The Infected Corebook.pdf

(122 KB) Pobierz
the Infected
By Eric Provost
915996752.007.png 915996752.008.png
Iiomj_p^odji.........................................................................1
B`ajm` oc` ncjr............................................................2
Mjodq\odji C\m_n .......................................................... 3
S^`i`n ..........................................................................................4
R`njgqdib Cjiagd^on..................................................4
Tc` GM{n Dd^` ...................................................................... 5
Ihkjmo\io NPCn ............................................................ 6
B`^jhdib dia`^o`_....................................................... 8
A_m`nndib \i_ R`njgqdib
tjpm Gj\g................................................................................ 8
A^on ................................................................................................ 9
Akk`i_ds I: Mjodq\odji
C\m_n ...........................................................................................10
915996752.009.png 915996752.010.png
The rules are pretty simple and youÓll need
only a few items to play. The system uses six
sided dice exclusively. Half of the dice need to
be visually distinct from the rest. Call these the
Òinfected diceÓ. YouÓll need a copy of each of
the Motivation Cards (a ÒdeckÓ). YouÓll need
two copies of the NPC Card and five tokens for
every player except the GM. The GM will need
a single copy of the GMÓs Record Sheet. And
finally, everyone will need a pen or pencil.
Iiomj_p^odji
Welcome to my second edition of the Infected.
Thanks for checking it out.
What youÓve got in your hands here is a
simple but powerful little role playing game. It
plays out from start to finish in perhaps four or
five hours. During that time youÓll find yourself
deep in a struggle between the things your
characters desperately need to turn their lives
around and the people they are willing to
sacrifice to get there.
In these stories our protagonists are at a
crucial juncture in their lives. TheyÓre just now
preparing to turn their lives around for the
better. Problem is, thereÓs a deadly infection
going around, turning everyone they know and
love into monsters. Will your character fix their
life? What kind of monster will they become
while theyÓre trying to make that fix?
I expect that the game will play well with
three to seven players. Playtests to date have
had exactly four players in them.
My first inspiration for this design was
zombie movies. But, as the game grew and
transformed, I realized that itÓs a great system
for playing out all sorts of monster movies.
From The Lost Boys to The Thing, any movie
where the people eventually become one of the
monsters can inspire play.
.
915996752.001.png 915996752.002.png
something that you imagine might come
from the imagination of Romero and
TarentinoÓs love child.
h Finally, establish what kind of origin the
infection has. Choose one of three
categories; Industrial, Natural, or
Supernatural. An industrial origin for the
infection implies that either the works of
mankind or their side effects have created
the infection. A natural origin might be
something like a mutant strain of tape worm
or a madness-inducing bite from a rabid dog.
Supernatural origins might include a
vengeful god casting his punishment on
mankind or maybe the results of an ancient
curse.
The nature of the infection
YouÓll have plenty of leeway for narrating
how the infection manifests in your game, to
include the symptoms and what the monsters
look and act like. However, there are some
guidelines that youÓll need to follow.
While the infection often originates
somewhere else, it can always be transferred
from one person to another and from a monster
to a healthy person.
The symptoms of the infection are always
drastic and frightening, never subtle. As the
infection sinks deeper and deeper into itÓs
victims slowly transform into monsters.
B`ajm` oc` ncjr
Once youÓve gathered up your players, all the
tools youÓll need to play, and the obligatory
munchies are on the table, youÓll want to
distribute and discuss a few things.
Distribute
h Randomly distribute one Motivation Card to
each non-GM player. Players should take a
peek at their card and talk about what the
cards are for without revealing what card
theyÓve received yet.
h Each player stacks five tokens on or near
their Motivation Card.
h GM places four infected dice in their pool
for the first act.
h Each non-GM player places two blank NPC
Cards in front of them.
Discuss
/
h Establish the setting and film style.
Collaborate with the players to determine
where and when the story is going to take
place. Will it be a modern day story set in
the hills of West Virginia? Or perhaps a
sweeping tale of plague infesting dozens of
cities across Europe during the Renaissance.
Primarily for flavor, settle on a film style.
Will it be a black and white Ò50s noir flick?
Perhaps a smart cult classic? Or maybe
915996752.003.png 915996752.004.png
the story ends. Check out the chapter on
Resolving Conflicts for more details.
Mjodq\odji C\m_n
For this playtest document, motivation cards
each have a description of a scene on them.
Eventually IÓd hope to have some killer artist
draw or paint out those scenes for me, maybe
adding some cryptic and inspirational images to
my ideas, but for now, we deal with the little
snippets of text.
Your card represents whatÓs fucked up and
wrong with your characterÓs life. Feel free to
interpret the card wildly. Then, consider what
your character is going to do to fix whatÓs
wrong with their lives. DonÓt tell anyone what
either is yet. YouÓll have plenty of opportunity
to show them during the show.
0
Change is good
The reason why youÓre not going to tell
anyone what your characterÓs goal is until it
happens is that itÓs ok for that goal to morph and
change over the course of the story.
On the other hand, youÓll probably be doing a
lot of foreshadowing of your goal along the
way.
Those tokens
YouÓre probably wondering just why you
stacked up those five tokens next to your card.
They represent all the shit thatÓs standing
between your character and fixing their life.
YouÓll be trying to get rid of all of them before
915996752.005.png 915996752.006.png
Zgłoś jeśli naruszono regulamin