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4 changed files with 67 additions and 37 deletions
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@ -149,6 +149,15 @@ In order to begin playing you will need the following:
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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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## Safety First
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Autonomous Garden features themes that might make some players feel unsafe,
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which is not fun as many people play games to escape their oppression and
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trauma.
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There are a number of tools that can be used at the table to keep everyone
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feeling safe such as Lines and Vails, and the X-Card that are freely avaible
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online.
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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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@ -1538,7 +1538,7 @@ Binoculars, Flare x10, Gogles, Survival Kit, Tent
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Weapon | DM | ACC | Range | Mag | Traits
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--- | :---: | :---: | :---: | :---: | :---:
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Assult Rifle | 5 | 0 | 60 | 30 | RoF +3
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Assult Rifle | 5 | 0 | 60 | 30 | RoF 3
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Knife | 1+Body | 0 | 5+Body | - |
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### Maia Ngyun
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@ -299,19 +299,19 @@ Weapon | DV | ACC | Range | Mag | Traits | Availability
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**Pistols** | | | | | | |
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Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
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Revolver | 4 | 0 | 9 | 6 | Slow Reload | 1
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Machine Pistol | 3 | 0 | 7 | 17+1 | RoF +4 | 1
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Machine Pistol | 3 | 0 | 7 | 17+1 | RoF 4 | 1
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**Shotguns** | | | | | | |
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Double Barrel | 6 | 0 | 7 | 2 | Slow Reload | 1
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Pump Action | 6 | 0 | 7 | 5+1 | Slow Reload | 1
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Auto Shotgun | 6 | 0 | 6 | 12+1 | RoF +1 | 2
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Auto Shotgun | 6 | 0 | 6 | 12+1 | RoF 1 | 2
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**Rifles** | | | | | |
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Hunting Rifle | 3 | 0 | 40 | 10+1 | | 1
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DMR | 5 | 0 | 75 | 20+1 | | 2
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Sniper Rifle | 6 | 0 | 130 | 5+1 | | 2
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**Automatics** | | | | | |
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Submachine Gun | 4 | 0 | 25 | 30+1 | RoF +3 | 2
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Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF +3 | 2
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3 | 2
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Submachine Gun | 4 | 0 | 25 | 30+1 | RoF 3 | 2
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Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF 3 | 2
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3 | 2
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Weapon | DV | ACC | Range | Mag | Traits | Availability
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--- | :---: | :---: | :---: | :---: | :---: | :---:
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@ -512,8 +512,7 @@ fill a 5 meter wide area with bullets. Anyone entering the area during the
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round must defend against a single attack roll + RoF. Suppressing fire can be
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used at up to medium range.
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Suppressed characters can not move unless they pass a TN 2 + RoF willpower
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test.
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Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
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**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
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extended by 1 meter.
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80
Rules.md
80
Rules.md
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@ -3,30 +3,6 @@
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When you have to choose between the truth and the legend, choose the legend."
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-John Ford(Misattributed)
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## Safety First
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## Running the Game
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### Bending and Breaking Rules
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#### Improvising
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### Running Action Tests <a name="runningActionTests"></a>
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#### Running Combat
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+ Environment and cover stuff
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### GM Assistants
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+ Extra paper and pencil
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+ NPC cards
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+ Setting card
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+ GM Screen
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+ Miniatures
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+ list of unused NPC names
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+ Plot tracker
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## Session 0
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Before a game starts, even before characters are made, it's important to go
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over a few things, just so that everyone is on the same page. The GM should
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@ -102,11 +78,21 @@ present.
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### Game Balance
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+ PC resources
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+ Antagonists reources
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+ Antagonists resources
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#### Pacing
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#### Improvising
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The nature of collective story telling is that someone will ad something that
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the GM didn't plan for and the GM will need to create something on the fly.
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This might be a background for a one off NPC that the players took a liking to,
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a route to an objective that makes sense and the character is equipped to
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handle, or the PCs breaking the sequence of the plot in some unexpected way.
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This should be expected and the GM is going to have to come up with something
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when it does.
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### Plotting a Campaign
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#### The Pilot Adventure
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@ -203,6 +189,42 @@ nausia or healing, they may hear a humming sound seamingly from nowhere. Video
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and images in and around the circle may have artifacts in them and batteries of
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electronic devices may drain instantly.
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## Running the Game
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### Bending and Breaking Rules
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Part of being the GM is knowing when a rule should be followed or not.
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Sometimes a character will do something that could require a test, if it adds
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nothing to the story than it should be ignored. If the scene begins after the
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players break into a facility there is no need to make the players roll to get
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in as it adds nothing and if they fail the test the scene that they want to get
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to is delayed or doesn't even happen at all. If a character is casually doing
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drugs there is no reason to have the player roll to resist it that will only
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interrupt role play.
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### Spotlight
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The GM as director needs to ensure that all players are given equal opportunity
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to play their character and contribute. If one character is given the spotlight
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it can make them feel like they're the main character and everyone else is a
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background character which is not what ttrpgs are about.
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### Running Action Tests <a name="runningActionTests"></a>
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Inexperienced GMs often put little to no narrative weight behind action tests
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#### Running Combat
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+ Environment and cover stuff
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### GM Assistants
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+ Extra paper and pencil
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+ NPC cards
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+ Setting card
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+ GM Screen
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+ Miniatures
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+ list of unused NPC names
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+ Plot tracker
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# Chapter Six: NPCs <a name="NPCs"></a>
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NPCs populate the word of **Autonomus Garden**, they could be antagonists or
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allies. Like in other forms of storytelling, characters can be broken down into
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@ -327,7 +349,7 @@ vehicle, comm gear, flashlight, restraints, medical kit, Tactical Vest(+5)
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Weapon | DM | ACC | Range | Mag | Traits
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--- | :---: | :---: | :---: | :---: | :---:
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Pistol | 3 | 0 | 7 | 0 | 12 |
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Assult Rifle | 5 | 0 | 60 | 30 | RoF +3
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Assult Rifle | 5 | 0 | 60 | 30 | RoF 3
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Dazzler | 0 | +1 | 12 | 10 |
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### Cop
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@ -595,7 +617,7 @@ Vehicle, Military throat/eat comm, flashlight, restraints, Tactical Vest(+5)
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Weapon | DM | ACC | Range | Mag | Traits
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--- | :---: | :---: | :---: | :---: | :---:
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Knife | 1+BOD | 0 | 5+BOD | - |
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3
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Frag Nade | 5/3 | 0 | 5+BOD | - | AoE 8/30
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Flash Bang Grenade | 2/flash | 0 | 5+BOD | 3/30 |
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@ -701,7 +723,7 @@ Binoculars, Flare x10, Goggles, Survival Kit, Tent
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Weapon | DM | ACC | Range | Mag | Traits
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--- | :---: | :---: | :---: | :---: | :---:
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3
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Knife | 1+BOD | 0 | 5+BOD | - |
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### Riot Cop
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@ -819,7 +841,7 @@ Weapon | DM | ACC | Range | Mag | Traits
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Weapon | DM | ACC | Range | RoF | Mag
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--- | :---: | :---: | :---: | :---: | :---:
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Knife | 1+BOD | 0 | 5+BOD | - |
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF +3
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Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3
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Frag Nade | 5/3| 0 | 5+BOD | - | AoE 8/30
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### Spy
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