Welcome to Virgin Island. Each and everone one of you were plucked from your times and dropped on an island. What reason isn't quite clear, though many messages left behind on the island could be found say that if you successfully take over the Main Generator on the other side of Virgin Island, you will be allowed to go home. There are also messages that say great power awaits the winners.
The main thing are three. First, the Main Generator on your side provides power, enough to work with electronics, though it is limited. Second, is that those that die wake up nearby the Generator itself in a flash of light. Third, this island is not kind to humans, no matter your era.
Build up your arms from what you can gather around you and take control of the other Generator. Be warned though that there is undoubtedly another side you will have to face eventually.
No map here until the first report. See the Map on your side.
Anything that has no deficient is Cheap, and can typically be assigned wherever needed.
1-2 deficient makes it Expensive. They will be assigned to elites, or a 1 in 10 case.
3-4 deficient items become Very Expensive. Only 1 in 100 will be deployed, compared to Cheap items.
5-6 deficient items are National Efforts, and can only be deployed in single numbers.
Infrastructure runs off a different cost, Power, with deficient causing inefficiencies. Generally, 1>2>3 being the benchmarks.
7+, and in Power's case, 4+, are Theoretical, and will only be deployed when the costs become manageable.
I'm running a 2d6 system here.
1+1 is snake eyes. These can be expected to explode, disintegrate, get eaten, rained on, or all of the above. You don't get any experience from this, and in revisions where you actually go below this, you can expect downsides to occur.
2+1 is Inoperable. It is a perfect example of what not to do. You can expect a good amount of experience from this.
2+2 gives you the Unadvised for Use. While it might operate, it won't be going into the field. Slightly less experience that a 2+1.
2+3 is a Buggy Mess. It works, but bugs abound in practice. Minor Experience gains.
3+3 is Below Average. You get some of what was advertised. Not all of it, but it works. Take experience in related fields.
3+4 is Slightly Below Average. Expect it to work, though the more outlandish parts might not be included or work as advertised. Experience gained is that which was included in the final product.
4+4 is Average. You basically get what you paid for. Even if it was Ludicrous in the first place. Take experience in related fields.
4+5 is Above Average. It works really well.
5+5 is still Above Average, if only more so. You can build off of the knowledge you've gained from this.
5+6 is a Masterwork. It will undoubtedly perform it's tasks well into the future.
6+6, Unexpected Boon. As stated, you can expect something extra in addition to it being a Masterwork.
+4: These are related to the very easy, so much so that you might already have it. Generally, things that only require techs you have to produce, and no finicky parts. Generally show up during Revisions rather than Designs. If you are making a design with this modifier, you've screwed up somewhere, or are purposefully trying to get it after many failures.
+3: Like 4, but finicky things are a part of what is being produced. From guns to engines and bombs. Also sometimes applies to more ancient designs. Tends to appear in Revisions, rather than Designs, and usually after failures in which you manage to gain enough experience. Still not a number you normally want to see.
Note this does not apply to all Designs. They can reach it if your tech level is right for what you are making.
+2: Simple. This is a number that can be seen normally, when making things that are either re-purposed techs you already have, or you have a lot of experience in, with few to no new advancements. It can also apply to less modern weapons, so long as you can theoretically make them.
+1: Easy. May have a few advances for designs, or a single one for Revisions. Being very experienced in what you are using can also give you this number. It also appears often in less modern weapons.
+/- 0: You don't have any experience in the field, but it is within reason to make this. Alternatively, you do have the experience to build off of, and it is within reason. Generally, any advancement forward that isn't difficult.
-1: Hard. It's hard to make this, basically. Generally appears in new tech without any previous tech of that class, or a major advancement. Ironically, it's often the best to shoot for in this system, since failures tend to give experience, and average is just as it says, what you paid for.
-2: Difficult. The case when you may have gone a bit far. It usually signifies a major advancement, if you succeed anyway. Tends to involve finicky things.
-3: Finicky. The difficulty where you are making something finicky that needs everything to work out, everything to fall into place, to get it to work. That probably describes it best. At this difficulty, Average is all you can shoot for. Hope and pray the RNG works out.
-4: Ludicrous. Completely out of left field. You literally have no experience with it whatsoever, or it's crazy enough it might work.
-5: Impossible. Anything here is effectively going to give you something new you didn't ask for, or you ran into a wall you didn't know about. Or you are literally trying to break things. May occasionally give you a Buggy Mess, or something Below Average.
-6 or less: Theoretical. Exactly as it says. This is entirely Theoretical, and will never give you anything but knowledge if it ever succeeds. The less likely it is, the worse the modifier.
Note, if a Revision rolls a 1 or less, something is going to break. And you won't like the result.
Designs on the other hand, won't break anything, usually. Except your Budgets.
Warning, I'm new to the whole AR GM thing.Rest of it will be out shortly, so give me a few hours to get your maps up. And finish editing.
Join the Red Team.Join the Blue Team.