Difference between revisions of "Evergreen Initiative"

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(System Notes)
(Prepocalypse)
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=Prepocalypse=
 
=Prepocalypse=
Before the fall, each recruit into the Morrow Project is subjected to a rigorous battery of physical and psychological tests to ensure survivability after the fall. Once accepted into the program an 18 month induction process begins, alternating three week theoretical and practical knowledge transfers with two week physical harship exercises. Cadets earn certifications during these schools which determine eligibility for missions, and eventually place them within teams.
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Before the fall, each recruit into the Morrow Project is subjected to a rigorous battery of physical and psychological tests to ensure survivability after the fall. Once accepted into the program an 18 month induction process begins, alternating three week theoretical and practical knowledge transfers with two week physical harship exercises. Cadets earn certifications during these schools which determine eligibility for missions, and eventually place them within teams. A character is considered certified by Morrow Project standards if they possess 5 points of relevant skills or abilities in the certification area.
  
 
Each team has minimum certification requirements, determined by the team type. Each member contributes all of their certification into a training pool, ensuring that teams are self sufficient and well-prepared for potential hardship.
 
Each team has minimum certification requirements, determined by the team type. Each member contributes all of their certification into a training pool, ensuring that teams are self sufficient and well-prepared for potential hardship.

Revision as of 13:18, 23 April 2012

The Evergreen Initiative is the Morrow Project codename for the northwest region of teams. The geographical area encompasses Washington, Oregon, Idaho and British Columbia.

Prepocalypse

Before the fall, each recruit into the Morrow Project is subjected to a rigorous battery of physical and psychological tests to ensure survivability after the fall. Once accepted into the program an 18 month induction process begins, alternating three week theoretical and practical knowledge transfers with two week physical harship exercises. Cadets earn certifications during these schools which determine eligibility for missions, and eventually place them within teams. A character is considered certified by Morrow Project standards if they possess 5 points of relevant skills or abilities in the certification area.

Each team has minimum certification requirements, determined by the team type. Each member contributes all of their certification into a training pool, ensuring that teams are self sufficient and well-prepared for potential hardship.

Recon Team: Romeo Tango Hotel

The players are either members of an 6 man recon team tasked with geographical survey and ensuring the safe revival of other local teams, or they are survivors who live in the surrounding area. Given that the premise of the game will be that the system did not work properly for whatever reason, the players should work together to develop a purpose for their team. Will they continue to try and rebuild society? Will they search for other Morrow survivors? Will they attempt to travel to and find the original Prime Base? Will they set up a new feudal society and elect Madison their Queen?

The team itself includes the following roles: Team Leader, Medic, Mechanic, Surveyor/Cartographer and Mission Specialist. Multiple roles may be filled by the same person, and PCs are not required to fill any or all roles (there are plenty of NPCs). Mission Specialists could be any discipline that could reasonably be needed, and the players are encouraged to be creative.

Characters

Put links to your character ideas here, then each of you can add your relevant memories to the bottom of the other players character page.

Character Discussion

Use this space to discuss questions about character roles and skills.

System Notes

We will use Hero System, 6th edition for this game. Characters will be constructed on a 175 point template, with 35 points in disadvantages. Each character will be required to have at least one memory or suitable connection with each other character.

Skills

All skills will be limited to 13- roll maximum.

Because they are not common knowledge in the world after the fall, each character which is a member of the Morrow team must take suitable knowledge and professional skills to represent their training. Each Morrow character will be required to have a minimum of 15 points in such skills. Some examples are KS: Modern Technology, Computer Programming, PS: Engineer etc. Morrow characters cannot take Area Knowledge (AK), because of how different and alien the world feels to them, but they may take KS: Geography or similar skills to simulate their ability to know about the world and its landmarks.

Characters which are not from the Morrow team do not have these restrictions, but will inherently not have a good understanding of technology. They will be allowed to take KS: Modern Technology, but at no higher than a familiarity (8-). They will be allowed to take AK as well as Cultural Knowledge. They also will be allowed to take a new skill, Scrounging, which allows searching through ruins to find stuff.

Survival and Scrounging will both be used on 2 hour time blocks. Normally I dont like using levels of success because it just rewards dice rolls, however I will use a table for these two skills. In general, a success with Survival can find one days worth of food for one person. Greater levels of success will achieve more. More will be posted about this as I think about it.

Equipment

I am devising a system for generating starting equipment for players. We will use the equipment wear and tear rules, but any Morrow equipment will be immune.

Special Traits

One thing I am considering is allowing special traits like limited ESP or psychic abilities. If I decide to do this, I hope to come up with a list of at least a few options that are esoteric rather than supernatural, one of which would be equipment. In other words, if a player chooses not to have any special traits they would get some bonus equipment. Any ideas for special traits that any of you have should be noted here for my consideration.

Fatigue and Hunger

In a harsh environment with limited resources, it is inevitible that fatigue and hunger could become a problem. Rather than attempting to overcomplicate the game with excessive bookkeeping, I will devise a system where both can be measured in levels from 1-5, with 5 being the most dire. Both hunger and fatigue adds their level to the END cost of any action performed by the character, in addition to any other penalties. For example, a character suffering both level 1 fatigue and level 1 hunger adds 2 END to each action.

Any day where a character does not sleep at least 2 time blocks they will gain level 1 fatigue. If a fatigued character goes 24 hours without sleeping, instead add 2 levels. Fatigue affects a characters ability to do mental tasks. Each level of fatigue adds 1 to the die roll for PER and other taxing mental tasks. Additionally, if the modified roll is 18+, and it is situation appropriate, the character falls asleep. The GM may require fatigued characters to make rolls for things where there is no chance of failure, just to test for falling asleep.

An uninterrupted sleep of 3 time blocks removes 1 level of fatigue. An uninterrupted sleep of 5 time blocks removes all fatigue.

Hunger level is increased 1 for each 3 days a character does not eat sufficient meals, or each day a character does not have sufficient water. Each level of hunger decreases the characters effective STR and CON by 1 point. Hungry characters may also be required to may EGO rolls to resist making hunger based decisions (such as stealing other peoples food or leaving camp to search for forage).

Eating or drinking a large meal or drink cures all hunger levels.

The Environs

I will use this space to flesh out the local area once I know a little more about the team.