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Trinity:City Mechanics
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=Disasters= A "disaster" (as per the attribute) is any negative effect on the city that is not already covered by another attribute; that is, it represents natural disasters, negative outside effects on the city (such as an attack), and similar. Disaster has an immediate effect on the city, namely on Resources, Content, and Infrastructure. These effects then propagate throughout the city, causing rather extensive damage throughout the system. More severe disasters may completely cripple if not outright destroy smaller cities. After a disaster occurs, the Disaster attribute is gradually reduced over time, based upon the city's Command and Resilience. Disaster goes down at a rate equal to the city's Command modifier every day (therefore, a city with a negative Command modifier suffers ever-increasing effects from a disaster, due to poor leadership). In addition to that, every (5 - Rel mod) days, the city can further reduce the damage from a Disaster, though this is more initiative on the part of citizens than leadership. As such, the effect requires what amounts to a Fortitude save: the city rolls a d20 + Rel mod + Defense, and consults the following table. '''Save Result''' 10 - 15 Negligible (1d4) 16 - 20 Minor (1d6+4) 21 - 25 Average (1d8+10) 26 - 30 Major (1d12+18) 35+ Critical (1d20+30) Any result above a 10 indicates that the city has had some measure of success in recovering from the disaster; reduce the Disaster attribute by the indicated amount. In addition, this recovery causes the populace to lose some amount of faith in its Leadership (as they are being ineffective, if the city has to resort to these extreme measures), and Leadership suffers a decrease equal to 1/4 of the decrease in Disaster. Unlike normal increases and decreases, if the city makes a "Fortitude save" against a Disaster, the benefits of doing so do not propagate through the city at the same rate: halve the link strengths of all links from Disaster. [[category:Trinity]]
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