TEXT: a game of post-apocalyptic community by jim pinto
  an abattoir of flies
  
  and when they
  had picked the final
  carcasses clean...
  the flies
  found themselves
  out of food
  
  3
  t h e  c a r c a s s : 
  a n  a b a t t o i r  o f  f l i e s
  words by jim pinto
  art by Tamas Baranya, Earl Geier, the Forge Studios, Eric Lofgren, 
  Chris Malidore, Michael Phillippi
  graphics and doodles by jim pinto
  proofing and assistance by Tobie Abad, Darren Miller, Jimmy Ringkvist, 
  Diana Kwolkoski Stoll, Martijn Tolsma
  The Carcass is Book 4 in the GMZero series.
  The Carcass: An Abattoir of Flies is the first expansion to The Carcass.
  c o n t e n t s
  the carcass ..................................................................................................4 
  an abattoir of flies ......................................................................................5 
  a new walkthrough .....................................................................................6 
   
  first .......................................................................................................6 
   
  cast of characters .................................................................................6 
   
  dents and scratches .............................................................................6 
   
  hobbling and mutations ......................................................................7 
  powers .........................................................................................................8 
   
  powers list ............................................................................................8 
  drama points ..............................................................................................9 
  using trepidation ........................................................................................9 
  the fall ...................................................................................................... 10 
   
  optional rule ..................................................................................... 10 
  new tribes ................................................................................................ 11 
  new campaigns ........................................................................................ 12 
  nomad campaign ..................................................................................... 12 
  prisoner campaign .................................................................................. 13 
  the undead ............................................................................................... 14 
  explaining roles ....................................................................................... 15 
  roles revisited .......................................................................................... 16 
  supernatural roles ................................................................................... 16 
   
  curate ................................................................................................ 17 
   
  drone ................................................................................................. 18 
   
  expert ................................................................................................ 19 
   
  hatchet .............................................................................................. 20 
   
  jack .................................................................................................... 21 
   
  marker ............................................................................................... 22 
   
  nomad ............................................................................................... 23 
   
  rover .................................................................................................. 24 
   
  soldier ................................................................................................ 25 
   
  welder ................................................................................................ 26 
   
  witch .................................................................................................. 27 
   
  wrecker .............................................................................................. 28 
   
  astrologer .......................................................................................... 29 
   
  damned ............................................................................................. 30 
   
  gaunt ................................................................................................. 31 
   
  maggot .............................................................................................. 32 
   
  warlock .............................................................................................. 33 
  effects ....................................................................................................... 34
  Copyright 2015 © post world games and jim pinto. 
  Artwork © Tamas Baranya. All rights reserved. 
  Artwork © The Forge Studios. All rights reserved. 
  There is no open source system data in this product. 
  
  4
  t h e  c a r c a s s
  The Carcass is a roleplaying story game where players take on the roles 
  of the last members of a dying post-apocalyptic tribe. The tribal leader 
  is dead, the community in tatters, and the future a mystery. What will 
  become of you in this barren wasteland?
  The story is a culmination of human arrogance and desperation. Any 
  post-apoc game, by design, reflects that human arrogance wiped out 
  roughly 99% of the earth. The 1% that remain are still humans capable 
  of monstrous acts. Post-Apocalyptic stories are therefore a microcosm 
  of human savagery.
  The Carcass is a reflection of this reality.
  Add in the ingredients of selfish motives, (fractious) tribal unity, and 
  character/player authority and you have an aggressive game with high 
  replay value.
  This document is not only a compendium of ideas for running better 
  Carcass games, it also adds rules for captives, character powers, nomads, 
  and the undead (including, but not limited to, zombies). It includes new 
  roles and a compiled list of action results for ease of use.
  You already know this part.
  Wow. You can just rock me to sleep now.
  Really.
  As the game approaches an inevitable second edition, more ideas come 
  to me. New roles. New dents and scratches. Better explanations of how 
  to use drama points. This book provides a myriad of new ideas.
  the world ended
  and no one noticed
  until we were all living in tents
  
  5
  a n  a b a t t o i r  o f  f l i e s
  There’s something wrong with the world. Not the obvious wrong. We’ve all 
  heard our grandparents talk about the ‘before time,’ when food was plentiful, 
  people didn’t fight everyday, and there were permanent structures to live 
  under. And there was fuel, too.
  No. It’s something else.
  I’ve heard rumors from the other tribes. Some suffer from a lack of reliable 
  food and clean water. In some places of the world fewer children are born. 
  Radiation is so thick that people get sick and die within a matter of hours 
  once exposed. Mutations are rampant.
  Hope is a distant memory.
  I’ve heard of tribes rising up against their own kind and killing their 
  leaders. And then what? Without a plan, the tribe is cast into chaos almost 
  immediately. Power vacuums create wars. And wars lead to more chaos and 
  death. Some are calling it ‘the fall,’ that definable moment in a tribe when 
  everything turns sideways and upside down.
  Everyone is suffering from some kind of fall. Every tribe, in every corner of 
  the world. At least, as far as anyone can tell. Not that we were ever peaceful 
  beings, but the fall has brought out the worst in us. And it’s growing.
  Some blame the mutants, psychics, and witches. Others speak of outsiders 
  who bring curses with them. Some think there are haunts living among them 
  that brought the fall. None can say for sure what the real cause is, only that 
  nothing is the same.
  circling the carcasses
  feeding upon the useless cargo of human debris
  an abattoir of flies
  
  6
  a  n e w  w a l k  t h r o u g h
  The main book for The Carcass has players making characters and doing 
  world-building in what can seem like a random order. It’s not. But it 
  does sometimes feel like it. In addition, if you play enough, the 14 dents 
  and scratches questions become repetitive. This new walkthrough takes 
  you into world-building before making characters, and then finally into 
  setting goals.
  first
  First, develop the world you are in. Answer the following five questions 
  (in any order) as a group.
  What is the climate/environment like?
  Where does everyone live? How do they sustain themselves?
  How long has it been since the end of the world (which is different 
  than the fall)? (At least 100 years is recommended)
  What caused your tribe to fall into decline and what caused your 
  leader’s death (they need not be the same thing)?
  What is the greatest threat to your tribe’s future?
  You also need to do some naming, as a group.
  Name your tribe and two others — one neutral and one hostile
  Name all of the tribe leaders, including your dead leader
  Lastly, though it’s not absolutely necessary, the players may want to 
  decide what the tribe looks like, in general. What do they wear, how 
  do they behave, etc. Some of this is further defined during dents and 
  scratches.
  cast of characters
  The players should create NPCs next. This creates a field of characters 
  for the players to use when they answer questions. These NPCs are part 
  of the tribe and key to the questions the PCs will answer later. Be sure 
  to add the two living tribal leaders from the hostile and neutral tribes 
  once the NPCs are done.
  When creating characters, you are welcome to include an NPC in one of 
  your character-building questions. Don’t focus too much on the NPCs. 
  The story is about your characters after all, but including them could be 
  interesting.
  dents and scratches
  The following is a list of new and old questions combined to modify the 
  world you’ve already built.
  • 
  What is sacred to the tribe?
  • 
  What behavior or manner is distinct to the tribe?
  • 
  Define one vital resource the tribe lacks.
  • 
  Define one vital resource the tribe has that others want.
  • 
  How big was the tribe before the fall? Now?
  • 
  How does the tribe treat issues of marriage/monogamy?
  • 
  Which rights do some tribe members have that others do not?
  • 
  Why do you want to be the leader? 
  Why does everyone think you want to be the leader? 
  Who pretends to be leader in the meantime?
  • 
  Who among you was secretly related to the old tribal leader? 
  • 
  What was your rank in the tribe before the fall? Now?
  • 
  What does the tribe do to those they suspect are mutants or 
  witches? What is the litmus test for determining a witch?
  • 
  Why are there no children in the tribe?
  • 
  Who does the tribe suspect caused the leader’s death? 
  Who do you suspect?
  • 
  Who fears whom?
  • 
  What singular defense or weapon gives the tribe a slight edge?
  • 
  How large (in acres, or equivalent) is the tribe’s territory? 
  What does the territory butt against?
  • 
  Who has an obvious physical deformity or mutation?
  • 
  Who has a hidden deformity or mutation?
  • 
  Who was recently wounded during a skirmish with a rival?
  • 
  Which technological device (hot water, refrigeration, radio, etc) 
  has the tribe’s welder pieced together for everyone’s benefit?
  • 
  Describe a large-scale project that is far from being completed. 
  Why has it stagnated? What will it take to complete?
  • 
  Name, describe, and define one additional NPC who has recently 
  gone missing (but may reappear later).
  • 
  Name, describe, and define one additional NPC who is a rival for 
  leadership.
  
  7
  hobbling and mutations
  Hobbling and mutations are barely touched on in the original 
  document. While intended to be optional, it is recommended that 
  advanced players implement them in all games. And if so, during 
  character creation. 
  Hobbling is a reflection of characters who have had a rough life, and 
  who’ve been damaged by the wastelands. Or the fall. A random card 
  draw can help develop an interesting character quirk. If nothing else, 
  consider hobbling the NPCs to create more variety in the tribe.
  suit
  	
  ♣ 
  Affects Generic Die Rolls (–1)
  	
  ♦	
  Affects Starting Drama Points (–2)
  	
  ♥	
  Affects Fighting Die Rolls (–1) 
  	
  ♠ 
  Affects Leadership Potential (–3)
  value
   
  A 
  Amnesia
   
  2 
  Paralyzing Phobia
   
  3 
  Noticeable Physical Mutation
   
  4 
  Physical Strength Impaired
   
  5 
  Headaches
   
  6 
  Pariah
   
  7 
  Limited Finger Dexterity
   
  8 
  Tumors
   
  9 
  Affected Sense
   
  10 
  Addiction
   
  J 
  Psychosis
   
  Q 
  Suspected Witch
   
  K 
  Mania (choose a specific type)
   Joker 
  Character begins play with a trepidation
  Mutations seem to get under-used, too. It may be the nature of GMless 
  games, but players tend to forget these kinds of details, so if you’re 
  using mutations, make sure you are clear about what your character 
  looks like. Or what the NPCs look like that have mutations. And don’t 
  be afraid to develop how they work. It’s one thing to have abnormal 
  pigmentation, but if it helps you absorb nutrients, it might make you 
  the best marker there is.
  Players may decide that having a mutation grants the character a power. 
  I leave that up to each group to determine.
  mutations
   
  1 
  Abnormal Pigmentation, perhaps as a camouflage
   
  2 
  Antlers or Horns, revealing one’s age or status
   
  3 
  Carapace, could provide armor, but limits motion
   
  4 
  Color, Daylight, or Night Blindness
   
  5 
  Cyclops, a fearsome-looking hindrance
   
  6 
  Deformed, Malformed, or Vestigial Limb
   
  7 
  Deleterious Mutation, affects health and longevity
   
  8 
  Extra Digiti, which may or may not work
   
  9 
  Fangs or Tusks, that are useful in close quarters
   
  10 
  High Metabolism, harmful in a world without food
   
  11 
  Hollow Bones, delicate frame, but lightweight body
   
  12 
  Hunchback, improved strength, but inflexibility
   
  13 
  Hyperalgesia*, with no positive side effects
   
  14 
  Mane and Bristles, as if marked as an animal
   
  15 
  Nocturnal Biology, great for sentries
   
  16 
  Pronounced Odor, makes one easy to track
   
  17 
  Skin Abnormality, perhaps the most sanitized
   
  18 
  Tail, possibly used to carry a tool, but not a weapon
   
  19 
  Webbed Feet or Hands, easy to follow footprints
   20 
  Minor Combination of Two Mutations
  * This is an increased sensitivity to pain. In physical terms it could 
  manifest as thin skin.
  
  8
  magnet
  Whenever your foil directs a scene, your character may be present 
  without spending a drama point.
  martyr
  Whenever you would gain one drama point from trepidation or failure, 
  steal one drama point from the leader as well.
  nihilist
  Whenever you would gain trepidation, you may spend one drama point 
  to ignore it. You do not gain one drama point for the trepidation.
  psychic
  After dice are rolled, you may spend one drama point to interpret 
  your own results. If this result leads to a bargain, you may spend one 
  additional drama point to turn the result to a success.
  recruit
  You may take on the role of an NPC, turning him or her into a PC. If you 
  presently control a PC, that character becomes an NPC.
  regeneration
  You may spend one drama point to make any trepidation gained in a 
  fight go away after the fight is over.
  specialist
  Whenever you take a role-specific action, you may spend one drama 
  point to gain two bonus dice instead of just one.
  subterfuge
  Whenever you spend drama points on anything other than increasing 
  the number of dice in a die roll, the drama point goes to your foil’s foil, 
  instead of your foil.
  thick skin
  Whenever a player would take a fight action against you (rolling at least 
  three dice), you may ignore the highest die.
  victim
  Whenever you would gain one drama point from trepidation or failure, 
  steal one drama point from your foil as well. 
  willpower
  Whenever a player would take an action against you, you may spend one 
  drama point to become his or her foil for the action.
  p o w e r s
  If you are campaigning (or bringing enough trepidation onto yourself), 
  you may notice drama points piling up to the point of being redundant. 
  This is an unintentional side-effect of the game design. Avoiding death 
  and narrating two scenes in a row were intended to force points out of 
  the game, but this wasn’t explicit in the first book. In response to that, 
  I’ve included these new rules for powers.
  Powers are an optional rule, giving players a little more control over the 
  story. Each power costs 10 drama points, and these points are removed 
  from play. In addition, whenever a power is purchased, any players 
  without drama points gain one.
  How a power is associated with a mutation is up to the player. 
  A character with fangs as a mutation and command as a power might 
  lead through intimidation. Mixing fangs and lethal might have a more 
  obvious connection.
  powers list
  command
  Whenever you direct a scene, you may spend one drama point to 
  immediately direct another scene. This power can be used once per turn 
  around the table.
  councilor
  Whenever the leader player directs a scene, your character may be 
  present without spending a drama point.
  dirty tricks
  Whenever a player would take a non-fight action against you (rolling at 
  least three dice), ignore the highest die.
  jack of all trades
  Whenever you take a general action, roll three dice instead of two.
  lazarus
  Whenever you would die in a fight, you may spend one drama point to 
  survive — though barely.
  lethal
  Whenever you fight, you may spend one drama point to gain two bonus 
  dice instead of just one.
  
  9
  d r a m a  p o i n t s
  One of the cornerstones of The Carcass is the drama point system. 
  But because of the loose nature (and my poor explanations), it is not 
  always obvious what drama points can be used for. So, in that vein, I’ve 
  included a list of ideas for spending drama points, though the actual 
  cost of these things is up to the group and your style of play.
  Adding a detail to a scene
  Adding an NPC to a scene
  Adding or removing a point of trepidation
  Answering an additional question during character creation
  Creating a new challenge
  Creating a new NPC
  Creating a new enemy tribe
  Creating a new enemy tribe leader
  Creating new trepidation
  Directing a scene out of turn
  Directing two scenes in a row
  Gaining a mutation
  Joining a scene you aren’t in
  Undo something that cannot be undone (3)
  u s i n g  t r e p i d a t i o n
  Trepidation serves two purposes. It makes it clear that the climate of 
  the community is changing and that there are people in the tribe that 
  cannot be controlled — their perspectives are independent. Secondly, 
  characters who have a poor reputation with the community will have a 
  harder time becoming leader. The fact that trepidation can go away (or 
  grow worse) randomly is a reflection of people’s fickleness.
  Trepidation shouldn’t be ignored. It’s a core story element that can 
  be explored. But it can also grow out of control, if the characters 
  never address it and continue to take actions that aren’t best for the 
  community. It is not uncommon for three or more trepidation story 
  threads to be going at once.
  Trepidation could be more concrete in the game, but that would defeat 
  the original purpose. If you’re only playing a one-shot, this might not 
  concern your style of play.
  If you really want trepidation to matter, apply the negative value to all 
  non-physical action die rolls for characters. A bad reputation can affect 
  everyone’s desire to want to work with a character.
  
  10
  Aggression rears its ugly head
  Retaliation brings further dread
  The two are linked by unseen threads
  That wind back through time
  I don’t agree with the outdated trend
  Nationalism is an evil friend
  But hatred is instilled by invisible lines
  Drawn in our minds
  -- Fertile Crescent, Bad Religion
  t h e  f a l l
  Throughout the original document there is mention of something called 
  ‘the fall,’ as well as the tribe’s descent. These are not necessarily the 
  same things. The game presumes that the tribe is in decline based on 
  some recent event of significance. It also presumes (in some instances) 
  that a ‘fall’ has happened. But when? It could have been at any point 
  in the past. It might even be the thing that caused the world to look 
  the way it does. But the fall is purposely vague in order to give players 
  room to define it for themselves. Is this part of the secret history that 
  only the tribe’s astrologer or curate knows? Is the fall part of the oral 
  tradition? Is it something the tribe never talks about?
  optional rule
  To make the fall a more interesting element in play, write ‘the fall’ on an 
  index card and place it at the center of the table. Put a 1d6 dice on it as 
  well, with the ‘1’ facing up. Every scene that passes without mentioning 
  the fall, turn the die face up one. When the die reaches ‘6’ something 
  sigifigant happens to the tribe. This should be narrated by the next 
  director, with the fallout of the event occuring during the next scene. 
  Here are a few ideas.
  • 
  The (new) leader dies
  • 
  The tribe is attacked
  • 
  A plague strikes
  • 
  People go missing
  • 
  The tribe begins to fracture or disband
  • 
  Trepidation grows and the people turn against the leadership
  • 
  Historical problems re-emerge
  
  11
  moondogs
  The Moondogs are the last remaining tribe of the old ways. All around 
  them are new enemies, born from a darker world. Once led by Ramm, 
  the tribe has lost half its members to neighboring marauders and 
  nomads. And, as traditions within the tribe fade, the Moondogs have 
  started to turn on one another.
  october
  Celebrating its survival every full moon, the members of October are 
  the most peaceful tribe in the area. Turning their efforts to education, 
  farming, security, and water purification, the tribe has thrived for 
  decades in the wastes. But with the death of Bonne, productivity has 
  ceased. The ‘elders’ of the tribe seek to unify with one of their more 
  violent neighbors in the hopes of brokering peace… even if it means 
  living as slaves.
  ruined saints
  Living inside an old church, the Ruined Saints no longer take their 
  namesake too seriously. Where once the leadership enforced piety and 
  social order, the Ruined Saints have become a hedonistic morass. Since 
  the death of Glase, the tribe has only gotten worse. It’s only a matter of 
  time before their name becomes an ironic joke.
  scions of filth
  Single-handedly the dirtiest scavenger tribe there is, the Scions of Filth 
  survive by doing what no one else would do. No tasks is beneath them. 
  They lack pride or tradition, relying instead on the will to see disgusting 
  tasks completed. Oddly, without Brik to lead them, disease has started 
  to consume the tribe, dwindling their numbers at an impossible rate.
  the slough
  Living at the lowest end of the Great Valley, the Slough are a tribe of 
  misfits, unable to survive with other tribes. Taking whoever she can 
  find — and whoever can provide for the tribe — Drizkull has built a 
  tribe that could not survive after her death. Once unified misfits, the 
  tribe now forms into self-destructive cliques.
  uncer’s army
  Uncer died over a century ago, but a strong lineage and tradition has 
  kept the tribe alive all this time. However, the recent death of Grey 
  Fang has caused infighting over leadership. With each tribe member 
  supporting a different ‘pro temp’ leader, Uncer’s Army suffers. Civil war 
  is just around the corner.
  n e w  t r i b e s
  To get players started faster, here is a short list of tribes they can choose 
  from, with built in problems and dead leaders. These tribes can stand in 
  for the core tribe, the neutral tribe, or the enemy tribe.
  gravemen
  The Gravemen began their tribal legacy as nomads and scavengers. 
  Today, they live inside a walled compound in the center of the wastes, 
  collecting every scrap of metal and leftover goods they can find. But 
  since the death of Three-Finger Aki, the tribe has done little to grow its 
  stockpiles, falling into an almost deathly malaise.
  grinders
  With more manpower and firepower than sense, the grinders have 
  fought war after war with their neighbors to keep their land and 
  resources safe. But with the death of their leader (Atom), the once 
  powerful grinders find themselves losing at every turn.
  horns
  Mostly hunters and trappers, the Horns were once the largest tribe in 
  the Great Valley. But when Ash died last year, the tribe’s authority in 
  the valley waned. Other tribes took it upon themselves to hunt in Horn 
  territory. Now, they can barely feed themselves. And they have nothing 
  to trade.
  the hungry ones
  Once led by Dogboy, the Hungry Ones are now a band of lawless 
  marauders who prey upon any tribe they can find. Suffering casualty 
  after casualty, the tribe is half its size since Dogboy’s death.
  iron riders
  As the name would indicate, the Iron Riders are a tribe centered around 
  motorcycles and any engines they can scrape together. Their previous 
  leader, Little Giant, was killed by someone from the inside and now no 
  one in the tribe trusts anyone else.
  mazons
  A small and quiet tribe living in the cliffs above the sea of salt, the 
  Mazons keep to themselves, feeding upon algae and fungi to sustain 
  themselves. However, the tribe has been in a state of decline for the 
  past three years, with no new children being born. And now, with the 
  death of their leader, Brigg, the tribe looks set for extinction.
  
  12
  n e w  c a m p a i g n s
  The following pages detail new ways of playing the Carcass. 
  Each campaign has its own tone, setup, and special rules. The nomad 
  campaign has the characters constantly on the move. The prisoner 
  campaign explores the game from the idea of characters as captives. 
  And the undead campaign introduces supernatural elements into The 
  Carcass — as well as five new roles.
  n o m a d  c a m p a i g n
  During the first step of game prep (before characters are made), players 
  may decide to play a campaign where they live nomadic lives, perhaps 
  with semi-permanent structures like yurts. Eventually the tribe may 
  settle down, but moving around is the tradition of the tribe. This is 
  what has kept them alive all these years.
  Playing the story of a nomadic tribe means having more relationships 
  with more tribes, but they are generally less meaningful. It might also 
  beg questions like ‘where is the tribe headed’ and what is the landscape 
  like. A few more world building questions are necessary for a nomad 
  campaign, all of which should be addressed before making characters.
  Where is the tribe now? Where are they headed? What is the general 
  terrain like? Don’t be afraid to use real world locations to frame the 
  situation, just to give the players a sense of where they are.
  How long has the tribe been nomadic? What cultural rites does the 
  tribe observe that keeps it moving?
  What do they trade? How do they avoid being attacked everywhere 
  they go?
  What one thing defines the tribe and sets them apart from others.
  Name and describe the leader. He or she should survive until the third 
  scene of the game, at which point the scene following his or her 
  death/disappearance should be about finding a de facto leader (in 
  the mean time). When answering role questions, avoid questions that 
  address leadership.
  During play, the real drama is the exhaustion nomadic people feel. 
  Constantly moving, setting up camp, breaking down camp, and posting 
  sentries wears on the tribe. Nomadic tribes need to make everyone they 
  encounter feel safe, lest they make themselves unwanted guests.
  
  13
  p r i s o n e r  c a m p a i g n
  During the first step of game prep (before characters are made), players 
  may decide to play a campaign where they are all captives in a larger 
  community. This does not stop the captives from feeling like their own 
  tribe with their own leader, but it does present certain limitations.
  For one, the ‘surrounding’ tribe needs to be more fully defined. During 
  character creation, each player should make one character, one NPC 
  within the captive tribe, and one NPC within the captor tribe. All of 
  these NPCs are playable in scene. In addition, a few more world building 
  questions will come up, all of which should be addressed before making 
  characters.
  Who is the de facto leader of your tribe? What is his or her 
  relationship to the other tribal leader?
  How does the other tribal leader communicate with you? Directly? 
  Through envoys and enforcers? Leader to leader?
  How are you held captive? Cages? Underground? Constantly under 
  guard? Fear of the surrounding wastes?
  Why are you captives? What role does that serve? As slaves? 
  Entertainment? Sadistic pleasure? Or will you eventually become 
  food?
  Do you intend to tell a story of your struggle for survival? Or do 
  you intend to escape? If the latter, will you end the game when you 
  escape? Or open a new chapter?
  What does the captor tribe do with witches?
  Name and describe one type of trepidation for each main character, 
  as well as an overriding fear that keeps the captive community in 
  check.
  During play, the real drama is about the captive tribe’s fear of their 
  captors. Characters may have poor relationships with those around 
  them. A table full of trepidation should cover this.
  Becoming leader of the captive tribe should feel more like a punishment 
  than a reward. To reflect this, the leader never interprets his or her own 
  die rolls, but can always spend three drama points to direct a third scene 
  in a row.
  
  14
  • 
  How do the undead manifest? How do their numbers grow?
  • 
  Define one aspect of the world that seems to attract the undead 
  (blood, fire, sound, water, weather, etc.).
  • 
  What terrifies the tribe?
  • 
  Define one vital resource the tribe lacks and how the undead 
  have taken it.
  • 
  Define one vital resource the tribe has that the undead want.
  • 
  How big was the tribe before the undead arrived? Now?
  • 
  How does the tribe treat issues of weakness?
  • 
  How does the tribe rank the social order of the tribe? 
  Who is at the top and why?
  • 
  How has the tribe survived thus far against the undead?
  • 
  Who among you has never fought the undead?
  • 
  What is the prevailing theory (among the tribe members) as to 
  why the undead are here?
  • 
  What does the tribe do to those they suspect are mutants or 
  witches? Or worse?
  • 
  Why are there no children in the tribe?
  • 
  Who among you fears the undead the most? Why?
  • 
  What singular defense or weapon gives the tribe any chance at 
  all against the undead?
  • 
  Who has an obvious physical deformity or mutation? 
  Who has a hidden deformity or mutation?
  • 
  Who was recently wounded during a skirmish with the undead?
  • 
  Which technological device (hot water, refrigeration, radio, etc) 
  has the tribe’s welder pieced together for everyone’s benefit?
  • 
  Describe a large-scale project — one that would certainly 
  benefit the tribe — but that is far from being completed. 
  Why has it stagnated? What will it take to complete?
  • 
  Name, describe, and define one additional undead tribe that 
  haunts the wastes, but is rarely seen.
  • 
  Name, describe, and define one additional NPC who has recently 
  gone missing (and is presumed to be undead now).
  • 
  Name, describe, and define one additional NPC who is a rival for 
  leadership, but is slightly infected with an undiagnosed illness.
  t h e  u n d e a d
  During the first step of game prep (before characters are made), players 
  may decide to play a campaign filled with the undead (or where they 
  themselves are supernatural). In either instance, this changes up the 
  game setup and limits the starting roles.
  The death of the leader is a pivotal part of the game setup. In this 
  scenario he or she has clearly died at the hands of the undead that live 
  in the wastes. This also means the enemy tribe is undead. Players need 
  to not only name the undead tribe, but also define what constitutes 
  being undead. Ghouls, zombies, etc.
  During character creation, each player should make one character 
  (chosen from the five roles on pages 29 to 33) and one NPC (chosen 
  from the original list of roles). In addition, the following questions 
  replace the questions on page 6. Make sure to answer the first two, 
  regardless of the method you choose to answer some of the others.
  mutants
  Instead of undead, consider mutants. Everything you are reading here is 
  still accurate, but in addition to the new available classes, all characters 
  start with a mutation, and the hordes outside your door are not undead, 
  but savage mutants. During ‘dents and scratches’ change all uses of the 
  word undead to mutants.
  
  15
  curate
  If one of the key members of the tribe is a curate, then that means the 
  tribe values the traditions of the past (at some level). The curate was 
  most likely an important advisor to the previous leader and may have 
  even had an apprentice of his or her own. It’s easy for players to treat 
  the curate like a whipped dog, but that disrespects what has kept the 
  tribe alive. Measure that against the fact that the tribe is in decline and 
  either the curate or the previous leader can be called to blame for it.
  drone
  Drones are the backbone of the tribe. They remain loyal to the tribe 
  regardless of leadership. A tribe stays strong not because of who is in 
  charge, but because of its drones. If a drone character is among the key 
  members of the tribe, he or she is well-regarded and vital to the tribe’s 
  cooperative future.
  expert
  Expert characters are a bit of a mixed bag. On the one hand, having a 
  character around who can purify water is great. On the other hand, how 
  you play the Carcass could mean that such a role is irrelevant. Dramatic 
  games that focus on interpersonal issues don’t need people solving the 
  food crisis. However, games that deal with the prevailing crises of the 
  post-apocalyptic future can benefit from an expert.
  hatchet
  I’ve never played a game of The Carcass where the hatchet wasn’t all 
  business. Try playing a session with someone who is tired of killing. 
  Or going through an emotional breakdown. Better yet, try playing a 
  game where the hatchet is an NPC and everyone is afraid of him or her.
  jack
  The jack is a new role, introduced on page 21. If you’ve purchased the 
  spiker (available online), the jack is a role that sort of thwarts the 
  spiker’s arrogance. If not, the jack is a new role that will surely piss off 
  all the drones, experts, and welders in the tribe. The jack works circles 
  around everyone. Have fun with it.
  marker
  Perhaps a misunderstood role, the marker is more than just a scout. 
  The marker uses landmarks, secret routes, and derelicts to find his or 
  her way around. A marker even has hiding places and various locations 
  marked out in the community… just in case.
  e x p l a i n i n g  r o l e s
  There are a lot of ‘unexplained’ portions of the game — things that 
  make sense in the context of play, but that I never come out and say. 
  Each role brings a new level of ‘context’ to the game, in fact. If you 
  have a player playing the curate, then tradition and the past become 
  important facets of that campaign. Without a witch, do weird things 
  even happen? And are witches even real to begin with? Or just 
  superstition?
  I personally like the level of (unspoken) context that roles bring to the 
  game. After my haste to write the game in two weeks, I have found that 
  certain roles just aren’t as sexy as others. Wreckers, welders, drones, 
  and soldiers are boring in the face of other roles, especially when you 
  add all the expansions. There’s meat there, but you have to dig a little 
  deeper to find it sometimes.
  That being said, the following is a breakdown of (some) roles I think 
  could benefit from more clarification or context.
  
  16
  witch
  Of all the roles, the witch is the most misunderstood. The witch is not 
  necessarily supernatural. He or she may just be a magnet for drama. 
  Whatever the case, the witch’s power is most likely a secret to the others 
  and witches should have a cover story for what they actually do inside 
  the tribe. Can you present the witch to the other characters as if you are 
  a curate, expert etc.?
  read/write
  Something for the players to discuss is the art of reading and writing. 
  Can anyone other than the curate do it? Certainly the fall must have had 
  an impact on the tribe’s cultural education. If there’s a curate, he or she 
  most certainly knows more than everyone else, but does that mean the 
  curate can read?
  r o l e s  r e v i s i t e d
  The following pages revisit all of the roles from the core book, with 
  slight modifications of powers and questions. They are not complete 
  reworks, but subtlely different from what you’re used to. There’s also 
  two additional roles that’ve never been printed before. And at the end 
  of the section are five new ‘supernatural’ roles for use with the undead 
  campaign.
  s u p e r n a t u r a l  r o l e s
  Pages 29 through 33 contain five new roles with supernatural or 
  otherwise strange abilities. They are meant to be used with the undead 
  campaign, but can create interesting and strange stories when mixed 
  (one at a time) with the others.
  nomad
  The nomad is a new role, introduced on page 23. If you’re playing the 
  nomad campaign from 12, this role might be redundant. However, 
  mixed with a good marker or rover (or both), these roles might not need 
  anyone else. Now that I think of it, the hatchet/marker/nomad/rover 
  tribe might be the best one ever.
  rover
  Having someone around who drives and fixes cars implies that the 
  tribe has need for cars. And the ability to fuel them. Like any role, its 
  inclusion in the game informs the players that the tribe has some access 
  to some kind of tech or salvage. Conversely, if the players do not create 
  a PC or NPC rover, it should be assumed that they have no vehicles.
  soldier
  Being a soldier isn’t as glamorous as being the a tribal-leader’s right-
  hand killer (the hatchet). Soldiers serve a necessary function. They keep 
  the tribe safe, launch attacks on enemy tribes, and give the appearance 
  of order, even amidst chaos. Having a soldier in the higher tribal ranks 
  means having a squad leader, who can command others.
  welder/wrecker
  Welders and wreckers are two verses from the same song. One is 
  masterful with repairs and the other is an expert at scrounging. A 
  tribe with an important welder means a fuel supply so he or she can fix 
  things. And a tribe with an important wrecker means a large junk pile of 
  scrap metal (and so on) at one’s fingertips.
  
  17
  curate action chart
   Roll 
  Value
   
  2 
   Failure. Misled.
   3–4 
   Failure. Confused.
   5–6 
  Minimal Failure.
   
  7 
  Press on.
   
  8 
  Minimal Success.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  curate fight chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   
  5 
  Failure. The Pieces.
   
  6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   
  8 
  Press on.
   9–10 
  Minimal Success.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  c u r a t e
  The curate knows the most about the old world and how things came 
  to be. Not everything is accurate and sometimes the facts are muddled 
  with myth and bias. But the curate is still regarded as an authority on 
  many things. He or she is most likely the only tribal member who can 
  read or write.
  A curate starts play with one additional drama point and an object that 
  indicates his or her station in the tribe. The curate always narrates the 
  opening scene.
  Who* taught you about the event?
  Who thinks you are invaluable to the tribe?
  Who made you de facto authority (in the meantime)?
  Who are you grooming to be the next curate?
  Who** do you try to send out on deadly missions?
  Anytime the curate rolls dice on an action related to diplomacy, 
  knowledge, or law, he or she rolls on the curate action chart. All other 
  rolls are made on the curate fight chart or general action chart.
  Note: The snaker charmer and true astrologer — both of which are 
  available online — are great adversaries for the curate. 
  
  18
  drone action chart
   Roll 
  Value
   
  2 
   Failure. Unmendable.
   3–4 
   Failure. Unbearable.
   5–6 
  Minimal Failure.
   
  7 
  Press on.
   
  8 
  Minimal Success.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  drone fight chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   5–6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   
  8 
  Press on.
   
  9 
  Minimal Success.
   
  10 
  Minimal Success. The Bargain.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  d r o n e
  The drone performs the tasks that no one else wants to do. Cooking, 
  farming, hauling, sorting, and so on. Drones are not glamorous, but the 
  tribe cannot function without them. Of all the roles in The Carcass, the 
  drone is the least specialized.
  A drone starts play with two additional drama points and a minor tool 
  related to his or her craft.
  Who* did you lose during the fall?
  Who thinks your land/role would best be suited to another task?
  Who do you sneak extra food to?
  Who openly opposes your desire to be leader?
  Who** do you love, but they do not know it?
  Anytime the drone rolls dice on an action related to a skill no one in the 
  tribe possesses, he or she rolls on the drone action chart. All other rolls 
  are made on the drone fight chart or general action chart.
  Note: Drones can be a challenge to roleplay. Don’t expect the game to 
  go easy on you, just because you chose a ‘safe’ role.
  
  19
  expert action chart
   Roll 
  Value
   
  2 
   Failure. Baffled.
   3–4 
   Failure. Confused.
   
  5 
  Minimal Failure.
   6–8 
  Press on.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  expert fight chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   
  8 
  Press on.
   9–10 
  Minimal Success. The Bargain.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   5–6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   8–9 
  Minimal Success. The Bargain.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  e x p e r t
  The expert performs specific, technical tasks for the group. He or she 
  is an expert in one thing: astronomy, chemistry, geology, generators, 
  greenhouses, smithing, windmills, etc. The expert is the opposite of the 
  drone. It is possible for an expert and welder to have things in common.
  An expert starts play with one additional drama point and a major tool 
  related to his or her expertise.
  Who* did you never help?
  Who took your family/lover from you?
  Who needs your help the most?
  Who refers to you by an unflattering nickname? What is it? Why?
  Who** do you oppose (strenuously) for leader?
  Anytime the expert rolls dice on an action related to his or her specific 
  expertise, he or she rolls on the expert action chart. All other rolls are 
  made on the expert fight chart or general action chart.
  Note: There are a number of expansion roles (available online) that 
  expand the expert concept in different directions. All of them have their 
  own rules.
  
  20
  hatchet action chart
   Roll 
  Value
   
  2 
   Failure. Paralyzed.
   
  3 
   Failure. Guilt.
   4–7 
  Minimal Failure. Trepidation.
   8–10 
  Success. Trepidation.
   11–12 
   Overwhelming Success.
  hatchet fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   
  3 
   Failure. Stymied.
   4–5 
  Minimal Failure.
   
  6 
  Press on.
   7–8 
  Minimal Success.
   
  9 
  Minimal Success. The Bargain.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   8–10 
  Minimal Success. The Bargain.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  h a t c h e t
  The hatchet murders for the sake of the tribe. Not to be confused with 
  the soldier, the hatchet is not trained in various fighting styles and 
  weapons, but rather kills with the simplest of methods. Everyone in the 
  tribe knows exactly why the hatchet is there. There is no question of his 
  or her brutal methods.
  A hatchet starts play with one additional drama point and a crude, but 
  effective, weapon. The hatchet never directs the opening scene.
  Who* among your tribe have you been forced to kill?
  Who keeps a safe distance from you?
  Who gives you orders to kill (in the leader’s stead)?
  Who do you regret killing for? Why?
  Who** do you have an unhealthy fascination for?
  Anytime the hatchet rolls dice on an action related to murder (but not 
  fighting), he or she rolls on the hatchet action chart. All other rolls are 
  made on the hatchet fight chart or general action chart.
  Note: If you don’t answer question three, it’s possible that the hatchet 
  receives no orders, or simply does not kill (presently).
  
  21
  jack fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   
  3 
   Failure. Stymied.
   4–5 
  Minimal Failure.
   
  6 
  Press on.
   7–8 
  Minimal Success.
   
  9 
  Minimal Success. The Bargain.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   8–10 
  Minimal Success. The Bargain.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  j a c k
  The jack is an all-arounder, but he or she is different from the drone. 
  Jacks solve problems in pragmatic ways. Where the spiker (expansion 
  class available at drivethrurpg.com) is a troubleshooter who works in 
  the nebulous space between a hatchet and a welder, the jack works in 
  that place between a drone and a wrecker. Jacks work well with the 
  tribe, but are often envied for their close-knit relationship with the 
  leader.
  A jack starts play with one additional drama point and a set of personal 
  tools. A jack also starts with one trepidation related to the tribe’s envy 
  or mistrust.
  Who* once vouched for your skills but is now gone?
  Who once vouched for your skills but has since turned his or her back 
  on you?
  Who knows the real you in ways not even the leader does/did?
  Who wants your status?
  Who** is a threat to the future safety of the tribe?
  Anytime the jack rolls dice on an action related to anything other than 
  fighting, he or she rolls on the general action chart. All fighting rolls are 
  made on the hatchet fight chart.
  Note: A tribe with a jack and spiker could be a powerful tribe, so long as 
  the group doesn’t turn on one another.
  
  22
  marker action chart
   Roll 
  Value
   
  2 
   Failure. Blindsided.
   
  3 
   Failure. Confused.
   4–5 
  Minimal Failure.
   
  6 
  Press on.
   7–8 
  Minimal Success.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  marker fight chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   
  5 
  Failure. The Pieces.
   
  6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   
  8 
  Press on.
   
  9 
  Minimal Success.
   
  10 
  Minimal Success. The Bargain.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  m a r k e r
  The marker can see at great distances, hear things no one else can, and 
  generally navigates the tribe through hostile terrain without incident. 
  He or she is not only a scout, but also a lookout and sometimes a guard. 
  Markers are generally trained in some kind of long-range weapon, 
  though they aren’t as good in a fight as a soldier.
  A marker starts play with one additional drama point and one 
  trepidation. In addition, there should be some explanation for the 
  marker’s almost supernatural talents of observation: ESP, a mutant 
  power, a tool, or even implants.
  Who* died because you weren’t watching?
  Who do you openly support for leader?
  Who do you follow around the tribe?
  Who else knows about your secret cache, hidden in the wasteland?
  Who** do you consider a coward?
  Anytime the marker rolls dice on an action related to scouting, spotting, 
  or otherwise marking a target, he or she rolls on the marker action 
  chart. All other rolls are made on the marker fight chart or general 
  action chart.
  Note: I kind of regret making the original marker role. The cipher 
  is so much more interesting. To accommodate that, I’ve made some 
  alterations to this one.
  
  23
  nomad action chart
   Roll 
  Value
   
  2 
   Failure. Ostracized.
   
  3 
   Failure. Trepidation.
   4–6 
  Minimal Failure.
   7–8 
  Minimal Success.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  nomad fight chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   
  4 
   Failure. Stymied.
   5–6 
  Minimal Failure.
   7–8 
  Minimal Success.
   9–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   8–9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  n o m a d
  The nomad is a jumble of cooperative and solitary traits. He or she is 
  uncomfortable staying in one place, having survived alone for so long 
  in the wastes. But something about this tribe has drawn the nomad 
  to a stop, if only temporarily. The nomad’s value to the tribe rests 
  somewhere between stealth and self-sufficiency. The nomad cannot 
  track or scout like a marker, but he or she can navigate the wastes 
  without trouble, avoiding enemies with mystifying ease. The nomad can 
  also find food and water (enough for one) while travelling.
  A nomad starts play with a small personal weapon and a pack animal 
  of some kind. This animal is not necessarily loyal to the nomad, but 
  it certainly doesn’t trust other members of the tribe (initially). In 
  addition, the nomad is always considered to have trepidation when 
  trying to become leader.
  Who* vouched for your claim to join the tribe?
  Who have you grown close to, only to be scorned? Why?
  Who is attracted to you, but you don’t reciprocate? Why?
  Who has stolen from you, while simultaneously calling it a ‘tax’?
  Who** are you planning to murder?
  Anytime the nomad rolls dice on an action related to survival or travel, 
  he or she rolls on the nomad action chart. All other rolls are made on 
  the curate fight chart or general action chart.
  Note: The vigilante is a great adversary for the nomad. In fact, it’s best 
  if both are not in the same game together.
  
  24
  rover action chart
   Roll 
  Value
   
  2 
   Failure. Meltdown.
   3–4 
   Failure. Breakdown.
   5–6 
  Minimal Failure.
   
  7 
  Press on.
   
  8 
  Minimal Success.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  rover fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   3–5 
   Failure. Stymied.
   
  6 
  Minimal Failure.
   
  7 
  Press on.
   8–9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  r o v e r
  The rover can drive and repair almost any vehicle. Though anyone can 
  get behind the wheel of a buzzer or hedgehog, the rover is more likely to 
  do so without risk. For a sedentary tribe, the rover may only be useful 
  for scrounging missions and the like. But for a nomadic tribe, the rover 
  is invaluable. He or she is vital for organizing and planning convoys.
  A rover starts play with a vehicle of some kind suffering from one major 
  mechanical fault and one ongoing problem (that gives it its charm). This 
  should be tracked with trepidation. The rover also has a small weapon or 
  tool hidden in the vehicle.
  Who* did you kill to get your present vehicle?
  Who have you screwed over? How?
  Who (or what) are you running from?
  Who else do you trust to drive your vehicle?
  Who** do you secretly avoid?
  In addition to the two questions above, the rover must answer this 
  question.
  Define a large project you are planning or working on? Why isn’t it 
  finished?
  Anytime the rover rolls dice on an action related to driving, modifying, 
  or repairing a vehicle, he or she rolls on the rover action chart. All other 
  rolls are made on the rover fight chart or general action chart.
  Note: The rover can be a fun challenge to play. A game that never sees 
  the tribe moving or exploring, puts the rover into the story in other 
  ways. The rover’s questions can help paint a character who is more than 
  just his or her vehicle.
  
  25
  soldier fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   
  3 
   Failure. Stymied.
   4–5 
  Minimal Failure.
   
  6 
  Press on.
   7–8 
  Minimal Success.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  s o l d i e r
  The soldier can fight better than anyone else. He or she can set 
  ambushes, field strip weapons, unjam makeshift guns, and generally 
  engage in firefights. Some soldiers are better with bladed weapons, 
  sledges, or even flamethrowers. Each soldier is different.
  A soldier starts play with a personal weapon and fighting style, defined 
  by the player. If there is no curate, the soldier directs the first scene.
  Who* among your tribe have you sworn to protect?
  Who openly blames you for the tribe’s decline/fall?
  Who stayed with your sick father/mother while you fought?
  Who should lead (if not you)?
  Who** do you secretly follow at night?
  Anytime the soldier rolls dice on 
  an action related to fighting, he 
  or she rolls on the soldier fight 
  chart. All other rolls are made on 
  the general action chart.
  Note: No role is more obviously 
  invested in the tribe’s survival 
  than the soldier. But soldiers 
  have a way of getting hurt and 
  being undermined for their 
  status.
  
  26
  welder action chart
   Roll 
  Value
   2–3 
   Failure. Meltdown.
   4–5 
   Failure. Breakdown.
   
  6 
  Minimal Failure.
   
  7 
  Press on.
   
  8 
  Minimal Success. The Bargain.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  welder fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   3–4 
   Failure. Stymied.
   5–6 
  Minimal Failure.
   
  7 
  Press on.
   8–9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  w e l d e r
  The welder can repair almost anything. He or she doesn’t always need 
  a welding tool to do it, either. Welders know that keeping the tribe 
  ‘running’ and operating, means other people can keep them safe. 
  Especially since welders aren’t very good in a fight. There’s always 
  something broken in the wastelands and welders are worth their weight 
  in gold.
  Welders start the game with one additional drama point and one unique 
  tool (for repairs).
  Who* did you maim with your makeshift repairs?
  Who have you stolen from?
  Who have you made a prosthetic for?
  Who keeps you busy with projects so you don’t have any free time of 
  your own?
  Who** do you secretly hate or otherwise wish ill-will upon?
  Anytime the welder rolls dice on an action related to fixing something 
  important, he or she rolls on the welder action chart. All other rolls are 
  made on the welder fight chart or general action chart.
  Note: Welders are the most-likely role to take extended actions in their 
  attempt to build something important. Welders should feel free to 
  define their tools and fuel sources for making repairs.
  
  27
  witch action chart
   Roll 
  Value
   2–3 
   Failure. Suspicions.
   4–5 
   Failure. Trepidation.
   
  6 
  Press on.
   
  7 
  Minimal Success. The Bargain.
   8–10 
  Success.
   
  11 
  Overwhelming Success. Trepidation.
   
  12 
   Overwhelming Success.
  witch fight chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   
  5 
  Failure. The Pieces.
   
  6 
   Failure. Stymied.
   7–8 
  Press on.
   
  9 
  Minimal Success.
   
  10 
  Success.
   
  11 
  Overwhelming Success. Trepidation.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–12 
  Success.
  w i t c h
  The witch continually confounds the tribe with his or her ability to solve 
  problems in completely irrational ways. There doesn’t seem to be any 
  proof the witch can perform miracles… or is a witch at all. Nonetheless, 
  rumors spread and fiction becomes fact.
  The witch starts play with three additional drama points.
  Who* kicked you out of the tribe before the fall (only to have you 
  return later)?
  Who triggers your anxiety/headaches when he or she is around?
  Who have you openly cursed?
  Who are you divorced from?
  Who** have you put a curse on?
  In addition to the two questions above, the witch must answer this 
  question.
  What are you an expert on?
  Anytime the witch rolls dice on an action related to the impossible, 
  he or she rolls on the witch action chart. All other rolls are made on 
  the witch fight chart or general action chart. Whenever the witch rolls 
  doubles, he or she interpret his or her own results and not the foil.
  Roleplaying Hint: Consider subtle ‘miracles.’ Perhaps you can sense 
  the future or trick people into doing what you want. Witches aren’t 
  necessarily obvious with their magical or mutant abilities… if they have 
  any at all. Some witches are just misunderstood.
  
  28
  wrecker action chart
   Roll 
  Value
   2–3 
   Failure. Rust.
   4–5 
   Failure. Empty Handed.
   6–7 
  Press on.
   
  8 
  Minimal Success. The Bargain.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  wrecker fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   3–4 
   Failure. Stymied.
   5–6 
  Minimal Failure.
   
  7 
  Press on.
   8–9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   
  8 
  Minimal Success. The Bargain.
   
  9 
  Minimal Success.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  w r e c k e r
  The wrecker can find useful resources amongst the worst scraps. He or 
  she can scrounge out tools from refuse and food from rot. Wreckers 
  are known to reuse or repurpose items, making one useless thing into 
  something else very useful.
  Wreckers begin play with one unique item that serves two purposes.
  Who* was left to die (during the fall) because of your inaction?
  Who takes from your stockpiles without asking?
  Who doesn’t make time for you (any longer)?
  Who forces you to eat last at dinner time?
  Who** do you want to be most like?
  Anytime the wrecker rolls dice on an action related to repurposing or 
  scrounging, he or she rolls on the wrecker action chart. All other rolls 
  are made on the wrecker fight chart or general action chart.
  
  29
  astrologer action chart
   Roll 
  Value
   2–3 
   Failure. Suspicions. Doom.
   4–5 
   Failure. Trepidation. Fate.
   
  6 
  Press on.
   
  7 
  Minimal Success. The Bargain.
   8–10 
  Success.
   
  11 
  Overwhelming Success. Trepidation.
   
  12 
   Overwhelming Success.
  astrologer fight chart
   Roll 
  Value
   2–4 
   Failure. Trepidation.
   5–6 
   Failure. Stymied.
   
  7 
  Minimal Failure.
   
  8 
  Press on.
   
  9 
  Minimal Success.
   
  10 
  Minimal Success. The Bargain.
   
  11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   6–7 
  Minimal Failure.
   8–9 
  Minimal Success. The Bargain.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  a s t r o l o g e r
  Not to be confused with the true astrologer, the astrologer is a cryptic 
  and ominous figure, predicting the future in horrific and bizarre 
  ways. The worst part? He or she is almost always correct. Almost as 
  disquieting as the warlock, the astrologer’s true power is aligning the 
  stars to people destinies in order to create curses. This is what makes 
  the astrologer’s predictions so accurate. He or she makes sure they come 
  true.
  An astrologer starts play with one hobbling, one mutation, and one 
  power. If the astrologer ever becomes leader, he or she gains two 
  trepidation.
  Who* ignored your warnings (and suffered as a result)?
  Who is immune to your prognostications?
  Who has been hobbled because of your omens?
  Who do you predict will die next?
  Who** do you continually curse?
  Anytime the astrologer rolls dice on an action related to curses and 
  omens, he or she rolls on the astrologer action chart. All other rolls are 
  made on the astrologer fight chart or general action chart.
  
  30
  the damned fight chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   
  3 
   Failure. Stymied.
   4–5 
  Minimal Failure.
   6–7 
  Press on.
   
  8 
  Minimal Success. The Bargain.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   
  2 
   Failure. Fate.
   3–4 
   Failure. Stymied.
   5–6 
  Minimal Failure.
   
  7 
  Minimal Success.
   8–9 
  Minimal Success. The Bargain.
   
  10 
  Success.
   11–12 
   Overwhelming Success.
  d a m n e d
  The damned walks a step outside the rules, a step away from what 
  makes sense for others. Something plagues the damned. He or she is 
  already dying from something, or is simply a castoff… a pariah who 
  no one wants. The damned has no permanent place anywhere and is 
  certain to be dead or moving on by the next season…
  A damned starts play with something dark looming over his or her 
  head. Even if the damned ever becomes leader, he or she can never 
  narrate his or her own success.
  Who* has threatened your life more than once?
  Who saved you in the desert?
  Who has taken your vote away from you (on all tribal matters)?
  Who decides when you can leave?
  Who** now carries your disease?
  In addition to the two questions above, the damned must answer this 
  question. He or she may choose to answer the question secretly or 
  reveal the answer to the group.
  Who or what chases you?
  All rolls are made on the the 
  damned fight chart or general 
  action chart.
  
  31
  gaunt action chart
   Roll 
  Value
   2–3 
   Failure. Ashes.
   4–5 
   Failure. Blood.
   6–7 
  Minimal Success. The Bargain.
   8–9 
  Success.
   10–12 
   Overwhelming Success.
  gaunt fight chart
   Roll 
  Value
   
  2 
  Failure. Ashes.
   
  3 
   Failure. Trepidation.
   
  4 
   Failure. Stymied.
   5–6 
  Minimal Failure.
   
  7 
  Minimal Success.
   8–9 
  Minimal Success. The Bargain.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   
  3 
   Failure. Stymied.
   4–7 
  Minimal Failure.
   8–9 
  Minimal Success.
   
  10 
  Success.
   11–12 
   Overwhelming Success.
  g a u n t
  The gaunt is an engima. The gaunt walks the night, guarding the 
  community from nocturnal foes. Some say he or she doesn’t eat. Or 
  drink. Or sleep. They say the gaunt is a vampire. Some kind of undead 
  that feeds on the living. “The gaunt cannot be killed.” But what of these 
  rumors? They can’t possibly be true. Can they? The gaunt begins play 
  with one additional drama point (max 3) for each trepidation the player 
  elects to start with.
  Who* blamed you for the death of the leader?
  Who swears that he or she watched you die?
  Who avoids being alone with you in a room?
  Who has unsuccessfully claimed you are a witch?
  Who** around you ages faster than normal?
  Anytime the gaunt rolls dice on an action related to the surviving an 
  impossible situation, he or she rolls on the gaunt action chart. All other 
  rolls are made on the the gaunt fight chart or general action chart.
  
  32
  maggot action chart
   Roll 
  Value
   
  2 
   Failure. Toxic.
   3–4 
   Failure. Stymied.
   
  5 
  Minimal Failure.
   
  6 
  Minimal Success. The Bargain.
   7–9 
  Success.
   10–12 
   Overwhelming Success.
  maggot fight chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   
  6 
  Minimal Failure.
   7–8 
  Minimal Success. The Bargain.
   9–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   
  6 
  Minimal Failure.
   
  7 
  Minimal Success.
   
  8 
  Minimal Success. The Bargain.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  m a g g o t
  The maggot can survive where others cannot. He or she can feed on 
  rotten food, drink tainted water, and survive the most poisonous 
  snakebites. Something about the maggot makes survival in the most 
  inhospitable places possible. By their very nature, maggots are mistaken 
  for witches — which might not be far off.  They are most-likely genetic 
  mutants or the very least, an evolutionary step.
  Maggots begin play with two additional drama points and immunity to 
  one specific poison. In addition, maggots are always considered to have 
  trepidation when trying to become leader.
  Who* did you feed upon to stay alive?
  Who keeps you warm at night?
  Who sees past your unwashed façade?
  Who considers you a resource and not a real person?
  Who** will you never test food or water for?
  Anytime the maggot rolls dice on an action 
  related to eating, drinking, or surviving in 
  the wild, he or she rolls on the maggot 
  action chart. All other rolls are made 
  on the maggot fight chart or general 
  action chart.
  
  33
  w a r l o c k
  The warlock is the polar opposite of the witch. His or her powers are 
  obvious and fearful. Most of the tribe distrusts the warlock. So much 
  so, in fact, that the warlock can never be leader and is constantly under 
  scrutiny, even in a tribe littered with supernatural people.
  Warlocks begin play with zero drama points, one hobbling, and two 
  mutations.
  Who* died at your hands?
  Who serves you faithfully, if not fearfully?
  Who knows your true name and/or has some power over you?
  Who claims to have witnessed you murdering the previous leader?
  Who** will die at your hands?
  In addition to the two questions above, the warlock must answer this 
  question. He or she must reveal the answer to the player in question.
  Who do you occasionally (and invasively) read the mind of?
  Anytime the warlock rolls dice on an action related to witchcraft, he or 
  she rolls on the warlock action chart. All other rolls are made on the 
  foil’s fight chart or general action chart.
  warlock action chart
   Roll 
  Value
   2–3 
   Failure. Doom.
   4–5 
   Failure. Fate.
   6–7 
  Minimal Failure.
   
  8 
  Success.
   9–12 
   Overwhelming Success.
  
  34
  confused
  The action has imparted poor knowledge and planning onto those in 
  question, leading to more confusion.
  death
  The action leads to someone’s death. The character may spend three 
  drama points to avoid this fate, but trepidation follows.
  doom
  The action leads to doom for the tribe. Select two players who each gain 
  trepidation as a result of the character’s actions.
  empty handed
  The action fails to produce any useful equipment or resources. In 
  addition, the community takes notice and grows worried about this.
  failure
  The action fails. Depending on the risks, this could be a nominal issue 
  or something grave. If the foil chooses to spend one drama point, the 
  failure turns to a stymied result instead.
  fate
  The action leads to a complicated failure involving the character’s past 
  or future. Something that haunts him or her has finally come to collect, 
  or the character’s luck has simply run out.
  guilt
  The action causes the character to lament and focus on past 
  transgressions. If the character already has trepidation, it worsens.
  hiss
  The action leads to a deadly mixture of components, resulting in a 
  toxic emission. At least one person is severely injured by the action and 
  trepidation follows.
  meltdown
  The action has led to a complete and utter mechanical meltdown and 
  cannot be undone.
  minimal failure
  The action fails, though with minimal consequences. If the foil chooses 
  to spend one drama point, trepidation is added.
  minimal success
  The action succeeds, though barely. If the foil chooses to spend one 
  drama point, trepidation is added.
  e f f e c t s
  ashes
  The action leads to the gaunt’s complete and utter destruction. Nothing 
  can be done to come back from this.
  backlash
  The action fails, leading to an emotional or psychic backlash. This 
  problem could worsen (i.e. trepidation) if others witness the act.
  baffled
  The action has perplexed the character to such a degree that no 
  additional action may be taken during this scene or the next without 
  expending one drama point.
  the bargain
  The action changes to a success if the player negotiates a deal with the 
  foil. The player must give up something in order to succeed. This can 
  be anything from drama points to the player’s next scene as a director 
  to support for leadership, and so on. Note: This bargain takes place 
  outside of the story. The bargain is between players, not characters.
  bedbugs
  The action leads to a complicated failure that follows the character 
  home. If there is already trepidation over this issue, the issue escalates, 
  affecting at least one character and one NPC in the tribe.
  blood
  This action leads to the gaunt’s complete and utter destruction, unless 
  he or she can feed. It need not be blood, but it must be a living thing of 
  some kind.
  boom
  The action leads to a deadly mixture of components, resulting in an 
  explosion. The severity of the explosion is contingent upon how many 
  drama points the foil spends, with 0 being extremely painful and 3 
  being the death of numerous people.
  blindsided
  The action has conferred erroneous information and hampered the 
  character’s perception moving forward.
  breakdown
  The action has caused something to stop working, requiring additional 
  work to repair.
  
  35
  stymied
  The action fails and the character is ‘stuck’ in the action. The duration 
  is contingent on many factors. If the action is in combat, then the 
  character is wounded and unable to continue. If the action is a repair, 
  then the character is stuck working on it longer than necessary before 
  realizing it’s a lost cause.
  success
  The action succeeds with interesting results.
  suspicions
  The action leads the community to question the motives of the 
  character.
  tainted
  The action leads to the character feeding tainted food to people or 
  otherwise getting them sick from his or her work. If there is already 
  trepidation over this issue, the issue escalates.
  toxic
  The action causes the character to go into toxic shock. Death is a very 
  real possibility. The foil may spend three drama points to kill the 
  maggot, slowly and painfully.
  trepidation
  A problem is made worse by the action and worry sets in. A wound 
  becomes a bleeder, an angry opponent turns hostile, a poorly-
  maintained vehicle becomes inoperable. The player gains one drama 
  point. Be sure to note this on an index card for everyone to see.
  unmendable
  Something has gone so wrong that it cannot be repaired or undone. The 
  effects should be dramatic.
  unbearable
  Something has gone so wrong that the character is left alone to deal 
  with it.
  visions
  The action has lead to a vision that may or may not come true, but that 
  has a resonating affect on the tribe. The character may spend one drama 
  point to narrate his or her own result.
  misled
  The action has imparted poor information, leading the character to an 
  illogical, but confident conclusion.
  ostracized
  The action leads to increased distrust of the character. In addition to 
  gaining two points of trepidation, the character loses all but one drama 
  point to his or her foil.
  overwhelming success
  The action succeeds with dramatic results.
  paralyzed
  The action leads to a complete (psychological) shut down as the 
  memories of those dead by the character’s hand return in a rush.
  the pieces
  The action leads to the loss of something. A piece of the character is 
  somehow gone, either literally or metaphorically. The character can still 
  function, but he or she will never be whole again.
  pragmatism
  The action neither fails or succeeds, but it is obvious — even at a glance 
  — that it will never turn out as intended. Another course of action is 
  required.
  press on
  The action neither fails or succeeds. The character may try again at a 
  (cumulative) –1 to all the subsequent rolls for this action.
  ruined
  The action should have by all accounts succeeded, but something has 
  gone wrong and the success is ruined as a result.
  rust
  The action takes a considerable amount of time and results in the ruin 
  of something of value to the character.
  sparks
  The action has caused something to short out and/or a battery to drain. 
  The setback is minimal, though the foil may spend one drama point to 
  make this problem ongoing. If the foil chooses to spend one additional 
  drama point, trepidation is added.
  
  36
  
SOURCE: textdata/thevault/Deduped  Shit/GMZero - The Carcass/The Carcass - Companion [Alt].pdf