Eat The Reich Web 2023-11-06
Eat The Reich Web 2023-11-06
Eat The Reich Web 2023-11-06
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Welcome ............................................... 04
Playing safe .......................................... 06
Setting up your game .............................. 10
Choosing your character ........................... 11
Getting things done ................................. 30
Mission structure .................................. 42
Running the game ................................... 44
The map ............................................... 48
Sector 3 ............................................... 50
Sector 2 ............................................... 52
Sector 1 ............................................... 62
Evil calibration checklist ........................... 68
First Edition (2023). Printed in Latvia by Livonia Press on Magno Satin 130g.
rowanrookanddecard.com
CONTENT WARNINGS:
This game includes: death, violence, grievous injury to player characters and
non-player characters, blood, vampirism, mental domination, guns, animated
corpses, werewolves, occult magic, fascism, nazis, and Adolf Hitler.
The year is 1943.
Europe is in flames.
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WHAT IS THIS ROLEPLAYING GAME?
Most of you will be playing vampires – these are the player
characters. The player characters are the stars of the show and
everything revolves around them. All the player characters in EAT THE
REICH are pre-generated, which means that you don’t have to make them
yourselves – they’re ready to go.
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PLAYING SAFE
Everyone at the table is responsible for everyone else’s safety. EAT
THE REICH has the potential to become very upsetting very quickly,
so you owe it to each other to take a few minutes and make sure no-
one’s going to have a bad time. There are a wide variety of safety
tools available for use, and we recommend using the following three as
standard in all your games:
SET EXPECTATIONS. This is a very violent game in which the players rip
nazis to shreds and drink their blood for occult power. It’s not a
horror game for you, because the player characters are so individually
powerful – but it’s definitely a horror game from the nazis’
perspective. If players aren’t up for a big gross stupid evisceration
party, they should play a different game.
LINES AND VEILS. A LINE is an element that you don’t want to see
during the game at all. A VEIL is an element that you don’t want to
see described in detail. Elements can be anything at all, and players
don’t have to give reasons for establishing one as a line or veil.
Some common elements are “no eye trauma”, “no harming children”, “no
sexual assault”, “no torture”, “no slurs”, and so on – anything that’s
upsetting or just unpleasant to participate in or witness. Some people
are upset by things that aren’t common; that’s fine too.
Before the game starts, ask players if there are any lines or
veils they want to establish and make a note of them. During play,
avoid these elements, and be respectful of everyone’s boundaries. If
something is in the book but it’s a line for one of your players, take
it out or change it. Don’t be afraid to pause the game to rethink
something if it’s touching one of these topics.
You can also use the TRAFFIC LIGHT system, adopted from the BDSM
community, which has the following three calls to make opting in and
out of experiences very easy:
RED: Call RED when you want to stop the game and to edit what’s going
on.
AMBER: Call AMBER when you want to pull back on whatever’s happening –
make it less intense, less detailed, or just end it and move on.
GREEN: Call GREEN when you’re enjoying what’s happening and want more.
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There is a wide range of other safety tools available online, and if
the ones suggested here don’t work well for you and your group, you
should take a look around and find some that do.
PLAYING ANTIHEROES
The vampires in EAT THE REICH aren’t clean-cut, idealistic paragons
of virtue looking to liberate the world from the nazi threat. They’re
here for revenge, adventure, to prove themselves, or in Flint’s case
breakfast. The methods they use could be considered to be evil even
when presented in context – they’re monsters, after all.
What are the acts inherent to the scenario which we will never
question or interrogate? Drinking human blood for power; invading
nazi-occupied France; killing fascists.
What are the acts we will engage with but which could be a point of
conflict between characters? Joy, excitement or glory derived from
killing fascists; collateral damage; harm to civilians.
What are the acts which are reserved for villains (non-player
characters) only? Murdering innocent civilians; fascism.
What are the acts which even villains won’t engage in. Rape or other
sexual assault; deriving sexual pleasure from murder; violence against
children.
HISTORICAL INACCURACY
EAT THE REICH is not a one-for-one retelling of the actual events that
occurred in France during the second world war. It assumes that the
nazis established a far greater presence in Paris than they did in the
real world. Our reasoning behind this is primarily a shallow one:
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we thought that fighting nazis in 1940’s Paris would make for an
exciting story, without being overly disrespectful to the memories of
genuine tragedies.
INNOCENT BYSTANDERS
The vampires’ actions in Paris are wild, unpredictable, and dangerous.
The longer they spend carving a bloody swath through the nazi
occupiers, the more chance they’ll end up hurting or killing someone
they didn’t mean to – or rather, it begins to seem outlandish if they
don’t, even by the standards of narrative already established.
ACTUAL DISCRIMINATION
Racism is one of the fundamental elements of fascism; so too are other
forms of discrimination such as homophobia, transphobia, mistreatment
of people with disabilities, and more besides. But here’s the thing:
it sucks to have actual discrimination at the table. So even if you’re
narrating the actions of card-carrying 1940’s nazis, don’t yell slurs
at the players in character. It’s not a cool thing to do, even if
you’re just pretending for the sake of a game.
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PLAYING WITH HISTORY
With most games in historical settings, we generally prioritise these
things in this order:
1) The health, safety, and comfort of real people, especially the players
in the game
- Don’t invent new nazi atrocities to communicate that nazis are evil.
Nazis are evil and we already know why. Convincing someone nazis are
worth fighting is outside the scope of this game and your narrative.
- Don’t harangue other players for not knowing World War II facts.
There’s enjoying history, and there’s gatekeeping, and the second
isn’t fun. If someone repeats something offensive or harmful, it’s
fine to correct them gently, but don’t hog the spotlight spouting
military history or make fun of others for not knowing tank
specifications or French customs.
- Don’t pretend humans are helpless without vampire assistance. You’re
using your vampire powers to help, and that’s excellent, but in real
life, humans kicked Hitler’s ass and we probably would have done it
even if he employed witches and werewolves.
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SETTING UP YOUR GAME
If you’ve run a roleplaying game before, you can probably skip this
section. Otherwise, read on:
WHO. You need to get together a group of sexy and exciting people
to play this sexy and exciting game. Reach out to people who you
reckon might be interested; you’ll need between three and six players
total. Show them the iconics and see which ones they’re interested in
playing.
WHERE. You need to pick a place to play the game. You can run it
online if you like – a lot of people do! – but there’s something
about meeting up around a table that really helps with telling stories
together. Some folks play in back rooms of bars, or use a spare office
at their university or place of work.
WHEN. If you have a job with regular daytime hours, you’ll probably
only be able to play in the evenings and weekends. Generally,
it’s more fun to have multiple short sessions than one long one –
especially given that the pace and action of EAT THE REICH can be
a bit exhausting compared to more sedate roleplaying games. Our
recommendation is to pencil in two or three two-hour sessions – that’s
more than enough time to explore Paris and kill Hitler, or die in
the process. (How long a roleplaying game lasts is up to you, your
group and the myriad demands on your time and attention – but we like
keeping them to the 2–3 hour mark.)
WHAT. EAT THE REICH is set up to play out a single story – the
climactic final strike against Hitler in his Paris stronghold. That’s
what’s going to happen. This isn’t a free-roaming sandbox where
players are free to adventure in any direction and find their destiny;
this is an assassination mission. We’ve given you details on lots
of different locations in Paris so whatever route the players take
there’ll be something interesting for them to do.
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CHOOSING YOUR CHARACTER
In EAT THE REICH, we give you pregenerated characters which you can
play, each of whom has different skills, abilities and background.
They also come with a few character hooks to make play easier. While
the characters’ mechanics are fixed, their backgrounds are entirely
malleable. Keep the parts you like, discard those you don’t, and add
those that make sense during play; you don’t need to start out with a
fleshed-out backstory beyond these few concepts.
- Iryna, a gothic socialite warlock who brought a cavalry sabre from home
- Nicole, a hard-bitten gun-toting Resistance explosives expert
- Cosgrave, an East London wideboy necromancer
- Chuck, a rotting cowboy just trying to get along
- Astrid, who has an ancient predator soul coiled around her own
- Flint, a half-bat monstrosity, who lives in a cave
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WHO’S WHO
It can be a good idea to recommend certain characters to certain
players if you think they’ll have a good time taking control of them.
Here’s a rough guide on who to give to who:
Cosgrave is the most magical character, and his abilities come with
the expectation that players will use them in creative ways. Give
Cosgrave to a player who’s comfortable with improvising in the moment.
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Successfully and sensitively playing a marginalisation you don’t
share is a complex skill, so this is a starting point:
For example, if you’re not gay and you play a gay vampire, it’s fine
to mention that you’ve experienced homophobia, or that you hate nazi
oppression of gay people – but steer away from elaborate descriptions
of anti-gay violence you might have experienced in your backstory.
RELIGION
If you decide to explore religion: Islam and Judaism both restrict the
consumption of blood, although the existence of hypothetical sapient
beings who must drink blood to survive has led to plenty of spirited
debates about whether vampires could profess Judaism or Islam.
(Catholics, conversely, love a bit of blood drinking. But they tend
to restrict their intake to just the Lord’s own personal vintage.)
Jewish and Muslim ethics also generally forbid harmful magic, though
the permissibility of magic for noble ends is, again, the subject of
enthusiastic debate. However, the intersection of vampirism with these
religions also relates to the unfortunate topic of blood libel.
“Blood libel” conspiracy theories rationalise antisemitism by
painting Jews as monsters who drink human blood. Similar conspiracy
theories exist which target other groups such as Muslims. For these
reasons, it’s shitty to depict Jews and Muslims as bloodsuckers in
a hostile context, reinforcing a painful stereotype. That said, in
a vampire game where it’s supposed to be fun to be vampires, and
we’re not singling Jewish or Muslim vampires out, it’s also shitty to
summarily exclude Jews and Muslims from play. If you have Jewish or
Muslim players, they get to decide whether Jewish or Muslim vampires
are, well, kosher (or halāl).
. In general, though, we recommend that
if you include Jewish or Muslim vampires, you keep their religious
practices, expressions, and rituals separate from their acts of
hæmophagy.
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IRYNA
and bonne vivante*
Old Money undead occultist
hed vampyr clan
Black sheep of a well-establis
torn apart by nazis
Ancestral home (and family)
on of F.A.N.G. funding
Providing a significant porti
STATS EQUIPMENT
Exquisite hunting rifle
BRAWL 2 (+elevated position)
CON 4 Magic cavalry sabre
FIX 2 (+charge!)
BLOOD ABILITIES
DARK GLAMOUR. Spend 1 Blood: those nearby are mesmerised by
0 your unearthly visage. (+beautiful surroundings)
1 NIGHT’S WILLING SERVANTS. Spend 1 Blood: summon a swarm of
2 bats under your control. (+old buildings)
INJURIES
1–2 3–4 5–6
SUIT TORN HAIR RUINED SHOULDER INJURY
ABDOMINAL PUNCTURE HEADSHOT ARM REMOVED
(Can’t use + dice) (+2 BRAWL, -2 CON) (May only use 1 item
per turn)
LAST STAND: FORBIDDEN SORCERIES (8D6)
14 * (Bonne morte?)
NICOLE
Resistance guerrilla fighter and demolitions expert
Packing more heat than a whole platoon
Lost your cell to nazi purges, bitter about it
Bitten by your (now dead) vampire girlfriend
Desperate to meet a glorious end in battle
STATS EQUIPMENT
M3 submachine gun [1]
BRAWL 2 (+flanking)
CON 2 Cut-down Lee Enfield rifle [2]
FIX 1 (+close quarters)
BLOOD ABILITIES
SCAVENGER. SPECIAL: Roll a D6 and compare it to the numbers in
0 square brackets on Nicole’s equipment list. Restore 1 use of
1 the weapon rolled.
INJURIES
3–4 5–6
1–2 HAND INJURY
JUST A GRAZE
DAZED LOST AN ARM (May only
BLEEDING OUT (Spend
1 Blood at the start use 1 item per turn)
HEADSHOT (Can’t
trigger specials) of your turn)
(8D6).
LAST STAND: RIGGED TO BLOW
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COSGRAVE
Hackney necromancer, taught by your aunt
Medically dead, but can still walk around and that
On the run from East London’s undead mafia
Crooked as a three bob note, but charming with it
Lots of weird black magic tricks
STATS EQUIPMENT
Enormous knife
BRAWL 2 (+never saw you coming)
CON 3 Sawn-off shotgun
FIX 3 (++point-blank)
BLOOD ABILITIES
DANSE MACABRE. Spend 1 Blood: gain full control of a corpse for
0 around a minute, after which it falls apart. (+“Hans, are you
1 okay?”)
10 DEAD MAN’S LUCK. After you roll your dice pool, before you
discard dice, reduce the GM’s successful Attack dice by 1 for
each 1 you rolled.
INJURIES
1–2 3–4 5–6
LOST SOME FINGERS SUCKING CHEST WOUND GRIMOIRE DAMAGED
ARM RIPPED OFF SHOT IN THE FACE WARDS COMPROMISED
(-1 to all stats) (+2 TERRIFY, -2 CON) (Can’t spend Blood to
use abilities)
LAST STAND: UNDEAD HORDE (8D6)
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CHUCK
Grew up on the wrong side of the tracks,
buried a sibling or two
Loves cowboy movies, honest work,
human liver and the wide open plains
Genuinely decent guy, apart from the “eating people” bit
F.A.N.G. pulled you out of jail after you ate a county sheriff
and half his deputy
Now you’re fighting for freedom, rather than just to survive
STATS EQUIPMENT
Paired revolvers, Betsy and Maria
BRAWL 3 (+duel)
CON 1 Tool belt
FIX 4 (+Jerry-rigging)
BLOOD ABILITIES
ACID SPIT. Spend 1 Blood: hawk up a gutful of fierce acid.
0 (++vs metal)
1 SPIDER SCURRY. Spend 1 Blood: skitter across ceilings and up
2 walls. (+low ceilings)
3 CORPSE EATER. After you roll your dice pool, before you
discard dice, gain 1 Blood if you rolled any 1s.
4
5 ADVANCES
6 ELBOW GREASE. When you roll up your sleeves and take on an
Objective single-handed with the FIX stat, gain SPECIAL:
7 reduce the Objective’s rating by 4.
8 CORROSIVE FLUIDS. When you mark an Injury, reduce the
9 rating of a Threat you’re engaged with by 2.
BLOOD ABILITIES
APEX PREDATOR. SPECIAL: Reduce a Threat’s rating by 3.
0
1 UNNATURAL ENDURANCE. SPECIAL: Reduce the GM’s Attack dice by 3.
SEARCH 2 Loot:
SHOOT 1
SNEAK 3
TERRIFY 3
BLOOD ABILITIES
RAVENOUS. When you’re in melee combat, SPECIAL: gain 3 Blood.
0
SENSE HEARTBEAT. Spend 1 Blood: you can see the heartbeats of living
1 beings through walls and other obstacles. (+dense cover)
2
IMPROVISED PROJECTILE. Spend 1 Blood: chuck something large and heavy
3 a surprising distance. (+aerodynamic)
4 WINGS. Spend 1 Blood: you can fly. (+aerial combat)
5
6 ADVANCES
7 HELLISH SCREECH. Spend 2 Blood: reduce a Threat’s Challenge by 1.
8 BONE ARMOUR. After you roll your dice pool, before you discard
9 dice, reduce the GM’s successful Attack dice by 1 for each 1 you
rolled.
10
OOZE FORM. Spend 1 Blood: squeeze through gaps, glop around, etc.
(+it’s in the walls!)
INJURIES
1–2 3–4 5–6
TEETH SMASHED SPOOKED HAMSTRUNG
JAW BROKEN (Can’t BROKEN (+2 SEARCH, EVISCERATED
gain Blood from -2 BRAWL) (Can’t use
nazis) + dice)
LAST STAND: FINAL FORM (8D6)
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NAZIS
In EAT THE REICH, the nazis took control of Germany in the 1930’s and
rapidly expanded their influence throughout Europe with an aggressive
campaign of invasion, blockading and terror tactics. Unfortunately
for the nazis’ enemies, their technological superiority was only
outmatched by their occult prowess thanks to decades of frantic
research by some of the world’s most skilled and least morally-
upstanding wizards.
VAMPIRES
Vampires resist categorisation; they’re rare, they’re secretive, and
they eat people who ask too many questions. They all have a few things
in common, though:
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DROP COFFINS
Deployment of F.A.N.G. squads is performed via the use of tactical drop
coffins – a method so brutally effective that it is only usable by
operatives who are already dead. A drop coffin is a reinforced steel box
rigged with pressurised cylinders of premium high-quality nuns’ blood* and
some pneumatic shock absorption to protect the structural integrity of the
device.
The drop coffins plummet several thousand feet through the air before
smashing directly into the ground, turning the occupant into a sort of
mangled paste of gristle and bone. At this stage the nuns’ blood is
released into the coffin and the vampire within can use it to heal any
and all wounds within seconds; after that, it’s a simple matter of kicking
open the lid and descending on whatever luckless fascists they landed
next to.
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28
GETTING THINGS DONE
As a blood-drinking, undying creature of the night there’s very little
the nazis can do to stand in your way. Though they’ll send squads and
squads of soldiers (and more dangerous and weirder things besides)
against you, you can tear through almost any opposition with brutal
effectiveness.
STATS
Every action a player character makes is governed by one of the seven
statistics, or “stats”, listed below.
When you’re making an action, your stat will form the basis of your
dice pool - read on for details.
TURN ORDER
The GM chooses which player character acts first. Once they’ve
completed the process below, the GM can then choose which player
character acts next. Once every player character has completed their
turn, nazi reinforcements arrive if necessary, and a new round begins.
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GO OUT WITH A BANG
The last use of any item of equipment that starts with more than one
use adds an additional bonus dice to the pool. This is to encourage
players to use their items up and loot new ones, which is more
interesting than relying on the same kit for the whole story.
You can also roll bonus dice later on, while you’re allocating dice,
if it makes sense to do so.
PLAYER ROLL
CRITICAL +2 damage
discard!
SUCCESS +1 damage OR +2 defence
OR +1 defence OR +2 Blood
OR +1 Blood OR ACTIVATE SPECIAL
GM ROLL
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ALLOCATE YOUR DICE
Allocate each remaining dice to one of the following:
- Advancing an Objective
- Eliminating a Threat
- Activating SPECIAL
As you allocate each dice, add one detail that describes the scene as
it happens. If those details satisfy new bonus dice conditions on the
equipment or abilities you’re using, you can roll those bonus dice at
this stage.
Add details like: ripping nazis in half, laying down covering fire,
cutting off routes for reinforcements, sowing confusion and terror,
and so on.
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Add details like: incoming fire, enemy advances, ducking into cover,
getting knocked down or thrown around the place, improvising defences,
toughing it out through the pain, and so on.
Add details like: drinking nazi blood, plucking out hearts and
tearing them apart with your teeth, using an officer as a human shield
while you drain him dry, and so on.
Add details that shed light on the Special and how it takes effect
in the fiction.
The only thing that you can’t narrate is the actions of other named
characters – so that’s the player characters, and any important NPCs
the GM might have to play with during the adventure. Nameless mooks
are fair game. But if you ask for permission first, you can make a
suggestion: “Hey, can you throw me through that barricade?” is fine.
The GM and other players have veto rights over any details you
introduce, so if they want you to change something, respect their
choice and swap it for something else.
Once you’ve allocated all your dice, if the GM has Attack dice
remaining, you roll for a category and mark an Injury. If the GM has
three or more Attack dice remaining, you instead mark all Injuries
in that category and are Downed until another vampire rescues you –
else you’ll be at the mercy of the nazis. (You can learn more about
Injuries on p36.)
33
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BLOOD
Vampires drink blood. To represent each individual vampire’s hoard
of gore, EAT THE REICH uses Blood (with a capital B). Players can
resupply this mystical resource by spending successes to suck it out
of nazis instead of attacking, defending, or advancing the objective.
A vampire can hold a maximum of 10 Blood.
When an ability or rule says that you spend Blood, remove 1 Blood
from your stock. (Healing, and some powerful abilities, require more
than 1 Blood to activate; this is stated in their descriptions.)
At the start of the events of EAT THE REICH, every vampire has 0
Blood: they used all the supply in their drop coffin to fuel their
regeneration. Best get to drinking.
35
INJURIES
As tough as your necromantic form may be, you can still be hurt
by lucky shots, sufficient weight of fire or the nightmare occult
abilities of enhanced adversaries.
If the GM still has Attack dice remaining when you have no dice
remaining, you mark an Injury on your character sheet. Each character
has unique Injuries and unique problems associated with them.
When you mark an Injury, roll a D6 and tick off the first box in
the relevant category. If you’ve already marked the first box in that
category, mark the second box. If you’ve marked both boxes in that
category, pick an alternate one and mark a box in that one.
DOWNED
If the GM has three or more Attack dice remaining when you have no dice
remaining, you are taken down – pinned under rubble, shot to bits,
briefly paralysed, rendered insensible, and so on. Roll an Injury
category as above, then mark off all available boxes in that category.
Until another vampire comes to your aid, you’re out of the fight.
Rescuing you becomes a new Objective, usually rated between 2 and 4,
but the exact rating is up to the GM. If they can’t rescue you before
moving on, you’ll be captured and at the mercy of the nazis.
SHARING BLOOD
Blood can be freely shared between vampires as long as they’re within
arm’s reach of each other. The precise nature of how Blood is shared
(transfusion, feeding, mystical vibrations, infernal contracts) is up
to the players involved.
DEATH
If you mark all six Injuries, you’re dead. Consult
the LAST STAND section on your character sheet, come
up with some dramatic fiction that lines up with it,
and roll 8D6. Apply them to the current Objectives
and Threats however you like and describe your final
sacrifice before retiring from the game. (If you
have a SPECIAL that lets you heal Injuries, you
can’t trigger it as part of a LAST STAND. It’s your
last stand! Once you trigger it, you’re out of
the story.)
36
HEALING
You can heal an Injury by spending 3 Blood at any time; when you do
so, erase the check mark next to it.
If you mark the same Injury again after you’ve already healed it
once, the mechanical penalties are the same, but you should feel free
to describe it in the fiction with different effects.
THREATS represent the nazi forces defending the city, who will attempt
to stop the invaders at any turn – the more Threats in play and the
longer they’ve been active, the more danger the vampires are in.
Each Threat has a rating, just like an Objective, but they also have
Attack dice. Attack dice are rolled by the GM when the player acts and
determine whether or not their character suffers an Injury.
The GM rolls dice equal to the Attack of the Threat that the acting
player character is engaged with (or actively avoiding). If they’re
engaged with multiple Threats, pick the one with the highest Attack.
For each extra Threat in play, they add 1 Attack dice to their pool.
37
REINFORCEMENTS
Paris is crawling with nazi scum. There’s no way that even a force
as capable as F.A.N.G. could hope to put all of them out of action –
they’d be overwhelmed long before they made an appreciable dent in the
defensive forces.
When the other members of the squad roll to overcome the Objective,
the GM rolls 2 attack dice (the Police Patrol’s attack) rather than
the higher attack of the Infantry Squad (3). If the Infantry Squad was
still in play, the GM would roll 4 attack dice - the Infantry Squad’s
rating, plus 1 to reflect the fact there is an additional threat (the
Police Patrol) still in play.
REINFORCEMENTS CAVEAT
The Reinforcements rules keep the pressure on the vampires. If your
players want a more relaxing time (or you don’t want to faff about
keeping track of ratings and damage), you can ignore Reinforcements
and increase ratings and damage by 1 to 3 points instead. In this
case, when a Threat reaches 0 rating, it’s removed from play.
CHALLENGE
Not all challenges are made equal. If an Objective or Threat has a
Challenge attached to it, it negates successes spent to lower its
rating equal to its Challenge. (So if an Objective is Challenge 2
and you assign 3 successes to it, you’ll only reduce its rating
by 1.) Challenge applies each turn to each vampire engaging with
the Objective or Threat. So if you spend 4 successes on your turn
overcoming a Challenge 1 Objective, it only counts as 3 successes.
38
SCENES
Objectives form the core of each scene, so once an Objective is
completed, the scene is over. (Unless you’ve got multiple Objectives,
as mentioned below.) If the Objective involves moving from one area to
another (and many of them will), the vampires push on and leave the
Threats in play behind. They might return later on, but for the time
being the player characters can catch their breath and establish a new
Objective.
SECONDARY OBJECTIVES
When a vampire is Downed (p36) they are given a mini-Objective all of
their own to represent the efforts of their team-mates rushing in to
rescue them. For all other situations, Secondary Objectives represent
useful things that the vampires can do that will assist them with
their mission but that aren’t crucial to their overall success.
You don’t have to use this mechanic for everything the players want
to do – their off-mission actions can often just be folded into the
general narration. But it can be fun to give a player a spotlight
moment as a reward for trying something interesting.
LOOTING
Once per Objective, if you find something interesting and want to keep
hold of it, write it down in your LOOT slot on your character sheet.
Work with the GM to determine a bonus requirement for it (look to
existing pieces of equipment for inspiration, or select one from the
list below). After that’s done, it functions as a piece of regular
equipment with three uses and a single bonus requirement. Remember,
the last use of any item of equipment that starts with more than one
use adds an additional bonus dice to the pool.
39
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FLASHBACKS
Once per session, when you roll 2 successes or fewer, you can trigger
a flashback to spur yourself on to victory – you won’t let Hitler
win this easy. Roll on the flashback tables to define a question, or
choose one that appeals. Answer it by describing a brief scene that
happened on a past F.A.N.G. mission – the other players can help.
Where the table states [character], randomly determine or choose a
player character from the ones present at the session.
When your flashback is over, add 2 dice to your pool, then roll all
of your dice again. The second result stands.
FLASHBACK CONTEXT
(If you roll the same as another player, it happened on the same
mission)
FLASHBACK QUESTION
1) You saved [character] from certain death. What nearly killed them?
2) You recruited [character] to F.A.N.G. What did it take to get them on
board?
3) You owe your life to [character]. How did they save it?
4) [character] taught you a few tricks. What was the most important
lesson?
5) You won’t let [character] see you fail like this. What do you respect
most about them?
6) You won’t let [character] see you fail like this. What do they most
respect about you?
41
MISSION STRUCTURE
BRIEFING
Read or paraphrase the following to your players:
“The last six months have led us to this point. This is our final
move. Your mission is to kill Adolf Hitler in his zeppelin atop the
Eiffel Tower.”
[Number of players] reinforced steel boxes hang from the roof. From
behind bullet-proof glass in the lids, eyes stare forth with fierce
determination. Your eyes.
“It’s hot as hell down there, folks. Once you arrive, you’ll be
swarmed with nazi scum until this is done and dusted.”
She walks over to a large lever mounted towards the front of the
bomber.
She salutes the drop coffins and throws the lever. The hatches open
and you plummet from the plane towards the lights of Paris at dusk.
COFFINFALL
Ask the players where they want to drop into Paris; thanks to occult
counterwarding built into the Eiffel Tower that messes with their
obfuscation hexes, they can only select a point within Sector 3.
Whatever location they choose, it’s going to form the basis of the
opening scene where all the vampires are introduced. Establish it as
peaceful, calm and maybe even pleasant before the drop coffins smash
into it from several thousand feet. Then: chaos, screaming, clouds of
dust and falling rubble, disorder and violence.
Each coffin slams into the ground at terminal velocity, mangles the
occupant to paste, and instantly rejuvenates them with pressurised
release of top-quality nuns’ blood. As each player character bursts
out of their coffin and begins to tear apart the defenders of Paris,
this is their opportunity to make a dramatic introduction and show off
what they’re about.
42
ONWARDS
After the dust settles on the drop site, the game begins in earnest.
The flow of play goes like this: the players pick a direction as they
hot-foot it through the streets of Paris, and the GM manages the
Objectives required to get there. Each location on the map will form
the crux of an action scene, so Objectives are mainly focussed on
traversal through these spaces. These Objectives are fairly generic
– if something more specific comes up during the course of play, feel
free to swap them out for something that better fits the way the game
is flowing for you.
ÜBERMENSCHEN
In EAT THE REICH, the greatest weapons in Hitler’s arsenal are
the living tools of destruction known as Übermenschen. These
supernaturally-augmented warriors have a chance of going toe-to-
toe with a vampire and not dying – some are powerful enough to maybe
even kill the vampire. That makes them a pretty big deal. Also, their
supernatural augmentation means that their blood is jam-packed with
occult power, and drinking it allows a player character to choose one
of the advances on their sheet and activate it.
These are the setpiece fights of your game, and one of the few
times the characters are going to be threatened right from the start
of a scene, so it pays to foreshadow them. As the players approach
an Übermensch location, tip them off that something dangerous is
going to happen. Each Übermensch enemy entry contains a few suggested
foreshadowing elements you can drop into play; spread them liberally
throughout the city. If the players avoid their locations, then have
the Übermenschen follow them.
THE CLIMAX
The climax of EAT THE REICH happens when the vampires board Hitler’s
command zeppelin, fight their way through a cadre of hunters, kick a
werewolf to death and then kill Hitler. If this isn’t what ends up
happening in your game, that’s absolutely fine. Just try to make it
thrilling, and remember: this isn’t a game where the nazis get to win!
THE EPILOGUE
As the vampires ride off into the sunrise, the game is over. Go around
the table and ask for a couple of sentences about each surviving
player character detailing what they do after the war.
43
RUNNING THE GAME
TONE
The intended tone of EAT THE REICH has three main elements:
When describing the forces opposing the vampires, you don’t need to
worry about how many there are at any given situation. Until a Threat
hits rating 0, it can fight – bring in additional soldiers, have guys
get back up clutching a sidearm, have squads of seventeen if you need
to.
OVER THE TOP. You don’t have to sustain this for very long. You’re
not writing a six-part HBO miniseries – you’re describing a Parisian
murder spree in vulgar detail with your mates for a few hours. Don’t
worry about holding back stuff for the end of the story. Go hard, and
encourage your players to do the same. More things will come to you,
and the players will make decisions you’d never imagined, and you’ll
build everything together and it’ll be better for it.
PACING
EAT THE REICH runs hot. That is to say: it has a lot of action, and a
lot of things happen right after each other, and the player characters
are rarely told that they can’t do something – more that they can’t do
it yet. There’s no opportunity to hang back and discuss tactics, or
chat with an NPC for half an hour, or piss about on a shopping trip.
The final assault on Paris begins before the start of the game.
Don’t try to punch through the whole game in one session, unless you
feel like sustaining that pace for about five hours. Split it up into
two or three evenings and take your time with it. If players start
trying to slow the pace, let them – but do it in flashbacks, either
with the flashback mechanic on p41 or by cutting back to a briefing
session that took place before the events of the game.
If you try to play EAT THE REICH in the most efficient way possible,
you’re probably not going to have a lot of fun. This is a game about
luxuriating in telling a story, not maximising your damage output.
GM: use your initiative to mix things up if you need to. Make numbers
bigger for bigger groups. If your players decide to burn down
44
Objectives and avoid Threats, make the Objectives harder. Change the
map, move the Übermenschen, make the game your own. This isn’t a board
game, and nothing here is sacred: you can change the experience to
create something that will give your group what they’re looking for.
CONVENTION GAMES
Running EAT THE REICH at a convention has a different set of
expectations: players (who you may not know very well) turn up and
expect a whole story, start to end, in about three hours. In this
case, rather than letting the table mediate the pace of the game,
you’ve got a clear end in mind: at the start of the third hour of the
game, the vampires should enter Sector 1 on the map.
It’s your job to make this happen. So cut past bits you’d linger on,
skip sections, remove nazi resistance in areas to allow players to
breeze through them without opposition, give them an armoured truck to
drive headlong into the endgame, reveal the hidden rocket boosters on
the base of the Eiffel Tower, etc.
45
BEING A NAZI (FOR PRETEND)
Look: it might come up. You’re in control of everything aside from
the player characters, and a lot of that everything in this game is
nazi soldiers. For the most part, your descriptions will be limited
to the defenders desperately trying to kill vampires and dying in
entertaining ways as a result, and we can all agree that’s fine. This
game is anti-nazi propaganda. It’s a place for imaginary nazis to get
their teeth kicked in.
But be careful when you embody an NPC directly; taking on the role
of someone whose heartfelt beliefs are so absolutely reprehensible
as part of a fun game you’re playing with your friends can be tricky
to handle whilst making sure everyone is enjoying themselves. (Not to
mention if anyone overhears your conversation free of context: “Don’t
worry, I was only pretending to be a nazi” isn’t a great defence,
even if it’s true.) Don’t verbalise slurs; describe what’s said if you
really need to, and don’t be specific. And don’t physically act out
any of the stereotypical nazi gestures.
The Übermenschen in EAT THE REICH are the speaking roles for the
GM, and they’ve been designed with an eye to keep them at arm’s reach
from the whole dyed-in-the-wool nazi bit so you can play them a little
easier. Dämonenblut is written as a hedonistic serial killer with
superpowers; Rust-Witch is so overloaded with raw chaos she’s broken
through into a sort of enthusiastic murderous solipsism; Stahlsoldat
is an unfeeling machine; and the Werhund is a frantic beast. You can
wrap yourself in them for a while without having to oppress or kill
any particular social or racial groups.
46
ON ACCENTS
If you want to do accents for different nationalities, that’s up to
you. In play, generally we don’t. Mainly because, as non-natives, we
struggle to come up with a different German accent for every nazi so
they all just sound like the same guy, and also because accents are
one of those things which can be actively harmful if you’re not on
point.
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48
PLANNING YOUR TOUR OF PARIS
Each of the locations on the map holds an interesting scene, challenge
or fight, and the bits in-between are less exciting. When the players
aren’t actively overcoming an Objective or fighting a Threat, you can
put the rules to one side and do some free roleplay.
RETREAT
If the players want to pull back from an objective or threat, they
can: make a new objective (Escape!), with a rating that makes sense
given the fiction you’ve established. When the new Objective is
fulfilled, the vampires can move back to their previous location on
the map or off to a different one entirely, but they shouldn’t end up
closer to the Eiffel Tower than they were before by retreating.
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49
SECTOR 3
Starting sections.
The nazi threat here is minimal (by the standards of the rest of
Paris), with police patrols and off-duty infantry squads supported by
the occasional armoured car. If things are starting to get boring,
feel free to throw in a Sniper Team or Paratrooper Squad to provide
some interest.
PLACE DE LA SIRÈNE
Classy area with bistros, cafes and boutiques. Well-to-do families
drink coffee and eat pastries at outdoor tables, and a mermaid
fountain graces the centre of the square.
Objective:
Get out of the open and into cover (6)
Enemies:
Police Patrol x 2
Objective:
Find your way out of the maze-like building (6)
Enemies:
Infantry Squad (sent in to find the vampires)
GRAVEYARD
A new, German-only graveyard with memorials for many of the officers
who died during the conquest of France. When the vampires arrive, a
military funeral is just wrapping up as the swastika-marked coffin
is lowered into the ground; there’s a squad of soldiers here who
were ready to fire a rifle salute but now turn their guns upon the
invaders.
Objective:
Ruin that funeral (6)
Enemies:
Infantry squad (unprepared but still armed)
50
HÔTEL L’ÉTOILE
Very swish hotel that caters to the families of visiting dignitaries.
One of the last functional grand pianos in Paris takes pride of place
in the sixth-storey bar, which is precisely where the plummeting drop
coffins will smash into if this is chosen as a drop site.
Objective:
Make a suitable entrance (6)
Enemies:
Some nazi officers having a drink x2 (same stats as Police Patrol)
CATACOMBS
Paris is home to many tunnels, sepulchres, forgotten mausolea and
the like – natural places for vampires to hang out. This location
represents a major entrance to the underground network, but navigating
to other parts of the city will be difficult thanks to centuries of
disrepair and deliberate obfuscation. That said, if it’s getting
dangerous on the surface, ducking into the tunnels might allow the
vampires to escape attention for a while.
Objective:
Get into (and subsequently out of) the subterranean labyrinth
(6, Challenge 1)
Enemies:
Armoured Infantry Squad (scared out of their wits)
SAINT-MÉDARD CHURCH
Paris is lousy with churches; this is one of the more impressive
examples of the form, with well-maintained stained glass windows, oak
pews and a grand central altarpiece. It’s empty when the vampires
arrive (or it becomes empty very quickly if it isn’t) but nazi troops
soon show up and start shooting the place apart.
Luckily, the old folk stories about vampires fearing holy symbols or
sacred ground are just religious propaganda, and the player characters
suffer no ill effects upon entry.
Objective:
Punch a hole in the attacking line and get out of there (8)
Enemies:
2x Infantry Squads
1x Sniper Team (in an adjacent building)
Loot:
Particularly huge cross (++swing for the fences)
51
SECTOR 2
The bulk of the assault will take place in Sector 2 as the vampires
make their way toward the central objective.
Objective:
Storm the pavilion and get out the other side (9)
Loot:
Prototype beam emitter: (++++properly calibrated before firing)
Loose, glowing fuel source (++near flammable material)
Enemies:
Stahlsoldat
Secondary Objectives:
Jam a prototype fuel source into the tank and get it up and running.
52
Stahlsoldat
The first of what Hitler hopes will be a legion of half-man, half-
machine warriors – pistons replace muscles, steel replaces skin, and
the troublesome parts of the brain are cut away until only the bare
instinct of killing remains. In a move that some would describe as
unwise, Hitler opted to have a dormant Stahlsoldat on display in
the German Technology Pavilion instead of using a suitably enormous
mannequin.
THREAT 6
METRO STATION
None of the trains are currently running, but the Metro makes for an
excellent means of slipping through the city undetected – if that’s
the sort of thing the vampires want to do. Miles upon miles of rail
tunnels, maintenance shafts and public thoroughfares allow for access
to almost anywhere in the city, if you’re clever about it. But when
you’re underground, you’re much easier to trap. If you found a working
train (or repaired a malfunctioning one) you might be able to speed
beneath the streets until you’re chased down by motorcycles and enemy
trains on adjacent tracks.
Objective:
Cut through the metro tunnels (10)
Enemies:
Armoured Infantry Squad x2 (sent in to look for vampires)
Motorcycle Squad (dispatched if you get a train working)
53
EXPENSIVE-LOOKING GARAGE
Few people owned a car in 1940’s Paris, and for many of those that
did, it was a status symbol. Most of the vehicles in this garage
belong to German expats or diplomats who want to be seen driving
something expensive. They can’t handle much in the way of punishment
from enemy fire, but on an open road they can achieve a fair lick of
speed.
Objective:
Steal something flashy and get the hell out of there (8)
Enemies:
Infantry Squad in an Armoured Car (giving chase)
Sniper Team (on an adjacent rooftop)
Loot:
Open-topped Italian speedster (++stunts)
Reliable German import (++tight turns)
Unremarkable French jalopy (++go unnoticed)
Objective:
Lose the nazis by hiding in the bar (6)
Enemies:
2x Police Patrol
Infantry Squad in an Armoured Car (who turn up halfway through)
Repel the attack on the hideout and help resistance members escape.
54
MUSEUM OF EUROPEAN WARFARE
This sprawling and poorly-maintained museum contains tools of war from
a thousand years ago up to the modern day; weapons, armour, siege
engines, banners, uniforms and more line the glass cabinets and moth-
eaten exhibition spaces. It would be a perfect route through the city,
too, if only a desperate nazi warlock hadn’t animated empty suits of
armour, preserved warrior mummies and one (1) of the horses that was
buried with Napoleon in an attempt to repel the vampire invaders.
Objective:
Smash through the museum before you’re overwhelmed by the undead
(8, Challenge 1)
Enemies:
Einherjar
Museum Guards (same stats as Police Patrol)
Loot:
Painstakingly maintained masterwork greatbow (++ silent killer)
Still-functional improbably loaded cannon (+++ immobile target)
Turncoat warrior mummy (+bandage restraints)
Napoleon’s undead horse (+trample)
Einherjar
THREAT 7
ATTACK 3
Painless: Each dice in the GM’s Attack pool that shows 1 increases
this enemy’s Challenge by 1 for this action.
55
JARDIN DE FÉE, Illuminations and Amusements
Nazi-built amusement arcade and illuminations – popular with young
soldiers looking to take girls on a cheap date. The crowning glory of
the park is Europe’s third-largest ferris wheel, but a wide variety
of carousels, carnival games and lit-up displays provide plenty to do
otherwise. In their rush to flee the vampire assault, the civilians
staffing this park fled without shutting down the machinery, so many
of the lights and attractions have been left running.
Objective:
Navigate a collapsing fairground whilst hunted by an entropy witch
(10, Challenge 1)
Enemies:
Tank crew (abandoned their tank after the Rust-Witch bricked it; same
stats as Police Patrol)
Rust-Witch (riding the detached ferris wheel towards you)
Rust-Witch
Rust-Witch (just “Rust-Witch” – she had her true name removed by a
team of surgical occultists) uses golden technology harvested from
Atlantean satellite ruins to manipulate the forces of chance and
decay. Of all the Übermenschen in Paris, she is the most difficult to
control and has a penchant for wild chaos.
Raw entropic power harvested from catastrophes runs through her blood.
Machines malfunction, metal rusts, supports snap and failsafes fail
in her presence; when she focuses her attention, the results can be
catastrophic.
THREAT 10
ATTACK 6 (Drains the life from you, buildings collapse, planes fall
out of the sky)
Aura of Misfortune: Players discard rolls of 1-4 rather than 1-3 when
engaged with the Rust-Witch.
56
EXHIBITION OF DEGENERATE ART
This collection of art that the nazis deem antithetical to German
values has been deliberately badly-framed and hung, and is
surrounded with mocking commentary. Most of the really good pieces
are snapped up by nazi officers for their private collections –
the remainder are burned in the adjoining gardens on a regular
basis. Tonight, in fact, marks one of the largest burnings of art
on record, and the now-unattended flames are spiralling up towards
the night sky. Vampires with an eye for art can uncover lost
masterpieces by Van Gogh, Picasso and other European luminaries in
the back rooms – but getting them out of Paris intact won’t be easy.
Objective:
Undertake a very quick and violent gallery tour (8)
Secondary Objective:
Track down a lost Van Gogh or something (4)
Enemies:
Infantry Squad in an Armoured Car, smashing through the wall
Art-Burning Brigade (as Police but Attack 4 on account of the
flamethrowers)
CONCERT HALL
Was once festooned with beautiful (if gaudy) 17th century decor, but
it’s all been ripped out and replaced with stark architecture and
on-the-nose murals of hard-working Germans. This place seats about
a thousand at full capacity – but it’s nowhere near full, as most
people fled when news of the vampires reached them.
Objective:
Hustle through the corridors and make your way towards Hitler,
ignoring the Übermensch (4)
Enemies:
Dämonenblut
58
Dämonenblut
Dämonenblut’s real name is Franz Vogel, and he’s a popular movie
star. After some indiscretions around torturing and killing his co-
stars came to light, the Reich stepped in to make the allegations go
away in exchange for his participation in the Übermensch program.
As the vampires close in on Hitler and Paris burns, Franz takes the
opportunity to engage in some cruelty whilst at the opera.
Blood flavour: A jar of chicken fat with a cigar stubbed out in it.
59
60
COMMON ENEMIES
Police Patrol Sniper Team
THREAT 4 THREAT 3
ATTACK 2 ATTACK 6
61
SECTOR 1
Endgame locations.
Objective:
Scramble across the motor pool (8)
Secondary Objective:
Raid the ammunition dump (4)
Enemies:
Motorcycle squad (speeding between cover)
Infantry Squad (guarding the place)
Tank (roaring out of a hangar after the vampires defeat one enemy)
Loot:
The souped-up bullet-proof black Volkswagen of your dreams
(++ front-mounted machine guns)
By the time F.A.N.G. gets here, the party is in full swing. Great
tables heaving with meat and bread and beer line the faux village
square, and the upper echelons of the nazi forces are celebrating
Hitler’s upcoming announcement. They’re either too drunk or too
confident to believe that the vampires constitute a serious threat.
Time to set things straight.
Objective:
Blitzkrieg the garden party (8)
Enemies:
Carousing Officers (same stats as Infantry Squad)
Sniper Team x2
62
THE EIFFEL TOWER
Built to celebrate the 1889 Paris World Fair, the Eiffel Tower
remains one of the most enduring symbols of Paris – and France in
general. Upon the nazi conquest of the city, the structure was retro-
fitted with the latest in German technology. Elevators rocket up the
structure, dazzling electric lights blaze out into the night air,
and a rudimentary communications aerial has been supplanted by high-
bandwidth broadcast technology.
Objective:
Ascend the Eiffel Tower (8, Challenge 1)
Enemies:
Armoured Infantry Squad (waiting for you)
Paratrooper Squad (landing on the top and sides)
The crucial element of the zeppelin, and where the vampires will
meet Hitler, is the Broadcast Suite located towards the front of the
vehicle.
Objective:
Reach Hitler’s Broadcast Suite (6, Challenge 1)
From here, the climax of the game is a fight against the Werhund
Übermensch. If this Threat is reduced to 0, Hitler is at your mercy.
63
HITLER’S BROADCAST SUITE
An elaborate set has been constructed to give the impression of power
and superiority: great banners hang from every wall, an iron and
basalt lectern stands atop a staircase, and – in direct opposition to
zeppelin operational safety guidelines – a roaring firepit occupies
the centre of the chamber. Here, Hitler has been awaiting the arrival
of the invaders with anticipation, because he has an ace up his
sleeve: that werewolf we keep mentioning.
Werhund
Multiple infusions of cursed
wolfblood and implanted canine teeth
against the spinal column has given
this soldier the ability to transform
into a half-man, half-hound with
impossible strength. Even a vampire
should fear the nightmare hand of the
werhund!
THREAT 10
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THE FINAL SCENE
Now: Hitler’s face-to-face with a squad
of furious, bloody Allied vampires, with
nothing left to fall back on. In a game
with a tone like EAT THE REICH, the bad guy
should have a dramatic final monologue,
right? Wrong!
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EVIL CALIBRATION CHECKLIST
Here are four degrees of bad behaviour, with examples of some of the
limits you might want to apply to your game. Your table can go over
the individual bullet points and discuss whether you want to move them
up or down the scale. You’ll probably have a couple points you want to
add or subtract yourself.
- Killing nazis.
- Property destruction.
- Helping or working with nazis who say they’re only nazis under
coercion or threat.
- Militarism.
- Other crimes.
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Evil which will happen, but the players won’t do it, and will
oppose it when it shows up.
- Murdering innocents.
- Fascism.
- Blood libel.
- Any item in the foregoing scale can also be veiled (see p06) which
means that if it happens, it doesn’t happen on screen, or it isn’t
described in detail. By default, saying slurs aloud and doing Roman
salutes is veiled: if they happen, just say that some Nazi does it,
don’t act it.
EAT THE REICH WAS INSPIRED BY…..
FILM AND TELEVISION
Danger 5
I adore Danger 5. It’s a pulp action comedy show set during WW2, it
features a gang of international mavericks who fight nazis and attempt
to kill Hitler (every week), and it was filmed in Australia for about
a tenner. It’s very funny and stupid and is about as close to a direct
relative of EAT THE REICH as you can get.
Inglourious Basterds
Look: not a great film. We can all agree on that. But the Mina Harker
bits are very close to what I was aiming for with EAT THE REICH, and
I’ll say about 40% of it was a similarly daft anachronistic romp.
Comic’s a bit grim for me, but it’s Alan Moore, so it’s worth sticking
with.
This is actually a lie because I finished the first draft of this game
and then watched The Suicide Squad (the 2021 one with John Cena in it,
not the 2016 one with Jared Leto in it) almost immediately after doing
so but: yes, absolutely. The tone, visuals and characters are bang on.
Hellsing
The series has dated terribly and the OVA is honestly a bit violent
for me, even as a man who wrote a game about tearing nazis in half, so
take this recommendation with a pinch of salt.
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GAMES (DIGITAL OR ANALOGUE)
Wushu (Daniel Bayn)
An action-forward, fiction-forward RPG that
time. Wushu was published in the early 2000swas years ahead of its
rule – the more details a player contribute and included a brilliant
s to a scene, the more dice
they roll and the more effective their chara
cter is. This leads to
fantastic levels of player engagement and invol
wheeling cinematic style that makes for very vement, and a free-
campaigns. exciting, if very short,
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FURTHER ADVENTURES
have stolen his
Once Hitler’s dead, and the vampires(or crashed it
zeppelin and flown it off to Lond on
rette money),
into the Seine, or pawned it for ciga t to tell
the game is over . EAT THE REIC H is buil
the world and
one story. But if you want to explore ideas that
you’re feeling creative , here are some
up your own
you’re welcome to elaborate on and make in this book.
scenario s usin g the rule s pres ente d
HIROEATO
ated slap-bang in
The Imperial Palace of Japan is situ red in gardens,
the midd le of Toky o on an isla nd cove
features. Emperor
woodland and charming architectural hauled the
Hirohito has holed up insi de and over
ceful area
island’s defences, turning the once-pea e pits, machine
into a deat htra p of barb ed wire , spik
anti -per sonn el mine s. Get in there.
gun nests and
DAMN
FRANCO MY DEAR, I DON’T GIVE A
the assault
Join celebrity guest George Orwell inco’s summer
on the Pazo de Meir ás, Fran cisc o Fran
up with several
retreat, as the Spanish leader holes ? A magic sword,
squads of armed men and - what ’s this
es beneath
unearthed from the forbidden sepulchr ires in a
Barcelon a Cath edra l? That behe ads vamp
single stroke? Wild. Anyway, drink him.
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YOU WINSTON, YOU LOSE SOME
Churchill was a real piece of shit –
even by 1940s standards – and he pullracist
truly wretched stuff in India before ed some
he got
into the whole “leading Britain to vict
shtick. He’d never expect you to to ory”
him on account of the fact you’re a try and eat
de facto UK
Government employee, but more fool him.
a grand victory celebration at Buckingh He’s at
with the King. Grub’s up. am Palace
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HACKING TOGETHER YOUR OWN VAMPIRES
We get it. We created six beautiful vampires for you to play, but
that’s not enough. You want to make your own special little monster
to run around Paris and kill nazis. Who can blame you? We did it
ourselves six times, after all. So here’s a quick and dirty guide to
making your own bloodsuckers.
RESKIN
The easiest option: pick one of the existing characters who sounds
about right and change their descriptions, but keep all the mechanics
the same. For example: want to make a gruff ex-SAS engineer who
became undead as part of a failed supersoldier program? Take Chuck,
everyone’s favourite gunfighter, and mess with the fiction.
As you can see, there’s a bit of negotiation here – you may need to
tweak your concept a little to fit the mechanics, but the Havoc Engine
is loose enough to accommodate most reimaginings.
HACK
The second-easiest option: pick bits from characters you like and
combine them together. Let’s imagine a Jekyll and Hyde-style character
who’s transforming into and out of a beastly shape as they fight.
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For equipment, we can take Nicole’s M3 Submachine Gun and Iryna’s
Cigarettes Taken from the Pockets of Hanged Men, but change the
description to Vials of Mysterious Serum and leave the mechanics the
same. To give them something to do in melee, let’s round it out with
Flint’s Steel Gouging Claws.
Your character will need some Injuries that match their theme.
Astrid’s Injuries seem to fit nicely, as one of them takes away the
ability to trigger Specials and the character relies on them to get
things done. (Don’t just pick whatever’s the most powerful! Pick
whatever would make for an interesting story instead. EAT THE REICH is
not a game that requires character optimisation.)
Finally, pick a last stand. Flint’s Final Form seems like the
obvious choice here.
DO IT FROM SCRATCH
The hardest option is doing it all from scratch. When we made our
iconic characters, we didn’t use a strict system, and instead used
what felt right and played well. Feel free to mess with or completely
disregard these guidelines:
- Create three to four items, using the existing ones (and the Loot
examples on p39) as a guide.
- Create three starting abilities that tie into your concept: one
Special, one Spend 1 Blood, and one of your choosing. This offers a
mix of intentional and unintentional power, which is fun. As with
equipment, the more awkward it is to trigger an Ability’s bonus
conditions, the more dice it should grant.
- Create three advances. Advances can either unlock new abilities like
the starting ones, or make your vampire more survivable (for example,
Flint’s Bone Armour and Cosgrave’s Dead Man’s Luck).
- Create three injuries. One of them should subtract 2 from the
character’s highest stat and add 2 to a different one, because that
opens up a story beat where they use different tactics for a bit.
One of them should limit spending or gaining resources in some way
(for example: can’t spend Blood, can’t drink Blood, can’t spend 6s on
Specials, can’t use Equipment, etc.). One of them generally makes life
harder: it reduces stats, increases default Challenge or otherwise is
just broadly negative.
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