Catalogue
ICOTALEOfficial

Survival · d20 rulebook

Last Port of Call

  • 1–4 players
  • Difficulty 3 of 3
  • Not recommended under 16
  • Available in: Français, English, Español, Deutsch, Italiano

The Meridian: 3,000 passengers, twelve decks, and a cough on deck 4 unlike anything known. In the open sea, the cruise becomes a race: understand, flee, hold on, and get out alive.

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • Noise
Read the rules

Choose an adventure

This box is rated 16+: you can browse it, but playing it requires an account that has confirmed it is 18. Create an account

  • Campaign

    The Meridian

    4 sessions · survival, closed setting, choices

    Cost: 4 Dice for the whole table

0 tables finished it

No reviews yet

By the Icotale team

Report content

What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute modifier: 11 or more succeeds, 14 under direct threat, 17 in the heart of the horde.
  2. A natural 20 opens an unexpected way out; a natural 1 succeeds but makes noise — and noise attracts.

Initiative : 1d20 + Nerve modifier

Attributes

Vigour VIG
Running, carrying, holding a door shut, taking a hit.
Dexterity DEX
Slipping past, aiming, picking locks, striking true.
Know-how KNO
Medicine, mechanics, radio: understanding and repairing.
Nerve NRV
Keeping a cool head, deciding fast, reassuring others.

Special rules

Noise
The Storyteller keeps a noise gauge for each scene, from 0 to 3. Every blunder, scream or gunshot raises it by 1. At 3, the horde arrives within the round. Silence and cunning bring it back down.
Contamination
A bite or a deep scratch infects: the character gains a fever counter, from 1 to 3, which goes up one notch every session or every violent effort. At 3, they are no longer themselves. The Storyteller says so plainly; the others decide what to do with them — isolate them, treat them, hide them.
Supplies
Water, food, batteries and medicine are counted: each search brings back what the Storyteller describes, and each day of survival uses some up. A full bag slows you down (−2 to Dexterity).

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

Crew member
Knows the service passages and the door codes; +1 to Know-how.
Passenger
On holiday, as a couple or with family: everything to lose; +1 to Nerve.
Stowaway
Came aboard without a ticket, used to hiding; +1 to Dexterity.

Vocations

Ship's doctor
Knows what a fever means, and how much time is left.
Security officer
A badge, a baton, and the ship's plans in their head.
Mechanic
The engines, the circuit breakers, the generator room.
Entertainer
Knows everyone on board and knows how to talk to a panicking crowd.

Derived values

Hit points
10 + Vigour modifier
Defense
10 + Dexterity modifier
Initiative
1d20 + Nerve modifier

Starting equipment

  • A head torch
  • A bottle of water
  • A magnetic cabin key card

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • violence against children
  • gore
  • cannibalism
  • drowning