Changes

Uncivilized Area

7,993 bytes added, 08:17, 10 January 2021
* '''Example:''' When leaving [[Arnett]], there are three possible destinations: [[Elkins]], [[Semitas]], and [[Intersection 09]].
=== Traveling route routes ===
Right before entering the first UA room of the trip, the player will be prompted to choose between one of three (or four) '''traveling route''' options.
}}
=== Room-by-room traveling cycle ===
The GM must keep track of a '''rooms remaining until destination''' counter. It starts at 20, 25, or 30 depending on the selected traveling route.
* Cycle back to the start of the list.
=== Room generation ===
To generate a room, use the '''[[Tsuchinoko|&roomstyle]]''' command. All that's needed is to roll it three times, once for each door, then show the results to the players.
* '''Decay level 4 - Blackout''': Lights are '''OFF''' ([[Effects#Accuracy|Environmental blindness]]), powered furniture is '''broken''', '''25% chance''' of finding extra loot (roll '''1d4-3''', loot is present on a '''1 or more'''), '''100% chance''' of finding 1 bundle of [[mushrooms]] ('''&marisa''')
==== Table of roomstyles ====
'''==== Roads'''====
{| class="wikitable" style="font-size:10pt"
|-
|}
'''==== Furnished rooms'''====
{| class="wikitable" style="font-size:10pt"
|-
| Workshop room || Decay level || 1 '''&crafting'''
|}
 
== Event generation ==
 
(wip)
 
Events are roaming creatures, loot, or hazards that populate the Uncivilized Area. Depending on the traveling route, different events have different chances of being rolled. A GM may generate events for the next room with '''&event-fast'''. '''&event-safe''', or '''&event-deep''', depending on the traveling route selected.
 
{| class="wikitable sortable" style="font-size:10pt"
|-
! Event type !! Description !! [[Tsuchinoko|Bot command]] !! Chance to roll (Safe) !! Chance to roll (Fast) !! Chance to roll (Deep)
|-
| Nothing || No additional items or creatures are generated. || None || '''40.00%''' || '''18.00%''' || '''5.00%'''
|-
|colspan="6" style="background:#98c1d8;text-align:center;font-size:11pt"| '''''[[Creatures]]'''''
|-
| Threat level 1 creatures || Generates a TL1 creature. || '''&creature-t1''' || '''10.00%''' || '''10.00%''' || '''10.00%'''
|-
| Threat level 2 creatures || Generates a TL2 creature. || '''&creature-t2''' || '''10.00%''' || '''10.00%''' || '''10.00%'''
|-
| Threat level 3 creatures || Generates a TL3 creature. || '''&creature-t3''' || '''10.00%''' || '''10.00%''' || '''10.00%'''
|-
| Threat level 4 creatures || Generates a TL4 creature. || '''&creature-t4''' || '''0.00%''' || '''5.00%''' || '''10.00%'''
|-
| Threat level 5 creatures || Generates a TL5 creature. || '''&creature-t5''' || '''0.00%''' || '''0.00%''' || '''5.00%'''
|-
|colspan="6" style="background:#98c1d8;text-align:center;font-size:11pt"| '''''Hazards'''''
|-
| Minefield ([[TS-50]]) || [[TS-50]] mines have been placed in the room. || None || '''0.00%''' || '''1.00%''' || '''2.00%'''
|-
| Minefield ([[PMN-2]]) || [[PMN-2]] mines have been placed in the room. || None || '''0.00%''' || '''1.00%''' || '''2.00%'''
|-
|colspan="6" style="background:#98c1d8;text-align:center;font-size:11pt"| '''''Items'''''
|-
| Random [[weapon|firearm]] || Generates a random firearm.<br/>GM must generate condition and ammunition loaded separately. (See [[Uncivilized Area#Weapon generation|this section]].) || '''&wpn-firearm''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[weapon|melee weapon]] || Generates a random melee weapon.<br/>GM must generate condition and ammunition loaded separately. (See [[Uncivilized Area#Weapon generation|this section]].) || '''&wpn-melee''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[weapon accessory]] || Generates a random weapon accessory. || '''&wpnacc''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[weapon accessory]] (no feeding systems) || Generates a random weapon accessory '''excluding''' feeding systems. || '''&wpnacc-nomag''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[ammunition]] || Generates ammunition of a random caliber and in a random quantity.<br/>The GM must separately roll powder charge, powder type, and projectile type separately. (See [[Uncivilized Area#Ammo type generation|this section]].) || '''&ammo''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[food]] || Generates a random standard food item. || '''&food''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[meds]] || Generates a random '''[[identification|unidentified]]''' medical item. || '''&meds''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| Random [[mushrooms]] || Generates a random bundle of '''[[identification|unidentified]]''' mushrooms. || '''&marisa''' || '''0.00%''' || '''0.00%''' || '''0.00%'''
|-
| (wip: clothing armor outfits LBE valuables crafting key crates)
|}
 
=== Weapon generation ===
 
[[Weapon]] generation is relatively simple; the only additional necessary variables are '''condition''' and '''ammunition loaded'''. All weapons generated in the UA should be stock weapons, with no extra accessories.
 
* '''Condition''': Roll '''1d100''', divide by 100, and multiply by the weapon's Max Condition: you obtain the Condition Points for that weapon, as well as the Condition percentage.
** E.g.: When generating a [[Colt M16A1]], the GM rolls 87. This weapon's condition is '''8700 points''' (87 / 100 * 10000), which corresponds to a condition rating of '''87%'''. This weapon is in '''good''' condition and suffers from no penalties.
* '''Ammunition loaded''': Check the standard capacity of the rolled weapon, add 1 if "+1 in the chamber" is Yes, then add 1. The result is X. Roll '''1dX-1''': the result is the number of rounds remaining in the weapon.
** E.g.: The [[M16A1]] comes with a 20-round magazine and accepts an extra round in the chamber. Therefore, X is (20 + 1 + 1) = 22. The GM must roll 1d22-1. They get 18; there are 17+1 rounds left in this M16A1.
** When generating [[ammunition|ammunition types]], use the most common ammunition type corresponding for the caliber (typically, the first listed on the caliber's wiki page), or use the ammo generation methods listed below.
 
=== Ammo type generation ===
 
There are two main ways to generate the powder charge, powder type, and projectile type: the '''retail method''' or the '''full-random method'''. You should use the retail method whenever possible, and only use the full-random method if there is no retail ammunition for this caliber (e.g. [[.460 Rowland]]) or if you think it would make sense for the context (e.g. the current situation involves custom ammunition).
 
==== Retail method ====
 
Go to the wiki page for the caliber you're rolling, and check the Retail information section. Count the number of brand names available, and select one at random. Then, count the number of projectile types available in that brand, and select one at random.
 
* E.g.: The GM has chosen to randomly generate ammunition type for the [[M16A1]] from earlier using the retail method. The [[M16A1]] uses [[5.56x45mm NATO]] ammunition. There are 4 brands of 5.56 NATO ammo, so the GM first rolls a '''1d4'''. The result is 3: Milsurp. There are 4 projectile types available in this brand, so the GM must roll another '''1d4''', getting a 1. The ammunition rolled is '''Milsurp FMJ'''.
 
==== Full-random method ====
 
This method generates random powder charges, powder types, and projectile types. This method only functions with firearm calibers, excluding [[.22 Long Rifle]], [[4.2x30mm R Golden Gun]], and [[4.73x33mm Caseless]], and is best suited for rare calibers with no retail equivalents, or for generating [[handloading|handloaded ammo]].
 
First, check whether the caliber is a <span style="color:#0000AA">'''(P)'''</span>istol, <span style="color:#AA0000">'''(R)'''</span>ifle, or <span style="color:#00AA00">'''(S)'''</span>hotgun caliber. You can find it on the [[Ammunition#Firearm calibers|complete list]] or in the infobox of each individual caliber pages.
 
* <span style="color:#0000AA">'''(P)'''</span>istol calibers have access to all four powder charge levels: SP, -P, +P, and +P+.
* <span style="color:#00AA00">'''(S)'''</span>hotgun calibers have access to three levels: SP, -P, and +P.
* <span style="color:#AA0000">'''(R)'''</span>ifle calibers have access to only two levels: SP and -P.
 
Then, randomly determine the following, in order:
* Powder charge level: '''1d2, 1d3, or 1d4''' depending on caliber. 1 is -P, 2 is SP, 3 is +P, 4 is +P+.
* Powder type: '''1d3'''. 1 is surplus powder (Surp), 2 is regular powder (Reg), 3 is premium powder (Prem)
* Projectile type: '''&pbt''' for <span style="color:#0000AA">'''(P)'''</span>istol calibers, '''&rbt''' for <span style="color:#AA0000">'''(R)'''</span>ifle calibers, and one of the dedicated commands for <span style="color:#00AA00">'''(S)'''</span>hotgun calibers: '''&12st''' for [[12 gauge]], '''&20st''' for [[20 gauge]], '''&410st''' for [[.410 bore]], and '''&CAWSt''' for [[12 gauge CAWS]].
 
Example: [[5.56x45mm NATO]] is a <span style="color:#AA0000">'''(R)'''</span>ifle caliber, giving access to only two powder charges: SP and -P. The GM will roll '''1d2, 1d3, then &rbt'''.
* The results are 1, 3, and AP; the ammunition rolled is '''-P, Premium powder, with AP bullets.'''
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