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Topics - Diskhotep

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1
General Discussion / Contract: Still Crazy After All These Years
« on: July 18, 2019, 02:48:10 AM »
I've been trying to post this job for a couple of days now - for some reason the forum thinks it's spam or a duplicate and won't let me put it up. Feel free to check it out and let me know what you think!

https://drive.google.com/file/d/18OODPKI2-xUCFrc-Aqkyyuxqcs7pGgGE/view?usp=sharing

2
General Discussion / Contract: Road Crew
« 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.



3
General Discussion / Quick-Start Takers
« 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.

***EDIT NOTE: Minors have been updated based on feedback and refinement.***

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 1, Research 1, Scavenging 1, Self-Control 1.
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, Mechanics 1, Profession: drones 1, 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: Deception 1, Networking 1, Persuasion 1, Profession: social media 1, 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.
Note: Profession: contractor can substitute as Mechanics when attempting tasks involving construction and home maintenance

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, CHA +1.
Skills: Intimidation 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: Athletics 1, Profession: park ranger 1, Shoot 1, Shoot:bow 1, Stealth 1.
Gear: Backpack, Rations, Bow, Knife, Ubiq Specs, Scent Blocker. 3 bounty.
Note: Profession: park ranger can substitute as Foresight when attempting tasks related to wilderness survival.

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: First Aid 1, Foresight 1, Melee 1, Profession: firefighter 1, 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: First Aid 1, Profession:veterinarian 1, Research 1, Resistance 1, Sensitivity 1.
Gear: Backpack, Rations, First Aid Kit, Dog. 6 bounty.
Note: Profession: veterinarian can substitute as Profession: animal handling when commanding dogs, horses, or falcons


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.

 









4
General Discussion / Contract - Sweet Tooth
« on: March 22, 2018, 04:21:42 AM »
Sweet Tooth

Goods/Service
Julia Barnes thought she had lost everything in the Crash – her family, a promising career as a local TV personality in Denver, her cats. After a few years scrounging in Free Parking she began writing a cookbook based on her grandmother’s recipes, ones simple enough for anyone to make with ingredients still readily available after the Crash. The book was a surprise hit, and enabled her to get out of Free Parking and make a name for herself.

Lately her editor has been pressuring Julia to write a second book focusing on desserts. Unfortunately her grandmother never got around to teaching her the more secret family recipes, and she is running out of ideas.

Recently Julia remembered her grandmother kept several boxes of recipe cards in her pantry. One of them was full of recipes for delicious home-made candies. With those recipes her next book is sure to be a hit.

Julia needs a group of Takers to travel to her grandparents’ farm and find her grandmother’s recipes. She is pretty sure her grandparents died during the Crash, but if they are still wandering around as casualties she is willing to pay an extra 5 bounty apiece for them to be mercifully put down or for proof of their deaths. She will send a courier drone to pick up the recipes once they have been retrieved.

Equilibrium
Check local conditions.

Economy
Julia is safe and sound in the Recession. She will communicate with the Takers via Ubiq.

Client
Julia is skilled at adapting other people’s work, but finds it difficult to create anything truly unique. She knows if she can get ahold of her grandmother’s recipes she will be able to write another bestselling book, but believes that without them her book will be nothing special and she will never write another.
•   Weak Spot: Insecure. Julia has no talent for coming up with original ideas, though she excels at adapting others. Takers who convince her that she is actually building on a foundation set by others rather than stealing their work will gain her favor.
•   Soft Spot: The Old Homestead. Julia longs for her days back at her grandmother’s farm, and wishes she could be there again. Takers who reminisce about the “good old days” and tell her  they will respect her grandmother’s home will convince her they are kindred spirits.
•   Tough Spot: All Or Nothing. Julia needs those recipes. All of them. She knows in her heart she can’t write her book without them. Takers must impress upon her they can deliver the goods on time and in top condition. 
•   Gift: Julia will provide the Takers with a tablet containing a map with the location of her grandparents’ farm, a copy of her first book, and two upgrades of their choice.

Competition
The Candy Crushers are a Taker group passing through the area taking odd jobs as they go. This one seems like a quick and easy way to make a bit of bounty as they are travelling that direction anyway.

Travel Time
4 legs: 2 out, 2 back.

The Site
The farmhouse is well-built but off the beaten path. It was once a working family farm but the fields have long since gone fallow. It doesn’t appear to have been ransacked, but most items of use seem to be missing as if they were packed up and taken away.

Out back are rows of flower beds and bushes running wild. A small lake past the flowers has dried up to the point where it is now just a shallow pond. Below the house are the doors to a storm cellar which is closed. Attempts to open it find that it is locked from the inside.

Before the Crash Julia’s grandfather was a doomsday prepper. He built a small shelter underneath the house, the entrance of which lies in the storm cellar. As it became more apparent that the world was ending her grandparents moved their prized possessions into the shelter and began staying there all the time.

Complications
Julia’s grandmother was an amateur apiarist before the Crash and the back yard is full of tables with boxed beehives. Takers who are not quiet or who disturb the hives will agitate the bees, which will quickly swarm and attack. The bees will inflict 1d10 Stun damage per round to each Taker in the swarm (Takers may split damage up amongst any unarmored locations), unless victims hide in the house or in the pond.

There is a mob of casualties in torpor among the bushes, waiting for the cellar doors to open once again.

When the Blight started moving through the area the neighbors rushed the farmhouse seeking sanctuary in the shelter. By the time they arrived Julia’s grandfather had already sealed the shelter door, so the only protection they had from the horde of vectors was to seal the cellar door and barricade themselves inside. Unfortunately one of them had already been bitten, and now the storm cellar is full of casualties (roll for a Mob, but there are at least five).

The shelter’s power has failed, but a successful Mechanics or a Profession roll involving electrical knowledge will allow someone to use the battery from a laptop, tablet, or Ubiq specs to open the door. Julia’s grandparents will be found peacefully laying on cots with an empty bottle of pills on the floor beneath them.
The recipe boxes sit neatly on a shelf along with 2 Haul worth of craft supplies and 14 Haul of honey in glass jars. All of the other food is gone but there is a small reservoir that still contains water (enough for one refresh worth of rations that can be divided amongst the Takers).




5
General Discussion / Contract - The Road to Nowhere
« on: January 22, 2018, 04:35:05 AM »
Here is another contract I've been working on. If anyone has any suggestions for a better title I'd love to hear them.

The Road to Nowhere

Goods/Service
Fitbit is looking for Takers to recover a load of exercise equipment from a delivery wagon that broke down en route. The previous crew ditched the wagon and ran when they were overwhelmed by a stampede. The stampede has passed, but Fitbit is afraid raiders or scavengers will grab her cargo before she is able to get to it.

Equilibrium
B10/R8 – 18 bounty. At Cost. Highly Volatile. Whatever group recovers this cargo is going to have a huge advantage in power recharging and rations for quite some time.

Economy
Fitbit is set up in The Doghouse, an old boarding kennel in or near the Takers’ home enclave. Two runs of the kennel contain crank generators hooked up to treadmills, where workers recharge batteries through muscle power. She rents out other runs to craftsmen who can do their work in a 6’ x 8’ space, trading security and storage space for a percentage of their profits.

Client
Fitbit is a former Taker who decided to quit doing jobs in favor of going into business for herself. She is a middle-aged woman in excellent shape. She has a large burn scar running from her left shoulder up her neck and is deaf in her left ear, injuries gained after her last enclave was overrun. She is driven to get herself out of the Loss back to the Recession, but is willing to sacrifice speed for safety.

Fitbit is a professional woman who knows the Taker lifestyle and mentality. She is fair but firm in her dealings, but is more than willing to let others risk the dangers she is no longer willing to face.

Weak Spot: Firm but Fair. Fitbit will try to get the best deal for herself, but won’t sink to trickery or deception to do so. Takers who convince her they are honest professionals and will give their best effort will earn her respect.
Soft Spot: One of the Guys. Fitbit used to be a Taker until PTSD and stress got the better of her. She hates the fact that she is too afraid to go back out there and hustle her way out of the Loss faster. Takers who remind her of her successes and engage in casual camaraderie with a colleague will gain her goodwill.
Tough Spot: Time is of the Essence. Fitbit’s wagon is just sitting out there in the mud, easy pickings for the first group to come along. She needs someone to go out and get it now, not later. Takers who convince her they can get the job done yesterday will get preferential treatment.
Gift: Fitbit will loan the Takers a horse to pull the wagon.

Competition
The Average Joes are bunch of farmers and craftsmen who are trying to get started as a Taker group. They haven’t been able to land work yet, and have taken to trying to underbid any jobs available in the hopes one might pay off.

Travel Time
4 legs; 2 legs out and 2 legs back.

The Site
Fitbit’s wagon was caught in a flash thunderstorm that passed through several days ago. The previous group was sticking to dirt roads to avoid attracting attention to themselves, but were not prepared for the road to get washed out from under them. Only two of them made it back alive after being attacked by casualties following the thunderstorm cross country. One is still in critical condition and unresponsive; the other can be found trying to drink her trauma away. She can be persuaded to join the Takers to handle the horse if they do not possess the appropriate skills, but she won’t take any other risks outside of defending herself in an emergency.

The wagon is currently stuck in the road miles away. Most of the mud has dried by this point, but it will still take some work to get the wagon free. It contains some free weights (2 Haul), two cases of protein powder (1 Haul each), and two stationary bikes (4 Haul each).

Complications
The wagon has a weak axle from the weight of the equipment and the casualties climbing over it to get at the horse and drivers. On the first leg of the return trip the axle breaks, forcing the Takers to lose time repairing it or figure out another way to get the equipment back to Fitbit. The job requires them to deliver at least one bike to be paid, but Fitbit will understand (and dock their pay accordingly) if the Takers can’t get the rest of shipment back safely.

Some casualties were slowed by the mud and were left behind when the stampede moved on. They will be attracted by the sound of the axle snapping and move in.


6
General Discussion / Contract - Blood Will Tell
« on: January 16, 2018, 06:45:34 PM »
I'm getting ready to start playtesting some contracts for the upcoming convention season, and was hoping for some feedback. Here is my first job.

Blood Will Tell

Goods/Service
Zachariah Nash needs a Taker crew to escort his granddaughter Hope to a distant retrieval site. Her twin sister Charity is a latent with leukemia who needs a bone marrow transfusion and there are no acceptable donor matches available. The Takers must travel to a nearby enclave, pick up Hope, and bring her to the border where she can be smuggled across the river to a medical facility in the Recession.

Equilibrium
B6/R5 – 11 bounty. Nash is a decent businessman and negotiator, but he is also torn between not really trusting Takers at all and desperately needing his granddaughter delivered safely.

Economy
Nash is sitting comfortably in the Recession at the start of the job. He communicates with the Takers via Ubiq. After they agree to take the job and head out, he will make his way to the retrieval site.

Client
Zachariah Nash is an old but robust man with white hair and piercing, calculating eyes that belie his warm, friendly smile. He ran a chain of “family-style” restaurants throughout the south before the Crash, and has managed to hold onto most of his empire afterward. When the Crash hit, he was visiting his daughter and her family. He managed to get Charity to safety, but they were separated from Hope when they were overrun by casualties.

Nash is a shrewd businessman who prefers to deal with people who share his ideals and beliefs. He mistrusts mercenaries and people with “flexible morals” (i.e. most Taker groups).

Weak Spot: The Faithful Must Stick Together. Nash has lived his life firm in his Christian beliefs and runs his businesses as such, promoting “traditional family values” and “faith-based living”. He is likely to trust anyone who can convince him they too are of similar character.

Soft Spot: Latents Are People Too. Nash’s granddaughter Charity is a latent, and he desperately wants to help her. Takers who convince him they respect latents and can work with them will earn his goodwill.

Tough Spot: Secrecy is Key. Nash wants Hope delivered safely and without any interference from the DHQS.

Gift: Nash will offer a Blood-Testing Unit with the DHQS Model upgrade, and a dose of Suppression K-7864.

Competition

The Hotshots are a Taker group out of Fixit who tend to do a lot of “no questions asked” jobs. The Hotshots’ leader, Razor, was tipped to the job by a friend of his in the DHQS, and he has been promised a larger payoff to deliver Hope directly to the DHQS instead.

Travel Time
1 leg to Fixit, 2 legs to the drop-off point. Roll random encounters for the first and second legs – the third leg will be an attempted ambush outside an abandoned gas station by Razor and the Hotshots, who plan to kidnap Hope and deliver her to the DHQS.

The Site
Hope is located in the nearby enclave of Fixit, a fortified strip mall containing a former Home Depot, Kohl’s, and Super Target as well as several smaller specialty stores. Decorative walls around the mall parking lot have been bolstered with strategically placed tractor-trailers from the lumber yard across the highway, and barricades have been built with the wood. The community exports tools and basic goods made on site and also acts as a trading post for smaller enclaves, providing a safe place to conduct business in exchange for needed imports.

Hope is a 15 year-old girl who has been living for the past 5 years with a foster family who love her like their own. She and her twin sister were attacked by the casualties that killed their parents and split them up. Nash was able to get Charity to safety, but Hope has been stuck here in Fixit ever since. Nash believed her to be dead until he found out about her through his connections with the DHQS, who are keeping an eye on Fixit as a potential base of operations in the region. Hope loves her new family and won’t agree to leave easily, though if she finds out her sister and grandfather are alive she will be willing to try and help providing she can come home afterward.

The retrieval site is an old storage facility near the river. It has been cleared and is currently being held by Nash, Charity, and a few friends of his. They will take Hope across the river from there.

Complications
Charity does not actually suffer from leukemia. Nash believes that Hope must be immune because he saw both girls get bitten during the escape before they were separated. Charity became latent soon after the attack, and Nash believes that a bone marrow transfusion from Hope will cure her since they are identical twins. Nash’s “friends” are actually undercover DHQS agents who plan to smuggle them back to the Recession then kill Nash and turn Hope and Charity in as unique test subjects.

Unfortunately, Hope is not actually immune, just lucky. If the BTU is used on her, she will be flagged as not immune and the results will be sent to the DHQS. If that happens, the agents will not bother pretending to smuggle Nash and his grandchildren back to the Recession. They might be persuaded to let them stay in the Loss, but it is more likely they will tie up the loose ends by killing everyone and going home.


Any thoughts or suggestions?

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