LifeLines

General Category => General Discussion => Topic started by: LordSkys on May 21, 2019, 10:26:33 PM

Title: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 21, 2019, 10:26:33 PM
Hey All!

I've found time and time again that part of what makes Red Markets so dynamic is the fact that the Market shares thematic control of the story with the players. A Taker isn't just a character or plot point, but a Nexus that can shape the story into new paths. When it comes to railroading, Red Markets doesn't require it. Since the plot is directly affected by any action the Takers make, story telling becomes the main focus of the game.

Part of what makes the game so dynamic is it's mechanical looseness, and how it urges players to try new things because of how endlessly interpretable the mechanics are.

The addition of Boom and Bust rules allow for even greater playstyle customization.

So why such the flowery, "praise be to Caleb" introduction?

As already mentioned in my Tough Spot Supplement Homebrew thread, I have begun writing a supplement for Red Markets, which has a working title of Margins and Dividends.

The point (at least for me) isn't to create "more variety"; as much as it is to show how flexible the game really is, as well as putting out my work in a truly official style for the first time.


This supplement would focus mainly around three main ideas:

1)New player options of already established mechanics. E.g. Tough Spots, Will Points, Combat Maneuvers, etc.

2)Thematic variations for existing mechanics options. E.g. New Believer sects, different interpretations of tough spots in character, the aspects of the blight, major loss groups,etc.

3)Major mechanics that change the plot and story of the game and it's setting.


I have had brief email conversation with Caleb about the possible avenues of publishing, but I won't go into the hubbub right now. Safe to say, I know how I can and cannot put this work out there.

The next few posts will be reserved for thread set-up/general information, but after that this is an input/updates thread.

I will attempt to start to get Google docs of working rules out for people who wish to play test what is already written. A number of base mechanics introduced in the supplement are already written and require play testing. This play testing is a WIP on the part of me and the groups I work with, so input on the mechanics in play is always appreciated.

Feel free to PM or email me if you have questions, or even ask them down below.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 21, 2019, 10:27:03 PM
Current Outline of WIP Writing

Introduction
How to Use Margins and Dividends
Why Use Alternate Rules?
- Margins and Dividends in the Red Markets.
Canon and Red Markets
- Head and Design Canon
Boom and Bust Rules
The Story of Margins and Dividends
The Apostates
- From the Journals of the Apostates.

The Game Setting
The Loss
Discovered Enclaves
New Private Companies
Established Crews
Unknown Beliefs
New Abberants
A Shift in the Market
Optional Rules for the Setting
- How the Setting Changes
Example Setting Type: Technological Recession
Example Setting Type: Alien Invasion

Takers
Tough Spots
How Did You Survive?
Tough Spots From a New Angle
-Interpretation Matters
New Tough Spots
- Setting Changing Tough Spots
Gear
New Qualities
New Upgrades
New Gear
-Existing Gear in Different Settings
-Setting Specific Gear
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 21, 2019, 10:27:16 PM
Current List of Play Test Material

V1.# Total:
New Tough Spots (28 new)
New Believer Sects (2 New)
Tough Spot Interpretations (4 New)
Gear/Qualities (25 New)
Regrets (5 New)
Boom/Bust Rules (8 New)

V 1.0
New Tough Spots (18 new)
New Believer Sects (2 new)
Tough Spot Interpretations (3 new)
Boom/Bust Rules (5 new)

V1.1
New Tough Spots (8 New, 1 Revised)
Tough Spot Interpretation (1 New)
Gear/Qualities (6 New)
Regrets (5 New)
Boom/Bust Rules (4 New)

V1.2
Tough Spots (2 New)
Gear/Qualities (19 New)
Boom/Bust Rules (1 new)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 21, 2019, 10:27:49 PM
Current and Past Play Test Rules:

Current: https://docs.google.com/document/d/1XtR-tDMTnaUc_2l2LTm9fgT17uHKcU6ypi7XnZIvwBI/edit?usp=sharing (https://docs.google.com/document/d/1XtR-tDMTnaUc_2l2LTm9fgT17uHKcU6ypi7XnZIvwBI/edit?usp=sharing)
Tough Spots
Quick Spots: (1 New)
Setting Spots: (1 New)
Gear
New Qualities: (3 New, 1 Revisited)
New Upgrades: (4 New)
Advanced Technology: (4 New, 2 Revisited)
Accessories and Kits: (5 New)
Healthcare and Drugs: (3 New)
Boom and Bust Rules
Bust Rules: (1 new)

Past:
V1.0
https://docs.google.com/document/d/14Zw5IqKcX53GpElgY5IujO93yoCo5okShQq9YZKSgh4/edit?usp=sharing (https://docs.google.com/document/d/14Zw5IqKcX53GpElgY5IujO93yoCo5okShQq9YZKSgh4/edit?usp=sharing)
Tough Spots
Quick Tough Spots (11 New)
Mechanical Spots (6 New)
Setting Spots (1 New)
Setting
New Believer Sects (2 New)
Tough Spot interpretations
Believer (2 New)
Steward (1 New)
Boom and Bust Rules
Boom Rules (1 New)
Bust Rules (3 New)

V 1.1
https://docs.google.com/document/d/1I9Y0J2TgzWusMBTR2kMSBddJ3yw7g_NExzX8TVGrZ3g/edit?usp=sharing (https://docs.google.com/document/d/1I9Y0J2TgzWusMBTR2kMSBddJ3yw7g_NExzX8TVGrZ3g/edit?usp=sharing)
Tough Spots
Mechanical Tough Spots (2 New, 1 Revised)
Regret Spots (6 New)
Tough Spot Interpretations
Bait (1 New)
Gear and Qualities
New Qualities (2 New)
Drugs and Healthcare (4 New)
Boom and Bust Rules
Boom Rules (4 New)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Dadalos on May 21, 2019, 11:20:01 PM
Im interested, If you require a sounding board to workshop something Im online at least a few times each day.  ;),

an while my play groups not the most active, I have since developed quite a fondness for running solo games for myself to play-test character concepts and get a better feel for specific rules and how they interact.

+1 bounty for initiative.

Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 21, 2019, 11:50:46 PM
Im interested, If you require a sounding board to workshop something Im online at least a few times each day.  ;),

an while my play groups not the most active, I have since developed quite a fondness for running solo games for myself to play-test character concepts and get a better feel for specific rules and how they interact.

+1 bounty for initiative.



Thanks Dadalos!

I'll admit, the majority of this supplement will be based around player use rather than Market use, so solo running will be interesting.

The supplement will most likely be broken into a few main sections, much like the official Red Markets book.

Most of the mechanics will be posted here or talked about on here, but the first play test sheet will most likely be stuff I have posted on previous threads.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: VB3 on May 22, 2019, 03:58:33 AM
+2 Bounty
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 23, 2019, 01:35:56 AM
Thread set up is done.

Plan to try and get the initial play test docs on here in the next couple days, if work/life allows.

I don't expect all of this to make the cut, or work out entirely. Here is a list of tentative items I have posted from previous threads, with the listed thread if possible, that will make up the bulk of the play test:

New Tough Spots (18 New. From Tough Spot Supplement HomebrewNew Tough Spot: Resistant, and Noodling Around with New Spot: Poor threads.)
New Believer Sects (2 New. From Children of Ubiquity - who's heard of them? thread.)
Tough Spot Interpretations (3 New. From Children of Ubiquity - who's heard of them? thread.)
Boom/Bust Rules (2 New. From Boom and Bust: Exemplary and Poor performance thread.)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Freebird on May 23, 2019, 05:27:35 PM
Seems really cool, I agree 100% about how great the flexibility of the Profit System is. I'll do my best to keep up with your progress!
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 23, 2019, 06:33:19 PM
Seems really cool, I agree 100% about how great the flexibility of the Profit System is. I'll do my best to keep up with your progress!

Not gonna lie, that's some pretty high praise coming from you Freebird. Your RMBD was really got me interested in writing out my own supplement.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 24, 2019, 03:55:28 PM
Alrighty! The first play test document is officially up!

https://docs.google.com/document/d/14Zw5IqKcX53GpElgY5IujO93yoCo5okShQq9YZKSgh4/edit?usp=sharing (https://docs.google.com/document/d/14Zw5IqKcX53GpElgY5IujO93yoCo5okShQq9YZKSgh4/edit?usp=sharing)

Feedback for any and all parts of the document are greatly appreciated.

The document is printer ready for anyone wishing to print of the rules written there.

I welcome any and all questions about the document, or it's content.

I also accept any form of grammar fix, or help with rewriting what is there to be more concise and make more sense in the next play test rules document.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Dadalos on May 24, 2019, 04:48:51 PM
Downloading now, but as I just got to work I wont be able to read it till lunch  :D.

Look forward to giving it a read though.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: VB3 on May 24, 2019, 09:13:33 PM
Downloaded and reading.

I like it Lord Skys V.

Look forward to further revisions of your RM supplement.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 25, 2019, 12:51:30 AM
Downloaded and reading.

I like it Lord Skys V.

Look forward to further revisions of your RM supplement.

That's good to hear, glad for the feed back.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 25, 2019, 01:43:54 AM
Looking through RM, we see the effects of economic horror on the minds of Takers in the form of Regrets. For the next PTD (play test document), I am focusing on Regrets. I will be introducing a number of new insidious regrets for the crack and crumble regret lists; as well as a new Boom rule for Regrets that target the Taker more in day to day activities and allow them to learn from such regrets.

Let's talk about the boom rule. It will be based around giving players either a regret spot which can be used like a tough spot, or just allowing a taker to take a specific tough spot as part of their regret. It will open up more player individuality with mechanics, while making the effects of the regret more apparent. The regret spot will take thematically and mechanically appropriate tough spots and/or regrets and combine them into these new regret spots, which can only be taken after a regret.

The detriments will far out weigh the benefits, but they will be based around learning from psychological trauma, instead of just suffering.

The list of regrets will be expanding by a notable degree, though many are in the pre-public play testing stage.

Otherwise, patches and fixes from the feedback on V1.0 will also be in V2.0.

As always feedback is loved and appreciated!
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Dadalos on May 25, 2019, 03:49:31 PM
I actually look forward to seeing some more options for regrets, far to often I think humanity is seen as kind of ablative armor and your fine so long as its not completely full... so something thats got teeth to make it more 'personal' would , I think, alleviate some of this mindset.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on May 25, 2019, 04:01:04 PM
I actually look forward to seeing some more options for regrets, far to often I think humanity is seen as kind of ablative armor and your fine so long as its not completely full... so something thats got teeth to make it more 'personal' would , I think, alleviate some of this mindset.

Exactly my thoughts. Right now, the Boom rule is looking like I will be creating tough spots which can be gained at the end of any game you take a crack or crumble in. These would be in addition to the new Regrets, rather than part of a regret themself; but the mechanics are still finicky and not polished enough for public play testing.

I do have a small spoiler though: the Destroy regret for Crumble.

Destroy:
On a failed Self-Control check, the Taker goes into a destructive rage. Gear is destroyed, valuables smashed, and back-ups broken.
Each piece of the Taker's gear immediately rolls for missed upkeep, regardless of whether or not the upkeep was paid this or last session; and each item, including essentials, loses 1d10 charges from the abuse. Fragile items do not break from the loss of charges, and survives the upkeep roll on a critical success. In addition, armor can spend charges to offset the number of charges lost as if they were kill damage. The Taker must roll Self-Control (no humanity damage) for each haul and refresh they are carrying; with failures meaning the hauled goods and/or refresh are destroyed or lost. Treat the event as if a loud weapon went off once.
This can cause threat to Trauma in other Takers in your crew, as the savage rage can spark actual fear in your teammates.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on June 05, 2019, 01:10:30 AM
Okay, got a basic write up of new and revised pieces for V1.1 of the play test document. All the V1._ play tests will be compiled for V2.0.

Tentative V1.1
Tough Spots
Mechanical Spots (2 New, 1 Revised)
Regret Spots (6 New)
Humanity and Regrets
Crack Regrets (2 New)
Crumble Regrets (3 New)
Gear
New Qualities (2 New)
Drugs and Healthcare (4 New)
Boom/Bust Rules
Boom Rules (4 New)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Freebird on June 05, 2019, 10:09:37 PM
From a quick read, that's some great stuff! A couple of the Tough Spots might need a little mechanical balancing, but this is a ton of great ideas!
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on June 05, 2019, 10:20:28 PM
From a quick read, that's some great stuff! A couple of the Tough Spots might need a little mechanical balancing, but this is a ton of great ideas!

Cool! They are in progress so any specific suggestions would be great.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on June 06, 2019, 07:18:23 PM
Alrighty everyone!

"Margins and Dividends Play Test Rules Document V1.1" is up!

This includes a few new drugs, five new regrets, a few boom rules, some new gear qualities that will be coming up in use in a later version,  a new type of tough spot, and a new tough spot interpretation: the Exotic Bait.

The doc itself also has a dedicated document outline and table of contents, making everything easy to find both online and in print.

https://docs.google.com/document/d/1I9Y0J2TgzWusMBTR2kMSBddJ3yw7g_NExzX8TVGrZ3g/edit?usp=sharing (https://docs.google.com/document/d/1I9Y0J2TgzWusMBTR2kMSBddJ3yw7g_NExzX8TVGrZ3g/edit?usp=sharing)

As always, suggestions are wanted and appreciated for anything and everything in the document.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: VB3 on June 22, 2019, 02:21:28 PM
How's the supplement going Lord Sky's?
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on June 22, 2019, 05:47:41 PM
How's the supplement going Lord Sky's?

Well, but slow.

I have some revisions that are working out very well in terms of game balance, and some of the pieces are coming together very well.

Personal life is really slowing down the progress, but I hope to get a new PTD out in a little under a month, hopefully much sooner.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 06, 2019, 02:21:26 AM
Hey all!

Sorry about the wait, real life kept dragging me out during the summer.

Anyways, after finally perusing my copy of Veblen Goods, I have had a reason to start working a little harder on the specifics of certain elements within the supplement. I have two directions for the next PTD, which should come out by the end of August; or as two separate PTDs that will have a sooner then later release date.

The first direction is revision and rewriting of mechanics within RM and the PTDs as (sometimes optional) rules, rather than filling niches not explained in the main core book.

The second direction is drone/tech development in the post Crash world. While the ground work had been laid out already, there is a wide world of tech development that the recession has been wanting to feast on. While I'm sure dronkeys and traditional drones make up the majority of "modern" tech development, the loss holds many R+D labs, abandoned prototypes, and DHQS secret hardware.

Anyways, I'll be able to update far more frequently now.

Please make sure to write any specific comments and/or questions about the PTDs already out there so I can answer/address them!
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Dadalos on August 06, 2019, 05:52:55 PM
The second direction is drone/tech development in the post Crash world. While the ground work had been laid out already, there is a wide world of tech development that the recession has been wanting to feast on. While I'm sure dronkeys and traditional drones make up the majority of "modern" tech development, the loss holds many R+D labs, abandoned prototypes, and DHQS secret hardware.

The idea of raiding lost research labs for caches of cutting edge tech makes me giddy. im something of a tech junkie irl and so that translates well into my fictional exploits. looking forward to seeing everything myself but torn as to which side of the DM's screen I want to be on when all the shiney bits hit the floor. XD.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 12, 2019, 12:20:42 AM
Okay so I am looking at revising the drugs, partially due to Veblen. Anything that really should/shouldn't be added?

Also I am looking at writing an "Advanced Technologies" section for Margins and Dividends. This would have Dronkeys/Drones/RC vehicles on a separate listing from this advanced tech. They would follow rules more similar to vehicles and mostly fall under the Optional Rules / Hacks category.

I will be posting some stuff on this over the next few days.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: VB3 on August 12, 2019, 04:33:04 AM
Cool!
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 18, 2019, 04:17:16 AM
Alrighty, so no new doc yet (unfortunately most of this feels too unpolished to put out there yet. But I do have a few things for you guys.

Modifications. The modification is a new type of upgrade that effects gear in different ways. The close and short of it is as follows:

Modification: Gear with the modification quality has a noted number of modifications - upgrades marked with "(Mod)" - that they may have.before they become harder to maintain. For each modification above the number allotted, it costs an additional bounty for upkeep on the item. You may pay for the upkeep on the item without paying the modification upkeep, but that means losing the extra modifications. For instance:

A Dronkey has Modification of 2, so they may have two modifications before it costs more bounty to maintain the dronkey.
I choose to buy the armored and weapons platform modifications. I do not add anything to the cost of the dronkey. If I also add the Carrier modification, it now costs 6 bounty to upkeep instead of 5.

(Note: in this example, Weapons Platform and Armored are Modifications. These are the only two upgrades that become modifications under these rules.)

Tomorrow (it's a little past midnight atm) I will post some of these rules.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 18, 2019, 05:43:56 PM
Alrighty, so no new doc yet (unfortunately most of this feels too unpolished to put out there yet. But I do have a few things for you guys.

Modifications. The modification is a new type of upgrade that effects gear in different ways. The close and short of it is as follows:

Modification: Gear with the modification quality has a noted number of modifications - upgrades marked with "(Mod)" - that they may have.before they become harder to maintain. For each modification above the number allotted, it costs an additional bounty for upkeep on the item. You may pay for the upkeep on the item without paying the modification upkeep, but that means losing the extra modifications. For instance:

A Dronkey has Modification of 2, so they may have two modifications before it costs more bounty to maintain the dronkey.
I choose to buy the armored and weapons platform modifications. I do not add anything to the cost of the dronkey. If I also add the Carrier modification, it now costs 6 bounty to upkeep instead of 5.

(Note: in this example, Weapons Platform and Armored are Modifications. These are the only two upgrades that become modifications under these rules.)

Tomorrow (it's a little past midnight atm) I will post some of these rules.

Here are a few of the items with the new modification rules. Some of these are editted re-posts from other threads.

Dronkey:
Upkeep 5, Charges 10
Effect: A Quadruped drone with limited autonomy. Carries 4 Haul. Requires Profession (Drones) on all skill checks.
Qualities:
Autonomous- Drone operates off the owner’s initiative. Drone performs one tactic or twitch as voice commanded by the owner’s free action. (Taker must be wearing mic relay that accompanies drone)
Charged- Charges can be spent to aid a test.
Fragile- Destroyed with kill damage or missed upkeep.
Loud
Specialized- Profession (Drones)
Modifications- 2 modifications allotted.
Upgrades:
Autocomplete Algorithm- Drone no longer tied to owner’s initiative and triggers whenever owner chooses to use that round’s free action.
Surveillance Suite- Dronkey provides +2 Awareness and Foresight when piloted remotely.
Stealth Servos- Buys off Loud quality.
Armored (Mod)- Dronkey is immune to Stun damage, and all Kill damage costs a single charge to negate.
PA System- Drone equipped with speakers capable of broadcasting any sound the user chooses.
Weapons Platform (Mod)- Dronkey mounted with a capped shotgun can be used while piloted check Profession (Drones) to attack. The shotgun is always treated as Loud.
Carrier (Mod)- The Dronkey is modified with 2-4 extra legs. This supports more weight. +2 Haul.
Punch (Mod)- The dron-key is equipped with a reverse engineered telescopic Punch-bot arm. As a command (Free action for the Taker) spend a charge off the dron-key. The dronkey uses a tactic to locate the head of a target, grabs it, and uses the built in cattle gun to deal Kill damage to the enemy equal to the result of the black die.
The dron-key has reach, and the attack does not have the Loud quality. (attacks from 2 shambles away)
Demolition (Mod)- The dron-key is equipped with IED disposal and setting appendages. As a command, the dron-key can set an explosive as a tactic by expending a charge off of the dronkey and the chosen explosive. As a Task, the taker may use the dron-key to disarm an explosive using Profession (Demolitions)

Drone
Upkeep 4, Charges 10
Effect: Drones can fly, scout, deliver goods, and attack autonomously or under remote piloting. Drones use Profession (Drones) for all skill checks.
Qualities:
Autonomous- Drone operates off the owner’s initiative. Drone performs one tactic or twitch as voice commanded by the owner’s free action. (Taker must be wearing mic relay that accompanies drone)
Charged- Charges can be spent to aid a test.
Fragile- Destroyed with kill damage or missed upkeep.
Drain- Takes up one Refresh while equipped or carried. (Drone must be carried when not flying)
Unwieldy- Takes up one Haul while equipped or carried. (Drone must be carried when not flying)
Loud
Specialized- Profession (Drones)
Modifications- 1 modification allotted.
Upgrades:
Autocomplete Algorithm- Drone no longer tied to owner’s initiative and triggers whenever owner chooses to use that round’s free action.
Beemail Chassis (Mod)- Drone can carry 1 Haul.
Kamikaze- Piloting the drone into a target does explosive Kill damage and destroys the drone.
Starlight- High intensity LED-light illuminates ground beneath drone,providing the effect of a flashlight for all takers.
Surveillance Suite- Drone provides +3 Awareness and Foresight when piloted remotely.
Whisper Drive- Buys off Loud quality.
Swarm (Mod)- The drone is now multiple smaller drones networked together. Removes the Fragile quality, and adds the Hungry quality. Damaging one of the swarm removes one charge from the drone. (Two because of Hungry)
Efficient (Mod)- Removes the Drain quality.
Adaptive Navigation Program (Mod)- Gives a static +1 bonus on Profession (Drones) checks. Subject to Market approval.

Ammo Types:
All ammo types written on page 7 of the Veblen Goods catalog now are upgrades that have the (Mod) descriptor and lose the additional upkeep cost written in the description. (Micro-Grenades have the (Mod) descriptor twice) Bows, Crossbows, LMGs, Pistols, SMGs, Shotguns, and Rifles all gain the Modification quality with no allotted modifications.

Night Vision Goggles
Upkeep 3, Charges 10
Effect: Allows for Awareness checks and sight in total darkness out to medium range. Blind in bright light while worn.
Qualities:
Capped- Spend one charge per use.
Hungry- Two charges spent for every one used.
Fragile- Breaks from any damage or missed upkeep.
Modification- 1 modification allotted.
Upgrades
Toggle- No longer blinded in bright light.
Ubiq (Mod)- Allows for use as Ubiq specs and gains the Memory quality.
Optimized- Buys off Hungry.
DeadEyesHack (App)- Spend a charge to gain +2 Shoot.
ApopheniaOverlay (App)- Spend a charge to gain +2 Scavenge.
GhoulNet (App)- Secure tactical network.
Military Grade- Buys off Fragile, damage now eats into remaining charges.
Extended Range- Can now see out to Long-Range in total darkness.
Thermal-Infrared (Mod)- +2 on all checks against living creatures in the dark. In addition can now see if things are warm or cold from a distance.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 19, 2019, 09:35:39 PM
So due to formatting problems, I will be dropping the gear list formatting indefinitely from the PTDs.

I will be attempting to create a secondary file that follows the proper gear list formatting for any and all items that are in the PTDs; on a following date.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 23, 2019, 04:23:15 AM
Okay, a few new items I added to the list. This is just a sneak peak without telling you all the mechanics behind them

Strider: boots with blade runners that enhance movement.
Roller Skates: They are what they say.
Aquatic Drone: A drone for under the great depths.
Quadruped Combat Artillery Drone: A heavily militarized land-based drone.
Treaded Drone: A small, all terrain assist drone.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on August 26, 2019, 08:18:20 PM
Alrighty guys, I am looking into a few logistical things with the CC right now. Until that is figured out, I am looking at Sunday evening (Eastern Daylight Time) to be the next release of a PTD!

Sorry for the wait, but we should finally be up and running again!
If everything gets sorted a more full PTD will be released, otherwise it will have to wait.
Here is a (tentative) overview of items.

Tentative V1.2
Tough Spots
Mechanical Spots: 3 (All Revised)
Setting Spots: 1 (New)
Gear
New Qualities: 2 (2 New)
New Upgrades: 1 (1 New)
Advanced Technology: 8 (6 New, 2 Revised)
Accessories and Kits: 1 (New)
Alternative Retirements
Base of Operations Building Rules: 18 (All new)
Alternative Rules
Bust Rules: 2 (1 New, 1 Revised)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 04, 2019, 11:42:35 PM
Alrighty guys, I am looking into a few logistical things with the CC right now. Until that is figured out, I am looking at Sunday evening (Eastern Daylight Time) to be the next release of a PTD!

Sorry for the wait, but we should finally be up and running again!
If everything gets sorted a more full PTD will be released, otherwise it will have to wait.
Here is a (tentative) overview of items.

Tentative V1.2
Tough Spots
Mechanical Spots: 3 (All Revised)
Setting Spots: 1 (New)
Gear
New Qualities: 2 (2 New)
New Upgrades: 1 (1 New)
Advanced Technology: 8 (6 New, 2 Revised)
Accessories and Kits: 1 (New)
Alternative Retirements
Base of Operations Building Rules: 18 (All new)
Alternative Rules
Bust Rules: 2 (1 New, 1 Revised)

Slight problems with some mechanics have caused a delay in the release of the PTD. Luckily, it is here!

I do want to apologize for the briefness of it all, but I believe that all of the mechanics presented within are sturdy and public ready. Rest assured that V1.3 will hold all of the fixed up mechanics that are missing from the current PTD.

As I continue to create these PTDs i learn more and more about writing, and modify my writing styles.

Anyways, here is what we are looking at:

Play Test Document V1.2
Tough Spots
Quick Spots: 1 (New)
Setting Spots: 1 (New)
Gear
New Qualities: 4 (3 New, 1 Revisited)
New Upgrades: 4 (4 New)
Advanced Technology: 6 (4 New, 2 Revisited)
Accessories and Kits: 5 (5 New)
Healthcare and Drugs: 3 (3 New)
Alternative Rules
Bust Rules: 1 (1 new)

Margins and Dividends Play Test Document V1.2: https://docs.google.com/document/d/1XtR-tDMTnaUc_2l2LTm9fgT17uHKcU6ypi7XnZIvwBI/edit?usp=sharing (https://docs.google.com/document/d/1XtR-tDMTnaUc_2l2LTm9fgT17uHKcU6ypi7XnZIvwBI/edit?usp=sharing)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: Freebird on September 05, 2019, 07:34:01 PM
Cool stuff so far, LordSky! It's funny, how several people all seem to have had the idea for upgrades that increase Upkeep cost at around the same time. :)
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 05, 2019, 07:47:52 PM
Cool stuff so far, LordSky! It's funny, how several people all seem to have had the idea for upgrades that increase Upkeep cost at around the same time. :)

Not gonna lie, I couldn't figure out whether or not the ammo types actually counted as upgrades, since you can't really lose a type of ammo unless you lose all your ammo in the pack.

I decided to just simplify all of it into the Modification quality and forget about the rest. Then I expanded on it with some new items that have upgrades with the (mod) upgrade.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 07, 2019, 08:00:22 PM
Alrighty, I'm attempting a new base building mechanic for a crew. The Base of Operations serves as a place for vignettes and work actions.
There will be rules both for creating a base of Operations and turning it into an enclave if so desired.

It will also open up a new type of milestone to create lasting benefits to takers who invest in this avenue of play/retirement
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 08, 2019, 04:47:37 PM
This Base building guide may need to be a supplement of it's own, but here is what we are looking at.

First and foremost, a base of Operations is not always possible to maintain. Sure, someone who is fully dedicated to the upkeep and maintenance of their homestead can maintain a base with very little issue; but takers have other things to worry about. A Taker must go out, collect bounty, etc. Digging ditches and repairing frayed wires is precious time wasted compared to working on earning more on the next job.

Cost of a Base
A Base of Operations costs one milestone per Taker to bring online.
A Base of Operations costs a given number of two specific work actions based upon the number of people living within the base. A Base also uses bounty, as they are the beginning of economic systems within the base. If a base is only made up of a crew and their dependants, it only takes two work actions to maintain all parts of the base.

The cost of maintaining a base is abstracted into bounty. A bounty for an enclave is the same as a bounty for a singular taker.

Required Base Work Actions
Clear Casualties: As a work action, a taker may clear Casualties from the base armaments. This requires a check on some sort of combat skill. There is always one required Clear Casualties action in between jobs; and an additional Clear Casualties work action required for every five Personnel Units at a Base.
Critical Success: Spend no charges from your gear, and can make a scavenge check for bounty.
Success: Spend no charges from your gear.
Failure: Spend charges equal to R
Critical Failure: A mob gets within the fence, you get bit, or a piece of gear gets mangled/lost while working.

Maitenance: Maitenance is essential for a base to function. Bases must be maintained. Trash must be thrown out, fields plowed, ditches dug, waste managed, water collected, armories replenished, defenses repaired, wires spliced, etc. In full Enclaves these things may be managed by the enclave.
This action requires no rolls, it only takes up space in the Work/Life Balance of the Takers. An additional Maitenance action is required for every 10 Personnel Units at a base.

What are Personnel Units?
The number of people living within a base of Operations are abstracted into Personnel units. Each unit fall into one of five main categories:
Takers: Each taker unit is made up of a single taker PC and their dependants. A unit has no bounty cost to a base, because it is paid off with a Taker's sustenance costs.
Squatters: Squatters are the poor and desperate. While giving shelter to such a people may make you feel better, they provide nothing and are a drain on your resources. A base has -1 Bounty per squatter unit.
Citizens: Citizens pay taxes and stimulate trade within a base. They still drain resources, and so they usually find an equilibrium. A Base has -1 Bounty per Citizen, and makes 0-2 bounty per Citizen unit.
Employee: Employees are paid for their work within a base, but they provide essential functions that relieve the Takers of their duties within the base. -1 Bounty per Employee unit.
Specialty: Specialty Units are in, one way or another, special. Each special unit has specific applications within a base.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 08, 2019, 05:31:31 PM
Each session, the market rolls in secret. For each citizen unit, the Takers gain a given number of bounty; after Personnel costs are accounted for. Since the Takers do not know the roll results, they may not spend Will on it.
Critical Success: Boom- Gain two bounty for each citizen unit.
Success: Equilibrium- Gain one bounty for each citizen unit.
Failure: Bust- Gain no bounty from citizens.
Critical Failure: Gain no bounty from citizens, R/2 citizen units become temporary squatter units. (Until next session)

Each unit type is successively more specialized than the last.

Extra Work Actions

A taker may make one of the following work actions, given that all Clear Casualties and Maitenance work actions are accounted for.

Influence Trade: A Taker rolls deception to increase speculation and movement within the market.
Critical Success: Boom- Gain two bounty for each citizen unit.
Success: Equilibrium- Gain one bounty for each citizen unit.
Failure: Bust- Gain no bounty from citizens.
Critical Failure: Lose 1 bounty per citizen unit.

Remove Squatters: A Taker rolls up and gets the Squatters to shove off. Use intimidation to remove a number of Squatters as given below. Add the number of squatter units to the red die and the number of employee/Taker units to the black die.
Critical Success: Remove a number of squatter units equal to natural Black result OR half the modified black.(Player choice)
Success: Remove a number of squatter units equal to half the natural Black result.
Failure: Remove no squatter units.
Critical Failure: Squatters use an additional number of resources equal to the modified red die OR lose one squatter unit, which becomes R/2 Vectors OUTSIDE the base. This becomes an emergency situation that all takers must respond to.

Hire Temporary Labor: Use a sensitivity check to attempt to recruit people from the inside work force.
Critical Success: Temporarily convert B in squatters to citizens or B in citizens to employees. (Until next session)
Success: Temporarily convert B/2 in squatters to citizens or B/2 in citizens to employees.
Failure: Unable to convert any prospective personnel.
Critical Failure: Resources were wasted on the individuals. Lose R/2 Bounty OR lose one citizen/employee unit to another enclave/base.

Attract Personnel: Use persuasion to attract permanent residents.
Critical Success: 1 Specialty Unit OR convert B/2 squatter units into citizen units.
Success: 1 Employee OR Citizen unit
Failure: R/2 Squatter units.
Critical Failure: A hostile or dangerous group comes. (Latents, Raiders, Cultists, Stewards, rival takers, etc)

Advertise Work: Attract a temporary specialty unit using networking.
Critical Success: Attract two units of your choice OR find one unit within any of your Personnel (permanently becomes that specialty unit)
Success: Attract one unit of your choice.
Failure: Attract none.
Critical Failure: Attract R/2 Squatters.

Restructure Base: Use leadership to restructure which Personnel are what.
Critical Success: Convert B Personnel from one unit type to another. This may be an increase in power or a trade in their employment/specialty type. Each such trade or movement is at a 1:1 trade.
Success:Convert B/2 Personnel from one unit type to another. This may be an increase in power or a trade in their employment/specialty type. Each such trade or movement is at a 1:1 trade.
Failure: Convert 1 Personnel from one unit type to another. This may be an increase in power or a trade in their employment/specialty type. Each such trade or movement is at a 1:1 trade.
Critical Failure: Personnel restructuring confused trade/enclave life. R/2 Units move down specialization ladder.
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 08, 2019, 05:34:20 PM
Sorry if this all seems a little messy, just trying to get my ideas straight. Basically, this all leads into the actual benefits of having a base, beyond retirement into a mechanically living community
Title: Re: "Margins and Dividends" Supplement Thread.
Post by: LordSkys on September 11, 2019, 03:59:58 PM
I designed two new Tough Spots today, and I'm trying to gage their balance here. Need another set of eyes on it.

Devastated
You were never meant to come back out here. Whether it is a mental illness, genetic predisposition, or bad luck; you find yourself between a rock and a hard place. Luckily, you only made it this far because you had a way out.

Temporary Work
You have one less retirement goal.

Lifetime of Pain
Choose a single Crumble Regret. While you do not start the game with any regrets filled in on your character sheet, you function as if you have that regret. You may not choose that regret if you later crumble in a humanity threat.


Wisher
As some form of coping mechanism, you have a small store of humanity that you can tap into. This extra source ties you to the very horrors you witness. People might believe you to be a roach, or just a lifer; Takers know you as a Wisher, someone whose deathwish is what lets them survive.

Bottle It Up
You have a fourth Humanity threat, Identity. You may split any humanity damage (except instant regrets) between Identity and the threat the damage targets.

Until You Die
To use a point of Will, you must make a Self-Control check against Identity; of equitable level to the significance of the use, as determined by the Market.
In addition, while you can get your dependants out of the loss, you cannot retire.Your character can only escape the Loss through the jaws of death or total loss of humanity. Mechanically, your Taker can complete all retirement milestones, but they cannot retire.