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Eat The Reich - Sistema Puro e Simples

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Welcome ...............................................

04
Playing safe .......................................... 06
Setting up your game .............................. 10
Choosing your character ........................... 11
Getting things done ................................. 30
Mission structure .................................. 42
Running the game ................................... 44
The map ............................................... 48
Sector 3 ............................................... 50
Sector 2 ............................................... 52
Sector 1 ............................................... 62
Evil calibration checklist ........................... 68

Words: Grant Howitt


Art and graphic design: Will Kirkby
Additional words: James Mendez Hodes
Editing and proofreading: Maz Hamilton
Production: Maz Hamilton
Eat The Reich text and game mechanics are copyright © 2023 by Grant Howitt /
Rowan, Rook and Decard Ltd.
Eat The Reich artwork is copyright © 2023 by Will Kirkby

Published by Rowan, Rook and Decard Ltd.

First Edition (2023). Printed in Latvia by Livonia Press on Magno Satin 130g.

All rights reserved. No part of this publication may be reproduced, distributed,


or transmitted in any form or by any means, including photocopying, recording,
or other electronic or mechanical methods, without the prior written permission
of the publisher, except in the case of brief quotations embodied in critical
reviews and certain other noncommercial uses permitted by copyright law. For
permission requests, write to the publisher at the address below.

Rowan, Rook and Decard


6 Long Lane
Stannington
Sheffield
S6 6EE
United Kingdom

rowanrookanddecard.com

CONTENT WARNINGS:
This game includes: death, violence, grievous injury to player characters and
non-player characters, blood, vampirism, mental domination, guns, animated
corpses, werewolves, occult magic, fascism, nazis, and Adolf Hitler.
The year is 1943.
Europe is in flames.

You are a unit of crack vampire commandos


with a single objective:
drink all of Adolf Hitler's blood
and fatally destabilise the nazi war machine.
WELCOME
Welcome to EAT THE REICH. By using this book, you and your friends
will be able to craft over-the-top stories of action, ultraviolence,
carnage and supernatural chaos together.

WHAT THIS IS:


A tabletop roleplaying game built around a single scenario: the final
vampire mission to retake occupied Paris at the close of the Second
World War.

WHAT THIS ISN’T:


An open-ended campaign game where you can explore the intricacies of
your bespoke character arc.

WHO THIS IS FOR:


Players and gamesmasters who want an all-action pulp adventure ready
to go out of the box, and who aren’t squeamish when it comes to
descriptions of dead fascists.

WHAT IS A ROLEPL AYING GAME?


Every roleplaying game (or RPG) is different. For the most part,
they’re creative storytelling games that you play with a group of
3–6 people for several hours at a time. Over the course of several
sessions of play you’ll build a narrative by following the rules in
the game book – rules that usually govern unexpected or challenging
consequences of your actions.

4
WHAT IS THIS ROLEPLAYING GAME?
Most of you will be playing vampires – these are the player
characters. The player characters are the stars of the show and
everything revolves around them. All the player characters in EAT THE
REICH are pre-generated, which means that you don’t have to make them
yourselves – they’re ready to go.

One of you won’t be playing a vampire. You’ll be the gamesmaster (or


GM) instead. The gamesmaster is in charge of everything that isn’t the
player characters. That includes knowing the rules and describing the
world. For most groups you’ll also be deciding when and where to play,
and ensuring that everyone has a good time. It’s a role with a lot of
responsibility attached to it, but it’s a lot of fun once everything
gets going.

If you’re reading this book, odds are you’ll be the gamesmaster.


That’s how these things usually shake out. Now all you have to do is
convince some friends to come over and kill fascists for an evening.

When you’re at the table, your players will be in control of their


character’s actions and their position in the story; your role is to
set up the world, react to their decisions and facilitate use of the
rules. (The rules for EAT THE REICH are dead simple. You can learn
more about them on p30.)

WHAT IS THE HAVOC ENGINE?


The Havoc Engine is a simple, straightforward tabletop roleplaying
system with a focus on action, procedural scenes, objective-based
challenges and freeform player creativity. It’s what EAT THE REICH is
based on. You can learn more about it at rrdgames.com/havoc.

THE UNDERLYING ETHICAL STANCE OF THIS GAME


This game is not, in and of itself, an act of resistance; it is an act
of creativity which reflects our frustration with the real world’s
ongoing nazi problem.

For some players, telling a story of fictional and over-the-top


combat against some of history’s worst people feels fun and cathartic.
For others, reenacting a fight against literal, WW2 nazis feels
depressing or distasteful, or pretending to be a monster feels raw and
upsetting. EAT THE REICH isn’t for everyone, and there’s no shame in
not wanting to take part.

That said, we think that in the real world, if someone indicates


to you that they have chosen to become a nazi, you should consider
violence against them – within, of course, your abilities, safety
and convenience – before they choose violence against you or someone
else vulnerable. We also consider anti-fascist violence meaningfully
different from, say, violence against random orcs in a fantasy game.
Nazis have indicated that they’re evil, harmful, and oppressive to you
by their choices, whereas killing an orc just because they were born
an orc is definitely racist (and probably the sort of thing a nazi
would do).

5
PLAYING SAFE
Everyone at the table is responsible for everyone else’s safety. EAT
THE REICH has the potential to become very upsetting very quickly,
so you owe it to each other to take a few minutes and make sure no-
one’s going to have a bad time. There are a wide variety of safety
tools available for use, and we recommend using the following three as
standard in all your games:

SET EXPECTATIONS. This is a very violent game in which the players rip
nazis to shreds and drink their blood for occult power. It’s not a
horror game for you, because the player characters are so individually
powerful – but it’s definitely a horror game from the nazis’
perspective. If players aren’t up for a big gross stupid evisceration
party, they should play a different game.

LINES AND VEILS. A LINE is an element that you don’t want to see
during the game at all. A VEIL is an element that you don’t want to
see described in detail. Elements can be anything at all, and players
don’t have to give reasons for establishing one as a line or veil.
Some common elements are “no eye trauma”, “no harming children”, “no
sexual assault”, “no torture”, “no slurs”, and so on – anything that’s
upsetting or just unpleasant to participate in or witness. Some people
are upset by things that aren’t common; that’s fine too.

Before the game starts, ask players if there are any lines or
veils they want to establish and make a note of them. During play,
avoid these elements, and be respectful of everyone’s boundaries. If
something is in the book but it’s a line for one of your players, take
it out or change it. Don’t be afraid to pause the game to rethink
something if it’s touching one of these topics.

THE X CARD. Created by John Stavropoulos, the X Card is an index card


with an X drawn on it. By tapping or lifting the card, forming an X
with your hands, writing an X into the game’s group chat, or saying
“I’d like to use the X card”, you signal the other players to pause
what they’re doing, so you can explain a change you need them to make
to the game or narrative. It might be something in the narrative you
find discomfiting or upsetting, a reminder about or a change you want
to make to your game’s calibration of evil (see p68), an element of
someone’s characterisation which you find offensive, or a player
behaviour straining your enjoyment.

Explain the change you’d like in as little or as much detail as you


need; the other players won’t press or challenge you on why you need
the change, they’ll just work together to make it before returning
to play. The X Card allows us to get into intense topics like sex,
violence, extremism, and identity knowing we’ll have a non-judgmental
way to guide each other into safety.

You can also use the TRAFFIC LIGHT system, adopted from the BDSM
community, which has the following three calls to make opting in and
out of experiences very easy:

RED: Call RED when you want to stop the game and to edit what’s going
on.

AMBER: Call AMBER when you want to pull back on whatever’s happening –
make it less intense, less detailed, or just end it and move on.

GREEN: Call GREEN when you’re enjoying what’s happening and want more.

6
There is a wide range of other safety tools available online, and if
the ones suggested here don’t work well for you and your group, you
should take a look around and find some that do.

PLAYING ANTIHEROES
The vampires in EAT THE REICH aren’t clean-cut, idealistic paragons
of virtue looking to liberate the world from the nazi threat. They’re
here for revenge, adventure, to prove themselves, or in Flint’s case
breakfast. The methods they use could be considered to be evil even
when presented in context – they’re monsters, after all.

As a group, it’s important to establish safe boundaries around what


depths of evil the player characters will sink to during the course of
the game. What follows is a suggested list of boundaries; modify it
as you see fit. While this overlaps with the Lines and Veils outlined
on p06, it’s more focused on safely navigating the vampire genre.
(Our thanks to James Mendez Hodez for providing this framework; there
is a more detailed checklist to use with this framework on p68, and
we would encourage you to use this if there’s any ambivalence or
uncertainty in your group about where your boundaries lie.)

What are the acts inherent to the scenario which we will never
question or interrogate? Drinking human blood for power; invading
nazi-occupied France; killing fascists.

What are the acts we will engage with but which could be a point of
conflict between characters? Joy, excitement or glory derived from
killing fascists; collateral damage; harm to civilians.

What are the acts which are reserved for villains (non-player
characters) only? Murdering innocent civilians; fascism.

What are the acts which even villains won’t engage in. Rape or other
sexual assault; deriving sexual pleasure from murder; violence against
children.

NOTES ON TONE AND CONTENT


GENERAL CONTENT WARNINGS
This game includes: death, violence, grievous injury to player
characters and non-player characters, blood, vampirism, mental
domination, guns, animated corpses, werewolves, occult magic, fascism,
nazis, and Adolf Hitler. Some of these can be worked around; the
vampires, the nazis, fascism and Hitler, not so much.

HISTORICAL INACCURACY
EAT THE REICH is not a one-for-one retelling of the actual events that
occurred in France during the second world war. It assumes that the
nazis established a far greater presence in Paris than they did in the
real world. Our reasoning behind this is primarily a shallow one:

7
we thought that fighting nazis in 1940’s Paris would make for an
exciting story, without being overly disrespectful to the memories of
genuine tragedies.

We changed a lot of things about the city: we had the invaders


build extensive structures, we homogenised landmarks, and we included
generic Paris-style elements in the adventure without directly
referencing many particular locations. We hope that this sets a
tone that empowers the GM to play fast and loose with the details
and improvise material on the fly rather than strive for historical
accuracy.

Also, the bit about the vampires is made up.

INNOCENT BYSTANDERS
The vampires’ actions in Paris are wild, unpredictable, and dangerous.
The longer they spend carving a bloody swath through the nazi
occupiers, the more chance they’ll end up hurting or killing someone
they didn’t mean to – or rather, it begins to seem outlandish if they
don’t, even by the standards of narrative already established.

As a table, you’ll need to pick one of the following approaches to


deal with representing collateral damage, or come up with your own
compromise:

A) It is impossible for a vampire to cause serious physical harm


to someone who isn’t in a nazi uniform – just don’t describe it
happening. Innocent civilians are knocked clear of falling debris,
they get away at the last second, or they’re shown stumbling to their
feet once the smoke clears. It’s outlandish, but so is everything else
happening at the table.

B) Some collateral damage is inevitable, and unwilling sacrifices are to


be made to secure victory. Vampires don’t directly harm non-nazis, but
if they collapse a building by driving a tank into it, it makes sense
for them to accidentally hurt and kill people. Don’t revel in it –
that’s not why you’re here – but sketch out the human cost of ending
the war in this manner.

ACTUAL DISCRIMINATION
Racism is one of the fundamental elements of fascism; so too are other
forms of discrimination such as homophobia, transphobia, mistreatment
of people with disabilities, and more besides. But here’s the thing:
it sucks to have actual discrimination at the table. So even if you’re
narrating the actions of card-carrying 1940’s nazis, don’t yell slurs
at the players in character. It’s not a cool thing to do, even if
you’re just pretending for the sake of a game.

Plus, no matter the player characters’ ethnicities, they’re all


undead monsters with nightmare powers and a taste for blood. So
there’s plenty of ways you can describe them in negative terms without
relying on who their parents were, who they love, or what colour their
skin is.

8
PLAYING WITH HISTORY
With most games in historical settings, we generally prioritise these
things in this order:

1) The health, safety, and comfort of real people, especially the players
in the game

2) A fun, functional play experience

3) Historical accuracy and detail

You’ll need to depart from history, but as you do…

- Don’t invent new nazi atrocities to communicate that nazis are evil.
Nazis are evil and we already know why. Convincing someone nazis are
worth fighting is outside the scope of this game and your narrative.

- Don’t ascribe humans’ historical crimes to different, supernatural


sources. It absolves those humans of guilt. You’ll notice we have no
secret vampires or cosmic horrors manipulating the nazis. They’re the
same nazis as they were in history, but all the occult stuff actually
works in this game.

- This game is not about the Holocaust. The Holocaust is an important


topic, but sometimes, we need to be able to tell stories about
the people the Nazis marginalized which don’t lead into Holocaust
narratives.

- Don’t harangue other players for not knowing World War II facts.
There’s enjoying history, and there’s gatekeeping, and the second
isn’t fun. If someone repeats something offensive or harmful, it’s
fine to correct them gently, but don’t hog the spotlight spouting
military history or make fun of others for not knowing tank
specifications or French customs.
- Don’t pretend humans are helpless without vampire assistance. You’re
using your vampire powers to help, and that’s excellent, but in real
life, humans kicked Hitler’s ass and we probably would have done it
even if he employed witches and werewolves.

To expand on this last point: many war narratives generate pathos by


focusing on the helplessness, passivity, or victimhood of the groups
the Nazis targeted. We want to highlight the fact that every one of
those groups mounted determined resistance to the nazi war machine,
sometimes against impossible odds, sometimes in full knowledge that
they wouldn’t survive, sometimes knowing they would go home to the
countries which defeated the nazis and face hatred there as well.

9
SETTING UP YOUR GAME
If you’ve run a roleplaying game before, you can probably skip this
section. Otherwise, read on:

WHO. You need to get together a group of sexy and exciting people
to play this sexy and exciting game. Reach out to people who you
reckon might be interested; you’ll need between three and six players
total. Show them the iconics and see which ones they’re interested in
playing.

WHERE. You need to pick a place to play the game. You can run it
online if you like – a lot of people do! – but there’s something
about meeting up around a table that really helps with telling stories
together. Some folks play in back rooms of bars, or use a spare office
at their university or place of work.

WHEN. If you have a job with regular daytime hours, you’ll probably
only be able to play in the evenings and weekends. Generally,
it’s more fun to have multiple short sessions than one long one –
especially given that the pace and action of EAT THE REICH can be
a bit exhausting compared to more sedate roleplaying games. Our
recommendation is to pencil in two or three two-hour sessions – that’s
more than enough time to explore Paris and kill Hitler, or die in
the process. (How long a roleplaying game lasts is up to you, your
group and the myriad demands on your time and attention – but we like
keeping them to the 2–3 hour mark.)

WHAT. EAT THE REICH is set up to play out a single story – the
climactic final strike against Hitler in his Paris stronghold. That’s
what’s going to happen. This isn’t a free-roaming sandbox where
players are free to adventure in any direction and find their destiny;
this is an assassination mission. We’ve given you details on lots
of different locations in Paris so whatever route the players take
there’ll be something interesting for them to do.

10
CHOOSING YOUR CHARACTER
In EAT THE REICH, we give you pregenerated characters which you can
play, each of whom has different skills, abilities and background.
They also come with a few character hooks to make play easier. While
the characters’ mechanics are fixed, their backgrounds are entirely
malleable. Keep the parts you like, discard those you don’t, and add
those that make sense during play; you don’t need to start out with a
fleshed-out backstory beyond these few concepts.

You can choose from the following six characters:

- Iryna, a gothic socialite warlock who brought a cavalry sabre from home
- Nicole, a hard-bitten gun-toting Resistance explosives expert
- Cosgrave, an East London wideboy necromancer
- Chuck, a rotting cowboy just trying to get along
- Astrid, who has an ancient predator soul coiled around her own
- Flint, a half-bat monstrosity, who lives in a cave

11
WHO’S WHO
It can be a good idea to recommend certain characters to certain
players if you think they’ll have a good time taking control of them.
Here’s a rough guide on who to give to who:

Iryna is the poshest of all the characters, and probably the


best dressed. She has some abilities and equipment which allow for
interesting descriptions of magic, too. Players who want to be
beautiful and elegant rulers of the night should enjoy playing her.

Nicole has a bunch of guns. If someone likes guns, glorious self-


destruction, or the linear application of extreme violence to complex
problems, they may well like playing Nicole.

Cosgrave is the most magical character, and his abilities come with
the expectation that players will use them in creative ways. Give
Cosgrave to a player who’s comfortable with improvising in the moment.

Chuck is a good-natured cowpoke, but he eats corpses. Give Chuck to


the joker in your group, because he’s incongruous and has plenty of
opportunities to make light of situations.

Astrid is the most basic character in mechanical terms, and she’s


very good at fighting nazis. If a player doesn’t want to make too many
complex decisions and just wants to rip nazis in half, give
them Astrid.

Finally, Flint is a half-man half-bat monster who may or may not


be able to talk. Players who are new to roleplaying or talking in-
character might enjoy the opportunity to play a big friendly dog-like
creature, albeit one that isn’t very friendly to nazis.

PLAYING WITH IDENTITY


This game defines the six player character vampires only loosely,
because they should be as easy to play as possible. It’s up to you
as players to provide detail, as and when you feel it’s exciting,
evocative or appropriate.

So our iconic vampires haven’t got preset pronouns, religions,


sexualities, or neurotypes. The character sheets and art suggest
certain things about their bodies, ancestries, gender presentation,
and cultural backgrounds, but the game still works great if you modify
those identities to fit your creative vision or to evoke your own
real-world identity.

If you, out of character, share a character’s marginalised identity,


we trust you to get it right. If you portray a character with a
marginalised identity you don’t share, that can also be great, but if
you stray into stereotype you might make a player at your table feel
uncomfortable, or develop bad habits which lead you to uncomfortable
interactions with marginalised people later on in the real world.

12
Successfully and sensitively playing a marginalisation you don’t
share is a complex skill, so this is a starting point:

- Take and integrate other players’ feedback on your portrayal


gracefully, not defensively.

- Play this part of the vampire’s identity as a genuine, deeply


integrated element of their character, not an overlay that sits on
top, or a series of stereotypes. That means avoiding cliche, even
if you have to modify what’s written about your character, and
introducing realistic elements from that identity at logical
narrative moments.

- Avoid in-depth identity trauma narratives.

For example, if you’re not gay and you play a gay vampire, it’s fine
to mention that you’ve experienced homophobia, or that you hate nazi
oppression of gay people – but steer away from elaborate descriptions
of anti-gay violence you might have experienced in your backstory.

Some tables may opt into the GM depicting identity-based oppression


in detail. Nazi Germany persecuted people based on race, nationality,
ethnicity, ability, gender, sexuality, and religion; for that matter,
so did other Axis and Allied belligerents, and not always to lesser
degrees. This kind of play is out-of-character hard mode. If anyone
isn’t into it, for any reason, don’t focus on it during this game.

If depicting and fighting oppressive dynamics in bloody fashion


sounds cathartic to everyone at the table, go for it. But take it
slow, and go at the speed of those who are least comfortable and most
affected by the subject matter. Players from marginalised backgrounds
should get to control the degree to which their marginalisation
features in the game.

RELIGION
If you decide to explore religion: Islam and Judaism both restrict the
consumption of blood, although the existence of hypothetical sapient
beings who must drink blood to survive has led to plenty of spirited
debates about whether vampires could profess Judaism or Islam.
(Catholics, conversely, love a bit of blood drinking. But they tend
to restrict their intake to just the Lord’s own personal vintage.)
Jewish and Muslim ethics also generally forbid harmful magic, though
the permissibility of magic for noble ends is, again, the subject of
enthusiastic debate. However, the intersection of vampirism with these
religions also relates to the unfortunate topic of blood libel.
“Blood libel” conspiracy theories rationalise antisemitism by
painting Jews as monsters who drink human blood. Similar conspiracy
theories exist which target other groups such as Muslims. For these
reasons, it’s shitty to depict Jews and Muslims as bloodsuckers in
a hostile context, reinforcing a painful stereotype. That said, in
a vampire game where it’s supposed to be fun to be vampires, and
we’re not singling Jewish or Muslim vampires out, it’s also shitty to
summarily exclude Jews and Muslims from play. If you have Jewish or
Muslim players, they get to decide whether Jewish or Muslim vampires
are, well, kosher (or halāl).
. In general, though, we recommend that
if you include Jewish or Muslim vampires, you keep their religious
practices, expressions, and rituals separate from their acts of
hæmophagy.

13
IRYNA
and bonne vivante*
Old Money undead occultist
hed vampyr clan
Black sheep of a well-establis
torn apart by nazis
Ancestral home (and family)
on of F.A.N.G. funding
Providing a significant porti
STATS EQUIPMENT
Exquisite hunting rifle
BRAWL 2 (+elevated position)
CON 4 Magic cavalry sabre
FIX 2 (+charge!)

SEARCH 2 Explosive runes


(++concealed)
SHOOT 3
Cigarettes taken from the pockets of
SNEAK 1 hanged men
3 (mark to regain 2 Blood)
TERRIFY
Loot

BLOOD ABILITIES
DARK GLAMOUR. Spend 1 Blood: those nearby are mesmerised by
0 your unearthly visage. (+beautiful surroundings)
1 NIGHT’S WILLING SERVANTS. Spend 1 Blood: summon a swarm of
2 bats under your control. (+old buildings)

3 DEADEYE SHOT. When you use a ranged weapon, SPECIAL: Reduce a


Threat’s Attack rating by 1.
4
5 ADVANCES
6 HELL’S RAVENOUS FIRE. Spend 1 Blood: ignore Challenge on
your next action against a Threat.
7
8 ENERVATION OF THE SOUL. Spend 1 Blood: on your next roll,
gain SPECIAL: Inflict 4 damage to an Übermensch.
9
MANTLE OF THE FELL BEAST. Spend 2 Blood: BRAWL and TERRIFY
10 become 4, all other stats are set to 1, and you cannot use
items. Lasts until the Objective is completed.

INJURIES
1–2 3–4 5–6
SUIT TORN HAIR RUINED SHOULDER INJURY
ABDOMINAL PUNCTURE HEADSHOT ARM REMOVED
(Can’t use + dice) (+2 BRAWL, -2 CON) (May only use 1 item
per turn)
LAST STAND: FORBIDDEN SORCERIES (8D6)
14 * (Bonne morte?)
NICOLE
Resistance guerrilla fighter and demolitions expert
Packing more heat than a whole platoon
Lost your cell to nazi purges, bitter about it
Bitten by your (now dead) vampire girlfriend
Desperate to meet a glorious end in battle
STATS EQUIPMENT
M3 submachine gun [1]
BRAWL 2 (+flanking)
CON 2 Cut-down Lee Enfield rifle [2]
FIX 1 (+close quarters)

SEARCH 2 Smoke grenades [3] Panzerfaust [5]


(+cover advance) (+++ armoured target)
SHOOT 4
Firebombs [4] Dynamite [6]
SNEAK 3 (++ firetrap) (++++ demolitions)
TERRIFY 3
Loot

BLOOD ABILITIES
SCAVENGER. SPECIAL: Roll a D6 and compare it to the numbers in
0 square brackets on Nicole’s equipment list. Restore 1 use of
1 the weapon rolled.

2 SAPPER. When you use explosives, SPECIAL: reduce an Objective


or Threat’s Challenge by 1.
3
BLINK. Spend 1 Blood: burst into shadows and reform a few feet
4 away. (+infiltration)
5
ADVANCES
6
RAT SWARM. Spend 1 Blood: summon a swarm of rats under
7 your control. (++filth)
8 FEED ON FEAR. When you reduce a Threat rating to 0, gain
9 3 Blood.

10 PITCH BLACK. Spend 1 Blood: plunge the area around you


into shadow; you can see fine. (++ambush)

INJURIES
3–4 5–6
1–2 HAND INJURY
JUST A GRAZE
DAZED LOST AN ARM (May only
BLEEDING OUT (Spend
1 Blood at the start use 1 item per turn)
HEADSHOT (Can’t
trigger specials) of your turn)

(8D6).
LAST STAND: RIGGED TO BLOW
16
COSGRAVE
Hackney necromancer, taught by your aunt
Medically dead, but can still walk around and that
On the run from East London’s undead mafia
Crooked as a three bob note, but charming with it
Lots of weird black magic tricks

STATS EQUIPMENT
Enormous knife
BRAWL 2 (+never saw you coming)
CON 3 Sawn-off shotgun
FIX 3 (++point-blank)

SEARCH 2 Bottled ghosts


(++pass through walls)
SHOOT 2
Mother Millicent’s stolen soul jar
SNEAK 3 (+++any)
TERRIFY 2
Loot

BLOOD ABILITIES
DANSE MACABRE. Spend 1 Blood: gain full control of a corpse for
0 around a minute, after which it falls apart. (+“Hans, are you
1 okay?”)

2 BACK-POCKET HEX. SPECIAL: Reduce a Threat’s Attack rating by 1.

3 PHANTASMAGORIA. Spend 1 Blood: conjure nightmare illusions in the


area immediately around you. (+incorporates the background in a
4 clever way)
5
ADVANCES
6
MEMORY ROT. Spend 1 Blood: remove or implant memories from
7 someone you lock eyes with. (+you were never here)
8 DEATH BURST. Spend 1 Blood: curse a nazi within arm’s reach to
9 explode when they die. (++enclosed spaces)

10 DEAD MAN’S LUCK. After you roll your dice pool, before you
discard dice, reduce the GM’s successful Attack dice by 1 for
each 1 you rolled.

INJURIES
1–2 3–4 5–6
LOST SOME FINGERS SUCKING CHEST WOUND GRIMOIRE DAMAGED
ARM RIPPED OFF SHOT IN THE FACE WARDS COMPROMISED
(-1 to all stats) (+2 TERRIFY, -2 CON) (Can’t spend Blood to
use abilities)
LAST STAND: UNDEAD HORDE (8D6)
18
CHUCK
Grew up on the wrong side of the tracks,
buried a sibling or two
Loves cowboy movies, honest work,
human liver and the wide open plains
Genuinely decent guy, apart from the “eating people” bit
F.A.N.G. pulled you out of jail after you ate a county sheriff
and half his deputy
Now you’re fighting for freedom, rather than just to survive
STATS EQUIPMENT
Paired revolvers, Betsy and Maria
BRAWL 3 (+duel)
CON 1 Tool belt
FIX 4 (+Jerry-rigging)

SEARCH 2 Cowboy hat


(mark to ignore an Injury or
SHOOT 3 being Downed; hat is destroyed)
SNEAK 2 Loot
TERRIFY 2

BLOOD ABILITIES
ACID SPIT. Spend 1 Blood: hawk up a gutful of fierce acid.
0 (++vs metal)
1 SPIDER SCURRY. Spend 1 Blood: skitter across ceilings and up
2 walls. (+low ceilings)

3 CORPSE EATER. After you roll your dice pool, before you
discard dice, gain 1 Blood if you rolled any 1s.
4
5 ADVANCES
6 ELBOW GREASE. When you roll up your sleeves and take on an
Objective single-handed with the FIX stat, gain SPECIAL:
7 reduce the Objective’s rating by 4.
8 CORROSIVE FLUIDS. When you mark an Injury, reduce the
9 rating of a Threat you’re engaged with by 2.

10 LASHING TONGUE. Spend 1 Blood: your strong, prehensile


tongue extends several yards out of your mouth.
(+restrain)
INJURIES
1–2 3–4 5–6
FLESH WOUND LIMPING MAULED
SHOT FULLA HOLES CRAWLING EVISCERATED
(Spend 1 Blood at the (-1 to all stats) (Can’t use + dice)
start of your turn)
LAST STAND: GO DOWN SHOOTING (8D6)
20
ASTRID
Ex-fighter pilot, bitten by something after
a crash in the frozen taiga
The parasite soul of a wild predator is
nestled around your heart
Now ancient magic flows in your blood
and wild spirits bow to you
(But in case that fails, you also have a machine gun)
STATS EQUIPMENT
Machine Gun
BRAWL 3 (+enemies in cover)
CON 1 Greatspear
FIX 2 (+receive a charge)

SEARCH 3 Fragmentation Grenades


(++enclosed spaces)
SHOOT 2
Spirit Fetters
SNEAK 2 (+++animals)
TERRIFY 4
Loot

BLOOD ABILITIES
APEX PREDATOR. SPECIAL: Reduce a Threat’s rating by 3.
0
1 UNNATURAL ENDURANCE. SPECIAL: Reduce the GM’s Attack dice by 3.

2 BLOODHUNT. Spend 1 Blood: track targets or search for things


using your sense of smell. (+target fleeing)
3
4 ADVANCES
5
NIGHTMARE REGENERATION. SPECIAL: Clear a marked Injury.
6
SPIRIT STORM. Spend 1 Blood: hurl items like a poltergeist.
7 (++ something sharp AND heavy)
8
TETHERED PHANTOM. Spend 1 Blood: reduce an Objective or
9 Threat’s Challenge by 1 until the end of the round.
10
INJURIES
1–2 3–4 5–6
SPIRITS COWED SIGILS MARRED LIMPING
SPIRITS CAST OUT BLEEDING SHADOWS RUINED LEG
(Can’t trigger (+2 SNEAK, (-1 to all stats)
Specials) -2 TERRIFY)

LAST STAND: UNLEASH THE SPIRITS (8D6)


22
FLINT
Born in a cave, driven out by nazis
Half-bat, half-human, all nightmare
Monstrous hunter with a taste for blood
May or may not be able to talk (possibly just shy)
STATS EQUIPMENT
Steel gouging claws
BRAWL 4 (+ambush)
CON 2 Grappling hook
FIX 2 (++three or more storeys)

SEARCH 2 Loot:
SHOOT 1
SNEAK 3
TERRIFY 3

BLOOD ABILITIES
RAVENOUS. When you’re in melee combat, SPECIAL: gain 3 Blood.
0
SENSE HEARTBEAT. Spend 1 Blood: you can see the heartbeats of living
1 beings through walls and other obstacles. (+dense cover)
2
IMPROVISED PROJECTILE. Spend 1 Blood: chuck something large and heavy
3 a surprising distance. (+aerodynamic)
4 WINGS. Spend 1 Blood: you can fly. (+aerial combat)
5
6 ADVANCES
7 HELLISH SCREECH. Spend 2 Blood: reduce a Threat’s Challenge by 1.
8 BONE ARMOUR. After you roll your dice pool, before you discard
9 dice, reduce the GM’s successful Attack dice by 1 for each 1 you
rolled.
10
OOZE FORM. Spend 1 Blood: squeeze through gaps, glop around, etc.
(+it’s in the walls!)

INJURIES
1–2 3–4 5–6
TEETH SMASHED SPOOKED HAMSTRUNG
JAW BROKEN (Can’t BROKEN (+2 SEARCH, EVISCERATED
gain Blood from -2 BRAWL) (Can’t use
nazis) + dice)
LAST STAND: FINAL FORM (8D6)

24
NAZIS
In EAT THE REICH, the nazis took control of Germany in the 1930’s and
rapidly expanded their influence throughout Europe with an aggressive
campaign of invasion, blockading and terror tactics. Unfortunately
for the nazis’ enemies, their technological superiority was only
outmatched by their occult prowess thanks to decades of frantic
research by some of the world’s most skilled and least morally-
upstanding wizards.

The crown jewel of their burgeoning empire was Paris, and it is


here that Hitler planned to unveil his greatest creation so far: nazi
werewolves.
F.A.N.G.
Formed in secret six months ago, this loose-knit organisation of
vampires, walking corpses, morally grey wizards and one hell of an
administrative staff are the Allies’ last chance at victory. As
Hitler prepares to reveal a new breed of fascist lycanthrope, a crack
squadron of F.A.N.G. commandos launch their final mission: to crash-
land in occupied Paris, drink all of Hitler’s blood, and fatally
destabilise the nazi war machine.

F.A.N.G. is led by Commander Slate, a mortal, who reports directly


to the Allied command. Slate’s trademark clipped briefing style and
inspirational speeches have become a hallmark of F.A.N.G. missions,
and her leadership has seen them succeed against the odds on a number
of tense engagements.

There is no official documentation concerning what the acronym


“F.A.N.G.” stands for.

VAMPIRES
Vampires resist categorisation; they’re rare, they’re secretive, and
they eat people who ask too many questions. They all have a few things
in common, though:

- They’re tougher, stronger and faster than normal people.

- They drink blood or eat flesh to survive.

- They possess a level of intelligence similar to humans.

- They can’t handle prolonged exposure to sunlight without immolating.

- They’re (medically) dead but appear alive thanks to blood magic.

Each of the player characters in EAT THE REICH is some form of


vampire, though they’re not all the classic widow’s peak and evening
wear type – F.A.N.G. has found a place for back-alley necromancers,
haggard ghouls and cave-dwelling monstrosities amongst its ranks.

26
DROP COFFINS
Deployment of F.A.N.G. squads is performed via the use of tactical drop
coffins – a method so brutally effective that it is only usable by
operatives who are already dead. A drop coffin is a reinforced steel box
rigged with pressurised cylinders of premium high-quality nuns’ blood* and
some pneumatic shock absorption to protect the structural integrity of the
device.

These coffins are carried over the target site in a high-altitude


bomber, often shielded from enemy radar and scrying by a F.A.N.G.
obfuscationist, and dropped directly into action. No parachutes are used:
these would slow descent, taking away a crucial element of surprise.

The drop coffins plummet several thousand feet through the air before
smashing directly into the ground, turning the occupant into a sort of
mangled paste of gristle and bone. At this stage the nuns’ blood is
released into the coffin and the vampire within can use it to heal any
and all wounds within seconds; after that, it’s a simple matter of kicking
open the lid and descending on whatever luckless fascists they landed
next to.

* All blood willingly donated by members of F.A.N.G.’s


onsite convent, Our Lady Of Perpetual Ruin

27
28
GETTING THINGS DONE
As a blood-drinking, undying creature of the night there’s very little
the nazis can do to stand in your way. Though they’ll send squads and
squads of soldiers (and more dangerous and weirder things besides)
against you, you can tear through almost any opposition with brutal
effectiveness.

STATS
Every action a player character makes is governed by one of the seven
statistics, or “stats”, listed below.

BRAWL. Kill nazis up close.

CON. Sway nazis with lies, flattery or charisma.

FIX. Repair or modify devices and structures.

SEARCH. Investigate to uncover information.

SHOOT. Kill nazis at a distance.

SNEAK. Avoid detection and minimise disruption.

TERRIFY. Scare nazis into compliance.

When you’re making an action, your stat will form the basis of your
dice pool - read on for details.

TURN ORDER
The GM chooses which player character acts first. Once they’ve
completed the process below, the GM can then choose which player
character acts next. Once every player character has completed their
turn, nazi reinforcements arrive if necessary, and a new round begins.

BUILD YOUR DICE POOLS


When it’s your turn, determine what stat you’re using to achieve your
goals. (There are more details on stats above.) This will mainly be
governed by the sort of things you want to do: if you’re leaping
headlong into a private box at the opera and murdering everyone inside
that’s BRAWL; if you’re tricking a gullible officer into parting with
information that’s CON; and if you’re hurriedly repairing the engine
on your getaway car that’s FIX. Grab a number of dice equal to your
character’s rating in that stat. If your action doesn’t line up with
any of the stats, either change it so it does, or just roll 2 dice and
carry on.

Then, if you decide to use equipment or abilities during your turn,


you can add a dice to your pool for each one you use. If you use a
piece of equipment, spend one use of it. If you use an ability, pay
any costs listed in the ability text – usually, you’ll need to spend
1 Blood. (You can describe using equipment or abilities without paying
the cost to power them, but you don’t get the extra dice.)

30
GO OUT WITH A BANG
The last use of any item of equipment that starts with more than one
use adds an additional bonus dice to the pool. This is to encourage
players to use their items up and loot new ones, which is more
interesting than relying on the same kit for the whole story.

ADD BONUS DICE


Your equipment and abilities have bonus requirements – situations
in which they’re especially useful or potent – which unlock extra
dice when they’re satisfied. The number of + symbols before the
requirement show how many bonus dice you get to roll if you satisfy
the requirement.

For example, Nicole’s submachine gun has the (+flanking)


requirement, so if you describe her attacking enemies from the side to
bypass their cover, you can roll an extra dice as you do it.

Generally, the more awkward it is to meet the requirements, the


more bonus dice you get for meeting it. Alternatively, some powerful
pieces of equipment have a low number of uses, but can be used to gain
additional dice with ease. (For example, Cosgrave’s stolen soul jar
has one use only, but can add four bonus dice to anything it’s used
on.)

You can also roll bonus dice later on, while you’re allocating dice,
if it makes sense to do so.

GM BUILDS THE THREAT POOL


The GM grabs dice equal to the current Attack rating of the Threat
you’re currently engaged with. (Engaged with means: involved with,
actively fighting, or otherwise influencing.)

PLAYER ROLL

CRITICAL +2 damage

discard!
SUCCESS +1 damage OR +2 defence
OR +1 defence OR +2 Blood
OR +1 Blood OR ACTIVATE SPECIAL
GM ROLL

discard! SUCCESS +1 damage

31
ALLOCATE YOUR DICE
Allocate each remaining dice to one of the following:

- Advancing an Objective

- Eliminating a Threat

- Defending yourself against attacks

- Feeding on nazi blood

- Activating SPECIAL

As you allocate each dice, add one detail that describes the scene as
it happens. If those details satisfy new bonus dice conditions on the
equipment or abilities you’re using, you can roll those bonus dice at
this stage.

When you allocate a success to advancing an Objective, reduce


the Objective’s rating by 1. When you allocate a critical, reduce
the Objective’s rating by 2. An Objective with rating 0 has been
completed, and the vampires have achieved their aims. If the Objective
has a Challenge rating, it absorbs that number of dice before it is
damaged. For example, if you allocate two successes to an Objective
with Challenge rating 1, you will only reduce the Objective’s rating
by 1.

Add details like: clearing a path towards something useful, lending


support to an ally, interacting with the Objective, drawing fire,
distracting attention away from mission-critical actions, and so on.

When you allocate a success to eliminating a Threat, reduce the


Threat’s rating by 1. When you allocate a critical, reduce the
Threat’s rating by 2. A Threat with rating 0 has been beaten back,
and while reinforcements will soon arrive (see p38), they’re not an
immediate problem – they no longer inflict damage. If the Threat has
a Challenge rating, then it absorbs that number of dice before it is
damaged, in the same way as an Objective.

Add details like: ripping nazis in half, laying down covering fire,
cutting off routes for reinforcements, sowing confusion and terror,
and so on.

When you allocate a success to defending yourself, remove one of the


GM’s Attack dice. When you allocate a critical, remove two of the GM’s
Attack dice. (Their dice don’t have special rules for sixes – only
yours do.)

32
Add details like: incoming fire, enemy advances, ducking into cover,
getting knocked down or thrown around the place, improvising defences,
toughing it out through the pain, and so on.

When you allocate a success to feeding, gain 1 Blood. When you


allocate a critical, gain 2 Blood.

Add details like: drinking nazi blood, plucking out hearts and
tearing them apart with your teeth, using an officer as a human shield
while you drain him dry, and so on.

Specials can only be activated when a critical is allocated to them.


These represent uncanny or exceptional abilities that your vampire
possesses, and allow them to break the rules of the game and do
strange and interesting things. Usually, Specials interact with the
mechanics of the game – so they might let you inflict massive damage,
complete Objectives single-handed, reduce enemy damage, and the like.
Your Specials (if you have any) are listed on your sheet alongside
your abilities.

Add details that shed light on the Special and how it takes effect
in the fiction.

TAKE CONTROL WITH DETAILS


The details here are just suggestions; you can put forward almost
whatever you want as long as the table is enjoying it. In many
roleplaying games, only the GM can describe the world around you and
the actions of the NPCs within – not so in EAT THE REICH. If you want
something to be present in the game, introduce it! You don’t have to
ask “is there a door here?”; instead, say “there’s a door here” or
better yet “I kick in a door and start shooting” and go from there.

The only thing that you can’t narrate is the actions of other named
characters – so that’s the player characters, and any important NPCs
the GM might have to play with during the adventure. Nameless mooks
are fair game. But if you ask for permission first, you can make a
suggestion: “Hey, can you throw me through that barricade?” is fine.

The GM and other players have veto rights over any details you
introduce, so if they want you to change something, respect their
choice and swap it for something else.

Once you’ve allocated all your dice, if the GM has Attack dice
remaining, you roll for a category and mark an Injury. If the GM has
three or more Attack dice remaining, you instead mark all Injuries
in that category and are Downed until another vampire rescues you –
else you’ll be at the mercy of the nazis. (You can learn more about
Injuries on p36.)

33
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BLOOD
Vampires drink blood. To represent each individual vampire’s hoard
of gore, EAT THE REICH uses Blood (with a capital B). Players can
resupply this mystical resource by spending successes to suck it out
of nazis instead of attacking, defending, or advancing the objective.
A vampire can hold a maximum of 10 Blood.

When an ability or rule says that you spend Blood, remove 1 Blood
from your stock. (Healing, and some powerful abilities, require more
than 1 Blood to activate; this is stated in their descriptions.)

At the start of the events of EAT THE REICH, every vampire has 0
Blood: they used all the supply in their drop coffin to fuel their
regeneration. Best get to drinking.

35
INJURIES
As tough as your necromantic form may be, you can still be hurt
by lucky shots, sufficient weight of fire or the nightmare occult
abilities of enhanced adversaries.

If the GM still has Attack dice remaining when you have no dice
remaining, you mark an Injury on your character sheet. Each character
has unique Injuries and unique problems associated with them.

When you mark an Injury, roll a D6 and tick off the first box in
the relevant category. If you’ve already marked the first box in that
category, mark the second box. If you’ve marked both boxes in that
category, pick an alternate one and mark a box in that one.

When you mark the second box in a category, you’ll be subject to


some kind of penalty associated with the injury – usually one that
limits how you can use equipment and abilities, messes with gaining or
spending Blood, or changes the values of your stats.

DOWNED
If the GM has three or more Attack dice remaining when you have no dice
remaining, you are taken down – pinned under rubble, shot to bits,
briefly paralysed, rendered insensible, and so on. Roll an Injury
category as above, then mark off all available boxes in that category.

Until another vampire comes to your aid, you’re out of the fight.
Rescuing you becomes a new Objective, usually rated between 2 and 4,
but the exact rating is up to the GM. If they can’t rescue you before
moving on, you’ll be captured and at the mercy of the nazis.

SHARING BLOOD
Blood can be freely shared between vampires as long as they’re within
arm’s reach of each other. The precise nature of how Blood is shared
(transfusion, feeding, mystical vibrations, infernal contracts) is up
to the players involved.

DEATH
If you mark all six Injuries, you’re dead. Consult
the LAST STAND section on your character sheet, come
up with some dramatic fiction that lines up with it,
and roll 8D6. Apply them to the current Objectives
and Threats however you like and describe your final
sacrifice before retiring from the game. (If you
have a SPECIAL that lets you heal Injuries, you
can’t trigger it as part of a LAST STAND. It’s your
last stand! Once you trigger it, you’re out of
the story.)

36
HEALING
You can heal an Injury by spending 3 Blood at any time; when you do
so, erase the check mark next to it.

If you mark the same Injury again after you’ve already healed it
once, the mechanical penalties are the same, but you should feel free
to describe it in the fiction with different effects.

OBJECTIVES AND THREATS


Everything in Paris can be divided (mechanically) into Objectives and
Threats.

OBJECTIVES are tasks or challenges that the vampires must overcome


to complete their mission. Objectives form the core of each scene and
chart the party’s progress through the city. Each Objective has a
rating between 2 and 12 – the higher the rating, the more steps have
to be completed before the goal is achieved.

When an Objective’s rating reaches 0, it has been completed. Ask the


player who removed the last point of rating to describe what happens.

For example: the player characters find themselves on the street


outside the German Technology Pavilion. Cutting through here would
allow them access to the plaza adjacent to the Eiffel Tower as well
as giving them a chance to scavenge some interesting experimental
equipment. The Objective becomes:

GET INSIDE THE GERMAN TECHNOLOGY PAVILION

THREATS represent the nazi forces defending the city, who will attempt
to stop the invaders at any turn – the more Threats in play and the
longer they’ve been active, the more danger the vampires are in.
Each Threat has a rating, just like an Objective, but they also have
Attack dice. Attack dice are rolled by the GM when the player acts and
determine whether or not their character suffers an Injury.

For example: the Technology Pavilion is guarded by a squad of


soldiers carrying submachine guns and new-fangled stun batons. The
Threat in this situation is:

Infantry Squad Attack 3

The GM rolls dice equal to the Attack of the Threat that the acting
player character is engaged with (or actively avoiding). If they’re
engaged with multiple Threats, pick the one with the highest Attack.
For each extra Threat in play, they add 1 Attack dice to their pool.

When a Threat’s rating is reduced to 0, reduce its Attack to 0 as


well; the nazis have been killed, routed or otherwise obstructed.
(But they’re not gone for good – see the Reinforcement rules below.)
Vampires don’t run the risk of being injured if they act when there
are no Threats engaged with them – the GM has no dice to roll.

Players can divide up their successes between all present Threats


and Objectives in play as they wish, as long as it makes sense within
the fiction.

37
REINFORCEMENTS
Paris is crawling with nazi scum. There’s no way that even a force
as capable as F.A.N.G. could hope to put all of them out of action –
they’d be overwhelmed long before they made an appreciable dent in the
defensive forces.

At the end of each round, if a Threat was reduced to 0 rating,


restore its rating by 1D6 and return its Attack to half its starting
value (rounded down). In addition, increase each active Threat’s
Attack by 1 as nazi forces close in on the vampires.

If the GM rolls zero successes on their Attack dice, increase the


Threat’s Attack by 1 once the player has resolved their action. The
end of the round is a good moment to check this has been applied.

The reinforcement rules above do not apply to Übermenschen and


certain other elite operatives, but their Attack rating starts higher
to compensate. When their rating is reduced to 0, they’re dead and the
associated Threat is permanently removed. Ask the player that killed
them to describe a suitably impressive death scene.

REINFORCEMENTS: EXAMPLE OF PLAY


The vampires are in combat with an Infantry Squad (Threat 6, Attack
3) and a Police Patrol (Threat 4, Attack 2). As half of the party
are focusing on tackling the Objective, the other half try to fight
off the nazis first. Focusing on the Infantry Squad, Astrid inflicts
4 damage, and Chuck inflicts 2, so the Infantry Squad’s rating is
reduced to 0.

When the other members of the squad roll to overcome the Objective,
the GM rolls 2 attack dice (the Police Patrol’s attack) rather than
the higher attack of the Infantry Squad (3). If the Infantry Squad was
still in play, the GM would roll 4 attack dice - the Infantry Squad’s
rating, plus 1 to reflect the fact there is an additional threat (the
Police Patrol) still in play.

At the end of the round, the GM handles the reinforcements. The


Police Patrol close in and increase their Attack to 3. The Infantry
Squad regain D6 rating and their new Attack is their original value
halved and rounded down (1).

REINFORCEMENTS CAVEAT
The Reinforcements rules keep the pressure on the vampires. If your
players want a more relaxing time (or you don’t want to faff about
keeping track of ratings and damage), you can ignore Reinforcements
and increase ratings and damage by 1 to 3 points instead. In this
case, when a Threat reaches 0 rating, it’s removed from play.

CHALLENGE
Not all challenges are made equal. If an Objective or Threat has a
Challenge attached to it, it negates successes spent to lower its
rating equal to its Challenge. (So if an Objective is Challenge 2
and you assign 3 successes to it, you’ll only reduce its rating
by 1.) Challenge applies each turn to each vampire engaging with
the Objective or Threat. So if you spend 4 successes on your turn
overcoming a Challenge 1 Objective, it only counts as 3 successes.

38
SCENES
Objectives form the core of each scene, so once an Objective is
completed, the scene is over. (Unless you’ve got multiple Objectives,
as mentioned below.) If the Objective involves moving from one area to
another (and many of them will), the vampires push on and leave the
Threats in play behind. They might return later on, but for the time
being the player characters can catch their breath and establish a new
Objective.

SECONDARY OBJECTIVES
When a vampire is Downed (p36) they are given a mini-Objective all of
their own to represent the efforts of their team-mates rushing in to
rescue them. For all other situations, Secondary Objectives represent
useful things that the vampires can do that will assist them with
their mission but that aren’t crucial to their overall success.

Though we’ve written some into the location descriptions, Secondary


Objectives are often invented on the fly by the GM in response to
player actions or improvised details in the scene. When a player
completes a Secondary Objective, they choose one of the following
effects to trigger:
- Reduce a primary Objective by D6
- Reduce a Threat by D6
- Gain D6 Blood
- Reduce a Threat’s Attack by 2
- Reduce a Threat or Objective’s Challenge by 1
- Gain access to an unusual or powerful piece of equipment

You don’t have to use this mechanic for everything the players want
to do – their off-mission actions can often just be folded into the
general narration. But it can be fun to give a player a spotlight
moment as a reward for trying something interesting.

A Secondary Objective should have a rating equal to roughly half


that of the main Objective.

LOOTING
Once per Objective, if you find something interesting and want to keep
hold of it, write it down in your LOOT slot on your character sheet.
Work with the GM to determine a bonus requirement for it (look to
existing pieces of equipment for inspiration, or select one from the
list below). After that’s done, it functions as a piece of regular
equipment with three uses and a single bonus requirement. Remember,
the last use of any item of equipment that starts with more than one
use adds an additional bonus dice to the pool.

When a location contains a particularly impressive piece of


equipment, it’s listed underneath its description within the scenario
– these will generally have different numbers of uses or increased
bonus dice, so keep track if so. Sometimes these come with a
Secondary Objective attached – clear the Objective, and you unlock the
equipment.

39
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FLASHBACKS
Once per session, when you roll 2 successes or fewer, you can trigger
a flashback to spur yourself on to victory – you won’t let Hitler
win this easy. Roll on the flashback tables to define a question, or
choose one that appeals. Answer it by describing a brief scene that
happened on a past F.A.N.G. mission – the other players can help.
Where the table states [character], randomly determine or choose a
player character from the ones present at the session.

When your flashback is over, add 2 dice to your pool, then roll all
of your dice again. The second result stands.

FLASHBACK CONTEXT
(If you roll the same as another player, it happened on the same
mission)

1) On board a plummeting aeroplane


2) Rescuing P.O.W.s in a thunderstorm
3) Assassinating a nazi general at the opera
4) Extracting a spy from behind enemy lines
5) Stealing a cypher machine from a submarine
6) Sabotaging a field gun with improvised explosives

FLASHBACK QUESTION
1) You saved [character] from certain death. What nearly killed them?
2) You recruited [character] to F.A.N.G. What did it take to get them on
board?
3) You owe your life to [character]. How did they save it?
4) [character] taught you a few tricks. What was the most important
lesson?
5) You won’t let [character] see you fail like this. What do you respect
most about them?
6) You won’t let [character] see you fail like this. What do they most
respect about you?

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