Local Rulings

Lineages, Societies, and Cults

We recognize that some of the minimum number requirements just don’t line up and are not so fun with the dynamics of games and player lineage choices. We’ve done some math and until further notice (and more math becomes necessary) we have made the following changes in scales, fairness and so that folx can use those mechanics and game aspects.


Townies - Please take all opportunity to use your lineage advantage with non-locales and new players, but in their absence (or the ones in play are just tired of listening to townies) anyone willing to to listen will do and you do not have to gather all 5 at the same time. However each person should hear 20 minutes worth of local flavor. If you are a traveler to our event - We’ll consider anyone not from your home chapter a non- local to you. Remember to get player numbers from your audience if using this advantage.
Nomads - If there are no modules taking place on a vehicle atm. - -Autoshop it - Spend 20 minutes Active Roleplay tending to the care, upkeep of a vehicle to take the lineage advantage instead.
Landsmen - Please take all opportunity to gather 5 of your strain together and carry out the designated topic for your strain, but in the absence of 5 Landsmen of the same strain, 5 Landsmen of any strain will do to take the advantage. Discuss any or many of the designated topics.


Local Societies and Cults. - In Dystopia Rising Georgia, home players may created Societies and Cults with a minimum of 3 characters. This differs from the guidebook documented minimum of 10.