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Post by Gigermann on Mar 5, 2013 19:32:33 GMT -6
♫It's the End of the World as We Know It♫Campaign Concept:A survival-themed post-apocalypse sandbox/hex-crawl, featuring zombies (for starters), with a mysterious cause. The overall tone is more "action" than "horror" (Ref: The Walking Dead), with a slightly humorous twist (Ref: Zombieland). Campaign Tropes:After the End, Crapsack world, Zombie ApocalypseThe Characters:The initial PC group will be former contestants on a post-apocalypse–themed reality show called After the EndTropes: Slept Through the Apocalypse, Late to the Tragedy, Action SurvivorCharacter Creation Basics:- 150/-70/-5
- No cinematic, supernatural or exotic Traits; some normally "normal" Traits may warrant some watering-down, per Pyramid 3/21p31—I'll let you know if you run across one of these
- TL8 (Modern)
- Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
- No "Wealth" Traits
- For purely meta-game purposes, no PC is allowed to start play with points spent on Targeted Attack: Face/Skull
- All PCs should take Pacifism (Reluctant Killer) unless specifically excused
- This campaign will be "Action™-heavy," so don't make too much of a weenie character
- Backup characters are not required, but I do suggest you, at least, have some ideas, just in case—won't be pulling any punches
Campaign Rules & Conditions:- No quarter will be given; expect to be killed at any moment
- See House Rules for advancement and other rules
- Will be using "Improvement Through Study" (B292) time-use tracking (spreadsheet)
- Going to give Relationships a go
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Post by Gigermann on Mar 5, 2013 19:32:46 GMT -6
As usual, here is an experiment I'd like to try out for this game. However, if not everyone participates, it won't be worth much, so I'm considering this to be "all or none." New Perk: RelationshipEssentially, a limited-use Higher Purpose (B59) based on Personal Loyalty (SE39). Applies to only one subject (an individual PC or NPC). May be taken multiple times for different subjects. Any NPC can have a Personal Loyalty score without this Perk; possession of this Perk "activates" the extra benefits (see below) of that Personal Loyalty score. For PCs, whose players generally decide for themselves how they feel about a given NPC, the Personal Loyalty score is determined when the Perk is taken through the expenditure of character points, at the rate of 1 point per "step" above or below "Neutral" (Good/Very Good/Excellent or Bad/Very Bad/Disasterous). Some Traits grant a free character point for these purposes; some examples: - Dependent (Loved One)
- The individual subject of a Sense of Duty
- The subject of an Obsession
- The subject of an appropriate Vow
- An individual Ally
StatementsYour statement for each PC and Major NPC you have an active Relationship with defines your opinion of that character. Your statement should be one short sentence that sums it all up: The love of my life. I can’t stand him. She frightens me. I would follow him anywhere. He is reckless. I don’t trust her. The Relationship can be positive or negative, a "friendship" or "rivalry," independent of its strength. As you play through the campaign, your experiences and impressions of the other PCs will grow and change. You will be able to challenge your Relationships and alter your statement for these characters to reflect those experiences. Using RelationshipsAny time you make a check that can be justified according to a given Relationship Statement (subject to GM's approval, as per Higher Purpose (B59)) gain a +1 bonus to that check. This bonus may be claimed a number of times per game-day according to the step-level of the associated Personal Loyalty score: Good/Bad=1 time, Very Good/Very Bad=2 times, Excellent/Disasterous=3 times. This bonus may be claimed after a roll has been made. When deciding which Relationship to claim the bonus for, ask yourself two questions: Who am I performing this action for or against? Does this action agree with the Relationship statement I’ve written for this PC or Major NPC? If you answer yes to the second question, describe how your character’s Relationship drives his dramatic action. If your answer to the second question is no, consider challenging the Relationship. Challenging RelationshipsRelationships are not stagnant. They change and grow at the speeds of the seasons, tides, or even hours of the day. Old friends become bitter enemies. Longtime foes find friendship and love. Odd acquaintances discover common ground on which to join forces. When you wish to take an action that’s in conflict with your Relationship statement for that PC or Major NPC, you can challenge your Relationship, gaining the use of a Plot Point (see associated rules for usage) in place of the usual +1 bonus. Further bonuses for that Relationship can no longer be claimed for the rest of the game-session, but at the end of the session, you can rewrite your statement and redefine your connection to regain full use, if you wish. Changing RelationshipsAny Relationship that was challenged during the game-session may be restored, at the end of the session, to its previous status, but because you challenged it, you rewrite the statement to reflect your new perspective. PCs may, alternately, reduce their Personal Loyalty score by one step, and gain a bonus CP (effectively, a bonus for good role-playing). You may also step up a Relationship between sessions by spending awarded CPs as normal, just as you would with other Traits. You have to put work into a Relationship to make it better; the expenditure of CPs to upgrade the Relationship in this manner should be justified by in-game actions; a Relationship being upgraded by CP expenditure may only be adjusted one step per game-session. EXAMPLES OF RELATIONSHIP STATEMENTSBelow is a generic list of Relationship Statements. These are just suggestions—instead of choosing from this list, use it as inspiration for writing your own statements. Get creative! - I can barely tolerate him.
- She used to be so nice.
- I must make it up to him.
- She’s my best friend.
- He deserves my support.
- She’s just a silly rich girl.
- He must pay for his crimes.
- She has gone too far.
- He needs me to take care of him.
- She is stone cold.
- He’s easy to manipulate.
- I like her more now…
- He doesn’t understand my vision of the world.
- She needs to get her head in the game.
- I wouldn’t let anything hurt him.
- She’s someone I can trust.
- He’ll never change.
- If this keeps up, I’m going to kill her!
- He’s about the dumbest person I’ve ever met.
- She has a good head on her shoulders.
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Post by Gigermann on Mar 5, 2013 19:45:35 GMT -6
This system will replace the "Karma" functions listed under House Rules
Humanity A character's Humanity score starts at zero. For each action taken that defies a given character's natural moral baseline, as defined by his Traits and background material at creation, a penalty of -1 will be added to his Humanity score.
Every week, anyone with even a single negative point of Humanity must roll against Will at -1 per full -10 points of Humanity. Failure converts Humanity to negative character points, at -1 point per full 25 points of Corruption. The GM may use these points to lower self-control rolls for “evil” disadvantages like Sadism or Bloodlust, chip away at “good” disadvantages like Honesty or Pacifism, impose penalties on Reputation or influence rolls with good or pure individuals, add quirks, cause afflictions, or add full-on disadvantages from Lecherousness to a demonic Patron (and associated Duty).
Once someone has -125 or more points of Humanity loss, the GM may convert it into negative character points regardless of the Will roll. Then again, the GM might allow the Humanity loss to build up until one final blowout, even if the player fails his roll!
Converting Humanity points to disadvantage points does reduce the subject’s running Humanity loss total, and resets his moral baseline to the new level.
Regaining Humanity There are three major ways to cleanse oneself of Humanity loss:
Meritorious Act: A major virtuous and selfless act (as adjudicated by that person’s gods – which is to say, by the GM) cleanses 25 points of Humanity loss.
Penance: The individual must isolate himself from his everyday life and spend every waking moment in prayer or meditation. This requires a daily roll against Meditation. At the GM’s discretion, it may also require guidance from a suitable priest, mystic, or guru. While committed to this regime, the penitent cleanses 4 points of Humanity loss per day. No cleansing is possible on any day when he fails a self-control roll.
Therapy: See Horror p. 144
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Post by Gigermann on Mar 12, 2013 8:23:42 GMT -6
- Start at Bushong, KS Atlas E Property
- After the End reality-show; crew ~400+~100 actors; an entirely new town had to be built near Bushong to house them
The Colony reality show, Season 1 Atlas E site documentation Launch Observation Building
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Post by Gigermann on May 8, 2013 12:41:01 GMT -6
Added an image of the layout of the LOB that the PCs are going to be stuck in for 28 days together—it's basic, but a start
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Post by WxMAN on May 8, 2013 13:06:24 GMT -6
Awesome!
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Post by Rigil Kent on May 19, 2013 20:49:53 GMT -6
So are you ripping off The Colony straight up? Is that exactly what the characters were involved in? How do we work in my character who is an actual actor? I'm presuming he plays a role on the show ... but how is that worked in?
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Post by Gigermann on May 19, 2013 23:31:32 GMT -6
So are you ripping off The Colony straight up? Is that exactly what the characters were involved in? How do we work in my character who is an actual actor? I'm presuming he plays a role on the show ... but how is that worked in? I'm not going to go into a great deal of detail about the show, other than what you guys bring in. ATM, I am using The Colony as a direct basis, just to provide a starting point—I imagine it wouldn't be exact, but that's really up to you. There are some "NPCs" in the show—I'm presuming that's what Cromartie is playing; you can take your pick, or make something up that fits. Also, for the record, the Event will occur about halfway through the show's filming.
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Post by Gigermann on Aug 13, 2013 14:10:51 GMT -6
The question has been asked, and the answer is now determined: The nuked cities will have been hit with a 300-500kT device. At maximum: - 01.21mi: Complete destruction of reinforced concrete structures, such as skyscrapers, will occur within this ring. Between 7 psi and 15 psi, there will be severe to total damage to these types of structures.
- 01.83mi: Severe damage to complete destruction of reinforced concrete structures, such as skyscrapers, will occur within this ring.
- 02.23mi: Complete destruction of ordinary houses, and moderate to severe damage to reinforced concrete structures, will occur within this ring.
- 03.91mi: Severe damage to ordinary houses, and light to moderate damage to reinforced concrete structures, will occur within this ring.
- 05.75mi: Light damage to all structures, and light to moderate damage to ordinary houses, will occur within this ring.
- 14.76mi: Most glass surfaces, such as windows, will shatter within this ring, some with enough force to cause injury.
View
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Post by Rigil Kent on Aug 13, 2013 15:39:43 GMT -6
What about fallout?
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Post by LabRat on Aug 13, 2013 18:56:52 GMT -6
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