Faction Focus: Mother’s Keepers
This month, in honor of our travel theme, our Faction Focus Friday will center a group called the Mother’s Keepers. The Mothers Keepers are a large band of Nomads and travelers that have taken responsibility for maintaining the Holy Mother Road as it passes through the Drylands. They fix the road when it breaks, keep it clear of threats, and ensure that it can be used by anyone who treats it with respect (and pays the toll).
They encourage travel and trade, as more drivers and vehicles traveling means less chance that the Wasteland will take back the asphalt. They will work with anyone who treats them as equals, from the Barrows Mining Company to Trinity’s Chosen, allowing for communication and infrastructure to flourish between settlements.
The Mother Road Keeps Us Together — The Mother Road is a holy symbol across the Wasteland, and the Mother’s Keepers are dedicated to making sure she’s well-maintained and available for travel. They keep her clear for trade, postal workers, and travelers making their way.
Home is Where You Find It — The Mother’s Keepers set up various bases and garages along the way, ensuring that they always have a place to park and hole up for the night. They keep the lights burning so that their drivers and other travelers know they can pull in for the night if needed.
Can You Own The Stars? — Mothers Keepers are an odd bunch, but keep to a simple principle regarding the Mother Road: they do not own her, they are responsible for her. While they allow travelers to pass through and can be hired for protection, they maintain peace and safe travels along the road with deadly fervor. Bandits, raiders, and thieves will find themselves pursued anywhere the War Buggies can drive.
Come tell stories with us…
Do you enjoy describing interesting and varied events to friends? Are you interested in engaging people in a rich world of creatures and characters? We’re looking for people to join our ST team, so maybe you might want to come do that with us!
To give you a little peek into who you’d be working with, we talked to our Storytelling Directors and pulled a few little details together.
Ed and Heather began telling stories together as players at DR:TX and were both part of the ST team there. Ed and Heather began working on DR:NM together sometime between September and October 2022, even though the first game of the chapter wasn’t until February 2023.
Ed Sampson (he/him) is a former ocean-dweller turned mountain man, a writer, and a dedicated couch napper. Most days you’ll catch him at the computer or in the kitchen, 6750 feet up in the mountains of New Mexico. His first tabletop RPG was in 2002, first larp in 2018, and first book was this year, 2023. He loves telling stories, either around a table with some dice, or out in the woods with weird friends. Telling of good stories, and watching people get involved and invested in them is his happy place.
Heather Boemler (they/them & she/her) is a secondary educator by choice and is able to teach any PK-12 core subjects (plus art). She happily lives in Central Texas and is passionate about nerdy and geeky things. Her first tabletop RPG was in 1995, first LARP in 2010, first college degree in 2011, and a Master’s degree in 2013. They began their DR adventure in 2016 as a player and put in extra work during the shut-down as huge set pieces and creatures in the virtual world TX wanted to build. They are especially interested in creatures, movies, music, video games, art, and immersive worlds.
Ed and Heather want to build something creepy and wild and wonderful with you, if you’re interested. The following list is what we are looking for in a potential storyteller:
You must be prepared to meet via Discord at 6 pm MST on Thursday for up to 60 minutes each week.
You must radically trust and assume the best in your fellow storyteller team.
You must be prepared to write and run your own content according to a settings document.
You must be willing to work collaboratively and professionally with your fellow storyteller team.
You must be willing to develop specialized training modules for new players and facilitate the Sunday morning shift on a rotating schedule where applicable.
You may run hybrid content for in-person and online play as assigned.
Your ticket will be complimentary and you will receive full experience points.
Did you still have questions?
If so, throw us a message at info@dystopiarisingnm.com, we’d love to hear from you!
T3:E1 Tales from the Asphalt
GET YOUR MOTOR RUNNING
Hello friends and neighbors! As the weather changes and the nights get longer, it’s time to hit the road. ANTHONY BARROWS, rake and general schemer, is getting hitched. The fantabulous CAPULIN MONTANA COLLECTIVE Family is welcoming young Anthony into their fold with pomp and circumstance fitting a major crime syndicate. Not wanting to be outdone, Barrows has invited ALL OF OASIS as his guests. There’s no way this could end poorly.
HEAD OUT ON THE HIGHWAY
For mechanics and storytelling, that means we’re LEAVING OASIS (don’t worry, we’ll be back). The wedding is taking place in LOS PERDIDOS, fabled Last Necropolis of the Drylands. A massive city of the Living and the Dead, LOS PERDIDOS is a hub of commerce, crime, and danger. It should be fun, but first we have to get there.
LOOKING FOR ADVENTURE
This Event will have a different approach. Online games allow us to do things we can’t do in In-Person games, like tell bigger, badder stories, fight giant monsters, and travel across the Wasteland. This month, a giant CONVOY is traveling across the Drylands from Oasis to Los Perdidos. There will be three (3) STOPS along the way, each one with its own ZOMS and stories!
AND WHATEVER COMES OUR WAY
The First stop will be at the EDGE OF WHISPERS, a BAR Office on the edge of the White Sands. These perilous dunes can reach 60 feet high, and were perilous to travel even before the Fall! Out in the dunes your own footsteps can betray you, and with no markers to help, it’ll take a canny explorer to keep your bearings!
Our Second Stop is the MOUNTAIN PASS, a MK Rest Stop high in the mountains of the Drylands. These forested foothills and canyons hide a landscape you may be unfamiliar with, including all the flora and fauna that has been waiting for you.
As long as we make it out of the Mountains alive, our THIRD Stop will be at the LAST STOP MOTEL. This refurbished waystation is run by a friendly family, hoping to help you on your journey and ensure you always remember your visit. They seem nice.
GONNA MAKE IT HAPPEN
But what does that all mean mechanically? It means that each STOP will have its own ZOMS and mods, but for a limited time. We’ll be at each location for a set amount of time, and then we’ll take off and they’ll close out behind us. The times will be posted for the Stops, and we ask that you make sure all ZOM interactions are done before the Convoy leaves. You don’t wanna get left behind!
There are also four TRUCKS that the BMC has purchased just for this convoy These trucks will have their own ZOMS that you can interact with all game! However, with dangerous ROADWAY RAIDERS hunting the blacktop, they also might need to be protected. These trucks will also provide a RP space for the duration of the event, so you can always find someone to talk to and make deals with.
It also means that FUEL is gonna be a valuable resource for this event. TEXAS TEA CANS are a new resource CARD this game, that you will be able to purchase, get as mod rewards, or just find “lying around” (honestly, is it even stealing if no one notices?) Before leaving each STOP, the trucks will need to be refueled (through ZOM interaction). Failure to keep them topped up may mean we lose out on those trucks, and that doesn’t sound like it’ll be good for survival.
TAKE THE WORLD
Your Storytelling Team has been hard at work coming up with new and exciting tales to tell you. It’s October, so I can guarantee there’s going to be some spooky tales told around some campfires this event. In the next few weeks we’ll talk about new CARDS, MECHANICS, and what to look forward to in the next few months!
Hope to see you out there!
-Your Storytelling Team
Triada 3: Optional Mechanics
One thing is constant in the desert: the need for water. Oasis is situated atop a lovely spring that supplies Aqua Vide Dolce(AVD) to the Barrows Mining Coalition, and is in turn supplied to the general populace of the town.
Anthony Barrows had made a pledge at the founding of Oasis:
Promissory Writ of Oasis
I, Anthony Barrows, in the interest of the growth and wellbeing of the township of Oasis and its surrounding environs, do lay down this Promissory Writ with the people who will come to settle here. I, Anthony Barrows, will retain my rights to all water that I pull up from the Oasis Wellspring, Henceforth known as The Spring, and Bottle at the Barrows Bottling Plant into Agua Vida con Dolce, Henceforth known as A.V.D. To The Town of Oasis and its People, I will grant to them the Right Of First Refusal on 75% of The Aforementioned A.V.D. that is produced, up to a retained amount of 500 standard units. This A.V.D. will be under the Sole Direction of the Town and its people up to the retained amount, and when it is drawn from the Oasis Township Reservoir, the remittance amount of 1 Barrows Coupon per standard unit shall be paid to The Barrows Mining Company. Furthermore, any improvement made solely by the Town and People of Oasis, that allow for greater creation of A.V.D. by the Barrows Bottling Plant, will have this offer extended to them at a rate of 90% being allocated to Oasis, and a raising of the allowed Retention amount by an amount to be agreed upon based on the value of the improvement.
What does this pledge mean for you, mechanically? It means that to get 1x bottle of AVD will cost you 1 Barrows Coupon, and can be obtained from a specific ZoM in game.
It also means that there's a specific quantity of AVD currently available for the town's use, which can be increased for the next game, and for this Triada, will mean an increased shipment of Aqua Vide Dolce will get sent to the next resupply point along the road.
So, why would you want to purchase AVD (other than as a cool Local Plot Item)? Because you're thirsty in the desert, and the opt-in mechanics behind managing this are called HYDRATION LEVELS.
HYDRATION LEVELS
You start the game at THIRSTY, then, at the start of a Mod, and at every 12s, you move one HYDRATION LEVEL down. Drinking 1x bottle of AVD at any time both moves you up one Hydration level AND also gives you 1x PIP or Fragment of your choice.
The Hydration Levels that you can have, and the effects you opt into at each level, are as follows (from most hydrated to least):
OVER-HYDRATED: +1 to ALL stats while at this hydration level. When losing this hydration level, move instead to HYDRATED.
WELL-HYDRATED: Once per 12s or Mod: +1 to a single stat while at this hydration level.
HYDRATED: Once per 12s or Mod: Reroll any 1 roll
THIRSTY: No mechanical effect
DEHYDRATED: Unable to remove [INJURED] or [EXHAUSTED]
SEVERE DEHYDRATION: -1 to ALL stats
EXTREME DEHYDRATION: Requires 2x AVD to increase your Hydration Level (instead of just 1). Gain [Injured] AND [EXHAUSTED] any time you would lose a Hydration Level after attaining this Hydration Level.
BE AWARE: The supply of AVD that Barrows holds in reserve for the town has is limited! The total of the town’s AVD supply will be published in a ZoM in game.
Surely there can’t be consequences for running out of water in the middle of the desert…. can there?
Triada 3: Lost and Found
Is there anything more dangerous than a wedding?
ANTHONY BARROWS, friend and neighbor to Oasis, is getting married. He and all his employees, bodyguards, and friends are traveling to the city of LOS PERDIDOS to wed KATHERINE MONTANA CAPULIN, heiress to the CMC (now that some of her siblings are no longer around). Truly, the union of Barrows and the CMC will be one of peace, love, and goodwill.
BUT… just in case it isn’t, Barrows has invited all of Oasis as his guests. Travel with him on the dangerous road to LOS PERDIDOS, the City of the Lost. Meet the people who live there, and those that have died there. Navigate around the different factions and gangs that run the city, and brave the dangerous NECROPOLIS that sits just below the surface.
Anthony Barrows always has a plan. Maybe not a good one, but a plan nonetheless. He wouldn’t have brought everyone here if he didn’t think there would be a reason. And at the end of the day, he is here to get married, with all the pomp and circumstance that that entails.
He just needs to live long enough to get to the altar.
WELCOME WASTELANDERS!
You are all invited to join Anthony Barrows, and the rest of Oasis, for our third Triada: Lost & Found. We’ll explore some of the areas (and dangers, of course!) between the little town of Oasis and Los Perdidos.
We’ll get to know some of our NPCs with a little more depth, and see how they, AND YOU, react to the things we encounter along the way, as well as what we find when we get there.
You’ll get access to new CARDS(TM), interact with fresh ZoMs, and learn a bit more about our setting during this arc.
Mark your calendars for our next 3 games, our last 3 for the 2023 season!
Episode One: OCTOBER 20-22
Episode Two: NOVEMBER 24-26
Episode Three: DECEMBER 29-31
Come get lost in the desert with us, Drylanders, for our season’s exciting conclusion!
August Mechanics Updates
Howdy Drylanders!
The team has been working on the mechanics of our playspace, and we’ve got some updates to share with you on what to expect to see in the next game. We’ll also do a refresher of current mechanics you can encounter as you mosy through Oasis, for those who may not have acquainted themselves with our little bit of the Wasteland.
I’ll start off with our new stuff, as many of you already know how it’s worked so far, and also because you don’t need to know the current mechanics to understand these.
NEW MECHANICS
DISTRICTS
You have spent time and effort building out areas of Oasis. You will now get to explore new collections of soft RP rooms that represent the areas that you’ve tended to, called DISTRICTS. There are DISTRICT ZOMS that apply to each of the soft RP rooms within that DISTRICT.
Some Mod spaces will occur inside various DISTRICTS. This means that the Mods can be affected by the current DISTRICT ZOMS in place for that DISTRICT.
[SEEING RED]
[SEEING RED] is a DR:NM custom threat, with no inherent mechanical effect. It can be affected by ZoMs, Cards, and at ST direction. Roleplay surrounding this threat involves literally seeing red, increased aggression, and the hearing of voices. This threat is able to be removed at any time after the start of game through a ZoM.
ONGOING MECHANICS
BARROWS COUPONS
The Barrows Mining Coalition is the founding financial faction of Oasis, and they issue BARROWS COUPONS. This currency is so prevalent that all the factions in Oasis use them, and they count as favors or money. BARROWS COUPONS are online currency, and only valid at DR:NM.
GLOBAL ZoMs
These ZoMs have effects that apply to the entire settlement and affect all players. They can grant access to new abilities and grant access to skill usage that may not normally be active.
INFRASTRUCTURE
Persistent ZoMs in Oasis are identified as INFRASTRUCTURE, and are tagged as such. They provide benefits to Oasis as a whole and require SUPPLY to maintain these benefits. 5 BARROWS COUPONS can be converted to 1 SUPPLY, and different INFRASTRUCTURE ZoMs may require different SUPPLY amounts to be maintained. SUPPLY persists through events.
CARDS(™)
These are non-consumable local plot items that stay in your LIT. They’ll show up there as Local Plot Item - Card “Card Name”. There will usually be new cards coming available each meet, and we’re working on creating a listing of CARDS to go on the website for easy reference (promise!)
CUSTOM THREATS
Here at DR:NM, we use a couple of custom threats. Those are:
[Injured]: -1 to Combat and Wasteland rolls
[Exhausted]: -1 to Civilized and Anomaly rolls
These threats are stackable, received from ZoMs or Mods, and can be recovered by 1 hour of Soft RP or through other in-game means.
That’s all we have for this month, thanks for joining us for this Mechanics Update! If you have questions, let us know via info@dystopiarisingnm.com
Faction Focus: B.M.C.
The Barrows Mining Coalition
Often referred to as the B.M.C in casual conversation, the BARROWS MINING COALITION is the founding financial faction of Oasis. Throughout the Drylands, AQUA VIDE DOLCE (AVD) is shipped. A specialty in these parts, AVD is bottled only in Oasis, itself within the Barrow’s Estate.
The coalition’s name is tied to the founder: ANTHONY BARROWS. Striking outward into the Drylands post-Upheaval to make a name for himself, he made more enemies made than friends along the way. His business dealings have been increasingly profitable and plentiful, the deeper into the wastes he’s ventured. Sponsored folk of the B.M.C. tend to be the explorers, the economically focused, as well as those those who want to make money… and not worry too much about where it comes from.
BOOTSTRAPPER BAYWALKERS (local variant) almost universally work for the BARROWS MINING COALITION, at least at some point in their lives. They’ve come to Oasis from the inlets and gulfs punched into the map of the southwestern corner of the wastes. Often, they have a tattoo or embroidered patch displayed prominently on their clothing to announce their fraternity with the B.M.C.
Additionally, members of the Elitariat PALACE family are sometimes sponsored by the B.M.C. This family tends to get their fingers into the business affairs of many other financial institutions, though, so you’ll want to look for the pink gem brooches that identify the ones in the B.M.C employ.
Really, any strain can (and probably will) work for the B.M.C at some point during their stay during Oasis, it’s really just a matter of time.
Violent Delights: July Recap
Previously, on Dystopia Rising New Mexico…
Out here in the Drylands, nothing stays the same forever. As the weekend began, the ARK SOCIETY unveiled its Dig Site, inviting the brave (or foolish) visitors of Oasis to try their luck uncovering secrets buried in the desert. The MOTHERS KEEPERS held a Cookout, a long standing tradition attended by locals and travelers. And finally, TANKER JOE led a crew out into the wastes to find the truth behind a ghost story. They survived, but were left with more questions than answers…
Later that night, the Abberants of Oasis began to feel the pressure of something, some unknown force in the distance. The MIAs, mercurial and mysterious, began approaching Oasis and going about their business. While their purpose was not yet clear, their machinations involve RED COAL, and its many uses.
Saturday Morning saw the ARK SOCIETY lead people down to the EXILE CITY OF BAROGUE for answers, and a ritual. Deep in the depths, the explorers questioned the very Gravemind itself, and learned things that had long since been forgotten. Although the tunnels collapsed around them as they fled, the City remains underground, waiting.
Saturday afternoon, the pressure increases. A sense of foreboding fills the air, as the very land itself feels something is coming. Animals all around begin to feel the effects, becoming angrier and more violent. An afflicted SALAMANDER, suffering from RED COAL, makes its way to town only to die on the LUCKY BRIDGE.
Out at CHURCH’S RANCH, plans begin to unfold. The criminal element have chosen their target, and the villainous HIPPO CRATES continue to suffer “misfortune” as they attempt to ply their trade in the Drylands. In town, the much loved FRANK & CLINE (& DREAMER) suffer wounds as the Red Coal continues to advance. The great turtle is saved and tended to by the people of Oasis, and lives to shuffle around another day.
Saturday night, things come to light. An airship piloted by an idiot barely rescues vital supplies, facing a monstrous beast intent on destroying them. Everyone in Oasis and it’s surroundings felt a massive electric jolt, and those psionic individuals for a moment saw only Red. Whatever was causing this was increasing in intensity.
The next morning, the truth was revealed. The MIAS returned, led by JENNY FLYING J, previously missing MOTHER KEEPER member and now firmly aligned with the mysterious force. While tending to the Red Coal, a device was found in the desert. A MACHINE, terrible in it’s construction. It was shown to be linked to Red Coal and the MIAS, and connected to the terrible feeling and activity in the air.
What happens next is up to Oasis. The factions have been acting independent up until now, but all it takes is one threat to unite them. Barrows has been hands off recently now that the settlement is built, but even he can’t ignore the clear and present danger of the MIAS and their MACHINE. As everyone from Barrows Mining to the Trinity’s Chosen now turn their eyes to the desert, who knows what will happen?
Find out August 25th at our next event, “VIOLENT ENDS!”
Registration goes live Friday, Aug 4 @11am
Mod & Plot Requests
Hello Drylanders!
Today we’re going to talk a little bit about Mod & Plot Requests in Oasis. You’ll want to submit these requests when you need/want ST interaction in some part of your character’s story or mechanics. Mod & Plot requests require at least 1 month’s notice to prepare and may take longer, depending on our team’s logistical and scheduling concerns.
Examples of when use of this form would be appropriate are:
Professional Focus Achievement(PFA) requests
Personal Plot Requests
Action Requests for Skills
You can use our Mod & Plot Requests Form to submit your requests. I’ll go into these different types of requests covered by this form with more detail below.
Professional Focus Achievements(PFA) Requests
The DR Rulebook describes the process of Earning Professional Focus Achievements on pg 144. In short, PFA Requests are for when your character has spent at least 100xp, has at least Proficient level in the skill, has 10 xp available to spend, and you want ST interaction to provide narrative and story to the process.
Personal Plot Requests
These types of requests are for when you’d like some specific story to happen with your character in-game. This could involve some element of your backstory, or an aspect of Oasis you want more interaction with. You can specify if you want other players/characters to be involved in/invited to the mod. These mods generally grant no special mechanical benefit, but are a way to get a cool story told for you and your friends. You can submit for a Personal Plot Request with or without the added cost of 75 CAPS, but requests that include the CAPS expenditures will be given priority.
Action Requests
Page 13 in the DR Rulebook describes Action requests as:
A number of skills require communication between the event team and a participant before an event occurs. These skills may influence the direction of story, create specific scenes that guides will then organize, or require a certain degree of planning.
Skills that require Action Requests include (but may not be limited to):
Master Criminal Influence (pg. 122)
Master Financial Influence (pg. 123)
Master Hunting (pg. 130)
Master Sailing (pg. 131)
Proficient Necrokinetics (pg. 135)
June Event Announcements!
Hello friends and neighbors! Your DRNM Staff has some exciting announcements for you, so let’s get right to them!
CRIME? IN THIS ECONOMY?
A question we’ve been asking ourselves is “What does crime look like in a lawless land?” Starting with this Triada, we are going to be having CRIME PLOT! Our ST’s have been hard at work crafting a criminal narrative, with some fun storylines and rewards for those who want to explore the shadier side of Oasis. This means when you sign up for Mods, you’ll see some Criminal Influence mods. Also, once you get the “Criminal” tag in the Discord, you might see a shady place for shady activities! As long as your character has any level of that skill, you’re good to go! We’re excited for you to find out what’s in store! Also, our very own Crime NPC Mr. Church will be in play at various times, so keep an eye out if you want to learn more!
FRAGMENTS: LIKE PIPS, BUT ALSO NOT
This game, we’re also introducing FRAGMENTS! These are consumable (like Pips) bonuses that you can earn from various ZOMS and other plot. However (unlike Pips) these fragments come in four flavors (Combat, Civilized, Wasteland, and Anomaly), and each one can only be used for that type of roll (Combat Fragments can be spent on Combat rolls). Fragments are flavored as small items (better bullets, a shiny crystal, a quick pick me up), and are consumed upon use. They do not transfer between events, so crack ‘em off when it feels appropriate!
Fragments can also be used for ZOM interactions, as long as the task you’re trying to complete is of the same flavor as the Fragment. Also, Fragments can be spent to temporarily upgrade your skill (Basic - Proficient - Master) for the purposes of the ZOM. So if the ZOM has different levels of interactions, you can spend a Fragment to briefly have a higher level! Neat! Just keep in mind you can use a Fragment to EITHER upgrade your skill for the interaction OR add 1 to your stat. Have fun!
CARDS (™) GOTTA CATCH ‘EM ALL
Cards (™) are a new addition to DRNM, and we’re excited for you to get your hands on them! Cards (™) are an attempt at bringing some “crunch” to Bravdo Bones. We love the system and the stories it lets us tell, but we also recognize that there’s not a lot of mechanical and item interaction. So we made Cards (™)!
These SIX items (six for now!) are earned through ZOMS, rewards, or the Grab Bag. These will be entered into your LIT Inventory as “Local Plot Item: Card Name”, and they expire in 3 months. These items have an effect in Online games only, but they’re pretty cool effects! They can be used ONCE per mod to affect your skills or rolls, and ONCE per 12’s on any applicable ZOM interaction.
And they are items! You can trade them, stockpile them, collect them. You can only use one for each roll or interaction, but if you manage to find a bunch of them, more power to you! Hopefully, more cards will show up in the coming months, so keep an eye out for new ones and ways to find them!
The Golden Rule to remember with Pips, Fragments, and Cards is this: “For each roll of the dice, you can use 1 of each. 1 Pip, 1 Card, 1 Fragment”
And that’s the news! Our next game “BLOOD OF THE DESERT” is June 16-18, and we’ve got more exciting things in store for you after that!
Triada 2 Grab Bag!
If you purchase the Grab Bag for the June, July or August events, here’s what you’ll be getting:
[AVD Oasis Victorium] x1
1 pips (consumable)
Bottled to commemorate the defeat of the Stampede
TAG: [Battle Tested]
Oasis surviving the Stampede has filled people with a sense of pride in their community. They can handle whatever the Wasteland throws at them.
ONE of the following, for each character attending:
New CARDS! These are items that will be entered into your LIT, and be useful for this entire triada! Neat! (These are Non Mechanical Items. While they won’t do anything at live games, they’ll be useful at our Events!)
Barrows Derringer - Good for fighting!
Trinitite Knife - Good for doing brain magic!
MK Dune Buggy - Good for being out in the wasteland!
CMC Fancy Clothes - Good for attending civilized parties!
BAR Science Thingy - Probably helps figure stuff out!
Flashback Spear - Probably helps survive flora and fauna!
Pick up your Grab Bag when you register for the next virtual event!
Local Bravado Bones Mechanics
Howdy, This is Momo and I am going to go over some of the Local Mechanics and Effects you can encounter at our online games and how they work. This will lightly touch on things like our virtual economy and our ZoMs, but neither of these will be the main focus today.
First, we will go over two THREAT tags that we introduced in the last game and will explain further.
INJURED is a threat you can get from ZoMs or some Mods and represents damage taken in a more long term way than body damage in a Mod, it is also the standin for body damage in our soft RP space. Each Stack of INJURED reduces both your Combat and Wasteland Stats by 1, and this can put you into the negative if you receive too many.
Similar to INJURED is EXHAUSTED, this represents mental exhaustion and is the standin for over use of Mind/Resolve in the soft RP space, and for more extreme exhaustion in Mod space. Each stack of EXHAUSTED reduces your Civilized and Anomaly Stats by 1, also capable of putting you into the negatives.
Now while there might be many different ways to receive these Threats, there is a single simple way to remove them that will always be available. If you spend 1 hour in soft RP rooms focusing on removing them, you can remove one stack of either of them, but just one stack at a time. In addition to this, there will always be at least one other way to remove each of them present in our ZoMs throughout the weekend, what form it takes will probably be different each game, though some popular ones, or ones invested in by the players, will make repeat appearances.
Next Up, we are going to go a bit deeper into BARROW’S COUPONS, and what they represent in our online space. From a roleplay stand point, Barrow’s coupons were originally issued by Anthony Barrow’s to represent his stockpile of resources he first brought to Oasis, and allow survivors to access it for whatever they needed at the moment. The other Factions quickly caught on to this, and would not let Anthony Barrows maintain such an advantage in the Town, on top of everything else he controls, so they now all issue them, and allow them to retain the name of the Man who started it.
From a mechanical standpoint, Barrow’s Coupons exist somewhere between resource, currency, and favor. When something calls for spending Barrow’s Coupons, you could either be using them like a currency to buy something, such as a Pip, or you could be cashing in your contributions with the town to access the stockpiles of the factions for resources to use in a ZoM, such as materials to build a Watchtower, or even using them like a favor to get the factions to prioritize your projects or other. By design they exist in a fairly nebulous spot so that they can be used in many different ways.
The Consequence of Thaw and Crafting
Good Evening, Survivors!
Tickets to our second-ever-episode “THE CONSEQUENCE OF THAW” are LIVE on our website, as is check-in for the event on the database. This month, nuclear winter ends in the Drylands and the sudden, rapid onset of springtime in Oasis has shocking effects on the local ecology. Coincidingly, something stirs in the heart of the Dune Sea, the distant sound of trumpets calling unseen troops to muster. The new residents of this infant town begin to build it, coming home at last.
Register HERE
Check-In HERE
Additionally, let’s briefly talk about CRAFTING at our online events. Previously, it’s been the position of New Mexico’s administrative team to generally forego crafting altogether. Thanks to your feedback, that’s no longer our policy! Thanks for telling us what you guys want, genuinely. It took us a few weeks to iron out what we can meaningfully provide - but here’s our middle ground that keeps you guys crafting - but doesn’t kill our Logistical Director.
Players will have access to a four-hour block of crafting time. This time, as well as what is being crafted, will be logged in a #chat on Discord for reference after the event.
Anything that uses a blueprint can be crafted this way. Players must have the blueprint on their person or in their LIT.
Players do not refresh Mind used for crafting, but may use brews/meals to recover Mind. The time to consume those counts as part of the four-hour block of crafting time. This doesn’t interact with Mind used in mods.
Players must RP the time they spend crafting in the appropriate #channel on the Discord.
Players may use items received from MKUPs in their crafting. (ex: if a player receives 10 basic scrap from an MKUPs reward, they may then turn around and use that to craft with).
Generally speaking, those are our expectations! If there’s anything fuzzy in here (such as where do I log my crafting) we’ll make it clear during opening announcements on the 31st! Thanks so much for working with us to make a space you want to be in, so we can tell stories with you in it!
- The DR:NM Team