Dystopia Rising: Evolved
Our latest ruleset, Dystopia Rising: Evolved, is publicly available here, on DriveThruRPG.com and will be in play starting at Downfall 2019 on September 12th, 2019. This page will serve as a staging area for all Dystopia Rising: Evolved information until we are fully live with the new rules set.
Our largest shift in the new rulebook has been a focus on the Player and Experience. All Dystopia Rising players receive a Basic Membership by default. In 2.0, that meant that you could only have two characters total and would need to pay for each of them to play. In Dystopia Rising: Evolved, all players regardless of membership type can have three characters.
Purchasing a ticket with a Basic Membership allows you to pick any one of your three characters to play that weekend.
Purchasing a ticket with an Advanced Membership checks in all three of your characters for you to play that weekend.
Advanced Membership will provide you 2 build per character per year.
Until September 2nd, 2019, your first year of Advanced Membership will stay at the price of $35. After that date, it will increase to $65.
Page 92 in the Evolved Rulebook details out all of the ticket types for our new system. As pricing is subject to change over time, we will keep a parallel copy of this information on the website for you reference.
Casting is our term for your shift behind the scenes where you’ll be portraying a zed, visiting merchants, raider, etc.
Casting Opt-Out - 0 Hours - $100
Minimum Casting - 2 Hours - $85
Standard Casting - 4 Hours - $65
Maximum Casting - 6 Hours - $45
For all games at all Branches, you will always be able to purchase a Standard Casting ticket. Each Branch will be able to set the number of tickets available for the other three options based on their player base and event needs.
Purchasing any of these tickets provides a player with a Basic Membership the full build available to them as detailed on page 91 for a single character. For players with an Advanced Membership, all three characters receive the full build available for that same ticket price.
10 Hour Attendance - 2 Hours - $35
New Player - 4 Hours - $35
Non-Attendance - 0 Hours - $65
Each of these three options, regardless of membership type, provides benefit only for one single character. While New Player and Non-Attendance provide build at the rate listed on page 91, 10 Hour Attendance will only provide 1 build point.
Each ticket comes with the all available build, there is no additional build to purchase nor is there any other conversion for build.
Dystopia Rising: Evolved will not offer back buying events. All 2.0 buybacks will need to be handled before September 2nd, 2019.
New player program
We’re actively working on our updated database. One of the big features we want to provide is that when you bring a new player to Dystopia Rising, you’re rewarded with 1 build at their first event and 1 build at their third event. There is no limit to the number of New Players that you can bring to an event as we want to encourage you to share Dystopia Rising.
There are nearly 300 blueprints that will be available from the start in Dystopia Rising: Evolved. As you explore the rule book, some of the features of 2.0 such as Advanced Profession Skills or other aspects of play may no longer exist as skills in the rule book but instead as aspects of items built from blue prints. Part of your free Rulebook download includes a secondary file, cataloguing the entirety of all blueprints available in Evolved. This will be a living document with a change log to make sure that everyone knows what they can build, use, what’s changed, and what’s new.
Trade in store
Starting in August and ending after your first Dystopia Rising: Evolved event, players will be able to take their current items and trade them in for points which can be spent on items from the new system. Details are coming soon for how this will work.
Before September, all of your characters will be melted down into the new database. All of your character info will be put in the notes field and you will be given access to create your 3.0 character. We’ll have more details on this process soon.
We’d like everyone to have some time with the book before we begin accepting feedback. Before we start running Dystopia Rising: Evolved, we want to focus on aspects of the rule book that are unclear to you. Preference is a big part of this hobby and so we ask that feedback on that level is reserved until after we are actively running in this system. The book will stay digital for a full year to make sure that we have the most complete source available before we put it in print. We thank you for your feedback and for following along with our format.
June 9th, 2019 - Beta v1
Build growth was updated: P.92
Home Events 1-12: 8 Build (Original - Home Events 1-6: 6 Build / Events 7-12: 5 Build)
Home Events 13-24: 4 Build (Original - Home Events 13-18: 4 Build / Events 19+: 3 Build)
Home Events 25+: 3 Build
Build costs for tiers was updated: P.96
Tier 2 Barrier: 90 Build (Original - 110 Build)
Tier 3 Barrier: 180 Build (Original - 275 Build)
Tainted have been updated to be at Tier 2 Bad Brain instead of 3. P.55
June 10th, 2019 - Beta V2
Clarification of CvC. P.151-155
Adjustment of Rover “flaw”. P.45
Addition of “escape from combat” mechanic for Enhanced Movement. P.121
Interfere changed to zero mind point cost. P.111
Correct error where Standard Casting ticket was identified as “limited”. It has always been intended to be unlimited.
Removal of "denied Strains" at games, instead allowing Branches to set background and costuming approval. All strains can be played at all games with approval.
Removal of having Characters at multiple chapters, to reduce logistical and customer service demands.
June 11th, 2019 - Beta V3
Adjustment of CvC language to include "common sense check in" for non-wastelands environment interactions. P.151-155
Adjustment of Irons trait to allow for use of stealth skills, but adding a role-play aspect to the play. P.67
Addition of "how to carry your dying friend". P.102
Addition of "how to carry your dying friend, quickly" in the Enhanced Movement skill. P.121
Brawlers brought to 21 instead of 20 to prevent phys-reps having to be rebuilt. P.31
Adjusting page listing in index.
June 13th, 2019 - Beta V4
Page 92: Casting Only shift added.
Page 92: Note on Casting Shifts
Page173 & 174: References to “Strain Flaws” was corrected to “Strain Traits”
Page 65: Irons – May disappear instead of will disappear for scars and ink. This leaves it for player discretion.
Page 39: Townie Advantage modified
Page 43: Nomad Advantage modified
Page 56: Landsman Advantage modified
Page 60: Devoted Advantage modified
Page 64: Evolved Advantage modified
june 14th, 2019 - Beta v5
Page 2,3: Table of Contents adjusted after content edits
Page 52: Mutant Advantage adjusted to re-balance
Page 53: Remnant trait adjusted for full scope of obsessions instead of being focused on addictions
Page 82: Flavor text adjusted to say “Higher Power”
Page 109: Basic Combat Tactics “Double Tap” cost dropped to 1
June 24th, 2019 - Beta v6
Page 59: Quiet Folk - Quiet Folk are inspired by small town horror movies and "hive minded" cultures while being a minor commentary on cliques. We have gotten feedback that the description can have parallels made to the Amish community. Since this isn't the intent or inspiration, the 3 paragraph generalized description will be reviewed and adjusted again in house and again by our sensitivity reader with that specific focus.
Page 62: Adjustment to Red Star trait. It states that Red Star do not believe in religion, however, a number of mechanics in the anomaly section require having a faith. The Red Star trait has been modified to allow Red Star to use “Faithful” Anomaly skills with individuals who are not baptized to a faith who are members of their community / cell (Society Membership). This is to allow usage of the skill without breaking the spirit of non-religion.
Page 72-87 – Taken from the new TTRPG source, many of the faiths had reference to “God”. We removed “God” and replaced it to references to “higher powers” or “deities”.
Page 108 - Row for Anomaly, section one, has the word "basic" added to each Tier 1 skill for layout continuity.
Pages 109-111: We had thought it was self-explanatory that you called the skill name for the skill you intended to use for combat skills, but did not actually write it down anywhere. The phrase “and say (skill name)” has been added to the following skills.
Avoid, Balance, Blinding, Break, Choking Blow, Take Down
Page 111: Piercing Strike has been increased to 5 Mind Points due to CvC and range combinations. The choice was to either increase the cost or to make it so that ranged attacks (5 damage attacks) could no longer use piercing Strike. While the mind-point cost does not prevent it from being useful with ranged attacks, it does prevent the math of “cost of 1 mind per 5 body attack from range vs cost of 5 mind to avoid said attack”. The 5->1 ratio was unbalanced.
Page 150: Option for 45 degree swings for 2-handed weapons added
Page 151 - Clarification to reload time added for when two guns are being used in Florentine
Page 152: Looting a body added
Page 170 – Standardized time requirements for setting traps were added to the Trap item description. This allows anyone to set traps without mind-point cost, as long as they have the equipment and the time, and outlines how Master mechanics on trap item cards can be activated and notated.
In a layout repair, at one point we pulled old text from an earlier version of the book layout. This was to repair the Kinds of Item Cards section. We forgot that after the point in time where we pulled the item card reference we went back to remove references to an hour delay system for brews and item cards. We didn't intend on putting that back in, but, we also didn't notice that it carried over with last weeks update. The reference to hour delays on brews and meals has again be removed, and beaten with a baseball bat so that it doesn't show up again.
Page 174 - Reiteration of the fact that once a player hits zero resolve during an event, they can no longer use Resolve skills (from page 148 ). The section on 148 has been missed by many players, to the point where some thought it a new addition, so this content is being repeated in multiple sections where Resolve is outlined as to ensure it is not missed. In 3.0 we have done away with "number of uses per 12s" as a skill limiter. Honest players were following this guideline, but dishonest players were using "limit per 12s" or "One use per event" skills more than they were supposed to. With the Resolve based system players can use them during the event when they wish based on when they want to expend their resolve (and how), and know that if they would like to prevent from bottoming out and gaining a Fracture they can do so. This does allow players to regain Resolve before hitting rock bottom via existing skills in game. Resolve is not something easily regained, and brews / meals will not refill resolve pools.
Inhaled – Description changed to show that you don’t need to smoke to represent that your character is smoking.