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Localidades Importantes
Tribo Anishinaabe
Uma tribo localizada no interior de uma grande floresta ao norte. O
acampamento da tribo escondido, e difcil de encontrar, mas pode ser
localizado ao rastrear as pegadas dos Guerreiros Anishi. Andar pelas matas
em volta do acampamento pode ser perigoso, pois a rea patrulhada
pelos Guerreiros Anishi. Qualquer pessoa encontrada pelos guerreiros
rapidamente abordada. Caso haja pacificamente, os guerreiros iro se
oferecer para levar a pessoa at a tribo, caso resolvam brigar, os guerreiros
tentaro nocautear os inimigos e leva-los amarrados para o acampamento.
Populao: 50
Governo: A tribo governada pelo membro mais antigo da tribo.
Atualmente, o Sr. Shindara.
ATN Enclave (ATN standing for Anishinaabe Tribal Nation) is an encounter location that
can be found in a large forested area, located about 30 hexes (kilometers) north and 12
hexes east from the Gyges Cryo Facility.
Edit
The location of the camp can be discovered by accident while walking into the surrounding
wood, or disclosed by one of the ATN warriors patrolling the area, if the player decides to
talk to one.
The enclave itself is well hidden within the woods, and anyone nearing it will first realize
that something about the surrounding area seems odd (Tracking, Trapping and Botany skills
might help discover some clues.) If the player chooses to travel deeper into the suspicious
woods, he will then be confronted by a group of warriors protecting the camp. The player
then needs to choose on how to react: hide, run away, prepare to fight or act peacefully.
Choosing to act peacefully towards the ATN tribesmen will allow him to visit their enclave.
Attempting to fight them during this encounter will result in the player being knocked out and
brought to the camp and talking to a tribes woman.
Edit
If the player decides to resolve the encounter peacefully, and agree to wear a blindfold, he
will be taken into the main camp.
Michelle
Edit
If the player has the Bronze Talisman, he will meet one of the tribal elders, a middle
aged woman named Michelle. She will ask him if he knows anyone named Philip. If
he tries to conceal his identity, she will take him for a grave-robber. He will have 3
opportunities to acknowledge who he is, or continue to deny it. The final denial will
result in the player again being blindfolded, and led to the edge of the forest. He will
also have the talisman yanked from his neck, and an encounter with the Merga
Wraith will ensue.
If he admits he is Philip Kindred, a few more conversation topics will be presented,
after which, Michelle will inquire as to Philip's long hiatus and apparent lack of
aging. Insisting he does not remember anything will result in the player being taken
out of the area (blindfolded, of course) and permanently exiled from the enclave.
To avoid exile, the player must tell Michelle about the cryo facility. This will allow the
player to get more background information on who Philip Kindred was before the
collapse of society, as well as the connection between himself, the bronze talisman
and the Anishinaabe people. When the player decides he's heard enough, Michelle
will lead him to the Great Fire, where he can choose to partake in the offerings at
the enclave, or leave the village.
If the player does not have the talisman on his first visit, he will simply be led to the
Great Fire and told not to cause any trouble, allowing him to go to any of the places
in the enclave without the dialogue beforehand.
Visit Joe
Edit
Joe, Midewinini of the Nooke doodem, offers some basic natural healing procedures, free
of charge. Due to his limited time and supplies, Joe can only offer his services once every
three days.
Clean and dress wounds - this procedure will clean all open wounds that the player
is suffering from, and cover them with fresh clean rags.
Treat Illness - this procedure consists of spending some time inside the sweat
lodge, accompanied with consumption of bear root and tannin tea.
Joe will also use his knowledge of the spirit world to cure the player from
the Wendigo curse, if he reaches the Enclave suffering from that affliction. The
treatment is an act of good-will from the tribespeople. If the player arrives again after
returning to the practice of cannibalism, the warriors will show no mercy and will
eliminate him as a threat.
Edit
Villagers are happy to share their food with guests who have proven to be
trustworthy. Each time this option is chosen, the player's character will eat a free,
hearty meal.
The Enclave, while not directly endangered by starvation, still must exercise care
when sharing their limited resources. For that reason, only one free meal is
available to the player each day. If the player tries to get more, against the warnings,
even longer meal restrictions may result.
Edit
Here, the player can buy from the local traders. They offer a variety of mostly handmade items, including hide clothing, primitive weapons, torches and natural food-
Notes
Edit
Just like the traders at the DMC Junk Market, people bartering at the ATN trading
post do not take kindly to those peddling human meat. Doing so might result in the
character being banished from the Enclave or killed by the tribal warriors.
Regras Adicionais
Vasculhar
Sobreviventes costumam vasculhar prdios e construes
abandonadas em busca de comida, combustvel, munio, itens de
troca, e outros itens utilizveis. Vasculhar requer um teste de
Procurar. O item encontrado depende do grau de sucesso, tipo de
construo vasculhada, e se o local j foi visitado anteriormente.
O tamanho do local determina a quantidade possvel de testes de
Procurar. A cada 300m, o jogador tem direito a 1 teste de Procurar.
Um posto de gasolina comum ou apartamento possui 300m, uma
loja de convenincia, ou uma pequena casa de famlia mede algo
entre 300m e 600m, e uma grande casa de famlia teria algo como
900m. Prdios comerciais, lojas, e outras estruturas podem ter at
1000m.
Troca de Itens
Personagens podem trocar para obter itens com outros NPCs. O GM
decide o tipo de troca a ser feita baseada na atitude do NPC (veja
percia Diplomacia).
Normalmente, um NPC indiferente realiza trocas cobrando o dobro de
TU por seus itens. Por exemplo, um NPC troca 4 TU de munio por 8
TU de remdios dos jogadores.
Um NPC amigvel troca seus itens pela 3/4 do valor em TU do
personagem. Por exemplo, um NPC troca 4 TU de munio em 6 TU
do personagem.
Um NPC prestativo troca seus itens por um valor igual de TU do
personagem.
Qualquer NPC, independente da sua atitude para com os
personagens, ir ignorar todas essas regras caso o jogador possua
algo que o NPC realmente precise. Por exemplo, se o NPC est sem
munio para o seu rifle, mas vrias partes eltricas, e o personagem
oferece munio em troca dessas partes eltricas, o NPC aceita trocar
os itens pelo valor igual em TU.
Comida
o Comida Enlatada: Uma lata de comida o suficiente para
alimentar uma pessoa por 1 dia. necessrio um abridor de
latas, ou algo que faa a mesma funo, como uma faca, por
exemplo.
o
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Combustvel
O combustvel algo extremamente valioso, pois serve para
abastecer veculos, geradores e outras maquinas em geral. As duas
formas disponveis de combustvel so:
o
Remdios
Em Ghost World, remdios so extremamente raros e valiosos.
Remdios do +2 de bnus em testes de Fortitude contra os efeitos
da doena que afeta o personagem.
Os remdios so divididos em quatro nveis.
o Suave:
o Moderado:
o Forte:
o Avanado: lol.
Componentes
Para concertar ou criar itens, o personagem precisa de uma certa
quantidade de componentes. Esses componentes so divididos em
duas tipos:
o Componentes Eletrnicos: Usados na em testes de Criar itens
eletrnicos, ou para Concertar itens eletrnicos.
o Componentes Mecnicos: Usados em testes de Criar itens
mecnicos, ou Concertar itens concertar itens mecnicos.
Armas do Apocalipse
o Destruidor de Crebros: Um cano de aproximadamente 1,80m
de comprimento, com pregos, pontas metlicas e outros
objetos pontiagudos presos na ponta. O Destruidor de Crebros
uma arma dupla, e pode ser usada como se estivesse lutando
com duas armas.
o Arma de Lixo: Uma arma enorme com um cano bem largo,
parecido com uma espcie de lanador de pedras, que utiliza
um cartucho de CO para disparar os objetos. Essa arma
precisa de um novo cartucho de CO a cada dois disparos.
Trocar o cartucho gasta uma ao de movimento e gera ataque
de oportunidade.
o Atirador de Discos: O Atirador de Discos uma arma idntica a
uma Besta, que dispara Discos no lugar de virotes.
Normalmente, esses discos so pequenas peas redondas com
as bordas afiadas.
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