So your character just went through the Grave Mind: What do they look like now?

Here are a few tips and ideas for what your character could look like after going through the Grave Mind and leaving the Morgue. Note that all of these are optional, for extra effect to cause your friends and fellows cause for concern.

The intent of these suggestions is that your character comes out looking more undead and then the signs can/may fade over time (your choice).  It’s also your choice as to whether or not to have the signs fade, and this should not be impacted by how much infection you have remaining.  This is to allow those who have a lot of makeup or who don’t like/are allergic to makeup to choose to not add additional steps to getting into character if they don’t want to.  We want people to have fun playing with different looks if they want to, but not make it a requirement.

None of these suggestions are intended to indicate that your character is on their last infection.  It can indicate that they have lost infection, even a lot of infection.  There is no one thing that indicates that a character is on their last infection, as that will be unknown. The idea is that they look more and more undead each time they come out of the morgue. Start small and build each time the character dies; add different layers if you want.  

Things that you can do for your character to look more undead or that they have been recreated by the Grave Mind:

  • Green veins - Start with a few and add more each time - these are parts of the morgue still in your system. Again, green veins are NOT an indication of being on their final infection, they are an indication of a death.

  • Necrosis at the tips of your fingers or nose - black that starts at the tip of your fingers and creeps up your fingers or at the tip of your nose and fades up the nose

  • Sunken face - add shadows (not black, use a few shades darker than your own skin tone, brownish or even a purplish color) to hollow your cheeks, eye sockets, the side of your nose, and temples.  This should not be super dark.

  • Grey tint to skin - Your character’s blood stopped flowing so the warmth and pink in your skin would not be present at first.  Using a zombie flesh color, blithe, or a light gray—not white, unless you are super pale to begin with and are only using it to lighten your skin further (you should not be clown white).

  • Mottled skin - using yellow (think sallow tint), green, gray, blithe, zombie skin color; create uneven layers, stippling, and blending.  This could start as patches of skin.

  • Blue, black, or pale tint to lips - your character hasn’t been breathing and their blood hasn’t been flowing.

  • Red and purple stippling on one side of your face/body - the corpse may have been lying in one position while the morgue messes with your mind and the blood has settled in one area (lividity).  Or this is something that occurred after the morgue rebuilt the body but before they returned to life.

  • Green and black stippled patches on your skin - Your character is being rebuilt from the morgue (a fungus), some bits might not have fully absorbed/formed yet or they may have picked up some of the mortis.

  • Scars - These can be done with makeup or a combo of makeup, rigid collodion and prosthetics (we do not have rigid collodion or prosthetics in NPC camp).  For makeup, you can do these with a skin color lighter than your own skin tone bracketing a reddish line or “knot” (lines can be jagged, it could be a chunk of skin missing, etc).

Don’t go too heavy on any of this, especially on your character’s first death: after all, you don’t want people thinking they are leaving the morgue as a zed!  But one effect or layering a couple is okay.  Keep it lighter if you are using more than one effect.  You can go heavier each time you die. If you want, some things could be temporary (i.e., lividity, necrosis, skin tone) and resolve over time as blood flows or the mortis is absorbed and others could be permanent (i.e., green veins and scars).  Play with it and decide if you want to keep elements or not.  Any could be kept or can fade if you want them to be.

Feel free to use NPC camp makeup to add your makeup while in NPC camp.  But please continue to follow our makeup rules to adhere to our sanitary requirements.

Law in Lorado Comes...like it or not

The rickety lift rattled as it made its slow ascent, ornate grating shuddering every time a support strut or a door off onto one of Silverline Citadel’s many storeys passed from above to below. Friendly Dan winced as it did. He was here for the same reason many others would be: the moneyed interests of the Big Rock Financiers’ Council had called a meeting, one where all the big financial players of the Western Wastes would be represented. The topic, Dan didn’t know - this time, he wasn’t here as the face of Rawhide, but as bodyguard and attache for the bigger fish who was. Dan’s boss, Vespine Hennessey, rode next to him, her stance as relaxed as Dan’s was tense.

The lift rattled again and Dan instinctively reached for his tobacco pouch, but Vespine shut him down with a look like daggers. Not here, it conveyed, this is an upper crust company.


The lift finally chunked to a stop. Friendly Dan made the deliberate choice not to throw up. And the grate was opened from the other side by a bellhop, who gestured down the tastefully dim marble hall. Through the door at the end, the two were greeted by a penthouse meeting room of staggering opulence. Tapestries of the old Pureblood family crests hung from every pillar - including some, Dan couldn’t help but notice, that were an interesting choice to leave up after the ends their owners had met. Chandeliers lit the room from the high, curved ceiling. Through the west-side windows, the sun cast a light like a flame through bourbon across the whole room as it set over the Big Rock Mountains.

At the center of the room sat a long black marble table, and gathered around that table was… everyone. That was the only word Dan could think, everyone. Anyone who moved and shook the money in Lorado, plus a few. A dozen heads of Pure Blood families. A Digitarian with two heavily kitted guards, probably one of the reclusive Northheed bigwigs. Shred of the Topaz Tribe was here, flanked by her diligent note-taker, Scrawl. Cinderella and Chivalry Shane stood regally to either side of their father, Oberon. Henry Aspen sat representing Bear Claw Hunting & Trapping. At the far end of the table, half a dozen Diesel Jock chieftains fidgeted awkwardly, slowly soaking motor oil residue into the expensive fabrics of their chairs; Dan recognized Chief Mustang and Chuck Bentley, and noted an imposing figure in white armor seated to Chuck’s left. Lysinger of the Mortar Brigade was here with his usual thugs - interesting choice, Dan thought, that’s a pretty small fish for this pond - as was a delegation from Ironwood, and, Dan noticed with a twinge of satisfaction, Mistress Shrike of the Warehouse was not. Only one empty chair remained, at the head of the table, and it was to this that Vespine sauntered over and sat. Dan took up a standing position to her right as she addressed the room.


“Evenin’!” She began, the chatter of the room hushing in response. “Glad to see you’re all here. We can get started.

I’ll cut right to the chase. As y’all know, problems with the law - namely, absence of it - have been a pebble in all our shoes for a while now. Robbers on the roads. Gangs in the towns. Trading sabotage with our rivals, even with each other sometimes. These small town sheriffs ain’t shit enough to do shit ‘bout any of it. ‘Open season’ is the term I’ve heard used by my boys who keep an ear to the ground. You all know it. Everyone in this room can think of somethin’ you’ve lost or some pain in the ass you’ve had because of it.

So I’m here to propose a solution. A regional solution we can all invest in, that’ll give back to all of us.” Vespine smiled widely and took two maps from her bag, which she unrolled and passed down either side of the table.

“Y’all may recall that as prisoners accumulated from the wars of the past few years, we wound up stickin’ many of ‘em in the old prison off to the West of the Mortar Brigade, North of Ironwood. The group runnin’ the place, if you’re not familiar, has been callin’ themselves the Wardens. They’re a mixed bunch. Ex-Drylands Militia, old law dogs from towns that ain’t there no more, folk that lost everything to the Mastersons or the Von Lobos. But one thing they all got in common is… let’s call it a passion for justice. 

Put simple, I want us to fund ‘em. All of us. Build up Locktown into somethin’ like it used to be in the way-back-when. Get money and people into the Wardens to make ‘em into law dogs. Big law dogs with big teeth, who can go everywhere. Let’s get us some law and order in Lorado, y’all.”


Vespine remained standing, leaned over the table, as her words sunk in. Whispered conversations rippled around the room, and finally the delegate from Northheed stood to answer first. 

“Interested,” they stated with a weighty bluntness. “Let’s hear specifics.”


So Vespine laid out her plan. Each of the institutions would have different ways of contributing: some, like Black Diamond and the BRFC, would put up cash for payroll, while the Rolling Coalition would facilitate transport and Bear Claw would provide medical services and tracking expertise. Rawhide and Northheed would supply the various outposts the Wardens would need to set up across the region. The contingents from Ironwood and Die Fabriek had been asked here to give their blessings for the Wardens to pass through their territory coming and going from Locktown, and of course since the officialization of Locktown as a permanent installation would mean they had to accept certain risks.

It took deliberation. Numbers were bandied about, offers asked and counteroffers made. Friendly Dan didn’t speak a word throughout, except to whisper the occasional logistical detail into Vespine’s ear. But at last, the deal was done. Once the agreement was reached, only one question remained.

“Local Warden heads,” Vespine drawled, “for Perseverance and Barker Meadow.”

That made sense, Dan figured. Perseverance, the formerly nameless slum sprung up around the now defunct Forward Operating Base for the final siege of the Masterson War, was a hive of shady activity, one of the two main organized criminal hubs in the region. The other was Barker Meadow. Both would be hot zones.

Oberon Shane stood first. “The Financiers’ Council can offer Sachs Goldman for Perseverance.” A hushed chatter of agreement rippled through the assembly. Goldman’s work was known in the room.


“Ephraim Butcher,” Friendly Dan blurted out. 


The room turned to look - including Vespine, who had told him to let her do the talking and now was smiling at him sweetly, possibly the most terrifying thing Friendly Dan had ever seen. No, second most, after the Anglerfish. Dan cleared his throat and pushed on anyway. 

“I’ll nominate Ephraim Butcher for Barker Meadow. The, uh, Barker Meadow area. He’s done real good work for Rawhide as a bounty hunter for a long time. Some of the best.” He pulled off his hat, slicked his hair, put it back on. “Look… if we’re talkin’ ‘bout criminal networks in Barker Meadow… we know who’s at the top of that anthill. I don’t need to say it. We all know it. And if we’re gonna dance with that devil… it’s gotta be Butcher. I wouldn’t trust it to anyone else.”

The stillness in the room as his words settled made Dan squirm. He wanted a cigarette so bad. He could see the calculation on their faces as they weighed whether to trust his suggestion sight unseen. Whether they went for it was gonna make a big difference in what the ride down the elevator with Vespine would be like.

And then one of the chairs creaked as Liberty Moretti from the Ironwood contingent stood. She looked nervous at first, but cleared her throat and spoke clearly. “I can vouch. We saw a lot of Ephraim Butcher after the Masterson War. He brought us the Carsons.”

“Which Carsons?” The Northheed rep retorted.

“All of them.” 

This caused a murmur. When the Mastersons had been wiped out, their allies the Carsons, along with the surviving mercenaries still infected with Crystal Heart, had scattered to the winds. There had privately been tremendous worry among many in this room that outbreaks of Biz’s influence in other morgues would follow as the infected eventually suffered death from mishap or mistake, but nothing ever came of it. Evidently that was because, as Liberty went on to explain, Butcher and his posse had hunted them down, one by one, and over the course of seven months had brought every single one back to Ironwood - alive - for their crystal infestations to be returned the the morgue from which they had originated. Not a single one unaccounted for. Even Friendly Dan hadn’t known that.

Dan turned his attention back to the room. Some of the shrewd expressions had turned pensive. He watched as each group deliberated quietly amongst themselves. 

His kingdom, he thought to himself, for a cigarette.


In a lonely wooden watchtower somewhere in the Wastes, a black-clad figure kicked up his boots, lit a pipe, and took a shot of something strong, wiping a stray drip from the exposed bone of his chin with the back of a skeletal hand. At the sight of a single lonely light bobbing through the darkness, he reached and pulled a long-scoped lever action rifle into his lap. Then he waited. The light got closer. It was a figure, on horseback, looked like. Finally it cleared the treeline and hoisted its lantern up in one hand and a very expensive looking bottle of liquor in the other.

“Ephraim!” Friendly Dan’s voice floated up. “Got time to talk to a friend about a job?”

Tickets are now available for our April 21st event, "Veiled Intentions"!

We are excited to announce VEILED INTENTIONS, our second live event of 2023! A recent heavy loss of a beloved local looms over the village of Barker Meadow, while mysterious threats from within and without begin to reveal themselves. Join us at Camp Santa Maria in Bailey, Colorado on April 21st!

A couple of successful and familiar concepts that we are bringing back from the previous season:

Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

And don’t forget! April will be the last event to turn in the Wicked White Work Order to receive rewards for doing things such as getting the Bivalent COVID-19 Booster, building or rebuilding an entire new costume kit, and bringing along new players to our March or April events!

Buy your tickets and meal service here
April event database checkin
Site details here

Welcome to our first live event of 2023, "FRONTIER JUSTICE", on March 24th!

We are excited to announce FRONTIER JUSTICE, our first live event of 2023! It’s time to return to Barker Meadow and deal with the aftermath of the events at the Everliving Wood and the end of the Von Lobos war from last autumn, and in 2023 we are doing so again at the beautiful YMCA Camp Santa Maria in Bailey, Colorado on March 24th!

A couple of successful and familiar concepts that we are bringing back from the previous season:

  • Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

And don’t forget! You still have plenty of time to complete and turn in the Wicked White Work Order to receive rewards for doing things such as getting the Bivalent COVID-19 Booster, building or rebuilding an entire new costume kit, and bringing along new players to our March or April events!

Buy your tickets and meal service here
March event database checkin
Site details here

Resources Of The Everliving Wood

The Everliving Wood is dangerous but full of exotic resources with potent uses. The following are some of the Local Resources you may encounter and acquire during Tales of The Wood.

  • Blood Sap is found in the Overgrowth, a congealed, red mass that starts to form in soil and spreads all over, including down past the regular depth of a Morgue to link with the top layer of the local Mortis Amaranthine nodule. Its primary purpose as a resource was originally as a powerful necrofuel. It has since been discovered to also be a reagent in brews, such as the Gravevine Sap Brew.

    Blood Sap in the Wood has “clogged” the reconstruction process of the Mortis, making it so that divers are needed to bring people back to the “surface” when they die.

  • Descrip

    This resource began to appear at the Cracked Bone Cavern Morgue in the Everliving Wood when it was greatly damaged by Blood Sap. These broken and porous crystals have the unique ability to soak Infection into themselves, storing it inside the crystal mass until it can pass into the Gravemind.

    When clustered up against fungal veins leading into the Morgue, they draw in sentient creatures with psionic resonance to consume their flesh by contact, feeding it to the struggling Mortis to keep it alive.

    Cracked Crystals are used in infection-related gizmos and poisons. As well, rumors have it that Murder Inc has a special interest in this strange variety of psionic crystal...tion text goes here

  • Gravevine is a plant spread through the Overgrowth but especially prominent in the Everliving Wood. A strong and spiky vine, it has divinatory and delirious properties depending on its state and preparation. The discovery and production of Gravevine Sap Brew to 'read' the local Mortis by the Pinback Lascarians of the Everliving Wood is the most prominent development recently involving Gravevine. Overgrowth Gravevine, for those that will withstand the dangers to gather it, can be used in various ways however.

    Rumors are it has been used by enterprising Diesel Jocks with scrap as chains on their rides to better navigate the Overgrowth and other tough terrain in Lorado, word of the "All Terrain Violence Chains" is spreading as a new low-technological marvel of Loradan innovation.

We look forward to seeing you at our event this weekend (Tickets) and encourage you to continue the conversation on our Discord and Facebook pages! Facebook, Discord

DR: CO presents Tales of the Wood - Schedule & Changes!

Image Schdule

We have made some slight adjustments to the schedule our upcoming event, Tales of the Wood. The 5pm mod 'Ghost Train' will instead be running as a drop in mod around 9pm, and we will be opening more availability on the other two 5pm mods 'Dictates, Orders, and Processes' and 'We're Off to See the Wizard.' We appreciate your patience as we lock in our schedule for the weekend. We've got a lot of content planned beyond the posted mods, but why not take a look and see if any catch your eye?

We can't wait to see you all in the Everliving Wood!


Server open for soft RP 6:00pm Friday, Feb 10

Opening announcements: 8:00pm Friday, Feb 10

Mods not on the database to be announced in play.

Post office hours:

Friday: 9pm-midnight

Saturday: 8am-midnight

Sunday: 8am-noon

Closing announcements to be held at noon on Sunday, Feb 12

Server open for soft RP until 4:00pm on Sunday, Feb 12.

Who Is Who In The Wood:

In the leadup to our online game in February, Tales of the Wood, we're releasing some information about the setting you'll be playing in, the mysterious Overgrowth forests of the Everliving Wood.

The Everliving Wood is full of mysteries and danger, and the people who live in and frequent the Wood are no different. The following are some of the groups you will encounter in the Wood:

Who is Who in the Woods

Pinback Lascarians

These followers of the Light of Hedon practice ecstatic, mind-opening Grave rituals from the Cracked Bone Cavern, home of the Morgue of the Wood. These self-proclaimed seers, once minions of the Taleholders, style themselves as scrying oracles of entrails and bone. Their leader is the blind Useless Eyes Pinback, who prefers to act on the visions of her third eye. Considered mad by many in the Wood, Useless Eyes was convinced by denizens of Lorado to turn on the Taleholders for their crimes and wage war against them, bringing her people along on the mission. The Pinbacks have now called across the Wastes for aid.

The Taleholders

The Taleholders are a secretive, owl-masked group of Film Union TVs and Father Night Seasons who control the narrative of the Everliving Wood, fueled by its resources and united by the Season as a measurement of time and narrative. Aloof and mysterious, they are known for their sinister and violent tactics, and they wish to keep their sacred, powerful Wood isolated while still using Plot and Protagonists to their advantage. Manipulative and scheming, and will always have a plan, a backup plan, and a plan behind that.

Bear Claw Hunting & Trapping

A Lorado-wide network of outdoorsmen who deal in meat, pelts, bones, tanning, and leatherwork, and rugged clothing tailored from hides and furs. Facilitating big game hunts is another source of income, as is guiding and escorting travelers through the mountains, and brutal frontier medicine for hire. Rumors that not all travelers who hire escorts from Bear Claw are seen again, and that not all the leather the trappers work with are animal, are sometimes whispered in dimly lit bars or around campfires on the trail. A few members of Bear Claw are authorized to operate in the Everliving Wood, a perilous but lucrative place of work for them.

We will release more information as the event approaches, continue the conversation on our Facebook and Discord pages!

The Event happens February 10th - 12th and tickets are on sale now!
https://www.dystopiarisingco.com/blog/2023/1/19/tickets-now-on-sale-for-our-february-virtual-event-tales-of-the-wood

Tickets now on sale for our February VIRTUAL Event: Tales of the Wood!

The Wicked White has set in hard.
Food is scarce and warm shelter more so.
Suddenly, in the gloom of winter messages start to come over the dot-dash box...

"Come to the everliving woods,
no snow here,
grave mind sick,
overgrowth surges
aid is required"

The Wireless falls silent.
Will you answer the call?!

Tickets are available for our 2023 Virtual Event (on Discord) from February 10th - 12th!

Module registration will be available shortly.

Buy tickets now!
Check in on the database

DR:CO Supports Our Community And ClubQ

Everyone here at DR:Colorado are shocked and saddened by the senseless violence that happened at Club Q in Colorado Springs.  Right now all of us, as we suspect a lot of you, are reeling from this event.  Just know that the community of DR is here and will continue to stand as a safe space for everyone LGBTQ+, our communities, allies and any one else who needs a safe space to belong.  If you need to talk about what happened, we have created a Discord chat room dedicated to discussion.  If you need help please reach out to one of the resources we’ve included:

In order to additionally encourage an outpouring of support and love in this dark moment, DR:CO is offering 10 CAPS per dollar donated to any charity that touches those harmed by this tragedy or who help support or defend the rights of any marginalized group.

Donation links:

Forward any donation receipts to drco.logistics@gmail.com once received.

Stay Safe

Zach, Seth, Jeff, Joelle, and Mo

Wicked White Work Order item #2: Get the Bivalent Booster!

In order to keep the community safe, we are currently continuing to require proof of vaccination against COVID-19 or a recent negative test for all attendees. We are very proud to note that none of our nine events in 2022 resulted in a transmission of COVID-19 to an attendee!

The newest way to help protect the community is to get the bivalent booster, which protects against the COVID-19 strains that the original vaccines do not. They are available from both Moderna and Pfizer. You can find out where to get a vaccine here. Get this done and you’ll knock out Item #2 on the Wicked White Work Order!

Full details about our COVID-19 policy are available on our Local Expectations page.

Wicked White Work Order Item #1: Show that you voted!

An easy item to knock out on your Wicked White Work Order is the very first one: show proof that you voted in the 2022 election! A picture of you dropping off your ballot would work, but the best way (depending on your state) is to get your record from the authority that tracks your voting.

In Colorado, if you’ve signed up appropriately, you should have received an email from BallotTrax (updates@coloradoballottrax.com). You can forward that email or get the record from the appropriate website (such as http://govotecolorado.gov) to drco.logistics@gmail.com. We aren’t interested in how you voted, only that you did vote!

Wicked White Work Orders!

So popular were the Work Orders mechanic during the later half of our season that we decided to create a Work Order that our players can engage in before our next live event in March of 2023!

For each task you complete, you’ll get a small reward. Complete ten tasks to receive a special reward. Complete tasks 9 and/or 10 at least five times and you’ll get yet another reward! Check out and print off or save a copy of the Work Order for all the details. You have until our April 2023 event to turn it in, and you do not have to be present at either event to complete them.

Questions? Join our Discord to visit the channel dedicated to this topic!

Our 2022 Season Comes To A Close!

Character sheets, skills, and CAPs have been updated for our season closer! If you see something that's incorrect, let me know via email (drco.logistics@gmail.com).

I shouted these out at the end of the event but I wanted to once more give out some additional thank you’s:

  • Everyone on the Pine Maw build team

  • Lucan, Donna, and everyone else who may have helped out in the kitchen either with food or dishes

  • Our writers who worked on the stories for the 2022 season: Sarah, Emily, Brom, Bilker, and Rani

  • Our photographers: Joelle, Dani, Joe, Stephanie, Alex, and Seth K

  • Joelle, Jeff, and Sarah for all of their extra organizational work for DR:CO

  • Everyone who arrived on site early to help do set-up when they were able

  • Everyone who ever did additional Casting Time beyond their normal shift

  • Everyone who ever stepped up to offer help in a time when it was needed without being prompted

  • Everyone who donated Star Line tickets or purchased a Reserved Cabin to assist many of our players join the game

We had some additional announcements about the time prior to our next live event, which we will be slowly pushing out over the course of the coming weeks. Stay tuned for exciting news, and be sure to plan ahead for our 2023 season!

Premiere Event and Season Closer!

Tickets for our 2022 LIVE EVENTS are on sale! This is our 2022 Premiere event and Season Closer on November 4th, 2022. We will be at the beautiful and well-furnished YMCA Camp Santa Maria in Grant, Colorado (just west of Bailey, an hour from Denver and two hours from Colorado Springs).

Based on our experience in September, we will be doing Opening Announcements in October at 8 PM, and will lay-on shortly after (about 8:30 PM).

And on Sunday, the Public Works will close at noon, but we will keep playing until 1 PM!

For Premiere events, up to 5 extra XP is available for purchase. If you have an Advanced Membership, it’ll be applied to all of your characters. If you buy all 5 extra XP, each of your checked in characters can get a Self Teach of any non Achievement skill (your character still spends the XP, but no teacher is required).


Buy your tickets and meal service here
November database checkin
Site details here

October and November (Premiere) Event Tickets on sale now!

Tickets for our October and November 2022 LIVE EVENTS are now on sale!

Our next event is October 21st, 2022. Then join us two weeks later at our Premiere event and Season Closer on November 4th, 2022! We will be at the beautiful and well-furnished YMCA Camp Santa Maria in Grant, Colorado (just west of Bailey, an hour from Denver and two hours from Colorado Springs).

Based on our experience in September, we will be doing Opening Announcements in October at 8 PM, and will lay-on shortly after (about 8:30 PM).

And on Sunday, the Public Works will close at noon, but we will keep playing until 1 PM!

To make things easy for our die-hard players, we have added an “ALL IN” ticket which will get you a Standard or Maximum Casting ticket, all available extra XP, and meal service for both events.


Buy your tickets and meal service here
October database checkin
November database checkin
Site details here

Requesting Custom Content

There are many opportunities to request and steer content at Dystopia Rising events. The most common are Master Skill Requests and PFA requests but there are other options for those looking to help direct and drive enjoyment for themselves and others at game!

Master Skill Module Request:

These are based on certain skills your character might posses at Master Rank. It allows you to request a module based on the skill that others with any rank in that skill can join! It’s a great way to help create and direct your desired engagement in skill based content!

Personal Module Requests:

Requesting a personal module often has a cost in CAPs but can be a great way to further your characters story or ask to have a scene or NPC interaction created that you have been wanting to experience. We’ll take your request and pair it with one of our excellent Writers. They will take your request and turn it into a fully fleshed out module, which we will try and send out at the requested time.

Need XP? Do a Buyback!

A buy back is when a player pays for a ticket or Extra XP item that they did not previously purchase for an event in the past. The player will receive the XP for “checking in” one character for the past event, or ALL characters if they had an active Advanced Membership at that time!

Here are the general guidelines:


1. For past LIVE IN PERSON events, you have to have been an active player at the time of the event. This means you are not able to purchase Buy Backs for events prior to the first time you attended game.

2. For past LIVE IN PERSON events, you also have to have been a LOCAL player, e.g., a member of Dystopia Rising: Colorado, at the time of the event. There is an exception: if you were NOT a local player but did attend the event, you may purchase Extra XP for that event, if you did not do so back then!

3. For past VIRTUAL events, you only had to be an active player (anywhere in the network) to buy back a ticket and/or Extra XP!

“Wait, Seth, isn’t this just a cash grab/pay for play?”
Only if you’re a cynic. The owners of DR:CO do not depend on the sales from DR:CO events for income (we have our own full time jobs outside of the game). ALL ticket, buyback and non-attending sales remain with the accounts for maintaining the solvency of the game, so Buybacks and Extra XP go towards financing production value such as props, masks, sets, and costuming, as well as other back office expenses, such as blue paper, printer ink, item cards, and insurance. Your buybacks are contributing to the continued success of our chapter, and we are grateful for it!

Purchase your buybacks here.

September Horror and Fixation

This coming game, we will have some OPT-IN mechanics to participate in. These mechanics may deal with themes of loss of autonomy, paranoia, betrayal, loss of trust, loss of life, faith, cannibalism, despair, and loneliness in possibly intense ways and may lead you towards -- but will not require -- CvC conflict. These mechanics will include being targeted by specific threats, and in specific ways, including especially dangerous mechanics, that align with the nature of the content that has been opted into.

If you wish to opt in, you will need to record your name and receive a purple wrist band from Public Works at check-in so that you can be easily identified during play as having opted in.

This is also a mechanic you can opt out of aspects of at any time, and if you wish to opt out completely, simply go to the Public Works and tell them you're opting out for the rest of the game, returning your wristband. If you wish to work with story to conclude your participation when opting out or have any questions before or during game, there will be information at Ops and the primary contact for this plot is Emily B.

Lost in your mind