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Hope, it's a simple word but one we all need to experience now.
# Autonomous Garden
"All fictions are the seeds of reality" - Wakest
## Table of Contents
[**Chapter 1: Setting**](#setting)
[Themes](#themes)
[Terms](#terms)
[Technology](#technology)
[Locations](#locations)
[Campaigns](#campaigns)
[**Chapter 2: Characters**](#characters)
[Defining Characters](#definingCharacters)
[Attributes](#attributes)
[Skills](#skills)
[Traits](#traits)
[Plot Points](#plotPoints)
[Secondary Attributes](#secondaryAttributes)
[Goals](#archetypes)
[Values](#archetypes)
[Wealth](#wealth)
[Credit](#credit)
[rep](#rep)
[Archetypes](#archetypes)
[Downtime](#downTime)
[Tutors](#tutors)
[**Chapter 3: Equipment**](#equipment)
[Aquiring equipment](#aquiringEquipment)
[Item List](#itemList)
[Clothing and Protective Suits](#clothingAndProtectiveSuits)
[Communication Equipment](#communicationEquipment)
[Medical Equipment](#medicalEquipment)
[Surveillance Equipment](#surveillanceEquipment)
[Survival Equipment](#survivalEquipment)
[Tools](#tools)
[Personal Weapons](#weapons)
[Personal Armor](#armor)
[Shields](#shields)
[Vehicles](#vehicles)
[**Chapter 4: Action**](#action)
[Actions](#actions)
[Dice Rolling](#diceRolling)
[Action Tests](#actionTests)
[Skill Tests](#SkillTests)
[Unskilled Tests](#unskilledTests)
[Attribute Tests](#attributeTests)
[Complexity](#complexity)
[Opposed Action Tests](#opposedActionTests)
[Action Definition](#actionDefinition)
[Acting Fast](#actingFast)
[Action Types](#actionTypes)
[Social Actions](#socialActions)
[Resolving Combat](#resolvingCombat)
[Initiative](#initiative)
[Surprise](#surprise)
[Movement](#movement)
[Attacking](#attacking)
[Defending](#defending)
[Combat Modifiers](#combatModifiers)
[Injuries](#injuries)
[Recovery](#recovery)
[Hazards](#hazards)
[**Chapter 5: Game Moderating**](#gameModerating)
[Safety First](#safetyFirst)
[Running the Game](#runningTheGame)
[Improvising](#improvising)
[Running action tests](#runningActionTests)
[GM Assitants](#GMAssistants)
[Improvising](#improvising)
[Session 0](#session0)
[Designing Adventures](#designingAdventures)
[Game Balance](#gameBalance)
[Pacing](#pacing)
[Plotting a campaign](#plottingACamaign)
[Occult](#Occult)
[**Chapter 6: NPCs**](#NPCs)
[Humans](#humans)
[Non Human Characters](#nonHumanCharacters)
[Non Human Traits](#nonHumanTraits)
[Animals](#animals)
[Moreaus](#moreaus)
[Spirits](#spirits)
[Cryptids](#cryptids)
[**Appendix**](#appendix)
## Design
This game is based on the principle of “function over structure.” What does
that mean? Basically, it means that this game is concerned with how useful
things are in play and not with exactly how many wound points remain in the
left leg. The system works by placing more and more negative modifiers due to
damage, until things stop working. Anything not covered by standard attributes
(numeric ratings that tell you the effectiveness of things in a given field)
are covered by “Perks” and “Flaws,” modifiers with variable uses.
This is called an effect-based system and allows us to use fairly simple rules
to cover a large number of situations, rather than rely on an arcane “one rule
for every situation” set.
## Game Elements
### Objects of the Game
Autonomus Garden is about exploring the world and the characters. This is an
infinate game, where the point is to continue the game, there is no beating it.
### Default Player Characters
### Default Antagonists
State agents, corporate mercenaries, and fascist militias all make great player
antagonists.
### Game Units
Autonomous Garden defaults to using Meters as a game unit however for gaming
groups that are use to imperial measurements, these can easily be substituted
for yards, without breaking anything.
### What you need to play
In order to begin playing you will need the following:
+ At least one copy of these rules, which will tell you how to run the game. It
is useful if each player has access to their own copy of the rules for easy
reference
+ One character sheet per player
+ A pencil
+ A set of six sided dice(Between 3-6) per player or digital equivalent.
+ A set of XNO cards per player (Optional but recommended)
# Chapter One: Setting <a name="setting"></a>
"Cooperation, not competition, is the very basis of future survival and of
existing life systems" - Bill Mollison
In *Autonomous Garden* you play members of your community council delegated
ith various tasks to keep your society running.
The old empire has torn itself apart, but unfortunately a shell still remains.
The empire has fallen, the earth is healing. But not without long standing
wounds, attempts to engineer technical solution to climate change have only
accelerated global weirding, sure the megaflora might capture more carbon but
some species have also mutated by the genetic splicing used to create them.
Sorcerers walk the night streets to bioluminescent mushrooms as the local
cryptid is spotted in the community food forest.
Within the ashes of the old word, new or should we say old ways of organizing
our societies have become more common. Ones where people have say in their
communities and don't have to worry about systemic bigotry. One where people
are relearning to live with the more than human world and not against it. But
not everyone feels this way, and there are those who want to go back to the old
way of doing things.
Of course the task ahead is a great one, we only want the world.
## Themes <a name="themes"></a>
“There is an intimate reciprocity to the senses: as we touch the bark of a
tree, we feel the tree touching us; as we lend our ears to the local sounds and
ally our nose to the seasonal scents, the terrain gradually tunes us in turn.”
— David Abram, Spell of the Sensuous
There are several themes that make up *Autonomous Garden* some of which may not
be familiar. Knowing these themes in important for setting the tone of the
game. All of the themes to no need to present themselves in every campaign but
getting most of them is ideal. A campaign that takes place in a small commune
will play different than one that takes place in a city.
### Anarchism
Anarchist themes revolve around personal freedom, social equality, and how
society can be organized. Anarchism seeks to remove all hierarchy unless it
proves itself necessary. Direct democracy and consensus voting are common.
### Community
### Consequences of the Past
Environmental damage done in the name of profit, social damage done to control
a population. It deliberately subverts systems that prevent the brighter future
from happening.
### Ecological Living
What is it like to live in a community that doesn't export the cost of living
onto the more than human world, in order to make a quick profit.
### Hope
The future is not nihilistic, in fact, it is quick optomistic. Things can get
better if we make them. This doesn't mean its a utopia but more of a protopia,
able to improve it's self from our current state to something one would want to
live in. While Hope here doesnt mean blind faith, that politians will "do the
right thing", or some technology will come around allowing westerners to live
the way they have without causing ecocide. It is the hope that things can
better than what they are now and most importantly is that nothings stops this
from happening right now.
### Positive Technology
Technology has largely failed to lessen the workloads for works under
capitalism, as it just means that the production can be increased by any gains
in efficiency the new technology provides. Used democratically however, the
efficiency can be used to reduce labor while still meeting the needs of
society. Some technology can outright improve the lives of those who use it.
### Paranormal
Magick happens, but for most people it only appears as coinsidence, where it is
easily written off. Aliens abduct people but it doesn't mean that they are
taking people up on a nuts and bolts space craft. Large hairy hominids wonder
the forests and sometimes they'll talk to you telepathically. What is usally
called the paranormal interacts with the normal world in subdte ways that only
a few ever incounter.
### Decolonization
## Terms <a name="terms"></a>
**Affinity Group:** A group of friends/comrades that work together for a common
goal. They are small and intimate enough that they are resistant to outside
influence, but they still have enough power to get things done.
**Anarchist:** A political system that is against hierarchy, the state, and
capitalism as all of these are violent.
**Appropriate Technology:** Technology that is designed to be sustainable,
small, and appropriate the context of its use.
**Archology:** A monolithic structure build around environmental integration
with the human world.
**Artificial Scarcity:** The illusion of, or limited access to something that is
abundant. The most common use is by a market economy.
**Capitalism:** A market economy, in which work places are privately owned buy
an owning class, where a working class is coersed into selling their labor at a
fraction of its value to generate profits for the owning class. This system
demands infite grown that does not concider enviromental damage a cost of its
operation.
**Civilization:** An urban centric hierarchical society that depends on rural
agriculture.
**Communism:** A classless, stateless, and moneyless society.
**ITEK:** Is the Indigenous Traditional Ecological Knowledge that a culture has
that keeps themselves in a good relation with the more than human world. It
includes how to care for land and animals for the benefit of all.
**Green Washing:** Giving misleading information about the environmental impact
of a products or service. These still usually benefit empire.
**Nouveau liberal:** Someone or something that is posing as solarpunk.
**Permaculture:** Is a practical design philosophy intended to help us live and
prosper in an environment, while working with nature in a positive way, using
solutions based on careful observation of natural ecosystems and common sense.
Permaculture is a collection of indigenous thoughts that have been collected
but lack indigenous thinking.
**Personal Property:** Property that is owned for use of it's owner.
**Private Property:** Property that is owned to generate profits for
it's owner, usually not occupied by its owner.
**Profit:** The difference between the cost of operating private
property including paying its workers and the revenue that they
generate.
**Socialism:** An ideology that that's states that the workers should own, the
work place, residents should own their home, etc and classes of people are
abolished. Theoretically this could include a state but has never been
demonstrated.
**Solarpunk:** Anti authoritarian ecological fiction.
## Technology <a name="technology"></a>
Most technology of **Autonomous Garden** resembles the same tech to use today
and indeed almost all of it are things that exist today. Speculative fiction
often takes things that exist and makes them more common. *Appropriate
Technology* puts multiple similar solutions in place where they best fit and
self sufficiency for those using it.
### Biotech
Over the last few years new technologies in biotech have emerged. Most notably
Stimpacks, a small injectable that can replicate the regenerative effect of
reptiles. Most injuries can be healed with a week and even severed limbs can be
fully regenerated with in 2 months.
### Heating and Cooling
Lowtech heating and cooling ease the burden of powering buildings with little
to no energy usage.
#### Geothermal Heating/cooling
#### Green Roof
#### Masonry heating
#### Terracotta Air conditioner
### Energy
The decentralizing of energy opens up a variety of ways individual and
communities can power their homes and buildings. Many of these technologies
wouldn't be out of place in past centuries but don't let that fool you into
thinking they can't liberate people from capitalist control.
#### Composting Power Plant
In the 20th century Jean Pain created a technique for generation heat and biogas
from brushwood compost. By collecting brushwood from near by woods, the
composting power plant can produce methane gas for fuel, heat water, and create
humus for fertilizer all without any strong oders. Best of all this is a
set-it-and-forget-it system, meaning it doesn't require any maintenance outside
of new brushwood every 8+ months.
Modern Composting power plants can be made as small as 2x2m which is enough to
heat water 65°c, thanks to the use of polyethylene tubing less tubing is
required to heat.
Methane producing piles usually require a larger area as they have a tank in
them, filled 3/4 full with the same compost, which has been seeped in water for
2 months. The tank is hermetically sealed and connected to a reservoir. Once
distilled the methane can be processed to be used as fuel for cooking or in
generators. This fuel is equivalent to high grade petro.
#### Hydro
Humanity has been using hydro power for around 2,000 years. The old way was to
power the machines with mechanical transmission, but in the late 19th century
electricity became utilized as a way of powering machines.
##### Mechanical Transmission
Wooden water wheels appeared more than 2,000 years ago, there were a few
different designs but the most efficient one was the vertical overshot water
wheel, which could convert 50-60% of its potential energy into usable energy.
In the 18th century, iron water wheels appeared improving this to 65-85%.
The modern water-powered prime movers that we use today convert over 85% of
their potential energy into usable mechanical power at the shaft of the
turbine and are 10 to 20 times more compact than the water wheels of old.
##### Electric Generator
Hydro electric generators come in various sizes from being able to power a home
to a city block. In addition to the water wheel, an electric generator is
connected to wheel. On average a hydro electric generator only converts about
half of the water energy into usable energy.
#### Solar
Maybe the most popular idea of renewable energy, and where the genre gets it's
name. Solar power uses the power of the sun, to generate energy.
##### Solar PV
Solar PV or Solar photovoltaic generates electricity from sunlight. Solar PV
panels can be installed in most places where they can collect sunlight.
##### Solar Water heater
##### Solar Air Heater
This device is made of a plywood box with a clear pvc or glass panel and some
form of aluminum inserted inside painted matte black to collect heat. It has 2
air vents one going into the bottom and the other the top, both will run into
the building to be heated, and at least one fan to pump the air thru the
system. Variations on these are numerous, but soda can and window screen are
popular.
Solar Air Heaters are not meant to replace a traditional heat source but can
supplement it, depending on the setup they are able to provide up to 40-60% of
heating needs. Minimum useful sizes for these are 1.2 by 2.4m and will usually
cover a whole south facing wall for maximum effect.
#### Stirling Engine
#### Wind
For more than two thousand years, windmills have been built from recyclable or
reusable materials. When electricity producing wind turbines were invented in
the 1880s. The materials didn't change. It was only with the arrival of plastic
composite blades in the 1980s that wind power as become a source of toxic waste
production that ends up in landfills.
New production technology and design enable it to be possible to build larder
wind turbines almost entirely out of wood again, not just the blades, but also
the rest of the structure. This has solved the issue of waste and making the
manufacturing of wind turbines largely independent of fossil fuel and mining.
### The Meshnet
When the rebellion start to pickup steam, the empire setup the new iron
firewall to keep their political enemies from being able to recruit in lands
they controlled. While not perfect it does stop most libertians from accessing
the internet, whoever Libertatia has it's own internet. Built from
interconnecting nodes which prevents disruptions to the whole system.
The meshnet is capable of connecting to the wider web but it is usually not at
a comfertible speed.
Meshsites work via peer-to-peer without having to host them on a server, but
are signed by users with a unique key, ensuring that only the owner can modify
their meshsite.
### Software
Because intelectual property has been abolished, all software is free and open
source. This means anyone with programming skills can improve and redistribute
their changes. Older software especially games are able to be played on modern
systems with little issue. The software itself is lighter as it doesnt have to
include trackers and other malware, and focuses on the user getting their task
done instead of addicting them to their device.
### Travel
#### Air
Air travel is a lot slower than decades prior but those who travel get more
from the journey by taking solar powered dirigibles. The flight time is
significantly longer but the energy usage per trip is also significantly
reduced.
#### Ground
Electric vehicles are common but there are still a few combustion engines
kicking around in some places. Many people ride bikes or velomobiles, a kind of
mix between a bicycle and a car that may or may not have electric assistance.
#### Sea
## Life in the Communes
"True progress lies in the direction of decentralization, both territorial and
functional, in the development of the spirit of local and personal initiative,
and of free federation from the simple to the compound, in lieu of the present
hierarchy from the centre to the periphery." -Peter Kropotkin
### The right to live
The confederation guarantees right to live and all of that that
entails such as: food, clothing, healthcare, shelter, education,
transportation, and communication.
Some of these things are provided by the commune itself while others such as
healthcare are provided by the confederation. This way smaller communes wont
suffer, because they cannot provide for themselves.
### Work
Because people no longer have to work for the profits of others, labor has been
reduced back down to 15 hours a week like our ancestors had. The efficiency
improvements and technology made over the years allow this to be enough to not
sacrifice the western standard of living.
Communes will usually vary on their exact economic policy but all agree that
workers should democratically decide on how to spend their labor and as such
work places operate as worker owned co-operatives. These cooperatives organize
across their industry into syndicates help scientifically decide on how much of
anything should be produced instead of just seeing what will sell. Additionally
only the jobs deemed socially useful are taken up, jobs that that only ever
generated revenue like repo agent, telemarketer, administrative assistant, etc
no longer exist in this society.
### Community Councils
Each community there is a council made up of community members on a rotation
basis. Anyone who wishes to take part may do so without any form of election,
councils are made of up many members at a time to prevent accidental
hierarchies usually around 100-150 members.
These councils allow the community to bring up issues that are effecting the
commune, allow for their discussion, a plan of action and delegates to be
decided on to carry out the plan.
### Democratic Confederalism
Each commune is able to send 2 delegates to represent the commune within their
local region. These delegates allow the same kind of council structure to be
built at the provincial level. From there things go up to continental level,
etc.
This means that communities are not on their own and can further pool
resources.
### Ecology and Food
Most people eat things that are grown within 20 miles of them. Many foods are
grown in the former eye sores called lawns, fruit and nut trees line the
streets, and local food forests provide hundreds of different edible native
plants.
### Transportation
Transportation can largely be divided into two categories: local and long
distance.
**Local:** largely consists of human powered vehicles with electric assist
available for difficult terrain and disability. Utility vehicles are just about
the only reason local roads still exist and haven't been dug up to be replaced
with gardens and bike paths.
**Long distance:** The confederation builds and maintains railways between
communes. The old way of highways interconnecting areas is slowly fading as
they've only serviced personal cars. These ways of travel might be slower but
so is life.
Air travel has seen the return of lighter than air dirigibles. They are much
slower than jet engines planes but also require much less environmentally
damaging resources.
Naval travel has seen the return of sailing ships. Newer materials and design
techniques have increased the efficiency over the old pre 20th century
sailboats of the past.
### Justice and Defense
Eventually conflict and harm occurs, domestic disputes are handled by a local
Crisis Workers, a kind of negotiator or crisis responded. They don't come armed
and are trained to deescalate situations. Crisis workers often serve as
moderators for Restorative Justice meetings.
Restorative Justice seeks to heal social wounds instead of punishing people for
antisocial acts. Both the offending and offend parties, possibly their
families sit down with a moderator and work out what must be done to make up
for the offense. The offender is giving the opportunity to take responsibility
for their actions so they can change their behavior in the future, the vicitim
is given the chance to get answers which help cope.
Civil Defense have taken the place of police, but unlike state thugs, Civil
Defense is not responsible for catching runaway slaves, protecting private
property, suppressing worker rebellions, or generating revenue for the state.
Instead they stay in their barracks or other station unless called upon. They
are only called in when someones life is in danger.
Prisons are abolished and replace with rehabilitation centers to help offenders
not commit antisocial acts again. This usually comes after restorative justice
meetings has failed and the council decides to send them to get help. Communes
commonly ban the death penalty.
## Campaigns <a name="campaigns"></a>
"The greatest crimes in the world are not committed by people breaking the
rules. It's people who follow orders that drop bombs and massacre villages. As
a precaution to ever committing major acts of evil it is our solemn duty never
to do what we're told, this is the only way we can be sure." -- Banksy
### Green and Black ops
There are many state and capitalist projects that threaten the local and
regional environment and affinity groups are composed of individuals with the
skills to stop them.
This is the most action packed of the 3 example campaigns and PCs will likely
have some amount of combat skills.
### Automous living Campaign
The characters living in a permanent autonomus zone, there is no local state to
worry about but there are still things that need to be done. Affinity groups
are delegated jobs as members of the community but things don't always go
according to plan and sometimes they get quiet strange.
### Prefiguration
Your *affinity group* works to improve your community. Sometimes you need more
help and this requires rallying others who might want a favor before they are
willing to help.

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# Chapter Three: Equipment <a name="equipment"></a>
"You cannot buy the revolution. You cannot make the revolution. You can only be
the revolution. It is in your spirit, or it is nowhere." -Ursula K. Le Guin
This section provides the Players and Moderators with a basic list of equipment
for use by PCs and NPCs alike.
## Acquiring Equipment<a name="aquiringEquipment"></a>
Money is abstracted a bit so as not to have to track every dollar and become
your character's accountant.
Compare the character's wealth against the availability of the purchase,
anything at or below the character's wealth can be be reasonably bought at no
cost. Anything one point above their wealth rating can be bought but requires a
test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item
can be bought but the characters debt lowers their wealth by 1 the duration
depends on MoS.
MoS | Debt duration
--- | ---
3+ | Month
2 | Year
1 | Decade
Characters can [assist](#specialAction) another character in buying or selling.
Any debt effects all characters who contributed.
### Selling Items
A character can also decide to sell an item to erase their debt. Only a sale
equal or greater than their current wealth reduce debt. If the item is one
point above the character's wealth rating it can be sold the character rolls *2
dice* vs TN 4, 1 die for a quick sale. The item is always sold but If the test
is successful the character's Debt is reduced based on MoS.
MoS | Debt duration
--- | ---
3+ | Decade
2 | Year
1 | Month
A fumble indicates the character was fleeced, they loose the item and all
debt remain.
If an item is illegal, before selling it the character must find the buyer by
making a *Streetwise + Charisma* vs *TN 3 + item's Availability*.
## Item list <a name="itemList"></a>
Item | Availability
--- | :---:
**Electronics** |
Geiger Counter | 0
Power Bank | 0
Powersol | 1
Radio | 1
Signal Jammer | 1
Smart Phone | 1
Solar Charger | 1
Tracking Tag | 0
**Medical Equipment** |
Antivenom | 0
Stempak | 2
Vaccine | 0
XSTAT | 0
**Imaging Equipment** |
Endoscope | 1
Goggles | 2
**Tools** |
Kit | 1
Shop | 2
Facility | 3
## Electronics<a name="ElectronicsEquipment"></a>
The most common items modern characters use are electronic.
**Geiger Counter:** a blocky device that can detects radiation up to 50 meters
away.
**Power bank:** a small portable battery able to charge most portable
electronics.
**Powersol:** a fusion of a solar panel and an umbrella, it allows the user to
charge a device while providing shade.
**Radio:** Only useful for voice communication with other radios in areas were
cell or mesh connections aren't available. 15km range, encrypted military
versions are available.
**Smart Phone:** A cell phone with the ability to connect to infranets and the
meshnet, and can use encrypted forms of communication. Their connectivity is
limited to areas of cell towers or meshnet repeaters.
**Signal Jammer:** a suitcase sized device capable of disrupting all wireless
communication within 50 meters.
**Solar Charger:** is a small solar cell with an internal battery, use for
charging mobile devices or even powering some small devices.
**Tracking Tags:** are small device that are trackable via GPS. Useful for
keeping track of personal property but also common among stalkers tracking
their victims.
## Imaging Equipment <a name="imagingEquipment"></a>
These are devices for enhancing the visual senses of the user.
**Endoscope:** Thin wire like camera capable of seeing around corners and in
small spaces, such as under doors, used as a minimal invasive medical
examination tool.
**Goggles:** These strap to the head or helmet of the user allowing them to
benefit from one of the following sensors while freeing up their hands.
*Flare Filter:* provides protections form flashing lights such as flash bangs
and dazzlers provides protections form flashing lights such as flash bangs and
dazzlers.
*Nightvision:* or light amplification allows the user to easily see at night
the only in black and white. These reduce darkness penalties by 2 except in
complete darkness or in bad weather.
*Thermal:* allows the user to perceive based on heat instead of visible light.
These work in complete darkness but details are completely lost.
## Medical Equipment <a name="medicalEquipment"></a>
Below are medical items not normally found in a medkit.
**Antivenom:** Used to treat specific poisons produced by animals. It provides
a +5 on Body tests but is reduced by 1 per round after being poisoned.
**Stempak:** A syringe that contains stem cells and other drugs that cause the
rapid regrowth of damaged tissue, healing a single wound. A flesh wound will
heal in 1D6 hours, a deep wound in 1D6 Days, and full limb regeneration happens
in 2 months. Broken bones still need brace or cast to set correctly but will
heal completely.
**Vaccine:** Vaccines give a +2 bonus on Body tests against specific diseases.
**XSTAT:** A large 3 x 15 cm syringe that is designed to quickly stop the
bleeding of wounds. It will stabilize a wound in 3 rounds and last for 4 hours.
## Tools <a name="tools"></a>
Many items can be represented with a generic tool set, instead of having to
stat all possible items.
**Kits:** a bundle of tools used for a specific skill. The kit has the basic
items needed to perform the task but not much else. These are usually portable.
Example could be a medical kit allows a medic to stabilize wounds.
**Shops:** a work space which includes tools that are not easily carried. The
shop could be mobile such as in the back of a van, or stationary in a room.
Shops provide a +1 equipment bonus to the test. Example could be an electronics
repair shop with various spare parts, and bulky equipment.
**Facilities:** are a dedicated and staffed building. In addition to the
equipment bonus a shop provides, facilities have staff that can assist or even
carry out tests on their own. Example could be a factory that manufactures
bikes.
## Drugs and Toxins <a name="drugsAndToxins"></a>
Generally Drugs don't need special rules when being casually administered, but
in the event they are weaponized or a character is exposed to a dangerous
substance, the following rules are used.
Medical Drug | Potency | Route | Effect | Availability
--- | :---: | :---: | --- | :---:
Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0
Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0
Painkiller | 6 | Oral | Analgesic | 0
Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0
Euphoric | 12 | Oral | Euphoric | 0
Tincture | -2 | Oral, Topical | Same as other drug | 0
Recreational Drug | Potency | Route | Effect | Availability
--- | :---: | :---: | --- | :---:
Adrenaline | 9 | Injected | Stimulant, Analgesic | 0
Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0
Amphetamine | 8 | Injected, Oral | Stimulant, Analgesic | 0
Barbiturates | 10 | Injected, Oral | Sedative, Euphoric | 0
Cannabis | 6 | Inhaled, Oral | Euphoric | 0
Cocaine | 12 | Inhaled, Injected | Stimulant | 1
Morphine, Heroin | 10 | Inhaled, Injected | Sedatives, Euphoric, Analgesic | 0
Opium | 8 | Inhaled, Oral | Sedative, Euphoric, Analgesic | 0
PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0
Peyote | 6 | Oral | Hallucinogen | 0
Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0
Toxins | Potency | Route | Effect | Availability
--- | :---: | :---: | --- | :---:
Black Widow Venom | 8 | Injected | Fatal |
Chlorine gas | 5 | Inhaled | Fatal |
Cyanide | 10 | Oral | Fatal |
Black Mamba Venom | 10 | Injected | Fatal |
Pesticide | 6 | Inhaled, Oral | Fatal |
Death Cap mushroom | 11 | Oral | Fatal |
**Potency:** is how strong a substance is. It acts as an attack result vs
the character's Body test, dealing effects based on MoS. Multiple doses add 10%
rounded down for every additional dose.
**Administration route:** Determines how a drug is absorbed into the body and
how long it takes to effect. The time it takes to take effect is onset time
divided by MoS. If the character fumbled it take effect in 1/10th the listed
time.
Administration route | Onset time | Examples
--- | --- | ---
Inhaled | 1 Round | Inhalers, Snorted powders, Gas
Injected | 1 minute | Needles, Animal venom
Oral | 1 hour | Pills, Liquids
Topical | 1 minute | Patches, Creams/Gels, Plant toxin
**Effect:** The symptoms that the character experiences when exposed. Not all
drug effects are listed only ones relevant to gameplay. Many substances have
multiple effects, only use a single action penalty per exposure.
**Tincture:** A type of medicine that is easily made with commonly available
plants and herbs. These act as medicinal drugs with a potency 2 points lower.
### Toxin Effects
**Analgesic** drugs numb pain.
MoS | Effect
--- | ---
<= -1 | Reduce wound penalties by MoS. Reduces by 1 per hour
<= -10 | Unconsciousness for 1d6 hours
Fumble | Fails to reduce pain
**Euphorics** induce a feeling of well-being and contentment.
MoS | Effect
--- | ---
<= -1 | Action penalty equal to MoS, Penalty reduce by 1 per hour
<= -5 | Incapacitated for Potency x MoS minutes, afterwards treat as MoS -4
<= -15 | Overdose, deals damage with a DV 1/5 Potency
Fumble | Treat MoS as -14
**Fatal toxins** cause damage with a DV of 1/5 their Potency. Fumbled body
tests lead to a coma.
MoS | Effect
--- | ---
<= -1 | Damage with a DV 1/5 potency
Fumble | Coma
**Hallucinogenic toxins** cause altered perceptions which are often accompanied
by strange emotional states. Mechanically they
are the same as Euphorics.
**Sedatives** cause drowsiness and sleep.
MoS | Effect
--- | ---
<= -1 | Action Penalty equal to MoS, penalty reduces by 1 per hour
<= -5 | Unconsciousness for Potency x MoS minutes, afterwards treat as MoS -4
<= -10 | Overdose, deals damage with a DV 1/6 Potency
Fumble | Treat MoS as -10
**Stimulants** cause a feeling of excitation and anxiety.
MoS | Effect
--- | ---
<= -1 | +1 priority to initiative. Sleep is difficult. MoS reduces by 1 per hour
<= -5 | +2 Priority to initiative. Sleep is impossible. MoS reduces by 1 per hour
<= -10 | Overdose, deals damage with a DV 1/6 Potency
Fumble | Treat MoS as -10
## Personal Weapons <a name="weapons"></a>
Personal weaponry tends to be rugged and simple, designed and built
for maximum efficiency and durability. While many other items are region
specific, weapons tend to make their way around the world pretty quickly thanks
to global imperialism.
Visibly armed characters tend to draw a lot of attention to themselves, many
places may ask the characters to check kit at the door or with local guards.
PCs should always get their gear back to not cause resentment at the table or
create a fear of always losing thier equipment everywhere they go.
Weapon | DV | ACC | Range | Mag | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---: | :---:
**Melee** | | | | | |
Baton | 1+BOD | 0 | - | - | | 0
Knife | 1+BOD | 0 | 5+BOD | - | | 0
Sickle | 1+BOD | 0 | - | - | | 0
Sword | 2+BOD | 0 | - | - | | 0
Hatchet | 2+BOD | 0 | 4+BOD | - | | 0
Staff | 2+BOD | 0 | - | - | Reach | 0
Bastard Sword/Katana | 3+BOD | 0 | - | - | | 1
Heavy Chain | 3+BOD | -1 | - | - | | 0
Chainsaw | 4+BOD | -1 | - | - | | 1
Scythe | 4+BOD | -1 | - | - | Reach | 0
Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0
**Bows** | | | | | |
Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1
Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1
Weapon | DV | ACC | Range | Mag | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---: | :---:
**Pistols** | | | | | | |
Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
Revolver | 4 | 0 | 9 | 6 | Slow Reload | 1
Machine Pistol | 3 | 0 | 7 | 17+1 | RoF +4 | 1
**Shotguns** | | | | | | |
Double Barrel | 6 | 0 | 7 | 2 | Slow Reload | 1
Pump Action | 6 | 0 | 7 | 5+1 | Slow Reload | 1
Auto Shotgun | 6 | 0 | 6 | 12+1 | RoF +1 | 2
**Rifles** | | | | | |
Hunting Rifle | 3 | 0 | 40 | 10+1 | | 1
DMR | 5 | 0 | 75 | 20+1 | | 2
Sniper Rifle | 6 | 0 | 130 | 5+1 | | 2
**Automatics** | | | | | |
Submachine Gun | 4 | 0 | 25 | 30+1 | RoF +3 | 2
Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF +3 | 2
Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 | 2
Weapon | DV | ACC | Range | Mag | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---: | :---:
**Less Than Lethal** | | | | |
Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1
Taser | 1 | 0 | 1 | 1 | Stun | 1
Police Taser | 1 | 0 | 1 | 2 | Stun | 2
Dazzler | 0 | +1 | 12 | 10 | | 2
Weapon | DV | ACC | Range | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---:
**Grenades** | | | | |
Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0
Fragmentation Grenade | 5/3 | 0 | 5+BOD | AoE 8/30 | 0
Flash Bang Grenade | 2/flash | 0 | 5+BOD | AoE 3/30 | 0
Molotov Cocktail | 4 | 0 | 5+BOD | AoE 2, Persistent | 0
Tear Gas Grenade | 1/gas | 0 | 5+BOD | AoE 2/15 | 0
Smoke Grenade | 1/smoke | 0 | 5+BOD | AoE 1/30 | 0
Dynamite | 6 | 0 | 5+BOD | AoE 10 | 0
**Damage Value:** is the weapon's potential to deal damage. Melee weapons add
the characters' Body rating.
**Accuracy:** is the equipment modifier that is applied to all attack rolls.
**Range:** Indicates the short range of a weapon, in meters. Medium range is 2x
short, long range is 4x short range, and extreme range is 8x short range.
**Magazine:** the number of rounds found in the weapon's magazine. Weapons that
list +1 at the end can hold one in the chamber allowing for an additional shot.
### Melee Weapons
This category includes traditional hand-to-hand weapons, which have evolved
little since the antiquity of humanity. These weapons are used with the
Melee Skill; each category of Melee weapons can use a corresponding
Melee Skill specialization.
### Bows
Though simple, some people still like to use bows for hunting, if not combat.
### Pistols
Pistols are available in several calibers. They are easy to make, use and
conceal, and thus are the most common hand weapons around.
**Revolvers:** are like a more primitive version of pistols. They have few moving
parts that can break down. They usually come in calibers larger than most
pistols to make up for their limited ammunition capacity.
**Machine Pistols:** are a cross between a submachine gun and a pistol. They
can spit out a larger amount of metal in the air than an equivalent-sized
pistol, but are limited by the size of their ammunition magazine.
### Shotguns
Shutguns are most commonly used for hunter but make good home defense weapons
in a pinch. They are designed to fire a variety of ammunition, most commonly
buckshot which is a large number of pellets in a spread making it easier to hit
a target.
### Rifles
**Hunting Rifles:** are used the world over for hunting, they provide excellent
range and stopping power for anything from varmints to deer and bear.
**Designated Marksman Rifles:** are designed to bridge the gap between assault
rifles and sniper rifles, infect they are usually just based on assault rifles
but with longer barrels, a semiautomatic firing mechanism, a quick deploy
bipod, and a [optical sight](#weaponAccessories).
**Sniper Rifles:** are long range high caliber rifles, designed for accuracy,
concealment, and reliability. These are usually bolt action rifles fitting with
an [optical sight](#weaponAccessories).
### Automatics
**Submachine Guns:** are fully automatic weapons that use ordinary pistol
ammunition of the same caliber. They can lay down a hail of fire and are easy
to supply with ammo. For this reason, they are popular with many military
units.
**Personal Defense Weapons:** are like submachine guns except they all fire
proprietary [armor piercing](#armorPiercing) rounds.
**Assault Rifles:** are automatic, lightweight weapons designed for good
accuracy, long range and large ammo capacity.
### Less Than Lethal Weapons
These weapons are designed to incapacitate their targets rather than deal
lethal damage.
**Net Guns:** are weapons designed to fire light weight poles attacked with a
net to capture animals without physically harming them.
**Tasers:** are designed to fire wired prongs that stick into a target and
deliver an electric current to incapacitate them. They don't usually cause
lasting damage unless the victim has a heart condition which can cause cardiac
arrest.
**Dazzlers:** Looks like a high powered flashlight but emits light at wave
lengths that overload targets vision, causing temporary blindness and nausea
leading to the nickname puke ray. Victims can not use do anything that requires
vision, and take a general -1 penality for 1 minute per MoS of the attack.
### Grenades
Grenades are small explosives designed to be thrown or fired from a launcher.
They often produce a secondary effect listed with their damage.
Unlike most weapons grenades don't need to actually hit their target to
effect them and because of this they they require two **athletics +
perception**(thrown), or **Firearms + Perception**(fired) tests with the same
modifiers. The first test is for where the grenade lands, if the test fails the
grenade will land MoF meters away. Roll 1d6, a 1 is straight ahead from the
user and each number after that is a 60 degree clockwise increment. If the test
is fumbled the grenade deviates back toward the user.
![image](assets/dieroll.png)
The second test is used as the attack roll against everyone in its area of
effect.
**Concussion Grenades:** are designed to deliver a high explosive charge
capable of being used against structures and vehicles.
**Fragmentation Grenades:** are the most common grenades designed to release
small fragments of metal.
**Flashbang Grenades:** are designed to do disable targets with a bright flash
and loud bang. Anyone caught in the secondary area of effect must make a Body
test TN (30 - meters from grenade)/2 or become incapacitated(-4 penalty) for a
number of rounds equal to MoS.
**Molotov Cocktails:** are improvised weapons constructed by placing gasoline or
something other combustible liquid in a glass bottle and lighting an oil-soaked
rag stuffed in the cork. If not extinguished, they inflect fire damage for up to
3 rounds.
**Smoke Grenades:** Create a smoke screen blocking light as if [Poor
lighting](#combatModifiers) and able to be used as signal devices. They come in
a hot smoke varient which burns at much hotter temeratures allowing them to
block infrared sensors.
**Tear Gas Grenades:** are chemical weapon banned by many international
treaties that work like smoke grenades but exposure causes severe eye and
respiratory pain, skin irritation, bleeding, and blindness. Characters exposed
to the toxin must make **Body attribute test** against TN 8.
MoS | Effect
--- | ---
<= -1 | Action penalty equal to MoS, reduces by 1 per minute outside gas
<= -5 | -4 action penalty, reduces by 1 per hour outside gas
<= -10 | Deals DV 1 damage, plus previous effects.
Fumble | Treat as MoS -9
**Dynamite:** is commonly used mining and construction because of its easy of
use and production. Dynamite comes in it's iconic stick shape which can easily
be bundled together.
### Weapon Traits
Like characters weapons often have traits that don't map cleanly into their
base attributes.
**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
ammo, adds an extra attack, rolled as a single die that ignores fumbles.
**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
of the explosive's effect. The first number is the primary area of effect, the
second number determines the secondary area of effect. Targets in the secondary
area get a +1 on defense against the effect. Only one defense test is made per
explosion.
**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
either damaged or ensnared and unable to move and fight. The attack choses to
tangle or damage when attacking. Entangled characters need to roll Body or
Agility(defender's choice) test against TN equal to DV+Mos to escape.
**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
requires that the user have a listed amount of body or take a penality to
attack rolls equal to the difference in body.
**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
suffer the attacks effects for a number of combat rounds equal to the original
Margin of Success of the attack. Damage is calculated using the original MoS,
minus one for each additional turn after the first one. For example, a MoS 4
attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
third and MoS 1 on the fourth and final turn.
**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
following special attack actions. Automatic weapons are able to be fired at any
RoF up to their listed RoF.
*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
point of RoF spent adds an extra attack, rolled as a single die that ignores
fumbles.
*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
target along a 1+RoF meter long path. Anyone caught between this path and the
attacker also needs to defend against the result of 1 + RoF number of dice.
*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
fill a 5 meter wide area with bullets. Anyone entering the area during the
round must defend against a single attack roll + RoF. Suppressing fire can be
used at up to medium range.
Suppressed characters can not move unless they pass a TN 2 + RoF willpower
test.
**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
extended by 1 meter.
**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
one round or a full round to reload the magazine.
**Stun:**<a name="stun"></a> The weapon is designed to deliver an electoral
attack with the same DV. Unless the target has some form of heart problem the
target will never receive more than a light wound. Victims need to
make a TN 5 x DV Body test or become paralyzed.
## Weapon Accessories <a name="weaponAccessories"></a>
Modern firearms often support additional attachments.
Item | Availability
--- | :---:
**Accessory** |
Covershot | 1
Extended Mag | 0
Smart Lock | 1
Speedloader | 0
Suppressor | 1
Tac Light | 0
**Sights** |
Optical | 1
Passive Thermal | 0
Active Thermal | 0
Laser | 1
Light Intensifying | 1
**Special Ammo** |
Armor Piercing | 0
Buckshot | 0
Flare | 0
Hellfire | 0
Paint | 0
**Covershot:** A special rifle like device with a hinge allows the user to
mount a normal pistol and fire from behind cover via a camera and pop out
display without exposing the shooter. This negates the attacker penalties from
shooting from [cover](#combatModifiers).
**Extended Magazine:** Increases the magazine size of firearms that use a box
magazine by 50%(rounded down).
**Smart Lock:** This is a custom firing mechanism that only works when the
accompanying RFID wrist band is with a few centimeters.
**Speedloader:** Reduces the time to reload a revolver to a [minor
action](#actions).
**Surpressor:** Reduces the noise created by firing a weapon. Characters nearby
must make *Awareness + Perception* TN 5 to determine where the shots are coming
from.
**Tactical Light:** A weapon mounted flash light.
**Sights**
Weapons are assumed to be using a iron sight built into the weapon. Sights add
a +1 to long and extreme ranges and can have other bonuses.
**Optical:** Typically a telescopic lens mounted on rifles. These don't provide
any bonuses on bad weather nor at night.
**Active thermal:** Is an infrared tactical light that can only be see via
active thermal scope or thermal goggles.
**Passive thermal:** Is a scope equivalent to thermal goggles. The user doesn't
really see in colors only black and white. These reduce penalties from darkness
by 2 and weather by 1.
**Light Intensifying:** Is a scope equivalent to night vision goggles. These
reduce darkness penalties by 1 except in complete darkness or in bad weather.
**Laser:** Small and light weight option, which shoots a beam of light. Targets
and anyone nearby can make a *Awareness + Perception* TN 5 to notice it. Some
version are only visible in thermal or light intensify version, so they can
only been seen with appropriate goggles.
**Special Ammo**
Firearms are assumed to be firing standard slugs for their type, however there
are many special ammo types with different effects available.
**Armor Piercing:** The round is designed to penetrate armor, armor ratings are
halved against AP rounds. Sold in box of 20.
**Buckshot:** The most common shotgun ammo, fires multiple pellets in a cone.
These rounds provide a +1 Accuracy, but armor is double against buckshot. Sold
in boxes of 20 rounds.
**Flare:** A special shotgun round that fires a signal flare. Each flare sold
individually.
**Hellfire:** A special shotgun round that fires an incendiary charge. This
attack only works at the weapon's close combat ranges and is treated as a DV 1
fire attack. Hallfire rounds are sold individually.
**Paint:** This round contains a capsule that breaks upon impact, splashing the
target with bright paint that is visible from a considerable distance and
doesn't wash off easily. Paint rounds are sold in boxes of 10.
## Personal Armor and Protection <a name="armor"></a>
Protective Suits and Armor allow humans to survive extreme environments and
combat. Protective suits and armor can be combined together, the Availability
is the highest base value +1 per additional suit added.
Armor | Rating | Encumbrance | Concealable | Availability
--- | :---: | :---: | :---: | :---:
**Protective** | | | |
CBRN Suit | 0 | -1 | No | 2
Desert Suit | 0 | 0 | Yes | 1
Diving Suit | 0 | 0 | Somewhat | 1
Fire Suit | 0 | 0 | No | 1
Gas Mask | 0 | 0 | No | 0
Gillie Suit | 0 | 0 | No | 1
Land Suit | 0 | 0 | Somewhat | 1
Winter Suit | 0 | 0 | No | 1
**Armor** | | | | |
Light Helmet | 1 | 0 | Somewhat | 0
Helmet | 3 | 0 | No | 0
Leather Jacket | 1 | 0 | Somewhat | 0
Light Flak Suit | 4 | 0 | Yes | 1
Medium Flak Suit | 8 | 0 | Somewhat | 1
Heavy Flak Suit | 12 | -1 | No | 1
Shield | Rating | Encumbrance | Acc | DV | Availability
--- | :--: | :---: | :---: | :---: | :---:
Trash can lid | 2 | 0 | -1 | 1+BOD | 0
Riot Shield | 7 | 0 | -2 | 2+BOD | 1
**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating
is added to all three of the characters Wound Levels.
**Encumbrance:** Some heavy or bulky armor also have an Encumbrance rating,
which is applied as a penalty to all physical tests. This penalty can be
counter by having a positive Body attribute on a one for one basis up to a
0 encumbrance.
**Concealable:** As a rule of thumb, only the lightest personal armor may be
concealed under normal clothing.
### Desert Suit
A skintight, synthetic polymer suit equipped with a heat exchanger at the belt.
A special fluid flows through thousands of small tubes woven between the inner
and outer layers of the suit, removing body heat through the heat exchanger.
It's commonly worn by the inhabitants of the Badlands. The coolant fluid is
non-toxic, even if splashed over open wounds, but is not potable. With such a
suit on, a person can comfortably function in up to 50 degrees Celsius
environments with a minimum daily water ration of 250 ml.
### Diving Suit
A skintight suit of rubber-like synthetic material equipped with a transparent
face plate. Diving suits offer some thermal insulation, enabling divers to
enter water of temperatures as low as -5 degrees Celsius without suffering from
hypothermia.
### Fire Suit
Fire suits are designed to protect the wearer against very high temperatures
(up to 1000 degrees Celsius) and resist most damage done from fire sources;
the suit has an Armor Rating of 12 against fire damage. It includes a gas mask
and air coolant unit.
### CBRN Suit
CBRN suits, also called environment suits, are sealed garments designed to
protect the wearer against the effects of Chemical, Biological, Radiological,
and Nuclear. They are self-contained environments that shield a wearer for up
to 12 hours without external supplies. Each suit contains a small medical kit
which contains the antidotes to the most common chemical and bacteriological
weapons. This absorbs half radiation for the wearer.
### Gas Mask
A lightweight plastic unit that fits over the mouth and nose. A
small filtering device provides fresh air at all times, but the mask does not
have an independent air supple. Characters equipped with a gas mask are not
affected by all poison gases that must be inhaled (this includes smoke). The
mask does not protect the user from poisons absorbed through the skin. The
filter unit must be cleaned or replaced after every twenty hours of use.
### Land Suit
A special suit designed for [Cephalopod Moreaus](#moreaus) that keeps their
body wet and allows them to breath outside of water in most enviroments that
humans can for about an hour.
### Winter Suits
Winter suits are insulated and internally heater to offer complete thermal
protection for a period of up to 12 hours. After this period, it will allow the
wearer to comfortably withstand temperatures as low as -80 degrees Celsius.
### Light Flak Armor
Light flak consists of thin bulletproof clothing that resembles normal combat
fatigues. It is made of composite synthetic fibers interwoven with alloy
threads. The material is supple at all times except when hit with a blow; it
then distributes the impact throughout its fibers.
### Medium/Heavy Flak Armor
Medium and Heavy flack are bulky suits of flexible body armor worn over normal
fatigues. Both are slightly heavier and work on the same principle as light
flack armor, but are stronger and more durable. Hard plates are often
incorporated in the torso area of heavy armor.
### Archaic Armor
### Layering Armor
Players may want extra layers of protection between them and their opponent's
weapons. The armor rating of all armor worn is added together. The trade-off
for this is a quick escalation in mass and encumbrance. Mass is added together,
while the worst Encumbrance value is multiplied by(1.1 x number of layers),
rounding up to the nearest whole number(minimum penalty of -1).
## Vehicles <a name="vehicles"></a>
Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
**Mobility Aid** | | | | | | | |
Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2
Motorized Wheelchair | 2 | 0 | 20 | 1/0 | 2 | Quick | 2
**Muscle Powered** | | | | | | | |
Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2
City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1
Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
**Bikes** | | | | | | |
EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2
Motorcycle | 3 | +1 | 270 | 1/1 | 2 | Quick | 2
Moto Scooter | 2 | +1 | 200 | 1/1 | 2 | Quick | 2
**Cars** | | | | | | |
Microcar | 4 | 0 | 125 | 1/1 | 5 | Poor Off Road | 2
Sedan | 6 | 0 | 365 | 1/4 | 6 | Crash Safe | 3
Sports Car | 5 | 0 | 460 | 1/3 | 6 | Quick, Poor Off Road | 3
**Utility** | | | | | | |
Pickup Truck | 8 | -1 | 255 | 1/5 | 7 | Off road | 3
SUV | 8 | -1 | 320 | 1/7 | 8 | Off road | 3
Cargo Van | 8 | -1 | 255 | 1/1 | 8 | Poor Off Road | 3
**Transportation** | | | | | | |
Passenger Airship | 30 | -5 | 225 | 2/100 | 30 | | 6
Transit Bus | 15 | -4 | 150 | 1/39 | 15 | | 4
**Watercraft** | | | | | | |
Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5
Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4
PWC | 3 | -1 | 100 | 1/1 | 3 | | 3
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
**Military** | | | | | | |
Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3
5 Ton truck | 14 | -2 | 160 | 1/1 | 14 | | 3
IFV | 16 | -1 | 160 | 3/6 | 16 | Off road | 4
**Durability:** This lists how much punishment a vehicle can take before taking
serious damage. Damage less than this value has no effect, greater than this
value is light damage. 2x durability is heavy damage. 3x durability destroys
the vehicle.
**Maneuver:** The Equipment modifier applied to all pilot/technology tests to
maneuver the vehicle.
**Movement:** The maximum speed of a vehicle on road, vehicles accelerate at
1/10 their maximum movement.
**Pilot/Seats:** The first number is how many crew members are needed to
operate the vehicle and the second is how many passengers it can carry.
**Mass:** Size and weight of the vehicle and its Damage Value in crashes.
**Traits:**
*Crash Safe:* The vehicle is treated as 2 mass smaller when dealing damage in a
crash.
*Off Road:* The vehicle ignores one point of difficult train. This doesn't
effect inclines.
*Poor Off Road:* The vehicle treats the movement cost of difficult terrain one
point higher.
*Quick:* The vehicle accelerates at 1/5 its maximum speed.
### Mobility Aid
**Wheelchair:** Manual Wheelchair with push rims allowing the user to maneuver
without pushing against the tires and push handles at the back which many users
remove to prevent unwanted pushing from strangers.
**Motorized Wheelchair:** Like the manual wheelchair only powered, good for
users who get fatigued easily.
### Muscle Powered Vehicles
Before the invention of the combustion engine or even the electric motor self
propelled vehicles, they are the primary means of transportation for many
regions.
**Cargo Bike:** These bikes are designed to carry large amounts of goods or
furniture up to the size of a refrigerator.
**City Bike:** Built to be reliable and comfortable. They have sturdy frame
made of steel or bamboo. They come with back racks strong enough to carry
another person, a front basket, fenders and coat guard to keep riders dry,
minimal gears and simple brakes to minimize maintenance, and handlebars that
curve towards the rider allowing them to sit up in a comfortable position.
**Velomobile:** Related to bicycles, velomobiles, use many of the same parts,
they have a outer shell that protects the driver from weather, increases
comfort and significantly increases aerodynamics and speed. Velomobiles are
less likely to tip over than bikes because of their 3 or 4 wheel design and
lower center of gravity meaning it is not necessary to wear a helmet.
### Motorized Bikes
**Electric Wheel:** Sometimes called an electric unicycle, this is a single
wheeled personal transportation device the size of a large backpack.
**Motorcycle:** Another relative of the bicycle, who over the centuries has
been built for longer distance and speed with thicker frame and tires to
accommodate a powerful electric or combustion engine.
**Scooter:** A variation on the motorcycle focusing on comfort and fuel
efficiency. They're easier to mount and don't require a clutch level.
### Cars
**Microcar:** The smallest class of cars, they're light weight and relatively
inexpensive. In some places they're even allowed to use cycling infrastructure.
**Sedan:** The most popular style of car, designed with 3 distinct compartments
for engine, passengers, and cargo. They have two rows of seats and usually have
four doors but some classifications include only two.
**Sports Car:** A type of car designed around performance and the thrill of
driving more than any practical use. They're theatrically faster but can really
only go as fast as the car in front of them.
### Utility Vehicles
**Pickup Truck:** Originally designed for farm use these light trucks have
mostly become a lifestyle accessory. Often having reduced their cargo bed for
more passenger space.
**Sport Utility Vehicle:** The combination of a passenger car and an off road
vehicle, with raised suspension and for wheel drive.
**Cargo Van:** About the size of a pickup or SUV but with bigger enclosed cargo
space for transporting goods or passengers. Their cargo areas are big enough to
hold a [skill shop](#tools).
### Military Vehicles
**Humvee:** A light four wheel drive military truck with added armor and
partially protected turret on top. Its equipped with an encrypted radio with a
10km range and a heavy machine gun pintle mounted on the roof.
Heavy Machinegun Turret, DV 9, ACC 0, BR 125, RoF +2, Mag 1000
**5 Ton Truck:** 6 wheeled Medium tuck designed to carry 5 ton payload. It
comes equipped with an encrypted radio with a 10km range.
**Infantry Fighting Vehicle:** Light armored 8 wheeled amphibious vehicle
designed to carry infantry into battle and provide support. It has an encrypted
radio with a 20km range and the following weapons:
Light Autocannon Turret, DV 16, ACC 0, BR , RoF +1, Mag 210
Medium Machinegun Turret, DV 6, ACC 0, BR 100, RoF +2, Mag 660
Coaxial Medium Machinegun, DV 6, ACC 0, BR 100, RoF +2, Mag 660
Smoke Launcher, dv 0, ACC 0, BR 0, RoF 0, AoE 30, 8 uses
### Transportation
**Passenger Airship:** Use lighter than air gases to raise this yacht into the
air and bulletproof materials to keep the balloon lightweight and durable. They
don't need runways or to land to load and unload cargo and passengers.
Passengers have their own quarters, there is a common room, dinning room,
multiple toilets, a medical bay, engineering room, and a cockpit minimum tho
different ships like to have their own personal touches. A variation on this is
the cargo airship which reduces the passenger space down to 12 to allow more
cargo.
**Transit Bus:** Used for short distant urban public transport. Variations
could include the trolley bus, which is hooked up to local power instead of
using batteries.
### Watercraft
**Sloop:** The most common sailboats featuring a single mast and typically only
2 sails.
**Runaboat:** is a small motorized boat, used for boating, fishing, and water
skiing.
**Personal Watercraft:** are designed to hold only a few people and be ridden
on top like a motorcycle instead of inside most other boats.

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# Chapter Four: Action <a name="action"></a>
Drama depends heavy on the chance of failure, the following chapter deals will
how to handle all actions in Autonomous Garden.
## Dice rolling <a name="diceRolling"></a>
Unless specifically mentioned otherwise, all dice rolls are resolved in the
manner explained here.
A number of standard 6 sided dice are rolled. When two or more dice are rolled
simultaneously, their results are not added together. Instead, the highest
value rolled is considered to be the outcome of the die roll.
The totals of die rolls are often influenced by modifiers, such as Attributes
or situation modifiers. Modifiers are added to the total of a die roll. If
negative modifiers lower the total below zero, the final result is zero.
**Critical rolls** happen when more than one of any number is rolled, each
extra number adds +1 to the total. This has no other effect on the outcome of
the roll.
**Fumbles** happen when all dice rolled come up 1s, in addition to the low
result the character also suffers a mishap such as the character slipping,
pulling a muscle, dropping something etc.
### Skill Rolls <a name="skillRolls"></a>
The Skill roll is the most common form of Action test in the game. Roll a
number of dice equal to the skill level, if the skill level is 0 roll two dice
taking the lowest result. These will usually be formating like this *Skill
Name + Attribute Name* indicating what skill is to be rolled and what attribute to
add to the result, other modifiers maybe be added but are not listed.
### Attribute Roll <a name="attributeRolls"></a>
An attribute test is less common than a skill roll relying on innate ability
instead of learned. Attribute Rolls assume innate proficiency and are rolled
with *2 dice + Attribute*.
### Margin of Success <a name="MoS"></a>
How well a character beats a Target Number, ether set by the GM or the result
of an opposed roll is called the Margin of Success. An attack with a higher MoS
will deal more damage, a wealth roll will deplete less funds, etc.
**Advantage and Complications:** Sometimes the test fails but provides
something useful anyway, and sometimes an test succeeds but has a draw back, these are advantage
**Advantage:** Usually happens when the test fails but provides something
useful anyway.
**Complication:** Usually happens when the test succeeds but things don't go so
well.
MoS | Success
:---: | ---
>= 3 | Yes and an advantage
+2 | Yes
+1 | Yes but a complication
0 | Maybe but at a cost
-1 | No but an advantage
-2 | No
<= -3 | No and a complication
On each bonus or complication the GM chooses one of the following.
+ **Detail** gain more or less detailed information.
+ **Situational** the GM adds something relevant to the situation.
+ **Time** +/- 25% time to finish an extended action test.
**Succeed at a Cost:** If the roll is tied the GM can offer the player to
succeed at a cost. This allows the player to treat the MoS as 1 but there is a
downside similar to fumbling. Or the player can choose to fail the test.
### Taking Average<a name="takingAverage"></a>
Whenever a character is not being rushed or threatened, they can treat the
final result of a test as *2 + Skill level* rather than roll, attributes and
modifiers aren't added. This allows characters to be successful at routine
tasks with enough skill.
### Accumulated Success <a name="accumulatedSuccess"></a>
Sometimes a task will require time and effort to complete, when this happens
the task has an additional MoS requirement to fully complete. Each sucess adds
towards the task and failure subtracts until the Mos is met.
This rule is useful when a character is trying to pick a lock while a guard is
coming, influence an NPC into changing their beliefs, or even rebuilding a
vehicle.
## Action Tests <a name="actionTests"></a>
### Unopposed Tests <a name="unopposedActionTests"></a>
An unopposed action tests consist of a die roll whose result is compared to a
fixed difficulty value called a Target Number; a higher Target Number indicates
a more difficult situation.
TN | Description
:---: | ---
1 | Effortless
2 | Very Easy
3 | Easy
4 | Moderate
5 | Challenging
6 | Difficult
7 | Very Difficult
9 | Extremely Difficult
11 | Near Impossible
14+ | Pray for Divine Intervention!
### Opposed Tests <a name="opposedActionTests"></a>
Whenever two individuals oppose each other's actions, they make an opposed
action tests. Each opponent makes an action tests using the appropriate skill
and attribute, and are compared to each other to determine success.
## Actions and time<a name="actionTypes"></a>
Most of the time characters can do things without needing any rules to govern
them, open a door, pick fruit, ride a bike etc with the Moderator loosely
tracking time. However during an action round many things are happening at once
and are broken up into different types of actions.
During an action round, each character gets one major action but can take
additional actions at a penalty to all major actions they make during their
turn.
**Minor Actions:** Don't require much time or concentration. They don't take an
action and don't usually require a test.
Examples include: talking, dropping something held, defending oneself in
combat, basic perception, and opening a door.
**Major Actions:** These actions take a second or more to complete and usually
require concentration.
Example include: picking something up, getting something from a pack or pocket,
attacking, moving, opening a locked door.
**Extended Actions:** These are actions that take at least a full turn to do
and usually require an action test. The duration can be in turns, minutes, or
days. For durations of days or more it is assume that 8 hours is devoted to the
task, which can be adjusted based on [MoS](#MoS).
Examples include: repairing, gardening, searching a room, etc.
### Special Actions <a name="specialAction"></a>
**Assist:** Characters an help other characters out on a skill test. To do so
the character(s) must have at at least 1 rank in the skill, and be able to
communicate and work together to provide the bonus.
Group Size | Mod
--- | :---:
2-4 | +1
5-8 | +2
9-16 | +3
17-32 | +4
**Ready:** Characters can react to something outside of their turn, interrupting
another character's actions when a specified event happens. The Readied
character gets to take their readied action right after the specified event.
Characters can remained readied for as long as they wish, but if the specified
event doesn't occur they lose that action.
### Acting Fast <a name="actingFast"></a>
Sometimes characters need to do an extended action and there isn't enough time.
Characters can take a penality to the test to reduce the time required for an
extended action.
Mod | Time required
:---: | ---
-1 | 1/2
-2 | 1/4
-3 | 1/8
-4 | 1/16
## Movement <a name="movement"></a>
Each turn characters can take various movement based actions. The movement can
be split up as needed to perform other actions.
Each character has 3 movement rates, one for walking, one for running, and one
of all out sprint. While movement takes an action to perform, action penalties
for melee and unarmed attacks should be ignored as this tends to break
believability.
Because moving makes one a harder target each movement speed also applies its
action penalty as a bonus to defense tests(sprinting counts as +3), and
movement based athletics tests.
**Walking:** This is the characters standard movement speed when not in a
hurry. Walking is a [minor action](#actions).
**Running:** The character moves quickly but still allow for other actions to
be taken or to travel longer distances. Running counts as 2 [minor
actions](#actions).
**Sprinting:** The character spends the whole round moving as fast as possible.
This is an [extended action](#actions).
### Swimming
Swimming works a lot like walking except that it is slower and more dangerous.
Unless they have a swimming movement characters move at 1/4th their standard
rates and can walk thru shallow water at 1/2.
Staying afloat while swimming is a [minor action](#actions). While swimming
against a current takes a [major action](#actions) and an *Athletics +
Body* test.
**Acting in water:** Characters performing actions use the appropriate skill or
athletics whichever is lower. Encumbrance penalties while swimming are doubled.
### Carrying Capacity
Characters movement is limited by how much they carry, their maximum capacity
is the same as the deadlift for their [Body](#body). Treat objects which aren't
designed to be easily carried with straps, handles, etc as double their weight.
Objects which require balance and attention when carried apply a -1 action
penalty, -2 for two handed objects.
Capacity | Max Movement
--- | ---
1/2 | Sprint
3/4 | Run
Max | walk
### Chase Scenes
Chase scenes are a common element which allows for action without necessarily
being life threatening. Each round, the characters on foot or in [muscle powered
vehicles](#vehciles) make an *Athletics + Body* Test and add the result to their speed
for the round. On a fumble characters loose 1d6 meters for the round.
Characters can choose to go over obstacles to try to lose their pursuers. When
this happens both parties make another *Athletics + Body* test, the winner
adds their MoS to their speed. Fumbles causes a crash, and the character looses
a round recovering.
TN | Obstacle
--- | ---
2 | Low fence
4 | Bench, garbage bins
6 | Tall fence
### Falls
Whenever a character falls they take damage equal to 1 for ever 3 meters
fallen(max of dv 10) x impact surface x 2 dice taking the highest.
The character can roll *Athletics + Agility* and subtract the result from the
number of meters fallen before calculating damage. If the result is higher than
the distance fallen they land on their feet.
If the character is dropped on their head or fumbles their athletics test, half
their wounds thresholds for damage.
Impact Surface | Multiplier
--- | ---
Concrete | x2
Grass or dirt | x1
Sand or shallow water | x0.5
Deep water | x0.25
Crash pads | x0.1
### Jumping
To jump, a character must make an *Athletics + Body* test, and the defensive
modifier of the characters current movement. The horizontal distance jumped is
MoS x 0.75 meters. Vertical distance is MoS x 0.25 in meters.
TN | Surface
:---: | ---
3 | Standard
6 | Rough
10 | Slippery
14 | Climbing
## Social Actions <a name="socialActions"></a>
Player characters can attempt to persuade NPCs into doing something they want.
This is an opposed roll with [Accumulative Success](#accumulatedSuccess) equal
to Dispotion + NPCs Psyche + Requst modifiers.
Characters can only attempt to make progress on their request once per scene,
however they may also change their request and use their current MoS against
the new request.
**Disposition:** Describes how much an NPC likes another character. Initial
disposition usually only ranges form unfriendly to friendly. Tho other factors
may effect this.
Antagonistic or hostile NPCs will not willingly help, but their disposition can
be improved or intimidated. Cooperative and supportive NPCs will fulfill
simple/beneficial requests without needing a test.
**Request:** The nature of the request will also effect how an NPC reacts, if
it effects them or someone they care about it is more likely to be denied. Some
requests are are so far out of character that the NPC will just reject them
outright.
**Social requests Modifiers**
Situation | MoS
--- | :---:
**NPC Dispostion** |
Hostile | 6
Antagonistic | 5
Unfriendly | 4
Indifferent | 3
Friendly | 2
Cooperative | 1
Supportive | 0
**Request** |
Simple/short | -1
Complex/long | +1
Violates NPC's values | +2
Beneficial to NPC | -3
Dangerous to NPC | +3
### Influencing disposition
Sometimes characters will want to change the dispotion of a character. To do
this the character will need to spend some time with the NPC, at least a scene,
and make an opposed test influence them, usually *Negotiation + Charisma* vs
*Negotion + Psyche*. If sucessful the NPC's disposition changes by one
stage, a fumble causes the dispotion to go in the undisired direction.
## Resolving Combat <a name="resolvingCombat"></a>
Many stories will involve some form of combat, an exciting high-speed chase, a
shootout or a grand showdown. There is nothing quite as a satisfying as finally
defeating the antagonist in a climactic battle. The game organizes combat
around 6 second rounds, the order is determined by initiative and ends when
everyone has taken their turn, and a new round begins.
### Initiative <a name="initiative"></a>
Initiative determines who acts first in a combat round. At the beginning of
each turn, players will declare their intent for the turn. This will determine
who acts first in initiative.
1. Close actions that don't require moving first
2. Ranged actions
3. All other close actions
If necessary, combatants can roll opposed *Awareness + Perception* tests highest
roll goes first.
### Surprise <a name="surprise"></a>
Surprise occurs when a character attempts to affect an unwary target. The
target makes an Opposed *Awareness + Perception* test against the attacker's
*Stealth + Agility*. Success means the target notices the attacker and can take
defensive actions; this can sometimes happen long before the attacker was ready
to attack.
Attacking unwary targets requires the attacker to pass a standard (not Opposed)
Skill test with a Target Number number of 1 + the defenders [combat
modifiers](#combatModifiers).
### Attacking <a name="attacking"></a>
Attacking is a [major action](#actionTypes) opposed by the target's
[defense](#defending). The skill and attribute rolled depend on the type of
attack being used:
+ Unarmed: *Unarmed + Body*
+ Melee: *Melee + Agility*
+ Ranged: *Firearms + Perception*
+ Thrown: *Athletics + Perception*
+ Explosives: *Mechanics + Logic*
### Defending <a name="defending"></a>
Unless the target is surprised or incapacitated somehow, the defender makes a
*Defense + Agility* test against attacks. Defending is a [minor
action](#actionTypes).
Objects, locations, and unaware targets all have a defense of 1 + [Combat
Modifers](#combatModifiers) against attacks. This assumes a human sized target,
if smaller use the [Aiming Rules](#aiming)
#### Special Defense Actions
##### Parry
The defender can block melee, thrown, and unarmed attacks using a melee weapon.
Instead of a usual defense test, the defender can roll *Melee + Agility*.
Unarmed defenders can parry against unarmed attacks, they make an *Unarmed +
Agility* test for their defense.
##### Dodge
The character spends the full round defending themself, All defense rolls gain
a +3 bonus until their next turn.
### Multiple actions in combat<a name="multipleActions"></a>
It is assumed that character get one major or minor action per turn. However if
characters want then can take multiple actions in a round then can do so at the
cost of a -1 penalty per additional action to all [major action](#actionTypes) tests.
Multiple actions must be declared at the beginning of the round.
### Special Attack Actions
#### Aiming <a name="aiming"></a>
Characters can aim at specific body parts to increase damage or get around
armor. Characters take a -1 to thier attack but the range they can make the
attack is limited based on the location.
Critical wounds to limbs do not kill the target, but instead sever or
obliterate the limb.
Burst fire attacks have too much recoil to be aimed at specific hit locations.
Location Size | Distance | Wound Levels
--- | --- | ---
Torso | Long | x1
Limb | Medium | x1
Head | Medium | x0.5
Eye/Finger | Short | x0.5
#### Deception Attacks
An attacker in melee or unarmed combat uses feints and dirty tricks, decreasing
the skill level of both their attack roll and the defender's defense rolls by a
specified amount. If the defenders dice are reduced to zero, they roll as if
unskilled.
#### Lining Up a Shot <a name="liningUpAShot"></a>
A character can spend a few combat rounds steadying their aim to improve their
odds to hit. Add one die to the attackers roll per combat round spent aiming,
up to a maximum equal to the shooters Skill level. The character may not move
while lining up a shot.
### Combat Modifiers <a name="combatModifiers"></a>
The following modifiers apply to an attackers attempt to hit or affect a
target.
Situation | Attack Mod | Defense Mod | Example
--- | :---: | :---: | ---
**COVER** | | | |
light cover | 0 | +1 | Foliage, furniture, thin walls
Heavy cover | 0 | +3 | Rocks, motor vehicles, think walls
Fully hidden | -2 | +1\* | Only weapon is visible
**LIGHTING** | | |
Very bright | -1 | -1 | -1 | Spotlight, tactical light
Dim | -1 | -1 | Moonlight
Poor | -2 | -2 | Starlight, fog or smoke
Barely lit | -3 | -3 | Lighter, indirect light, heavy fog
Pitch black | -4 | -4 | No light at all
**SITUATION** | | |
Flanking | 0 | -1 | Attacker behind and to side
Behind | 0 | -2 | Attacker directly behind
Multiple attackers | 0 | -1 | Per additional attacker after the first
Offhand | -1 | N/A | Using non dominate hand
**PERCEPTIVE RANGE** | | | |
Medium range | -1 | N/A | Within a dozen meters, 2x weapon range
Long range | -2 | N/A | Within fifty meters, 4x weapon range
Extreme range | -3 | N/A | Within a hundred meters, 8x weapon range
\* Fully hidden behind heavy cover prevents defender from being hit
#### Range
Weapons can only be used within a specific range. Weapons list their short
range, medium range is 2x short, long range is 4x short range, and extreme
range is 8x short.
Thrown range is equal to 6 + Body - item's weight(in kilograms rounded up).
#### Special Circumstances
**Close Quarters:** When fighting or acting in a small space or one full of
inconvenient obstacles (e.g. in a tight corridor or a dense forest), powerful
blows and actions that involve large items are more difficult. Any action done
with the help of a piece of equipment longer than the characters arm is at -1.
Some items are so cumbersome that they either cannot be used at all or deserve
a higher penalty (e.g. a bull-whip).
**Multiple Attackers:** When several people are attacking a single defendant,
that defendant gets penalties to their Defense and Parry rolls. The defender
suffers a -1 penalty for all attacks from a second attacker, -2 for those from
a third attackers and -3 for those from any additional attackers. A single
attacker who takes multiple actions in a round does not count as two attackers
for these purposes.
### Injuries <a name="injuries"></a>
Characters can take two types of physical damage. Hand to hand combat and low
impact trauma cause bruises. Weapons and collisions cause wounds. Both types of
damage are recorded on the character's wound track.
#### Damage
If an attacker hits an opponent, they deal an amount of damage equal to their
weapons Damage Value times the Margin of Success of the attack, up to a MoS of
6.
#### Wound Thresholds
Any time a character takes damage it is compared to their Wound Levels. If the
damage is lower than their Flesh Wound, they receive only minor scrapes or
bruises that are not worth tracking in game but do cause some paint to the
character.
**Flesh:** Hurt but probably wont kill. Such as cracked ribs, deep cuts,
bleeding bruises etc.
**Deep:** Are potentially life threatening. They're composed of broken bones,
punctured organs, and severe concussions.
**Critical Wound:** Are instantly fatal. They compose blown off heads,
decapitation, cut in half etc.
**Critical Bruises:** Knock the character out for 1d6 hours and fill up the
remaining bruise track.
#### Wound Track
The wound track keeps record of the kinds and severity of wounds. There are 2
rows of boxes one for each type of damage.
Regardless of the damage type wounds are marked by putting a single slash
across a box for a flesh round or across 2 boxes for deep wounds.
Once a character's wound track is filled up they begin to bleed out and must be
stabilized within 10 minutes or die.
Once the character's bruise track is filled up they will begin to take wounds
instead.
##### Wound Penalties
Wounds impair a characters ability to act. This penalty is applied to all
attribute and skill tests a character makes as well as to medicine test by
other characters to treat them.
Wounded characters also find it difficult to move from pain reducing their
maximum movement rate.
Wound | Penalty | additional effect
--- | :---: | ---
**Wound** | |
Flesh | -1 | Can't sprint
Deep | -2 | Can't run, 2x wound can't stand
**Bruise** |
Flesh | -1/2
Deep | -1
#### Wound Degeneration
If a wound is left untreated it will continue to bleed, become infected, and
cause additional trauma, unless it is stabilized. Bruises do not degenerate.
The character needs to make a **Body test TN 1**, failing the test means the
wound worsens, causing an additional flesh wound. On a fumble the character
gains a deep wound. Each type of wound is tested independently of each other,
flesh wounds are tested every 24 hours divided by number of flesh wounds. Deep
wounds are tested every hour divided by number of deep wounds.
#### Stabilizing Wounds
To prevent wound degeneration, needs to spend 5 minutes an pass a *Medicine +
Logic TN 1* test modified by the patient's Body, and wound and bruise
penalties. Success stabilizes one wound, failure wastes time, and a fumble
wastes time and cause an additional flesh wound.
Once a wound is stabilized it will not degenerate but can become destabilized
again. Flesh wounds destabilize from heavy activities such as combat or
running. Deep wounds destabilize more easily, anything more than bed rest,
eating, and bathing.
### Recovery from Injuries <a name="recovery"></a>
Once a character is wounded they will need to recover. Characters will need
medical care to cure their wounds fully, while bruises heal on their own. Only
one injury heals at a time, flesh wounds heal before deep wounds and
resuscitated characters must spend a week recovering before their wounds begin
to heal.
Injury | Time
--- | ---
**Bruises** |
Flesh | 1d6 hours
Deep | 1d6 days
**Wounds** |
Aided Flesh | 3 days
Aided Deep | 2 weeks
Unaided Flesh | 1 week
Unaided Deep | 1 Month
**Unaided:** is when the wound receives only minimal treatment such as bandages
or a splint. Deep ones inflect a -1 penalty to physical actions until the
character makes it thru rehabilitation. A Comatose character will not survive
more than a week without medical aid.
**Aided:** is when the wound receives treatment and rehabilitation from a
medical hospital. Comatose characters can survive indefinitely on life support.
## Hazards <a name="hazards"></a>
Outside of combat there are a number of general hazards characters can face.
### Asphyxiation
The average adult can hold their breath for two minutes before blacking out.
For every 30 seconds after the fist minute the character needs to make a
Body test vs TN 2, each 30 seconds apply a -1 penalty to the test. If the
character is doing strenuous activity 1/2 all times.
Asphyxiation is a terrifying experience which usually leads to panic.
Characters need to make a Psyche test vs TN 3 or panic. Panicking characters
will need to make additional Psyche tests TN 3 to perform any action other
than saving themselves.
### Disease
when a character comes into contact with a disease they need to make a Body test
**Virulence:** How strong a disease is. When exposed characters make a Body
test against this value. Failure means the character contracts the illness.
**Onset Time:** The longest interval before the substance takes effect. The
time it takes to take effect is onset time divided by MoS. Fumbled results
take effect in 1/10th the listed onset time.
**Effect:** The symptoms that the character experiences when exposed.
#### Influenza
**Virulence:** 9
**Onset Time:** One Week
Airborne illness.
MoS | Effect
--- | ---
>= 0 | Sore thought and runny noise. Lasts for 4 - MoS days
<= -1 | Aches, cough, and congestion, action penalty equal to MoS, reduces by 1 per day
<= -5 | Incapacitated for MoS + 6 days, afterwards treat as MoS -4
Fumble | Incapacitated with life threatening fever for a week, Roll 1d6 every
day, with medical aid the character dies on a 1, without aid they die on a 1 or
2/. Treat as MoS of -8 once fever breaks.
### Fire
Fire automatically deals 2 dice x DV damage from a full round of exposure, less
than a full round the DV is halved, and on a fumble the DV is also halved.
DV | Source
:---: | ---
0 | Lighter, Match
1 | Campfire, Torch, Flare
2 | Bonfire, Chemical fire, Inferno
On a deep wound the character is incapacitated for 1d6 rounds as they thrash
about in agony.
#### Vehicles and Fire
If a vehicle tries to pass thru burning terrain they must make make a **Pilot +
Agility** test TN 3x the DV of the fire. Failure is treated as an attack with
the same MoS.
### Electricity
Electricity will deal 2 dice x DV from a full round of exposure, less than a
full round the DV is halved, and on a fumbled the DV is also halved.
DV | Source
:---: | ---
1 | Wall outlet
2 | Power lines
4 | Power mains
5 | Small lightning strike
10 | Large lightning strike
20 | Hydroelectric dam generator
Characters who receive a flesh wound are locally paralyzed as their muscles
clench up uncontrollability from contact. Characters who receive a deep wound
are fully paralyzed and may suffer a heart attack.
Regardless of the type of wound characters must also make a Body test TN 5x the
DV.
MoS | Effect
:---: | ---
<= -1 | Character is knocked out
<= -5 | Character slips into a coma
Fumble | Instant death
### Radiation
Characters accumulate ionizing radiation in the form of Decigrays, 1/10th the
standard measurement of radiation. Once a day, whenever a character's decigray
total increases past 7 they will need to make a body test. Radiation causes
both an immediate effect and a long term illness, but only one test is need for
both effects. If they succeed they will have only minor effects such as red
itchy skin.
Characters who are able to be treated before their long term effects start at a
modern medical facility gain a +2 on their Body tests.
While radiation accumulation is somewhat permanent characters purge 1 decigray
every 2 week to a minimum of 1/10th the highest accumulated total.
Decigray Total | Target Number | Onset Time | Illness
--- | :---: | :---: | ---
>= 7 | 6 | - | -
>= 10 | 8 | 8 weeks | Mild leukopenia, fatigue, weakness, -1 action penalty
>= 20 | 12 | 6 weeks | Moderate leukopenia, hemorrgae, infections, alocpecia, -2 action penalty
>= 60 | 14 | 4 weeks | Severe leukopenia, high fever, diarrhea, vomiting, dizziness, hypotension, electrolyte disturbance, -3 action penalty
>= 80 | 16 | 2 weeks | Nausea, vomiting, sever diarrhea, high fever, electrolyte disturbance, shock, -4 action penalty
>= 300 | 18 | 2 days | Death
**Immediate effects:** In the short term radiation poisoning causes fatigue,
fever, headaches, lack of appetite, nausea, reddening of skin, and vomiting.
MoS | Effect
:---: | ---
<= -1 | Action penalty equal to MoS(max -4) after Body roll hours, reduce by 1 ever 12 hours
<= -10 | Death in 8/MoS weeks
Fumble | Death in 2 weeks
**Radiation Sources**
Radiation Source | Decigray/rate
--- | :---:
Nuclear reactor meltdown | 1-5/minute
Solar flare | 0-3
Kiloton air burst at 1 km | 10
**Megaton air burst** |
at 2 km | 600
at 10 km | 50
at 25 | 10
**Fallout from megaton ground burst at ground zero** |
after 1 hour | 30/hour
after 2 hour | 12/hour
after 6 hour | 3/hour
after 1 day | 1/hour
#### Protection
Protection is measured in a Radiation Shielding Factor. This number effectively
divides the amount of radiation a character receives.
RSF | Source
:---: | ---
1.5 | Unprotected vehicle
15 | Typical house
40 | Public Fallout shelter
## Magick <a name="magick"></a>
Magicians have the ability to cause change in the world, where this comes from
or if it's the magician doing it all doesn't really matter to the magician.
Magick works, how it works is less important, tho many magicians will likely
have a view as to how.
The following is a non exhaustive list of magickal abilities and how to use
them. This list describes the spells common to mortals, organized by their
discipline.
### Astralmancy
Astralmancy is the practice of manipulating ones consciousness and the [Astral
plane](#astralPlane).
**Entropomancy:** moves sets of events to be in favor of completing a specified
task. The caster makes an *Astralmancy + Psyche* test TN 5. This allows for a
mundane event or synchronistic event to occur that helps the goal of the spell.
**Shield:** creates a barrier that completely covers it's target. The caster
makes an *Astralmancy + Psyche* test TN 3. The target gains a +2 to defensive
rolls against spells and spirit attacks for the scene.
**Ward:** creates a magical wall against spells and spirits. The caster
makes an *Astralmancy + Psyche* test TN 4. The wall works like a physical wall
except it doesn't stop perception.
### Divination
Divination is the attempt to gain insight into a question or situation by way
of an occultic, standardized process or ritual. Used in various forms
throughout history, diviners ascertain their interpretations of how a querent
should proceed by reading signs, events, or omens, or through alleged contact
with a paranormal agency.
**Remote Viewing:** the caster "views" a target via non local senses. The caster
makes an *Divination + Intuition* test TN 5. The amount of information gathered
is determined by the MoS of the spell.
MoS | Information
:---: | ---
1 | Vague information
2 | Basic information
3 | Detailed information
4 | Secret information
5 | Unknown information
**Scrying:** by using a Focus(Map and pendulum, dowsing rod, etc...) the caster
learns the location of the target. The caster makes an *Divination + Intuition*
test TN 3. The accuracy of information gathered is determined by the MoS of the
spell.
MoS | Information
:---: | ---
1 | Vague information
2 | Basic information
3 | Detailed information
4 | Secret information
5 | Unknown information
### Evocation
Evocation is the practice of calling upon spirits. Comparable practices exist
in many religions and magical traditions and may employ the use of
mind-altering substances with and without uttered word formulas.
**Banish:** forces a spirit out of the area for a scene. The caster makes an
*Evocation + Psyche* test opposed by Psyche.
**Invocate:** the caster allows themself to become partially possessed. The
caster makes an *Evocation + Psyche* test TN 5. The caster gains an additional
level in a specific skill for the scene.
**Summon:** calls for a spirit to appear before the caster. The caster makes an
*Evocation + Psyche* test TN 5. Once the spirit appears they may be asked to
perform actions for the caster.
### Restoration
Restoration is the practice of manipulating the body(Energy, cells, etc...) to
heal wounds.
**Bolster:** The caster enhances the target's immune system to counter an
aliment. The caster makes a *Restoration + Psyche* test TN 5. The
target gains a +2 bonus against the aliment.
**Dispel:** damages the target of an ongoing spell equal to MoS. The caster
makes a *Restoration + Psyche* vs *Psyche* of the spells caster. Once the spell
takes more than 5 points of damage it's effect is completely ended.
**Harm:** deals damage with DV 1 + Psyche. The caster makes a *Restoration +
Psyche* vs the targets *Psyche*.
**Heal:** the target is treated for traumatic experiences and can heal after a
month of rest. The caster makes a *Restoration + Psyche* TN 1. The caster makes
the test with the target's action penalties.
**Regenerate:** The target's heals wounds 25% faster than normal for a week.
The caster makes a *Restoration + Psyche* test TN 4. This effect is additive
with other healing rate modifiers.

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Autonoums Garden is a free solarpunk tabletop RPG.

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