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Basic mechanics

6,044 bytes added, 03:04, 4 October 2023
* Pain healed on Daily Reset: '''Up to -40%'''. Healing Pain through Daily Reset is subject to the [[Effects#Healing|Pain healing effect]].
* Blood healed on Daily Reset: '''Up to +1.0 unit'''. Healing Blood through Daily Reset is subject to the [[Effects#Healing|Blood healing effect]].
 
Lastly, if your current number of '''[[Favors]]''' is under the maximum, you '''regain 1 Favor''' on Daily Reset.
Additional considerations:
* If you have skill levels in [[Healing]], you will receive bonuses to natural healing, which are applied ''before'' the normal effects of natural healing. See [[Healing#Natural healing bonuses|this section]] for more details.
* If your character is [[Addiction|addicted]] to one or more substances before Daily Reset, all active addictions will advance by one level, unless already at level 3.
* If your character possesses the '''[[Character traits|Blood Knight]]''' trait, the character heals '''1.0% [[Stress]] per point on the Blood Knight counter'''. The counter is then reset.
Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action. The significance of turns depends on how much changes over each turn, particularly if any effects that work over time are active; virtually all such effects work on a per-turn basis, and all temporary effects last an amount of time expressed in turns.
* '''Example:''' During a fight against a nasty creature, Sarah has taken hits and sustained three [[Woundslight wounds]], and is now bleeding. In order to access the [[Meds|bandages]] inside of her [[Load-bearing equipment|backpack]], Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing [[Blood]]. It will require one turn to drop the backpack, and one turn for every bandage required (one per Woundlight wound) in order for her to stop bleeding.
GMs are, however, encouraged to expedite such processes for the sake of keeping the pace going, especially outside of combat and if players do have the resources on their characters to fix these issues, unless you absolutely want to run an intense, beat-by-beat, every-moment-counts session, it is usually better to simply let player characters heal themselves "for free". GMs and players may discuss about it and decide together how intense, detailed and granular their sessions should be.
* '''Example:''' Normally, if Sarah were still in combat and had to heal 3 Wounds light wounds using bandages, she would have to spend the first turn dropping the Backpack (-0.3 Blood), use turn 2 to heal the first wound LW with a bandage (-0.2 Blood), then turn 3 for healing wound 2 the 2nd LW (-0.1 Blood), then turn 4 for healing wound 3 the 3rd LW (all wounds patched), losing a total of 0.6 Blood and 4 turns. However, the GM decides to let Sarah patch herself up without losing 0.6 Blood because she's no longer in combat, and there's no reason to waste time.
== Civilized Areas ==
''Full article: '''[[Civilized Areas]]'''''
When outside of combat and in a Civilized Area such as a [[town]] or an [[intersection]], you can travel to nearly any specific room, street, shop, business, or point of interest, simply by declaring an intent to travel to that location, so long as you have access to it. Towns and intersections generally have maps listing the places of interest available, and the preferred method of declaring movement is to simply say something along the lines of, ''"I'm going to the gun shop"'' or ''"Next, I'm going to visit the hospital"''.
== Uncivilized Area ==
''See Full article: '''[[Uncivilized Area]]''' for more information''
When in the '''[[Uncivilized Area]]''', your character will be traveling through a series of randomly generated rooms, going from a starting point to a destination of your choosing, and reaching the next destination only after a set amount of UA rooms have been passed. See the article for more information.
When you are in a Civilized Area and ready to transition into the UA, your GM will give you the available destinations, and ask you to choose where you intend to go (unless there is only one available destination, of course).
 
= Downtime =
Downtime is a special period during which your character is still in the Mazes but not actively traveling from place to place. Downtime should be treated as a way to expedite the passage of time and primarily employed to advance the plot when living day-to-day would be otherwise impractical or less than engaging. For example, if a player character got away with a particularly notable act (e.g., a crime, a heist) and are wanted by a faction or a party, they may want to lay low for a while and avoid making waves; that is when Downtime comes into play.
 
Downtime means the player character is not being fully actively controlled - however, it doesn't mean they are removed from play, nor does the player have no say in what happens to their character. The fundamental principles of Downtime are as follows:
* Entering Downtime should be decided by consensus between players and GM '''based on the plot needs''' first and foremost.
* The GM has the final say on how long Downtime lasts and when it's appropriate to begin (although that too can be discussed). The recommended minimum downtime duration should be '''3 days'''. Although there is no upper limit, be reasonable.
* To enter downtime, all player characters and relevant allies (e.g., GM-controlled partners) must have access to '''safe shelter''' with a place to sleep at the absolute minimum. Safe shelter isn't necessarily [[Civilized Areas]] only (especially if you play characters that live in the [[UA]]), but must be places that are unlikely to be visited by potential threats at any minute. (e.g., a [[hotel]], a [[residential area]], or a raider hideout in the UA may qualify, but a random bed in the UA does not)
* While under downtime, player characters must be able to live and sustain themselves effectively like NPCs do. Their ability to remain in downtime '''depends on their ability to fund it'''.
** '''Basic needs:''' An average ballpark for most characters is [[File:Parallar symbol.png|10px]]'''50 per day''' to sustain their nutrition and hydration needs. This value may be adjusted at the GM's discretion depending on the characters' build, specific needs, and if necessary, medical condition (e.g., bedridden, [[addiction|addicted]], etc.)
** '''Shelter upkeep:''' If staying at the safe shelter is conditional on a financial requirement, '''these costs must be taken into account''' during downtime. For example, characters staying in a [[hotel]] must pay for their rooms, whereas characters living in a [[residential area]] might need to pay rent (unless, of course, they own the unit outright)
** '''Additional needs:''' If the GM determines a character has additional needs that must be paid for during downtime, it is up to them to define and set a value for these needs.
* Player characters during downtime may receive '''between 1 and 4 [[time|day periods]] of free time''' (2 day periods are reserved to resting and sleeping). Players can, for additional costs, '''assign their PCs to specific activities during free time.''' See below for details.
** '''Got a life?''' If your character has a safe day job that isn't excessively dangerous, the GM may '''assign fewer free time periods, but reduce or negate your downtime costs.''' After all, getting paid funds life expenses.
* '''The world does not stop moving during downtime.''' This may be critical if your character is wanted, pursued, or in another similar situation. The GM is free to interpret this however they need for the needs of the story!
* Addicted, wounded, or otherwise compromised characters can, at any point during downtime, decide to use a day period of free time and simply visit a hospital to fix any issues they may have ('''provided one is available''')
* '''Ending Downtime:''' Upon returning from Downtime, [[Nutrition]], [[Hydration]], [[Pain]], [[Fatigue]], and [[Stress]] are all reset to 0 (or functional minimums). [[Blood]] is reset to maximum, and any active temporary [[effects]] are wiped.
 
=== Activities during downtime ===
If you are in Downtime and your character has day periods of free time at their disposal, you can do the following:
 
* '''Do nothing:''' Kick up your feet (or equivalent appendages) and relax. Costs nothing, does nothing.
* '''Go shopping:''' If your character has access to any [[Civilized Areas#Town facilities|facility]] that sells products or services (e.g., [[individual shops|individual shops]], a [[hospital]], or even a [[library]]), a day period can be devoted to using these facilities as needed, just as during normal play. GMs are encouraged to expedite the process and not spend much time, if any, on roleplaying or mood-setting. Downtime shopping is strictly utilitarian!
** During downtime shopping, GMs may ignore the shop generation rules and simply assume all shops have access to as much stock as needed, for the sake of expediency. (As always, players are advised to be reasonable.)
* '''Train [[combat skills]]:''' If you have access to a [[shooting range]] or a [[dojo]], you can devote a day period of Downtime to training. Under Downtime, costs and potential gains are highly simplified; you simply increase your expenses in exchange for Training Points at the following rates:
** '''Firearm skills:''' Requires a shooting range. [[File:Parallar symbol.png|10px]]'''200 per day period''' in exchange for '''4d10 TP in any 1 firearm skill'''
** '''Heavy weapon skills:''' Requires a shooting range. [[File:Parallar symbol.png|10px]]'''600 per day period''' in exchange for '''4d10 TP in any 1 heavy weapon skill'''
** '''Melee and misc skills:''' Requires a dojo. [[File:Parallar symbol.png|10px]]'''80 per day period''' in exchange for '''4d10 TP in any 1 melee or misc. skill'''
* '''Use [[training machines]]:''' If you have access to a [[dojo]], you can spend a day period using a training machine. [[File:Parallar symbol.png|10px]]'''160 per day period''' in exchange for '''4d25 XP in any 1 machine'''. Any Pain, Fatigue, Nutrition, and Hydration costs are ignored for the purposes of Downtime.
[[Category:Game mechanics]]