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The Dead Are Coming - Followers, Bands & Communities

 

 

5 - Followers

As your survivor and companions live through all this forsaken world’s hardships, you invariably attract followers. These individuals can help you in many situations—provided you take care of them.

When the group saves someone, helps them significantly or, simply, becomes somewhat famous for prolonged survival, others start seeking them out to join. When convincing people to join, make a WIL save and offer 1d6 Resources. If successful they join your band.

Typical stats: 1d4 HP, 2d6 STR, DEX and WIL and a Random Background. Unless specified, they follow the same rules as your survivor.


5.1 - Follower Morale

When a follower or band is placed in a difficult situation, is Deprived by lack of food or water or feel used, they must pass a WIL save or leave (possibly betraying you if appropriate). If you treat them with respect and care, this save has Advantage.


6 - Bands & Communities

At some point, your group may wish to form a Band or even establish a Community provided a sufficiently secure location.


6.1 - Bands

For some things, being in a small group is essential, for others, however, you need larger numbers! Once you gather enough Followers you can form a Band. 

  • Each Band is 20 people and must be led by a Survivor. If they lose their leader they make a WIL Save or flee.

  • Typical stats: 1d6 HP, 10 STR, DEX and WIL, d6 damage (machetes and pistols).

  • When engaged in battles, they require 100 units of Food and Water; 50 Bullets, and 10 Fuel weekly.

  • Otherwise: 50 units of Food and Water (they get the rest themselves).

  • When attacking an individual, their attacks are enhanced. Any attacks individuals make against a Band are ignored unless particularly destructive or large scale (like explosives or heavy weaponry).


Casualties

Taking Critical Damane breaks a Band which cannot act until rallied by a leader’s WIL Save and appropriate actions. At STR 0, a Band is wiped out. At ½ STR, pass a WIL save or disperse.

Bands recover HP and Attribute damage with Rests like survivors.


Equipping the Band

Equipment can improve a Band’s abilities just like individuals but requires 20 of any item to modify the Band’s stats.


6.2 - Communities

Eventually, your survivor and their companions may decide to establish a community somewhere safe like an isolated farm, abandoned prison, military base or something similar.

Communities function like Bands but on a larger scale.

  • Each Community cell is at least 100 people and must be led by a group of survivors. A Community that loses their leaders makes a WIL Save or disbands.

  • Typical cell stats: 1d6 HP, 10 STR, DEX and WIL, d6 damage (machetes and pistols).

  • Each cell requires 1,500 units of Food and Water; 100 Bullets and 100 Fuel monthly per 100 people (they get some Resources themselves).

  • When a cell attacks an individual, their attacks are enhanced twice (d20 damage). When attacking a Band, their attacks are enhanced. Any attacks  individuals or Bands make are ignored unless particularly destructive or large scale (like explosives or heavy weaponry).

Casualties

Taking Critical Damage breaks a cell which cannot act until rallied by a leader with a WIL Save and appropriate actions. At STR 0 the cell is wiped out. At ½ STR, pass a WIL save or disperse.

Community cells recover HP and Attribute damage with Rests like  survivors.


Equipping the Community

Equipment can improve a Community’s abilities but require 100 of any item to modify the Band’s stats.


Activities

Each Community cell may be divided into 5 Bands each performing one Activity weekly. Below are some examples, but you can invent other Activities for the Referee to adjudicate.

  • Seeking Water: DEX Save to obtain 1d6x100 Water units.

  • Farming Food: STR Save to obtain 1d6x100 Food units.

  • Gather Bullets: WIL Save to obtain 1d4x10 Bullets.

  • Collect Fuel: DEX Save to obtain 1d4x10 Fuel units.

  • Recruit People: WIL Save to recruit 1d20 people.

  • Scout Ahead: Choose a Hex within 1d6 days of the Community’ location and make a Luck Roll: (1) None return; (2) Half return without information; (3) Half return with partial information; (4) All return with partial information: (5) All return with complete information; (6) All return with complete information and additional details.

  • Reinforce Walls: Choose a cardinal direction and make a STR Save to improve the Community’s Defense in that direction by 1 (max 3).

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