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 Garnet Town Upgrades 
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Locations and upgrades
Current Upgrades
Hospital – level 1 – basic clean facilities and one doctor (Old Man Duncan)
Command Centre – level 1
Wall – level 1 – No effect
Power Generators – Level 1 – can power Garnet Town and Level 1 Defense Weapons
Farming – Level 1 – can feed Garnet Town at current size
Defense Weapons – Level 0
Communications Hub – Not currently built

The engineering squad can upgrade one area per session/mission. Anything with a star requires Command centre Level 2 or higher
Defense Weapons - Installation of captured weapons to town defenses– such as from Strickland’s armour. Would stretch the power capacity of Garnet Town if used. Level 1 – light artillery, *level 2 Medium Artillery, *level 3 Heavy artillery.
Additional defense weapons would have to be procured to allow upgrades
New wall – current wall is a ramshackle timber wall that will fall apart against strong attack – current level 1 – no benefit, level 2 +1 token in defense, level 3 +2 Morale (major fortification)
Upgraded hospital facilities – to be able to handle the increase of population in the area +1 to recover lost tokens in battle – requires 2 doctors
Command centre – initially a tent, upgrade to wooden building and integrated into town, allows * upgrades
*Communications hub – requires Level 2 command centre – able to communicate with entire area. +2 to battle rolls and able to gather intelligence better
Train troops – some of the locals and refugees can be trained as a militia – Level 1 – Garnet Town Militia = 1 extra token, Level 2 – Militia in new communities = 2 Tokens
Defense shelters - +1 to recover lost tokens in Battle Aftermath
Logging camp – provides additional materials/funds for the expense account
Quarry – provides additional materials/funds for the expense account
Factory – allows manufacture of components – requires power station upgrade
Requires diplomatic ties with an industrialised settlement
Farming – Level 1 – can feed Garnet Town, level 2 feed two additional communities, level 3 feed 5 communities
Market Square – allows either additional funds for the expense account or substitutes for food for 1 community

*Power station/generators – able to fully power defense systems and command centre, communications hub and factory – allows Level 2 Defense weapons to operate same time as communications hub.
Garage – allows vehicles to be maintained
Roads – reduces travel time to other communities

Getting some additional resources is possible from other areas as well


Potential locations already discovered
River
Quarry
Farmhouse

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Fri Nov 17, 2017 5:59 am
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So, I did a bit of formatting to help me see everything clearly. Thought other folks might appreciate it, too. (I also suggested a few tweaks in the course of doing so).

Locations and upgrades
    Current Upgrades
  • Hospital – level 1 – basic clean facilities and one doctor (Old Man Duncan)
  • Command Centre – level 1 (A tent left behind by the CS envoy)
  • Wall – Level 1 – No effect (A ramshackle, hastily erected barricade)
  • Power Generators – Level 1 – (Can power Garnet Town and Level 1 Defense Weapons)
  • Farming – Level 1 – (Can feed Garnet Town at current size)
  • Defense Weapons – Level 0 (No currently deployed weapons)
  • Communications Hub – Level 0 (No radio base)
  • Troops - Level 0 (Farmers and merchants with laser rifles and vibro-knives, very little training)
  • Roads - Level 0 (Trails and dirt tracks along common routes, but no paving or deliberate efforts to keep the way clear)

The engineering squad can upgrade one area per session/mission. Anything with a star (*) requires Command centre Level 2 or higher. In addition, a COT/SET with a Techno-Wizard or other mech-head can upgrade one area every two sessions.
      Defense Weapons - Installation of captured weapons to town defenses– such as from Strickland’s armour. Would stretch the power capacity of Garnet Town if used. Additional defense weapons must be procured before they can be added as upgrades.
    • Level 1 Light artillery
    • *level 2 Medium Artillery
    • *level 3 Heavy artillery.
      Wall –
    • level 2 - +1 token in defense
    • level 3 - +2 Morale (major fortification)
      Hospital facilities
    • Level 2 - Able to handle the increase of population in the area; +1 to recover lost tokens in battle – requires 2 doctors
      Command centre
    • Level 2 - A wooden building integrated into town, allows * upgrades
      Communications hub
    • *Level 1 - Able to communicate with entire area. +2 to battle rolls and able to gather intelligence better
      Train troops – some of the locals and refugees can be trained as a militia –
    • Level 1 – Garnet Town Militia = 1 extra token,
    • Level 2 – Militia in new communities = 1 Token locally, or with Communications Hub and Roads, 2 Tokens in all allied communities
      Defense shelters
    • Level 1 - +1 to recover lost tokens in Battle Aftermath
      Farming
    • Level 2 feed two additional communities
    • Level 3 feed 5 communities
      Garage
    • Level 1 – allows vehicles to be maintained
      Roads
    • Level 1 – reduces travel time to other communities, either permits or enhances some upgrades
      *Power station/generators –
    • Level 2 - Able to fully power defense systems and command centre, communications hub and factory – allows Level 2 Defense weapons to operate same time as communications hub.
      Resource Structures: These operations, once created, add materials/funds to the Expense Report, each counts as an upgrade:
    • Logging camp - Requires Roads
    • Quarry - Requires Roads
    • Factory – allows manufacture of components – requires Level 2 power station; requires diplomatic ties with an industrialized settlement
    • Market Square – allows either additional funds for the expense account or substitutes for food for 1 community

Getting some additional resources is possible from other areas as well; potential locations already discovered:
River
Quarry
Farmhouse

************

Proposed addition to the list:

    Armory
  • Level 1: Dedicated E-clip charging station (requires Level 2 Power supply), capable of charging multiple eclips simultaneously; contains enough spare clips for all militia/SET personal armament. Until this level is built, eclips must be charged from the Power Supply directly, which takes 1 minute per 100 Credits worth of recharge (so 15 minutes per short clip, or 25 minutes per long clip--see TLPG pg. 89).
  • Level 2: Permits a full reload for all Railguns/Rocket/Grenade Launchers (either Defense Weapons or SET personal weapons). Until this is acquired, replacement heavy ammunition must be requisitioned from Castle Refuge.
  • Level 3: x10 reloads for all weapons from Level 1. Allows for Level 1 or higher defensive weapons to be be used in heavy barrage tactics (+1 to Mass Battle Rolls).

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
OOC Comments
GMC Bennies:
  • Xavier 2/2 (TI 1; PPE 10)
  • Synn 2/2
  • Lust 1/1 Burn: 2
  • Wrath 1/1 Burn: 2
  • Sloth 1/1 Burn: 2
  • Pride: Dead
  • Avarice 1/1 Burn: 2
  • Envy 0/1 Burn: 2 Wounds: 2
  • Gluttony 1/1 Burn: 2





Fri Dec 01, 2017 2:28 pm
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just trying to consolidate all the town stuff together. so adding this information from the other post.

Basically, here you will be making a persuasion roll to gain greater initial resources for the Town(s)
Each individual element you can add as potential issues to overcome, resources to use, will add +1 or +2 per relevant point to the score, but that depends on the detail of the idea.
Use a relevant skill to that element – examples include leyline nexus – knowledge arcana
Military – knowledge battle – or fighting or shooting at -2

Potential things to consider - Military, training, economic trade, magic, potential problems, communication between settlements, investigations needed, businesses, health

A success and each raise beyond that success provides an extra point to spend on extra resources as you convince Elia what you require. Yes, you can extra effort this roll, but only one benny can be spent. There is no limit to your roll. Example - 1 success and two raises would provide 3 points to spend on the table below.

1 – Squad of 10 troops – rifles – basic line infantry
2 - Powered armored troops or mechanized squad or Juicers
1 – Upgrade existing squad to power armor (not Glitter Boys) or mechanized squad (i.e. with vehicles – armed ATVs)
1 – Operator/quartermaster – Repair D8 – allows equipment upgrades
1 – Body/Cyber Doc – Healing D8, Allows cybernetic enhancements
3 – Additional Engineering squad – these allow for upgrades to the town and surrounding area, including industries and infrastructure
1 – Magic User – If TW, can assist with some projects using the Leyline and Nexus – allows magic upgrades if TW. Other types can be available if requested
Other options might be available depending on what you request, such as specialist squads

Lump sum of 100k of credits is available as an expense account

Your decision on elements to be selected
8 points to spend on the table

You already have one engineering squad and one infantry squad assigned to Garnet Town


Fri Dec 01, 2017 8:15 pm
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Community Building Rules
Early on in the Broken Earth adventure, PCs will get a
chance to establish and lead a small community. The
following rules describe both how the PCs help the
community grow, and what it can do to help them.
Community Statistics
Like heroes, communities have statisticst they keep track
of on their community sheet. These use familiar terms
like Attributes and Edges, but operate a little differently.
Attributes
Each community has three attributes: Economy, Force,
and Morale. These represent the community’s collective
ability to get things done, not a specifc person’s ability.
Like a character’s attributes, these are measured by die
types. At the start, the PCs’ community will have a d4 in
each attribute.
Economy: This represents the community’s ability
to produce and trade goods. It might be modifed by
encouraging trade , exploiting natural resources, or by
increasing manufacturing.
Force: Force represents the community’s martial
power, police force, and ability to protect itself. It
is an aggregate of factors like personnel, weapons,
fortifcations, and an effective judicial system.
Morale: This represents both how happy the citizens
of the community are, and also how well known it is
among the surrounding communities. A community with
a high Morale is more likely to attract and keep citizens.
Edges
A community gains special benefts from Edges just like
PCs. Most of the time, the community gains these Edges
through the PCs’ actions. The Edges that the community
starts with depend on what the PCs do early in the
adventure. These Edges fall into three general categories,
Citizen Edges, Resource Edges, and Building Edges.
Citizen Edges: These represent benefts that the
community gains based on the people who live there,
such as getting more food from farmers, or more
protection from soldiers.
Resource Edges: Resource Edges are gained
when the community has access to particular physical
resources, such as stockpiles of advanced weapons or a
library of books.
Building Edges: These are benefts that the
community gains from certain buildings, such as walls or
a hydroelectric power plant.
Resources
Communities have two primary resources, Build and
Food.
Build: Build represents material resources that the
community can use to construct buildings. It includes
wood, stone, metal, and even more complex items like
wire and turbines. One Build is worth roughly 1,000 Trade.
Food: Each Food represents a large amount of food
that can be stockpiled. Each Food is roughly enough to
feed 100 people for one week
Communities and Acing
Unless otherwise noted, all dice rolled as part of managing
the community can ace.
Projects
Most people in the community spend their days working
on the basics. They farm, hunt, fx or replace tools that
break, and build enough shelter for the people who live
there. Assume that these happen without direction from
the PCs.
Projects, however, are bigger tasks that go beyond
daily maintenance. These projects typically beneft the
whole community, such as infrastructure improvements,
harvesting valuable resources, or settling new territory.
NPCs typically only initiate a project when the PCs ask.
Groups
For every ffty people in the community, it has one Group
that can work on a project. This doesn’t mean that all ffty
people work on the project. Most people are still working
on basics, like fshing and farming, or they are too young
or old to help out, while about eight to twelve people
can focus on the project. The people in the Groups aren’t
always the same, and the Group’s exact make-up shifts
due to the day-to-day needs of the community.
Speeding Up Projects
The community can speed up projects by sending more
people to work on them. Divide the amount of time it
normally takes to complete the project by the number of
Groups working on it and round all fractions up.
Extra Help
If the community desperately needs more help to fnish a
project, they can take some people away from the basics
to focus on a project. Putting people on extra projects
like this consumes one Food and one Build every week.
(This represents both the extra food and resources
they consume, and the loss of what they would have
produced.)
Ongoing Projects
Some projects are ongoing. These don’t have any
particular time frame, but instead give a weekly bonus
until the Group is called to another project.
Types of Projects
Accompany PCs: A Group of up to eight NPCs can
accompany the heroes on their adventures. The GM can
provide statistics based on the type of people living in
the community.
Build a Road: The Group can refurbish old roads
or create new ones. Refurbishing a hex of ruined road
requires two weeks and two Build. Building a new road
requires four weeks and four Build.
Construction: This allows a Group to build major
structures in the community, such as a watch tower,
power plant, or hospital. Constructing buildings requires
an investment of time and Build as listed in the section
on Building Edges.
The GM also has the discretion to mandate that
some or all of the Build needed to construct a building
must come from a particular source, especially when it
comes to high-tech equipment. For example, it would be
difcult to build a hydroelectric power station using only
Build harvested from the forest.
Rebuilding a ruined structure (pre- or post-war) takes
half the time and Build to construct.
Expand Territory: This expands the amount of
territory that the community controls by one hex. This
includes things like clearing land, building new homes,
learning about the area, and people moving with their
belongings to their new homes. It does not include
things like exploring sites described in the GM’s section
or driving out monsters that might lair there.
A community can control a maximum of one hex for
every hundred people living there.
Requires: One month, one Build, and one Food.
Extra Patrol: The Group can patrol the area to protect
it from mutants and raiders. One Group patrolling one
hex grants a +1 bonus to Force checks made involving
that hex. Every additional Group patrolling can either
increase the bonus by +1 or double the number of hexes
patrolled.
Harvest Resources: This allows the Group to gather
resources, which can be anything from chopping trees to
searching ancient ruins for scrap. The community can use
the resources to build new structures or trade with other
communities.
Most natural resources grant one Build for every
week spent harvesting, though certain resources might
grant more. When salvaging from ruins, the resources
grant Build equal to their salvage value (the GM has
this information). Some ruins have a limit on how much
Groups can harvest from them, others can be harvested
indefnitely.
Raise an Army: PCs can raise an army to fght their
foes (using the Mass Battle Rules found in the Savage
Worlds core book). Every Group represents a militia
numbering the community’s Force + 4. Like hurrying a
task, PCs can raise additional forces for a cost of one Food
and one Build per Group each week.

_________________
GM bennies 6/8


Sun May 27, 2018 4:10 pm
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Community Edges
Just like PCs, communities gain Edges, however they do
not gain them by earning XP. Instead they gain them
through the PCs’ actions during the adventure. All Edges
have benefts for the community and the PCs.
In addition to the Edges listed here, there are a few
secret Community Edges listed in the GM’s section of the
book.
Citizen Edges
Communities gain these Edges based on the people
living in the community. As the PCs recruit more people
to join their community, they will gain more of these
Edges.
Crafts Folk
Crafts folk have specialized skills such as pottery,
blacksmithing, or weaving.
Community Beneft: The community’s Economy
increases by one die type. Additionally, once per year
the community gains an additional 1d6 Build per hex it
controls.
PC Beneft: PCs can requisition items appropriate to
the craftspeople worth 50 Trade or less.
Herdsmen
Herdsmen maintain a large number of animals, whether
they be sheep, goats, cattle, or alpacas.
Community Beneft: Once per year, the herd
provides extra food, resources, or both, depending on
the nature of the animals. For every hex the community
controls, the herd produces either 1d8 Food, 1d8 Build,
or 1d4 Food and Build. The GM determines exactly which
beneft the community gains.
PC Beneft: PCs can freely requisition items made
from the herded animals costing 50 Trade or less.
Engineer
Engineers know how to construct large, complex
buildings.
Community Beneft: The community can construct
buildings that require an engineer.
PC Beneft: Engineers can answer questions the PCs
have about technology.
Farmers
Farmers know how to farm the land. Every fall, they bring
in a harvest that lasts through the winter or can be traded
to another community.
Community Beneft: Three times per year in the
fall, the farmers can harvest 1d6 Food for every hex the
community controls.
PC Beneft: The heroes can requisition enough
provisions to feed themselves on a journey lasting up to
two weeks.
Improved Farmers
The community not only has skilled farmers, it has
knowledge of advanced farming techniques or special
equipment to make the job easier.
Community Beneft: Three times in the fall,
the farmers can harvest 1d8 Food for every hex the
community controls. (Replaces beneft from Farmers.)
PC Beneft: The heroes can requisition enough
provisions to feed themselves on a journey lasting up to
four weeks.
Fisher Folk
The Fisher Folk Edge is gained from commercial fsher
folk who catch more than needed, not just subsistence
fshers (which would fall under the category of Foragers).
Community Beneft: A total of six times in summer
and fall, the fsher folk catch 1d6 Food worth of fsh for
every hex the community controls that contains a lake.
PC Beneft: Fisher folk will shuttle the PCs to any
location that can be reached in a day or less by boat.
Foragers
Foragers know how to fnd food in the wilderness by
hunting, trapping, or fshing game and gathering edible
plants.
Community Beneft: Each week during winter, the
community can make an Economy test. For each success
and raise, one hex the community controls doesn’t
require additional food.
PC Benefts: NPC foragers can accompany PCs on a
journey, granting a +1 bonus to Survival checks made to
search for food.
Lumberjacks
Lumberjacks chop down trees.
Community Beneft: The community can harvest
resources from forests. Wood products are readily
available in the community.
PC Beneft: The PCs can requisition woodworking
tools or objects made of wood worth 50 Trade or less.
Docs
Docs can be anybody with conventional medical training,
typically passed down from one doc to another. They
encompass what we would refer to as doctors, nurses,
physicians' assistants, midwives, and dentists.
Community Beneft: The community gains a +2
bonus to Economy rolls to resist epidemics. Treat NPCs’
Vigor as though it were one higher for the purposes of
seeing if NPCs survive a mass battle.
PC Beneft: Characters going through natural
healing and receiving medical attention gain the bonus
as though it were 1941 or better.
Mechanics
Mechanics are able to repair machines from hand pumps
to combustion engines and can even craft new machines
out of scrap.
Community Beneft: The community’s Economy
increases by one die type.
PC Beneft: The mechanics can repair wounds to the
characters’ vehicles free of charge.
Scrappers
Scrappers know what to look for in pre-war ruins and
know how to get the material out.
Communality Beneft: The community can harvest
resources from ruins.
PC Beneft: PCs who ask for help from a scrapper
gain a +1 bonus to Notice checks to fnd a specifc item
to salvage.

Soldiers
Soldiers are trained in weapons and tactics and have
combat experience. They can also train other citizens in
the basics of combat.
Community Beneft: The community’s Force
increases by one die type. In mass battles, forces from
communities with Soldiers gain one additional battle
token.
PC Beneft: PCs can request a like number of soldier
NPCs to accompany them on their adventures. (This is
independent of an Accompany the PCs project.)
Traders
Traders move in between settlements to trade all kinds
of items.
Community Beneft: The community’s Economy
increases by one die type.
PC Beneft: PCs can request that the trader locate
a specifc Rare item, and the trader will fnd it within a
month. The PC still needs to pay full price for the item.
PCs cannot request a second item until the trader fnds
the frst item.
Resource Edges
These Edges represent physical objects that the
community possesses.
Books
This represents a large collection of books on a range of
topics.
Community Beneft: Economy and Morale both
increase by one die type.
PC Beneft: PCs who consult these books gain a +1
bonus to Investigation checks.
Computerized Library
This represents a wealth of digital information that
characters can access through a computer interface.
Community Beneft: Economy and Morale both
increase by one die type.
PC Beneft: When PCs Advance, they can take two
new Knowledge skills for a single Advance.
Basic Firearms
The community owns enough guns and ammunition to
arm the town guard or militia. These are mostly black
powder or pre-war civilian weapons such as handguns
and hunting rifles.
Community Beneft: Increase the community’s
Force by one die type. In mass battles, forces from the
community gain one additional token. The community
can only beneft from one kind of weapon.
Additionally, ammunition is readily available for sale
in the community.
PC Beneft: Once each week the PCs can requisition
a clip of ammunition for basic frearms.
Military Firearms
The town has more powerful weapons, probably pre-war
military items, such as assault rifles, machine guns, and
hand grenades.
Community Beneft: Increase the community’s
Force by two die types. In mass battles, forces from the
community gain one additional token. The community
can only beneft from one kind of weapon.
Additionally, ammunition is readily available for sale
in the community.
PC Beneft: Once each week, the PCs can requisition
a clip of ammunition for military frearms.
Laser Weapons
The community has enough laser weapons to outft its
fghting forces.
Community Beneft: Increase the community’s
Force by three die types. In mass battles, forces from the
community gain one additional token. The community
can only beneft from one kind of weapon.
Additionally, ammunition is readily available for sale
in the community.
PC Beneft: Once each week, the PCs can requisition
a laser battery.
Medicine Stockpile
The town has a large stockpile of medication that it can
call on in times of need.
Community Beneft: The community gains a +2
bonus to Economy tests to resist epidemic events and
other diseases.
PC Beneft: Characters going through natural
healing and receiving medical attention gain the bonus
as though it were 1941 or better.
Building Edges
The community gains these Edges from constructing the
appropriate buildings in their community. Some hexes
already contain buildings in them, and if the heroes’
community takes control of the hex, they automatically
gain the benefts of the building. Ruined buildings must
be repaired before the community gains their benefts.
Fort
Requires: Walls, Watch Tower, 32 Build, 16 weeks
This is a fortifed structure that armed forces can
defend, and where civilians can flee in the event of an
attack.

_________________
GM bennies 6/8


Sun May 27, 2018 4:12 pm
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