Virtual Events

DR:CO Season 10 Starts February 28th!

Doing it Live!

Dystopia Rising: Colorado is excited to enter its 10th season this year, starting with online games February 28th (tickets now available) and March 28th! These games will be using a different online ruleset than we’ve previously used, because we will be using the virtual play rules for the new system that we are moving to this season.

Last year testing began for the newest edition of Dystopia Rising, Dystopia Rising Live. With overwhelming enthusiasm and support from chapter owners and directors across the network, all games are beginning the transition from 3.0 to DRL between February and May of 2025.  Dystopia Rising: Colorado will be using the DRL ruleset for the entirety of 2025.

Want to get the scoop on the latest ruleset, threat books, Strain variant mechanics, and lore of the world of Dystopia Rising? Download the latest publications here.

Not sure where to start? We recommend the “Player’s Guide” for updated rules of play, the Lineages book “Strained Ancestry” for new Strain variants and updated lore, and the “Devotion & Faith” book for updated lore and subsects of the wasteland religions.

Want a quick rundown on some key differences? We have you covered.

It’s Alive - All documents are Living

There will not be print publications of this edition available. Instead, the website will host PDFs of all documents — which will be updated as needed and include change logs. Most of these publications have already been updated since their release, so if you have looked at any of them in the past, it’s recommended that you check again. Some of these documents will likely see a lot of change over the first year as the system is played, and then will slow to only be updated as needed or when new content is published.

Impact and Development Skills

With only a few exceptions from professions and items, Mind Points are now completely divorced from combat. The skills you would rely on in combat or other tricky situations are now Impact Skills. Once you learn an Impact Skill, you may spend XP to purchase additional uses of the skill. These uses refresh after 20 minutes of resting away from combat, and new Blueprints facilitate the creation of items that can regain those uses should rest be untenable. Crafting, Gathering, and Social skills are now Development skills. These skills cost Mind or sometimes Resolve to use, as they did in previous editions.

Different Power Scale

All new characters now start with 50 XP to learn skills and/or train Mind/Body/Resolve at their first game. With this change, existing characters get a bonus 50 XP for putting together a DRL character. New players earn 10 XP per game for their first 10 games. After the first 10 games, players earn a standard 5 XP per game, and can purchase up to three (3) additional XP at a standard game, or more at a Premiere or National game. Players cannot earn more than 25 XP per month.

There is no longer a minimum XP expenditure before purchasing Tier 2 and Tier 3 skills — those can be purchased immediately.

Skills and Stats cost little to start, but quickly become very expensive. This better balances the scales between the largest characters and the smallest ones, empowering players with less XP and allowing players with more XP to participate in the game without threat of disrupting a challenge.

That said, this is a different scale from 3.0. The adjusted starting XP and increased XP per game leaves the number of games to reach certain milestones the same, but your XP milestones will be different — in 3.0, a character could get their first PFA after 100 XP spent, and additional PFAs every six (6) months. Now, while the requisite Skill or Stat purchases may be as little as 45 XP, it is recommended that a character looking to be fairly well-rounded aim for one Profession every 200 to 300 XP spent. This is a general bit of advice to help those who are feeling discouraged looking at the character creator — if you have a vision that involves a Profession and little else at lower XP, the right build is whatever is most fun for you.

Professions — like PFAs in the 3.0 system — have prerequisites. Development Professions require two Master Skills each, Impact Professions require at least 5 collective uses of either or both of their prerequisite Impact skills, and Default Professions require at least 30 cumulative purchased points of Body and Mind. Unlike PFAs, Professions each have two (2) skills unique to them. Profession Skills are purchased separately from the Profession title. And unlike PFAs where there really wasn’t a limitation on the number you could earn, your characters are limited to three total Professions. This is to help your characters feel more unique, as it is less likely for any two characters to pick the same three professions.

Updated Economy

  • All items will have different mechanics now. Most will have an equivalently named item, but some won’t. We will have more information on how we’re handling swapping 3.0 items and blueprints for Live items and blueprints in the future.

  • Scrap expires now. All scrap has an expiration date of one year, and cards without an expiration date will be assumed to expire February 2026.

  • There are no more Twelves. Mind refreshes now only come from item and Lineage mechanics.

These are big changes to the game and the way the economy has functioned thus far, but serve the purpose of creating a system that encourages player interaction and cooperation. No character can be an island anymore, and you’re not supposed to be self-sufficient — the scaling cost of base Mind, the lack of natural Mind refreshes, and the lessened ability to stockpile resources, are all meant to encourage players to either form crews or coordinate with different characters each game to make the items needed to survive.

It’s called Live, but will you Live?

This system is designed to be deadly. Spike damage for players is limited and precious, threats are more powerful, and additional threats are unlocked when over a third of the characters checked into a game are aberrant. The threats are designed to be approached tactically, and while crafted weapons and gizmos are helpful, collaborating with others and strategizing make it possible for a group to handle any standard threat with starter equipment.

It’s worth noting that resolve expenditure is rarer in this edition, and forced Resolve loss rarer still. This means Fractures are a rarer occasion overall. Which is good, because after a character has accumulated four Fractures, gaining any more results in permanent character loss. In most cases, a character with a Fracture cannot be forced to gain another — they may only gain more through voluntary methods. This opens a new avenue of stories for players who want to portray a character shattering to the horrors of the wasteland, and greater incentivizes players to help resolve or soothe one another’s Fractures.

You will find that playing it cautious and buying more uses of Avoid and Mental Endurance, or raising your Infection cap, makes it harder to buy more ‘fun’ skills. You are encouraged to play it less safe and have fun with it. Infection only costs XP to raise your cap above three (3) now - if you are ever below your cap, there is no XP cost to regain Infection. However, Infection regain, and Infection loss prevention, are rarer and more expensive than they were in 3.0. There is a greater expectation that characters will retire or perm in this system than in the previous one - which is part of why 100% of your XP carries over for making a new character after permanent character death. When you retire a character, 50% of that character’s XP is available for new character creation, and the remaining 50% is awarded after six (6) months of playing the new character.

Presenting our first Live game: Hordefront Pt. 1: King of the Mountain 

On February 28th, we’ll be hosting our first virtual Dystopia Rising Live game on Discord using the new virtual play ruleset. Come visit scenic Elder Mountain, irradiated home to an ideological conflict between the Wells Society seeking to eradicate the radiation with their Glow Shrooms to pave way for civilization and the Temple of Evolution seeking to embrace radiation’s power and potential. The fate of Elder Mountain will be in your hands in more ways than one, as a horde the likes of never before seen in the region is on the way. With the potential for events on Elder Mountain to impact the future of the area, including Barker Meadow, stakes are high and we’re doing it Live!

DR:CO Virtual Public Works update and one more virtual event added

Hey Survivors! First of all, we have added another virtual event to our calendar for April 26th-April 28th, 2024. Get your tickets for March and April now!

Second, we want to provide an additional update for how we’re doing Public Works. Basically, we’re doing it the same way we did in March — you can review the details here — but we’re adding an additional option called Efficient Producers.

If you are electing to be an Efficient Producer, instead of using your 6 or 8 hours of gathering and/or crafting for this event, you may pick from ONE of many extra-efficient options for one of your checked-in characters (and only that one character). That character must meet the requirements listed; the blueprints are available in the Town Library, and there are absolutely no substitutions allowed. This may be combined with your “no-time” skills (e.g. Trailblazing, Trade Connections).

All of the options available under Efficient Producers consume more time than the 6 or 8 hour options.

In order to engage with crafting and econ this weekend, make a copy of the Public Works template and share your completed spreadsheet to drco.logistics@gmail.com any time before 12 PM Mountain Time on Sunday (the end of the event). Item cards will be mailed out the following week.


A Primer on the Barker Meadow Necropolis

As our February virtual event quickly approaches, we wanted to put together this little guide to let you know what you're heading into. Before the Wycked White settled in at the end of last season, Barker Meadow warped into a Necropolis - a place where the Grave holds powerful sway. Much (but not all!) of the weekend’s content will focus on interacting with, understanding and fixing the distorted Necropolis. Let’s talk about how we got here, where things are now and how the Necropolis might be dealt with.

How Did We Get Here?

Back before the early arrival of the Wycked White, the Barkers used Cracked Psionic Crystal Weapons of Mortis Destruction to defeat Flesher Calonyction. The ancient Graverobber had used strange Grave science to convert himself into a mass of Infection with the intent to overtake the local Gravemind. These weapon - the Cracked Crystal Projectile Shell and Cracked Crystal Coating - were understood to have terrible effects on the surrounding land. 

The Cracked Crystal Projectile Shell works by draining off Infectious mass and energy when it impacts a target, which then causes a backlash when that mass and energy interacts with the psionic crystals inside the shell. This causes necrosystemic and ecological damage where the shells land, weakening the bacterial biosphere that forms a barrier between the Mortis Amaranthine and the world “topside” while pulling the Mortis layer closer to the surface.

The Cracked Crystal Coating sinks into the soil and stimulates the growth of Cracked Crystal clusters. Since these clusters are typically an immune response meant to strengthen damaged or weakened Morgues, these clusters forming outside of conditions they are typically found in caused distorted Grave phenomena as they absorbed and concentrated Infectious material.

Where Are We Now?

This Necropolis is a region of unchecked Mortis expansion and growth, like a damaged organ replicating cancerous cells and spreading them to areas far beyond where they are meant to be. The Barker Meadow Reservoir Necropolis blurs the line that Strains understand to exist between the Mortis Amaranthine and the world they live in. Masses of Infection cause high concentrations of DMT - leading to psycho-reactant landscapes - while memories churned from deep in the Mortis spur it to fabricate corrupted structures and artifacts to recreate the past.

Although the freezing temperatures of the Wycked White have slowed the spread of decay, the winter will not hold forever. If allowed to continue in this manner after the thaw, this Necropolis will continue to build on itself. The end result will be the creation of a localized necrosphere deep in the Overgrowth. 

So, How Do We Stop This?

The Necropolis must be pushed back - both physically and psychologically in the minds of the people that live here. This will require the excavation and removal of the Cracked Crystal clusters, as well as the treatment of the land to repair the biosphere. The Mortis layer will then have to somehow be pushed back and repaired, while the tumorous Grave masses will need to be surgically, radioactively or chemically removed to prevent the Mortis from resurfacing. Finally, something must be done to lay the Necropolis to rest in the minds of Barker Meadow Reservoir - something to convince the entire town to accept the paradigm that the Necropolis is no more. What that is exactly? Well…

Continue the conversation on our main Facebook group, our private Facebook hype group, in our Discord server, and on Instagram. And we’ll see you in the “Wycked Wonderland” that is the Necropolis in Barker Meadow Reservoir.

DR:CO 2024 Virtual Event Public Works/Econ Update

With the network changes to how LIT usage works that went into effect on January 1, 2024, we wanted to be transparent about how we will be handling gathering, crafting and other econ skills during our upcoming virtual events at Dystopia Rising: Colorado. Our goal is to bring our virtual Public Works in-line with other online events happening across the network given the eventual elimination of LIT, and to give players – that’s you! – more opportunities to focus on using their characters’ mind and abilities within our modules and content during the event.

This policy will be in effect for the February 2024 virtual event and is subject to change before the March 2024 virtual event (so be sure to check back for any such updates!).

A spreadsheet template will be provided for players to fill out and submit. This will provide our logistics team with a clear list to write out your cards. This form can be filled out by any players who are attending our event, and can be submitted up until the end of the event.

Our next event is February 23-25 and will be held over Discord.

Here are some Frequently Asked Questions, plus how to grab your Econ Form: 

How Many Hours of Crafting are Available to Me?

You will be allotted six (6) hours of crafting and gathering, with no mind spent. This limit is per player and not per character. If any gathering or crafting requires a Resolve expenditure, this will be expended for that character for the event.

SPECIAL BONUS: You may gain access to two (2) additional crafting/gathering hours, if (and only if) the entirety of the eight (8) hours spent – including any “no-time” requirement skills – does not require any interaction with LIT on the Public Works. This includes expending items in LIT, going negative, or anything that subtracts from LIT (including turning in cards later).

Here are some examples to provide you with a better understanding:

Ex: [Character] just wants to farm up Basic Herb. Since they are not removing anything from LIT or expending items from cards to get that herb, they get two bonus hours and receive 48 Basic Herb.

Ex: [Character] spends six hours farming up Basic Herb. They want to make some brews, so they use the Shortest Path and two bonus hours to make 12 Uncle Todd’s Serums. They will receive 12 Basic Herb and 12 Uncle Todd’s Serum as a result.

Ex: [Character] wants to make Uncle Todd’s, but their Basic Herb is on cards or in LIT. With the Shortest Path they may make a total of 36 Uncle Todd’s Serum over the six hours they receive, but do not get any bonus time.

Ex: [Character 1] spends two hours farming Basic Herb and one hour making 6 Uncle Todd’s Serum. They will receive the 6 Uncle Todd’s Serum after the event. They then switch to [Character 2] and that character does the same thing. They would get 2 bonus hours that they can use to farm up 12 more Basic Herb, for either character.

Ex: Same as above, except [Character 2] spends their three hours making Uncle Todd’s from Basic Herb that they have in LIT or on Cards. Character 1 gets 6 Uncle Todd’s Serums and Character 2 spends 36 Basic Herb to get 18 Uncle Todd’s Serums, but no bonus hours are rewarded.

Will There Be Any Crafting Stations Available?

Yes. Your characters will have access to the following:

  • Shortest Path Distillation Kit

  • Paradigm Print Workshop

  • Grinding Mill (which will expend your character’s Resolve, per the item’s mechanic)

  • Forged Mechanical Crafting Area

No other items that reduce time or increase output will be permitted.

I’d Like to Trade Items Between My Character and Another Player’s Character. Can I Do It Through the Public Works During a Virtual Event?

No. Trading between characters will not be managed by the Public Works at this time – not even if you bribe our Public Works overlord with a free cruise. Any trading you would like to plan with others, we ask that you please coordinate with them on how you will exchange those items since we can no longer enter trades in LIT and our team is unable to facilitate card/item trades.

If it is something that is coming from your LIT, you may denote that you are cashing that out for the purpose of facilitating a trade on your own time, but keep in mind that will affect your two-hour crafting bonus.

Where Can I Log My Crafting?

We are using a spreadsheet template that you will be able to log your crafting hours. Crafting/Gathering logs include: Salvaging, Foraging, Agriculture, Artisan, Culinary, Hunting, Print Copying (Education).

Each character that is checked in for the event can also check in the “no-time” requirement skills. These skills include: Proficient/Master Financial, Sailing, Trade Connections, Trailblazing, Criminal Influence.

Please note that due to the “free mind” component of this mechanic, Vehicles, Gizmos, or Augments which enhance, change or add to the output (including the GOAT Cycle) will not be used or honored. Vouchers, Caravan Maps, Trade Papers, Dock Worker Contracts and CAPs expenditures will be honored as per usual.

You may pull items from your LIT/go into the negative, which represents expending physical cards that you will need to reconcile (e.g. turn in or mark off) with the Public Works/logistics personnel at your local chapter.

IMPORTANT NOTE: You will need to save a copy of the form, update the document title to include your name and player number. Email/share access with our Logistics Director (drco.logistics@gmail.com) as an Editor no later than the end of the event.

We can’t wait to see you at our Virtual Event, WYCKED WONDERLAND, on February 23-25. Be sure to grab your tickets here and don’t forget to complete your checkin. For additional questions and updates, you can find us on our Discord server, Instagram, our main Facebook group and our private Facebook hype group!