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#1 | ||||||||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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. Hmm. I think there should be slowly moving, appearing and disappearing epicentres. |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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I would solve this by saying that radiation grants some form of Resistant advantage at the same time it grants the disadvantage (this will usually still be negative points), so the player who wants to have been already subjected to radiation can buy an advantage to reflect this fact.
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#3 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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. |
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#4 | |||||||||
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Join Date: Dec 2010
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#5 | |||||||||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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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#6 | |||||
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Join Date: Dec 2010
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#7 | ||||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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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All research material was more-or-less lost in the disaster (and stuff was too secret to be backed up far away from the disaster epicentre). There are occasional attempts to get back on tracks by other factions, but these are essentially dead-ends right now. I might change my mind later, but this is unlikely, as the campaign is meant to be in one solar system only. |
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#8 |
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Join Date: Jan 2010
Location: Los Angeles County
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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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#9 | ||||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Will think about that, thanks for the idea. |
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| Tags |
| mutants, rugged, ruggedised, survival, wasteland |
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