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Rocks on the Other Side
Rocks on the Other Side
Rocks on the Other Side
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Rocks on the Other Side

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The year was 2032. It will always be remembered as the year that the leaders of the world truly lost their minds. That was the year that they unleashed the massive nuclear arsenals they had been stockpiling. That was the year they tried to wipe out all life on Earth because of petty differences, differences that could have easily been overlooked if they would have just had open minds, but let’s face it, how often did the leaders of the world ever actually have open minds?
Now, two years later, civilization is gone, most of life on Earth is gone, but there are still pockets of humanity that try to eke out an existence. Some of the Earth’s flora and fauna have also survived the nuclear holocaust. Unfortunately, now everyone is trying to survive, and that means that everyone else must be viewed as a potential enemy. Even worse, nuclear mutations have created horrible lifeforms. Some used to be human, some were animals, and some were plants, but now they’re horribly deformed, and incredibly dangerous. Not to mention the fact that there are pockets of radiation all over the world that threaten life that comes anywhere close to it.
And, of course, there’s no longer a need to worry about global climate change since the world is stuck in a perpetual nuclear winter, killing more and more of the life on Earth.
Radiation everywhere, almost constant cold and snow, mutated people, animals, and plants...this is the world that waits for you in Rocks on the Other Side. Do you dare venture into this world and try to survive?

LanguageEnglish
Release dateNov 25, 2022
ISBN9781005839840
Rocks on the Other Side
Author

J Alan Erwine

J Erwine was born Oct. 15, 1969 in Akron, Ohio. Early in his life he was exposed to science, and specifically astronomy. From there on, J’s passion turned to science fiction, a passion that’s never died.Due to family issues, J eventually found himself in Denver, Colorado, where he still lives (well, right outside now.)From the time he could put subject and predicate together on paper, J has been writing stories. None of those early stories exist anymore (thankfully), but that passion for writing has never waned.After several years of rejection, the story Trek for Life was eventually sold to ProMart Writing Lab editor James Baker. It wasn’t Asimov’s, but it was a start. Since that time J has sold more than forty short stories to various small press publishers. In addition ProMart also published a short story collection of J’s entitled Lowering One’s Self Before Fate, and other stories, which is still available. ProMart also published a novel from J entitled The Opium of the People, which sold a few copies before going out of print.The relevance of the novel after the events of September 11th caused J to self-publish the novel, as he felt the story had a lot to say in the new reality we now find ourselves living in. Now, this same book has been re-released by Nomadic Delirium Press.Eventually J would become an editor with ProMart. Then, after the untimely death of ProMart editor James Baker, J would move on to ProMart’s successor Sam’s Dot Publishing. J also spends most of his time working as a freelance writer and editor.J’s novel was voted a top ten finisher in the 2003 annual Preditors & Editors contest, and his short story The Galton Principle won a ProMart contest for best story over 5,000 words. In addition, a number of his stories have been voted “best of” in various issue of The Martian Wave and The Fifth DI... and have been included in Wondrous Web Worlds Vols. 2, 3, 4, and 6.In 2009, the Ephemeris Role Playing Game was released. J is the co-creator of this game, and has written numerous supplements for the game.J has now sold three novels and four short story collections, all of which are still available from various sources, including Smashwords.J currently lives with his amazing wife, three wonderful children, three cats, and a very quiet turtle.

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    Book preview

    Rocks on the Other Side - J Alan Erwine

    ROCKS ON THE OTHER SIDE

    A Post-Apocalyptic Role Playing Game

    Created by J Alan Erwine

    Published by Nomadic Delirium Press at Smashwords

    This ebook is licensed for your personal enjoyment only. This ebook may not be re-sold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each person. If you’re reading this book and did not purchase it, or it was not purchased for your use only, then please return to Smashwords.com and purchase your own copy. Thank you for respecting the hard work of this author.

    Copyright 2022 Nomadic Delirium Press

    http://www.nomadicdeliriumpress.com

    All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic, mechanical, including photocopying, recording, or by any information storage and retrieval system, without the written consent of the publisher, except by a reviewer who wishes to quote brief passages in connection with a review written for inclusion in a magazine, newspaper, website, broadcast, etc.

    Nomadic Delirium Press

    Aurora, Colorado

    Table of Contents

    Publisher’s Introduction

    Introduction

    Gaming Basics

    Chapter one: Attributes

    Chapter two: Skills

    Chapter three: Occupations

    Chapter four: Weapons

    Chapter five: Goods

    Chapter six: Vehicles

    Chapter seven: Radiation and its effects

    Chapter eight: Gaming Basics

    Chapter nine: Military Units

    Chapter ten: Creatures

    Chapter eleven: Campaign ideas

    Publisher’s Introduction

    At Nomadic Delirium Press, we’ve always prided ourselves on releasing science fiction that had at least some basis in real science. Our first RPG, Ephemeris, stuck to science fairly closely…other than the use of hypserspace and a few other things.

    Having said that, this game has very little basis in real science. This one was created with an emphasis on crazy fun. So, if you’re expecting hard science, this isn’t it…but we still think you’ll have fun.

    Introduction

    The year was 2032. It will always be remembered as the year that the leaders of the world truly lost their minds. That was the year that they unleashed the massive nuclear arsenals they had been stockpiling. That was the year they tried to wipe out all life on Earth because of petty differences, differences that could have easily been overlooked if they would have just had open minds, but let’s face it, how often did the leaders of the world ever actually have open minds?

    Now, two years later, civilization is gone, most of life on Earth is gone, but there are still pockets of humanity that try to eke out an existence. Some of the Earth’s flora and fauna have also survived the nuclear holocaust. Unfortunately, now everyone is trying to survive, and that means that everyone else must be viewed as a potential enemy. Even worse, nuclear mutations have created horrible lifeforms. Some used to be human, some were animals, and some were plants, but now they’re horribly deformed, and incredibly dangerous. Not to mention the fact that there are pockets of radiation all over the world that threaten life that comes anywhere close to it.

    And, of course, there’s no longer a need to worry about global climate change since the world is stuck in a perpetual nuclear winter, killing more and more of the life on Earth.

    Radiation everywhere, almost constant cold and snow, mutated people, animals, and plants…this is the world that waits for you in Rocks on the Other Side. Do you dare venture into this world and try to survive?

    Gaming Basics

    Welcome to the Post-Apocalyptic Sci-fi game of Rocks on the Other Side. In this very brief section, we will give you an overview of what's contained in this book, and what you'll need (other than a vivid imagination) to play the game.

    This book is broken down into several chapters, each of which will give you the information you need to run or play a game.

    Attributes (Chapter One): An in-depth look at each of the six attributes, including how they affect combat, character interaction, and every other aspect of the game.

    Skills (Chapter Two): This chapter looks at the abilities that a player can add to their character to make them uniquely their own.

    Occupations (Chapter Three): Most people would have had jobs before the war. This chapter looks at possible jobs a character could have had, and what that will do for the character in this new world.

    Weapons (Chapter Four): This chapter looks at the weapons that might be available to a character to help them survive.

    Goods (Chapter Five): This chapter looks at the items that a character can acquire as they make their way through the game.

    Vehicles (Chapter Six): This chapter examines the possible vehicles that might be available to a character…assuming they can find gasoline or electricity…

    Radiation and its effects (Chapter Seven): Radiation is everywhere in this damaged world, and it’s inevitable that the characters will run into radiation over and over again. This chapter examines what kinds of radiation there are, and how these radiations could affect characters.

    Gaming Basics (Chapter Eight): This chapter will give you an overview of how to play the game, including combat rules, character skill advancement, rewards, etc.

    Military Units (Chapter Nine): This chapter looks at possible military units that the characters might encounter, because even though civilization has fallen, and there really aren’t any countries left, some soldiers continue the fight, hoping that their side might win, even though all of humanity has actually lost this war

    Creatures (Chapter Ten): This chapter will give you a few creatures that you might encounter during your game. They range from the very basic animals to mutated plants, animals, and people.

    Campaign Ideas (Chapter Eleven): This chapter will give you ideas that you can insert into your campaign or ideas that can help generate your own ideas. A little more background on what the world is now like will also be provided here, giving you an even better idea of how to set up and run your campaign.

    What will you need to play?

    The book you hold in your hand, or that you're reading off of your computer or tablet screen, is the first thing you’ll need, and other than that, it’s pretty simple. Each player will need a variety of dice. These dice would be: a four, six, eight, ten, twelve, and twenty sided…having several of these would be good. Each player will also need a pencil, a few sheets of paper, and a vivid imagination.

    The Game Master will also need the adventure that they’ve created to challenge the players with, but most of that goes back to that vivid imagination.

    There’s really nothing more that you need, so let’s have some fun!

    Chapter One: Attributes

    Your characters’ attributes are their basic abilities, such as their strength or intelligence. Almost everything that takes place in the game is affected by your character’s attributes. Much of your character’s success in Rocks on the Other Side will be determined by dice rolls, and almost every one of those rolls will be affected by one or more of your character’s attributes.

    There are six basic attributes for each character. Those attributes are: Intelligence, Common Sense, Charisma, Strength, Agility, and Endurance. The standard character will have ability scores that range between 4 and 24, although these basic numbers can be adjusted by profession, luck, a rise in levels, or several other factors.

    DETERMINING ATTRIBUTES

    This is a recommended method. Game Masters should feel free to have players roll up their characters however they see fit. Usually this will be determined by personal preference and exactly what a Game Master is going to challenge the players with.

    During character creation, each player rolls four six-sided dice ten times. The four lowest combined rolls are discarded, and the player then places the other six rolls into the abilities as they see fit.

    Some other options could be characters roll four six-sided dice six times and then assign the numbers to the attributes as they’d like, or players roll five six-sided dice for each attribute, discarding the lowest number from each roll. Or, if players and game masters are really courageous, the player rolls four six-sided dice for each attribute, and whatever they roll is what they get.

    Of course, there are innumerable ways that characters can be created, and it’s really up to the game master, and the players if the game master is open to suggestions, to determine how to roll up the characters. The most important thing is that the game is supposed to be a challenge, but at the same time, it’s supposed to be fun. Having characters that are too powerful or too weak eventually takes the fun away from the game, so finding the balance during character creation is the most important thing.

    ATTRIBUTE MODIFIERS

    Every roll in the game, whether it’s a combat roll, a skill check, a reaction check, or some other check will usually be modified based on the character’s attributes. Below is a table that shows what those modifiers are. These modifiers need to be noted on the character sheet by each attribute score.

    It should be noted that the table goes past 24. This is because there will be times when a character could use something to alter their attributes, or a character’s attributes could be mutated by radiation, and it's important to know what those attribute modifiers will be. In addition, some creatures will have attributes that are higher than 24. The progression beyond a score of 28 should be obvious.

    ATTRIBUTES

    Below are descriptions of each of the attributes. You’ll get a general understanding of what the ability is, and it will also let you know special modifiers that might be used in each attribute. In addition, each description will tell you what skills are modified by each attribute. (More about skills will be discussed in Chapter 2: Skills.

    INTELLIGENCE

    Intelligence is a measure of how well your character learns. In a lot of ways, this can be thought of as a character’s book smarts. A character’s Intelligence will determine how many skills they’re capable of knowing, and it will also modify their chance of success on some of those skills.

    A low Intelligence can lead a character to make a bad decision because they don’t understand how the world really works…so a lot of thought should be put into making sure a character has a high Intelligence score.

    Intelligence also determines the number of languages a character can speak. All characters can speak their native language, although if their intelligence is below 12, they don't speak it as well as they should. For each modifier, the character can pick an additional language. The languages that will be available to characters are basically all of the languages that are currently spoken in the world. It is possible for a character to speak more languages than their intelligence modifier would usually allow them to speak. This is done by adding skill points to the language skill (This will be discussed in Chapter 2: Skills.

    The character's Intelligence modifier is used whenever a character uses one of the following skills: Computerese, Cooking, Decipher, Demolitions, Electronics, Encryption, Engineering, First Aid, Forgery, Hacking, Herbalism, Knowledge, Language, Repair, and Search.

    COMMON SENSE

    Common Sense is the measure of how logical your character is. Another way of thinking of Common Sense is that it’s a character’s street smarts. Common Sense is what will usually get your character out of trouble after their intelligence fails them.

    A low Common Sense can lead to a character making a bad decision because they just don’t know any better. Low Common Sense means that the character doesn’t understand what effect their actions can have on the world.

    The character's Common Sense modifier is used whenever a character uses one of the following skills: Appraise, Clothes Making/Mending, Direction Sense, Driving, Farming, Gambling, Gather Information, Listen, Piloting, Sense Motive, Spot, Survival, and Tracking.

    CHARISMA

    Charisma is the charm and personality of a character. It's the attribute that's used most when your character is interacting with other characters. Your character will often have to try to charm his way out of a situation, or they may need to try and charm their way into a better trade deal. High charisma will be important for all of these, and many other possible scenarios in the game.

    The Charisma attribute modifier is the modifier that's used for reaction checks each time the characters enter a new encounter.

    The character's Charisma modifier is used whenever a character uses one of the following skills: Animal Handling, Bluff, Diplomacy, Disguise, Etiquette, Interrogation, Intimidate, Leadership, Negotiation, and Politics.

    STRENGTH

    Strength is a character’s physical prowess. It affects their ability to lift and carry objects, the success and damage of their physical attacks, and is a modifier for several skills.

    For every point of Strength, the character can carry 10 pounds of weight.

    In combat, the Strength bonus is added to any attack and damage dice rolled by a character when they’re using a handheld weapon. It would not apply to a projectile weapon, but if the character were using a club, hatchet, or some other non-projectile weapon, they would add their Strength bonus to their attack dice roll. (More information about combat will be given in Chapter 8: Gaming Basics.

    The character's Strength modifier is used whenever a character uses one of the following skills: Athletics, Cycling, Hand to Hand Combat, Handheld Weapons, Jump, and Swim.

    AGILITY

    Agility is the measure of a character’s reflexes. Agility modifies a character’s defense dice, some of their attack dice, and it also affects their initiative. Agility is also a modifier for several skills.

    In combat, a character adds their Agility bonus to any defense dice

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