Jonathan's Wednesday Rules Ramble - New Mechanics for 3.0

Good evening, Vados!!

It’s Jonathan, your friendly OST, here with a quick update on some new and interesting rules you should be aware of for our upcoming event.  I know not everyone delves into these things like I do, so this is my attempt at breaking down these concepts into something everyone can understand.

First up, let’s talk about KEY WORDS.  One thing you’ll start seeing more as we get new blueprints, item cards, and monsters is the use of new Key Words.  Key Words are a short descriptor that is a word or phrase (usually one or two words) appearing on a card, blueprint or monster, used to indicate that the thing possesses a certain attribute or ability.

What does this mean?  You might see easy to understand words like HOOCH, or ONE-HAND, or UNDEAD on things, and these will let you know when certain rules apply.  For instance, if a blueprint calls for HOOCH, any item with the HOOCH keyword will work.  This will greatly simplify future rules updates, and Aesa even made sure we have a place to write this on the new item cards (coming soon!).  Lots of thanks to Jeff Dahl for making this part happen!

Next up:  New Rules!

  • HORDE BANE - A new type of BANE damage type!   This damage type specifically interacts with monsters that have the HORDE keyword.  We will be briefing our NPCs on when this applies, but this keyword is on Zed, Critters, and Raiders.  Stuff like Bursters and Shamblers will be tagged as HORDE, while bigger threats like Tanks will not be vulnerable to this.  If there’s a lot of them, it’s probably a HORDE!

  • THRESHOLD - This is a new NPC-only ability that makes monsters a bigger threat depending on the challenge the Guides need to present.  Basically, each monster has two stat lines - one easier stat line for when they run into smaller groups of players, like on the lake path or out in the world randomly, and a tougher, meaner stat line that is used for when the monsters are attacking a much larger group of players, like during a siege on the Depot for instance.  THRESHOLD means that even the basic Shambler can be pretty dangerous!  Monsters in general have a lot more ways to do nifty tricks, so don’t count on what you remember about that zombie or raider to be the same anymore!

  • DEFEND - This is a new NPC-only ability that REPLACES the more common uses of Avoid on monsters.  This ability works similarly to Avoid as it allows the user to not take a melee or ranged strike effect, but ONLY works in a 120 degree arc in front of the monster.  That means, if you flank and circle around a monster, they won’t be able to call out DEFEND against that Mangle or Take Down!  This is a very nice change that rewards players for tactics in combat, but you’ll still see a few powerful threats that still have access to Avoid (particularly Strain NPCs and villains).  You’ll also see more abilities that specifically say “NO DEFEND”, which means they are designed to beat this NPC ability, but NOT the use of the Avoid skill.

  • OVERPOWER - This is a new KEY WORD that will be on a lot of big or two-handed weapons very soon.  It works like this:  If you use a big attack (like a spike damage or Mangle), and the enemy uses Defend or Avoid, you can REPEAT the same attack once for only 1 Mind Point, instead of spending the Mind again.  In the field, this might sound like calling “Take Down” and then making a torso strike, but when they call “Avoid”, you can say “Overpower, Take Down!”.  They would have to spend Mind for “Avoid” again to stop it the second time.  This means that big, heavy weapons are harder to use Avoid or Defend against (as they would have to use the skill TWICE to stop the attack!) so this is a nice buff for all those folks that use two-handers out there!

  • AUGMENTS - We will have a couple of new cool AUGMENTS for items that will be in play for our September game that we’ll go into detail on a bit closer to game-on.  These are crafted items that can upgrade or add something to an existing item.  There’s a few Augments already in play, like the Ooph Bullet Plates or the Shredzilla Grind Gears, but the big thing to remember is that each item can only have ONE Augment on it.  There will be a lot of new blueprint Augment items coming soon too, so everyone will have a way to kind of customize how their gear works to suit your own play style!

  • MURDER - Murder is back you say?  Oh yeah!  This is a new call for our game (and soon all of DR), but it’s pretty simple.   If you hear the MURDER call, it means “10 Body, no bleedout”.  This means that if the damage you took reduces you to zero Body, you do not pass go, you pass directly to D-E-A-D.  Certain types of Critters in Bravado are known to do this thing (can you guess? It’s in the name!), but it’ll also see use on certain shady blueprints and items.  But it’s not unstoppable!  Things like Avoid still stop it when it’s delivered as a strike and items that prevent a Killing Blow (like a Striker’s Coat, Master Biogenesis, or Proficient Faithful Spirit) will also stop a MURDER, just not the damage it deals.

So that’s it for today’s Wednesday Ramble, so we’ll see you next week with some details on a new thing to watch out for in September - Faction Work Orders and Interviews!

Site Updates, Ticket Sales, and More!

SITE UPDATES

It’s been two years (!!!) since we first started our post-timeskip 3.0 setting. At that time, it was very important to us to make the new setting of Bravado feel distinct from the prior Bravo-township of 2.0, while still taking advantage of the lovely site and relationship we have with Camp Kachina.

Now, two years on, we feel that we have sucessfully managed to imprint the new setting into our player’s zeitgeist, and as such we are ready to make some additional site adjustments to best make use of our campsite’s buildings. You can see those summed up by clicking on the link below, but here are the highlights!

Living in Bravado

Highlights:

  • The Breach/Zuni is now open for player residence.

  • The Maw/Treehouse and the obstacle course behind it, the area past Tent City (Widow’s Walk to the Lake), and the area past The Breach/Zuni to the Horse Corral are now our primary NPC Lands. Unless the area is cordoned off, you can move through these spaces, but you may not set up in-character areas in them or sleep in them.

  • Ops/Logistics is moving back to Hopi Lodge, and we are now calling it the Grave Bureau Annex. The area around this building is now out-of-character, including the parking lot behind it.

  • The Post Office will remain in the side room of The General Store/Kiva, and this is also where we will handle pre-game player check-in at the side window.

  • The Depot, “Terminal Station”, in the Dining Hall is now once again playable space, and is meant to be used as a in-character shopping/crafting area where you can set up a genre corner in this building for your own services. There are tables available, but please bring your own decor! Reminder, a food handler’s license is still required to use anything besides the microwave and fridge in the Dining Hall kitchen.

  • The Dogrun/Wigwam is our non-combat sleeping and med-sleep area, and you do not need a medical note to sleep there unless the space becomes overcrowded.

  • The Morgue Altar space is now in The Hallows/Zuni Pavilion, and while this is in the Wastelands, there are heavy in-character penalties for breaking the Grave Council’s peace here. Gravemind scenes will be held in a separate area between The Hallows and the Grave Bureau Annex. Characters should report to the Grave Bureau Annex | Logistics when they die. We will still ring the Death Bell after character deaths.

  • There will be additional areas for crafting and gathering throughout the camp, both in the Wasteland AND outside of the Wasteland. The Terminal Station player area will have a new Culinary and Artisan crafting area space, for instance, space for farming, and there will be a new fishing area that won’t require a walk all the way down to the lake!

  • Opening Announcements will be held an hour before game-on (9pm Fri) in front of the General Store. Closing Announcements will be held at game-off (12pm Sun) at the Crossroads/Death Bell. You can see a rundown of the weekend itinerary here Weekend Schedule.

New Bravado Map - See the section of our website called Living in Bravado for more updates!

New Bravado Map - See the section of our website called Living in Bravado for more updates!

The Wastelands

As you may have observed from the new map above, most of our campsite is now in the wastelands. This is in line with the sort of experiences we want to encourage and make part of Bravado Culture in our setting. The Wastelands now engulfs all but the area around the General Store/Kiva (up to the treeline), the Dogrun/Wigwam and the paths to it, and the corner of the campsite to the northeast of the crossroads.

What does that mean? Wastelands?

More information about the Wastelands is available in the section CvC in the Wastelands on page 162 of the Rulebook. We will have this perimeter marked at the crossroads and in other ways as well.

In short, when someone enters this area, it's assumed that they've opted into CvC. A person cannot be forced to enter this area either socially or physically. If you enter this zone with the intent of taking Infection from other characters, you should try to make sure that a Guide is present for ease of potential conflict. Having a Guide is not required but you will need to present your character sheet and all item cards used post-combat to a Guide.

We suggest if you have further questions about CvC and how it, and consent to CvC works in our game, that you read the section called Conflict Between Leading Characters starting on page 159 in the rulebook.

What if I don’t want to go into the Wastelands?

Technically you do not have to! Within the ‘safe’ area of our town there are bunks, showers, bathrooms, food services, crafting zones (both Artisan and Culinary), agricultural areas, and more. You will be able to use every economy skill without entering the Wasteland. There will still be mob attacks and NPC-interactions as well. Non-wasteland does not mean exempt from NPC-attack and interaction, horror, or survival themes. It does mean consent to CvC between leading characters must be explicit. Out in the wastelands this requirement is waived. We do still encourage you to find a guide if at all possible before initiating CvC, but technically it is not required.

We do want to encourage people to approach 3.0 CvC mechanics with an open mind. We know many people have had troublesome interactions in other LARPs, or in 2.0 in our game, but we would challenge everyone to come in with a fresh mindset and consider that many problematic attitudes and personalities have changed in the years since.

Additonally, if you are very interested in CvC overall, you should consider signing up for the SES at check-in. Read more about the Survival Ethos System and its in-character faction The Red Ledger here.

What is the reason it’s more safe in-character?

The relative safety of the General Store, Terminal Station, and the Dogrun, is due to the heavy Law Dog and Railroad Conglomerate employee presence in those areas, particularly during the day, which also results in a slightly lower chance of aggressive NPC attacks as well, though in character ‘safety’ is relative and never truly guaranteed!

Tickets for September’s game!

Tickets for our Season Opener (Sept 24-26) will go on sale at 1pm on Monday, August 30th, here. There will be an option when you register to request to cash out some of your Virtual Inventory items as well.

Covid policy

At this point, unless Texas’ legislation changes, you can read our current Covid-19 Screening Policy here. Please note, it is required to submit either a negative Covid-screening test OR proof of completed course of vaccination to attend our event, to protect our community.

If you would like to send your proof of vaccination in ahead of time, you should email the Logistics Director at aesa@dystopiarisingtx.com.

You can read more about our Covid precautions here: Larping in a Pandemic.

Returning to LARP in a Pandemic

how do?

We will be returning to live games in September (Event Schedule here).

COVID SCREENING AND PROTECTION

Texas Senate Bill 968:A BUSINESS IN THIS STATE MAY NOT REQUIRE A CUSTOMER TO PROVIDE ANY DOCUMENTATION CERTIFYING THE CUSTOMER'S COVID-19 VACCINATION OR POST-TRANSMISSION RECOVERY ON ENTRY TO, TO GAIN ACCESS TO, OR TO RECEIVE SERVICE FROM THE BUSINESS. A BUSINESS THAT FAILS TO COMPLY WITH THIS SUBSECTION IS NOT ELIGIBLE TO RECEIVE A GRANT OR ENTER INTO A CONTRACT PAYABLE WITH STATE FUNDS.
        (D)  NOTWITHSTANDING ANY OTHER LAW, EACH APPROPRIATE STATE AGENCY SHALL ENSURE THAT BUSINESSES IN THIS STATE COMPLY WITH SUBSECTION (C) AND MAY REQUIRE COMPLIANCE WITH THAT SUBSECTION AS A CONDITION FOR A LICENSE, PERMIT, OR OTHER STATE AUTHORIZATION NECESSARY FOR CONDUCTING BUSINESS IN THIS STATE.
       
(E)  THIS SECTION MAY NOT BE CONSTRUED TO:
              (1)  RESTRICT A BUSINESS FROM IMPLEMENTING COVID-19 SCREENING AND INFECTION CONTROL PROTOCOLS IN ACCORDANCE WITH STATE AND FEDERAL LAW TO PROTECT PUBLIC HEALTH
; OR
              (2)  INTERFERE WITH AN INDIVIDUAL'S RIGHT TO ACCESS THE INDIVIDUAL'S PERSONAL HEALTH INFORMATION UNDER FEDERAL LAW.”

To prevent the spread of COVID-19, until further notice, all participants at a Dystopia Rising: Texas (“DR:TX”) hosted event must meet one of the two conditions below:

  • Present a negative COVID-19 screening test result from the past 48 hours prior to each DR:TX event. (Tests are free and available from area pharmacies with results within 72 hours. See staff if you need assistance locating a testing location).

  • OR, in the event the above is not convenient or possible, participants may provide documentation of a completed course of COVID-19 Vaccination in lieu of a negative COVID test.

DRTX reserves the right to refuse service to anyone who does not meet either of the above conditions, or who fraudulently affirms either of the above. We also request that participants notify DR:TX should they later test positive or require quarantine for COVID-19 transmission within 14 days of each DR:TX event. Participants must comply with all reasonable requirements and requests made by event staff to prevent the transmission of disease during DR:TX events. Despite precautions, the risk of infection is never 0%. DR:TX Gamerunners and staff are not liable for exposure to, or transmission of, the COVID-19 virus during or after DR:TX events.

  • If you would like to pre-emptively email us proof of completed vaccination against COVID-19 you may do so by sending a photo, front and back, of your CDC issued vaccination card to aesa@dystopiarisingtx.com.

  • If you would prefer to wait until you attend game to show proof of screening or vaccination, please bring your test result, CDC vaccination card, or a high-resolution photo or scan of either, to event check-in. As a private business, we reserve the right to turn away anyone we feel has not offered sufficient proof of COVID safety. If you require assistance in retrieving your vaccination record, message aesa@dystopiarisingtx.com and we are qualified to help you with that process.

  • The forgery of a government agency’s seal, such as the CDC logo, is a crime. Participating in or encouraging a crime within the purview of our game community will result in a ban from participating in DR:TX events indefinitely and may result in additional legal action.

  • We may require additional waivers and affidavits to be signed at your first game back that affirm compliance with our safety requirements and which acknowledge the intrinsic liability of LARPing during COVID. We may also require temperature checks at check-in, and other reasonable precautions that will help to ensure the safety of our players. If you have a concern regarding another player’s health and safety, please see a Gamerunner.

  • At this time, we will not be requiring the wearing of masks in our play spaces or social distancing, but you certainly still can choose to wear a mask/social distance yourself.

  • We do still require consent for any physical (aka non-boffer) contact between players. Now more than ever, check in before you hug, touch, or get very close to someone. If you need to carry someone, say ‘My character is carrying you. Do you consent to me touching you?’ or something similar.

  • We have always encouraged players to remove themselves from any situation that feels unsafe, for any reason. LARP can be an overwhelming experience even at the best of times. You are the only person who can know what you are able to emotionally, mentally, or physically handle. If you need to remove yourself from a scene or place, do so. You can put the OOC symbol up, speak to the Guide as needed, or just bow out. The medical room at the back of Kiva/The General Store is open at all times for people who need a place to decompress or recover.

Shared Spaces

We are a community that LARPs together. The responsibility to prevent the spread of any disease rests with each of us. To that end:

  • Don’t come to game if you don’t feel well, or have recently been exposed to someone who is ill.

  • To your comfort level, we encourage you to bunk with your household or quarantine pod. We have many open-air cabins available, though the Texas climate means we will still have indoor and weatherized cabins available as well.

  • Take reasonable hygiene precautions including washing hands and showering. Uh, keep your fluids to yourself.

  • Use and discard makeup applicators instead of touching makeup sticks directly. We will keep many extra foam wedges and plates at our makeup station in Ops. We will be using more makeup that you can dispense onto a separate palette (liquid colors etc) instead of the mehron sticks.

  • Bring your own tattered zed and dark colored NPC clothing for NPC shift if you can! We will allow the substitution of your own post-apoc clothing for our simplest NPC roles to prevent unnecessary clothing swapping. We also will be washing soiled clothing throughout the weekend.

  • We will be increasing the frequency and method of cleaning and laundering NPC supplies and communal areas. This will be overseen by the Logistics Director, our Admin Assistant, and our Ops and Settings Guides each shift. Part of early cleanup and special NPC shifts will be to help with this process.

  • As previously, a food handler’s certificate is required to use the industrial kitchen inside of Ops. Otherwise we do not require it to use the cabin kitchenettes or to make food on site elsewhere.

Item Cards and Expiration Dates

  • Players can cash out their virtual inventories when they pre-register or check-in for our live events. Where possible, we will have these prepared in advance but due to the time-intensiveness of this task, staff will work with players to provide reasonable access to their inventories in a timely fashion.

  • Any item created from 09/2019 - 02/2020 will have 18 months added on to the original expiration. You do not need to bring the card to staff in DR:TX to be rewritten, it is just extended automatically.

Original Expiration

03/2020

04/2020

05/2020

06/2020

07/2020

08/2020

09/2020

10/2020

11/2020

12/2020

New Expiration

09/2021

10/2021

11/2021

12/2021

01/2022

02/2022

03/2022

04/2022

05/2022

06/2022

  • Any item created from 03/2020 - 08/2021 will enter play as though it was created in 09/2021 and any relevant expiration calculated from that date.

Frequently asked questions

  • I haven’t played any 3.0 games at all! How do I convert my character and cash in my 2.0 stuff?

  • Can I rewrite my character?

    • If you have not converted your character from 2.0 > 3.0 yet, or are a Texas player with less than 3 attended 3.0 live games you are eligible for a rewrite. If you're not sure if that's you, or if you are looking to change your build due to a significant rules change, then message me and we'll sort out if you're eligible for that reason. If in doubt, go ahead and email aesa@dystopiarisingtx.com!

  • I would like to apply for a Professional Focus Achievement! How can I do this?

    • If you are looking for personal plot, like a Professional Focus Achievement or other story-oriented plot, this is the form to use. We work our way down the list and do a half dozen or so PFA trials every event, but it still may be a few games before we get to you. For this reason, we request that you allow for a cool-down between personal plot requests of 4 months.

  • Are you looking for Guides/ST’s?

  • Are y’all (the Gamerunners) gonna drive around Texas the way you did before 3.0, helping people convert their stuff?

    • I’ll be real, my soul has not yet recovered from doing that last year.. so there isn’t a plan for a roadtrip this year, but there will be a way to request your virtual inventory to be cashed out when we put registration up in August for our September event! And for your older items, the section above goes over how we’re handling that time gap.

  • When do tickets go live for September?

    • Currently Ticket Sales and Pre-reg for our September 24-26th Event will open on Monday, August 30th, 2021! Pre-reg will close at midnight Friday, September 17th to give us time to prepare character sheets and materials. The sooner you pre-reg the more likely we’ll have your virtual inventories ready for pickup at check-in!

  • Can I back-buy DR:TX events?

    • Yes! If you are a DR:TX-based player, you can backbuy the 3.0 and virtual events you missed, along with any extra XP we offered! If you are a traveler, you can buy up the extra XP for any event you held a ticket for. Email us to find out what you’re eligible for.

  • What is the Event Schedule for this coming season?

  • Can I smoke/vape on site?

    • Our site is a non-smoking campus. Players cannot smoke cigarettes, pipes, cigars, or charcoal hookahs while on the camp grounds, which includes the parking lot. Players are able to smoke if the means is electronic, such as a vape or an electronic hookah.

  • I want to transfer to Texas (or another chapter!) How do?

    • Email us and we’ll get in contact with the originating/target chapter and get it sorted out!

  • If I transfer do I lose my stuff?

    • Not anymore! But just keep in mind that all your characters are based out of a single chapter now instead of multiple chapters, so whatever chapter you pick is yours for all your characters for the purposes of XP progression etc.

  • How do you plan to balance the resource advantage from Virtual events versus that of players who didn’t/couldn’t participate online?

    • Great question! On the one hand we do want to appreciate those players that stuck around to support DR:TX through the pandemic! On the other hand we don’t want anyone to feel out of the loop/left behind! We have a bunch of ideas the Storytelling Senate is working on for resource sinks that provide fun for everyone through plot and story, as well as improving the status of the town as a whole. You’ll see a lot of that as ZOMs and mechanics as we get closer to our Fall Events.

  • This is all logistics crap. I want a story/gameplay update!

  • I have a question you didn’t answer!/How do I contact staff again?

The Certainty of Tides - Setting Guide

Good morning Vados! 

Let’s talk briefly about our setting this weekend. We’ve been so busy! With national qualifiers, COVID vaccine administration, top surgery (yay!!), family emergencies and work crunches we’ve felt pretty swamped this month. But you guys have been so patient with us, so thank you for that. 

We’re going to The Spoiled Coast for Feb, specifically to a little port city known as The Clutch. So without further goading, please read on: 

The Clutch as seen from the some of the docks. By JP Artork

The Clutch as seen from the some of the docks. By JP Artork

The Spoiled Coast; The Clutch

Population: 700 - 2,700 (seasonal, with the highest population occurring during the Long Night; when no ships sail the Inksea. )

Real Life Comparison: The Port of Houston

Scope of Play: The Clutch specifically, but also the outlying territories 25 miles either way along the coast; Port Victory, The East Line Construction Zone as well as The Flotilla. 

Executive Summary

On the coast of the Lonestar, at the gossamer edge between blastland and the blind depths; lies The Clutch, oldest port city in the San Saba and generational home of sailors, fishmongers and leviathan hunters alike. 

The peoples of the Spoiled Coast live in bizarre harmony with their unforgiving circumstances. With resignation or enthusiasm; the waterkind of the East wrestle with the forces at play beneath the black waters of the Inksea and eke out a living as tradesmen and killers; the few willing to brave the many-toothed waves and haul their thin spoils to shore. 

Much of the money that flows through the Clutch stems from its single, massive cargo port. Most of the trade from Gatorland, 40Watt, and other Southeastern locales must pass through the casteiron gates of The Clutch before being trucked many miles to its final destination somewhere inside the San Saba Interior. In the miles of open water and open mortis between the Clutch and more eastern ports, tradeships must contend with privateers, homicidal weather, hypermutated megafauna and the threat of Badbrain outbreaks that, in the close confines of a sailing ship, spell doom for the entire crew. 

The city itself, attached to the port, is a vibrant crystal growing from the fetid gray matter of the Spoiled Coast. Mostly old warehouses that have been patched and rebuilt so many times as to recall the topical Ship of Theseus, small lean-tos have been constructed in the eves of the oldcestor facilities. Possessing a kind of “grown over'' look, the thatch-roofed slums and converted boat houses meld into one another along a long promenade that begins at the mouth of the port and extends some half a mile inland. Otherwise, the porthouses of the clutch encrust the stone mantle of the port like so many glowing barnacles grown over a prefall shipwreck. 

The population of the Clutch varies, with most of its official residents being sailors who spend a nontrivial amount of their year at sea. Those who live there as permanent residents are generally shopkeepers, bartenders, craftfolk or family - extended family in the case of many Junkerpunk households. 

Setting Ephemera of Note

The East Line Construction Zone; ELC-Z, “The Elk-Z”

The expansion of the Oxline along the coast is a construction zone guarded by heavily-armed RRC mercenaries.  Construction crews, heavy equipment, and rail line infrastructure fill the area with the noise of industry. The “ELC-Z” is a highly contested region of the San Saba territories on the loose border of Junkerpunk territory and that of the Board. The East Line, when completed, will offer a bypass to the traditional trade routes of the ocean.

The Flotilla

In the bay of the Clutch is a motley assembly of ships and makeshift buildings built on an uncertain foundation of broken hulls and former vessels.  Serving as a partial seaport for larger ships that can’t make a shallow harbor, and a home for captains of the Junkerpunks that can never be claimed as territory of any landowner, the Flotilla is the heart and soul of the Junkerpunk faction.  Over the years, the Flotilla has waxed and waned like the tides as new ships are built in the dampened dry docks or as broken carcasses of lost fleets are added to the ramshackle mass.

Alleged Flotilla Roster here

The Cicatrix (Open Water Mortis) 

Underneath the murky water of the Inksea lies the sole morgue of the Clutch, known only as the Cicatrix.  When the Gravemind reclaims biomass nearby, the tendrils that emerge resemble that of a monstrous octopoid, dragging down helpless ships and those too near the water alike. The capricious nature of the morgue means the newly dead are first returned to a chaotic embrace of imminent drowning. Those that don’t survive the return are thought to become the Drowned Ones, as the spark of life is chased away by a need for air and survival.

The Muddy Water Accord 

A set of loose rules or articles of code, that aim to create an honor system for the pirates and sailors of the Spoiled Coast.  The Articles, as the code is often called, are highly regarded by the Muddy Water Accorders, but they can be cast aside in a moment of opportunity with outsiders for those not particularly devout to the causes of the MWA. Their general stance is Interdependence before Independence. The largest competing philosophy is espoused by one Admiral Clearwater and their constituents and crew.

The Red Tide Riots 

The Junkerpunks established their foothold on the Clutch in a series of bloody riots that occurred during the founding of the San Saba territories.  The riots were a response to extremely close quarters, a nuclear winter as a function of the Hiway War, and the authority of the land telling folks what to do. While the RRC was focused on securing their foothold with the Oxline, the Lonestar largely ignored the plight of the suffering folk on the coast.  Those riots left countless dead and the waterlogged settlement in fiery ruins, with the survivors left to rebuild on their own.  Through sweat, tears, and blood, the Junkerpunks built up their trade empire under the noses of the RRC and other factions.

Subnautica 

Beneath the oilslick waves of the Spoiled Coast, light disperses entirely only a few feet beneath the surface. The horrible dark, blind eternity is so complete as to be opaque, and without visual depth. Beneath that, however, is the unspoiled salt water of the Deep.  Here, there is no sunlight - for the film of oil, some twenty feet thick, blocks it entirely. Instead there is the low and nonspecific glow of bioluminescence, cast off by strange megafauna whose ecosystem dissolved thousands of years ago, replaced with crude oil and shadow. 

Leviathan Hunting

Following the destruction of Aggieland during the Hiway War, a number of experiments on the flora and fauna were thought to have been lost on the Spoiled Coast.  The megafauna and monstrous creatures that survived have been tracked and hunted by the Diamondbacks along the coast, and the Accorders across the Inksea.  Every inhabitant of the Clutch fears the thunder and crashing waves partially because it might be some gargantuan threat bearing down on them.  Many of these creatures have no natural predators either on the oily waves of the Coast or below in the clear waters of the the Deep. But their blood is powerful stuff, distillable and heady; Leviathan blood burns as brightly as any oil and twice as long.

The Lighthouse 

Above the rocky shore of the Clutch lies a beacon of light for ships abroad, and those returned to life through the Cicatrix.  The light gives a point to orient those swimming up from the depths of the ocean floor, while also serving mundane duties as a functional lighthouse.  Maintained by the Muddy Water Accord through trade with the inland, the Lighthouse is neutral territory for all.

A Sailor’s Life on the Spoiled Coast

The ravaged coastline of the Clutch suffers the extremes of poor weather; from radiation-infused storms, oily acidic rain, or terrible hurricanes blown inland from the far sea.  Rain is a constant state in the Clutch, and the inhabitants here are largely at peace with it.  Even the most novice sailor in the Clutch has sailed through the worst weather imaginable, and their skills are unmatched due to a lifetime of survival in such conditions.  This constant danger has hardened the people of the Clutch, and is at the heart of their stubbornness and love of the freedom of the sea and sky.

Black Tide

The biodiesel used as a fuel for ships and caravans alike is ultimately formed of carbon, compressed of dead things and decayed rot.  While most of the sea in the Spoiled Coast is covered in some kind of film of oil, it can pool in massive fields some twenty-feet deep. Sometimes, this phenomenon can serve as an impromptu morgue, half-remembering what life might be, releasing partially formed things that aren’t quite zed and not quite anything else. The oil slicks themselves can sometimes mimic life and drown unfortunate ships in an inky, oily blob of death.  A superstition common in the Clutch tells that “black tides in the morning are a sailor’s grim warning”.

The Drowned Ones (Raider Identity)

Ships go missing, sometimes they wreck. Sometimes the entire crew gets infected with Bad Brain and they forget to come back. Out in the smokes, on the spoiled waters of the coast, ships draped in viscera, with skinsails bloated in a red breeze, the Drowned Ones are as good as dead. 

They hunger, so they hunt. They never return to shore. Their ships grow steadily shoddier. They replace the rugged wooden and iron workings with the mutable flesh of their prey. Over time, decay wins. The ships sink and the biomass returns to the open-water mortis. but not before becoming a splendid and terrible figure in the bedtime stories of fishmonger’s sons. 

Drowned Ones generally wear whatever they can scavenge off other ships, their gear slowly rots away thanks to the powerful humidity and brine of the Inksea. Drawn by Balee L

Drowned Ones generally wear whatever they can scavenge off other ships, their gear slowly rots away thanks to the powerful humidity and brine of the Inksea. Drawn by Balee L

Their boats, as much as they can be maintained with skin and salvage, grow to resemble organic things, leviathans in their own right.  Drawn by Balee L

Their boats, as much as they can be maintained with skin and salvage, grow to resemble organic things, leviathans in their own right. Drawn by Balee L

The Competing Identities

We’ve alluded to them before, but here they are; the two competing core philosophies the Junkerpunks possess. After this weekend the philosophy most espoused by the PCs who are supporting the Junkerpunk plot will become the core philosophy honored by the faction overall going forward.

The Clearwater Vision; Independence Above all Else

Everyone is born FreeWhen we are born we are not heirs to an apocalypse. We are as free and new as every generation that has come before us, and princes of a world all our own. All generational notions are lies designed to control us. 

The ruin of Freedom is Slavery No one person is fit to rule another, not the Longberths us or we our greater selves. We are all imperfect, and too varied, for it to be moral that a group of us makes decisions for all of us. To allow others to create litigation structure is to give up one’s own freedoms, which is tantamount to giving up one’s own life and the greatest folly a man can commit.

  Slavery is a function of Hierarchy  The notion that some people are above the imperfect rest is a lie. When we begin to entertain the idea that some people are worth more and others less, it becomes ethical to mistreat a portion of the population. Without hierarchy there is no tool by which one might determine between the worthy and unworthy, the notion fails altogether. 

Hierarchy is a function of Interdependence Society is a formalized hierarchy, for leadership is the first step in both. Entrenched hierarchy normalizes the mistreatment of the indisposed and widens the gap artificially between the haves and the have-nots. More people become enslaved while less people remain free.  Therefore, Interdependence is Slavery and Anarchy is Freedom

The Muddy Water Accord; Interdependence means a Free Community is stronger than a Free Individual.

Ships Have Captains for a Reason. A sailor is not a slave if they choose their path, nor are they a slave if they choose to follow a leader.  Structure and hierarchy are not weaknesses as long as they serve a purpose.  When you are at the bar sharing a pint, every sailor is equal.  But in the midst of a storm, you follow the orders of the captain because we ALL sail home when we work with one voice.

Each Ship Has a Place in the Fleet, No Matter Where They Sail. Your obligation to the Junkerpunks is equal to your obligation to yourself. Freedom is equally as important as the success of the lowest of us.  We are interdependent on each other for our collective success.  We chose the Junkerpunks for a reason.

There is an Honor Amongst Thieves. The Articles of Code are all the structure we need. No organization or entity can control the wastes, or hold dominion over another - this is true. But total anarchy is naive, and having order is not necessarily a bad thing.  People will disagree from time to time, and relying on the survival of the fittest to sort things out hurts us equally in the end.  We need at least some rules we can rely on.

Sink or Swim, We Survive and THRIVE Together. We are already the experts at what we do, and we have the resources already. We have the ships, the crews, and the trade routes already.  The RRC and the Board still have to catch up. We just have to leverage what we have collectively to ensure we have a place in the Wastes. We can choose to be better than the Board.

We Get to Choose If or When We Join, not the Board. The Board should have to beg us to come back because we do it better. Leaving us out of the San Saba Accord is their own mistake, and the best revenge is living well.  When they are ready to own up to this mistake and make it right, only then will we consider joining them as equals.

———

That’s All For Now

Hopefully this gives you guys a pretty decent idea of our setting this month. We’ve spent a lot of time building it. The Clutch has been a passion project for a few of our team for over a year now. We’ll see you there, where the tides are black and the horizon burns, and where the Leviathans labor under heavy waters.

<3

-Shan, Aesa and the DRTX Team

Lonestar Skies: The Certainty of Tides

Five months ago the San Saba Board signed itself into existence. An alliance of powerful personalities and factions from across the Lonestar Wastes; these hegemonic powers reinforce one another’s right and rule as a matter of contract. The Junkerpunks; a dynamic group of high-octane tradesfolk whose surf (and turf) are the wavy or winding routes that make up the skeleton of the San Saba’s domestic trade, were the only major financial identity in the Lonestar to find themselves without membership on the San Saba Board.

In the months following the inception of The Board, charters for Junkerpunk sailing vessels have dried up. JP ports, previously cramped with cargo, are now largely vacant. And their sailing crews, lifetime seafolk, are listless and drinking away their melancholy at port. It seems that, without a meaningful contract to the largest trade identity in the San Saba, the Junkerpunks may not be able to stay afloat.

And so, in a dramatic and characteristic fashion, the Grand Admiral Sinker Swim enacted a huge fucking heist, broke into the radio station that sits at the top of the tallest tower in Waking Prime, and played a prerecorded tape that found its way onto every radio band the entire Lonetsar Wastes over - and Sinker Swim let every Junkerpunk know in no uncertain terms that there’s a big fucking problem - and a big fucking party to be had about it.

Now, several weeks later in The Clutch, the party looms afore you in splendid Junkerpunk style; the streets of the port city are brightly lit with preserved-fish lanterns, burning eerily too-orange thanks to the distilled Leviathan blood that fuels them - and the air is thick with the salty scent of preserved meat and sea air and fireworks. Grand Admiral Sinker Swim may not be able to command the Junkerpunks and underdogs of the wastes to action with explicit authority, but they can certainly ensure the attendance of every hooch-fiend in the San Saba with enough booze.

The only question that remains - is what does Sinker truly want with the legion of Junkerpunk gutterrats, bilgebums and seadogs? And once the party is over - who pays the bar tab at the end?

Our event takes place loosely from Friday, February 12th - Sunday, February 14th with primary content happening from Friday, February 12th at 9pm - Saturday, February 14th at midnight.

Just like moons and like suns,
With the certainty of tides,
Just like hopes springing high,
Still I’ll rise.
— Maya Angelou

Registration

Registration opens Monday, February 1st at 1:00pm. There will be two types of tickets offered:

Text-Content Only Ticket/Non Attending Ticket

This ticket type is not capped. This is the ticket to buy if you just want to purchase build for the event, or do non-mod content (and Grab Bag perks if purchased).

This ticket allows you to participate in soft-roleplay channels, OOC channels, access to our text adventures, videos, and other multimedia content. It also provides access to any general channel puzzles, minigames, and more.

Additionally, if there are mod slots with open seats at the time of the mod start, then Text Content Ticket holders are welcome to join. This ticket type still has the option to earn Cali-Co Caravan Points (our loot system) through participation.

Mod-Participation Ticket

This ticket type is capped at mod capacity. This ticket allows you to sign up for 3 online voice-participation mods during our Friday & Saturday content series. Mod signup will go live on February 1st and is limited to Mod-Participation tickets only in advance.

For both ticket types, you can backbuy extra XP, but cannot backbuy items earned.

Junkerparty Favor and Captain’s Charter!

Our grab bag this month includes the following for $5!

  • 3 “Party Favors” - Festive themed Pips that represent expensive and useful gifts from the Junkerpunk celebration!

  • 5 Basic Scrap

  • 5 Basic Herb

  • 1 Captain’s Charter - Lets you name a unique Junkerpunk crew to add to the fleets of this faction. Name the ship and the NPC captain! (Subject to storyteller oversight.)

Grab bags are limited to one per player.

Discord Server

Discord server and Soft RP Ettiquette/Nettiquette

We have soft-rp voice channels in addition to our usual text soft rp channels and OOC hangout spaces. These spaces will be more clearly delineated and labeled.

The Lonestar Skies Discord Server is here, and is where all our primary interactive content will be held other than the text adventure(s) and multimedia content.

Announcements

This link is where you can see all Lonestar Skies related updates and content links, including info from our first two Lonestar Skies events.

Bravado Bones

We are using a Powers by the Apocalypse conversion system for Dystopia Rising: Texas to convert your LARP skills into Virtual LARP skills.

How do I use my Dystopia Rising Character Sheet for Virtual Mods?

How do I learn skills?

Please email us at info@dystopiarisingtx.com to request any XP expenditures on your sheet for this event or put it on your Cali*co Caravan Points form. We are not doing Professional Focus Achievement trials at this time.

How do I craft/trade/sell things?

To simplify the logistical burden of virtual events, everyone has the ability to earn the same amount of Cali*Co Caravan points which are then converted to items, currency, and resources just for participating in our content. Please see the Cali*Co Caravan Points section of this post further down for more info.

What are Tags and Pips?

Throughout the event, a character may acquire temporary equipment, powers, or consumables in the form of Pips or Tags. Events may also provide players with the opportunity to craft Pips and Tags outside of mods.

  • A “Pip” is a one-time use item that adds +1 to any STAT roll. Narratively, these expendables are often grenades, drugs, or flashes of borrowed power. The use of a Pip to augment a roll must be declared before the roll is made. No STAT roll may benefit from more than one pip. 

  • A “Tag” is an adjective noted in [brackets] on the character’s sheet for the duration of a Bones event. When a character gains a tag, that character may treat the tag as an additional achievement for the purposes of spending mind points when taking actions related to the [tag]. Narratively, Tags represent specialized equipment and knowledge the character has gained throughout the event.Example Tags: “[Explosive], [Attuned], [Researched], [Superheated], [Shielded]”  

At the end of each Bones event, all Tags and unused Pips are lost, these items do not carry over.

If you require further assistance, please post in the Discord server or contact staff!

Virtual Mod Signup

Starting on Monday, February 1st you will be able to see and signup for mods through your database login at https://characters.dystopiarisingnetwork.com/events. Each Mod-Participation ticket-holding player may sign up for three mods initially. If there are open seats on other mods before they start, the STs will put out an all-call in the discord channel for last-minute alternates. If you fill a seat last-minute, it does not count as one of your three mods.

Mod schedule is subject to change, so please check your mod schedule occasionally to ensure you’re signed up for the appropriate number of mods of your choosing.

I need help signing up!

Check this link for more information about how Mod Signup works!


Event Time Table

Friday, February 12th, 2021

9:00 PM Opening Announcements.

Discord channels open for soft player-driven RP. Our wonderful room stewards will also be available to facilitate rp.

10:00 PM Act 0

This kicks off the first of 6 Acts which are scenes run by a GM to people who have signed up.

Saturday, february 13th, 2021

10:00am - 12:00pm Act 1

12:00 PM - 1:00 PM Break for RP and Food!

1:00 PM - 3:00 PM Act 2

3:00 PM - 4:00 PM Break for RP and Food!

4:00 PM - 6:00 PM Act 3

6:00 PM - 7:00 PM Break for RP and Food!

7:00 PM - 9:00 PM Act 4

9:00 PM - 10:00 PM Break for RP and Food!

10:00 PM - 12:00 AM Act 5 (Final)

12:15 AM Closing Announcements!

— end of staff-provided content —

Sunday, february 14th, 2021

10:00 PM Discord Server Closes


Cali*Co Caravan Points

Our virtual events are primarily aimed at roleplay and story, but we understand that for some, economic and crafting play is most enjoyable. While Lonestar Skies events do not provide traditional crafting opportunities or check-in skills, you are still able to earn resources and currency by engaging in the various parts of our event and then converting those experiences into Cali*Co Caravan Points.

After the event ends, a survey will go up that will ask you to indicate what you did for each of the main 10+ hours of content time. More engagement = more ability to earn Cali*Co Caravan Points. These are points you get for engaging content and your fellow players throughout the day that can be spent to generate things like items, prints, and story opportunities.

When we return to live games, Cali*Co Caravan Points may be spent at Check-in. If you are not a local DR:TX player, our logistics coordinator can work with you to have those items assigned to your character in the National Database before your next Live Event. 

 

Cali*Co Caravan Points Assignment Rubric

10 CCP

4 CCP

+2 CCP

Per Two (2) Hour Mod in a #mod-room during a Module Series

or

Per One (1) Hour of soft/crafting RP in one of the IC Hangout Areas during Module Series

Per Two (2) Hours spent continuously in soft/crafting RP in one of the IC Hangout Areas during a Module Series. This Player Behavior stacks with the above.

 

The maximum number of CCP an individual can earn per event is capped at 30. We’re making the choice to standardize this because we think it is the most elegant and honest way to evoke the generation of resources in a setting/environment where we don’t have the same resources as when we are running live events. Storytellers are not individually empowered to give you extra CCP - but they are definitely empowered and expected to give you story rewards and consequences that affect the live playspace.

*This does not guarantee your LC Society Membership as a rule. This guarantees you an honest conversation with a Face NPC and the start of a larger story about your LC’s investment in that faction.

*This does not guarantee your LC Society Membership as a rule. This guarantees you an honest conversation with a Face NPC and the start of a larger story about your LC’s investment in that faction.

Questions?

Please message us on Discord, on Facebook, or email us at info@dystopiarisingtx.com for assistance! We will do our best to answer before/during the event but responses may be delayed at peak hours.