Road To Hope
Road To Hope
Road To Hope
If you have feedback, you can either fill out the survey
here https://forms.gle/8J1miGG3cCH8ySbu8
The X-Card
The X-Card is, to put it very simply, a giant metaphorical
red button you can press that pauses play once things get
uncomfortable. Introducing it to your players is quite simple.
In an in-person game, you can have an index card with a giant X
on it. You then tell your players something to the effect of
“Hey, this game might get into some uncomfortable territory. If
at any point you start to get uncomfortable with how the game is
going, you can simply tap or raise the card. We will pause and
redirect the scene, take a break, or even talk about how we
should proceed with the scene instead.” In an online game, you
can give the same spiel, but can have players either type a
giant X in the chat, say “X or pause” during play, or DM the GM
if they want to remain anonymous. An important thing to keep in
mind is the person who invokes the X-Card is not obligated to
explain why the thing made them uncomfortable. Just respect
their wishes and redirect. Even if no one is using the X-Card,
it never hurts to check in with the players about how they’re
Skills
Skills are what the name would suggest; they are types of
actions that the PC’s can take. Anyone can make rolls for skills
that they don’t have, it just means they’re not as good at it.
Having a Skill means the PC is proficient in it.
There are nine skills. They are as follows:
● Analyze- This skill allows you to make sense of a
situation, analyze information given to you, or simply try
to come to a conclusion using your smarts.
● Care- This skill is to heal someone's wounds or to
emotionally comfort them. May also be used to make sense of
anything relating to medicine.
● Command- This skill is about using your words to get what
you want, whether it’d be persuasion, deceit, or threats.
● Endure- This skill is about withstanding pain or other
harmful forces.
● Hunt- This skill is for tracking something or someone down,
as well as chasing them down.
● Kill- This skill is about using violence to end someone or
something’s life.
Domains
Domains are broad areas of knowledge about certain types of
terrain, factions, and/or trivia of said areas. Just like with
Skills, you can still roll in areas you don’t have a domain for,
you just won’t be as good as someone who is knowledgeable about
the subject. There are 7 domains. They are as follows:
● Bunkers- This domain concerns itself with areas meant to
withstand the apocalypse or other harmful scenarios. This
may also be applicable to the factions who built them
● Cult- This domain concerns itself with cult-like factions
and the people who are entrenched in them. This also
applies to traversing through their territory.
● Infested- This applies to dealing with areas swarming with
Infected, as well as areas that are actively harmful due to
the Infection.
● Militia- This domain concerns itself with dealing with
military-like factions or government-run factions
● Raiders- This domain concerns itself dealing with bandits
or factions that have adopted a very twisted version of
darwinism.
Knacks
If you are to gain a Skill or Domain that you already
possess, then you would gain a Knack. A Knack is a very specific
area of expertise within your Skill or Domain. An example would
include “Using military weaponry” for a Kill Knack or “Dealing
with the CDC” for a Militia Knack. A skill may only have one
Knack, but you may spend a minor advancement to change a Knack.
The primary benefit of having a Knack is gaining mastery on
the action. It also signals to the GM what kind of scenarios
you’re interested in seeing.
Then you roll. You only count the highest die rolled. If
the action was Risky, you remove the highest result and count
the second highest result. If the action was Dangerous, you
remove the two highest dice and count the third highest result.
Then, compare the result to this table:
● 10+ is CRITICAL SUCCESS. If you are dealing stress to a
target, increase the die size by one (max D12)
● 9-8 is SUCCESS. Your action succeeds
● 7-6 is a MIXED SUCCESS. Your action succeeds, but at a
cost. Take stress
● 5-2 is a MISS. Your action fails (or even succeeds, but at
a cost that significantly outweighs the benefit) and you
take stress
● 1 is a CRITICAL MISS. You fail and take double stress (roll
the die and double the result)
Resistances
Resistances are a way to quantify what is at stake whenever
you make an action. This game has a total of 5 resistances the
PC’s need to keep in mind. They are as follows:
● Blood- This is your physical well-being; getting injured,
hit, shot, or just being exhausted is enough to incur Blood
stress.
● Grit- This is your mental well-being; witnessing or
committing horrible acts, as well as learning some
uncomfortable truths are enough to incur Grit stress.
● Luck- This is how damn lucky you are; pushing your luck,
incurring bad karma, or barely making out of a bad
situation alive can incur Luck stress.
● Supplies- This is how well-equipped you are; using ammo,
having food go bad, or losing your backpack can all incur
Supplies stress.
EQUIPMENT:
Equipment, usually, can inflict or heal stress. There are
three different types of Equipment: Weapons, Healing, and
Traversal. Those pieces of Equipment have a die size attached to
them; the die size represents how much Stress it can inflict or
heal. Equipment can’t go any higher than a D12 and it can’t go
any lower than a D4, even through buffs or debuffs. The die size
has different implication for each type of equipment, but the
general rule is this:
● D4: Unarmed or low quality
● D6: Civilian
● D8: Specialty
● D10: Exotic
● D12: Serious Shit
WEAPONS:
Weapons are exactly what it says on the tin can… weapons.
Firearms, melee weapons, throwables, or just about anything that
can be used to take another life. Here are some examples below.
HEALING:
You’re going to get hurt… a lot. If you’re not getting
chased by zombies, you’re getting shot at by cultists. If it’s
not that, it’s witnessing your best friend getting mauled alive.
And if you’re going to stay alive, you’re going to need some
care. By default, self healing is a Risky Action. Healing
Equipment can only care for Blood and Grit. Supplies and Luck
can only be healed through abilities or finding resources.
EQUIPMENT TAGS:
Most equipment have tags attached to them. Some are
positive and some are negative. Most are only applicable to the
PC’s equipment, but some might fit an opponent's gear.
Positive
● Brutal: When rolling to inflict, roll an extra die and take
the highest result. Brutal can stack. If you managed to get
Brutal three times, for example, then you’d roll four dice
and pick the highest when inflicting stress.
● Piercing: The stress inflicted ignores any protection the
target has.
● Double-barreled: Just like Reload, but can be fired twice
before needing to reload.
● Ranged: The weapon can be used at a distance
● Extreme Range: The weapon can be used at really long range
● Point-blank: When used very up close, the stress die goes
up a step (max D12). If used at long range, it goes down a
step.
Negative
● Dangerous: This piece of equipment is dangerous to use.
Whenever you deal max stress on the die (e.g. roll a 6 on a
D6), take D6 Blood Stress.
● Loud: This weapon makes a lot of noise, risking attracting
unwanted attention. (All firearms, unless stated otherwise,
are Loud)
RESOURCES:
Resources are the primary way you keep you and your Camp
alive and thriving. Resources are, simply put, gear or supplies.
Resources come in 4 sizes:
● D4: Bare minimum supplies or something very commonplace.
● D6: It’s uncommon, usually takes some work to get.
● D8: Specialty gear, not uncommon in a military bunker.
● D10: Very, and I mean very rare.
HEALING STRESS:
If you don’t have Care equipment or are running low on
supplies, you can just use up a Resource to heal some stress.
The catch is that when you use a Resource this way, the Resource
is gone. The stress you can heal depends on what kind of
Resource you’re using. Ammo and Food can heal Supplies Stress
and Medicine can heal Blood or Grit stress. That said, you’re
going to have to play this by ear. You can make an argument that
morphine can heal Blood and Grit, and the player just has to
choose which stress they’d like to heal. But there is no way a
splint is going to help with Grit. Another thing you’ll have to
play by ear is if a Resource can be used during a Venture or
needs to be done at Camp or a Settlement. You can definitely
reload your weapons on the spot in a couple of minutes, but
you’re going to have to go to a Settlement with a workbench if
you’re going to fix your gun.
HEALING FALLOUT:
Healing Fallout, outside of certain abilities, is usually
done through resources. Granted, some Fallout just takes care of
itself through the fiction or has a limited effect. But most of
the time (and especially Major Fallouts), you’re going to need
some gear to take care of it. The general rule is this: Minor
Fallouts can be cured with at least a D6 Resource and Major
Fallouts can be cured with at least a D8. If appropriate, the GM
might require that a Fallout needs to be cleared with some
outside help (usually the help of someone outside your Camp, or
a Camp member with a specific expertise.) One last thing to note
is that you need to be somewhere safe to take care of Fallout of
any kind. Usually, that will just be your Camp, but it can also
be a friendly Destination. And, just like healing Stress, you
can also donate Resources to take care of some Camp Fallout if
it makes sense. Donating some guns won’t mean much if Little
Timmy has been missing for three days.
Now… you could say “Securing the Route is too much work for
me, we’ll just take everyone with us and hope for the best.” And
your party is well within your right to do so. Maybe you’re in
the middle of a time sensitive situation, maybe Camp has been
recently attacked and can’t risk leaving them stuck in one
place, or maybe you’re feeling overconfident. Problem is,
traveling with such a large group comes with risks. For
starters, the difficulty of the Venture automatically goes up a
step (max Dangerous.) Secondly, and this is probably the most
important one, you are at greater risk of incurring Camp Stress
and/or putting Camp members at risk via Luck or Camp Fallout.
The sniper bullet that would’ve hit you had you gone with just
the party might now hit your best friend.
RESTING:
Sometimes, you need a minute to catch your breath. You can
certainly do that, but just know you’ll incur a Bane as a
result. A Bane is a die that the GM rolls, and adds the result
to the current Venture For doing some healing, you’ll incur a D4
Bane. Anything more complicated might a bigger bane.
ABANDONING A VENTURE:
There will be moments where you bite off more than you can
chew, and need to GTFO ASAP. The resistance for going back is
going to be the stress you’ve already dealt divided by two. For
example, if you’ve already dealt 12 stress on a Venture before
abandoning it, the stress you need to inflict to return would be
6. There is no shame in admitting you’re in over your head; many
DESTINATIONS:
A Destination is a place or noteable landmark. Usually,
there are people at a Destination, but that’s not always the
case. A Destination can really be anything; a library, a bandit
camp, a small settlement of people, a funny looking statue, a
bunker, etc. Destinations aren’t inherently neutral; depending
on the fiction established or player choice, a Destination of
people might be welcoming, they might be suspicious towards you,
or they might even try to kill you on sight. Regardless, all
Destinations have Domains attached to them. Domains might tell
you what kind of people live there, as well as what the
environment is like.
● Bunkers: It’s exactly what it says in the tin can; a
heavily reinforced area, usually underground, that was
meant to withstand all sorts of punishment. It could also
be areas that were built with the knowledge that shit was
going to go down, like well secured compunds or very
elaborate safe rooms or secret passages.
● Cult: The area is run by a cult. They all fervently worship
someone or something, and they all abide by very strict
rules in pursuit of their devotion. Cults aren’t inherently
evil, they’re just different and often strange.
● Infested: Areas that are actively harmful. It might be
filled with infected areas, might have nests or breeding
grounds for monsters or zombies. It might just simply be
swarmed with zombies. People usually aren’t living in areas
with these domains, but hey, stranger things have happened
in the wasteland.
Overview:
Your Camp consists of a group of people that you are
responsible for in your travels. For one reason or another, your
party is often looked to when it comes to making big decisions,
fetching supplies, and securing routes. These people are
hereinafter called The Camp. At the beginning, the people in
your Camp will be at least the same amount of NPCs as the party
size. All Archetypes will come with at least one prompt for an
NPC that lives at The Camp. More people can join the camp
through play.
Despite the fact that you are responsible for The Camp,
they aren’t 100% helpless. These characters, just like you,
survived several years of the apocalypse. Most of them can take
care of themselves. By default, all NPCs in the camp can handle
a weapon and know basic survival skills.
Camp Actions
If there is something you want Camp members to take care of
while the Survivors are taking care of other business (or maybe
you just want to delegate tasks that you can’t be bothered to do
yourself), you may make a Camp action. You may delegate multiple
Camp members on a single task, but you only need to make one
roll. Building the pool works as follows
Advancements
There are two types of advancements; Minor and Major. Minor
advancements get you Minor Abilities and Major gets you Major
Abilities. To get a Minor Advancement, you must have given
someone hope for a better tomorrow. If you give multiple people
or an entire faction hope, you gain two Minor Advancements. You
can only earn up to 2 Minor Advancements per session. To gain a
Major Advance, you need to survive a Season.
What constitutes “giving someone hope” is something that
needs to be determined by the table. But the general rule is
that it needs to be something meaningful. For example, giving
Requiem Abilities
The End has taken everything from you without warning, and
you were forced to adapt. Otherwise, it would’ve cost you your
own life or the lives of your loved ones. And for the past
several years, your life has been reacting to whatever disaster
came to your doorstep. You knew The End has taken many things
from you; your old life, your loved ones, your passion projects,
but there was one thing you couldn’t have expected it to take;
full control over your own destiny.
But what if… what if you could stare life straight in the
eyes and say “You know what… fine! If this is how I go, then so
be it! But I will not let you take everything I’ve worked so
hard to maintain!” That is a Requiem Ability.
Requiem Abilities are powerful abilities that, in exchange
for your life, give your surviving party members some benefits
that they keep for the rest of the journey. To activate it, you
need to declare that you’re going to sacrifice yourself. Or, as
the beginning of all the Requiem abilities say, declare that
you’re going out on your own terms. Upon activating the Requiem
Ability, you take narrative control of the situation. You
narrate how your character sacrifices themselves to ensure the
CORE TRAITS
Domain- Settlement
Skill- Endure
Resistance- +2 Blood, +2 Luck
EQUIPMENT:
Choose 1
● An acoustic guitar (Care Grit D8, Large)
● Medicinal herbs (Care Grit D4, Potent)
● Claw hammer (Kill D4 Brutal)
INTRO QUESTIONS:
● Who were you before The End?
● Why do you value your Moral Principle?
● You had to break your Moral Principle once; why couldn’t
you live with yourself afterwards?
● You’ve gotten someone hurt because you followed your
Principles. Who did you hurt?
● Why are you risking your life to go to the City of Hope?
CORE ABILITY:
MORAL PRINCIPLE [*]. This oath is what is barely keeping you
together. But holding onto these Principles gives you hope and
willpower. Create a moral principle your character abides by
(examples: never kill the living, Infected are people too,
always give to the helpless, etc.). Work out what this principle
is with the GM. So long as you are following this principle, you
may do one of the following per session:
● After taking stress, don’t roll for Fallout
● Make a Command Roll with Mastery, so long as the action is
in regards to your Moral Principle
● Ignore ongoing Blood and Grit Fallout for a situation
If you break this Moral Principle, immediately take Grit Fallout
(Whether it is Minor or Major is GM choice). You can not benefit
from this ability or other abilities marked with [*] until you
have properly repented.
MINOR ABILITIES:
● GIVING TREE. You go above and beyond for your allies, even
at the cost of your own health. Gain the Care Skill. Once
per situation when the person you’re Helping takes stress,
you may declare the person you helped doesn’t take stress
at all. However, you will take the stress your ally
MAJOR ABILITIES:
● ACTING UNDER FIRE. You are at your most effective when your
heart rate is through the roof. When you have at least five
marked Grit Stress, roll with Mastery during combat.
○ RELENTLESS. Once per session when you hit +12 stress,
immediately refresh 3 stress and don’t roll for
Fallout.
○ VENTING FRUSTRATION. Once you hit the ACTING UNDER
FIRE requirement, your first attack gains the Brutal
Tag
○ NUMBING IT OUT. Once ACTING UNDER FIRE activates,
subtract 1 from all incoming Blood Stress.
● CAST THE FIRST STONE. You will risk your own life if it
means resolving this without bloodshed. Once per session
when you are committed to resolving a charged situation
peacefully, you may roll with mastery. However, any stress
you incur as a result of your efforts goes up a step (max
D12). If you choose to give up on resolving a situation
peacefully, take D6 Grit Stress and you lose the effects of
CAST THE FIRST STONE for the rest of the situation.
REQUIEM ABILITY:
FOLLOW THE LIGHT. Your heart has been through too much. You
followed your principles till the end. And as easy as it would
be to break them, you stuck by them. It saved some lives, it
complicated some lives, but you know in your heart it was worth
it. When you go out on your own terms, all your allies gain the
following Knack: Command- Preaching and practicing your Moral
Principles. Your ally still gets this Knack, even if they
already have a Command Knack. If your ally resolves a situation
by following your Moral Principle, they refresh D8 (once per
session, per ally).
CORE TRAITS
Domain- Infested
Skill- Care
Resistances- +1 Supplies +2 Grit, +1 Luck
Equipment
Get a medical kit (Care D6 Blood Limited: 3) and choose one of
the following:
● 9mm pistol (Kill D6 Ranged, Reload); Empty syringe
● Hatchet (Kill D6); Painkillers (Care Grit/Blood D4 Potent
Limited: 3)
INTRO QUESTIONS:
● What kind of medical worker were you before The End? Or was
it something you had to learn during the End?
● How do you manage the stress of day-to-day life in the
apocalypse?
● Who was the first person you couldn’t save?
● Why are you risking your life to go to The City of Hope?
CORE ABILITY:
GUARDIAN ANGEL. Keeping these folks alive is your sacred duty.
Once per session when you’re at Camp, you can remove a Minor
Blood Fallout or downgrade a Major Blood Fallout to a Minor for
someone, including yourself. If you’re outside of Camp or a
friendly settlement, you can only remove Minor Blood Fallouts at
the cost of incurring a D6 Bane
MINOR ABILITIES
● EARN YOUR KEEP. Your appearance is an answer to someone’s
prayers. Gain the Settlement Domain. When you first enter a
populated Destination (including hostile), you may learn of
someone who is in dire need of medical help. If you help
them out, there might be a reward or other boon.
● BURST OF RELIEF. Surviving a trip to death’s door often
gets people high on adrenaline. Gain +1 Blood Reserves.
When you heal someone with Blood Care equipment and bring
them down to zero, the patient may use the excess to
recover Grit Stress. The inverse is also true (Excess
stress from a Care Grit may heal Blood)
● TAKE THE EDGE OFF. You know the right drugs to use to keep
yourself cool. Gain the Bunker Domain. Once per session,
you find some prescription drugs (Care D4 Grit, Limited: 1)
when you walk into a medical facility, such as a hospital,
MAJOR ABILITIES
● ARCHANGEL. “Do no harm.” You’ve broken that oath a long
time ago. But the lives you saved in the process of doing
so more than make up for it. Gain either MARTYR COMPLEX
(from The Shield) or BIG BAD WOLF (from The Penitent.)
Additionally, if you suffer Fallout in the process of
protecting someone, the stress you inflict against
adversaries goes up a step for the rest of the situation.
○ I’D DO IT AGAIN. Once per session, if you take Fallout
because you defended someone, you may clear all marked
stress
○ I’LL SAVE YOU. Once per session, you may choose an NPC
at a scene. Declare you’ll save them no matter what.
You get mastery on all actions pursuant to defending
them for the situation. If they die, are captured, or
are otherwise “taken out”, take D6 Brutal Grit Stress.
○ MARCH ON. When escorting someone in critical
condition, the stress you inflict on Ventures go up a
step
CORE TRAITS:
Skill- Analyze
Domain- Bunker
Resistances- Supplies +3, Luck +1
Equipment: Choose 1
● Crossbow (Kill D6, Ranged, Silent, Reload)
● Shotgun (Kill D6, Ranged, Point-blank, Reload)
● Nice Hunting Rifle (Kill D8, Ranged, Rare, Loud)
INTRO QUESTIONS:
● Why did you believe the apocalypse was going to happen?
● What did you sacrifice to become as prepared as you did?
● When living in the bunker, how did you cope with the
isolation?
● Why did you leave your bunker?
● Why are you risking your life to go to The City of Hope?
CORE ABILITY:
BETTER SAFE THAN SORRY. In The End, you understood that taking
time to prepare can mean the difference between life and death.
Once per session, you may either expend a Resource or suffer
Supplies stress. (the die for supply stress can be any die
between D4 and D10) Roll the die, and set that die aside. During
play, you may use that die to replace a result on an action or
on a stress die (including incoming stress). If this die goes
unused by the end of the session, take that much Supplies
stress.
MINOR ABILITIES:
● FONZY. You don’t always have the luxury of time to make a
proper repair. Gain the Rig Skill. Once per situation when
a piece of equipment malfunctions, jams, or just acts up,
you may slam it to get it to work one more time before
needing a proper repair. You can’t use this ability twice
on the same equipment until you repair it
● PAYING IT FORWARD. While you have not been out in the
wasteland for as long as everyone else, you’ve still
gathered valuable experience that you share. Gain the Care
Skill. Once per session, you may trade a Domain or Skill
with another PC. This benefit lasts for one situation
MAJOR ABILITIES:
● BEST FRIEND. Many people come and go, but your best friend
will always be by your side. You start the game with a dog
(or find and adopt one by the time you take this advance).
Once per situation, you may make a Hunt, Analyze, or Kill
action with mastery as you and your best friend work
together. If you use your dog in an attack, they count as a
Kill D8 Brutal One-shot weapon
CORE TRAITS
Skill- Rig
Domain- Militia
Reserves- +2 Luck, +2 Supplies
EQUIPMENT:
Get a Monkey Wrench (Kill D6) and choose one of the following:
● Magnum (Kill D8, Ranged, Rare)
● Sledgehammer (Kill D8, Brutal, Tiring, Large)
● Molotov (Kill D8 Brutal Spread One-shot)
INTRO QUESTIONS
● How did you learn your skillset?
● What was the unfinished project you were working on before
The End?
● What is the craziest thing you’ve built, and why have you
had trouble recreating it?
● What non-productive hobby have you taken up to kill time?
● Why are you risking your life to go to the City of Hope?
CORE ABILITY
POST-APOCALYPTIC ARTIFICER. You are highly trained in the art of
destroying and creating. All you need are tools and time. You
are always carrying a toolbox with you, and you are constantly
surrounded by things that need to be fixed or bypassed. Once per
session, you may spend a Resource (Parts) to do one of the
following:
MAJOR ABILITIES
● HELL RIDER. It wasn’t easy, but you were able to get a
motorcycle up and running. You start with a motorcycle (or
fix one up by the time you take this advance.) Your
motorcycle functions as traverse equipment (Traverse D6,
Trusty, Loud). If you hit someone with your bike, it is
(Kill D8, Brutal, Loud, Dangerous). Your bike can carry you
and one other passenger. Your motorcycle does need fuel to
work, and can be a target for Luck or Supplies Fallout.
○ HERE COMES THE CAVALRY. Once per session when you make
a dramatic entrance using your motorcycle (at least
Risky), refresh D6 stress.
○ BATTERING RAM. You modify the front of your bike with
a sturdy(ish) metal shield that functions as a weapon.
The weapon is (Kill D10, Brutal x2, One-shot)
○ MODIFIED EXHAUST. You may produce a cloud of smoke
surrounding your bike at will. This will make a lot of
noise, however.
● SHOTGUN SURGEON. There are many shotguns like this one, but
this one is yours. She is your best friend, and she’ll keep
you alive. You get a combat shotgun. This shotgun may
require repairs as a result of Fallout, but it can never be
broken beyond repair. You refuse to let a beauty like this
go to waste. The shotgun is Kill D6, Point-blank, Reload.
○ DRAGON’S BREATH. You know how to make incendiary
shells. The stats are Kill D10, Spread, One-Shot.
○ BUCKSHOT. Your shotgun has an alternate form: Kill D8
Ranged, Brutal, Rare, Reload
○ BAYONET. So long as you are holding your shotgun, your
unarmed attacks are Kill D6.
CORE TRAITS:
Domain- Raider
Skill- Kill
Resistances- +2 Blood, +2 Grit
INTRO QUESTIONS:
● Who were you before The End?
● Why did you kill your first living being?
● Why did you join a gang of Raiders? And what kind of group
were they?
● Why did you leave your Raider group?
● Why are you risking your life to go to the City of Hope?
CORE ABILITIES
BAD KARMA. You’ve incurred a lot of bad karma during your time,
and you’re no stranger to the powers above trying to settle the
score. Once per situation when you take stress to any resistance
other than Luck (excluding Camp), you may transfer it to Luck
instead. When you take Luck Fallout, roll with mastery for the
rest of the situation.
MINOR ABILITIES
● BIG BAD WOLF. You are the baddest bastard in the room, and
you make sure your enemies know this. Gain the Command
Skill. Once per situation, you may force an enemy’s
attention away from an ally and onto you.
● BULLSHIT DETECTOR. It takes a liar to know one. Gain the
Analyze Skill. When you suspect someone is lying to you,
roll Analyze + Raider. If they are lying, they take D6
stress as they start to crack. If this brings them to 0
Resistance, they confess and/or attempt to flee… and fail
while doing so.
● DIRTY FIGHTING. You don’t always have the luxury of having
a proper weapon. Any old sharp thing will do. Gain the Rig
Skill. Once per session, you can make an improvised melee
weapon, so long as you have a few minutes (Kill D6 Brutal
Fragile). When you fail an attack action, the weapon breaks
beyond repair.
● BLOODY, BLOODY BAT. She has stuck by you all these years,
and has taken the lives of many people unfortunate enough
to cross your path. You have an improvised weapon made out
of a baseball bat and other deadly additions (e.g. nails,
barbed wire, sawblades, etc.). The stats are (Kill D8
Brutal, Tiring.) Give this weapon a name
Requiem Ability:
PENITENT SAINT. You will never undo the atrocities you’ve
committed. That is something you’ll have to carry on your soul
for the rest of your life. Still, you never let that stop you
from atoning for your sins. When you go out on your terms, you
disappear from the situation. Everyone thinks you are dead or
worse. For the rest of the campaign when someone takes Major or
Critical Fallout, a Survivor may summon you. You return as the
Penitent Saint appears and inflict 20 stress against the
adversary responsible for it. You fight by your allies’ the rest
of the situation. At the end of the situation, they draw their
last breath and finally pass away. Whether you are redeemed or
not is between you and the powers above.
CORE TRAITS:
Domain- Settlement
Skill- Command
Resistances- +3 Grit, +1 Luck
INTRO QUESTIONS:
● Who were you before The End?
● Who did you let down? And what price was paid as a result?
● How do you feel about often being thrust into leadership?
● Why are you risking your life to go to the City of Hope?
CORE ABILITY:
HEAVY IS THE HEAD. You take every failure to heart, both your
own and those of your folk. Once per session when you or anyone
else takes Camp Stress, you may opt to take it to Grit Stress
instead. If you take Fallout because of this, refresh D6 Camp
Stress.
MINOR ABILITIES:
● MARTYR COMPLEX. Your passion for these people will
ultimately do you in. Gain the Endure Skill. Once per
situation, when an ally within arm’s length is about to
take Blood stress, you take an equivalent amount instead.
● PEACEMAKER. Your commanding presence can get people to put
their guns down, at least for a while. Gain the Cult
Domain. Once per session, when you walk into a charged
situation, you may roll Command + Cult. On a success,
people will put down their arms for about a minute or so
and hear you out. No one can engage in a violent action
during this time.
● SHARP TONGUE. Why hurt their body when you can hurt their
spirit? Gain the Militia Domain. When you succeed on a
Command roll, you may have your words inflict D6 stress.
You won’t cause chaos in a populated Destination this way.
If you bring them to 0 Resistance this way, they either
CORE TRAITS
Domain- Settlement
Skill- Sneak
Resistance- +2 Grit, +2 Luck
EQUIPMENT (Choose one)
● Butterfly knife (Kill D4 Brutal)
● Brass knuckles (Kill D4 Stunning)
● Poorly made pipe bombs (Kill D4, Spread, One-shot)
INTRO QUESTIONS:
● Were you born before or after The End? If before, what do
you miss about the Pre-End? If after, what Pre-End thing
baffles you the most?
● How old were you when you first took a human life?
● Who or what was someone important you lost?
● Do you think the age of the undead will ever end?
● Why are you risking your life to venture to the City of
Hope?
CORE ABILITIES
FINDING A KNACK. You’re still trying to find your own place in
this brutal world. At the beginning of each session, choose an
ally you’re looking to for guidance. You temporarily gain one of
their minor abilities for the session. At the end of the
session, lose the ability. You can’t choose the same ally
back-to-back.
MINOR ABILITIES
● RAISED IN HELL. You’ve quickly adjusted to the brutal and
unforgiving landscape. Gain the Infested Domain. Stress
incurred as a result of witnessing or committing a
horrifying act of violence counts as one die size lower for
you (To a minimum of D4)
MAJOR ABILITIES
● SLIPPERY LITTLE SHIT. You have an uncanny ability to make
your problems someone else’s issue. Once per situation,
when you take stress, you may declare that a different PC
or friendly NPC takes it instead.
○ I'M JUST A KID. Gain mastery when talking out of a
mess that you caused
○ CLOSE ONE. Once per session when you fail a roll, you
may re-roll your pool. You have to take the new
result, even if it’s lower.
○ NO HARD FEELINGS. The PC that you use SLIPPERY against
rolls with mastery for the rest of the situation if
they take Fallout.
● RISE FROM THE ASHES. You’ll pay them back, with interest.
Once per session, you can fake your death after taking
Blood Fallout. Roll with mastery until the situation ends
or until your opposition learns of your bluff, whichever
happens first. If you try this again with the same
opposition in a different session, they will not fall for
it again.
DESTINATIONS
To make your own Destinations, have the following:
● A name. It can be as fancy as “Dallas Quarantine Zone” or
as simple as “The Hotel”
● Domains. What domains are applicable to this Destination.
That will usually be determined by the faction that
controls the Destination and/or the nature of the
environment of said Domain.
● Default Stress. If the PC’s are to ever incur stress while
here, the default stress will usually be the amount that is
at stake. Of course, circumstances may dictate that they
end up suffering more or less.
● Description. What is this place, exactly? Who runs it, why
is it important, what is known about it, etc.
● Notable NPC’s. If applicable, there might be some big dogs
that your PC needs to keep in mind
Generic Destinations
● Underground bunkers
● Stadium repurposed into a settlement
● Shantytown
● Wooden bridges and structures built on skyscrapers
● Infested convention center
● Generator room in a sewer system
● Suburbs
● CDC or giant labs
● Airports
● Sections of a city under martial law
THIS IS A PLAYTEST VERSION (VER. 0.50) 109
of 130
● A town of wooden cabins
● Mall, with certain sections closed off or barricade
● Government buildings
● Gated communities
● Universities
D12
1. Two people are fighting for leadership
2. Supply shortage
3. Someone is infected
4. The population is increasingly getting sick
5. Faction is at war with another faction
6. Population owes fealty to a nearby Raider group
7. Faction is going through a civil war
8. People keep leaving
9. Destination was recently swarmed by Infected
10. A key member of the faction is missing
11. A storm passed by and wrecked the place
12. The leader(s) has become tyrannical
HUMAN
Generic Survivor
Trying to survive, just like you
Resistance: 5
Armor: None
Difficulty: Standard
Equipment: Baseball bat (Kill D6)
Soldier
Highly trained and hardened by wars before and after The End.
Resistance: 7
Armor: 2
Difficulty: Risky
Equipment: Semi-automatic rifle (Kill D8, Range, Rare,
Full-Auto)
Resistance: 6
Armor: 1
Difficulty: Risky. Goes to Standard once the Survivors know of
their position
Equipment: Crossbow (Kill D6, Reload); Hunting knife (Kill D6
Brutal); Bear traps (Kill D4, Immobilizing, Brutal, Limited:
[X])
Machine
They are cold, brutal killers.
Resistance: 10
Armor: 2
Difficulty: Risky, goes to Dangerous once they’re down to 3
Resistance
Equipment: Sledgehammer (Kill D8, Brutal, Tiring); Sawn-off
shotgun (Kill D6, Brutal, Point-blank, Double barreled)
Archangel
They keep their allies alive
Resistance: 6
Armor: 0
Difficulty: Standard, goes to Risky when they’re actively
defending their allies
Armored Vehicle
A repurposed military vehicle
Resistance: 12
Armor: 3
Difficulty: Dangerous
Equipment: A gatling gun (Kill D10, Spread, Piercing); Getting hit
with the vehicle itself (Kill D10, Brutal x2)
D12
1. Engagement ring
2. A child’s drawing
3. A journal, detailing their journey to The City of Hope
4. A bag of candy. The bodies of their allies each have a
piece of candy in their belongings
5. A bottle containing a very rare prescription drug. The
person this belonged to looks sick
6. A love letter
Generic Zombie
Resistance: 3 (Instant kill if hit with a Critical Success)
Armor: 0
Difficulty: Standard by themselves or in small numbers, Risky in
Packs, Dangerous in Swarms
Equipment: Unarmed attack (Kill D6); Bite (Kill D10, Brutal)
Special: Even if the zombie tries to “bite” the Survivor, they
are not infected until they inflict the Critical Fallout
INFECTED. If you use bite, but they don’t suffer fallout, you
can narrate it as the bite not being deep enough to tear through
their armor or it was just a close call, but was still wounded
in the scuffle. Or maybe the close call was exhausting.
Remember; Blood Stress is also exhaustion, not just wounds.
Pack of Zombies
Resistance: 4-12 (1 Resistance = 1 zombie)
Armor: 1
Difficulty: At least Risky, goes down to Standard once they’re
down to 3 Resistance.
Equipment: Unarmed attack (Kill D8, goes down to D6 once at 3
Resistance)
Special: For Swarm, do not give them a Resistance. They are
Dangerous in a Swarm, and their stress goes up to a D10
Tendril
A zombie with a tendril
NOTE: Some people really like dogs and don’t really want animals
getting harmed in their games, even zombified ones. If you plan
on using this enemy, clear it with your players first.
Goliath
If you see one of these, run. And if you can’t run, shoot and pray
What is a Season?
Seasons is how Road to Hope frames the journey from the
start of the game, all the way to The City of Hope. Since it is
assumed the group will be traveling a really long distance to
get there, it can get quite daunting to play session after
session without ever really knowing how much closer you are to
Hope. Plus, this system is not really built for really long
games. Seasons help guide the group through this journey.
The Journey
Life in the apocalypse is, to put it lightly,
unpredictable. No matter how prepared or hardened you are, the
odds of something going horribly wrong is never zero. To
represent this, the Survivors need to make a “Journey” roll
before starting a new Region (with the exception of the first
After you roll, you only count the highest die. Compare the
result to the following table:
SAMPLE OBSTACLES
● Half of the Camp is deathly sick, and can’t keep moving.
You’ll need to either hold out and hope they get better
Now that’s not to say that Hope is perfect when they get
there; maybe by the time they get there, Hope has recently
suffered a devastating attack or storm. Maybe they are at the
brink of going to war against another faction. Maybe another
complication has happened, and the group has arrived just in
time to help out, or at the very least get caught in the mess.
For characters who died. Ask them how their memory carries on.
And finally, show how Hope keeps developing, and how the rumors
spread throughout the land. And then, thank everyone for telling
an amazing story.