Field Mechanics
Summary
- “Field Mechanics” is a broad term to cover all of the specific things that Characters might be doing in the field that have specific rules or mechanics for them.
- Most Field Mechanics can be achieved in Base Camp or brought back to Base Camp to be done.
- Some Field Mechanics require Refs to review requests before they can be completed but they can always be submitted without Ref presence.
- If you have any doubt about how to use a Field Mechanic, it is always acceptable to drop OC to ask for an explanation.
Analysis
Those with Analysis Authorisation are able to analyse objects with a particular Tag on them, once per hour. These Tags will likely be rip-tab lammies that only can be opened by someone using Analysis and they will contain further information gained from analysing the item. The exact means of analysis and how that is roleplayed is up to individual players, though any specific guidance will be presented on the outside of the lammie.
Each Analysis tag will include:
- A description of the item on the outside of the tag.
- A description of what you can understand about the item from analysing it inside the tag.
Each Analysis tag may include:
- Options for a roleplaying effects you could experience having interacted with the object.
- Immediate mechanical effects to be experienced having interacted with the object.
- An option for further Analysis provided certain conditions are met.
- Instructions to receive further briefing from a Ref.
Authorisation Requests
Authorisation Requests can be made by those with Line Manager Authorisation to grant a member of their team, including themselves, access to a Restricted Authorisation. Forms for this will be present in the Base Camp and require the following information:
- Name of the Employee to receive the Authorisation.
- Name of the Authorisation.
- Expected duration of the Authorisation.
- Any specifics of the Authorisation (e.g. the Artefact to be Handled for Artefact Handling)
- Name of the Line Manager requesting the Authorisation.
The forms must be submitted at Base Camp and will be processed with all due haste, usually within the hour. Where a Request is denied a reason will usually be given.
Employee Review
For Employees on Probation, and those who are due a periodic review, Employee Reviews will take place at Base Camp by a member of Upper Management (usually an NPC). These will be opportunities for roleplaying a tense engagement where you have to justify your actions and if you satisfy them you may receive a boon (or even a Promotion!). If you fail to impress, however, you may be Demoted (or worse), as may your Line Manager.
During an Employee Review you can expect, for example:
- Questions about your actions on the current incident.
- Questions about how you have improved since your last Review.
- If you're on Probation, questions about how you've addressed the reason you're on Probation.
- Questions about relevant Quirks you may have.
- To be asked to bring in a peer to speak to your good character.
OC Note: We want this to be a good experience for Players and recognise that for some people this absolutely isn't their type of fun. You can always specify that you want to opt out of this kind of roleplaying on your Character form or by emailing us to change your preference.
Field Surgical Suite
The Field Surgical Suite is available to those granted the restricted Surgery Authorisation in order to handle severe injuries. This occurs in a separate tent or room (in order to keep Surgery Roleplay away from those who want to avoid it) and will require a Ref to be present to adjudicate the result, but a Ref should usually be able to be provided shortly after the Surgery Authorisation is given.
When Surgery takes place, a Goal should be specified to the Ref. The Ref will then prepare a deck of cards that contain a number of “Success” cards, a number of “Failure” cards, a number of “Complication” cards, and a number of “Neutral” cards. The Ref will declare a target number of Successes and a limit number of Failures for the Surgery. If the Surgeon also has First Aid Authorisation the target number of Successes will be lowered or the limit of Failures increased.
Once the target is declared, it is up to the Surgeon to choose what they do for their patient by roleplaying and drawing cards as the Surgery progresses. If the target number of Successes is reached then the Surgery is a Success. If the limit of Failures is reached it is a Failure. The Surgeon may choose to stop the Surgery early at any point but it will be a Failure if they do so. The drawing from the deck is an OC mechanisation of IC surgery and should not be discussed IC as if it's drawing cards.
At the end of the Surgery, if it is Successful, the Ref will explain any changes that the patient experiences. If it is a Failure then nothing else happens. For each Complication, regardless of overall Success or Failure of the Surgery, the Complication cards will provide a roleplaying or mechanical effect that the patient (or surgeon) suffers. These may be copied down for reference but the cards must be returned to the Ref.
Other Characters are permitted to come and watch the Surgery if they like and the Surgeon and Patient are OC comfortable with it. Spectators may be at risk of splash damage from Complications though…
OC Note: Surgery roleplay should only be done if it's fun for everyone involved and briefly discussed before any roleplay takes place. If someone doesn't want to do the roleplay but does want to have their character undergo surgery, this should be respected and an OC discussion of what the result is and anything you want to act out afterwards should occur instead.
Line Manager
Line Managers are required for all Employees (except Upper Management). These will be provided either based on Department or by request (if, for example, you want to form a group OC). Line Managers ultimately have few mechanical abilities beside submitting Authorisation Requests, but have the most responsibility for their team. This can either mean they are often deferred to, or could mean that they become the fall person for if/when something goes wrong.
If you would like to change Line Manager IC, this is something to bring up with their Line Manager. If you would like to change Line Manager (or Managee) for OC reasons then this can be accommodated by talking to a Ref.
Psychosensitive Equipment
Certain equipment is Psychosensitive, meaning it will respond to the presence of supernatural powers, paranormal activity, or other “weird shit”. This could be sensors, detectors, or in some cases a Camera. This equipment will be provided by the Game Team.
Some of this equipment will Just Work and be able to be picked up and played with by anyone. Other equipment may require a Ref to help, or in the case of the Camera will require returning to the Refs for “processing” to properly “develop” the psychosensitive readings.
If you want to use psychosensitive equipment in a way you think might be abnormal, chat to a Ref and we'll see how we can accommodate it!
Research and Development Requests
Engineers can submit applications to the R&D Department to create something new in the field. This will usually be an unstable prototype of some sort and be unlikely to continue working after the event. Forms for submitting requests will be provided when Engineering Authorisation is granted, and each request will require a description of what is being requested and provision of any components that are particularly hard to find. These are submitted at Base Camp.
The request will take up to 6 hours to come back but can be guaranteed to come back with something. It will take the form of an item with a lammie tag explaining what it is and how to use it and how much it can be used before it is likely to either break or… become complicated.
Revoking and Granting Unrestricted Authorisations
Those with the Upper Management Authorisation may Revoke Authorisations or Grant Unrestricted ones. Up to five revocations/grantings can occur per Upper Management Authorisation. When you receive this Authorisation you will be given five stickers to apply to badges. These should be filled out as to whether they are GRANT or REVOKE stickers, the Authorisation being modified, and the time at which the change expires.
Once used, these cannot be removed until the hour is up except by an additional use of a REVOKE or GRANT. Changes in Authorisation should also be recorded in the Field Log at Base Camp by the person making the change.
It is entirely possible to refuse to hand over your ID badge for changing of an authorisation, but this may have Consequences if you are found to be in violation of what you are Authorised to do.
The Waiting Room ("Intercession")
Periodically, someone granted Intercession Authorisation will be cleared to enter Y-103. This is an Anomaly that manifests at every Base Camp the Foundation establishes, without failure, and takes the form of a roughly 3m x 3m room that only permits one person at a time. It will manifest in a tent or room within Base Camp and be inaccessible IC while it is not available. The room itself takes the form of a Dentist's Waiting Room but with subtle and important differences attempting to communicate information to the visitor.
When the Waiting Room makes itself available, one person (who currently has appropriate Authorisation) will be able to enter and spend up to three minutes in the room. During this time they may explore and investigate. They may touch everything but may damage nothing. Any attempts to photograph the room will be unsuccessful, but visitors are able to make notes.
After the three minutes is up, visitors generally experience a voice instructing them to leave and be compelled to exit. Staying in the room past this point has been attempted in the past but no volunteers to test this have yet returned to give their reports.
Tinkering
Technical Authorisation permits staff to tinker with certain objects / machines / artefacts in order to modify their functionality. Items available for tinkering will have three tags on them, one of which must be labelled as “ACTIVE”. Some of these tags may be sealed rip-tab lammies and only opened when tinkering has occurred.
When choosing to Tinker, the tinkerer may change which of the tags is Active. In the case of sealed tags, opening them requires setting it as Active after which point the tag remains unsealed. Tinkerers may only perform this change once per hour, but multiple Tinkering changes may occur to the same item to change it between modes.
Each Tinkering will include:
- A description of the item.
- A description of how the item can be used.
- Any effects you may experience while using the item.
Some tags when opened may require that a ribbon is attached to or removed from the item. These should be available in Base Camp and should be applied ASAP.