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Hot War Hack: Using it for Summerland

Page history last edited by Adrian 9 years, 5 months ago

Summerland: Hot War Conversion

 

Character Creation

As in Hot War except:

 

Relationships:  8 points to spend, with at least 3 points spent on negative relationships

 

These must include:

  • At least one relationship with another player’s character
  • At least one relationship with someone mentioned as an antagonist or ‘other people’ during game creation
  • At least one relationship to someone who is part of the character’s private, personal life.

 

Agenda: Choose a Personal Agenda, working as they do in Hot War.

 

Experience Scene: As in Hot War, except this should relate to the character’s experience of the Event and/or the creation of their Trauma, as should the resulting Trait.

 

Trauma: This is treated as a special Agenda following the usual rules from Hot War

 

Stress: Not used - Cracking is represented as negative mental Traits or, in extreme cases, with the Crisis rules. 

 

 

Trauma

  Treat as a Hot War Agenda. Once there are less than 5 boxes remaining unchecked on the Agenda the character becomes susceptible to the Call at a level commensurate with the remaining Trauma boxes unchecked (e.g. with 2 boxes left the character is susceptible if the Call is 3 or greater), as described below.

 

Once the Agenda is completed the character either overcomes their Trauma and is accepted into a community or meets a sticky end. Either way the character ceases to be a player character and is retired from the game.

 

The Call

If the Call level is greater than a character’s number of unchecked Trauma Agenda boxes they temporarily lose 1D from every Attribute due to the distracting nature of the Call. This automatically disappears when the character moves to an area where the Call level is less than or equal to their Trauma level. If an Attribute should be reduced to 0 by this, the character still rolls 1D but the opposing pool gets a corresponding 1D bonus die.

 

If the Call level is more than twice this number then the Attribute penalty increases to 2D and the character gets a special 'Summoned by the Call' negative Trait that applies to every conflict roll and cannot be removed by spending Consequences. Like the 2D penalty, this disappears when the character leaves the area for one with a lower Call level. If the character’s ‘Summoned by the Call’ Trait is activated during a conflict the character immediately tries to up and run off for the Deeps. Additionally, a conflict is initiated sometime during the night. Opposition is 7D on the first night, rising by 2D for each additional night spent in the area. Failure means the character attempts to flee into the forest, succumbing to the Call.

 

Seasons have an effect on the Call's persistence: during Summer and Winter the above effects apply if the Call level is equal to or greater than the number of unchecked Trauma boxes, or equal to or greater than twice this number. So a Call 4 area will inflict a 1D penalty on a character with 3 or less unchecked boxes during Spring and Autumn, but on a character with 4 or less during Summer and Winter.

 

 

 

 

 

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