local zone of mechanics

ZOMs, or Zones of Mechanics are custom rules that are applied within the game space. Any items that differ from the standard theme of Dystopia Rising, vary from the standardized local genre, or have plot mechanics that affect certain zones of play will be presented as a transparent declaration of custom mechanics and themes that focus on the experience of the entire event (particularly if an event requires additional consideration before attending). 

If a mechanical or thematic change only directly influences a module or space, a yellow sheet of paper providing a Zone of Mechanics will be prominently posted in the area so participants can choose to opt into the experience or walk away.  These will generally be temporary mechanics, normally for the duration of the weekend event, and will have a primary contact for questions listed on the form.

We will strive to be transparent with custom mechanics in the game, but these will often be discovered during the event.  If a mechanic will persist from event to event, or will have a greater impact on the playspace, we will provide a brief description here.

temporary zoms in play:

Containment Zone

Once activated, the following mechanics apply to the entirety of the interior cafeteria building, the Terminal Station Depot:

  • Entering the Containment Zone causes an “Inflict Disease, Behemoth Parasites (Stage 1)”, unless already Infected. If you are already sick, this does not advance your illness to the next stage.

  • Characters with BASIC MEDICAL may spend 1 Mind and safely enter the containment zone for 10 minutes without being infected. 

  • While in the zone, Strains cannot transmit Behemoth Parasites by touch.  Other Inflict Disease mechanics spread by Strike, Ranged Attack, or AOE still work with the Zone.  

  • Strains with Behemoth Parasites (Stage 3) have their timer paused for the duration they are in the zone.  Strains with the Symbiotic Parasites LPC do not have their timer paused.

ZOMS CURRENTLY IN PLAY:

War table

The War Table has the following advantages for use during the War of Antlers:

  • A War Map of the Frontlines will be provided with additional information on Enemy Fortifications and estimated enemy troop totals.

  • You may reroll your War Support rolls for requesting aid from allies for the cost of 1 Resolve, from the General (or a designated member of his War Cabinet).  This can only be used once during each Strategic Action. 

  • You may REDEPLOY one Combat Unit for free during the final Battles phase on Sunday.  This can be done once per event, per series of Battles.  In events where more than one Battle takes place, this can be done once for each set of Battlefronts.

  • The General (or a designated member of his War Cabinet) may instead pay 1 Resolve to ignore the additional War Supplies cost for deploying a Combat Unit on Sunday, assigning a Commander, or paying for a Terrain penalty.  This can be done once total per Battlefront.

  • All communications sent during the war effort will have the effects of the Thempire Cipher (San Saba Militia) added, improving operational security.  If a communication is intercepted, the Oxkiller Alliance will be delayed in using the captured intel against you.

  • Trade routes and additional mechanics may be developed using Basic Education and Research mechanics at the War Table for future months.

The General may assign a War Cabinet.  These individuals can also pay costs in the place of the General for specified mechanics.  Additional members can be added after construction of the War Table by consuming 1 War Supplies each.

Waking Exclusion Zone

The radioactive husk of Waking is extremely deadly, even to Strains normally resistant to such things. The lethal doses of radiation inflicted by remaining in the area will kill anyone, regardless of protections, given enough time.

  • If you remain in the Waking Exclusion Zone for 5 minutes, the zone Inflicts Disease (Radiation Poisoning, Stage 1). This will increase your disease by one stage if you are currently infected.

  • If you remain in the Waking Exclusion Zone for 10 minutes or longer, you have reached a lethal dose of radiation. Within the next hour, your body will cease to function at a cellular level and you will die and lose an Infection. This loss cannot be prevented or avoided.

  • Characters with Goat Gear Armor, Helscape Masks, or Mutant Strain Advantages cannot avoid this effect.

Player-Led Faction Bonuses

During our Stakeholder’s Meeting, several player-led Factions earned the recognition of the San Saba Board by completing a Skill Challenge during the event. There are four formally recognized factions because of this effort:

These factions will have access to a Zone of Mechanics that provides an Active and Passive benefit, but must be activated by investing 50 Brass or an equivalent amount of Mysterious Ore or Shards of the Red Crown at the Post Office. The Active bonus will be an UPSURGE effect that can duplicate a similar power to an Augment, while the Passive bonus will provide a discount on a skill use once per 12s, and a minor thematic buff appropriate to the faction. Players wishing to have their player-led faction will need a minimum of 10 characters and must complete the ZOM: An Air of Legitimacy.

A player can only benefit from one of these ZOMs at a time — You gotta be loyal to your crew!

REDFIELD INVENTION EXCHANGE

Locations: General Store

A sample submission from the Redfield Invention Exchange, courtesy of Turbo Six

Effect: Spend 1 Resolve, and spend 20 minutes drawing a picture of an Blueprint item or describing how you believe a blueprint item would function. At the end of this time, you may submit your invention idea to the Post Office in exchange for a copy of a Blueprint of your choice. This ZOM may only be completed once per event, per character.

WASTELAND WORKSTATIONS

Locations: Delvedown Camp and The Dive

Effect: When crafting with the Culinary or Artisan skills at a Culinary or Artisan crafting area within the Wasteland, you may reduce the time to complete the project by 10 minutes, to a minimum time of 5 minutes. If an item is being crafted up multiple levels, this reduction applies to each level.

(This area provides a high risk, high reward option for crafting within the CvC zone of the site)