Character Creation and Rules

Character Creation and Rules

Divided We Fall Core Rulebook 
V.02
November 2024

Once, humanity stood united, or at least that was the claim. Civilisations grew and spread  like tumours across the earth with wealthy nations stealing whatever they liked in the name  of Empire. Rifts opened up between nations over the tiniest differences, or sometimes  nothing at all, while at the same time unspeakable cruelty went unpunished. At the dawn of  the Twenty-first century, human industry stood ready to destroy the planet and a third  World War looked all but inevitable. Nature, however, had other plans. 

The year is 2044 and nothing has been right for a very long time. Society collapsed when a  mutated strain of the cordyceps fungus found a way to infect human hosts and turned their  bodies into little more than breeding grounds. Infected hosts became violent and before  anyone was able to mobilise a search for a cure, billions across the globe were already dead  or infected. Governments crumbled, communications infrastructure fell apart and the power  stations went offline. The world went quiet and dark, and only small pockets of survivors  remained. Of the roughly sixty-six million inhabitants of England, Scotland and Wales at its  peak, perhaps one million now remain. 

Of course, the ultra-rich and the mega corporations survived, in a way. Hoarding supplies in  their giant warehouses, Colossus bosses turned the apocalypse into a profitable business  opportunity. Power, influence and authority comes with Titan membership. 

This is a world where the most resilient survive, not the most physically able. In fact, over reliance on physical strength is more likely to get you killed than anything else. Those who  last the longest use their wits, their skills and their innovative thinking. This world often  favours the neurodiverse, the chronic pain sufferers and people with disabilities. Those who  were excluded before the end of the world learned to cope in a world set up with no care for  their needs, and they adapted better and faster when society crumbled. 

No one makes disparaging comments about the person in a wheelchair: they have obviously  survived for a reason. No one cares about anyone else’s weight: if a larger person has  survived it’s almost certainly because of, not in spite of, their size. No one asks how the blind  person makes the best bandages: they just buy them.

  1. Setting 
    1. History 
    2. Present Day 
    3. Infected 
  2. Rules 
    1. Game Time, Referees and OOC Mechanics 
    2. Combat 
      1. Bite Damage 
      2. Unusual Damage 
      3. Grenades and Coloured Smoke 
      4. Death 
      5. Other combat rules 
  3. Character Generation, Archetypes and Progression 
    1. Health Points 
    2. Universal Skills 
    3. Character Archetype 
      1. Chef 
      2. Inventor 
      3. Military Training 
      4. Scientist 
      5. Wanderer 
    4. Character Progression 
  4. Crafting 
    1. Phys-Rep, Roleplay and Time Requirements 
    2. Crafting Weapon/Armour Upgrades  
  5. Looting 
  6. Accessibility 
  7. Safeguarding and Expectations 
  8. Your Responsibility as a Player at Divided We Fall 
  9. Glossary 
    1. Skills 
    2. Calls 
    3. Medicine & Drugs 
  10. Download the Rules document:

Setting 

History 

No one really knows how the catastrophic fungal mutation happened, or what triggered the  rapid infection. Some speculate that it may have been a biological weapon which escaped  from a research facility, while others believe it was the result of intensive farming methods.  Others still believe that the combined effects of pollution and climate change provided the  extreme conditions needed for the fungus to mutate. Many think it doesn’t really matter  now anyway. 

What is known is that in October 2024 everything was fine. By the end of 2025 nothing  would ever be fine again, with government and law enforcement becoming a thing of the  past as the infection took hold in major population centres. The island made up of England,  Scotland and Wales lost meaningful contact with the rest of the world in 2026 and Cardiff,  Edinburgh and London stopped talking to each other not long after. 

The largest towns and cities became overrun by Infected in the early days and most  survivors moved to isolated rural areas in small groups. Any attempts to clear out Infected from urban areas came far too late and the sheer volume was overwhelming. Some groups  did manage to clear space in smaller towns and villages, and maybe ten years after the  infection began, some communities numbering into the hundreds had started to form, albeit  in isolation. 

Present Day 

Larger groups of survivors have started to band together forming tight-knit tribal networks.  Where these groups come into contact there is often competition for the increasingly scarce  resources not controlled by the mega corps. Raids are a part of everyday life for those who  live in the largest settlements, and while cooperation between groups is not unheard of, it is  rare. 

A group known as the Ghost Moths has recently risen to prominence in the East Midlands,  facilitating an uneasy peace between the disparate settlements from Bedford in the east to  Coventry in the west. It is the largest known organisation in England, but very little is known  about its leadership. What does seem clear is that it is an attempt to recreate the structure  

of life before infection through working together. The Ghost Moths are directly contrasted by  the large raider group known as The Keepers who operate in and around the shattered  remains of South Derbyshire and Stafford. Their leader is a ruthless fighter, famed for their  brutality and known only as Toast.

A group of raiders drawn together around a corrupted version of old Norse mythology and  Arthurian legend have set up an outpost in the ruins of Tintagel in the south. The group has  very little to do with 10th century Scandinavian history or 6th century British culture and far  more to do with violence and theft. Most stay as far away from them as possible, but what  started as a tiny band of aggressive fighters has grown into The Faithful: a group large  enough to be seen as a credible threat. 

Infected 

The process of infection is a long one, starting not long after a victim is bitten by an Infected.  In the early stages, a newly-turned Infected becomes vacant and aggressive, losing all sense  of self in return for all-consuming rage when faced with living humans and utter passivity at  

all other times. These early stage Infected are colloquially known as Runners because they  move quickly over long distances. At any point between around two weeks to a year,  Runners become Stalkers, capable of fixing themselves to walls with biological matter. By  this point, the fungal coverage makes them much harder to kill. 

The next stage of infection produces the Clicker. Clickers have lost the use of their eyes and  so produce a clicking sound to echolocate their prey. They seem to develop an increased  intelligence at this stage alongside even greater resilience. After a significant number of  years, although no one really knows how many, a Clicker will become a Bloater: a hideous  abomination covered in fruiting bodies of the fungus and swollen past the point of  recognition. Bloaters also echolocate and are significantly slower than Clickers, but vastly  more deadly and impossibly resilient. 

Other distinct groups of Infected, including the water-based Shamblers, are starting to be  seen more frequently, and it seems likely that the evolution of the fungus is not limited to the above.


Rules 

This world is a hostile and exceptionally dangerous place. It’s worth bringing a backup  character or two, especially if you’re playing a fighter. Infected attacks, raider incursions and  things exploding without warning are a daily occurrence. This is a world where so much  knowledge has been lost that crafting medicines can be fatal and losing power can mean  death. 

Game Time, Referees and OOC Mechanics 

Key Points: 

  • 24 hour time in (ish!) 
  • Referees go to bed at 1am… mostly! 
  • Don’t be Out of Character (OOC) in In Character (IC) areas. 
  • Referees wear yellow high vis jackets, vests or wristbands. 
  • “Safety” call means someone has been OOC hurt and needs help. 

Divided We Fall runs from 8pm on the Friday to around lunchtime on the Sunday. Time In on  the Friday may be pushed back if travel conditions are likely to impact a significant number  of people attending. 

The main in-character player camp is always a low combat zone. This means that NPCs will  not come in for a fight, but it is entirely possible to upset an NPC enough that they will  attack. The only Infected that will ever enter this area are sightless Infected, so staying still  means you will be safe. 

There is no “Time Out” during the event, and anyone in an IC area is expected to stay IC:  there should be no OOC conversation in IC areas at any time. If you need a break from the  game or want to have OOC discussions, please use the OOC areas. 

Some of the best roleplay moments happen in the quiet times, and Divided We Fall is all  about creating shared stories of survival. A grim sunrise where two bitter rivals make a pact  to save the group even if it costs their lives doesn’t need referees, but it could be completely  spoiled by background noise about what happened at a different event.

Referees will be available between 9am and 1am (with a handful of our referees and crew volunteering some extra time until 4am), unless an event explicitly states otherwise.  Anything which requires the presence of a referee must take place between these times. If  you only need a referee at the start of something, like crafting, you may start at 12:55 with a  referee and carry on roleplaying making your item through the night. Attempting to avoid  explosions by only crafting things late at night when referees are about to go to bed will  almost certainly be met with bigger explosions in the morning. 

Referees can be identified by yellow high-vis vests. Some referees will play NPCs who stay in  the game area: they will wear yellow high-vis armbands over their kit. Please do not use  yellow high-vis as part of your kit, as this is an OOC identifier. 

Aside from Time In and Time Out, Divided We Fall uses the “Safety” call. This means  someone has been injured and requires OOC medical attention. Monsters will always move  away from a Safety call. If you hear a Safety call, but the person you are fighting does not,  you should move away to create space and to avoid further injury. You will never be  penalised for reacting sensibly and proportionately to a Safety call, and if you feel that your  character has been unfairly impacted by a Safety call, you should talk to a referee when it is  safe and reasonable to do so. Safety calls should never be used unless there is a genuine  injury or threat of injury. 


Combat 

Key Points 

  • Most humans have 3-6 health points plus armour and a 30 second death count.
  • Infected have more health points than humans. 
  • Bite damage might do extra damage if you get given a Bite Card. 
  • Most attacks do a single point of damage. Your armour always takes damage before  your body until it reaches 0 Health Points. 
  • If an Infected bites you, it might be fatal. 
  • There are four main calls: Collapse, Fatal, Rend and Shatter. 
  • Blaster Weapons inflict 3 points of damage. 
  • Coloured smoke is damaging. If in doubt, take a point of damage every 3 seconds it  touches you. 
  • Please refer to the Weapons Safety Guidelines for detailed blaster and melee  weapon safety details. 
  • You may never block with guns, bows or any other non-LARP safe items such as  cameras or OOC crutches. 
  • Rival, Ultra, and Vortex rounds are not allowed

Combat is exceptionally deadly, and a line fight against Infected will almost certainly result  in death. Bodies are fragile and life is precious, so most characters will start with the  knowledge that sneaking around or through Infected is the better plan. The risk of death in  any open combat significantly outweighs the chance of survival. 

All bite, melee and ranged attacks do a single point of damage unless otherwise stated.  When you drop to 0 health points you become wounded. You can only move at a slow walk.  If you use any skills or abilities, attack, defend yourself or take any further damage, you  become unconscious and start your death count. Fatal bypasses this state and starts your  death count immediately. 

When unconscious you fall to the floor or slump in a way that is safe for you and those  around you. You cannot communicate or use any skills or abilities. You become unconscious when you start your death count. Once you are treated with Adrenalin, returned to a  wounded state, or return to 1 health point or more, you regain consciousness. 

If you reach 30 seconds on your death count, you are dead. Adrenaline and the First Aid skill  will stop your death count. 

Bite Damage 

Bite damage does not always result in infection, but does always inflict damage. Bite damage  is represented in the game by an Infected touching you with both hands. If this happens, you  take a point of damage then a further point of damage for every subsequent three seconds they touch you. If you are bitten, you may be given a bite card by a referee: this will detail  any additional effects. 

There is no mechanism for a touch-free bite: by playing Divided We Fall, you agree to being  the recipient of touch-based damage, although monsters who inflict bite damage will never  hold any area or deliberately touch the face, chest, groin or bottom. 

Unusual Damage 

Some weapons or attacks inflict unusual damage and will be accompanied by an additional  call. The main calls are: 

  • Boom Targets within 1 metre of point of origin take 3 points of damage and Collapse 
  • Collapse Your back or torso must make contact with the ground or nearest wall or similarly  flat surface. If it is not safe or possible to achieve this, you must become dazed for  five seconds, meaning you cannot move, attack or defend yourself in any way. 
  • Fatal Your body’s Health Points are reduced to 0 and you start your death count even if  you are wearing armour. Armour Health Points are not affected by Fatal damage. 
  • Rend Any armour you are wearing is reduced to 0 Health Points and must be mended by  an Inventor before being useful again. 
  • Mega Affects all targets within 3 metres of point of origin. Any call can have MEGA  added. 
  • Mega boom Targets within 1 metre of point of origin take Fatal, and targets within 3 metres of  point of origin take 3 points of damage and Collapse
  • Shatter A melee weapon and/or shield which is hit by another weapon calling Shatter is  broken and unusable. It must be mended by an Inventor before being useful again.  This does not affect guns, bows or crossbows. 
  • Stagger This call makes you stagger back 3 steps 
  • Stealth Shiv These one-use crafted items are used to kill enemies in a quiet and stealthy  manner. They will be available as blueprints and will affect clickers, but not bloaters. 
  • Stun You cannot move for 10 seconds 
  • Subdue Indicates non-lethal Blows. When a player loses their last hit to a Subdue call, they  become Unconscious. This lasts for 30 seconds, or however long your death count  is.
  • Suppressing  Fire A special type of ammunition for Heavy Weapons. Suppressing Fire lasts for 30  seconds. Everyone within 10m of the front of the user takes 1 point of damage  every 3 seconds they remain in the line of fire. 

Grenades and Coloured Smoke 

Enemy grenades are represented by different coloured smoke. There will never be smoke in  the main player area. The effects are as follows: 

  • Grey or white Smoke grenade. No damage. Anyone inside the smoke cannot be seen unless you  are within 1 metre of them. 
  • Blue smoke Stun grenade. You may not attack, defend yourself or talk for ten seconds upon  contact with blue smoke. After ten seconds you may act normally. NOTE: At sites where we cannot have pyro, this will be replaced by the call Mega Stun.
  • Thrown weapon phys rep Targets within 1 metre of point of origin take 3 points of damage and Collapse 
  • Green smoke Spore grenade. Take a point of damage for every three seconds you remain  touching inside green smoke, plus you may receive a bite card if you are not  wearing something which stops you inhaling the spores. NOTE: At sites where we cannot have pyro, this will be replaced by areas of Green Light simulating spore filled areas. This is the exact same (bar one adjustment) and will result in med cards, but not damage.

If you move out of a smoke-filled area then back into it you take the full effect again. 

Accessibility Note: If processing colour is an issue for you, please let us know in advance so  we can find the most appropriate way of letting you know what colour the smoke is and how  to react. This may vary from person to person as the best resolution for someone with  colour blindness may not suit people with sensory processing issues or significant visual  impairment. If we know there is a need for this, we can brief you in advance. This might  involve the referees all wearing badges with the smoke colour written on or a verbal  description before an encounter. 

Death 

If you reach 30 seconds on your death count without being injected with adrenaline, you are  dead.

Particularly cool, cinematic or traumatic deaths may result in a bonus for your next  character. This is at a referee’s discretion, and they will give you a Death Card to represent  this. This might confer an extra skill, useful components or weapons or plot information. Not  every awesome death will result in a Death Card, but the more memorable the death, the  more likely you are to get a Death Card. Death Cards are not inherently fair. 

At the end of each event, one death will be given a “Best Death” card which will grant the  owner a more significant benefit. 

You must use each Death Card on your next character or a different current character. You  may not store them for later. Each Death Card expires when the character using it dies. Best  Death Cards stack with regular Death Cards if you wish; otherwise, you are limited to one  Death Card per character. 

Other combat rules 

  • You may never use a bow indoors or after sunset. There is no mechanism for  shooting indoors or at night: it is simply assumed to be too dangerous and not worth  the risk. 
  • To remove an unconscious body from combat, say “I am dragging you” to the person  you intend to move. You both then move together to the selected location and the  dragged person positions themselves safely and comfortably. You do not need to  touch someone to drag them, but you cannot engage in combat or self-defence while  dragging. You should hold your hands over the person you are dragging. 
  • You may not parry melee attacks with guns, bows or any other non-LARP-safe items  such as cameras or OOC crutches. 
  • You may not block ranged attacks with anything other than a shield. You may not  engage in simulated fist fighting or grappling unless you have explicitly agreed it with  the person well in advance of the act.  

Character Generation, Archetypes and Progression 

You may have as many active characters as you want, but you cannot swap between live  characters at an event. New characters can know anything your old character knew if you  can think of a reason why, as remembering what you don’t know is boring.

Health Points 

Divided We Fall operates a global hits system. Each character has a pool of Health Points  which represent the physical toughness and fortitude of their entire body rather than  tracking hits on individual body sections. It is worth noting that Health Points are divided  into two categories: Body Health Points & Armour Health Points

Body Health Points are your character’s innate physical resistance, as described by your  archetype and any other traits you may acquire. Lost Body Health Points can be restored by a Medic.  

Armour Health Points represent the protection afforded to your character by the armour  they wear. Armour Health Points can be restored by Inventors

When taking damage, Armour Health Points are lost first, then Body Health Points. In some  cases damage may bypass your armour. In this case you must ignore any Armour Health  Points your character has remaining and reduce your Body Health Points by the appropriate  amount. 

Universal Skills 

All characters can have as many of the below skills as desired. You do not have to have any  Universal Skills that would not fit your character: you are able to have all, some or none. 

  • Armour 
  • Bow use 
  • Gun use 
  • Melee weapon
  • Moneymaking
  • Musician

Character Archetype 

When you create your character, you select the archetype that fits them best: you then have  access to all the skills of that archetype. There are no restrictions on how you use an  archetype. For example, your character may be an army medic: you could select Military  Training, Scientist or Wanderer as your archetype. The available builds are: 

  • Chef 
  • Inventor 
  • Military Training 
  • Scientist 
  • Wanderer 

All archetypes state a number of Health Points: like armour, these are global. once your body  is reduced to 0 Health Points, you must start a 30 second death count. If you are not injected  with adrenaline inside of this 30 second window, you are dead. 

For diagrams, flow charts and examples on how to generate your character, please see our document Character Generation V.01. 

Chef 

Chefs range from those who worked in fine-dining restaurants before the world  ended to those who can work magic on a pack of Pop Tarts and a can of squirty  cream. They might be mixologists who can turn a 40-year-old bottle of vodka and a crate of rotting fruit into a moment to celebrate or they might understand how to extract  cyanide from apples and how much to put in a cup of tea to kill someone. 

  • You have Three Health Points. 
  • You may use components found in game to create food and drink items with  beneficial or harmful effects detailed on the A La Carte menu. 
  • Each chef may select a culinary speciality. This could be anything from pastry chef or  mixologist to toastie master. Preparing food or drinks linked to your speciality may  confer a mechanical benefit in a similar manner to the Musician skill. This does not require carded items but does require significant roleplay and the presence of a  referee. You could, for example, actually make a toastie, or roleplay making a toastie  with appropriate phys reps. The culinary equivalent of hitting leather armour with  the pommel of a dagger definitely won’t work. 
  • You are able to research new beneficial and harmful food and drink items.
  • You start the game with a selection of carded crafting components and beneficial and  harmful food and drink.

Inventor 

Inventors have an understanding of how weapons work and more importantly, how  to inflict as much damage as possible. Some worked in the weapons industry before  the world ended; others are just the type of people who really want to know what  happens when you hammer railway spikes into a baseball bat then come out swinging. 

  • You have Three Health Points. 
  • • You may use components found in game to upgrade melee weapons and guns in the  ways detailed on the Weapons Upgrades list. 
  • You are able to research new weapons upgrades. 
  • You are able to mend armour. 
  • You can create traps, disarm enemy traps and loot spare parts from traps.
  • You start the game with a selection of carded crafting components and one upgraded  melee weapon of your choice. 

Military Training 

No government- led military organisations survived the end of the world, but  individual units certainly did. Some made their new life keeping civilians safe, while  others became elite raider gangs. All have recruited new members and trained them in the old ways. There are occasionally lone survivors or those who didn’t agree with the  direction of their units and took to the road alone. 

  • You have Six Health Points. 
  • You may start the game six bullets and: 
    • One pistol, or 
    • One rifle, or 
    • One shotgun style weapon 
  • You may use any gun you find including specialist weapons and grenades.
  • You may start the game with: 
    • A shield, or 
    • A two-handed melee weapon 

Scientist 

Scientists are a varied group, ranging from those employed by governments and centres  of education before the world ended to those who got good by blowing things up in a  shed as quietly as possible. Some have years of training and expertise; some were  simply born to wear a white coat. 

  • You have Three Health Points. 
  • You may use components found in-game to create drugs and medicines found on the  Scientific Discoveries sheet. 
  • You are able to research new drugs and medicines.
  • Can dissect bodies and harvest components. This always requires the presence of a  referee. 
  • You can either use:  
    • The First Aid Skill, or 
    • Create & Use Explosives. 
  • You start the game with a selection of carded crafting components and at least one  item from the Scientific Discoveries list. 

Wanderer 

Wanderers are the resilient survivors of the post-apocalypse. Not necessarily  trained in a specific area, they pick up skills as they go, finding ways to adapt and  improvise. They are the most versatile survivors. 

In addition to one of the three options listed below, you may start the game with six food  tokens instead of three and twelve bottle caps of any kind instead of six. 

  • You have three Health Points plus any THREE other skills listed under different  archetypes, or 
  • You have six health points plus any TWO other skills listed under different archetypes,  or 
  • • You may select either of the two above options and replace one skill with the ability  to start with a bow and two arrows and/or a blaster style crossbow and six darts. If  you select this option you may also retrieve arrows but not crossbow darts. In the  world of Divided We Fall, crossbow bolts always break on impact. 

Character Progression 

There is no mechanical character progression system at Divided We Fall. In fact, given the  benefits of Death Cards, it is likely that dying will provide greater mechanical benefit than  surviving in a number of instances. The only benefit to surviving is being able to say you  survived. 

We encourage everyone, including those not planning to engage in high com encounters, to  bring spare kit in case of character death. We will always endeavour to help with kit if your  character dies and you either don’t have spare or you’ve run through all your spares already.  We may not have your first choice of kit, but we recognise that the high-risk nature of this  system can represent a barrier to entry and we will always do our best to mitigate that if we  can.


Crafting 

Key Points: 

  • Anyone can know the types of thing different crafters are likely to produce. These  items are common. 
  • Each different type of crafter has a standard list. As that type of crafter you  automatically know as much as you want from that list. 
  • All crafters can research new and/or similar items to anything they already know. This  is dangerous and can result in character death. 
  • Crafting anything needs a referee. 
  • All crafting resources can be looted and scavenged in game and are clearly labelled. If  it’s not labelled, it’s not usable for crafting. 
  • Some crafted items need a referee to use. 
  • If you want more information on what crafted items do, read the crafting rules. You  don’t have to be a crafter to read or know the crafting rules. 

As soon as a new item has been created by a crafter of any type, they can immediately share  the knowledge so that everyone else can know how to make that item. We will update the  crafting lists between events accordingly. If you would like to keep the knowledge secret for  any reason, you must tell the crafting referee who approves the new item as soon as it is  approved. 

You may roleplay not wanting to make certain types of item or not knowing how if you like,  even if you have the required skill. It’s entirely possible that a scientist might refuse to make  spore grenades out of principle or a pizza chef have absolutely no clue about poisons. 

Phys-Rep, Roleplay and Time Requirements 

Crafters will have access to a list of things they can craft. These can be found in the Crafting  Guide (V.01). All crafters can craft all items on their list if they wish or may roleplay knowing  some but not others. 

All crafting requires the presence of a referee before you start. In addition to the  components required, you are expected to roleplay making the item. There is no time limit  on this, but it should be vaguely convincing. 

For example, crafting Hyperburn might involve roleplaying crushing up suspicious rocks with  a hammer, dissolving them in battery acid, filtering the mix then evaporating it into a final  product. This might take 10 minutes or an hour, depending on how much you enjoy this  type of roleplay. Please do not bring any harmful substances or potentially hazardous items  to use as phys reps. Please remember that real batteries are extremely dangerous if  damaged.

You may use props to make the process more interesting if you wish, but you are not  obliged to as this can be expensive in addition to the other requirements. The only thing  which will limit the amount of crafting you can do is the number of IC resources you have.  All IC resources can be found in game and will be clearly labelled. Any item you make should  be suitably phys-repped, so consider carrying a stash of potion bottles, grenade phys reps,  food packets or whatever it is you plan on making. When you craft any item, you must give  the specified IC resources to a referee who will give you an item card in return. 

Any crafter may research new items similar to those on their own crafting list. There is no  guarantee that research will be successful or that the outcome will be better than anything  currently available. It takes two days to research a new item, but you can spend as much or  as little of those two days roleplaying the research as you wish. Any successful new item  requires a minimum of three ingredients (IC resources) and a clear idea of what effect you  are hoping to achieve. You must spend the components even if the research is unsuccessful.  If the research is unsuccessful you will be told as soon as possible and can try something  new, but be aware that multiple unsuccessful attempts or wildly over-ambitious projects are  likely to result in explosions, injury or even death. Just putting a random selection of  ingredients together with no clear idea of what it will do will definitely result in an  explosion, probably localised to your own face. Research attempts must start in the  presence of a referee. 

There will be a dedicated crafting referee NPC in the player area. They will be identified  during the pre-game briefing and will exist primarily to facilitate OOC crafting admin without  taking you out of the game and to talk through ideas for crafting projects and related plot in  an IC fashion. We will allocate further referee presence to support crafting if we feel it is  needed. 

Crafting is a dangerous business, and just as likely to get you killed as a combat build if  you’re not careful. Wildly mixing components without research carries the same level of risk  as trying to fight a clicker with a crowbar. 

The areas of crafting are: 

  • Scientific Discoveries 
    • Drugs 
    • Medicines 
    • Explosives 
  • Upgrades 
    • Upgrade Kits 
    • Melee Weapon Upgrades
    • Gun Upgrades 
    • Bow Upgrades 
    • Heavy Weapons Upgrades
    • Shield Upgrades 
  • Traps 
  • A La Carte Menu (Chef) 
    • Beneficial Food & Drink 
    • Ingested Poisons 
    • Blade Venoms 
    • Culinary Specialities 

For more on these, please look at the Crafting Guide (V.01).

Crafting Weapon/Armour Upgrades  

  • Inventors can create upgrade kits in advance and apply them in the field with 10  seconds of roleplay.  
  • When applied to a weapon, upgrades last for 6 uses. Melee attacks using an upgrade  should be role played with big, cinematic blows. This allows the monsters to react  appropriately and helps the effect to resolve as intended.  
  • The weapon user may choose when a call is used: it does not have to be the first 6  hits or consecutive hits. Uses are not lost at the end of the fight, the end of the day  or the end of the event.
  • If your armour has been upgraded to resist a call, it is used as soon as it is hit by the  relevant call and cannot be saved for later.  
  • Upgrades can be applied to bows. 

Looting 

All lootable items are clearly marked. Anything which isn’t clearly marked is not lootable and  is considered worthless. You may pick up items which your character cannot use and give  them to a character who can use them, but note that the more intricate the item, the more  risk is involved. For example, picking up explosives if you have no knowledge of explosives is  unlikely to be a great plan, and picking up specialist weapons with no knowledge of how to  handle them might result in breakages. Only those with the skill to retrieve arrows may  retrieve arrows: anyone attempting to retrieve arrows without the skill automatically breaks  them. 

Dead NPCs and monsters may be carrying lootable items. When they die, if they have  lootable weapons or items, they will drop a Weapons Card or marked Item Card on the  ground nearby. You may not take phys-reps from a dead monster, only Weapons Cards and  Item Cards. The one exception to this is specialist weapons which do unusual damage,  where you may use the phys-rep for the remainder of the weekend if you wish. A specialist  weapon without a Weapons Card is not lootable and should be assumed to be broken  beyond repair. 

You do not need to roleplay searching dead monsters: all useable items and weapons which  can be looted will be Weapons Cards and Item Cards visibly dropped near the body. Once  you have a Weapons Card, you must provide your own appropriate phys rep for the  weapon. When you die, you may drop any Weapons Cards and Item Cards you have on you  at the time for others to find, but you are not obliged to. You may not keep weapons or  resources from a dead character to use as a new character. There may be some spare guns  and melee weapon phys-reps to borrow, but you should not rely on it.


Accessibility 

Making the game as inclusive and accessible as possible is our priority. There will be things  we can improve and we always want to know what will improve your experience. We can’t  promise to make everything happen but we are always open to feedback. It shouldn’t be  down to affected groups to make anything better, but it’s a huge help if we hear what  you’re struggling with so we can include everyone as much as possible. In any situation  where a rule comes into conflict with an accessibility issue, we will try our best to prioritise  accessibility. 

Our designated Accessibility Lead (including Mental Health lead) is Becki Budd, however, all of our referees are responsible for accessibility. 

There will always be a designated low combat zone where the main player base is  established. No monsters except sightless Infected will be directed to fight in this area. This  does not mean combat is impossible, but it is significantly less likely, as you’ll have to really  try to turn a friendly merchant into a combat risk. Sightless Infected will never attack  motionless targets in this area. 

All encounters taking place outside the low combat zone will be designated low com or high  com in advance. You may always ask the referee taking you to an encounter whether it is  low com or high com and your character may absolutely roleplay getting a bad feeling about  an encounter. You do not need to be exclusively low com to use this mechanic: anyone can  opt in and out of combat at any time. Many encounters will involve smoke effects: you can  also always check with a referee if there will be smoke effects. 

Low com is not the same as non-combat: it simply means that the encounter has not been  designed with the intention of a physical fight. We do not ask people to define themselves  as combatant or non-combatant as we recognise that sometimes people want and are able  to have a fight, and sometimes they are not. We define all encounters as either low com or high com to allow people to make informed decisions about which encounters they want to  engage with at any given time. 

Low com encounters may involve risk of character death and the possibility of slow moving,  sightless infected who ONLY inflict bite damage by touching you with two hands. This means  staying still until the threat has passed will keep your character safe. You will never be  expected to move quickly, fight or navigate obstacles at pace to survive a low com  encounter, but low com does not mean low risk. 

High com encounters may involve risk of character death and are likely to include fighting  with melee weapons and/or projectiles. They may involve combat which is extremely deadly  but easier to survive if you can move at pace or navigate obstacles.

All skills, abilities and encounters which give you information will be written down where  possible. Where information is not written down and it would help you to have it written  down, please ask a referee. If verbal communication is not ideal, you may ask any NPC to  engage in written communication instead and they will deliver the same information but  written: all NPCs will carry notebooks to facilitate this, including the most belligerent and  unpleasant NPCs. If you are likely to benefit from this, consider carrying a “written comms” card so you don’t have to ask verbally. Written communication does not mean the NPC will  stop what they are doing or become less hostile; they will simply communicate without  saying the words out loud. After all, a middle finger doesn’t need a verbal explanation. 

Psychological safety can be hard to gauge in this sort of game which deliberately inflicts  psychological discomfort. As such, it is up to each individual to manage their own  psychological safety. We use the look-down gesture and Nope Cards to show that you do  not wish to engage with the in-character events. If you use the look-down gesture or show a  Nope Card, NPCs and monsters will not engage with you at all for the duration of that  encounter. 

Nope Cards at Divided We Fall are simply a piece of paper with a large, visible X which you  show to the people you do not wish to engage with. If you are likely to benefit from a Nope  Card, you are encouraged to carry one with you. The look-down gesture involves looking  down while covering your eyes with both hands. Both these mechanics will be briefed at  onsite briefings. 

Nope Cards will never be used for anything other than an OOC psychological safety feature.  It is entirely possible to avoid taking damage and even character death by using a Nope Card  or the look down gesture. This is never cheating unless you deliberately put yourself in  danger and use the mechanic in bad faith to survive. No one will police the use of these  mechanics and there is no limit to the number of times they can be used, although if you  find yourself having to use them frequently, you should consider whether continuing to put  yourself in similar situations is appropriate and how it may impact others. 


Safeguarding and Expectations 

The world of Divided We Fall is awful, but we are not. This is designed to be an inclusive,  safe environment where everyone is able to express themselves fully. We operate a zero  tolerance policy on behaviours that put players or crew at physical or mental risk. As such,  everyone should feel free to use any of the facilities that are most comfortable for them.  We believe that trans women are women, and trans men are men. We believe that Non  Binary folk are who they say they are.

Default to neutral they/them pronouns until you know. Make a habit of asking people their  pronouns rather than assuming. Wearing a badge with your pronouns is a great way of  letting people know. 

Physical contact with the exception of the bite mechanic must be based on recent and  explicit consent. If you’re going to touch someone, ask first, even if they were fine with it  earlier in the day. If touch is problematic for you, please check with a referee whether the  encounter you will be going on will include bite damage so you can make an informed  decision about whether you engage. 

There will never be sexual violence, violence against children, misogyny, racism,  homophobia, anti-trans narrative or animal cruelty in the game. These are not valid topics  for discussion at any point. It is not acceptable to play a character who discriminates against  or is intolerant of any protected characteristic or physical characteristic. To be explicit, this  includes fat-phobia. 

There is no space for cultural appropriation, blackface or racist accents in this game. 

You are encouraged to calibrate IC relationships outside of the game before you start  roleplaying them. For example, discussing physical contact boundaries or whether someone  wishes to roleplay a romantic relationship or not. An IC wedding can be huge fun, but it’s  always worth setting boundaries. 

It is entirely possible that player versus player (PvP) actions including theft, fighting and  even death will occur and can form an exciting and enjoyable part of the narrative. Divided  We Fall is primarily a player versus enemy (PvE) system, but PVP is allowed. 

You should never engage in PvP actions against someone with whom you have OOC  conflicts. You should never engage in PvP actions of any sort, no matter how minor, if you  would find any potential consequences too distressing to roleplay happily. If you would not  be comfortable being put on trial or losing your character, avoid engaging in any PvP  actions, even if you think extreme consequences would be unfair. This is a horrible world,  and the consequences for small transgressions are likely to be disproportionate. 

Any PvP action which will negatively affect another player, including theft, sabotage and  murder must happen in the presence of a referee or they will be assumed not to have  happened. 

Please refrain from wearing recognisable animal pelts, particularly anything with a face. This  doesn’t mean no leather: it just means be considerate.


Your Responsibility as a Player at Divided We Fall 

You must not: 

Discriminate against another attendee on any grounds, for example: 

  • Age 
  • Body type or physical appearance 
  • Gender or sex 
  • Nationality 
  • Sexuality 
  • Ethnicity 
  • Religion 
  • Sexually or physically harass an attendee, either IC or OC. 
  • Use illegal substances. 
  • Get drunk to the point where you are not in control of your actions or fight while drunk.
  • Smoke in confined areas: please smoke away from groups who do not consent.
  • Film any part of our events without explicit permission from the event organisers.
  • Photograph participants who have indicated that they do not wish to be photographed.
  • Remove or interfere with other attendees’ personal belongings. 

If you see something that you deem to be uncomfortable or detrimental to yourself or  another person’s wellbeing, do not hesitate to warn a referee, or if you think it is safe to do  so, ask the attendee if they are ok out of character. 

If you are found to be in breach of policy we can: 

  • Offer you a warning or discuss the situation with you 
  • Ban you from attending our events 
  • Ask you to leave our event 
  • Report you to the police in more serious cases.

Glossary 

Skills 

  • Armour
    All characters can wear armour. Wearing armour on at least 2 locations gives a  character 1 additional global health point. 4 covered locations offers 2 additional global health points and all 6 locations gives 3 additional global health points. Armour locations are head, torso, left arm, right arm, left leg and  right leg. 

    An area does not have to be fully, or even mostly, covered to count as being  protected: it must just be obviously armoured. For example, a set of roller derby knee pads would provide just as much protection as a full leg harness.  

    When armour is reduced to 0 health points from any type of combat it must be  repaired with roleplay by an Inventor before it becomes functional again. There  may be other ways to repair or improve armour in the game. Rended armour  and Shattered weapons require an Inventor and repair kits. 
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  • Bow Use All characters can use bows. You do not start the game with a bow unless you  have a skill which specifies it. You may not retrieve arrows unless you have a  skill which specifies it. 

    Anyone who uses a bow must pass an OOC bow use test to ensure safe usage.  These will be conducted before time-in at each event. 
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  • Distract
    All characters can use coreless thrown weapons to create a distraction. All  human and infected monsters will react to a thrown weapon by investigating  the area into which it has been thrown, which may give you time to sneak past.  Intelligent monsters may become more alert to a threat after being distracted  even if they have not seen anyone. You may start the game with as many thrown weapons as you wish. Thrown weapons do not inflict damage. 
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  • First Aid
    With 30 seconds of appropriate roleplay you can stop an unconscious person’s  death count so they become conscious and wounded. With a further 30 seconds of roleplay, you heal them to 1 health point and they are no longer  wounded. If a person is simply wounded, you can still use 30 seconds of roleplay to heal them to 1 health point so they are no longer wounded. This  skill has no effect on a person with 1 or more health points. It does not require  any resources.  
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  • Gun Use
    All characters can use pistols, rifles and shotgun style weapons. Specialist  weapons will be clearly marked to show that they require a skill to use, and you  may not use these without a skill. You do not start the game with any guns  unless you have a skill which specifies it. 

    Divided We Fall uses standard and Mega darts. Rival, Ultra, and Vortex rounds  are not used, so you should not bring any guns that use this type of ammunition.
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  • Let’s Take it Outside 
    You tell a Single NPC “Let’s Take it Outside.” They are compelled to follow you  outside of the safe zone. This mechanic is intended to allow players the  opportunity to initiate combat with NPCs who are currently in the safe zone.  This skill only targets and compels a single npc, but does not stop any of their  mates joining them! A particularly strong-willed NPC might be able to resist this  skill. They will call “No effect.” 
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  • Listen
    All characters can Listen carefully and hear the movements of nearby people or  infected. To Listen, an already hidden and unobserved player may move one  step out of cover while showing a closed fist and look around without moving  further away from their initial position. If you can see any enemies, you are not  unobserved. 

    Monsters will not notice the Listening player as they still count as hidden and in  cover. Listening does not make a person invisible, but it represents a person  staying hidden while the mechanic makes them visible OOC. If a monster moves into a position where they could see the Listening player in their hidden  position, Listening offers no protection. You cannot Listen and move unobserved into a position, then attack, as in the game your body would not  have moved. If a fight breaks out where your body should be, you must return  immediately. Listening has a range of 10m. 

    To roughly gauge the number of enemies in an area including Stalkers in the  walls, put your fist in the air. Roleplay listening for 20-30 seconds, say “Listen.”  any nearby hidden enemies must reveal their location allowing you to attack. 
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  • Lucky Escape
    This is a call intended for use as an accessibility feature and must not be used  to gain a mechanical benefit. It is to allow everyone to participate in high combat encounters which would otherwise be fatal because of OOC considerations. 
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  • Melee Weapons 
    Any character may start the game with one single-handed melee weapon and  one dagger. You may swap the single-handed weapon for a second dagger if  you prefer. You are not required to have any melee weapons and can have  fewer than the maximum allowed number. All melee weapons do a point of  damage per hit unless they have been upgraded. You may not use shields or  two-handed weapons unless you have the appropriate skill. Any character may  use their single-handed weapon in one hand and dagger in the other, if they  wish. 
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  • Moneymaking
    The official currency is food tokens. All characters may start the game with  three food tokens. To represent the wide range distributed by various agencies,  you are encouraged to design and bring your own, but you are welcome to  print off the example at the back of the Core Rulebook.

    The unofficial currency is bottlecaps. These are split into two types: unmodified  and modified. Modified bottlecaps (also known as mods) are worth roughly five  times the value of unmodified bottlecaps (also known as non-mods). In order  to count as modified, your bottlecaps must be significantly changed from the  original. This could include scratched or painted artwork, adding ornamentation or any other complex design change. Simply spray-painting them one colour does not count as modification. 

    Modified bottlecaps are worth roughly half a food token, although some which  have been extensively modified and obviously represent many hours’ work have been known to command similar value to food tokens. All characters may  start the game with six bottlecaps of any type. You are encouraged to design  and bring your own. 
CurrencyValue
Food Token1 Unit
Modified Bottlecap0.5 Units
Unmodified Bottlecap0.1 Units

  • Musician
    Music is powerful. A rousing chorus as you stride towards a desperate last  stand might just give you the will to survive, while a warhorn and war drums  can strike fear into the heart of your enemies. That said, playing a flute at a  clicker is only ever going to get you killed, and disturbing someone’s concentration while they’re working with explosives is probably unwise. Music  is far from an exact science, it’s just that sometimes it might tip the scales. 

Calls 

  • Boom
    Targets within 1 metre of point of origin take 3 points of damage and Collapse 
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  • Collapse
    Your back or torso must make contact with the ground or nearest wall or  similarly flat surface. If it is not safe or possible to achieve this, you must become dazed for five seconds, meaning you cannot move, attack or defend  yourself in any way.
  • Fatal
    Your body’s Health Points are reduced to 0 and you start your death count even  if you are wearing armour. Armour Health Points are not affected by Fatal damage.
  • Rend
    Any armour you are wearing is reduced to 0 Health Points and must be mended  by an Inventor before being useful again. 
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  • Mega
    Affects all targets within 3 metres of point of origin. Any call can have MEGA  added. 
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  • Mega Boom
    Targets within 1 metre of point of origin take FATAL, and targets within 3 metres  of point of origin take 3 points of damage and Collapse 
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  • Shatter
    A melee weapon and/or shield which is hit by another weapon calling Shatter is  broken and unusable. It must be mended by an Inventor before being useful  again. This does not affect guns, bows or crossbows. 
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  • Stagger
    This call makes you stagger back 3 steps
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  • Stealth Shiv
    These one-use crafted items are used to kill enemies in a quiet and stealthy  manner. They will be available as blueprints and will affect clickers, but not  bloaters. 
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  • Stun
    You cannot move for 10 seconds 
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  • Subdue
    Indicates non-lethal Blows. When a player loses their last hit to a Subdue call,  they become Unconscious. This lasts for 30 seconds, or however long your  death count is. 
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  • Suppressing Fire 
    A special type of ammunition for Heavy Weapons. Suppressing Fire lasts for 30  seconds. Everyone within 10m of the front of the user takes 1 point of damage  every 3 seconds they remain in the line of fire. 

Medicine & Drugs 

  • Adrenaline
    Takes the recipient from 0 to 1 Health Point if administered within 30 seconds  of reaching 0 Health Points. 
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  • Health Bandages 
    Returns a conscious wearer to full health points in 60 minutes. This does not  affect armour. 
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  • Hyperburn
    Once ingested, last for 3 uses or 30 minutes, whichever happens first. Uses  resist any call and you can chose which calls to take or ignore. 
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  • Muse
    The edges of reality blur giving you insight into a single problem, puzzle or  scenario. This may take the form of hints, suggestions or something you have  the tools to unlock being unlocked for you. You must tell a referee to get the  benefit from this drug. 
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  • Overdrive
    Allows the recipient to act normally for 60 seconds after reaching 0 Health  Points. After those 60 seconds the recipient is dead unless they are injected  with adrenaline within a further 30 seconds. Overdrive lasts for 30 minutes  from when the recipient is injected. After the ability has been used once, Overdrive offers no further benefit. 
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  • Rocket Fuel
    Any NPC merchant will offer you a better price than others for a trade. There is  a small chance that they will take an immediate dislike to you and refuse to  trade at all. This may be influenced by how you act. When under the effect of  Rocket Fuel you should show the card to the NPC immediately so they can  react accordingly.
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