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Messages - Jace911

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91
RPGs / Re: Red Markets Inspiration
« on: September 14, 2015, 10:31:23 PM »
I tried using that setup with my IRL playtest to mixed results.  Some of the players liked having a physical tracker of their stuff and others were kinda "egh, I have to set up 40 counters?  can I just take tallies?"

I think the best moment of the physical tracker was when players decided to swap weapons for an encounter and decided to trade piles of tokens as well

I had all the coins sorted into individual baggies that I passed out to the players before the game began. It increases the GM workload but my group seemed pretty happy with it so it was worth it.

92
RPGs / Re: Red Markets Inspiration
« on: September 04, 2015, 05:43:35 PM »
If I'm reading this right "inthered.com" hasn't been taken and "inthered.net" is up for sale.

93
RPGs / Re: Red Markets Inspiration
« on: September 04, 2015, 02:21:51 PM »
What about LifeLines?

94
RPGs / Re: Red Markets Inspiration
« on: September 03, 2015, 02:30:25 PM »
Also here's the writeup for Göts' prosthetic arm I gave to Tom:

Prosthetic Arm
Effect:
No infection tests required for chosen arm/Spend charges in place of Endurance for Unarmed & Melee attacks with chosen arm
Charges: 00000 00000
Qualities:
Capped (Can’t spend extra charges for bonus)
Hungry (Two charges spent per test)
Wear’n’Tear (Charges used on every success)
Upgrades:
Reinforced
—Spend charges to negate damage to hit location
Spiked Knuckles
—Unarmed attacks do Kill damage
Optimized
—Buys off Hungry
Ungoverned
—Buys off Capped
Sturdy
—Buys off Wear'n'Tear
Upkeep: O O O
Haul: Prosthetic

The idea was that you could start off with what was basically a cheap medical prosthetic, and then over time spend Bounty to retrofit it into a badass Furiosa-esque mechanical arm. If I recall correctly he paid three more starting Bounty to get Optimized, Spiked Knuckles, and Sturdy since he didn't want the arm breaking in one or two sessions. We'll see how it holds up in play.

95
RPGs / Re: Red Markets Inspiration
« on: September 03, 2015, 01:06:25 PM »
We finished our intermediary enclave/character creation session last night, and the next time we meet the Takers will choose their first job of the campaign! They decided to set the game in Nevada, partly because they wanted something with a bit of Mad Max flavor and mostly because of their choice of location for their enclave:

HOOVERVILLE

Five years after the Crash turned out the lights all across America, Nevada still shines in the darkness thanks to the ever-enduring Hoover Dam and the electricity it generates for any enclave in the region willing to pay...which is most of them. It is maintained and operated by technicians and engineers who realized the severity of the crisis facing America and brought their families into the Dam to try and weather the storm. Over time they were joined by a military diaspora and a small flood of refugee survivors, and together they formed the technocratic community of Hooverville.

Location
Hoover Dam. Duh.

Defenses
Hoover Dam. Duh.
The dam's architecture and placement make it a veritable fortress against both Casualties and raiders, especially when augmented with additional fortifications like scrap metal gates and watchtowers. These defenses are manned by a mixed group of soldiers and private security contractors who were abandoned by their chains of command in the Crash; they are led by Marshall Amanda Cho. Finally, the Dam's isolated location provides another barrier against attack due to the distance one must travel to reach it.

History
Hooverville's original occupants included the technicians who operated the Dam and kept her running, plus whatever surviving family they could bring with them. The next group to seek refuge in the monument was a mixed platoon of Army infantry and PMC contractors who had been left to die in the mass exodus east; these would become the enclave's defenders and law enforcement officers. And, over time, more survivors began to flock to the Dam when they heard by Ubiq and radio and word of mouth that there was shelter to be found. As conditions in the Loss continued to deteriorate and people realized rescue simply wasn't coming, they settled in and built Hooverville.

Top Exports
Electricity—Hoover Dam supplies electricity to just about anyone in Nevada or California who can pay and keep the cables maintained. This makes them a powerful economic force in the region despite their average population and isolated location.

Water—Nevada hasn't gotten any less dry and inhospitable since civilization collapsed. Fresh water is sold to anyone looking to keep their crops from drying up or their cattle from dying of dehydration.

Engineering Expertise—One of the engineers who fled to the Dam had the foresight to raid a manufacturing center on the way, bringing a number of 3D printers Hooverville now uses to make replacement parts and equipment. Although raw materials are in short supply, the ability to repair delicate equipment with machined parts instead of junking them more than pays for itself. On top of this, the techs and engineers are more than willing to sell their knowledge over Ubiq as consultants and designers.

Top Imports
Food—Space is at a premium in Hooverville, and although there are more than a few small hydroponic gardens set up on top of the wall they don't produce even a fraction of what the population needs to survive.

Scrap Metal—You can't build with raw materials, and quality scrap metal is one of the most cost-effective construction materials available in the carrion economy of the Loss.

Medicine—Although it means less government interference, being so far from the Recession also means less easy access to manufactured goods like modern medicine. Suppliers out in the Loss can make money hand over fist selling pharmaceuticals to enclaves, and with so many people packed into a relatively small space Hooverville can't afford to let its medicine cabinets go unstocked.

Competition
The House—A network of former gamblers, insider traders, and mafia members who have their fingers in enclaves throughout Nevada. They use their influence to game the economy, driving the prices for goods up or down, and employ teams of unwitting Takers for jobs that take advantage of their manipulations. The House is a money-making machine and isn't above endangering people to make a profit--they might arrange for an enclave's water supply to be contaminated, then charge them to send Takers to scout out a new well site. They operate in secret and jealously guard their investments--stumbling across a House operation is often the last mistake a curious Taker makes.

The 51st State—Some saw the Crash as the end of the world, but others saw it as the chance to uncover the truth. When the military pulled out of Nevada every redneck conspiracy nut in the Southwest headed straight for Area 51 to finally see the alien corpses and UFO wreckage and lizardmen cryo tubes at long last. When they arrived they found none of these things, surprising nobody but themselves. Consoling themselves by looting the hastily-abandoned site of weapons, ammunition, and military vehicles, the conspiracy theorists took to the road and over time became a nomadic band of desert raiders. The absence of any proof for their theories in Area 51 has only fueled their distrust of the government--they obviously cleaned up anything of value before pulling out and leaving their own citizens to die at the hands of their sinister experiments (Probably).

Mojave Nation—A loose confederacy of surviving Native American tribes in Nevada that congregated at Fort Mojave for mutual protection. Over time they established a system allowing for cooperation in trade and defense while retaining their independent governments and cultural identities, effectively becoming a small nation with member states. Due to their proximity to the Colorado River they are the largest producer of crops in Nevada, which makes them a strong trading partner with Hooverville to the north.

Shadow Hills—A megachurch in the Vegas suburbs converted into a fortress by a somewhat mild offshoot of the Meek. Although they believe that the Crash was God's Rapture and that the Blight was his way of calling man into Heaven, they are not as driven to enforce their beliefs on others and are content merely to live and let die. Although many enclaves find it distasteful to interact with them many do not have a choice, as they are the second-largest exporter of crops in Nevada behind the Mojave Nation.

Free Rangers—A traveling hodgepodge of truckers, ranchers, and highway patrol officers who raise the largest surviving herds of livestock in Nevada. They migrate from grazing spot to grazing spot in convoys of cattle-carrier big rigs and supercharged police cruisers to stay ahead of any roving herds or bandits, and they make regular stops at enclaves along the way to sell their juiciest animals.

Social Structure
On the surface Hooverville is a technocracy with flimsy pretensions of being a meritocracy, but peel back the layers and one will see that it is actually a cleverly-disguised aristocracy in the guise of a technocracy. In Hooverville decisions that affect the community are put to a vote, but not every vote is equal: the Engineers who maintain and operate the Dam which provides for them all have more say than the men and women of the Garrison, who have more say than the diverse population of skilled laborers and other non-technical Specialists who serve important roles in the community, who have even more say than the refugees living on top of the Dam and the Latents exiled outside the walls (Who have none).

In theory all one needs to graduate from Tourist to Specialist, Garrison, or even Engineer is to take and pass a test which gauges one’s useful knowledge and skills. This is much easier said than done in the post-Crash world, where education has yet to be re-established even in the Recession and many children haven’t seen a classroom or textbook in years. Further stacking the deck is the fact that the Engineers closely guard their knowledge, teaching only their children and family members so that they may preserve it, thus making it extremely difficult for anyone to actually climb the theoretical ladder to power.

This system, while somewhat stable, does result in more than a little social unrest. Protests and demonstrations on the archway are not uncommon, and a growing civil rights movement led by self-styled activist Neal Dalton is demanding that the Tourists be granted the right to vote. Despite Marshall Cho’s moderating influence Chief Engineer Greeley is pushing the Board towards increasingly authoritarian measures to contain and suppress these protests, and within the Garrison itself there is a small but vocal movement of anonymous guards calling themselves the Strike Breakers who demand the mass deportation of the Tourists and call for the Latent “gravediggers” outside the walls be driven away.

Neighborhoods
The Dammed—Latent ghetto/squatter's camp erected outside the enclave, moves from one end to the other by way of the Bypass, as they aren't permitted within the walls.
Tourist Trap—The tent city and shanty town decorating the top of the Dam, where the bulk of the non-military and engineering citizens live.
Barracks—Formerly the observation deck and museum, now converted into the military quarters.
Powerhouse—The seat of government and where the engineers and their families live.

VIPs
Chief Engineer Michael Greeley—A man ill-suited to leading a city-state, Greeley is slight in stature and spine. His courage is bolstered by his position on the Board, secured solely due to the fact that nobody knows the Dam like he does, as well as the control over the Garrison which it affords him. When Greeley is afraid he tends to lash out, or order others to lash out, and Greeley is afraid very often. He likes when things work the way they’re supposed to and everyone just does their job.

Marshall Amanda Cho—Cho was just two short weeks from turning in her papers and leaving the military life altogether when the Crash began and the whole damn world lost its mind. She kept 2nd Platoon together by sheer force of will when the Blackhawks abandoned them on the tarmac, and she managed to keep those trigger-happy White Forest goons from shooting anyone after they started tagging along. Greeley might outrank her, but she’ll be damned if she lets him use her soldiers like a switch on those poor people up on the archway. Even if some of them are asking for it.

Neal Dalton, "The Guide"—At first glance Dalton may seem like an earnest and charismatic civil rights figure in the making, but in reality he just loves the attention. He organizes rallies, delivers speeches, and rants against the oppressive tyranny of the Board of Engineers to anyone on the archway who will listen. Marshall Cho makes a point of having at least a squad of her men present at each event to keep things from getting out of control, but their presence only serves as a convenient hook on which Dalton can hang some of his nastiest Nazi allusions. Many people among the Tourists and even some of the Specialists are swept up by the quasi-religious fervor of Dalton's apparent convictions, convinced that the revolution is only a matter of time, but in truth Dalton has no plan for reform and is merely riding off the high of adulation.

Janet Quinn, host of 93.5 "The Spill"—Something of a black sheep among the Engineers, Janet Quinn is a communications technology major from LA who was granted admittance into Hooverville on the promise that she could establish communications with other survivors and even contact the government for evacuation. When the military pulled back east and Ubiq went online both of these contributions became redundant, but what kept her from being booted into the Specialists was her increasingly-popular talk news radio, "The Spill". In addition to covering local news and politics Quinn also provides a Daily Show-esque comical release for the Hooverville listeners, taking savage jabs at the Board and their decisions (All for a laugh, of course). Her "dissent" is tolerated by the Board because they feel that shutting her show down or demoting her to Specialist would anger far more people than it would placate.

Eric McLaughlin, owner/bartender of the "Hole in the Wall"—The Crash changed a lot of things, but at the end of the day honest working folks need a place where they can kick back with some shitty distilled booze and forget their problems for a few hours. That's the beginning, middle, and end of McLaughlin's sale pitch, and considering he owns the only bar for a few hundred miles around he doesn't need to work that hard at it. McLaughlin tries to stay out of politics, opening his bar to any Engineers or Garrison members who need a drink, but as a Tourist himself he empathizes with the frustrated masses and prays the Lord will soften the Board of Engineers' hearts to their plight.

Pharmacist Clarence Clayton, "CC"—Five years ago Clarence was a Berkeley hippie who dropped out of his chemistry degree to grow weed in Humboldt, but now with skilled doctors and sources of medicine thousands of miles to the east he is the closest thing Hooverville has to a medical supplier. On behalf of the Board of Engineers Clarence hires Takers to retrieve unspoiled medical and chemical supplies in the Loss that he can use to make various street drugs in lieu of FDA-approved medicinals. "CC" might claim to have gone straight, but there are plenty of rumors about how the Tourists have been getting their hands on that shitty weed proving to be popular up on the archway.

Romero, leader of the Gravediggers—Nobody gives the Latents a break, nor should they ever expect one; this is the advice Romero gives to newcomers. The de facto leader of Hooverville's small infected community is recognized as such for his relentless determination in keeping them together and alive outside the walls, where they work to keep the perimeter clear of Casualties in exchange for food and water from the enclave. The presence of so many potential Vectors is a hot button political issue in Hooverville, especially between the Board and the Strike Breakers, but Romero has kept tensions from boiling by keeping his people from approaching the walls and keeping them in line with a combination of fear and respect. Nobody knows who he was before the Crash, and to be frank not many want to know.


And here is the Taker Outfit they came up with:

Casualty Clearing Crew (CCC)
Göts - A German-American mercenary and veteran Taker who lost his last team in a disastrous mission that saw most of them die horribly, took his one surviving friend's legs, and robbed him of a perfectly good arm. Having spent years in the Loss as a "Lifer" chasing money and thrills for the hell of it he has come to the conclusion that he needs to get out before his luck runs out again. He spent what Bounty he had to get himself and his dependants to Hooverville, get a new arm from the 3D printers, and get a couple of Takers together to found CCC.
Weak Spot - I've Had Enough
Soft Spot - Freedom to choose one's destiny
Tough Spot - Old Hand (+1 Sway once per session for Negotiations, but already Cracked in Trauma)
Dependants
Adam, disabled comrade
Joey, younger brother
Rachel, adopted daughter

Cabbie - A first-generation immigrant cab driver from San Diego who smuggled people over the border before the dead began to walk and the border moved a few thousand miles east. Now he's still a driver and still hopes to smuggle himself and his sister over the Quarantine Wall someday, but before that happens he's going to need a lot of cash to set them both up in the Recession. He's not going to be driving cabs for the rest of his life.
Weak Spot - Fuck the Police
Soft Spot - Hard work can get you anywhere
Tough Spot - Coyote (+2 Criminality, but already Cracked in Detachment)
Dependants
Roxanne, sister

Plato - A former athlete and self-styled warrior-philosopher of the wasteland who would have celebrated the collapse of society's oppressive and constricting scaffholdings had they not resulted in the deaths of millions. For a time Plato traveled the Loss on his own, with nothing but his wits, his parkour, his bow and the Immune gene keeping him from joining all the poor souls taken before their time. He might have been content to continue that way until the end of time had he not encountered and adopted a little orphaned boy named Danny, who had survived the collapse of an enclave and the deaths of his entire family (Again).
Weak Spot - Prefers Freedom to Security
Soft Spot - Protect the Weak
Tough Spot - Immune Exile (Can't be infected, but will be hunted for medical experiments if his secret gets out)
Dependants
-Danny, lost little boy

96
JUST BOUGHT MY DIGITAL COPY OF NO SOUL LEFT BEHIND OFF DRIVETHRURPG

CURRENTLY SCREAMING WITH JOY

97
RPGs / Re: Red Markets Inspiration
« on: August 21, 2015, 06:40:41 PM »
Did you use the Contract Generator or do that one wholecloth?

I made the whole thing from scratch when I found the picture of the storage unit online and thought "that would make a fantastic post-apocalyptic fort." Then I fiddled around and came up with the job, the Legs, the complication with the sniper, and the background conflict with Prosperity on my own too; if I ever make use of the Contract Generator it'll be for random ideas or inspiration rather than its intended purpose...

98
RPGs / Re: Red Markets Inspiration
« on: August 21, 2015, 05:56:25 PM »
When I run that game eventually for another group the only major change I'll make is cutting down the horde at the end to 3-5 randomly rolled Mobs of Casualties spread around the storage unit--that way there are still enough to be a concern, but the players will treat them more like the boobytraps to avoid while attempting to deal with the sniper.

There was also going to be another Taker group that tries to undercut the players, and then if snubbed in negotiations shows up at the site to try and rub them out (Only to run afoul of the sniper and his traps as well) but when I saw that they were struggling just to reach Hazard Pay I decided not to include them. In retrospect they probably would have been glad for the accidental assistance, even if it resulted in less pay. :V

99
RPGs / Re: Red Markets Inspiration
« on: August 20, 2015, 03:24:28 PM »
You guys made 23 Bounty total, and splitting it between the two of you that meant you made a profit of 4 Bounty (Mal's Upkeep dropped from 10 to 9 because she lost her UbiqSpecs but kept the military shotgun), and Mal probably burned her whopping share of 2 Bounty on medical bills (5 Killing to the right arm, 1 Killing/9 Stun to the chest, 1 Killing to the right leg).

So it was pretty much a wash, but at least you didn't lose money! Now all they have to do is find a replacement negotiator and third team member. :V

EDIT: In retrospect I also goofed when dishing out Humanity damage, particularly for Alpha--I was making him take Stress for seeing Intern in danger when it should have been Detachment, and the check that made him Crack definitely should have been Detachment since he was panicking about his comrades abandoning him to the Casualties and the sniper.

100
RPGs / Re: Red Markets Inspiration
« on: August 20, 2015, 12:27:48 PM »
Jace, please, please, please tell me you have a recording of this! That sounds like it was a lot of fun and you wrote it up really well!

Sadly not; our friend with recording stuff wasn't there. :(

@Jace

That write up is so helpful! Thank you so much! I can't wait to see more!

A few other points of interest:

1. During the shootout with the Nazis Tom and I realized that, so long as Grizz had good cover against attacks, the combination of Called Shot and Cover rules (Move to end of initiative for CS, can't be targeted if you haven't fired that round) effectively made it impossible for the Nazis to hit him while at the end of every round he could pop out and snipe one in the head. We weren't sure if this was a bug or a feature, but we agreed that it wasn't terribly unbalanced since all the Nazis would've had to do is make an Athletics check to flank the car the party was using for cover. Fortunately they were gunned down/mauled by an angry German Shepherd before they figured that out. Unless we read one of those rules wrong, which we may have--we had a general policy of "roll with it, look up later" to avoid bogging the table down. I just reread the rules on Called Shot and realized that Tom definitely would have been exposed to gunfire the entire time, whoops! :V
2. For the coin/mat thing, during the climactic encounter at the job site I realized that keeping track of resources with physical tokens also had the benefit of allowing the GM to simply look around the table to see where characters were at with Endurance/Rations and use that to gauge how much to push them, rather than asking every round "how many points do you have?"
3. This might have been due to the small number of players, but although I was worried that negotiations with McCaughen would prove terribly easy and they would make a shit ton of money they were actually hard-pressed just to work their way up to Hazard Pay--they only uncovered one of the client's spots, and he used one of Alpha's plus a Gift to force them back, and Alpha botched his Leadership check at the end so they couldn't move up to Expenses. Obviously one game isn't enough for a judgment call, but my first impressions of the negotiation mechanic and its "difficulty curve" are positive.

That sounds fantastic. I won't do a full writeup of the game I ran last weekend, since it's one of the pregen scenarios and thus possibly spoilery. But it sounds like your players had as much fun as mine did!

And for my next game I'm stealing your pennies, nickels, and dimes idea. Maybe use quarters or dollar coins for Will, too. I could see having a little stack of shiny golden dollar coins sitting in the middle of the table would be a good reminder for players to use their Spots! :)

I also used quarters to represent the delicious Bounty they were earning--during negotiations as I was placing stacks on the slider I could practically see them salivating, and when they scavenged more out in the Legs they gave a little cheer when I added those to their growing pile. I really think having physical representations of their reward reinforced the experience for them, and I'm definitely using this idea in all the other games I hope to run!

Incase anyone wanted to see how we managed the tokens in the game Jace ran, I played Grizz by the way.



This was taken pretty early in the session--by the final encounter Grizz was completely out of rifle ammo, most of his first aid kit, and was digging deep into his rations to keep himself going.

101
RPGs / Re: Red Markets Inspiration
« on: August 20, 2015, 02:24:01 AM »
Just finished running the first Market Fiat game to see if my group would be interested in playing Red Markets long term. Answer is a very emphatic yes.

TOO DEAD TO FAIL
Since this was a one-shot we decided to go with the pregens included with the playtest packet: our Takers for this job were Grizz, Alpha, and Mal. After hearing about a potential job opportunity they showed up at the enclave of Prosperity in Louisiana: a semi-feudal town established in what used to be a private country club, with the ruling "Members" allowing "Renters" to work the fields in exchange for the protection of the guards, who were a mix of rent-a-cops and aging military vets. One of the guards, a "Colonel Kurtz", was actually Grizz's former CO before the Crash and a current reference the player tapped to learn about the job--apparently Prosperity was running low on food stores with the winter coming up, which meant that someone was stealing from the supply.

After entering the enclave the crew met with Duke McCaughen, one of the Members sent to negotiate the terms of the job. Alpha led in negotiations while Grizz and Mal worked scams--since there were only three of them and Alpha rolled like a bastard on his Leadership check (6 rounds!) I let them run multiple scams each. The job started at 13 Bounty, which they determined was R4B9 for Equilibrium since Supply for food was low and Demand was high with winter on its way. Grizz and Mal ran some scams to increase Demand by inciting a food riot and spreading rumors that the Members would kick people out so there would be enough food for everyone. After some back and forth, during which Alpha learned and used one of McCaughen's spots and McCaughen in turn offered them the gift of a police surveillance drone, they ended up at Hazard Pay.

The Job seemed simple enough: after a 3-Leg journey through the Louisiana countryside, they would come to an abandoned storage unit and clear the area of Casualties before calling in the enclave's trucks to pick up anything still left inside--McCaughen didn't say, but it was easy for the Takers to guess that the place still had stores of food that hadn't spoiled and could be used to solve the shortages. There was more to the job that they didn't find out in negotiations: the unit was used as an emergency cache by FEMA in the early days of the Crash, back when it was still being treated as a humanitarian crisis, and thus could potentially hold enough preserved food and nonperishables to get Prosperity back on its feet. In addition the current food crisis had been caused due to some of the Members embezzling enclave funds for their personal fortunes, and while he wasn't guilty of such McCaughen was eager to clean the mess up before the Renters found out and rose up in revolt so he turned to Dead Caesar, a Valet in Jackson, for assistance. Caesar gave him the details on the storage unit in exchange for agreeing to a "future favor".

On the first Leg the Takers, while searching for a place to rest for the night, found a ranch on a hill with a house and barn. They searched the house and found it empty, save for the owner who had apparently checked out with a bottle of pills years ago, but when they investigated the barn they heard the unmistakable sounds of Casualties within and found a message painted on the chained-up doors: "TO WHOMEVER MAY HAVE THE STRENGTH TO DO WHAT I COULD NOT, GOD BLESS AND HELP YOURSELF". Thanks to the family photo they found in the dead rancher's hands the Takers knew there were probably at least a dozen Casualties inside, so rather than trying to kill them with a rifle and a tomahawk they decided to use Alpha's dog Intern to chum them off into the woods before ditching them in the fading light. They did so, and upon entering the barn they found the rancher's reward: a toolbox full of $100 bills, completely worthless. Fortunately Mal had done some scavenging in the house beforehand and located a safe full of property deeds and birth certificates worth 8 Bounty. Alpha took some Stress while waiting and worrying about Intern, but the dog came back wagging his tail with no zombies in tow so they were able to sleep peacefully in the house that night.

For the second Leg they came across an overpass with a military semi truck that had apparently wrecked and was half-dangling over the railroad tracks below, where they could hear but not see Casualties milling about. Again they decided to use Intern to lure the zombies away before investigating further, and after her success at the ranch Alpha agreed. Intern went to the top of the overpass, barked and yipped to attract the Casualties below, ran off down the other side to lure them away...and a minute later promptly came hauling ass back with a Stampede on her tail. The Takers managed to hide behind some abandoned cars and sent her running off down another road to lure them away, which inflicted more Stress on Alpha, and although the horde of 50+ zombies passed without noticing them they still had to roll Self-Control against Trauma for the harrowing experience. After the dog returned Grizz climbed inside the back of the teetering trailer and found a military shotgun, which he reluctantly gave to Mal so she wouldn't have to tomahawk any zombies they came across in the future. There was also a Casualty in Kevlar and a helmet who tumbled out the back to try and catch Intern, but since his gear was splattered in infectious blood after he fell 50 feet onto railroad tracks they decided it wasn't worth salvaging--they did take his dog tags for 1 Bounty.

The third and final Leg they would have skipped entirely had Alpha not insisted they intervene: while approaching a levee road they heard a motor vehicle driving up and down a 100 yard stretch over and over, with sounds of cheering and whistling. After circling to cross and get a good vantage point behind an abandoned car they saw an ATV roaring up and down the same stretch of road dragging something behind, with four onlookers standing by a parked car cheering the driver on. Alpha was the only one who succeeded on an Awareness check to make out what the ATV was dragging: it was roadhauling a man. Reluctantly (After I made it clear they would take Detachment damage for just turning and walking away) Grizz and Mal agreed to save him. They set up an ambush where the two of them would open fire on the group by the car, and Intern would circle around and attack the man on the ATV when he was distracted by the gunfire. Grizz popped one in the head, Mal missed and emptied half her clip into the air, Intern pounced on the ATV driver like a velociraptor and dragged him off the bike, mauling his leg in the process. After the surprise round Mal corrected her aim and blew a man's leg off and Grizz shot another one in the head, but their return fire nicked Mal in the leg for 1 Kill. Then, because she had already used her Twitch to try and avoid the first attack, the second automatically hit her and I rolled ten Kill to the head. Her player wisely decided to spend a Will to negate that (We misread the rules and I said to convert it to Stun, so we reasoned the bullet just grazed her and knocked her out). Seeing Mal go down after taking a bullet to the head triggered Self-Control checks and Alpha gained another point of Will for "Squeamish" by forgoing his turn and cowering in terror as bullets sparked off the car. Then Grizz killed the man who shot Mal, and Intern pounced on the last one and tore his throat out. Grizz patched up Mal, and when they approached the bodies they saw that they had armbands of the New Order--local raiders and slavers formed from the merger of a Christian Identity church and white supremacist movement after the Crash. The man they were roadhauling turned out to be a Latent, and very reluctantly Mal agreed to perform first aid on him (For which I rolled a negative on infection and of course did not tell them, which left Grizz very paranoid for the remainder of the game). They agreed to give him the slavers' car, earning the +Rep Spot "Law In These Parts", and looted 5 Bounty from the bodies. At this point we figured out the rules on negating and healing damage so Mal's player erased the Stun to the head and put ten Kill damage in the chest, 9 of which was converted to Stun by Grizz' first aid test.

As they approached the job site, things started to get interesting: their instructions were to clear all Casualties within the storage unit and a two block radius to give the trucks plenty of time to load, but as they scouted the area they were surprised to find very few Casualties anywhere. They also found evidence that someone had recently culled the area, which put them on their guard as they approached the storage unit, and they decided now was a good time to finally use that surveillance drone. They performed some recon on the site and noticed some big trucks with FEMA abandoned out front, as well as some old military vehicles, and razor wire surrounding the walls that wasn't in the photos they were given. Painted on the roof of a large warehouse was "HELP US".



After calling McCaughen and making sure he knew nothing about this--he didn't--they decided to move in and investigate what looked like a failed enclave to them. The trucks and vehicles seemed to have been abandoned for years, which was an encouraging sign, and they spotted a single Humvee parked inside the open warehouse with a figure sitting behind the driver's seat. They approached to get a closer look, thinking it was just a Casualty, but it turned out to be the skeletal corpse of a long-dead National Guardsman. When they opened the door to pull him out, however, they triggered a boobytrap: the "open door" blinker in the dash was wired to a remote which caused the front gate to rattle shut behind them and also opened some of the storage units outside, which had all been closed when they scouted with the drone. They could hear scuffling footsteps on the asphalt so they sent up the drone to draw away any Casualties released by the boobytrap, but no sooner had it gotten airborne and out of the warehouse than a previously-hidden sharpshooter knocked it from the sky! The Casualties started moving towards the sound of the gunshot--and the warehouse--so the Takers climbed into the Humvee and hunkered down to see what they were dealing with. When 100+ Casualties shambled by the warehouse door, blocking their way to the closed gate, they wisely decided that this job wasn't worth their lives and started working on a plan to escape whatever mad trap they had stumbled into.

Mal examined the key fog and found that while the charge from the car had fried it after activation, it was potentially salvageable and could be repaired with some time and effort. That left the question of how they would get past the zombies, so Grizz decided to slip out of the Humvee, try one of the warehouse's side doors, and see if he could find another way out of the storage unit. While exploring he nearly ran afoul of another boobytrap: the sniper had cut one of the storage doors to pieces, taped it back together, and set a tripwire, presumably placing explosives inside to turn the door into an enormous frag grenade. After finding a maintenance ladder that was rigged with a motion sensor Grizz decided to turn back before his luck ran out (At this point Alpha's player was just repeating "Why?!" over and over re: the deathtraps) and ran smack into a mob of Casualties that strayed from the main group. He decided to lure them back to the explosive trap, and back inside the Humvee Alpha and Mal suddenly heard an enormous explosion from outside, which had the nice side effect of peeling most of the Casualties away from the front gates!

Grizz failed a Sneak check to return to the Humvee, so rather than letting him be spotted by the bulk of the zombies as they came back to investigate the explosion I allowed him succeed at cost (Or "pay 2 win" as I called it) by emptying his silenced rifle to kill the ones who did see him before ducking out of sight, and since we were using the High-Stakes Haul rules he checked Foresight to see if he had extra mags; he did not, so he was just down to his pistol. Back in the Humvee the group debated about how to get out: Alpha had scavenged the floor mats so they could throw them over the razor wire and hop the wall, but refused to go with Mal and Grizz if it meant leaving Intern behind. The two of them agreed to climb over the wall, fire some shots from their non-silenced weapons to draw the remaining zombies away from the gates so Alpha could use the now-repaired key fob to open it, and then he and Intern would make a break for it past the sniper (Who they correctly guessed was in the second floor manager's office).

Grizz and Mal made their Sneak checks to slip over to a section of wall behind the warehouse where the sniper would have a difficult time hitting them, but Mal had to succeed at cost after a botched roll so we said that she tripped, dropped her UbiqSpecs, and couldn't waste time to grab them since the Casualties were just a few dozen feet away. They reached the wall without further incident and started working on getting over, but back in the Humvee Alpha had to roll a Self-Control check against Stress--as far as he knew Mal and Grizz might just decide to abandon him there and wouldn't come back, since a Squeamish Shepherd is a bit of a liability out in the Loss--and failed, which gave him his first Regret! After presenting him with the three options Alpha's player chose Flight and decided "fuck it, I'm hitting the gate and just sprinting past the zombies with Intern!". The two of them made it past the handful that wandered into the warehouse, but when they were halfway to the gate the sniper took a shot--which missed--and pulled the Casualties' attention right as Alpha and Intern were right in their midst.

We jumpcut back to Grizz and Mal, the former of which has climbed up onto the wall over the floormats and fires off a few rounds from his pistol just as he hears the sniper fire his shot at Alpha and sees the Shepherd running out in the open with his dog for some stupid fucking reason. Mal fails her Athletics check to climb up onto the wall, and after considering the options--fail and fall, making lots of noise as her toolkit hits the ground, or succeed at cost--she decided on the latter and grabbed an uncovered section of razor wire to catch herself, slicing open her hand for 5 Kill damage. She managed to make it up and the two of them hopped over the other side to safety.

Alpha and Intern, meanwhile, bolted for the gate through the crowd of Casualties. The player burned what was left of his Rations to give them both bonuses, and just as Alpha made it out and turned to see if Intern was still behind him the sniper took a second shot that just barely grazed the dog's back--only 1 Kill damage, but seeing his dog injured meant that Alpha wouldn't heal 1 free Humanity after this session. Still under the influence of his Regret Alpha and Intern took off down the road, putting some distance between them and the storage unit sniper while Grizz and Mal headed for the rendezvous point. When Alpha failed to show up they headed back to Prosperity to report their failure and reasons thereof to McCaughen, who was displeased but convinced to at least give them their Hazard Pay. Combined with the Bounty they scavenged during the three Legs, and with cutting Alpha out of the group for abandoning them on the job, Grizz and Mal managed to make a slim profit. We decided that Alpha probably returned to the enclave to retire from Taking, as he clearly was not cut out for it, and (Although this wouldn't matter for a one-shot) eventually Prosperity would collapse as starvation led to revolution and a mass exodus to other enclaves.

Afterwards I explained the story behind the job site to the players: the storage site wasn't just used by FEMA during the Crash, it was also temporarily occupied by a rogue battalion of the Mississippi National Guard that left the Recession in the early days after the Crash on an unknown mission to Houston--this became something of an urban legend of the Crash. They established outposts along their route, creating a "safe corridor" for resupply, but withdrew the few troops they spared to man those posts for their big push into Houston, where they promptly disappeared. The sniper was the one soldier who stayed behind to watch over "Fort Hitchhike" in case they returned, and after five years of isolation and bad encounters with bandits/other Takers who shot first he became paranoid about defending the place. If the Takers had managed to kill him and deal with the mob of Casualties somehow they would have found the bodies and gear of another Taker team that Dead Caesar had hired to search the place weeks ago, along with lots of crazy graffiti in the sniper's nest, a journal detailing the sniper's descent into madness (Which they could have sold to Archivists interested in the legend of the Rogue Battalion), and some sweet military-grade loot. Alas, sometimes the money just isn't worth it.

We had so much fun playing this and have decided to try and run an ongoing game, starting with enclave and character creation proper instead of relying on pregens. I spent a while studying the rules beforehand but there were still a few things I had to look up, like how Called Shots and healing worked, but I was able to walk them through most everything else like Job Negotiation (Which they loved). Everyone particularly enjoyed the Leg encounters, not just because I put some thought into making them but because the idea itself means they'll be short, sweet, and varied so great job there Caleb! The main part of the game at the Job Site was a bit less fun because the players felt trapped by the circumstances (And not necessarily in the way I wanted) but after talking about it afterwards I decided that the next time I run this game for another group I'll have way fewer zombies--I wanted the focus to be on the sniper and his craziness, but with 100+ Casualties breathing down their necks the players were primarily concerned with the horde. I figure a handful of separate Mobs to keep things interesting, plus the boobytraps and the sniper will make the job site challenging enough without causing the players to take one look and go "lol nope".

One other thing I want to mention: while prepping for this game I had the idea of giving players tokens to let them keep track of Twitch in combat--I didn't want to waste time playing "did I spend it this round?"--which then expanded into giving the players tokens to keep track of all their resources on a labeled mat: Endurance/Rations were represented by nickels, Haul was dimes, and Item charges were pennies. As they spent charges for all of these they would take coins and put them in the center, and if they refreshed or recovered some (Grizz got some rifle ammo back from a Nazi's corpse, they all filled their rations with MREs from the back of the military semi) they would grab them back. Overall I'd say it worked pretty well and provided a good physical reinforcement of the "economic" theme of the game, although one player suggested using some kind of slider instead. It'd probably be a lot of hassle to include physical tokens with the game (Even as a stretch goal) but if this sounds like a good addition I figure a sidebar couldn't hurt? Tomsawyer was in the game and took a picture of the "resource mats" I made so he can post that sometime.

tl;dr One player almost died, one lost his marbles (And thus his cut), and they had to abandon the job and barely made any money, but everyone had a great time!

102
RPGs / Re: Red Markets Inspiration
« on: August 18, 2015, 03:14:09 PM »
A quick question about the setting: I was looking over the pregens in preparation for my first playtest tomorrow (Eeeeeee!) and I saw that Alpha's Tough Spot is "Shepherd", but after searching through the beta document I wasn't able to find any details on what that means. I gather that Shepherds are some sort of post-Crash denomination of Christianity, but what about their beliefs makes them unwilling to dispatch Casualties? I just want to be able to explain it if one of my players picks Alpha as their pregen.

103
RPGs / Re: Red Markets Inspiration
« on: August 16, 2015, 01:11:33 AM »
I wonder, with current/near-future tech like drones and dronkeys available to Takers who can pay would there also be people in the Loss who make use of powered exoskeletons like Lockheed's HULC system? As far as I know it's well through prototyping--they tested a few in Afghanistan--and although it would be another expensive item it would also come in super handy. I think the claim was that it allowed a soldier carrying 200lbs of gear to run at 10mph for "extended periods". Perfect for escaping Vectors without having to ditch all your gear!

104
RPGs / Re: Red Markets Inspiration
« on: August 13, 2015, 12:06:46 AM »
Holy shit I struck gold.

https://en.wikipedia.org/wiki/Louisiana_State_Penitentiary

Behold the largest maximum security prison in the US, situated right on the Mississippi River and protected by said river on three sides; it's almost a small town in its own right, with plenty of living space, a church, cemetery, and even room for growing crops (Which is what they used prisoners for up to at least the 90s, if I'm reading this wiki article right). At first I thought that made it a great choice for an enclave or even a DHQS settlement, but then I learned that one of its nicknames is literally "The Farm" and I realized it would be the perfect place for DHQS to ship all the Immunes it rounds up for bone marrow harvesting. You wouldn't even have to change the name: just imagine people in Leper talking in hushed whispers about "the Farm" with equal parts anger and fear.

I mean jeepers creepers, here's the actual picture of the warden currently running the place:



"Angola is still operated as a working farm; Warden Burl Cain once said that the key to running a peaceful maximum security prison was that "you've got to keep the inmates working all day so they're tired at night.""

I could not write this shit.

105
RPGs / Re: Red Markets Inspiration
« on: August 10, 2015, 08:37:09 PM »
Some ideas for Taker names to throw into that big list Caleb's including with the final book:

Headcount
Chopper
Streak
Mercy
Hatchet
Nails
Knight
X-Ray
JDAM
Pike
Sandman
Shoplift
Ronin
Lash
Reader
Gat
Scratch
Goblin
Prince
Nike
Pockets
Radar
C-Biscuit

Or just use the names of superheroes created by Rob Liefeld: https://en.wikipedia.org/wiki/Category:Characters_created_by_Rob_Liefeld



I will do that

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