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C1 Setting.md
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Hope, it's a simple word but one we all need to experience now.
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# Autonomous Garden
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"All fictions are the seeds of reality" - Wakest
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## Table of Contents
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[**Chapter 1: Setting**](#setting)
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[Themes](#themes)
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[Terms](#terms)
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[Technology](#technology)
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[Locations](#locations)
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[Campaigns](#campaigns)
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[**Chapter 2: Characters**](#characters)
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[Defining Characters](#definingCharacters)
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[Attributes](#attributes)
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[Skills](#skills)
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[Traits](#traits)
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[Plot Points](#plotPoints)
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[Secondary Attributes](#secondaryAttributes)
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[Goals](#archetypes)
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[Values](#archetypes)
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[Wealth](#wealth)
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[Credit](#credit)
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[rep](#rep)
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[Archetypes](#archetypes)
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[Downtime](#downTime)
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[Tutors](#tutors)
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[**Chapter 3: Equipment**](#equipment)
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[Aquiring equipment](#aquiringEquipment)
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[Item List](#itemList)
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[Clothing and Protective Suits](#clothingAndProtectiveSuits)
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[Communication Equipment](#communicationEquipment)
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[Medical Equipment](#medicalEquipment)
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[Surveillance Equipment](#surveillanceEquipment)
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[Survival Equipment](#survivalEquipment)
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[Tools](#tools)
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[Personal Weapons](#weapons)
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[Personal Armor](#armor)
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[Shields](#shields)
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[Vehicles](#vehicles)
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[**Chapter 4: Action**](#action)
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[Actions](#actions)
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[Dice Rolling](#diceRolling)
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[Action Tests](#actionTests)
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[Skill Tests](#SkillTests)
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[Unskilled Tests](#unskilledTests)
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[Attribute Tests](#attributeTests)
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[Complexity](#complexity)
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[Opposed Action Tests](#opposedActionTests)
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[Action Definition](#actionDefinition)
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[Acting Fast](#actingFast)
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[Action Types](#actionTypes)
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[Social Actions](#socialActions)
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[Resolving Combat](#resolvingCombat)
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[Initiative](#initiative)
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[Surprise](#surprise)
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[Movement](#movement)
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[Attacking](#attacking)
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[Defending](#defending)
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[Combat Modifiers](#combatModifiers)
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[Injuries](#injuries)
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[Recovery](#recovery)
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[Hazards](#hazards)
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[**Chapter 5: Game Moderating**](#gameModerating)
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[Safety First](#safetyFirst)
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[Running the Game](#runningTheGame)
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[Improvising](#improvising)
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[Running action tests](#runningActionTests)
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[GM Assitants](#GMAssistants)
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[Improvising](#improvising)
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[Session 0](#session0)
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[Designing Adventures](#designingAdventures)
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[Game Balance](#gameBalance)
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[Pacing](#pacing)
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[Plotting a campaign](#plottingACamaign)
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[Occult](#Occult)
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[**Chapter 6: NPCs**](#NPCs)
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[Humans](#humans)
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[Non Human Characters](#nonHumanCharacters)
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[Non Human Traits](#nonHumanTraits)
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[Animals](#animals)
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[Moreaus](#moreaus)
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[Spirits](#spirits)
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[Cryptids](#cryptids)
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[**Appendix**](#appendix)
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## Design
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This game is based on the principle of “function over structure.” What does
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that mean? Basically, it means that this game is concerned with how useful
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things are in play and not with exactly how many wound points remain in the
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left leg. The system works by placing more and more negative modifiers due to
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damage, until things stop working. Anything not covered by standard attributes
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(numeric ratings that tell you the effectiveness of things in a given field)
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are covered by “Perks” and “Flaws,” modifiers with variable uses.
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This is called an effect-based system and allows us to use fairly simple rules
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to cover a large number of situations, rather than rely on an arcane “one rule
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for every situation” set.
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## Game Elements
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### Objects of the Game
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Autonomus Garden is about exploring the world and the characters. This is an
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infinate game, where the point is to continue the game, there is no beating it.
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### Default Player Characters
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### Default Antagonists
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State agents, corporate mercenaries, and fascist militias all make great player
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antagonists.
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### Game Units
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Autonomous Garden defaults to using Meters as a game unit however for gaming
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groups that are use to imperial measurements, these can easily be substituted
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for yards, without breaking anything.
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### What you need to play
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In order to begin playing you will need the following:
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+ At least one copy of these rules, which will tell you how to run the game. It
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is useful if each player has access to their own copy of the rules for easy
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reference
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+ One character sheet per player
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+ A pencil
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+ A set of six sided dice(Between 3-6) per player or digital equivalent.
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+ A set of XNO cards per player (Optional but recommended)
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# Chapter One: Setting <a name="setting"></a>
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"Cooperation, not competition, is the very basis of future survival and of
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existing life systems" - Bill Mollison
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In *Autonomous Garden* you play members of your community council delegated
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ith various tasks to keep your society running.
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The old empire has torn itself apart, but unfortunately a shell still remains.
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The empire has fallen, the earth is healing. But not without long standing
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wounds, attempts to engineer technical solution to climate change have only
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accelerated global weirding, sure the megaflora might capture more carbon but
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some species have also mutated by the genetic splicing used to create them.
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Sorcerers walk the night streets to bioluminescent mushrooms as the local
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cryptid is spotted in the community food forest.
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Within the ashes of the old word, new or should we say old ways of organizing
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our societies have become more common. Ones where people have say in their
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communities and don't have to worry about systemic bigotry. One where people
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are relearning to live with the more than human world and not against it. But
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not everyone feels this way, and there are those who want to go back to the old
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way of doing things.
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Of course the task ahead is a great one, we only want the world.
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## Themes <a name="themes"></a>
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“There is an intimate reciprocity to the senses: as we touch the bark of a
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tree, we feel the tree touching us; as we lend our ears to the local sounds and
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ally our nose to the seasonal scents, the terrain gradually tunes us in turn.”
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— David Abram, Spell of the Sensuous
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There are several themes that make up *Autonomous Garden* some of which may not
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be familiar. Knowing these themes in important for setting the tone of the
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game. All of the themes to no need to present themselves in every campaign but
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getting most of them is ideal. A campaign that takes place in a small commune
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will play different than one that takes place in a city.
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### Anarchism
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Anarchist themes revolve around personal freedom, social equality, and how
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society can be organized. Anarchism seeks to remove all hierarchy unless it
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proves itself necessary. Direct democracy and consensus voting are common.
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### Community
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### Consequences of the Past
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Environmental damage done in the name of profit, social damage done to control
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a population. It deliberately subverts systems that prevent the brighter future
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from happening.
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### Ecological Living
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What is it like to live in a community that doesn't export the cost of living
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onto the more than human world, in order to make a quick profit.
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### Hope
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The future is not nihilistic, in fact, it is quick optomistic. Things can get
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better if we make them. This doesn't mean its a utopia but more of a protopia,
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able to improve it's self from our current state to something one would want to
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live in. While Hope here doesnt mean blind faith, that politians will "do the
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right thing", or some technology will come around allowing westerners to live
|
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the way they have without causing ecocide. It is the hope that things can
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better than what they are now and most importantly is that nothings stops this
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from happening right now.
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|
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### Positive Technology
|
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Technology has largely failed to lessen the workloads for works under
|
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capitalism, as it just means that the production can be increased by any gains
|
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in efficiency the new technology provides. Used democratically however, the
|
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efficiency can be used to reduce labor while still meeting the needs of
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society. Some technology can outright improve the lives of those who use it.
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### Paranormal
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Magick happens, but for most people it only appears as coinsidence, where it is
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easily written off. Aliens abduct people but it doesn't mean that they are
|
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taking people up on a nuts and bolts space craft. Large hairy hominids wonder
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the forests and sometimes they'll talk to you telepathically. What is usally
|
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called the paranormal interacts with the normal world in subdte ways that only
|
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a few ever incounter.
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### Decolonization
|
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## Terms <a name="terms"></a>
|
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|
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**Affinity Group:** A group of friends/comrades that work together for a common
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goal. They are small and intimate enough that they are resistant to outside
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influence, but they still have enough power to get things done.
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|
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**Anarchist:** A political system that is against hierarchy, the state, and
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capitalism as all of these are violent.
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|
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**Appropriate Technology:** Technology that is designed to be sustainable,
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small, and appropriate the context of its use.
|
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|
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**Archology:** A monolithic structure build around environmental integration
|
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with the human world.
|
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|
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**Artificial Scarcity:** The illusion of, or limited access to something that is
|
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abundant. The most common use is by a market economy.
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**Capitalism:** A market economy, in which work places are privately owned buy
|
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an owning class, where a working class is coersed into selling their labor at a
|
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fraction of its value to generate profits for the owning class. This system
|
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demands infite grown that does not concider enviromental damage a cost of its
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operation.
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**Civilization:** An urban centric hierarchical society that depends on rural
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agriculture.
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**Communism:** A classless, stateless, and moneyless society.
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|
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**ITEK:** Is the Indigenous Traditional Ecological Knowledge that a culture has
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that keeps themselves in a good relation with the more than human world. It
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includes how to care for land and animals for the benefit of all.
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|
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**Green Washing:** Giving misleading information about the environmental impact
|
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of a products or service. These still usually benefit empire.
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**Nouveau liberal:** Someone or something that is posing as solarpunk.
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**Permaculture:** Is a practical design philosophy intended to help us live and
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prosper in an environment, while working with nature in a positive way, using
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solutions based on careful observation of natural ecosystems and common sense.
|
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Permaculture is a collection of indigenous thoughts that have been collected
|
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but lack indigenous thinking.
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**Personal Property:** Property that is owned for use of it's owner.
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|
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**Private Property:** Property that is owned to generate profits for
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it's owner, usually not occupied by its owner.
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|
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**Profit:** The difference between the cost of operating private
|
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property including paying its workers and the revenue that they
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generate.
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|
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**Socialism:** An ideology that that's states that the workers should own, the
|
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work place, residents should own their home, etc and classes of people are
|
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abolished. Theoretically this could include a state but has never been
|
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demonstrated.
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**Solarpunk:** Anti authoritarian ecological fiction.
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## Technology <a name="technology"></a>
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Most technology of **Autonomous Garden** resembles the same tech to use today
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and indeed almost all of it are things that exist today. Speculative fiction
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often takes things that exist and makes them more common. *Appropriate
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Technology* puts multiple similar solutions in place where they best fit and
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self sufficiency for those using it.
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|
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### Biotech
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Over the last few years new technologies in biotech have emerged. Most notably
|
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Stimpacks, a small injectable that can replicate the regenerative effect of
|
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reptiles. Most injuries can be healed with a week and even severed limbs can be
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fully regenerated with in 2 months.
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|
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### Heating and Cooling
|
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Lowtech heating and cooling ease the burden of powering buildings with little
|
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to no energy usage.
|
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|
||||
#### Geothermal Heating/cooling
|
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|
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#### Green Roof
|
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|
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#### Masonry heating
|
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|
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#### Terracotta Air conditioner
|
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|
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### Energy
|
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The decentralizing of energy opens up a variety of ways individual and
|
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communities can power their homes and buildings. Many of these technologies
|
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wouldn't be out of place in past centuries but don't let that fool you into
|
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thinking they can't liberate people from capitalist control.
|
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|
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#### Composting Power Plant
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In the 20th century Jean Pain created a technique for generation heat and biogas
|
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from brushwood compost. By collecting brushwood from near by woods, the
|
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composting power plant can produce methane gas for fuel, heat water, and create
|
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humus for fertilizer all without any strong oders. Best of all this is a
|
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set-it-and-forget-it system, meaning it doesn't require any maintenance outside
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of new brushwood every 8+ months.
|
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|
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Modern Composting power plants can be made as small as 2x2m which is enough to
|
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heat water 65°c, thanks to the use of polyethylene tubing less tubing is
|
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required to heat.
|
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|
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Methane producing piles usually require a larger area as they have a tank in
|
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them, filled 3/4 full with the same compost, which has been seeped in water for
|
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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
|
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Humanity has been using hydro power for around 2,000 years. The old way was to
|
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power the machines with mechanical transmission, but in the late 19th century
|
||||
electricity became utilized as a way of powering machines.
|
||||
|
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##### Mechanical Transmission
|
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Wooden water wheels appeared more than 2,000 years ago, there were a few
|
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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.
|
||||
|
1703
C2 Characters.md
Normal file
1703
C2 Characters.md
Normal file
File diff suppressed because it is too large
Load diff
910
C3 Equipment.md
Normal file
910
C3 Equipment.md
Normal file
|
@ -0,0 +1,910 @@
|
|||
# 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 attack’s 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 character’s 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.
|
||||
|
807
C4 Action.md
Normal file
807
C4 Action.md
Normal file
|
@ -0,0 +1,807 @@
|
|||
# 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 character’s 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 defender’s [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 defender’s 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 attacker’s roll per combat round spent aiming,
|
||||
up to a maximum equal to the shooter’s Skill level. The character may not move
|
||||
while lining up a shot.
|
||||
|
||||
### Combat Modifiers <a name="combatModifiers"></a>
|
||||
The following modifiers apply to an attacker’s 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 character’s 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
|
||||
weapon’s 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.
|
||||
|
1
README.md
Normal file
1
README.md
Normal file
|
@ -0,0 +1 @@
|
|||
Autonoums Garden is a free solarpunk tabletop RPG.
|
BIN
assets/Character Sheet.pdf
Normal file
BIN
assets/Character Sheet.pdf
Normal file
Binary file not shown.
3359
assets/Character Sheet.svg
Normal file
3359
assets/Character Sheet.svg
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845
assets/Character sheet.sla
Normal file
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assets/Character sheet.sla
Normal file
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assets/CharacterSheet.png
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BIN
assets/dieroll.png
Normal file
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assets/dieroll.png
Normal file
Binary file not shown.
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Loading…
Reference in a new issue