純美蘋果園

跑團活動區 => 網團活動區 => Legacy劇目所 => 主题作者是: Mounrou 于 2022-08-27, 周六 18:22:47

主题: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-08-27, 周六 18:22:47
(I'm f__king putting this up only because I got bear-sprayed by some random guy who came out of the washroom when I was writing this in a McDonald's, and I'm kinda pissed now. "North America 2022" my a$$. :em015

Never planned to put this up in the first place and with how I go nowadays never planned to get anywhere either. But f__k it.

It's nothing but loose notes for now. Should be okay to just append 1e on it though.

Bear spray didn't suck as bad as I thought it would be though, althrough I'd probably think differently if I got it in both eyes instead of just one... :em016

And still not pissed enough to put up Devouring Dark yet. Would take too much effort there.
)

Short background:

It's a little over 20 years after the 1ed Ghost Fort. After it expanded for a 2nd time in another BLACKOUT INCIDENT, the whole area turned into one of the biggest slums in the world, within one of the topmost cities in the world, and people could no longer simply ignore it...
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-08-27, 周六 18:33:21
History & Geography

Situated on the tip of a Peninsula on the most contested shipping lane in the continent. The fort itself was behind the coastal ridgeline somewhat more inland as the local central headquarter, and had always remained in the same location despite numerous change of allegiance over the centuries.

It was the one single spot with the most number of legendary final stands, to the point that before modern times the soil might be more bone dust than dirt.

In the modern times before the 1st Blackout, it had already been a slum of sort with the remaining loyalist of the previous government acting-in as embassy in the middle of a territory they had ceded. As years went on, people came and gone, and with the central government being more busy with their own land than ones they couldn't reach, the locals had gotten to using this land for more unorthodox ventures, and it first became watering stops and warehouses for smugglers, then the businesses expanded to tax avoidance, illegal entries and eventually to other criminal activities. It was also the time when the housings in that land became cluttered, with apartments replacing walls.

The 1st Blackout happened when the then local governing body had felt that the "holding land" argument was no longer valid and had tried to incorporate the Fort and clean out the "cesspool of humanity" they felt it to be. A series of conflicts between local residents and polices with increasing violence and finally deaths, eventually led to the government trying to cut the water and electricity lines that were illegally jury-rigged into the mainline by Fort residents in the first place. Even then nobody thought there were going to be any problems, and there would've been none had they been able to flood the Fort in high-power floodlights as a pressure tactic to drive away the residents like they had planned. But in retaliation of the brute-force tactics, the Fort residents hit the then central electric company and resulted in the whole city losing power for one night.

It was then that the Fort first showed any real sign, beyond those of the rare superstitious whispers by the crazed, that it was anything but an ordinary pieces of land.

Over the span of one night, 30000 people from both within the fort and its surrounding area just "disappeared", and new bulidings stacked upon each other in disheveled ways, filled the entire neighbourhood seemingly overnight. Survey afterward have determined that the original Fort now encompassed almost twice as much land as compare to the last survey, and people living in the area now have a markedly increase ratio of mental health troubles, and a constant feeling of uneasiness just by being physically present had led to a plummeting of real estate prices within the area.

It was then that the Fort first became the untouchable slum that it was today.

After the "Blackout Incident", the government had adapted the policy to allot extra electricity quota specifically for the fort, and having a hands-free approach to the residents who have became more "unusual" since. The government was unable to order strict quarantine of the whole fort due to their overarching policies and stances, but travels to and from were still "discouraged".

And then 20 years ago, a 2nd Blackout happened. The how and why were undetermined, though the heavy protesting and sometimes violent incidents of the time were suspected to have played a part.

The Fort swallowed another block's length of land that it tripled in size, and the vastly expanded surrounding area of influence now had became not only those with a certain mentality could bear to live in, but seemed to attract others of the same from far away as well. For over 20 years, The top 5 richest city in the world have also been the 7th biggest slum too. Not to mention the strange phenomenon that almost seemed like distortions of physics that were becoming obvious now.

Even if they tried to contain it now, the current scale of land and people would make this an impossible venture. And it would also be impossible to move a city of this scale away either. So in order to prevent a 3rd Blackout, a separate governing body to specifically handle Fort-related issue was created. The "Fort District Cityworks Bureau" would now take an active role in handling public work issues within the Fort, while a specialized branch of joint special forces of police and military would make sure whatever unusualness from the Fort would stay in the Fort. (re: "Project Henhouse")

Something spooked the higher-ups to the point that they didn't dare to kill the Fort but to placate it also lent a large part to the current situation.

And so here we are now.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-08-27, 周六 18:53:55
Factions:

There used to be only two overarching group of people with their own different allegiances: The ones in the Fort vs the ones outside.

With the current situations though, things got complicated.

You have people from the "Old Forts", which were the ones who still lived in the original Fort area.

You have the ones from "New Forts", encompassing the new main fort areas gained during the 2nd Blackout.

You have the ones from the "Slums", an ever increasing area around the fort yet not completely under its influence.

And then you have "outsiders", ie. The rest of the city and the world beyond.


Specific powers in the area:

>忠靈館(區公所/舊寨)
De facto funeral provider in the district. Handled all burials by giving the bodies a small service than transporting all of them within the Old Fort area. Nobody knew where they went afterward.

>FireFighters放火隊 (幫派/新寨)
As guns didn't work as intended within the fort, and fort structures were neigh invincible, other methods of destructions would be considered. And fire actually became a choice in an environment that wouldn't burn. This was a gang of "Fire Artists" that ran around with flamethrowers, even though those were rarely used enough since people and things would still burn, and crossing others in the Fort usually led to an extremely short existence. Still, spraying fire alone were usually threatening enough, and pyromaniacs in troves were just an annoyance to fight. So they became an oddity in the Fort via a strange blend of self-control (for pyromaniacs) and potential threats.


>寨區水電管理局 / Fort-district Cityworks Bureau / FCB (政府/新寨/外部)
The official government branch that, to the outside world, handled all public works for the Fort district, but actually also handled everything else within the boundary of the whole slums area. As the government's currant stance was hands-free containment and nobody in the Fort actually recognized the law, that certainly put them in an odd position. They usually made sure all the electric and pump stations in the area, both official and illegal ones, were in working conditions. To do that meant they also needed to allot for personal protections and have a reputation that made people not wanting to cross them, so they also became somewhat militant and involved in Fort-issues as a sort of mediator. The result was an armed but usually harmless gang with the official title of public civil servants. It was also a great place for the government to dump people that "didn't quite fit" the usual criteria, but were too useful or risky to let go otherwise.


>8-88便利店 (民生/新寨)
The only franchised 24hr convenience store from the biggest company in the whole neighborhood. Even though other stores existed in the area, those were all locally owned and operated, but this 8-88 operated completely under the 8-88 style & standards with no deviations, aside of the fact that the manager lived above the store and had never set foot off of it since the opening. It was also known to be stupidly overpriced especially when compared to slum-pricing, and that it was an unofficial neutral zone as the manager was overly proficient at ejecting misbehaved customers as well as nonpaying squatters.
This store received a monthly delivery in the morning via a special armoured freight truck, as the whole building was owned by 8-88 and acted as a warehouse for the store.


>勵武會館 (幫派/新寨)
A dollar-dojo that taught Fort-style martial arts re. brawling. Also a gathering of Junkies and Dopers who enjoyed violence. Fight maniacs who held no interests in weaklings so they're strangely harmless most of the time, but just hopping into every single fight that crossed their paths with no care for collateral damages nor innocent bystanders meant they were still a problem.
The master was once one of the top tier martial arts fighting competitors in the international circus, but you wouldn't have guessed he practiced Zhao Bao Tai-Chi from all that 300lbs steroided muscles and his 200kg bench presses.

>大校場 (幫派/商業/舊寨)
Underground death race/cagefight-style motocross arena controlled by the Hao family. It was insane both in idea and application, but somehow they made a pretty solid success out of it and created a national illegal gambling ring off this.

>Shrine of Sand (民生/舊寨)
A shrine from such a long time ago that nobody remembered which god it was for. Its current purpose was to placate all the dead who have died around the Fort in its long bloodied history. Nobody had attempted to fix the place so it had been condemned before the 2nd Blackout, but with the change to Fort structures after that, the service had moved back in.

This was suspected to be the original temple from the very first Fort, but with nobody knowing the build nor exact position of the original Fort, this had only remained a suspicion.

>Dust Shop Emil (?商業?/新寨)
A shop that sold a unique type of illegal drug that came in the form of airborne sprinkled powder. That dust could be formulated to a large number of various purposes and strengths, but the secret of its creation had solidly remained in the hands of its owner Emil.

It's unofficial tagline: "Share the fun!"

>4 Cornerstones (幫派/新寨)
Referred to the 4 major casinos that each occupied the 4 corners of the New Fort District, and were considered the top powers in New Fort. While smaller casinos and dens were a dime a dozen, these 4 all operated Las Vegas-level establishments in addition to games one couldn't find from a legal gambling house. Their money, power and effort ended up indirectly making about 40% of New Fort accessible to regular tourists, as long as they stuck to main roads and have the guides with them.
>>
>>
>>
>>

>Breachead Inc. (犯罪/新寨)
Situated at the border of Slum and New Fort, this "Electronic Solution" company specialized in network intrusion & online espionage. Using the Fort's special property that neutralized all wireless airwaves, they turned it around and used this to make themselves impervious to the majority of indirect hacking efforts as it was much more easy to monitor just one single network cable, especially when they laid it themselves and was the sole owner of the ISP front it registered under. As a side business they were also the sole provider of all of New Fort's wired internet services and landline phone as well, meaning they also actively monitored all traffics and knew whatever was typed into a networked connected computer system within the New Fort. The big players all understood this and therefore still depended on paper and messengers and other offline systems.

>Noteworthy Press (民生/新寨)
A loose union of messengers who provided more than half of the Fort's message transfer. They also printed a weekly newspaper with mostly Tabloid-style fake news focused on "shock entertainments" above all else as a side business.
They also maintained many connections with outside on all levels. In a sense they were the biggest message choke-point on info in and out of the fort.

>幽和堂 (民生/新寨)
Herbal medicine store specialized in medicine found nowhere else but the Fort. While their "cures"' effectiveness were more lottery-based, in selected cases they have proven to be more miraculously effective than conventional medicines.

>Independent Associated Research Centre/IARC (?民生?/新寨)
A group of fringe researchers who set up their permanent research institute to study various anomalies within the Fort. As the gathering of individuals each arrived with their individual causes, the IARC did not focus on any one branch but pooled together whatever resources they could scrounge up for various reasons to struggle.
They did not have official ties, as there was already an official branch for this, and most members of the IARC were either pseudo-scientists or community rejects. The reason that they were more than willing to dabbled in more underhand and/or less travelled paths in order to get results also made them quite untrustworthy to the outside eyes.

>Kinsel's  (商業/貧民區)
"Travel Agency" specialized in guided tour around the slum and New Fort area ie. Local bodyguards for dumb tourists. Within the huge number of agencies and individual guides they're the most famous and dependable one around, and even have a few selected Old Fort tours that boasted an amazing 70% survival rate.

>Soft Blue Petals (商業/新寨)
The watering hole for loose muscles and paid killers to make connections and chances for a spare buck. The patrons were surprisingly friendly & polite as 80% of them at any time would be willing and capable to off anyone for nothing but a lark, so its just good sense to not be too gung-ho in the sea of MAD (Mutually Assured Destruction) they waded in. And fighting would just scare off the potential meal tickets anyhow.

>5th & Sundry Station (政府/貧民區)
The official police station in the slum area just because there had to be one. Totally police-operated with no connection to  any other government branches, it was more a bunkhouse filled with useless dead-end jobbers too scary to be put anywhere else. This was the pasture, and they could do whatever they want as long as they accepted their own consequences.

>Colesroad  (商業/貧民區)
At the boundary of the slum and the outside, was a road filled with illegal roadside hawkers who sold various merchandises of unknown origins, uses and qualities. Due to this Colesroad was one of the most visited tourist spot in the slum district. Various gangs would hold this road under control, but their reign would always be short & bloody for the attraction and revenue this place generated every day.


>Fort East Station (政府/商業/民生/外部)
The underground rail station closest to the slum area, and the end of the Fort-Central Line. After the 2nd blackout 20 years ago, a separate regiment of Fort-focused SDU had put their station into the office building on top, and made this the unofficial Anti-Fort headquarter of the government and the headquarter of the Unconventional SDU team "Daidao".
Unlike the badged ruffians from 5th & Sundry, all crime around this location would be swiftly and albeit excessively dealt with, so this place also attracted what few commercial and large businesses that remained around the area, indirectly made it the regional centre of the area.

>Integrated Public School P-12 (民生/貧民區)
With the district's special conditions one of the biggest challenge was education. While the Fort had its own various private tutor systems, those were generally not available to the majority. The compromise was to build a school within the slum district for people who were physically unable to leave the area. The Integrated school would provide all 12 years of basic educations plus adult studies throughout the day, and was one of the biggest school in the world from student counts alone. And through the enticement of free meals and basic medicine, their student counts would end up including 75% of school-aged youth and 12% of adults in the whole district.

>Anbella Institute (商業/新寨)
The foremost private school in the district. Anbella offered allegiance-free specialty education for all fields, with a degree recognized internationally through its satellited schools on the outside. It was also a neutral ground for future potential Fort leaders and other special children to interact, as its major clientele consisted of youths with a certain degree of wealth, power, talent, and "uniqueness". Other students included outsiders who resided in the Fort for various reasons and could afford the school fees, illegitimate offspring, or people who have supposedly disappeared and other special circumstances. To them Anbella would offer absolute secrecy and protection until they graduate.

For the handful of youths in the Fort who could match Anbella's strict entry requirements, 60% of them would eventually become their students.

>Hestome Education Service (商業/新寨)
It's main focus as a specialty personal private tutors & bodyguards as a 24hr service contract provider, as well as specialty contracted work consultants. Their way of tutoring was closer to apprenticeship in a focused goal-oriented style. They literally trained anything from basic schooling to university specialty subjects to underhand techniques like chemical warfare and assassinations. They also offered indenture contracts for students who couldn't afford them to work off their fees via services.

Many of their students were destitute and orphaned who ended up working for them forever. And they were also known to offer efficient & disposable workforces when the situation demanded so.

>Communion Hospital (民生/貧民區)
Public hospital used exclusively for the district. As the sole public health provider for the whole district, this hospital was a medical warzone 24/7, to the point that anyone who wished to become medical personnel in this country must have an internship here in order to get a medical license, if only to make sure the hospital would have staffs. That also inevitably resulted in both the high dropout rate of medical students in the country, and the abnormally high proficiency for those who remained.

The annual personnel turnover rate in this hospital was 95%, the remaining 5% were only here because they couldn't leave.

>Bing Human Resources  (商業/貧民區)
Dayjob contractor and one of the more popular job-intermediator in the district. Specialized in mundane day and short-term work that required little skills, they also offered some jobs that were unordinary, as well as more bounty-based "collection services" with less concern regarding personal well beings.

>Kins Restaurant (商業/新寨)
A 3-stories Canton-style seafood restaurant near one of the cornerstone casino. They offered specialized local foodstuffs found nowhere else in a private dining rooms setting. Very popular where privacy was concerned.

>Watercat Delivery (商業/貧民區)
The only delivery service exclusively for the district, and the only one who accepted deliveries into the New Fort and even the exterior of Old Fort. The workers were well-trained, well-armed, and well-dependable.

>Subdistrict Court House (政府/外部)
Courthouse specialized in cases that involved the district. Considering how much influences the government had here the courthouse was actually the one with the least work to do. The location also offered services for other official paperworks.

>Harbour 1 (民生/外部)
Had been one of the lifeline of the city even before the Fort came into infamy. After the 2nd Blackout two decades ago this was considered too big to relocate, so all the most important shipments were redirected to other ports, but to this day the port still received 50% of import/export cargos, and the problem with smuggling was still a big issue.


>Synder's Heaven (商業/新寨)
The most famous brothel in the New Fort area, it's a dance club-themed party house where clients and workers were free to mingle, and actual businesses would be taken up to the private rooms above. It's loud and messy and even attracted visitors who wasn't looking for the actual service but just want to party as well.

>Colesroad Post Office (政府/貧民區)
The only postal service office in the district. The didn't do any post deliveries themselves and instead have an agreement with Noteworthy Press and other messengers for the actual deliveries. Other than that they were mostly pickup/dropoff with a heavily guard explosive-proofed warehouse for mails and parcels.

>Renraise Hotel Fort South (商業/外部)
The closest 5-star/5-Diamond Hotel outside of the slum area. A popular destination for tourists who wished to go to the Fort but didn't want to stay overnight there. Actually owned by one of the 4 cornerstone casinos, and have direct safe passage transfer to and from.

>Bar Deux Neko-Mew (商業/新寨)
A nightclub bar that offered 1-on-1 service of all genders in a tasteful matter. More adult-oriented services was only offered to long term clienteles who spend time, effort and money to woo their specific servers, but that was a part that the Bar's owner, Mistress 黑光 , distanced herself from. As the relic of a previous location now no longer operated, the servers all wore cat-theme uniforms in a mature design.

>Unconventional SDU "Daidao" (政府/外部)
While its official position was an autonomous branch of SDU (Special Duty Unit) under the Police jurisdiction, it was in fact a special joint police/military task force created to contain all potential threats and could possibly step beyond the slum area. And in order to combat the special physical anomaly that effectively nullified all conventional weapons, they specialized in more anarchic and brutal ways of conflicts as well as some that were not allowed to be made public in order to preserve modern status quo.

Even though their designation was "Daidao", their main combat style was in fact a variant of short-spear/bayonet fighting. Still many in the team were also well trained with their namesake.

50% of its team members were born in the district, 90% of whom had moved away before but came back due to occupational and/or other requirements.

>Heywood Inn Fort East (商業/貧民區)
A more budget-oriented hotel/rental apartment at the edge of the slum. Its main source of clientele was for those who were Fort-Addicted but unable to remain in the area due to circumstances. As the owner ran the place in a no-questions-asked style, it was also a gathering spot for non-local troubles even if it was mere blocks away from Fort East Station.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-08-27, 周六 19:03:34
Basic "Laws" of the Fort that most people somewhat adhere to (if they want to last longer than a burning match)




Basic Principles:
A ) Collectively fight outsiders who try to muscle in.

B ) Avoid dragging in bystanders when fighting, mostly because more people than expected tend to have their own ways to handle things, so mass melees escalate quickly and everyone lose at the end.

C ) Don't get too rowdy for the same reason as above. Still the definition of "rowdiness" in the area is so lax that as long as "something" didn't get stirred and ruin everyone's business then its a-ok.

D ) Don't attack the electricity guys cause they handled, well, electricity... Unless they attack first of course; On the other hand, SDU and other government trolls are open season cause they wouldn't be here unless they want to cause troubles.

E ) Don't attack the guides, guided tourists and errand boys, cause everybody need them in some ways. Unguided tourists though are fine cause they're either idiots, suicidal, or could kick your butt.
(Unguided tourists going to the Big 4s usually go within their protections and safe passage zones, so those one wouldn't have and openings anyhow. And if they strayed from the path that's their own faults.)

F ) Don't monopolize, because B ) & C ) & the Fort doesn't like greedy residents.

G) Outside have so many marks that you don't need to feed in your own pond. Infighting though is another matter.

H) Stay away from residents in Old Fort if you valued your life.

I) Don't go where you ain't suppose to if you valued your life.

J) You can decorate, but don't try to tear down structures if you valued your life and those around you.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-08-27, 周六 19:09:49
幻牢能力 / Subliminal Ability

(Okay this was actually one part of the missing bits I never got around to do in 1e...)

Psychotronics are personal abilities.
Subliminals are abilities within the fort that everyone with deep enough connections have access to. (Ability to affect the Fort via the Fort itself.)

While Psychotronics are from and manipulate by the individual, Subliminals are preset generic abilities that mainly create local semi-permanent changes inside the Fort. It's also the only way to alter the Fort.

Subliminal Abilities have no durations. They last until they are no longer needed.

Subliminal Abilities always have 33% chance to go wrong. The result might be harmless, harmful, lethal, better than expected, or twisted to be the worst outcome to the user, all at random.

Subliminal Abilities don't care about their users. The action of flipping a switch doesn't make the switch-flipper any more special.



The abilities:


選別: One life in the location will be extinguished. That include ALL life including the user's and animals like ants and amoebas.

獸渦: Attract all surrounding animals & creatures Nonintelligent creatures are compelled while intelligent ones are somewhat strongly inclined. Does not include ability to control.

穿門: Create doors, portals and tunnels to another place. Range is dependent upon ranks.

籠城: Remove all entrance and accesses to a location. Area is Rank-dependent up to whole building.

分斷: Create walls of various size.

洞天: Create and/or modify a room even if there aren't enough physical space to do so. Size and details of the physical space are Rank-dependent. Does not include objects.

奈落: Extinguish all lights and electricities expect bio-electricity (eg. Brainwaves) in given area for a period of time. User is not immune to Blackout effects.

夢懸: Create existence from imagination. The level of substance, the details, the ability to think and act, are all Rank-dependent. Max rank is still not enough to create revenants though, and creations at max level are still just somewhat better than illusions. (At least for max level that can be reached by normal PCs...)

濁流: Flush the area with cascades of ruins and debris. User isn't immune to its effects.

裝設: Redesign current room. Level of furnitures, utilities, details are Rank- and Imagination-dependent. Rooms with "owners" might be able to resist that (The Fort can also be designated as owner at times; It just won't go down well when that happens.)



>Bounded Locations/Domains:
There are many locations within the Old/New Fort areas where the owner have extended influences or are even sometimes physically connected to. In those places they will have a huge say in what Subliminal from whom can be used there. Some can even divert or trap Subliminals in use. That's why abilities like 穿門 are not used as extensively as it should, as it is still a path that exist by passing through spaces occupied by others. Taking long, indirect treks through buildings can be a lot easier to identify domains and hence safer.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-08-27, 周六 19:47:45
Usurper Syndrome

(For NPCs only unless the GM is a sick bastard. =w=p )

It's the complete opposite of "Fort Addiction" syndrome: When people who don't have the "proper mindset" (ie. 40% of outsiders. People who lived around the neighbourhood tend to be immune since they won't be here otherwise) go into the Old Fort area, bad things happen to them after prolonged exposure.

>Make the immunity check, then make and record the hours it take to reach Level G for the victim the moment his set foot into Old Fort for the non-immuned. Make the checks every time until a result of immune is reached. That person will be immune to usurper syndrome from then on barring any major psyche change. (People outside didn't know you could get immunity via exposure though, since once was enough if you weren't.)
And of course you won't be able to make the attempt if you're currently suffering the syndrome.
>There are particular types of beliefs and ideologies that would never be immuned to usurper syndrome (Anti-Fort ideologies for example). In that case just make the hours checks.
>For personnel employed by "Project Henhouse": They simply wouldn't let field personnel who weren't immuned involved in field operations; On the other hand, 90% of the Project Henhouse high echelons would be the ones that'll never be immuned.
>A simple check of putting potential recruits into the numerous side street entrances of the Old Fort, and see how uncomfortable they became after 30 minutes could safely figure out whether they're immuned or not. But recruits tend to only get one chance before they were shuffled to either FCB(immuned+), SDU(useful+), or 5th & Sundry(not immuned & useless).

A ) 0+ hour: Restlessness
(Recovery period: Day/hour. Recovery chance: 92%/23 and below on 3d10)

B ) +d6 hour: + Increase jitteriness. Mild nausea.
(Recovery period: Day/hour. Recovery chance: 83%/21 and below on 3d10)

C ) +d6 hour: + Low level migraine. Slight blurred vision.
(Recovery period: Day/hour. Recovery chance: 71%/19 and below on 3d10)

D ) +d6 hour: + Easily get scratched by the surrounding structure when in Old & New Fort areas. Low-level paraonia. -1 all rolls.
(Recovery period: Week/hour. Recovery chance: 64%/18 and below on 3d10)

E ) +d6 hour: + animals in Old & New Fort areas become increasingly hostile to the individual. All previous symptoms worsen. Lost lowest  action dice.
(Recovery period: Week/hour. Recovery chance: 50%/16 and below on 3d10)

F ) +d6 hour: + Increase chance of encountering blackout in Old & New Fort areas. Starting to not want to leave.
(Recovery period: Week/hour. Recovery chance: 35%/14 and below on 3d10)

G) +d6 hour: + Short temper and violent. All previous symptoms worsen. Gain "Fort Addiction Lv1" but still retained all negative effects.
(Recovery period: Month/hour. Recovery chance: 22%/12 and below on 3d10)


Nobody knew what happened next, since by that point the victims would either be forcefully removed, died, or disappeared.

===

>Recovery would be dependent on how much time was spent inside and how deep the trauma was.
>Each symptom have a chance to recover after end of one recovery period. Chance dependent on maximum level of trauma.
>Each symptom must roll its own recovery check.
>Days-level traumas need regular rest. Weeks-level need therapy and care. Months-level need hospital-level help.
>Fort Addiction would not be included in recovery. That must be cured via the usual way to cure Fort Addictions.
>Obviously people prone to Usurper Syndromes would still not be immuned to it after they got Fort Addicted.
>For unknown reasons staying in the slums would alleviate the symptoms, though it contributed nothing in terms of recovery.

 
For example:
1) Someone who spent 3 hours in while remaining at level A (0+) would need to rest 3 days before rolling 92% to recover from restlessness. If he failed he would need to rest another 3 days to attempt again.

2) Someone who spent 25 hours in while reaching level G (6d6=23, but he stuck around for 2 more hours after that) would need 25 months of dedicated help to attempt to get rid of all his symptoms except the fort addiction, with a 22% chance each, and it would take another 25 months for the ones that couldn't be rid of. That person would be pretty much invalid unless he moved into the slums.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-09-01, 周四 20:06:00
Fort Addiction(精神汚染) - Post Saturation Ver.

Contamination Points vs Addiction Rank
-TBD
(Same as 1e ATM.)

Contamination Pt limits:
Rank 0: 5+Presence
Rank 1: 4+Presence
Rank 2: 3+Presence
Rank 3: 2+Presence
Rank 4: 1+Presence
Rank 5: 0+Presence
Rank F: 1pt before total immersion
(*When Current rank's [Initial Points + Current Maximum Presence]=0, something that is possible for those with negative Presence Apt., skip straight to Rank F.
Eg. Someone with a Normal Presence of -3 would go straight to Rank F the moment he hit Rank 2.
This does not include people with temporary aptitude damages... Most of the time.)

PS: The "New Moon Effect"
During the night of New Moons, Fort Addiction's negative effects are dormant.



Addiction Rank:

>Rank 0 (1+ Contamination Pt.)
-"Fort Addiction Syndrome": After leaving the slum area for a month, reduce all check results by 1 (check-1) per week until it reached 50%. After the one month period, there will be a gradual increase of desire to return to the slum. When check reduction reached 50%, that desire would be so great that it impacted simple daily life.
(This new breed of Fort Addiction cannot be "kicked" via conventional means. A special suppressant had been developed however to reduce that desire to manageable level)
(Fort Addiction at this level is "recharged" by one day stayed within slum area for every week away. Recharge is only effective when completed.)
(Though as long as the Rank remained at 0, one could try to get rid of the addiction by dropping contamination back to 0pt. This remained the only easy way to be rid of Fort Addiction.)

>Rank 1
+Psychotronics Available within Old/New Fort area.
-"Fort Addiction Syndrome"
-Just stepping outside the slum reduced all check results by 1 (check-1) in addition to above, and healing rate are reduce to 50%.
 
>Rank 2
+Psychotronics Improved within Old/New Fort area.
+Subliminals Available within Old Fort area.
+Nightvisions Available
-"Fort Addiction Syndrome - 2nd Stage": After leaving the slum area for two weeks, reduce all check results by 2 (check-2) per week until it reached 25%. After the one month period, there will be a gradual increase of desire to return to the slum. When check reduction reached 25%, that desire would be so great that the patient would do anything to return.
(The special suppressant would reduce the desire to caretaker-required level.)
(Fort Addiction at this level is "recharged" by one day stayed within slum area for every day away. Recharge is only effective when completed.)

-Just stepping outside the slum reduced all check results by 2 (check-2) in addition to above, and healing rate are reduce to 25%.

>Rank 3
+Psychotronics Improved  within Old/New Fort/slum area.
+Psychotronics can be used within the range of the city only at nighttime and at minimal level (lv1 only).
+Lv1 Psychotronics costed no contamination points when used in the Old Fort area.
+Subliminals Available within Old Fort area.
+Nightvisions Available
+Need to eat and sleep reduced by half. Becomes daysleeper.
+All checks within the Old/New Fort area +1.
-"Fort Addiction Syndrome - 2nd Stage"
-Just stepping outside the slum reduced all check results by -50% in addition to above, and healing rate are reduce to 25%.
-Patients can pay 2 contamination points per night to ignore Fort Addiction & reduced capabilities if they stay within the city limits. (Doubled in daytime ie. Paid x2 if started in daylight, and x1 at night. Count resets at dawn.)

>Rank 4
+Psychotronics Improved within Old/New Fort/slum area.
+Psychotronics can be used within the range of the city only at nighttime and at minimal level (lv1 only).
+Lv1/2 Psychotronics costed no contamination points when used in the Old/New Fort area.
+Subliminals Available within Old/New Fort area.
+Darkness Sight Available
+No longer require to eat or drink.
+Need to sleep reduced by half. Becomes daysleeper.
+All checks within the Old/New Fort area +2.
+All checks within the Slum area +1.
+使用劣根性一定取得一點(好)二點(壞)靈魂燃燒。
-使用品德一定消耗一點(壞)二點(好)靈魂燃燒。
-"Fort Addiction Syndrome - 3rd Stage" After the leaving the Fort for one day, there will be a rapid increase of desire to return to the Old/New Fort. By day 7 the patient would be in a state of constant mindless rage. Special suppressant would actually enhanced the rage and power of patient at this point (eliminate reduced physical capabilities.)
(Fort Addiction at this level is "recharged" by one week stayed within slum area for every day away. Recharge is only effective when completed.)
-Just stepping outside of the slum reduced all check results by -50%, and no longer regenerate wounds. Lost 1 health points per hour.
-Patients can pay 3 contamination points per night to ignore Fort Addiction & reduced capabilities if they stay within the city limits. (Doubled in daytime ie. Paid x2 if started in daylight, and x1 at night. Count resets at dawn.)


>Rank 5
+Psychotronics Improved within Old/New Fort/slum area.
+Psychotronics can be used within the range of the city only at nighttime and at restricted level (lv3 and below). (Can be used outside of town when conditions are met.)
+Lv1/2/3 Psychotronics costed no contamination points when used in the Old/New Fort area.
+Lv1/2 Psychotronics costed no contamination points when used in the slum area.
+Subliminals Available within Old/New Fort/Slum area.
+Darkness Sight Available
+No longer require to eat or drink.
+No longer require to sleep if at least 2hrs per day is spent in absolute darkness. Becomes daysleeper.
+Regenerate d6 health per round in the Old/New Fort area and immune to mundane negative effects. Negative effects always end at end of scene.
+All checks within the Old/New Fort area +3.
+使用劣根性一定取得一點(好)二點(壞)靈魂燃燒。
-使用品德一定消耗一點(壞)二點(好)靈魂燃燒。
-"Fort Addiction Syndrome - Terminal Stage" Have terminal negative effects just by stepping beyond Old/New Fort.
-When in slum area reduced all check results by 2 (check-2), and no longer regenerate wounds. Lost 1 health points per hour.
-Stepping outside the slum will drive patient into a state of constant mindless rage in addition to above, doing everything they can until they reached New Fort. All health lost effects doubled.
-Patients can pay 1 contamination points per night to ignore Fort Addiction & reduced capabilities in the slums. (Doubled in daytime ie. Paid x2 if started in daylight, and x1 at night. Count resets at dawn.)
-Patients can pay 1 contamination points per hour to ignore Fort Addiction & reduced capabilities inside the city limits. (Not available in daytime)
-Health Lost increased to 1Rank/turn outside of city. (Patient literally melts.)

Rank - Fort Contaminant:
-"Final Synthesis": Patient no longer have self control and is in a state of constant stress with heavy violent tendency, with extreme desire to use the final remaining willpower to "go out with a bang".
-"Total immersion": Become one with the Fort. (Turn into NPC)






(Biggest Changes compare to 1e:
> Contamination pts increased. On the other hand it costs more per use at higher levels, so it might actually make actual usage less available.
> Contaminants' range of travel is vastly increased.
> Psychotronics' restrictions eased.
> Sunlight is no longer a factor.
> Moon Phase is now a factor.
> The Actual acute syndrome is changed, both positively and negatively.
>Previous decontamination methods now no longer work. )
(There are rumors of a "quicksilver" drug that allowed Fort-Addicted to function normally in the outside world?)
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-09-18, 周日 11:42:31
妄人(Revenant) 2E

What remains the same:
>Their memories
>They revive after death in fort
>Their initial objects when they re/appear
>The fort can takeover them.
>Their bodies cannot be altered.
>They don't get contamination points.

What is different:
>They can use Psychotronics  with soul burns, but at a weaker form.
>Daylight won't kill them within the Old/New-Forts. They still get weaker under sunlight though.
>They can go into the slums at night. Being in the slums when its daylight destroys them. They still cannot go into the city even if its New Moon.
>They can use Subliminals for free, but their failure rate is 50%.
>They are prone to be taken over by a domain master when they venture into their domains.
>In the rare cases that they became a domain master, they are far more powerful than others.
(eg. Near Fort-level Psychotronics & Subliminals for free, but they could never leave from it, and be destroyed if someone took over their domains.)
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-09-18, 周日 12:50:01
異人(Adjuncts) 2E (ie. "Who wants to play Catgirls?" @w@b )

A "newly discovered" strain of human DNA mutation after the 2nd Blackout. (They had always existed. Its just that back then there were fewer of them and they only stayed deep within the Fort.)

According to DNA-analysis they're 100% human. Their unique mutations though have given them inhuman physical features and then some.
And those traits were not hereditary but locale-dependent: Children born with same parents but conceived in different locations alone would determine whether one's an Adjunct or not.
>Have same aptitudes/skills/abilities as others.
>Add one special mutation with its own plus/negative and noticeable physical features.
>These mutations are low-powered, almost normal ones.



Adjuncts Features list:

>Adjuncts "buy" features at one permanent contamination pts each. These features are from-birth and don't change in their lifetime (normally).
>An Adjunct can have multiple features from same categories as long as they don't counter each other.
>Non-Adjuncts (and Adjuncts too as a matter of fact) might gain these features later in life, but not in the same way and usually came as results of painful consequences.
>Also certain selected locations seemed to only produce specific combinations of Adjunct features.
>Yes, there were Adjunct clans just because of that one specific factor.
>While it was rare, there had been cases where different location produced identical Adjunct features. In those cases such clans usually wouldn't view each other in positive ways.
>Adjunct features have no powers in themselves. Experiments where those features were surgically removed beared no impact upon their other abilities, and vice versa in the few observable cases that existed.

Ears:
>Sharp/Pointy Ears (Top/Side)
>Folded Ears (Top/Side)
>Floppy Ears (Top/Side)
>Curled Ears (Top)
>Extra (+2) Ears (Top & Side, can be various pairs of types)

Nose:
>Snout
>Flat
>Gills only
>Nose & Gills (types varied)
>Prehensile trunk

Eyes:
>Slitted-Pupil
>Dual-Pupils
>Compound (Internal or External)
>Rectangular-Pupil
>Color-Flipped

Mouth:
>Carnivore Teethes
>Herbivore Teethes
>Extended Tongues
>Elongated
>Pharyngeal Jaws

Limbs:
>Claws
>Tails
>Wings
>Webbed digits
>Reverse-Jointed (Arms/Legs/Both)

Skin:
>Boney
>Furred
>Wet
>Scaly
>Abnormal Shades

Other:
>Whiskers
>Spikes
>Tendrils
>Supernumerary body/Polymelia
>Horns
>etc.

Beyond "regular" Adjuncts there were "Completed" Adjuncts where their features fully resembled some mythical beings... And then there were "Aberrated" whose features just didn't match.

One Adjunct ability is gained per 2 features? With certain exceptions that require more/less or feature-unique?

Sample Completed known to exist in standardized form:

"Sub-Feline Phenotypes"
>Extra Ears (Human + Top Pointy)
>Slitted-Pupil
>Tail
>Claws

"Full-Feline Phenotypes"
>Pointy Ears (Top)
>Slitted-Pupil
>Snout
>Whiskers
>Carnivore Teethes
>Furred Skin
>Tail
>Claws

"Canine Phenotypes"
>Folded Ears (Top)
>Snout
>Carnivore teethes
>Furred Skin
>Elongated Mouth
>Claws
>Tails

"Triton Phenotypes"
>Gills
>Elongated Mouth
>Pharyngeal Jaws
>Scaly Skin
>Webbed digits
>Claws

"Pan Phenotypes"
>Horns
>Sharp Ears (Side)
>Rectangular-Pupil
>Furred Skin (Lower Body)
>Reverse-Jointed (Legs)
>Tails

"Minos Phenotypes"
>Horns
>Elongated Mouth
>Floppy Ears (side)
>Snout
>Herbivore Teethes
>Tails

"Angelic Phenotypes"
>Sharp Ears (Side)
>Dual-Pupils
>Herbivore Teethes
>Wings
>Abnormal Shades Skin (Alabaster)
(They're too heavy to actually fly)

"Asura Phenotypes"
>Carnivore Teethes
>Abnormal Shades Skin (Deep Red)
>Polymelia (Extra pair of arms)
>Claws
(Their additional arms get in the way of each other, so whatever advantage they have with 4 arms get cancelled out.)

*Note that even with same features, the appearances of those features can be vastly different for each Phenotypes.








Adjuncts have a non-removable R0-fort addiction, and should they step out of the slum, they suffer reactions similar to Usurper Syndrome. (Yes, it was possible to have a 0-contamination pt. Adjunct with no features. Scientists could not explain this yet though.)

Adjustment Syndrome

>Adjuncts must make this 40% check everytime they went outside beyond the slums. They would never gain immunity from it. Also make and record the hours it take at the same time.
>If they succeed in the check. Recheck every 24hrs until they failed.

A ) 0+ hour: Restlessness
B ) +d6 hour: + Increase jitteriness. Mild nausea.
C ) +d6 hour: + Low level migraine. Slight blurred vision. -1 all rolls.
D ) +d6 hour: + Low-level paraonia.All previous symptoms worsen.
E ) +d6 hour: + Short temper and violent. All previous symptoms worsen. Lost lowest action dice.
F ) +d6 hour: + Immunity System Comprimised. Coma. 20% Death check every d6 hours beyond.

Recovery from Adjustment Syndrome was 1 hour in Old/New Fort-area per hour spent outside. No recovery check necessary; On the other hand those hours were cumulative: An Adjunct who spent 30 hours outside without troubles, would still need to rest 30 hours in the Fort to clear those hours.
(eg. 30hrs out okay - 20 hrs fort rest = 10 hours owed. Next spent 6 hours out with Syndrome, by that time 16 hours Fort-rest would be required to clear that. Already affected syndromes advanced with increased hours and only reset after rest was completed.)
That was a big factor that impeded Adjuncts from going out amongst other reasons: If they spent too much time outside, even if they managed to prolong the duration of resistance somehow, there'll be hell to pay when they inevitably got the syndrome.

Adjustment syndrome would be reduced by New Moon (+6 hour before part Restlessness began when it started during New Moon.)









Sample mutations:[Possiblity 1?]
>Ecolocation
>Hover
>Slowfalling
>Acute Balance
>Acute Sight
>Acute Smell
>Acute Touch
>Acute Taste
>Paralytic Sweat-Gland
>Poisonous Sweat-Gland
>Minor Chamaleonism
>Padded Feet
>Tough Skin
>Omniflexible
>Contamination Tolerance
>Obscurosynthesis
>Photosynthesis
>Underwater Habitation
>Shredding
>Climbing Pads
>Direction Sense
>Home Sense
>Autotomy
>Poison Spray
>Ink Spray
>Napalm Spray
>Acid Spray
>Perfect Balance
>Lifting
>Webs
>Hibernation
>Unnerving Aura
>Mesmerizing


[Possibility 2?]
>Animal feature based, a combination of:
>>Feline(cat)/canine(dog)/bovine(ox)/Formicine(ant)/simian(ape)/murine(rat)/serpentine(snake)/ursine(bear)/vulpine(fox)/leporine(hare)
>>Eye/Nose/Mouth/Ear/Skin/Hair/Limbs/Body
>>An animal ability
>>A unique fort ability
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-10-01, 周六 21:46:37
Known Physical Anomalies in the Forts (collected by IARC):



>Size discrepancies: The Fort had always been known to be bigger than physically measurable even during the 1st Blackout era. For a location the size of roughly 10 soccer fields, there had been multiple recorded instances of huge spaces, and mostly straight paths that couldn't reach the end even after days of trekking, and apartment buildings with way more floors than it looked on the outside; After the 2nd Blackout, it had only gotten worse in the Old Fort area with no way to perform any reasonable measurements. While the New Fort area was better in this aspect, it was still measurably 2 to 3 times bigger than it should be.


>Concrete Growth: While it had only happened twice before, during both Blackout Incidents the Fort had been observed to "grow" additional concrete structures that filled up its roads and gaps. Its reason was never confirmed, but absolute darkness may or may not be a factor regarding this.


>Spatial Distortions: This was only observed in the Old Fort area, but there it was possible to have multiple spaces sharing one physical location, ie. if one room have multiple entry doors, opening each door to that same room would each open to a different space also existed in that location. And sometimes room locations might move around within Old Fort (re: "The Wandering Rooms" situation.) This was the main reason why mapping the Old Fort was no longer deemed possible.


>The existence of Revenants and Adjuncts and "Contaminants": Physical abnormalities and defects were not an impossibility in human birth, but phenotypical characteristics that Adjuncts shared might be possible to have them be classified as recognizable races within the human species, even if it might have been just mutations due to some unknown background radiation yet to be categorized by modern science.

The existence of so-called "Fort Contaminants" also shared similar aspects, though in this case they might just be victims of local diseases that cause mental health problems and infectious hallucinations?

As for Revenants... There were just no reasonably scientific answers yet. Was it actual resurrections of the dead or mass kidnapping and hypnosis? Or just a very good plastic surgeon? Only time would tell.

The Old Fort having its uniquely evolved flora & faunas might have something to do with this?


>Structural Invincibility: Only noticeable after the 2nd Blackout. All the metal, stone and concrete structures native to the fort were now completely unbreakable in any ways. Wooden and glass constructs would still break, but they would "recover" when nobody was looking? This was only limited to "native structures" though, as additions made by fort residents would not share that invincibility.


>Wormhole effects: Within the fort, sometimes a doorway might lead to a destination in the fort that was faraway elsewhere. It mostly only happened in Old Fort, though Old Fort-New Fort connections were occasionally observed. Such "shortcuts" were not necessarily permanent though.


>Wavejamming: All wireless electrical and airwaves would be rendered inert within the Fort and Slum areas. Simply put, any remote-controlled mechanisms, wireless internets, non-landline phones, radios, wifi CCTVs, etc. would become useless once they crossed into the Slums. Theories included the Fort having certain magnetic-like properties or something akin to lead, though that would not explain why the Slum also shared that property as well.


>Ballistic/Kinetic equalization: In the normal world, simple physics made it so that a normal punch would never be equal to the kinetic energy of bullets, and explosions would generally be even more powerful. Ever since the 2nd Blackout though, it was observed that the energy of ballistic weapons used within the fort area seemed vastly reduced to the point that a bullet fired might well have inferior wounding potential than an untrain punch by a child, even if all aspect of the bullet did not change.

(In game term: Outside of the Fort area, all damages have 傷害層級, and attacks with higher levels don't do HP damage, but Health Level damages.

Inside the fort, EVERYTHING does HP damage. So a bullet that would normally do 1d3 Health Level damages, now do 1d3 HP, which is the same damage as an untrained punch. Same for a 1d6 grenade that would now do 1d6 HP damage instead of just killing outright.

To use a gun in the Fort, there were a few specific requirements that must be met...)   

A portable version of laser/maser weapon was yet to exist to use in an experiment within the Fort, but those might possibly yield the same results as well... Either that or they might instead be effect by the Wavejamming properties of the Fort, as lasers were after all just energy waves.
(If different results were yielded, that could possibly lead to the theory of the Fort as a conscious or semi-conscious, decision-making existence, since that would mean something choose to allow one thing, but not another of similar properties.) (But what about Light waves from lights that worked fine unless a BLACKOUT happened?)



>"Supernatural" capabilities and the like: Scientifically measurable, quantifiable effects with no current theory to explain its existence (like the so-called Psychotronic and Subliminal abilities). Or creation that should otherwise be useless were in fact extremely effective. (For example, Emil's various dusts were all just one single type of simple chalk dust in analysis, but its numerous effects under observation made it undisputable that "something" did happen.)

>"Domains": It existed. It shouldn't have existed. There's no answer at all.

>"Tribals": Where did they come from? The Fort only went into its modern building form for about 80 years. There was simply not enough time to have divergent cultures developed, nor have a uniquely distinctive local ecosphere varied enough to be self-sufficient under current conditions.
(Solved?: There were proofs of an extensive natural underground tunnel system deep within Old Fort. Preliminary examination showed signs of habitations from multiple periods of history. Further expedition was deemed impossible so there wasn't enough evidence for an answer, but a theory was that it became a haven for various oppressed groups throughout the ages, den of thieves and pirates, and co-oped by the various garrisons during their separate occupations. Certain Deep Fort Tribals with less than average outside contact did in fact see the Fort as a weird cave system as well. And the eco-migration from Old Fort to New Fort had proved that its concrete expansion did not include the biosphere.)
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-11-10, 周四 15:18:55
Criminal Activities in the Fort District:

>Old Fort:
Crime-wise they were actually extremely low statistically speaking, as there were neither police to enforce the law nor census to collect.

For the deep-fort areas, they're usually tribal clans that were mostly xenophobic against outsiders. And for residents with ties to the outside, the old 區公所 still oversaw things in a relaxed grip, that as long as nothing catastrophic happened power struggles weren't really a problem.

Otherwise, disappearance was the major problem in the area. After that criminal productions and storage, wanted and escaped convicts, kidnappings, and "animal attacks" were frequent occurrences here.



>New Fort:
Most organized criminal activities that would affect the outside world were relocated here. With strong cartel presence whatever happened here usually wouldn't be by lone individuals unless they're either extremely brave and/or extremely stupid.

Casinos, Brothels and Drug dens of all classes and types. Smuggling. Trafficking. Fences. Forgeries. Cons and stings of all sorts. Gang Violence. Money Laundering. One semi-open group specialized in cybercrime. Contracted Killings. Most major types of crime would either occurred or be planned here, and the locals were so used to them that even if they weren't directly involved it's just background noises; On the other hand, incidents of petty crimes were very low since people in the area were usually armed, have zero qualms toward violence, and tend to go all the way.



>The Slum:
It was actually not that much different from the rest of the town. Low-grade variants of what's happening in the New Fort also appeared here, and there were high number of petty crimes in and around the area. On the other hand, having Daidao ready to overkill anyone who left the Slum, and 5th & Sundry pulling their Bad cop/Worse cop act within the Slum, nothing major got spilled out into the general district... Most of the time anyhow.



>The City:
They only faced what's normal for a booming international metropolis 29 times out of 30... Actually, they were safer and more peaceful on average, with the Fort District acting as both attraction and containment.

Once every month on New Moon though all the police and army would be on full alert, cause that's when certain people in the Fort got to get out. Most of them behaved themselves, or at least only restricted their dealings to those of the same elk. Once every few months though gas explosions and accidental infrastructural collapses tend to happen in a city with as much history as this one.
(Side note: Fort residents didn't use conventional weapons and equipment in the Fort, but that didn't mean they would be the same outside the Fort as well, as Project Henhouse had painfully learned. The Fort was a central hub for arms trafficking after all.)





主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-11-10, 周四 19:15:08
Variations & relationships between districts (1)
Old Fort vs New Fort:

Old Fort had always been a cluster of Chaos, an unknown and impermeable casket of unknown danger even before the Blackouts. The post 2nd Blackout Old Fort was even worse in that aspect. Previous building clusters had expanded and swamped to every crevice and roadway, leaving only tight corridors for travel. Previous distinction of Upper and Lower Tri-Corridors was completely buried, and previous residents of Old Fort who weren't fit for the new environment were remove one way or the other.

But the Old Fort had not increased in any physically measurable size at least on the outside, regardless of the new physical abnormalities it displayed. The previous roadways that marked the boundary of the original fort now became the moat that separate the boundary between Old Fort and New Fort.

"New Fort" was considered to be part of the Fort as they shared the same anomalies, but exhibited them in less severe capacities. In the new Fort area, even if the then smaller structures swelled up into the apartments block it became, they never swallowed the major intersections. So instead of one single lump of buildings like the Old Fort, there was multiple splitted building clusters that surround Old Fort.

As for other anomalies, unlike Old Fort where internal dimensions were no longer measurable, expanded spaces in New Fort were estimated to be roughly 2.5-3 times bigger than they physically should be. Also, unlike the Old Fort with intersecting physical spaces and wandering rooms, the physical dimension of New Fort was relatively stable and shifts rarely happened, making the mapping results usually accurate for most of the time.

Many of the native Flora & Faunas found in Old Fort were also slowly migrating to New Fort.

All in all, New Fort could best be described as a more stabilized version of the pre-2nd Blackout Fort, while the current Old Fort was a mess.

Fort Residents:

Current residents of Old Fort more or less have an affinity and/or resistance regarding the unusual. Nearly all Adjuncts and Revenants came from Old Fort, and hidden tribals that have apparently resided in the Fort for generations even before the Blackouts have their own established culture alienated from the outside. And the rest would be the toughest and strangest nuts that have problems living outside.

Residents of New Fort were closer to how the Fort used to be: The poorest and maladjusted. Those who ran away from the world and its laws yet still lived according to them, and those who dealt in ventures best described as shady in nature.

Even though 99% of known Revenants still first appeared in the Old Fort area, only a handful choose to stay there as their mentalities tend to be more Outside than Fort due to their nature.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-11-19, 周六 23:44:29
Variations & relationships between districts (2)
New Fort vs Slum:

While New Fort was one step away from Normality, The Slum was relatively mundane. Just like New Fort was the moat for Old Fort, The Slum was the moat between New Fort and the rest of the world.

The "Unusuals" that existed within the Fort could enter The Slum, and the rest of the world could experience a watered-down version of the Fort in a comparatively safer environment. - "Comparative" being The Slum was still a place filled with dangerous elements, many of whom affected mentally by proximity to The Fort. - Yet it would be difficult for each side to freely cross into the other.

Ignoring the effects of The Fort, The Slum itself was like any other Slums in the world: Places with high population density, generally lower average income & social standards, that have evolved its own set of rules. There were of course gangs and turfs and conflicts, but by and large it was still a place for people to live in. And unlike the indestructible walls of the Fort, slum buildings were still man-made and destructible for now, with the only abnormalities being the wave-jamming and the ballistic-equalizations.

Due to its nature, it was also a place that the government could cautiously exert a degree of control. Public Works buildings like School, Hospital, Post Office and a so-called Police Station existed, and did attract people of the Fort that used their services. That in turn helped the government to monitor the overall situations of the Fort and alleviate lesser problems before they happened.

Gangs in New Fort generally have underling groups in The Slums as well, though as most of them would have difficulties bringing out their full forces, Slum-only gangs did not have all that many disadvantages in most cases... With the exceptions of the 4 Cornerstones who held power even beyond the Fort and Slum.

Project Henhouse was much more active here than people were aware of. Outside of 5th & Sundry acting as stalking horse for all the hatred, Daidao's undercover agents and satellite gangs actively manipulated internal strife so that all excess energy in the district would be spent before they leaked outward, with the result of The Slum being a stealth battleground that was constantly changing ownership. That also contributed a large part to the local culture as well (or vice versa if one considered the history of the whole city).

While their numbers were few, over the years there have been Adjuncts that moved into The Slum as they found themselves unable to stay in Fort proper due to various reasons. Their populations currently numbered 387 (76 Regular, 23 Completed, 288 Aberrated), with another 19 verified and 2 unverified individuals frequently dropped by from the Fort. Of the 387, 5 frequently ventured into City proper for as much as their health allowed them, with no deviation from average Adjustment Syndrome. Socially speaking 352 of the residents managed to fit in well, with 16 even attaining higher standings within various Slum power structures.
22 of them were deemed potentially dangerous, and would require additional oversight.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2022-11-20, 周日 01:05:01
Variations & relationships between districts (3)
Slum vs City:

紅爐港 (Hung Loo Kong) was the official name of The City, with a population of 12 million, of which 1.5 million resided in The Slum in addition to the unknown number within the Fort.

The City had always straddled an important shipping lane that was one of the historically significant routes, a position it still retained even to this day. Other than its shipping venture, the high influx of goods and people from all around the world also created a locus of trade whether it be goods or ideas. All that also led to its constant chain of bloody conflicts and made it one of the few locations of the world like Galicia and Battambang that frequently found itself under new ownership. Though for a bigger part over the last century, the existence of The Fort in some strange way also helped it attained a level of independence just from nobody wanted to be the one to deal with it?

Historically The City had always been a hub of immigrants, and it only increased after the 2nd Blackout, where the area that made up of the Slum today have seen a 30-fold population expansion over the past 2 decades, almost all of them immigrants of varied legalities. Those residents also shouldered most of The City's basic level jobs few wanted to do: For example, 70% of Harbour-1's workers came from The Slum, as well as 60% of the city works, and 65% of the construction workers. Similar situation also applied to the service & production sector as well. That made The Slum an invisible yet important economic part of The City, and its residents were not the useless thugs as outsiders thought them to be.

While the average income level of the Slum was lower, that did not mean all of them were poor. In fact there were a number of people who utilized the cheaper real estate cost to better their situations, and there were those living in the Slum who have good careers in the city. Generally, it all came down to keeping one's eye open and knowing when and where to stay away.

Most regular citizens in The City had no idea they were interacting with Slum residents all the time. Their awareness of the Slum was pretty much identical to how people all over the world thought of Slums: A place to stay away from, filled with beggars, thugs and drug addicts, who never left their turfs. And unlike other Slums in the world, The City's government never tried to change the Slum nor people's view toward it. It was just safer to do so as nobody knew what would initiate a 3rd Blackout nor how bad that would be.

In terms of criminal activities, most of the normal criminals have ties to the Slum, but they were left to the regular police force. Project Henhouse only focused on criminals related to the less-than-normal parts of The Fort, and their excessive policing right outside of Slum boundary was actually more a show for the general populace to feel safe from their "savage neighbors". Regular crimes were just regular city happenings that only needed regular cops after all.

Project Henhouse was a jointed Police-Army venture under direct order of the central government, so The City had no authority over them. That was why they could operate freely in the grey and ignored city government at times.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2023-01-04, 周三 17:41:31
Lifepath (partial)

LP Gate:
>Base("Fort Bonus") (all+1)
>Background (+1+1)
-->>Detail  (+1+1) 
>Age Group (+1+1)
-->>Occupation (+1+1)
>Virtues & Vices
>Special (roll X+1 times)
>???Associations???

=================================================

Background: (d10 & d10, RoC)

>>>Origin: (d10 Chance) (PLANS Aptitude bonuses)
A) Old Fort (1)      (P,A)
B) New Fort (2,3)    (P,S)
C) Slum (4-7)    (N,S)
D) Outside (8-10)   (L,A)
-) Adjunct (Optional: Make another roll for 7+ after getting Old Fort result, or 9+ after New Fort result.)    (L,N)
(*Revenants just RoC as usual, but cannot also be Adjuncts. More precisely: New Fort (1), Slum (2-3), Outside (4-10).  )

----------


>>>Old Fort: (d10 Chance) (PLANS Aptitude bonuses)
A) Orphan/Unknown (1,2) (N,S)
B) Tribal (3,4) (A,N)
C) Cult/Coven (5,6) (P,A)
D) Poor (7) (A,S)
E) Gang (8,9) (A,S)
F) Old Residents (10) (P,N)

>>>New Fort: (d10 Chance) (PLANS Aptitude bonuses)
A) Orphan/Unknown (1) (N,S)
B) Poor (2) (A,S)
C) Cult/Coven (3) (P,A)
D) Gang (4,5,6) (A,S)
E) Old Residents (7) (P,N)
F) Escapee (8,9) (A,N)
G) Average (10) (L,S)

>>>Slum: (d10 Chance) (PLANS Aptitude bonuses)
A) Orphan/Unknown (1) (N,S)
B) Poor (2,3) (A,S)
C) Average (4) (L,S)
D) Gang (5) (A,S)
E) Escapee (6) (A,N)
F) Immigrant (7) (L,N)
G) Wealthy (8) (P,L)
H) Project-Related (9) (P,S)
I) Institution (10) (L,A)

>>>Outside: (d10 Chance) (PLANS Aptitude bonuses)
A) Institution (1) (L,A)
B) Poor (2) (A,S)
C) Average (3) (L,S)
D) Wealthy (4) (P,L)
E) Immigrant (5) (L,N)
F) Gang (6) (A,S)
G) Military (7) (L,S)
H) Influential (8) (P,N)
I) Specialist (9) (P,L)
J) Project-Related (10) (P,S)

-------------------------------------------------------------

Description:

Orphan/Unknown:           Lone individuals of no known origins (N,S)
Institution:           State/Foundations/Services adopted and raised (L,A)
Tribal:           Segregated and frequently xenophobic Fort Aboriginals (A,N)
Cult/Coven:           One of the numerous extremist believer groups (P,A)
Poor:           The destituted. (A,S)
Average:           Average by normal social standards in all aspects. (L,S)
Wealthy:           Fairly well off, but not millionaire-level rich. (P,L)
Gang:            One of the numerous violent and/or criminal groups (A,S)
Escapee:           Ran away and still being hunted (A,N)
Immigrant:           From foreign lands (L,N)
Project-Related:           Belonged to or associated with Project Henhouse (P,S)
Military:           Army, Ex-Army, Mercs, Armed Forces or professionals (L,S)
Influential:           Celebrities, Politicans, Holiness, (V)-tubers, Journalists, Writers, People with influences (P,N)
Specialist:           Scientists, Technicians, Teachers, Engineers, Mechanics, People who make and design and research (P,L)
Old Residents:           Generational, long-time Fort Residents who never severed ties with the outside. (P,N)

==================================================

>>>Age Group: (d10 Chance) (PLANS Aptitude bonuses)
A) Child 8-12 (1) (P,N)
B) Teen 13-19 (2-4) (N,S)
C) Adult 20-35 (5-7) (A,S)
D) Older Adult 36-55 (8,9) (L,A)
E) Senior 56+ (10) (P,L)



















(Cont. ?)
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2023-04-20, 周四 03:35:10
The Fort & its actual mechanisms of Contamination:






From a certain POV, everyone who would ever set foot in the whole slum area in the first place have already been "contaminated". The Fort itself was functionally both a natural attractant as well as deterrent, hence only people who were able to be contaminated would choose to venture in by their own free will.

Other than that though, fort residents were discovered to be more resilient against Contamination then expected: While vast majority of slum dwellers and almost all Fort residents would have at least a little bit of Contamination (equivalent to Rank 0), 87% of regional population never progressed beyond that.

Acquiring Contamination were not as simple as it seemed. The process was not based upon any behaviors nor edicts nor actions, but was in fact pattern-based: Simply put it was "a mental challenge that would bring the individual more aligned to one of the many unnamed proximities of the fort itself".

For example, thriving in vice or being a violent psychopath were well-known ways of becoming contaminated, but it was not due to the actions, but the "idea" that would lead to those results. There were plenty of sinners and murderers in the fort, but most of them would never "throw fireballs" and some such, as they didn't have the right "mental attenuation" in their sinning and killing.

(That said, extremely religious and/or ideological individuals tend to be more easily contaminated somehow. Maybe it was due to this that the Fort tend to have very few "true believers" as functional representatives to their various orders, as the more devoted ones almost always went rouge and cult after a while.)

Outside of the mental factor, local residents were likely more naturally acclimated to the Fort that they became "stabilized" to a harmless degree of Contamination. The requirement of being able to thrive in an environment was to be able to persist in it for long-term duration of course, and for Fort residents that was probably the ability to maintain Contamination.

Adjuncts would be an obvious example in Contamination-management. Adjustment Syndrome (and also low-level Fort Addiction) was after all just a "fish without water" situation. A contamination-acclimated physiology would of course need its basic nutrient ie. Contaminations.

And with the existence of Contamination-management another aspect of Contamination became apparent: It seemed that for the many cases of people who became "Fully Contaminated" only a handful of them every reached what was known as the "Fort-Contaminant level" listed under Fort Addiction Syndromes.

Anyone could become Fort-Addicted, but to advance in it one actually required the mixture of both "acclimation" and "resistance": Being used to Contamination just enough that it wouldn't destroy you outright, but also against it enough that it would slowly change you as you acquire more. Too stabilized and you wouldn't ever be more contaminated, too unstabilized and you would break way before you have enough. And above all you need to have the right mindset so that all those Contamination wouldn't go rampant.

Contaminated who did not exist in such "Goldilocks' State" could go Full-Contaminant as early as Fort-Addiction Rank 2, and their level of threat were certainly also proportional to how advance their Fort-Addiction had gone. A Rank 2 Full-Contaminated could be easily handled by well-prepared FCB teams, and a Rank 4 could be dealt with by planned Daidao operations at no hassle. Rank 5 would be the troublesome situations, but at the end of the day only true "Fort-Contaminant" were actual real threats... All of the above applied to situations where they were NOT encountered in the Old Fort environments of course. (As a rule of thumb, raise threat levels equal to 1 rank in New Fort, and 3 ranks in Old Fort.) 



Short estimates:
>87% of regional population never progressed beyond Fort-Addiction Rank 0.
>11% never progressed beyond Rank 2 or 3,
>"Fully Contaminated" did not equate to "Fort-Contaminant", and that could happen at Rank 2 and beyond.
>Full-Contamination threat level was Rank dependent.
>Very, very, very few people, far less than previously thought, had ever reached true "Fort-Contaminant". At estimate maybe fewer than lower four-figure in all of the Fort's long history. Then again there would be no way to verify this.





(All PCs were automatically capable of becoming Fort-Contaminant, as their minds were inherently foreign entities abnormal to the world by deafult.)
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2023-04-26, 周三 09:56:40
Specialties (d100. All even results except #100 = no specialties)

01)  You have a minor Fort creature (Rank 1d3) as a pet.
>It is only guarantee to not harm you yourself alone, and have a very limited intelligence & temperament (depending on type) to understand and/or follow your words and orders. As general rule of thumb, you can trust your "pet" for about as much as a strayed hyena who insisted on following you.
(Character's lowest possible Contamination = Rank 1)


03) You can use one LV1 Psychotronic ability's one specific power for free. (No Contamination cost)
>You still don't have that ability and must acquire it normally, but if you do you get a +1 bonus where applicable to that power in addition to cost=0.
(Character's lowest possible Contamination = +1 Point.)


05) Each scenario the first Subliminal You used will not fail
>You still cannot specify targets.
(Character's lowest possible Contamination = Rank 1)


07) You have unnatural beauty that drove some insane
>+2 for rolls related to appearance. Critical success and fumbles mean that person cannot give you up no matter what.
(Yes, this is NOT Contamination-based.)


09) You are half the size you should be.
>HP/rank minus 1 point. You can enter and move in tiny enclosed and restricted spaces freely.


11) You are unaffected by the flow of the Forts.
>Background situational/environmental factors of the fort have no effects on you be it positive or negative.


13) You are closely tied to a faction.
>You get more help from them, but that familial tie can also hurt you in other situations.
 

15) You were once closely tied to someone who turned Fort-Contaminant.
>It might not affect you at all... Or it might've changed your whole world. Anyhow it would be unlikely for you to ever see the other "person" ever again.


17) You naturally generate Contamination
>Contamination Bar points *2. +1 Contamination point per scene and per day.
(Character's lowest possible Contamination = Rank 1)


19) Roll 2 more times
>There's no upper limits


21) Damned luck
>Your fumbles  are critical successes. Other's fumbles always target you regardless of original intention.


23) Sinner
>+1 Vice


25) Saint
>+1 Virtue


27) Digger
Your bare fleshes can damage Fort structure.
>Only to the extent of how effective fleshes are against structures. Not effective with held objects. So unless you can make your hands tougher than concrete this is probably not very useful.
(Fort creatures target you as a priority.)


29) Tracer
You are aware of the more dangerous half the hidden traps and natural dangers around you when in the Old/New Fort area.
(Character's lowest possible Contamination = +1 Point.)


31) Great Sinner
>All the Virtues you should have are added to the number of Vices. You don't ever get Virtues. You don't suffer Vice-related penalties.
(Your Contamination Bar is halved.)


33) Great Saint
>All the Vices you should have are added to the number of Virtues. You don't ever get Vices. You don't suffer Virtue-related penalties.
(Your Contamination Bar is halved.)


35) Adjunct feature +1
>You might not be an Adjunct, but regardless you have one extra (maybe random) Adjunct feature that you shouldn't have.
(Character's lowest possible Contamination = +1 Point.)


37) Bonded/Cursed tool
A simple, mundane tool that always comes back to you when you don't notice, regardless of whatever happened to it.
(Character's lowest possible Contamination = +1 Point.)


39) Roll 2 more times
>There's no upper limits


41) Filled with Soul
>Your Maximum Soul Point +3


43) Hidden Relation
>You're related to someone you didn't know about, usually in a bad way. Leave this blank, and it might never even come up in-game.


45) Relive?
> You are not Revenant and will never become Revenant, but if you ever "died" within Slum/New/Old Fort you have a 33% chance to vanish and then come back later in a more convenient place. You won't know what happened between your "death" and reappearance, nor the how or why, or if you are even "you".
(Wait a minute, this is NOT Contamination-based???)


47) The Syndromes affect you much slower
>Syndrome effect timespan *2. Recovery time remains at *1 level.


49) The Syndromes affect you much faster
>Syndrome effect timespan halved, but you also recovered just as fast.


51) Darkness effects won't target you as long as there are other targets around.
(Character's lowest possible Contamination = +1 Point.)


53) You are slightly more contamination-resilient
>Contamination Bar points +1.


55) Someone powerful owed you a debt that they cannot refuse to repay.
>What might happen after they repaid it is another matter altogether.


57) You have established another identity that nobody else had known about.
>That identity is also safe from exposure as long as you don't actively try to expose yourself or do something too drastic with it.


59) Roll 2 more times
>There's no upper limits


61) you have access to resources that you've saved or inherited.
> +## EXP


63) Contamination - Synchronized
>Character's Contamination Bar is halved, and lowest possible Contamination = 1 Point regardless of other +pts/ranks in effect. However, usual restrictions regarding Contamination points removal do not apply to this character. So as long as s/he has enough resources and does not go full Fort-Contaminant, he can reduce his Contamination from Rank-5 Max all the way down to 1 point anytime s/he wants.


65) You are twice the size you should be.
>HP/rank add 1 point. You can have problems entering regular-sized openings, and most areas within the Fort would be exceptionally restrictive for you to move about. And you have no chance of entering any small spaces/openings.


67) You are unnaturally tough.
>The Fort's HP-equalization effect works on you even when outside
(Character's lowest possible Contamination = Rank 1)


69) You are unnaturally healthy
>Immune to natural negative effects, poisons and diseases.
(Character's lowest possible Contamination = Rank 1)

 
71) You have additional insights reading others
>+2 to rolls in social-type checks.


73) Killing reenergized you
>Killing 5 lives would give you an effect equal to a full rest.


75)Passage
>In the New/Old Fort area you always know where an exit is, even if there isn't one or shouldn't be one.
(Character's lowest possible Contamination = +1 Point.)


77)You heal faster
>+1 to all healing effects.


79) Roll 2 more times
>There's no upper limits


81) You're skillful.
>1 bonus skill at LV3
 

83) You know a bit of everything in a field.
>Get all skills in one category at LV1, though for skills that need specifications you only get one of them.


85) You know a bit of everything, but master of none.
>You have all skills at LV1, but you can only ever raise your skills up to LV2, and do not get expert bonuses.


87) You were trained by a master.
>You get one martial arts style at LV2. It does not count towards EXP-increases for martial arts progression.


89) You are attuned to enclosed spaces.
>You get +1 bonus whenever you're completely enclosed in room and corridor type spaces completely cut off from outside.


91) You are completely immune to syndromes and contaminations
>You have no Contamination stat AT ALL. This takes priority over everything else Contamination-related on this list and game.


93) You have a natural aura of repulsion that makes people unable to get physically close.
>When people can see your skin, they must make a will-related check every round to be within 10 meters or interact with you. Only actions they don't need to check on are ones that are related to harming you.
(Yes, this is NOT Contamination-based.)


95) You can pinpoint all usages and activities that are Fort/Contamination-related nearby.
>Within 100m. Directional.
(Character's lowest possible Contamination = +1 Point.)


97) You naturally have a sickness that is functionally identical to 3rd-Stage Fort Addiction Syndrome (The one listed under Addiction Rank 4, and the effect encompassed only the 7-day described within that one entry)... But isn't.
>It is independent of the regular Fort Addiction, and hence cannot be treated using those methods but the basic timed recharge, making this incurable. Also getting the regular version will not make you any worse though.



99) Roll 3 more times
>There's no upper limits


100) Remove all specialties you've gained up to this roll.
>Keep rolling if you still have rolls left after this.
>You can just leave it as is, or you can try to come up with a great excuseexplanation on why you lost it. If everyone in your group likes what you come up with, you get one roll back for every 3 or less specialties you've lost.
>Repeat when necessary.






*If effects are mutually exclusive, unless stated otherwise either cancel them out, or come up with excusereasons that allow them to coexist. If everyone in your group likes what you come up with, you can let them be.

*For "Contamination = +1 Point" and "Contamination = Rank 1",
The "Contamination = +1 Points" are additive meaning you add them together for the final total.
For "Contamination = Rank 1s" they are minimal, meaning that your lowest starting Contamination Rank is at Lv1 one no matter how many of it you have.
Either way you won't be able to reduce them below that starting value no matter what you do later on.
For easier bookkeeping, regardless of how many +1 you get, if you have enough to fill one rank, or have one Rank=1, just go with "Starting Contamination Rank 1" without doing all that math.

主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
作者: Mounrou2023-04-29, 周六 17:35:02
Older Factions Before the 2nd Blackout vs now:

 
>下三層
Don't really exist anymore. It is currently a densely packed corridor that got squeezed in during the 3nd Blackout. It is still the place where "Old Fort Residents" who kept contact with the outside world live, but its not a place people can easily visit anymore. It essentially got merged with 上三層 and the powers that be (mostly just 參寥館) and became another, albeit more modern, tribal group within the Fort
  

>街坊會/參寥館
They're known as 區公所 nowadays. It's more an extension of 參寥館 and act as a bridge between Old Fort and the rest of the world. They still hold key locations and services (忠靈館, Shrine of Sand, wells, inter-Fort trade houses, etc.) that are absolutely vital to the rest of the Fort though, so they're not as weak as they want themselves to look like.


>黑海國際
After the 2nd Blackout they've largely retreated from the Fort, as it has gotten both too dangerous and that guns have become irrelevant here, and for an international mercenary group its bad business if your soldiers for hire lose their instinctive fear of the guns. Currently they only hold a small office for the few who're stuck here for life.


>童龍幫
Absorbed by the educators (especially Hestome's "Special Subjects Scholarship"), Watercat, Noteworthy Press and IARC, all of whom offer various ways to make a living for children of the Fort. The old 童龍 members who survived have all grown up and are now the owners of one of the 4 cornerstones.


>萬幻亭
Disappeared?


>KuroMew Cafe
Lost in the 2nd Blackout. All but one member (who weren't Fort Resident at the time) MIA.


>Wild Setter
Dispersed after the 2nd Blackout.


>五社共盟
Lost in the 2nd Blackout.


>蛇尾幫
Mostly ran off. Splinter factions have become various gangs in the slum.
獅王蔡 is a prominent member of the district council now, and nobody ever talk about the 4 lions he have as pets in his huge private villa, or his ties with the gangs that might be deeper than a government official should have.


>其他勢力團體
Lost or dispersed.
   
 
>鬼牢鬥技場
Now a partner of one of the 4 cornerstones and 大校場 and is making big money doing infamous underground broadcasts.
主题: Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation (& question)
作者: Mounrou2023-10-16, 周一 08:05:18
 Right, fluff-wise I think most of the essential stuffs are done? (I just have some bits about Project Henhouse & The 4 cornerstones & some vista stuffs left unposted.)

So, world-wise and limited to the scope of the Fort alone, is there anything non-mechanical fluffs that I've missed? (The regular ways everyday NPCs make a living? ... It's slightly mentioned already, and do I need to go that far? Maybe I should do something about tribal life... Detail info about EVERY factions...  As if I have a reason for going that far... !!!=_=\ )

...That is, if anyone's actually reading this. Anyhow. v=w=v. )