Local Mechanics

Each Dystopia Rising branch may have extra mechanics or items that aren’t in the regular rule book. You won’t necessarily see these every trade, but these are in our game’s arsenal!


Mechanics

Physical Resistance - This mechanic functions as Ranged reduction but for all physical damage. IE: all non spike physical damage is reduced to 1. (NPC Only)

Gut Wound

Gut Wound in play

Eviscerate - Three second count. Cannibalize, bleed out reduced to 1 minute (NPC Only)

Gut Wound - Killing Blow Modifier. Target that is successfully killing blown with the Gut Wound modifier is considered mechanically dead (cannot be stabilized, healed, etc.), but continues to cry out in pain and roleplay slowly dying for 1 minute. Must be properly repped for clarity. (NPC Only)

Drop ‘Em! - Delivered via melee or ranged strike. Target is unable to carry another character for 1 minute.

Pull Through - Call “Pull through, self 5 body.” Spend 10 seconds straining to pull a nail through your body. (NPC Only)

House Rule on Master Biogenetics - Full Dead are not forced from the area of effect and receive the same benefits as any other strain.


Items

Green Eagle - Spend 5 minutes smoking to consume. Feeling of Euphoria. Become immune to the first use of Fear and soothe all fractures for 1 hour. Can be added to non-generic meals on creation.

Extraction Device - Allows for the call of Never Here +1 on subdued character. (NPC Only)

Wheels of Steel - Requires Faithful Miracles/Will; Must be Baptized KQC to activate.

  • Basic - Spend 5 Mind and Role Play channeling for 10 uninterrupted seconds into the item. Music must be continuously played for 30 minutes. All listeners gain “Upsurge: 1 free use of Basic Mental Endurance”. Must be listening for the entire 30 minutes and not be engaging in skill use. May benefit once per 12’s. Can only activate ONE level at a time.

  • Proficient - Spend 10 Mind and Role Play channeling for 10 uninterrupted seconds into the item. Music must be continuously played for 30 minutes. All listeners regain 10 Mind or 10 Body points. Those baptized into Kings and Queens Court regain both. Must be listening for the entire 30 minutes and not be engaging in skill use. May benefit once per 12’s. Can only activate ONE level at a time.

  • Master -  Spend 10 Mind and Role Play channeling for 10 uninterrupted seconds into the item. Music must be continuously played for 30 minutes. All listeners soothe fractures for two hours. Those baptized into Kings and Queens Court are soothed for the next 4 hours. Must be listening for the entire 30 minutes and not be engaging in skill use. May benefit once per 12’s. Can only activate ONE level at a time.

  • Achievement: Techno Savant - Can activate any level of this Gizmo without the baptism or skill requirements using equivalent mind.

Oracle Box - Requires Faithful Will or Faithful Patterns to activate.

  • Channel 1 use of Basic Faithful Will/Patterns for 10 uninterrupted seconds into the item. Produces TV static for 1 hour.

  • Channel 1 use of Proficient Faithful Will/Patterns for 10 uninterrupted seconds into the item. Produces TV static for 1 hour. Any character baptized into Telling Visionists may spend this time viewing the item as if they had the Devoted Trait once per 12s.

  • Must have Basic Necrokinetics or Lore: Mortis Amaranthine as well as Master Faithful Will/Patterns to activate. Spend 20 mind or 1 Resolve and channel for 10 uninterrupted seconds into the item. The user plus up to 5 Targets (of any faith) may enter the Mortis Amaranthine to view a current or past scene. If a Resolve was not spent, negative effects may occur depending on the events of the scene (including Infection loss, depending on the events and story, at guides’ discretion).

Flex Tape Fit-It Kit - Call “Flex Tape!” to instantly repair a weapon or shield. After 10 minutes, the weapon or shield breaks again.