Everything a game can deal you: the nine traits with every value, the catastrophes, the shelters, the night incidents, the finds, the abilities and the duties. These are the very lists the game deals from, not a retelling.
The nine traits
Every player gets one from each list. The first six are dealt without repeats: you will never see two surgeons at one table.
Profession — 105
- Surgeon
- Cook
- Electrical engineer
- Programmer
- Biology teacher
- Combat engineer (sapper)
- Psychologist
- Farmer
- Plumber
- Actor
- Police officer
- Civil engineer
- Lawyer
- Veterinarian
- Firefighter
- Mechanic
- Pilot
- Sniper
- Agronomist
- Cyberneticist
- Carpenter
- Architect
- Army medic
- Electrician
- Metalworker
- Nuclear physicist
- Radiologist
- Pastry chef
- Geologist
- Industrial chemist
- Journalist
- Long-haul trucker
- PE teacher
- IT specialist
- Emergency rescuer
- Sysadmin
- Aircraft technician
- Drone operator
- Environmental engineer
- Nurse
- Dentist
- Pharmacist
- Paramedic
- Logistics manager
- Warehouse keeper
- Courier
- Private security guard
- Dog handler
- Prison guard
- Writer
- Musician
- Translator
- Smuggler
- Pickpocket
- Mercenary
- Miner
- Welder
- Crane operator
- Train driver
- Deep-sea sailor
- Commercial diver
- Radio engineer
- Meteorologist
- Microbiologist
- Epidemiologist
- Watchmaker
- Gunsmith
- Air traffic controller
- Anaesthetist
- Midwife
- Baker
- Butcher
- Game warden
- Forest ranger
- Tailor
- Children's party clown
- Wedding toastmaster
- Cheese taster
- Vacuum cleaner salesperson
- Massage therapist
- Tattoo artist
- Barber
- Barista
- DJ
- Stage magician
- Florist
- Tiger trainer
- Make-up artist
- Stunt performer
- Shopping mall cleaner
- Tour guide
- Mime
- Card fortune teller
- Mattress salesperson
- Influencer
- Lighthouse keeper
- Sommelier
- Chess coach
- Food delivery courier
- Theme park mascot
- Yoga instructor
- Wedding planner
- Stand-up comedian
- High-rise window cleaner
- Fireworks vendor
Health — 63
- Perfect health
- Asthma
- Type 1 diabetes
- Severe dust allergy
- Chronic insomnia
- Poor eyesight (−6)
- Recurring migraines
- Mild arrhythmia
- Recently got over a cold
- Healthy, but a chronic hypochondriac
- Epilepsy, well controlled
- Chronic back pain
- Prosthetic arm
- Blind in one eye
- Deaf in one ear
- Schizophrenia (in remission)
- Early-stage tumour
- Branded as a mutant
- Congenital heart defect
- Coeliac disease
- Psoriasis
- Broken leg (in a cast)
- High blood pressure
- Panic attacks
- Mild immunodeficiency
- Chronic bronchitis
- Arthritis
- Food intolerance
- A light cold
- Infected with an unknown virus (no symptoms yet)
- A small wound, already healing
- Excellent physical shape, no complaints
- Seasonal pollen allergy
- Athletic build and stamina
- Strong immune system, almost never ill
- Short-sightedness
- Long-sightedness
- Flat feet
- Varicose veins
- Type 2 diabetes (mild)
- Chronic runny nose
- Recent food poisoning
- Mild dehydration
- Chronic fatigue
- Constant ringing in the ears
- Trembling hands
- Partial loss of smell
- A limp from an old injury
- Impaired coordination
- Memory blackouts
- A scar across the whole face
- Prosthetic leg
- A stutter
- Colour blindness
- Wears a hearing aid
- Artificial heart valve
- Cracked rib, still healing
- Chronic gastritis
- Mild anaemia
- Allergic to antibiotics
- Bad knee, aches before rain
- Recovering from surgery
- Kidney stones
Hobby / skill — 63
- Playing guitar
- Hunting and butchering game
- Programming
- Yoga and meditation
- Cooking
- Drawing
- Martial arts
- Gardening
- Chess
- Driving heavy machinery
- Rock climbing
- Fishing and knot tying
- Archery
- Ham radio
- Carpentry
- Herb and plant lore
- Lockpicking
- Driving tankers
- Hand-to-hand combat
- Wilderness survival
- Calligraphy
- Beekeeping
- Animal training
- Blacksmithing
- Amateur meteorology
- Caving
- Restoring old machines
- Dancing
- Photography
- Board games and strategy
- Speed reading
- Knife throwing
- Parkour
- Wood carving
- Embroidery
- Stand-up and improv
- Acting
- Playing piano
- Foraging mushrooms and berries
- Horse riding
- Scuba diving
- Pottery
- Amateur astronomy
- Land navigation
- Mountaineering
- Electronics repair
- Welding
- Canning and preserving
- Soap making
- Basket weaving
- Learning foreign languages
- Falconry
- Playing harmonica
- Knife fighting
- Home brewing
- Hydroponics
- Sewing and mending
- Rabbit breeding
- Smoking and curing meat
- Cartography
- Book restoration
- Long-distance running
- Swimming
Phobia — 58
- Claustrophobia
- Nyctophobia (fear of the dark)
- Fear of heights
- Aquaphobia (fear of water)
- Social phobia
- Fear of insects
- Fear of blood
- Fear of fire
- Fear of dirt
- Fear of doctors
- Fear of dinosaurs and reptiles
- Arachnophobia
- Fear of crowds
- Fear of being alone
- Trypophobia
- Fear of germs
- Fear of flying
- Fear of sharp objects
- Fear of loud noises
- Fear of mirrors
- Fear of dolls
- Fear of losing control
- No phobias
- Technophobia (fear of machines)
- Agoraphobia (fear of open spaces)
- Xenophobia (fear of strangers)
- Fear of losing memory
- Fear of betrayal
- Fear of deep water
- Ophidiophobia (fear of snakes)
- Ornithophobia (fear of birds)
- Coulrophobia (fear of clowns)
- Fear of surgery
- Fear of public speaking
- Triskaidekaphobia (fear of the number 13)
- Fear of sudden noises
- Thanatophobia (fear of death)
- Fear of going blind
- Zoophobia (fear of animals)
- Fear of thunderstorms
- Fear of cold
- Fear of hunger
- Fear of radiation
- Fear of needles
- Fear of enclosed vehicles
- Fear of being touched
- Fear of silence
- Fear of smoke
- Fear of locked doors
- Fear of infection
- Fear of falling
- Fear of weapons
- Fear of dead bodies
- Fear of underground places
- Fear of going mad
- Fear of losing contact
- Fear of making decisions
- Fear of being stared at
Personal baggage — 71
- First aid kit
- Crate of planting seeds
- Hand-crank generator
- Guitar
- Survival manuals
- Portable radio
- Crate of canned food
- Tool kit
- Old photo album
- Hunting knife
- Flamethrower
- Water filter
- Emergency alarm
- Compass and maps
- Sleeping bag
- Rope and carabiners
- Solar panel
- Course of antibiotics
- Sewing kit
- Fuel cans
- Crate of ammunition
- Battery radio receiver
- Tent
- Thermos
- Fishing tackle
- A book of scripture
- Spare batteries
- Multitool
- Folding knife
- Lighter and matches
- Wind-up flashlight
- Binoculars
- Wristwatch with a compass
- Wound care kit
- Bottled water in reserve
- Rope ladder
- Fishing hooks
- Folding shovel
- Gas mask
- Veterinary first aid kit
- Fire-starting kit
- Salt and spices
- Paper and pencil
- Warm blanket
- Change of clothes
- Hacksaw
- Duct tape
- Whistle
- Signal mirror
- Water bladders
- Old family photographs
- Hand-crank sewing machine
- Jerrycan of petrol
- Car battery
- Fishing net
- Sack of flour
- Sack of potatoes
- Set of spanners
- Soldering iron and solder
- Dosimeter
- Water purification tablets
- Hunting rifle with no ammo
- Crossbow
- Canning kit
- Portable solar charger
- Notebook of recipes
- Metal detector
- Wire cutters and a coil of wire
- Hand mill
- Crate of soap and antiseptic
- Veterinary medicines
Secret — 76
- Once convicted of a minor offence
- Secretly in love with someone here
- Trained in first aid, but hides it
- Terrified of taking responsibility
- Actually lied about their profession
- A born leader, but too shy for it
- Afraid of the dark, but won't admit it
- Keeps a secret recipe from their grandmother
- An undercover intelligence agent
- Hiding a mild infection
- A psychopath with no empathy
- Understands the plumbing and wiring of old buildings better than they let on
- Used to belong to a cult
- Secretly keeps a diary about everyone
- Wanted by the police
- Hiding a second identity
- Knows a place where you could sit it out — but somebody still has to get there
- Can find drinking water where nobody else thinks to look
- Once broke somebody else's property and let another person take the blame
- Works for a surviving corporation
- Lies about their age
- Keeps an unlicensed weapon
- Secretly negotiating with another group of survivors
- Hides having seen a UFO
- Used to be a bodyguard for someone important
- Used to work for a rival faction
- Secretly recording everything on a voice recorder
- Can't actually do what they claim
- Knows someone else's safe code and says nothing
- Trusts animals more than people
- Keeps a private list of people they distrust
- Related to someone here and won't admit it
- Used to be a local celebrity
- Had been quietly prepping for the disaster
- Lived through a similar disaster before
- Keeps someone's secret that could change everything
- Studies survival tactics from old books
- Used to be an informant
- Can't remember parts of the last few days
- Their real profession isn't the one listed
- Hides a private food stash from the group
- Knows who is really to blame for the disaster
- Forged documents to get in here
- Sometimes hears voices and says nothing
- Has killed someone before
- Secretly believes the disaster is a punishment
- Hides that they can't swim
- Promised to come back for someone and never did
- Carries someone else's wedding ring
- In any room, the first thing they look for is the second way out
- Quietly takes medicine from the shared kit
- Hides having been in a quarantine zone
- Keeps score of everyone who owes them
- Abandoned their own group to get here
- Hides being related to the group's dead leader
- Can pick locks but won't admit it
- Understands the language the strangers speak
- Hides a dead friend's diary
- Saw who spoiled the supplies and stays quiet
- Cannot read
- Gambled away somebody else's money and still owes it
- Keeps somebody else's gun in their luggage
- Has already decided who they would leave behind first, if it comes to that
- Once left somebody behind in trouble
- Fixes things they don't understand at all — just gets lucky
- Terrified somebody will find out their real name
- Secretly nicknames everyone and has already named all present
- Cleaned other people's houses before the catastrophe and saw far too much
- Hiding a cat in their bag
- Lies about how they feel every single morning
- Cannot stand being alone and is afraid to admit it
- Believes they deserve a seat more than anyone else
- Can get anyone talking
- Has faked medical exam results before
- Knows the city evacuation plan by heart
- Believes they had a prophetic dream about this group
Biodata
Sex and reproductive status are two halves of one line.
- Male
- Female
- Non-binary
- Undetermined sex
- Android robot
- Alien
- Mutant
- Clone
- Cyborg (human with implants)
- Human-animal hybrid
- Lab-grown
- Sexless organism
- Childfree on principle
- Has grown-up children
- Caring for a small child
- Pregnant
- Cannot have children
- Dreams of starting a family
- Adoptive parent
- Hasn't thought about it yet
- Parent of many children
- Former sperm donor
- Former egg donor
- Has a teenage child
- Lost a child before the disaster
- Spent years in fertility treatment
- Guardian of someone else's child
- Refuses to discuss it
Body
The age is a number, the build comes from a list. Occasionally a special line turns up instead of an age.
- Tall and lean
- Short but sturdy
- Average height, athletic build
- Very tall (over 195 cm)
- Petite build
- Heavyset
- Athletic build
- Thin, nearly emaciated
- Stocky and low-set
- Model looks and height
- Below average height
- Above average height
- Large build
- Frail build
- Muscular build
- Plump but nimble
- Lanky
- Solidly built
- Slender build
- Giant, almost two metres
- Wiry and tough
- Stooped but surprisingly strong
- Broad-shouldered, heavy-boned
- Light and quick
- Average height, noticeably underweight
- Doesn't remember their exact age
- Flatly refuses to give their age
- Looks younger than they are
- Looks older than they are
- Age classified even from themselves
- Claims to have lived over a hundred years
- Papers burned — age is only their word
- Counts their age in winters survived
- Same age as the disaster
- Their passport has the wrong age
Orientation
- Heterosexual
- Homosexual
- Bisexual
- Asexual
- Pansexual
- Demisexual
- Demiromantic
- Polyamorous
- Graysexual
- Fluid orientation (changes over time)
- Romantic asexual
- Hides their true orientation even from themselves
- Xenosexual (drawn to the non-human)
- Autosexual
- Objectophilia (in love with inanimate objects)
- Sapiosexual (attracted to intelligence)
Combinations are checked by 70 rules: a pregnant android, a surgeon afraid of blood or an illiterate lawyer will never turn up.
Catastrophes
One per game. It decides which incidents come up at night.
- A nuclear exchange wiped out the major cities. The surface is contaminated with fallout.
- An unknown virus killed 90% of the planet's population in three weeks.
- An asteroid struck the atmosphere and triggered a global winter lasting years.
- A supervolcano buried an entire hemisphere under ash.
- A hostile alien intelligence invaded — first contact ended in war.
- A tear in time: a collider experiment threw the planet back into the Jurassic. Predatory dinosaurs roam right outside the shelter.
- A chrono-anomaly: time loops around the shelter, washing up objects from different eras.
- AI uprising: automated combat drones destroy everything alive on the surface.
- A massive solar flare burned out all electronics and most of the ozone layer.
- Nature's revolt: mutant plants have overrun the cities at terrifying speed.
- A water world: melting glaciers have drowned 98% of the land.
- An invasion of alien parasitic fungus that takes over the minds of the infected.
- A pole reversal has torn apart the Earth's magnetic field.
- The ground gave way: a tectonic shift dropped whole cities into underground caverns.
- A classic zombie apocalypse: the infected have flooded the streets.
- A chemical plant disaster: a cloud of toxic gas covers the region and keeps creeping outward.
- Acid rain has fallen for three straight months, eating away everything left uncovered.
- A colossal sandstorm has buried the cities — the sun hasn't been seen for weeks.
- The crust has split open: poisonous fumes and rivers of lava pour from the fissures.
- A gravitational anomaly: everything on the surface loses weight and drifts upward.
- An electromagnetic pulse of unknown origin burned out communications, navigation and every surviving machine.
- A mass die-off of insects collapsed agriculture — a worldwide famine has begun.
- The ocean has bloomed with toxic algae and the coastal cities are choking on the fumes.
- An ancient pathogen escaped the thawing permafrost, and nobody has immunity to it.
- An invasion of giant mutant insects: they swarm above the ruins of the cities.
- Nuclear winter after a series of underground tests — the temperature has dropped twenty degrees.
- A cascading failure of the global power grid: the cities went dark, and riots and looting followed.
- Meteor showers come in waves — the sky burns every night.
- A rift in reality: creatures no science can describe have poured into the world.
- Total infertility: not one child has been born on the planet in two years, and the world is quietly losing its mind.
- The dust storm has not stopped for three years: the air outside cuts the lungs and the fields have turned to dunes.
- The world's water has gone bad: any open source blooms with a poisonous film within a day.
- Darkness without explanation: the sun rises but gives no light, and the plants die one after another.
- Sound: a low hum runs across the whole planet, and people stop sleeping and slowly lose themselves.
- The machines took the cities: factory automata kept working without people and are finishing something of their own.
- The glacier began to move and covered half the continent in two winters.
Shelters
Also one per game. Each has its own bias: a military base is better defended, a hospital has more medicine.
- Underground bunker — an old civil defence bunker, sealed shut on one side
- Abandoned military base — a garrison with its barracks and stores still intact
- Sturdy country house — a two-storey house with a cellar, ringed by a high fence
- Emptied village — a few solid cottages off on their own, far from any main road
- Abandoned hospital — an old hospital building with a single surviving wing
- School — a school building hastily converted into living quarters
- Old lighthouse — a lighthouse on a rocky shore with the keeper's cottage attached
- Industrial warehouse — a warehouse complex with thick concrete walls
- Abandoned supermarket — a shopping centre with its entrances barricaded
- Church on the hill — an old church with a solid stone crypt
- Secret research complex — a classified research station with self-contained life support
- Abandoned metro — a stretch of subway between two collapsed tunnels, cut off from the city
- Ski lodge — a mountain lodge with solid log cabins and a woodpile
- Beached decommissioned ship — a cargo ship washed ashore with its holds and cabins intact
- Maximum security prison — an emptied prison with concrete blocks and a self-contained perimeter
- Water tower — a concrete tower with an intact reservoir and a service floor
- Abandoned factory — workshops with thick walls, a repair bay and a heap of useful scrap
- University campus — a teaching block with laboratories and a surviving canteen
- Farm complex — a farmstead with a barn, greenhouses and its own well
- Underground communications station — a comms hub cut into rock, with its own power and a blast door
- Small hydroelectric station — a river station with a working turbine and a service building
- Former sanatorium — a main block with a treatment wing, a boiler room and an overgrown park
- Military fuel depot — a fenced depot with fuel tanks and a guard tower
- Cave system — a system of dry karst caves with a single narrow entrance
- Railway siding with a stranded train — an abandoned train in a siding: boxcars, a flatbed and a tanker
- Metro: a deep-level station — a platform and a dead-end tunnel under a hundred metres of rock
- A river barge at the mooring — a cargo barge with living quarters, moored at an old landing stage
- A weather station on the pass — a weather crew's hut with a generator, an aerial and a stack of firewood
- A walled monastery — an old cloister with a stone wall, a well and vegetable plots
- A shopping centre — a hypermarket box with a generator on the roof and a glass front
Night incidents
One comes up each night. In brackets: what it calls for, and what the third task is called that night.
- A horde of the infected is rolling toward the settlement — if it isn't driven off, the shelter falls. Fight back · Fight back
- A sudden storm damaged part of the structures — without repairs the next night will be far harder. Act · Emergency
- Scouts spotted an abandoned convoy nearby — a quick haul of supplies, but a risky one. Scavenge · Watch
- A fever is spreading among the survivors — it needs both medicine and a pair of skilled hands. Act · Emergency
- In the night someone — or something — is trying to breach the perimeter. They must hold until morning. Fight back · Fight back
- A warehouse has been spotted nearby, apparently untouched by looters. Scavenge · Watch
- A critical system in the shelter has failed — without repairs the next night gets far more dangerous. Act · Emergency
- A gang of strangers is demanding tribute and slowly surrounding the shelter. Fight back · Fight back
- Strange sounds come from the nearby ruins — the source is unknown, but something is definitely there. Act · Fight back
- Scouts report rich but dangerous ruins a couple of hours' walk away. Scavenge · Watch
- A pack of feral dogs has taken to coming far too close at night. Fight back · Fight back
- A marked map has turned up — something valuable is out there, but going is frightening. Scavenge · Watch
- A pipe has burst: water is draining into the ground and the reserve is vanishing before their eyes. Act · Emergency
- Three strangers have come to the gate asking to be let in for the night. Act · Fight back
- The generator died in the night, and someone is walking the corridors in the dark. Act · Fight back
- Looters made off with some of the supplies and will surely be back — they know the way now. Fight back · Fight back
- There's a smell of burning in the vents: somewhere inside, wiring is smouldering. Act · Emergency
- Scouts found a pharmacy beyond the pass with its stockroom untouched. Scavenge · Watch
- A section of wall has collapsed — the gap has to be sealed before dark. Act · Emergency
- Rats have got into the food and are breeding in the cellar. Fight back · Fight back
- A wild crop has come up in the field by the road — it can be harvested, but the place is far too exposed. Scavenge · Watch
- A wounded man has reached the shelter and is begging for help. Act · Fight back
- A column of smoke on the horizon: someone is burning fires very close by. Scavenge · Watch
- The cables outside were cut in the night — that was definitely no accident. Fight back · Fight back
- The cold has snapped in hard, and there isn't enough warmth for everyone. Act · Emergency
- The well water has developed a taste — drinking it is dangerous now. Act · Emergency
- A hardware store in the next block has survived intact. Scavenge · Watch
- Someone from outside is marking the ground around the shelter with signs. Fight back · Fight back
- A stalled truck with a full load stands by the road — it has to be unloaded fast. Scavenge · Watch
- Predators have come right up to the perimeter and haven't left for three nights. Fight back · Fight back
- Somebody knocked on the door in the night and called out names — names of people who are not here. Fight back · Fight back
- The water filters have silted up: what comes out of the tap is no longer drinkable. Act · Emergency
- Mould has taken hold in the stores and has already reached half the supplies. Act · Emergency
- Smoke from a chimney a couple of blocks away — somebody lives there and keeps a stove going. Scavenge · Watch
- The wind has torn off part of the roof and it is pouring into the living quarters. Act · Emergency
- Somebody left a crate of supplies at the gate and walked away without showing themselves. Act · Fight back
- A scouting party found an intact railway carriage stuck in a tunnel. Scavenge · Watch
- Tracks appeared along the perimeter overnight — large ones, and not human. Fight back · Fight back
- The batteries hold half their usual charge: the lights are flickering all over the shelter. Act · Emergency
- A greenhouse survived in the building next door, and something is still growing in it. Scavenge · Watch
- Two strangers are offering a trade: they have medicine, they need water. Act · Fight back
- Someone inside has gone down with an unexplained rash, and two more slept beside them. Act · Emergency
- Someone left a chalk mark by the far entrance — a fresh one, and definitely not yours. Fight back · Fight back
- The well wall has caved in and the water is draining into the sand before your eyes. Act · Emergency
- There are untouched fuel tanks on the roof of the warehouse next door. Scavenge · Watch
- Three armed people have come up to the shelter and demand to be let in until morning. Fight back · Fight back
- Something large has been walking on the roof for a second night, trying the hatches. Fight back · Fight back
- A pack of mutant rats has gnawed through the storeroom wall and is getting inside. Fight back · Fight back
Finds
They surface during the selection. The night council picks one of two options for each, and both cost something.
- One of the dead coordinators managed to hide that the shelter is only rated for a couple of years — after that they will have to go outside regardless.
Start preparing to leave — Some of the people and materials go into preparation. The perimeter weakens, but the community has something to aim for.
Tell nobody about it — Carry on as before. The rumours will spread anyway, and trust will not survive them. - The Geiger counter by the entrance has spiked over the last day — outside is even more dangerous than it seemed.
Seal the ventilation — It gets safer and cleaner inside, but runs for supplies have to be cut back.
Leave it as it is — Change nothing and hope the spike is temporary. - Old records mention another, far larger shelter nearby — but there is no contact with it.
Send out a scouting party — Two people go looking. Fewer hands on watch, but the community gains hope and a route.
Go nowhere — Your own shelter beats someone else's note in an old folder. - Some of the supplies are marked "command reserve — do not open" and breaking into them without orders is strictly forbidden.
Break into the reserve — Noticeably more food and water. The weapons crate behind the same seal has to be left open.
Leave the seal alone — Rules are rules. Maybe the order will still come. - A fragment of someone else's transmission came through the radio: unknown voices claim the disaster was no accident.
Look for those behind it among your own — Checks and watches. The perimeter holds better, but now everyone at the table is sizing everyone else up.
Let it go — A stranger's voice on the air is a poor reason to turn on each other. - A hidden door to a service room has been found — the building was evidently used for more than its stated purpose.
Force the door — Behind it are a backup panel and a generator. And something else best not thought about before sleep.
Weld it shut — Whatever is in there stays in there. - Ampoules labelled "experimental compound" were found in the medical kit — with not a word about what they are or what for.
Put them to use — The sickbay gets something it never had. Nobody knows how it will turn out.
Destroy them — An unknown medicine is worse than none. At least there is nothing left to argue about. - Sensors picked up a faint but constant signal from inside the walls — the source was never identified.
Open up the wall — You find an old power line the builders never knew about. And a hole in the perimeter.
Mute it and forget — The signal is there — let it be. Sleep comes harder. - It has come out that one of the settlement's founders moved a large sum into an account nobody knew about just before the disaster.
Demand an accounting — The inquiry restores order and ruins relationships.
Forget it — money means nothing now — Outside it is paper. Inside, who talks to whom matters more. - An inscription was found on a utility room wall, written long before the disaster: "Do not open door number 7".
Open door number 7 — There is a store room and a backup circuit. And the reason the warning was written.
Do not open it — Somebody wrote that for a reason. The door stays shut. - A crate of weapons nobody knew about turned up in the back room.
Hand them out — Calmer at the door and tenser at the table: everyone is armed now, including the one you do not trust.
Lock it and leave it — One person keeps the key. Which one is up to you, and that is a conversation too. - A dog has taken up by the vent — skinny, but alive, and clearly somebody's pet.
Keep it — One more mouth, but now something with real hearing sits by the door. And people breathe easier.
Drive it off — There is nothing to feed it with. Afterwards nobody can look that way. - A page in the duty log was torn out and slipped back in upside down.
Read the entries out loud — It comes out who left their post and when. More order, less trust.
Close the log — Whatever happened before you can stay there. - An old tank turned up under the storeroom floor — full, but of what nobody knows.
Open it and check — Inside is water, stale but usable once boiled. That takes a lot of fuel.
Weld it shut again — Safer that way. For us and for the tank. - The radio picked up a recording: a woman's voice reading coordinates on a loop and asking people to come.
Answer and give your name — Now they know about you. Somebody will come — the only question is who.
Listen in silence — The coordinates are written down and you gave nothing away. And you think about it every evening. - One of you found a stranger's key to an inner door among their things — and does not remember where it came from.
Change the locks — Half a day's work and a quiet night's sleep. The key is still unexplained.
Leave it and keep watch — Let whoever planted it think it went unnoticed. - Half the painkillers are missing from the medicine cabinet, and only two people had the key.
Ask about it in front of everyone — Nobody owned up, but the taking stopped. It was a hard evening.
Say nothing — Everyone decided for themselves who it was. And remembered. - A crate of vacuum-packed seeds turned up — no telling if they will sprout, but the packaging is intact.
Give the beds the best corner — Warm and lit, which means taken from something else. In a month you will know.
Save them for later — Seeds do not spoil. People do. - It turns out the emergency exit opens straight into somebody else's basement — and it is not locked.
Brick up the passage — One escape route fewer, but one hole in the perimeter fewer too.
Keep it and post a watch — A hidden way out is worth a lot. Somebody will have to stand there every night. - A working tape player and a box of old music tapes turned up in the attic.
Play it in the evenings — It eats power, but the evenings have stopped being all the same.
Trade them when the chance comes — Tapes are goods. Silence stays silence.
Abilities
Two each per game. The rare ones (listed separately) turn up at most once per game.
- Recon — Reveal one hidden trait of a chosen player to everyone.
- Secret informant — Learn one hidden trait of any player — for your eyes only, nobody else sees it.
- Redeal — Replace one of your own still-hidden traits with a new random one from the same pool.
- Vote strike — During voting only: cancel one player's vote already cast this round. It only works on votes ALREADY cast: if your turn comes first, there is nothing to cancel yet.
- Shield — Protect yourself in the next vote count — votes against you will not be counted.
- Delay — During reveals only: delay the move to voting by one more round. The round is taken from one of the later cycles — it adds no extra cards to the game.
- Double recon — Reveal two random hidden traits of a chosen player to everyone at once.
- Mass surveillance — Pick a category — it is revealed for every living player who still has it hidden.
- Double informant — Learn one hidden trait from each of two players — for your eyes only.
- Card swap — Swap one of your hidden traits with the same hidden field of another player.
- Sabotage — Quietly replace one hidden trait of a chosen player with a new random one — to everyone else it looks like nothing happened.
- Double shield — Shield both yourself and one chosen player in the next vote count.
- Vote redirect — During voting only: change who an already-voted player voted for this round. If nobody has voted before you, there is nothing to change.
- Full amnesty — During voting only: cancel every vote cast this round at once.
- Long night — During reveals only: delay the move to voting by two full rounds. Those rounds are taken from the later cycles — they add no extra cards to the game.
- Second wind — Reveal one extra hidden trait of your own, on top of your normal turn.
- Stash — Find one more personal item — adds a second, separate entry to your baggage.
- Cover tracks — Hide one of your already revealed traits again — for everyone else it becomes a secret once more.
- Others' secrets — Quietly force two OTHER players to swap one hidden trait — you take no part in the exchange yourself.
- Full file — Learn every remaining hidden trait of one chosen player — for your eyes only.
- Break the shield — During voting only: cancel an already-activated shield on a chosen player before the votes are counted. If nobody has raised a shield yet, it cannot be used.
Rare powers
- Complete dossier — Pick one category and learn its value for EVERY player — for your eyes only.
- Right of veto — During voting only: the next count eliminates nobody — the round is void and the group returns to reveals.
- Hijack — Take one of the chosen player's unused abilities and keep it for yourself. You will be able to use it from your next turn on: only one ability may be used per turn.
- Forgery — Quietly replace three hidden traits of a chosen player with new random ones.
- Deep cover — A shield that holds through the next two vote counts instead of one.
- All-seeing eye — Reveal one random hidden trait of EVERY living player except yourself.
- Reserve — Gain a third random ability and one extra use beyond the normal limit.
Duties
Once the extra people are voted out, the rest divide these up. Who took what decides the ending.
- Food and water — Runs food and water rationing, the kitchen and the filters.
- Repairs and power — Looks after the generator, the ventilation and the shelter's machinery.
- Medicine — Gives first aid and watches over the group's health.
- Security — Controls the perimeter, the weapons and order inside the shelter.
- Future of the community — Responsible for morale, teaching and the community's future for years ahead.
Life outside
An outcast picks a stance once per game, and a task within it every night.
Help the shelter
Work for the people who threw you out. Their defence holds better, and if one of them dies you have a chance to return and take the empty seat.
- Leave supplies — Leave whatever you scavenged at their gate.
- Watch the approaches — Spend the night in ambush and meet the threat before it reaches the doors.
- Repair from outside — Patch up what cannot be reached from inside.
Harm the shelter
Work against them. The shelter weakens and you can never come back inside — but they may not make it to daybreak either.
- Wreck their gear — Quietly break the thing they are counting on.
- Lead strangers in — Show the way to people who should never have found it.
- Raid the stores — Take what lies outside and is badly guarded.
Look for your own refuge
Neither help nor revenge: look for a second refuge. Find one and on the last night you call every outcast there, and your side gets an ending of its own.
- Scout the block — Walk the area and mark everything that looks like shelter.
- Dig through rubble — Break through where nobody managed before you. Faster, but more dangerous.
- Fortify a hideout — Don't look for new ground — dig into what's already found. Slow, but safe.
Personal goals
A rare card rather than another line in the dossier: the goal goes to one person out of the whole group, or two from seven players up. Everyone can see how many are in play; nobody knows whose they are until the dawn screen, and no reveal mechanic ever shows a goal. A dark goal only turns up with six players or more and is always the only one — it comes with a night button nobody else has.
- A place of your own down there — Be among those who see the dawn from inside the shelter.
- Not alone — See the dawn inside the shelter together with this person:
- One mouth too many — Make sure this person is left outside the shelter doors:
- Your own job — See the dawn having taken on this duty:
- Nobody dies — See the dawn with nobody in the shelter dying across the three nights.
- Your own road — Meet the dawn outside, in the refuge the outcasts find for themselves.
- A score to settle — This person must not live to see the dawn: dark
- Let it all burn — The shelter must not hold: by dawn the colony must be doomed. dark
Night moves of the dark goals
- Arrange an accident — One loosened bolt, one hatch left unlocked. Tonight everything goes wrong for the chosen person — and nobody will be able to prove a thing.
- Spoil the shelter's stores — Water in the tank, an extra turn of the valve, a package torn open. By morning the shelter will be short of a great deal, and the search for a culprit will take a long time.