How To Get Going

And how to keep going.

The world of Black Blanket is a bleak and dangerous one. Characters will struggle to survive in a frozen ravaged landscape. Each characters skills will be pushed to their extent over and over to keep the group going. Here is a short breakdown detailing how gameplay will work from the players point of view.

(The information here is subject to change)

Basic Needs

Before you can go out adventuring, you have to make sure your basic needs are met. Protection from the cold is paramount over all else. Temperatures on the surface are below freezing year round so bundle up. If your character is improperly protected from the elements, the GM will let you know and your character will begin to suffer the consequences.

Secondary is food and water. You can’t survive long without those, and since this is a survival game, they are important. Food must be obtained through any means, or else your characters will become weak and might not survive. Food stores will be measured in days, a number that will go up or down depending on the size of your group. It is a good idea for someone to keep track of your food supplies so that the GM doesn’t surprise you one day by saying you have run out. Unless your mutant powers say otherwise, water must be purified before consumption.

Health is another concern. Your characters each have a health score which determines how hearty and healthy you are. From time to time the GM will let you know your condition. If your character does not have the proper protections and gets sick, irradiated, injured, or mortified, you will have to seek treatment or treat yourself. If you do not, your risk increases. Untreated conditions can lead to death.

Protection is another concern. Your home and supplies will need to be secure, and you will have to protect yourself while out adventuring. You may use your skills to secure your home or build weapons and traps.

Using Your Skills

Your characters start out with a number of skills. You will need to use these to get jobs done. For example, you wish to build a weapon? A simple blade attached to a stick. You would use the fabrication skill for that. Just say what you are doing, and if you feel, include what skill you think applies. The GM will look at your skills and then tell you if you succeed or not after some secret maths. If you fail you may try again with assistance from another character using the same or an applicable skill to support your efforts.

For example. You have found an old medical device you wish to use. All medical knowledge and application defaults to the “First Aid” skill. Perhaps you try to operate the device with your first aid and fail. A friend can assist you using their first aid skill, or perhaps using engineering if the GM agrees it would apply.

You may also rest for a time that the GM feels adequate and attempt again alone.

Some tasks you may not know which skill to use to attempt. The GM can decide what the default skill would be, or, if no single skill applies, a combination of 2 or more skills could be used to accomplish the task.

For example, a character wishes to build explosive traps. The GM might decide he should use the explosives skill in combination with engineering, fabrication, or security.

The GM’s ruling is final in all situations. Required skill combinations should be decided on a case by case basis instead of an established history to speed gameplay and keep things simple.


At some point you will have to fight. You may need to protect what’s yours, or take things from others. You may even just need to fight to stay alive. Regardless, battle will happen, and this is how it works.

As long as someone is unaware of you, combat will not initiate. A stealthy character can avoid combat, or get the drop on someone. If all involved are aware of each other however, combat begins. A characters applicable combat skill determines who attacks first, either Ranged or Melee. Characters who have not been noticed yet may use the Sneaking skill to attack first. The GM will let players know if they are successful in their attacks. If a player is attacked before he can strike first, or perhaps is attacked from a range and can not attack back, the player must use the Defence skill to avoid harm.

Damage is a more realistic system then most games. You will find that unless someone is armoured, battle will not last long. If you take a hit be careful. Injury is not something you can ignore.

Your mutant abilities may come into play during combat. The GM will help you fit them into the situation. For the most part they will default to the three main combat skills. Melee, Ranged, and Defence. For special exceptions, the GM will make a call.

Items & Loot

Taking things is as simple as “If I have room to carry it, and I want it, it’s mine now”. Your character has a base carry limit measured in units. This is less of a measure of weight, and more of a measure of room. The more you carry, the more you will find yourself running out of places to put things. Being able to carry heavy things will be decided case by case by the GM. Your storage limit can be increased by adding places to put things. Backpacks, canteens, belts and bags. Each one has an added amount of storage, so just subtract the containers weight from your total units, and then increase it the listed amount.

If that’s not enough, you can use your packing skill. Using the packing skill has the potential to increase your carry limit by 50%. This calculation takes place for base storage as well as all containers that aren’t liquid specific, and can be used on non personal storage as well. Perhaps your friends would be grateful enough to share some food if you packed for them, or organized your shelters storage.

That is all you need to know.

Everything else in the game is solved though playing your role. Discussing and stating actions and responding to the story told by the GM.


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