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away_teams_survival [2025/05/22 19:24] elindos |
away_teams_survival [2025/05/23 18:56] (current) elindos |
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+ | //Note: this section is a draft which can be updated at any time.// | ||
+ | |||
+ | //This section uses rules related to the [[dice-pool|Dice Pool]] system. You can explore [[dice-pool|this section]] to know more about it.// | ||
+ | |||
=== Away Teams: Survival === | === Away Teams: Survival === | ||
Away Teams follow a **Survival and Progression** system instead of the **Rest and Contribute** system of Colony Teams. | Away Teams follow a **Survival and Progression** system instead of the **Rest and Contribute** system of Colony Teams. | ||
- | Survival and Progression means they must first roll for survival, as a team and as members, then be able to score Progress toward their objectives. | + | **Survival and Progression means they must first roll for survival before they are able to score Progress toward their objectives.** |
This article will cover the Survival Test. | This article will cover the Survival Test. | ||
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Current Survival Difficulty is first estimated from sector difficulty ((''Sector Difficulty is actually local to current Sector and inherited from the global Region Difficulty. It represents the current landscape and harsh environment of this sector. It is to consider as an attribute of the permanent landscape, not something to be present on a day and then not on another. Some construction efforts by engineers can permanently lessen a Sector Difficulty.\\ '')) added to climate difficulty ((''Climate Difficulty is related to day/night cycles, wind and weather, temperature, comfort, visibility, season and planetary cycles, all seen as temporary environmental factors which also affect the difficulty of living there and moving through that environment. Climate Difficulty can change at any time, but its value if present can also be lessened thanks to armor modules and equipment. | Current Survival Difficulty is first estimated from sector difficulty ((''Sector Difficulty is actually local to current Sector and inherited from the global Region Difficulty. It represents the current landscape and harsh environment of this sector. It is to consider as an attribute of the permanent landscape, not something to be present on a day and then not on another. Some construction efforts by engineers can permanently lessen a Sector Difficulty.\\ '')) added to climate difficulty ((''Climate Difficulty is related to day/night cycles, wind and weather, temperature, comfort, visibility, season and planetary cycles, all seen as temporary environmental factors which also affect the difficulty of living there and moving through that environment. Climate Difficulty can change at any time, but its value if present can also be lessened thanks to armor modules and equipment. | ||
- | '')). This gives a value of usually 3 or 4, meaning you should beat 3+ or 4+ with at least one die of your entire dice pool to succeed against it. This value can also go further up. | + | '')). This gives a value of usually 3 or 4, meaning you should beat 3+ or 4+ with at least one die of your entire dice pool to succeed against it. This value can also go further up especially in case of bad weather. |
3. | 3. | ||
Away teams have a Team Situation which starts at 100 points when they leave the colony. This Team Situation will deteriorate. Deterioration is determined by testing the team basic pool against the difficulty mentioned above. This test does not affect Resilience. ((''Every day, Teams lose 15 points in Team Situation ; this is called the Situation Drain. They can compensate against it with a basic team test against the current difficulty. Every success in the team test will reduce the situation drain by 3 points. As five successes is the big maximum of this roll, a very lucky team could very theorically stay a very long time outside by reducing Situation Drain to zero repeatedly. But such luck cannot happen (unless in very easy sectors to begin with), but also that's without taking events and supplies into account. In real life in EXODE, a good team will be able to remain 10 or more days in the exterior and a bad one 6 days or less. It can be less days in case of events.'')) | Away teams have a Team Situation which starts at 100 points when they leave the colony. This Team Situation will deteriorate. Deterioration is determined by testing the team basic pool against the difficulty mentioned above. This test does not affect Resilience. ((''Every day, Teams lose 15 points in Team Situation ; this is called the Situation Drain. They can compensate against it with a basic team test against the current difficulty. Every success in the team test will reduce the situation drain by 3 points. As five successes is the big maximum of this roll, a very lucky team could very theorically stay a very long time outside by reducing Situation Drain to zero repeatedly. But such luck cannot happen (unless in very easy sectors to begin with), but also that's without taking events and supplies into account. In real life in EXODE, a good team will be able to remain 10 or more days in the exterior and a bad one 6 days or less. It can be less days in case of events.'')) | ||
- | 4. Team Situation can never get below 0. If Team Situation ever reaches 0, then the Team immediately becomes LOST ((''Being LOST is a status the team can never recover from on its own, it will need another team to Rescue them.'')). | + | 4. Team Situation can never get below 0. If Team Situation ever reaches 0, then the Team immediately becomes LOST ((''Being LOST is a status the team can never recover from on its own, it will need another team to Rescue them. However even if the team remains LOST there are options for characters still with Stamina left to act. If a character is member of a LOST team but has Stamina left, and if no other away team exists at colony, then this character has chances to decide to get back. If he does, he becomes separated from the team and won't be rescued if the team is rescued. If he separates, he also must make a survival test agains the difficulty; if successful, he can make as much progression toward the colony as his Speed Skill result.'')) |
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5a. | 5a. | ||
- | Teams in GOOD STATUS are not stranded or lost. They can continue with their members Survival tests. | + | Teams in GOOD STATUS are all teams which are not stranded or lost. |
+ | |||
+ | They can continue with their members Survival Phase. | ||
=== Being STRANDED === | === Being STRANDED === | ||
5b. | 5b. | ||
- | If the team is STRANDED ((''STRANDED is a team status which usually occurs when some members are at zero Stamina and other members also fell at zero Stamina after trying to carry them over. This status means the team can no longer score any Progression and will need to be rescued. However, the team is not LOST, so they will not have to roll for injuries or disappearance from colony radar. A Team can remain Stranded as long as they can keep their Team Situation relatively high, because once their Team Situation is low then they are at risk of failing their roll and end up LOST.'')) then it must test its Team Situation against current difficulty. | + | If the team is STRANDED ((''STRANDED is a team status which usually occurs when some members are at zero Stamina and other members also fell at zero Stamina after trying to carry them over. This status means the team can no longer score any Progression and will need to be rescued. However, the team is not LOST, so they will not have to roll for injuries or disappearance from colony radar. A Team can remain Stranded as long as they can keep their Team Situation relatively high, because once their Team Situation is low then they are at risk of failing their roll and ending up LOST.'')) then it must test its Team Situation against current difficulty. |
- | If it misses on that test, the team will become LOST instead of STRANDED ; current day will continue with members survival tests, but following days will force a LOST survival sequence first. | + | If it misses that test, the team will become LOST instead of STRANDED. Current day will continue with members survival phase, but following days will force a LOST survival sequence first. |
=== Being LOST === | === Being LOST === | ||
5c. | 5c. | ||
- | If a Team is LOST this will reduce the level of clear communication the player receives from it, with every information having to be tested by Team Communications first. | + | If a Team is LOST this will reduce the level of clear communication the player receives from it: every information will first have to be tested by Team Communications first. |
It also immediately forces all its members to roll against Injuries and against Disappearance from colony radar. | It also immediately forces all its members to roll against Injuries and against Disappearance from colony radar. | ||
- | Once done, the system can move on with regular member survival tests. | + | Once done with these tests for all members, the system can move on with regular member Survival Phase. |
\\ | \\ | ||
\\ | \\ | ||
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6. | 6. | ||
Every Member loses 2 Stamina + 1d6, +1 for every consecutive days the Away Team has been away.((''If we take 70 Stamina as a average for a character, and they don't recover their Stamina, they have enough Stamina for about 7 days or more. The main risk of falling at zero Stamina is that you have then to be carried over by other teammates, and once they are also at zero Stamina, the team becomes STRANDED.'')) | Every Member loses 2 Stamina + 1d6, +1 for every consecutive days the Away Team has been away.((''If we take 70 Stamina as a average for a character, and they don't recover their Stamina, they have enough Stamina for about 7 days or more. The main risk of falling at zero Stamina is that you have then to be carried over by other teammates, and once they are also at zero Stamina, the team becomes STRANDED.'')) | ||
+ | |||
+ | === Supply Run === | ||
7. | 7. | ||
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The supplies from Supply Run are then added as Base Supplies to the team storage. | The supplies from Supply Run are then added as Base Supplies to the team storage. | ||
+ | |||
+ | === Eating === | ||
8. | 8. | ||
Then character will see if the team has supplies. | Then character will see if the team has supplies. | ||
- | He will try Base Supplies first, then if none are available, he will start eating Team Rations.((''The player can also reverse that priority by making sure members start eating rations. Note however that Base Supplies have 10% risk every day for every unit to become spoiled and be lost. Travel Rations cannot spoil that way.'')) | + | He will try Base Supplies first, then if none are available, he will start eating Team Rations.((''The player can also reverse that priority by making sure members start eating rations instead of base supplies. Note however that Base Supplies have 10% risk every day for every unit to become spoiled and be lost. Travel Rations cannot spoil that way!'')) |
Eating consumes one unit. | Eating consumes one unit. | ||
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Eating Travel Rations restores as much Stamina as planned by the effect of that ration, in addition to removing FAMISHED status. | Eating Travel Rations restores as much Stamina as planned by the effect of that ration, in addition to removing FAMISHED status. | ||
+ | |||
+ | === Famished? === | ||
If no food unit can be found for that character, the character becomes FAMISHED and loses 10 Stamina. | If no food unit can be found for that character, the character becomes FAMISHED and loses 10 Stamina. | ||
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If a character was already FAMISHED before, this adds one consecutive famine day. Instead of losing 10 Stamina, the character loses as much Stamina as (10 * number of consecutive Famine Days) | If a character was already FAMISHED before, this adds one consecutive famine day. Instead of losing 10 Stamina, the character loses as much Stamina as (10 * number of consecutive Famine Days) | ||
+ | === Needs Help? === | ||
+ | |||
+ | 9. | ||
+ | Once character ended his food cycle, system will check if he is at negative Stamina, meaning if he lacks Stamina to compensate for the loss. | ||
+ | |||
+ | If he is, this character will try to find a "Helper" with positive Stamina in the team. This Helper needs to have enough Stamina to help and still be positive in Stamina after. | ||
+ | |||
+ | If found, that Helper will lose double the negative amount of Stamina +1 point, and then the original character will be restored at 1 Stamina. | ||
+ | |||
+ | If no helper is found, the team becomes STRANDED, which will take effect in the survival phase of the next day. In addition, character will lose half of the missing Stamina in Health, and character is then put back to 0 Stamina. | ||
+ | |||
+ | If a character is at 0 Health or less, he is considered unconscious and into a coma. | ||
+ | |||
+ | Health will continue to go in negative (from famine or other elements) in order to keep track of his real condition. | ||
+ | |||
+ | Also, every day he will continue to search for a Helper, but in this status he won't participate to Supply Runs or any other action. If negative Health becomes as high as his positive maximum Health (for instance, a characer has 80 maximum Health and is now at -80 Health), then the character dies. | ||
+ | |||
+ | |||
+ | |||
+ | **This ends the team and character Survival Phase. | ||
+ | The team then continues to score its Progression!** | ||