Spoiler (click to show/hide):
I apologize for the fact that I was so unreliable this summer. For those unaware, I was fighting with Comcast, and by the time I got that resolved, my older sister was found to have a near-fatal blood clot in her lung... I really do have shit luck it seems.
It's come to my attention that some folks were asking about this...
Assuming I haven't pissed everyone off to the point of no return with my constant disappearances, I'm willing to try and start it back up, however with some stipulations...
1) I'll be limited to one post a week, maybe two if I'm not slammed with homework (I try to spend about 20-30+ minutes per character if my posts come out longer than a couple lines. Combat sequences usually take me about 5-10 minutes to process). Currently taking four math classes (well, one "official" math class, one "materials-based physics" math class, one "electricity" math class, and one computer "math programming" class). At least, this'll be the case until school is out for break (assuming my employer doesn't have me go back to 40 hour work weeks when that happens... pay is pay though).
2) I'd like folks to keep track of their own equipment/changes that occur. This'll smooth things out quite a bit.
3) With some of the changes that have taken place, I can either reinstate your character where we left off in 1.0, or you can start fresh (with either the same character or a new one), just give me a heads up!
I apologize for the fact that I was so unreliable this summer. For those unaware, I was fighting with Comcast, and by the time I got that resolved, my older sister was found to have a near-fatal blood clot in her lung... I really do have shit luck it seems.
It's come to my attention that some folks were asking about this...
Assuming I haven't pissed everyone off to the point of no return with my constant disappearances, I'm willing to try and start it back up, however with some stipulations...
1) I'll be limited to one post a week, maybe two if I'm not slammed with homework (I try to spend about 20-30+ minutes per character if my posts come out longer than a couple lines. Combat sequences usually take me about 5-10 minutes to process). Currently taking four math classes (well, one "official" math class, one "materials-based physics" math class, one "electricity" math class, and one computer "math programming" class). At least, this'll be the case until school is out for break (assuming my employer doesn't have me go back to 40 hour work weeks when that happens... pay is pay though).
2) I'd like folks to keep track of their own equipment/changes that occur. This'll smooth things out quite a bit.
3) With some of the changes that have taken place, I can either reinstate your character where we left off in 1.0, or you can start fresh (with either the same character or a new one), just give me a heads up!
A Threads 2.0 mixed with Fallout themes
Warning: This RP has the potential to have Grimdark as fuck moments. Your character will die if they do something stupid (or have multiple occasions of bad luck one after another).
Spring of 2123, the year is unknown to the locals, the time is harvest season. Grub fruit will be ready for harvest soon and Gizzard fruit needs to be planted. No one lives from those ancient days when the bombs fell upon the land some eighty, ninety years ago. All that remains is the most basic knowledge that your ancestors caused this hell you live in. Companies around the world had built massive shelters from the nuclear fallout, and said ancestors had thought it fitting to ensure your survival before you were ever a thought. These shelters lasted mere months, possibly a year or so to protect from the initial fallout, but corporate greed and lack of insight made them ill prepared for a true nuclear war. Researchers claim the number of bombs that fell were disproportionate to what the warring lands had, but what is the purpose of history when day-to-day survival is as difficult as it is? The governing bodies died off fourty years ago, giving rise to a new order, a man who had cast off his name and referred to himself simply as "Hatchet" took power. A skilled engineer, Hatchet worked closely with many of the local populaces to increase agricultural workloads and decrease security to what was needed. Unfortunately, while Hatchet was able to make people get along to survive, not even he could control what would happen when for the first time there was a surplus of food eight years ago, and people had a chance to look for entertainment. Rape, murder, political coups. Hatchet was assassinated via a smaller nuclear device that had never been launched, his base with him. Countless survival secrets were lost with his death, and your pitiful world began to crumble into anarchy. Those few of Hatchet's most loyal who survived were either kidnapped, or helped in the formation of two rival gangs. Hatchet's loyalists, commonly known by the people simply as "purple rats" as they still blame them for their hardships, and those gangs which have syndicated and conglomerated into an entity known as the "Grey Eagles." Nestled into the Rocky Mountains of Colorado, neither group is ready to accept the other, and what few locals remain have sided with one or the other for survival...
Hatchet's Loyalists dogma: Protect yourself and those who serve our leader Regus directly. The world is a dangerous place, and it is our place to survive and pass on these secrets to those who pay homage to us. Execute any who interfere with your work, but leave people be if they do not. Protect only those who have strategic value to keep alive. We are the immovable wall that ensures survival, but it is each citizen's duty to decide what protection and government they see fit. Wear deep purple so that all may know to not interfere.
Grey Eagles dogma: Those of us who opposed Hatchet serve the council of eyes. Serve to protect the council's interests with both your body and your mind. The council is the ultimate authority, and their word is law. Establish the council as the one and only authority. Destroy all who oppose the council without mercy- men, women, and children, for their opposition leads only to anarchy and degeneracy. Your fellows are your brothers and sisters, for we are all one, and we shall not only survive- we shall thrive through the council, and hope to be elected into its inner workings. Wear the grey bandannas which symbolize your commitment.
Spoiler (click to show/hide):
For those of you curious about the movie threads, which you in no way have to watch to participate, it can be found here. This is the last warning you'll get that this RP may or may not be grimdark as fuck.
For those of you curious about the movie threads, which you in no way have to watch to participate, it can be found here. This is the last warning you'll get that this RP may or may not be grimdark as fuck.
Character Sheet: Required forms are marked by a *
Name*: (This can be a nickname or an actual name)
Gender*:
Appearance:
Age: (Most people don't live past their mid-late thirties if they don't get shot even younger than that)
Skills*: (Select eight)
Mutation(s)*: (Select minimum one, up to two allowed)
Gang Affiliation/Rank: (There are four "factions." You may also list "neutral/survivor.")
Background: (Helps me determine your "starting story")
Starting supplies will be determined based on your profession and other factors. Generally speaking you'll have clothes, a weapon, some supplies, and then something specific to your character/their profession. You can of course make a suggestion through their background.
Subhuman: (Y/N) Subhumans are people who have suffered much worse from mutations than general survivors. They get special bonuses/penalties applied to them (+3 to Fitness/Endurance OR Perception/Intellect, bypass the max 20 on stats, but -2 to the alternate statset, and -2 to leadership. You must also take FIVE mutations).
Mutations (examples)
Spoiler (click to show/hide):
No one gets off fine and dandy. Mutations affect everyone. You must have at least one "mutation," and may have two if you'd like within reason. The following are example mutations. You are allowed to create your own if these ones don't suit your fancy, but a mutation mainly applies a detriment, with a side benefit usually applying to quirky situations
Microcephaly- While many children die before their birth or in their early ages, a number are born with cognitive disabilities and, more commonly, microcephaly. You are not bright at all. In fact, you only have the mind of a seven year old or so. You likely rely on someone just to get by. You have, however, been blessed with a very hardy body, and are able to resist more of the effects of the land. (+4 Endurance/Fitness, -6 Intellect, -2 Leadership. Max Intellect, even with drugs, is now 10.)
Ionization Burns- When Hatchet's facility exploded, you weren't sheltered well enough. Somehow you managed to survive the massive doses of radiation, but you are scarred with 3rd degree ionization burns along parts of your body. You are lucky in your own way though- you are radiation resistant... (-1 perception/leadership, +20% radiation resistance, OR +2 Endurance/-2 leadership)
Increased immune cells- A mutagenic effect of the radiation has granted you an increase in white blood cells. Your body fights off disease much, much faster than the average human. Illness is very unpleasant though because of this rapid fight-off. (+4 to Endurance rolls against disease, double negative effects when infected)
Congenital Analgesia- You cannot feel pain. Your nerve endings are numb, unable to feel pain, nor most feeling in general. This has many advantages to your survival, but you aren't able to tell when you are pushing your body to its limits or when you're in a hazardous environment. (+5 Endurance, +1 Fitness, -4 perception, -2 luck. HP is invisible unless you "check" yourself IC.)
Necrosis- Parts of your skin have decayed away. You are much more prone to disease, but radiation is less likely to penetrate the dead cells. (-4 Endurance rolls vs. disease, +15% radiation resistance)
Infertile- You are completely and utterly infertile. Even if you've tried, you are unable to produce children thanks to the radiation. Some call it a blessing, others a curse. some mutated sub-humans won't even notice you, you are effectively invisible to them. ("Breeding" type mutants/"monsters" will either ignore you, or have lethal intent)
Extra body part- You have an extra body part. Possibly a useless foot on your back, possibly an extra arm. It's debatable whether you can even use it or not, but it's been there since birth. (penalties/bonuses to be determined by the body part)
Increased Cranial Capacity- Your brain is bigger than most. No, you don't have superpowers, and yes, people can notice you have a big head. You are more intelligent, but on the flip side, you require more nourishment to prevent starvation due to your greedy brain. (+6 intelligence, -1 leadership, hunger state changes 50% faster)
Cataracts- You've developed cataracts (or perhaps had them all of your life) due to the radiation. You are part way if not fully blind, but your other senses are better because of this. (no eyesight/minimal eyesight, +2 to all other perception checks. Firearms have a 50% chance of automatically missing)
Hairless- A common mutation, you are unable to grow hair, even on your head. Sure people won't be able to grab onto it, but you're also more exposed to radiation and disease without it. (+1 fitness, less affected by warm environments, -2 on Endurance vs. disease, 10% higher radiation doses)
Epileptic- You are prone to epileptic seizures. It's not pleasant and when they do happen you typically get to the point of near-dehydration. The only bright side is your body has developed a slower metabolism and you sleep more easily when they don't occur. (3 + 1% per day chance of having an epileptic seizure with thirst dropping to dehydrated/hunger dropping halfway. +1 luck, hunger/thirst drop 25% slower)
Lung Scarring- Perhaps from exposure to radioactive dust, perhaps you were born with it... You have lung scarring. You have a much harder time breathing during heavy exercise and similar situations, but you do have less of a chance of inhaling radioactive particles in the future because of it. (-2 fitness/endurance, +2 luck, 10% radiation resistance increase)
Blisters- Your body blisters and scars very easily, but your tough skin makes you more immune to melee weapons (-2 leadership, but your skin counts as "tier II armor" against weapons)
Second Liver- Your body has developed a second liver at birth to deal with poisons. You can ingest poisonous food/drink with fewer effects. (10% poison resistance, -1 perception)
Missing Limb- You don't have any real mutations, but you do have a missing limb due to radiation exposure. The rest of your body regenerates faster because of the minor changes the excess radiation caused in you. (size of the limb missing affects the level of regeneration increase. An eye/hand is not worth as much as an arm/leg)
Weak bones- You have a weak skeletal structure. You are likely very lithe or very tall, but you are more prone to broken appendages too. (-2 Endurance/+1 Luck/Leadership)
Insomnia- You are unable to sleep very well. On the bright side, you're able to see better in the dark and wake up more easily to intruders. (hidden bonuses, ALTERNATIVELY: -2 Leadership/Endurance, +2 Perception/Luck)
Lethargy- You are lethargic. It has its perks, but you're always... Tired.... (Hidden bonuses)
Hypertrichosis- You are covered in hair from head to toe. You are naturally more cleanly and warmer in cold weather, but give off a distinct smell that's more noticeable when you haven't bathed, and hot environments are not your friend. (Not affected by cold weather, +2 Endurance vs. Disease, -2 to sneak, double effects in hot environments)
No one gets off fine and dandy. Mutations affect everyone. You must have at least one "mutation," and may have two if you'd like within reason. The following are example mutations. You are allowed to create your own if these ones don't suit your fancy, but a mutation mainly applies a detriment, with a side benefit usually applying to quirky situations
Microcephaly- While many children die before their birth or in their early ages, a number are born with cognitive disabilities and, more commonly, microcephaly. You are not bright at all. In fact, you only have the mind of a seven year old or so. You likely rely on someone just to get by. You have, however, been blessed with a very hardy body, and are able to resist more of the effects of the land. (+4 Endurance/Fitness, -6 Intellect, -2 Leadership. Max Intellect, even with drugs, is now 10.)
Ionization Burns- When Hatchet's facility exploded, you weren't sheltered well enough. Somehow you managed to survive the massive doses of radiation, but you are scarred with 3rd degree ionization burns along parts of your body. You are lucky in your own way though- you are radiation resistant... (-1 perception/leadership, +20% radiation resistance, OR +2 Endurance/-2 leadership)
Increased immune cells- A mutagenic effect of the radiation has granted you an increase in white blood cells. Your body fights off disease much, much faster than the average human. Illness is very unpleasant though because of this rapid fight-off. (+4 to Endurance rolls against disease, double negative effects when infected)
Congenital Analgesia- You cannot feel pain. Your nerve endings are numb, unable to feel pain, nor most feeling in general. This has many advantages to your survival, but you aren't able to tell when you are pushing your body to its limits or when you're in a hazardous environment. (+5 Endurance, +1 Fitness, -4 perception, -2 luck. HP is invisible unless you "check" yourself IC.)
Necrosis- Parts of your skin have decayed away. You are much more prone to disease, but radiation is less likely to penetrate the dead cells. (-4 Endurance rolls vs. disease, +15% radiation resistance)
Infertile- You are completely and utterly infertile. Even if you've tried, you are unable to produce children thanks to the radiation. Some call it a blessing, others a curse. some mutated sub-humans won't even notice you, you are effectively invisible to them. ("Breeding" type mutants/"monsters" will either ignore you, or have lethal intent)
Extra body part- You have an extra body part. Possibly a useless foot on your back, possibly an extra arm. It's debatable whether you can even use it or not, but it's been there since birth. (penalties/bonuses to be determined by the body part)
Increased Cranial Capacity- Your brain is bigger than most. No, you don't have superpowers, and yes, people can notice you have a big head. You are more intelligent, but on the flip side, you require more nourishment to prevent starvation due to your greedy brain. (+6 intelligence, -1 leadership, hunger state changes 50% faster)
Cataracts- You've developed cataracts (or perhaps had them all of your life) due to the radiation. You are part way if not fully blind, but your other senses are better because of this. (no eyesight/minimal eyesight, +2 to all other perception checks. Firearms have a 50% chance of automatically missing)
Hairless- A common mutation, you are unable to grow hair, even on your head. Sure people won't be able to grab onto it, but you're also more exposed to radiation and disease without it. (+1 fitness, less affected by warm environments, -2 on Endurance vs. disease, 10% higher radiation doses)
Epileptic- You are prone to epileptic seizures. It's not pleasant and when they do happen you typically get to the point of near-dehydration. The only bright side is your body has developed a slower metabolism and you sleep more easily when they don't occur. (3 + 1% per day chance of having an epileptic seizure with thirst dropping to dehydrated/hunger dropping halfway. +1 luck, hunger/thirst drop 25% slower)
Lung Scarring- Perhaps from exposure to radioactive dust, perhaps you were born with it... You have lung scarring. You have a much harder time breathing during heavy exercise and similar situations, but you do have less of a chance of inhaling radioactive particles in the future because of it. (-2 fitness/endurance, +2 luck, 10% radiation resistance increase)
Blisters- Your body blisters and scars very easily, but your tough skin makes you more immune to melee weapons (-2 leadership, but your skin counts as "tier II armor" against weapons)
Second Liver- Your body has developed a second liver at birth to deal with poisons. You can ingest poisonous food/drink with fewer effects. (10% poison resistance, -1 perception)
Missing Limb- You don't have any real mutations, but you do have a missing limb due to radiation exposure. The rest of your body regenerates faster because of the minor changes the excess radiation caused in you. (size of the limb missing affects the level of regeneration increase. An eye/hand is not worth as much as an arm/leg)
Weak bones- You have a weak skeletal structure. You are likely very lithe or very tall, but you are more prone to broken appendages too. (-2 Endurance/+1 Luck/Leadership)
Insomnia- You are unable to sleep very well. On the bright side, you're able to see better in the dark and wake up more easily to intruders. (hidden bonuses, ALTERNATIVELY: -2 Leadership/Endurance, +2 Perception/Luck)
Lethargy- You are lethargic. It has its perks, but you're always... Tired.... (Hidden bonuses)
Hypertrichosis- You are covered in hair from head to toe. You are naturally more cleanly and warmer in cold weather, but give off a distinct smell that's more noticeable when you haven't bathed, and hot environments are not your friend. (Not affected by cold weather, +2 Endurance vs. Disease, -2 to sneak, double effects in hot environments)
Skills
Spoiler (click to show/hide):
Skills are important things that your character knows how to do. Skills are broken into four groups: Social, Combat, Technical, and Survival. Some skills branch over into other ones (such as sneak), but this breakdown gives folks a better idea of the finer details of a skill past the base description. A character with a low leadership, no matter what their class is, might have some difficulty with papercraft, for instance. Whereas in Degradation 1.0, skills were determined via your class, in Degradation 2.0, you get to choose your eight skills that you wish to have. Any skill labeled with an R means it's restricted. A restricted skill requires that you be a member of the Loyalists or Grey Eagles (or be a former member- mind you the gangs don't take kindly to people who quit). This is because in the current setting, while slavers have access to high-grade weaponry, their understanding of their use doesn't go much further than "aim and shoot/throw." They have not had the years/manuals/instructors to properly teach them. Similarly, the reason medicine/science are restricted in 2.0, while CU and driving aren't, is because medicine/science rely on advanced tech that only the two major gangs would have access to in this setting.
You gain a +5 bonus with all skills you have (or an equivalent latent combat bonus).
-Social-
-Combat-
-Technical-
-Survival-
Skills are important things that your character knows how to do. Skills are broken into four groups: Social, Combat, Technical, and Survival. Some skills branch over into other ones (such as sneak), but this breakdown gives folks a better idea of the finer details of a skill past the base description. A character with a low leadership, no matter what their class is, might have some difficulty with papercraft, for instance. Whereas in Degradation 1.0, skills were determined via your class, in Degradation 2.0, you get to choose your eight skills that you wish to have. Any skill labeled with an R means it's restricted. A restricted skill requires that you be a member of the Loyalists or Grey Eagles (or be a former member- mind you the gangs don't take kindly to people who quit). This is because in the current setting, while slavers have access to high-grade weaponry, their understanding of their use doesn't go much further than "aim and shoot/throw." They have not had the years/manuals/instructors to properly teach them. Similarly, the reason medicine/science are restricted in 2.0, while CU and driving aren't, is because medicine/science rely on advanced tech that only the two major gangs would have access to in this setting.
You gain a +5 bonus with all skills you have (or an equivalent latent combat bonus).
-Social-
- Silver Tongue- Lie, taunt, intimidate, and effectively gamble
- Diplomacy- Persuade and influence others, some skill in bartering
- Stealth- Sneak around, disguise oneself, and pick things up silently
- R Papercraft- Forge documents, read old documents, and perform papercraft (origami, for instance)
- Eavesdropping- Overhear things, perceive when someone is lying, and spot things
- Perform- Ability to sing, dance, play instruments, and act
- Empathy- Relate to people and calm animals more easily
-Combat-
- Drive- Ability to maneuver vehicles and drones
- Firearms (One Handed)- Use pistols and other one-handed firearms effectively
- Firearms (Two Handed)- Use two handed firearms like hunting rifles efficiently
- R Firearms (Assault)- Effectively utilize assault weapons
- Throwing/Projectiles- Use bows, crossbows, and throwing weapons to deadly effect
- R Energy Weapons- Utilizing plasma, laser, ionic, and similar non-conventional weaponry (includes things like tranquilizer dart guns)
- R Explosives- Effective use of explosives and rocket technologies (includes flamethrower)
- Unarmed- Mastery of one's own body
- Melee- Ability to perform in melee combat with a weapon
-Technical-
- Identify- Discover the value of things/figure out what unfamiliar things do
- Crafting/Metallurgy- Make new items from junk or reosurces
- Mechanics/Repair- Work with and repair machinery, weapons, armor, and structures
- Computer Use (CU)- Crack and work with computers and robotics
- R Medicine- Effectively utilize drugs and more advanced/serious procedures like treating a slashed artery (medicine is restricted due to your average survivor not having access to advanced medical technology)
- R Science- Crossover skill like Medicine, but more focused on biology/chemistry/physics, and less on medicine/advanced medical procedures
- Navigation- Plot advanced courses and locate where you are in a hurry more effectively
-Survival-
- Cardio- Running, climbing, swimming, and jumping!
- Trapping- Create, place, and destroy traps
- Criminology- Steal, pick locks, and get out of bindings
- Hunting- Effectively track and hunt both animals and people
- First Aid- Treat injuries effectively beyond spray-on skin and bandages
- Search- Find supplies effectively and notice traps
- Survival- Handle radiation, food shortages, and basic survival skills more efficiently
Base Stats
Spoiler (click to show/hide):
The purpose of base stats is to allow for a variety among players and to help define the combat/skill system that will be going into place. They will function similar to DnD's 2.0 and (I believe, memory is a bit fuzzy) 3.0 rules. I will roll 3d6 2 times, and that will go into your pool. I will do this for the number of stats, and from the final numbers, you may choose which ones you wish to apply to where.
Stats and what they imply
Stats can not go above 20 unless otherwise stated.
The only time I'm going to "deny" you on your stat choices, is if you do something crazy like make a scientist and then make intelligence their lowest stat.
The actual stats are similar to the standard D&D ones, but have alterations ("wisdom" is split between perception, leadership, and intellect). They are Fitness, Endurance, Perception, Leadership, Intellect, and Luck.
Fitness determines how fast and how strong you are. Obviously with a low calorie diet so common to survivors, no one's going to become a bodybuilder. That being said, some people will be more inclined to be in shape than others. Fitness is considered your "core" combat statistic. Fitness is especially important to those who expect to be on the front lines of combat. Fitness is key to all classes
Endurance determines how long you can last, your metabolic rates, and many other key components to your survival. Endurance doesn't imply you're beefy or bulky, it simply implies that you can take a hit longer and move longer. Someone who is fit can run fast, but you can run twice the distance. Endurance is your "secondary" combat statistic. Endurance is especially important for grunts and farmers.
Perception determines your instinct and survival skills. Anyone can be tough with training, but only a keen sense of smell and quick focus can save your life from unintended dangers. Perception is key in far-ranged combat, and in determining where to hit the enemy. Perception is especially important for scouts and marksmen.
Leadership determines not only how good you are at speaking with people and forming groups, but also has to deal with trade, negotiations, and spotting liars. Not everyone is a natural leader, but those who can use their wits should do so. Leadership is important for outlaws and engineers (for different reasons).
Intellect determines not only how smart you are, but how knowledgeable you are of the world. A high intellect will keep you out of trouble as you spot things others would overlook. Intellect is especially important for all innovators, though to different degrees (doctors, for instance, will find a modest balance of intellect and perception to their advantage over a huge intellect alone).
Luck is a mysterious thing. It's hard to have any luck when you're living in an irradiated mountain range full of dangerous animals and criminals, and many say everything is purely skill, but some suggest luck plays a role when we might otherwise fail, or if one has bad luck, when they might otherwise succeed.
The purpose of base stats is to allow for a variety among players and to help define the combat/skill system that will be going into place. They will function similar to DnD's 2.0 and (I believe, memory is a bit fuzzy) 3.0 rules. I will roll 3d6 2 times, and that will go into your pool. I will do this for the number of stats, and from the final numbers, you may choose which ones you wish to apply to where.
Stats and what they imply
- 6-: Hopeless
- 7-8: Below Average
- 9-11: Average
- 12-14: Above Average
- 15-16: Excellent
- 17-19: Advanced
- 20: Heroic/Abnormal
Stats can not go above 20 unless otherwise stated.
The only time I'm going to "deny" you on your stat choices, is if you do something crazy like make a scientist and then make intelligence their lowest stat.
The actual stats are similar to the standard D&D ones, but have alterations ("wisdom" is split between perception, leadership, and intellect). They are Fitness, Endurance, Perception, Leadership, Intellect, and Luck.
Fitness determines how fast and how strong you are. Obviously with a low calorie diet so common to survivors, no one's going to become a bodybuilder. That being said, some people will be more inclined to be in shape than others. Fitness is considered your "core" combat statistic. Fitness is especially important to those who expect to be on the front lines of combat. Fitness is key to all classes
Endurance determines how long you can last, your metabolic rates, and many other key components to your survival. Endurance doesn't imply you're beefy or bulky, it simply implies that you can take a hit longer and move longer. Someone who is fit can run fast, but you can run twice the distance. Endurance is your "secondary" combat statistic. Endurance is especially important for grunts and farmers.
Perception determines your instinct and survival skills. Anyone can be tough with training, but only a keen sense of smell and quick focus can save your life from unintended dangers. Perception is key in far-ranged combat, and in determining where to hit the enemy. Perception is especially important for scouts and marksmen.
Leadership determines not only how good you are at speaking with people and forming groups, but also has to deal with trade, negotiations, and spotting liars. Not everyone is a natural leader, but those who can use their wits should do so. Leadership is important for outlaws and engineers (for different reasons).
Intellect determines not only how smart you are, but how knowledgeable you are of the world. A high intellect will keep you out of trouble as you spot things others would overlook. Intellect is especially important for all innovators, though to different degrees (doctors, for instance, will find a modest balance of intellect and perception to their advantage over a huge intellect alone).
Luck is a mysterious thing. It's hard to have any luck when you're living in an irradiated mountain range full of dangerous animals and criminals, and many say everything is purely skill, but some suggest luck plays a role when we might otherwise fail, or if one has bad luck, when they might otherwise succeed.
Application of stats (example)
Spoiler (click to show/hide):
Example of how stats are applied:
Billybob makes a character sheet.
GM Rolls:
13, 11 = 13
13, 18 = 18
14, 12 = 14
7, 11 = 11
11, 11 = 11
7, 13 = 13
Obviously these rolls came out better than usual, but Billybob would then assign these numbers (13, 18, 14, 11, 11, 13) to his six stats as he sees fit.
So lets say he has his stats as:
14 fitness
18 Endurance
13 Perception
13 Intellect
11 Leadership
11 Luck
However, Billybob's mutation is Microcephaly because he figured he's a grunt so he doesn't have to worry about being smart.
This now lowers his intellect by 6/his leadership by 2, but raises his Endurance and Fitness by 4.
So his new stats look like
18 Fitness
20 Endurance (max)
13 Perception
7 Intellect
9 Leadership
11 Luck
NOTE: If a player has more than one stat that is not at least 9+, I will do a third roll on each <9 roll until either A) a third roll has been made for each (the dice gods just hate you), or B) you only have 1 stat that is less than 9.
So if you get something like 14, 11, 13, 7, 8, 8...
I will reroll once on the 7, and once on the eight. Lets say this makes it 14, 11, 13, 17, 8 (the roll was less than 8), 8.
I then roll one more 3d6 for that last 8 and we roll with it, even if you still have more than one stat below 8.
SECOND NOTE: If you have a stat that's less than 7 before modifiers, I will automatically reroll on it. The goal is to get players mostly average stats with a few low and a few high stats mixed in.
Some stats have a base requirement. A person with less than 7 perception must sacrifice one sense for every point below 7. E.G. 6 perception and sacrifice the feeling of touch. A person with an intelligence of less than 9 cannot speak properly, and one with an intelligence of less than 5 is considered unable to form coherent thought processes.
Example of how stats are applied:
Billybob makes a character sheet.
GM Rolls:
13, 11 = 13
13, 18 = 18
14, 12 = 14
7, 11 = 11
11, 11 = 11
7, 13 = 13
Obviously these rolls came out better than usual, but Billybob would then assign these numbers (13, 18, 14, 11, 11, 13) to his six stats as he sees fit.
So lets say he has his stats as:
14 fitness
18 Endurance
13 Perception
13 Intellect
11 Leadership
11 Luck
However, Billybob's mutation is Microcephaly because he figured he's a grunt so he doesn't have to worry about being smart.
This now lowers his intellect by 6/his leadership by 2, but raises his Endurance and Fitness by 4.
So his new stats look like
18 Fitness
20 Endurance (max)
13 Perception
7 Intellect
9 Leadership
11 Luck
NOTE: If a player has more than one stat that is not at least 9+, I will do a third roll on each <9 roll until either A) a third roll has been made for each (the dice gods just hate you), or B) you only have 1 stat that is less than 9.
So if you get something like 14, 11, 13, 7, 8, 8...
I will reroll once on the 7, and once on the eight. Lets say this makes it 14, 11, 13, 17, 8 (the roll was less than 8), 8.
I then roll one more 3d6 for that last 8 and we roll with it, even if you still have more than one stat below 8.
SECOND NOTE: If you have a stat that's less than 7 before modifiers, I will automatically reroll on it. The goal is to get players mostly average stats with a few low and a few high stats mixed in.
Some stats have a base requirement. A person with less than 7 perception must sacrifice one sense for every point below 7. E.G. 6 perception and sacrifice the feeling of touch. A person with an intelligence of less than 9 cannot speak properly, and one with an intelligence of less than 5 is considered unable to form coherent thought processes.
Weapons, Combat, and You!
Spoiler (click to show/hide):
Weapons, Combat, and You! is an incomplete section. The goal of this is to give you a small overview of weapons at your disposal. This is partially why the nuclear fallout happened in "the future" is to allow for some variations.
Improvised Weapon: The most common weapon in Degradation is the improvised weapon. Improvised weapons can be found everywhere, and almost everyone owns one for self defense. Improvised weapons range from metal pipes filed down to sharp ends, to wooden boards with nails/screws shoved through one end crudely.
Metal Tool: The second most common weapon in degradation is the metal tool. Metal tools range from pocket knives to spades with sharpened edges to kitchen knives. Metal tools are slightly less common than improvised weapons due to their limited supply, but are common enough to be seen on many survivors. Gang Members rely heavily on metal tools for those they can't outfit with physical weaponry.
Weaponry: Colorado was home to many military organizations and paranoid civilians during the time leading up to the war. Especially among the smaller mountain communities. Hunting and combat knives are not as common as many would like, but most who hold minor rank in a gang (or simply influence in a populace or access to certain stores) are able to get their hands on these. These are probably the most "effective" weapon, as they don't break down as easily and have multiple uses.
Electric Tools: With the introduction of graphene aerogel super capacitors into the market, many businesses and firms designed a number of previously gas-powered tools to run on electricity, some of them solar powered or wind-up powered. These weren't as effective in certain mountain commutes that only got so much sunlight, but they were effective enough to keep around. Electric chainsaws, cattle prods, civilian tazers, and other technologies aren't common, usually only held by those with some rank in the gangs, but they are kept around due to ease of use. After all, a weapon that recharges in sunlight every four hours has plenty of use in the right situations. Some have even reworked these devices to create "tazer knives" and similar weapons.
Civilian Firearms: While a large portion of the populace owned civilian firearms, many were never in great shape and time has only proven this point. With the two gangs owning all the true gunsmiths capable of forging new ones, those who do manage to get ahold of one outside of gangs usually either count their blessings and keep it concealed, or curse their luck and toss it. Guns are usually a sign of power or luxury, and those who own them are greater targets to outlaws and bandits outside of civilized areas. Homemade explosives fall under "civilian firearms."
Military Weaponry: Where civilian firearms are common enough to find a few in any given civilization, military firearms are almost strictly controlled by gangs. More common military weapons include military-grade rifles, ionic guns (developed to combat the increasing number of drones and robots used by opposing militaries), and basic explosives. More advanced weapons such as military land drones and sniper rifles are almost strictly stockpiled for "war times" by the gangs.
Rare Weapons: Some rare weapons exist that are one-of-a-kind. These may or may not make an appearance, but if they do, simply owning them would likely make one a target of most folks.
Combat
At the beginning of combat, you are given the option to stay in combat, or flee. At this point, you will specify parameters ICly or OOCly ("Bob continues to shoot X until X is within striking distance!"), or if no parameters are specified, combat will continue until your character has lost 1/4 of their total HP or something happens (grappled, for instance).
Determining hits/misses-
AC: [10 + (1/2Fitness mod + 1/2Perception mod)(rounding up, not exceeding either's individual bonus) + Misc]
If you're wearing Tier III or lighter armor, you use your full perception modifier instead of 1/2.
Up Close Combat ~<10 Meters = [(D20 + Fitness Modifier + Luck(every second roll and first roll)) + (-Turn # + Endurance Mod)(*0 if turn number less than 3) + Misc] - [Opponent AC + Opponent Luck(every second roll) + (-Turn # + Endurance Mod)(*0 if turn number less than 3)) + Misc](*1/2 if caught by surprise) = Hit if positive, miss if zero or negative
Ranged Combat ~>10 Meters = [(D20 + Perception Modifier + Luck(every second roll and first roll)) + (-Turn # + Endurance Mod)(*0 if Turn #<5) + Misc] - [Opponent AC + Opponent Luck(every second roll) + (-Turn # + Endurance Mod)(*0 if Turn #<4) + Misc](*1/3 if they can't detect you and it's long-distance, otherwise standard *1/2 surprise attack) = hit if above 0, miss if 0 or lower
Damage Reduction: Every piece of clothing has an assigned value ranging from 1(clothing) to 6(amazing armor/behind lead plates). Every weapon has a value ranging from 1-7. If Weapon Value > Armor, then 1/4 damage induced harms the armor, and 3/4 harms the player. If weapon value = armor value, 1/2 to 1/2, if weapon value is 1 less than armor value, 3/4 to armor, 1/4 to player, If weapon value is 2 less, 1/4 damage to armor, no damage to player. If weapon value is less than that, no damage at all (can't penetrate armor). Generally, most armor will not exceed a 4, and non-firearms will rarely exceed a 3/4. Armor that drops to 0 HP is considered a "tier" below it at half health etc. until it's destroyed. Not all armor is created equal (vests won't protect your head, helmets don't protect your feet, etc.)
DR % Penetration Probability: Determines the % probability of utilizing DR. Jackets/Vests provide 65%, Full Body items provide 85%, Hats provide 5%, glasses provide 3%, helmets provide 10-15% depending. Having a Jack/Vest over full body clothes causes the full body to count as 20% of the 85%. A player's highest defensive rating (Tier + DRPP) is used first. Items "stack," but not really. Having full body with a helmet and glasses might mean you have 99% protection, but if the enemy rolls a 97 on probability, it's going to ignore your armor/helmet, and go directly for the glasses (the combat example explains this when I put it in).
Dual Wielding: You are allowed to dual-wield certain items (knives, pistols, etc.). You take a -4/-8 penalty to attack when dual wielding (-2/-4 if you have the weapons in question as skills). Theoretically you could dual-wield larger weapons like shovels or shotguns, but you'll take a -8/-12 penalty (-6/-10 penalty with skills) when doing so... So your chances of hitting are slim to none unless you're pumped up on drugs.
HP: Endurance total + Luck modifier
Weapons, Combat, and You! is an incomplete section. The goal of this is to give you a small overview of weapons at your disposal. This is partially why the nuclear fallout happened in "the future" is to allow for some variations.
Improvised Weapon: The most common weapon in Degradation is the improvised weapon. Improvised weapons can be found everywhere, and almost everyone owns one for self defense. Improvised weapons range from metal pipes filed down to sharp ends, to wooden boards with nails/screws shoved through one end crudely.
Metal Tool: The second most common weapon in degradation is the metal tool. Metal tools range from pocket knives to spades with sharpened edges to kitchen knives. Metal tools are slightly less common than improvised weapons due to their limited supply, but are common enough to be seen on many survivors. Gang Members rely heavily on metal tools for those they can't outfit with physical weaponry.
Weaponry: Colorado was home to many military organizations and paranoid civilians during the time leading up to the war. Especially among the smaller mountain communities. Hunting and combat knives are not as common as many would like, but most who hold minor rank in a gang (or simply influence in a populace or access to certain stores) are able to get their hands on these. These are probably the most "effective" weapon, as they don't break down as easily and have multiple uses.
Electric Tools: With the introduction of graphene aerogel super capacitors into the market, many businesses and firms designed a number of previously gas-powered tools to run on electricity, some of them solar powered or wind-up powered. These weren't as effective in certain mountain commutes that only got so much sunlight, but they were effective enough to keep around. Electric chainsaws, cattle prods, civilian tazers, and other technologies aren't common, usually only held by those with some rank in the gangs, but they are kept around due to ease of use. After all, a weapon that recharges in sunlight every four hours has plenty of use in the right situations. Some have even reworked these devices to create "tazer knives" and similar weapons.
Civilian Firearms: While a large portion of the populace owned civilian firearms, many were never in great shape and time has only proven this point. With the two gangs owning all the true gunsmiths capable of forging new ones, those who do manage to get ahold of one outside of gangs usually either count their blessings and keep it concealed, or curse their luck and toss it. Guns are usually a sign of power or luxury, and those who own them are greater targets to outlaws and bandits outside of civilized areas. Homemade explosives fall under "civilian firearms."
Military Weaponry: Where civilian firearms are common enough to find a few in any given civilization, military firearms are almost strictly controlled by gangs. More common military weapons include military-grade rifles, ionic guns (developed to combat the increasing number of drones and robots used by opposing militaries), and basic explosives. More advanced weapons such as military land drones and sniper rifles are almost strictly stockpiled for "war times" by the gangs.
Rare Weapons: Some rare weapons exist that are one-of-a-kind. These may or may not make an appearance, but if they do, simply owning them would likely make one a target of most folks.
Combat
At the beginning of combat, you are given the option to stay in combat, or flee. At this point, you will specify parameters ICly or OOCly ("Bob continues to shoot X until X is within striking distance!"), or if no parameters are specified, combat will continue until your character has lost 1/4 of their total HP or something happens (grappled, for instance).
Determining hits/misses-
AC: [10 + (1/2Fitness mod + 1/2Perception mod)(rounding up, not exceeding either's individual bonus) + Misc]
If you're wearing Tier III or lighter armor, you use your full perception modifier instead of 1/2.
Up Close Combat ~<10 Meters = [(D20 + Fitness Modifier + Luck(every second roll and first roll)) + (-Turn # + Endurance Mod)(*0 if turn number less than 3) + Misc] - [Opponent AC + Opponent Luck(every second roll) + (-Turn # + Endurance Mod)(*0 if turn number less than 3)) + Misc](*1/2 if caught by surprise) = Hit if positive, miss if zero or negative
Ranged Combat ~>10 Meters = [(D20 + Perception Modifier + Luck(every second roll and first roll)) + (-Turn # + Endurance Mod)(*0 if Turn #<5) + Misc] - [Opponent AC + Opponent Luck(every second roll) + (-Turn # + Endurance Mod)(*0 if Turn #<4) + Misc](*1/3 if they can't detect you and it's long-distance, otherwise standard *1/2 surprise attack) = hit if above 0, miss if 0 or lower
Damage Reduction: Every piece of clothing has an assigned value ranging from 1(clothing) to 6(amazing armor/behind lead plates). Every weapon has a value ranging from 1-7. If Weapon Value > Armor, then 1/4 damage induced harms the armor, and 3/4 harms the player. If weapon value = armor value, 1/2 to 1/2, if weapon value is 1 less than armor value, 3/4 to armor, 1/4 to player, If weapon value is 2 less, 1/4 damage to armor, no damage to player. If weapon value is less than that, no damage at all (can't penetrate armor). Generally, most armor will not exceed a 4, and non-firearms will rarely exceed a 3/4. Armor that drops to 0 HP is considered a "tier" below it at half health etc. until it's destroyed. Not all armor is created equal (vests won't protect your head, helmets don't protect your feet, etc.)
DR % Penetration Probability: Determines the % probability of utilizing DR. Jackets/Vests provide 65%, Full Body items provide 85%, Hats provide 5%, glasses provide 3%, helmets provide 10-15% depending. Having a Jack/Vest over full body clothes causes the full body to count as 20% of the 85%. A player's highest defensive rating (Tier + DRPP) is used first. Items "stack," but not really. Having full body with a helmet and glasses might mean you have 99% protection, but if the enemy rolls a 97 on probability, it's going to ignore your armor/helmet, and go directly for the glasses (the combat example explains this when I put it in).
Dual Wielding: You are allowed to dual-wield certain items (knives, pistols, etc.). You take a -4/-8 penalty to attack when dual wielding (-2/-4 if you have the weapons in question as skills). Theoretically you could dual-wield larger weapons like shovels or shotguns, but you'll take a -8/-12 penalty (-6/-10 penalty with skills) when doing so... So your chances of hitting are slim to none unless you're pumped up on drugs.
HP: Endurance total + Luck modifier
Combat Example
Spoiler (click to show/hide):
NOTE: Outside of "Plot Characters," enemies will typically just have assigned bonuses for simplicity.
Character: Billybob
Class: Grunt
Stats:
Billybob's Poor Condition Pistol (2d6-4(poor condition, something like 10/50 HP), Tier 4, 3/6 bullets, 1 shot/round)
Billybob's Sex God Knife of Badassery (1d8+4(fitness), Tier 3)
-Armor-
Billybob's Survival Garb (11/12 HP, Tier 2, DRPP=85%)
Billybob's Kickass Leather Hat of Doom (8/8 HP, Tier 2, DRPP=5%)
Enemy: Raider! (6 HP, 10/10 Raider Armor Tier 2 DRPP=85%, AC 10, 1d4 damage stick)
-Round 1-
Billybob shoots the raider with a pistol at a distance!
[2(D20) + 2(Perception) - 1(Luck)] - [10] = -7 MISS! (No damage to Pistol because ranged weapons only take a point of damage every few shots)
Raider is 20 meters away, will be 10 meters next round
-Round 2-
Billybob switches to Billybob's Sex God Knife of Badassery! End Turn. (We assume that the player specified to switch to melee when the raider got within range)
Raider is 10 meters away!
-Round 3-
Initiative(1d10)! Billybob Vs. Raider! (1 Vs. 3)
Raider attacks Billybob! [20-1(Raider mod)] - 13 = Natural 20, autosuccess!
Raider does 8 Damage to Billybob! (Rolled a 4 on damage, times by 2 because of a 20)
DRPP Calculation (d100) = 87 (87>85, so it bypasses his survivor garb. HOWEVER! 87<90, so it hits his hat since 85% + 5% = 90%.)
Tier 1 Vs. Tier 2, 6 damage to his badass hat, 2 damage directly to Billybob. HOWEVER! Armor takes 1/2 damage instead of full damage to prevent everything from decomposing after one hit.
Billybob takes 2 damage! (15/17 HP), Hat takes 3 damage! (5/8 HP)
Billybob attacks Raider! [10(D20) + 4(Fitnessmod)] - [10] = 4 Hit!
Billybob does 11 damage to raider! [7 + 4(fitness) = 11]
DRPP=55, Doesn't bypass raider armor
Tier 3 Vs. Tier 2 (1/4 rounding down, 3 damage to armor, 8 damage to Raider. No damage to weapon HP since it's higher tier. Weapons of the same tier take 1/2 damage of whatever the armor takes minimum 1, and weapons a tier lower take full damage equal to the armor damage.)
Raider takes 8 Damage! (-2/6 HP), Raider Armor takes 1 Damage! (9/10 HP)
Raider is bleeding out! (Only human targets will bleed out. Mutated humans, beasts, etc. Will die at 0 HP)
-Round 4-
Billybob lets the Raider bleed out! (player specified not to do a finishing blow/slice the raider's neck for whatever reason)
Raider Endurance Check: 15, Raider continues to bleed out (-3/6 HP) (Raider will continue to remain unconscious until they get a 20 on their Endurance check, nat 20 or with bonuses, when they reach -10 HP, they officially die)
. . . (assuming Raider is failing all their Endurance checks. Some weapons like guns cause bleed damage every round on top of damage, preventing the endurance checks)
-Round 8-
Raider Endurance Check: 2, Raider continues to bleed out (-7/6 HP) (At this point, the Raider has become Catatonic. Even if the bleeding is stopped, they will remain unconscious and in critical condition unless a Doctor/Medical Facility treats them)
. . .
-Round 11-
Raider Endurance Check: 19, Raider has died! (-10/6 HP) (The Raider is officially dead. Nothing can bring them back.)
Billybob finds:
Billybob attempts repair of his garb with raider armor patches (D20, rolls a 9 -2(7 intelligence) = 7, no bonuses since he doesn't have that skill)!
Billybob fails to repair his garb (if he rolled 2 lower he would have damaged his garb by 1 point)!
Raider Armor has become Bloody Scrap Leather! (Junk item, not worth much. Innovators can try a second time to repair, but it will only repair 1 point max).
The above is a behind the scenes look at how combat runs. In actuality, what appears on the forums is more like this: (same scenario)
Billybob attacks Raider with pistol: Miss!
Billybob switches to knife!
Raider attacks Billybob: Hit!
Billybob takes 2 damage! (15/17 HP)
Hat takes 3 damage! (5/8 HP)
Billybob attacks Raider: Hit!
Raider takes 6 damage! (-2/6 HP) Raider is bleeding out!
Raider armor takes 1 damage! (9/10 HP)
Raider has died of blood loss! (Alternatively if they stabilized it would mention that as well as any actions specified.)
*Insert post about the epic battle and what Billybob finds on the corpse here, player proceeds to mention attempting to patch up their armor in their next post along with their actions/dialogue, perhaps why they let the Raider bleed out instead of just killing them.*
If the player doesn't specify they want to try and keep the enemy alive, I'll just assume you kill the enemy once they've gone down/kill the enemies once you've taken them all down.
I'll work on getting a list of generic weapon/armor tiers up. Had one complete, but it was pretty crappy.
NOTE: Outside of "Plot Characters," enemies will typically just have assigned bonuses for simplicity.
Character: Billybob
Class: Grunt
Stats:
- Fitness: 16
- Endurance: 18
- Perception: 14
- Intellect: 7
- Leadership: 6
- Luck: 8
- HP: 17 (18 Endurance-1Luck modifier)
- AC: 13 (1/2(Fit mod) + 1/2(Per Mod) + 10)
Billybob's Poor Condition Pistol (2d6-4(poor condition, something like 10/50 HP), Tier 4, 3/6 bullets, 1 shot/round)
Billybob's Sex God Knife of Badassery (1d8+4(fitness), Tier 3)
-Armor-
Billybob's Survival Garb (11/12 HP, Tier 2, DRPP=85%)
Billybob's Kickass Leather Hat of Doom (8/8 HP, Tier 2, DRPP=5%)
Enemy: Raider! (6 HP, 10/10 Raider Armor Tier 2 DRPP=85%, AC 10, 1d4 damage stick)
-Round 1-
Billybob shoots the raider with a pistol at a distance!
[2(D20) + 2(Perception) - 1(Luck)] - [10] = -7 MISS! (No damage to Pistol because ranged weapons only take a point of damage every few shots)
Raider is 20 meters away, will be 10 meters next round
-Round 2-
Billybob switches to Billybob's Sex God Knife of Badassery! End Turn. (We assume that the player specified to switch to melee when the raider got within range)
Raider is 10 meters away!
-Round 3-
Initiative(1d10)! Billybob Vs. Raider! (1 Vs. 3)
Raider attacks Billybob! [20-1(Raider mod)] - 13 = Natural 20, autosuccess!
Raider does 8 Damage to Billybob! (Rolled a 4 on damage, times by 2 because of a 20)
DRPP Calculation (d100) = 87 (87>85, so it bypasses his survivor garb. HOWEVER! 87<90, so it hits his hat since 85% + 5% = 90%.)
Tier 1 Vs. Tier 2, 6 damage to his badass hat, 2 damage directly to Billybob. HOWEVER! Armor takes 1/2 damage instead of full damage to prevent everything from decomposing after one hit.
Billybob takes 2 damage! (15/17 HP), Hat takes 3 damage! (5/8 HP)
Billybob attacks Raider! [10(D20) + 4(Fitnessmod)] - [10] = 4 Hit!
Billybob does 11 damage to raider! [7 + 4(fitness) = 11]
DRPP=55, Doesn't bypass raider armor
Tier 3 Vs. Tier 2 (1/4 rounding down, 3 damage to armor, 8 damage to Raider. No damage to weapon HP since it's higher tier. Weapons of the same tier take 1/2 damage of whatever the armor takes minimum 1, and weapons a tier lower take full damage equal to the armor damage.)
Raider takes 8 Damage! (-2/6 HP), Raider Armor takes 1 Damage! (9/10 HP)
Raider is bleeding out! (Only human targets will bleed out. Mutated humans, beasts, etc. Will die at 0 HP)
-Round 4-
Billybob lets the Raider bleed out! (player specified not to do a finishing blow/slice the raider's neck for whatever reason)
Raider Endurance Check: 15, Raider continues to bleed out (-3/6 HP) (Raider will continue to remain unconscious until they get a 20 on their Endurance check, nat 20 or with bonuses, when they reach -10 HP, they officially die)
. . . (assuming Raider is failing all their Endurance checks. Some weapons like guns cause bleed damage every round on top of damage, preventing the endurance checks)
-Round 8-
Raider Endurance Check: 2, Raider continues to bleed out (-7/6 HP) (At this point, the Raider has become Catatonic. Even if the bleeding is stopped, they will remain unconscious and in critical condition unless a Doctor/Medical Facility treats them)
. . .
-Round 11-
Raider Endurance Check: 19, Raider has died! (-10/6 HP) (The Raider is officially dead. Nothing can bring them back.)
Billybob finds:
- 1 Stick!
- Raider Armor! (9/10 HP, -2 Leadership) (No one in their right mind would wear raider clothes around unless they want to be shot at or sneak into a raider camp. Plus they stink of sex, blood, and feces.)
- 1 Morphine Packet!
Billybob attempts repair of his garb with raider armor patches (D20, rolls a 9 -2(7 intelligence) = 7, no bonuses since he doesn't have that skill)!
Billybob fails to repair his garb (if he rolled 2 lower he would have damaged his garb by 1 point)!
Raider Armor has become Bloody Scrap Leather! (Junk item, not worth much. Innovators can try a second time to repair, but it will only repair 1 point max).
The above is a behind the scenes look at how combat runs. In actuality, what appears on the forums is more like this: (same scenario)
Billybob attacks Raider with pistol: Miss!
Billybob switches to knife!
Raider attacks Billybob: Hit!
Billybob takes 2 damage! (15/17 HP)
Hat takes 3 damage! (5/8 HP)
Billybob attacks Raider: Hit!
Raider takes 6 damage! (-2/6 HP) Raider is bleeding out!
Raider armor takes 1 damage! (9/10 HP)
Raider has died of blood loss! (Alternatively if they stabilized it would mention that as well as any actions specified.)
*Insert post about the epic battle and what Billybob finds on the corpse here, player proceeds to mention attempting to patch up their armor in their next post along with their actions/dialogue, perhaps why they let the Raider bleed out instead of just killing them.*
If the player doesn't specify they want to try and keep the enemy alive, I'll just assume you kill the enemy once they've gone down/kill the enemies once you've taken them all down.
I'll work on getting a list of generic weapon/armor tiers up. Had one complete, but it was pretty crappy.
Drugs
Spoiler (click to show/hide):
"Drugs" have a number of effects. Some of them are awesome, some of them not so much. Some drugs have very minor side effects, but most major drugs have huge side effects. Generally speaking, most survivors have access to one drug or another either from finding it or synthesizing it from a recipe. It's generally recommended that folks not mix drugs, as while there is a chance they will work together, there's just as much of a chance that they'll cause you to have a seizure from your heart stopping or some similar issue (Common exceptions include mixing things like Caffeine and Adderall).
Potassium Iodide- Possibly the most common "drug" to be found, this salt flushes the system with iodide to reduce the risk of radiation poisoning/mutations in highly irradiated areas.
ChlorellAid- Formed from a green lake algae that was modified by the radiation, this drink (or synthesized pill) sucks up the radiation in your body and temporarily turns your piss glowing green, but dehydrates the body. It can also be used to completely purify water, but this will water down the radiation-reducing effects.
Overdose: N/A
Spray-on Skin- A device created right before the war for use with soldiers, it saw wide-spread civilian use. Spray-on skin is not a drug per-say. It creates a synthetic antibacterial skin over your own to heal injuries more quickly and prevent infection.
Caffeine Pills- Caffeine pills reduce the amount of ionizing radiation one absorbs from ionic damage and areas still high in nuclear waste, but more importantly they keep people awake during long trips when they can't afford to pass out or be tired.
Doses: 200 mg-300 mg
Overdose: 500-1000 mg (depending on endurance)
Initial Effects: Increased Perception, ionization radiation resistance (4-6 hours)
Side Effects: Dehydration risks
Moderate Addiction (multiple uses)
Mutant Juice- A mix of Tren (anabolic steroid) and stimulants, this synthesized substance increases the heart rate, improves water retention, and helps improve endurance
Doses: 1 oz of syrup or 1 oral supplement
Overdose: More than 3 oz in a 24 hour period from the last dose (Warning: May cause cardiac arrest)
Initial Effects: 30 minute onset, +1 Fitness/Endurance per dose (Lasts 18 hours)
Side Effects: -1 Leadership during effects per dose, -1 Endurance after effects per dose (Lasts 24 hours)
Moderate Addiction (multiple uses)
Methamphetamines- Some of the most common drugs on the market, methamphetamines are used by a number of gangs when preparing for a fight due to the near-instant results.
Doses: Varies
Overdose: Varies (2-3 doses, results in cardiac arrest)
Initial Effects: 20+ minutes (orally/inhaled) or 0-3 minutes (injected/smoked) onset, +1 to all stats (except luck) per dose (last 1-8 hours)
Side Effects: -2 to Fitness/Endurance/Perception per dose after initial effects wear off (last 24 hours), dehydration
Very High Addiction
Morphine- Common among the military bases, academies, and hospitals before the wars, morphine now sees widespread use for pain relief
Doses: Varies
Overdose: Varies
Initial Effects: Near-immediate onset, +5 Endurance and pain immunity (10 minutes to 12 hours depending on source)
Side Effects: -2 Fitness/Perception after effects end (30 minutes to 24 hours)
High Addiction
'Lax- Developed for use by military snipers on important missions, the formula somehow managed to make it into Hatchet's hands. Hatchet never approved of it, but gave the recipe to his top executives in order to synthesize it in case of an attack. Hatchet's Loyalists have a monopoly on 'Lax, much to the ire of the Grey Eagles. 'Lax is a combination of codeine, carisprodol, and unknown substances.
Doses: 1 shot
Overdose: 2 shots in a 12 hour period (???)
Initial Effects: Immediate onset, +10 Perception/+6 Fitness (5-10 minutes, bypasses max 20 limit)
Side Effects: -6 Perception/-2 Fitness/-2 Endurance after high comes down (1-2 hours)
Guaranteed Addiction (90%)
Red Eyes- Created by the Grey Eagles as a product to match 'Lax, Red Eyes is a powerful drug that combines a mixture of opiates with methamphetamines to horrific results
Doses: 1 shot
Overdose: 2 shots in a 24 hour period (???)
Initial Effects: 1 minute onset, +5 Fitness/Endurance, +2 Perception (10-20 minutes), +1 Fitness/Endurance after-effect (2 hours)
Side Effects: -4 Fitness/Endurance after the after-effect (24 hours)
High Addiction
Adderall- A common medicine for a number of symptoms, Adderall has become a favorite among those trying to complete complex tasks.
Doses: 1 pill
Overdose: 3 pills in a 24 hours period (???)
Initial Effects: 10-30 minute onset, +3 Perception/Intellect (5-7 hours)
Side Effects: -2 Leadership during, -2 Perception/Intellect after (2 hours)
Moderate Addiction
Alcohol- One of the most "common" drugs in Colorado.
Doses: Ranges in potency
Overdose: Alcohol poisoning, more or less based on a factor of your Endurance and how much you've drunk
Initial Effects: N/A to +4 Endurance/Leadership, -4 Perception/Intelligence
Side Effects: N/A to -6 Endurance/Leadership depending on how much you drink
Low Addiction to Moderate Addiction
"Drugs" have a number of effects. Some of them are awesome, some of them not so much. Some drugs have very minor side effects, but most major drugs have huge side effects. Generally speaking, most survivors have access to one drug or another either from finding it or synthesizing it from a recipe. It's generally recommended that folks not mix drugs, as while there is a chance they will work together, there's just as much of a chance that they'll cause you to have a seizure from your heart stopping or some similar issue (Common exceptions include mixing things like Caffeine and Adderall).
Potassium Iodide- Possibly the most common "drug" to be found, this salt flushes the system with iodide to reduce the risk of radiation poisoning/mutations in highly irradiated areas.
ChlorellAid- Formed from a green lake algae that was modified by the radiation, this drink (or synthesized pill) sucks up the radiation in your body and temporarily turns your piss glowing green, but dehydrates the body. It can also be used to completely purify water, but this will water down the radiation-reducing effects.
Overdose: N/A
Spray-on Skin- A device created right before the war for use with soldiers, it saw wide-spread civilian use. Spray-on skin is not a drug per-say. It creates a synthetic antibacterial skin over your own to heal injuries more quickly and prevent infection.
Caffeine Pills- Caffeine pills reduce the amount of ionizing radiation one absorbs from ionic damage and areas still high in nuclear waste, but more importantly they keep people awake during long trips when they can't afford to pass out or be tired.
Doses: 200 mg-300 mg
Overdose: 500-1000 mg (depending on endurance)
Initial Effects: Increased Perception, ionization radiation resistance (4-6 hours)
Side Effects: Dehydration risks
Moderate Addiction (multiple uses)
Mutant Juice- A mix of Tren (anabolic steroid) and stimulants, this synthesized substance increases the heart rate, improves water retention, and helps improve endurance
Doses: 1 oz of syrup or 1 oral supplement
Overdose: More than 3 oz in a 24 hour period from the last dose (Warning: May cause cardiac arrest)
Initial Effects: 30 minute onset, +1 Fitness/Endurance per dose (Lasts 18 hours)
Side Effects: -1 Leadership during effects per dose, -1 Endurance after effects per dose (Lasts 24 hours)
Moderate Addiction (multiple uses)
Methamphetamines- Some of the most common drugs on the market, methamphetamines are used by a number of gangs when preparing for a fight due to the near-instant results.
Doses: Varies
Overdose: Varies (2-3 doses, results in cardiac arrest)
Initial Effects: 20+ minutes (orally/inhaled) or 0-3 minutes (injected/smoked) onset, +1 to all stats (except luck) per dose (last 1-8 hours)
Side Effects: -2 to Fitness/Endurance/Perception per dose after initial effects wear off (last 24 hours), dehydration
Very High Addiction
Morphine- Common among the military bases, academies, and hospitals before the wars, morphine now sees widespread use for pain relief
Doses: Varies
Overdose: Varies
Initial Effects: Near-immediate onset, +5 Endurance and pain immunity (10 minutes to 12 hours depending on source)
Side Effects: -2 Fitness/Perception after effects end (30 minutes to 24 hours)
High Addiction
'Lax- Developed for use by military snipers on important missions, the formula somehow managed to make it into Hatchet's hands. Hatchet never approved of it, but gave the recipe to his top executives in order to synthesize it in case of an attack. Hatchet's Loyalists have a monopoly on 'Lax, much to the ire of the Grey Eagles. 'Lax is a combination of codeine, carisprodol, and unknown substances.
Doses: 1 shot
Overdose: 2 shots in a 12 hour period (???)
Initial Effects: Immediate onset, +10 Perception/+6 Fitness (5-10 minutes, bypasses max 20 limit)
Side Effects: -6 Perception/-2 Fitness/-2 Endurance after high comes down (1-2 hours)
Guaranteed Addiction (90%)
Red Eyes- Created by the Grey Eagles as a product to match 'Lax, Red Eyes is a powerful drug that combines a mixture of opiates with methamphetamines to horrific results
Doses: 1 shot
Overdose: 2 shots in a 24 hour period (???)
Initial Effects: 1 minute onset, +5 Fitness/Endurance, +2 Perception (10-20 minutes), +1 Fitness/Endurance after-effect (2 hours)
Side Effects: -4 Fitness/Endurance after the after-effect (24 hours)
High Addiction
Adderall- A common medicine for a number of symptoms, Adderall has become a favorite among those trying to complete complex tasks.
Doses: 1 pill
Overdose: 3 pills in a 24 hours period (???)
Initial Effects: 10-30 minute onset, +3 Perception/Intellect (5-7 hours)
Side Effects: -2 Leadership during, -2 Perception/Intellect after (2 hours)
Moderate Addiction
Alcohol- One of the most "common" drugs in Colorado.
Doses: Ranges in potency
Overdose: Alcohol poisoning, more or less based on a factor of your Endurance and how much you've drunk
Initial Effects: N/A to +4 Endurance/Leadership, -4 Perception/Intelligence
Side Effects: N/A to -6 Endurance/Leadership depending on how much you drink
Low Addiction to Moderate Addiction
Trade
Spoiler (click to show/hide):
Trade is important throughout the land. What's a good trade? What's a bad trade? The answer: Anyone's guess- it's supply and demand, baby.
Technically currencies exist, the loyalists and eagles both have their own "currency notes" signed by officers that are worth supplies, but around the fringes near the fighting, the only trade worth making is for practical supplies unless you got slaver notes (almost anyone will take those). No one knows who's going to win, and few near the fighting want to trust their money in one or the other- not for long anyways.
Some generic prices as an idea:
Trade is important throughout the land. What's a good trade? What's a bad trade? The answer: Anyone's guess- it's supply and demand, baby.
Technically currencies exist, the loyalists and eagles both have their own "currency notes" signed by officers that are worth supplies, but around the fringes near the fighting, the only trade worth making is for practical supplies unless you got slaver notes (almost anyone will take those). No one knows who's going to win, and few near the fighting want to trust their money in one or the other- not for long anyways.
Some generic prices as an idea:
- Crop in season: $10/day's rations (No penalties)
- "Dirty" Water: $7/bottle (Drinking solely dirty water will eventually lead to minor radiation sickness
- Purified Water: $30/bottle
- OWG (Old world "Grits") Food: $6/day's rations (Penalties may apply)
- Chlorellaide: $50/dose (the most inflated price, for obvious reasons of those who can manufacture it)
- Spray-On Skin: $40/can (3 uses)
- Mint Condition tier 3 armor: $600-$1,000
- Mint Condition tier 4 gun: $300-$800 (and someone willing to sell one)
- Per Bullet: $4-$20 (pistol ammo vs. sniper rounds)
Important Locations
Spoiler (click to show/hide):
1)Shield Heights- A lawless city. The outskirts are run by small villages with gunpoint-elected mayors, and the inner city is filled with grotesquely mutated humans and bandits. Rumors suggest that the Loyalist's base just south of the city has control of a massive underground facility below the city, but those are just rumors... Right?
2)Base Alpha- The Loyalist's main base in the area is located at base alpha. Supposedly the bunkers and small town situated around it classify as a base of operations, but many are not convinced.
3) Eagle Prime- A massive factory, originally used by the war industry to produce nylon vests and supposedly other technologies, the Grey Eagles have claimed it as their base of operations, and smoke plumes can be seen emanating from it. They don't let outsiders in- only their own. The mild doses of radiation outside the facility walls from the bombs dropped in Denver do plenty to discourage visitors who don't have a reason to be there.
4)Tech Factory- Not many dare explore the tech factory. Supposedly it's haunted with the spirits of those who died in the war, but that's silly! Right...?
5)Thorn Tower- Positioned right between two of the largest and most aggressive gangs around, and it just happens to be owned by a small group of slavers nestled in the area. Thorn Tower isn't just dangerous because of the constant warring in the city surrounding the tower, but supposedly said slavers have access to high-tech gear. Not to mention their "army" of cheap labor which they sell to both sides, usually only to recapture the stragglers after a conflict. All the fighting's attracted the attention of mutated humanoids though...
6)Curb- The town of pleasures. It's considered one of the few safe havens. Run by whores and fought over by drug dealers, Curb is the only town with a neutrality treaty, and for good reason- piss off the owners and you aren't getting any.
7)The unofficial Grey Eagle borders.
8)Oasis- A small town situated out a ways, Oasis is a spa town where bandits are welcome and booze is cheap. Just don't piss off the slavers running the operation... Or catch their gaze.
9)Border- A town made up almost entirely of makeshift homes, border is Grey Eagle's number 1 launch area for excursions.
10)Springs- A factory town born around a robotics manufacturer, springs is quite the popular place.
11)The unofficial Loyalist borders.
12)Nameless- A small town situated right near the loyalist borders, nameless is constantly seeing reconnaissance forces planning excursions into enemy territory.
Unmarked Hole- The spot of Hatchet's old base that was blown away
Highway- A small portion of Highway I70. The most effective means of transportation, but also the most dangerous.
1)Shield Heights- A lawless city. The outskirts are run by small villages with gunpoint-elected mayors, and the inner city is filled with grotesquely mutated humans and bandits. Rumors suggest that the Loyalist's base just south of the city has control of a massive underground facility below the city, but those are just rumors... Right?
2)Base Alpha- The Loyalist's main base in the area is located at base alpha. Supposedly the bunkers and small town situated around it classify as a base of operations, but many are not convinced.
3) Eagle Prime- A massive factory, originally used by the war industry to produce nylon vests and supposedly other technologies, the Grey Eagles have claimed it as their base of operations, and smoke plumes can be seen emanating from it. They don't let outsiders in- only their own. The mild doses of radiation outside the facility walls from the bombs dropped in Denver do plenty to discourage visitors who don't have a reason to be there.
4)Tech Factory- Not many dare explore the tech factory. Supposedly it's haunted with the spirits of those who died in the war, but that's silly! Right...?
5)Thorn Tower- Positioned right between two of the largest and most aggressive gangs around, and it just happens to be owned by a small group of slavers nestled in the area. Thorn Tower isn't just dangerous because of the constant warring in the city surrounding the tower, but supposedly said slavers have access to high-tech gear. Not to mention their "army" of cheap labor which they sell to both sides, usually only to recapture the stragglers after a conflict. All the fighting's attracted the attention of mutated humanoids though...
6)Curb- The town of pleasures. It's considered one of the few safe havens. Run by whores and fought over by drug dealers, Curb is the only town with a neutrality treaty, and for good reason- piss off the owners and you aren't getting any.
7)The unofficial Grey Eagle borders.
8)Oasis- A small town situated out a ways, Oasis is a spa town where bandits are welcome and booze is cheap. Just don't piss off the slavers running the operation... Or catch their gaze.
9)Border- A town made up almost entirely of makeshift homes, border is Grey Eagle's number 1 launch area for excursions.
10)Springs- A factory town born around a robotics manufacturer, springs is quite the popular place.
11)The unofficial Loyalist borders.
12)Nameless- A small town situated right near the loyalist borders, nameless is constantly seeing reconnaissance forces planning excursions into enemy territory.
Unmarked Hole- The spot of Hatchet's old base that was blown away
Highway- A small portion of Highway I70. The most effective means of transportation, but also the most dangerous.
The Major Gangs
Spoiler (click to show/hide):
While only two hold real influence, four major "gangs" exist within the region of Colorado that Degradation takes place in. If you were to ask an informed survivor about dealing with them, this would generally be what they'd tell you...
Hatchet's Loyalists: These guys are seen as sort of minarchist government. They generally ignore the locals and let them go about their business so long as they are't hiding tech or otherwise hindering "Hatchet's cause" as they like to put it. You'll find the occasional douchebag who takes advantage of his power, but generally, so long as you leave them alone, they'll leave you alone. If they set up shop in your town though, be prepared to utilize any services you have available, because they're probably there to stay. The further away you are from the main base, the more ruthless they get. Especially along the borders.
Grey Eagles: These folks are unpredictable. You run into someone from the medical corps? Nicest folks you'll ever meet. Run into someone from their interrogation corps though? Heh, well, you'd best know how to act real kind and keep your mouth shut. Generally they have structure, and instruct their members to follow the chain of command, but really you should just try to learn about who's in charge if you run into a group of them. The soldiers won't act up if their leader tells them to play nice, but a more raider-style leader won't care if they rape, pillage, and murder- in no particular order.
Thorn Tower Security: Not really a gang in their own rights, Thorn Tower Security are regarded as a sort of "lawful evil" scum that are best avoided if you don't have cash and prestige. They won't actively kill unless their hands are forced, it's against their code, but if you happen to be indebted to them? Well, contracts say they can take your wife or daughter as a form of payment. Some see them as paragons of the wastelands. Others reocgnize them for what they really are- Contracted mercs who've proven they're part of the elite. And usually former slavers.
Slavers: Unless you're under contract, avoid these fuckers like the plague. They've got a civil war going on right now between their more orderly Thorn Tower compatriots, and the folks holed up in Shield Heights with all their mutant buddies. The only thing separating a slaver from a raider or mutant is that the slaver isn't batshit insane- which makes them about ten times more dangerous.
While only two hold real influence, four major "gangs" exist within the region of Colorado that Degradation takes place in. If you were to ask an informed survivor about dealing with them, this would generally be what they'd tell you...
Hatchet's Loyalists: These guys are seen as sort of minarchist government. They generally ignore the locals and let them go about their business so long as they are't hiding tech or otherwise hindering "Hatchet's cause" as they like to put it. You'll find the occasional douchebag who takes advantage of his power, but generally, so long as you leave them alone, they'll leave you alone. If they set up shop in your town though, be prepared to utilize any services you have available, because they're probably there to stay. The further away you are from the main base, the more ruthless they get. Especially along the borders.
Grey Eagles: These folks are unpredictable. You run into someone from the medical corps? Nicest folks you'll ever meet. Run into someone from their interrogation corps though? Heh, well, you'd best know how to act real kind and keep your mouth shut. Generally they have structure, and instruct their members to follow the chain of command, but really you should just try to learn about who's in charge if you run into a group of them. The soldiers won't act up if their leader tells them to play nice, but a more raider-style leader won't care if they rape, pillage, and murder- in no particular order.
Thorn Tower Security: Not really a gang in their own rights, Thorn Tower Security are regarded as a sort of "lawful evil" scum that are best avoided if you don't have cash and prestige. They won't actively kill unless their hands are forced, it's against their code, but if you happen to be indebted to them? Well, contracts say they can take your wife or daughter as a form of payment. Some see them as paragons of the wastelands. Others reocgnize them for what they really are- Contracted mercs who've proven they're part of the elite. And usually former slavers.
Slavers: Unless you're under contract, avoid these fuckers like the plague. They've got a civil war going on right now between their more orderly Thorn Tower compatriots, and the folks holed up in Shield Heights with all their mutant buddies. The only thing separating a slaver from a raider or mutant is that the slaver isn't batshit insane- which makes them about ten times more dangerous.
Hunger, Thirst, and Radiation!
Spoiler (click to show/hide):
Hunger. When you are at 100%, you're considered "free" of hunger. The typical survivor uses about 35% of their hunger in a single day of travelling (20% if they "sleep through the day"). For every combat situation they're in, an additional 5% is removed, and constant strenuous activities (such as staying up through the night/being fatigued) remove an additional 15% from hunger. At <50%, your character is considered famished, and takes a -2 to fitness/endurance, but gain +2 to perception (being "on edge"). At <25% they're considered starving and take a -4 penalty to fitness/endurance, and no longer get the +2 perception bonus. Health/Fatigue also stops regenerating. At 0% hunger, your character begins (temporarily) losing max HP at a rate of 2 HP/day. If they reach 0 HP, they become comatose (random chance of being "rescued," whether by raiders or actually good people to be determined by a D20 roll modified by luck. Otherwise you die). "Rations" such as old world grits (OWGs) and local crops ("grubfruit") restore 30% hunger (at the cost of 5% thirst) per "day's" worth. More nutritious foods will provide better bonuses.
"Thirst" functions the exact same as hunger with a few notable exceptions. Namely, at 0% thirst, you begin to lose 5 MaxHP per day instead of 2. If you reach 0 HP from thirst, you become comatose. A water bottle restores 30% thirst, while a "Dirty" water bottle also applies -either- 25 radiation points, or a chance to catch water-based diseases.
Radiation is a simple scale from 1 to 1000. You begin to achieve radiation sickness at 250 points, and at 1,000 you die (though when you start puking blood at 600ish, it should become pretty obvious). Most players will start off with between 1 and 150 points. Chlorellaide shaves off 50 + 1d100 + 25 (first aid skill) + 25 (medicine skill) + 25 (science skill) radiation points. Diluted Chlorellaide (mixed with water) provides 30% thirst and shaves off 8d10 radiation points.
Food can always be mixed with water in a "stew" in order to restore 10% more hunger at the cost of 10% of the normal thirst bonus for drinking water (soups/stews help the body absorb nutrients better).
Hunger. When you are at 100%, you're considered "free" of hunger. The typical survivor uses about 35% of their hunger in a single day of travelling (20% if they "sleep through the day"). For every combat situation they're in, an additional 5% is removed, and constant strenuous activities (such as staying up through the night/being fatigued) remove an additional 15% from hunger. At <50%, your character is considered famished, and takes a -2 to fitness/endurance, but gain +2 to perception (being "on edge"). At <25% they're considered starving and take a -4 penalty to fitness/endurance, and no longer get the +2 perception bonus. Health/Fatigue also stops regenerating. At 0% hunger, your character begins (temporarily) losing max HP at a rate of 2 HP/day. If they reach 0 HP, they become comatose (random chance of being "rescued," whether by raiders or actually good people to be determined by a D20 roll modified by luck. Otherwise you die). "Rations" such as old world grits (OWGs) and local crops ("grubfruit") restore 30% hunger (at the cost of 5% thirst) per "day's" worth. More nutritious foods will provide better bonuses.
"Thirst" functions the exact same as hunger with a few notable exceptions. Namely, at 0% thirst, you begin to lose 5 MaxHP per day instead of 2. If you reach 0 HP from thirst, you become comatose. A water bottle restores 30% thirst, while a "Dirty" water bottle also applies -either- 25 radiation points, or a chance to catch water-based diseases.
Radiation is a simple scale from 1 to 1000. You begin to achieve radiation sickness at 250 points, and at 1,000 you die (though when you start puking blood at 600ish, it should become pretty obvious). Most players will start off with between 1 and 150 points. Chlorellaide shaves off 50 + 1d100 + 25 (first aid skill) + 25 (medicine skill) + 25 (science skill) radiation points. Diluted Chlorellaide (mixed with water) provides 30% thirst and shaves off 8d10 radiation points.
Food can always be mixed with water in a "stew" in order to restore 10% more hunger at the cost of 10% of the normal thirst bonus for drinking water (soups/stews help the body absorb nutrients better).
Open Slots: As it stands, eight is my limit. Failure to post for two consecutive GM posts, Dying, or by request will have you removed from the Slots Open list.
1)
2) Reaver, Character: Wyviera Mars
3)GoryoKaku, Character: Silvus
4) Gorbaz, Character: Crash
5) That_One_Guy, Character: Garian Jorell
6) Lilbooth, Character: Val (Valerie)
7) Nobudi
8) KnightVilla
Note: Some things prone to change if it'll lead to a better balance.