Logistics

Variant Crystal Candy Errata

Hey everyone, it’s Jonathan with a last minute update for VALLEY OF FEAR.

I previously released some mechanics for the Variant Crystal Candies on Wednesday, and we need to release a kind of ‘Day One’ patch. I’m very sorry for the confusion, but some very clever players pointed out some unfortunate loops in the mechanics that needed to be corrected.

Here is the NEW Crystal Candy Saturation rules!

This will be posted as a ZOM at the General Store and Depot, and another copy will be in the Post Office and at Ops. We will cover these mechanics during our Opening Announcements as well.

CRYSTAL CANDY SATURATION

  • Variant Crystal Candy items carry the [ADDICTIVE] keyword and have the following effects:

    • Gain a ROLEPLAY BURDEN for the duration of the event:

      • You must consume an additional [ADDICTIVE] item each 12’s. 

      • Failing to fulfill a ROLEPLAY BURDEN inflicts a Fracture on your character.

  • Gain a benefit such as restoring Mind or Body, but ONLY if you possess no Fractures. Each variety of Variant Crystal Candy has a different effect, so read your item card carefully.

  • If this is your third [ADDICTIVE] item this 12’s you gain the [SATURATED] keyword.

  • [SATURATED] characters must then make a choice each time they take a Variant Crystal Candy.

    • Indulge: Gain a 1-hour benefit and become [SUPERSATURATED]                                            - OR -

    • Backlash: Experience a serious downside and lose [SATURATED]

  • Free skill uses granted by [SATURATED] mechanics may be activated even if the character does not usually possess the skill, and without paying that skill’s usual associated costs.

This has been updated on the website as well, on our Local Rules and Skills page.

See you soon Vados!

Valley of Fear - Rules You Should Know

It’s Jonathan here again with another Wednesday Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

This week, we are going to discuss Rules You Should Know for the upcoming game this weekend, including new Illustrated Item Cards, Mysterious Ore, Variant Crystal Candy, new Roleplay Burdens, Clue Cards, and more!

Tickets are still on sale at the door for VALLEY OF FEAR! See you this weekend!

We had an amazing comic by Beau Lee and Aesa Garcia drop on Monday with a story update for this weekend, so check it out if you haven’t already!

You can also submit official Feedback about our events through our Feedback Form.

Rules you SHould know

TL;DR This is a bit of a long post, and it contains SPOILERS. Reader beware.

This weekend also has a new experiment for DR:TX - new ILLUSTRATED ITEM CARDS! We will be premiering SIX types of new Item Cards that are variations of the Local Plot Item cards. These card will be printed with the rules for the item on one side, and a custom illustrated back designed by Shan, one of our Directors. These cards will be very obvious and will stand out when you find them in play.

Let’s talk about these item cards first, and then we’ll cover a few quick new rules at the end.

Mysterious ore

This first one we are going to be a little coy about. It’s Mysterious Ore, after all. It’s literally in the name.

This weekend will be the first game where you can acquire this new type of limited currency in DR:TX. There will be a finite amount of these items in play, so they will have some value by scarcity alone. Mysterious Ore has no specific function by itself, and is the only Illustrated Item Card this weekend without rules on the card. But it WILL have a use at some point this season.

People that attend our NECROPHAGE National Event will have even more opportunities to gather Mysterious Ore as well. In fact, every person that pre-regs for PYROCLASM will get one of these items at Check-In! We’ll have more on this in our lead up to The Necrophage: Pyroclasm next week.

The primary way to find Mysterious ore this weekend is by helping out the game with some extra NPC time.

Guides, STs, and Players alike can participate in a new Zone of Mechanics that will be in the world somewhere. I’ve even included an image of the ZOM: A Vein of Mysterious Ore below. This ZOM will require you to go out of character and spend additional time as an NPC while you are “mining” inside the Morgue, and can even get you an additional FULL MIND REFRESH for completing an additional four hours of NPC time. September is always a bit lighter game for attendance due to the lingering summer heat, so the extra help will be appreciated and rewarded!

Mining in the Mortis Amaranthine sounds like a lovely idea though. I’m sure nothing bad will happen.

Probably.

In the words of a few new local characters in Bravado “ROCK AND STONE! It’s time for some DIGGY DIGGY HOLE!”

clue cards

Hmm.

These items are pretty self explanatory, but this is an important part of Ted LeBeau’s over arc story for VALLEY OF FEAR. Each DR: Texas game will often have some things we call “plot scaffolding” during the weekend. Sometimes, it might be a series of Research Challenges that need to be completed, or a series of Resource Sinks that require you to turn in herb or scrap, or sometimes you might just have a Monster of the Week to track down and kill (like Grandfather Nichols, or a Raider Queen!). This Plot Scaffolding is how the main plot is resolved, and it’s often a key mechanic of the weekend.

VALLEY OF FEAR is no different, and this takes the form of the CLUE CARD. These items will be found in certain situations and will be useful for understanding more about the nature of the weekend story. The new Warden of Killhouse is definitely up to something, but it’s up to you to find out how deep the rabbit hole goes…

There are two ways to use a Clue Card:

First, you can simply tear up the card and get a free use of one of three Skills — Avoid, Balance, or Basic Awareness. But, by collecting TEN of the Clue Cards, you can turn them into the Post Office for a piece of the puzzle — information about the mysterious Adam Moriarty, the Spider of Killhouse.

These items will be found throughout the weekend, and will have a bit of flavor text to describe the clue itself, but these might be in the pocket of some zombie you just killed, discovered while Foraging out in the woods, or even traded as a source of information with an NPC. Since it’s a Local Plot Item, you can even trade (or sell) it to others, if you so choose.

variant Crystal Candy

One of the big parts of this weekend’s game VALLEY OF FEAR is dealing with the new Law against Crystal Candy in the San Saba, and the backlash against a criminal underworld that is not only continuing to sell the drug, but releasing even worse versions of it. Like we first revealed in our Welcome to Season 4 blog post back in August, a new dangerous and addictive type of Crystal Candy has been flooding the wasteland.

There are three elements of this Crystal Candy plot during VALLEY OF FEAR you need to be aware of: Variant Crystal Candy, Roleplay Burdens, and Crystal Candy Saturation.

Variant Crystal Candy

There are FOUR types of new Crystal Candy items in play this weekend (Red, Green, Blue, and Silver), and they will be on unique, illustrated item cards. There will be no mistaking that the item you have is one of these Local Plot Cards, so it should be able to directly avoid them if you want.

The new drug trade of the San Saba has led to new and more addictive variants of the Crystal Candy commonly found on the Criminal Influence list. These Variant Crystal Candy cards will be printed on separate item cards with an illustrated back. If you encounter one of these items, they will have different mechanics than the common Crystal Candy gizmo. These items interact with the Addiction and Crystal Candy Saturation local rules.

Here’s the plain text of the one the Variant rules on the back so you have an idea of what to expect:

Each of the four variants has two basic mechanics:

  • The normal function of the item is a more powerful healing effect than the normal Crystal Candy, but comes with the Roleplay Burden (Addiction). However, unlike normal Crystal Candy these items do NOT cost a Resolve, but they have NO effect once you have a Fracture. That means if the Roleplay Burden is not met, these items quickly become worthless.

  • Each Variant Crystal Candy has a SATURATED effect that can be used once you have consumed three of the new Candies in a single 12s. These are powerful abilities that you must use within the next HOUR, or else a negative effect occurs.

Upon consuming a third Addictive Crystal Candy within the last 12s, you will become SATURATED. If you become Saturated more than once per 12s, become SUPERSATURATED. We will cover a bit more of this below.

Roleplay burdens

This is a new Fracture-like effect that will be in play this season, and the Addiction mechanic is the first of these uses. This is simply a mechanic that simply makes you need to do a particular role play activity or else it becomes a full-fledged Fracture.

ROLEPLAY BURDEN

  • Keyword. A character can have one Roleplay Burden at a time. A Roleplay Burden must be fulfilled once per 12s, or else it will turn into a Fracture. Roleplay Burdens can be soothed or cured as if they were a Fracture, but does not count as a Fracture for preventing use of certain Skills. Players can opt-out of a particular RP behavior at any time, but must fulfill any required mechanical cost or effects. Roleplay Burdens expire at the end of an event, unless the player chooses to keep them longer.

    There are several types of Roleplay Burdens:

    • ADDICTION: When you consume an item with the Addictive keyword, you gain this Roleplay Burden. You must consume an item with the Addictive keyword once per 12s. If you do not meet this requirement, you gain a Fracture. This is normally found on Variant Crystal Candy cards.

At it’s heart, it’s a pretty flexible rule that can be adapted to a number of different stories, like hunger, fear, disease, or even faith. A possible Roleplay Burden for Starvation could include needing to eat a Meal every 12s, for instance.

You can opt out of any role play involved with roleplay burdens, and no NPCs will ever force someone to use an item that causes this behavior, or require a character to take this condition without consent.

Addictive items will require consent to use on another, just like using an Injection that costs Resolve on someone (DR Corebook, p. 169, 181). Using an item that causes a mechanical effect like this is a CvC action if attempted on an unwilling target. You can also use the OK Check In system to simply decline interaction with this CvC, the Addiction mechanic, or any scene you are uncomfortable with as always.

CRYSTAL CANDY SATURATION

Crystal Candy is bad. Past the horrific way it is harvested from a person, taking too much of it can cause strange side effects. It’s almost like cannibalism in a way, and can have similar effects on a person once ingested. This weekend, this takes effect as Crystal Candy Saturation. Here are the basic mechanics for this new condition:

  • Crystal Candy Saturation

  • Effect. Upon consuming a third Addictive Crystal Candy within the last 12s, an LC will become SATURATED. While Saturated, you gain the ability to use the Affix abilities of Variant Crystal Candy cards.

  • If you become Saturated more than once per 12s, you become SUPERSATURATED.  While Supersaturated, you do not refresh Mind at the 12s, and cannot regain Mind points by any means except by using any variation of Crystal Candy. This effect lasts until the end of the event.

  • In summary: When you take a THIRD Variant Crystal Candy, you become Saturated. When you use the Affix ability for the SECOND time in a twelves. If you do NOT use the Affix ability and take the penalty instead, you do not become Saturated.

Crystal Candy can be deceptively useful, but has a significant cost to being used. If you use too much too fast, you can make yourself unable to regain Mind points at all during the weekend.

You might even see a few common Threats like zombies and raiders this weekend that develop strange new psionic potential spreads from the wastewater and pollution left behind from the Crystal Candy manufacturing. A HELPFUL TIP —- Remember, every Psionic power except for Master Pyrokinetics (p.138) can be resisted with Basic Mental Endurance (p. 126)!

other rules of note

The last few rules of note are gonna be short and sweet. If you hear these calls this weekend, it will be VERY obvious what is happening. Sorry not sorry.

DEVOUR

Skill Call. This delivery modifier causes the attacker to be healed for an equal of Body as the attack deals. For instance, a creature might call “Devour 50 Body!”, which will deal 50 Body as the attack and heal them for 50 Body. This call can drain Body, Mind, Resolve, or Infection.

This Threat Skill might be seen in different variations during this season, but ALL of them are bad. Not only does it deal damage to a target, it can absorbs and drain the very health (or even Infection) from a target. Yikes! That seems like an attack to save an Avoid for!

PUrple Headbands

If you encounter an NPC wearing a PURPLE headband or light, this represents an encounter that is “UNSEEN”.

These characters are part of some space that is not your own, like a dream or a hallucination, or someone “out of phase”. They are not out of character but in a state that can only be observed or interacted with in specific conditions. It is possible for some characters to be able to see this condition, while their friends cannot.

Your LC cannot see the Unseen in-character or interact with them unless given specific instruction from the Unseen character or Guide. The Guide or NPC will place their hand on their head and inform your LC that you can interact with that character. Once given this instruction, you can see and interact with the NPC until you cannot physically see them anymore or they leave the scene. You will not be able to see them again if they reappear unless you are specifically told otherwise.

Certain ZOMs, item cards, and Skill calls can also reveal the Unseen.

The Unseen, huh? Just know that when you see a PURPLE headband or headlight this weekend, that.. person?… thing?.. isn’t quite THERE. Ignore them until something tells you otherwise. Just imagine it’s a Hunter using Stealth and you don’t have Basic Awareness.

New Death Procedures

This last new rule is kind of amazing, if I do say so myself. This is from the new DEATH LOG that will be used this weekend. We have a majestic bell in the center of Camp Kachina that we use to start and finish the game, but during the game it has another use entirely:

RING YOUR OWN BELL

If you should DIE during an event at DR:TX, a newly deceased character should walk to the Crossroads and ring the their own Death Bell three times and then report to Logistics, known in-character as the Grave Council Annex.

That’s right.

You finally get to ring the bell at Kachina yourself. It’s fun, I promise, and there’s nothing more chilling than the discordant three rings in the middle of the night telling you that someone just DIED. This bell will let our talented team of Groundskeepers know to meet you at Logistics to run your personalized death scene, and also lets folks with Faith skills, Necrokinetics and Death Brews know they have a chance to interact with a Gravemind scene.

If you are really excited about this rule, let me know at game and I’ll make sure a certain… eyeless… friend helps make that request a reality…

Medical and Safety Resources

One last reminder:

In previous years we had a few medical-trained folks marked out for assisting in emergencies. This year, we made it a dedicated team under Sadie Hawkins. Folks on that list are available resources for non-emergency/non-professional assistance. The Med Room in Kiva (back room past the the Post Office) will have a revamped and restocked medical supply box. These supplies are available for everyone, though, note we don’t have any consumable medications in there.

Mental and Emotional health are also included in our Medical and Safety resources. The Med Room can also be used as a safe decompression space if you need to step out of character and take time re-center or process something. Several of our medical staff are also mental health professionals, and can be tapped to help provide assistance if you need it.

If you do require assistance, and don’t know how to find someone to help, tap any Guide or Gamerunner and we will help you with finding that resource, or contact emergency services if needed.

wrap up

That’s the last from me this week folks! We will have a few opening announcements to cover at the start of the game, but these are the main things to be aware of before you show up.

I still gotta pack and get my own stuff ready for the game, so I hope I see everyone there this weekend. It’s been a LONG summer, and I’m ready to kill some zombies!

Summertime in May!

It’s Amber here with an Admin update about the next game: THE CICATRIX!

Spring feels like Summer in these parts, and DR:TX plans to give you all the summer fun things to cool you off and cool you down! We have several wet and wild options provided by the staff this May game and here is everything you need to know about them!

Remember, ticket sales close on FRIDAY so make sure you pre-reg and let us know you are coming to the event!

water events

We will have two unique events to watch out for in-game:

  • Splash Mods: These mods will have some avenue to get you wet, but only with water. This could be water balloons, water guns, a hose, a pool full of water, etc. The method of distribution might change, but there will still only be water on these mods. If you don’t want your kit (or blueprints!) to get wet, steer clear!

  • Splatter Mods: Splatter mods also intend to get you wet, but with goopy, weird avenues that aren’t just water. It could be Fake blood, dish soap, water-soluble lubricants, etc, but these mods can involve any people- and environmentally-safe liquid we could acquire. Splatter mods may also involve chunks of guts and gore, so if you are looking to distress your outfit it could be a good start!

As a special note for THE CICATRIX:

Activity with the Grave Mind has an Opt In Splatter Mod this game. If you don’t want to get this stuff on your kit we suggest bringing a spare change of black NPC wear you don’t mind getting… messy.  Turns out physically crawling into the Mortis Amaranthine is a bit gross. Who would have thought?

Splatter Mods will be labeled appropriately before you engage with them, Splash Mods will not.

pool access!

Also this year – and for the first time ever – we are excited to let you know that we have organized with Camp Kachina to have access to the POOL for designated swim time! That’s right, you can get that special Junkerpunk Summer Beach Episode you’ve always wanted! (NO JOKES THIS TIME!)

The POOL will be available Saturday afternoon from 1pm-4pm, so get your in-character swimsuits ready because this space will be in character and there could be combat! Remember, Anyport is in the Wasteland too!

Following the Pool Rules of Kachina listed below– we will introduce “splash balls” to the game which are soft water toys for ranged combat and it will be the only combat allowed within the pool area. Mechanics to come in a future Rules Ramble probably.

The Lifeguard can only supervise about 20 people in the space at a time and we might only have 1-2 Lifeguards, so we’re asking each of you to rotate your swim time in good faith so that everyone has a chance to swim. Just be kind, courteous, and aware so that your pals can also have fun!

The Lifeguard on Duty has full authority to ask you to leave the pool area if you are not following the Splash Ball, Kachina Rules, or are just being unsafe! We trust you all to respect the really great opportunity that Kachina has given us because we have a good working relationship with them; we know our players also value that relationship. 

Kachina’s Pool Rules

These will be posted at the pool area along with any other game mechanics we introduce.

  • No diving

  • Food not permitted

  • No glass bottles

  • Don’t hang on the rope

  • Walking around the pool only

  • Hair must be pulled back while in the pool

  • Generally no unsafe behavior (hanging on necks that will dunk another individual, breath holding games, etc.)

  • We also note that jumping into the shallow end is not permitted due to the fact that the shallow end goes from 2.5 feet to 4 feet and jumping into that shallow end will cause a lot of real life injury.

  • There are outdoor “showers” on the outside of the pool for people to rinse off really quick before entering the pool.

  • Currently, the pool bathrooms are for changing only – please DO NOT use the toilets 

  • There are chains that connect the rock wall to the fence….please do not go around/underneath the chains and behind the rock wall….for visibility and safety purposes, we keep the space directly behind the rock wall roped off.

  • We typically ask that people don’t swim under the ropes as well

If we have enough lifeguards we will also be able to supervise use of the Rock Wall, and here are the rules for that. 

  • We will set up a separate rope to mark off the rock wall area (so the pool will have 3 zones….shallow, deep, and rock wall).

  • One person at a time on the rock wall and in the rock wall zone. We do not want someone coming off the rock wall to land on another individual in the rock wall zone.

  • Please ONLY re-enter the pool feet first from the rock wall (do not push off the rock wall and attempt to flip, go head first, etc.)

Now that the fun Summer things are out of the way, let’s talk about the not fun things; the Texas Heat.

Summer Heat is SERIOUS

If you were at the April game you experienced how warm and humid it can get. We had a lot of people experience different stages of Heat Illness and we want to work together to prevent that. (This means YOU, Shan!)

Here is a poster from the CDC that can help you identify levels of heat illness and treat them appropriately.

This poster will be printed and located in major areas around the site.

It’s also important that you consult your prescribing physician about any medications you are taking – especially Psychiatric medicines – so you know their specific heat intolerance and water intake regulations as that might play a major role in preventing that. 

Other things to consider when joining us in the heat; make sure you are applying sunscreen regularly. We will be providing generic spray sunscreen for pool activities, but you will be responsible for your own for the rest of the event or if you have skin sensitivity! 

The back room of Kiva is always a good place to lay down and be cool if you get overheated. We will also have ice packs in both the freezer of Ops and Kiva. If you use them, please wipe them down with disinfectant wipe before putting them in. If you don’t want to use those, we will also have instant toss away ice packs in both the Med Room and Ops. Don’t be afraid to ask to use them! 

REMEMBER TO HYDRATE! Ops will also be providing Gatorade to drink and Electrolyte tabs if you need them, but make sure you’re sipping cool water when out in play! 

The DR:TX team is excited to bring you all of these cool things for our season closer, and we know that you’ll enjoy them all responsibility.  

See you in a few weeks, Vados!

Supply Orders

Howdy y’all.  Andrew here with a blog post about Supply Orders which are a new mechanic for supporting Econ gameplay.  Similar to Work Orders, the intent of Supply Orders is to provide players with plot related engagement rewards that they can pursue independently and at their own pace for the Econ sphere of finding resources and creating items.

Supply Order Overview

Here is an example supply order from our test run at the March game to walk through the parts of:

Hiding within the legalese common to all of the San Saba Board documents is important information you need.  

Every supply order is going to come from one of the factions we’ve established in the San Saba and the items in the supply order will tie into the narrative of that faction.  For March at Queen’s Grace each of the supply orders was for one of the Tribes for supplies they were looking to stock up on while visiting Bravado.  As a preview for April, the RRC will have a supply order looking to stock up on things to make the Boatel of Drywater a success.

In the middle of the form is the actual list of what is desired to fill the supply order. Listed in the table are an item or resource, how many batches are wanted, and the payout per batch.  The desired items in the list may be a broader category so there are multiple options for how to fill the order, or it may be a specific resource or item.  If a single batch specifies multiple items, then for simplicity at the post office each batch will be a multiple of how many are created per crafting or gathering session.

Supply Orders in Play

Supply Orders can start the game posted in a public high traffic location such as the bulletin board at the post office or at the work areas in the depot.  Alternatively work orders can be brought out by an NPC to actively look for those willing to work on supplying it.  

Going out with the supply order will also be a corresponding set of supply chits with one supply chit for each item that the supply order is wanting filled.  Supply chits use the trade voucher template:

Each supply chit will be filled in with a single item from the supply order and also the price offered.  If a player wants to fill the supply order and be paid they take the specific supply chit for the item, not the supply order.  The supply order stays where it is posted or with the NPC who brought it in.

If a player already has a card for the item specified on the supply chit then it’s as simple as taking the card and the supply chit both to the post office and turning them in together to receive the listed reward.

If a player needs to use a skill to create or find the item specified on the supply chit then they first need to fulfill all the roleplay, time, and material requirements that the skill would normally require.  Once those requirements are complete, the supply chit can be taken to the post office where the skill use and materials will be verified as usual for creating a card.  But instead of creating a card for the skill use the player will receive the listed reward on the supply chit.

As a point of courtesy only take multiple supply chits if you already have the existing cards to fill all the orders without skill use.  If you intend to use a skill to fill the order then just take one supply chit at a time.  Once the skill use is complete and the supply chit has been turned in for its reward a player can return and take another supply chit if they are available.

In Summary

Supply Orders are designed to both promote independent econ gameplay and promote tying econ activities into the larger plot.

  • Supply Orders can be posted in game or enter play with an NPC.

  • Supply Orders will come with a set of Supply Chits for each item on the Supply Order.

  • To work on filling an item off the Supply Order take the matching Supply Chit for the item.

  • Take the Supply Chit to the post office along with either an existing item card or proof of your work to create the item.  Once verified by the post office you will receive the listed reward.

  • Be courteous and only take more than one Supply Chit at a time if you have existing cards on hand to fill all of them.

I hope you give a Supply Order a try and get to put some Brass in your pocket.  With Collection Day almost here, earning some extra Brass might be important.  Do work, get paid, and see y’all soon.

The Future of Drywater

Hey there Vados! It’s Jonathan here with one last update before the game this weekend - BEYOND THE HORIZON. We are going to talk about some mechanics regarding the new settlement of Drywater that you might see during our upcoming event. During this game, your characters will have the ability to influence the new Junkerpunk port of call by completing tasks for one of three factions. Which faction will you help unlock new items and blueprints to bring to our game?

While advanced ticket sales for the event are closed, you can still get tickets at the door!

The Drywater Settlement Package

The infant settlement of Drywater, just a few hours walk to the West of New Bravado’s extended territory, has begun to erect its first permanent structures and acquire its first permanent citizens. Queen Jasper, the sickly but politically powerful matriarch of the Antler clan, has come to New Bravado to oversee the perilous and brave process of sculpting a homeland from irradiated dirt. With the help of the Longberths, a faction of the Tribes Disparate who have historically butted heads with the smaller merchant faction, the scrap of land will become a dry port of call only rivaled by Waking Prime. 

During this next game, the Junkerpunk faction will achieve a major victory by constructing a new town near Bravado. This port will be a new future for the faction and realize the shared dreams of Admiral Sinker Swim and the Regent of the Tribes Disparate, Holy Mother Queen Jasper. However, any construction project of this magnitude cannot be completed by just one person. It takes a village, so the saying goes..

Luckily, three of the major factions of the San Saba have proposed a plan to help the new settlement: the Tribes Disparate, the Railroad Conglomerate, and the Grave Council. Each has their own motivations and reasons to be involved, but there’s really only enough space for one of them to really succeed. That’s where YOU come in!

drywater work orders

The one thing the factions lack in town is the labor necessary to help their cause. At the start of game, each player will have an option to take a DRYWATER WORK ORDER. This tasklist will give you a way to track your assistance to one of the the three factions. Scattered through our site will be TWENTY different tasks you can complete as part of this Work Order. These tasks will require you to complete Skill Challenges, expend item cards like scrap or herb, or use Mind and Body points towards your task.

  • Every FOUR tasks you complete will earn ONE vote towards one of the three factions. Some of these tasks will be easier than others, so even brand new players can participate.

  • Most Tasks can be completed ONCE per Twelves. That means you’ll be able to do some tasks more than once, but you’ll have to do multiple Tasks if you want to maximize your votes.

  • Each character can cast up to FIVE total votes in your favor. There will be a few other ways to earn votes past the Work Orders, so keep your eyes open for opportunity!

  • You can only submit one Drywater Work Order per character. If you want to play that alt, go right ahead — we will have additional Work Order forms at the Post Office.

Once you’ve completed as many tasks as you can, you can submit the finished Work Order to the Post Office to record your vote. You’ll choose one of the THREE unique Drywater Upgrades to put your votes toward, securing that faction’s inclusion into the new settlement.

So what do you get for all this hard work? Your investment in the new settlement of Drywater will help out Bravado in the future in a few specific ways:

Drywater Upgrades

The faction that succeeds in influencing new construction in Drywater will reap the benefits of the new trade routes, resources, and alliances with the Junkerpunks. Each faction has proposed an option for upgrading the town, and each option comes with its own unique benefits.

The Cali*Co-Operative Arsenal

Owned and Operated by the dependable Cali*Co Caravan, the *Co-Operative Arsenal will employ the local Junkerpunk population for the purpose of munitions development and production. Located on the scenic ridge that overlooks Drywater, the Arsenal will develop and produce munitions for the defense of the Greater San Saba and her citizens from the threat of zed, raider, or invading body.  Espoused by the Holy Mother Queen Jasper of the Tribes Disparate, the Arsenal is her final attempt at preserving the San Saba as the homeland of her people and their allies.

  • This Drywater Upgrade will provide new regional Weapon, Armor, and Vehicle blueprints for trade with Bravado as the town develops.

The Redfield Boatel and Spa

This sumptuous lounge and resort will be just one stop down the Oxline from New Bravado and attract personages of affluence from across the Greater Wastes. Local Junkerpunks will make up the staff of the Boatel and Spa and be provided with a living wage, ongoing benefits, and housing. Located on the river, the Boatel and Spa will technically be a mobile living environment permanently docked at Drywater. The kitchens at the Redfield will produce highbrow brews and confections beyond anything the San Saba has seen so far, and are personally endorsed by Felicity Redfield, CEO of the Railroad Conglomerate.

  • This Drywater Upgrade will provide new regional Brew, Meal, Gizmos, and Culinary blueprints for trade with Bravado as the town develops.

The Imix Institute

The closest GraveTech research facility is located in the Dead Marches, many miles to the distant south, beyond even the Blastlands.  To be placed in the middle of town as a multi-story cathedralex, the Imix Institute would employ and educate the local Junkerpunk population as researchers and volunteers in the ongoing effor to understand and benefit from the Mortis Amaranthine and the Grave Minds that lurk within it.  This project is endorsed by the leaders of the Grave Council, Takheeta Firstborn and Commander Rampart.  Research from this facility would likely produce compelling advances in Grave and Psi- technologies.

  • This Drywater Upgrade will provide new regional Gravetech, Psionic, and Faith-related blueprints for trade with Bravado as the town develops.

Which faction are you going to put your support behind to help the new town of Drywater? How will you shape the future of the San Saba? Let’s find out this weekend, BEYOND THE HORIZON!

Girl Scout Cookies Update!

Hello friends! Quick add-on from Aesa!

We have two wonderful Girl Scout troops coming out this weekend to sell cookies on site, and, great news, you can now PRE-ORDER those cookies for pick up on either Friday or Sunday! Order using the links below. Select the Girl Delivery option and in the notes put ‘pick up at Camp Kachina’.

Troop 8226 Friday 4:30pm Pre-Order Cookie Pickup Link

Troop 21003 Sunday 11:00am Pre-Order Cookie Pickup Link

This will streamline the process and help ensure both troops have enough of each cookie on hand. Each troop will also have extras for those wanting to pay cash or waiting until they are there.

Let’s help support our site and our girls!

Reminder about Site Times

Re-posting these reminders from a few weeks back about when folks can be on site and where to stay.

COMING ON SITE

Unless you have special permission from staff or are part of our designated Setup Crew for that weekend, the time when you can come onto the site from the parking lot is 3pm on Friday. This applies to Guides as well. At 4pm players who pre-registered can pick up their character sheets and check-in at the Post Office. At 5pm players who did not pre-register can check-in. Read the full Weekend Itinerary here.

DRIVING ON SITE

Likewise, you can only drive on site if you have explicit staff permission. Everyone else needs to park in the parking lot and use a cart to bring their items on to and off of site.

MEDICAL AND NEW PLAYER SLEEPING ACCOMMODATIONS

Wigwam Cabin is our primary Med Sleep location. Wikiup is our primary New Player cabin. Last game we were overcrowded in these spaces. We do not want to have to start restricting who can sleep there further, or requiring medical notes, so please consider sleeping elsewhere if you are not a new player or require medical sleep accommodations.

Kiva is climate controlled and open to anyone. There are also many open-air cabins available in Hopi and Zuni, the platform tents in Tewa, and tent-space is available for those who want to bring their own tent. Some people choose to stay in hotels and air bnb’s off-site as well. If you just would like a Med Sleep note on your character sheet to sleep in a different location without interruption, we can accommodate that. Please email info@dystopiarisingtx.com.

Map of Camp Kachina

See you tomorrow!