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Scrambler Network [TODO]

Addendum - Architects of the Ruins Buildings

Construction Decay Time Resources Time Critical Resources     Bonus Any high tech communications, like those used by Outpost 33 or the Hive, become useless. In the case of the Hive, this causes all of t...

Events & Rests

Addendum - Architects of the Ruins Running the Ruins

Games focusing on the progression of an Outpost over a long period of time will inevitably run into the issue of having long periods of time where everything runs relatively smoothly, and periods of time where some force has brought the bears out to play. Even...

Architecting the Ruins

Addendum - Architects of the Ruins Running the Ruins

At the physical core of every outpost are the structures that comprise it. Each building has a set of stats and a building ability which can be used in-between Rests. Buildings are comprised of 2 main stages: construction, and maintenance. Both require variou...

Materials & Resources

Addendum - Architects of the Ruins Running the Ruins

This is a list of each material type used for building construction and maintenance, what it is, and where it is often found. Use this as a reference when looking at the building list. Metal Metal is as it sounds, various forms of metals and alloys. These ar...

Uncharted Ruins

Addendum - Architects of the Ruins Running the Ruins

During rests Scavengers and Ruiners can choose to investigate the Ruins around them to discover locations of interest, or hunt down resources. When this happens, they find Uncharted Ruins (anywhere unexplored by the outpost), and turn them into Charted Ruins. ...

War Patterns & Casting Styles

Core Rulebook Characters

Each bear has been around the block by now. Over the course of months, years, decades, or centuries they have learned how to survive their environment. This is represented through their abilities from the material world, known as their War Pattern, and their a...

Picking Gear

Core Rulebook Characters

No bear survives anywhere on this god forsaken island without at least a scrap of armor and a sharp stick to fight with. Gear is listed in the gear section, along with more specific examples. This section will be closer to a primer and some instructions on ini...

Item Traits

Core Rulebook Gear

Ammo (Type) This item or weapon has ammunition, which is consumed when the item is used. The item specified is the item that is expended when the item is used. Range (Tiles) This item can be used in tiles not immediately next to the character using it durin...

Weapons

Core Rulebook Gear

Engineered Weapons Name Prof Paws DMG Traits Rarity TGH Slots Standard Grade Standard Issue Sword Simple 1 +1 Ripping Standard 2 1/2 Standard Issue Crossbow Simple 1 +1 Ripping Ammo (Ar...

Armor

Core Rulebook Gear

Engineered Armor Name Prof Region AR DMG Reduction Traits Rarity TGH Slots Standard Grade Standard Issue Plate Simple Torso +1 -1 Ripping Standard 2 1 Standard Issue Hide Simple Torso +1 -1 Crushing Standar...

Gadgets

Core Rulebook Gear

Types When it comes to gadgets, there are 4 types. A Gadget type is only used to describe how the item is used mechanically, and does not imply anything more. Kits A set of tools which take full attention to use, requires a chunk of time to setup, or is oth...

Husk Mods

Core Rulebook Gear

Husk mods use a work on the concept of "mind channels," or how many things a single bear mind crystal can control at once. Normally, bears have 8 channels spare after most of their normal functions are accounted for. These are bundled in sets of 2 for controll...