Cargo Run

**Cargo Run** is an established campaign in Avalice Online GM'd by Kain. It has concluded as of June 9, 2017.

## Characters

* Shimada "Kari" Hikari
* Jegal Hwan
* Jackie Fitzgerald
* Akan Locke
* Quinn Seong

## Beginning

After the Kingdom Stone became the Kingdom Vortex, Avalice was plunged into an economic freefall as people struggled to come to terms with the concept of free energy for all, thus making their crystal-based currency nearly worthless.

And then they fixed things 10 months later. That's not the story here.

It is a year and a half into the Kingdom Vortex era and Avalice is prospering, getting ready to put the alien invasion behind them. There have been rumors of an uptick in crime, but nothing is confirmed either way and people are content to enjoy themselves.

You are an adventurer in Shang Tu, similarly enjoying yourself but finding your wallet very light for several months straight, when you come across a job offer.

"Package Transport: Very Important, must be sent to the King of Shuigang as soon as possible! Party of three to four recommended, must be competent.

Reward: 8 Million Crystals, to be shared between the recipients.

Location: Duō Xīng Pub"

Your jaw drops at this reward. Finally, the answer to all your monetary problems!

You take off as soon as possible, not wanting to miss your opportunity.

## Combat Rules

When in combat, most rolls will be handled using Fate Accelerated’s system. This means that you roll 4 (four) d6s, either for regular success or against the DM’s rolls.

### Rolls

* 1-2 represents negative (-), 3-4 represents neutral (0), and 5-6 represents positive (+).
* For a critical success, you must roll +3 or more (in other words, 3 of your dice are positive and the final dice is either neutral or positive). For example, [6, 5, 6, 3] is a crit success, but [5, 5, 5, 2] is not a crit success.
* A critical fail requires you to roll -3 or less. [1, 2, 1, 4] is a crit fail, but [1, 1, 1, 6] is not a crit fail.
* Modifiers will be conferred to specific people based on the situation; for example, you may get a positive modifier when attacking an injured enemy, or will have a negative modifier when something is hindering your ability to act.
* When rolling for success, you will be asked to roll at or over a target number (ie: 12 or over for success). Used for regular checks, or when attacking enemies that are unaware of your presence.
* When rolling against the DM, it will be a binary pass-fail; your roll must be over the DM’s roll to succeed. If your roll is lower than the DM’s, you fail. Used when fighting enemies that are engaged in combat with you.

### Range

* There are four ranges; point blank, close, medium and long. You can advance into a range bracket (ie: long>medium, medium>close) every turn.
* Weapons have a maximum effective range and will struggle to have much efficiency outside of that range. For example, fisticuffs are point blank, melee weapons are close range, ranged weapons fall between medium and long range, and magic will have a variable range.

### Cover

Automatic weapons will cause a suppression effect, forcing the affected party to take cover. You can still advance into the midst of automatic fire, but if you are not careful about how you do it, you may take damage for it. You have the option of waiting until the automatic fire lets up, or you can try a creative solution to make the automatic fire stop.

When moving around cover during a lull in a firefight, you may be required to roll to see if you are noticed by enemies.

Outcomes for moving around cover:

* Success mean that you are not noticed and can move into cover safely.
	+ A crit success may confer an additional benefit, such as being able to fire upon an enemy with a positive modifier.
* Failure means that you are noticed and the focus will be on you. You can still move into cover.
	+ Crit fail means that you are noticed and immediately fired upon, and must roll for defense. You will be halted in your tracks, and will have to move next turn.

Similarly, opponents may move around to flank the party. You may roll to see if you can notice a flank attempt. Modifiers will be conferred upon the characters based on who is rolling for it.

* Success means that you can notice the flank attempt.
	+ Secondary benefit may be conferred on a crit success.
* Failure means nothing happens.
	+ Crit failure means the opponent can move to attack you unhindered.

### Disarms

When you are in point-blank range versus an opponent with a weapon, you can call a disarm and roll for it against the DM.

* Success means that you bat away the opponent’s weapon. It will be on the ground for anyone to claim.
	+ Crit success means that you can steal the opponent’s weapon and use it against them.
* Failure means you are repelled, and must try again.
	+ Crit failure means you are not only repelled, but will take damage for the attempt.

### Grapples And Throws

When you are in close or point-blank range, you can call a grapple or a throw, then specify what you want to do.
In the case of a grapple, you will move to disable the opponent in some way. Grapples will last for two or three turns, and if they are unbroken for the full duration, the grapple will break and the opponent will take substantial damage.

* Success means you are successful and hold the opponent in a grapple. They must roll to escape every turn.
	+ Crit success means that one turn is removed off the grapple timer.
* Failure means the grapple does not go through.
	+ Crit fail means that your grapple is repelled and you take damage.

If you are caught in a grapple, you have several options to escape. You can attempt to break the throw, attack with a weapon on hand, or reverse the grapple.

* When attacking with a weapon, you will not need to roll.
* When rolling to break the grapple, you only roll for success.
* When rolling to reverse the grapple, you roll against the opponent’s rolls.

In the case of a throw, you will move to toss them around or knock them out.

* Success means that you will do exactly what you wanted to do, with varying degrees of success based on the target.
	+ Crit success means that any logical limitations will be ignored and you will do exactly what you wanted to do, with an extra benefit.
* Failure means the throw does not go through.
	+ Crit failure means the throw does not go through and you put yourself into a tactically disadvantageous situation and/or take damage for it.