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
Choose an adventure
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- Campaign
The Meridian
4 sessions · survival, closed setting, choices
Cost: 4 Dice for the whole table
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By the Icotale team
The world
- PlaceThe MeridianA cruise liner: 3,000 passengers, twelve decks, three swimming pools, a theatre and an onboard hospital. Four days at sea before the next port of call.
- PlaceDeck 4Inside cabins with no porthole, where the first cough was heard. The corridor smells of disinfectant, and of something else.
- PlaceThe onboard hospitalSix beds, a glass-walled isolation room, a stock of medicine and a doctor who hasn't slept.
- PlaceThe bridgeThe command post, right at the top: the radio, the charts, and the captain who refuses to sound the alarm.
- PlaceThe engine roomThe belly of the ship: generators, heat, noise, and the only watertight doors that really close.
- FactionThe Aurora Lines companyOwner of the Meridian. Its representative on board has a single order: no scandal before the next port.
- CharacterCaptain HaldaneThirty years at sea, a spotless reputation, and a deep terror of losing it.
- CharacterDoctor Sibylle MarchettiThe ship's doctor, exhausted and clear-headed: she was the first to understand what was happening on Deck 4.
The rulebook
Resolving actions
- Roll 1d20 and add the attribute modifier: 11 or more succeeds, 14 under direct threat, 17 in the heart of the horde.
- 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