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Basic mechanics

6,436 bytes added, 19:01, 18 May 2019
Often, you will need to roll the dice to resolve certain actions and determine whether you succeed or fail. As explained in the [[Basic concepts]] page, you will usually make use of d6s, d8s, and d100s, with the expectation of rolling any and all kinds of dice; in any quantity and with any amount of sides.
 
= Declaring actions =
 
Every action you wish your character to make must be declared. That means clearly telling the GM what you intend to do, with as many details as required. It is not strictly necessary to be always in-character when declaring actions, but it is considered good form to weave your intentions into your roleplaying, even if it's just a few words.
= In and out of combat =
* '''Example:''' After having successfully eliminated a nasty creature, Sarah notices she sustained a few Wounds during the fight, and is now bleeding. In order to access the 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 Wound) in order for her to stop bleeding. Hopefully she is able to patch herself up before all of her red fluids are on the floor...
 
= Movement and traveling =
 
The importance of your character's position in the world (and in turn, what you are allowed to do to move your character) depends on whether or not you are in combat, and on whether you are inside the Uncivilized Area or a Civilized Area. This section will discuss what you can do outside of combat. For movement when in combat, see [[Combat mode]].
 
== 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"''.
 
You can specify a particular room or area if you know exactly where you're going, and you should be able to request your precise location to the GM whenever you desire.
 
In order to leave a Civilized Area, your character must be at a location where it is possible to transition into the UA.
* '''Towns''' have a room called the ''Gap corridor'', which represents the very edge of the town. This is where you can choose your next destination. You can only travel to a town or an intersection that is linked to the current town, though you can plot a specific itinerary if you so desire.
* '''Intersections''' do not have gap corridors. Instead, as intersections are plus sign-haped ('''+'''), between 2 and 4 of its outermost streets can be connected to the UA, each corresponding to a single destination.
 
== Uncivilized Area ==
 
When in the UA, 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.
 
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).
 
Once you have selected your destination, you will be asked to pick a '''traveling style'''. There are four traveling styles: '''Fast''', '''Safe''', '''Deep''', and '''Skip'''. Your chosen style will influence the amount of UA rooms you need to go through to reach the next destination, and the chances of finding loot, monsters, and special areas. '''Skip''' is special - it is essentially fast travel. When Skip traveling, your character will travel an amount of rooms equivalent to a Safe travel, but will encounter zero enemies and zero items, essentially trading dangers and loot for saving time and convenience.
* NOTE: Skip traveling may not always be possible, particularly during certain jobs. The GM can also disallow Skip traveling for any reason they deem necessary.
 
When traveling in the UA, the three important counters are the amount of UA rooms passed, the amount of UA rooms required to reach the next destination, and what your current destination is. You can also choose to reverse course and begin traveling back to your original starting point; at which point the amount of UA rooms already passed becomes your amount of rooms to pass to reach the next destination. Note that if you have begun reversing course, you shouldn't reverse back again; instead, return to your original starting point, and select a new destination.
 
Whenever you are ready to move into a new UA room, such as when you are finished visiting, looting, or fighting in the current room, you may "request the next rooms" or "the next doors" to the GM, who will proceed to randomly generate three rooms, and if applicable, extra possibilities. The description of each room follows the same nomenclature:
* (Left, Front or Right), (If applicable: Shortcut or Detour value) (Roomstyle), (Decay level), (Code)
** ''Left, Front or Right'' is flavor, and simply represents your first, second, and third choice.
** ''Shortcut or Detour value'' indicates the amount of UA rooms you will lose or gain if you take this door. Usually written '''Shortcut -x''' or '''Detour +x''', where x represents the amount of rooms skipped (Shortcuts) or gained (Detours).
** ''Roomstyle'' is simply the type and style of room that is ahead. The roomstyle determines the presence and type of furniture inside.
** ''Decay level'' indicates the age, level of decay, and damage that the room has sustained over time. Low decay levels generally increase the chances of finding extra loot. High decay levels generally increase the chances of finding mushrooms.
** The ''Code'' is either a letter or a number written between parentheses:
*** If the code is a '''number''', it is a number representing the room's decay level. Decay level numbers range from 0 to 5.
*** If the code is a '''letter''', it may either be S or D. S means the front door in this room is a Shortcut, and D means the front door in this room is a Detour.
 
{| class="wikitable" style="font-size:9pt; text-align:center" width="600"
|-
| ''Decay level'' || ''Code'' || ''Chances of finding extra loot'' || ''Chances of finding mushrooms''
|-
| Deserted || (0) || 75% || 0%
|-
| Abandoned || (1) || 25% || 0%
|-
| '''Dark''' || (2) || 50% || 50%
|-
| Disaffected || (3) || 10% || 0%
|-
| Forsaken || (4) || 5% || 15%
|-
| Overgrown || (5) || 5% || 35%
|}
 
* In a room with a decay level of '''Dark''', the lights are broken, plunging the room in total darkness.
* In rooms with a decay level of at least 2, all electrically-powered furniture (televisions, radios...) will be non-functional.
 
Here is an '''example:''' [Next rooms] Left: Empty bar, abandoned (1) // Front: Deactivated room (S) // Right: Featureless room (D)
* The first available choice is an abandoned empty bar, the second is a deactivated room with a shortcut front door, and the third is a featureless room with a detour front door.
[[Category:Game mechanics]]