Core Domains Modifier Controls
Active Trackers Edit Max values to override manually
Biological Status / Conditions
Item Database Search View Full DB Index
Active Loadout
Wounds = 1 Slot. Worn Gear = 0 Slots.
Active Synergy Matrix
Tags matching a Domain/Environment add +2. Compiled from Background & Worn Gear.
Background Trait
Select a background to view.
Trait & Mutation Search View Full DB Index
Searches database and appends to character record.
Knacks (Perm. Buffs)
Scars (Perm. Debuffs)
Bionics & Anomalies
Survival Horror RPG System v17.1
0.0 Tag Taxonomy (v17.1)
All tags serve a strict mechanical purpose.
1. Domain Triggers
Determine which stat to use (Cost: 0 Durability).
- [Melee] [Ranged] [Force] -> ♠ Combat
- [Stealth] [Mobility] [Mechanic] -> ♣ Finesse
- [Endure] -> ♥ Resilience
- [Science] [Medical] [Social] [Perceive] -> ♦ Knowledge
2. Synergy Triggers
Grants +2 Bonus if matching Enemy/Environment.
- [Bio] Flesh, beasts, plants
- [Bot] Robots, AI, turrets
- [Eldritch] [Time] Anomalies
- [Chem] [Rad] Hazards
- [Dark] [Urban] [Wild] Zones
3. Keyword Rules
Tags that invoke specific hard-coded rules.
- [Tool] Spend 1 Dur for Auto-Success/Bonus.
- [Armor] Spend 1 Dur to Negate 1 Wound.
- [Consumable] Destroyed at 0 Dur.
- [Provision] Required to Rest or Heal.
- [Medical] Required to Cure Status.
- [Loud] Trigger threat on fail.
1.0 Overview & Setup
1.1 Game Concept
This is a survival horror game that scales to your group. It can be played GM-less (a macro-scale where one turn is hours or a whole day, and cards control the AI and world) or in a GM'ed Mode (zoomed in, moment-to-moment gameplay where a turn is just a few seconds). You are Survivors in a world collapsing under the strain of temporal and dimensional anomalies. Your goal is to survive, build a defensible Base, and explore the shifting, hostile landscape. Death is common, but your Base is a persistent legacy that carries over to new characters.
1.2 What You'll Need
- Two Standard 52-Card Decks: Draw Deck (Checks, Focus, Loot, AI) and World Deck (Map Generation).
- Tokens/Minis: To represent characters and enemies.
2.0 Character Creation
- Draw Background: Draw 1 card from Draw Deck and select the matching Background. This determines starting Gear, Trait, Tags, and Domain Bonuses.
- Assign Core Domains: You have 1 additional point to add to any one
Domain. (Max Domain score is 5).
- Combat (♠): Fighting and physical health.
- Finesse (♣): Agility, speed, and stealth.
- Resilience (♥): Endurance and inventory capacity.
- Knowledge (♦): Intellect, perception, and technology.
- Calculate Vitals:
- Action Points (AP): 24 + (Finesse × 2)
- Max Grit: 5 + Combat
- Inventory Slots: 5 + Resilience
- Focus Points: 2 + Knowledge
- Gather Gear: You begin with your Background items and 1 Supply Stack (5 Provisions).
3.0 The Gameplay Loop
The game is played in Days. A Day consists of players spending AP. The Day ends when all players Rest.
| Action | Cost | Description |
|---|---|---|
| Move (Map) | 1 AP | Move to an adjacent, explored location. |
| Explore | 4 AP | Move to an adjacent, unknown location and reveal it. |
| Make a Check | 1 AP | Attempt to overcome an obstacle or attack an enemy. |
| Maneuver | 1 AP | Move between Combat Zones, Interact, or Assist. |
| Keep Watch | 2 AP | (Before Rest) Ignore wild encounter draw, or draw 2 & pick one. |
| Forage | 4 AP | Make a TN 11 Check. Success: Find 2 [Provision]. |
| Heal Wound | 12 AP | Burn 1 [Provision] to manually heal 1 Wound. |
| Project Work | 12 AP | Attempt a check on a Base Project. |
| Rest | All AP | End your day. Consumes 3 [Provision]. Reset AP/Grit. |
3.2 Resting & Upkeep
- Consume 3 Provisions: Deduct 3 durability from a Supply Stack. If you cannot, you become Starving.
- Recover Grit: Restore Grit to max (Unless Starving or Exhausted).
- Reset Focus: At the start of each day, you draw a number of Focus Cards equal to your Focus Points. Discard unused Focus Cards from the previous day.
4.0 The Resolution System
All challenges are resolved using this system. All rolls are player-facing.
4.1 Card Values
Each card has a numerical value, used for focus and other mechanics.
| Card | Value |
|---|---|
| 2-10 | Face Value |
| Jack | 11 |
| Queen | 12 |
| King | 13 |
| Ace | 14 |
4.2 Making a Check (Calculated)
- Grit: Spend X Grit to add +X to the result.
- Focus Bonus: Discard Focus Cards to add their Intensity. You may only spend a number of cards equal to 1 + Domain Score.
- Tag Synergy Bonus: Gain a +2 Bonus for every active Tag you possess that logically matches the target. Tool Tags cost 1 Durability to apply this way.
4.3 The Chance Draw (Risky)
If you cannot hit the TN (or wish to save resources), draw 1 card.
| Card Drawn | Consequence |
|---|---|
| Ace | Critical Success. Succeed + gain a Knack. |
| K, Q, J | Normal Success. Succeed cleanly. |
| 10 - 3 | Standard Failure. Fail + suffer Failure Effect. |
| 2 | Critical Failure. Fail + suffer Effect + gain a Scar. If an ability turns this into a success, you avoid the Scar. |
4.4 Assisting
Spend 1 AP to Assist another player. Provide EITHER your Grit OR your Focus points to add to their total. Limit 1 assist per check.
5.0 Engagement Combat
Combat is a fluid exchange of resources without turns.
5.1 The Zones
- Ranged Zone: Safe from immediate retaliation. Attacks with [Ranged] get Synergy.
- Engaged Zone: Up close. Attacks with [Melee] get Synergy.
5.2 The Combat Loop
- Attack (1 AP): ♠ Combat Check vs. Enemy TN.
- Success: Enemy takes 1 Resolve.
- Overkill (Beat TN by 10+): Enemy takes 2 Resolve.
- Fail: Counter-Attack. You suffer the Enemy failure Effect.
- Reposition: Move between Engaged & Ranged.
- Interact: Use an item or reload.
- Retreat: Retreat from the combat, automatically suffering the Enemy failure effect.
When all players act or pass: If the Enemy is Still Alive, it deals 1 Wound to everyone in the Engaged Zone.
5.3 The Collapse
If you hit 0 AP during combat: Combat ends immediately. You skip to Rest. You take 1 Auto-Wound while retreating. Next day, you DO NOT recover Grit.
6.0 World & Exploration
6.1 Clearing Locations
Locations have Approaches (Obstacles). Succeed on the check to clear it.
- Number Cards (2-10): Safe. Only trigger Threats if you fail a [Loud] check.
- Face Cards (J, Q, K, A): Occupied. Trigger a Threat Event immediately upon entering.
6.2 The Great Shift
At the end of every 7th Day, a temporal storm arrives.
- Recall: Characters in Base/Shelter are safe. Outside: TN 18 check or swept away.
- Reshuffle: All non-Base locations shuffled back.
- Recenter: Deal a new world around Bases.
- Weekly Event: Draw 1 card for the Weekly Event Table.
7.0 Base Building
Establish Base on [Shelter]: Project Check (TN 12 / 5 Successes).
| Upgrade | Req. | Cost | Benefit |
|---|---|---|---|
| Scrap Wall | TN 12/4S | 5 Supp | Base Armor (5). Each point of Base Armor can negate one point of damage to the base during a siege. |
| Workbench | TN 12/5S | 5 Supp | Unlocks Repair (TN 11/2S). 1 Supp/item. The workbench allows you to repair broken items. |
| Bionics Lab | TN 14/5S | 7 Supp | Unlocks Bionics Research. Allows you to craft and install bionics. |
| Auto-Doc | TN 13/4S | 5 Supp | Unlocks Surgery. Allows you to remove scars (TN 13/4S) or remove Wounds (2 AP, 3 Supplies per wound). |
| Hydroponics | TN 11/3S | 2 Supp | +3 Provisions per Week. A self-sustaining source of food. |
| Repeater | TN 14/6S | 8 Supp | Unlocks Listen & Fracture actions. A powerful communication device. |
| Watchtower | TN 12/3S | 3 Supp | Unlocks Stand Watch. During a siege, you can spend 1 AP to negate a hit on the base. |
| Chem Station | TN 14/5S | 6 Supp | Unlocks Chemistry. Allows you to craft medical supplies, explosives, and mutagens. |
Triggered by specific Threat or Event cards. When a siege begins, draw 1 Enemy per player, plus 1.
- The Barricade: As long as your Base has Scrap Wall Armor remaining, it acts as a shield. All players are locked in the Ranged Zone and ignore any enemy AI tags that would normally pull them into Engaged.
- The Breach: During the Attrition phase (end of the round), every surviving enemy deals 1 Damage. This damage reduces your Scrap Wall Armor first.
- The Ultimatum: If your Wall Armor hits 0, the barricades break and the enemies pour inside. For every point of damage dealt while the wall is down, the group must immediately make a choice: A player takes 1 Wound, OR 1 Base Upgrade is permanently destroyed.
7.1 Research & Crafting
With the right equipment, you can learn to understand and replicate strange technologies and mutagens.
Researching Bionics
To research a bionic, you need a Bionics Lab and a Bionic Schematic. Researching is a project (12 AP, TN 14 ♦). Each bionic also requires a specific item to be researched, which is consumed in the process. Once researched, the bionic can be crafted at the Bionics Lab.
Crafting Bionics
Crafting a bionic is a project at the Bionics Lab (TN 13, 4S) and costs 5 Supplies.
Researching Mutations
To research a mutation, you need a Chem Station. Researching a mutation is a project (12 AP, TN 14 ♦). Each mutation also requires a specific biological sample (e.g. from a creature) to be researched, which is consumed in the process. Once researched, the mutagen can be crafted at the Chem Station.
Crafting Mutagens
Crafting a mutagen is a project at the Chem Station (TN 14, 5S) and costs 6 Supplies. The result is a single dose of a random mutagen.
8.0 Status & Keywords
Combat AI
- [Aggressive]: Pulls you to Engaged if you end turn Ranged.
- [Tracking]: Reposition requires TN 12 Agility Check.
- [Pack Tactic]: +1 TN per other matching enemy type.
- [Area]: Counter-Attacks hit ALL players in the zone.
Status Effects
- Exhausted: Max Grit = 1 AND Action costs +1 AP.
- Starving: Cannot recover Grit. At 0 Grit = Wound.
- Infected: Cannot recover Grit. Wounds don't heal.
- Sick: Max Grit halved.
Stacking Rules
Bonuses from different sources STACK. Scars STACK (double penalty). You CANNOT stack identical Knacks.
9.0 - 11.0 Advanced Rules
9.0 Death
A character dies when their inventory is completely filled with Wounds. Items drop. Base and Upgrades persist.
10.0 Game Modes
- Standard: Normal play.
- Hardcore: Map rings. Center=0, Ring 1=All enemies are Elites, Ring 2=+2 TN & all enemies are Elites.
- Nightmare: +1 Difficulty to all checks every Week.
11.0 Elite Enemies
In Zone 2/3, Face Cards are Elites. Draw a 2nd card for a buff.
- ♠ Vicious: +1 Wound dealt on failure.
- ♣ Swift: Activates twice during Attrition.
- ♥ Juggernaut: +3 Resolve (HP).
- ♦ Shielded: Costs 2 AP to Attack.
12.0 The Fracture Expedition
A high-risk endgame "Dungeon Crawl" mode accessible via the Signal Repeater upgrade.
12.1 Setup & Rules
- Cost: 12 AP to open the gateway. Each step into an unrevealed tile costs 2 AP.
- The Deck: Shuffle the Anchor Location with 23 random World Cards to create a 6x4 Grid face-down.
- Zone 3 Physics: All checks suffer +4 TN.
- Rich Soil: Forage yields 1 Item AND 3 Supplies.
- Instability: Spades and Clubs act as threats here, not just Face Cards.
12.3 The Scan (New Action: 2 AP)
Flip all face-down cards orthogonally adjacent to you without moving. If a revealed card is Spade/Club, draw an Encounter Card immediately and place it sideways. Combat only begins if you choose to Move into that tile.
12.4 Victory
Finding the Anchor reveals the Guardian (Elite Boss, 10 Resolve). Defeat it to clear the Fracture, gain a Loot Cache (3 Items of the Anchor's suit), and return to Base.