New Threat and Treasures: Special Rules for the Pennsyltucky Wasteland

🔧 New Threats and Treasures: Special Rules for the Pennsyltucky Wasteland! 💀

Howdy, survivors! Burt Rubber here again, trading my mic for a keyboard to bring you the vital intel you need to survive our upcoming Dystopia Rising LARP event in the brutal, beautiful Pennsyltucky wasteland.

We’ve seen some strange things pop up lately—new radiation signatures, weird shifting ground, and a whole lotta spooky silence. Our scouts have confirmed it: the ground itself is becoming unstable, and new dangers (and treasures!) are literally bubbling up from the dirt.

Get ready to adapt, because we’re introducing some chilling new event mechanics!

The Ground is Breaking: Zone of Mechanics

When the earth decides it’s had enough, you’ll hear the terrifying call: "Breach!"

This is not a drill, folks. When a Staff Member makes this call, they are acting as the epicenter of a new, subterranean opening.

  • Zeds Emerge: The moment the call is made, zeds will begin to pour out from the ground, ripping their way up from the tunnels below. They're bringing the grime and the fight!

  • Loot Opportunity: The upside to a literal hole in the ground? Potential loot may be dragged up with the zeds from the tunnels. Keep your eyes peeled and your wits about you!

  • Fragile Earth: The zeds will continue to emerge until the breach is fully closed. Once closed, the area is still dangerous. The ground remains fragile, and there is potential for additional breaches in that same area for the next hour. Stick around at your own risk.

Sealing the Cracks: Closing an Active Breach

A Breach won't close itself. You've got to work fast to seal the earth before the hordes overwhelm your position! Here’s how you shut down a Breach:

Means of Closing the Breach

Requirement

Notes

Old-Fashioned Effort

30 Points of Damage AND 1 minute of uninterrupted role-play sealing the hole.

Get to the breach and start patching that thing up! You must role-play the closure for the full minute.

Pyrokinetics

3 uses of the skill.

Burn that hole shut!

Psychic Propulsion

3 uses of the skill.

Force the ground back together with your mind!

Ground Shatter

1 use of the skill.

The breach will close 30 seconds after the skill is successfully used.

The Ultimate Hazard: Drag Under

While a Breach is active, you need to watch your back—and your feet!

The Staff Member acting as the Breach may target a player and call: “Line of Sight, Drag Under, Overwhelm.”

  • The Effect: This signifies something massive, fast, and strong reaching up from the hollowed-out ground to snag you. The targeted player is considered dragged under the surface and is now in the terrifying tunnels below.

The Wasteland Scrapyard: CRASH SITE Mechanics

Not everything good comes from the ground; sometimes it just falls out of the sky—or off a cliff. We’ve identified a Crash Site: a wrecked, smoldering vehicle, twisted steel, and glass. It's a gold mine of salvage, but it’s sharp, hot, and incredibly dangerous to mess with.

The challenge here is spending careful effort to recover material without being injured or interrupted. Raiders are sure to notice you slowing down!

The Small Pile: Quick Risks, Quick Rewards

You’ll find Small Piles of sharp, twisted metal around the wreck. They're quick to check, but hazardous.

Action

Cost/Requirement

Result

Standard Check

Spend a use of Break or Salvage.

Check under the pile phys-rep to find either resources or a damage call (can be Precog’d).

Artisan's Safe Check

5 Mind and 1 minute of uninterrupted role-play.

Check the pile without being injured.

Trap/Disarming Safe Check

1 minute of uninterrupted role-play and 1 use of the skill.

Check the pile without being injured.

Small Pile Results: Could be loot or something nasty! Be ready for: Sharp bits (-5 dmg), Coiled spring and shrapnel (-AOE 5 dmg), Compromised compressed air canister (-AOE Knockback 3), or a Live Wire (-5 Body).

The Big Pile: The Grand Prize Salvage

The Big Pile is the main vehicle wreck—a huge mess of twisted scrap that needs serious effort to break down.

  • The Requirement: An Artisan or a Salvager must spend 15 minutes of uninterrupted effort to break down the wreck and reveal the goods within (Mechanical Auto Frame).

  • Time Reduction: Reduce the time by 5 minutes for every level of Artisan the player possesses, or by an additional use of Salvage. The minimum time is 5 minutes.

  • Ruin Engineer Bonus: Once the Big Pile has been fixed (broken down and the frame secured), a Ruin Engineer can spend 1 Resolve to additionally produce a Mechanical Gear System.

Remember, survivors: if you stop to salvage, you are vulnerable. Expect raiders to try and interrupt you, and even the nearby Small Piles can cause a distraction that costs you time and wasted skill uses.

This is a dangerous new wrinkle in our wasteland, survivors, but with danger comes the chance for glory.

Burt Rubber, signing off. Good luck, and may your engines stay fueled!

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