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Uncivilized Area

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Rooms in the UA are in a constant state of flux, making no two trips between towns and intersections the same and affecting every aspect: the room types and states of decay, the contents of each room, and even the number of rooms separating you from your next destination. There is no known explanation for this constant state of flux; the most widely-accepted theory is that an unknown '''chaotic force''' is responsible for it.
The [[Scientific Community|Theoretical Physics Science Team]] has theorized believes that the effects of the chaotic force can be repelled by settling communities and gathering people in the same area. This results , resulting in the formation of a new [[Civilized Area]], such as a [[town]] or an [[intersection]]. A controversial theory suggests that people who live in the UA for extended periods of time may be exposed to the chaotic force, resulting in the development of mental issues and aggressive, self-destructive behavior. This theory may explain the number of hostile creatures living in the UA, but it has not been definitely proven to be true, as there are many examples of creatures that do not exhibit hostile behavior.
* '''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) the available '''traveling routeroutes''' options.Three different route types exist:
* <span style="color:#00AA00">'''FastTrader's Route / Safe route''': </span> The fastest routesafest path. Medium Lowest danger level, average lowest potential loot. Sets the base distance from the next destination to '''25 30 rooms'''.* <span style="color:#0000FF">'''SafeCourier's Route / Fast route''': </span> The safest pathfastest route. Lowest Medium danger level, lowest average potential loot. Sets the base distance from the next destination to '''30 25 rooms'''.* <span style="color:#FF0000">'''Adventurer's Route / Deeproute'''</span>: The long way. Highest danger level, highest potential loot. Sets the base distance from the next destination to '''35 rooms'''.** If your character possesses the '''[[Character traits|Directionless]]''' trait, add 5 rooms to the base distance. If they possess the '''[[Character traits|Navigator]]''' trait, subtract 5 rooms from the base distance.** If multiple characters in a group have the Directionless or Navigator traits, they do not stack.** If a character in a group possesses Directionless while another has Navigator, it is up to the GM to decide which character's trait prevails. Recommendation: Ask which character is ''leading'' the group; their trait will prevail.
Regardless of the traveling method employed, traveling induces [[Effects#Fatigue|Travel Fatigue]]. ==== Availability of traveling routes ==== Not all traveling route types are available between any two locations. While most locations are connected to each other with at least an Adventurer's Route (with very few notable exceptions), the availability of a Courier's Route (Fast) or Trader's Route (Safe) depends on the geography and whether the two locations are located around an important traveling axis. For instance, don't expect to find a Trader's Route when traveling from a small, out-of-the-way town to another. To find out what route types are available, you have a few options:* Browse the maps on the '''[[Civilized Areas]]''' and check the colored paths connecting each location. <span style="color:#00AA00">Green paths are Safe routes,</span> <span style="color:#0000FF">blue paths are Fast routes</span>, and <span style="color:#FF0000">red paths are Deep routes</span>.* Check an individual town page or the [[Intersections]] page and look at the "Geographic connections" section. The notation '''(<span style="color:#00AA00">S</span>/<span style="color:#0000FF">F</span>/<span style="color:#FF0000">D</span>)''' will be used to denote available routes.** '''(<span style="color:#00AA00">S</span>/<span style="color:#0000FF">F</span>/<span style="color:#FF0000">D</span>)''': All three routes are available** '''(_/<span style="color:#0000FF">F</span>/<span style="color:#FF0000">D</span>)''': No Safe route available, only Fast and Deep** '''(_/_/<span style="color:#FF0000">D</span>)''': No Safe or Fast routes available, only Deep** '''(<span style="color:#00AA00">S</span>/<span style="color:#0000FF">F</span>/_)''': Safe and Fast routes only, no Deep ==== Skip traveling ==== Alternatively, the GM has the possibility to offer a fourth option:* '''Skip''': This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 [[time|day period]] period passes.Skipping induces Travel Fatigue '''equivalent to 30 rooms.'''
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=== 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 The starting number depends on the selected traveling routeselected (see above).
Once the traveling route has been decided, the following process is used:
* '''Room generation:''' GM offers three doors - left, front, right - describing only the roomstyle and decay level of each
* Players act accordingly depending on who/what is inside
* Once the room is clear, players may ask for the next doors.
* Remove Add 1 from to the rooms remaining passed counter. If a shortcut or detour was taken, remove or add rooms until destination according to the number displayed. (see below for details)
* Cycle back to the start of the list.
Repeat until the player has reached the end.* If the number of rooms passed is 1 less than the number of rooms until destination, this is the '''last room''' of the trip, and all doors will lead to the destination, unless one of these doors is a '''detour'''.* Using a '''shortcut''' can skip past the last room and make the number of rooms passed be equal or superior to the rooms until destination. In that case, the shortcut leads directly to the destination. After reaching the destination, '''1 [[time|day period]] passes'''. For example, if it was Afternoon during the trip, it changes to Dusk at the end of the trip. === Backtracking === If, at any point during the current trip, you feel the need to '''backtrack''' (or '''turn back''') and return to the starting [[town]] or [[intersection]], tell the GM you wish to turn back, and confirm this is your intention. Backtracking will '''flip your starting point and destination''' (for example, if you were traveling from [[Arnett]] to [[Elkins]], you will now be traveling to [[Arnett]]) but keep you on the '''same route''' (if you picked Safe, you will remain on Safe). After confirming that you are turning back, '''1 [[Time|day period]] passes''' and [[Effects#Fatigue|travel fatigue]] is applied immediately. Your number of rooms passed '''resets to 0''' and your number of rooms to destination becomes '''equal to the number of rooms passed before backtracking + 10'''. * Example: It's the Morning, and you are on the Arnett to Elkins Safe route with 16 /30 rooms passed. If you choose to backtrack to Arnett, 16 turns worth of travel fatigue will apply immediately, your new destination becomes Arnett, and you will be at '''0 /26 rooms passed''' (16 + 10). You can backtrack at any point during your trip and as many times as you want, allowing you to stay in the UA indefinitely if you so desire, with one limitation: '''You must travel at least 10 rooms''' before you're allowed to use backtracking. In other words, the "rooms passed" counter must be at 10 or more before you can turn back. == 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"
|-
|}
==== Roads with obstacles ===={| class="wikitable" style="font-size:10pt"|-! Roomstyle !! Element !! Obstacles and conditions|-| Blocked pathway || Shortcut -1 || The front door is blocked by a creature carcass. The creature's Threat Level is 1d3 on Safe routes, 1d4 on Fast, and 1d5 on Deep.<br/> The creature's remains must be butchered ([[Hunting]] skill) to clear the way and use the shortcut.<br/>The carcass is old and mangled; you will only get tainted meat, but you will still obtain Skill Points.|-| Dismantled roadway || Shortcut -2 || The front door is impassable and missing a handleset.<br/>You need a [[Toolkit|Crafting toolkit]] ([[Crafting]] skill) to build a new one, open the door, and use the shortcut.<br/>The doorway is treated as a Level 2 blueprint (50% base chance of success per kit use).|-| Caved-in causeway || Shortcut -3 || The front door is caved in with dirt, sand, or gravel.<br/> The cave-in is equivalent to a [[Mining#How to mine ores|soft obstruction]]. Destroy it with a mining tool to clear it ([[Mining]] skill) and use the shortcut.<br/> Upon clearing, roll a 1d20. If 'Furnished rooms''10 or less''': Nothing happens. '''11-18''': You receive 1 bundle of common ore ('''&ore-c'''). '''19-20''': You receive 1 bundle of rare ore ('''&ore-r''').|-| Collapsed highway || Shortcut -4 || The front door is broken to the point of impossibility.<br/> You must use a [[Toolkit|GRK, MRK, or XTK]] ([[Repairing]] skill) to fix the door and use the shortcut.<br/>Each use repairs the door by '''1d50%''' with a '''+10% bonus''' for every skill level above Unskilled.|-| Padlocked cache || No shortcut or detour || The front door has a lock, which can be opened with the right key, brute-forced, or picked ([[Lockpicking]] skill).<br/> Roll '''&genbox''', as if generating a [[Containers|container]], but retain only the '''frame type''' (solely used to determine loot) and the '''lock type''' (used to determine lock HP and serial number). Reroll if you get "no lock." The door is indestructible. <br/> Opening the door adds extra loot to the next room. Roll '''&boxlootW''' or '''&boxlootM''' twice, depending on the rolled frame type; this generated loot is added to the next room.|} * '''Note:''' If you are escaping from [[Combat mode|combat]], you may not attempt to clear obstacles from any of these roomstyles if any hostile creatures remain in the room, as it is not safe to do so. You must first ensure no hostile creatures remain before attempting to clear an obstacle. ==== Furnished rooms ====
{| class="wikitable" style="font-size:10pt"
|-
| Bar sitting area || Decay level || 1 '''&food'''
|-
| Bedroom || Decay level || [[Resting|BedBeds]], 1 random [[container]], [[television]]
|-
| Break room || Decay level || 1d2 '''&stuff''', [[television]]
|-
| Bunk beds room || Decay level || [[Resting|Beds]], [[radio]]
|-
| Casino table room || Decay level || None
| Classroom || Decay level || 1d2 '''&stuff''', 1d3 [[book|books]]
|-
| Computer room || Decay level || 4 [[PC|PCs]], 1 '''&stuff'''
|-
| Dojo training floor || Decay level || 1 '''&wpn-melee''', random condition and ammunition
| Dumpster room || Decay level || 4 '''&stuff'''
|-
| Factory machine room || Decay level || 1 [[PC]], 1d10x50 grams of '''&ore'''
|-
| Forge room || Decay level || 1 '''&wpn-melee''', random condition and ammunition
| Kitchen || Decay level || 1d2 '''&food'''
|-
| Lab room || Decay level || 2 [[PC|PCs]], 1d2 [[book|books]]
|-
| Laundry room || Decay level || 1d2 '''&wear'''
| Light farm room || Decay level || 1 '''&food'''
|-
| Lobby room || Decay level || 1 [[PC]], 1d3 '''&stuff'''
|-
| Locker room || Decay level || 1d3 [[container|lockers]]
| Mess hall || Decay level || None
|-
| Office || Decay level || 4 [[PC|PCs]], 1d4 '''&stuff'''
|-
| Pantry || Decay level || 1d3 '''&food'''
| Workshop room || Decay level || 1 '''&crafting'''
|}
 
== Event generation ==
 
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%''' || '''26%''' || '''5%'''
|-
|colspan="6" style="background:#98c1d8;text-align:center;font-size:11pt"| '''''[[Creatures]]'''''
|-
| Threat level 1 [[creatures]] || Generates a TL1 creature. || '''&creature-t1''' || '''10%''' || '''10%''' || '''10%'''
|-
| Threat level 2 [[creatures]] || Generates a TL2 creature. || '''&creature-t2''' || '''10%''' || '''10%''' || '''10%'''
|-
| Threat level 3 [[creatures]] || Generates a TL3 creature. || '''&creature-t3''' || '''10%''' || '''10%''' || '''10%'''
|-
| Threat level 4 [[creatures]] || Generates a TL4 creature. || '''&creature-t4''' || '''0%''' || '''6%''' || '''10%'''
|-
| Threat level 5 [[creatures]] || Generates a TL5 creature. || '''&creature-t5''' || '''0%''' || '''0%''' || '''5%'''
|-
|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''' || '''2%''' || '''2%''' || '''3%'''
|-
| 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''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[weapon accessory]] || Generates a random weapon accessory.<br/>Certain accessories also act as weapons, generate condition/ammo accordingly. || '''&wpnacc''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[weapon accessory]] (no feeding systems) || Generates a random weapon accessory '''excluding''' feeding systems.<br/>Certain accessories also act as weapons, generate condition/ammo accordingly. || '''&wpnacc-nomag''' || '''1%''' || '''2%''' || '''3%'''
|-
| 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''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[food]] || Generates a random standard food item. || '''&food''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[meds]] || Generates a random '''[[identification|unidentified]]''' medical item. || '''&meds''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[mushrooms]] || Generates a random bundle of '''[[identification|unidentified]]''' mushrooms. || '''&marisa''' || '''1%''' || '''2%''' || '''2%'''
|-
| Random [[list of human clothing and armor|clothing]] (unarmored) || Generates a random article of unarmored clothing wearable by humans and halflings. || '''&wear-c''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[list of human clothing and armor|clothing]] (armored) || Generates a random article of armored clothing wearable by humans and halflings. || '''&wear-a''' || '''1%''' || '''2%''' || '''3%'''
|-
| Random [[list of youkai outfits|youkai outfit]] || Generates a random youkai outfit. || '''&wear-y''' || '''2%''' || '''2%''' || '''3%'''
|-
| Random [[LBE]] || Generates a random article of load-bearing equipment. || '''&lbe''' || '''2%''' || '''2%''' || '''2%'''
|-
| Random [[valuables|valuable item]] || Generates a random valuable object. || '''&loot''' || '''1%''' || '''2%''' || '''3%'''
|-
| Random [[Crafting items#Toolkits|crafting toolkit]] || Generates a random toolkit for crafting or maintaining items. || '''&c-toolkit''' || '''1%''' || '''2%''' || '''2%'''
|-
| Random [[Crafting items#Blueprints|blueprint]] || Generates a random blueprint. || '''&c-blueprint''' || '''2%''' || '''2%''' || '''2%'''
|-
| Random [[Crafting items#Ingredient items|crafting ingredient item]] || Generates a random object useful for crafting. || '''&c-item''' || '''2%''' || '''2%''' || '''2%'''
|-
| Random [[Crafting items#Specs Docs|Specs Docs]] || Generates a random specifications document. || '''&c-docs''' || '''1%''' || '''2%''' || '''2%'''
|-
| Random [[key item]] || Generates a random key item. || '''&keyitem''' || '''1%''' || '''2%''' || '''2%'''
|-
| Random [[supply crate]] || Generates a random supply crate. || '''&crates''' || '''1%''' || '''2%''' || '''3%'''
|}
 
=== 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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