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    Road Trip Credits

    Written By: Dale Elvy Art By: Doug Royson

    Edited By: Andrew Smith

    PLAYTESTERS

    Glenn Bellam, Marcus Bone, Igor Divjak, Andrew Millar, Andrew Smith.

    Road Trip Copyright Dale Elvy, 2012. Art: Copyright Doug Royson, 2012.

    EPOCH Copyright Dale Elvy, 2012.

    All rights reserved. Reproduction without the without the prior written permission of the publisher is expressly forbidden, except for the

    purposes of review.

    What is EPOCH?

    EPOCH is a roleplaying game of character-driven survival horror. EPOCH identifies the

    main challenges to running a genuinely tense and suspenseful horror game and sets out

    strategies and techniques to overcome them. This is supported by a simple, card-based

    system:

    In EPOCH players generate their own characters at the table, using a range of randomly

    dealt elements which establish relationships, traits and strengths and weaknesses. They

    gradually turn a character outline into a sketch, and a sketch into a portrait during play

    through a structured opening scene, flashbacks, secrets and complications.

    An EPOCH scenario is divided into a number of Tension Phases. At the end of each

    Tension Phase there is a potentially deadly or sanity-shattering challenge -either mental

    or physical- which is survived by playing an outcome card during the Challenge Round

    and narrating the effect on their character. If a player has no cards remaining, their

    character is eliminated. Players begin the game with 4 Outcome Cards.

    Each Challenge Round there is a secret vote for the most interesting character with the

    winner recovering an outcome card, enhancing their chances of survival.

    Surviving characters have a chance at securing a happy ending by scoring points on the

    horror track, which is laid out face down by the GM at the beginning of the game.

    TABLE OF CONTENTS

    Road Trip 1 EPOCH Quick-Start Rules 21

    Trailer 1 Introduction 21

    Type 1 System Overview 21

    Script Overview 1 Character Creation 21

    Tension Phase and Challenge Round Overview 2 The Opening Scene 22

    Characters 2 The Tension Phase 22

    Introduction 3 The Challenge Round 22

    Opening Scene 3 Running a Challenge Round 22

    Tension Phase Detail 3 The Audience Ballot 23

    Locations and People of Interest 12 Flashbacks 23

    End Scenes and Horror Track 14 The Horror Track 23

    Facilitation Notes 15 The End Scene 23

    Run Sheet 18 EPOCH Overview 24

    Horror Tack Cards 19 EPOCH Quick-Start Cards 25

    Maps 20

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    Trailer

    The open road stretches out before you; a half-heard

    whisper of freedom in the wind. Its time to escape

    the grind and stress of everyday life. You deserve a

    break after all, and where better then a picturesque

    mountain cabin with the people closest to you, farfrom all those modern pressures. As they say,

    sometimes it's about the journey, not the destination.

    EPOCH is a game of character-driven survival horror.

    The goal is to deliver a tense and scary experience in a

    single game session. EPOCH players are active

    participants in the creation of the game atmosphere

    and have complete control over the creation and

    ultimate fate of their characters.

    Type

    Road Trip is a Sand-Box scenario. There are no fixed

    locations, although the first 4 tension phases contain

    a series of events and suggested settings. The final

    two tension phases are entirely open to the

    characters actions. The characters begin the scenario

    travelling together, so the opening scene for each

    character takes place in the same location. Adjust

    subsequent Tension Phases to suit the actions of thecharacters.

    Script Overview

    One hundred and twenty ago Christopher Fairchild

    was cursed by a woman he had swindled. She swore

    that he and his bloodline would forever be as abased

    as beasts, and be consumed with hunger, no matter

    how much he devoured. On the next night Fairchild

    became a Beast and fell on his neighbours, killing and

    devouring many of them. He was soon driven away

    from the towns and cities and hunted across the lands

    until, exhausted and wretched, he sought refuge in a

    cave high in the icy peaks of a mighty mountain range.

    There he froze, and his body became little more than

    a fleshy husk, trapped in the ice.

    Flash forward one hundred and twenty years.

    Brothers Jake and Michael Lachlan have never walked

    the straight path. Growing up in a broken home, thebrothers were always in trouble, first with teachers,

    then with the law. Their interest in motorcycles saw

    them join the Apocalypse Riders motorcycle gang as

    soon as they were able, then branch out to establish

    their own chapter. Jake, the elder of the two, was a

    natural leader, while younger brother Michael thrived

    on danger and rapidly developed a reputation for

    being an enforcer.

    For nearly a decade the brothers worked together,running small amounts of drugs over a series of rocky

    mountain passes, selling small quantities in alpine

    towns to fund their lifestyle and then moving on

    before the police got too suspicious. They made their

    headquarters in a run-down hotel near the tiny alpine

    settlement of Millars Crossing. Jake was careful to

    ensure the gang didnt cause too much trouble with

    the locals, and that they spent a good amount of

    money during the summer months when there were

    few tourists passing through.

    Everything was going fine until Crystal Jones entered

    the brothers lives. The daughter of the owner of a

    large ski resort and manager of a tavern in Millars

    Crossing, Crystal fell in with the biker gang and soon

    became involved with Jake. Her presence was a

    catalyst for trouble between the brothers as Michael

    struggled to cope with feelings of jealousy. This

    eventually culminated in Michael going on a drunken

    rampage and assaulting the local police officer when

    he tried to intervene, leaving him in a coma.

    Enraged that Michael had violated the rules of the

    gang, Jake stripped him of his membership. In

    response, Michael and half a dozen of the members

    who were most loyal to him formed a breakaway

    gang, the Renegade Riders, and established a new

    base in a disused hut on the slopes of Big White.

    Since the schism there has been an uneasy trucebetween the two gangs. Most of the bikers assume

    that the brothers will eventually resolve their

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    differences and reunite. In the interim Jake and his

    gang have kept a low profile, fearing retribution from

    the authorities. Michael and his gang have been living

    large, drinking heavily and causing trouble. Two of

    their number have already been arrested for

    Michaels assault on the local police officer.

    Three days ago, while relieving himself outside the hutafter a particularly heavy drinking session, Michael

    discovered a small cave. Within, he found the

    mummified remains of Christopher Fairchild. Thinking

    this a great mascot for his new gang, Michael dragged

    the frozen corpse to the hut and nailed it over the

    door. In doing so he inadvertently came into contact

    with the dried blood of Fairchild. The curse passed

    with the blood and Michael became a Beast the next

    night, attacking his gang as they lay in a drunken

    stupor, and devouring several of them. Those who

    survived became subject to the curse.

    Since that night, the Renegade Riders have hunted as

    a pack, killing wild animals and people who make their

    homes in isolated areas. Tonight, however, one of

    Michaels pack encountered several members of the

    Apocalypse Riders buying a consignment of chemicals

    for the manufacture of methamphetamine in a small

    clearing near the road. Overcome with bloodlust, the

    Beast attacked and slew several of the terrified bikers.

    The sole survivor tried to flee, but collided fatally with

    an oncoming car.

    The characters, planning a relaxing vacation in the

    mountains, first encounter the grisly aftermath of the

    accident and then discover the scene of the massacre.

    Learning of the killings, and the presence of strangers

    in the area, distraught members of the Renegade

    Riders seek them out for vengeance. A momentary

    reprieve allows the characters to enjoy the beautiful

    scenery before a badly injured hunter leads the Beasts

    to their door.

    Source of the Horror: In this scenario the initial source

    of the horror is the terrible inhuman beasts, who are

    consumed with an overpowering hunger and gorge

    themselves on the flesh of their victims. However, the

    true source of the horror is the curse which is passed

    through the exchange of genetic material when a

    Beast injures, but does not kill their victim. This leads

    the unfortunate victim to undergo the excruciating

    transition to a beast the next night and become

    subject to the terrible, driving, hunger.

    Tension Phase and Challenge Round Overview

    Tension Phase 1: The Winding Road

    The characters encounter a fatal road accident then

    stumble upon the scene of a massacre. Challenge:

    Mental [No Hero/Zero Cards allowed]

    Tension Phase 2: Thicker than Water

    The characters are confronted by several distraught

    bikers who accuse them of being responsible for the

    massacre. Challenge: Physical or Mental

    Tension Phase 3: Quality Time

    After a peaceful day the characters witness the Beasts

    attack a hunter who begs for their aid. Challenge:

    Mental or Physical

    Tension Phase 4: The Hunting Party

    The characters are hunted by a trio of Beasts.

    Challenge: Mental or Physical [The most seriously

    injured character must play a physical outcome]

    Tension Phase 5: The Beast Within

    The characters may go wherever they wish, but they

    carry the curse of the beast with them, and the Beast

    strikes the next night. Challenge: Mental or Physical

    Tension Phase 6: Ravenous

    The characters may go wherever they wish, but they

    carry the curse of the beast with them, and the Beast

    strikes the next night. Challenge: Mental or Physical.

    Characters

    Friends: This close group of friends used to travel to

    an isolated cabin to spend time together every year.However, in recent years, their lives have moved in

    different directions, so they have had trouble making

    the time. This year they have made a special effort to

    get away together, to catch up. They are travelling in

    two vehicles (during the opening scene clarify what

    sort of vehicles these are, and who they belong to).

    Family: A road trip to the cabin is an ideal way to start

    a new family tradition, bond the family together and

    get some quality time. Free from the distractions ofthe modern world, both the trip and the isolated

    cabin should allow the family to just focus on being

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    together. They are travelling in a large four wheel

    drive or recreational vehicle (during the opening

    scene ask the players to clarify some details about the

    vehicle).

    Colleagues: The West Investments stock brokerage

    firm has had a particularly good year, and to

    celebrate, the top performing brokers and portfoliomanagers from across the firm are being treated to a

    weekend away in the CEOs cabin. A mini-van with

    GPS has been hired for the purpose.

    Introduction

    Build the following points into an introductory

    narration:

    The road. The characters have been travellingtogether for some time. The road is gradually

    beginning to climb into foothills and there is

    little other traffic. The characters expect to

    reach their destination; a remote cabin near

    the settlement of Millars Crossing, by

    nightfall.

    The mountains. The White Mountains are arange of impressive height, popular in the

    winter months as a skiing destination. Snow

    is still visible on the upper peaks.

    The weather. Its a perfect, hot, summersday and the forecast for the coming days is for

    more of the same.

    Opening Scene

    The opening scene is combined for all of the

    characters, as they are all travelling together, however

    each character short have a short vignette, as the

    camera focuses on just them alone.

    The scene is a petrol station, which has a large display

    of snacks, drinks, sunglasses, books, maps and other

    general items likely to be of use to a passing motorist.

    The characters should introduce their characters in

    these surroundings, specifically:

    Where are they? (shopping, at the pumps, inthe car or camper, emerging from the

    bathroom etc.)

    What are they wearing?

    What are they doing?

    A suggested minor conflict could be another motorist;

    or perhaps a group of teenage boys making

    disparaging comments about the characters clothes or

    vehicle, or a trainee cashier making several errors in

    ringing up the characters charges, leading to an

    inflated price that he initially believes is correct.

    Descriptive terms: faded, dilapidated, dusty, isolated,remote.

    Tension Phase Detail

    Tension Phase 1: The Winding Road

    The opening Tension Phase begins with the characters

    travelling on a winding mountain road in the midst of

    a mountain range. The road has been cut into the

    side of the mountain, and there are trees on either

    side, above and below the road. Beyond a simple

    guard rail the characters are treated to a breathtaking

    vista of thickly forested mountain peaks in the

    distance. The weather is fine and bright sun streams

    through the trees, the thick canopy overhead

    transforming the road into a dappled patchwork of

    light.

    As they drive along the winding road, the characters

    should take the opportunity to interact to help

    establish their characters. Below are some events

    which occur as they drive. These should act to spur

    further interaction:

    1. A group of three bikers with gang patches roarpast the characters, overtaking them at speed

    on a blind corner. The roar of their choppers

    startles the characters. One of the bikers

    wears a German militarystyle helmet.

    2. They pass (or stop at) a rest area on the sideof the road, which affords a magnificent view

    of the surrounding mountains and valleys.

    3. A hatchback piled high with campingequipment passes in the other direction. Two

    children in the back make faces at the

    characters as they pass.

    4. A deer falls awkwardly onto the road ahead,causing the characters to brake hard to avoid

    a collision. As the characters watch the deer

    limps off the other side of the road,descending the slope. There is blood visibly

    dripping from a wound to the deers leg.

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    Should the characters exit the vehicle they

    note the deer navigating the nearly sheer

    slope beside the road, they may also notice a

    complete lack of other wildlife.

    As the day progresses the characters approach their

    destination. They are treated to a stunning sunset.

    Just on dusk, when they are less than an hour from

    their destination, the characters encounter a road

    accident. A car has slammed into a tree and is now on

    fire, and partially blocks the road. The twisted

    remains of a motorcycle can be seen beneath the

    wheels. There are no people immediately visible.

    Exploring the accident, it swiftly becomes evident that

    there is a charred corpse surrounded by flames in the

    front seat. A second corpse, that of a biker, is

    beneath the car, twisted amidst the remains of the car

    axle and ruined motorcycle. One denim clad leg, still

    wearing a black boot, protrudes from beneath the car.

    It has been severed from the rest of the body through

    the force of the impact and lies in a pool of congealed

    blood.

    Examining the marks on the road, illuminated by the

    flickering light of the flames, will give an indication of

    what happened. The bike seems to have emerged

    from the forest somewhere near where the crashed

    car now rests. There are dark traces revealing that it

    accelerated rapidly and travelled on the wrong side of

    the road. There are heavy black marks of braking 100

    yards from the cars wreckage, and fragments of both

    car and bike, as well as the dark stain of blood where

    the motorcycle initially impacted the car. The impact

    seems to have sent the car off the road and into a

    tree, where it caught fire from a rupture to the fuel

    tank.

    The characters may seek to help the victims of the

    accident, but they are far beyond any help the

    characters can offer. Those involved in the crash died

    at least twenty minutes before the characters arrived.

    The Build-Up: A short distance from the wreck, in the

    shadow of the trees, lies a severed head wearing a

    German military-style motorcycle helmet. The face is

    milky white, all the blood having been drained away,

    but can still be recognised as one of the goateed

    bikers who passed the characters earlier that day. The

    characters may initially believe the head belongs to

    the biker who crashed into the car, but this is not the

    case.

    In a small clearing, visible from the road, two

    motorcycles are parked against the trees. A pickup

    truck is also visible. There are no lights on, and no

    movement. A deathly stillness hangs over theclearing; there is no sound of wildlife anywhere within

    the area. The characters should spy the clearing as

    they investigate the crashed vehicle.

    The Climax: Investigating the scene of carnage forms

    the climax of this tension phase. In the clearing, the

    characters will discover the following:

    1. The clearing is stained with blood which hasleeched into the forest floor.

    2. The remains of several men. These are almostunrecognisable chunks of meat, with clothing

    still attached. The flesh has been chewed,

    gnawed and even partially regurgitated in

    places. The largest remains are rib cages, hips

    and heads. Very little of the victims is

    recognisable, but several of the bodies appear

    to have been wearing bike leathers, and in

    places gang patches are still visible.

    3. The remaining bodies have been gouged withclaws and bitten with large jagged teeth. The

    pattern of teeth marks resembles the serrated

    bite of a shark, and in some places triangular

    teeth can still be found embedded in the

    flesh, although this is difficult to determine

    without detailed examination.

    4. Careful searching will reveal half a dozenspent shell casings and even a few handguns,

    with severed hands still gripping triggers.

    Some of the trees to the south of the clearing

    have bullets lodged in them (although these

    are difficult to spot in the dark).

    5. The canvas cover has been torn off the backof the pickup truck, and hangs limply nearby.

    The bed of the truck is filled with a dozen

    large bags each containing hundreds of small

    white pills (these are contact NT, a flu

    medication and precursor for the production

    of methamphetamine).

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    What Happened Here?

    The pickup truck belongs to a local importer

    connected with organised crime. He smuggles large

    quantities of contact NT, mass produced in Asia, and

    on sells these to a variety of customers who

    manufacture methamphetamine. The clearing is a

    regular meeting place for sales of these

    consignments for the biker gang.

    The bikers who passed the characters earlier,

    arrived and were about to conclude their business

    when they were attacked by three of the beasts.

    They desperately tried to fight their way to freedom,

    but only one of the gang members managed to get

    to his bike, while the beasts fed on his friends.

    Terrified he accelerated at speed right into the

    path of an oncoming car. Their hunger momentarily

    sated the beasts left.

    The Challenge Round: The horror of the discoveries,

    compounded by the sense that the animals

    responsible may still be in the area, is unnerving

    enough to provoke a mental challenge.

    If the characters find the accident horrific enough and

    do not investigate the clearing at all, then that alone is

    sufficient for a mental challenge.

    Descriptive terms: severed, gnawed, chewed,

    mangled, massacre, carnage, slaughter.

    Tension Phase 2: Thicker than Water

    In the aftermath of the accident, the characters are

    likely to want to summon help, or notify the

    authorities. Mobile coverage in the mountains is

    sporadic at best; this should be an early opportunity

    to highlight this element of the scenario. Coverage

    can be secured if the character climbs high enough, or

    enters an area with clear line-of-sight to a repeater

    station. Characters that have been in the mountains

    before (or consult a map) are likely to know that the

    small settlement thirty minutes drive away has both

    land lines and mobile coverage, as well as a small

    police station.

    Characters knowing of this limitation in advance may

    also narrate that they have other means of

    summoning help (such as satellite-based locator

    beacons). Alternatively, perhaps they are willing to

    brave the wooded hillside in the darkness to get a

    mobile signal. In either case, the arrival of the

    emergency services should be summarised as a

    montage of flashing lights, police statements and

    people taking photographs of the scene. The NPC

    authorities are not a major feature of this scenario, so

    this interaction should be glossed over as much as

    possible.

    The police simply arent willing to speculate to the

    public as to what took place, but clearly believe the

    victims were killed by an animal. If the scenario is set

    in a place where there are no large wild carnivores,

    the police dig up reports of a lion which escaped from

    a travelling circus in the area several months ago.

    In either event the characters are likely to proceed on;either to seek help, or to travel directly to their cabin.

    They should have ample opportunity to interact,

    express their reactions and trigger flashbacks as they

    travel the winding road in the darkness.

    Approaching the settlement, the characters see that

    the bright and welcoming lights of the local bar

    against the darkness. There are a handful of other

    lights, from nearby houses, but most buildings are in

    darkness. There are no street lights. A more detaileddescription of the town is available in the Locations

    section.

    The local police office is closed and locked. The only

    place that seems to be open is the tavern. Inside, half

    a dozen locals look up from their drinks to eye the

    characters curiously. Most of those present are over

    forty and live in the town all-season round.

    The tavern seems to be at odds with its clientele. It is

    a large building with every modern convenience; a

    huge bar, bright neon beer logos hanging on the walls,

    and a large mechanical bull sitting idle in one corner.

    During the winter the taverns is packed most nights

    with young skiers, but in the summer only the locals

    visit the bar for a meal and quiet drink.

    The Build-Up: Outside the characters hear the sound

    of two motorcycles arriving. Moments later, two gang

    members wearing patches enter the bar and scan the

    faces of those present. Lewis, the shorter man, has

    short black hair and wears a battered leather jacket.

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    The second man, Wade, is taller with shoulder length

    blonde hair and wears a leather vest with a patch. As

    soon as the pair spy the characters, they move to

    confront them. Both men are visibly upset.

    If the characters have not stopped at the town, they

    will see the headlights of two bikes behind them.

    These will roar alongside and angrily gesture for thecharacters to stop. If the characters dont stop, they

    will follow them to their destination and the following

    encounter will take place on the roadside.

    Specifically how events play out depends on the

    actions of the characters, but the suggested events

    are as follows:

    The bikers will accuse the characters of beingresponsible for the deaths of the men in the

    clearing. This will be exacerbated should the

    characters have any blood on them.

    Lewis is particularly upset, and will get in theface of anyone who challenges him. His

    brother was one of the victims, and he is not

    thinking rationally. Wade is also upset, but

    doesnt actually think the characters are

    responsible. He will, however, back up Lewis.

    Crystal will tell Lewis and Wade to get lost,and remind them that they arent supposed tomake any trouble in here. Once she realises

    that Lewis brother has been killed, she will go

    quiet and carefully reach for the sawn-off

    shotgun under the bar.

    Other bar patrons will get out of the way,although watch on with interest. They may

    helpfully inform the characters that there are

    no local police as the sole officer in the area

    has been incapacitated.

    The Climax: The climax of the scene comes as the

    confrontation becomes a violent outburst. Lewis will

    attack the characters with a tire iron. Wade will not

    immediately attack, but if Lewis is attacked in turn by

    the characters, he will join in. Otherwise he will pull

    Lewis off the characters once theyve had enough.

    The Challenge Round: Adult male characters, or any

    who involve themselves in the brawl, must play a

    physical outcome card.

    Other characters have a choice of playing a physical or

    mental outcome to represent accidental contact or

    shock at the sudden violence. Lewis and Wade wont

    deliberately attack women or children, but if they

    involve themselves in the fight, the bikers lash out

    without bias.

    Descriptive terms: angry, irate, distraught, accusing,aggressive, furious.

    Tension Phase 3: Quality Time

    In the aftermath of the confrontation the characters

    should be left bloodied and possibly traumatised by

    the unprovoked violence. Lewis and Wade are

    defeated: the characters either subdue them in the

    melee, and can choose what to do with them, or,

    Crystal produces the sawn-off shotgun from under the

    bar and orders them to leave, or Wade drags Lewis

    away and they roar off into the night. The specific

    details depend on the characters actions, but in either

    event, the characters have survived, and seen off the

    challenge.

    Crystal will immediately offer any injured characters

    first aid. She works as a mountain rescue skier during

    the winter and is a proficient medic. The bar has a

    well maintained first aid kit, and she quickly and

    efficiently treats any injuries. The following

    information can be conveyed in the immediate

    aftermath of the fight by any of the locals or Crystal:

    The local police officer has been injuredrecently in a fight with bikers and is in

    hospital.

    It is very unusual for the bikers to maketrouble in the tavern and the town, but

    recently there has been trouble as one gang,

    known as the Apocalypse Riders has split into

    two factions due to a rift between two

    brothers.

    The cause of this rift is Crystal. The Apocalypse Riders have a club house in an

    old hotel out of town.

    In recent weeks there has been evidence of alarge carnivore in the area, although nobody

    has seen it.

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    If the characters are seriously injured and insist on

    more rigorous medical attention, it may be necessary

    for them to wait for paramedics and a doctor from the

    nearest town. This should also be treated largely off-

    screen with the spotlight focusing on the actions and

    interactions of less injured characters.

    At some point, the characters should continue theirjourney on to their cabin. In either event this should

    be a slightly surreal experience; the tranquillity and

    calm of the wilderness around them is at odds with

    the recent carnage and violence they have witnessed.

    If the characters have proceeded on shortly after the

    encounter at the tavern it should be close to

    midnight. If they have waited for medical assistance

    from further afield, it is soon after dawn.

    The cabin should be just as they remember it. A smallprivate road off the highway terminates in a wide

    track, which leads to four small, simple cabins, built

    far enough away from each other to ensure privacy.

    None of the cabins are currently occupied.

    The actual layout of the characters cabin should be

    narrated in conjunction with the players this is, after

    all, a place their characters have been before. It is

    important to emphasise that the cabin is a simple

    structure, intended to act as a getaway from the paceof modern life. It has a rainwater tank, a composting

    toilet, a log burner for heating, but no telephone line

    or generator for power unless the characters

    specifically describe this. The characters might

    describe;

    1. How is it furnished?2. How many rooms?3. What reminders of their characters past visits

    are in evidence?

    The weather is fine and the day passes without

    incident. The characters should have plenty of time to

    engage in some of the activities they came here for.

    The players should set the pace as much as possible

    during this tension phase, with ample opportunities

    for flashbacks.

    The Build Up: As it gets dark, the build up begins. At

    dusk, there is a migration of much of the birdlife that

    has been present during the day. Characters outside

    may notice birds taking flight in the forest all around.

    Those who linger outdoors may also hear the distant

    pop of gunshots; three in relatively short succession,

    which sound like they are a mile or two distant. The

    characters may conclude that it is not unusual for

    hunting parties to traverse the nearby ranges.

    Inside, the characters should go on with their evening

    activities. You should start working to increase thetension through a number of ominous scenes, and

    false alarms. Did the characters remember to bring in

    enough firewood? The sound of pinecones dropping

    on the roof during a sudden wind gust might

    momentarily sound like somebody walking up there.

    Perhaps a racoon, squirrel or possum has sought

    refuge in a cupboard and knocks items off shelves

    before suddenly bursting into the room and trying to

    escape.

    Just before midnight there is a sudden hammering on

    the door, followed by a heavy thump. Outside is a

    hunter, he wears a bright orange vest over dark green

    shirt and pants. One arm has been severely injured,

    and hangs loosely. Only strips of flesh seem to be

    keeping the limb attached. There is blood

    everywhere. The hunter is pale, wide-eyed and

    drenched in sweat. He only has time to say Theyre

    coming! before a beast attacks. The beasts will

    deliberately delay their attack until at least one of the

    characters tries to come to the aid of the hunter; they

    want the fear their sudden appearance causes to

    startle and disturb their next prey.

    The Climax: The beast springs from the darkness, lean,

    pale and sinuous. It is the size of a large man,

    although its forearms are much longer, terminating in

    paws with finger length-talons. It wears the tattered

    remains of jeans. Tufts of wiry hair or fur sprout from

    the skin, which gleams with an unhealthy sheen. The

    face is vaguely human, with dark, beady orbs for eyes

    which glint green under artificial light and an

    elongated snout with a dog-like nose. The mouth is

    truly the worst part; a maw with dozens of triangular

    shark-like teeth, which extends and flexes unnaturally

    as the creature dives forward to gorge on the injured

    man. In an instant the shredded arm is swallowed

    and much of the flesh stripped from the mans

    shoulder as he screams and begs for help.

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    The Challenge Round: The sight of the beast

    consuming its prey is sufficiently disturbing to warrant

    a mental challenge. Any character that wants to try

    and save the man may also elect to play a physical

    outcome as the beast attacks, devouring flesh rapidly.

    In this case (assuming the character is not eliminated

    during the challenge round), the character is able to

    save the hunters life, and either close the door, or

    drive the creature off.

    Descriptive terms: screaming, pleading, crying,

    begging, gnawing, feasting, consuming.

    Tension Phase 4: Hunting Party

    How this tension phase plays out is entirely up to the

    characters. There are 3 beasts prowling in the forest

    outside the cabin. They are hungry (they are always

    hungry), but not ravenous as they have recently fed

    on a hunting party. They plan to attack the characters

    at some point, but will wait and see if the characters

    split up, or move away from sources of light (which

    hurts their eyes).

    If the hunter, Larry Ponder, has been saved, and

    received sufficient medical attention to bring him to

    his senses, he can tell the characters the following:

    1. He and four other men, all experiencedhunters, were hired by the Police yesterday to

    hunt down a lion that had attacked some

    people near the road.

    2. They found tracks that led them to believethere was more than one animal.

    3. They followed the tracks to a run-down shackwith motorcycles parked outside. They were

    attacked soon after by the beasts.

    4. The beasts were terrifying, fast and hungryand consumed the other hunters. Larry only

    managed to escape because they were busy

    feeding, but they were soon on his trail.

    5. Several of the beasts were shot with high-powered rifles, and this seemed to have little

    effect.

    Whether Larry begs for help to alleviate his

    excruciating agony, or simply lapses into a coma is up

    to the GM. As an NPC, Larrys plight should serve to

    heighten the drama of the characters, but not be the

    centre of attention. If the characters elect to remain

    barricaded inside the cabin, Larry will have a further

    role to play in the challenge round.

    The bulk of this tension phase is the reactions of the

    characters to the presence of the beasts and their

    discussion about what they plan to do about it.

    The Build-Up: If the characters sit tight, the beasts will

    bide their time. At some point during the night they

    will break into the characters vehicle and eat anything

    remotely edible (and a few things that arent these

    are messily regurgitated inside the vehicle). The noise

    of the creatures forcing doors of their hinges, or

    peeling back metal with their talons should be an

    unnerving and persistent reminder of the characters

    predicament. They may also leap onto the cabins

    roof, or pound on the door.

    If the characters venture outside, initially there is no

    sign of the beasts, only a thick trail of Larrys blood

    leading up to the cabin. The race to the vehicles

    should be frantic, with the simple act of locating a key,

    unlocking the vehicle and starting it all proving much

    more challenging then normal.

    The Climax: The climax for this scenario comes when

    the beasts attack the characters. If the characters

    make a break for it, the survivors manage to escape,

    and can drive away, or run off into the night.

    If the characters choose to remain barricaded in the

    house, then the creatures will force their way in just

    before dawn, smashing through doors and knocking

    aside furniture before feasting on the characters.

    Moments later they are gone, fleeing as the thin grey

    light of dawn replaces the inky blackness of night.

    Surviving characters are alone as dawn breaks.

    If the characters save Larry Ponder, then they will

    witness his transformation during the night. He stops

    whimpering in pain, and begins to retch. Black veins

    stand out against his skin, and he sweats profusely as

    his eyes change until they are entirely black.

    Suddenly, growths sprout all over his body, and new

    muscles and sinew elongate his form. Larrys face

    distends and rows of triangular teeth sprout into a

    newly widened mouth. A new beast is born.

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    The beast will then attack ravenously

    provoking either a physical or mental

    challenge from all characters. As soon

    as he has fed, he flees into the night.

    Challenge Round: The Beasts dont

    attack everyone, rather, the single out

    the characters they perceive as theweakest. This is reflected through

    card play. Any character who has

    previously suffered a physical injury

    must play a physical outcome card, as

    they are targeted by the beasts, who

    smell their wounds.

    However, the beasts arent especially

    fussy and will leap on any character

    who is a hero or target any charactersubject to a zero card.

    Other characters can choose to play

    either physical or mental cards.

    Be sure to take a careful note of which

    characters suffer a physical injury in

    response to this challenge, and narrate

    this as the claws or (more likely) bite

    of the beasts, as this will be significant

    for the next challenge round.

    Characters that are eliminated in this

    challenge are consumed by a hungry beast. Beasts

    favour the internal organs and fleshy parts of the

    body, so it is likely that other parts will be strewn

    around in a wide vicinity.

    Descriptive terms: stalking, leaping, lunging, tearing,

    gnawing, feasting.

    Tension Phase 5: The Beast Within

    The characters who survived the attack of the night

    before are now free to act as they please. The specific

    circumstances of this tension phase will depend on

    the action of the characters. A number of possible

    options for how the phase might play out are

    provided:

    If the characters choose to flee the area: The

    characters are not compelled to investigate the

    situation any further, or involve themselves directly in

    the feud between brothers. The focus of this game is

    how the characters interact with the horror, not with

    NPCs, and they cannot easily escape it although they

    may not realise this yet.

    If the characters witnessed Larrys transformation,

    then they should have an inkling that if the source of

    the horror is not rooted out, the number of beasts is

    likely to grow and spread. If the characters did not

    witness this, then they will soon have further

    evidence of the power of the curse, and may even

    choose to return.

    In this case, the characters may leave the mountains

    in haste. On the road they see two pickup trucks,

    apparently empty, parked by the side of the road with

    doors open. Their occupants were early victims of the

    beasts the previous night (as their blood spattered

    interiors reveal if the characters stop).

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    Depending on their speed, the characters should

    reach the petrol station which featured in the opening

    scenes that afternoon or evening. If they are seeking

    help from the emergency services, this might be a

    good setting for the encounter (having perhaps called

    them via mobile phone as soon as reliable coverage

    was restored). Equally there might be several police

    cars parked at the petrol station by happenstance,

    fuelling their cars before travelling to meet with the

    hunting party. Otherwise, once past the petrol

    station, they should reach a mid-sized town or city by

    dusk.

    If they speak to the local police, their stories will be

    taken seriously. The police believe there is a lion on

    the loose, and will assume that injuries or reported

    fatalities are a result of encounters with the lion.

    They will assume any other accounts of monsters, or

    multiple creatures, as hysteria induced by shock, but

    dutifully record the details to humour the characters.

    The characters will be gently questioned, particularly

    about the people who fell victim and the last known

    attack location, offered counselling or medical

    treatment, and assured that a team of police

    marksmen, supported by helicopters and dog teams is

    being assembled to hunt down the lion.

    Characters who have suffered serious injuries may be

    hospitalised. Those suffering serious mental trauma

    may be diagnosed as suffering PTSD and sedated at

    the same hospital, for their own protection.

    If the characters choose to remain in the area: Medical

    assistance can be obtained from Crystal in the tavern.

    Once Crystal learns what happened to the characters,

    she calls Jake. He and the Apocalypse Riders show up

    at the tavern soon after, armed and ready for a fight.They will readily accept the characters story (Man,

    we gotta put those fuckin werewolves down!), and

    suggest seeking out the den of the beasts before

    nightfall.

    Guns are fairly plentiful in the town. Most residents

    have access to rifles or shotguns, and the Police

    station can be broken into and yields a surprisingly

    large stash of handguns, shotguns and semi-automatic

    weapons (with plenty of ammunition), as well asradios and other, emergency equipment.

    If the characters have made the link to the beasts

    vulnerability to silver, the small local antique store has

    a number of solid silver pieces, including a solid silver

    dagger.

    Characters may wish to melt down silver to treat their

    bullets or create silver buckshot. The kiln at the back

    of the pottery shop across the road provides a goodplace for a montage style summary of this action,

    although this action should have an associated time-

    penalty for the characters involved.

    If the characters decide to prepare an ambush,

    barricade themselves, or otherwise ready themselves

    to fight the beasts, they have the day to prepare.

    If the characters choose to seek out the Beasts: If the

    characters decide to hunt down the beasts during

    daylight, they are easy enough to track, but it will take

    several hours unless the characters are proficient

    trackers, or spoke to Larry and know about the hut

    where the hunting party was attacked.

    If they relay this information to Jake and the

    Apocalypse Riders, they will learn that this is the

    clubhouse of the rival gang and be led straight there

    during the hours of daylight.

    The Renegade Riders make their headquarters in a

    rundown shack, nestled in a small clearing a quarter

    of a mile from the main road. Six large motorbikes sit

    outside the shack (one belongs to Michael, three to

    those who are now Beasts and two to Renegade

    Riders who were consumed by Michael). Scattered

    around the clearing are the remains of the hunting

    party, a now familiar collection of human remains and

    a few broken and twisted rifles.

    Nailed to the front of the shack, above the door, is the

    grisly mascot of the Renegade Riders, a mummified

    corpse, blackened and almost unrecognisable as that

    of a person. These are the mortal remains of

    Christopher Fairchild, and the source of the curse

    which has infected the Renegade Riders.

    Climax: The source of the climax is likely to be one, or

    more, of the characters who have been infected with

    curse. This manifests soon after nightfall and the

    characters transform into Beasts and ravenously

    attack the other characters without mercy.

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    The Nature of the Beast

    The blood of Christopher Fairchild contains a highly

    infectious strain of a dysmorphic genetic mutation. This

    manifests through the body of an infected party

    spontaneously producing additional growths. These are

    both external, and internal, and while intensely painful,

    have the effect of altering the physiology and structure

    of the body. The side-effects of these changes include

    increased strength, heightened senses and a toughening

    of the skin.

    To produce these growths the metabolism of the

    infected person is massively increased, leading to an

    overpowering hunger, and need to consume massive

    amounts of nutrition and protein. Changes to the

    digestive system and mouth include the growth of

    additional muscles, making the beast more flexible and

    adaptable at consumption, as well as the spontaneous

    growth of roughly sixty teeth in a similar size and

    configuration as a great white shark. These teeth are

    easily shed, and regrow constantly.

    Only exposure to concentrated doses of Vitamin D (such

    as that found in the rays of the sun) can cause the

    mutation to become dormant. When this occurs the

    excess exterior genetic material sloughs off the infected

    person, and they seem to be no longer infected.

    However, as soon as the Vitamin D levels reduce (in

    periods of prolonged darkness) the dysmorphic genetic

    mutation manifests once more.

    A further side-effect of this mutation is the sudden

    development of an acute allergy to silver and silver

    compounds. Inhalation or the introduction of silver to

    the bloodstream results in anaphylaxis and death almost

    instantaneously.

    Should any genetic material from an infected person

    enter the bloodstream of another person, they will begin

    to suffer the effects of this mutation.

    In this case the attack should be foreshadowed, as the

    cursed characters initially feel a remarkable feeling of

    wellbeing. Their wounds seem to heal and any pain

    disappears. Then the transformation begins, and they

    are wracked with agony, veins filling with black as

    growths sprout all over their body.

    It is possible that the characters may also have to fightthe other beasts. The three members of the

    Renegade Riders, if not already dealt with, will be

    roaming the night in search of new victims. If the

    characters barricade themselves, the beasts will try

    and get in to attack them, and if they cant, they will

    impatiently wait for a victim to emerge.

    If the characters have prepared silver weapons, these

    are remarkably successful at killing the Beasts,

    although, the Beasts will attempt to savage thecharacters before they are killed (possibly coinciding

    with the transformation of a character into a beast).

    If the characters have elected to confront the

    Renegade Riders, the three gang members who

    attacked them last night can be found within the

    cabin. Michael is not at the cabin; he sleeps alone in

    the cave where he found the corpse of Christopher

    Fairchild, which is thirty meters away and concealed

    by thick undergrowth.

    The interior of the cabin is an abattoir; decaying meat

    and the remains of at least two men are strewn

    around the inside of the cabin. The three men inside

    appear to be normal humans, although their clothes

    are ripped and covered in gore. The only trace of the

    curse is the pitch black colouring of their eyes (both

    pupil and iris). They conceal this under sunglasses.

    During daylight hours the men are vulnerable to

    ordinary weapons, however, if any are alive at dusk

    they will heal even the most grievous damage as they

    transform. The men are insane, their minds broken by

    the horror that has befallen them, and they operate

    almost entirely on instinct now. If they have any

    warning of an attack during daylight hours, they will

    defend themselves with the small collection of hand-

    guns and shotguns stashed inside the cavern (a

    gunfight may lead to a physical challenge).

    The Challenge Round: As darkness falls characters

    which have been exposed to the curse, transform and

    attack the other characters. Those who become

    Beasts must play a mental outcome to grapple with

    the horror of the experience. If they cannot play a

    card in response to this challenge, they lose all

    remembrance of their former lives and become slaves

    to the all-consuming hunger of the beast.

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    Other characters must play a physical outcome card

    as they are partially devoured. Take note of those

    characters who suffer an injury as a result of this

    challenge, as these characters will now also suffer the

    curse.

    Characters that are eliminated in this challenge are

    consumed by a hungry beast. Beasts favour theinternal organs and fleshy parts of the body, so it is

    likely that other parts will be strewn around in a wide

    vicinity.

    Descriptive terms: ravenous, starving, staring,

    scenting, tearing, transforming.

    Tension Phase 6: Ravenous

    The specific circumstances of this tension phase

    depend on the actions of the characters, and what has

    transpired in the previous tension phase. However,

    the nature of the threat facing the characters should,

    by now, now be very evident.

    If the characters have left the area, then the principle

    source of the threat is the characters who have been

    exposed to the curse though suffering an injury to

    the Beasts. Although there is no physical

    manifestation of the curse immediately or during the

    hours of daylight, the character may start to

    experience a foreshadowing of what is to come.

    Animals are nervous around the character, and panic

    if approached. The character starts to feel a hunger

    building deep inside, leading to an insatiable appetite

    for high protein foods. As it gets dark, their senses

    become more acute and they are intensely aware of

    the presence of any people around them.

    If the characters have remained in the area, and killed

    the Renegade Riders, then in addition to the threat

    posed by other characters there is one final beast to

    contend with: Michael Lachlan. Michael will stalk

    Crystal by night, clearly fascinated with her, but

    unwilling to attack. He will exhibit a similar reticence

    to attack his brother Jake as some vestige of his

    personality momentarily overrides the hunger of the

    Beast.

    If the characters have not killed the other Renegade

    Riders, then, in addition to the threat posed by other

    characters as above, there is one final all-out assault

    by the Beasts to contend with.

    The Build Up: As day fades into night the tension

    should build as the characters anticipate an attack in

    much the same way as during the previous tension

    phase. If the characters have no inkling that those

    who have been injured are likely to transform into aBeast, then the tension for all characters should

    amplify as the cursed characters start acting strangely,

    their hunger getting more and more intense, their

    reflexes and senses growing ever more heightened,

    and their ability to think and reason becoming

    increasingly diminished.

    The Climax: As darkness falls, characters which have

    been exposed to the curse transform and attack the

    other characters.

    The Challenge Round: Those who become Beasts must

    play a mental outcome to grapple with the horror of

    the experience. If they cannot play a card in response

    to this challenge they lose all remembrance of their

    former lives and become slaves to the all-consuming

    hunger of the beast.

    Other characters must play a physical outcome card

    as they are partially devoured. Take note of thosecharacters who suffer an injury as a result of this

    challenge, as these characters will now also suffer the

    curse.

    Characters that are eliminated in this challenge are

    consumed by a hungry beast. Beasts favour the

    internal organs and fleshy parts of the body, so it is

    likely that other parts will be strewn around in a wide

    vicinity.

    Descriptive terms: ravenous, starving, staring,

    scenting, tearing, transforming.

    Locations and People of Interest

    Setting: This scenario is intended to take place in an

    isolated mountain range known as the White

    Mountains. However, you could easily set this

    scenario anywhere with similar terrain.

    Big White: The main peak of the White Mountainrange is 12,316 feet tall. The upper slopes are

    covered in snow all year round. The lower slopes are

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    thickly forested and rocky, and are a popular site for

    hiking and climbing.

    Devils Peak: Part of the White Mountains range, a

    smaller mountain at 7,608 feet but considered ideal

    for skiing. It boasts an extensive ski-field which is

    closed during the summer months.

    Divjak Cone: Part of the White Mountains range, a

    heavily forested and sheer mountain at 7,308 feet

    which affords amazing views and is popular with

    climbers.

    Millars Crossing: A small settlement with a

    few shops and a few hundred permanent

    residents. In the winter months the

    population of the town swells to several

    thousand. Key locations in the town include:

    The Barrel: a large building with every

    modern convenience; a huge bar, bright neon beer

    logos hanging on the walls, and a large mechanical

    bull sitting idle in one corner. During the winter the

    taverns is packed most nights with young skiers, but in

    the summer only the locals visit the bar for a meal and

    quiet drink.

    Tiny Treasures: A dusty antique and souvenir shop

    which sells a wide variety of mountain related

    souvenirs as well as housing the extensive

    personal antique collection of the elderly

    owner, Shelly Croft, who has a particular

    affinity for silver candlesticks.

    Mountain Store: A store which sells everything

    from canned good to mobile phones. The

    proprietor, Clifford Windsor, proudly boasts he

    can have almost anything delivered to the store within

    a week. The store currently has several shotguns and

    rifles in stock.

    Windsor Winter Apparel: A large store which sells skis,

    snowboards and a wide range of related equipment

    and clothing. This store is run by Cliffords sister

    Mary, but is closed during the summer months.

    White Mountains Police and Rescue Station: A small

    office which is closed and locked. It contains a cabinet

    with a surprisingly large range of weapons and a fullset of battery powered radios and GPS locators and

    medical supplies. During winter many rescues are

    coordinated form here, but during summer only a

    single police officer is stationed here (he is currently

    miles away in hospital). Crystal has a key to the

    station.

    Bellams Gallery: A small pottery gallery run by elderly

    artist Bellam Smith. The gallery has a large workshop

    and operational kiln in back.

    Apocalypse Riders: A motorcycle gang with roughly

    thirty members. They ride large, expensive

    motorcycles and live in a large

    former hotel on the main

    road. The Apocalypse Riders

    are led by Jake Lachlan and

    usually try and maintain good

    relations with residents of

    Millars Crossing. Three oftheir number die on the first

    night of the scenario, tow are eaten by Beasts while

    one collides with a car. They can be identified by their

    distinctive patches, usually worn on the back of

    leather jackets.

    Renegade Riders: A small off-shoot of the Apocalypse

    Riders. The 7 original members took over a small

    mountain shack on Big White. They are led by

    Michael Lachlan. Michaeland the three surviving

    members are suffering from

    the effects of the curse. Two

    others were killed by

    Michael during his first night

    as a Beast, while a further

    two are in police custody

    following the assault on the

    local police officer. They sport the same patch as the

    Apocalypse Riders, only with the top banner

    Apocalypse replaced with Renegade.

    Crystal Jones: A slim, pretty woman in her mid

    twenties. Crystal is the daughter of Chase Jones who

    owns the ski resort on Devils Peak. Although their

    relationship is strained, Crystal manages the Barrel,

    one of the family businesses on the mountain. In

    winter she manages a dozen staff, but in summer she

    is often the only staff member present. Crystal lives in

    a small chalet in Millars Crossing and recently broke

    up with Jake Lachlan.

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    Jake Lachlan: A tall man with rugged good-looks, short

    cropped hair and permanent stubble. Jake is naturally

    charismatic and often defuses conflict with a few well

    placed words. He has been running a successful

    criminal enterprise manufacturing and selling

    methamphetamine, although he is careful to maintain

    good relations with the nearby towns, and tires to

    avoid undue attention. Although he has been

    investigated several times, the police have never

    managed to bring a major case against either Jake or

    the Apocalypse Riders.

    Michael Lachlan: A tall, muscular man with long,

    greasy black hair and a permanent smirk. Michael is a

    born risk taker, and has been an enforcer for the

    Apocalypse Riders for many years. After the fight with

    his brother, Michael founded the Renegade Riders,

    although the off-shoot gang has failed to keep the

    same low profile as the Apocalypse Riders. Michael is

    suffering from the curse, so if see by daylight seems

    pale and sweaty, hiding his eyes between thick black

    sunglasses. Michael shuns the other Renegade Riders

    after he initially killed two of their number and

    cursed three others during his first night as a Beast.

    He now sleeps in the cave where he found the

    mummified body of Christopher Fairchild.

    Terrance, Rick and Ryan: The Renegade Riders, all

    suffering from the curse. All bear large scars visible

    in daylight where they were attacked by Michael

    when he was a Beast. They live almost entirely by

    instincts now, having lost their minds. By day they

    lurk in the run-down hut which was the home of the

    Renegade Riders.

    Lewis and Wade: Members of the Apocalypse Riders.

    Lewis is short with black hair and wears a battered

    leather jacket. Wade is taller, wears a leather vest

    with a patch and has shoulder length blonde hair.

    End Scenes and Horror Track

    To achieve Total Victory the characters must destroy

    all of the Beasts including characters who have been

    infected. This is only likely to occur if the characters

    learn of the nature of the Beasts, their vulnerability to

    silver, and are able to exploit this knowledge and risk

    their lives in the process. Failing this, here aresuggestions for other end scenes:

    Defeat: If the characters either do not tell the

    authorities about the Beasts, or cannot furnish

    sufficient details about the nature of the Beasts to be

    believed when the police hunting teams do not

    return, the authorities do not act swiftly enough to

    quell the rapid increase in Beast numbers. Before

    long, cities are overrun and the military is in desperate

    retreat as hordes of beasts threaten to overwhelm the

    country. The characters meet a grisly end in their

    homes or as they try and flee amongst a sea of other

    refugees.

    Optionally, the Renegade Riders from the mountains

    may continue to hunt the characters, travelling by day

    on motorbike to track their quarry across the country

    and attacking by night as Beasts.

    Hollow Victory: A Hollow Victory might manifest inseveral ways:

    If the characters tell the authorities of the Beasts and

    can reveal enough information to assist with their

    efforts (e.g. the beasts are also people, they only

    attack at night and some of those attacked also

    become Beasts) then the authorities conduct a

    thorough sweep of the mountains, destroying the

    Beasts.

    However, unless the characters are personally

    involved, the authorities miss one of the Beasts

    either Michael Lachaln is able to escape, or one of the

    characters who has been subject to the curse is not

    detected. In either case the characters narrate their

    happy endings, perhaps believing they have safely

    escaped the horror. The post script occurs the

    following night (or several nights later) when the

    Beast manifests or arrives unexpectedly.

    Horror Track Cards and Values:

    Gaining the support of Jake Lachlan and theApocalypse Riders [1 point]. The characters

    may seek the support of the Apocalypse Riders

    after they learn of the Beasts. Crystal is likely

    to act as an intermediary. Jake is particularly

    likely to help if he learns that Michael is one of

    the Beasts.

    Befriending Crystal [2 points]. Crystal is likelyto offer help to the characters should she see

    any of them are upset or injured, and is

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    generally friendly and eager to chat with

    people passing through.

    Learning of the Renegade Riders [1 point].Crystal or any member of the Apocalypse

    Riders can tell the characters of the rival gang.

    Alerting the authorities to the nature of theBeasts [4 points]. This can be achieved by

    calling the authorities after the characters

    have witnessed the Beasts from a place where

    there is good coverage, or travelling to the

    nearest town to report in person.

    Ranged Weapons [2 points]. Assuming thecharacters do not already have them, the

    police station has a large supply of weapons

    which can be looted. Most NPCs in this

    scenario also have access to a firearm of some

    sort.

    Obtaining a source of Silver [3 points]. Theantique shop in town is a ready source of

    silver, equally the characters may decide they

    already possess silver jewellery or other items.

    Determining the Beasts are also people [2points]. It is likely that the fact that the beasts

    are humanoid and wear the remains of clothes

    will lead to this conclusion. Equally identifying

    the Renegade Riders as the Beasts should

    confirm this fact.

    Determining the Beasts are allergic to Silver [4points]. This might be suspected given the

    similarities between the Beasts and

    werewolves who share this weakness. Equally

    the characters may inadvertently discover this

    during a struggle with one of the beasts.

    Killing all the Beasts [8 points]. To achieve thisgoal the characters will have to kill all of the

    Renegade Riders, including Michael Lachlan,

    and anyone else who has been exposed to the

    curse, including characters.

    Facilitation Notes

    This scenario is about isolation. Although the

    characters begin the game as a tight-knit group

    travelling for pleasure, they become increasingly

    isolated. The first stage of isolation is geographic as

    the characters leave behind the comforts of themodern world, and become increasingly self

    sufficient. The second stage of isolation manifests as

    the characters are cut off and hunted through the

    night by terrible, ravenous, Beasts who attack without

    mercy. The final, and most profound stage of

    isolation, occurs as some of the characters fall victim

    to the curse and realise that they are threat to the

    others.

    In order for the impact of the loss at each stage ofisolation to be felt by the audience, the story of each

    of the characters, and their relationship with each

    other, must be well developed during the game so

    that the final, terrible realisation of the nature of the

    curse is truly harrowing.

    This scenario takes place over several days and nights,

    so the GM, like a film director, must decide the best

    place to change scenes in order to keep things as

    interesting as possible while also advancing thetimeline. Ideally there will be a natural lull in the

    interplay between characters, which will allow you to

    frame a new scene at a later time, but in order to

    encourage the characters to transition scenes to

    encompass the passing of time you might also want to

    ask questions like okay, so how does everyone else

    spend the evening? or what else do the characters

    do before lunch? Pace the scenario to fit the time

    constraints of your game, but remember the early

    tension phases need the most time, to allow for

    character development.

    The first tension phase should be an opportunity for

    an extended introduction to the characters and a

    chance to establish their relationships with each

    other. Be sure to ask a lot of questions to help

    establish the mood of the scene; how fast are they

    driving? Who is sitting in front? Whats playing on

    the car stereo? Ask each character how they respond

    to each of the encounters on the road, prior to the

    accident. Leave the characters plenty of time to talk.

    Awkward silences might well be another feature of

    their journey and you shouldnt shy away from

    allowing the players to experience this.

    The initial climax of the first tension phase should

    suddenly and shockingly change the character

    dynamic. This may serve to bind the characters

    together against the visceral evidence of the horror,or drive them further apart, spurring disagreement

    about what to do, or whether to linger. Although

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    there is no specific threat in the woods during Tension

    Phase 1, this exploration should be made as tense as

    possible, playing up the unnatural quiet and terribly

    mutilated body parts.

    The rest of the scene should be either concluded after

    the meaningful information has been conveyed, with

    the next scene being the arrival at the town, or dealtwith as a narrative montage of the emergency

    services arriving, people giving statements etc. before

    moving straight to the arrival at the town. Shift the

    focus away from a blow-by-blow detail and back to

    the characters together in the next scene.

    In the second tension phase its important to spend

    some time describing the town, specifically what

    shops and buildings are present, even though many

    are closed, as the characters are likely to return to thetown at least once, and may end up barricading

    themselves inside to try and escape the Beasts.

    Assuming the characters enter the tavern, Crystal

    should be a sympathetic and friendly NPC whose

    medical expertise and knowledge of the local area,

    and the biker gangs, should make her a useful

    resource.

    The subsequent confrontation with the Lewis and

    Wade of the Apocalypse Riders should seem both

    unprovoked and unreasonable to the characters it is

    both of these things, as it is driven by the raw grief of

    Lewis. As GM it is important to separate the depiction

    of the NPCs from your own responses as much as

    possible to ensure the players can tell the difference

    between the irate bikers and your facilitation of the

    scene.

    If the characters took weapons, motorbikes or

    anything else from the massacre site, their guilt will

    be sealed in the mind of Wade and Lewis. The way

    this encounter plays out should ultimately reflect the

    level of aggression displayed by the characters so if

    the characters are conciliatory then the challenge is a

    simple fist-fight (with any serious injuries likely being

    accidental rather than deliberate), whereas if the

    characters are hostile, or produce weapons of their

    own, the encounter rapidly escalates in kind.

    The lack of any Police presence following the brawl

    should emphasise the isolation of the location.

    Crystals double barrelled sawn off shotgun is enough

    to secure the situation, although if the characters

    insist on calling the police, and are willing to wait for

    several hours, this can again be played as a short

    montage of the characters giving statements before

    cutting to their arrival at the cabin well after dark.

    Optionally Crystal can call the police and arrange

    them to call on the characters the following day to

    take statements. This also allows the characters the

    chance to learn from the police about the rival

    motorcycle gangs, and the dispatch of the hunting

    party to catch the rogue lion.

    The third Tension Phase represents a lull in the horror

    and an opportunity to do the things their characters

    made the trip for. The pace should once again be

    largely directed by the characters, with the tranquil,

    idyllic surroundings seeming at odds with the events

    of the day before. If the characters have been to the

    cabin before, encourage them to narrate specific

    places in and around the cabin where they spend their

    time. As day turns into night it is important to check

    on what each of the characters is doing, and their

    nightly routine, to get a last chance to define the

    characters before the action escalates.

    At the climax of the third Tension Phase the

    characters get their first look at the Beasts. Its

    important to convey the monstrous appearance of the

    creatures, while emphasising their graceful and

    purposeful stalking of the characters. It is especially

    important to convey the terrible appetite of the

    creatures. Like sharks, they gnaw, tear and bite with

    terrible strength tearing through flesh and muscle

    with ease, and often leaving their own saliva and

    teeth buried in the victim. They are hunger

    personified, and characters who suffer injuries at theirhave large sections of their flesh, or perhaps even

    whole limbs consumed before their eyes.

    If the characters save Larry Ponder, the GM can

    remind them of his terrible suffering, emphasising his

    agony at moments when the characters may be

    planning or talking calmly. For saving Ponder the

    characters are rewarded by potentially learning of the

    creatures lair, and also by witnessing his

    transformation into a beast; so they have an inkling ofwhat might be in store for them in the future.

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    The fourth Challenge Round is pivotal. It is essential

    that at least once character survive the challenge

    round, and suffer the curse by playing a physical

    outcome. You may want to take a more active hand

    in suggesting outcomes for the characters to ensure

    this result. This way the story can move in any

    direction for the final tension phases, as the source of

    the next challenge is the cured character(s).

    From the fifth Tension Phase the characters are free

    to choose any course of action. It is important to note

    that the story of Crystal, Michael and Jake and their

    rivalry leading to the split between the bikers is a

    background element only. If the characters choose to

    explore this further, seek out the bikers as allies, or

    unravel Michaels fate, then it should move into the

    foreground. However, the characters are under no

    compulsion to learn any of these details. They may

    simply ignore the bikers altogether and leave the

    area.

    If the characters do leave immediately then it will be

    necessary to improvise the specific details of the fifth

    and sixth tension phases. The cabin is so remote that

    the characters will need to spend most of the next day

    travelling to reach another location, meaning that the

    fifth challenge round should take place soon after

    they arrive.

    Depending on the circumstances of the characters,

    and the time remaining you may decide to eliminate

    the sixth tension phase entirely. However, if you have

    the time, and feel that the knowledge of the

    impending transformation of characters subject to the

    curse is likely to cause more great drama, then let

    the game run on to the final conclusion, improvising

    scenes as necessary.

    The Beasts also have a movie-science explanation as

    outlined in The Nature of the Beast. This has been

    added for two reasons; first if the characters are

    scientists or researchers (or think to consult some)

    they should be able to determine an explanation for

    the manifestation of the Beasts (perhaps explained as

    the basis for the legend of the werewolf). Secondly,

    this analysis should reveal that by simply taking a

    Vitamin D supplement the extreme dysmorphic

    effects of the genetic mutation can be permanently

    suppressed. Deducing this should prompt the award

    of a genius card worth 8 points, as it effectively

    removes the need to exterminate all of the Beasts.

    This should mean that even infected surviving

    characters can have a happy ending.

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    Permission

    granted to

    reproduce

    this page

    for

    personal

    use

    Befriending

    Crystal

    2 Points

    Tension Phase 1Day 1

    Characters travel the road,

    climbing into mountains. They

    are passed by 3 bikers, and

    witness an injured deer.

    Climax: Soon after sunset they

    come across a fatal accident

    then stumble upon the scene of

    a massacre.

    Challenge: Mental [No Hero/Zero]

    Tension Phase 2Day 1

    The characters travel on, and

    reach Millars Crossing. They

    can seek help from Crystal at the

    Barrel, a local tavern.

    Climax: The characters are

    confronted by bikers Lewis &

    Wade who accuse them of being

    responsible for the massacre.

    Challenge: Mental or Physical

    Tension Phase 3Day 2The characters reach their cabin

    and spend that night and the

    next day in any way they wish.

    Let the characters set the pace.

    Ranged

    Weapons

    2 Points

    Learning of

    the

    Renegade

    Riders

    1 Point

    Gaining the

    support of

    Jake Lachlan

    and the

    Apocalypse

    Riders

    1 Point

    Alerting the

    authorities

    to the

    nature of

    the Beasts

    4 Points

    Obtaining

    a source

    of Silver

    3 Points

    Determining

    the Beats

    are also

    people

    2 Points

    Determining

    the Beasts

    are

    allergic to

    Silver

    3 Points

    Killing All

    the

    Beasts

    8 Points

    Run Sheet

    ROAD TRIP

    Tension Phase 5Day 3

    The characters set the pace, and

    may leave the area, or choose toremain and seek the help of

    Crystal or the Apocalypse Riders

    Climax: Injured characters carry

    the curse of the beast with

    them, and the Beast strikes the

    next night.

    Challenge: Mental or Physical

    Player:

    Character: Cursed

    Description:

    Home/Job:

    Past:

    Challenge: Mental or Physical

    Character: Cursed

    Description:

    Home/Job:

    Past:

    Tension Phase 4Day 2

    The Beasts now turn theirattention to the characters. Will

    they flee or try and hold out

    until dawn?

    Climax: The characters are

    hunted by a trio of Beasts. The

    most seriously injured character

    must play a physical outcome.

    Challenge: Mental or Physical

    Character: Cursed

    Description:

    Home/Job:

    Past:

    Climax: After dark the

    characters witness the Beasts

    attacking a hunter who begs for

    their aid.

    Tension Phase 6Day 4

    The characters set the pace, and

    may leave the area, or choose to

    remain - they need to deal with

    the Beast Michael Lachlan.

    Climax: Injured characters carry

    the curse of the beast with

    them, and the Beast strikes the

    next night.

    The Horror Track

    Player:

    Character: Cursed

    Description:

    Home/Job:

    Past:

    Character: Cursed

    Description:

    Home/Job:

    Past:

    Player: Player:

    Player: Player:

    Character: Cursed

    Description:

    Home/Job:

    Past:

    Crystal

    Sympathetic,

    Capable

    Lewis

    Short, upset

    hostile

    Wade

    Tall,

    threatening

    Jake

    Charismatic,

    diplomatic

    Michael

    Cursed,

    regretful

    Opening Scene: The characters are travelling to a cabin

    in the Mountains. The weather is fine. They are at a

    petrol station, filling up what are they each doing?

    Ballot Votes

    1:

    2:

    3:

    4:

    5:

    6:

    Ballot Votes

    1:

    2:

    3:

    4:

    5:

    6:

    Ballot Votes

    1:

    2:

    3:

    4:

    5:

    6:

    Ballot Votes

    1:

    2:

    3:

    4:

    5:

    6:

    Ballot Votes

    1:

    2:

    3:

    4:

    5:

    6:

    Ballot Votes

    1:

    2:

    3:

    4:

    5:

    6:

    Challenge: Mental or Physical

    NPCs

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    The Horror Track for Road Trip

    Road Trip Horror Track

    Alerting the

    authorities to the

    nature of the Beasts

    [4 Points]

    Road Trip Horror Track

    Gaining the support

    of Jake Lachlan and

    the Apocalypse

    Riders

    [1 Point]

    Road Trip Horror Track

    Obtaining a

    source of Silver

    [3 Points]

    Road Trip Horror Track

    Determining theBeasts are also

    people

    [2 Points]

    Road Trip Horror Track

    Determining theBeasts are allergic

    to Silver

    [4 Points]

    Road Trip Horror Track

    Killing all theBeasts

    [8 Points]

    Permission granted to reproduce this page for personal use

    Road Trip Horror Track

    Ranged

    Weapons

    [2 Points]

    Road Trip Horror Track

    Befriending

    Crystal

    [2 Points]

    Road Trip Horror Track

    Learning of the

    Renegade Riders

    [1 Point]

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    20Permission granted to reproduce this page for personal use

    Road Trip Maps

    WHITE MOUNTAINS

    MILLARS CROSSING

    Road

    Road

    Divjak Cone

    7,308 ft

    Big White

    12,316 ft

    Devils Peak

    7,608 ft

    Millars

    Crossing

    Apocalypse

    Riders

    Renegade

    RidersCharacters

    Cabin

    Massacre

    20 40 60

    MILES

    Key Locations

    1. The Barrel

    2. Tiny Treasures

    3. Mountain Store

    4. Windsor Winter Apparel

    5. White Mountains Police and

    Rescue Station6. Bellams Gallery

    1

    2

    3

    4

    5

    6

    N

    N

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    21

    EPOCH Quick-Start Rules

    Introduction

    These rules are intended to allow you start playing

    EPOCH immediately. They set out how to create and

    introduce characters, how to conduct a Challenge

    Round, run an Audience Ballot, use the Horror Track

    and conclude the game through end scenes. More

    detail on all of these elements, as well as advice on

    how to run Tension Phases and overcome the main

    challenges of running a genuinely tense and

    suspenseful horror game can be found in the full

    version of EPOCH.

    System Overview

    Characters are created at the table. The creation

    process begins by establishing a group which defines

    the relationship of the characters to each other.

    Characters then get dealt a relationship, trait and

    Strength/Weakness card which they may use to flesh

    out some details during the opening scene for each

    character

    An EPOCH scenario is divided into a number of

    Tension Phases (usually six). In each phase, theplayers develop their characters by interacting with

    each other and NPCs or investigating the source of the

    horror. At the end of each Tension Phase the players

    are confronted with a potentially deadly or sanity-

    shattering challenge -either mental or physical- which

    they must survive by playing an outcome card during

    the Challenge Round. If they have no cards remaining

    the character is killed or suffers a total mental

    collapse. Players can also play a Hero/Zero card for

    their character which may increase their interest to

    the audience through a selfless or selfish act.

    Once the challenge has been resolved the players and

    GM vote for the most interesting character. That

    player recovers one of the played outcome cards,

    enhancing their characters chance of overall survival.

    Players who do not win the Challenge Round get a

    flashback token, which can be spent during

    subsequent Tension Phases to narrate a flashback andincrease the interest value of their character.

    Characters are generally assumed to have sufficient

    competence and skill to overcome most activities that

    are not part of the Challenge Round. Where

    complicated activities are initiated players are

    allocated a time-cost which will lessen their screen

    time and thereby potentially reduce interest in the

    character.

    Survival is the primary objective of EPOCH, however it

    may be possible for the characters to defeat or

    weaken the source of the horror. Success allows the

    surviving characters to narrate a happy ending of their

    choice. Failure means that the GM can add a sting to

    the tail of the scenario for the surviving characters.

    To defeat the source of the horror, players uncover

    scenario specific Horror Track cards during play.

    These cards must be of sufficient value to secure

    either total, or hollow, victory.

    Character Creation

    Determine whether the characters will be a Group of

    Colleagues, Friends or Family, or Strangers and place

    the appropriate card on the table (in the quick-start

    rules only a limited selection of cards for the Friends

    group are included).

    Randomly deal each character a Relationship card

    from the appropriate card deck. These are shown to

    all players and may require decisions from the players

    as to which other character shares the relationship.

    Also ask each player to write a Secret their character

    has that relates to the group and place it face down

    under the group card before the end of the opening

    scenes.

    Each character is also randomly dealt one Trait card

    and one Strength/Weakness card. These cards are

    kept secret by the players unless revealed by the

    character during the game.

    Give the players a set of four outcome cards (3

    physical/mental outcomes and 1 Hero/Zero Card).

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    The Opening Scene

    EPOCH begins with a series of scenes where we get to

    meet the characters. There is one opening scene per

    character. Each player helps frame the scene, sharing

    some of the narrative duties with the GM. During

    these scenes the GMs should focus on prompting the

    player to provide more detail. The scene should beginwith an opening question, for example:

    Its 8:00am on a Wednesday, where is your character?

    What do they look like? What are they wearing? What are they doing?

    After answering these initial questions, its important

    for the players to add more detail to the characters. If

    theyre at home, what is the house like? Is it clean ormessy? How expensive does it look? If theyre at

    work, what sort of workplace is it? How many people

    are employed? What is staff morale like?

    After we have established some detail, the scene

    needs a conflict or difficult situation to allow us to

    learn more about the character. The purpose of the

    scene is not the detail of the conflict, or the NPC, but

    to explore the character further. You may wish for

    the opening scene conflict to foreshadow a key

    element of the scenario. Feel free to improvise your

    own difficult scene; ideally it should be a minor, but

    potentially aggravating twist. No outcome card is

    played as part of the opening scene.

    The Tension Phase

    Each EPOCH scenario is broken into a number of

    Tension Phases. Each Tension Phase represents a

    concentrated period of action, investigation or

    interaction in the game. For more information onhow to run Tension Phases see the full version of

    EPOCH. At the end of each Tension Phase conduct a

    Challenge Round.

    The Challenge Round

    The Challenge Round represents a test, mental or