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11
I'd add that getting a big vehicle like a flatbed or a semi should rightfully transform the nature of the whole campaign. If you're "the guys with the truck," that's going to be your specialty for the enclave you're a part of. You can do jobs of a type and scale that nobody else can do.

thats something I feel is probably overlooked, in most scores or jobs in general all 'haul' breaks down to:
A: carries 2
B: carries 2
C: carries 1

but not all haul can break down like this some things have to be you move 5 indivisible Haul. so even if everyone in the crew had an amped up atv, your not moving that 6 haul block of loot without a truck. something to consider at least.

I might have to figure out some kind of portable crane or at the very least a portable block and tackle sytem for things you couldn't just manpower onto a truck. might make for a good side job towing in massive haul items wholesale.
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This is awesome work.

I'd add that getting a big vehicle like a flatbed or a semi should rightfully transform the nature of the whole campaign. If you're "the guys with the truck," that's going to be your specialty for the enclave you're a part of. You can do jobs of a type and scale that nobody else can do.

If you're running the Market for a crew like that, just make sure that the risk lines up with the reward. A truck is a big asset -- but it's also fragile, vulnerable to mechanical failures, road and weather conditions, and theft. Don't be afraid to throw these challenges at your players. Make them work for the payoff that using a vehicle represents.
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General Discussion / Re: Homebrew Gear and Upgrades Thread
« Last post by LordSkys 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.
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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 think thats the idea with or without a vehicle.  :D . I want to say thank you for doing and sharing all this. its a fascinating read for one such as myself who loves this kind of breakdown. I might have to Z-space run a solo game with a crew for a while and see how things pan out over a longer adventure, wither it matches the math in theory in active practice XD.
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I have taken everything here and put it on a Google Sheets.

https://docs.google.com/spreadsheets/d/1z_HTsUQQ6o3Qeu3-UACKZS9iLbng494nf00xfsq9OM4/edit?usp=drivesdk

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

((Hv+Ht)*B)-((Fd*L)+U)=N

N/T=Sh

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.

((Hv+Ht)*B)-((Fd*L)+U)=N
((1+9)*9)-((2*4)+3)=N
(10*9)-(8+3)=N
90-11= N
79=N

N/T=Sh
79/4=Sh
19.75=Sh

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

(Ht*B)/T=Sh
(9*9)/4=Sh
81/4=Sh
20.25=Sh

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

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

Thank you for running the numbers, Its funny to see that my players tended to gravitate to this option over atvs and the arguable cooler investments for larger hauls, and it turns out they 'invested' well. especially since they all went for saddlebags and I had a "px90" latent who convinced me to let him pull a 'sidecar upgrade' from the motorbike as a rickshaw setup.and that was so much fun especially on the leg where they picked up the stray dog, the sidecar became 'his' seat.  8)

PS: if you are so inclined I wouldent mind seeing a similar breakdown of other gear done in this style. I have run a long number of solo games trying out various gear load outs and deep testing various rules focuses. however I have only gotten kind of gut feeling in regards to several items and seeing cold hard numbers like this makes me mathematically giddy.
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General Discussion / Re: Swimming/Drowning mechanics?
« Last post by Laughing Penguin on May 15, 2019, 07:26:34 PM »
I was on the boards and realized I never followed up on how this ended. So...

The Score was to salvage some bulk spices from a capsized cargo ship. The complications were a bunch of raiders in the area (river pirates are a thing in my game) who had a beef with local DHQS forces, and some sort of mutant underwater fish/creature. The legs heading in ended up being a lot more harsh than expected, with a scene where all but one player failed an important humanity roll resulting in multiple cracks and crumbles hitting the group before finding the ship. For some reason some of the group decided the best way to enter a half-sunken ship was to swim down and look at the hull breach that caused it to sink, not realizing until later that boats have doors. (To be honest, I thought that move was odd, but that they had some kind of plan in mind that didn't involve going in through more traditional means. They didn't.)

Originally we had a group of 5, 2 of which went underwater to enter the hold through the damaged hull, one which went full frontal assault on some raiders camping out on the ship's bridge, and two hanging back sniping away at the raiders. It was late so we wrapped the session here, but lost one of the underwater players due to a scheduling conflict. His character had just suffered a Crumble due a leg encounter gone wrong, so it was decided that he basically was too busy having a personal crisis to effectively contribute. The raiders were dealt with in a rather insane streak of good melee rolls and the ship was secure, but I did say they had to get the catatonic team member (the absent player) out of the darkened hold into safety.

Turns out that if you don't have Resistance, the drowning rules mentioned here are BRUTAL. Easily the most dangerous part of this Score considering they didn't take any precautions before hand.Players went into Killing damage from drowning pretty fast. From that point, a tough logistical challenge to get into the secondary hold where their cargo was, and the team mechanic came up with a clever way to open the bay doors rather than navigate the pitch black hold to allow them to go diving and haul up the buckets holding their prize.

Then came complication 2. An Aberrant I dubbed the Nautilus.

The concept was that a shipping container in the hold was smuggling people when it sank (props to the player who picked up on it without prompting) and one of them was infected. This would have resulted in a Ganglia normally, but the Blight doesn't transfer well in water, so to move from person to person the blight tendrills needed direct contact to spread, resulting in human chains of casualties stretching out from a central core. The casualties in the chain would grab onto a body allowing the blight to snake its way in and extend the chain. Multiple chains extended from the open cargo container throughout the water, and they were twitching. The main threat was again drowning, as being grabbed and held underwater was way more of a threat than any potential damage water-logged corpses could do - luckily the group Immune was the main diver.

Again credit to the players who called in their references to source some DDJs, and some lucky rolls later had the arms all cut off from the main core inside the container, allowing them to get as much bounty in goods as they could haul. Sure, the expense really ate into their profits, but it beat drowning, right?

Overall, a seriously brutal session.
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General Discussion / "Live" Damage Tracker Update
« Last post by Alo on May 15, 2019, 04:40:28 PM »
Neither the original or combined versions of the character sheet have gotten around to putting in the live damage tracker, so for those annoyed by that fact I went through and got it up and working: https://docs.google.com/spreadsheets/d/1iEDtCAkvtQUtGEs3J8AbHzprsT3Sudn6CrKkuaDc1Mw/edit?usp=sharing

(Also features some gear changes to deal with improper upkeep costs, the fifth dependent slot that appears on the original character sheet but not the Google Sheet's versions, and the system for tracking Haul, Haul gained through inventory items, Refresh and Will I use in my games.)
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