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    1. Leodiensian 11 yrs ago

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@Arthanus Well, if you're looking to more directly tie the characters together - perhaps when she was a ronin she encountered the Sons of Mikaboshi? It makes sense if she spent some time at sea to encounter a spirit turtle, right?
Okay, that's one for group creation.

@Prophet @UberBlutwurst @Gisk @tchtkrmkc What do you all think, if you're still interested? The options again were A) I come up with your "home base" and the surrounding environment, competition etc or B) we try out the collaborative enclave creation rules and you guys all have a part in creating your enclave.
Arthanus, if you're looking for some ideas to tie your character in to the story of the "task force" - perhaps your character was sent to 'get rid' of her, because they believe either she'll bring some honour to the family or she'll die and they'll be rid of her? Alternatively, reading your bio she absorbs the spirit of a wolf, but now she has a tortoise spirit inside of her and the description for Spirit Hunters says she can only hold one spirit at a time? Perhaps the tale of how she killed a tortoise is connected somehow to the events that bring her to the group?
Okay, I think there's enough interest to make it worth putting a thread up.

One last question before I do: Red Markets has a lot of world-building collaborative rules that could be used to create the local enclave (basically, where you guys weathered the apocalypse) and some of the world around you. So, for instance, you might be set up in a university campus in California, a prison in Montana, a high school in Wyoming. Everyone would have some input in creating the enclave, how it fuels itself, what it needs to keep going, what the local competition is etc. Alternatively, I can write that all up for you to help you focus on just making a character that fits in. Which would y'all prefer?
Primarily it's before the roll - which basically allows you to control the difficulty of your rolls, but with a limited resource pool to spend to do so. It also reinforces the game's core underlying themes of economic scarcity and risk-vs-reward (so "How much do you want to gamble on this roll?") I know there is an upgrade for some weapons to represent automatic fire, which allows you to spend charges AFTER the hit in order to up damage (normally extra charges spent on rolling to hit only improve your chance to HIT, not improve your damage).
Thanks! Yeah, the system is actually pretty light and easy to get your head around so I think it would workk here. I haven't posted all of it because I'm not a maniac, but the other big deal to mention is gear and Charges. Basically, almost every task requires some sort of resource spend - a bullet from a gun, power from a batter, bandages from the medkit, even the caloric count necessary to be able to do physically strenuous tasks. These are abstracted into "charges" which items have. In order to even make the roll (whether you end up passing or failing) you have to spend a charge. However, a lot of items allow you spend extra charges to get a bonus. For instance, you just spend 1 charge from a gun to shoot it, or 1 charge from rations to fuel running, but by choosing to "over-spend" on charges you get a bonus on your skill roll. Spending an extra 2 charges (so 3 total) on shooting would let you roll at a +2.


Ex terrorem, lucrabamur - Out of Terror, We Profit

Red Markets is an upcoming RPG that I'm super-stoked about and would love to try and get a game going for on here in that world. As I backed the Kickstarter, I've been sent a preview that includes all the rules so I'd love to get a game running here.

The game is set five years into the Crash, the apocalyptic event that killed half the human species and divided the continental United States. An unknown infection referred to as The Blight appears seemingly at random worldwide, with no clear point of origin, turning humans into incredibly infectious monsters and shambling corpses. The Crash goes.. poorly. It's not a total wash, the governments of the world resorting to military invention to fight the spreading Blight. But there are only so many bullets, so many trained fighters. The cold, cruel mathematics of logistics prompt the US government to make a dreadful decision. They withdraw to the east coast, taking vital manpower and resources with them and blow the bridges. This splits the country into the Recession (east of the Mississippi river, where the U.S government has rooted out infection and rules with martial law) and the Loss (west of the Mississippi, given up and everyone left behind declared legally dead).

As one of the legally-dead living left behind in the Loss, you probably belong in an enclave, a survivor colony. You've spent the last five years scavenging food, medicine and other supplies, sitting on pre-Crash stockpiles and subsistence farming for staple crops. But five years is a long time and scavenging isn't a forever solution. Those stockpiles are running out. Canned food is coming to the end of its edible life; even the nastiest MRE packets are beginning to turn. Most medicines that haven't been taken are simply expired. Even gasoline goes bad after so long. And people aren't making more, or at least the Loss isn't. But the Recession is. This is where the Carrion Economy comes in. It's an illicit black market trade between Loss enclaves and Recession people to carry out services in exchange for goods both sides want, backed by a form of cryptocurrency called Bounty. An example might be someone whose family was infected during the Crash hiring some Loss-based folks to go out and put their Zombie Grandma out of their misery; they pay in bounty and then that currency goes towards, say, buying Recession-made medicine the Loss enclave needs. People who engage in this Carrion Economy, who hunt zombies or scavenge in the Loss not to survive but to profit, are Takers.

A big part of the Carrion Economy is the trade in legal documentation; the Recession government is gearing up for a big reclamation push in the next 15-20 years and they want to sort out things like inheritance, land ownership, who owns what and what can the State seize, which is causing a big bubble in the Carrion Economy. You play survivors who are taking advantage of this bubble in the Carrion Economy to get rich and buy your way to a better life, whatever that is for you - bribe your way into a new life for you and your family in the Recession? Set yourself up as boss hog of a new enclave? Maybe establish a company incorporating Taker crews from all over the area?

So, it's the end of the world but capitalism is still chugging along just fine. And it's time for you to go out, pay your bills, try to strike it rich - and not get bit.



Thoughts? Questions?
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