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SURVIVE THIS!! We Die Young RPG Core Rules

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We Die Young - Supernatural Roleplaying in the 1990s

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A spiritual sequel to Bloat Game’s 1980s-based RPG, DARK PLACES & DEMOGORGONS, WE DIE YOUNG is set in Seattle in the 1990s during the grunge and alternative music counter-culture movements.  Seattle became the epicenter of popular culture and began attracting musicians, artists, and supernatural creatures from all over.  This game is heavily inspired by the music of Nirvana, Alice In Chains, Soundgarden, Pearl Jam, and many more.

In WE DIE YOUNG, you play as 20-something humans, Vampires, Werebeasts, Mummies, Fey and Fairies, and multiple other types of supernatural creatures and character classes.  Each creature and character class has its unique history and abilities.

Created by Eric Bloat & Josh Palmer, WE DIE YOUNG is a standalone roleplaying game and does not require any additional gaming material to play.  However, as part of the SURVIVE THIS!! game line, WE DIE YOUNG is 100% fully compatible with SURVIVE THIS!! ZOMBIES!, DARK PLACES & DEMOGORGONS, VIGILANTE CITY, and SURVIVE THIS!! FANTASY and can be used to mix and match to create your own custom play experiences.

About the System:

SURVIVE THIS!! is a Tabletop RPG system that is D20 based and OSR influenced.  In SURVIVE THIS!! you will find the standard array of mechanics like:  Attributes, Saving Throws, Races, Classes, Levels, Hit Points, Etc.  Most situations are decided with a D20 + Modifier to meet or beat a target number and rolling higher is better.  Essentially, if you have played any version of D&D, you will find this game very easy to pick up.

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Reviews (1)
Discussions (5)
Customer avatar
Cedric G February 07, 2023 1:14 am UTC
PURCHASER
the survival points are not a good idea i believe, very cool game(the monster and the lore) but too many modification to write
with Sur point the game is too easy and very slow
Customer avatar
Oskar Z November 22, 2021 10:14 pm UTC
PURCHASER
I have a rules-related question:
Does a thrall retain their original racial bonuses when they become a vampire? Are the vampire racials added to the initial ones or do they replace them?
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Customer avatar
David B November 22, 2021 11:47 pm UTC
PUBLISHER
Yes, they retain racial abilities (unless they conflict with vampirism). Once a Thrall hits 10th level they become a vampire. So they would gain the abilities and bonuses of a 1st level vampire. There are no rules for multi-classing for Survive This yet, so your GM would have to balance out the character to match their campaign if you wished to continue playing it.
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Customer avatar
Oskar Z November 23, 2021 8:31 pm UTC
PURCHASER
Thank you for your answer. This brings me to my next question: What about the representatives of other races who *start off* as vampires?
I'm going to assume that the initial races stats/bonuses get replaced by the vampire ones, and that the only thing that remains is the original race's look/size/etc.
Now, I'll admit that this might be quite obvious to some people, but I need it spelled out by someone in the know, so that I can throw your next post at my players if they try to min-max the living beejesus out of this game.
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Customer avatar
David B November 23, 2021 8:43 pm UTC
PUBLISHER
Yes, that is correct. They get replaced. :)
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Customer avatar
Oskar Z November 23, 2021 9:40 pm UTC
PURCHASER
Thanks a lot! I'll get back to you if any more questions pop up during the session.
Customer avatar
Azaltear P November 06, 2021 6:51 pm UTC
PURCHASER
We're a bit confused about a few things, especially two things regarding the magic system. I bought both the full Dark Places and Demogorgons set and SURIVE THIS!! Fantasy for an answer, but both couldn't help us.

1. What's the difference between casting spells with or without rune tattoos? In DP&D casting a spell costs 1-2 CON, but nothing of the sorts is mentioned in WDY. Do they need both hands and their voice without a rune tattoo? Do they need to roll something for a spell to take effect, or spend a resource? And speaking of rolls, is it similar to DP&D that Arcana is only roled for harmful projectile spells? Or is it impossibnle to cast a spell without a rune tattoo, save for class abilities (Though I can't really imagine that)?

2. How exactly do curses work? The book mentions they are spells, and they count towards the daily maximum of the spell limit a caster has, as well as the maximum amount of curses that can be active at a time. But nowhere it is mentioned how strong...See more
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Customer avatar
David B November 08, 2021 2:48 pm UTC
PUBLISHER
Thanks for the inquiry, Kevin. I apologize for any confusion. The spell system in Dark Places are different because magic is less prevalent in the DP&D world.

Specific replies:
Question #1: In DP&D casting a spell costs 1-2 CON, but nothing of the sorts is mentioned in WDY. In DP&D most spells take CON to use, unless otherwise noted (no rune tattoos are needed). The other Survive This! systems use the Rune Tattoo and spells per level system.

What's the difference between casting spells with or without rune tattoos? For the games besides DP&D, you have a rune tattoo for each spell you know. Some you get automatically when you level, other spells that you learn from other sources require you to get a tattoo to use the spell.

Do they need both hands and their voice without a rune tattoo? Spells require free hands unless otherwise noted.

Do they need to roll something for a spell to take effect, or spend a resource? Once cast, spells just...See more
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Customer avatar
Azaltear P November 08, 2021 6:37 pm UTC
PURCHASER

Thank you for your swift answer! Reading through the race descriptions with the part about the rune tattoos in mind everything fell perfectly into place, and it makes a lot sense balancing wise.

My group and I have two more questions if you don't mind!
First, in which book can we find more curses? We Die Young features only two spells that have the label "Curse" in it. Of those only Black Days applies a curse of the curse table, and it does not mention how strong the debilitating effect rolled on the curse table is.

Second coming from one of my players who chose a Were-bear as race. The section says that "Were-beasts retain their Supernatural bonuses even in human form, except for those obviously supplied by their transformation (terror, claws, fangs, wings, etc.)". Are we right to assume that the stat increases like additional STR, CON, etc. are also retained in human form? We were not quite sure if being a were-bear means that he's also huge and strong...See more
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Customer avatar
David B November 08, 2021 8:45 pm UTC
PUBLISHER
Kevin,
I am glad that you and your group are enjoying the game’s setting and flavor. There will be a lot more coming in the next book as well. Let us know how you like it when you get a game in, or if you have any more inquiries.
*Most of the curses got reworked into spells and have been put into future books, so be on the lookout for them in the later books.
*Curses are a -1 to the stat for each curse. Sorry it does not say that.
*Yes, were-beasts maintain attribute bonus in human form. So they are formidable even when even in human form, but look the normal humans. As GM, you can choose to only apply those attribute bonuses to those that are transformed if you think they are too strong.
Thanks
Customer avatar
Charleslebronn X October 13, 2021 5:30 pm UTC
kind of weird to jump on the osr train but also claim and version of dnd is a good comparison for learning , feels like you using osr for cloud
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Customer avatar
David B October 13, 2021 6:07 pm UTC
PUBLISHER
I'm not sure that I understand your point, but I've made over 30 OSR products and love D&D, so there's that. Have a nice day.
Customer avatar
Neil S October 07, 2021 2:46 am UTC
POD
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Customer avatar
David B October 07, 2021 12:45 pm UTC
PUBLISHER
Print on Demand will be available through Lulu for this product.
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File Last Updated:
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This title was added to our catalog on October 05, 2021.