Wasteland Life: Mutants, Rugged Stuff, Frontier, Self-Reliance, Survival . . .
Greetings, all!
I'm trying to plan an adventure where PCs encounter a hidden splinter society living in a wasteland where paranormal phenomena are common. I know the trope is somewhat cinematic, but I would like to at least make it reasonably plausible in the context of the setting in question. I'm interested in all sorts of aspects - traits, skills, equipment, culture, whatever. Setting's relevant bits: the setting is TL6+3^ with retarded science of genetics and microelectronics, but (this will surely be important) a presence of neoforge technology - which can be functionally described as a 'manually operated TL9 3D-printer' (i.e. can make assorted stuff on demand without need of assembly lines, but sucks at automation). Nuclear physics doesn't exist - laws of nature are different in this setting; there are some other types of radiation, though. The planet is mostly peacefully balkanised politically. The zone: The Alienation Zone is a place which started experiencing anomalous phenomena about a century ago, and has been largely evacuated. Possible phenomena include: weird radiation that causes disadvantages and/or death (but some percentage survives and becomes more resistant in the process); electromagnetic phenomena similar to C&C's 'ion storms' that make satellite imagine of the area, and atmospheric flights in it, extremely problematic; occasional space-time anomalies that are more harmful than interesting; occasionally corrosive rains (of the borderline-realistic sort); spontaneous transmutation of regular minerals into alchemically-infused, more valuable ones. That sort of stuff. The idea is that the zone should be rather risky for normal humans (well, human-likes) to loot, inherently 'adventury', and provide some amount of valuable stuff that local mutants can trade to the outside world. Also, probably some TL6+2^ ruins too. The inhabitants: The whole reason why there are inhabitants is probably best described as a mix of religion and patriotism. Essentially, unlike other nations/clans, they refused to evacuate when the anomalies began. Most died. The survivors and their descendants got tougher in the process. They also eventually experienced a cultural shift that allowed them to stay away from their homeland for up to 50% of a year. As far as traits go, I think about giving most of them Resistant to Metabolic Hazards +8, PF 10, maybe Regeneration (up to Regular, and likely Weird Radiation / WR Only) (BIO50), plus an assortment of individual traits - representing that no two have been born/changed alike. (If some hazard afflicts disadvantages, is there a way to take these disads permanantly for points, but make sure the aforementioned hazard will not make them worse?) ----- Equipment: I'm thinking it would be logical for the cultural traditions to make 'Rugged, Cheap' the default quality of equipment (including vehicles . . . which probably translates into having half as many Systems in a vehicle for the same mass). Mass modifiers are ×1.2 ×1½ = ×1.8. I'm thinking of bumping it to ×2 and throwing in some protection against some of the more specific hazards typical for the zone. How does that sound? The cost ends up being ×1. (High-Tech, page 10) Note that as far as vehicles go, 'cheap' is supposed to mean 'clunky', but not maintenance-capricious (the usual meaning of 'cheap' in SS). ---- The Survival skill: Closest thing to a specialisation for a weird wasteland that I've seen in GURPS was in 3e - the Survival (Chthorran) skill. Given that the actual terrain types in the 'wasteland' range from prairies, through savannah, through oases, with the occasional jungly bit . . . I'm not sure if a single specialisation is right. OTOH, adding a bunch of specialisations (Wasteland Desert, Wasteland Plains, Wasteland Jungle . . .) seems wrong too. Requiring a Perk would seem odd too. I'm unsure what to do with this. Also, the whole setup probably encourages a wandering/hunter-gatherish lifestyle despite a high TL, with all those moving bad-stuff-areas. ---- On culture: I wonder how does a culture look like if it mixes conservative linked-to-land'ness with the need to innovate in order to survive, as well as be sufficiently friendly while acting abroad and trading with the normal-landers. ---- What other things should I pay attention to on this topic? What comments there are on things already said? Thanks in advance! |
Re: Wasteland Life: Mutants, Self-Reliance, Rugged Stuff, Will to Live, Survival...
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Do zone-people from families that've been there since the beginning breed true - that is, is mortality rate among zone children the same as it was in the beginning, or (for all the diversity of mutations), is resistance to the weirdness now pretty much universal? How quickly does this stuff take hold? Will PCs be outsiders, or from the Zone? How deep can outsiders expect to penetrate into the Zone before they're overcome by the dangers? How long can outsiders last? Is the weirdness uniform, or does it ramp up as you get closer to an epicenter(s)? Can this epicenter(s) be identified on a map? Do outsiders know what ground 0 was? |
Re: Wasteland Life: Mutants, Self-Reliance, Rugged Stuff, Will to Live, Survival...
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Speaking of Perks, I just realised that a bunch of Immunities to Specific Hazards might be in order, once I figure the more nasty and important hazards for the random nastiness table. Quote:
Regarding the strict 'us' vs. 'them': I like the idea of constant awareness of the differences, but I want to make sure they're neither hostile nor aggressive towards outsiders. I wonder what flavours of that can be - a 'patronising' flavour can be one, surely. Quote:
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I'd probably say the cutoff points moved somewhat: Most of the child death have shifted into very early miscarriages instead. And an overwhelming majority of those who do survive, have the necessary resistances (and some flaws in other areas!). Life expectations are probably lower - perhaps as low as 40-50 human years. I'm trying to balance the death/birth/survival ratios so that while zoners started out with a 10:1 death:birth ratio in the first generation, they're only somewhat below replacement now, and about to reach a stable or slowly increasing population in a generation or two. Quote:
I'm not quite sure whether the PCs will actually go there. But I do plan them to meet an NPC from there as a hookup for the next (well, one of the next) adventure. And I'd rather be ready if things go deeper. Quote:
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Re: Wasteland Life: Mutants, Self-Reliance, Rugged Stuff, Will to Live, Survival...
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Re: Wasteland Life: Mutants, Self-Reliance, Rugged Stuff, Will to Live, Survival...
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See, a given absorbed dosage results in a certain amount of flaws (a successful HT roll allows to take the Bad Stuff of one line above, but not ignore it completely; this is largely irrelevant, though): (A Fol is essentially a Weird GURPS Rad) 10 Fols (I): -10 temporary points worth of disads / no permanent effect. 35 Fols (II): -25 temporary/-1 remaining permanent even after healing. 100 Fols (III): -75/-5, and occasionally lethal in the long term. 350 Fols (IV): -150 / -25, and usually lethal in the long term. 1,000 Fols (V): -200/-100, but almost always lethal very soon. 3,500 Fols (VI): lethal almost immediately. My idea is that zoners effectively have an accumulated dose of 35 Fols or so. This means they have at least -25 worth of Disadvantages that count as symptoms for purposes of irradiation. So let's say a zoner gets exposed to a 'hot' source with an unmodified dose of 650 Fols. Since zoners have PF10, that's an effective dose of +65 Fols - enough to trigger the next stage. Let's say the zoner fails the HT roll (unlikely, but I want to go simple). That means the zoner must bump the amount of symptoms to -75/-5. But the zoner already has -25 worth of symptoms, so after healing, the zoner will not gain any new permanent disads; it also means that the zoner only gets an extra -50 worth of disads from the irradiation. Essentially, this is the combination of a weird analogue of 'Accumulated Rads' (a Disadvantage that was discussed recently on this very forum), and the right to count certain disads as a flat reduction to the number of disads afflicted by a specific source. |
Re: Wasteland Life: Mutants, Self-Reliance, Rugged Stuff, Will to Live, Survival...
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I do like the idea of a totally different quality-class that provides greater protection, but only against zone-specific stuff. Now I'm pondering whether this is too implausible in the context. Quote:
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Language shift is something I already thought of, yes. Æethetics - hmm, that makes one consider of having a separate racial Appearance level, despite technically being of the same race(s) as the surrounding continent. Quote:
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Different species? That's probably going too far. Quote:
Both successful - things are OK, some phenomena encountered harmlessly. Weird success, normal failure, net result successful - a hazard has been avoided by smart use of ambient weirdness. Vice-versa, net result successful - weird complications, but things went OK. Weird failure, normal success, net result failure - things were OK, but the weirdness suddenly ruined everything. Etc. Quote:
The cause of disturbances is very vaguely linked to spacetime anomalies resulting from attempts to make FTL gates. (And yes, the anomalies started some time before the FTL gate experiment was performed - and on a different planet too.) |
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Re: Wasteland Life: Mutants, Self-Reliance, Rugged Stuff, Will to Live, Survival...
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The problem comes from the fact that a random outsider with inborn Haemophilia [-30] will suffer an extra [-25] of temporary disads (and [-1] will remain forever), while someone with Haemophilia left over from a previous irradiation will gain no additional disads. It makes sense from the PoV of laws of nature in the setting, but the latter character has some sort of advantage over the former, and I'm puzzled about how to differentiate the two point-wise. (Having a PF above 1 is a totally different matter.) Quote:
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Re: Wasteland Life: Mutants, Rugged Stuff, Frontier, Self-Reliance, Survival . . .
As far as the local culture goes, if I was doing it, I would have a few groups, broadly categorized by their economic strategy:
Traders who collect valuables in the zone and do a lot of trading with outsiders (although they can still do quite a bit for themselves). Gangs and/or clans of bandits that prey on everyone else using hit and run tactics with their retreats covered by anomalies (few of these guys but they make an impression). Foragers who live off the land and either dislike outsiders or just don't care to be economically dependent on them. Within those categories you could have different groups. Eg the group of ubuntu traders who rely on a good reputation and the allies they have made for prosperity and the miserly traders who are always tough negotiators (maybe going as far as price gouging) and depend on accumulated wealth for prosperity. Depending on how many languages were spoken in the zone to begin with I might expect a pigeon to develop and it might be useful to have at least one party member who speaks each language regardless of where you plan go in the zone considering the nomadic nature of the locals. Also one or more sets of local nomenclature for (at least) zone phenomena. |
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