2026 June Premier - The Helldive

Hello! Our Summer Premier Event is traditionally the Steel Horse Crossing Annual Helldive. All of our Helldives have been unique, with different themes, threats, and objectives, so we have some more information about what that’s going to look like this June.

Backstory: What is the Helldive?

Approximately 40 years ago, the sealed and largely abandoned mines under Steel Horse Crossing caught fire. Lascarians were largely considered a scapegoat at the time for most of the local troubles, and more than a few dangerous Critters were known to live underground, so to most of the town’s residents having the entire underground mysteriously catch fire was largely considered a net benefit. Unfortunately this did not last, as the increasing heat and pressure under the earth began to threaten the settlement itself.

Thus the Helldivers’ Association was born: An organization of former miners, dangerous ruin explorers (singularly referred to as a Jones), and volunteer firefighters, all willing to risk their lives in service to the community by jumping into the fiery unknown. Every summer, Helldivers would enter the underground in an effort to curb the fire and safely vent some of the pressure lest the town itself explode like a geyser. Many of them did not return.

Roughly 8 years ago, together the residents of Steel Horse Crossing and many distant travelers managed to collapse many of the tunnels and put out the fire for good. Lascarians began to move back into town, and the local Gorger Parliament has expended great effort in normalizing relations between the Gorger and non-Gorger Strains. The Helldivers, initially feeling lost without a Greater Purpose, shifted focus as a local institution utilizing their experience in both dangerous relic acquisition and knowledge of the underground.

Which brings us to today. The Helldivers Association has recently undergone a leadership change, but their values still remain the same: Community, Self-Sacrifice, and Doing What Needs Done.

Check In: Things to note For your NPC Shift

You’ll note that some of our NPC shifts are marked with different focuses. While we cannot always accommodate every preference all the time, and many shifts will have a mix of both combat and non-combat options, we also wanted to provide some guidance for those who vastly prefer one over the other.

We will also be having a sign-up sheet for those Characters who wish to go on a “patrol” of the town. Steel Horse Crossing has had some significant problems with its trade routes for the last several months, and this is a way to help address some of those complications. Each “Patrol Route” will be a 2 hour chunk of time as a NPC, at very specific times. You may notice that these times happen to coincide with NPC shifts that are marked as “Combat Intensive”…

Our Town: What’s Where and Notable Site Changes

The trail system across the road is extensive and gorgeous and we love to use it for various Away Modules. However it is also considered public access, and so the bulk of the actual Helldive will be happening along the gravel road between the Stage and the Boathouse. This means that the gate at the cul-de-sac where Eagle and Woodchuck will mark the beginning of our Module Zone territory. Please do not enter this area if you are not supposed to be there; we don’t want to spoil anything for you!

The Meadow behind the Eagle/Woodchuck cabins, all the way to the Tree, is reserved for those who wish to bring tents and camp. This will also be the location of the Annual Picnic, where characters are welcome to setup merchant booths to sell goods for in-game currency, carnival games will be held, and our local sport of Rocket Ball™ will have the season’s opening game!

The area near the Stage, down the hill from the Meadow Tree, will be the entry point of the Helldive Module Zone and marks the beginning of the Module Space. Again, please do not enter the Module Space unless you have been asked to do so. The entry point may still be interacted with; NPCs will be there periodically to oversee the ongoing module.

The Picnic: Welcome to the Midwest. We like food

The Helldiver Picnic started originally as a means for Helldivers to spend a last bit of downtime with their families before diving. Traditions being what they are, this has carried forward even if the original reason for its existence is no longer needed.
At approximately 3pm, locals will begin to congregate near the Meadow for games, food, and laughter. Carnival games, merchant booths, and other forms of preferred lawn entertainment are more than welcome! We recommend bringing a blanket to sit on and a dish to pass! After all, what would Wisconsin be without a potluck?

Helldivin’: How this is going to work

The Helldive itself is intended to be an ongoing, repeatable “dungeon” with an emphasis on team work. As the Helldivers operate the drill creating a borehole into the earth, they will occasionally reach several “caverns” that require extensive sample collection and field research.

Each cavern will be open and available for runs for no more than 1 hour, at set and posted times. A team with a limited number of player characters will descend a pulley-operated lift into the cavern, where they will begin the research tasks laid out for them by the NPC sending them down. These tasks are expected to last the Team approximately 5 to 15 minutes, give or take. Upon finishing, the team will need to ring a bell signaling the lift to come pick them back up and then wait patiently until it arrives to carry them back to the surface. Upon arrival, they may then deliver research samples and debrief with the NPC overseeing the Research Tent at the borehole’s entrance.

There will be no limit on the number of times you can go down the lift, but we want to encourage as many people as possible to visit as many of these caverns as they wish.

A Message From The Ossuary Society

LETTER #1:

To the Citizens of Steel Horse Crossing and others residing in the region,

I apologize for my absence from last trade meet; my work became rather pressing at short notice so I was required to drop all plans in order to adapt. So is the life of a member of the Ossuary Society and others who work with the Mortis Amaranthine.

You may already be aware of the recent prevalence of Grave Bloom at your settlement. What you may not be aware of are the causes and origin of this disease: an overactive Mortis Amaranthine. In this case, it would appear that a number of recent occurrences at Steel Horse Crossing have intensified one another leading to an unsustainable amount of infection growth, such as a recent uptick of deaths due to the Society of Raider Research (SORR) and associated fallout, as well as alleged infection farming and elevated levels of psionic activity. However, we have reason to believe there are further factors not yet accounted for.

Upon meeting with my colleagues among The Helldivers, it has been decided that a number of exploratory expeditions into the tunnels below town are necessary to research the corruption we are dealing with. At this time it is unclear which factors can be mitigated, which have cemented their influence within the Mortis Amaranthine, and how best to navigate the situation going forward. 

As such, we are requesting aid from the people of Steel Horse Crossing, members of the Ossuary Society who are not currently occupied, and any other brave individuals across the Wasteland willing to endanger themselves to help protect the settlement.

Sweeny of The Prognostic Order of the Ossuary Society

Letter #2:

Wow that sure is a lot! For those of us not fluent in “Morgue Nerd”, I have a quick translation.

Steel Horse Crossing is in a bad way. So bad, they don’t know how bad it is yet. Their local Gravemind is overactive, or sick, or both. These guys are looking into how sick (or overactive) exactly and what to do about it, but to do that they need help. 

There are plenty of reasons why the Gravemind is sick: psions, fanatics, infection farmers, but that’s just a lot of surface level information. It doesn’t tell us how bad it actually is, or how to fix it. 

Sounds like they want deeper info. Like literally deeper.

But if you live here don’t panic yet. You probably have at least a week or two to leave before everything hits the fan. 

From the desk of Igz, assistant to Sweeny

May 2026 Recap & June Premiere Event

Registration is Open for June’s Premiere Event!

What's been Happening at Steel Horse Crossing?

A member of the town council was kidnapped, but she came back (mostly) intact!

Local merchants, unions, and hunters are less-than-pleased with the government's ability to keep the peace. 

An infection farming operation is on the run after being raided, but left behind some concerning clues.

The local chapter of Fallow Hope continues to grow its ranks.

The Littleton Family's new salvage yard is well protected by hired guards, but they are warning of a new gang to keep an eye out for.

Many events in the last year have caused strain to the Mortis, and there’s evidence of Grave Bloom and all sorts of nasty stuff going on down there.

While our team works on next month's premiere event, please take some time to give us some feedback about May with the button below if you attended and haven't already.

We've included some photo highlights from this past month below, but please also check out the full Flickr album and share your favorites with us on Facebook or Instagram!

prepare for the premiere

As we get closer to the Premiere Event in June, we will have information to share with you about what to expect in Steel Horse Crossing’s next Helldive. As more details are released, we will be updating on our website and will post about it on social media or in our Discord Server. Keep an eye out!

In the meantime, it looks like the Ossuary Society has sent word about our local Mortis Amaranthine.

A message from the ossuary society

Upcoming events

*June 5th-7th

July 3rd-5th

August 7th-9th

*September 4th-6th

*Premiere Events

2025 October - Transparency

Hi, everyone!

So, at the end of the September trade, Steel Horse Crossing was overrun by Raiders as the town fought a lengthy retreat across the Dixie Rose Memorial Bridge. In the month that passes, the Steel Bloods and other folk who live across the river provide sanctuary for those displaced in order to heal up, make repairs, and plan how best to retake the town. There are plenty of ways in and out of their side of town for those attending other games in the meantime, so no worries if your character is traveling elsewhere.

In October, that offensive to retake Steel Horse will occur. You’re probably wondering how that’s going to work on an Out of Character level, and so we have this post to help with many of the most important questions!

  • Any characters who were stuck behind enemy lines at the end of September’s game will be assumed to have somehow escaped. We know more than a few of you were hiding out in the woods, with or without working legs, when Game Off was called. Nobody is assumed to have died, and we will not be starting October with Characters behind enemy lines. Realistically, it’s pretty difficult to survive for a month in occupied territory that’s inhabited by murderous cannibals, and it’s way less fun when Characters die off-screen. Feel free to write short stories about your character’s escape! We’ve been enjoying many of the fiction pieces, that we often call “bleed posts”, that you all have been posting so far.

  • Before Game On and during Setup, please unload your gear and claim sleeping space as normal. It is our goal that at least the main portions of town be retaken by the end of Friday night. We all like beds, flushing toilets, and running showers. Please don’t set up tents in the parking lot. If you need to go to bed before the initial excitement is over, please feel free to put on a green headband to mark you as Out of Character and do so. Most cabins and sleeping spaces are by default Out of Character anyways, so this should mostly feel like what you are used to.

  • Opening Announcements will occur at Fogle (aka, Town Hall) as normal. Once we finish, we will all head out to where the road exits into the parking lot (In Character, the River). From there, we will engage in the first step of retaking town by taking back Town Hall. Public Works will not open until this first step is completed.

  • For better continuity, Engineered Spaces that were left behind should be setup where they were left in September. If you are traveling to other games over the next month, we would like to encourage, but not require, you to not take those Engineered Spaces to other games. Instead, we would like to encourage you to use it as a cool story moment to complain to literally everyone about how many things were left behind in “lost” Steel Horse Crossing.

  • This also means that the Upper Meadow will still be our Agricultural Zone in October. Normally we would rotate it each month, but we felt this provided a better story especially since the Wells Society hasn’t been able to assist with continuing their crop field treatment work with so many Raiders living there.

  • Additionally, if you have physical representations of Items, such as weapons, armor, blueprint books, etc that were left behind in the hurried and rather chaotic retreat, please talk to us right during Pre-Game Setup if you are interested in the extra story of recovering them during the course of Friday Night. We thought actively recovering your personal belongings piece-meal might provide a bit of cool, extra, and personal story over the course of the evening. This is entirely opt-in, and any such items should be tagged or otherwise marked with identifying information. We don’t want them to get permanently lost on you!

  • Once Town Hall is retaken, we will be using it as a central planning area to dispatch the retaking of the rest of town. There will be a NPC to help facilitate this, rather than having to get direction from either an Out of Character Guide or just winging it as a committee. We are currently planning a variety of missions, with different focuses for different gameplay styles, to retake town in manageable chunks. This also allows team-based play in group sizes smaller than “Everyone.” Each Crafting Zone will unlock for use as its associated mission is completed. 

We hope this answers some of your most pressing questions, and there will be more announcements (both In Character and Out) over the next month. If there’s something important that we didn’t cover, please let us know in Discord. We want everyone to have the next month to not only prepare, but also to tell your friends to come visit and help you take back the town! 

We’re very excited to see you in October as we culminate this story arc.

2025 March - Pre-Game Announcements

As we go into the Live Ruleset, and leave 3.0 behind us, we’ve got a lot going on. For the sake of readability, we’re just going to post it all here in one, tidy place.

Agricultural Zone

March's Agricultural Zone will be in/near the area between the disc golf basket and totem pole, near the Squirrel cabins. If that sounds confusing, we can probably make way more sense once we get to camp and see it.

There are several trees that came down in a recent storm. While the Camp certainly does not expect us to deal with the actual fallen trees, there's a lot of small branch debris that can be picked up if you're looking for something to do while "Farming." Please pile it on the nearby firepit, or if folks want to light a fire over the weekend we can't imagine they’d mind it going up in smoke.

Camp Weather

Sinawa reports that the site is likely to be very muddy with possible standing water in areas. They've had a lot of rain this week, even before the midweek storm.

Change & Self Care

Change can be hard for many folks, and things can take time before they feel more natural. Please keep in mind that we're all doing this together, and to be kind to each other. We'll have to make rules calls in the field, that may or may not turn out to be correct afterward. Guides will be learning new workflows and processes. Some things may be frustrating; some things may not make sense; some things may take longer than you're used to. We say Be Kind often as a reminder, but we're also all adults, and we would like to set that expectation now. The world's shitty enough these days; please don't add to it in a moment of frustration. 

If a Guide needs to make a Rules Call in the field, the Guide overseeing the NPCs has jurisdiction and final say in the moment. Please roll with that decision so the scene can continue, and we can all go look it up afterwards.

Crafting and Coord and You

When you are being actively helped at the Public Works, you are technically OOG and are safe from being murdered so you can get your cards and go back to playing. However, because it's more fun, Public Works will still be staffed by your absolute favorite NPCs. It is preferred if you stay In Character for RP purposes as much as possible. Give Wrigley shit; make fish faces at Tetra; tip your favorite Intern. It's LARP; have fun with it!

Those still in line, waiting to be helped, are not OOG, and are welcome to leave the line and help defend Town Hall and/or die as they see fit. The job was finished once you finished your crafting RP, so it's cool.

Live Cards

We may be using a mix of 3.x and Live cards as we transition over to only Live cards. Mostly because we can't get past how incredibly wasteful it feels to just trash the thousands of cards we already had on hand. The Public Works has label printers now, so we can attach the new mechanics to existing cards. Way faster, too!

The new Live cards look different and are more streamlined for writing in many places. Their expiration date fields also include a spot for the day it expires on. In order to address a large amount of rounding inconsistency across the Network, Live was written so that expirations would be consistently exact across the Network and not rounded off to various end of months. Example: A 6 month Item created on March 8th, 2024 would expire on September 8th, 2025; ie, 6 months.

Please double-check your Cards for accuracy before leaving the Public Works desk.

3.0 LIT Debts

As mentioned in previous announcements, these need to be cleared if you still owe Items from another online game. I will accept expired cards, IF they were valid for the Event where the debt occurred. We can also deduct it from your transitioning items. 

We reserve the right to withhold transitioning some or all of your Items to Live until those balances are settled.

The Live (Juno) Database does not support 3.0's LIT. You won't see any old balances there. You'll have to look at the old Database at https://characters.dystopiarisingnetwork.com/ to see what your 3.0 LIT balances are.

Live Virtual Inventories

Going forward in Live, when you craft or produce an Item you have the following options:

  • Public Works gives you the relevant card, like normal

  • You can choose to deposit the Item into your Live Virtual Inventory, for use in online games you may attend

This deposit is one-way. Only the pre-game Crafting in virtual games can now result in physical cards, and those will be mailed to you by the hosting game. 

Check In - Transitioning Items and Prints

When you arrive on site, please bring your Item Cards and Blueprints to Fogle/Check In as soon as you can. It would be most helpful if you separate them by character. We will baggie them with your name, begin processing, and get you your things as fast as we can. Transition Form Submissions will have priority. For those who are not at game this month, we will reopen the Form for next month.

So, What happened since December?

The high levels of radiation seen after the helldive have now largely vanished due to the active clean up efforts, the embracing of Liberum Radicalis- the glowshroom, and the destruction of an irradiated zed-filled cyst that threatened to degrade further into a corrupted Morgue if left intact. 

The Wells Society has continued its work in this area reclaiming irradiated agrifields over the winter and undoing much environmental damage, seeing many through a cold starving season. Their more extreme members however, particularly the Servants of the Undying, have become emboldened by the good will and lack of oversight present over the quiet winter month to act less conservatively than the rest of the faction. These disagreements seem to have become severe enough to form a hard split, with the Servants parting ways though they both remain present in town.

The Wells Society is working with Bloom and local farms to continue improving things. Slightly ironic that it now includes spore mitigation initiatives to keep areas from being overrun by the L. Radicalis they developed themselves.

Even while the supply of excess radiation dwindles, the Servants continue to spread and cultivate the glowshrooms including integrating them further with the local 'Friendmoss' and within local Morgues directly. They also fight against those attempting to remove them. Some tracts of land are choked with glowshroom spores to the point of becoming seas of blue light at night.

But, for what it's worth, under their care the Mortis Amaranthine is thriving and there have been no new reports of folk emerging from the Morgue with parts missing for a couple of weeks now. No word on ‘Charlie’, the half-formed body that emerged in Town Hall though. They seem to have gone missing.

In other good news, the recently finished dam and power plant has weathered the cold months without incident. After the aging Ironworks-era furnace failures of the previous winter, plans were drafted for a new system. After months of negotiation, and digging, explosions, and the effort of many townsfolk, a hydroplant was built in the local Lascarian tunnels allowing Steel Horse Crossing to keep the lights on and supplementing the underground's supply of fresh water. The whole contraption is certainly not impervious to problems but regular maintenance and diligence will keep it in good shape as long as no one gets, well, power hungry.

Deep-rooted factions and institutions like the Helldivers and the Labor Union and newer influential faces like DA Hunting Lodge all still remain in Steel Horse but their structures and agendas have begun to change.

Election Results

Congratulations and Condolences to our newly elected government!

Town Council: Alex, Boz, Grace, Hester, and Juice.

Sheriffs: Mallard and Yemi

Judges: Jimothy and Yara

Eternal Unquestioned Mayor: Tofu

OTHER USEFUL INFORMATION AND REMINDERS AND STUFF

Story

We are continuing to utilize the Illusions of Civility plotkit alongside our other local plots so you may see mechanics that are not part of the core rulebooks including threat options and zones of mechanics specific to IoC, a temporary route for changing strain narratively, and a disease called Spore Sickness. 

  • The full plotkit is available at dystopiarisinglive.com if you wish to review it.

Information Gathering

  • DRWI’s Local Research mechanics are no longer in play. Instead your primary options will be Limited Research and Focused Research. There are forms available in Town Hall. These require possessing Lore and Master Education respectively. 

  • There is an option specifically for researching Diseases (Guides Guide 74)

  • Occasionally in general play space and/or on mods you might come across Lore cards. They will come in the form of slips of paper inside goldenrod colored coin envelopes about the same size as Item cards. The requisite Lore to access will be written on the envelope.

  • A number of other abilities may yield useful information depending on your situation including Basic Medical, Master Medical, Master Lockpicking & Security, Basic Biokinesis, Spoilers, Malicious Discussion, the Civic Landsmen traits, Benedictions and other items

  • Writing to NPC individuals or organizations is also still an option. Sometimes they know things!

Currency/Items

  • NPCs may only use or accept local currency, Lug, except where Trade Notes are specifically permitted by the Rulebooks. Player characters are still free to utilize whatever currency they wish between themselves.

  • Bank accounts are no longer available to Societies, except for the funds used by Town Council.

  • Items on 3x5 index cards from December’s playtest are not valid.

Zones of Play

  • All of in-game space is Wasteland

  • We are trying out different placements of mechanical zones. These are subject to change. If you have suggestions for a better configuration, please let us know.

    • Culinary - main Fogle kitchen, require

    • Artisan -  Dorms common area and porches.

    • Morgue - Whitetail cabin

    • Agriculture - Near field in front of Town Hall. Specifics will be given at Opening Announcements. After March this will rotate to another area.

Public Works Proxy System

For the crafting Zones, such as Artisan, Culinary, and Agriculture, we are offering a proxy system for those who may have short or long term difficulties making the walk to the Public Works to get your Item Cards. Instead of taking the walk yourself, you may instead send your character sheet, Resource Cards, and the Blueprint (if necessary) with a proxy to take the walk for you. You may not begin crafting a new Item or use any Development Skills until they return with your sheet and Item Cards.

2024 December - Doin' it Live

Hi, everyone!

As you likely have figured out by now, we are hosting an Early Preview of the Dystopia Rising: Live rule system for our last game of the season on December 13th - 15th. After the last year+ of its development, we’re pretty excited to sit down and play with you all together. We know many of you have questions about how we’re going about this, and hopefully this will help!

Overview

We will be using the DR: Live Ruleset, all of which is publicly viewable at https://www.dystopiarisinglive.com/books. This means that all characters, items, etc will need to be converted. The more that can be done in advance, the easier and faster it will be to jump into having fun on Friday night.

We will be running a modified form of the usual game weekend. Opening Announcements will still be at 9pm on Friday Night, followed by Game On at 10pm. However, we will set aside a specific OOC zone in Fogle Hall (“Town Hall”) for those who will need assistance making characters or with other logistical things. If other players would like to volunteer to help with assisting others, that would be awesome and appreciated.

On Sunday, we will then call Game Off at 8am instead of the usual Noon. The intent is for players to be able to sleep in, ease out of game space via soft RP, or even cook breakfast as they wish. We will then be hosting an Out of Character group discussion at 10am in Fogle/Town Hall, before proceeding with cleanup as usual.

We will be “taking” Infection from your experimental DR: Live character over the course of the game, should you lose any, so you can see what that mechanic will look like in play. By which, we mean that we will still write the appropriate numbers on your printed character sheet. In the end, however, it will not truly matter. All Live characters will need to be rewritten for March’s Season Opener anyways, at which point your Infection Pool will reset. If you are choosing to speed-run your Infection Pool in order to narratively “perm” your character so that you can make a new one for March, please talk with us when that time comes so we can give you the extra bells and whistles for that Last Walk like any character deserves.

As we will be expecting travelers potentially arriving after Game On, we are asking everyone who is able to to please use the cabins deeper into the camp. We would like to leave the Squirrel cabins in particular open and available for both late-arrival travelers as well as those with mobility issues. If we get many players and sleeping space gets tight, we may also ask you to share kindly.

With the recent changes in the Live crafting rules, this is also an excellent opportunity to try out something that many of our players have been asking about for awhile: Extending the CvC Wasteland areas. Since Items and Infection both will not truly matter outside of this game’s story, we are going to experiment with an “All Wasteland” game. There are a couple things to keep in mind with this. In the event that anyone takes Infection from anyone else, we will be doing a full sheet audit. In Character Theft also requires a Guide to prevent Real Life Theft of props. We also strongly encourage you to remember that each character is piloted by a fellow human being, and to treat them as such Out of Character by doing things such as checking in, guiding scenes and conflicts, etc.

TL;DR

  • Friday Night Game On as usual; Designated OOC space for those who need it

  • Sunday Game Off at 8am

  • Sunday Group Discussion at 10am in Fogle

  • Infection loss will not truly matter, unless you want it to. Please let us know if you are intentionally perming your character

  • We are asking for the Squirrel cabins to be left available for late arrivals and those with mobility issues.

  • This will be an All-Wasteland Game for Character vs Character Conflict purposes. Yes, even Town Hall. No, not the bathrooms; they are still Out of Character. Rule #1 always applies.

Your Characters

All characters will need to be made using the Live ruleset. All characters will have their Current XP in each slot to play with, plus the 50 Starting XP that all characters get. You will be able to do this yourself!

Character Swapping for those with active Advanced Memberships is allowed per the usual (“ABA”, or “ABC” swaps). We would like to encourage you not to, so that you may get a better feel for the full experience of one character in a given weekend.

If you wish to remake your existing characters under the Live ruleset, that’s cool. If you wish to make a one-off, starting build character, that’s cool too. We’re looking to present a low-stakes game with a high-stakes story; have fun with it. :)

Your Items

As this is an Early Preview of DR: Live, this game will be economically “silo’d.” Items crafted or looted during the weekend will not transfer outside of this game, whether back to 3.0 or carry over into March. We will therefore not be using Dystopia Rising Item Cards for this game; all Items will be written on 3x5 inch index cards instead. The only exception is Local Currency (Lug) and Trade Notes, which will exist as normal.

You will be writing your own Index Cards on the honor system. This will save us all time in the end and allow you to get into enjoying game faster. 3.0 Blueprints may count as-is, as long as there is a similarly named Live Blueprint for it to translate to; we will not be able to facilitate blueprint copying, unless you want it written on an Index Card for just this game. We are asking that you only write cards for the Items that you wish to import, and not write cards for things you want to play with but do not currently own. We would like to give the Artisans, Culinarians, and other crafters an opportunity to engage with their own gameplay loops as well.

It is our hope that Blueprints and related Item information will be available in the Dystopia Rising Database in time. If so, we will be using that information. If it is not, then we will default to an early preview of the Blueprints, as compiled by one of our local players and found here: The Long Goddamn List

TL; DR

  • All Items will be written on 3x5 index cards and may not be exported or converted outside of this particular game. Currency will be an exception, and may be gained, lost, or traded to each other as usual. NPCs will only accept Local Currency (Lug).

  • You may import your existing 3.0 Items for the purpose of this game, by writing them on individual 3x5 index cards before game. You do not lose your existing 3.0 items in this process; they exist as normal for the remainder of 3.0. This is on the honor system, and we are asking you to please not write cards for Items that you do not already possess. 

  • 3.0 Blueprints will count as Live Blueprints, as long as the Item names are similar.

  • Our plan is to use the Item Blueprints and Mechanics that will be released in the DR Database. If their release is delayed, then we will use “The Long Goddamn List” instead, linked above.

The Plot

Our weekend’s story will NOT be a fever dream or any other sort of “It was all an illusion!” story. Instead, we will be continuing with the story of Steel Horse Crossing from whence we left off. Events that occur to characters will have actually happened to those characters. There will be no skip, jump, or other passing of time except for the usual month between trade meets.

It can sometimes create a weird disconnect to bring up in an In Character conversation, things such as “that time the World broke/shifted.” Rather than call attention to it in your conversations with others, we would like to encourage you instead to portray your character in a way that simply accepts or minimizes calling attention to the new changes in mechanics.

Check In

Check In and Registration for our Event is now open! As this month will be a little different in many ways, there’s some special steps you will want to take!

  1. Check In via https://juno.dystopiarisingnetwork.com/dystopia-rising/events/1162/ Make sure to Sign In to the NEW DR Database! For those with an Advanced Membership, you should even be able to select which characters you wish to have sheets printed for; great for those with alternate characters that we don’t play often!

  2. Pay for your ticket at https://dystopiarisingwi.com/ticketsales also as normal.

  3. In the Juno Database, you should see at least one slot labeled (Experimental). It may take up to 24 hours for this to occur, especially if you have not attended a DR game in the last few months. If it’s been more than 24 hours and you still don’t have one, please send us an email along with your player number and let us know!

  4. You should be able to spend your XP on your Experimental Character Slots as you wish. Don’t forget to Unlock the Editing Padlock in the top right corner! The last day to do this will be Sunday, December 8th; after that, we’ll be printing sheets before game.

  5. Make sure to read up on the Rules, write up your Index Cards for any IG Items you wish transferred in for the weekend, and pack some warm socks!

If you run into any other problems, or have additional questions, please use our #questions channel in our Discord and one of our Guides can assist!

2024 Helldive - Weird Weekend WhatsIts

There will be a variety of custom mechanics that you may encounter this weekend. Many of them will not be used past this weekend, but if you’re coming to visit and looking to go Helldiving, you’ll want to know about these!

General Custom Mechanics

Here are some calls or keywords that you may hear over the weekend.

Abduct - “Abduct, [Target Name]. Never Here Plus One.”

User stands over a Subdued or willing Target with both boffers on or over them. After 10 seconds, unless interrupted, User goes Out of Character, per Master Stealth, with Target. Where the Target respawns will be dictated by mod or environment with final say by the Guide overseeing the scenario.

  • Countered by ‘No Escape.’

  • Redirection through the Benediction of the Chiroptera applies.

Absorb - “Absorb, Enter.”

Delivered by Melee Strike. This will be obvious in the moment and clarified if needbe.

  • Countered by Avoid

Command - “Psionic: Command, [Three Word Instruction]”

Delivered by white psionic packet. If not defended against, Target must attempt to follow the instructions to the best of their ability. Effect lasts until the Target is put into Bleed Out.

  • Countered by Mental Endurance

Flora - A Keyword that applies to some custom threats encountered over the weekend. There are currently no calls or effects that specifically interact with the Keyword Flora, but this may change over the course of the weekend based on player actions.

Blight - A Keyword that Player Characters may gain, and lose, over the course of the Event. Blight has no effect on its own, but characters with it may be vulnerable to other calls that target the “Blighted.”

Underwater Mechanics

This hopefully shouldn’t be a surprise, but a major part of the focus of our event involves diving underwater. This will not be the entire event’s focus, and is entirely opt-in via away modules.

Remaining Underwater without an Air Source

If swimming underwater without a source of air, you can hold your breath for a set amount of time before you begin to take damage. For ease of use, we will call this amount of time your “dive cycle.”

Under 50 XP Spent - A dive cycle is 4 minutes per current Resolve total.

Between 51 and 150 XP Spent - A dive cycle is 2 minutes per current Resolve total.

Over 151 XP Spent - A dive cycle is 1 minute per current Resolve total.

Mechanics:

  • If you reach the end of your dive cycle, you may choose to spend 1 Resolve to start a new dive cycle

  • Returning to a source of air for 1 minute will reset your dive cycle timer.

  • If you cannot, or choose not to, spend Resolve, you will begin to take 10 Body every 30 seconds until you reach an air source.

  • Resolve spending mechanics, per the 3.0 Rulebook, still apply. If you reach 0 Resolve during the Event, you may not spend Resolve (including Resolve-costing Items) for the rest of the Event, even if you no longer have 0 Resolve.

  • All Full Dead and Saltwise can remain underwater indefinitely without taking damage. Some specific conditions may interfere with this, and will be clarified when they arise.

Sources of Air and Other Defenses

Diving Bell

This submersible has some very limited propulsion in localized areas but is primarily reliant on a ship for navigation. It is not a submarine, and cannot navigate the entirety of the Dead Zone on its own. Its supplies of air and power are limited, which may limit how long it is useful for on a single trip before needing to be replenished.

“Ace Sears Brand” Air Cylinder

This single-use Gizmo provides up to 60 minutes of breathable air for 1 person, but does not provide protection from other environmental hazards. Once ‘opened’, it cannot be resealed in order to save the remaining supply. It cannot be shared with others.

Helscape Deathmask

This Gizmo can provide some limited protection from environmental hazards, but does not count as a source of air.

Deadzone Dives

We are including a Content List as well as a rough start time window for each Dive we plan to run over the weekend. All Dives other than the last will have a limit on how many characters may undertake the voyage. The last Dive will have no limit on participants. All Dives are currently planned to occur in the forest across the road.

Content Warnings and Estimated Start Times for All Dives

All Dives have a chance of featuring thalassophobia, environmental hazards, and the threat of simulated drowning and/or suffocation. All Dives will also take place in the Wasteland (Character v Character Conflict possibility).

Saturday Midnight - 2 am

This Dive may feature themes of underwater exploration, the Mortis Amaranthine, Coordination, Kidnapping, and Zombies.

Saturday 9am - Noon

This Dive may feature themes of Stealth, Larceny, obscured or low vision, and the threat of simulated implosion.

Saturday Noon - 3pm

This Dive may feature themes involving Medical and Wasteland Science, as well as possible hallucinations, themes of unethical behavior, lack of empathy, and limited but avoidable splatter effects.

Saturday 7pm - 10pm

This Dive may feature close quarters areas, claustrophobia, Lineage threat, and themes of revenge.

Saturday 11pm - Sunday 1am

This Dive may feature submechanophobia, temporary isolation or helplessness, temporary loss of agency, and large-scale coordination

Custom Disease

In order to strike a balance between the idea of numerically-limited teamwork while on dangerous away missions, while still enabling each person who wishes to go on one of the smaller preliminary Dives being able to do so, we will be implementing a custom “Disease” to help facilitate that. This mechanic represents being thoroughly exposed to the dangerous chemicals permeating the Dead Zone, and in that regard is not truly a “Disease” in the usual Dystopia Rising sense of the word.

Peacemaker

Transmission Vector: Significant, and sometimes repeated, exposure to the Peacemaker chemicals.

Description: More a debilitating condition than an actual disease, this condition occurs when a character is exposed to significant levels of the toxic chemicals known as “Peacemaker” such as full-body immersion in the waters surrounding the Dead Zone. As internal levels of the chemical increase, their side effects quickly worsen. There is no cure, although the Infection inherent in each Lineage will purge the substance over time once exposure has ceased assuming that exposure stops early enough.

Stages:

  • Stage 1: Feelings of contentment, serenity, and lethargy. Occasionally distracted with moments of calm. Ingested Brews and Meals take twice as long to consume.

  • Stage 2: As Stage 1, but increased. Lack of fear or aggression. All Injectibles require 2 minutes to take effect.

  • Stage 3: As Stage 2, but increased. Inability to attack or inflict harmful effects on any Target that has not done the same first. Must spend 1 Resolve to initiate aggressive actions against a single Target. This is not required once the Target attacks you.

  • Stage 4: As Stage 3, but increased. Inability to run or feel pain. May not move faster than a slow walk or use Enhanced Movement. Bleed Out Timer reduced to 2 minutes.

  • Stage 5: Painful and agonizing immediate death. Please report to Ops.

Duration Between Stages: This Disease cannot progress on its own. Each significant exposure (ie, a Dive) increase the Stage by 1. Mutants do not have an innate resistance to it, and cannot defend against it. Stage only progresses after exposure has completed (ie, after that Dive has concluded).

Resolution:

  • Identifiable with the Basic Medical Skill.

  • Not currently treatable. Disease is automatically cured at End of Event.

  • Return from Mortis cures Disease: No.

Helldiving in Wisconsin - Local Mechanics, Intro Mod, and Literal Diving

Hi, everyone! You’re probably wondering just what the heck we’ll be doing next weekend, as we take you deeper for our June Helldive event. Especially if you’re traveling, you may be unfamiliar with how Dystopia Rising: Wisconsin does certain things that can vary from other chapters. We have a very specific paper form for conducting Plot Research, for instance. We also use a custom variation of Radiation Sickness for when your characters have been exposed to excessive radiation or certain irradiated threats. On the other hand, that variation of Radiation Sickness and other specific mechanics only exist here while attending Wisconsin events. When you travel elsewhere, it no longer ‘exists’ or affects your character unless your local chapter has said otherwise. We also have quite a few Items that only exist locally, whether crafted or purchased from our local Financial Institutions.

Local Mechanics

We will not be opting into any other branch’s Local Items or Custom Mechanics for our Premier. This includes other Plotkits that we’ve opted into in the past, such as NY’s Red Line and the Network wide Plotkit that introduced Black Fungal Disease to the Wastes. We instead would like to use our Premier to highlight all of the crazy things that make our Wisconsin branch very Wisconsin. Die Wisconsinbly!

This also means that we’ll have our own Local things going on! We’re very fond of Critters and their ecosystem, as many of you might have noticed, and “Bug Island” is aptly named. We will also be introducing a custom “Disease” for just this event. (Don’t panic! Keep reading!)

Local Mechanics, Items, or Rulings are just that: Local to that chapter. While multiple chapters may choose to work together to create a shared story, and often do, most of the time we’re all pretty focused on crafting our local stories for our players. All of those local bits and bobs help to flavor a given branch’s story in ways that are very particular to that game and help promote that game’s story, setting, and culture. Indiana has several Local Items for faith RP, Texas has a lot of different mechanical interactions with their Factions, New York created a fun puzzle game out of a new drug, and Wisconsin has a group of Final Knight librarians that make cheese in their dungeon. Taking all of these different factors into account can be tricky for crafting and balancing a given event, especially if you’re only partially familiar with them as a gamerunner.

Game On

Because our Premier will be set on the uninhabited Bug Island, all characters at Game On will be undergoing a travel mod together, unless you have a mechanical method of bypassing it such as the Nomad Advantage or spending Mind per Proficient or Master Trailblazing. Those physically incapable of participating will not be required to do so. As mentioned in a previous Facebook post, the Great Lakes Trading Company will otherwise be hot-dropping PCs onto the shores of Bug Island, and they will have to travel through the forest to “Site FOB” where several prefab buildings have been literally dropped from airships. Players who are not on this Introduction Mod will be asked to wait in a specific location, out of play, as some last minute setting up will be occurring during the travel mod. They will be allowed to enter play once the Intro mod has concluded and PCs have reached “Site FOB.” Characters entering play after the Intro Mod, whether arriving late or having NPC shift or otherwise, will have had an uneventful journey to the island and its rustic camp.

Players wishing to install WI Room Augments that had been installed in Steel Horse Crossing proper will need to have them transported in during this mod. We will have several carrying containers (IE, storage totes) to act as physical representations, and they will require a two-person carry. The card for the Room Augment should be placed inside of this container, but no other props are required to be physically carried. Props may be staged at their intended install locations before game to make things simpler, and you may choose to install your Room Augments at locations that are not “the usual”. PCs helping to transport an Augment only need to have one hand on the container to help carry it; one-handed weapons, shields, projectile weapons, etc. may still be used as normal.

Upon arrival, an Artisan only needs to spend 15 minutes “installing” the Room Augment. No Mind or other resources will be required. Additional Artisans helping may shorten the installation time by 1 minute each, to a minimum of 5 minutes per Room Augment. Only Basic Artisan is needed to perform this task. You do not need to install the Room Augment in the same Out of Game location as it existed in Steel Horse Crossing, and we encourage putting them in other areas to help give that feeling of being “elsewhere”.

The Dive(s)

While the PCs will be setting up a base camp in the wild wastes known as Bug Island and exploring their surroundings, many may wish to make excursions down under the water to a ruined research facility that has caught many folks’ attention. There will be more than one of these Dives, mostly along the themes of exploring and gathering information before eventually leading up to that last Helldive.

Each of these preliminary dives, other than the last one, will have a maximum number of participants and have set launch times. As is our tradition, we would like as many folks who wish to participate in that last climactic Dive to be able to do so. In order to promote as many people as possible getting a turn at the smaller Dives leading up to it, we are introducing a “Disease” that begins to impose negative mechanical effects for every dive your PC makes. It cannot be spread to others, cannot be inoculated against, and is entirely an environmental side effect of diving into the poisoned waters that make up the surrounding Dead Zone. Time and rest (the end of the Event) will cure it. That first Dive is free!

To help with transparency and Player planning, we will have an Out of Character Sign-Up Sheet with both Dive Times and blank slots for everyone to coordinate. It is our goal to release a list of those Dives and their respective Content Warnings this week before Game, so you can think about which ones you’d like to attend. This sheet will also list the mechanics for what happens when your character is immersed in the “Peacemaker” chemicals that permeate the surrounding waters, so that you can make those delightfully difficult choices as to whether to go on that next dive yourself or to share what you’ve learned with the next team. A Helscape Deathmask may help you against the worst of the immediate exposure effects of the Peacemaker poisons, but full body immersion in the waters of the Dead Zone will begin to take its toll if you continue diving multiple times. Taking too many people at once may also have disastrous consequences, as diving bells and air tanks can only supply so many people. We will have the Sign Up Sheet at Town Hall, near the Job Board.

For more information about our Local Items and Mechanics, please see the following links on our webpage:

Local Mechanics, including our Radiation Sickness variant: https://dystopiarisingwi.com/local-items-mechanics

Local Financial Institutions, including the Items available if you Affiliate with them: https://dystopiarisingwi.com/financial-institutions

June 2024 Premier and its Focus

We're 24 hours out from our May Event, so let’s talk a bit about our Premier in June!

For a bit now, the folks in Steel Horse Crossing have been learning more about a nearby region in the Great Lake known as "The Dead Zone," a place of poison and death that used to have a thriving ecosystem primarily inhabited by a group of Saltwise known as the Kohl-Andra. As the name “Dead Zone” might imply, the property value has declined substantially since the Kohl-Andra lived there.

Meanwhile, one of the themes that we've done pretty much every summer since our chapter first opened has been that of the Helldive: An excursion into dangerous and unknown territory, to deal with a problem that threatens on a level that a single crew of individuals cannot easily solve on their own. While the original Helldive scenarios were focused on the local underground mines and their fires, we have in recent years branched out into other settings and major problems. You've probably figured out where this is going by now. :)

The focus of our Premier Event will be centered around the Dead Zone and learning how to resolve its cause. As the Dead Zone is a region out in the Great Lake, and not just down the street from the RoadHouse Bar, Player Characters will be traveling to, and setting up at, somewhere outside of the typical Steel Horse Crossing Monthly Trade Meet. Despite the temporary change in Setting, we will still be at Camp Sinawa. We realize it may feel weird, but we ask to please try to ignore the cognitive dissonance rather than draw attention to it. If it helps to reinforce the sense of being Elsewhere, we encourage you to choose sleeping bunks that you wouldn’t normally, tent camp, or make changes to your usual decorations and props around town.

We also feel it would be needless and a jerk move to deny everyone the Room Augments and Custom Crafting Zones that our players have already created at the WI game, so we are allowing them to be packed up and brought along for the ride. You will not be required to rebuild them from scratch, but instead some effort will need to be expended (such as Time and RP) in order for things to be transported in and installed. For example, an Agricultural Zone may need to have brush cleared, ground tilled, or fertilized. An Artisan Zone may need to have tools and materials laid out . We will have more details on this aspect as we get closer to June, but we wanted to be transparent with the broad view now.

In keeping with the theme of going where noone wanted to go before, we’re also likely to have some new threats you havn’t seen before, perhaps some old threats you wished you’d never see again, and likely some custom mechanics as we host our first Helldive that involves, well, literally diving. Any given Dystopia Rising game has a reasonable chance of covering a very broad range of horror topics, but we wanted to give some particular mentions of Content Warnings that are likely to come up, whether through direct experience or reference:

  • Thalassophobia, Submechanophobia, and Environmental Hazards such as drowning

  • Critters, including Spiders, Parasites, and other Creepy Crawlies

  • Historical References to the Ironworks, which may include topics such as fascism, torture, mass murder, and unethical medical experimentation and treatment of prisoners

  • Low Light Environments as well as Combats, potentially with atypical threats

  • Difficult-Choice and Morally Grey Situations

  • Splatter or Splash Effects

  • All of the usual things you’d expect, such as Blood, Gore, Body Horror, and Death.

As always, we will endeavor to steer modules or stories away from those who have communicated particular phobias or triggers to us, but as these will be major themes of the event we felt it crucial to be transparent about them. Players should always do what is best for them when engaging with sensitive topics, even as our Characters may be having the worst time of their short lives.

We certainly hope you’ll join us in June for this Event if this sounds like a fun time to you, but we also want to be transparent about the type of Event we will be hosting. The key to any game that revolves around cooperative storytelling is when players and gamerunners work jointly towards the story that they are creating together.

Recent Town History - A Brief Summary

The years following the Uprising have seen many changes for Steel Horse Crossing. Most of the area’s infrastructure was suddenly up for grabs: a naval base, the harbor, a rail hub, mines. All were quickly commandeered by various interests who moved in as the Ironworks crumbled. Their business boomed, making the settlement quite attractive as a remote trade and research hub on the Great lake, away from the oversight of large cities and ethics boards. Underneath it all was a settlement just trying to keep itself together.

The Steelblood mercenaries who had negotiated their way into town in exchange for defense took advantage of their numbers and the sudden power vacuum to take control of Steel Horse Crossing. At the same time, the fascist New United Kinship Movement was worming their way into all levels of the Steelblood hierarchy and furthering their own goals. Unsurprisingly, many of the locals were… displeased, leading to a protracted and ugly conflict that literally split the town in half with the Steelbloods controlling the ‘other side of the river’.

That was the situation Steel Horse Crossing lived in for years without real resolution. Skirmishes. Posturing. Sabotage. Murder. Secret Alliances. Unsecret Alliances. Martial law. Bombings. Assassination. All with stretches of uneasy peace between. It all kind of blurred together into a shit soup that just became part of life, easy enough to ignore as folks still had to keep going on with their day. 

The extra problems kept piling up though, and eventually they outweighed the benefits. Steelblood infighting. Rodger’s experiments. Fermi’s experiments. Fungus. Radiation. An abundance of dangerous wildlife. Rumors of Archons. Giant squid monsters in the mines. Aliens. Near Mortis collapse. Saltwise Raids. NUKM. More radiation. Actual Archons. 

Despite that much of it has calmed down many folks have already decided to seek their fortunes elsewhere including many Steelbloods.Some have returned home to the larger cities. Some have joined newer settlements forming further afield hoping their situations to be less volatile and less of a target. And some have simply ceased to exist, rendering some parts of SHC a ghost town with many buildings and homes now standing empty.

ARCHONS/OUTSIDERS/GOO-THULHUS

These nightmares were discovered in the area the year before last. The good news is they didn’t seem to be feeling aggressive toward us or intent on destroying us. The bad news is they don’t seem to regard us remotely as a threat and have been studying us like we were particularly interesting ants. They appear to have left since those encounters but there is no real way to be sure. There are more ways to defend ourselves these days and much more information available, thankfully. It doesn’t make them any less concerning.

DOCTOR RODGERS

His experiments with Strains and the Mortis were dangerous and utterly immoral. There isn’t time enough to list off all the shit he did. Anyway his location was given up by one of his own assistants in the end and the town descended on that bunker like a swarm of angry velocigeckos. Word has it that the things that go bump in the night circled up and had a little murderdive party as well but either way, he’s super dead. These fancy new Byproduct syringes were found in the bunker so that was pretty dope. Just don’t think too hard about how the science behind them went.

BLACK FUNGAL DISEASE

BFD ran rampant through town for a while, owing to the terrible shape the Mortis Amaranthine was in after a combination of Rodger’s experiments, Archons, and a few other factors. Thankfully the town got that under control, more or less.

FERMI CHADWICK

The brilliant mind behind Project Arrowhead, determined to bring cheap and plentiful energy to the wastes. Great idea. Terrible execution. The last efforts involved building a nuclear device inside of an Abyssal Stitch procedure to rip open a portal to the home of Archons, believing that it could be harvested as a power source. Fermi was dead by the time the town showed up to stop the process, leaving them to try solving the problem from his notes alone. In the end it was too late to simply shut it off and they were forced to redirect the device’s power into the Mortis itself. Actually removing the device and cleaning up took several months while it continued actively irradiating the entire region.

THE ARCHIVISTS

No one ever tries to ply them for the knowledge stored in their extensive libraries any more but these pains in our collective asses have become strangely popular in recent days, now that this order of Final Knight monks are known to be the source of the best cheese in the Midwastes. They flat refuse to share the secrets of its production but have been open to having it sold in town.

BERTHA HARDWOOD AND HER TEAHOUSE

The be-tentacled Host of Sensation Bertha Hardwood runs the brothel across the river. Her entertainment palace hasn’t seen any loss of profit, customers, or rumors, regardless of what hits the town. As a busy business woman she may not be seen often these days, but her associates may be and she would never say no to a letter.

NEW UNITED KINSHIP MOVEMENT

Despite the Rover supremacy organization enjoying a degree of acceptance or tolerance in the past due to finessing their way into all corners of the Steelbloods, they have largely been driven into obscurity. No doubt there are some remaining in town, but they know better than to claim to be a member or openly wear the NUKM knotwork.

STEELBLOODS 

The loss of a single strong leader can be devastating. Dr Rodgers, Zane, Magnolia, Junior Black, amongst many others are all either dead or missing and unsurprisingly it has utterly destroyed Steelblood cohesion. Whole factions like Apex have simply left town. Even many of those that represented the organization just last year in negotiations aren’t around anymore. Other factions have fractured, splintering into smaller families and crews. The ones that remain are ones who genuinely wanted a place to settle down and have been working with the non-Steelbloods on the other side of town to keep things stable. While some cling to the Steelblood name for identity and mutual support, as a monolith force in SHC they are largely defunct. A few Steelbloods came over during the last winter trade, trying to help us with information about the frozen zed swarm.

HUNTERS LODGE - A group of sport hunters and nature lovers have been scoping out new hunting grounds and have been marveling at the largely untouched possibilities around Steel Horse Crossing. They joined up with other local hunters and conservationist groups to better manage activities in the area and protect the ecosystem.

ASTOR & FRICK

One of the firms who invested heavily in the railroads as trade and business restructured. The perceived decline of stability and profit to be found in Steel Horse Crossing has made them nervous. The assassination of one of the Fricks at the Winter “Fuck It, We Ball”, the Labor Union ‘fiasco’, sabotage, and other events this last year have made them exceptionally skittish and ready to withdraw entirely. Rumor has it the Bank is maneuvering to snatch up their remaining assets in the area.

LABOR UNION

Just dealt with a massive worker strike over mine safety. It got kinda heated in the middle. The owner of the Tallywish mines got himself dead after he sent union busters at the strikers. Some say he was mailed explosives. Some say his kid ganked him. Negotiations quieted down real quick after that.

THE LITTLETONS

They’re “Fine.”

THE MORTIS AMARANTHINE

It’s “Fine.”

TOWN GOVERNMENT

Another election. Our new councilors and bribery targets are Canary, Liberty, Miette, Sev, and Wayra. The judges are Jimothy and Michelle; and our sheriffs Alex and Gene.