作者 主题: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation  (阅读 4453 次)

副标题: (2022, 1st draft, Eng)

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #10 于: 2022-11-10, 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.)





« 上次编辑: 2022-11-11, 周五 09:51:35 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #11 于: 2022-11-10, 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.
« 上次编辑: 2022-11-20, 周日 01:05:21 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #12 于: 2022-11-19, 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.
« 上次编辑: 2022-11-20, 周日 07:52:04 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #13 于: 2022-11-20, 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.
« 上次编辑: 2022-11-20, 周日 07:51:08 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #14 于: 2023-01-04, 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. ?)
« 上次编辑: 2023-04-26, 周三 10:03:00 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #15 于: 2023-04-20, 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.)
« 上次编辑: 2023-04-20, 周四 03:47:45 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #16 于: 2023-04-26, 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.

« 上次编辑: 2023-05-16, 周二 15:19:06 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation
« 回帖 #17 于: 2023-04-29, 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.
« 上次编辑: 2023-04-30, 周日 03:16:51 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

  • 版主
  • *
  • 帖子数: 1479
  • 苹果币: 0
Re: [Fluff][Notes]鬼牢寨2e - 鬼牢Saturation (& question)
« 回帖 #18 于: 2023-10-16, 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. )
« 上次编辑: 2023-10-16, 周一 08:08:01 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )