There will be a variety of custom mechanics that you may encounter this weekend. Many of them will not be used past this weekend, but if you’re coming to visit and looking to go Helldiving, you’ll want to know about these!
General Custom Mechanics
Here are some calls or keywords that you may hear over the weekend.
Abduct - “Abduct, [Target Name]. Never Here Plus One.”
User stands over a Subdued or willing Target with both boffers on or over them. After 10 seconds, unless interrupted, User goes Out of Character, per Master Stealth, with Target. Where the Target respawns will be dictated by mod or environment with final say by the Guide overseeing the scenario.
Countered by ‘No Escape.’
Redirection through the Benediction of the Chiroptera applies.
Absorb - “Absorb, Enter.”
Delivered by Melee Strike. This will be obvious in the moment and clarified if needbe.
Countered by Avoid
Command - “Psionic: Command, [Three Word Instruction]”
Delivered by white psionic packet. If not defended against, Target must attempt to follow the instructions to the best of their ability. Effect lasts until the Target is put into Bleed Out.
Countered by Mental Endurance
Flora - A Keyword that applies to some custom threats encountered over the weekend. There are currently no calls or effects that specifically interact with the Keyword Flora, but this may change over the course of the weekend based on player actions.
Blight - A Keyword that Player Characters may gain, and lose, over the course of the Event. Blight has no effect on its own, but characters with it may be vulnerable to other calls that target the “Blighted.”
Underwater Mechanics
This hopefully shouldn’t be a surprise, but a major part of the focus of our event involves diving underwater. This will not be the entire event’s focus, and is entirely opt-in via away modules.
Remaining Underwater without an Air Source
If swimming underwater without a source of air, you can hold your breath for a set amount of time before you begin to take damage. For ease of use, we will call this amount of time your “dive cycle.”
Under 50 XP Spent - A dive cycle is 4 minutes per current Resolve total.
Between 51 and 150 XP Spent - A dive cycle is 2 minutes per current Resolve total.
Over 151 XP Spent - A dive cycle is 1 minute per current Resolve total.
Mechanics:
If you reach the end of your dive cycle, you may choose to spend 1 Resolve to start a new dive cycle
Returning to a source of air for 1 minute will reset your dive cycle timer.
If you cannot, or choose not to, spend Resolve, you will begin to take 10 Body every 30 seconds until you reach an air source.
Resolve spending mechanics, per the 3.0 Rulebook, still apply. If you reach 0 Resolve during the Event, you may not spend Resolve (including Resolve-costing Items) for the rest of the Event, even if you no longer have 0 Resolve.
All Full Dead and Saltwise can remain underwater indefinitely without taking damage. Some specific conditions may interfere with this, and will be clarified when they arise.
Sources of Air and Other Defenses
Diving Bell
This submersible has some very limited propulsion in localized areas but is primarily reliant on a ship for navigation. It is not a submarine, and cannot navigate the entirety of the Dead Zone on its own. Its supplies of air and power are limited, which may limit how long it is useful for on a single trip before needing to be replenished.
“Ace Sears Brand” Air Cylinder
This single-use Gizmo provides up to 60 minutes of breathable air for 1 person, but does not provide protection from other environmental hazards. Once ‘opened’, it cannot be resealed in order to save the remaining supply. It cannot be shared with others.
Helscape Deathmask
This Gizmo can provide some limited protection from environmental hazards, but does not count as a source of air.
Deadzone Dives
We are including a Content List as well as a rough start time window for each Dive we plan to run over the weekend. All Dives other than the last will have a limit on how many characters may undertake the voyage. The last Dive will have no limit on participants. All Dives are currently planned to occur in the forest across the road.
Content Warnings and Estimated Start Times for All Dives
All Dives have a chance of featuring thalassophobia, environmental hazards, and the threat of simulated drowning and/or suffocation. All Dives will also take place in the Wasteland (Character v Character Conflict possibility).
Saturday Midnight - 2 am
This Dive may feature themes of underwater exploration, the Mortis Amaranthine, Coordination, Kidnapping, and Zombies.
Saturday 9am - Noon
This Dive may feature themes of Stealth, Larceny, obscured or low vision, and the threat of simulated implosion.
Saturday Noon - 3pm
This Dive may feature themes involving Medical and Wasteland Science, as well as possible hallucinations, themes of unethical behavior, lack of empathy, and limited but avoidable splatter effects.
Saturday 7pm - 10pm
This Dive may feature close quarters areas, claustrophobia, Lineage threat, and themes of revenge.
Saturday 11pm - Sunday 1am
This Dive may feature submechanophobia, temporary isolation or helplessness, temporary loss of agency, and large-scale coordination
Custom Disease
In order to strike a balance between the idea of numerically-limited teamwork while on dangerous away missions, while still enabling each person who wishes to go on one of the smaller preliminary Dives being able to do so, we will be implementing a custom “Disease” to help facilitate that. This mechanic represents being thoroughly exposed to the dangerous chemicals permeating the Dead Zone, and in that regard is not truly a “Disease” in the usual Dystopia Rising sense of the word.
Peacemaker
Transmission Vector: Significant, and sometimes repeated, exposure to the Peacemaker chemicals.
Description: More a debilitating condition than an actual disease, this condition occurs when a character is exposed to significant levels of the toxic chemicals known as “Peacemaker” such as full-body immersion in the waters surrounding the Dead Zone. As internal levels of the chemical increase, their side effects quickly worsen. There is no cure, although the Infection inherent in each Lineage will purge the substance over time once exposure has ceased assuming that exposure stops early enough.
Stages:
Stage 1: Feelings of contentment, serenity, and lethargy. Occasionally distracted with moments of calm. Ingested Brews and Meals take twice as long to consume.
Stage 2: As Stage 1, but increased. Lack of fear or aggression. All Injectibles require 2 minutes to take effect.
Stage 3: As Stage 2, but increased. Inability to attack or inflict harmful effects on any Target that has not done the same first. Must spend 1 Resolve to initiate aggressive actions against a single Target. This is not required once the Target attacks you.
Stage 4: As Stage 3, but increased. Inability to run or feel pain. May not move faster than a slow walk or use Enhanced Movement. Bleed Out Timer reduced to 2 minutes.
Stage 5: Painful and agonizing immediate death. Please report to Ops.
Duration Between Stages: This Disease cannot progress on its own. Each significant exposure (ie, a Dive) increase the Stage by 1. Mutants do not have an innate resistance to it, and cannot defend against it. Stage only progresses after exposure has completed (ie, after that Dive has concluded).
Resolution:
Identifiable with the Basic Medical Skill.
Not currently treatable. Disease is automatically cured at End of Event.
Return from Mortis cures Disease: No.