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41
General Discussion / Re: Contract: Road Crew
« Last post by Dr_NANO on July 09, 2019, 03:06:47 PM »
So the contract has 3 Legs? I am just thinking in terms of getting paid if the group gets to Hazard Pay in Negotiation

What about adding a complication? Maybe as they are going home raiders exploit the cleared highway giving some action?
42
General Discussion / Re: Contract: Road Crew
« Last post by Diskhotep on July 09, 2019, 12:48:49 AM »
I never even considered demolitions as an option since I wasn't going to give the skill to any of the pre-generated characters for the convention, but I definitely do need to know how to handle it in case somebody wants to tap a reference to go that route. I'd probably rule that each charge of plastic explosives/tnt destroys 2 rations worth of rubble per point of damage on the black die, and attracts one mob of casualties per charge used.

I don't want it to be solvable with just a couple of charges, since it is really just reducing the larger chunks to smaller bits of rubble that still need to be moved. But if they are willing to spend the bounty they should get some benefit from it. Do you think 2/damage enough or should I go a little higher? I might go as high as 5.
43
General Discussion / Re: Contract: Road Crew
« Last post by Dadalos on July 08, 2019, 06:35:38 PM »
I think the payout is fine, sure its a rough job but the idea is to use this as the start of a job-line. starting here (depending on how the job is done) will have various roll offs. I also like the idea of running the dozer and it being the loud obvious monster that it is. but then also offering the workers option to do it more silently. would it be possible to also use demolitions to further clear the area? I am sure if its a collapse as you described part of the issue would be the size of the job itself and good demo work might allow for reduced time but would definitely make a loud noise.

I also think its better to give the credit line then the 30 raw bounty, (or give them labor 'scrip' they can only use in town), but I wouldn't worry about them having a 'shopping spree' because of the time sensitive nature of the job...if they want to buy a quick item thats one thing but waste to much time...and well it eats into the bottom line XD.

overall I really like the job and will probably 'take inspiration' from it and make something long the same lines for my own crew to experience.
44
Ubiq / Re: Casualty Jokes
« Last post by VB3 on July 07, 2019, 01:31:06 PM »
Its Raining
Its Pouring
The Old Latent was Abhorring
He Went To Bed
Bumped His Head
And the Enclave Was Wiped Out in the Morning

(Popular Meek Rhyme in Loss.)
45
General Discussion / Re: Contract: Road Crew
« Last post by Diskhotep on July 06, 2019, 03:35:28 PM »
What do you think about the payout? The idea is that the takers are subcontracting the job for a huge fee, but are expected to dump a large portion back into the job itself. Large Marge is willing to extend credit since the job is for the community, as it is very likely she is going to get a big chunk of it back since they are most likely buying supplies from the company store. They don't have a lot of opportunities for side cash on this job, so I wanted the total payout to be big enough to cover everything and still leave the takers with some bounty left over.

I originally had her offer a 30-bounty gift spot instead of the credit line for fuel, labor, and ammo/ration refreshes, but since this is primarily designed for a convention slot I didn't want the table devolving into a pre-job shopping spree that leaves the group without the resources to finish the job. I want it to look like there is no way the can pull this off without hustling while actually handing them the ability to buy the win from the start.

The bulldozer can get the whole thing done in 4 days for 20 bounty, at the cost of attracting twice as many mobs of casualties each day.

Ten laborers can do the job more quietly in the same amount of time, but it will cost twice as much. 

My plan is for this job to be a "freebie" no-bid job the takers know about before they do their prep work, so they have a fallback in case prep goes incredibly poorly.

46
General Discussion / Re: Contract: Road Crew
« Last post by Dadalos on July 05, 2019, 09:10:48 PM »
love the job, trying to imagine doing something so massive really opens up new ideas for me. definitely look froward to reading about the outcomes to this.
47
General Discussion / Contract: Road Crew
« Last post by Diskhotep on July 05, 2019, 01:42:54 AM »
SPOILER: If you are planning on playing Red Markets at KantCon 2019 in a couple of weeks, you might want to skip this one (or at least tell me about it before the crew chooses a job).

Quote
REVISED VERSION!!!  Any comments/suggestions are appreciated.

ROAD CREW

Goods/Service
In two weeks a trucking convoy from back east will be heading past the Takers’ enclave. There are two possible routes they could take – one that passes near enough to establish a trade route, and one that takes a different stretch of road miles away. Large Marge needs a group of Takers to survey and clear the nearby highway before she calls to convince the convoy to take the route closer to this enclave.

Equilibrium
B10/R3 – 13 bounty. Scarce. Local opinion is the enclave is doing pretty well without outside assistance, so not many Taker groups are looking to jump on this contract. Talk up the benefits of trade, or remind the community that if they don’t establish a trade route their rivals will.

Economy
The job starts at Pitstop, a former truck plaza near a midwestern state highway. Pitstop did well gathering resources just after the Crash when many well-stocked long-haul truckers settled there rather than continue onward, but has become isolated and insular over the years.

Client
Large Marge was once a long-haul trucker before the Crash, but is now one of the most influential traders in the enclave. She is an ironically petite woman with a well-crafted prosthetic left leg. She firmly believes the enclave needs to shake itself out of its isolationism and make a bigger mark on the region.

Weak Spot: The End Justifies The Means. Large Marge will drag the community out of its isolation kicking and screaming if she has to, even if it means setting up a regular trade route without asking first. Takers need to show her they are willing to do what it takes to accomplish a task and damn the consequences.
Soft Spot: On The Road To A Brighter Tomorrow. Large Marge firmly believes the future of mankind is on the rise, and is anxious to be a part of it. She prefers Takers who talk up retaking the Loss or building a stronger and better network of communities.
Tough Spot: Race Against Time. There are only two weeks to go before the convoy arrives.
Gift: Large Marge will allow the Takers to purchase fuel and equipment from her on credit. Taking the money and running will earn the Takers two negative rep spots and earn her wrath.

Competition
There is a rival enclave near the alternate route that wants the convoy to take their route, and they are willing to play dirty to make sure their road is the only choice.

The Highway
The road to be cleared is a section of two-lane state highway not incredibly clogged with vehicles, as this stretch of road is far enough away from any city to have not suffered a major traffic jam. There are still some cars which will have to be moved, requiring 2 successful Resistance or Mechanics rolls each day in addition to dealing with any encounters that leg. Failure on one of these rolls still results in the cars being moved, but will attract a mob of casualties. One Scavenging roll may be made per day to pull something of value out of the abandoned vehicles, in addition to any bounty found on casualties.

Day One: Easy Money

A courier van lies on its side just off side of the road. It appears to have been sideswiped by another vehicle and rolled down the embankment. Two casualties are pinned waist down beneath the back of the vehicle, but the rear doors are still closed. The van is actually a trap by a local Meek cult, and a charge of plastic explosive has been rigged to go off if the doors are opened. The Takers may find the
explosive on a successful Awareness check, and may disarm it from inside the van with Mechanics or Profession: Demolitions if they go in through the broken front windshield and crawl through the vehicle into the back (Self-Control: Trauma to do so). Setting off the explosive causes 1d10 Killing damage to each location, and may require an infection check from pieces of the pinned casualties flying everywhere. The van is otherwise empty, as the Meeks took everything of value when they set their trap.

Day Two: Heat Advisory

It is a baking hot day. The temperature just keeps rising and there’s no wind. A First Aid, Foresight, or Research check warns the Takers that they need to find shelter and get out of the sun before they suffer from heat exhaustion. If they are in a vehicle, it will overheat and require a Mechanics check to get started again if they do not wait out the worst heat in shelter. If the Takers continue through the heat,
everyone makes a Health check. On a critical success, the Taker consumes an extra ration to deal with the heat. On a success, one extra ration plus 1d10/2 Stun to the head. On a failure, the Taker is suffering from heat exhaustion: extra ration, 1d10 Stun to the head, and 1d10/2 Stun to the torso. On a critical failure, the Taker is suffering from heat stroke: two extra rations, 1d10/2 Killing to the head, and 1d10 Stun to the torso. At the end of the day, the Takers stumble across the body of a messenger Taker, killed by heat stroke, and can take the messenger’s bicycle and his messenger bag containing two doses of Suppressin K-7864.

Day Three: Toll Booth
The Cereal Killers, a Taker group hired by the rival enclave, has created a road block out of abandoned cars in front of an overpass and demands a fee to pass (two bounty per person, 4 per vehicle). There are three with shotguns hiding behind the cars, plus one with a handgun who will hail the Takers and request their toll while the others cover him. Behind them two other Takers armed with rifles seem to
be hiding behind the nearest central pillar of the overpass (an Awareness check will show that they are not actually covering the speaker but are instead working on something at the base of the pillar). The Cereal Killers are not actually intending on collecting a toll (though they will happily accept any bounty they are given) – the speaker is stalling for time while the two riflemen finish planting the last charge of
explosives. If the Takers pay them off, they will happily move suspiciously far to the side and let them pass, and then detonate the overpass as they are going under it (1d10 Kill to each location – if a successful Awareness check is made or if they noticed the charges being planted an Athletics roll can be made to dive out of the way to instead 1d10 Stun to each location or 1d10 Kill to one location, player’s choice). If the Takers begin a combat, the riflemen will leave off setting the explosives and ready their guns (missing the first round of combat), then join in. As soon as one rival falls the others will attempt to run, setting off the charges once they are clear. If both riflemen are killed the second one will set off the charges regardless, either with a defiant shout or (if killed instantly) by falling on the detonator switch.

Roadblock
Five years of infrastructure neglect (plus strategically placed explosives) has caused part of the overpass to collapse across the highway. It will require about 200 man-hours (200 rations) to clear if the riflemen were able to plant their last charge without being noticed. If they were stopped midway only the far overpass section was destroyed, requiring 120 man-hours (120 rations) to clear. The Takers have ten days left to clear the rubble before the convoy’s scout drones arrive and they make their choice of which highway to take. If the rubble is not cleared by that time, they will go the other way and the Takers will only get half pay for the job less whatever they purchased on credit. The Takers can try and find construction equipment to move the rubble, hire laborers to move it, or use a combination of the two

A successful Foresight, Networking, or Research roll can locate a small quarry near town one leg away that still has some construction equipment. The vehicles are stored in a garage at the base of the quarry where they have been protected from the elements, but a mob of casualties is locked in with them. It will require two Mechanics rolls to scavenge enough parts to get a bulldozer working, and then repair it.
Once repaired, the Takers will have to source diesel fuel from Large Marge’s biodiesel refinery to operate it (fuel demand: 4, one charge to get to the overpass, one charge to clear 50 rations worth of rubble in one day). It takes two days to travel from the job site to the enclave and back, and each charge of diesel requires 1 Haul to carry.

The Takers can hire laborers from Large Marge at a cost of 1 bounty per person, plus 1 per day of heavy labor. Each laborer will move 10 rations worth of rubble per day, and can be at the job site in two days.

If the Takers decide to use explosives to help clear the rubble (either by using scavenged plastic explosives from Day One or by buying some from Large Marge), they can clear 2 rations worth of rubble per point of damage inflicted on the black die for each charge.

While the job is being done, any Takers not working themselves must defend the site against casualties. One mob of casualties will appear per day of work, with an additional mob appearing any day heavy machinery is being operated, or when explosives are used.

Succeeding at clearing the overpass opens up the area for future trade as the convoy will now stop at the enclave for refueling, and earns the Takers their full pay (less anything they spent in credit), as well as a positive rep spot and a job line with Large Marge.

This is a contract I've got planned for KantCon 2019. Thoughts and opinions are welcome. If you run it yourself, let me know how it goes!

ROAD CREW

Goods/Service

In two weeks a trucking convoy from back east will be heading past the Takers’ enclave. There are two possible routes they could take – one that passes near enough to establish a trade route, and one that takes a different stretch of road miles away. Large Marge needs a group of Takers to survey and clear the nearby highway before she calls to convince the convoy to take the route closer to this enclave.

Equilibrium
B10/R3 – 13 bounty. Scarce. Local opinion is the enclave is doing pretty well without outside assistance, so not many Taker groups are looking to jump on this contract. Talk up the benefits of trade, or remind the community that if they don’t establish a trade route their rivals will.

Economy
The job starts at Pitstop, a former truck plaza near a midwestern state highway. Pitstop did well gathering resources just after the Crash when many well-stocked long-haul truckers settled there rather than continue onward, but has become isolated and insular over the years.

Client
Large Marge was once a long-haul trucker before the Crash, but is now one of the most influential traders in the enclave. She is an ironically petite woman with a well-crafted prosthetic left leg. She firmly believes the enclave needs to shake itself out of its isolationism and make a bigger mark on the region.
•   Weak Spot: The End Justifies The Means. Large Marge will drag the community out of its isolation kicking and screaming if she has to, even if it means setting up a regular trade route without asking first. Takers need to show her they are willing to do what it takes to accomplish a task and damn the consequences.
•   Soft Spot: On The Road To A Brighter Tomorrow. Large Marge firmly believes the future of mankind is on the rise, and is anxious to be a part of it. She prefers Takers who talk up retaking the Loss or building a stronger and better network of communities.
•   Tough Spot: Race Against Time. There are only two weeks to go before the convoy arrives.
•   Gift: Large Marge will allow the Takers to purchase fuel and equipment from her on credit to complete the job. Taking advantage of this will earn the Takers two negative rep spots and earn her wrath.

Competition
No Takers have been interested in taking this job so far, so this is a no bid contract. The first group to negotiate for it gets the job, with no undercut at the end of negotiations.

The Highway
The road to be cleared is a section of two-lane state highway not incredibly clogged with vehicles, as this stretch of road is far enough away from any city to have not suffered a major traffic jam. There are still some cars which will have to be moved, requiring 2 successful Resistance or Mechanics rolls each day in addition to dealing with any encounters that leg. Failure on one of these rolls still results in the cars being moved, but will attract a mob of casualties.

1.   Day One: Toll Booth
A small band of raiders has camped out in an old toll station and demands a fee to pass (two bounty per person, 4 per vehicle).  There is one raider inside each of the three toll booths, plus one hiding in the weigh station. One will hail the Takers and request their toll, while the others cover him. The speaker is armed with a Handgun and the other two in the toll booths have Shotguns. The raider in the weigh station has a Rifle with the Silenced and Scope upgrades. Takers may either fight the raiders, or pay them 20 bounty to leave the area (a successful Persuasion roll lowers the bribe to 15 bounty, 10 on a critical success).

2.   Day Two: Heat Advisory
It is a baking hot day. The temperature just keeps rising and there’s no wind. A First Aid, Foresight, or Research check warns the Takers that they need to find shelter and get out of the sun before they suffer from heat exhaustion. If they are in a vehicle, it will overheat and require a Mechanics check to get started again if they do not wait out the worst heat in shelter. If the Takers continue through the heat, everyone makes a Health check. On a critical success, the Taker consumes an extra ration to deal with the heat. On a success, one extra ration plus 1d10/2 Stun to the head. On a failure, the Taker is suffering from heat exhaustion: extra ration, 1d10 Stun to the head, and 1d10/2 Stun to the torso. On a critical failure, the Taker is suffering from heat stroke: two extra rations, 1d10/2 Killing to the head, and 1d10 Stun to the torso. At the end of the day, the Takers stumble across the body of a messenger Taker, killed by heat stroke, and can take the messenger’s bicycle and his messenger bag containing two doses of Suppressin K-7864.

3.   Day Three: Roadblock
Five years of infrastructure neglect has caused part of the overpass to collapse across the highway. It will require about 200 man-hours (200 rations) to clear. A successful Foresight, Networking, or Research roll can locate a small quarry near town one leg away that still has some construction equipment. The vehicles are stored in a garage at the base of the quarry where they have been protected from the elements, but a mob of casualties is locked in with them. It will require two Mechanics rolls to scavenge enough parts to get a bulldozer working, and then repair it. Once repaired, the Takers will have to source diesel fuel from Large Marge’s biodiesel refinery to operate it (fuel demand: 4, one charge to get to the overpass, one charge to clear 50 rations worth of rubble in one day). It takes two days each way to travel from the job site to the enclave and back, and each charge of diesel requires 1 Haul to carry.

The Takers can also hire laborers from Large Marge at a cost of 1 bounty per person per day. Each laborer will move 10 rations worth of rubble per day, and can be at the job site in two days.

While the job is being done, any Takers not working themselves must defend the site against casualties. One mob of casualties will appear per day of work, with an additional mob appearing any day heavy machinery is being operated.

Succeeding at clearing the overpass opens up the area for future trade, and earns the Takers their pay (less anything they spent in credit), as well as a positive rep spot and a job line with Large Marge.


48
General Discussion / Re: SPD of horse in combat
« Last post by Freebird on July 02, 2019, 10:46:36 PM »
So for RMBD, the horse movement rules as I currently have them:

Basically, horse speed operates on a different scale from human speed. They move based on Range Increments (melee, short, medium, long) rather than Shambles.

Horses have three movement paces: walk, canter, and gallop. Walking is the same as human walking, canter moves one Range Increment per round, gallop moves two range increments per round. I also made a "Fast" upgrade for horses; but since even a slow horse is way faster than a person, all the upgrade does is make them faster than other non-upgraded horses. Past that, I go into a lot more detail, since horses basically replace vehicles as the main mobility gear investment in the medieval setting.

If anybody is interested in seeing my current stuff (and maybe leaving helpful comments!) here's the doc: https://docs.google.com/document/d/10568TnZzMxPZypBUS9O5ScXzsfLkpByCR3vbY8meJZw/edit?usp=sharing
49
General Discussion / Re: Actual Plays
« Last post by Dadalos on July 01, 2019, 10:42:44 PM »
I'm running a day-zero campaign called Masada's Redoubt over on the Technical Difficulties podcast.
The players are former Operation Utility slowly (or not so slowly) turning Black Math.
Set off the coast of Washington State.

First episode: https://www.technicaldifficultiespod.com/episodes/2018/8/16/red-markets-masadas-redoubt-part-1-1
Find them all: https://www.technicaldifficultiespod.com/episodes/tag/Masada%27s+Redoubt

oh, that sounds fun, Ill have to give it a listen XD.
50
General Discussion / Re: Actual Plays
« Last post by Pixie on June 29, 2019, 03:04:43 AM »
I'm running a day-zero campaign called Masada's Redoubt over on the Technical Difficulties podcast.
The players are former Operation Utility slowly (or not so slowly) turning Black Math.
Set off the coast of Washington State.

First episode: https://www.technicaldifficultiespod.com/episodes/2018/8/16/red-markets-masadas-redoubt-part-1-1
Find them all: https://www.technicaldifficultiespod.com/episodes/tag/Masada%27s+Redoubt
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