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Messages - LordSkys

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General Discussion / Re: Quick-Start Takers
« on: Today at 04:54:53 AM »
It looks like you have already done this a bit, but converting most the gear packages into Minors should do you a lot of good on the minors front.

Gear: Backpack, Rations,

Some for the list as well:

Scrapper: Take it, break it down, sell it, repeat. When you do this for a living, you learn a few tricks and hopefully some luck.
Potentials: ADP +1, Will +1
Skills: Scavenge +2, Profession (Drones) 1, Mechanics 1, Criminality 1
Gear: Backpack, Rations, Dron-key, Tool Kit, 2 Bounty.

Wanderer: Stay low, keep moving. You aren't here to have fun or say you're sorry. You won't be around here long period.
Potentials: SPD +1, ADP +1
Skills: Awareness 1, Self-Control 1, Foresight 1, Stealth 1, Shoot 1.
Gear: Backpack, Rations, Rifle, Bicycle, Club, 4 bounty.

Potentials: SPD +1, Will +1
Skills: Shoot 1, Athletics 1, Athletics (Prosthetic) 1, Self-Control 1,  Awareness 1.
Gear: Backpack, Rations, Prosthetic Arm or Leg, Handgun, Stim Sauce, 1 Bounty.

Tech Consultant:
Potentials: Int +1, Cha +1
Skills:  Mechanics 2, Networking 1, Research 1, Sensitivity 1.
Gear: Backpack, Rations, Laptop,  Electronics Kit, Club, 4 bounty.

General Discussion / Re: Movement and running away from casualties
« on: May 18, 2019, 08:52:42 PM »
Shamble speed is equal to SPD of the Taker.

It always takes a Tactic to move. Each move is up to a Taker's shamble speed.

Remember you can trade your twitch for an additional tactic, but it puts you at the end of the initiative order. (I think only for that round though) This means you can move then attack, attack then move, or move twice; among many other options.

If a Taker is 10 or more shambles away from all casualties in the area, and nothing is keeping them there (locked doors, more casualties, etc.) they can flee the scene. They escape the casualties and are no longer in danger. The Takers must have a higher SPD than the Vector's murder modifier (or have a way to block the vector like unscalable walls, highly reinforced doors, etc AND be actively using it against the Vector) to escape a scene with a Vector.

General Discussion / Re: SPD of horse in combat
« on: May 18, 2019, 08:44:38 PM »
Horses should be contextually "too fast".

Can a single Vector catch a horse in a wide open field? Nope, it's too fast.

Can a group of Vectors surround and corner a horse? Probably. If it had Ornery, could it kick one and charge out? Probably.

Unless it is a vehicle, machine, feral, or abberant; just make the horse and/or bike "too fast". The point of the horse attack is if it gets cornered, you're getting on or off by something and it has to hold still, or you say fuck it and charge a group of casualties.

General Discussion / Re: The Spear Crossbar upgrade
« on: May 18, 2019, 08:40:06 PM »
For the Crossbar, the resistance check IS the tactic.

It should be the tactic each following round you hold the casualty. If they don't have the reach upgrade, the Taker's twitch will probably be dodging the grasping hands of the zed.

General Discussion / Re: Homebrew Gear and Upgrades Thread
« on: May 18, 2019, 04:14:40 AM »
Swarm (Chassis): The drone is now a number of smaller drones interconnected on a single network. Removes the fragile quality. Cannot be combined with any other chassis upgrade.

Im digging the swarm chassis. one of the reasons ive never run a drone / dronkey / pet centric char is the risk of losing something thats a serious investment. this makes at least drones that much more appealing to me, might have to give it a shot.

I copied this down wrong. This also gave it the Hungry quality, since it is more power extensive to network multiple small drones and, y'know, literally use more drones.

So the actual text should be:

Swarm (Chassis): The drone is now a number of smaller drones interconnected on a single network. Removes the fragile quality, and adds the hungry quality. Cannot be combined with any other chassis upgrade.

Also, I originally made the Light Chassis to remove hampering, before I realized it made Beemail useless. I'm wondering if something like "Efficient Chassis" might be better.

I hate the hampering quality, because while it streamlines the system, it is a big thing. I always felt like hampering effecting refresh and haul was a bit much. Thus, for some of my homebrew items I separated hampering into two separate qualities:
Drain: -1 Refresh.
Unweildy: -1 Haul
That being said, drones would still have both. Beemail would remove Unweildy, and Efficient would remove Drain.

New, and most likely final, Chassis:

Adaptive (Chassis): Gives a static +1 bonus on Profession (Drones) checks. Cannot be combined with any other chassis upgrade.

I also think that Dronkeys would also have chassis upgrades, but I think they would get two or maybe even three. I would have to figure out if any of them already available are gonna be chassis upgrades. My thoughts are that Armored definitely will be a chassis, maybe Weapons Platform.
Stealth Servos definitely will not be a Chassis upgrade, mostly because it is too powerful not to be the first thing you buy.

General Discussion / Re: Homebrew Gear and Upgrades Thread
« on: May 17, 2019, 03:09:01 AM »
Two drone upgrades, in honor of Veblen Goods coming out soon. One I have had for a while but never put on the thread, the other is new:

Light (Chassis): Drone does not use up a refresh from the Hampering quality. Cannot be combined with any other chassis upgrade.

Swarm (Chassis): The drone is now a number of smaller drones interconnected on a single network. Removes the fragile quality. Cannot be combined with any other chassis upgrade.

Beemail is now a (Chassis) upgrade.

I have taken everything here and put it on a Google Sheets.

It automatically does calculations for scores that use Haul, both with and without vehicles.

To find a vehicle's effect on any given score do the following:

Ht = Haul Carried by All Takers
Fd = Fuel Demand
L = Legs
Hv = Vehicle Haul Used for Haul
T = Takers in Vehicle
U = Vehicle Upkeep
B = Bounty per Haul
N = Net Pay
T = Takers
Sh = Each Taker's Share



So let's say a crew of four has a plain ATV. They go out on a score 4 legs away, roll B7/R2 for bounty per haul, and split the pay evenly after paying off the ATV.

The Takers collect enough haul to fill all 9 haul available in their back packs, plus one more for the ATV.

90-11= N


19 Bounty each, with 3 left over in the pot. If they had walked, they would have only made the following:


Each Taker would make 20 bounty, with 1 left over...
Huh. Damn.

Ummm, roll high on a score or don't use a vehicle.

I decided to do one more table, taking a Crew of Takers the size of the what the vehicle allows, that rolled standard profit.

Each Taker has a Haul of 3, refresh 1.
Each Crew has 1 dronkey for every 5 takers, rounded up.
Each Dronkey has 5 upkeep, paid before Takers like vehicles.
Each Haul is worth 11 bounty. (B5/R6)
Each vehicle is at best profit vs Loss ratio. (They all have Alternative Fuel only, except for the bike which has any mix of upgrades that includes Saddlebags.)
This is a Score, 3 legs away.
Let's take a look.

Vehicle Ratio Takers Total Haul Gross Bounty Net Bounty Each Taker's Split
Bicycle 6.6666 : 1 1 8 88 81 81
Flatbed/Commercial 3.4285 : 1 12 48 528 496 41.3333
Semi/APC 3.1111: 1 14 54 594 563 40.1428
ATV 3.8461 : 1 5 19   209 198 39.6
Car/Jeep 3.0434 : 1 7 29 319 300 42.85
SUV 2.6471 : 1 9 35 385 362 40.2222
Motorcycle 2.5 : 1 3 13 143 133 44.3333

The bike is a bit misleading though. It doesn't work like other vehicles, and so it really should have it's own table.

To recap:
Each Taker has a Haul of 3, refresh 1.
Each Crew has 1 dronkey for every 5 takers, rounded up.
Each Dronkey has 5 upkeep, paid before Takers like vehicles.
Each Haul is worth 11 bounty. (B5/R6)
Each bike is at best profit vs Loss ratio.
This is a Score, 3 legs away.
The bike's PvL Ratio is 6.6666:1
Let's take a look.

Bikes/Takers Total Haul Gross Bounty Net Bounty Each Taker's Split
   1       8       88       81       81   
   2       12       132       123       61.5   
   3       16       176       165       55   
   4       20       220       207       51.75   
   5       24       264       249       49.8   
   6       32       352       330       55   
   7       36       396       372       53.14285714   
   8       40       440       414       51.75   
   9       44       484       456       50.66666667   
   10       48       528       498       49.8   
   11       56       616       579       52.63636364   
   12       60       660       621       51.75   
   13       64       704       663       51   
   14       68       748       705       50.35714286   
   15       72       792       747       49.8   

Finally, here is the ultimate vehicle line up, where the Taker's split is the ranking system.

   Vehicle      Ratio      Takers      Total Haul      Gross Bounty      Net Bounty      Taker Split   
   Bicycle (1)      6.6666:1      1      8      88      81      81   
   Bicycle (2)      6.6666:1      2      12      132      123      61.5   
   Bicycle (3)      6.6666:1      3      16      176      165      55   
   Bicycle (4)      6.6666:1      4      20      220      207      51.75   
   Bicycle (5)      6.6666:1      5      24      264      249      49.8   
   Motorcycle      2.5:1      3      13      143      133      44.3333   
   Car/Jeep      3.0434:1      7      29      319      300      42.85   
   Flatbed/Commercial      3.4285:1      12      48      528      496      41.3333   
   SUV      2.6471:1      9      35      385      362      40.2222   
   Semi/APC      3.1111:1      14      54      594      563      40.1428   
   ATV      3.8461:1      5      19      209      198      39.6   

The Profit vs Loss system works well for gear, but too many factors play into a real world scenario for it to work reliably on vehicles.

Anyway you cut it, bikes are better for your bottom line.

I would be interested in seeing your break-down of the humble Bicycle. it would seem that any time Ive looked into it the thing is a rather good value.

it might also be worth while to give the cost of not having any transport and track 'foot-power' as a comparative baseline.

have to say I was rather surprised that the Flatbed and APC beat out the ATV. will definitely have to look at those a bit more closely in the future.

Also, yeah Dadalos, you were right. The ATV with Alternative Fuel is better than the Flatbed with the same upgrade. Just a reminder to myself to always check the math.

The bicycle gives the mechanical benefits of a vehicle when it comes to moving Takers from point A to point B, without the expanded cargo space which makes vehicles more expensive.

We'll use rations as fuel, putting each charge of a ration the equivalent of a charge of fuel on a vehicle. A bicycle can carry one vehicle haul (the Taker) and has an upkeep of two bounty.

Because a whole ration is ten charges for one bounty, each charge is worth 1/10th a bounty, or .1 bounty per charge.

H*10 : (Fd*10)+U
1*10 :  (.1*10) + 2
10 : 1 + 2
10 : 3
3.3333 : 1

From a purely profit vs. loss on a full bicycle, the plain bicycle blows everything out of the water except a Flatbed w/ Alternative Fuel.

Hot damn.

If you give the bike the Saddlebags upgrade the ratio jumps to an overwhelming 6.6666 : 1 ratio.

Except, there is a catch.

Each taker needs their own bike.

Using the example of a 3 Taker crew, that turns it into this:

H*10 : (Fd*10)+U
3*10 : (.3*10)+6
30 : 3+6
30 : 9
10 : 3

Goddamn it I'm an idiot.

So yeah, bikes are great for the pocketbook, especially when compared to the other vehicles. Bigger vehicles will give you more actual bounty, but from an investment return standpoint, go for the bicycle.

As a Taker crew though, also remember the narrative, contextual, and mechanical benefits a vehicle gives. Those rations can be used in combat, that extra haul means more bounty, and you have to succeed on an athletics check to skip legs.

The bicycle is probably gonna land somewhere between the motorcycle and the SUV. I'll do the actual calculations tomorrow. The thing with bikes is that as gear, they will have a different breakdown compared to vehicles.

I'll find a fair formula for Gear to Vehicle conversion rates if I do the bike. Although I could make fuel demand equal to that of rations, which would just make the cost side of the ratio upkeep+1.

Of course, you also factor in the fact that each taker plus their haul is equal to one vehicle haul, and that the bike can only carry one taker haul, the bike gives the movement advantages of a vehicle without the Profit vs Loss Ratio of vehicles. Like I said, Gear and Vehicles don't compare well.

You should also remember that no job should realistically be more than 5 legs away (and even 5 leg jobs are rare), and that a vehicle that hauls more generally costs more in fuel, and the size of a given crew directly effects how much the vehicle can actually carry, and not all scores / jobs will completely fill all available haul, and that certain gear can increase the amount of haul a taker holds even though the taker will still only be one vehicle haul; these things can effect the best vehicle for your crew.

The Profit vs. Loss system is really just a stepping off point for your vehicle needs. On a purely vehicle full of haul vs cost of the vehicle front, the Profit vs Loss system works well though. If you take the exact same crew of 3 Takers for each of the ratios, the Flatbed is still the best on a purely Haul vs Cost front, since you are multiplying everything by the same variable. But a different vehicle may be better if the crew is smaller, and thus makes less off of jobs; or optimized may pay off for a giant fuck off army crew of 14 people.

Hell, at that rate, a sixteen Taker crew with an APC w/ Optimized Load and Alternative Fuel may make more in net profit than a fourteen man Crew with a similar flatbed (which as a side note, a flatbed with just Optimized Load has the exact ratio of a plain semi)

Once again I am rambling, but I'll get the calcs tomorrow.

Looking over the RM gear lists, I got interested in vehicles.

I decided to rank them. For the calculations, I used a ratio of haul times ten (average bounty per haul) vs fuel demand times ten (full number of charges) plus upkeep. I called this the Profit Vs Loss ratio of each vehicle.

Haul * 10 : (Fuel Demand * 10) + Upkeep
H*10 : (Fd*10)+U

Here is how it worked out

Place Vehicle   Ratio
Flatbed / Commercial   2.6666 : 1
Semi / APC   2.5454 : 1
ATV   2.1739 : 1
Car / Jeep   2.1212 : 1
SUV / Truck   2.045 : 1
Motorcycle   1.3636 : 1

Since all vehicles are effected the same by each upgrade, the ratios change, but the rankings don't.

Only two upgrades have a chance of raising Profit or lowering Loss for this ratio, because the others are not quantifiable to their benefits for such calculation, since each market makes different scenarios.

The two are:
Alternative Fuel, which lowers Fd by 1
Optimized Load, which increases H by 2 and Fd by 1

The best upgrade / vehicle combo is:
Flatbed w/ Alternative Fuel and no other upgrades.
It gives a ratio of 120 : 35, or 3.4285 : 1.

Bust Rule: Poor Performance.

Takers work in the world's most dangerous service industry, in the world's most dangerous economy. Clients not only want the job done, but want it done well. Some clients want it their way just a little bit more.

Takers can gain Disfavor Spots from going against a client's Weak, Soft, Tough, or Gift spots while on a contract. This isn't just not following through on spots, but actually going against how a client would want to handle a situation. A Crew may gain one Disfavor Spot from each of the client’s Spots, and these disfavor spots disappear after each contract is complete.

Going against a client's Weak Spot could mean siding with the wrong people, being kind to those who the client would have wanted to kill, or pursuing those of little interest to the client; depending on  the client's Weak spot.

Going against a client's Soft Spot can mean hurting people they have a soft spot for, putting yourself before those people, or actively ridiculing or denouncing their beliefs; depending upon the Soft Spot.

Going against a client's Tough Spot means completing the job, but not to a satisfactory level. This means that the Takers had the ability to complete the job to a satisfactory level, but for one reason or another did not. If the Takers never had a chance to complete the job satisfactorily, or it was far too steep a price, they should not gain Disfavor. If a Crew doesn't complete the job, why pay them at all?

Going against a client's Gift Spot can include reckless use, breaking, losing, selling, or active disregard and/or unappreciation of the Gift Spot while on the job. These things may be a way to lower the actual price of a job, but it is still a valuable item in the Loss; and some people utilize Gift Spots because they can't afford exorbitantly increased Taker costs.

If using the Exemplary Performance Boom Rule, gaining Disfavor and Favor Spots cancel each other out on a one-to-one basis.

If a Crew has two or more Disfavor Spots at the end of contract, the Crew has poor performance. The Market rolls a leadership check, using the Crew's best leadership score. Since the Market rolls this check, no Will Points may be used. The players may petition the Market before the check is made, to not make this check. It is suggested for Markets that smaller contracts, less prolific clients, and less Disfavor Spots be the indicator that the petition should be accepted.

On a Critical Success, the Takers are able to convince the client that they did the job well. No problems occur due to the Poor Performance.
On a Success, the Takers have no capital losses, but the client won’t talk well of them. They only gain a - Rep Spot.
On a Failure, the Takers begin losing money due to their poor performance. The Takers are paid as if they had negotiated one level lower on the sway tracker.
On a Critical Failure, The Crew is extremely disadvantaged from their poor performance. The Takers are paid as if they had negotiated one level lower on the sway tracker, and gain a - Rep Spot.

If the Crew has all four Disfavor Spots, they automatically lose pay as if they had negotiated one level less on the sway tracker. (This means that they go down two levels if they fail the leadership check.)

Disfavor and Working a Double:
Crews automatically gain a Disfavor Spot from their client’s Tough Spot if they work a double. Nobody wants to hear that their job is put on hold for someone else’s. Whether it is done and then the Takers do another and make you wait, or if the Takers do someone else’s job before yours; meaning that they aren’t focusing their resources or professionalism on you.

Remember, pulling a score and following a contract are two different versions of jobs. The “other client” of a score is the Takers themselves, rather than an actual other client; so the Crew is still working a double.

Disfavor and Joblines:
If the Takers have poor performance on a jobline, there are additional consequences, since you have caused significant damage to the relationship with the client. When the Market rolls the leadership check for poor performance, these effects also occur.

On a Critical Success, there is no repercussions. The Takers convince them that even the best of Crews have bad days, and they will be able to recoup their losses on the next contract.
On a Success, the Crew is able to convince them that this kind of mistake isn’t likely to reoccur, but they still have to find a way to grovel and make it up to the client. The next negotiation on the jobline automatically begins at As a Favor.
On a Failure, the client no longer trusts the Crew. The next contract on the jobline will have competition, and the negotiations automatically begin at As a Favor.
On a Critical Failure, the client cuts the Takers lose all together. The takers will have to bid on contracts, and will have to work to reopen joblines with the client. (It is suggested that at least two to three contracts for the client be done before allowing the Crew to reopen a jobline with that client.)

A Final Note to Markets:
Not all clients must use  either of these rules to have them in your game. In fact, it makes sense that only the more prolific, hardcore, penny pinching, enigmatic, ecstatic, soft, laid back, non confrontational, or any other kind of extreme would; depending on which combination of rules is used.

Ubiq / Re: Children of Ubiquity - who's heard of them?
« on: May 12, 2019, 09:40:17 PM »
This is Lupa, Lord's wife.
Still Lord, rp-ing
They are kinda caught up with a long-lost friend, and won't be able to do much Ubiq probably.

The Collective Enlightenment is a hac-tivist group responsible for the Children of U. Word is Gnat wants em gone. The stack is a little too big for my liking. If Gnat is offering that, she'll easily pay ten times that. That is definitely not small fry territory.

General Discussion / Boom and Bust: Exemplary and Poor performance.
« on: May 10, 2019, 03:05:38 PM »
I had an idea after listening to the replay of my group's last session. There is a conflicting bust rule in the works.

Boom Rule: Exemplary Performance.

When on a contract, some clients still want you to play into their spots. When a Taker goes above and beyond, or bullshits enough where the client thinks they have, they may show some appreciation.

Players can gain their Crew Favor Spots from playing into your client's Weak, Soft, or Tough Spots. Playing into a client's Weak Spot requires going into farther trouble than following your own Weak Spot. Playing into a client's Soft Spot means getting into far more trouble than following your own Soft Spot.
In both situations, you likely give up any gains that could be incurred from a Leg to follow through on one of these spots, and you must know that spot to play into it. Gaining the spots at the job sight should be just as difficult as on a leg, not scaled up in difficulty compared to the legs.

Following a tough spot usually means bringing back at least double the expected haul of the chosen goods if collecting goods, critically succeeding to collect more information than what the contract requires you to collect (this is a second research or networking check) for your client, or some other way to go extremely above and beyond in your client's favor.
If a client is close to giving you a +Rep Spot for how much more money you made them than they were expecting, it usually qualifies as following the tough spot.

Any Favor Spots from playing into a client's spots on the job can be lost from going against their spots. Clients are finicky, so gaining Favor is easily ten times as hard as losing it. The Crew may only gain one Favor Spot from each of the three ways to gain Favor Spots. Favor Spots disappear after each contract.

If the Crew performs the job satisfactorily, and gains two Favor Spots, they have Exemplary Performance.

If the Crew has Exemplary Performance after a contract, they may petition the Market to renegotiate the contract. The market rolls a leadership check using the Crew's highest leadership skill. (Because the market rolls, no Will Point may be used.) The Market is encouraged to allow renegotiation if the client is more prolific,

On a Critical Failure, the client becomes insulted that you tried to weasel more money. -1 Rep Spot.
On a Failure, nothing comes out of the renegotiation, but the client doesn't hold it against you.
On a Success, the Crew gains their choice of a +Rep Spot or the client's gift spot; if it wasn't used in negotiations.
On a Critical Success, the Crew increases their payment by one on the sway tracker. If the Crew is already at Expenses, the Takers may each increase their pay by 1d10.

Having all three Favor Spots gains you an additional +Rep Spot, regardless of the leadership check. (A critical failure would give both a +Rep and -Rep, nullifying both.)

Favor and Joblines:
If the Crew is working a jobline, the Market cannot deny the petition to use Exemplary Performance to renegotiate the price of the contract. They automatically gain a favor spot for the client’s tough spot if they started negotiations at Buyer’s Market.

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