Active Plot Mechanics

Active plot mechanics involve current events at Dystopia Rising Events. They may be related to ongoing effects, economics, or other elements not tied to a specific location.

CAPs

Players may use New York-specific CAPs (Community Action Points) to purchase Blue Plate Specials, G.O.G.O Gatherers and any local CAPs Calls (see below) simply by recording it on their sheet. Please see this blog for more details.

Creature Comforts

These are items which represent simple life comforts and must be physrepped. Players may turn in 10 creature comforts at Ops and submit an action request to develop ZOM which will last for one year. The ZOM must incorporate the 10 creature comforts and their physreps into their design. After one year, players may turn in 5 additional Creature Comforts to extend its expiration another year.  

Eating Raiders or Tainted

A character who uses the Gorger advantage on a Raider or on members of the Tainted strain gains stage one Bad Brain. At the staff’s discretion, non-mechanic consumption of such flesh may result in gaining the disease as well.

No More Room In Hell

Whenever a lineage’s bleed out ends and results in a death (whether via the standard 5 minute period or cut short due to a killing blow or similar effect) that character lies on the ground dead for 30 seconds instead of the standard 10 minutes. At the end of the 30 second period that character is considered beyond saving for the purpose post death skills and effects (such as Master Faithful Will) and instead rises as an Undead. During check in you will receive a sealed paper with the stats and mechanics for your character’s zombie in the event that they die during the course of the weekend. This paper is to remain sealed until the character has died and the 30 seconds have passed. If you check in with multiple characters, each one will have their own undead mechanics. Players who prereg and check in for the weekend in advance will receive undead based on their character’s spent build. Once you zombie has been killed, you then sink and head to Ops where you will be given your gravemind scene as per usual.

PFA Teachers

At the discretion of the person learning a PFA, they may have a player-character teach the PFA. Please see our announcement for more details, and follow these basic instructions.

  • The person learning the PFA must still submit an action request and request a player-character teacher.

  • Players must find their own teachers.

  • If a player agrees to teaching another player a PFA, they cannot have the other player “fail the lesson.” Do not gate-keep the PFA.

  • You must meet all other requirements of the PFA.

Purple Glowsticks

NPCs with purple glow sticks can only be seen by PCs who either have a fracture, have Bad Brain, or are part of a specific plot.

Requiem Masks

Characters wearing a functional facemask (a mask that fits to your face and covers your nose and mouth) gain 2 armor. If the mask is genre, this increases to 5 armor. These armor points stack with your other armor. A successful Break Armor will break both your regular armor and the additional armor from your mask. Requiem masks are considered repaired when you repair your normal armor, or can be repaired with 10 minutes of role-play by any character (no skill required).on their own. If you plan to disguise at the event, be sure to have an extra mask.

Research in Requiem

As the primary method of research, players may use the Research in Requiem local mechanic to ask the staff an open-ended question. To do so, a group of no less than four players may devise a research goal, go to ops, inform the staff they’re doing “Requiem Research” and ask their question. Then, they role-play doing the research. For example, If players want to learn more about the Gravemind, they might create non-mechanical sampling tools, then spend time role-playing observing and taking samples at the morgue. Afterwards, players should return to Ops and explain what they did. Depending on the nature of the research Ops might have information available within the next Twelves, or may ask players to submit an action request to receive information at a later date. The quality of information depends on the number of people involved, the depth of the role-play, and the skills, lores, and items used. Some questions might require multiple months of research.

Unique Calls at DR:NY

A unique call is a local mechanic that you may hear during the game. Generally, they represent a special ability of a creature that it uses against a target.

CAPs Calls

These calls may be made by players using CAPs (Community Action Points). They must be recorded on the front of the character’s sheet after use. See this blog for more details.

  • JUST SAY NO - Once per event, if you’re an Aberrant and in an Area of Effect or By My Voice call that targets Aberrants or does Aberrant Bane damage, you can spend 100 CAPs and call “Just Say No.” For that purposes of that one effect, you do not count as Aberrant.

  • NOT TODAY - Once per event, if you are using a crafting or gathering skill and are interrupted, you can spend 100 CAPs and call “Not Today.” Ignore the interruption, and take up to a 5-minute break from the task. As long as you return to using the skill within 5 minutes, you may continue where you left off.

  • NOTHING VENTURED - Once per event, if you use a combat skill and that skill is countered (i.e. your attack is Avoided) you can spend 100 CAPs and call “Nothing Ventured.” You regain the mind you spent to use the skill.

Challenge

​​You antagonize your target; who must target you with any attacks. This effect ends if anyone else attacks or does damage to the target, if you leave combat, or if the target cannot see you.  This skill does not force a target to engage in combat, it only forces them to target you if they do so. Challenge can’t be used under the effects of Choking Blow., and is countered by spending 5 mind and using Basic Social Influence.

Compulsion

Delivered by packet or area of effect, cannot be negated by Avoid or Mental Endurance.  The target will follow a single command until the task is completed, nullified (i.e defend someone who then dies), the compulsion is broken, or the end of the event. The target must complete the command to the best of their ability. The target is unaware of the specific command until they begin to act upon it, but will remember all actions taken.

Tangled

Countered by Avoid if delivered via a strike or ranged attack, cannot be countered by Balance. The target is stunned and cannot be moved from their current location, except the creature entangling it. Tangle can be ended by using the Break skill on mechanical cause of Tangled or by Proficient Malicious on the appendage of a creature that delivered the strike.

Unstoppable

Makes threat immune to all skills and items. The threat will respond with “No effect, Unstoppable” to a negated effect. Additionally all damage dealt to the threat is reduced to 1 damage and the threat will periodically respond with “Unstoppable.”

Zones of Mechanics (ZOMs)

A Zone of Mechanics (ZOM) is a mechanic tied to a specific location.

*Under Construction*

Local Rules Calls

Basic Enhanced Movement

When this skill is called, while the user takes their 5 steps for the rescue/escape portion of this skill they may not be targeted or attacked.

Murder

The Body modifier may be combined with the Murder modifier.