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Messages - LordSkys

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1
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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.

2
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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.

3
General Discussion / Re: The long road campaign pitch
« on: August 18, 2019, 04:30:52 PM »
I seriously love that idea! I have had problems with players only ever wanting to play "Lost for Life" characters, munchkin-ing their way around the enclave and surrounding Loss. (They just earned their second - Rep Spot for murdering a rival crew who were attempting an undercut as of last session.) I think the idea of making the milestones convienant plot threads that continue the story much more enticing. I may steal that for the current game since none of them are investing in retirement anyways.

They are very interested in continuing the plot of the story though, so this may be the kick in the pants my crew needs.

Fine, you don't want to retire a character? He needs to have some goal in life or else he will eventually die. One thing most players should understand is that there is always the happy ending, but that comes only with retirement.

4
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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.

5
General Discussion / Re: Queries on Starvation and Rations
« on: August 17, 2019, 05:47:56 PM »
It's like... Well sorta like exhaustion. It's muscle fatigue mixed up with a shortage of expendable calories. A quick rest lets you replenish yourself a little. If you've ever heard the saying "running on fumes" I'm pretty sure it is a direct correlation to the saying.

Also, there are starving rules in game. Each day since you run out of rations/refresh you take one stun to each location per day without food.

Day 0: Run outta refresh&rations
Day 1: 1Stun to each location.
Day 2: 2 Stun to each location. (3 Total)
Day 3: 3Stun
Etc.

Remember that extra stun converts into kill damage once all stun is filled, meaning a character would starve by day 6. (1+2+3+4 is all stun. Day five and six are each effectively kill damage, which would mean the head is killled

6
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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.

7
General Discussion / Re: Queries on Starvation and Rations
« on: August 11, 2019, 12:16:48 AM »
Basically the "refresh rations equal to SPD" thing is where the body is breaking down acids and fats in the body to power yourself. The body itself is starving, and your body is breaking down whatever it can to fuel you. While exercising, the digestive system slows to a halt, so even after a large meal this can occur. This is how extreme weight loss occurs in those that are starving, as well as those that work out for extended periods of time.

This form of exercise is endurance based. It is about outlasting rather than going fastest. It's why we work so well as hunters, since we don't have to rely on conserving energy; we literally run our prey to death.

It also works in return. As long as the initial jump doesn't get us, we can run longer and farther than the thing hunting us.

By the time a character could be truly "could die from" starving, you would have already gone into monologuing/cutscenes time.

I would go into a whole speel about ATP and ADP (the chemical) and the three separate forms of exercise, including the two that come before this one, but that would be boring. I will link an article though.

https://health.howstuffworks.com/wellness/diet-fitness/exercise/sports-physiology1.htm

8
General Discussion / Re: SPD of horse in combat
« on: August 08, 2019, 02:46:56 AM »
Follow up. Whats the speed of a bicycle in combat?
2x SPD?

That... Seems impractical.

SPD x2? Yeah. Hell, depending if they were already moving or not it could be as much as x4.

In combat? As in actually fighting? That better be at least at default. Or a specialization. Unless you're just fleeing. Or Athletics + Attack, but then no Athletics roll against being hit.

I'm not trying to be rude, but how does that work in your games?

9
General Discussion / Re: Queries on Negotiations
« on: August 07, 2019, 03:25:45 AM »
Hi there! Not played RM yet but very excited to!

I love the concept for the negotiation mechanics, but some things are tripping me up in understanding how it all hangs together. Could someone please indulge the following queries at let me know -

A - how I've got it wrong
or
B - some homebrew tweaks that make it all work?

Many thanks!

1) What happens when the black die and the red die attempt to move into the same space on the sway tracker? The rules indicate that this is not allowed, but not what happens instead.
- Do they simply sit either side of the contested space?
- What if both are moving 2 sway to get to the same space? Do they both move 1 or both move 0?
- What if one is moving 2 sway and the other is only moving 1 sway to get to the same space - does this make a difference?

2) What is the mechanical gain in clients using character spots? If it's just missing 1 sway this round to get it back the next round, why bother?

3) Given that the client doesn't lose anything by being denied access to character spots (see 2) why bother using Intimidation to prevent it? (Especially since it costs a sway opportunity to do so.)

4) There's a lot of talk throughout this rules section about strategy and timing but I just don't see it. 1 sway from one thing is as good as 1 sway from another thing and 1 sway for the black die is no different to -1 sway for the red die. The negotiator could use Deception to negate the character spot used by the client, but he could just as well ignore it and stick with his trusty Persuasion skill like he did the last round and get exactly the same result.

5) Burning a scam opportunity to tag-team with the negotiator doesn't seem to have any advantage at all. Sure they can bring a different skill set, but what use is that when any skill is always as useful as any other (see 4)?

6) Isn't Intelligence Gathering always going to be the best option for scams? Success grants an extra sway which is more valuable than Price Manipulation (unless at the very bottom or very top of the track, which surely must be very rare) and two shots at 2 separate sways is always going to be better than the increased chances of 1 shot at 1 sway as per Negotiator Support. Discourage Competition also amounts to a 1-sway gain, but requires prep to identify them and seems to carry far heftier repercussions. Also, spots are absolutely the only way to gain ground against the client because they automatically get 1 sway per round and get a free bonus (the gift spot). Basically I'm concerned that my group will take one look at the scam options and go for 3x Intelligence Gathering every single time.

NB: My usual gaming taste is for story-centric narrative games so I totally get it if the answer to any of the above is "you're taking this too seriously", but so much effort has gone into these rules it seems the intent must have been to create something mechanically-sound.

 First off, welcome to RM and LifeLines. Remember that my answers are just a few of many. I will be saying my personal beliefs rather than book scanning, just a forewarning.

1) There are two ways to play it.

The book seems to support neither moving, since they are effectively heads up in this situation. One would have to have more sway than the other to get ahead/move; and the one with two sway would move for the dice meeting, while the one with one sway would not move.

Remember when dice are heads up, each sway one side has blocks a sway on the other side, until only one has sway left.

This being said, ties in general go to the market. It would make sense as a bust rule to have a tie in this particular situation go to the market.

2) A client ALWAYS gets one sway. They have actions to get additional sway. It balances out the sway mechanics of players, who may gain one sway, but have teammates to gain them extra sway without spending actual actions on the negotiator's part.

Also, if it becomes a jobline, a client retains the knowledge of that spot to use against the negotiator in the future. One crew ran double/different negotiators every time and it screwed my jobline client over since he didn't know any spots for the players, but the players paid for it by all devoting something to the CHA stats.

It is all about give and take. Honestly, the first few negotiations will often go in your players favor hard. I believe that is on purpose since most people don't enter the game and instantly want to go into debt.

3) Since there is always some sway, they are trying to negate the extra sway. This is important especially when the dice are heads up, since it is the extra sway that actually move the dice.

4) It's not about the type of sway, but the round it is used.

If I use a tough spot while the client is trying to find a spot and the heads are up, I am more likely to successfully move it than if the client has spots ready to pick.

On the other hand, pushing up early make the dice meet in a better place; and I can rely on holding up that spot to secure pay as well.

There are really only two (three if a jobline) smart ways to enter negotiations, but the choice (and following through) matters.

5) The reason for other scams are if you are pulling off specific techniques of gaining sway, or if you are following a jobline. There is only so much you can know about a client, especially since the tough spot is the only tactical thing that can change in actual negotiations.

Also, don't trash on price manipulation so hard. Across the board changing the price can be huge; especially since the negotiator actually has to use the spot you found, where as price manipulation happens instantly. This can be especially useful on very short negotiations as it can be make or break.

Don't get me wrong 2x Intelligence + Discourage is often the safest bet to gain bounty early on, but changing it up can lead to far better pay outs as the game progresses and both you and your players become used to the negotiations mechanic.


Hope that answered everything without being too antagonistic or something. I tried giving reasonable (if somewhat roundabout) answers. If they didn't help, let me know.

10
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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!

11
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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.

12
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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

As always, suggestions are wanted and appreciated for anything and everything in the document.

13
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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.

14
General Discussion / Re: "Margins and Dividends" Supplement Thread.
« 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)

15
General Discussion / Re: What fonts are used in the book?
« on: May 29, 2019, 11:31:49 PM »
Actually found something. Try fontsquirrel.com

It takes a little finagling, but it worked out the front page characters to be either:

Aldo the Apache Regular
or
UA Cadet Regular

They are far to similar for me to tell apart

Edit: the fonts, it didn't literally think it said "UA Cadet Regular"

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