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Dilemmas ​

Survivor has no script for how strangers treat each other, no morality meter, and no dialogue choices. What it has is a set of rules that keep putting the same question to the people in a night: you, or them? This page lists where that question comes from, so a writer or a designer can find every place the game produces roleplay, and see what each side stands to lose.

Most of the rules here are defined elsewhere, and this page only points to them. Where a rule is defined here for the first time, it says so.

What Makes a Dilemma ​

A situation in a night turns into roleplay when it has at least two of these three things:

  • Something scarce that cannot be shared. A dose cures one survivor. A seat carries one. A safe room holds four, for five minutes each.
  • Something hidden that someone could lie about. A bite under a sleeve. A dose in a pocket. A road finished and not mentioned.
  • A cost that falls on someone else. The dogs a marked survivor draws. The award an infected squadmate takes from the squad. The Turn that comes in a seat.

The game never judges which answer was right. It does not label anyone a hero or a villain (The Living, Betrayal). The Ledger records what was done (Survivor, Winning), the After-Action Report says how the night ended, and ΜΝΗΜΗ watches. Watching what people do here is what the sleepers are for (The Sleepers and the Remembered).

Where It Comes From ​

SourceWhat is scarce or hiddenWho paysDefined in
The hidden biteThe Mark, under cloth until FractureThe squad that trusted, the stranger who stood closeThe Living, The Mark Between Strangers; The Mark Within a Squad
The carried doseA dose in the hands of someone who cannot use itWhoever holds it, and whoever needs itThis page; Elpis in the Night, Using It
The fresh handWho can still take hold of Elpis tonightThe one whose hand is spentThis page; Elpis in the Night, One dose a night
The end of the roadThe next dose, and how many are waiting for itEveryone waitingThis page; Elpis in the Night, The Reserve
The beaconThe stage of a Mark, and what it drawsWhoever walks beside itThis page; The Infection, Resonance
The doorSeats, and the lines on a stranger's armEvery passenger, in Ribbons and in riskThis page; The Extraction, The Boarding; The Economy, Exposure
The HeavyHands enough to put it downStrangers who must fight together, then competeSurvival, The Heavy
The roomFive minutes of held clock, four placesWhoever is left outside, or whose time runs outSurvival, Safe Rooms
The Last BreathsTwenty to forty seconds of a personThe one turning, and everyone in reachThe Turned, The Turn
The scarImmunity, and a body that can go where no one else canEveryone who wants a scout, or a seatElpis in the Night, The Scar
The lock built for twoA vault only two strangers can open, holding enough for twoWhichever of them trusts firstObjectives, Restrictions, and Events, Vaults
The strain caseOne pure strain, which can be taken or smashedEveryone the monster will huntThe Strains, Stealing a Strain
The needleA latent vial, and the quietest way to change a nightThe one needled, and the one who chose toThe Infection, How the Virus Gets In
The ones left behindThe Turn of someone abandonedWhoever left themThe Living, Betrayal; The Turned, Hunts
TiesWhat the records made people to one anotherWhoever freed themSurvivor, Ties

The Carried Dose ​

A dose of Elpis is useless to anyone clean. The injector will not fire into a body with no virus in it (Elpis in the Night, Using It). It is also the most valuable thing in the city to anyone who has been bitten. A clean survivor who holds one is holding someone else's life, and everyone around them knows it.

  • It is insurance, and bait. A clean survivor who keeps a dose can use it on themselves the moment they are bitten. Everyone infected who sees it knows that, and so does every squad with a member in Fracture.
  • It is a currency. It can be traded for a seat, a weapon, a key, an escort, or a promise. Nothing in the game enforces a promise.
  • It is a target. Whoever carries it can be killed for it, anywhere but a doorstep or inside a safe room (Survival, Safe Rooms).
  • It goes everywhere its holder goes. A dose carried onto a way out leaves the city unused. No one in the Night is told what happens to it.

The Fresh Hand ​

Defined in Elpis in the Night, One dose a night. A survivor can take hold of Elpis only once per night. That turns every group into a count of hands.

  • A spent hand cannot carry the next one. A squad that has already taken a dose needs a member who has not, or someone else, to take the next.
  • Being injected uses no hand. A survivor whose hand is spent can still be cured by someone holding a dose. Giving a dose away is the only way a spent hand is ever saved.
  • Strangers can tell. A survivor who reaches for a case and cannot lift it has just shown everyone that they already held one tonight, and asks the question of where it went.

The End of the Road ​

Defined in Elpis in the Night, The Reserve. A survivor who finishes their road with no dose open waits, and when a dose opens, everyone waiting races a Last Trial for it.

  • No one is told how many are waiting. Two survivors who both stopped hearing new Trials may both be waiting for the same dose, and neither knows the other is.
  • Partners race each other. Each Last Trial is the survivor's own, and a squadmate can help only one of them at a time.
  • The holds become precious. An antiviral or a safe room's minutes buy a waiting survivor time to reach the next opening. Those are found, not given, and someone else may want them too.
  • The Last Dose is public. At the ten-minute call ΜΝΗΜΗ says the last one is open. Everyone in the city whose player has seen the medicine then knows a case will fall somewhere soon, and that whoever is waiting will run to it.

The Beacon ​

Defined in The Infection, Resonance. The dogs, every G-Virus creature, every T-Veronica creature, and every Uroboros creature sense the virus, from farther away the further it has gone. What they come for, they find beside whoever stands near.

  • The clean pay for walking with the marked. A squad with a member in Fracture, in a district of a strain that hunts by Resonance, is a squad being hunted.
  • Distance is the choice. Keep the marked survivor close and take on their hunters, send them ahead as a lure, or leave them.
  • Where matters. In a district the T-Virus holds, a marked survivor can walk among the dead unfelt until the dogs find the street. In the laboratory beneath the city, every G-Virus creature knows where the infected are.
  • Elpis ends it. A cured survivor falls silent at once. Curing a squadmate is also how a squad stops being followed.

The Door ​

The penalty is defined in The Economy, Exposure. A way out that does not check carries anyone who reaches it (The Extraction, The Boarding). After the signal no Warden protects anyone (Survival, Safe Rooms). So the only rule at a civilian door is the people standing in it.

  • Every infected survivor aboard costs someone. Their own award is halved. Their squad loses a quarter for each of them. Every stranger aboard who could see their lines loses a share that grows as the way out gets smaller.
  • Looking is a choice, and so is not looking. A stranger in Seed costs no one anything. A stranger with lines costs only the people who rode beside them. Asking a stranger to bare their arms at the door is the ritual of The Living, now with a price on skipping it.
  • The Turn can come in the seat. Seats are judged at departure. A survivor whose Mark turns black aboard turns among the passengers, and where the way out does not check, the living aboard must put them off, put them down, or stay beside them (The Extraction, The Boarding).
  • There may be no other way out. At least two ways open, far apart, and each leaves at its Last Call or a minute before the end (The Extraction). Choosing another door late in the count usually means choosing none.

Examples ​

These are worked nights. The steps follow the rules as written. The choices at the end of each belong to the sleepers.

Two Squads at the Clock Tower ​

A night in the Raccoon City of 1998, after the signal. Two squads of four, A and B, each made in the night, reach Raccoon Park together. The Clock Tower helicopter holds four.

StepWhat happensWhy
1A rings the bell. The bell is Thunder, and it draws the dead, and a Tyrant already loose in the park, into the courtyard between both squads and the landing.The Extraction, The Clock Tower; the bell is Thunder
2Neither squad can put the Tyrant down alone with the city's guns. Together they are eight. They fight it side by side and put it down.Survival, The Heavy: ordinary guns need five or more survivors firing together
3The dead the bell drew bite A2 and A3. B2 takes a claw. All three are infected.The Infection, How the Virus Gets In
4A1, clean, holds a dose taken from a fallen Echo an hour ago. Everyone in the courtyard sees the amber injector.The Living, The Clean; this page, The Carried Dose
5B1 already took hold of a dose tonight and gave it to B3. B1 cannot lift A1's dose even off A1's body. B4 can. B4 steps forward.Elpis in the Night, One dose a night
6The helicopter lands. Eight survivors, four seats. A is short of ammunition after the Tyrant. B is not.The Extraction, The Boarding
7A1 can inject A2 or A3. It takes four seconds rooted in place, and one round from B interrupts it and drops the dose for anyone to take.Elpis in the Night, Using It
8B makes an offer: give the dose to B2, and B takes only two seats. B2 cured would ride with A as a scar, not a stranger with lines.The Economy, Exposure: the cured expose no one

What each choice pays the squad A members who get out, each with a clean extraction award of 57 Ribbons on an 80-minute night:

A's choiceWho of A gets outA's award, in total
Cure A2, take A3 aboard infectedA1, A4 clean at three-quarters; A2 cured at three-quarters; A3 at halfabout 147
Cure A2, leave A3 behindA1, A4 clean in full; A2 cured in fullabout 159, and A3 turns in the courtyard
Take both aboard uncured, keep the doseA1, A4 clean at half; A2, A3 at halfabout 113
Give the dose to B2 for two seatsTwo of A, chosen by ATwo full awards at most, and a debt no one enforces

Leaving A3 pays the squad about 11 Ribbons more than carrying him. The money is close on purpose. The choice is about A3, not the award. If A leaves him, A3 may rise as something that plays on and remembers who left him. His Hunts never count squad A, but nothing stops him coming after them (The Turned, Hunts).

The Subway and the Man in Fracture ​

A night, the last two minutes before the Subway's Last Call. Seven strangers are aboard, clean or cured. A stranger runs down the stairs with blue-grey lines to the jaw.

StepWhat happensWhy
1He is in Fracture. Everyone aboard can see the lines without asking.The Infection, The Mark
2If he rides, each of the seven loses a twentieth of their award.The Economy, Exposure: half divided by ten seats
3If his Mark turns black before the car leaves, he turns inside it. The Subway does not check, so the passengers must deal with him.The Extraction, The Boarding
4He offers his shotgun and every shell he has to whoever lets him in.This page, The Door
5Two passengers push him back toward the stairs. The dead are coming down them. No Warden stops anyone after the signal.Survival, Safe Rooms

The cost in Ribbons is small: a twentieth each. The real cost is the Turn that may come in the car. The passengers are weighing a stranger's life against a risk, and the price only says who will remember the choice.

Two at the End of the Road ​

Late in a night. Two survivors who took each other's hand early, a squad of two, have both finished their roads. Neither heard a dose fall. Both wait.

StepWhat happensWhy
1The ten-minute call. ΜΝΗΜΗ says the Last Dose is open. Each partner hears a Last Trial in their own earpiece: different Trials, the same cost.Elpis in the Night, The Last Trial
2One of them is in Fracture and will not finish theirs alone in time. The other is in Fever and might.The Infection, The Stages
3The partner in Fever can help the other's Trial instead of their own. Only one of them can be cured.This page, The End of the Road
4Whoever wins, the case lands in the open, under an amber strobe. Strangers who heard the call run toward the light.Elpis in the Night, The Drop
5If one is cured and both reach a way out, the cured one is exposed by the other: a quarter off.The Economy, Exposure

The Bargain in the Room ​

Before the signal. A safe room in Uptown holds four: a clean survivor carrying a dose, two strangers, and one survivor in Fever with a minute and a half of safe-room time left.

StepWhat happensWhy
1Inside, no one can draw, shove, or needle anyone. Everything said stays inside.Survival, Safe Rooms
2The survivor in Fever offers what they found for the dose: the answer to the puzzle that opens a vault two streets away, with a magnum and its rounds inside.Objectives, Restrictions, and Events, Puzzles; Vaults
3The clean survivor's hand is spent: they took this dose from a case. If they give it away, they can never hold another tonight.Elpis in the Night, One dose a night
4The infected survivor's minutes run out. The room stops holding them: their clock runs again, and anyone inside can now draw on them.Survival, Safe Rooms: the limit
5Outside, the doorstep still keeps everyone safe for twenty meters. Past it, nothing does.Survival, The Warden

The room is a negotiating table with a timer on it, and the timer is different for everyone at the table.

What Is Never Done ​

  • ΜΝΗΜΗ never stages a dilemma for a person. She plans for places and patterns, never for a survivor picked out (ΜΝΗΜΗ as Director, Second Law). The dilemmas come from the rules and from what survivors do.
  • No rule here punishes kindness. Giving a dose away is a small award and a deed on the Ledger (The Economy, Earning). Exposure takes only from the award for getting out, and only for the virus that left the city.
  • Nothing here touches Hardening. A body hardens by time alive, whatever its result and whoever rode beside it (The Survivors, Hardening).

Original works and original fanwork contributions © Johnny Kestler. Fanwork franchises belong to their respective rights holders. Documents developed with Claude (AI); site built with AI assistance.