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Uncivilized Area

5,718 bytes added, 29 April
=== Traveling 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.
The GM has Regardless of the possibility to offer a fourth option:* '''Skip''': This is a "fast travel" optiontraveling method employed, 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 traveling induces [[timeEffects#Fatigue|Travel Fatigue]] period passes.
Regardless ==== 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 method employedaxis. For instance, don't expect to find a Trader's Route when traveling induces 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 '''[[EffectsCivilized Areas]]''' and check the colored paths connecting each location. <span style="color:#Fatigue00AA00">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|Travel Fatigueday period]]passes. Skipping induces Travel Fatigue '''equivalent to 30 rooms.'''
{{GMTip
== 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:
* Add 1 to the rooms 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 ===
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, '''one 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).
| Subway || Detour -4 || None
|}
 
==== 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 '''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 next room features a cache inside the floor. It is fitted with 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). There are no traps. Reroll if you get "no lock." The cache door is indestructible. <br/> Opening the cache reveals extra loot: roll '''&boxlootW''' or '''&boxlootM''' twice, depending on the rolled frame type.
|}
 
* '''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 ====
| 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'''
|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'''''
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