Difference between revisions of "Ash and Bone (A Other Dust Adventure)"

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Despite the constant issue of the unnatural plant growth. The farming community here has learned the best ways to deal with the local land and productive ( if primitive ) farms are lain out around the outskirts of the village. With a small, healthy following of hunters and light scavengers as well prowling the wasteland. Surplus food is sold onto traders who sell it again on to the nearby town of Digger Springs. A rough mining town set up some 40 years prior amid the mud flats by a gang of raiders who settled down in the aims to dig out the treasures of the lost city deep below the mud flats.  
 
Despite the constant issue of the unnatural plant growth. The farming community here has learned the best ways to deal with the local land and productive ( if primitive ) farms are lain out around the outskirts of the village. With a small, healthy following of hunters and light scavengers as well prowling the wasteland. Surplus food is sold onto traders who sell it again on to the nearby town of Digger Springs. A rough mining town set up some 40 years prior amid the mud flats by a gang of raiders who settled down in the aims to dig out the treasures of the lost city deep below the mud flats.  
  
Rumors
+
'''Rumors'''<br>
 +
 
 +
July 6th<br>
 
*The Buckmillers and Cass families have been at odds more than ever. The former are a defacto family of mutants. Mostly associated by adoption. As highshined infants tend to be given to them to look after. Over half the family are mutated. The Casses believe all mutants should be outcast from the wider community. And make a brag about leaving their mutated young to fend for themselves in the woods.  
 
*The Buckmillers and Cass families have been at odds more than ever. The former are a defacto family of mutants. Mostly associated by adoption. As highshined infants tend to be given to them to look after. Over half the family are mutated. The Casses believe all mutants should be outcast from the wider community. And make a brag about leaving their mutated young to fend for themselves in the woods.  
  

Revision as of 03:52, 10 January 2017


A Other Dust supplement for Stars Without Number game. Following a group of friends either native or currently resident of the sleepy backwater town of Broketree in the Northeast American wastelands bordering the Bonelands region. This is using the namesake region in the main supplement and the factions presented within it as a base for the campaign world, as well as the map and region from the free adventure Grandfather's Rain. Albeit with customized and tweaked events to keep those who have read/ run either on their toes. This is also using community made upgrades system which lets you pick a perk from a long list as long as you meet requirements once per time you level. As well as ( should someone use it ) the option to play as a feral psychic, called the Deceiver class.

Other Dust rulebook
Grandfather's Rain free adventure
Deceiver class
Upgrades system
Map of the known world
Recruitment thread
OOC thread current
IC thread current
Travel map

The village of Broketree

Broketree

This relatively primitive farming village was formed in the aftermath of the scream. When a huge orbital storage depot hit the nearby city. The force of the impact not only released its water tanks in a flash flood but threw out a landslide of mud and dirt. Burying much of the city that in deep mud drifts that wasn't atomized by terminal force of the station striking the earth. Along with its reactors going critical. Combined with highshine nanite infestation. The forest stretching southeast of the city was transformed. The trees topped by the blast wave still standing infected with nanites and hardened with a blackened, metallic hardness. Petrifying the forest. but giving new lease to the mutated plant life. In the form of blackened, iron-hard briars and shrub land which encroaches on any land it can gain purchase upon. Which is a constant task of maintenance for the residents of the town tending their fields. Which makes up 2/3 of the working population's vocation. The locals are wary of outsiders and after a disastrous reprisal raid against bandits nearly 40 years ago killing most of the adults in the village at the time. The surviving populace has taken on a very pacifistic outlook. One of non interference. If bandits knew this true extent they'd likely have been invaded already.

Despite the constant issue of the unnatural plant growth. The farming community here has learned the best ways to deal with the local land and productive ( if primitive ) farms are lain out around the outskirts of the village. With a small, healthy following of hunters and light scavengers as well prowling the wasteland. Surplus food is sold onto traders who sell it again on to the nearby town of Digger Springs. A rough mining town set up some 40 years prior amid the mud flats by a gang of raiders who settled down in the aims to dig out the treasures of the lost city deep below the mud flats.

Rumors

July 6th

  • The Buckmillers and Cass families have been at odds more than ever. The former are a defacto family of mutants. Mostly associated by adoption. As highshined infants tend to be given to them to look after. Over half the family are mutated. The Casses believe all mutants should be outcast from the wider community. And make a brag about leaving their mutated young to fend for themselves in the woods.
  • The Xia family on the south side of the village are having hard times. They are one of the newer families in town and have sunk all their resources into laboriously clearing new land to farm and tend to. The problem apart from the tough, overgrown land though is the activity seems to have attracted mutant wildlife that keeps attacking them. The fauna seem to always be wildly mutated and unnaturally aggressive. Even by wasteland standards.
  • Lyken trading post. Vincent there is always looking for folk willing to take risks to help Broketree.

Bullseye Hotzone The Bulls eye hotzone was once purportedly an epicenter of a major city in the time of the mandate. Sections of it are still buried wholesale around the edges. Which is why Digger Springs was founded 40 or so years back by bandits seeking a less ignoble life mostly. They mine the area for lucky strikes of untouched ancient sites to plunder.


Player Characters

Buck Ely | L1 Slayer | AC 4 HP 4 AB +2 | Rifle 1d20+3, 1d12+1 dmg
Saleh | L1 Speaker | AC 5 HP 3 AB +1 | Knife 1d20+2, 1d4+1 dmg
Tully | L1 Survivor | AC 4 HP 7 AB +1 | Knife 1d20+2, 1d4+1 dmg
?Hop | L1 Scrounger | AC 6 HP 3 AB +1 | Laser Pistol 1d20+2, 1d6 dmg

Mechanic references

General maximum travel time per day is 10 hours. 2 hours per hex of movement for mudflats, grassland, desert. 3 for Ironwood/scrub forest/ normal forest, wetlands. 4 for hills/hot zones, jungle, heavy forest. 5 for mountains, forested wetlands, Dense Jungle, 6 for forested mountains, 8 for broken lands,


Food and foraging
Every night characters gain 1 hunger and 1 thirst. If Hunger reaches 5 or thirst 2. Penalties result. Ending in death for extreme situations.
Foraging and hunting can be done once daily. Requires either 4 hours or 8 if they want a +1 to their survival roll.8+ difficulty, gain 1d3+survival rations
Alternatively. A hunting party can choose to roll a second survival roll in the same window. They gain 1d3+survival rations. But both sets of rolls outcome count as dirty.
Another option is to gain a +2 if they want to be more brazen about their hunt and not avoid danger. If they do so there is a 1 in 6 chance they encounter something nasty.

Water does not need foraged as long as the party are not in desert, hotzone, badlands etc or circumstantial effects plague the quality of naturally found drinking water.