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« on: February 26, 2017, 08:02:49 PM »
The jobs I have on hand for our first session of Red Markets next Saturday. If anyone has suggestions or comments I'd love to hear, I prerolled the equilibrium so I knew how intense I wanted to make the complications. Love to hear some input.
Job 1 Equilibrium 19
-James Cubed has managed to recruit another scientist to come help run the Frakking operations near town. Needs team to pick up and escort the scientist from 4 legs away.
Complication: The latent scientist is a Moth defector. They don't want to give her up, and the DHQS caught wind of things and are trying to capture her for interrogation.
Both groups will be gunning for the group, hard.
Job 2 Equilibrium 16
- Tin Hat Tom needs someone to lure a hoard of walkers to a specific warehouse. To test out his new barriers before implementing them on the walls of Stockpile. The groups job will be to lure at least 3 groups of at least 5 mass each to a defensible position, then use the provided “siege” defenses to take them down.
Complication: The number of Casualties grows quickly after the initial pull of groups. The defenses have a malfunction chance since they are still prototypes. The team has to make sure the cameras are set up to watch them use the equipment.
Job 3 Equilibrium 13
- The ruling council hires a woman named "Mullet" to negotiate with Takers to loot a local Ikea, they need several haul worth of lightweight furniture to furnish the local clinic with better beds and supply storage. Will gift a Dronkey with 1 upgrade of the groups choosing. 3 Legs away
Complication: Weather turns really bad. Group must hold up in the warehouse for multiple days or risk the storm, the stress of running low on rations and hiding out couped up damages self control. If the players hold up another group attempts to take shelter in the warehouse as well, can the party trust these newcomers? And if they decide they don't trust them they risk humanity damage of a violent conflict to turn them away.
Job 4 Equilibrium 3
- Eugene a local mechanic sends the group out for the supplies to convert vehicles from standard to diesel/biodiesel vehicles. Needs to bring back at least 4 haul worth to get paid. The supplies are 3 legs away
Complication: The auto supply warehouse served as a hideout for some workers. They are now casualties. Also there is an alarm on the building that is still working, if the party doesn't break in using criminality they will set off an alarm drawing in hordes.