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.
Zoms CURRENTLY IN PLAY:
The Exclusion Zone
Location: Honeysuckle Huts
The radioactive husk of Bastion is extremely deadly, even to Strains normally resistant to such things. This rad zone borders the town of Bravado on the south end, past the town’s morgue. The lethal doses of radiation inflicted by remaining in the area will kill anyone, regardless of protections, given enough time.
OOC NOTE: This area is normally out of character unless a mod or Guide provides other guidance, as the mechanics can be quite deadly. This area is reserved as our NPC space and is used during away missions and mods that take place outside the town borders. Mods that involve the Exclusion Zone are normally advertised as LIQUIDATION RUNS when NPCs arrive in town.
MECHANICS:
HOT ZONE - Any character in this marked zone takes one (1) Radiation Damage (p. 78, Player’s Guide) every one (1) minute. Rad damage causes an equal degree of lost Mind as it does lost Body. If Armor would prevent the loss of Body, Mind is not lost.
ACUTE RADIATION POISONING - Any character in The Exclusion Zone contracts Radiation Rot (Stage 1) after 5 minutes (p. 70, Guide’s Guide), or increases their current level of the disease by one Stage. Mutants increase this timer to 6 minutes. Retrogrades cannot contract this disease, but other Mutants may spend 1 Resolve to avoid contracting a new instance of the disease with their Lineage advantage (p. 26, Player’s Guide).
ORGAN FAILURE - If you remain in the Exclusion Zone for a total of 15 minutes or longer, you have reached a lethal dose of radiation. Mutants increase this timer to 16 minutes. This timer starts when you first enter the Exclusion Zone.
Within the next hour of lethal exposure (two for Mutants), your body will cease to function at a cellular level and you will die and lose an Infection. This Infection loss cannot be prevented or avoided.
Rrc INVENTION EXCHANGE
Location: General Store
The “Invention Exchange” has become part of the formal etiquette of the RRC’s technology division - Research and Development. It is a grand and endless competition of innovative one-upmanship, so much that the average R&D member will think it rude if you do NOT have something to share with them, even if it’s only a rough sketch on the back of a cocktail napkin.
Mechanics:
Spend one (1) Resolve and 20 minutes drawing a picture of a Blueprint item or describing how you believe that blueprint item would function. This image should explain how the item works, how it might be built, or what problem your brand-new creation might solve.
At the end of this time, you may submit your invention idea to the Post Office in exchange for one (1) Blueprint of your choice.