Mortis Amaranthine

What Happens When You Die?

It’s time for another Rules Ramble with Jonathan! Death and dying in the world of Dystopia Rising are tied heavily into the setting. The Zombie Apocalypse story means the concept of Death is always close by for our characters. In fact, when you character dies in Dystopia Rising, you actually get to enjoy an entirely different side of the game. So let’s talk about a side of the game that you may not know much about, particularly for those folks that are new to the game.

Life Cut short…

When your character finishes their Bleed Out count without getting healing, or gets a Killing Blow delivered to them while in Bleed Out, you are dead. D-E-A-D. But for characters with the Infection surging in their bodies, that’s not quite the end.

  • If it is possible, you should remain in play as a corpse for no longer than 10 minutes to allow for opportunities to interact with the dead character. (DR Corebook, p. 208)

There are a few reasons to stay behind as a corpse:

First, there is actually a Skill in game that can resurrect a character that recently died, known as Master Faithful Will (DR Corebook, p. 140) — provided they can Target you as a corpse. This is a rarer skill in the game, as it requires a veteran player with at least 75 XP to be able to select this skill.

This skill allows someone of your same Faith that gets to you before that 10 minute timer is up to throw a white packet, spend 1 Resolve and stop you from losing an Infection. There are even items that let them use the Skill on people not of their same Faith. Better make buddies with that friendly priest! You still experience a Grave Mind Scene if this skill is used, so we’ll talk about that next.

Lastly, staying as a corpse allows enemies or other players to take things from your Supply Bag (which is a CvC action), allows Gorgers to cannibalize the corpse to gain Body, or even let your friends experience a role play opportunity as they react to finding your body.

You can choose to ‘sink’ into the Mortis Amaranthine when you are ready, going out of character and holding a hand to your head or wearing a green headband. Any items you still have on you are taken with you into the Mortis Amaranthine. You don’t have to wait the entire 10 minutes (especially if no one is around to find you), but you should give a reasonable amount of time for folks to react and respond to your death.

After Death: The Mortis Amaranthine

When your character dies in game, their body is claimed by the Grave Mind and absorbed into the Mortis Amaranthine. This normally appears to your character as if murky tendrils are dragging your body beneath the ground, but this is mainly a trope to explain why you disappear out of character. In the fiction books of Dystopia Rising, the decay of the corpse happens much differently but we don’t have the SFX budget of Hollywood!

Once you’ve spent your time as a corpse, you’ll proceed to the Logistics building. In DR:TX, this is known as the Grave Council Annex and is located in the building known as the Hopi Lodge. This is the same place you’ll come for your NPC shift, so it’ll be easy enough to find. The first thing we do is congratulate or console you on your death, and make sure you have water and space to decompress. Death isn’t really a “lose scenario”, but sometimes you need a few minutes so the adrenaline can wear off. It’s important to take care of the player too!

From there, our STs and Guides will make sure that the GRAVE BELL is rung, signaling to the other players and designated Groundskeepers (Guides that specialize in running Grave Mind scenes), that someone has recently died. This also lets players that want to use a Death Brew or the Necrokinetics Skill know they have an opportunity to do so. These powers allow another player to sit in and observe the Death scene by your side, provided you consent and give them permission to be there.

Once the Groundskeepers arrive, they will walk you through the next steps and mark on your character sheet the changes that happen. The Groundskeeper will also have a short discussion with you that will help them build a better Grave Mind scene by understanding how you died, working with you to choose an appropriate Fracture, and helping them tailor the scene to your character and their backstory. Once you are ready, the Groundskeeper will lead you through a Grave Mind Scene tailored to your character.

Now, this is a Rules Ramble, so let’s address the mechanical impact of death:

The Price of Death

A few things happen mechanically upon death:

  • You lose 1 Infection. (p. 95, DR Corebook)

    • If this leaves you with zero Infection, your character is permanently dead and will return as a zombie instead. The ST will work with you to create a unique undead threat to plague the town for what is known as your “last walk”.

    • There are ways to regain lost Infection in game, including the Pallor Mortis procedure and the Candlepin Medical Kit. Gaining new Infection costs 10 XP per point and can only be done at your home game or a national cross-network event.

  • You gain 1 Fracture. (p. 180, DR Corebook)

    • Remember, Fractures cannot be resolved for the first 2 hours after you gain one and they can prevent you from using certain Anomaly Skills and equipment while you have one.

  • If the character is not permanently dead, when the character finishes the death scene they emerge with full Body and 5 Mind points remaining unless there is a plot or mechanic that changes this amount. They can choose to spend 1 Resolve to return to play with full Mind points.

    • If you do NOT lose an Infection (say, someone with Faithful Will was nearby), you may NOT spend an Resolve to return with full Mind Points.

  • [DR:TX ONLY] The Groundskeeper will assess your Grave Tax. This is an optional story element, reinforcing one of the laws of the San Saba. When someone dies in our game, the Grave Council normally assigns them a tax based on how they died. This is meant as an avenue for story, not as a punishment, so the Groundskeeper will help you understand how to opt in or out of this experience.

  • Dying also cures you of most diseases or psionic effects you might be suffering from, restores Mangled limbs and lost organs, and ends any other effects that do not persist after death.

One final oft overlooked rule is that if you want to OPT OUT of a Grave Mind Scene altogether, you can simply spend one Resolve and return to play with full Body, but only one Mind Point (p. 183, DR Corebook). You still lose Infection but you do NOT gain a Fracture as you did not have the traumatic post-death experience within the Mortis Amaranthine. (You also miss out on a neat personalized scene, but sometimes you gotta get back to your friends quick!)

Next week, we’ll talk a bit more about what happens during and after the Grave Mind Scene with the Groundskeeper. Stay tuned for Part 2!

Concerning the Hiway War and her Lasting Effects (Final)

It was in the third year following the Bomb over Bravo that the Lonestar entered its proper Industrial Age. Like the common cactus plant, which grows upwards and triumphant upon the dross and rot of its older self, the workcamps of New Bravado stretched outwards and upwards towards the sun. 

Progress is exponential, theory dictates, and given the time, space and safety in which to grow, a population may reobtain and surpass their previous technological eschalon by degrees. In the relative peace of the 03’ PHW (Post-Hiway War), the people of New Bravado were given this opportunity in spades. 

Ramshackle tents and shacks were replaced piecemeal by proper frames, walls and roofs. The land was tilled and tamed by the same kind of stubborn folk that have always made these rocky scrublands their home. Bit by bit the landscape took upon the shape of a settlement, and progressively a town. Isolated, on the edges of sand and fire, New Bravado became nonetheless a destination on the minds of the brave, entrepreneurial, and desperate. 

The Ox was completed in the first four months of that year, thanks to the efforts of two Doctor O. Sam-Manual Sung and Doctor B. Squire but its maiden trek between the town of Essex and New Bravado was not until some two months later. A pilgrimage, the train was attacked by a band of Tainted, Natural Ones and Lascarians and nearly derailed. The Ox Killers, a new identity ostensibly under the power of Holy Mother Queen Jasper, claimed the effort - nearly provoking a war between the Railroad Commission and the Tribes Disparate in the weeks following. 

Felicity Redfield, CEO to the Railroad Commission, genius inventor and investor, saw opportunity where others saw conflict and negotiated a contract with the Tribes Disparate that served them both. Holy Mother Queen Jasper would keep the Ox Killers at bay, using her own soldiers as railjacks to defend the Ox as it makes its way across the Blastlands - and in return her nation state reserves the right to ship wares up and down the line between New Bravado and Essex without surcharge and to gather yearly in the boomtown for the purposes of political summit. Shale, brother and right hand to the High Mother, negotiated the bulk of this contract and it is his ambassadors that reside in New Bravado to this day. 

As a stone rolls, the town and its reputation gained inertia; the ruins below lent New Bravado the sheen of opportunity as again and again delvers dragged up artifacts and rarities that made them not humble spelunkers panning for gold, but wealthy gentlemen and women whose reputation was only outstripped by their wealth. 

It was the stories of these first delvers that drew the attention of the wastes. Three hard years stole the hope in the tired eyes of Braves and those affected by the Hiway War. Three hard years made meanness comfortable in the hearts of itinerants and refugees. But three hard years were the fallow fields in which hope would again take root because as cyclic as human wickedness is, so too is the goodness of man and the belief that better times are yet before him. 

And so the Lonestar arrived; in wagons, or flatbed trucks, on foot, or in the greasy cabins of the Ox, and by sea. The second Indulgence came and went, taking with it lives and contracts but affirming its place as a Bravado Tradition. The Punkerport grew, as did the Junkerpunk’s general resentment towards the Railroad Commission - a kind of offhand rebellion that did more to legitimize the RRC as the ultimate power and the Junkerpunks as their anti-establishment counterpoint. 

The town grew at pace in the later months of that third year, developed a haphazard culture, a half dozen work crews, infrastructure to support the delving population and the kind of halfway houses that their occupants never really leave. Private contractors sold their finds out of The Maw or liquidated them for brass to be sold up the line in Essex

The town developed a kind of comfortable cadence of capitalism that lasted all of two months. In the summer of that third year disaster struck in the form of western raiders that descended upon the muddy, radioactive caldera That-Was-Bravo in the first year post-bomb; Firebrands.

Festooned with bullet-casings, blast-glass and all the same bravado the town touted, the Firebrands blew up a section of track halfway between the burgeoning boomtown and Essex, rendering the rails unusable and the Ox’s goods forfeit for scavenging. Their motivations are largely unknown, though their penchant for explosions is common knowledge. 

Now, some two months following, the track’s re-completion looms. The alleys and streets of New Bravado are temporarily dark. With no way to ship down the line, the town has become isolated. Little information enters or leaves as the only mechanism by which a layperson may easily migrate is currently decommissioned at the empty rail station just south of Essex. There are whispers of strangeness, of the Mortis and her servants, and of returned persons who have no business among the living. As a scientist I am hesitant to record these claims lest I give them credence. But as a scientist I must also acknowledge that there is no more uncommon dirt than that tread by the Braves.

An old adage rings in my mind as I pen these final sentences that bring us to the contemporary state of the Town Bravado and Her Outlying Territories. This is a place that bends but does not break. That endures and endures and endures again. A roughshod and rowdy testament to the hubris of man that waxes and wanes as surely as the moon. For never in the history of the Lonestar have I known a place to render its people so stubborn or staunch. Nor have I known a scrap of land so dearly loved and returned to. 

So go west, you young and yawning; you beleaguered and bastards. Go make the world your children will live in. Go find your fortune in the sharp angled hills and dusty wells of the Worlds Before and Below.

This author lost their home when the Hiway war began in earnest. The world we live in now is not my own nor do I have the energy left in my tired bones to reclaim it. Instead I will pen your triumphs for those who follow after. Go forth and succeed knowing your victory is immortal. 

Stay Brave. 

Dr. Pernathius Goodfellow 

August 03’ PHW