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General Discussion / Re: Quick-Start Takers
« Last post by LordSkys 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.

(Name):
Potentials:
Skills:
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.

Veteran:
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.
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General Discussion / Re: Movement and running away from casualties
« Last post by LordSkys 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.
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General Discussion / Re: SPD of horse in combat
« Last post by LordSkys 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.
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General Discussion / Re: The Spear Crossbar upgrade
« Last post by LordSkys 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.
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General Discussion / Quick-Start Takers
« Last post by Diskhotep on May 18, 2019, 08:12:53 PM »
As convention season approaches I've been working on ways to allow players a fast way to customize their own takers without having to be handed a totally pre-generated one-shot character or spend time creating a full character from scratch. Comments and constructive criticism are welcome.

Quick-Start Takers are created by combining two cards defining the type of Taker they are and their place within the crew. Players will first choose their Major, a Potential-based broad focus for their character inspired by the basic roles a group of Takers tends to gather. Majors assign two points to Potentials (added to the starting base of 1), and allot 10 points to skills.

MAJORS:

MELEE:
Most Taker crews have at least one member able to get up and personal with trouble.
Potentials: STR +1, SPD +1.
Skills: Athletics 1, Awareness 1, Intimidation 1, Melee 2, Resistance 1, Scavenging 1, Self-Control 1, Stealth 1,  Unarmed 1.

RANGED: Taker crews can always use someone who can deal with problems at a safe distance.
Potentials: SPD +1, ADP +1.
Skills: Awareness 1, Athletics 1, Foresight 1, Leadership 1, Resistance 1, Scavenging 1, Self-Control 1, Shoot 2, Stealth 1.

TECH: Tech characters support the group with their hands-on expertise.
Potentials: ADP +1, INT +1.
Skills: Athletics 1, First Aid 1, Foresight 1, Mechanics 2, Networking 1, Research 1, Resistance 1, Scavenging 1, Self-Control 1.

MASTERMIND: Taker crews can always use someone who knows useful information and the best way to capitalize on it.
Potentials: INT +1, CHA +1.
Skills: Awareness 1, Athletics 1, First Aid 1, Foresight 2, Networking 1, Persuasion 1,  Research 1, Self-Control 1, Sensitivity 1.

NEGOTIATOR: Every Taker crew needs someone to get the good contracts and hustle up the best payout the market will bear.
Potentials: CHA +1, WIL +1.
Skills: Awareness 1, Athletics 1, Deception 1, First Aid 1, Leadership 1, Networking 2, Persuasion 1, Self-Control 1, Sensitivity 1.

SURVIVOR: Just being able to survive in the Loss for any amount of time is good enough for the majority of Taker crews.
Potentials: STR +1, WIL +1.
Skills: Awareness 1, Athletics 1, Deception 1, First Aid 1, Intimidation 1, Resistance 1, Scavenging 2, Self-Control 1, Stealth 1.

After the Taker has chosen their Major, they select a Minor to represent the tasks they focus on the most in the group, or reflect their experiences before and during the Crash. Minors assign more two points to Potentials and five more points to Skills, and provide some starting bounty and gear.

These are some sample Minors, though not the only ones. Suggestions for new Minors are welcome. Note that any pairing of Majors/Minors is allowed - they are not directly linked in any way, though some complement each other nicely.

MINORS:

SOLDIER: Lots of military personnel were left behind when the bridges blew. Either they were too slow or received their recall orders too late, or they chose to remain behind to protect the civilians in their care.
Potentials: SPD +1, ADP +1.
Skills: Athletics 1, Awareness 1, Profession: soldier 1, Shoot 1, Stealth 1.
Gear: Backpack, Rations, Rifle, Knife, Binoculars. 5 bounty.

LAW ENFORCEMENT: Local law enforcement was often on the front lines when a vector outbreak would occur, but they had the advantage of training and equipment the average person lacked.
Potentials: SPD +1, CHA +1.
Skills: Athletics 1, Intimidation 1, Profession: police officer 1, Sensitivity 1, Shoot 1.
Gear: Backpack, Rations, Handgun, Shotgun, Flashlight. 5 bounty.

DOCTOR: People with actual medical training are rare in the Loss, and they tend to be welcome wherever they go.
Potentials: INT +1, WIL +1.
Skills: Foresight 1, Profession: doctor 2, Research 2
Gear: Backpack, Rations, Blood Test Unit, First Aid Kit. 6 bounty.

COURIER PILOT: Before the Crash delivery drones were moving from novelty service into the mainstream. After the Crash they are vital for smuggling items to and from the Recession.
Potentials: ADP +1, INT +1.
Skills: Criminality 1, Drive 1, Profession: drones 2, Scavenging 1.
Gear: Backpack, Rations, Laptop, Drone. 3 bounty.

SOCIAL MEDIA EXPERT: You would think a zombie apocalypse would make certain jobs obsolete. But as long as there is Ubiq and a population starved for infotainment, there will be someone to provide cat videos and witty commentary.
Potentials: INT +1, CHA +1.
Skills: Networking 1, Persuasion 1, Profession: social media 2, Research 1.
Gear: Backpack, Rations, Ubiq Specs, Soma. 5 bounty.

CONTRACTOR: People who know how to build things (and tear them down) can always find work in the Loss.
Potentials: STR +1, ADP +1.
Skills: Drive 1, Melee 1, Resistance 1, Profession: contractor 1, Scavenging 1.
Gear: Backpack, Rations, Tool Kit, Warhammer. 6 bounty.

FERAL KID: Most children who survived the Crash did so with the help of an adult. But a few who were old enough (8-10 or so) and independent enough to look after themselves were able to make it through the last five years in the Loss on their own.
Potentials: SPD +1, ADP +1.
Skills: Athletics 1, Awareness 1, Scavenging 1, Self-Control 1, Stealth 1.
Gear: Backpack, Rations. 10 bounty.

PIT FIGHTER: Before the Crash, "Ultimate Gladiator Martial Arts Xtreme!" was just a job - half fighting, half acting. Now it's a way of life.
Potentials: STR +1, SPD +1.
Skills: Athletics 1, Melee 1, Profession: G-MAX! star 1, Resistance 1, Unarmed 1.
Gear: Backpack, Rations, Padded Gloves, Carpet Gauntlets/Greaves. 2 bounty.

PARK RANGER: Outbreaks are far more common in populated areas. Those who were far from the city when an outbreak occurred were far more likely to survive if they had the skills to stay in the wilderness for an extended period of time.
Potentials: SPD +1, INT +1.
Skills: Foresight 1, Profession: park ranger 1, Shoot 1, Shoot:bow 1, Stealth 1.
Gear: Backpack, Rations, Bow, Knife, Ubiq Specs, Scent Blocker. 3 bounty.

CON ARTIST: Some people make an honest living by their wits. And others don't.
Potentials: ADP +1, CHA +1.
Skills: Criminality 1, Deception 1, Networking 1, Persuasion 1, Scavenging 1.
Gear: Backpack, Rations, Lockpicker's Kit, Flashlight, Ubiq Specs. 4 bounty.

STREET PERFORMER: It takes a skilled performer to distract an enclave from the apocalypse outside its gates for more than a few moments.
Potentials: SPD +1, CHA +1.
Skills: Athletics 1, Deception 1, Leadership 1, Persuasion 1, Profession: busker 1.
Gear: Backpack, Rations, Tomahawk, Suppressin K-7864. 3 bounty.

FIREFIGHTER: Physical training and the ability to assess a crisis quickly go far in the Loss.
Potentials: STR +1, INT +1.
Skills: Foresight 1, Melee 1, Profession: firefighter 2, Resistance 1.
Gear: Backpack, Rations, Axe, First Aid Kit, Helmet. 5 bounty.

VETERINARIAN: Very few people keep pets in the Loss any more. But a working dog is worth the bounty in both utility and companionship.
Potentials: INT +1, WIL +1.
Skills: Profession: animal handling 2, Profession:veterinarian 1, Research 1.
Gear: Backpack, Rations, First Aid Kit, Dog. 6 bounty.


After the Taker's Minor and Major have been chosen, they may then add 1 point to any Potential they wish (max 3), and allot 5 points to any Skill they want (max associated Potential/specialization). They may spend any bounty left over from their Minor on additional gear (I plan on having a set of gear cards to hand out so they can easily purchase what they want and mark upgrades/charges). Since it is for a convention game I am also planning on giving them each 2 free upgrades for their equipment to reflect things they purchased after their last job.

Any thoughts or suggestions? I plan on sticking to the 6 Majors I laid out (though if there are suggestions for alternate skill layouts please feel free to comment), but I'd love to see a lot more Minors if anyone has any ideas. I built them all on +1 to any two Potentials, and 5 points in Skills under those Potentials (that way when they are added to the Major they will not go over starting Potentials - Profession is an exception since I didn't give any Majors a Profession). I tried to keep gear fairly simple so the player can purchase their weapon of choice depending on how they spent their last 5 points.

 








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General Discussion / The Spear Crossbar upgrade
« Last post by Dr_NANO on May 18, 2019, 01:47:34 PM »
The Spear Crossbar upgrade states that the weapon can hold a casualty/Vector in place with a Resistance check.



How is that used in combat?



My guess is that you use a Tactic to "hook" the casualty and make a Resistance check burning rations to increase succes?
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General Discussion / Movement and running away from casualties
« Last post by Dr_NANO on May 18, 2019, 01:34:32 PM »
Just ran the quickstart rules scenario for some friends and there were some of the rules I definately did not understand. Casualties move 1 Shamble per combat round toward the Takers, but what if they want to run away?

How far can the Takers move if they want to get closer and go into melee with a casualty?

What about Vectors? They are described as inhumanly fast, so can you outrun them?
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General Discussion / SPD of horse in combat
« Last post by Dr_NANO on May 18, 2019, 01:33:00 PM »
The Ornery upgrade for the horse suggests that you can use it in combat. But in order to keep it out of the hands of hungry casualties I need to know what its SPD is?

I would assume you use Profession Animal Handling to move SPD in combat and burn a charge of the horse as it is charged? Just like a person would use Athletics and burn of a ration charge.

My players have the same question for the bicycle?
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General Discussion / Re: Homebrew Gear and Upgrades Thread
« Last post by LordSkys 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.
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General Discussion / Re: Homebrew Gear and Upgrades Thread
« Last post by Dadalos on May 17, 2019, 11:12:33 PM »
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.
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