About this project
The Carcass is a roleplaying story game where players take on the roles of the last members of a dying post-apocalyptic tribe. The tribal leader is dead, the community in tatters, and the future a mystery. What will become of you in this barren wasteland? Who will emerge as both savior and tyrant?
This is not a safe game. Characters will die.
Let's be honest. No one is going anywhere. The world is a shitty place. The sunset over the horizon doesn't make it any less shitty. We can't just pick up and leave here and hope the world is better on the other side.
It's still the world.
In other words, "How could Hell get any worse?"
The 'Exodus' is everywhere. Every tribe is on the verge of collapse. Every part of the world is about to fall. But why?
How did the worst conditions of human existence get worse?
And what is next?
This version of The Carcass cleans up the previous edition. All of the expansion notes and classes are in one place. While the core principles are there, the rules, advice, and structure are stronger. In addition, the rules are being updated to the 5-10-20 in-house game system of Post World Games, including rules for play with and without a game master.
In the first edition of The Carcass, the game used a 2d6 system, with charts that reflected the powerlessness of people at the end of the world.
The powerlessness remains, but the system is adapting to the 5-10-20 game system, because I personally like it better. It's vastly more dangerous for everyone involved. The Carcass: Exodus takes a second look at the ways we prop up this dying world through powerful effects (and side-effects) of the things we do when we defy the odds. This is best highlighted by the powers in the 5-10-20 system, first designed here for Exodus.
Disfigurements, mutations, and experience are also more concrete in this edition. You can play with or without them, but the rules for each can have a bigger impact on play. The character questions are better organized and I've added relationship mapping that will look familiar to Protocol players.
This edition deals more closely with the Exodus, the Fall of humanity in what might be the final age of mankind. In the previous edition, the Fall is hinted at. No longer. The Fall plays a major role in this edition. Do we try to rebuild? Or do we cut and run?
The Fall is not coming… its here!
This game is 75% finished. It needs art, editing, and time to put some finishing touches on the writing. It is around 120 pages at the moment, but that's without pagination and all that.
There’s something wrong with the world. Not the obvious wrong. We’ve all heard our grandparents talk about the ‘before time,’ when food was plentiful, people didn’t fight everyday, and there were permanent structures to live under. And there was fuel, too.
No. It’s something else.
I’ve heard rumors from the other tribes. Some suffer from a lack of reliable food and clean water. In some places of the world fewer children are born. Radiation is so thick that people get sick and die within a matter of hours once exposed. Mutations are rampant.
Hope is a distant memory.
I’ve heard of tribes rising up against their own kind and killing their leaders. And then what? Without a plan, the tribe is cast into chaos almost immediately. Power vacuums create wars. And wars lead to more chaos and death. Some are calling it ‘the Fall,’ that definable moment in a tribe when everything turns sideways and upside down.
Everyone is suffering from some kind of Fall. Every tribe, in every corner of the world. At least, as far as anyone can tell. Not that we were ever peaceful beings, but the fall has brought out the worst in us. And it’s growing.
Some blame the mutants, psychics, and witches. Others speak of outsiders who bring curses with them. Some think there are haunts living among them that brought the fall. None can say for sure what the real cause is, only that nothing is the same.
It's only a matter of time before we pack up and leave. Who knows what the exodus holds?
$10. Scavenger. A PDF of this game and any stretch goal PDFs I also make.
$20 Old Worlder. Printed copy of 1st edition, along with PDFs of all the original material, including the expansion characters and 60-page expansion PDF.
$20. Wrecker. A PDF of this game, all PDFs of the previous edition of the game, and any stretch goal PDFs I also make.
$30. Soldier. Book and PDF of this game and any stretch goal PDFs I also make.
$40. Curate. Book and PDF of this game, all PDFs of the previous edition of the game, and any stretch goal PDFs I also make.
$50. Marker. Book and PDF of this game, all PDFs of the previous edition of the game, and any stretch goal PDFs I also make. Plus the Carcass Toolcards if they unlock.
$75. Rover. Book and PDF of this game, all PDFs of the previous edition of the game, and any stretch goal PDFs I also make. Plus the Carcass Toolcards if they unlock. In addition, I will bastardize your name and use it in the book in some capacity.
$100. Warlord. Hardcover book. PDFs. Toolcards. Everything you see here.
$250. Stronghold. Warlord level. Plus, you create a character class for the game. Plus, jim pinto comes and visits you and plays a full day of games at your house/game store/basement. 100 miles radius limit. See the sidebar for details.
Information about all the character classes (called roles) stretch goals will be revealed in the upcoming project updates. At the moment, there are over 20 classes designed. But the roles that make the final cut are contingent upon how well the kickstarter does.
The Carcass: Exodus uses a simplified version of the 5-10-20 system that is coming later this year. In this system, players roll between 1 and 5 dice (depending on proficiency and drama points expended) and tabulate the results. Each chart has a value listed for rolling a 0 (below 5), 5, 10, or 20. For each value, an effect is listed. That effect has a result on another chart, explaining how the foil (or GM) will interpret the result. Like so:
Some results are concrete, and others are grey. The more common the result, the less swing-y the result. Rolling low can result in some really bad stuff with lasting impact for the tribe. In this instance, the Hatchet who rolls less than a 5 is in some deep shit.
Obviously you can't roll a '20' on 3d6, so there must be rules in the game for rolling more dice.
And there are.
In addition to their own problems, players need to keep track of their fatigue, wounds, trepidation — which is a measure of how the community feels about the characters — and even the community's fear level. Some characters even start with trepidation.
Add $25 to your order. This includes shipping. Only available in the US.
A fistful of dice. I won't count them. I'm just going to cram my hand into a bag and stuff the dice in the mail. Dice come in five colors, with a stylized X for the '6.'
I can't guarantee you'll get all five colors, but I can fit about 15-20 dice in my hand. So your odds are good.
If you want me to take a hammer and spray paint to them to make them ever more "post-apoc" looking, I will. But you'll get fewer dice out of it. Just because.
As stretch goals, I would like to do the following four decks for the Carcass. These would not be free, but would be available as print-on-demand.
World Building Deck
A quick-start deck of 30 cards, with random world setup information, including community names, character names, NPCs, conflicts, and even some starting projects. This deck would cut setup time by about 30 minutes. Art forthcoming.
Toolcards: The Carcass
Toolcards are a powerful tool for gamemasters to generate quick encounters and scenarios, in addition to making fast NPCs and effects (like sights and sounds). The deck comes with 30 double-sided cards for nearly endless game options.
For more information on Toolcards, see this page.
Perhaps the most important deck of the three, this deck includes all the game effects and conditions for ease of play. The back of the cards will have the game result term in BIG BOLD LETTERS, so it's easy to find. And the other side will have the condition and description for that effect, so players can hold onto it.
The deck isn't designed yet, but this is an example of how easy the cards will be to read. This is NOT a final design of the card.
Carcass Poker Deck
Using the art from the game, I will make a poker deck with the carcass logo on the back. Very post-apocalyptic. This will be a print on demand deck of cards, so the material won't be the waxy bicycle plastic cards people are used to.
Anyone who knows my work, knows that I make games because I love making games. I do not make a living doing this. I do this out of love. Even when those games are about hate.
This project is a lite version of the 5-10-20 rules and the beginning of an era of new roleplaying games from Post World Games. This rule system has been brewing in my mind for years. No counting modifiers and arguing about whether or not traits apply to your bonuses. No memorizing "forward-moving threads" or working from a spreadsheet to know everything your character can do.
Roll dice. Look at chart. Play.
It's that f***ing simple.
Risks and challenges
I wrote the first edition of this game in two weeks. This "edition" is a compilation of all the old material, new material, and rules for play with a GM. It is nearly done. But I want to make it awesome. More classes, more art, and more rules. And I can't do this without backers like you.Learn about accountability on Kickstarter
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