∞ Infinity: Action Movie Worlds for an Action Movie RPG

∞ Infinity isn’t an end in and of itself. It is, and always has been, a venue for game settings I’m interested in creating and running. These include:

  • Guns in The Outlaw: Mad Max meets The Lord of the Rings. It’s 2039, and the world has been remade by three apocalypses: The Plague, The Collapse, and The Emergence of Magic (monsters, spells, and non-human races). There are but a few islands of order, everywhere else is The Outlaw, the lawless expanse. “Guns” are Outlaw freelancers: mercenaries, bounty hunters, and, yes, even criminals. When people need protection, when they need revenge, when they need a monster hunted and killed, they hire Guns. In post-Emergence America, where dragons fly and spells actually work, Guns are the heroes and villains of The Outlaw.
  • Infinity ∞ Files: The walls between our world and an infinite universe of alternate Realities are breaking down. Portals to other worlds are opening up, flooding our Reality with things that cannot exist. Magical artifacts. Psychic abilities. Super powers. Alien races. Horrific monsters. Our Reality is being swept away. Agents of the Infinity Group, it is your job to find these portals and close them, to save our Reality from utter destruction.
  • Dead Man’s LandYou are the zombie. The zombie apocalypse has arrived, and you are infected (though not yet mindless and drooling). Slowly dying from the zombie plague, you are becoming more like the dead every single day. You can sense their presence. See through their eyes. And even control them. Exiled from the walled Sanctuaries where the last survivors huddle, you wander the vast territory between the few remaining outposts of normalcy and the many fallen cities of mankind, thronging with the living dead. This lifeless and hazardous terrain is your land, Dead Man’s Land.
  • Storm KnightsTorg, remastered for ∞ Infinity. (A fan’s reworking of an incredible game.)

I am excited for all of these. As development continues on ∞ Infinity, I am making notes and trying out ideas, slowly building on the core descriptions here. When the game is finished, then the real work begins.

Dead Man’s Land: You Are the Zombie

This is the end of the world. The Star Wormwood appeared in the night skies. The moon turned red, rains fell as blood, rivers ran scarlet, and the dead came to life and attacked the living.

This is the Zombie Apocalypse. And you are a Zombie.

They call you “carriers”, people infected with the zombie plague. Still rational, still living, not yet cannibals, nevertheless you are slowly dying.

But by bit, the plague is eating away at your humanity, killing you by inches, turning you into one of the millions of mindless walking corpses that throng the cities of the south. And as it does so, you become more like them.

Tougher. Faster. Able to sense their presence. Able to hide among them. Able to see through their eyes. Able to regenerate damage, by feeding on flesh. (Not necessarily human.) But sometimes, there is this rage and hunger…

You are becoming one of them.

Your goals are simple: Survive the wastes. Fight the hordes. Cure your disease. Nothing else matters.

North, in the high mountains and cold climates, are Sanctuaries, cities of uninfected humans. You are infected, so cannot dwell there, but their very survival depends on your kind.  You alone can brave the wastes between the Sanctuaries and the zombie hives. You alone have nothing to fear from the plague, nothing to fear from zombie bites or zombie attacks…

Except dying from them. Which is happening already.

Those vast, abandoned lands between the Sanctuaries and the cities are your domain, the domain of dead men walking. They call this place Dead Man’s Land.

The Game of Living Zombies

Dead Man’s Land is the game of Living Zombies. Currently under development by Jasyn Jones, it’s a zombie apocalypse campaign setting written specifically for the ∞ Infinity Gaming System.

It features the same action-movie heroics as other ∞ Infinity campaigns, in a horror setting where zombies have destroyed the world. Packed with secrets to discover and causes to fight for or against, Dead Man’s Land is a zombie apocalypse where you are becoming one of the walking dead.

White Star. Red Skies. Black Stone. Crimson Eyes.

The Apocalyse began with a new star, burning white in the northern skies. For seven days and seven nights, it burned as the sun, turning night to day.

On the first day, all electronics ceased to function. The computers, the stereos, the engines, the motors, the power lines: mankind’s technology was destroyed in less than 24 hours.

And on the second day, the skies turned: no longer blue, but scarred with red, and the clouds that gathered were scarlet and roiling.

On the third day, the skies opened and rains fell across the land. As red as blood but cold as steel, the rains fell on humans, animals, and plants alike. They contaminated lakes and streams, and the waters of the north ran red.

And on the fourth day the dreams began. They were every one all the same, and millions shared them. This is what they dreamed:

A red sun, and a parched landscape through which oleaginous black waters ran in rivulets along the ground. Black waters fall from the sky and at night choking mists cover the land.

Black, thorny plants with a thick, almost flesh-like skin that bleed when cut. Ugly, six-limbed beasts with short snouts, long, irregular teeth and heavy hides fighting each other, the victor consuming the defeated. Squat, six-limbed humanoids with red skin, fighting the beasts and each other with spears and whips.

Then the dreamer, in the bleak landscape, chained to a piece of black rock along with numerous others. His family. His friends. His neighbors. They drag the rock along the ground on rollers, then up a ramp, all the while the six-limbed humanoids whip them to work faster. They are building thick walls and low buildings from the black stones. A city of obsidian rock painstakingly built by slave labor, black stone under red skies.

On the fifth day, the eyes of a third part of men turned red. From their cornea to their scelera, even the whites of their eyes were awash with crimson. And they thrashed, and were in pain, and their nights were plagued by dreams of hell.

And on the sixth day they took to the streets, hunting in packs and killing those they hunted. Rampaging mobs of the stricken, with red eyes and faces twisted by rage, with no memory of who they were and no cognizance of what they did. Most were killed in the streets.

Many survived the attacks of the stricken, and that night dreamed of the obsidian city and the demonic slavers, and woke themselves with eyes of red, and came forth to kill. And the dead were heaped in piles, and buried in mass graves.

On the seventh day, the star Wormwood faded and as it died, so died the world. The dead tore free from their graves and came forth, covered in rot and soil, clad in stained and tattered garments. Rising, they went forth and conquered the world.

– excerpted from The Gospel of the Fall of Man

Dead Man’s Land

Six months after the zombies first rose, and humanity still survives. In the far north, in high mountaintops, inside walled Sanctuaries humanity holds on.

Zombies throng the fallen cities of mankind, driven to gather by causes unknown. They crowd the streets and fill the buildings, wandering aimlessly… until a victim crosses their path.

Between the abandoned cities teeming with hunting corpses and the remote Sanctuaries of the uninfected lies a vast wilderness, the land of the carriers. Those sick with the rotting disease, but who have not yet succumbed to their inexorable death, are half-zombie, yet wholly sane.

Without fear of zombie bites or the zombie plague, they wander the wastes, performing tasks no one else can do: scavenging supplies, carrying mail, staging raids into the zombie hives, or rescuing stranded humans, then bringing them to Sanctuary.

Solely the province of carriers — those doomed to death via slow zombification — the wastes between the cities and the Sanctuaries are known as…

Dead Man’s Land.