced to hostage
sists until the characters or the Stronghold negotiations and no Barter option will ever
rectifies this by removing1 point of Unrest of backlash against characters or NPCs spe- be taken when encountering NPCs.They
per Population to a minimum of 1.This cifically that are in possession of Research will only be seen as targets for extortion
can be accomplished by any means that or Science increasing character Traits. and robbery.
removes or reduces Unrest.
Pilfering Vandalism
Iron Fist
U 5 W 10 U 10 W 5
U Special W 25
As if things weren’t already bad enough, Some people deal with frustrations in a
An iron fist is an extraordinary exercise of a recent rash of theft has emerged within destructive manner, but that can be much
authority by force or by threat of force. For the Stronghold and valuable supplies have more impactful on the state of security
any Civic Mission, it will increase Mobi- gone missing.A GM may add 1d5! (where than might be directly apparent.This could
a Wild result is Exploding) Depletion be due to physical damage or something
lized Workforce by d3 per U ( an h Points to any entries they choose on the that draws additional unwanted attention.
Stronghold Resource Catalog. For exam- Make a Stronghold Attribute Check using
will count as 0, meaning the effort has ple, if a GM scores a 3 on the roll they Structure or Culture. Failure in this check
fallen flat, or largely been neutral after the could add 2 Depletion Points to one entry
social cost of this tactic is factored in). By and 1 Depletion Point to another entry, will result in n n Damage (where a H
introducing this as a part of governance, 1 Depletion Point to three entries, or 3
the leadership will have increased difficulty Depletion Points to a single entry. result is Exploding) to the Structure or
using means other than strong-arm tactics Culture score of the Stronghold. Passing
of force, so once done, this stays in play Pollution
until the government is overthrown. this check will reduce the damage to n
All missions in order to overthrow a gov- U 10 W 10
ernment that uses Iron Fist tactics will get
The end of the world does not lend to
a bonus + in any “Crucial Skill Checks” the idea of a clean environment, and this
can begin to impact the behaviors and
made to generate when fomenting an mentalities of individuals.The populace
insurrection. has taken to haphazardly discarding their
waste around the Stronghold, and it is
Note:This is done in absence of an exis-
tential danger, where a Stronghold would
reasonably be expected to band together in
larger numbers than normal for a broader
social good.
222 – Strongholds
Governments
This section is meant to guide a GM into leaders that subjects would fight and die described in the Culture and Population
determining how the Stronghold can be for. For elected positions, this is possible sections.
altered based on what style of Govern- too, but it will likely be stratified along Governance Reduction: 2d5!
ment it adopts. It’s not meant to be a civics their constituency unless the leader makes Unrest Reduction: 1d5!
exercise, but rather it’s an attempt to boil great aims to unify. At the very worst, Special
down to the character level what might the autocrats are either aloof from their Consolidation of Power: If there are
occur based on what the leadership is like. governed, despotic or tyrants. more than one subculture in alliance with
This might be especially important if the Governance Reduction: 3d5! the one in power, increase the reduction
characters are in no way in charge of what Unrest Reduction: 2d5! of governance by 1. So one subcultures
happens in the Stronghold… which will Special in allegiance with the one in power will
likely be the case for most larger and more Decree/Social Engineering: By gener- reduce governance by 2d5!+1, two will
populous ones. ating d5! Governance, the leader can move be 2d5!+2 and so on.
1 Mobilized Workforce in a way of their
SCOPE OF GOVERNANCE choosing. Multiple Mobilized Workforce A“ return to first principles
can be moved in this way but each one in a republic is sometimes
There are some scopes of government that moved will increase Governance by d5! caused by the simple
involve how nations and nation states inter- virtues of one man. His
act with each other, but for citizenry it has The roll of an h will count as 0 when good example has such an
much less of an impact. For this reason, influence that the good
some forms of governance are irrelevant determining how much Governance is men strive to imitate
to the scope of games of Outbreak: Undead.. added. him, and the wicked are
such as federalism and nationalism.At best, ashamed to lead a life so
the concept of the city-state would be the Democracy contrary to his example.”
largest form of government that characters Rule by majority. Purely democratic soci- -Niccolò Machiavelli
could hope to have any meaningful impact eties require a lot of civil participation
on.The following are very loose categories for it to ultimately work.This will begin
that a GM can use to describe the govern- to unravel as the population grows and
ment of the Stronghold. civics becomes a smaller concern, where
minority opinions, even those that are
GOVERNANCE AND UNREST often the best course of actron, will get
REDUCTION swamped by what is called “tyranny of the
majority”.That said, in smaller populations
A government’s role is to manage the democracy is effective at weighing the rel-
Population by addressing Governance and ative needs of the community. Different
Unrest. A form of government will pas- varieties of democracy can also weigh
sively reduce those two things whenever public options in favor of interest groups
and minorities.
Governance is generated. An h result Governance Reduction: 4d5!
Unrest Reduction: 1d5!
will count as 0 when rolling to see how Special
much of a reduction is made. Elections: No Mobilized Workforce can
be placed or moved without an Election
Autocracy Civic Mission.
Rulers at the top have absolute authority Oligarchy
and the enforcement is done either by Rule by a few.This has a tremendous vari-
mandate or by threat of force.There are ety within the category since who make up
many forms of autocracy that will have “the few” is any number of organizations,
variations within this category, but as groups, corporations, councils, unions,
far as the characters are concerned, the guilds, lodges, and so on that can consoli-
results are largely the same. Despite their date power in this way.This will often fall
very different origins and applications; in line with the various “Subcultures” as
monarchy, totalitarianism, and dictatorship
are common versions of this from of
government. While it avoids being
crushed under its own weight the way a
democracy can, the citizenry (or subjects,
as it were) are totally at the mercy of the
sanity and judgment of the leadership.
At best, the leadership could be beloved
exemplars of the civilizational ideal and
Strongholds – 223
Civic Missions
Missions that are taken on behalf of man- FUN WITH CIVICS of the area, sending out maintenance
aging the efforts of a Stronghold are crews, sending search teams, even
Civic Missions. Not to be confused with These Missions may not be the most establishing self-governing bodies within
Stronghold Upgrades, which are material exciting on their face, but when you are your Stronghold to manage specific areas
improvements to the Stronghold itself. managing the unfolding human drama of the upkeep can be every bit as rewarding
However, large, expansive municipal of a post apocalypse, how the characters and important as venturing out yourself
projects may require characters to use a interact with the population becomes and doing the same sort of things you are
Civic Mission to approve of their plans. increasingly relevant. If the characters ordering others to do.
This is especially true if they are motivating are not the ones calling the shots in their
the Population into a larger than normal Stronghold, then this section has little It is in these situations where Gamemaster
MobilizedWorkforce or working towards relevance to them. It becomes a GM’s task Fiat in regards to LaborValue adjustments
some master plan with an uncertain chance to track the goings on of the Stronghold to accomplish Missions becomes more
of success. as the characters go about the grueling than a creative exercise: It becomes
work of surviving. If the characters are almost a necessity.“Crucial Skill Checks”
the leaders, then this will provide a useful and such should contribute towards the
framework in how to motivate a group accomplishment of a Civic Mission, but
of people that are under their authority. political maneuvering, alliance building
Characters may find that ordering patrols and roleplay become integral to how a
Stronghold maintains stability.
Campaign Skill Check%} of any kind. Reduce U Success
A character must convince the Population that One character becomes a Leader (Elected).
they are the leader by means of Election, should 4 as a result A Leader has the “Leadership” Trait as
your government feature one. Special described in the Survivor’s Guide (pg.045)
LaborValue Incumbency: If there is an election for at +1 Tier per Wb or Eb (whichever is
Special a leadership position and the incumbent higher) to a maximum of 5 and can com-
Risk Factor(s) leadership is the opposing party, they can mand 1 Mobilized Workforce per Tier in
None require the person trying to take their Leadership OR if characters were just
TrainingValue(s) campaigning for some sort of civic action,
position to add n to any {Crucial Skill characters are able to utilize up to 3 of
Skill Check(s) the MobilizedWorkforce in a way of their
{Composure%, Diplomacy%} Checks%}. It will also add W25 to the choosing.These can be the bonus Mobi-
Hazards lized Workforce that Bureaus provide.
Labor Pool. Failure
Dirty Dealings W5 Labor - Campaign:This does not have a A member of the Population or an NPC
fixed chance of success based on the pas- is elected instead. It is assumed that being
sage of time. So Labor is not used to gauge a political rival, that there is a level of
hostility involved in someone else taking
it. Characters instead have an amount of 6 control from the character, or that the
elected character has made an enemy of
(which is up to the GM entirely as to how their opponent.
long) where two sides must make any of
Subtle machinations are made to disrupt the {Crucial Skill Checks%} in order
the progress of the characters.Add n n to see who gets the most + . All parties
to one {Crucial Skill Check%}. Reduce involved get one {Skill Check%} per
U2 as a result. 610.
Lack ofWill W10 Propagandize: A campaigning character
can propagandize an issue and divide all
The population seems to be turning a deaf problems and solutions along party lines.
ear to your cause. Characters go for 620 Doing so will add a n to all opponent’s
without being able to make a {Crucial checks for the campaign but also generates
U1 as the propaganda creates or conflates
a crisis.This will remain even if the char-
acter is not elected, as the elected are left
to deal with the artificial or exaggerated
crisis that was created by sensationalizing
the issue.
224 – Strongholds
Draft Constitution Sharing a Form of Rights - Chance of Suc- by default one that only has posi-
Characters draft a constitution for them and all cess - {Culture%} tive rights, as the assumptions as to
other Population members to adhere to. It is a Using exact Constitution - Chance of Suc- where rights come by each form of
difficult exercise of civics to do this effectively. cess - {Morale + Culture%} constitution are mutually exclusive.
LaborValue Form of Rights: In drafting a constitu- A government that features both will
tion, the characters do not have to outline eventually drift towards a government
q250 what exactly the constitution says. Instead, that has no meaningful protection of
they have to decide what form of rights are natural rights in favor of those that
Risk Factor(s) being outlined.This will determine what are deemed in the interest of the
None sort of government springs from the exer- state.That said, not all governments
TrainingValue(s) cise of the constitution. function precisely as outlined in their
Special founding documents so such a hybrid
Skill Check(s) nn Negative Rights - A constitution that has can exist, except it has a bit of a crisis
Special negative rights is one that describes of identity as to how to govern the
Hazards what the government is unable to do population and by what authority the
None to the governed.The base assumption government has over the governed.A
Special is that the government is not allowed hybrid constitution will not have any
Skill Checks - Societal Template: to intrude upon pre-existing liberties restriction as to what sort of Civic
Characters drafting a constitution using that are intrinsic to the human being. Missions can be undertaken, but all
their own native country’s constitution, Reduces Governance by an additional missions will require double their
moral code of conduct and public zeitgeist d5!, but will also decrease Mobilized
as a template will have a far easier time Workforce by 1. normal q requirement.
getting a population to go along with it.
Similarly, using the constitution verbatim nn Positive Rights - A constitution that Success
from the native country would have an has positive rights is one that guar- Your government features a Constitution,
even easier time, although the far reaches antees a claim from the state or the which will decrease Governance by d5!
of government power would be difficult collective. The state is what deter- each time the amount of Governance is
to appropriate, let alone enforce in the mines what is and is not a right that being generated. It will also determine
societal microcosm that is the Stronghold. people have under the government. what sort of Civic Missions you can under-
The {Skill Checks%} needed are Strong- The base assumption with a positive take with your population.
hold Attribute checks: rights constitution is that rights do Failure
not exist unless granted by the state The constitution is rejected by the pop-
and no intrinsic natural rights exist ulace. Another can be attempted if the
otherwise. Only reduces Governance characters wish to retry this civic exercise.
by d3, but it will increase Mobilized
Workforce by 1. Strongholds – 225
nn Hybrid - A constitution that has
both negative and positive rights is
Establish Bureau Success they are dismissed for 6200.
The characters establish a team to manage a One bureau is established.The establish- Success
specific aspect of the Stronghold’s maintenance. ing party will decide how much Mobilized A Bureau is downsized or disestablished.
This is not always a formal “bureau” as such, but Workforce are assigned to it and what Mis- Failure
it is a selection of Population that are dedicated sions or Stronghold features or duties they The bureaucrats dig their heels in and resist
solely to running a specific area of a Strong- are assigned to.They must share a category the efforts to weaken the strength of the
hold’s operation, such as maintenance, police, or at the very least have a logical cohesion bureau. All {Crucial Skill Checks%}
security, agriculture etc. of their responsibilities. made when any Mobilized Workforce
LaborValue This bureau (outside of a narrative func- from the Bureau is assigned to a Feature
q50 per Population Bonus - Stronghold tion) will generate Gd5! per Bureau- is increased by n . Increase Unrest by
U d5!
Morale cracy established.
Risk Factor(s) Failure Overthrow Government
None No bureau is established. Characters may attempt to overthrow the entire
Skill Check(s) system of government that has been established
{Diplomacy - Command%} Downsize/Disestablish Bureau in a Stronghold.This can be their own Strong-
Hazards A bureau is a creature that is not easily destroyed hold or one that is playing host to them.While
None once it has been established. If a bureau has it is a complicated machine that supports any
Special outlasted its usefulness or is a continual drain on society, there are means to revolt by disrupting
Standing Staff: A bureau requires that the resources of a Stronghold,then the characters the weaknesses presented in the system of gov-
1 or more Mobilized Workforce may no can attempt to disband a bureau.This may not ernment.Some methods are more straightforward
longer be used for any Stronghold Features be easy, as those within the bureau are comfort- than others, none of them will be taken lightly
except those within a category of duties. able with the routine nature of their duties and by the status quo.
Delegation: If a specific task that is worse, those that are entrusted with the security LaborValue
within the purview of the Bureau will of the Stronghold in particular may not give Special
count as having2 Mobilized Workforce up their duties peacefully or without incident. Risk Factor(s)
available to do it.There can be 1 Mobilized Even less militant bureaus may foster discontent
Workforce assigned to 2 different tasks if among the rest of the Stronghold and use their W50 - Culture
both tasks are within the purview of the disbanding as evidence of a failing leadership
Bureau. to poison the well of future political discourse. Skill Check(s)
Governance: The Bureau will generate LaborValue {Diplomacy - Command,
1 Governance on its own. Special Intimidate%}
Bureaucrats: Mobilized Workforce Risk Factor(s) Hazards
that are assigned to a Bureau cannot be None
removed from it without a “Downsize/ Skill Check(s) Informant W10
Disestablish Bureau” Mission. {Diplomacy - Command%}
Stronghold Paradigm: A Stronghold Hazards Someone close to the characters has
that has been built around a building that None betrayed their trust and informed the lead-
already has an inclination to some spe- Special ership of their revolutionary intentions or
cific duty (i.e. a hospital for medical care, immediate actions.This will have the prac-
a police station for police/security, and Labor: The Labor needed is q25 per
a military base for standing armies/air MobilizedWorkforce assigned. Each q25 tical effect of giving the characters a n
force or navies) cannot establish a Bureau
to assist in that particular area of Strong- accounted for by character’s efforts will penalty to all {Crucial Skill Checks%}
hold management. Nor can the Bureau reduce the number of Mobilized Work-
be Downsized/Disestablished without force assigned to a bureau by 1. Reducing for 620. Reduce U4 as a result.
an Overthrow Government mission. It the Mobilized Workforce assigned to the
will be so intrinsic to the character of the bureau to 0 will effectively disestablish the Secret Police W25
Population that it will not require extra bureau.
Governance. Discontent: Each Mobilized Workforce The leadership has a secret police force
will generate 1 extra Governance when that is tasked with hunting the characters
down. A GM can deploy d3+1 “Secret
Police” with + + in an Encounter
check. Stats for the Secret Police are
Military Subtype.
226 – Strongholds
Special few key positions of leadership. Only likely have dossiers on all of them as well.
Labor: The amount of Labor is equal to targeting these people will have the There will also likely be very sympathetic
(all Stronghold Attribute bonuses com- “Crucial Skill Check” applied, but ones to the government. Either way, it is
entirely up to the GM as to what demands (if
bined - U)x10.This number is reduced they will account for 610 instead of any) the Subculture will make or what would
by the U that the Stronghold has. 61 for each + resolved. bring them to the side of the revolutionaries.
Siege: Characters can choke the influx of
Appeal: A character can nullify the nn Terror Squad -The Population and Cul-
lowest Stronghold Attribute in regards to ture must indicate at least 1 Subcul- vital supplies which will case U 2d5! If
ture that is acting as a “5th Column” in
how much q is required for this Mis- the Stronghold. It is only members of this is done, characters may generally be
that particular Subculture that would known to be the cause.
sion’s success.This is done by polemically ever consider forming a terror squad Success
attacking a deficiency in the Stronghold. against their own fellow citizens and All Bureaus the characters wish to dis-
The nature of the Appeal must relate to leadership. mantle are dismantled or downsized.The
the Stronghold Attribute somehow. For leader or leaders are deposed and the char-
instance, characters wishing to nullify Foment Discontent: Characters can acters have their say as to what replaces the
Culture might appeal to the Stronghold’s cause the Government to collapse by government they overthrew and who occu-
increasing depravity and simple mind- fomenting discontent among Subcultures. pies what position of power. Any Consti-
edness and characters wishing to nullify This will increase Governance by d5! per tution drafted is nullified.The “Instability”
Viability are appealing to a scarcity of Subculture they appealed to by the rev- crisis comes into effect at no cost.
resources as indication of dire need for olutionaries. Unless the Stronghold has Failure
change and so on and so forth. an Investigation or Security Bureau that The characters are likely incarcerated,
Assassination/Terror Squad: Char- directs MobilizedWorkforce towards intel- exiled or sentenced to death (or worse)
acters can assassinate an existing leader or ligence, the characters may be able to do for their insurrection.They can flee the
lead/be part of terror squads to disrupt this under the nose of the Stronghold’s Stronghold, but entering its borders again
the system.Their effects are the same. Both leadership.
will allow all combat {Skill Checks%} to will generate W25 for a GM’s Risk Pool.
be considered {Crucial Skill Checks%} Note: This has the highest narrative
but both have different requirements: potential outside of a violent revolution.
The leadership of subcultures are often
nn Assassination -The form of government well known to the Stronghold governments.
must be highly centralized to only a Particularly oppressive governments will
Strongholds – 227
Stronghold Supplies
Many Features and Upgrades will have a Capacity, much like able to use the Kitchen if you are out of spices. So in this case,
Gear has a Capacity. In this case, the characters using that Feature “Kitchen Supplies” would be available to the Stronghold and will
or Upgrade will potentially exhaust it with repeated use. Add a have their own Capacity.Various Features of the Kitchen would
require adding one or more Depletion Points to the Kitchen
DP per use normally and roll n as the Feature is used. If the Supplies until they are depleted. Characters can still use any Fea-
n result is equal to or greater than the Supply Capacity the ture of a Location or Stronghold so long as the Feature does not
require the depleted supply. Characters can purchase more for the
Upgrade or Feature is used up.The Characters must Restock the Stronghold if they have it available on their Stronghold Resource
Catalog, just like any other gear or supply.
Supply Capacity by using the G and sometimes 6 to remove
the DP from the Feature or Upgrade.
Some Features and Upgrades will use intermediary supplies
instead of having their own Supply Capacity. For instance, you
can stock a Kitchen with spices and other supplies and still be
Stronghold Upgrade Missions
Stronghold Upgrade Missions are focused on making various SITES
improvements to the Location to provide an assortment of features
for the occupants of the Stronghold.These are further refined as A Site requires space to be taken up on the grounds of the
Sites and Areas respectively, and will utilize {Construction/ Stronghold. An amount of acreage or some other significant
Engineering%} to establish in all cases. Certain Stronghold space requirement, and a significant contribution of supplies. A
Upgrade Missions and Features may also restrict or allow for general rule of thumb is that each Size of a Location serving as a
additional {SC%} to be utilized, and all such instances will be Stronghold will accommodate one Site upgrade unless otherwise
specifically noted. noted. Note that many Locations a character may find themselves
in may have a feature that mirrors these presented here. So in that
sense, this is a good way to populate your in-game world as a GM
with places that a character can actually interact with.
Guard Tower FEATURES
Characters either erect a guard tower or
repurpose a room or some part of a structure OPTION REQUIREMENTS EFFECT
to serve as a lookout point.This point can serve Lookout
many functions, but their primary use is to see Sniper Nest MobilizedWorkforce 1 Increase Structure by 10.
trouble from far away before it is too late to MobilizedWorkforce 1, Increase Structure by 15.
respond. Signal Beacon
LaborValue n per 620 Reduce n when searching for
Survivors in nearby area by n
q10 (62) per Structure Bonus MobilizedWorkforce 1,
for each Beacon to a maximum of
Economy Cost n n per 620
n n n n n - n per E
G250 per Structure Bonus
for fog, smoke or other feature
Stronghold Supplies that will prevent the message
Supply Capacity: 20 being conveyed.
Restock: G5 per DP removed Reality Check
If a location known to the players clearly lends itself
Special to certain features that are similar to the Sites listed
Multiple: Additional Guard Towers can here, then it is ok to include them without having to
be erected and one or more of the Fea- construct or maintain them. They should still take up an
tures can be chosen for whatever Guard available slot from the Stronghold’s Size.
Towers a Stronghold has, although a single
Guard Tower may only take advantage of
one Feature at a time.
228 – Strongholds
Hobby Farm Special Greenhouse: A Hobby Farm that is in
Convert about one acre to produce a variety of Maintenance: Requires MobilizedWork- its entirety (or features prominently) a
crops, based on the climate and water availabil-
ity.This will IncreaseViability.This requires some force of 1 + 1 per E (Arid). Greenhouse will double the q require-
skill, but most people, given the right materials
and conditions would be able to construct and Economy: The Hobby Farm will gener- ments in order to construct and increase
manage a hobby farm. Mobilized Workforce required to Main-
LaborValue ate G1 per Viability each 620 (during tain it by 1, but it will remove the added
requirements for Maintenance in Arid
q500 (6100) growing and harvest seasons). conditions and allow the “Seasonal” special
Crops: A Hobby Farm can contain a vari- rule to also add 5Viability all year round in
Economy Cost ety of crops that can be harvested all at addition to the +5Viability for “Perennial”.
once or throughout the year: This will also be based on what sort of
G500 crops the Stronghold has seeds for.
nn Seasonal - The Hobby Farm will add
Stronghold Supplies +10Viability during a specific harvest
Supply Capacity: 10 season.This will be determined by the
geography and the choice of crops.
Restock: q10 (62) +G5 per DP
nn Perennial - The Hobby Farm adds +5
removed Viability all year round.
FEATURES
OPTION REQUIREMENTS EFFECT
Harvest, Food q10 (62), n Gain 1 Ration worth of food or remove 1 DP from a Root Cellar.
Harvest, Cash Crop q10 (62), n
Gain an extra G1d5!, an h will count as G5 and allow a
re-roll.
Strongholds – 229
Motor Pool Special
A motor pool provides the needed space for work- Power Tools: Motor Pools can benefit
ing on vehicles, be it making repairs or upgrades. greatly from access to and the use of power
LaborValue tools. If another Feature provides Power
the Motor Pool will count as having Mobi-
q200 (640) lized Workforce +1 that may be applied
to Features.
Economy Cost
G1000
Stronghold Supplies
Supply Capacity: 20
Restock: G10 per DP removed
FEATURES
OPTION REQUIREMENTS EFFECT
ReinforceVehicle q50 (610) + n n n Vehicle is fitted with armor plating adding n to {Breach%}, but
Vehicle q10 (62) + n per Damage
reduces Max Speed by 5 MPH. Can be taken multiple times, stacking
Maintenance Point removed
the effects it provides (Reinforcement: 2 adds n n to {Breach%}
but decrease Max Speed by 10 MPH).
Vehicle removes all Damage Dice taken, lost Structure remains.
Repair Vehicle q15 (63) + n n per Structure Restore 1 lost Structure to a Vehicle.
restored
ScrapVehicle q5 (61) per reduction Add G25 to the Stronghold (or pay Restock costs) and theVehicle
UpgradeVehicle: q15 (63) + n n + Chainsaw
is reduced Size by 1 OR Structure by 10 permanently. Once both
Slice and Dice q10 (62) + n values reach 0, theVehicle is fully scrapped.
UpgradeVehicle: Slits are cut into the side of a Vehicle, and a chainsaw is inserted
through and locked into place to prevent it sliding out and injuring
Jouster occupants.Will require fueling the weapon, but allows weapon to be
used inVehicle combat using {Pilot%} and the stats of the weapon.
Only applicable to opponents alongsideVehicle, and can be applied
to both sides.
Allow Vehicle to be used as a ram/impaler with {Pilot%} and the
stats of the weapon (rear facing variants add n to {Pilot%}). Only
applicable to opponents in front of (or behind) theVehicle.
Basic: q50 (610) + n + . The blast deals n per . of Munitions used to the Structure of any
Munitions Location within 10 feet (if Structure is reduced to 0 the Location
is demolished). If located at the geographic center of the Location
UpgradeVehicle: Timer/Remote: q100 (620) + add an additional n per . of Munitions. Characters or Opponents
Auto-Detonate n n + . Munitions within 20 feet face a 15% chance per . of Munitions (so ..
would be 30%) of taking [n n n Bl, Pi, Sl], and any characters
Additional Munitions: q25 (65) within 10 feet have an additional25% chance per . of Munitions
per . Munitions to take [n n Th].
UpgradeVehicle: q20 (64) + n Modify tires and wheels (front or rear - must do Upgrade twice or
Chariot Lanced Tires / more to do all sets) to dispatch Opponents by slicing them in half
(or cutting off at the knees) with razor sharp blades on the tires.
Scythes
This is accomplished with a {Pilot%} and deals [n Sl] for every
10 MPH theVehicle is traveling. Can also be used to target the tires
of anotherVehicle, adding n to the {Pilot%} and deal [n Sl] for
every 10 MPH difference between the twoVehicles. Only applicable
to targets alongside the Vehicle.
UpgradeVehicle: q15 (63) + n Requires high durability materials (Durability 3 or greater) and a
Cowcatcher largerVehicle (Size 3 or greater) to work effectively.Allows {Pilot%}
to be made to hit Opponents and automatically deflect the bodies
out of the path.This will deal [n Bl] damage for every 10 MPH
theVehicle is traveling. Only applicable to opponents in front of the
Vehicle.
230 – Strongholds
Root Cellar, Small Rot W10 Special
A root cellar is a carefully constructed sub- The root cellar had a rotten vegetable that Stockpile (Modified) - q10 (62):
terranean to partial subterranean room that went unchecked and ruined a portion
naturally maintains a fairly constant tempera- of the stored food. Reduce the Viability Has the capacity for a 100% bonus and a
ture and humidity throughout the year despite provided by the root cellar by 10% and bonus of +25 toViability. Using the bonus
the season.They have long been used to great add d5! DP to the Stronghold Supplies. Viability will count as a Use, so will add a
effectiveness to prolong the shelf life of stored Special DP to the Stronghold Supplies.
vegetables and preserves. Harvest: See the “Hobby Farm” entry
LaborValue on Harvesting, which can also be used to Root Cellar, Large
remove DP from the Stronghold Supplies. A much larger variation of the small version.
q250 (650) Preserves: Kitchens have the Feature Objective
to make Preserves.This Kitchen Feature
Economy Cost q750
will supply the q requirement of a Stock-
G500 Economy Cost
pile Feature, except that there will be an
Stronghold Supplies G700
Supply Capacity: 10 per Size added bonus of increasing all Wcosts for
Rodents and Rot by W1 each time this is Special
Restock: q10 (62) +G5 per DP done to a maximum of W20.
Stockpile (Modified) - q20 (64):
removed Root Cellar, Medium
Hazards A slightly larger variation of the small version. Has the capacity for a 150% bonus or a
Objective bonus of +50 toViability. Using the bonus
Rodents W5 Viability will count as a Use, so will add a
DP to the Stronghold Supplies.
The root cellar has become host to q500 (6100)
rodents. Reduce the Viability the root
Economy Cost
cellar provides by 5% for each W5 spent.
G600
Rodents can be kept at bay by means of
“Pest Control” Features.
FEATURES
OPTION REQUIREMENTS EFFECT
Stockpile q5 (61) During any vegetable harvesting season, the Stronghold
can store some of its harvest in the root cellar. This will
Pest Control q5 per Size (61 per Size) increase theViability provided by all Agricultural Locations
Ration or Stronghold Upgrades by 10%. Each root cellar only has
+n the capacity for a 100% bonus or a bonus of +10 Viability
(whichever is lower). Multiple root cellars can be constructed
to increase the overall bonus further than 100%.
Remove theViability penalty caused by the “Rodents” Hazard.
A Character gets 1 “Ration” worth of food.
Strongholds – 231
Shooting Range Special Note:This means that by default a GM
can make it so that only Basic Formations
A Shooting Range is a specially designed site Archery Range: A Shooting Range can are available across the board until a
for firearms practice.They feature a firing line, be designed for archery as opposed to character trains in this way. Some obvious
targets, and a backstop to capture expended firearms.These are more simplistic to set exceptions can be made if characters have
ammunition. up as they tend not to require a backstop any Professions that involve Military, Police
LaborValue be constructed to contain the ammuni- or Corrections Officers.
tion. An Archery Range will only require
q50 (610)
q50% to establish and won’t consume
Economy Cost
any Resources.
G550 Tactical Course: Characters that under-
Stronghold Supplies take training with q25 per character can
Supply Capacity: 10
all adopt a Formation of their choosing
Restock: G10 per DP removed at the start of Missions that use Cleanse
or Scout Mission Briefs as a base. Other
Missions can benefit from this at GM dis-
cretion.
OPTION REQUIREMENTS FEATURES
Target Practice
q20 (64) + n EFFECT
Training
Regimen Special + n n The character spends time sharpening their accuracy at the
cost of ammunition.This will allow the character to gain a
bonus P the next time they are distributed, so long as they
are equipped with a bow or firearm they’ve practiced with.
Characters can add +1 to their Advancement Rate of {Bow%,
Firearms (Long Gun)%, Firearms (Pistol)%}, provided they
devote at least q50 (610) per Pb.
232 – Strongholds
Stable/Corral/Coop/Pen benefit from this feature and Stronghold
Supplies will count as being depleted.
A place to keep horses, chickens and livestock,
this is a necessity when weather turns foul and Predation W10
to protect animals from predators (living or
undead). The animals have caught the attention
of either a large hunting cat or a pack of
LaborValue hunting animals like coyotes and wolves.
Characters must hunt these animals down
q250 (650) per Animal accommodated and kill them or they can be deployed
inside the borders of a Stronghold
Economy Cost
without the spending of Wand so
G400 per Animal accommodated
long as a successful {Encounter%} is
Stronghold Supplies made. Animals deployed in this way will
automatically pass any {Breach%} they
Supply Capacity: 10 per Size are required to make.
Restock: Laborq10 (62) + G20 per Special
DP removed Economy: A maintained stable of animals
has many benefits that can be added to a
Hazards
Stronghold.Add G3d5! (10) each 620.
Sickness W10
Profession (Stable/Ranchands):The
Some disease afflicts the animals. Charac- Stronghold can dedicate a single Mobilized
ters must accomplish a Mission using the Workforce to act as Stablehands.This will
provide the Feature of ‘Care’ daily with-
Treat Illness Mission brief with q25+5 out the characters dedicating themselves
per extra W1 spent, only Failure will to the task, but the Mobilized Workforce
dedicated to the job will not be available
cause the death of every animal in the
same species and success reduces this loss for other tasks.This will still add n to the
to 50%. Each + per Size will spare one Supply Capacity.
additional animal from death.
A sickness will suspend all Economy
OPTION REQUIREMENTS FEATURES
Care
Saddle q10 (62) + n EFFECT
q5 (61)
Gather/Shear q15 (63) Feed, groom, and care for the animals on a daily basis (every
Slaughter q25 (65) 620). Provide Sustenance for one animal for a day on use,
and allow for the restoration of n Damage (this will not
restore any lost Health Points).
When an animal has been properly saddled it will grant a
bonus + for the rider on any {Pilot (Horseback)%} they
are required to make.
Animals can periodically generate large amounts of G by
either gathering eggs, shearing wool etc.This will generate
G25 for the Stronghold. Entries for specific animals can
give this a more specific result. Animals will have various
“Yields” for this purpose.
If there are animals that can be slaughtered for food, the
animal’s meat and other by-products will create G25 per
Size of the animal.This will result in the loss of a specific
animal.
Strongholds – 233
Well will be more of a narrative effect to see if Labor Value can be increased surrepti-
player characters react to their well being tiously as the Stronghold undertakes the
A deep vertical shaft or pipe is designed for the contaminated somehow and will generate process of drilling a well.
purposes of extracting water from the ground. Special
This water could be a directly tapped into source U d3 as panic might set in amongst the Cistern: A well that pumps into a cistern
of groundwater or collected water stored in the will give a more consistent supply of water.
structure that is derived from a source. Stronghold.Testing against a Stronghold’s This will give it a boost to Economy of
Science Attribute or characters in posses-
LaborValue sion with a decent water testing kit can G2 per Viability instead of the normal
G1 perViability.
both prevent any U from being added.
A Well with a cistern can also make a
q100 (620) x E (Arid, Rocky Ter- Dry Spell W10 - 1 per E (Arid) check against the Science Attribute to see
if any Hazards that target the water supply
rain) The aquifer or underground fissure that are successful. If after a Hazard is used to
feeds the well its water is temporarily contaminate the supply of water is used
Economy Cost and the {Science%} is made, then the
halted. Reduce Morale by Jd5! and Hazard is ignored.
G500 x E (Arid)
prevent any Features for being used for Economy: A Well generates G1 per
65 x E (Arid). Viability.
Water Supply: Increase Viability by 10.
Stronghold Supplies Dried Up W50 If there is a nearby source of fresh water
(including another well) then this will
Supply Capacity: 20 Any number of reasons can cause a well not grant any further increase toViability.
to run dry.With population diminished Although characters making use of multi-
Restock:( 610 x E (Arid)) per DP removed drastically during the events of an ple wells may be more resistant to Hazards
Outbreak, the strain on natural water disrupting their water supply, as most of
Risk Factors supplies would be reduced to the point them target specific bodies of water, water
where humans had little to no impact at all. drawn from a certain source or during a
W20 + E In this case, it will be things like tectonic time of year, or individual wells.
shifts, nearby blasting or demolition or
Noise (from drilling equipment) other such ground-shaking events that
could cause a previously plentiful well to
Hazards become unusable.
Contaminated W25
The well becomes contaminated from LowerWater Table W25
chemical leeching, heavy metal runoff or
any number of other possible contami- The witcher or dowser who originally
nants. Unless a substantial undertaking is called out the location of the water mis-
made to purify the water by finding and judged the depth needed to drill. The
installing means a heavy metal filter, water
softener or utilize chemical treatment,
then the water will no longer contribute
to the Economy. Its value and quality will
be too far diminished. It will still provide
hydration, but it will gradually erode the
health of all plants and animals that drink
from it and will generate U 5.
Minor Contamination W5
Some seasonal rains or snow have pulled
down some unusual concentrations of
contaminants.This will likely be high con-
centrations of minerals and rust.These do
not harm people to drink it, but it does
make drinking it far less desirable. This
OPTION REQUIREMENTS FEATURES
DrawWater EFFECT
Fill Water Tank G1+ E (Arid)
G10 Get a full day’s Ration of water for one person.
Fill a larger tank with water for longer journeys.This will
allow up to 10 Depletion Points to be removed from any
water supplies.
234 – Strongholds
Power Upgrades
The most complex systems of the modern HAZARDS FOR POWERED W25 TOOLS
age require a tremendous amount of power STRONGHOLDS
and a functioning power grid. In the event Electrocution Characters utilizing powered tools will
of societal collapse, bringing even smaller
grids back on line is a herculean task. For A member of the Stronghold is severely reduce all 6 requirements for a Mission
the sake of most scenarios, it’s probably injured by an electrical discharge.This will
expedient to simply determine if a Strong- reduce Mobilized Workforce by 1 until by 50% or more. A GM may require that
hold has power or doesn’t and leave it at they have recovered (at the discretion of Missions or increase LaborValue to estab-
that. It is safe to assume that a Stronghold the GM).This can also be used on player lish the facility to either procure the tools
does not have power or access to a func- or bring existing facilities into working
tioning grid by default, but you can ran- characters to inflict [ n n El] damage order.
domize it if you wish. There are some facilities, that absolutely
D10 Roll + OL - Science Bonus of on them. require power in order to function in any
Stronghold meaningful way.Video surveillance, radio
Result - Power status Envy W5 broadcasting, any work involving comput-
1 - 2: Fully powered ers are some examples that would not be
3 - 4: Powered, “Outages” Hazard available If Strongholds with a Culture or Morale usable without a reliable source of power.
5 - 6: Powered, “Outages” Hazard available Attribute lower than 30 and if Rationed For facilities like this, if a character or
Stronghold cannot supply power to such
for 50% Wcost Power is in effect, then produce U d5!. facilities, then they will rapidly fall out of
The h will count as a 0 in this case. favor and will be (at best) stored away.
7 - 8: Rationed power (generator only)
9 - 10: Heavily rationed power (generator Outages W10 RECREATION
only, very limited fuel supply) A normal supply of power experiences an Characters with access to power have
11+: No functioning power source interruption. Note that this interruption wider varieties of recreational activities.
is due to a mechanical failure, not a lack of This does not mean things like personal
UNPOWERED STRONGHOLDS fuel supply. And thus it can be fixed with music players or movies and video games
some fairly routine repairs. A Stronghold (while they are possibilities). It is likely,
Generally considered the default, so no fur- experiencing an outage will not count as especially when power is rationed, that
ther alteration from Stronghold Missions such frivolities are frowned upon or
and Features are necessary.While “power” “Powered” for 620 - Science Bonus of the severely de-preprioritized. But characters
in the sense that it is described here refers to can easily steal a few hours away with a
“electricity” specifically, throughout history Stronghold. lamp to read late in the night. Regardless
many means of power have been harnessed of what form it takes, characters will have
by early civilizations and continues unabated Moth to a Flame W20
today in some regions where the use of elec- an easier time restoring J during periods
tricity is either not practical or necessary. The electric glow attracts some unwanted
Things like waterwheels, windmills, and attention. Characters that are too cavalier of rest.
beasts of burden are what a Stronghold can with their use of electric lights will grant
potentially rely on in absence of an elec-
trical grid. a bonus + to any {Encounter%} made
during Night.
POWERED STRONGHOLDS
A Stronghold that has power is (as time
goes on) a very rare and valuable thing.
They will allow electricity to power the
general functions of the Stronghold and
may even be in sufficient quantity to allow
for industrial equipment to manufacture
and mass produce goods. At the absolute
least, the electricity will assist the produc-
tion of the Population with powered tools
and advanced electronics.
Strongholds – 235
Solar Array Capacity: A Solar Array will not have a Profession (Electrical Engineer):
By far the easiest to find and install, this Capacity unless it has a series of batteries Committing one MobilizedWorkforce will
Stronghold features a solar array which allows to store energy. In which case, the Capacity negate “Maintenance” and will generate an
a Stronghold to utilize electrical power by using will be provided by the Batteries them-
the power of the sun and some sophisticated selves. Absent of such storage, the Solar additional G100% with the “Economy”
photovoltaic panels and batteries.
LaborValue Array will remove up to d3 DP per 6 rule.
during the day, and 1 DP per 6 during Valuable: Due to their ability to produce
q1000 (6200) electricity almost indefinitely means that a
the early morning and evening. solar panel may be worth their weight in
Economy Cost Economy: A Solar Array will generate gold.The Envy Hazard costs 50% (half)
of what it normally does with respect to
G1000 G50 - 5 per E for Fog, Rain etc. the Solar Array.They will also be tempting
each day (620). targets of theft and by any raiding force,
Stronghold Supplies so any All Out Defense of the Stronghold
Supply Capacity: Special Maintenance: To keep the system run- against Vigilantes will allow a GM to add
Restock: 61 during the Day per DP removed ning at full efficiency will require q20 W25 to their Risk Pool.
(64) dedicated to maintenance each day
Special (620). Weather: Solar energy is extremely
Batteries: Batteries that store power will capricious when it comes to weather. If
allow a Solar Array to be used during the Power: Any Location or Upgrade that any Environmental Feature that includes
night by working off stored power. would benefit from having electricity will Darkness, Rain or Fog can prevent its
have access to those benefits.Things like ability to Restock. If it has no batteries,
power tools and appliances would qualify then the array will be useless during such
for this.This only applies during periods weather conditions.
of 6 that are day. Batteries can allow this
bonus to extend to night.
Solar panels have
a large weakness:
the large fields
of solar panels are
extremely vulnerable
to the infected simply
blundering into them
and enclosing the
fields in fencing is
costly. As a result, the
panels need to be
secured to rooftops
or fields need to be
patrolled regularly to
remove any infected
that wander in
OPTION REQUIREMENTS FEATURES
Recharge
Power Feature G25 EFFECT
65
Remove 1 DP from any gear that is Powered that does not
use non-recharging batteries or require constant power.This
can only be done once per 6 and only during daylight hours
unless there is a Battery the Array is hooked up to. In which
case the recharge is used like Extra Supplies, by moving DP
from the object being charged to the battery.
One Feature or Area of a Stronghold counts as having Power
during the Day, and into the Night if there are Batteries that
can be used. Each 61 will ad a n .
236 – Strongholds
GENERATOR, EXOTIC/ LaborValue Gestalt Ability - Archaic Machine
ARCHAIC Gestalt Level(s): 10 Gestalt Levels - 1
q1000 (6200) per 10 years of age
Some forms of power are reliable and The character has working knowledge, as either
time tested, but their energy output was Economy Cost a family tradition, hobbyist or an old pro, of one
not enough to keep with the increasing old piece of machinery.
demands of the modern world. Such forms G1000 This Gestalt Ability can apply to several
of energy slowly fall out of favor, save for a kinds of machines only a single model or
few, specialized instances be they historians Stronghold Supplies category of machine can be operated and
or hobbyists. In some cases the working Supply Capacity: varies maintained without penalty by this charac-
knowledge of such devices are limited to ter as if it were a machine in common use.
(or have dwindled to) a handful of people Restock: G10 per Depletion Point removed This can also apply to old programming
throughout the world. languages operating systems or computers.
This is not to say the knowledge can’t be Special
gained, it just means that those who can Maintenance: To keep the system run-
utilize and maintain such machines on the
onset of the Outbreak are extremely few ning at full efficiency will require q150
and far between. (630) dedicated to maintenance each
In the case of exotic generators, they
are ones that are on the cutting edge of Restock.
technology and are either prohibitively Inspection: Prior to a unit being started
expensive or just not popular enough for for the first time a thorough inspection
mass production by the time the outbreak needs to be carried out by someone with
brought industry to a near-standstill. “Gestalt Ability - Archaic Machine (Steam
Exotic generators are generally ones
powered by unusual fuel sources, so Power)”.This will require 62.
their ability to be Restocked varies
tremendously. Fuel & Water: This unit requires water
first and foremost. If the unit should boil
Steam Engine dry it would lead to a catastrophic explo-
Some locations will have antique steam engines sion that could cause severe Structure
either as show pieces or the workhorse of an Damage. Most of these units run on wood
antique operation.These units can be used but they can also be run on fossil fuels like
to power just about anything with the right coal or even peat.
amount of work.These machines require a special Profession (Mechanic): Committing
touch and a certain amount of finesse to start one Mobilized Workforce will negate
and then to keep them running.These units do “Maintenance” and generate an additional
not automatically generate electrical power but
can be hooked up to large machines like mills G100% with the “Economy” rule.
and looms.They can be hooked up to a generator
to make electricity with some effort. Economy: A Steam Engine will generate
G8 per 64 of cycle time.
Power Hookup: With q20 (64) a sur-
vivor can rig a belt drive from the Steam
Generator directly to a piece of equipment
that needs rotary power and allow it to
function.This includes an electric gener-
ator.
OPTION REQUIREMENTS FEATURES
Recharge
Power Feature G25 EFFECT
65
Remove 1 DP from any gear that is Powered that does not
use non-recharging batteries or require constant power.This
can only be done once per 6 and only during daylight hours
unless there is a Battery the Array is hooked up to. In which
case the recharge is used like Extra Supplies, by moving DP
from the object being charged to the battery.
One Feature or Area of a Stronghold counts as having Power
during the Day, and into the Night if there are Batteries that
can be used. Each 61 will ad a n .
Strongholds – 237
Wind Generators power tools and appliances would qualify WaterWheel
Wind power has been used by humanity for for this.This will be limited to Areas that The power of running water has been used by
thousands of years to sort grains by hand, move are small enough to only take up Size 1. humanity for hundreds,if not thousands of years.
ships, and more recently to power rotary grist A Stronghold can be built in an old historic
mills or pumps. In the last few years wind power Wind Generator Large building that has a water wheel just for the
has returned in a big way to generate electricity. LaborValue continuous power they provide.These systems
There are many types of wind generators; from are very reliable.While they do need upkeep, a
the huge multi mega-Watt units to small units q10000 (62000) lot of that work is going to be on the water flue
used on homes or boats to act with or in place or channel and keeping the water way clean and
of solar cells. Economy Cost free of obstructions. Like the Steam Engine, the
WaterWheel does not generate electricity.
Wind Generator, Small G10000 LaborValue
LaborValue
Special q1000 (6200)
q1000 (6200) Maintenance: To keep the system run-
Economy Cost
Economy Cost ning at full efficiency will require q200
(640) dedicated to maintenance each day. G1000
G1000
Profession (Electrical Engineer): Special
Special Committing one Mobilized Workforce Maintenance: To keep the system run-
Maintenance: To keep the system run- will negate “Maintenance” and generate
ning at full efficiency will require q50
ning at full efficiency will require q20 an additional G100% with the “Econ- (610) dedicated to maintenance each day.
(64) dedicated to maintenance each day.
omy” rule. Profession (Mechanic): Committing
Profession (Electrical Engineer): Economy: A wind generator of this size one Mobilized Workforce will negate
Committing one Mobilized Workforce “Maintenance” and generate an additional
will negate “Maintenance” and generate will generatete G50 +5 per E for
winds every 620. G100% with the “Economy” rule.
an additional G100% with the “Econ-
Batteries: Batteries that store power will Economy: A Water Wheel will generate
omy” rule. allow the power to be utilzed even when
Economy: AWind Generator of this size there is no wind. G30 per day.
Power: Any Location or Upgrade that will
will generate G20 +5 per E for benefit from having electricity will have Power: A belt drive and direct hookup -
winds every 620. access to those benefits.Things like power
tools and appliances would qualify for this. With q20 (64) a survivor can rig the
Batteries: Batteries that store power will Simple: A Simple version of this can be
allow the power to be utilzed even when used to operate mills and pumps without water wheel directly to a piece of equip-
there is no wind. ndeding electricity. ment that needs rotary power and allow it
Power:Any Location or Upgrade that to function. If the water is fast enough, it
would benefit from having electricity will can be used to provide electricity if hooked
have access to those benefits.Things like to a generator.
Water: This feature obviously needs a
source of rapidly running water to function.
EXOTIC/ARCHAIC GENERATOR PROPERTY QUICK REFERENCE
TYPE CAPACITY RESTOCK MAINTENANCE ENVIRONMENTAL ECONOMY GENERATION
PER DP PER DAY FEATURE NEEDED
Steam Engine G5 x 61
Windmill 10 G3 x OL q5 (61) n/a G15 x 61
G50 x 61
WaterWheel 25 G10 q10 (62) HighWinds
50 G25 q15 (63) Rapids, River
FEATURES
OPTION REQUIREMENTS EFFECT
Recharge G20 Remove 1 DP from any gear that is Powered. Only if the generator provides
electricity.
Power Feature G30 (q100 if One Feature or Area of a Stronghold counts as having Power.This can provide
energy that can have the same practical effect as electrictiy, but not be electricity
permanent fixtures) (i.e. a mill).
238 – Strongholds
GENERATOR, PETROL Stronghold Supplies Special
Small Generator See Generator Property Quick Reference Economy: A Generator will generate G
This generator is a small portable unit that is
either powered by gasoline, diesel, or propane. Large Generator based on its power output whenever it is
These generators are very helpful in a pinch but made available to the Stronghold Popula-
can be problematic over time. But they are also These generators are common and almost all are tion. See the table below for how much
much better than nothing. diesel fueled, some vintage units will be gaso-
LaborValue line powered. Some large industrial locations G a Stronghold gets.
will have these generators on hand to run key
q100 (620) per Animal accommodated equipment in the event ofThe Grid going down. Ethanol: While ethanol fuel is good in a
Some industrial & public works operations will pinch and can be distilled in small batches
Economy Cost have these units on mobile platforms for ease of even in most post-apocalypse settings, it
transport. A large truck would be required to produces a variety of specific problems
G100 move this.A generator of this size is the mini- for engines that require a higher degree of
mum sized unit needed should the Stronghold maintenance. All Maintenance is doubled
Stronghold Supplies Industrial base use any equipment that requires (+100%) when a generator uses Ethanol
See Generator Property Quick Reference 480V AC power,but it can also be used for 220V fuel.This is reduced to +50% if it is an
AC power as well. Ethanol/Petroleum fuel mix.
Medium Generator Fuel: This is the basis of everything needed
These generators are relatively common and most LaborValue to power this unit. Each of these units will
are diesel fueled but gasoline and propane are have a fuel tank but it can be converted to
available.. Grocery stores, medical facilities, and q5000 (61000) run off of portable fuel containers.This
large commercial locations will have a backup will add a DP to the Supply Capacity based
generator on site. Some industrial, public works, Economy Cost on the kind of generator.
and large scale cleaning operations will have Power: Any Location or Area that would
these units on mobile platforms for ease of G5000 benefit from having electricity will have
transport. A large truck would be required to access to those benefits.Things like Fea-
move this.A generator of this size is the mini- Stronghold Supplies tures that could benefit from the use of
mum sized unit needed should the Stronghold power tools and appliances would qualify
Industrial base use any equipment that requires See Generator Property Quick Reference for this.
220V AC power. Profession (Mechanic): Committing a
LaborValue Hazards MobilizedWorkforce negates “Maintenance”
q1000 (6200) Breakdown W15 and generate an additional G100% with
Economy Cost The generator has broken down. It needs the “Economy” rule.
essential repairs or spare parts to be Loud: A generator is usually extremely
G1000 replace. Repairing this will require a Mis- loud. Whenever it is used to provide
sion with a Labor Value of q50 until it Power, a GM gets W25 to the Risk Pool.
can be used again. This does not depend on size as larger
models, as they are often soundproofed.
GENERATOR PROPERTY QUICK REFERENCE
TYPE CAPACITY RESTOCK MAINTENANCE POSSIBLE FUEL ECONOMY GENERATION
Small 10 PER DP PER DAY
Medium 25 gasoline, gas mix, G5 x 61
Large 50 G3 x OL q5 (61) ethanol, propane G15 x 61
gasoline, gas mix, G50 x 61
G10 q10 (62) ethanol, propane,
diesel
G25 q15 (63) gasoline, diesel
FEATURES
OPTION REQUIREMENTS EFFECT
Recharge G15 Remove 1 DP from any gear that is Powered.
Power Feature G30 One Feature or Area of a Stronghold counts as having Power.
Only Medium and Large generators can reliably do this unless
the Feature or Area is confined to a space of Size 1 or less.
Strongholds – 239
Areas
Areas are not typically something that Rest: Characters may temporarily displace sleeping there. Consult the Disease sec-
take up any considerable space or require another or have set aside for themselves tion on pg. 181 to choose an appropriate
much specialized construction. Usually a bed to call their own.This means that one.This will have the practical effect of
any vacant room will suffice (in this way they will have the opportunity to “Rest” preventing the Population there from con-
mapping a Location should not entirely in this Stronghold or Safehouse which has tributing any kind of MobilizedWorkforce.
be needed, but knowing the number of a myriad of benefits for healing as well as
rooms is still advantageous). They may the removal of Fatigue. Tension W5+1 per Morale Bonus
also have some limiting factor to where Lack of Privacy: Characters are rarely
and how they can be placed (plumbing, able to function too long with this incred- The proximity has resulted in some fric-
wiring, ventilation, etc).The logical limits ible lack of privacy. It is bound to increase tion among the people sleeping there.The
of the buildings within a Stronghold and tensions. A Bunkhouse will generate 1
the materials available to them will deter- extra Governance per Population housed. Stronghold has U 1 to now contend
mine whether or not an Area is possible Very rarely will this lack of privacy result
to establish. with.
in the ability to restore J with any kind
VISITORS Theft W10+1 per Culture Bonus
of Rest, but particularly extroverted per-
Characters that are visiting a Stronghold sonalities or pleasant company will allow Characters lose .. worth of equipment
with these Features may have to pay G the restoration of J. as they slept due to theft.
Note: Players will no doubt come up with
in order to take advantage of an Area’s Fea- Hazards clever countermeasures to prevent this if they
are sleeping in a community setting. If they
tures. For this reason, all G costs for Disease W5+1 Per Science Bonus do this, allow them a {Spot/Listen%}
as a save throw to catch would-be thieves
Areas are generally considered to be for The close proximity of people living in the night.
characters that are not members of the together has allowed a debilitating but
Stronghold the Area is found in. nonfatal disease to take hold on the people
Bunkhouse
Characters set aside a large communal living
space where multiple members of your Strong-
hold can rest. It’s a comfortable bed and a safe
place to sleep, but there is little privacy.
LaborValue
q50 (610) per Population quartered
Economy Cost
G150
Special
Laborers: A well rested workforce is a
productive one. Each Population that is
quartered in the Bunkhouse will count as
two MobilizedWorkforce and it will satisfy
the material needs of them having a place
to stay.
BUNKHOUSE FEATURES
OPTION REQUIREMENTS EFFECT
Rest
G5 Allow for a “Long Rest” with the E reduction allowed by the Stronghold.
Hot Bunk G1
Allow for “Long Rest” but the bunk is shared with another with strict sleeping
Private Quarters G10
schedules for all involved.As such, J cannot be restored with any Rest in a Hot Bunk.
The character has a private accommodation and can rest comfortably without fear
of disturbance or theft. Allow for a “Long Rest” with the E reduction allowed
by the Stronghold.The character and their belongings need an extra W10 to be
targeted with “Theft”
240 – Strongholds
Dojo/Gym/Rec Room Special Gestalt Ability - Gym Rat
Some space is set aside to act as a basic phys- Advancement Rate: Many features Gestalt Level(s): 3
ical training area for the populace.Typically involve the increasing of Advancement Rates A character, often an athlete, finds great com-
these will feature mats or pads, training for multiple kinds of skill check. In this fort in the familiar surroundings and physical
weights, sparring dummies, and other related case, these bonuses only work for a single motions of exercise in the gym.This can either
exercise equipment. advancement.After which, the bonus must be solo or it can be a shared sport.While the
LaborValue be earned again with more training character has their preference, it matters far less
Instruction: Practice with a partner who than the exhilaration of exercise.
q150 (630) have the kind of Skill Check being trained A character with this Gestalt Ability can
with as a Supported Skill will reduce the
Economy Cost restore J1 whenever they spend 63 or
q needed by Features by 50%.
G300 more at a Dojo/Gym/Rec Room.
DOJO/GYM/REC ROOM FEATURES
OPTION REQUIREMENTS EFFECT
Wrestling q50 (610) per current Advancement Rate Characters can add +1 to their Advancement Rate in
Boxing q50 (610) per current Advancement Rate {Grapple%}.
Characters can add +1 to their Advancement Rate in
Weapons q50 (610) per current Advancement Rate {Brawl%}.
Training Characters can add +1 to their Advancement Rate in {Melee
Flexibility q50 (610) per current Advancement Rate Attack (Bludgeoning)%, Melee Attack (Piercing)%, or
Training q50 (610) per current Advancement Rate Melee Attack (Slashing)%}. Characters may also focus on
Strength Training q50 (610) per current Advancement Rate
Aerobic Training {Throw%} but this will have q based on Pb
Characters can add +1 to their Advancement Rate in
{Balance%}.
Characters can add +1 to their Advancement Rate in
{Climb%, Jump/Leap%, or Lift/Pull%}
Characters can add +1 to their Advancement Rate in
{Endurance%}.
Strongholds – 241
Sanctuary to honor saints, family ancestors, spirits,
Characters seek to create a small area designated or fallen friends.The most common form
for prayer or meditation.This will provide a refuge of these are actually not overtly religious
for a character to contemplate their place in the at all, but rather a place where the relics
universe and seek solace in the turmoil that sur- of the dead or photographs have been col-
rounds them.While this does not need to be overtly lected and displayed, dedicated to either
religious in nature, it can serve a distinctly reli- the memory of a group of people or a
gious purpose if the zeitgeist of the Stronghold heroic individual who has since died. A
is willing to accept their sect into their midst. Shrine cannot use any Features other than
LaborValue “Meditation/Prayer” but the Labor Value
and Economy Cost is reduced by 50%
q250 (650)
Hazards
Economy Cost
Apostasy WSpecial
G400
A religious turmoil or scandal will threaten Gestalt Ability - Patronage
Stronghold Supplies the Stronghold as opposing religions within Gestalt Level(s): 3
Supply Capacity: 20 the Stronghold vie for the devotion of A character develops a close tie to a particular
the Population. Either this or the faith is shrine, often because it honors a person they
Restock: 620 per DP removed unfairly scapegoated in the public imagina- once cared for, saint, or ideal that appeals to
tion. Regardless if the negative attention is the character or their religion.
Special warranted, this will increase Governance Characters that visit and pay tribute of
by d5!. some kind to one specific Shrine will be
Dedication: If the Sanctuary is distinctly The Wcost is equal to The Culture value able to restore J1.This can only be done
of one particular religious sect, then the once per 6120 and the character cannot
of the Stronghold.
Labor Value and G cost to construct have any Insanity points. If this Shrine is
Iconoclasm W10 per Culture Bonus near a location where the Character lives,
and Restock is increased by 100% to
represent the specific requirements of The structures of the Sanctuary are van- then they will get a bonus J1 when
their denomination.The Labor required dalized or treasured relics stolen. The
for Features are reduced by half.This will Sanctuary will have to be rebuilt and the leaving on Missions.The destruction or
Stronghold’s Culture Attribute is takes vandalizing of the Shrine will count as a
also add "G5 per DP” to Restock. Stressor for the Character.
n n Damage. A character with this Gestalt Ability can
Theocracy: If the Stronghold is a The- erect Shrines they are patrons to in other
ocracy or a Religious Oligarchy then the This doesn’t always result from religious locations if they wish (should they move
Sanctuary becomes the central figure of the animus. Shrines to fallen friends and allies away for example), but they’ll need to
Stronghold’s leadership.This will require feature their weapons or equipment on dis- construct them as one would a normal
the dedication of 1 Mobilized Workforce play.The iconoclasm in this case comes from Shrine type Sanctuary.
but allows for reduction in Governance some people taking that the gear on display
thinking they would be better off being used
through outreach by dedicating (61) per than revered mementos.
Governance reduced.
Shrine: A shrine is not so much a dedi-
cated space for worship, but a small place
OPTION REQUIREMENTS FEATURES
Funerary Rites
q25 (65) + n EFFECT
Minor Holy Day q25 (65) + n
Meditation/ q25 (65) +n The Stronghold gathers to mourn the recent dead.A dead character or Population
Prayer
Sabbath/Holy q50 (610) member(s) will reduce the J loss due to death by 1 if the loss was greater than
Day J1.
The characters and the Population celebrate a holy day that is relevant to their
religion. Increase Stronghold Morale by 2d5!.This can only be accomplished on
or near the calendar days they occur.
A character spends some time in quiet reflection and contemplation. Restore J1
Most religions have a special day set aside for their particular devotion to God.
Allow Stronghold to reduce Governance by 2d5! and increase Stronghold Morale
by 1 to a max of +50, unless the Stronghold is a Commune or a Religous Oligarchy,
in which case the maximum is +75. Can only attempt as often as the holy day
occurs within a religion.
242 – Strongholds
Tripwire Alarms Explosives:The tripwire alarm may serve Manufactured Alarm System: An
The characters or population rig multiple trip- the purpose of alerting the Stronghold of alarm system like this that is comprised
wire alarms to alert them when someone nears. trespassers, but with explosives such as of high-tech surveillance gear will have
This can be a crude series of cans on a string or mines and rigged grenades or even plastic
a more sophisticated security system.The only explosives, it does so with all the subtlety a reduced requirement of q5 per
practical difference is its level of concealment of a train slamming into a mobile meth
and its ease to setup and tear down. lab.The inescapable detonation will likely Structure Bonus, but its use often carries
Some varieties feature ways to rig them to injure kill whoever trips the alarm (or inflict some Depletion as they are generally
or even kill anyone who blunders into them powered by batteries and there will often
unexpectedly.These are understandably more [ n n n n n Bl, Pi, Sl,Th] damage be a maximum Size of Stronghold they
complex and dangerous to set up. can accommodate. If the energy needed
LaborValue if you’re merciful).This will immediately is greater than batteries can provide, the
location alarmed will need to be “Powered”
q15 (63) per Structure Bonus alert a Stronghold, but will also add W Silent Alarm: Clever or advanced
systems can trigger a tripwire alarm
Economy Cost 5 due to the noise. If the explosive used without letting whatever tripped it know
is deliberately designed as anti personnel about it. This will allow characters to
G100 (or anti materiel or armor based on the respond without the intruders knowing
intended target or placement), the damage about it, that can have the practical effect
Special can be more severe than the recommended of allowing a Surprise Round.
Snares:The tripwire alarm is triggered in
Early Alert: ATripwire Alarm will add n n n n n n . If there are no specific conjunction with the a snare that is meant
to prevent escape. Characters that investi-
to any Encounter Check or Breach check entries to describe the damage output, you gate a tripwire alarm with snares will get
made by opponents, but the first time a a Surprise Round against whatever they
check is successful despite this penalty, the can just increase (or decrease) n rolled encounter there.
tripwire alarms need to be reset.
as appropriate.
Maim: The tripwire alarm’s primary
purpose is to alert the Stronghold, but
in for the purposes of these traps if they
cause a little harm, well… so much the
better. Anyone triggering this alarm will
take [n n Pi, Sl] damage and will be
considered Knocked Prone until the
target adds n n n n to their Dice
Pool or makes some other {SaveThrow%}
appropriate to the trap type.
Gestalt Ability - Sapper
Gestalt Level(s): 4
The character has experience in combat engi-
neering and as such are able to make traps and
tripwires of far greater effectiveness, efficiency
and durability
This character counts theirTrainingValue
as being +2 when checking against Labor
Value to determine the 6 needed to
accomplish setting traps up.
If this character ever makes any sort of
trap, then any n rolled have Efficiency
1 (All).A character can increase this by
1 by spending1 extra Gestalt Level on the
ability to a Maximum of Efficiency 4
(All).
ALARM PROPERTY QUICK REFERENCE
TYPE CAPACITY LABOR VALUE ECONOMY COST RESTOCK PER DP
Basic Tripwire 20
Maim/Snare 15 q15 (63) per Structure Bonus G10 x Size q10 per Size, G1 x Size
q30 (66) per Structure Bonus G25 x Size
Explosive 10 q25 per Size, G5 x Size
q50 per Size G100 x Size
q50 per Size, G50 x
Size
Strongholds – 243
Infirmary Pharmacy: If the Infirmary has a stocked Hazards
The Stronghold boasts an infirmary that is rel- pharmacy, then increase Supply Capacity
atively well stocked with medicines and medical by +10. It should be noted that this sort Complication W10
hardware that can be used to aid in the treat- of facility would be extremely rare.This
ment of injuries. would likely be the case if the Infirmary The character has a comlication when they
In addition to the ability to help heal minor had a Pharmacy pre-oubreak. are being treated. ReduceTreatmentTime
wounds quickly, an Infirmary can also be used
to perform surgeries or other advanced medicine. by 2d5! with h results counting as 0.
LaborValue
Gestalt Ability - Pharmacist Gestalt Ability - Universal Donor
q1500 (6300)
Gestalt Level(s): 4 Gestalt Level(s):2
Economy Cost
The character was trained to handle medicines, This character is a very important person
G500 proper dosing and is knowledgeable about pos- indeed.Their blood is usable by all blood
sible negative drug interactions. types, so they are valued assets.
Stronghold Supplies
All n rolled when using Features have Any character with Universal Donor
“Efficiency 2 (All)” if the Infirmary con- who “Donates Blood” will get Gd5!+5
tains Pharmacy. instead of the normal G5.
Supply Capacity: 20 This character can readily identify drugs This also prevents a GM from using the
that are in a Resource Level when Looting. “Rare Blood Type” special rule.
Restock: G25 per DP removed
Special
Advanced Medicine: Numerous
Features of the Infirmary are used in
conjunction with Advanced Medicine
Missions. For this reason, it may be helpful
to consult the Medical Missions starting
on pg.146.
Medical Care: All Characters treat their
Sb as being1 higher when determining
what n can be removed due to Natu-
ral Healing while at a Stronghold with an
Infirmary. if the Science Level of a Strong-
hold is 3 or higher.
OPTION INFIRMARY FEATURES EFFECT
REQUIREMENTS
Donate Blood 0Viral Total, once every 6140. Stronghold Selling blood will allow a character to gain G5, but they
must wait 6140 before donating again, and only if they have
Science Lv.4 or higher.
Viral of 0.
q10 (62) + n for each Injury, no other
characters in the party can have an Injury with
Triage Target one character with [Heal 3 (All)]
more than 3 assigned to it because they will
be treated first.
In-Patient Care +n per Injury, 620 Reduce 6 needed for Injury recovery by 6d10 + Sb.
Out-Patient Care +n per Injury, 640 Characters are not able to undertake Missions other than
Pain Management “Read/Study”.This is best done in between sessions.
+n
Reduce 6 needed for Injury recovery by 6d5! + Sb.
Increase the window for Treatment Time by 61d5!
Post Operative Care +n Reduce Recovery Time of Treated injuries by 610.Total
reduction cannot be greater than 650%.This can only be
244 – Strongholds done once every 640
Kitchen Excellent Meal: Anything that is pre- Gestalt Ability - Line Cook
Stocked with spices and with as much pared with a high degree of technical skill Gestalt Level(s): 3
refrigeration as the Stronghold will allow and artistic finesse will be a real rare treat, The character has tremendous experience cook-
will grant a Stronghold the ability to pre- given the setting.This will allow those that ing food rapidly and in large quantity.
pare the food with not only safety, but A character can either increase the
with a certain degree of artistry, elevat- eat it to restore J.This does not combine number of people fed with their use of
ing the base components into something the Kitchen for “Prepare Food” by 2 and
extraordinary.An ordinary meal by today’s with the amenities that allow for the res-
standards may be a welcome luxury in the reduce the 6 needed to produce food by
events post apocalypse. toration of J. 65.This cannot be used to produce an
LaborValue
Fuel: Most kitchens in this setting will “Excellent Meal”.
q750 (6150) likely be deprived of municipal fuel Profession: A character can hire them-
sources. Characters that are in locations
Economy Cost with supplies of propane, are electric and selves out for G10 every 620.
are powered by generators, or are genuine
G200 Gestalt Ability - Signature Dish
archaic wood fired, then the 6 to prepare Gestalt Level(s): 2
Stronghold Supplies The character is not a chef or a cook, but has
Supply Capacity: 15 is cut in half. mastered one dish or category by dint of some
Home Cooking: A Kitchen will be able old family recipe, constant practice, employment
Restock: G10 per DP removed to treat a Viability bonus as being1 higher in a specialty food service industry, or trial and
than normal.This is in addition to any spe- error. It will be of such notable quality that
Special cial Features that a Kitchen can provide. its flavor and method of preparation will be
Commons: If this kitchen area is part of Private Lodging: A functioning kitchen distinguishable.
a commons for a dormitory or something is potentially one of the many amenities One dish a character can prepare counts
to that effect, than the cost is increased that can come with private lodging. If it as an “Excellent Meal” and it requires no
by 62 if the characters are allowed to use is, then the 6 needed for a Food Prepara- additional 6 to prepare or ingredients in
any of it. tion and Pickles/Preserves by half, but the the form of additional n .
cost of staying there will often increased by
G5 or more.
Culinary Arts: Characters withTiers in
the “Culinary Arts” Ability will be able to
produce food for one character per Tier
with the same amount of 6 as if they were
making it for a single person. All people
eating this will count as eating an “Excel-
lent Meal”.
Economy: A functioning kitchen will
allow for many prepared foods to be made
available. Increase G3d5! (10) each 620.
KITCHEN FEATURES
OPTION REQUIREMENTS EFFECT
Feast
q30 (66) per Population Bonus + n n Produce a great feast, which will increase Stronghold Morale
Pickles/ q10 (62) per Sustenance +n n n
Preserves by 2d5! for 620.
q10 (62) per Sustenance+n
Prepare Food Create preserves out of fresh food, allowing it to be utilized
at a later date. Preserved food will be highly resistant to rot.
This will allow characters to use Sustenance at any time of
their choosing.This can be taken out into the field, and allow
characters to use it for their food needs, but the jars would
take up . to transport.This is also limited by the amount
of fresh produce available and the supplies (jars, sugar, salt,
vinegar, etc.) that are available to the Stronghold.
Characters can prepare their own Raw food into Prepared
food, enough for one person.The Kitchen has a bunch of
spices and utensils so this will likely be much better then
what characters prepare in the bush.
Strongholds – 245
Workshop
The Stronghold features a centralized location
where equipment can be serviced and small proj-
ects can have access to the tools necessary to be
manufactured.
LaborValue
q1000 (6200)
Economy Cost
G500
Stronghold Supplies
Supply Capacity: 10
Restock: G5 per DP removed
Special
Economy: This workshop will add tre-
mendous value to a Stronghold or Safe-
house’s productivity. It will add G10 per
620 to the Stronghold’s Economy.
Salvage: Deconstructing functional metal
or wood objects can remove DP from the
Workshop per . instead of yielding l
or G for the character.
Material: Consult the material chart for
any q modifiers that are added to what
is needed to construct or repair objects
made of the material.
Workbench:TheWorkshop can be noth-
ing more than a multi-purpose workbench.
In which case, the cost to produce aWork-
bench is cut in half (So G250, q500)
but cannot be used to Construct any kind
of gear.
WORKSHOP FEATURES
OPTION REQUIREMENTS EFFECT
Construct Special + n n See “Buschraft” in Survival Guide for q requirements and
Simple Gear resulting gear. Reduce q requirement by 25%.
q5 + n per Lost Durability
Routine Restore 1 lost Durability point.This can only be done on
Maintenance gear that had a starting Durability of 2 or greater.
Repair Gear q10 + n per Lost Durability Characters restore 1 Durability lost from a piece of gear.
Construct q10 x L Cost +n n n The Difficulty of checks in order to accomplish this will
Advanced Gear
depend upon the material the gear is made of.
Modify Gear qVaries, 1 TP
Create one piece of equipment no larger than ..
Use the workshop to customize a piece of equipment from
the list of possible upgrades equipment can have by using
Tech Points (TP).
246 – Strongholds
MATERIAL REFERENCE
MATERIAL DEFENSE/ DURABILITY MIN. RARITY DIFFICULTY TO LABOR
DAMAGE TYPE CU CRAFT/REPAIR
Wood (soft) +100%
Wood (hard) 1 [Bl, Sl] 1 , +3 n +150%
1 [Bl, Sl] nn +0%
Cotton 2 , +3 +0%
Polyester 0 - +200%
0 - , +2 - +200%
Silk 0 +200%
Plastic 1 [Bl] - , +2 nn +300%
Iron 1 [ Bl, Pi, Sl] nn +100%
Steel 1 [Bl, Pi, Sl] 1 , +0 nnnn +200%
Aluminum 1 [Pi, Sl] nnnnn
Leather 1 [Bl, Sl] 1 , +2 nnn +100%
Polyvinylchloride nn
(PVC) 1 [Sl] 3 . +2 +300%
Polybenzimidazole n
(PBI) 1 [Bl, Sl,Th] 4 . +2 +200%
Rubber nnn +100%
Bullet Proof Fabric 1 [Bl] 2 ,, +2 +500%
Concrete 2 [Bl, Pi, Sl] nn +300%
Glass 1 [Bl, Pi, Sl] 2 , +1 nnn +400%
Glass (tempered) nnnnn +100%
Lead 0 1 . +0 nnn +500%
Titanium 1 [Bl, Pi] nnnn
2 . +0
1 [Bl] nn
3 [Bl, Pi, Sl] 1 ,, +1 nnnnn
3 . +0
4 . +1
1 . +3
2 . +1
2 . +0
4 . +0
Strongholds – 247
NPC COMMUNE hostile to the idea of laws or rules being
Controlled imposed from outside their ideological
Strongholds A Commune is a Stronghold that is not creed.
only bound together by the needs to
Strongholds that are under the control survive, but by ideological creed. They HOMESTEAD
(even tacitly) by the player characters may be bound by faith, either loose or
will have their essential characteristics strict, or the commune itself can be seen The Homestead is either literally or fig-
and motivations projected onto the Pop- as the ideological standard that is worth uratively a family unit living off the land.
ulation under their care. It simply exists preserving. They are likely welcoming, The head of the household is the head of
as it would if the player characters were but they will almost certainly have an the Stronghold and outsiders will almost
in charge. It is entirely possible, however, inaccessible class of leaders that make never be considered for leadership.The
that the characters come across a Strong- up the spiritual guides for the commune Stronghold consists of either family or
hold or are a part of a Stronghold that who are very unwilling to sway from their close family friends, so the members are
is not under the character’s control or ideology or welcome player characters into generally very protective of one another,
influence in any way. It has developed its leadership roles unless they demonstrate or but are willing to show charity to outsiders
own characteristics based upon the values possess the qualities that their philosophy that don’t threaten the family.
and skills they’ve brought and situations requires. It is entirely possible that players
the inhabitants have dealt with thus far. simply cannot become leaders due to INDUSTRY TOWN
For this reason, here are a few models there being an established rite of passage
you can have as a general zeitgeist for an that they cannot attain. It is possible An industry town is a city that is meant
NPC Stronghold or players can adopt such that the creed unifies them, but there is to house workers for a nearby industry.
an attitude themselves for some specific a distinction between the religious and There are many examples of this in history
advantage. secular leadership, although they would and several still exist.And while there are
Their Stronghold Attributes may give certainly share similar ideology regardless. few factories that support towns, most of
a hint as to the general attitude of the In this case, a character can become a them are decrepit ghosts of their former
Stronghold within these frameworks. leader, but will be subject to the same glory, if not outright abandoned. There
scrutiny as described earlier. It is likely is a reason that these are generally called
STRONGHOLD the charisma of the leaders as much as “Boom Towns”, they generally are highly
ARCHETYPES their shared ideology is what holds the prosperous for a brief period of time, but
Stronghold together. Being part of a similar will exhaust as soon as the primary Indus-
AD-HOC philosophy or demonstrating a willingness try supporting the town dries up.
to at least act in accordance with their In the event of the post apocalypse, the
The Ad-Hoc model of Stronghold are principles will generally allow most free industry town may be flocked around
people who are thrust together purely passage within the Commune.A Commune a structure or location that is highly
by circumstance and the need to survive. is one where duties and protections come specific and needs a staff to support it.
They may not even like each other much before rights, and therefore would be For this reason, the population of an
but they know there is a better chance Industry Town are generally very skilled
of survival by sticking together.They are,
however, opportunists and will abandon
their own group for a better group
for their own reasons. Very rarely will
desertion be met with much resistance, as
it is known that everyone in the Stronghold
has their own criteria by which they would
do exactly the same thing.There may be
friends and family within the group, but
they keep to themselves for the most part,
knowing that they can’t get too close to
anyone since there is a fundamental lack
of trust in the abilities of the collective to
protect the Stronghold.This can evolve
into a more functioning Stronghold should
their Morale and Culture reach a high
enough level demonstrating the communal
worth of working together and developing
a certain respect among heterogeneous
groups within the Stronghold.
248 – Strongholds
or highly educated.The primary industry for the most part.They will likely not trust WARLORDS
of the Stronghold will likely need more newcomers and will probably have some
workers, so characters that are willing (or rite of passage to earn their trust to allow This Stronghold is one that revels in
able) to work in the main industry of the travel with them, but it is not necessary conquest.They have found that the chaos
Stronghold.This industry town will likely to do these things to interact with them, of the zombie apocalypse provides ample
be well connected to trade routes, rails or although their prices for their goods and opportunity to murder and steal whatever
rivers to transport product. Occasionally, services would likely be much higher for they need to survive and expand their
this industry town may be an offshoot of those that make no effort to assuage their influence by the sword.
a municipal service,such as power plant mistrust of outsiders. This may hybridize with other Stronghold
or a water treatment center. Since the categories as to how the leadership sees
population works together in a common PATRIOTS itself and how it exerts control, by force,
industry, they will likely be very close to creed, or law. Regardless of the method
each other. A Patriot Stronghold is a remnant of a of control the Stronghold is likely under
The government of the industry town government organization that will still the leadership of a cunning and ruthless
will likely be a facsimile to the company act (generally) in accordance with the laws tactician.The good news about theWarlord
structure, with managers and supervisors of their old governments or their desired Stronghold is that they would be willing to
being a ruling class and the workers being form of government.They will generally accept any player character if they prove
their own separate class.They may have a embody the character of the nation that worthy soldiers for their cause.The bad
collectively elected leader to oversee all they were once a part of.There may be news is that failing to do this will make
and the workers could have the remnants some ideological splits from their parent you completely expendable to them should
of a union or other sort of collective government, but they will still insist upon they encounter you.This may be further
bargaining apparatus. adherence to law and the principles of complicated by an even more aggressive
whatever constitution their former gov- form of out-group mentality if the
NOMADS ernment used. character’s martial prowess must also be
Patriots are welcoming, but make it clear accompanied by an ideological adherence
A Nomadic Stronghold is one that sees early on to newcomers what is expected to whatever form of control the leadership
little need for re-settlement and will of them in regards to behavior as well as uses to sway those under their command.
gladly squat in a location as long as they any taxes, duties and protections their Putting it simply, the characters being
are able.They see value in things that are Stronghold will expect or perform on strong and capable warriors may not be
small enough to be kept, stolen or traded the characters’ behalf. A strong current enough to earn the trust of the Warlord’s
more than most and a Stronghold that of devotion to the government as a state Stronghold, they must also adopt the
is a Nomad camp may seem to be a den religion underpins the attitude of the pop- ideology that justifies the Stronghold’s
of thieves to outsiders, but navigating it ulation, so defying or running afoul their attitude towards violent conquest.
can prove profitable as they are willing to social norms is a dangerous proposition.
trade more than they are willing to steal
Strongholds – 249