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Topics - Laughing Penguin

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General Discussion / Flapjack and Baz
« on: June 18, 2019, 03:44:42 PM »
One of the random legs in the book involves a trucker duo who offer to give the Takers a ride to their destination in return for riding on top of their truck and fending off casualties. I think i'm about to spring this one on my group, and looking for ways to spice up the combat that will take place on top of the trailers as they cruise past the various horrible legs that I had planned for on the ground.

Has anyone run this leg before, and if so what did you do to keep the ride interesting beyond a series of combat rolls?

General Discussion / Swimming/Drowning mechanics?
« on: March 12, 2019, 08:01:59 PM »
In our upcoming session the Takers will likely need to spend some time underwater in the hull of a capsized ship. So I was wondering if anyone had rules they liked involving swimming and potentially drowning should there be, say. something really awful in the water that might make it hard to go back up for air in a timely fashion? I didn't remember seeing any rules around so was looking at what would be reasonable in-game.

I was thinking maybe they could hold their breath equal to something like STR + Resistance? Then after that take stun to the chest each round until they can get a breath, after which the clock restarts. Maybe really strenuous activity that round reduces that amount of time by a round (or is that too harsh)?

Was there some other rule out there I should be looking at instead, or is this a good start for a discussion?

General Discussion / Pro-Immune groups?
« on: September 18, 2018, 08:14:03 PM »
I don't have my book handy right now, and I'm drawing a blank otherwise...

Are there any openly Pro-Immune or Immune Rights groups in the official RM setting? Asking because things are brewing in my current campaign where I'll need such a group soon, and interested in seeing what lives in canon before I start writing something up.

General Discussion / Running elections in the Loss?
« on: June 13, 2018, 07:51:21 PM »
I'm working on the seed of a plot idea, and it would revolve around the mechanisms of an election. How would some of you think an election would be run in your average enclave? Specifically in context of some group looking to influence/subvert that election?

Paper ballots seem too prone to issues and not as open to to the story i'd be looking to build, and there would be too many people for a voice roll. There are different kinds of electronic means, but i'd be interested in any ideas that might result in a crew being sent out to get/do _____ in order to either influence or get the means to influence an upcoming election. Ideally, the Takers wouldn't realize this until it was too late to back out without loss (if at all).

Any ideas, fellow Markets?

General Discussion / Gear build discussions
« on: March 13, 2018, 07:30:23 PM »
I've seen it come up a few times recently that people feel the gear list is not sufficient. So in the interest of a productive discussion, post below in each comment a piece of gear you feel Red Markets needs, with or without proposed stats. We'll try to come up with how to model that gear in-game. Honest discussion welcome.

My first example:

Hazmat Suit
Upkeep: 5 for purchase purposes only
Effect: Protects the taker from any liquid or gaseous substances that could cause harm, including blight-infected objects.

Clunky: Stealth checks at default only; no skill bonus
Hampering: takes up one Haul and one Refresh while equipped or carried
In Demand: cannot be refreshed, but costs no upkeep after purchase
Fragile: gear breaks with a single hit as the suit gets breached

Upgrades (DHQS issue?)
Lash Mic: has embedded communications equipment that provides radio contact
Custom Tailored: removes the hampering quality
Padded: buys off the clunky quality
Headlamp: attached flashlight allows for Awareness checks in darkness

General Discussion / Gift Spots?
« on: March 09, 2018, 03:34:25 PM »
Does anyone else have trouble coming up with decent Gift Spots for clients to use? Somehow "another rifle with upgrades" or other bit of semi normal gear loses it's appeal after a while. What are some of the more interesting gifts your clients have used?

General Discussion / uBeasts GO!!! Rules ideas?
« on: March 02, 2018, 04:48:59 PM »
Posting here (and on Reddit) because I don't think my players read these forums... if I'm wrong, I ask them to go away, don't ruin it.

So, at some point in the near future, the Takers in my campaign will have access to take on a lucrative "data retrieval" contract. What they won't know until they reach the job site is that the data in question is actually a super-rare BattleBeast from the popular AR game uBeasts Go!!! called Salamantis, only available at specific locations now located in the Loss. The scene will be one Taker trying to play this game while the rest of the crew defends him from an assault of casualties controlled by a Converted aberrant. I'm trying to work up the rules for the game and how they will affect play, and I thought i'd get some input. I want something to make it interesting, but not too complex where it would be too much to manage.


While a taker has the game running on their Ubiq specs ant actions taken outside of the game will be more difficult due to the distraction of having cartoon monsters filling the specs' field of vision. Add 2 to the red for any check not involving the game while the taker has it running (think of people walking into traffic while playing in the real world)

A Taker playing the game will need to use their Tactic or Twitch to perform a basic action in-game, both to make an advanced action/special attack.

The Taker playing the game will be able to choose from a few different uBeasts to try and capture the Salamantis, each with a rating (skill to add to attacks), Health and a special move (or two?)

Salamantis needs to be hit 5 times successfully to be captured (debating this number, might do 6), then the Takers can get out with their prize.

The uBeast the Taker chooses can make an attack with a tactic or twitch, using the uBeast’s skill to add to the black result on the die. If they succeed, they do one damage to Salamantis. If they fail, they take a damage. If the Taker does not use an action on the game for a turn, they automatically fail and take damage. If the Taker uses both tactic and twitch they can activate the uBeast’s special ability. If their uBeast is knocked out by running out of health, the Taker will need to restart the battle by choosing a new uBeast.

On battle turn 4, Salamantis will launch their special attack: FIRE SLASH - automatically hits and sets the Taker’s beast on fire, +1 to red rolls for the rest of the battle.

I figure that if a group can let the Taker playing go all out, they could potentially take down Salamantis in 3 turns, but that Taker is almost certainly eating some attacks to do so. Risk vs reward and all that... This would also be the first in a possible job line with a wealthy collector client fanboy sending groups out to get various rare items in the area. This one is likely one of the meaner ones, though.

General Discussion / DHQS jobs?
« on: November 03, 2017, 08:45:08 PM »
Hi everyone!

I'm currently working on a plotline for my upcoming campaign, and looking for inspiration for DHQS-related jobs. Many of their long-term goals involve destablizing the region to make potential reclamation easier, but being who they are, I want to develop a series of job either from them or related to their efforts somehow. I have five main agents in the area by the current plan, some of them in various degrees of cover with either enclaves or local groups.

What sort of jobs have you all put up for takers that involve DHQS? I'd love to hear what you have planned!

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