Eat The Reich - Sistema Puro e Simples
Eat The Reich - Sistema Puro e Simples
Eat The Reich - Sistema Puro e Simples
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
First Edition (2023). Printed in Latvia by Livonia Press on Magno Satin 130g.
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.
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.
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.
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.
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.
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.
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.
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.
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
- 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 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.
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.
- 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
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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:
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.
12
Successfully and sensitively playing a marginalisation you don’t
share is a complex skill, so this is a starting point:
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.
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!)
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)
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)
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.
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)
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?”)
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)
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.
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.
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.
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:
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.
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.
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.
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.
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.
You can also roll bonus dice later on, while you’re allocating dice,
if it makes sense to do so.
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
31
ALLOCATE YOUR DICE
Allocate each remaining dice to one of the following:
- Advancing an Objective
- Eliminating a Threat
- 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.
Add details like: ripping nazis in half, laying down covering fire,
cutting off routes for reinforcements, sowing confusion and terror,
and so on.
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.
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.
Add details that shed light on the Special and how it takes effect
in the fiction.
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.
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.
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.
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.
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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.
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.
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.
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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.
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.
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.
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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)
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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