Campaign Rules
W.O.I.N. Normal Mode (not Cinematic) - Firearms are dangerous, wounds take time to heal.
Magic: Nope.
Psionics: Psionic characters are permitted with some limitations.
Races: PC races are Human and Android. The Human Explorers exploit applies whenever a human travels to a new biosphere (max 1/day).
Languages: Most people on the Ark speak English (like on TV sci-fi shows).
Tech Availability: 7B maximum, lower in some areas. There is no Ark-wide internet – computer networks are limited – but there are some biosphere-wide intranets and smartphones.
Out Of Time: A character using equipment or weapons from a different tech level (high-tech vs. low-tech) has a -1d6 penalty. This penalty is removed once the character has the appropriate training (skills or careers). (Optional rule in W.O.I.N.)
Ammunition: Regular ammunition is not tracked. Expensive or special-purpose ammo is tracked. Reloading during combat happens invisibly (notionally, free actions are taken as required).
Heavy Weapons: Assault lasers and similar Large-size ranged weapons use the heavy weapons skill (even if the weapon does not have the Heavy property).
Critical Hits: The condition table on p. 174 of N.E.W. will be used for critical hits. (This table is slightly different from the one in O.L.D.)
Non-lethal damage: When a melee attack reduces the target to zero HEALTH, the attacker may declare the damage to be Stun damage, so the target is unconscious but not dying. (This applies to melee attacks with normally-lethal weapons. A ranged weapon does either regular or stun damage, according to the weapon.) (See N.E.W. p. 97, D&D 5e.)
Everything's a Nail: Mac has this exploit: The penalty for using improvised equipment (incl. weapons, toolkits, etc.) is only -1d6.
Hurry Up: A character can give a slower character a +1 SPEED bonus by taking their hand and pulling them along as they both move together.
Climbing & Falling: See here.
Healing
A character can only benefit from a given source of healing once per day (as in the core rules). This limitation does not apply to Emergency Aid used to stabilize a dying character; but if a character is stabilized more than once in a combat, the second and subsequent times they are not restored to consciousness. If a dying character is healed any amount of HEALTH, they are stabilized; however they stay unconscious as long as their HEALTH is negative. Methods of healing that are available:- Rest for 1 hour and roll END
- Medbot: 2d6 HP in 10 min. (This is the closest thing to an autodoc.)
- Medbot: +1d6 when resting.
- Spray dressing: 1 HP (available in Medkit)
- Emergency Aid: LOG (medicine) to stabilize at 1 HP (no limit per day)
- Various careers: 1d6 - 2d6
- Rugged exploit: Restore to ½ HEALTH
- Psionics: 1d6 HP per 6 PP
- Drugs: 1 - 3d6 HP
- Support NPC: 1d6 - 2d6, time varies
Gear
Availability
For some items, the price or availability is different from the listings in N.E.W.- Clothing: Cost varies - not zero as in N.E.W. PCs start play with one free set of clothes.
- Alarm Sensor: Availability 6B.
- Mechanoid: Availability 7B.
- Servobot: Availability 7B.
- Hover vehicles: Availability 7B.
- Mechs, walkers: Not available.
- Cybernetics: Availability 6B, but they may be hard to come by.
- Drugs: Anti-aging not available. Anti-addiction not stocked in ship's stores. Regeneratives heal 1d6 HEALTH, cost 250 cr.
Customizations
Weapon and armour customizations have no availability listed but some of them clearly don’t make sense at this campaign's tech level.- Combined weapon: Availability depends on the combination.
- Gravitic: Not available.
- Kinetic: Not available.
- Phasing: Not available.
- Miniaturized: Adds 1 to the weapon’s Availability, i.e. can be applied to a weapon of availability 6B or less.