Survival Pages
Citizen Survival Document DS-5018 Version 2.6
In light of the recent Mists outbreak, all citizens have been provided with a simple but effective survival packet. The pages contained in this packet will teach you how to best protect yourself and those you love from The Mists. You are going to be alright and you will survive. One day, things may even get better.

Here’s the information we know:
 1.	The Mists are not the light grey fog we are familiar with, but have a dark maroon tinge, appearing black in the night. 
 2.	The Mists cannot persist in a warm, dry, or brightly lit enclosed area, no larger than 1000 ft square. Once a part of the Mists are cut off from the main body outside, it will soon dissipate harmlessly into the air.
 3.	The Mists seem to avoid those who “burn with passion.” This isn’t fully understood, but it seems that the “will to live” is enough to keep the Mists at bay. Once a group or area becomes full of mostly hopeless or frightened individuals, the Mists consume.
 4.	Those consumed by the Mists are transformed and changed into….something. ‘Zombies’, people call them, but it’s impossible to say for sure.
 5.	During the night is when the mists are the strongest, but its during the day that those “consumed” by the mists are active. 
The following pages contain guides and advice you need to survive. Please read everything contained within, and above all else, DO NOT LOSE HOPE!

Notes from fellow survivors are in italics, useful for both players and GMs.

Images are taken from the U.S. Army Field Manual 305.70
Introduction
Survival Pages is a tabletop role-playing game that provides simple mechanics for a deadly and dangerous story. While most games allow you to play as a badass in a strange land, Survival Pages allows you to play as yourself, relying only upon your cleverness and real-world knowledge. There are no special abilities or prestige classes. Your body parts and fortified locations are your greatest resources. Be careful! When you first start out, tasks are simple, but as you get injured, they become more and more difficult. 

You will need 
 ●	some note-cards (1 per player)
 ●	pencils
 ●	at least 2 six-sided dice (2 per player helps the game go faster). 
 ●	pick one person to be the GM.

Playing the game is simple: You and your friends take turns describing what you are doing/attempting to do, and in turn, the GM tells you how the world reacts to your decisions. The GM is also responsible for describing your surroundings (including places, people, etc.) and presenting the obstacles and challenges that you must confront (environmental hazards, enemies, illness, and more). 

However, the GM doesn’t determine the result of your more risky actions. 
That’s what Moves are for.

This game is based on Apocalypse World by Vincent Baker, which uses the mechanic of triggered Moves. Most of the time, you can describe your actions, and then immediately do them; no dice required. However, If what you are attempting to do triggers a Move, then that Move determines the outcome of your attempted actions. Moves have a radioactive sign (☢) next to them for easy reference. 

Walking across the street won’t trigger a Move. Walking across the street while dodging enemies and dragging a friend may trigger SEVERAL Moves. Just describe what you are attempting to do, and THEN see if it triggers a move. Unless a Move is triggered, you succeed at your task without any consequences. 

Another thing to note about Survival Pages is that however you describe your actions, that exactly how it happens. Often called “Narrative Truth”, this means that characters should think about when and how they describe what they are doing, and what they are attempting to do.
Parts
Your character is made up of five Parts. Parts are more of an abstraction of your body’s capabilities and condition, rather than a physical limb. Focus on what each Part is used for, rather than which limb it refers to. (you might be able to attack an enemy with your physical legs, but you would still roll with your Arms score). All scores have a starting and maximum value of 5. Remember, your body is your most valuable and only dependable resource. Take care of it!

Head - five senses, figuring something out, searching for something
Core - eating raw meat, enduring pain, or shielding something with your body
Arms - strength actions, attack, handling and manipulating objects
Legs - getting away, navigating obstacles, dodging, and moving quickly
Spirit - Spirit can NEVER be recovered, and represents your sanity and hope. Any time you suffer an injury, you can choose to let it affect your Spirit instead.

Note: Your Spirit can be a small buffer between you and injury. When you allow something to affect your Spirit instead of your body, that means that you avoided the damage, but it left a mental scar or damaged your psyche. Explain how this happened, and how it affects you. Example: “I thought I was done for, but at the last minute the attack from the zombie veered away, lightly brushing my hair instead of tearing off my face. My life flashed before my eyes, and I don’t know if I could ever face a zombie directly again.”
☢ Take a Risk
Whenever you do something difficult, risky, or potentially dangerous, determine which Part is being most heavily relied upon, and roll 2d6 (two six-sided dice), adding that Part Score to the result. If you don’t know which Part is being most relied upon, roll + Core by default. 
On a 13+ 	You succeed without obvious or direct consequences. 
On a 10-12 	You succeed, but you must choose one consequence.
On a 9- 	You don’t succeed and you must chooses one consequence.

Part Use Examples
Lift something heavy: Roll + Arms
Jump a fence: Roll + Legs
See something in the distance: Roll + Head
Trying to fix a radio: Roll + Head
Convince a survivor to help you: Roll + Head
Eat rancid meat: Roll + Core
Shield with your body: Roll + Core